I'd appreciate input, bug reports, and things of that nature.
For direct access use https://forums.oldunreal.com
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
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
Boodaflow's Aura
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Boodaflow's Aura
Hi everyone, thought I'd start this topic finally.
I'd appreciate input, bug reports, and things of that nature.
I'd appreciate input, bug reports, and things of that nature.
Last edited by Boodaflow on Wed Apr 01, 2009 9:45 pm, edited 1 time in total.
A heaven of light would be to bright. A heaven of dark would be just right.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Boodaflow's Aura
Welcome Boodaflow!
let me guess, a topic for people to ask questions about your massive aura mod. Nice.
My first question, how'd you get the weapons to change textures, kinda like an animated texture? Example: Aurastinger
let me guess, a topic for people to ask questions about your massive aura mod. Nice.
My first question, how'd you get the weapons to change textures, kinda like an animated texture? Example: Aurastinger
- Spike
- OldUnreal Member
- Posts: 434
- Joined: Tue Dec 30, 2008 1:29 am
Re: Boodaflow's Aura
That's not quite the reason hes here Gizzy lol. Hes here to get some repairs done to Aura.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Boodaflow's Aura
Aura MK II : Return of the version mismatch ..?
Good luck fixing it up :p
Good luck fixing it up :p
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
gasbagbelch has a crude but workable method of answering your question if you care to take a look at it.
A heaven of light would be to bright. A heaven of dark would be just right.
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
haha ya i know Casey. its a mess and i doubt it will all clear up because there will most likely be that 1 person out of the blue coming back wondering what the heck is going on that still has an old version. but if unreal permits it i plan on reworking aura and hopefully clear up some of the mismatches. its just that i ussually always have something to add to it.
but thanks i am sure ill need the luck.
A heaven of light would be to bright. A heaven of dark would be just right.
- Spike
- OldUnreal Member
- Posts: 434
- Joined: Tue Dec 30, 2008 1:29 am
Re: Boodaflow's Aura
nah u'll just need a magic mushroom.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
- deathpax
- OldUnreal Member
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- Joined: Mon Apr 30, 2007 8:38 pm
Re: Boodaflow's Aura
Shrooms for everyone!
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Boodaflow's Aura
Don't name it Aura when you re-release it. That'll avoid major mismatches. Just my opinion.
☆
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: Boodaflow's Aura
There should be a successor to the Galyoth...
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
but then it wouldn't be "Aura" now would it? :O and then this thread would be pointless or need renaming.Don't name it Aura when you re-release it. That'll avoid major mismatches. Just my opinion.
A heaven of light would be to bright. A heaven of dark would be just right.
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
That's not really a bug or anything, more of a mod request.There should be a successor to the Galyoth...
A heaven of light would be to bright. A heaven of dark would be just right.
- Spike
- OldUnreal Member
- Posts: 434
- Joined: Tue Dec 30, 2008 1:29 am
Re: Boodaflow's Aura
The hand goes up the kralls bum....is that a bug?

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
- Smirftsch
- Administrator
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Re: Boodaflow's Aura
Aura seems to me a big task 
I always found it amazing how many things are done in aura, which great ideas were realized (although some things are surely overkill and some fixing needs to be done of course).
Besides it is one of the best mods ever to dig up bugs which we fixed in 227, hehe
If you need help of some kind- some place to add downloads, wiki usage, a special place here in the forums etc etc. just let me know
- maybe you should add a topic in the "Unreal projects" subforum now that you announced it here?
I always found it amazing how many things are done in aura, which great ideas were realized (although some things are surely overkill and some fixing needs to be done of course).
Besides it is one of the best mods ever to dig up bugs which we fixed in 227, hehe
If you need help of some kind- some place to add downloads, wiki usage, a special place here in the forums etc etc. just let me know
- maybe you should add a topic in the "Unreal projects" subforum now that you announced it here?
Last edited by Smirftsch on Thu Apr 02, 2009 4:05 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Boodaflow's Aura
Or then "Unreal Projects" board?
