For direct access use https://forums.oldunreal.com
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

Return to Na Pali for 225

Unreal Unreal and more Unreal
User avatar
Zombie
Administrator
Posts: 322
Joined: Thu May 09, 2002 11:44 pm

Re: Return to Na Pali for 225

Post by Zombie »

Matching by title for retail maps was not forseen as an issue, and to a degree still isn't. Having a match to either was in case some mappers wanted their edited version to benefit, and also seemed like a code-wise safety. Other than that, it has been a commonly followed mapper convention up to this point that whenever their is another version of an original its title was changed, their name appended after the original author, and a new filename.

I'm still not sure if there will be support in DZMapM for beta map URL formatting because of parsing concerns with re-sequencing. Forward slashes are used in others ways (not exclusively reserved) such as inter-server/web linking. Besides, using the "#" method is the more current method for map-to-map. http://udn.epicgames.com/Two/ExampleMap ... rters.html http://wiki.beyondunreal.com/Legacy:Teleporter


-Zombie
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

I know that, but the slash method works in the beta maps and neither me or zora changed that, I guess we didn't see the need for the change. Anyway can't you include something which redirects these slash method ones in beta maps?
The weblinking is a lil different than this anyway...
Last edited by Leo T_C_K on Sun May 03, 2009 7:38 pm, edited 1 time in total.
User avatar
Zombie
Administrator
Posts: 322
Joined: Thu May 09, 2002 11:44 pm

Re: Return to Na Pali for 225

Post by Zombie »

Alright after some more thought and reviewing URL encoding standards again I will implement beta map URL support. May as well do so for both DZMapM and JCoopZ since they operate similarly.

This is moving out of topic bounds so anything else specific e-mail/PM me or split to another topic.


-Zombie
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

Ok thanks... :)
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

hokay hokay ok... (u dont have to read this next bit)
i was thinking "hmmm.. what tag shall i add to the map title" so i thought, oh i thought hard, and deep.. yes.. i think wait.. hang on.. ok sorry about that..
(but this u do have to read)
so i decided to add "MP-" in front of the map TITLE and UPak after filename.. so u get:
FoundryUPak.unr ---- MP-Foundry Tarydium Plant

(MP = Mission Pack)

if anyone thinks there should be a different tag, lemme know.. 225 and RTNP are already used.. soooooo any suggestions? :D

-------btw zombie could i have ur msn?
Last edited by (T:S:B)Legionnaire on Mon May 04, 2009 9:30 am, edited 1 time in total.
about:blank
User avatar
Zombie
Administrator
Posts: 322
Joined: Thu May 09, 2002 11:44 pm

Re: Return to Na Pali for 225

Post by Zombie »

Adding "MP" is an OK choice. Could be thought of as "Multi-player" which is also accurate because the original RTNP clearly was designed as an SP-only experience. Technically the titles only need a single byte changed to make them different from the originals, and mods checking for original RTNP by title will not match. It can be an extra space in the title string somewhere or one different character.

I don't use anything supporting MSN, but you can PM here or e-mail.


-Zombie
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

how about skype? facebook? anything instant-messaging?
about:blank
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

how about skype? facebook? anything instant-messaging?
Skype....I want to vomit when I hear of that word... :-X
Why do you ask everyone for MSN anyway? As you know, me for example I use only email, private messages and irc only.
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Return to Na Pali for 225

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I use e-mail, MSN, PM on this forum, PM on my forum, and the comments page on my website.
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Return to Na Pali for 225

Post by GreatEmerald »

I use MSN, PM, Skype (but only because of a few stubborn people that refuse to switch to anything else. If not for that, I'd say "Begone!" to Skype. Stupid secret closed source.), sometimes email.
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

I use MSN, PM, Skype (but only because of a few stubborn people that refuse to switch to anything else. If not for that, I'd say "Begone!" to Skype. Stupid secret closed source.), sometimes email.
When I used skype at some other place I got crash just beacuse I tried resizing the camera window or some crap and the layout and everything was horrible, bleh.
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

ok i fixed some more bugs...
all the maps now have a 'MP' tag in front of the filename, and the map titles have a 'MP-' tag in front. this way ppl will know it's my version (thx for the advice zombie)

secondly, i fixed the predators' 'chasing' and ai movement

if anyone knows any particular bugs which are not easy to spot, please inform me. thx leo for helping me clean up foundry :)

i still have to do the crashsite maps and nalic2..
about:blank
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

Good to hear, looking forward the final release...just be sure to solve the marines right, as I said you can borrow the ryspak ones.
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

just be sure to solve the marines right, as I said you can borrow the ryspak ones.
ye, they're gna be a biitch
Last edited by (T:S:B)Legionnaire on Fri May 15, 2009 10:44 pm, edited 1 time in total.
about:blank
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

ok leo, i'm seriously thinking of using ryspak, if that's ok..
if its ok, i'll follow zombie's advice and rename it to MPUPak.u since everything is already tagged with MP. i'll put u in the credits of course :)

i have another question..
the packages i used are:
UPakGuns.u -- for the guns
UPakScripts.u -- a tiny file i made which simply helps me importing/exporting maps quicker
UPakBox.u -- this one i also made myself and its the marine drop box

just to make sure--RySPak does NOT contain the marinedropbox right?

