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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
The vigil 220 maps
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
The vigil 220 maps
Anyone willing to convert that mappack? The system files (that is what needs to be converted not the maps) work only on 220...if not I might convert it in the future, but this pack should really be converted, it is challenging mappack with new hud etc and weapons.
Last edited by Leo T_C_K on Mon May 25, 2009 5:41 pm, edited 1 time in total.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: The vigil 220 maps
Link or it didn't happen.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: The vigil 220 maps
I think some people tried already but no one succeeded yet, unfortunately. I have to agree, would be really worth to be converted.
Sometimes you have to lose a fight to win the war.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: The vigil 220 maps
I suppose I could try the weapons, so long as they don't contain much old code. Is there a link to this mappack?
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: The vigil 220 maps
I already tried....but i cant even open the maps in 220....dunno why...but I crash :-/
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The vigil 220 maps
Are you sure you didn't open it in the 200? 220 has Unrealshare already mind you....so you must open it with that one.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: The vigil 220 maps
I'm dead positive. I made a fresh install from my 220 Unreal disc.
Hold it...just looked in the Unreal.ini....FirstRun=205....how did this happen?
Ok well I'll patch it to 220 and convert these maps then. I've already converted the "Stranded!" map from 1998 by Mark Hartman.
Hold it...just looked in the Unreal.ini....FirstRun=205....how did this happen?
Ok well I'll patch it to 220 and convert these maps then. I've already converted the "Stranded!" map from 1998 by Mark Hartman.
Last edited by Shivaxi on Mon May 25, 2009 10:35 pm, edited 1 time in total.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: The vigil 220 maps
Ok....just played through them...and I've got to ask something. Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa? Did the same guy who made Vigil99 work on U4E? I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: The vigil 220 maps
Does anyone know how I can "revert" to Unreal 220? I want to try this map pack out.
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The vigil 220 maps
It is the same guy who later made U4E.Ok....just played through them...and I've got to ask something. Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa? Did the same guy who made Vigil99 work on U4E? I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: The vigil 220 maps
Ah...thought as muchIt is the same guy who later made U4E.Ok....just played through them...and I've got to ask something. Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa? Did the same guy who made Vigil99 work on U4E? I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: The vigil 220 maps
You can't revert (AFAIK), you have to make a fresh installation, and oatch that to 220Does anyone know how I can "revert" to Unreal 220? I want to try this map pack out.
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The vigil 220 maps
Btw I tried it and it works under 221 and you can load the files in the editor...But I guess it should all be recompiled in 225 or something because if you load them in normal final editor it just gives you many errors of different variables etc.
For example it complains about rifle zoomon:
in 220 rifle there is var bool bZoomOn;
which is missing in later versions.
ALos there is some commented out function which when uncommented makes a static muzzleflash, dunno why they did that...
Btw zombies crash game in 221 for some reason. Guess I should have run it in 220.
Guess the code can be taken from U4Etournament zombies from UT btw. When they die they crash the game.
For example it complains about rifle zoomon:
in 220 rifle there is var bool bZoomOn;
which is missing in later versions.
ALos there is some commented out function which when uncommented makes a static muzzleflash, dunno why they did that...
Code: Select all
simulated event RenderOverlays( canvas Canvas )
{
local int X,Y;
if ( Default.PlayerViewOffset.Y == 0 )
{
X = Canvas.ClipX * 0.5 - 64;
Y = Canvas.ClipY * 0.65 - 64;
}
else
{
Y = Canvas.ClipY * 0.7 - 64;
X = Canvas.ClipX * (0.5 - 0.0025 * PlayerViewOffset.Y/Default.PlayerViewOffset.Y) - 64;
}
Canvas.SetPos(X,Y);
Canvas.Style = 3;
Canvas.DrawIcon(Texture'RocketFlare', 3.0);
Canvas.Style = 1;
Super.RenderOverlays(Canvas);
}Guess the code can be taken from U4Etournament zombies from UT btw. When they die they crash the game.
Code: Select all
Critical: appError called:
Critical: SZombie Unreal.SZombie0 (Function Engine.Pawn.Died:0116) Unknown code token 03
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGlideRenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Rocket Unreal.Rocket3, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Last edited by Leo T_C_K on Thu May 28, 2009 5:39 pm, edited 1 time in total.



