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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
I Fixed It!
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: I Fixed It!
Should I just turn every additive brush into a semisolid? And I found out the source of the BSP. The beginning of the second level has you going into a cave via a flowing river. The cave eventually splits into a Y shape. I have a single zone sheet going through both of them. That's probably why there's a BSP hole.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Hellkeeper
- Global Moderator
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- Location: France
- Contact:
Re: I Fixed It!
You mean each branch should be a complete zone and you use onlyone portal to separate the two branches and the main part of the river (By cutting through the two armes of the Y) ?Should I just turn every additive brush into a semisolid? And I found out the source of the BSP. The beginning of the second level has you going into a cave via a flowing river. The cave eventually splits into a Y shape. I have a single zone sheet going through both of them. That's probably why there's a BSP hole.
If that's what you did, Yes, it wil always create a BSP Hole. Dunno why though.
You must construct additional pylons.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: I Fixed It!
Yes, you should turn all additive brushes into semi-solids, unless they are non-solid or you walk on that brush for a long time during the game.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: I Fixed It!
I picture Solids as architecture (floor(s), wall(s), ceiling(s), arch(es), some stairs, period) and Semisolids as static meshes. 
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sun Feb 01, 2009 11:22 pm, edited 1 time in total.
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- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: I Fixed It!
No no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons! Basically the more complex the brush, the more it requires to be semisolid. Also, ceilings and walls, and especially arches should be semisolid too, as you don't walk on them (unless someone creates a wall walk mod, which doesn't seem to be possible to make).
And actually you're pretty much right by comparing them to Static Meshes, but you're wrong in the way that you think they're only decorations. No. Both Semisolids and Static Meshes can alone create, for example, buildings, canyons, even walkways. Basically all the levels are created with SS in UE1 and SM in UE2, with solid brushes used only, I repeat, only for base places where you walk a lot. Why? Because SS sometimes (very rarely though) can allow players to fall through the brush; and SM netcode isn't very good, so when you're on them you usually lag more than when you're on Terrain, Solids or Blocking Volumes.
And actually you're pretty much right by comparing them to Static Meshes, but you're wrong in the way that you think they're only decorations. No. Both Semisolids and Static Meshes can alone create, for example, buildings, canyons, even walkways. Basically all the levels are created with SS in UE1 and SM in UE2, with solid brushes used only, I repeat, only for base places where you walk a lot. Why? Because SS sometimes (very rarely though) can allow players to fall through the brush; and SM netcode isn't very good, so when you're on them you usually lag more than when you're on Terrain, Solids or Blocking Volumes.
- Hellkeeper
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Re: I Fixed It!
RMB ont the stairs => polygon => merge reduces greatly the negative effect of the stairs by merging all the side-faces in one big faceNo no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons!
You must construct additional pylons.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: I Fixed It!
I thought that that option merges coplanars. Seems not always working for me.RMB ont the stairs => polygon => merge reduces greatly the negative effect of the stairs by merging all the side-faces in one big faceNo no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons!
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- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Hellkeeper
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Re: I Fixed It!
Yes, that's kind of basic knowledge.WTH I found out that Substracting in Semisolids is no can do.
You must construct additional pylons.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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Re: I Fixed It!
SpiderLegs?(unless someone creates a wall walk mod, which doesn't seem to be possible to make)
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Mon Feb 02, 2009 11:33 pm, edited 1 time in total.
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- Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: I Fixed It!
Admin set playerpawn physics phys_spider
Or gravity direction?
Or gravity direction?
Last edited by Age on Tue Feb 03, 2009 2:36 pm, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: I Fixed It!
Nope, nothing works, because there you *still* don't actually walk on walls, you can't drop through.
And gravity is static in Unreal, you can't change it.
And gravity is static in Unreal, you can't change it.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: I Fixed It!
Changing zonegravity doesn't really work. If you're on the floor and Walking, then gravity has no effect on you. You can change gravity to any arbitrary vector, but you can only walk on the real floor.
