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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
Semi public release of 227j
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Semi public release of 227j
Mods made on different 227 versions were not intended to be forwards compatible. Besides, unreal evolution is less a mod and more of a total conversion. It overwrites many files instead of creating new ones.
- Neon_Knight
- OldUnreal Member
- Posts: 378
- Joined: Tue Aug 25, 2009 9:02 pm
Re: Semi public release of 227j
If anybody here has access to OldUnreal/Unreal-testing (WHEN PUBLIC REPO OldUnreal/UnrealPatches SMIRF?) and wants to test bugs, here's a list of old, open reports that need to be checked if they still apply in both v227j and the Github dev version:
https://github.com/OldUnreal/Unreal-tes ... testing%22
https://github.com/OldUnreal/Unreal-tes ... testing%22
Localization project coordinator/spanish maintainer
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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- OldUnreal Member
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Re: Semi public release of 227j
I have this. Lesser brutes flicker, mostly, and their corpses.
Flickering on all renderers except Software. Most common on XOpenGL.
Setting bMultiThreadedShadows=False in Unreal.ini stops the flickering.
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Re: Semi public release of 227j
What an amazing update!
I'm playing on Linux, so I can probably provide some unique feedback.
I absolutely love that you've resurrected the old menu. It has so much more mood in it, I really missed that from the Unreal Gold release. Thank you!
One issue I've found when using the XOpenGL renderer (native 64-bit Linux version) is when transparent objects are drawn on scree, they reveal wireframes of solid objects behind them. For pain overlay this means the wireframes of everything are visible briefly:
I'm playing on Linux, so I can probably provide some unique feedback.
I absolutely love that you've resurrected the old menu. It has so much more mood in it, I really missed that from the Unreal Gold release. Thank you!
One issue I've found when using the XOpenGL renderer (native 64-bit Linux version) is when transparent objects are drawn on scree, they reveal wireframes of solid objects behind them. For pain overlay this means the wireframes of everything are visible briefly:
You do not have the required permissions to view the files attached to this post.
- Smirftsch
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Re: Semi public release of 227j
That's an error of some kind, not the usual behavior
Perhaps we can find something in the logs about it.
If you are up for it you can try to comment Suppress=DevGraphics and set UseOpenGLDebug=True
then copy the log into our pastebin: pastebin/
So we can see if there is anything obvious.
Also you can try to change some of the options like UseShaderDrawParameters and UseBindlessTextures as some of these seem to cause trouble with some graphics card drivers
Perhaps we can find something in the logs about it.
If you are up for it you can try to comment Suppress=DevGraphics and set UseOpenGLDebug=True
then copy the log into our pastebin: pastebin/
So we can see if there is anything obvious.
Also you can try to change some of the options like UseShaderDrawParameters and UseBindlessTextures as some of these seem to cause trouble with some graphics card drivers
Sometimes you have to lose a fight to win the war.
- rdy2bz
- OldUnreal Member
- Posts: 81
- Joined: Wed Apr 06, 2011 5:48 am
Re: Semi public release of 227j
That's an artifact from antialiasing, you find that in several other games, too. Try deactivating AA and see if the lines disappear.
- Jules
- OldUnreal Member
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- Location: Italy
Re: Semi public release of 227j
Hello, could I ask someone for a suggestion in trying to figure out why the 64-bit version of the game crashes at the beginning? I've managed to get the 32-bit version to work just fine (I had, however, some serious problems getting the audio to work, though luckily I was able to get SwFMOD to function in the end. OpenAL and FMOD both keep not working), but the 64-bit version simply refuses to work with no apparent explanations. Here's what I've tried so far:
I've tried adding the -log parameter, but I get no additional output other than "Illegal instruction (core dumped)". I've tried adding the -nosound option, but the error persisted. I've finally tried running the binary in GDB, and this is what I got:
Program received signal SIGILL, Illegal instruction.
0x00007ffff75dd99a in appInit(wchar_t const*, wchar_t const*, FMalloc*, FOutputDevice*, FOutputDeviceError*, FFeedbackContext*, FFileManager*, FConfigCache* (*)(), int) () from ./Core.so
If it's helpful, I've also tried checking if my system were missing any shared library needed by the game by running
ldd -r UnrealLinux.bin | grep -i "not"
however, nothing seems to be missing.
I have enough technical knowledge to solve some minor problems myself, but I really don't know where to start here.
