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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
227i found and fixed bugs
- luke11685
- OldUnreal Member
- Posts: 441
- Joined: Wed Mar 28, 2018 5:38 pm
Re: 227i found and fixed bugs
okay sorry
- luke11685
- OldUnreal Member
- Posts: 441
- Joined: Wed Mar 28, 2018 5:38 pm
Re: 227i found and fixed bugs
I can't install Unreal Gold Patch 227i. This is why it keeps asking me for older version.
![Image](https://i.imgur.com/rErf5YN.png)
![Image](https://i.imgur.com/rErf5YN.png)
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: 227i found and fixed bugs
Is it pointing to the right path? Do you have an install specifically of unreal gold, or just the regular unreal without return to na pali?
- luke11685
- OldUnreal Member
- Posts: 441
- Joined: Wed Mar 28, 2018 5:38 pm
Re: 227i found and fixed bugs
Okay I installed the latest patch for Unreal Editor 1 for Unreal 1 myself somehow.
- AlCapowned
- OldUnreal Member
- Posts: 179
- Joined: Tue Dec 22, 2009 3:53 pm
Re: 227i found and fixed bugs
Apologies if this has already been fixed, but I've run into a pretty consistent problem of skeletal mesh decorations crashing the game when I look at them after loading a save. Testing the same meshes in UT, the crash does not occur. I can avoid making decorations with skeletal meshes, but the real issue is when a pawn with a skeletal mesh is killed.
My steps were: put down a knife in a map, give it a skeletal mesh, open the map in Unreal, look away from the decoration, save the game, quit, load the game, look at the decoration. Alternatively, I would place a pawn with a skeletal mesh into a map and kill it - but unlike saves with the knife, which crash 100% of the time, saves with skeletal mesh corpses seem to work on a rare occasion.
A few things I've ruled out:
-Improper material names (e.g. skin1 instead of skin01)
-Models not being vertex-welded before being exported
-Skeletons not following the traditional "Bip01" naming convention
-A model having a high polycount
The error in the log:
My steps were: put down a knife in a map, give it a skeletal mesh, open the map in Unreal, look away from the decoration, save the game, quit, load the game, look at the decoration. Alternatively, I would place a pawn with a skeletal mesh into a map and kill it - but unlike saves with the knife, which crash 100% of the time, saves with skeletal mesh corpses seem to work on a rare occasion.
A few things I've ruled out:
-Improper material names (e.g. skin1 instead of skin01)
-Models not being vertex-welded before being exported
-Skeletons not following the traditional "Bip01" naming convention
-A model having a high polycount
The error in the log:
Code: Select all
Critical: USkeletalMeshInstance::UpdateSkeletalFrame
Critical: URender::DrawLodMesh
Critical: (SkeletalMesh SkeletalSlith.SkeletalSlithMesh)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Log: Resetting gamma
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/31/20 18:01:38
Last edited by AlCapowned on Mon Aug 31, 2020 11:12 pm, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: 227i found and fixed bugs
That one was fixed already in 227j so no problem.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- AlCapowned
- OldUnreal Member
- Posts: 179
- Joined: Tue Dec 22, 2009 3:53 pm
Re: 227i found and fixed bugs
Great, thanks!
- Rikia
- OldUnreal Member
- Posts: 23
- Joined: Thu Jan 07, 2021 7:14 am
Re: 227i found and fixed bugs
viewtopic.php?f=30&t=9968
I thought the problems were made by my skins.
Topic is about crashes.
But also, don't forget to remove extra packages from the .ini file, if you're making mods. Maybe it causes too much garbage in rebuilds.
I thought the problems were made by my skins.
Topic is about crashes.
But also, don't forget to remove extra packages from the .ini file, if you're making mods. Maybe it causes too much garbage in rebuilds.
- Sergey
- OldUnreal Member
- Posts: 71
- Joined: Wed Nov 25, 2015 5:16 am
Re: 227i found and fixed bugs
I installed the latest patch and wanted to see the Directx9 render settings in the game. I entered "preferences" in the console and a white window with no settings appeared. is this a bug? If this is a bug, is there a fix for it?
and it seemed to me that with the new patch, the player runs faster than in version 226. This creates difficulties. For example, it will be difficult for the player to admire the beautiful world around him if he runs at high speed all the time.
and it seemed to me that with the new patch, the player runs faster than in version 226. This creates difficulties. For example, it will be difficult for the player to admire the beautiful world around him if he runs at high speed all the time.
