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Re: Unreal 227g release

Posted: Wed Apr 06, 2011 7:58 am
by rdy2bz
Congratulation to the final release after all those years.
And thank you Smirftsch and all the mentioned contributors for this patch.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 8:56 am
by Hyper
well folks, the bugdevil has made his strike and so there will be a 227h now within the next days. Keep downloading and testing in the meantime!
Not too hasty! Give the public some time to provide you with their feedback...

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 8:59 am
by Smirftsch
no need to worry, I will. But I got more feedback in the last 24h than before in 24 days.
Looks the testers were just to exhausted, as I was too.
So we take this chance now and make the best out of it.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 9:07 am
by Skw
well folks, the bugdevil has made his strike and so there will be a 227h now within the next days. Keep downloading and testing in the meantime!
OMG! You just gave me a time limit to fix OldWeapons. I'll try today to fix it.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 9:18 am
by Jâçkrâßßit
Don't expect everyone to update to 227h after now downloading, installing and configuring their installation like I did. I really hope hotfixes for g are in the works for others like me or else I'm sticking with Gold

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 9:35 am
by Smirftsch
Don't expect everyone to update to 227h after now downloading, installing and configuring their installation like I did.  I really hope hotfixes for g are in the works for others like me or else I'm sticking with Gold
How helpful. Do you think such things happen by purpose? Iirc you had access to the testversions as well, so why are you complaining now? Also its easy to take over the ini's then. What a cruel fate to copy over 2 ini files.

Then stick with UGold and be happy.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 9:40 am
by Hellkeeper
well folks, the bugdevil has made his strike and so there will be a 227h now within the next days. Keep downloading and testing in the meantime!
Why the next days ? Wait for many more bugs to come out. There will be, you know it. Just take a break now and wait for things to settle down.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 9:50 am
by Smirftsch
I won't make it a to long time span, people deserve to have a fully working server/client set to not update again and again or to get lost in between the versions.
Of course, current problems won't kill anyone, but the online sound bug is kinda annoying and if people wouldn't want to update because of that it's understandable. But then they can't connect to the 227g servers with 227f and we have a bad situation.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 11:12 am
by Jâçkrâßßit
All I ask is that you simply supply the .u files as an option rather than FORCING everyone to download the patch and go through some backup process with the ini's

It's stupid not to consider that people might not want to reinstall something because of some minor bugs online.  Is it REALLY that hard to release separate fixed .u files?  I don't see why this is an issue at all...  Instead you go off on some overreacting tangent about releasing 227h when you could just simply release .u files and then replace the existing 227g download with a fixed version.  Is this not possible?

Maybe I'm simplifying the problem which does require a new installer to work, but if not then I'm calling some serious bullshit.

I find it sad that everyone waits for 227g for the longest time then 227h suddenly gets shoved down everyone throats a few days after.  Is that really fair Smirftsch?

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 11:29 am
by Smirftsch
Is it fair that I was begging all testers to have a final look and didn't get any responds? Is it fair that I was insulted, ignored, called stupid, called a liar for that?
Is it fair that anyone was asking for the release but in the same time expected me to fix even the smallest glitch at the same time?
Is it fair that I didn't get any reports anymore but the same people who had access to the internal tests for months started to report a few hours after release?
Maybe I'm simplifying the problem which does require a new installer to work, but if not then I'm calling some serious bullshit.
Unfortunately you do. It's not everything fixable with a few .u files and offering only the fixed files for download will render the anticheat useless. Also not anyone is able or willing to replace some specific files instead of using an installer which is really easy to use for a clean complete install.

I don't like it either but my calls for a last glimpse by anyone was ignored. So I'm forced for another version.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 11:39 am
by Smirftsch
The truth is, the testers were exhausted, I AM exhausted, the people to annoyed or bored or impatient or whatever to wait any longer.
Obviously it was unavoidable to have such a clash right now, but I fail to see what more could have been done.

I feel very sad about the fact that the so long expected version is having these problems. Mostly annoying small things and nothing vital, sure, but enough to have the need for a fix so that anyone can happily play again.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 12:52 pm
by rdy2bz
My advise: go out of the forums for 5 days and relax! Then come back and you will realize how great you've done really.