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
um you always had fun with your hand up the krall's bum spike. why fix whats not broken?
anyways I'm not much of a forum person hence the reason it took..... uh however many years (since it came out and i found out about oldunreal) to start posting. so bare with me please. 
if i posted in the wrong spot is it possible to move it cause it seems that is your way of kindly telling me i posted in the wrong spot.
so...yes aura will be a large project and always has been, seems never ending because i always have ideas. i appreciate the ideas of others but i rather not cause again i have my own ideas.
plus i have enough to work on without other peoples ideas. Aura was based on and started from simple admin code tricks such as admin set projectile speed 2000 etc and various other codes i picked up from being an admin for so long and using editactor class= which sadly does not work in 227 anymore in my server for some reason.
i hope to discuss that farther, because it makes debugging server issues harder.
anyways, it grew into a larger picture that sometimes fits well and other times doesn't. trying to test the limits of the engine like the eyecandy. other times it has useful and inspiring aspects such as the teleport rifle or the aura field clone item. I've always tried to keep script warnings to a minimal because spamming log in general seems to cause an insane increase in lag for both client and server. In this coming update i hope to reduce the mods lag and download size as well. with that it might leave some aura fans unhappy but it could very well give some of the guns and such new life as well. unfortunately a main reason ive started posting is because as you know i take a long leave from unreal once and awhile and that is due to unreal causing me difficulting in the compiling process with UCC.exe. So that is basicly the main obsticle in my way so if i cant compile for some reason then aura will have a slow time being updated.
some of you may have also noticed that my server "Aura Palace" is back up and you may have difficulties entering. that maybe due to me compiling with 227 in hopes that my compiling problems were solved however they were not or i am just doing something wrong in general. but i will start compiling in 225 again in hopes that older clients will be able to join again. my brain is rather scattered
sooooo if i left something out ill try to fit it in at another time in another post. (scattered brain also = the reason aura is so large and some things are left unfinished)
got to get the basic features of the idea done before i forget. im sure some of you understand.
if i posted in the wrong spot is it possible to move it cause it seems that is your way of kindly telling me i posted in the wrong spot.
so...yes aura will be a large project and always has been, seems never ending because i always have ideas. i appreciate the ideas of others but i rather not cause again i have my own ideas.
some of you may have also noticed that my server "Aura Palace" is back up and you may have difficulties entering. that maybe due to me compiling with 227 in hopes that my compiling problems were solved however they were not or i am just doing something wrong in general. but i will start compiling in 225 again in hopes that older clients will be able to join again. my brain is rather scattered
A heaven of light would be to bright. A heaven of dark would be just right.
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
oh ya... I've also been working on a new mod for mappers. it was first known as AuraChat, i made for Fuzzhead for his Chatroom map. it is now known as AuraMapper, and if any other mappers are interested in fiddling with it let me know please i could use the experience. It is going to be a growing mod as well with improving features. im hoping it will bring new life into Unreal. that has mostly been my goal. so far these are some of the things you can try in the mod:
AdminTrigger - A trigger only accessable by an admin.
KeyTrigger - A trigger only accessable when equipped with the required key.
MassThiefTrigger - When triggered this will remove requested items from all players inventory.
RewardTrigger - When triggered this will spawn whatever the map designer desires for the player.
TeleportAll - A trigger that when activated will teleport all players to it's location. (shouldnt telefrag but with unreal you never know).
ThiefTrigger - A trigger that will steal map designer specified items. (useful for map changes while player has an undesired advantage).
TriggeredMessage - When triggered this will display requested messages to the player for story plots etc.
ArrayMusicEvent - a music event that stores multiple songs.
Component:
ArrayTrigger - When triggered will access the database within arraymusicevent and pick the correct song.
AuraMusicEvent - Cause music change for a single player.
AuraSpawner - A spawner that in default is set up to spawn automovingplatforms which can be ridden on, can also be set up to spawn other things as well. (simular to arrawspawner options).
BathRoomDoor - A bathroom door that can basicly distinguish between male or female.
DeathZone - A zone that will kill players and scripted pawns if entered.
FlightPort - An item that when picked up will give the player a chance at flying through whatever the map designer sets up.
Components:
ShipPort - The starting location for flightport. (tag and event must be identical for these to work.
SafetyPort - When rammed into this will take the player out of control of flight and into the "safespot".
SafeSpot - The "safespot" that SafetyPort will take the player. (must be input into the SafetyPort's options to work).
FPS - Falling Platform Spawner spawns platforms that may or may not fall,explode, throw the player in a map designers desired direction.
MPS - Same as above except this one doesnt fall. Instead it will fly in the chosen direction. (maybe across a pit of some sort).
MusicZone - A zone that if entered or leaving, can change the players music. (also triggerable and untriggerable, but hasnt been tested).
StageGate - A gate that blocks players unless they have the required key.
TriggerGate - A player blocking gate that will only let them pass if triggered.
