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Very Hot Topic (More than 25 Replies) Unreal II to receive network support and more! (Read 33847 times)
Leo T_C_K
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Re: Unreal II to receive network support and more!
Reply #15 - Jun 28th, 2009 at 12:22am
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Well, why would there be such bugs like in RtNP? RtNP was side project at best, WoT was main one, although there are some minor bugs online it is nothing horrible and the netcode is pretty well done, not to mention there was even mapvote (well general vote at all) in WoT, which was kinda new back then to have integrated vote in game.
  

People who accuse others of trolling are usually the biggest trolls themselves.
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GreatEmerald
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Re: Unreal II to receive network support and more!
Reply #16 - Jun 28th, 2009 at 8:39am
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[]KAOS[]Casey wrote on Jun 27th, 2009 at 8:10pm:
wait what? 3 versions? Why wasnt this shipped with unreal 2? are they crazy?

That's their way of saving HDD space I presume. Oh, and how can you work on all those things anyway? Don't you need the source code for replication and mutator changes?

By the way, I have an idea. While waiting for the release, we could start porting the XMP maps to U2. There won't me any real major changes in U2 RC9, so we can start working right now, and leave only the finishing work for the time RC9 goes out. If someone's interested, post here. I guess we need someone to port Static Meshes, Textures and Sounds. After this is done, we'll need someone to fix map flaws, path maps, add EAX effects and add pickups. Not sure about this - once maps are able to be ported by importing them from .t3d, should people work on their own maps, or have roles, like pathing, adding pikups, fixing flaws etc.? I believe having a map for each person would cause less version conflicts... But then not all maps would have the same quality level...

So, if there are at least 2 people interested, we could start working. U2 has deathmatch and CTF support now, so it will be easy to test paths and pickups (note: bots tend to get stuck on Rocket Launcher pickups for some reason). I could port sounds and textures, anyone interested in porting Static Meshes?

EDIT: Woah! I've just found an undocumented feature, which might also be useful for Unreal 1! Teleporters in Unreal II work just like warp zones! That is, they also teleport projectiles! Neat! Alcazar will be very realistic then! And while falling down, your characters scream, so Alcazar will be even better! And thinking of quirks, we could make it so those stone Mukhoggs turn into real Mukhoggs! Cheesy You can study Unreal II in a day, but even after 10 years it won't cease to surprise you!
« Last Edit: Jun 28th, 2009 at 10:18am by GreatEmerald »  
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[]KAOS[]Casey
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Re: Unreal II to receive network support and more!
Reply #17 - Jun 28th, 2009 at 6:47pm
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teleporting projectiles is as simple as bCanTeleport True in advanced properties in unreal 1 :p

Anyways, replication & mutators are mostly done with uscript, I don't need the src.

iirc, Mutators are 100% uscript, and some things use nativereplication, I assume vehicles would so replication could update between physics updates.

If you have all textures and whatnot..

export to t3d > import > rebuild = 100% port

what I dont know is, if u2.exe is the same md5 as the rc9 for the .dll symbols, and just like XMP, is it's stuff built for the same u2.exe? lol,C++
  
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GreatEmerald
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Re: Unreal II to receive network support and more!
Reply #18 - Jun 28th, 2009 at 7:12pm
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[]KAOS[]Casey wrote on Jun 28th, 2009 at 6:47pm:
If you have all textures and whatnot..

export to t3d > import > rebuild = 100% port

There are three problems:
1. I don't have textures and Static Meshes, and some sounds are also in different packages.
2. When imported, the rebuilder shows "Brush has NULL references!" for many brushes for some odd reason.
3. I don't want a 100% port, I want more than 100% Cheesy
  
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[]KAOS[]Casey
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Re: Unreal II to receive network support and more!
Reply #19 - Jun 28th, 2009 at 9:16pm
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export original
import original, export newly "converted"

open with kdiff, find diff, and you'll find what you're missing. pretty easy from there
  
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GreatEmerald
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Re: Unreal II to receive network support and more!
Reply #20 - Jun 29th, 2009 at 8:45am
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Wait, what are talking about? Brushes? Textures? Static Meshes?
  
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[]KAOS[]Casey
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Re: Unreal II to receive network support and more!
Reply #21 - Jun 30th, 2009 at 1:06am
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everything, exported maps are just plaintext
  
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GreatEmerald
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Re: Unreal II to receive network support and more!
Reply #22 - Jun 30th, 2009 at 7:13am
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Well, T3D doesn't hold StaticMesh data, only references to them.
Good news about problem #2: it seems that there are no more "Brush has NULL material references!" warnings when I ported all the textures.

Oh, and I've also discovered another useful undocumented feature! If you have a texture, which starts with material description (for example, METL_MyTexName), Unreal II automatically applies the correct material! I believe that all of possible texture strings are in one of the INIs that come with Unreal II.
  
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GreatEmerald
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Re: Unreal II to receive network support and more!
Reply #23 - Jun 30th, 2009 at 2:56pm
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Oh, and by the way, I'm porting XMP-Alcazar to U2 now, you can see the progress here:
http://forums.beyondunreal.com/showthread.php?t=186738

If you're lazy, here are some screenshots:
Alpha 1:


Alpha 2:


Alpha 3:
  
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Re: Unreal II to receive network support and more!
Reply #24 - Jul 3rd, 2009 at 8:24pm
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U2 specific news: The RC9 DVD is in perfect condition, so we won't need to fear about having the DVD scratched. Backups are also ready, just to be sure. And we expect the RC9 to be released earlier than the rest, but still not too early.
  
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Wastelander0101
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Re: Unreal II to receive network support and more!
Reply #25 - Aug 7th, 2009 at 9:04am
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Great news GreatEmerald Cheesy. I realy hope that 8gig dvd will be split into few parts for downloading. Also my question about unreal 2. For me unreal 2 had most beutifull weapons and secondary modes in unreal gaming history. But the problem was no bot support. Will there be bots in unreal 2 after the release of beta? And are there some third party multiplayer bots right now?
  
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Re: Unreal II to receive network support and more!
Reply #26 - Aug 7th, 2009 at 2:01pm
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Yes, there will be bot support in RC9, and yes, there are bots in the game even now (although the support is improved in RC9). But to play botmatches, you have to get the U2 Mod Menu: http://www.mediafire.com/?y30djnng2im
Then, of course, you need a map. You can get a few at mapraider.
  
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Wastelander0101
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Re: Unreal II to receive network support and more!
Reply #27 - Aug 10th, 2009 at 6:06pm
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GreatEmerald wrote on Aug 7th, 2009 at 2:01pm:
Yes, there will be bot support in RC9, and yes, there are bots in the game even now (although the support is improved in RC9). But to play botmatches, you have to get the U2 Mod Menu: http://www.mediafire.com/?y30djnng2im
Then, of course, you need a map. You can get a few at mapraider.


Thanx, nice mutator, i had so much fun with just bots Smiley. Hovewer, is there a way to select bots with which i will fight? The default bots are always unreal marines...
  
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Re: Unreal II to receive network support and more!
Reply #28 - Aug 10th, 2009 at 7:28pm
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Nope, not implemented there. And you are always the same marine, too.
  
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Wastelander0101
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Re: Unreal II to receive network support and more!
Reply #29 - Aug 11th, 2009 at 6:29am
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GreatEmerald wrote on Aug 10th, 2009 at 7:28pm:
Nope, not implemented there. And you are always the same marine, too.


Ah, its a shame, i hope it will be something in that beta u all talked about here(and still talking Smiley )
  
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