It is a masterpiece, the small problems don't spoil that fact. Eventually you will see again.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 12:59 pm
by Hyper
My advise: go out of the forums for 5 days and relax! Then come back and you will realize how great you've done really.

It is a masterpiece, the small problems don't spoil that fact. Eventually you will see again.
+1

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 1:36 pm
by gp
My advise: go out of the forums for 5 days and relax! Then come back and you will realize how great you've done really.

It is a masterpiece, the small problems don't spoil that fact. Eventually you will see again.
I agree with this. :)

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 6:40 pm
by Skw
well folks, the bugdevil has made his strike and so there will be a 227h now within the next days. Keep downloading and testing in the meantime!
OMG! You just gave me a time limit to fix OldWeapons. I'll try today to fix it.
Never mind. OldWeapons was bug-free after all. Something else is wrong with 227g.

Re: Unreal 227g release

Posted: Wed Apr 06, 2011 10:00 pm
by Spike
Never mind. OldWeapons was bug-free after all. Something else is wrong with 227g.
Whats the issue your seeing? Might be assisting.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 12:30 am
by Jâçkrâßßit
I won't make it a to long time span, people deserve to have a fully working server/client set to not update again and again or to get lost in between the versions.
Of course, current problems won't kill anyone, but the online sound bug is kinda annoying and if people wouldn't want to update because of that it's understandable. But then they can't connect to the 227g servers with 227f and we have a bad situation.
What about 227g connecting to 227h?  I'm mainly worried about this because if not it will create yet another incompatibility for people who didn't get the message.  After seeing some of the most recent reports (startup failing half the time for some people, ect.) I'm beginning to think that a 227h update might not be as unnecessary as I once thought a day or two ago.  I'll continue testing 227g the best I can so 227h can hopefully get the benefit of the doubt when it comes time for release to give it more meaning as the "fixed" 227g version.  All hope is not lost  :P

But please....PLEASE tell me that 227g and 227h will be online compatible!

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 12:55 am
by Gizzy
But please....PLEASE tell me that 227g and 227h will be online compatible!
If 227h is what Smirf says it is, (a hotfix, that is) then maybe netcompatability could be preserved if minimal changes are made to g's code.

Also, about this "hack method" that was talked about to make 227g backwards compatible with 227f (or the other way round, cant remember), maybe this can be implemented into 227h?

I remember Casey once tried explaining conforming and the nametable buggery that screwed 226f/b over, so I may be wrong in my above post!

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 1:38 am
by []KAOS[]Casey
But please....PLEASE tell me that 227g and 227h will be online compatible!
Jack, as you remember while I was giving you, dante, and pcube 227g releases, we at some point had a lot of mismatched installs but they all worked with eachother.

There's a high possibility that they will be compatible by accident, although if we change the dispersion pistol decals they may not be due to added names. I will run some tests once we start 227h revisions to confirm this... although we might be able to conform to 227g with minimal errors since the nametables will be nearly identical.

I'll discuss this with dots/smirf, as most of our versions have had significant changes to the nametable and conforming would have posed a very high risk, but now.. it's low by comparison.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 4:50 am
by Blu3Haz3
I don't see what more there is to bitch about, there is more to offer in 227g. It may be unintentionally unstable, but it has still got some great features. I for one respect that criticizing the work of everyone on this project is a little bit too easy for how hard it really is to re-write a game like this. I am going to be frankly honest though, I am going to either stick with 227f or 226. This version does not run very stable for me, and I am missing out on a lot of the old key factors of unreal. If I wanted to enhance the graphics, 226 allows DX10-11. And if I wanted to use enb series then I would stick with 227f, anyways my point I am trying to make. If you don't like the patch, its not like you cannot make a back up of a older unreal system folder from 227f or below.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 4:54 am
by Blu3Haz3
I won't make it a to long time span, people deserve to have a fully working server/client set to not update again and again or to get lost in between the versions.
Of course, current problems won't kill anyone, but the online sound bug is kinda annoying and if people wouldn't want to update because of that it's understandable. But then they can't connect to the 227g servers with 227f and we have a bad situation.
What about 227g connecting to 227h?  I'm mainly worried about this because if not it will create yet another incompatibility for people who didn't get the message.  After seeing some of the most recent reports (startup failing half the time for some people, ect.) I'm beginning to think that a 227h update might not be as unnecessary as I once thought a day or two ago.  I'll continue testing 227g the best I can so 227h can hopefully get the benefit of the doubt when it comes time for release to give it more meaning as the "fixed" 227g version.  All hope is not lost  :P

