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Re: Release 227f

Posted: Sun May 10, 2009 8:25 pm
by Hyper
Thanks for the status update. I'll keep pressing F5 for a bit then.  ;)

Edit:
@gizzy: Ty 8-) (I've been playing with Fraps a bit, highres version here. Powered by Unreal 227f of course!)

Re: Release 227f

Posted: Sun May 10, 2009 8:30 pm
by Gizzy
Off Topic
Rather Impressive Avatar Hyper.

Re: Release 227f

Posted: Sun May 10, 2009 9:34 pm
by GreatEmerald
Holy Nali Cow, 3MB big avatar!

Re: Release 227f

Posted: Mon May 11, 2009 7:37 am
by Skrilax_CZ
I noticed that double AutoMag is present. What about making the razorjack UT style (alt-fire shoots explosive blade) as well?

Re: Release 227f

Posted: Mon May 11, 2009 8:27 am
by Gizzy
I noticed that double AutoMag is present. What about making the razorjack UT style (alt-fire shoots explosive blade) as well?
That aim of 227 isn't to add new features, It's to improve on what is already there :P

The double Automag is a welcome addition because it is realistic and it is also present in most mods. The razorjack alt-fire would mean changing the user-guided alt-fire that currently exists, and I'm sure some people would prefer the original alt-fire.

Re: Release 227f

Posted: Mon May 11, 2009 2:27 pm
by Srbassalot
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.
Right is better than fast every time on some like this...take your time :-)

Bass

Re: Release 227f

Posted: Mon May 11, 2009 8:02 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I don't think I'll make it with my translation but nvm. :P Anyways, PM, IM or e-mail me as soon as possible after you release it so I can mirror it. :)

Re: Release 227f

Posted: Mon May 11, 2009 8:06 pm
by スマイル・ドラゴン
I've been waiting for this to be released by now, with all the hard work you put into it.

I've gotten sick and tired with all the bugs 227 had in the beginning, including the most infamous "lock up all input and force you to restart the ENTIRE system" bug... And the BSOD's too.

Will 227 *really* support Unicode at all though? I mean.. Look at my forum name.. It's in Japanese, it spells out "G[ch299]gu" when romanized.

Re: Release 227f

Posted: Mon May 11, 2009 8:14 pm
by KillerSkaarj
I've gotten sick and tired with all the bugs 227 had in the beginning, including the most infamous "lock up all input and force you to restart the ENTIRE system" bug...
Aha! I KNEW I wasn't the only one experiencing that bug in the past!

But besides that, I still stand by the fact that I REALLY want to try out the new mapping features, as if I hadn't mentioned it in this thread enough already. I've wanted Distance fog in Unreal since I tried out the UT2k4 editor, and the Sun flares also sound really friggin' awesome and will come in handy with making maps that are, for example, in space.

Re: Release 227f

Posted: Mon May 11, 2009 8:57 pm
by Smirftsch
bleh, don't blame 227 for your BSOD's, you can't blame 227 for a weird system setup...you are still the only one who was ever reporting that, very unlikely to be a problem within the patch...


Re: Release 227f

Posted: Mon May 11, 2009 9:11 pm
by KillerSkaarj
It wasn't a BSoD, sometimes in the early 227 betas, my screen would flash and all input would be locked up completely, that means no Tab > "Exit", no Ctrl+Alt+Del, and the only way to get out of it was to hard reset the system. It only happened on 227 too, and not any other version of Unreal. But that bug seems to have disappeared now.

Re: Release 227f

Posted: Mon May 11, 2009 9:21 pm
by Smirftsch
I meant [ch12462][ch12540][ch12464] :)
Whatever this problem above caused- no idea, was never able to reproduce but we fixed a lot of problems which could have been the cause, so happy it worked out.

Re: Release 227f

Posted: Mon May 11, 2009 9:31 pm
by GreatEmerald
It only happened on 227 too, and not any other version of Unreal.
Oh really? That happens to me all the time in UT3. But there is a simple way to get out of it without restarting - Win, L, S. You get thrown back to the Log In screen (much like Ctrl + Alt + Backspace in Linux). Also, you can do the same by pressing Ctrl + Alt + Del, then holding both Win and L together; and finally, you can get that by opening Ctrl + Alt + Del and pressing Alt, going three steps to either the right or the left, pushing down twice and pressing Enter. It doesn't matter if you can't see the task manager, it's always there.

Re: Release 227f

Posted: Mon May 11, 2009 9:43 pm
by Smirftsch
if that helps, it very much sounds like some graphics driver problem / hangup to me.

Re: Release 227f

Posted: Mon May 11, 2009 10:20 pm
by KillerSkaarj
It probably was, It only happened in times when Decals had an infinite Lifespan. I think I was mass killing hordes of Nali at the time so that's probably what it was.

