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Search found 1487 matches

by .:..:
Thu Nov 17, 2022 10:53 am
Forum: Unreal Projects
Topic: [Released] The One
Replies: 11
Views: 915

Re: [Released] The One

Here's the beginning of the map pack in a new perspective!
by .:..:
Sat Oct 08, 2022 8:22 am
Forum: Modelling
Topic: UE2 terrain exporter tool
Replies: 3
Views: 207

Re: UE2 terrain exporter tool

Updated to support Unreal 2 map format!
by .:..:
Fri Oct 07, 2022 3:13 pm
Forum: Usermaps
Topic: UT2004 maps ported to 227j+
Replies: 1
Views: 62

UT2004 maps ported to 227j+

This project isn't really meant to be anything serious, but rather a proof of concept. I've ported couple UT2004 DM maps for Unreal, which can be downloaded from here: DM-Grendelkeep - www.klankaos.com/downloads/UDM-Grendelkeep.zip DM-Tokara - www.klankaos.com/downloads/UDM-Tokara.zip DM-DesertIsle ...
by .:..:
Thu Oct 06, 2022 8:23 am
Forum: Modelling
Topic: UE2 terrain exporter tool
Replies: 3
Views: 207

UE2 terrain exporter tool

This is a simplistic tool to export a UE2 terrain (only tested with UT2004) geometry as OBJ file, which can be used in 227. To configure it, you can tweak Config.ini (sections are named as <Mapname>_<TerrainInfo object name>) to adjust U/V map tiling scale. After that you only need to either drag an...
by .:..:
Sat Sep 24, 2022 4:23 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Heres another list of changes to upcoming 227k build: Audio - Fixed and cleaned up ALAudio music transition handle code. Gameplay - Fixed RTNP end-game credits not showing up. - Made carcasses drop to floor if they bump into an wall while standing on another actor. Engine - Fixed package loader corr...
by .:..:
Sat Sep 24, 2022 4:12 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Here are a list of fixes and features on current 227k build: UI - Removed 'Curvy meshes' menu option. - Made Unreal/RTNP campaigns take priority in new game menu. - Added setting for using custom NetSpeed value. - Added HD HUD preview images. - Fixed long log lines being cut off at log window. - Red...
by .:..:
Sat Sep 03, 2022 10:32 am
Forum: Unreal 227
Topic: What is Specular Lights in options menu???
Replies: 3
Views: 401

Re: What is Specular Lights in options menu???

To notice difference with specular lighting you need to view around a mesh that is illuminated by some light source, you'll see it makes mesh lighting change depending on view angle. Lightmap LOD controls how many BSP lightmaps are allowed to be visible on screen at once before it starts culling on ...
by .:..:
Fri Jul 29, 2022 11:03 am
Forum: Unreal 227
Topic: delete row in array in advanced options crash
Replies: 4
Views: 280

Re: delete row in array in advanced options crash

Tested with the ini file contents you sent me, still no crash... I'm going to assume this was already fixed for now.
by .:..:
Thu Jul 28, 2022 8:58 pm
Forum: Unreal 227
Topic: delete row in array in advanced options crash
Replies: 4
Views: 280

Re: delete row in array in advanced options crash

I still couldn't reproduce that crash, could you PM me contents of your ini file with all those entries (pastebin/)?
by .:..:
Thu Jul 28, 2022 11:05 am
Forum: Unreal 227
Topic: What is Specular Lights in options menu???
Replies: 3
Views: 401

Re: What is Specular Lights in options menu???

Specular lighting adds a fake specular highlight effect on meshes, making them look plastic so to speak. If you disable that option the meshes only reflect diffuse lighting which looks more realistic, but can make decorations appear darker, so some people prefer the original lighting.
by .:..:
Thu Jul 28, 2022 10:59 am
Forum: Unreal 227
Topic: delete row in array in advanced options crash
Replies: 4
Views: 280

Re: delete row in array in advanced options crash

I tested with a test setup that had 10,000 ini lines for a dynamic string array and tried to delete a row. It only took a few seconds to refresh window but didn't crash.. what kind of string does your ini lines contain?
by .:..:
Wed Jun 08, 2022 8:48 am
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Almost final version now: Gameplay: - Added a secret mirror mode gamemode. - Added support for face skin selection in classic player select menu. - Added Mutator selection menu for classic menu. - Added support to attach trail emitter trails to regular particles on any emitters. - Fixed game window...
by .:..:
Mon Mar 07, 2022 3:33 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Editor: - Fixed BSP builder: * Sometimes semi-solid brushes gets cut off from visibility bounds (disappearing at specific view angles). * BSP holes caused by some math imprecision. * Added Brush.bStrictMerging actor flag which tells builder to strictly merge it with other geometry in case where the...
by .:..:
Wed Feb 23, 2022 9:32 am
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

