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Re: Release 227f
Posted: Thu May 14, 2009 9:26 pm
by Hyper
It seems to have been released yes. The private test releases were on a different location with different file names and no descriptions.
Re: Release 227f
Posted: Thu May 14, 2009 9:36 pm
by KillerSkaarj
Awesome!!!! But I'm still confused as to why there's no news of its release on the front page. If I hadn't checked the Downloads page to reinstall patch 227e, I would have never found it.
But that aside, I tried out some of the new features. Distance fog is the only feature I had tested out and I want to try out the SunlightCorona (among tons of other things), but the problems I've been having are keeping me from doing just that (see my new thread detailing said problems). That aside, I have to say that the distance fog is AWESOME! It looks VERY good, but I whenever I use it, I get reminded of the old Turok games

. But that aside, I have always wanted to make a level where you're on a boat with the water set to pan and fog all around the boat so you can't see the boundaries of the level, but I hadn't ever gotten that chance until now!
Re: Release 227f
Posted: Thu May 14, 2009 9:50 pm
by Gizzy
It's great to hear it's out now. I shall upload it to my site whenever I get the chance, if that's ok with you smirf?
Re: Release 227f
Posted: Thu May 14, 2009 10:06 pm
by Smirftsch
Awesome!!!! But I'm still confused as to why there's no news of its release on the front page. If I hadn't checked the Downloads page to reinstall patch 227e, I would have never found it.
quite easy to explain, I want the mirrors up to date before announcing it

Re: Release 227f
Posted: Thu May 14, 2009 10:10 pm
by KillerSkaarj
Ohhh, I see. Makes sense, we wouldn't want hordes of people rushing to the mirrors and realizing that they're downloading 227e. Also, it seems localizations took a little longer than you had planned, eh? Oh well, 227f is out, and I finally get to build a map with it!! That is, once I can fix these stupid renderer errors...
EDIT: Oh snap, I hadn't realized I had already passed 500 posts! I'm a God Member now! YAY!!
Re: Release 227f
Posted: Thu May 14, 2009 10:20 pm
by lowenz
1000 FPS (maximum) @1280x1024 with E7300@3,6 Ghz and 9800 GT @ 700/1000 !!!!
(maximum quality, AA 4x / AF 16x, etc.)

Re: Release 227f
Posted: Thu May 14, 2009 10:24 pm
by Hyper
I updated my website and Unreal servers with the release of 227f.
Smirftsch, thanks a lot for all your time and dedication to this project. You're awesome!
Re: Release 227f
Posted: Thu May 14, 2009 10:35 pm
by PRIMEVAL
I can host it on my Rapidshare account if you'd like. Yeah, gotta wait for download to get ready, but at least it won't be taken down like it would be on MegaUpload.
EDIT
ALAudio doesn't have sound when music plays... so, not sure if it's supposed to be any better than Galaxy which is what I'm using now, but just letting you know. o.O
Re: Release 227f
Posted: Thu May 14, 2009 11:14 pm
by DieHard SCWS
All links on Unreal Texture have been update, and the pages involved as well.
Congrads with the new release, gonna go install now

