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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
227 idea (Wrong forum?)
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
227 idea (Wrong forum?)
I searched through the thread that listed the new features of 227, and I've also looked through the Botmatch menu ingame, and noticed that something that would potentially be extremely helpful is horribly missing.
NOTE: If this feature is already in 227, then l0x (lock) pl0x.
Well, today I wanted to test my weapon mutator in Deathmatch. Unfortunately, simply typing "open dmdeck16?mutator=smini.sminimut2m" did not make the game a deathmatch game. I had to type *deep breath* "Open dmdeck16?game=UnrealShare.Deathmatchgame?mutator=smini.sminimutsm". Like, wow. I know I could just set a bind, but would newer players know how to do that?
My idea is that whilst starting a new botmatch/server, have an option in "Configure game" to add any mutator to the game by simply having a line labeled "Mutator" where you could hit enter and type the full name of the mutator (Think of how you set your playername, but with a mutator). Or you could have an option labeled "Mutators," and when you select it, it shows a list of spaces (i.e. Mutator1, Mutator2, Mutator3, etc.) where you can type the names of mutators you want. Sound familiar? It should, it's similar to the way DZMapM (or was it JcoopZ? I can't remember) works, except you won't need to open up the Advanced options, wait for the game to minimize, then go clicking through plus signs to finally get there, then typing in the mutators.
If this is already a feature in 227f, or it's already a feature in 227e and I'm just stupid, then tell me and l0x the thread. If not, then you guys should consider doing something like this. It must be embarrassing having an engine stronger than UT but without a simple easy-to-add-mutators interface.
NOTE: If this feature is already in 227, then l0x (lock) pl0x.
Well, today I wanted to test my weapon mutator in Deathmatch. Unfortunately, simply typing "open dmdeck16?mutator=smini.sminimut2m" did not make the game a deathmatch game. I had to type *deep breath* "Open dmdeck16?game=UnrealShare.Deathmatchgame?mutator=smini.sminimutsm". Like, wow. I know I could just set a bind, but would newer players know how to do that?
My idea is that whilst starting a new botmatch/server, have an option in "Configure game" to add any mutator to the game by simply having a line labeled "Mutator" where you could hit enter and type the full name of the mutator (Think of how you set your playername, but with a mutator). Or you could have an option labeled "Mutators," and when you select it, it shows a list of spaces (i.e. Mutator1, Mutator2, Mutator3, etc.) where you can type the names of mutators you want. Sound familiar? It should, it's similar to the way DZMapM (or was it JcoopZ? I can't remember) works, except you won't need to open up the Advanced options, wait for the game to minimize, then go clicking through plus signs to finally get there, then typing in the mutators.
If this is already a feature in 227f, or it's already a feature in 227e and I'm just stupid, then tell me and l0x the thread. If not, then you guys should consider doing something like this. It must be embarrassing having an engine stronger than UT but without a simple easy-to-add-mutators interface.
Last edited by KillerSkaarj on Mon Mar 02, 2009 5:38 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: 227 idea (Wrong forum?)
the button is there in umenu console jsut like UT
make smini.int in your system folder
put in

profit
make smini.int in your system folder
put in
Code: Select all
Object=(Name=smini.sminimut2m,Class=Class,MetaClass=Engine.Mutator,Description="This does whatever, replace this lolomg")profit
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: 227 idea (Wrong forum?)
Wait, really? Where?the button is there in umenu console jsut like UT
Last edited by KillerSkaarj on Mon Mar 02, 2009 6:47 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: 227 idea (Wrong forum?)
[img]http://www.klankaos.com/mutator.jpg[/img]
Last edited by []KAOS[]Casey on Mon Mar 02, 2009 6:50 pm, edited 1 time in total.
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: 227 idea (Wrong forum?)
Wait, that's not the menu I'm using... I'm using the big vertical one that uses the arrow keys to navigate. I didn't know you could use the UWindows one. How do I switch to that one?
Oh yeah, and I was wondering why that "Unreal: Oldunreal Edition" was in the game but seemingly never used. Maybe it's because I have that damn vertical menu thing.
Oh yeah, and I was wondering why that "Unreal: Oldunreal Edition" was in the game but seemingly never used. Maybe it's because I have that damn vertical menu thing.
Last edited by KillerSkaarj on Mon Mar 02, 2009 6:56 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: 227 idea (Wrong forum?)
preferences>drivers>console > umenu browser console > restart unreal
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: 227 idea (Wrong forum?)
Ah, thanks. Sorry for wasting your time, you're a big help.
I feel like an Unreal newbie.
I feel like an Unreal newbie.
Last edited by KillerSkaarj on Mon Mar 02, 2009 7:01 pm, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: 227 idea (Wrong forum?)
Do you really have to make your own INT file? Doesn't UCC support DumpInt commandlets?
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: 227 idea (Wrong forum?)
It does have dumpint, I dont know if it supports that, but being unlazy and knowing how to do it is more awesome
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: 227 idea (Wrong forum?)
I wrote that DumpInt code and yes it writes that for mutators. However you should add in description for the mutator in scripts (in FIRST line of the UC file):
That tells it to give mutator class those descriptions (and in UMenu anything before "," is mutator name and after comes description about the mutator).
Same thing goes for GameInfo classes.
Code: Select all
/*Description=My Mutator,Does something awesome.*/
Class MyMutator extends Mutator;
...Same thing goes for GameInfo classes.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: 227 idea (Wrong forum?)
Why comments? Shouldn't it read DefaultProperties and search for Description? I know there's no Description field in the Mutator class, but that could be a nice addition, for example, a new class 227Mutator. Though it wouldn't have backwards compatibility, hmm...
- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: 227 idea (Wrong forum?)
I think you just answered your own question. Searching comments really isn't that unusual. Javadoc and Doxygen create HTML help files by going through source code and reading the comments for each function (No, not for UScript)Why comments? Shouldn't it read DefaultProperties and search for Description? I know there's no Description field in the Mutator class, but that could be a nice addition, for example, a new class 227Mutator. Though it wouldn't have backwards compatibility, hmm...
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
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: 227 idea (Wrong forum?)
Ah, interesting. I'mma try that some day.
- .:..:
- OldUnreal Member
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- Joined: Tue Aug 16, 2005 4:35 am
Re: 227 idea (Wrong forum?)
Even UT3 adds in variable description for all variables that has comments line right after variable declaration (which can be read in Editor as tool-tip when holding mouse over the propery).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: 227 idea (Wrong forum?)
Yea, that's how Unreal Engine Wiki form their UE* pages too. And that could actually explain why you can comment out a block comment end
Code: Select all
/* Will you get any errors?
// Yeap, unexpected end of file. */- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: 227 idea (Wrong forum?)
So it should be like this:Yea, that's how Unreal Engine Wiki form their UE* pages too. And that could actually explain why you can comment out a block comment end![]()
Code: Select all
/* Will you get any errors? // Yeap, unexpected end of file. */
Code: Select all
/* Will you get any errors?
// Yeap, unexpected end of file. */
LOL☆
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm


