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
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
How do I bind mod enabling or disabling?
- Blu3Haz3
- OldUnreal Member
- Posts: 284
- Joined: Fri Apr 30, 2010 10:05 pm
How do I bind mod enabling or disabling?
On 227f there is a mod browser on the UMenu Console, and I was wondering how I could actually bind a mod to turn on and off whenever I want with a key? And the mod browser is located in the main menu beside help.
Last edited by Blu3Haz3 on Fri Apr 30, 2010 11:10 pm, edited 1 time in total.
- Blu3Haz3
- OldUnreal Member
- Posts: 284
- Joined: Fri Apr 30, 2010 10:05 pm
Re: How do I bind mod enabling or disabling?
Ok so far, I learned that on UT99 you can do... tab-->MenuCMD to shortcut enabling or disabling of a mod. It doesn't work on unreal 227 but there is a mod menu.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: How do I bind mod enabling or disabling?
Currently I'm absolutely not sure what you are talking about. Can you clarify ?
Sometimes you have to lose a fight to win the war.
- Blu3Haz3
- OldUnreal Member
- Posts: 284
- Joined: Fri Apr 30, 2010 10:05 pm
Re: How do I bind mod enabling or disabling?
This is what I mean, do you know the command line to enable or disable the mod browser on the top of the menu... I can use it for ingame purposes by binding it to a key.
::Image here::
http://img571.imageshack.us/i/shot0114.jpg/
::Image here::
http://img571.imageshack.us/i/shot0114.jpg/
Last edited by Blu3Haz3 on Sun May 02, 2010 7:31 pm, edited 1 time in total.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: How do I bind mod enabling or disabling?
The mod must support enabling or disabling through menu. When I tested Firestorm back in 2006, it was the first mod to support having it in mod menu on Unreal.
Last edited by Leo T_C_K on Sun May 02, 2010 9:04 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: How do I bind mod enabling or disabling?
I have never heard of this "MenuCMD" command and am not really sure what it does.
I can't seem to find it in the uscript source, it's not in botpack and not in uwindow from what I can tell, but there is a function in uwindow but NOT an exec. this might be handled natively.
I can't seem to find it in the uscript source, it's not in botpack and not in uwindow from what I can tell, but there is a function in uwindow but NOT an exec. this might be handled natively.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: How do I bind mod enabling or disabling?
Check UTMenu.uI have never heard of this "MenuCMD" command and am not really sure what it does.
I can't seem to find it in the uscript source, it's not in botpack and not in uwindow from what I can tell, but there is a function in uwindow but NOT an exec. this might be handled natively.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: How do I bind mod enabling or disabling?
Still I don't understand of what use this could be. Usually a mod should be started before playing a map and ended/changed after a map. Enabling and disabling within makes no sense to me.This is what I mean, do you know the command line to enable or disable the mod browser on the top of the menu... I can use it for ingame purposes by binding it to a key.
::Image here::
http://img571.imageshack.us/i/shot0114.jpg/
Sometimes you have to lose a fight to win the war.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: How do I bind mod enabling or disabling?
Just go with Mutators or a Summon key bindings.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: How do I bind mod enabling or disabling?
Mutator/summons and a .int aside, what purpose does this have?
I just don't see the point of "disabling" a mod, since once you enable and use it, it would already be in memory and disabling would be impractical. Disabling a mod can be as simple as open entry?game=unrealshare.coopgame?mutator=engine.mutator
or just joining a server really.
Personally I would like to keep my mods in the mod menu all the time like DecalStay was in UT.
I just don't see the point of "disabling" a mod, since once you enable and use it, it would already be in memory and disabling would be impractical. Disabling a mod can be as simple as open entry?game=unrealshare.coopgame?mutator=engine.mutator
or just joining a server really.
Personally I would like to keep my mods in the mod menu all the time like DecalStay was in UT.
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: How do I bind mod enabling or disabling?
Well, in UT, lots are in mod menu, even from official bonuspack, like forcedefaultmodels and such, or certain mod config, or enabling realtournament ladder.
In Firestorm it was done that way hat you could choose the firestorm from menu and set difficulty and start it, just like in newgame.
In Firestorm it was done that way hat you could choose the firestorm from menu and set difficulty and start it, just like in newgame.
- Blu3Haz3
- OldUnreal Member
- Posts: 284
- Joined: Fri Apr 30, 2010 10:05 pm
Re: How do I bind mod enabling or disabling?
Well hey, do you guys think its possible to port the command script over from ut99 and put it 227g? I think you guys might actually find use in this binding since its been used in ut99 many times before.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: How do I bind mod enabling or disabling?
Said it before and i'll say it again. what purpose does it really have? what does it do that is actually useful? there's far too many other methods to enable/disable mods.. and disabling them like this seems absolutely useless.
I want some possible way where this can be used.. I don't even understand why it exists to begin with in UT99
I want some possible way where this can be used.. I don't even understand why it exists to begin with in UT99
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: How do I bind mod enabling or disabling?
in UT for example oldskool has disable enable, enables the features and menu etc....or the separate campaigns like firestorm had the new game choosable.
Last edited by Leo T_C_K on Sat May 08, 2010 4:58 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: How do I bind mod enabling or disabling?
227 supports adding your map campaigns to the new SP start list with a .int
You must use unrealshare.singleplayer but it will not use that gametype if specified otherwise in the levelinfo's defaultgametype property.
Intro1 is the map name and everything after the semicolon is the title it will show up as in the dropdown list.
I don't ever forsee a mod wanting a new UMenu, and if they do you can simply replace it once in game like EDM/JcoopZ do.
Code: Select all
Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Intro1;Return To Napali")Intro1 is the map name and everything after the semicolon is the title it will show up as in the dropdown list.
I don't ever forsee a mod wanting a new UMenu, and if they do you can simply replace it once in game like EDM/JcoopZ do.
- Blu3Haz3
- OldUnreal Member
- Posts: 284
- Joined: Fri Apr 30, 2010 10:05 pm
Re: How do I bind mod enabling or disabling?
oh ok, yes this helps drake... but the point of this was to enable mods I am converting from ut99 to unreal gold. And this would perhaps help with some single player campaigns I am currently working on, thank you very much ;D
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: How do I bind mod enabling or disabling?
You can already "activate" them the same way you would in UT using .ints
