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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
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
Fog
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Fog
In Direct3D we all know how fog does not work on 3D Actors and only on Geometry. In the OpenGL Patch by Smirf (woot!) this is MOSTLY fixed...and i say mostly because although Fog now works upon 3D Actors...it does not seem to work on 2D Actors...such as Blood.
If this were fixed in the new patch (or rather an update for OpenGL) that would be nice...and improve the game play
If this were fixed in the new patch (or rather an update for OpenGL) that would be nice...and improve the game play
Re: Fog
oooooh. Spooky!! this post should wait for halloween!!!
Hey shivaxi, perhaps you can take a pic of a doom moster and show what you mean about 2d actors. I'm not quite shure if this is relevant in the upcomming patch depending on how cool it would look to have doom monsters wrapped up in fog
Hey shivaxi, perhaps you can take a pic of a doom moster and show what you mean about 2d actors. I'm not quite shure if this is relevant in the upcomming patch depending on how cool it would look to have doom monsters wrapped up in fog
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Fog
just wondering on the subject of decals: will the player be able to turn off specific decals?227 is having decals, and they are working within fogzones too.
imagine my little brother/sister plays the game ocasionally, and the gore setting is set to ultra low, would this affect decals too? EG: crater/footstep decals are present but NOT the bloodsplat decals?
Last edited by Turboman. on Sat Aug 18, 2007 11:27 am, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Fog
all decals i built in so far are weapon decals, and footprints will work hopefully soon too. Blooddecals are not in yet, and I don't think that i want to build them in. If people want them, it may come in a future release maybe. So no need to turn sepcific decals on or off and something like that isnt implemented yet.
Sometimes you have to lose a fight to win the war.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Fog
is there going to be a configurable detail lifespan/max decal amount for us people who like having levels look like they are warzones?
Last edited by []KAOS[]Casey on Tue Aug 21, 2007 4:37 pm, edited 1 time in total.
- BrakeDanceJ
- OldUnreal Member
- Posts: 114
- Joined: Sun Feb 08, 2004 10:00 pm
Re: Fog
Also, if this option could 'expand levelinfo'. By this I mean, make it possible for map authors to specify the lifespan/max decal amount; and administrators could choose "Use map-specified amount when available (defaults to X if unavailable)" or "Use X amount always".is there going to be a configurable detail lifespan/max decal amount for us people who like having levels look like they are warzones?
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Fog
There is a mod in UT that allows you to disable and control the max amount of decals and the time they last. I loved that damn thing, after a few hours of scrweing around in CTF-lavagiant the place looked like a warzone. bullet holes and explosion marks everywhere.
- BrakeDanceJ
- OldUnreal Member
- Posts: 114
- Joined: Sun Feb 08, 2004 10:00 pm
Re: Fog
Hey,
Can we also have admin control for how long dropped weapons stay? I'd like them to stay INDEFINITELY, but that could obviously be a problem for lower-cpu/bandwidth servers.
How about an admin-defined 'expiration' option?
Can we also have admin control for how long dropped weapons stay? I'd like them to stay INDEFINITELY, but that could obviously be a problem for lower-cpu/bandwidth servers.
How about an admin-defined 'expiration' option?
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Fog
a lot of ideas i see here are not bad, but shouldnt all this maybe placed into a mod of some kind ? I still want to keep modifications of any kind in the base classes reduced to the absolutely must be. Changings to decals might be possible, since they are new anyway, but the rest...
Last edited by Smirftsch on Thu Aug 23, 2007 2:22 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.