But please....PLEASE tell me that 227g and 227h will be online compatible!
Yes, I get the General Default Error all of the time my self... not only that but I usually have to minimize my game and then bring it back up to play. I have also noticed that there are issues in the menu, like showing more game types than there really are. Or in game, my gun is over lapping the HUD. I haven't noticed instability with online play, but I can definitely say that this is shouldn't of been released yet. Only because you guys need more beta testers, and the fact that there are so many people trying this mod and not even able to go online. Not everyone knows what you guys are doing on here, they think everything is fully operational to every degree.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 5:34 am
by []KAOS[]Casey
Yes, I get the General Default Error all of the time my self... not only that but I usually have to minimize my game and then bring it back up to play.  I have also noticed that there are issues in the menu, like showing more game types than there really are.  Or in game, my gun is over lapping the HUD.  I haven't noticed instability with online play, but I can definitely say that this is shouldn't of been released yet.  Only because you guys need more beta testers, and the fact that there are so many people trying this mod and not even able to go online.  Not everyone knows what you guys are doing on here, they think everything is fully operational to every degree.
Startup bug should be fixed for h, HUD problem depends on video card and/or drivers {and settings, you can fix this easily with ZTrick/ZRangeHack true, but I personally don't need ZTrick OR ZRangeHack on OGL}, the menu is actually showing every available gametype via use of the Dumpint commandlet, though we probably should prune some of the useless ones.

There's not much we can do about the HUD bug, since there are so many different kinds of video cards, drivers, configurations, etc. The default settings we have on them work fine for most video cards as far as we know. I'd like to hear if changing one of the values fixes it for your selected renderer. Be wary that only opengl has ZTrick.

General default error? Sure it's not general protection fault? We could use those logs too, they can help us fix even more stuff if possible, or maybe just help us help you.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 7:03 am
by Smirftsch
I don't see what more there is to bitch about, there is more to offer in 227g.  It may be unintentionally unstable, but it has still got some great features.  I for one respect that criticizing the work of everyone on this project is a little bit too easy for how hard it really is to re-write a game like this.  I am going to be frankly honest though, I am going to either stick with 227f or 226.  This version does not run very stable for me, and I am missing out on a lot of the old key factors of unreal.  If I wanted to enhance the graphics, 226 allows DX10-11.  And if I wanted to use enb series then I would stick with 227f, anyways my point I am trying to make.  If you don't like the patch, its not like you cannot make a back up of a older unreal system folder from 227f or below.
The enb series may be updated some day, we'll see, but I can't follow you completely. What do you mean with a lot of old key factors are missing?
Yes, I get the General Default Error all of the time my self... not only that but I usually have to minimize my game and then bring it back up to play.  I have also noticed that there are issues in the menu, like showing more game types than there really are.  Or in game, my gun is over lapping the HUD.  I haven't noticed instability with online play, but I can definitely say that this is shouldn't of been released yet.  Only because you guys need more beta testers, and the fact that there are so many people trying this mod and not even able to go online.  Not everyone knows what you guys are doing on here, they think everything is fully operational to every degree.
I think you got the wrong impression here. I was not meant as a bugtest release and not meant to abuse the players being a beta tester. We released 227g with the best intentions and it just turned out that after the long development time some things were overseen.
The testers  gave me only very little response in the end and I guess the testers were "stuck" in the schemes how they tested and so missed some issues.

As said above already, I got now more feedback in 24h than before in 24 days. I dislike the idea that the users now feel as beta testers, but obviously there was no chance to avoid it, we made anything possible. Of course I was disappointed in the end from testing reports, but you can't blame the testers for not finding something.

So lets make the best out of it, write in detail what you miss or whats bothering you and we'll do the best to make it real in 227h.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 10:14 pm
by Jazz Ad
Again, thanks a million times to all the people involved.

Re: Unreal 227g release

Posted: Thu Apr 07, 2011 11:45 pm
by Blu3Haz3
i am curious :\

i want to get enb series shadermodel 3 working, I can enjoy this new patch even with a little choppiness if that were able to work... any suggestions???