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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
UT2K4 to Unreal 1
- Jet v4.3.5
- OldUnreal Member
- Posts: 117
- Joined: Fri Jul 04, 2008 8:17 pm
Re: UT2K4 to Unreal 1
Sweet. How does it work? Do you like, place the emitter and gun over the charger yourself, or do you put the charger down and tell it what to spawn in the settings?
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
I added the charger, then the emitter, then the gun.Sweet. How does it work? Do you like, place the emitter and gun over the charger yourself, or do you put the charger down and tell it what to spawn in the settings?
I guess it would be possible to change the charger code to make it emit yellow sparks, but that is beyond my ability.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: UT2K4 to Unreal 1
227 brings the joy of particles into Unreal
lol
It shouldn't be too hard to make that, I think all you need is to make a Timer which spawns particles.
It shouldn't be too hard to make that, I think all you need is to make a Timer which spawns particles.
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Mon Apr 27, 2009 9:16 pm, edited 1 time in total.
☆
- Jet v4.3.5
- OldUnreal Member
- Posts: 117
- Joined: Fri Jul 04, 2008 8:17 pm
Re: UT2K4 to Unreal 1
May I make a tiny yet slightly important suggestion (this is very easy)? When you make everything you can localize it to where the charger and emitter are in the exact same position and the gun is exactly maybe three units above the charger. Select each, the charger, emitter, and weapon, and go into advanced options and select bsnaptogrid to true then reset all of the positioning of the selected actors so they are all in the middle of the map at (0,0,0). Then move them to where you need them and select only the weapon and move it up, keeping its settings to that it still rotates, like in UT2k4. 
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: UT2K4 to Unreal 1
Why not make an actual charger, a NavigationPoint that spawns weapons and an emiiter above it?
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Ah, very good ideas. If I had sufficient scripting knowledge, I would do thisWhy not make an actual charger, a NavigationPoint that spawns weapons and an emiiter above it?
(I gotta learn UScript properly
- Jet v4.3.5
- OldUnreal Member
- Posts: 117
- Joined: Fri Jul 04, 2008 8:17 pm
Re: UT2K4 to Unreal 1
Yeah, if you can do that, it would actually work. Pretty much what they do in UT2004. One thing though is the additional light, like a weapon charger light.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: UT2K4 to Unreal 1
-> Subclass NavigationPoint
-> In its (Pre/Post)BeginPlay spawn an emitter and a weapon pickup (change the location setting to a vector with a positive Z and zeros in X and Y, in UT2004 it's vect(0,0,40))
-> Save the emitter as a class
-> Compile
That's actually it. You can also look around the UT2004 code for it:
http://unreal.student.utwente.nl/uncode ... se.html.gz
It also spawns a marker for bots, but it's necessary as xPickupBase isn't a Navigation Point. Yet your base must be one, or else it will break paths and you will see wrong info in UnrealEd, or at least I think so.
-> In its (Pre/Post)BeginPlay spawn an emitter and a weapon pickup (change the location setting to a vector with a positive Z and zeros in X and Y, in UT2004 it's vect(0,0,40))
-> Save the emitter as a class
-> Compile
That's actually it. You can also look around the UT2004 code for it:
http://unreal.student.utwente.nl/uncode ... se.html.gz
It also spawns a marker for bots, but it's necessary as xPickupBase isn't a Navigation Point. Yet your base must be one, or else it will break paths and you will see wrong info in UnrealEd, or at least I think so.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: UT2K4 to Unreal 1
Problem with Great Emerald's solution is that bots wont recognize them as "Pickups" while seeking for inventory in the map. In other words its best to extend "Inventory" class in order for Editor to set up an inventory spot for the actor to keep the AI support.
(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: UT2K4 to Unreal 1
Yes, that's true. However, there might be another problem - priorities. Bots need to know that a Redeemer is better than a Dispersion Pistol somehow, so you might still need to add the InventorySpot trick.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Ok, I have finally finished the Minigun, after starting it all over again. Only one problem resides. The Tracer doesn't work properly online. (It didn't move forward) I had to change some networking options in it's defaults to make it work online, but it still only appears far in front of the weapon when it is fired. I was tempted to comment it out in the code of the Minigun itself; it looked ugly when it spawned miles in front of you.
Negative points aside, I'm rather impressed with it. If you want to check it out, here's the link:
http://www.freewebs.com/unrealgizzy/FWT ... gun2K4.rar
Negative points aside, I'm rather impressed with it. If you want to check it out, here's the link:
http://www.freewebs.com/unrealgizzy/FWT ... gun2K4.rar
Last edited by Gizzy on Fri May 01, 2009 4:03 pm, edited 1 time in total.
- Jet v4.3.5
- OldUnreal Member
- Posts: 117
- Joined: Fri Jul 04, 2008 8:17 pm
Re: UT2K4 to Unreal 1
After you get all these done, you should put it all into one big mod like utweapons so we can download as a whole.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
That's if I get it done before Dots finishes his, and releases itAfter you get all these done, you should put it all into one big mod like utweapons so we can download as a whole.
- NaliSlayer
- OldUnreal Member
- Posts: 79
- Joined: Sat Feb 21, 2009 6:39 pm
Re: UT2K4 to Unreal 1
well gizzy you could ask dots if he wants to work together,he can make one part of the weapons and you the second,then the weapons would be are two times as fast done and then you could release them faster :-? :-? :-?
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Well 227f is practicly finished, and Dots is a far better coder than me so I maight just leave him to do it, but that is an interesting idea..
- NaliSlayer
- OldUnreal Member
- Posts: 79
- Joined: Sat Feb 21, 2009 6:39 pm
Re: UT2K4 to Unreal 1
well if he codes the weapons then you can make the items (udamage,superhealth,shields,etc)
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Well, I have already completed the ammo for the weapons, Super Health and Jump boots (Which was strangely named UT2JumpBoots in WOTGreal..)well if he codes the weapons then you can make the items (udamage,superhealth,shields,etc)
The Shield, Health and UDamage are a pain in the ass. I have the required models, but texturing is an issue. I'll post a screenshot of what I mean soon.
Last edited by Gizzy on Fri May 08, 2009 7:53 pm, edited 1 time in total.
- NaliSlayer
- OldUnreal Member
- Posts: 79
- Joined: Sat Feb 21, 2009 6:39 pm
Re: UT2K4 to Unreal 1
well i made my own udamage (model from UT3)i made it completely in Unreal Editor (lots of polygons but it looks good),and i took the script from the udamage in Unreal Tournament 99,so it isn't that hard to make the Udamage,but i used textures from unreal and not from UT3 (is inpossible to use textures from ut3),but it still looks great my udamage, would like to post a screenshot but i dont now how to do that
Last edited by NaliSlayer on Sat May 09, 2009 7:16 am, edited 1 time in total.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Upload the image to an image-hosting site eg: Photobucket. Then post the IMG code here.would like to post a screenshot but i dont now how to do that
I would like to see this Udamage
Last edited by Gizzy on Sat May 09, 2009 9:12 am, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: UT2K4 to Unreal 1
Just to note, IIRC jumpboots never existed in UT200X. They were remade by someone, and since then used in a lot of maps as an embeddable package. I even used it for my UT2004 Pickups for Unreal 1 Game mutator in UT2004 to replace the old jump boots 
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
yeah, I noticed there are no Jumpboots either. I just though it was weird that the model was named "UT2JumpBoots"
- NaliSlayer
- OldUnreal Member
- Posts: 79
- Joined: Sat Feb 21, 2009 6:39 pm
Re: UT2K4 to Unreal 1
well gizzy this is my udamage 
i now it's not finished and i am still working on it,but it works in game