Re: Release 227f

Posted: Mon May 11, 2009 11:06 pm
by スマイル・ドラゴン
bleh, don't blame 227 for your BSOD's, you can't blame 227 for a weird system setup...you are still the only one who was ever reporting that, very unlikely to be a problem within the patch...
I'm not necessarily blaming 227, I'm blaming whatever is used to *build* 227... Every new program ever created the past year and a half to present date, has these stupid issues with deciding to run horribly wrong for no real obvious reason, too doing something completely screwed over like locking out all user input, while everything else apparently "runs fine".. Fallout 3 has done this "input lockout" thing in the past, any "recent" program these days is able to do that.. Why? I blame whatever the coders use to make their program... And what the program happens to be accessing and how...

And I'm pretty sure Microsoft has dropped support of Windows XP Professional x64 Edition... And including half of everyone else in marketing... Planned obsolescence is enough to make someone want to blow someones head off for sheer blind stupidity....

I'm extremely tired at the time of writing this, so I'm sorry if I don't sound hospitable in these forums anymore (I hardly post anymore for that matter..) , I've practically lost my dammed patience, all versions below 227 were more stable and glitch free than the 227 beta releases that were made... It's something that blows my mind.. Even UT436 was more stable than 227... I just hope everything is finally over and a final release is at hand.... I just want a bug free Unreal 1 already...

I may seem to be the only one reporting this, but Pravin has suffered the same problem, and only just recently... I wish there was a god dammed explanation for that... Programs that are built in modern times shouldn't *EVER* do something that stupid as to lock up all user input devices... That is a *serious* issue that  needs to be resolved... But I'll just let time be the judge, even though I've lost my patience several months ago...

Good luck with the translations... I've never seen a Unreal series game that had such diverse localization.. ever... This maybe the first, ironically..

Re: Release 227f

Posted: Mon May 11, 2009 11:08 pm
by []KAOS[]Casey
that specific locking bug was fixed, iirc it was a bad try/catch block with DrawWorldAnomaly and it locked input to unreal, but you still could control alt delete and kill the process if you had windows set up the right way in XP

Re: Release 227f

Posted: Tue May 12, 2009 6:38 pm
by Hyper
An off-topic discussion about the advantages and disadvantages of Windows 64 bit has been split-off to a new thread here.

Re: Release 227f

Posted: Tue May 12, 2009 9:12 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I've only experienced the lockup issue before, but it just stopped happening. No wait, it was something else, I could fire but not move or type stuff on keyboard. Hmm but 227 is far more stable to me. 225 used to crash constantly, shoving a huge GPF in my face and I hated it for that, and 226 didn't even run. Except on RTNP, but on RTNP, D3D didn't work (nor OpenGL) so I had to use PowerVR SGL support (software rendering lags way too much).

Re: Release 227f

Posted: Wed May 13, 2009 6:02 pm
by GreatEmerald
software rendering lags way too much
Uh, what?! Software rendering should be the fallback renderer, meaning that it technically should be the least resource consuming and thus looking the worst. Although probably that also means that it depends on CPU more than GPU - so what kind of a processor did you have there?!

Re: Release 227f

Posted: Wed May 13, 2009 6:24 pm
by Hellkeeper
software rendering lags way too much
Uh, what?! Software rendering should be the fallback renderer, meaning that it technically should be the least resource consuming
Not really; It means it's the rendering mode with the widest compatibility (since it doesn't require a video card). That doesn't mean it's less consuming.

Re: Release 227f

Posted: Thu May 14, 2009 7:46 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Software rendering lags too much because it doesn't use the graphics card's extensions, etc. but instead does everything on its own, meaning you could technically play on software rendering without actually having a graphics card. And just because it's not a very good renderer (Unreal is over 10 years old and Epic [ch8800] OpenGL manufacturers [ch8800] D3D manufacturers), what else could it be like? :P

EDIT: Just remembered a funny thing: my engine that uses D3D, with a window of resolution about 640x480, a few rotating cubes and some text, has FPS ranging from 4500 to 5500 (!!) and my engine that uses a renderer I made (!!) has less FPS and even has rendering problems (stretches things too much in the corners of the screen).

Re: Release 227f

Posted: Thu May 14, 2009 2:23 pm
by DieHard SCWS
And just because it's not a very good renderer (Unreal is over 10 years old and Epic [ch8800] OpenGL manufacturers [ch8800] D3D manufacturers), what else could it be like?  :P

Actually, Software rendering is one of the most powerfull renderers outthere. At the time, you could run it with virtually any card under all circumstances. The renderer can render textures up to 1024 pixels with ease, while D3D at that time was stuck at a louzy 256. It also was capable of showing the tinyest detail in textures. It just it all looks very pixalated which is why its so much underapreciated. Apart from that, its one of the best renderers ever invented.


D3D was popular because everything looks so smooth, while it looked smooth because the stupid renderer was unable to show any detail at all  ::) Basically it gained players over sofware rendering because it didnt work, lmao
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Re: Release 227f

Posted: Thu May 14, 2009 3:26 pm
by Hellkeeper
Carmack from Id Software was talking about the good things of Software rendering and said he was looking forward to reimplement it as his main tool to print the game on the screen. Can't find the link though.

Re: Release 227f

Posted: Thu May 14, 2009 8:53 pm
by KillerSkaarj
Is 227f released already? There are download links for 227f in the Downloads section and I was wondering if this is in fact the actual release of 227f and that you forgot to update the front page. Or is this actually one of the 227_xx versions?