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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
Unreal Vehicles
Re: Unreal Vehicles
Some of the vehicles are bNoSmooth, WOULD YOU MIND CHANGING THAT!??!
Oh and add a pogostick vehicle to. Then the bots can be Pogo Punk's.
And wow seriously, the handling in the vehicles is kinda awful, could you change that to? And maybe add a helicopter vehicle? I can make a mesh if you'd like.
- Fenix
Oh and add a pogostick vehicle to. Then the bots can be Pogo Punk's.
And wow seriously, the handling in the vehicles is kinda awful, could you change that to? And maybe add a helicopter vehicle? I can make a mesh if you'd like.
- Fenix
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
1. Recompiling? What's that?
2. No, it's not. I tried it, it's set to backslash, nothing!
3. Hmm? No way? Then how all other vehicles work in all other games? And in U2?
4. Oh, but then the driver seat should have a horn instead of nothing. And if you change weapons while you're in a vehicle, you can use them!
5. That's OK, you shouldn't be able to pick them up anyway and when you climb in it's kinda big and hard to move so you don't win too much.
6. OK, but a fix would be nice
2. No, it's not. I tried it, it's set to backslash, nothing!
3. Hmm? No way? Then how all other vehicles work in all other games? And in U2?
4. Oh, but then the driver seat should have a horn instead of nothing. And if you change weapons while you're in a vehicle, you can use them!
5. That's OK, you shouldn't be able to pick them up anyway and when you climb in it's kinda big and hard to move so you don't win too much.
6. OK, but a fix would be nice
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: Unreal Vehicles
1: Compile the mod on UT'99, not on Unreal 1.1. Recompiling? What's that?
2. No, it's not. I tried it, it's set to backslash, nothing!
3. Hmm? No way? Then how all other vehicles work in all other games? And in U2?
4. Oh, but then the driver seat should have a horn instead of nothing. And if you change weapons while you're in a vehicle, you can use them!
5. That's OK, you shouldn't be able to pick them up anyway and when you climb in it's kinda big and hard to move so you don't win too much.
6. OK, but a fix would be nice
2,4: Seams like driver weapon gets replaced on your game or something. Try disabling all your mutators (or which map does this occurr on then?) and play on default UT'99 gametypes (becouse this works still fine for me).
3: U2 has custom playercontroller with an extra 'Use' command (which unreal 1 does not have).
On a side note... UnrealShredder.com host looks like it have gone down permanently now so I guess I have to find a new file host now.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
1. Yes, but how do I do that?
2, 4. It was on CTF. And I use quite a lot of mutators actually, arena match, enhanced weapons, redeemer 2k4, team beacon... But hey, I still want to use them
2, 4. It was on CTF. And I use quite a lot of mutators actually, arena match, enhanced weapons, redeemer 2k4, team beacon... But hey, I still want to use them
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: Unreal Vehicles
Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
Good, but as I have said, how do I recompile the package? Even though I can decompile, but it usually won't compile again as there are stuff that are pre-loaded and won't be decompiled. So how do you actually recompile it?
- Hyper
- OldUnreal Member
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- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Unreal Vehicles
Do you have a link to the latest u2 vehicles as well?Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
Oh, by the way, is it possible to convert U2 pawns to U1/UT? It would be cool to see a U1 Skaarj vs U2 Skaarj fight! It would be fun to see a U2 Skaarj alone as well, as in U2 Skaarj slow down the system so much that you get like 1 fps :-/ And stuff like Drakk, they own!
- Hyper
- OldUnreal Member
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Re: Unreal Vehicles
I still don't see the link. Are you there Dots? Did you miss my message here?Do you have a link to the latest u2 vehicles as well?Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Vehicles
Okay, that's a bit wrong, i HAVE a system capable of playing UT3 under a steady framerate of 30+ with all details set to max and 1680x1050 resolution, I can have the same resolution and maxed out details on Unreal 2 and UT2004 with 50+ FPS.U2 Skaarj slow down the system so much that you get like 1 fps :-/
I wanna update my U_Vehicles, right now.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
No, not you HAVE, but YOU have. I don't. My graphics card doesn't support T&L and UT3 won't even load... And UT2004 is running fine.
- スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal Vehicles
What kind of graphics card does NOT support T&L? Do you have integrated or something?No, not you HAVE, but YOU have. I don't. My graphics card doesn't support T&L and UT3 won't even load... And UT2004 is running fine.
Dots where are the download linkssss.....
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Vehicles
Yeap, just to the spot. Integrated... Intel Extreme Graphics 2...
- mr_scrounger
- OldUnreal Member
- Posts: 9
- Joined: Sat Jan 05, 2008 9:22 pm
Re: Unreal Vehicles
So these vehicles actually do stuff and are funtional to get in and out of? I'm installing.
Unreal is definitely not for a weak personality...
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: Unreal Vehicles
Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/ ... 615124/0#0
(Thanks to []KAOS[]Casey)
http://www.oldunreal.com/cgi-bin/yabb2/ ... 615124/0#0
(Thanks to []KAOS[]Casey)
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Ibex
- Posts: 4
- Joined: Tue Feb 19, 2008 3:32 am
Re: Unreal Vehicles
Unreal has a Grab/Use function hidden in the PlayerPawn code 8-) a key bind is needed before it can be used to operate switches, movers, and pickup and carry items.3: U2 has custom playercontroller with an extra 'Use' command (which unreal 1 does not have).
Though it ended up not getting used in the actual game, the code is all still there.