What's really confusing me is that I've simultaneously installed the recently-released 469c patch for UT99, and everything there works straight out of the box - both the 32- and 64-bit versions with OpenAL audio. I'd really appreciate some advice!
I've tried adding the -log parameter, but I get no additional output other than "Illegal instruction (core dumped)". I've tried adding the -nosound option, but the error persisted. I've finally tried running the binary in GDB, and this is what I got:
Program received signal SIGILL, Illegal instruction.
0x00007ffff75dd99a in appInit(wchar_t const*, wchar_t const*, FMalloc*, FOutputDevice*, FOutputDeviceError*, FFeedbackContext*, FFileManager*, FConfigCache* (*)(), int) () from ./Core.so
If it's helpful, I've also tried checking if my system were missing any shared library needed by the game by running
ldd -r UnrealLinux.bin | grep -i "not"
however, nothing seems to be missing.
I have enough technical knowledge to solve some minor problems myself, but I really don't know where to start here.
What's really confusing me is that I've simultaneously installed the recently-released 469c patch for UT99, and everything there works straight out of the box - both the 32- and 64-bit versions with OpenAL audio. I'd really appreciate some advice!
- tlk
- OldUnreal Member
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- Joined: Fri May 08, 2020 6:24 am
- tlk
- OldUnreal Member
- Posts: 64
- Joined: Fri May 08, 2020 6:24 am
- rdy2bz
- OldUnreal Member
- Posts: 81
- Joined: Wed Apr 06, 2011 5:48 am
Re: Semi public release of 227j
I get a '404 page not found' for all of those links. I guess the repo is private or you need to register or something?
- Hyper
- OldUnreal Member
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Re: Semi public release of 227j
Github is often lazy with their error codes and give 404 (File not found on the server) when the resource exists but the one requesting it has no rights. In many cases the error should have been 403 forbidden. (File exists, but server refused to send it)
In this case I get the same error, and I think I should have access there.
- Neon_Knight
- OldUnreal Member
- Posts: 378
- Joined: Tue Aug 25, 2009 9:02 pm
Re: Semi public release of 227j
Unreal-testing is a private repo. In order to see those links you need to have tester access.
Localization project coordinator/spanish maintainer
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
- Jules
- OldUnreal Member
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- Location: Italy
Re: Semi public release of 227j
This is the output I'm getting by running lscpu:
It seems like my CPU only has support for AVX - I take it that's why the 64-bit build doesn't work?
- tlk
- OldUnreal Member
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- Joined: Fri May 08, 2020 6:24 am
Re: Semi public release of 227j
that's only my conjecture about a possible instruction set requirement. I had an "illegal instruction" with an older CPU than I have now (which also only went up to AVX1), but Smirf never got back to me in that bugreport. I think it's been reported here on the forums back in April '21. Since then I've got me a 5600X. Real life flows faster than OldUnreal bug fixes/releases come out))
- Hyper
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Re: Semi public release of 227j
Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.
- Jules
- OldUnreal Member
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- Location: Italy
Re: Semi public release of 227j
I see, thanks for telling me about this. If this is indeed the problem, I suppose I can live without the 64-bit version...after all, I can get the 32-bit one to run just fine.tlk wrote: ↑Mon Aug 01, 2022 6:53 amthat's only my conjecture about a possible instruction set requirement. I had an "illegal instruction" with an older CPU than I have now (which also only went up to AVX1), but Smirf never got back to me in that bugreport. I think it's been reported here on the forums back in April '21. Since then I've got me a 5600X. Real life flows faster than OldUnreal bug fixes/releases come out))
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- OldUnreal Member
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Re: Semi public release of 227j
I'm running 227i on linux (proton/wine). I guess I should install a fresh copy on a Win10 machine and just transfer it over.
How much of a difference will I really see? I imagine the biggest most important thing is server comparability.
I should probably update to post results though tbh since I'm running AMD/Linux + running it under proton.
How much of a difference will I really see? I imagine the biggest most important thing is server comparability.
I should probably update to post results though tbh since I'm running AMD/Linux + running it under proton.
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Re: Semi public release of 227j
So I gave it a quick test on my Fedora Linux installation, applied directly to a "clean" installation of Unreal Gold.