<r>Another update after a long wait:<br/> <B><s>[b]</s>Engine:<e>[/b]</e></B> <QUOTE><s>[quote]</s>- Added an INI/INT formatting for color codes, works with following formatting: (#HTML color tag), as example: (#FFFF00) = yellow color.<br/> - Made Package loading log lines log load-times from start ...
by .:..:
Sat Oct 23, 2021 8:17 am
Forum: Unreal 227
Topic: Regression: Respawned inventory may become hovering if it's being touched by a player
Replies: 1
Views: 1199

Re: Regression: Respawned inventory may become hovering if it's being touched by a player

Yes I see now, Epic originally made a mistake with the code where they forgot parenthesis around an OR statement so it ended up with: if ('checking encroachment/fit' AND bCollideWorld) OR 'bCollideWhenPlacing' then adjust position, then as I corrected that, it became as most likely intended: 'if che...
by .:..:
Tue Oct 19, 2021 6:08 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Render: - Made volumetric fogs draw on zoneportals and sky (sky fog one is optional and can be changed from video settings between high quality/low quality/disabled options). - Made game draw volumetric fogs in fogzones even if player is standing outside of any fogzones. - Made volumetric fogging t...
by .:..:
Mon Aug 02, 2021 7:28 am
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Gameplay: - Made Teleporters interrupt player interpolation. - Improved Movers ability to push back actors without just encroaching on them. - Made Pawns walking along ledges a little less janky. Engine: - Disallowing actors from moving into invalid location (division by zero, infinite location). -...
by .:..:
Sun Jun 13, 2021 4:14 pm
Forum: Modelling
Topic: animation crashes game?!
Replies: 4
Views: 1645

Re: animation crashes game?!

Looks to me like 2 problems:
1: UV map isn't fit into one tile, so it wraps around on her neck.
2: Your #exec ANIM SEQUENCE in your import code has too many frames compared to actual mesh, so it crashes when it tries to play those animation frames that overflows.
by .:..:
Sun Jun 13, 2021 9:45 am
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Ehm after a long while heres more updates: Engine: - Added to DynamicCorona CoronaFadeTimeScale to control how fast the corona should fade in or out when pops in and out of view. - Added TriggerCorona which is a DynamicCorona that can be triggered on or off. - Removed duplicate TriggerLight actor fr...
by .:..:
Sat May 08, 2021 8:09 am
Forum: Unreal 227
Topic: Immediate weapon auto-switching in recent 227j builds
Replies: 6
Views: 1630

Re: Immediate weapon auto-switching in recent 227j builds

Hmm the reason I did this change was to prevent one from keep firing while feing death, but didn't consider it would effect auto-switch. Maybe auto weapon switch could instead be changed to wait until user releases fire for any weapon? Or then feign death could be made to force bFire and bAltFire to...
by .:..:
Wed Mar 24, 2021 3:26 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

More updates. Audio: - Anth: Fixed choppy Galaxy/ALAudio playback. Server: - Fixed WarlordRockets spawning smoke and SeekingRockets spawning decals on servers. - Made clients verify cache files GUID version before using them. - Added server command: UVerifyClient <ID> to manually verify a single or ...
by .:..:
Mon Feb 01, 2021 3:18 pm
Forum: Unreal 227
Topic: HD HUD icons
Replies: 2
Views: 620

Re: HD HUD icons

Ah found the thread: viewtopic.php?f=51&t=9400
Too bad the links to the HD icons are broken...
So yeah, anyone can do any icons they want, as hi-res as they like (maybe keep it max 8X original res, doubt anyone is gonna upscale HUD that much).
by .:..:
Sun Jan 31, 2021 10:46 am
Forum: Unreal 227
Topic: HD HUD icons
Replies: 2
Views: 620

HD HUD icons

I remember people had done in the past, but could you help me find them again so I can begin implementing them into 227j. Namely what I need are HD textures for: Dispersion ammo Automag ammo Stinger ammo ASMD ammo Rocket ammo Flak ammo Razorbaldes ammo BioGel ammo Sniper ammo CAR ammo (UPak) Rocket ...
by .:..:
Thu Jan 07, 2021 6:38 pm
Forum: Unreal General Forum
Topic: Repent! The end is near!
Replies: 9
Views: 1077

Re: Repent! The end is near!

Please do make backups before converting anything in case a clusterkitten happens.
The onosecond ;D https://youtu.be/X6NJkWbM1xk
by .:..:
Sat Dec 19, 2020 3:25 pm
Forum: Unreal 227
Topic: New commands and functions in 227
Replies: 302
Views: 29268

Re: New commands and functions in 227

Oof haven't updated this thread for a while now, but here's another list: Gameplay: - Improved TexModifiers (TexRotator/Scaler/Oscallitor) to modify U/V map instead of stretching out pixels with itself (rotation/scaling is not for BSP textures). - Made some decos, inventory and fragments orient to f...

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