In Engine.PlayerPawn
Do a search for "Grab" and you will find
Code: Select all
exec function Grab()
{
if (CarriedDecoration == None)
GrabDecoration();
else
DropDecoration();
}
Do a search for "bUseTriggered" and you will find
Code: Select all
var() bool bUseTriggered; // Triggered by player grab
Beppo the Infiltration UT mod Lead-Programmer talks about use of the Grab function script over here at
http://forums.beyondunreal.com/showthre ... light=grab
- .:..:
- OldUnreal Member
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- Joined: Tue Aug 16, 2005 4:35 am
Re: Unreal Vehicles
I know that, but I can't make use of that in vehicles since I can't modify 'Grab' function from the vehicles classes. And there would be no use of making new playerpawn classes since most custom game types overrides that.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Hyper
- OldUnreal Member
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- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Unreal Vehicles
Nice, downloaded.Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/ ... 615124/0#0
(Thanks to []KAOS[]Casey)
- lycheeliang
- OldUnreal Member
- Posts: 16
- Joined: Mon Jan 14, 2008 12:00 pm
Re: Unreal Vehicles
is this mod still being updated? Doesn't seem to be so...
- Feralidragon
- OldUnreal Member
- Posts: 239
- Joined: Thu Jul 24, 2008 6:57 pm
Re: Unreal Vehicles
Well, I saw and played with your vehicles (had to tweak the Unreal 2 vehicles textures to not crash my UT, LOL), and I must say that the physics are extremely well done relative to that the engine has to offer.
But, still i have a few sugestions and bugs if you are interested to include them in a next release:
Sugestions:
- Boat physics (I think is not to hard to make, just one point underwater while the code sees if the actual boat stays out of the water);
- Jets turn rotated: when you turn a jet, it stays with the same roll, it would be cooler if your could make them roll, like 30 to 45 degrees each side;
- Showing the actual speed using the rocket launcher/flakcannon ammo count font, in miles or kilometers;
- Make the submarine emerging with space and imerging with crouch too;
- Hovers with crouch: sudden movement down, Ut2004 manta like;
- Add the possibility of make a turret or another vehicle weapon animated when firing, like adding the fields, as struct variable or not:
Bugs:
- The hovers should detect water and move above it, like manta in UT2004 for example, but it is falling in the water;
- Some turrets rotate themselves to the max of one side when your reach the max of the opposite side, after fire.
If you add and correct these, I think that your vehicle mod would pass from EXCELLENT to HOLY SHIT!!
Hope you like the sugestions.
EDIT: I will subclass a few of your vehicles to make those fixes (already fixed the Hove 1st bug, added Boat Phys and added the animated turrets support by myself), unless you tell us if you are going or not make a next release with these fixes/features.
Remember that you have the best vehicle mod for Unreal/UT in hands
(So great mod, but it seems to be lost in users memory, is there actually any server with these vehicles?)
But, still i have a few sugestions and bugs if you are interested to include them in a next release:
Sugestions:
- Boat physics (I think is not to hard to make, just one point underwater while the code sees if the actual boat stays out of the water);
- Jets turn rotated: when you turn a jet, it stays with the same roll, it would be cooler if your could make them roll, like 30 to 45 degrees each side;
- Showing the actual speed using the rocket launcher/flakcannon ammo count font, in miles or kilometers;
- Make the submarine emerging with space and imerging with crouch too;
- Hovers with crouch: sudden movement down, Ut2004 manta like;
- Add the possibility of make a turret or another vehicle weapon animated when firing, like adding the fields, as struct variable or not:
bool Animated; //if the turret is animated when firing or not
name FireAnim; //fire animation
name AltFireAnim; //alt fire animation
float FireAnimRate; //fire animation rate
float AltFireAnimRate; //alt fire animation rate
float FireBackTime; //fire tween time in animation
float AltFireBackTime; //alt fire tween time in animation
name StandByAnim; //Anim when the turret isn't being fired (stopped animation, so it should be 1 frame long)
//When firing:
LoopAnim( FireAnim, FireAnimRate, FireBackTime);
//When alt firing:
LoopAnim( AltFireAnim, AltFireAnimRate, AltFireBackTime);
//When stopped:
LoopAnim( StandByAnim, 1.0, 0.0);
//All this would occur only if Animated=True of course
Bugs:
- The hovers should detect water and move above it, like manta in UT2004 for example, but it is falling in the water;
- Some turrets rotate themselves to the max of one side when your reach the max of the opposite side, after fire.
If you add and correct these, I think that your vehicle mod would pass from EXCELLENT to HOLY SHIT!!
Hope you like the sugestions.
EDIT: I will subclass a few of your vehicles to make those fixes (already fixed the Hove 1st bug, added Boat Phys and added the animated turrets support by myself), unless you tell us if you are going or not make a next release with these fixes/features.
Remember that you have the best vehicle mod for Unreal/UT in hands
(So great mod, but it seems to be lost in users memory, is there actually any server with these vehicles?)
Last edited by Feralidragon on Fri Jul 25, 2008 10:31 pm, edited 1 time in total.
- Feralidragon
- OldUnreal Member
- Posts: 239
- Joined: Thu Jul 24, 2008 6:57 pm
Re: Unreal Vehicles
I guess I have really to subclass them and add my fixed/addon stuff after all... :S
Well, then I have nothing more to say unless good job at coding them (most of all the terrain vehicles that have a relative good physics)
Well, then I have nothing more to say unless good job at coding them (most of all the terrain vehicles that have a relative good physics)
- darkninja333
- OldUnreal Member
- Posts: 7
- Joined: Tue Aug 19, 2008 8:27 pm
Re: Unreal Vehicles
Okay i have a slight question? Is the u2vehicles only for UT or is it for unreal 1 also?
- PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
Re: Unreal Vehicles
Both UT and UnrealI.
- darkninja333
- OldUnreal Member
- Posts: 7
- Joined: Tue Aug 19, 2008 8:27 pm
Re: Unreal Vehicles
Hmmmm.... okay then... Thanks im just trying to figure out why it wont work.