I am not sure if it is specific to me but so far, these happened:
- My woes with OpenAL has returned, as the game was unable to find ALAudio.ALAudioSubsystem, even though the necessary files were in the System folder. This happened with both 32 bit and 64 bit versions. Then I tried the other sound driver (SwFMod I think), and it gave out a similar error. I think the complementary .u file is missing, but I'm not sure. Eventually I have resorted to -nosound
- Once I managed to open up the game, for some reason it loaded EntryII instead of flyby. And all I was able to do in the map was to jump and shoot, rest of the controls didn't work. And every time I opened up the game again, the settings would reset to their original values. Though I think this is caused by...
- Every time I try to quit the game from the menu, I get the prompt, press OK and.... nothing happens. I am back in the map, except now I cannot open the menu at all. I can still jump and shoot though, funnily enough. The only way to quit now I think is to kill the process, which also probably prevents the game from saving the new configuration.
Originally I thought that it was something I messed up in Manjaro Linux, but now I've switched to Fedora, and made a clean installation, yet the exact same things happened, I have no idea... And yet on Windows, the patch works pretty nice. Actually, the Windows version works nicely on Linux too.
I am not sure if it is specific to me but so far, these happened:
- My woes with OpenAL has returned, as the game was unable to find ALAudio.ALAudioSubsystem, even though the necessary files were in the System folder. This happened with both 32 bit and 64 bit versions. Then I tried the other sound driver (SwFMod I think), and it gave out a similar error. I think the complementary .u file is missing, but I'm not sure. Eventually I have resorted to -nosound
- Once I managed to open up the game, for some reason it loaded EntryII instead of flyby. And all I was able to do in the map was to jump and shoot, rest of the controls didn't work. And every time I opened up the game again, the settings would reset to their original values. Though I think this is caused by...
- Every time I try to quit the game from the menu, I get the prompt, press OK and.... nothing happens. I am back in the map, except now I cannot open the menu at all. I can still jump and shoot though, funnily enough. The only way to quit now I think is to kill the process, which also probably prevents the game from saving the new configuration.
Originally I thought that it was something I messed up in Manjaro Linux, but now I've switched to Fedora, and made a clean installation, yet the exact same things happened, I have no idea... And yet on Windows, the patch works pretty nice. Actually, the Windows version works nicely on Linux too.
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- OldUnreal Member
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Re: Semi public release of 227j
Don't know if having a Nvidia card would cause anything, but if you have one; Fedora love their FOSS and it takes a shit when you want to use nvidia. S+ tier distro otherwise. Manjaro is not so stable.
I installed 227j through wine, tried it on Pop_OS and dumped it onto SteamOS and I can't really replicate the issue with or without proton. I'm using OpenGL with FMod. OpenAL seems to have no issues either.
Note that Fedora and Manjaro uses Pulseaudio. From what I remember Pop and SteamOS both use pipewire for audio, so this could be an issue with Pulseaudio on linux. Could also be a matter of hardware, Realtek works like shit on pretty much every OS in existance.
Probably easiest to just run it through Wine/Proton if that works, since I really doubt it'll have any gains.
I installed 227j through wine, tried it on Pop_OS and dumped it onto SteamOS and I can't really replicate the issue with or without proton. I'm using OpenGL with FMod. OpenAL seems to have no issues either.
Note that Fedora and Manjaro uses Pulseaudio. From what I remember Pop and SteamOS both use pipewire for audio, so this could be an issue with Pulseaudio on linux. Could also be a matter of hardware, Realtek works like shit on pretty much every OS in existance.
Probably easiest to just run it through Wine/Proton if that works, since I really doubt it'll have any gains.
- joeydonbaker
- OldUnreal Member
- Posts: 28
- Joined: Sat Dec 29, 2018 1:52 pm
Re: Semi public release of 227j
Hello, since updating to 227j public release, my security.ini for any new players that join the server, the PlayerIP= doesn't have an IP any more. Example below:
LogList=(PlayerNames="Player",PlayerIP="",ClientID="-1989172854",ClientIdentNr="1796994086")
LogList=(PlayerNames="Player",PlayerIP="",ClientID="-1989172854",ClientIdentNr="1796994086")
- Neon_Knight
- OldUnreal Member
- Posts: 378
- Joined: Tue Aug 25, 2009 9:02 pm
Re: Semi public release of 227j
What does the log output when you start the game? There was a problem with one of the libraries which had to be deleted so the OS would use the system's default.LupertEverett wrote: ↑Tue Aug 09, 2022 6:05 pm - My woes with OpenAL has returned, as the game was unable to find ALAudio.ALAudioSubsystem, even though the necessary files were in the System folder. This happened with both 32 bit and 64 bit versions. Then I tried the other sound driver (SwFMod I think), and it gave out a similar error. I think the complementary .u file is missing, but I'm not sure. Eventually I have resorted to -nosound
What's the content of Unreal.ini on either System or System64 (the folder from which you launch the game)?LupertEverett wrote: ↑Tue Aug 09, 2022 6:05 pm - Once I managed to open up the game, for some reason it loaded EntryII instead of flyby. And all I was able to do in the map was to jump and shoot, rest of the controls didn't work. And every time I opened up the game again, the settings would reset to their original values. Though I think this is caused by...