I'd say that changing gravity to z=950 (same force, straight up instead of down) would let you walk on the floor and then shoot you straight up as soon as you jumped/fell/dodged (and you'd bounce around on the ceiling, unable to walk)... but I just tried it in SP and it locked unreal up. No crash or anything logged, a complete freeze. I have no idea why, since a friend of mine in coop used to love messing with the gravity to cause everyone to shoot up and then straight down, killing us all from the slam.
In any event, it doesn't work. Unreal's PHYS_Spider isn't properly implemented and PHYS_Walking only lets you treat the floor as the floor.
I'd say that changing gravity to z=950 (same force, straight up instead of down) would let you walk on the floor and then shoot you straight up as soon as you jumped/fell/dodged (and you'd bounce around on the ceiling, unable to walk)... but I just tried it in SP and it locked unreal up. No crash or anything logged, a complete freeze. I have no idea why, since a friend of mine in coop used to love messing with the gravity to cause everyone to shoot up and then straight down, killing us all from the slam.
In any event, it doesn't work. Unreal's PHYS_Spider isn't properly implemented and PHYS_Walking only lets you treat the floor as the floor.
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: I Fixed It!
phys_spider in 227 only works on walls, and bane I didn't crash when I set gravity, must've been an anomaly or possibly a bad bsp cut in whatever map you used?
grav slamming was pretty fun stuff back in the day..
grav slamming was pretty fun stuff back in the day..
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: I Fixed It!
Rotating whole world?
Nah, that would need a rebuild.
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Tue Feb 03, 2009 10:05 pm, edited 1 time in total.
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- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: I Fixed It!
The map was dig, so I doubt that. Just tried it in 227 and it worked exactly as I thought. No idea why it keeps freezing in 224v. I even just tried it while already in the air and it still immediately locked up.phys_spider in 227 only works on walls, and bane I didn't crash when I set gravity, must've been an anomaly or possibly a bad bsp cut in whatever map you used?
grav slamming was pretty fun stuff back in the day..
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: I Fixed It!
set zoneinfo zonegravity (x=0,y=0,z=950) {or just (z=950) but it will give an importtext error}
or set playerpawn physics phys_spider
not sure which you were talking about though
or set playerpawn physics phys_spider
not sure which you were talking about though
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: I Fixed It!
I was talking about both of them, thank you very much. 
EDIT: OMG HAX! BTW, PHYS_Spider is not done. Confirmed from me too.
EDIT^2: New level concept: PlayerPawn has a spacecraft mesh, ZoneGravity's Z is -5. Bingo!
EDIT^3: NOTE: Bots freeze while in mid-air.
EDIT: OMG HAX! BTW, PHYS_Spider is not done. Confirmed from me too.
EDIT^2: New level concept: PlayerPawn has a spacecraft mesh, ZoneGravity's Z is -5. Bingo!
EDIT^3: NOTE: Bots freeze while in mid-air.
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Wed Feb 04, 2009 12:10 am, edited 1 time in total.
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- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: I Fixed It!
I dont know of any unreal engine game where phys_spider is 100% complete, it certainly works in 227 but it's still bugged a little.
need a custom playerpawn for flight, its not too difficult however. Since unreal lacks a physics engine it has to be approximated, and that can get ugly, and is likely why we don't have many flying pawns.. unless you want to create things like Descent's ships.
Bots freeze because they can't navigate to their movetarget/destination, their code stops untill they reach it then it continues.
need a custom playerpawn for flight, its not too difficult however. Since unreal lacks a physics engine it has to be approximated, and that can get ugly, and is likely why we don't have many flying pawns.. unless you want to create things like Descent's ships.
Bots freeze because they can't navigate to their movetarget/destination, their code stops untill they reach it then it continues.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: I Fixed It!
Same in some games (don't know about Unreal though) when sliding down a slope.Bots freeze because they can't navigate to their movetarget/destination, their code stops untill they reach it then it continues.
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- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: I Fixed It!
yeah bots can get stuck in slopes like that with bad pathing


