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Some insight into the "lost" beta version

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Leo T_C_K
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Posts: 3660
Joined: Sat Aug 27, 2005 6:24 pm

Some insight into the "lost" beta version

Post by Leo T_C_K »

Since I went over some files and then Tim's log, I figured out something interesting.

The missing Emissary version that they modified their UnrealI was obviously version 156, this is referred to somewhere...

Now, the corresponding version in tim's log says this

Code: Select all

3-10-98

====156
+		Fixed fire engine PostLoad not called problem.
+		New version.
+			New Galaxy.
+			Editor.
+			Code - verify clean recompile after reinstall.
+			Verify rebuild .u's.
+			Test debug version.
+			New Entry.unr, Unreal.unr.
+			Cleanup docs.
+			Carlo doubled internal sound volumes, fixed panning.
+			Retest clean install.

+	Talk to James about sample map w/ only the used textures saved out.

X	UnrealEd minor bug fixes:
X		Add mover must do a "perm" first to fold scaling in.
X		Mark script text before cut/paste.
X		Mark script text when start editing, so I can undo initial typing.
X		UnrealEd def props - modify all actors if they are using default.
X		When adding portals or invisible surfaces, force no texture or "portal" texture.

X		Optimize net sound playing.
X		Net code not sending initial changes when actor is spawned?
X		Net code unreliable functions should be sent if possible (not just bandwidth based)?
X		Net stats: rpc/c, server internal fps, client bytes / frame, reliable buffer free/total,
X			dynamic actors in the level, server level tick time.
X		Really nice, clean stats display.
X		Reliable buffer as dynarray, with only a maximum data count and maximum array count?
+		512x128 texture crashing on 3dfx in hud: logo.pcx -> Because of no mipmaps.

///////////////////////////////////////////////////////////////////
3-11-98

	delegate = closure = bound method reference
	multicast = list of delegates
	attaching event handler to ui = modifying a property

+	Level travelling - today!
+		Restart level when die remember inventory.
+			CarryInfo.
+			Including through savegames.
+			Even health - this is a controversial design issue.
+		"Savegames are not currently remembering the state that the music is in":

====156Update
+	Hub loading and saving:
+		ALevelInfo.HubStackLevel
+		LocalTravel map.unr: like open, but does proper gameplay travelling.
+		Document the new URL syntax.
+		Fixed exec commands with string parms not recognizing punctuation.

///////////////////////////////////////////////////////////////////
3-12-98

+	Complete hub transitions!
+		level/teleporter?push
+		level/teleporter?peer
+		?pop
+		Verify popping with proper inventory travelling.
+		Implement hub pushing and popping.
+		Implement oneway peer levels.
+		Savegames with hub stack.
+		Loadgames with hub stack.
+		LoadGame gate
+		SaveGame delete superfluous Save## files
+		LoadGame delete superfluous Game# files
+		SAVE_RELATIVE_PATH
+		?pop restarts vortex rikers
+		Player name and class carried between levels?
+		Pop with #teleporter spec.
+		Document the #teleporter syntax.
+		Implement single player <-> internet levels.

	The beta tester's name is Joel

///////////////////////////////////////////////////////////////////
So...this indicates the possibility that the version I played back in 1998 was 156 or one of the 156 subversions that a full beta was built on.

Because this is the first beta with the hub system working before being scrapped completely (but with push/pop still surviving in regular unreal unused).

It also mentions pop restarting vortex rikers. Its possible then that this was the version that had nyleve in the same map. Because then it was part of the whole hub system. You see where I'm getting. Unfortunately my contact hasn't responded yet, even though if he does then the full version cannot be shared with public unfortunately and it'd be up to us to port the stuff over. This is complicated and also frustrating because this stuff keeps being withdrawn from my reach despite this being my first exposure to Unreal whatsoever....
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Leo T_C_K
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Posts: 3660
Joined: Sat Aug 27, 2005 6:24 pm

Re: Some insight into the "lost" beta version

Post by Leo T_C_K »

https://www.unrealsp.org/viewtopic.php?f=3&t=3566

this is a thread about the hub system with example maps
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[]KAOS[]Casey
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Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: Some insight into the "lost" beta version

Post by []KAOS[]Casey »

Leo T_C_K wrote: Sat Apr 09, 2022 9:33 pm The beta tester's name is Joel
find him and waterboard them for the build. it's the only way to be sure.
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Leo T_C_K
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Posts: 3660
Joined: Sat Aug 27, 2005 6:24 pm

Re: Some insight into the "lost" beta version

Post by Leo T_C_K »

[]KAOS[]Casey wrote: Fri Apr 15, 2022 8:27 pm
Leo T_C_K wrote: Sat Apr 09, 2022 9:33 pm The beta tester's name is Joel
find him and waterboard them for the build. it's the only way to be sure.
lol thumbsup
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