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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
Release 227f
- Smirftsch
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Release 227f
Although planned I can't make the release of 227f this weekend. There are still some localization problems, such as missing fonts in classic menu for other languages - such as German umlauts and probably all other language specific chars for French/Italian/Spanish.
Another UED2 fix needed to be done which caused another delay in the progress, as well as some S3TC bug which was caused by a typo.
Anyway, we are closer than ever and I think its better to make it right instead of causing some last-minute bugs because of to much hurry.
Another UED2 fix needed to be done which caused another delay in the progress, as well as some S3TC bug which was caused by a typo.
Anyway, we are closer than ever and I think its better to make it right instead of causing some last-minute bugs because of to much hurry.
Last edited by Smirftsch on Sun May 03, 2009 8:18 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- KillerSkaarj
- OldUnreal Member
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Re: Release 227f
How long do you suppose this will delay the patch whilst working at normal, non bug-causing pace?
- Smirftsch
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Re: Release 227f
in the last time it was always some unpredictable new bug suddenly appearing which caused the long time span between 227e and 227f.
Indeed I think it was worth it, because some bugs have been fixed which seemed "unfixable" for quite a while and stability and security have been improved.
Now for quite a while there were almost no new bugs found and even a lot of small glitches have been removed.
One thing now is if or if not to fix this problem with the localization and how much work it is.
So if no (critical) bugs are found anymore it will be a few days, I want to check everything carefully again (like .ints and ini files, release notes etc. etc. ) - things I couldn't do yet.
I think next weekend at maximum.
Indeed I think it was worth it, because some bugs have been fixed which seemed "unfixable" for quite a while and stability and security have been improved.
Now for quite a while there were almost no new bugs found and even a lot of small glitches have been removed.
One thing now is if or if not to fix this problem with the localization and how much work it is.
So if no (critical) bugs are found anymore it will be a few days, I want to check everything carefully again (like .ints and ini files, release notes etc. etc. ) - things I couldn't do yet.
I think next weekend at maximum.
Sometimes you have to lose a fight to win the war.
- KillerSkaarj
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Re: Release 227f
Wow, next week max? You guys work fast!
- Gizzy
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Re: Release 227f
Keep up the amazing work, I look forward to next weekend 
- Shivaxi
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- .:..:
- OldUnreal Member
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Re: Release 227f
*cough*UT3*cough*I absolutely agree with making it right instead of fast
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
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- (T:S:B)Legionnaire
- OldUnreal Member
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Re: Release 227f
*cough*all command and conquer games as of 2002*cough*
phoo that was a big cough there..
--
will 227f be the final release of 227?
phoo that was a big cough there..
--
will 227f be the final release of 227?
about:blank
- GreatEmerald
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Re: Release 227f
No, it will not, unless there are no more bugs to fix.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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- Smirftsch
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Re: Release 227f
the "f" in 227f is just a release number- in contrary to the common opinion that "f" means "final". 224 for example was in its final version "v".
If it will be final- well, although we probably caught all major and critical bugs its likely to expect that at least some minor things are still to do.
If no critical bugs are found 227f will be at least a "release candidate" , because next step will be to make an UGold compatible patch version.
Once this is done and out we will probably fix the last remaining minor things which are maybe found then and release some real "final" version for both versions of Unreal.
Modders and mappers however can rely already on 227f for functions and scripting.
Whats following then is not planned yet. Maybe some other project, maybe some new featured version 228- really no idea. Depends on my health, my spare time and of course on all people in the developer and testing crew.
If it will be final- well, although we probably caught all major and critical bugs its likely to expect that at least some minor things are still to do.
If no critical bugs are found 227f will be at least a "release candidate" , because next step will be to make an UGold compatible patch version.
Once this is done and out we will probably fix the last remaining minor things which are maybe found then and release some real "final" version for both versions of Unreal.
Modders and mappers however can rely already on 227f for functions and scripting.
Whats following then is not planned yet. Maybe some other project, maybe some new featured version 228- really no idea. Depends on my health, my spare time and of course on all people in the developer and testing crew.
Last edited by Smirftsch on Tue May 05, 2009 8:03 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- (T:S:B)Legionnaire
- OldUnreal Member
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Re: Release 227f
nono i didnt assume "f" stood for final, it's just that there are a LOT of ppl who keep asking when 227f would be released, so i thought it might be the final version.. i should have been more clear sorry
thx for the info
thx for the info
about:blank
- Zombie
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Re: Release 227f
Will this 'long time-span final' to a "real" final mean the core Epic *.U packages could be updated in between? If so, for those of us that still maintain classic anti-cheats it will not be so simple to rely on what's upcoming, and have to decide on keeping pace with 'long time-span final' signatures additionally to "real" final.If no critical bugs are found 227f will be at least the last "final" release for a longer time span, because next step will be to make an UGold compatible patch version.