i can pick it up,it only works in UT now because the effects are from the botpack,i will convert it to unreal soon,it is not completely the same as the udamage from ut3 but that's because it would get a lot of bugs and bsphole's

i now it's not finished and i am still working on it,but it works in game

i can pick it up,it only works in UT now because the effects are from the botpack,i will convert it to unreal soon,it is not completely the same as the udamage from ut3 but that's because it would get a lot of bugs and bsphole's
Last edited by NaliSlayer on Sun May 10, 2009 9:00 am, edited 1 time in total.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
Ah very good, how long did it take you to make it?
You just gave me an idea for fixing my UDamage...
You just gave me an idea for fixing my UDamage...
- NaliSlayer
- OldUnreal Member
- Posts: 79
- Joined: Sat Feb 21, 2009 6:39 pm
Re: UT2K4 to Unreal 1
well the udamage itself was about 3 hours to make and de script a half hour (i took the script from the UT99 udamage and replaced the model with my udamage model), i am working on the invisibility UT3 style and then i'm going to make the berserk but i don't now how to script (the udamage and invisibilty are simple because they are already in game so i only have to change the script so it uses my model) but there is no berserk script so i dont know how i'm going to make that one
Last edited by NaliSlayer on Sun May 10, 2009 10:44 am, edited 1 time in total.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: UT2K4 to Unreal 1
You could always look at the script for the berserk in UT2K4, or just use a bit of the UT UDamage script and change it slightly to suit your needs.i'm going to make the berserk but i don't now how to script (the udamage and invisibilty are simple because they are already in game so i only have to change the script so it uses my model) but there is no berserk script so i dont know how i'm going to make that one
EDIT: This is the UT2K4 Pickups as it stands at the moment.
I don't know how to make the Health and UDamage appear like they do in UT2K4 (Texture wise)
Last edited by Gizzy on Sun May 10, 2009 7:25 pm, edited 1 time in total.