i've been thinking of adding a mutator which will allow u to activate the 'intermission' speech levels online and/or the upak scubagear (which i noticed is also in ryspak) so far this mutator thing is only an idea.. if anyone wishes that i'd put certain features in, let me know..
about:blank
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

The boxes are not in ryspak yeah, but you can use it of course....
EDIT: But remember I altered few things for ryspak, I altered rocketlauncher damage and spacemarines health is a bit higher, from 80 to 120 I think.
Last edited by Leo T_C_K on Sat May 16, 2009 3:12 pm, edited 1 time in total.
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

Playing the thing at Shiv's
Hey...I noticed at your duskfalls there is a random added brush cube near waterfall, i guess you accidentally clicked on add brush button....

Also in Eldora well there is some HOm in the kralls area and half of these doors is black...yeah BSP is bitch, you should try rebuilding it again on the most precise settings possible.
And also that warpzone, it seems you have moved that differently...in eldora...
If you want to solve that player rotating online bug with warpzone, try eithr using some another actors, like special types of teleporters, or add mover or another actor to fix player rotation, we did that in UTCP3 actually with lightning hunter but it was scrapped from final release.
Or just flip the other brushes but that is going to be precise work, the reason why there shouldnt be the warpzone as it is now is beacuse it doesnt give player illusion that he walked over the place he swimmed before, the area is changed and he find that area around corner which foncuses him, well perhaps not those who pay attention to detail anyway.

EDIT: Also there are the mover bugs etc (in crashsite maps) which are go through in network games and various crasjes in these maps as well at certain spots with forcefields etc..
also you did not change the health of marines back to standard upak onesa nd the damage of RL, i told you they were altered for rys.
Also certain upak classes are still missing from the maps, the upakhealths are not in the maps and the respawninghealth classes. And also you don't have the scoutship model etc etc.
Last edited by Leo T_C_K on Fri May 22, 2009 1:12 am, edited 1 time in total.
User avatar
Shivaxi
OldUnreal Member
Posts: 2232
Joined: Wed Mar 08, 2006 4:43 pm

Re: Return to Na Pali for 225

Post by Shivaxi »

Roland....I thought u said that you fixed most of these....but infact...did u fix anything???

All the bugs I know from the crashsite maps are STILL THERE!!! And you even added some!! Leo named the health boxes in the breakable glass being gone....but there's new BSP holes as well!

D*mn dude...get on the ball with this lol.



Here's a list of what I've found so far:



Actually nevermind...I'm really lazy right now and I'd rather just walk u through it over MSN...it's easier that way. Once 227 becomes RTNP/Upak compat...this will be obsolete anyway lol :P
Image  Image
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Return to Na Pali for 225

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

LOL, b*tch = bitch.
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

ok time to give u guys a heads up..

i've been finishing off the last couple of maps (crashsite ones) and filtering out the bugs. as soon as these maps are done, the conversion should be finished. i'll test them out a couple more times, see if anything else can be done, and then i'll publish it. u can expect it to be finished before the end of next week (if everything goes according to plan)

total uncompressed size will be: 96 MB
total compressed size (.uz) for web downloading: around 45 MB
about:blank
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Re: Return to Na Pali for 225

Post by Leo T_C_K »

Image

I wonder why that body is never visible online (on any rtnp version)...or is it the same problem as dots mentioned earlier as why is that scoutship invisible online at start?
Last edited by Leo T_C_K on Sun May 31, 2009 6:00 pm, edited 1 time in total.
User avatar
Gizzy
OldUnreal Member
Posts: 1468
Joined: Thu Jul 10, 2014 7:13 pm

Re: Return to Na Pali for 225

Post by Gizzy »

is it the same problem as dots mentioned earlier as why is that scoutship invisible online at start?
Is this the ScoutShip I made him?
User avatar
(T:S:B)Legionnaire
OldUnreal Member
Posts: 182
Joined: Wed Mar 11, 2009 6:04 pm

Re: Return to Na Pali for 225

Post by (T:S:B)Legionnaire »

@gizzy: dont worry the scoutship shows up online, works excellent. i just put an introship with your scoutship mesh. i did that everywhere.

@leo: thx forgot about that one, all fixed now :)
found a grammer mistake in that translator message hehe.. i think the guy who wrote it was drunk and describing what he felt
Image


i'm thinking of releasing the conversion either tomorrow (monday) or tuesday.. i'll see how things go
about:blank
User avatar
Gizzy
OldUnreal Member
Posts: 1468
Joined: Thu Jul 10, 2014 7:13 pm

Re: Return to Na Pali for 225

Post by Gizzy »

Ah thanks Roland, I was worried it didn't work for a second there :P
User avatar
Hellkeeper
Global Moderator
Posts: 3270
Joined: Wed May 21, 2008 8:24 pm
Location: France
Contact:

Re: Return to Na Pali for 225

Post by Hellkeeper »

You must construct additional pylons.
Post Reply

Return to “Unreal General Forum”