Once this is done and out we will probably fix the last remaining minor things which are maybe found then and release some real "final" version for both versions of Unreal.
Modders and mappers however can rely already on 227f for functions and scripting.
-Zombie
- Hyper
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Re: Release 227f
To add to the final-or-not discussion: I hope to see a final sooner or later. (rather sooner, depending on what comes forward out of the public testing phase)
With a final, (not neccessarily 227f) we can come in a stable environment again, which:
With a final, (not neccessarily 227f) we can come in a stable environment again, which:
- Allows any player to update with peace of mind.
- Allows us to tell the world that U227 final is done. (Publicity)
- Allows me to edit the .int files on my server for custom messages, without overwriting them with the next u227 release.
- Allows mod makers to update their cheat protections with the u227 final package signatures. (Yes, we have Unreal Integrity now, but there are still reasons to use the older anti-cheats, like compatibility with older clients)
- Buster
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Re: Release 227f
Take abit longer if you want. I haven't had my PC shipped to BC yet ... LoL !!

Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
- Smirftsch
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Re: Release 227f
I fully understand the concerns and thoughts. I share these with you and I'd love to say: Hey people, that's final! (regarding the stability and list of bugs we fixed it really should be
) but seen realistic there is always something which nobody noticed yet.
If or if not this is worth then to make a new release or the release candidate turns into final then we have to see but I'm not like Epic, in this case just a commercial company which needs to make money with it and makes a patch like 226: "That's it, doesn't matter what is found in there, its final".
I just want to make a real final patch, that's the reason why I'm so careful with saying "This is final"
I think already within the first 1-2 weeks after release we will know more
If or if not this is worth then to make a new release or the release candidate turns into final then we have to see but I'm not like Epic, in this case just a commercial company which needs to make money with it and makes a patch like 226: "That's it, doesn't matter what is found in there, its final".
I just want to make a real final patch, that's the reason why I'm so careful with saying "This is final"
I think already within the first 1-2 weeks after release we will know more
Last edited by Smirftsch on Tue May 05, 2009 8:04 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Gizzy
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Re: Release 227f
It's a damn good job what people have done to 227, and I wouldn't care if 227f is or is not the final. All the features previous 227 patches have brought are outstanding, and as much as I'd like to say "Make a million improvements (and end up at 227[ch950])", I think that what 227 in a whole has brought is probably more than I will ever use.
- KillerSkaarj
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Re: Release 227f
Wait, RTNP is going to be incorporated after 227f is released? That's a bummer. Oh well, I can wait for it. What I really can't wait for is the new mapping features. I'll make an awesome map out of those and maybe I'll even modify some of the existing Unreal maps to include the new stuff (with a a different filename, of course)
- Gizzy
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Re: Release 227f
I can't wait to get my hands on the new mapping options..I'll even modify some of the existing Unreal maps to include the new stuff
- SkaarjSlayer
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Re: Release 227f
Ditto on that *rubs hands together greedily*I can't wait to get my hands on the new mapping options..I'll even modify some of the existing Unreal maps to include the new stuff

- [§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Release 227f
I already tried that with 227e. I tried to merge a part of SkyCaves to SkyTown, expand it a bit and connect the parts of the maps, but I got a huge error: when I went from SkyTown into the part of SkyCaves, I just teleported to the fall-down stuff.maybe I'll even modify some of the existing Unreal maps to include the new stuff (with a a different filename, of course)
☆
- Srbassalot
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Re: Release 227f
This topic has been read 287+ times you think people are looking forward to this release?...LOL
That is not a question btw...there is NO doubt!!
Keep up the excellent work Smirftsch :-)
Bass
That is not a question btw...there is NO doubt!!
Keep up the excellent work Smirftsch :-)
Bass
- Smirftsch
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Re: Release 227f
Ok, couldn't finish my work on the release notes yet and the Italian translation needs to be copied in yet. Its maybe to late to make the release for today, but tomorrow I think should be possible.
Just sry I couldn't make it for the weekend as promised.
Just sry I couldn't make it for the weekend as promised.
Sometimes you have to lose a fight to win the war.
- Gizzy
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Re: Release 227f
Don't worry about itsry I couldn't make it for the weekend as promised.