ViewCannon - A cannon that if triggered or bumped will allow the player to control its fire.
Keys ~ Keys used to access various key required areas and such.
BlackKey
BlueKey
GoldKey
GreenKey
RedKey
SilverKey
WhiteKey
VIPPass
VortexKey
BattleZone - an attempt at simulated a "random" encounter in most turn based rpg's. (set up in a separate zone with battlestart and randompoint)
Components:
BattleGate - A gate in which a battle may begin. (At the moment handles 1 player at a time).
BattleStart - Starter location once a battle has begun. (like a playerstart).
EncounterBlob - A pursuing blob that if touched triggers a battle.
Randompoint - Place in which monsters may randomly spawn within the battlezone. (set up as many as you like).
AdminTrigger - A trigger only accessable by an admin.
KeyTrigger - A trigger only accessable when equipped with the required key.
MassThiefTrigger - When triggered this will remove requested items from all players inventory.
RewardTrigger - When triggered this will spawn whatever the map designer desires for the player.
TeleportAll - A trigger that when activated will teleport all players to it's location. (shouldnt telefrag but with unreal you never know).
ThiefTrigger - A trigger that will steal map designer specified items. (useful for map changes while player has an undesired advantage).
TriggeredMessage - When triggered this will display requested messages to the player for story plots etc.
ArrayMusicEvent - a music event that stores multiple songs.
Component:
ArrayTrigger - When triggered will access the database within arraymusicevent and pick the correct song.
AuraMusicEvent - Cause music change for a single player.
AuraSpawner - A spawner that in default is set up to spawn automovingplatforms which can be ridden on, can also be set up to spawn other things as well. (simular to arrawspawner options).
BathRoomDoor - A bathroom door that can basicly distinguish between male or female.
DeathZone - A zone that will kill players and scripted pawns if entered.
FlightPort - An item that when picked up will give the player a chance at flying through whatever the map designer sets up.
Components:
ShipPort - The starting location for flightport. (tag and event must be identical for these to work.
SafetyPort - When rammed into this will take the player out of control of flight and into the "safespot".
SafeSpot - The "safespot" that SafetyPort will take the player. (must be input into the SafetyPort's options to work).
FPS - Falling Platform Spawner spawns platforms that may or may not fall,explode, throw the player in a map designers desired direction.
MPS - Same as above except this one doesnt fall. Instead it will fly in the chosen direction. (maybe across a pit of some sort).
MusicZone - A zone that if entered or leaving, can change the players music. (also triggerable and untriggerable, but hasnt been tested).
StageGate - A gate that blocks players unless they have the required key.
TriggerGate - A player blocking gate that will only let them pass if triggered.
ViewCannon - A cannon that if triggered or bumped will allow the player to control its fire.
Keys ~ Keys used to access various key required areas and such.
BlackKey
BlueKey
GoldKey
GreenKey
RedKey
SilverKey
WhiteKey
VIPPass
VortexKey
BattleZone - an attempt at simulated a "random" encounter in most turn based rpg's. (set up in a separate zone with battlestart and randompoint)
Components:
BattleGate - A gate in which a battle may begin. (At the moment handles 1 player at a time).
BattleStart - Starter location once a battle has begun. (like a playerstart).
EncounterBlob - A pursuing blob that if touched triggers a battle.
Randompoint - Place in which monsters may randomly spawn within the battlezone. (set up as many as you like).
A heaven of light would be to bright. A heaven of dark would be just right.
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Boodaflow's Aura
Hi there Booda, good to see you back here!
After all those years I still use your mods at my HyperCoop and HyperDM servers. Generally it runs great but of course this is with some items left out for various reasons.
Here are some items I re-tested recently but still had to left out of my selection because of issues:
aura1.havoc: Lags when fired over a large distance. The solution may be to limit the lifetime of the seeking projectiles.
Aura2.PowerFist: Starts to lag after some time when you hold fire close to a group of monsters
Aura2.Rippler: Starts to lag after some time when you hold (alt)fire close to a group of monsters
About the Vortex Cannon: for coop it would be nice to have a version that does not act on players and has a slower re-fire time. (For some reason players tend to find it annoying to be caught in a gravity vortex all the time. ;-))
After all those years I still use your mods at my HyperCoop and HyperDM servers. Generally it runs great but of course this is with some items left out for various reasons.
Here are some items I re-tested recently but still had to left out of my selection because of issues:
aura1.havoc: Lags when fired over a large distance. The solution may be to limit the lifetime of the seeking projectiles.
