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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
Real Gravity anyone?
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Real Gravity anyone?
I was thinkin' about this "Real Gravity" actor for Unreal, where basically, you'd have an actor that was the main center of gravity, so then you could build a world that was round, around that center of gravity, and when the player traveled around the world, the player and player's view would be rotated accordingly to match where the center of gravity actor was, and they'd be able to walk all around the "planet".
Is something like this even possible?
Or even a way to make certain geometry the player would stick to, like using spider physics or something, so the player could walk up walls and on ceilings...but the view of the player would have to be rotated correctly...also of course if the player jumped, he would need to "fall" back to the ceiling or wall he was walking on...
Is something like this even possible?
Or even a way to make certain geometry the player would stick to, like using spider physics or something, so the player could walk up walls and on ceilings...but the view of the player would have to be rotated correctly...also of course if the player jumped, he would need to "fall" back to the ceiling or wall he was walking on...
Last edited by Shivaxi on Mon Mar 14, 2011 1:15 am, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Real Gravity anyone?
Super mario galaxy much in mind huh?
Well for a proper movement for this it would take some engine physics updates. Not to mention player cylinder collision would screw you over.
Well for a proper movement for this it would take some engine physics updates. Not to mention player cylinder collision would screw you over.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Buster
- Global Moderator
- Posts: 1611
- Joined: Wed Jun 08, 2005 3:02 am
Re: Real Gravity anyone?
Picture a cube in space. It has 6 sides. Surround that cube with a larger cube used as a zone. Use sheets to zone off each of the sides. Make each one its own gravity zone.
I think you can visualize what I'm poorly trying to say.
Once you can picture a cube, then picture a soccer ball. LoL Or a honey comb wrapped around a sphere. Give each of the 'combs' its own gravity settings.

I think you can visualize what I'm poorly trying to say.
Once you can picture a cube, then picture a soccer ball. LoL Or a honey comb wrapped around a sphere. Give each of the 'combs' its own gravity settings.
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
- Loos
- OldUnreal Member
- Posts: 23
- Joined: Tue Sep 07, 2010 10:38 pm
Re: Real Gravity anyone?
I did have a "problem" like that, but it was a legit error. I found it when I was using the WarpZone's in OldUnreal's editor with the 225 patch. I would go in the warp zone, and I would come out on the wall.
http://www.map-factory.org/unreal/infil ... velox-2787
Here's the map. Maybe this can help you somehow?
-Loos
http://www.map-factory.org/unreal/infil ... velox-2787
Here's the map. Maybe this can help you somehow?
-Loos
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Real Gravity anyone?
Picture a cube in space. It has 6 sides. Surround that cube with a larger cube used as a zone. Use sheets to zone off each of the sides. Make each one its own gravity zone.
I think you can visualize what I'm poorly trying to say.
Once you can picture a cube, then picture a soccer ball. LoL Or a honey comb wrapped around a sphere. Give each of the 'combs' its own gravity settings.
That wouldn't work though, because even though you can change the X and Y of gravity, the players view isnt rotated correctly to the new gravity, and you aren't able to walk on potential "walls" or "ceilings" if gravity is reversed or something.
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Real Gravity anyone?
the easiest way to do this is by just using alot of warpzones, lets say if you want to walk around a planet, create various segment area's and connect them with warpzones, they will appear like a planet, but actually you're just moving from area to area.
still has alot of limitations, and still cant beat real (ACTUALY WORKING) spider physics.
speaking of which, klingon honor guard (uses early 205 unreal engine) has space areas where you can float around in any direction, or land on any surface (upside down, sideways).
still has alot of limitations, and still cant beat real (ACTUALY WORKING) spider physics.
speaking of which, klingon honor guard (uses early 205 unreal engine) has space areas where you can float around in any direction, or land on any surface (upside down, sideways).
Last edited by Turboman. on Tue Mar 15, 2011 8:17 pm, edited 1 time in total.
- Hellkeeper
- Global Moderator
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- Joined: Wed May 21, 2008 8:24 pm
- Location: France
- Contact:
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Real Gravity anyone?
Nice find. using warpzones to give the illusion of changing gravity. I like it, but it's tricky.
I'd like to mention that only in 227 will instant hit weapons work properly in those zones due to limitations in Trace
I'd like to mention that only in 227 will instant hit weapons work properly in those zones due to limitations in Trace