Indeed, that does sound strange. Not even writing "quit" on the console work?LupertEverett wrote: ↑Tue Aug 09, 2022 6:05 pm - Every time I try to quit the game from the menu, I get the prompt, press OK and.... nothing happens. I am back in the map, except now I cannot open the menu at all. I can still jump and shoot though, funnily enough. The only way to quit now I think is to kill the process, which also probably prevents the game from saving the new configuration.
Originally I thought that it was something I messed up in Manjaro Linux, but now I've switched to Fedora, and made a clean installation, yet the exact same things happened, I have no idea... And yet on Windows, the patch works pretty nice. Actually, the Windows version works nicely on Linux too.
Sounds like you want to host a server, isn't it? I'm ignorant on all things UnrealIntegrity so someone else could help you better than me.joeydonbaker wrote: ↑Tue Aug 09, 2022 10:49 pm Hello, since updating to 227j public release, my security.ini for any new players that join the server, the PlayerIP= doesn't have an IP any more. Example below:
LogList=(PlayerNames="Player",PlayerIP="",ClientID="-1989172854",ClientIdentNr="1796994086")
Localization project coordinator/spanish maintainer
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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Re: Semi public release of 227j
Lemme just post the contents of UnrealLinux.log after the crash here:Neon_Knight wrote: ↑Wed Aug 10, 2022 10:31 am What does the log output when you start the game? There was a problem with one of the libraries which had to be deleted so the OS would use the system's default.
► Show Spoiler
Contents of UnrealLinux.ini:Neon_Knight wrote: ↑Wed Aug 10, 2022 10:31 am What's the content of Unreal.ini on either System or System64 (the folder from which you launch the game)?
► Show Spoiler
Running quit on the console resulted in a similar behavior. It still didn't exit the game. Though if I run the game from the console, I am able to use CTRL + C, then it closes, and saves a log.Neon_Knight wrote: ↑Wed Aug 10, 2022 10:31 am Indeed, that does sound strange. Not even writing "quit" on the console work?
I'll be posting the said log in here, just in case:
► Show Spoiler
- rdy2bz
- OldUnreal Member
- Posts: 81
- Joined: Wed Apr 06, 2011 5:48 am
Re: Semi public release of 227j
To me that looks like there is some path errors, for example it doesn't find 'UnrealShare.u' that should be located at the (32bit) System folder. Also it seems to not find the texture folder where NailFX.utx should be. I bet the OpenAL issues has the same cause.
The first thing I'd check was if your user that runs Unreal has permissions to all those files. Next, I'd double check if those files are where they should be in a clean install.
The first thing I'd check was if your user that runs Unreal has permissions to all those files. Next, I'd double check if those files are where they should be in a clean install.
- Leo T_C_K
- OldUnreal Member
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Re: Semi public release of 227j
"Nail"FX, that's a good one lol.
- Smirftsch
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Re: Semi public release of 227j
I'm sorry that I haven't been very active in the last time, if there is still some (Linux) issues, let me know.
And yes, 64bit version uses AVX2, although existing for a very long time now (2013) it still seems some CPU do not support it
As for the hassle with needing wine to get the files from the installer, sorry, didn't mean to take longer for 227k for which I planned to release also as archive such as bz2 or so then.
And yes, 64bit version uses AVX2, although existing for a very long time now (2013) it still seems some CPU do not support it
As for the hassle with needing wine to get the files from the installer, sorry, didn't mean to take longer for 227k for which I planned to release also as archive such as bz2 or so then.
Sometimes you have to lose a fight to win the war.