Aura2.PowerFist: Starts to lag after some time when you hold fire close to a group of monsters
Aura2.Rippler: Starts to lag after some time when you hold (alt)fire close to a group of monsters
About the Vortex Cannon: for coop it would be nice to have a version that does not act on players and has a slower re-fire time. (For some reason players tend to find it annoying to be caught in a gravity vortex all the time. ;-))
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
haha.. was wondering when you were gonna post hyper.
yes i put those problems into my to do list. i plan on making as many of the weapons and such coop friend as possible. though i do like to see some dumb dumbs kill themselves once in awhile. i guess i can just do a simple admin code for that though.
also for some reason 227 seems to be ruining a lot of my mods, like tr's camera and various replication problems. i have yet to master replication so it could more or less be my fault, but some things were working fine in 225. so i dont know.
A heaven of light would be to bright. A heaven of dark would be just right.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Boodaflow's Aura
Thanks for the reply, I'll have a try.gasbagbelch has a crude but workable method of answering your question if you care to take a look at it.
WhoopsThat's not quite the reason hes here Gizzy lol. Hes here to get some repairs done to Aura.
Sounds very interesting. Have you released this publicly or not because I'd like to have a fiddle with itoh ya... I've also been working on a new mod for mappers. it was first known as AuraChat, i made for Fuzzhead for his Chatroom map. it is now known as AuraMapper, and if any other mappers are interested in fiddling with it let me know please i could use the experience.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Boodaflow's Aura
A few side-notes here:haha.. was wondering when you were gonna post hyper.yes i put those problems into my to do list. i plan on making as many of the weapons and such coop friend as possible. though i do like to see some dumb dumbs kill themselves once in awhile. i guess i can just do a simple admin code for that though.
also for some reason 227 seems to be ruining a lot of my mods, like tr's camera and various replication problems. i have yet to master replication so it could more or less be my fault, but some things were working fine in 225. so i dont know.
If you want a mod to be compatible with all versions, DON'T use 227 to compile. Due the enhancements and fixes in 227 its possible older clients can't run it anymore even although you maybe didn't add specific 227 content.
Only use 227 if you want to use 227 stuff, like emitters, footstepsounds, decals etc etc etc (details in the 227 forum or in the wiki). I'm sure you will find tons of new things you like.
227 was buit with 2 major objections:
1. Fix bugs while keeping 227 maximum compatible to older servers and mods (and I think we almost reached 100% here now).
2. Add new things and finished unfinished things (like quadshot f.e.) without breaking rule 1.
So if you want to build now aura in 227 or not is maybe no easy decision.
I personally see not much reason for anyone not to update to 227 in the moment 227f is out. It contains both old and new renderers, it contains both old and new sounddevices (Galaxy and OpenAL, FMod) and the overall performance is way higher too, especially on old machines. Nobody should miss something and instead getting a lot of more (And yes, UPak for UGold is coming very soon after that too).
But in the end there will be always some people who don't want to, who dislike or distrust it for whatever reason.
This question is the same for any modder in the future: all versions or using 227's advantages.
Sometimes you have to lose a fight to win the war.
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
unfortunately it is not released for download anywhere. its still got a lot of testing to do with some of the more complicated parts. since i dont know much about mapping and these mods are ideal for someone who does. its hard for me to test them. so i welcome any mapper who will like to try them in hopes that they enjoy working with them. if smirf and old unreal hosts aura as a download i dont know how it will work since aura is known for its constant updates and i dont want to cause anymore trouble than they already have.
but email and msn are other alternatives to recieving the mods.
A heaven of light would be to bright. A heaven of dark would be just right.
- Boodaflow
- OldUnreal Member
- Posts: 29
- Joined: Sun Feb 17, 2008 9:19 pm
Re: Boodaflow's Aura
ok, ive made my project thread. so.. ya
that kinda stuff can go there now. 
A heaven of light would be to bright. A heaven of dark would be just right.
- Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Boodaflow's Aura
One bug: Paincrusher altfire makes "left a small crater".
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Boodaflow's Aura
Indeed, as stated in readme:One bug: Paincrusher altfire makes "left a small crater".
summon aura.paingusher - The primary fire is pretty standard. But whatever you do. Do NOT press altfire. At all. Don't even think about it. Don't even begin to think about thinking about it. You'll become a stain on the.... blackness.. In half a second flat if you push that button. Ye be fairly warned.