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Re: Release 227f
Posted: Thu May 14, 2009 11:40 pm
by Hellkeeper
Smirftsch, thanks a lot for all your time and dedication to this project. You're awesome!
Yeah, it's not said often enough.
Re: Release 227f
Posted: Fri May 15, 2009 5:34 am
by スマイル・ドラゴン
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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D3D was popular because it took a load off the CPU, and the smoothness is decent than pixelated graphics, when S3 made the S3TC scheme, higher res textures could be displayed with smooth, yet high detailed quality, however it wasn't until a few years this was ever used, in the form of the DXT format's we have now.
There's still a major flaw in the software rendering that D3D and other hardware acceleration platforms perform properly, z-buffering, and proper texture filtering\usage, ever notice how heavily swimmy textures are on Mesh's in Unreal's software rendering compared to hardware acceleration? That can get on someone's nerves, and let's not forget seeing the automag's muzzle flash within the gun even though it's not firing....
Forgive the late response, I'm very tired...
Re: Release 227f
Posted: Fri May 15, 2009 6:37 am
by Marzanna
Thank you, Smirftsch for this patch and your work!
I really glad to see how Unreal becomes better and I hope to see new linux installer and user subhierarchy in next version.
Re: Release 227f
Posted: Fri May 15, 2009 9:42 am
by Smirftsch
yw
user subhierarchy??
Re: Release 227f
Posted: Fri May 15, 2009 10:56 am
by Srbassalot
No DOUBT thanks Smirftsch you totally ROCK!!!
I've been around a LONG time, not posting here but I'm been around believe me and I know the dedication it takes to complete a project like this under everyone's scrutiny and it can be brutal to say the least so don't EVER think for a second ALL of us don't totally appreciate what you and the other developers have created even though some don't express quite as eloquently :-)
All the best....
Frag ON>>>>
Bass
Re: Release 227f
Posted: Fri May 15, 2009 12:29 pm
by (T:S:B)Legionnaire
2 questions regarding the editor...
1. can we use the 227f editor? will the maps only be 227 compatible?
2. can we use s3tc textures when making maps? cuz now that we can switch to openGL, the s3tc textures appear perfectly
Re: Release 227f
Posted: Fri May 15, 2009 12:35 pm
by Srbassalot
Nope not 225f compatible, if you want to make them 225f compatible you need to use 225f that's for sure.....
Not sure why you would want to use S3TC textures considering the D/L implications even if you could :-)
Bass
Re: Release 227f
Posted: Fri May 15, 2009 12:41 pm
by Smirftsch
1. Although maps could be compatible (except LevelSummary problem which is already in UGold too) as long there is no 227 content used, its generally recommended not to use 227 for creating maps and mods if you want to make them for all versions. Best to use 225 for that.
2. No objections if you have no problems - but I got some reports about problems with alignment in the past.
Re: Release 227f
Posted: Fri May 15, 2009 1:38 pm
by Marzanna
user subhierarchy??
Like in other unreal games in Linux.
Code: Select all
$ ls ~/.loki/ut/
Cache Infiltration Logs Save System
Cache, Saves, configs and other user data are stored in home directory using directory structure same as used in game directory(System, Save, etc). So users use their own configs.
Same thing in Quake(all downloads and saves are in home directory stored in directory structure same as in pak0.pak)
Re: Release 227f
Posted: Fri May 15, 2009 1:48 pm
by GreatEmerald
I've used S3TCs for mapping and it never failed me.
Re: Release 227f
Posted: Fri May 15, 2009 2:23 pm
by DieHard SCWS
2. can we use s3tc textures when making maps? cuz now that we can switch to openGL, the s3tc textures appear perfectly
Not sure why you would want to use S3TC textures considering the D/L implications even if you could :)
Because of the high resolution it might be easyer to align textures properly, but it has no effect on downloads since the S3TC textures run clientsided. Regardless how a map was created, the server always MUST use the normal textures, servers and S3TC is no go.
I've used S3TCs for mapping and it never failed me.
I always discourage people doing so, because i am always afraid it might mess up the DrawScale. But at the end, if it works, it works. But if you do map with S3TC textures, than i always advise to check the map before release in a normal Unreal(it after all will only take a few minutes), with the normal textures. Just have a good look at all textures, if they still look how they supposed to look. If ok, than release it.
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Re: Release 227f
Posted: Fri May 15, 2009 4:29 pm
by Smirftsch
user subhierarchy??
Like in other unreal games in Linux.
Code: Select all
$ ls ~/.loki/ut/
Cache Infiltration Logs Save System
Cache, Saves, configs and other user data are stored in home directory using directory structure same as used in game directory(System, Save, etc). So users use their own configs.
Same thing in Quake(all downloads and saves are in home directory stored in directory structure same as in pak0.pak)
That was in discussion already and the opinions quite differ here. I kept it that way because Unreal always stored its ini's in the installation directory.
Re: Release 227f
Posted: Fri May 15, 2009 7:46 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Smirf, put this on the mirror page too.
http://thedarkside.net63.net/downloads/ ... fWinLin.7z
You're the best! =D
Re: Release 227f
Posted: Sun May 17, 2009 3:06 pm
by DieHard SCWS
Downloads for patch 227 is picking up speed, and today it started to show up in the top 10 downloads with 200 downloads. In reality it means however it already has 400 downloads

, because i can only see the zipfile. Ands last months its pretty much 50/50 for zip and 7z So the 7z file must follow shortly.
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Re: Release 227f
Posted: Sun May 17, 2009 6:35 pm
by Buster
Congrats and thanks to everyone (especially Smirftsch) for all their work, and sharing their various talents. The rest of the various gaming communities should be half as lucky as the Unreal community has been, to have such a dedicated and talented group of peeps.
All of you should give yourselves a pat on the back !!

Re: Release 227f
Posted: Mon May 18, 2009 1:28 pm
by Marzanna
That was in discussion already and the opinions quite differ here. I kept it that way because Unreal always stored its ini's in the installation directory.
I remember, but can you make Unreal store ini's in user home directory. I loose my configs very frequently when delete, move System directory.