- Hyper
- OldUnreal Member
- Posts: 3514
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: 227i found and fixed bugs
"preferences" opens a new window. It usually works best when you put Unreal in a window first instead of staying in fullscreen. (alt-enter)Sergey wrote: ↑Thu May 20, 2021 4:55 pm I installed the latest patch and wanted to see the Directx9 render settings in the game. I entered "preferences" in the console and a white window with no settings appeared. is this a bug? If this is a bug, is there a fix for it?
and it seemed to me that with the new patch, the player runs faster than in version 226. This creates difficulties. For example, it will be difficult for the player to admire the beautiful world around him if he runs at high speed all the time.
- Sergey
- OldUnreal Member
- Posts: 71
- Joined: Wed Nov 25, 2015 5:16 am
Re: 227i found and fixed bugs
I meant unreal gold....What you wrote is not working. I see a blank white window that doesn't have any advanced options.... in the original game, everything worked....tested on windows 7 64. how to fix it?Hyper wrote: ↑Thu May 20, 2021 11:47 pm"preferences" opens a new window. It usually works best when you put Unreal in a window first instead of staying in fullscreen. (alt-enter)Sergey wrote: ↑Thu May 20, 2021 4:55 pm I installed the latest patch and wanted to see the Directx9 render settings in the game. I entered "preferences" in the console and a white window with no settings appeared. is this a bug? If this is a bug, is there a fix for it?
and it seemed to me that with the new patch, the player runs faster than in version 226. This creates difficulties. For example, it will be difficult for the player to admire the beautiful world around him if he runs at high speed all the time.
- Sergey
- OldUnreal Member
- Posts: 71
- Joined: Wed Nov 25, 2015 5:16 am
Re: 227i found and fixed bugs
everything is already clear. This is a bug of Russian localization
- Res1s7
- OldUnreal Member
- Posts: 6
- Joined: Wed Jun 12, 2019 2:39 pm
Re: 227i found and fixed bugs
I got a problem with the Gold patch. The save/load menu is functional but at first I thought it was completely broken as clicking on a slot to load a saved game seems to do nothing until you actually ESC back into the game to find the game loaded. I think its supposed to switch back to the loaded game automatically ?
- Buster
- Global Moderator
- Posts: 1610
- Joined: Wed Jun 08, 2005 3:02 am
Re: 227i found and fixed bugs
Unreal Gold has always done that when loading. The game loads paused. If you ShowDesktop=False and load a game you'll see it paused, so you just have to hit the Esc key. It's not a bug or a patch thing. It's just the way they made it.
- Psychomorph
- OldUnreal Member
- Posts: 19
- Joined: Wed Jul 10, 2019 12:20 pm
Re: 227i found and fixed bugs
If I bind Chat on the Enter key, when typing the first key stroke is not registered, so I always have to hit the initial letter twice. This issue does not occur when I bind Chat function to any other key. I always thought of it as an Unreal issue, but asking on UnrealSP forums it was suggested being a 227 patch issue.
I assume a fix can not be imminent, so perhaps there's something I can do myself (editing something)?
I assume a fix can not be imminent, so perhaps there's something I can do myself (editing something)?
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: 227i found and fixed bugs
Well it seams the system was designed to eat first keystroke input which happens to be a letter in most cases, but Enter key was ignored.
Will be fixed in upcoming 227k version.
Will be fixed in upcoming 227k version.
- Masterkent
- OldUnreal Member
- Posts: 1469
- Joined: Fri Apr 05, 2013 12:41 pm
Re: 227i found and fixed bugs
I only mentioned a bug report for 227 on Github, but I didn't tell that it's a 227-specific issue. If you try 226, you'll face with the same trouble. A quick fix is possible as suggested in the bug report, but only for WindowConsole. You'd have to conform the modified and recompiled UWindow.u to play online without getting package mismatch errors.Psychomorph wrote: ↑Sun Feb 19, 2023 10:54 pm If I bind Chat on the Enter key, when typing the first key stroke is not registered, so I always have to hit the initial letter twice. This issue does not occur when I bind Chat function to any other key. I always thought of it as an Unreal issue, but asking on UnrealSP forums it was suggested being a 227 patch issue.
I assume a fix can not be imminent, so perhaps there's something I can do myself (editing something)?