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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!
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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
No joke :)
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
mover bug: movers are extremely buggy in general, weird behavior both offline and online its even worse
sometimes certain movers dont function properly online, i dont know which ones exactly, but i've heard of rotatingmovers and attachmovers acting weird, afaik zora knows alot about this.
movers turn (partially) invisible various times, this happens more often on high poly movers, or when there are too many movers in a zone, a good example of this are the four towers in zora's zm4vulcan.
complex movers with sharp and angular shapes cause huge collision problems around them.
also when entering a server you can see movers returning to their first keyframe for a few seconds, this is most noticable on the first door in isv deck 3 2
afaik all of these bugs are also present in ut.
sometimes certain movers dont function properly online, i dont know which ones exactly, but i've heard of rotatingmovers and attachmovers acting weird, afaik zora knows alot about this.
movers turn (partially) invisible various times, this happens more often on high poly movers, or when there are too many movers in a zone, a good example of this are the four towers in zora's zm4vulcan.
complex movers with sharp and angular shapes cause huge collision problems around them.
also when entering a server you can see movers returning to their first keyframe for a few seconds, this is most noticable on the first door in isv deck 3 2
afaik all of these bugs are also present in ut.
Last edited by Turboman. on Sun Oct 02, 2005 10:37 pm, edited 1 time in total.
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Shambler
- OldUnreal Member
- Posts: 310
- Joined: Thu Jun 27, 2002 1:57 pm
Re: No joke :)
As for better netcode...If it is possible we want to retain compatability for 226-224 ASWELL as include the netcode advantages for 227 players too.
However Smirftsch has looked into this and it is incredibly difficult, the replication system appears to have huge differences between 224/226/UT...that's 3 huge differences in netcode. (UT is what I would prefer 227 to be based upon, atm we are trying to work backwards as far as net compatability goes)
No idea how things are going to work in regards to that atm.
However Smirftsch has looked into this and it is incredibly difficult, the replication system appears to have huge differences between 224/226/UT...that's 3 huge differences in netcode. (UT is what I would prefer 227 to be based upon, atm we are trying to work backwards as far as net compatability goes)
No idea how things are going to work in regards to that atm.
Last edited by Shambler on Sun Oct 02, 2005 10:56 pm, edited 1 time in total.
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Spazzpez
- OldUnreal Member
- Posts: 439
- Joined: Wed Jul 27, 2005 5:01 pm
Re: No joke :)
New bug JUST COME UP in unreal servers
UnrealHUD Nyleave.UnrealHUD2 (Function UnrealShare.UnrealHUD.DrawArmor:0078) Runaway Loop Detected (over 10000000 iterations)
History: FFrame::Serialize
Last edited by Spazzpez on Mon Oct 03, 2005 12:34 am, edited 1 time in total.

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Spazzpez
- OldUnreal Member
- Posts: 439
- Joined: Wed Jul 27, 2005 5:01 pm
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Looks familiar. Another CollisionHash victim.2nd bug IN A ROW
i cant WAIT for that 227 patch...
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Unreal HUD crash. I get this kind of crashes too from time to time, but not too often.New bug JUST COME UP in unreal servers
Ive NEVER seen this untill today :P
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
if i can manage the netcode trouble i may release some 227 pre-release (like 226z or so) to test some of the fixes we made already, but for the moment i donno how long it'll take, so please be patient, we have to do this aside our usual work
Sometimes you have to lose a fight to win the war.
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Shambler
- OldUnreal Member
- Posts: 310
- Joined: Thu Jun 27, 2002 1:57 pm
Re: No joke :)
Nah IDK if a pre-release is good, don't want more new versions of unreal floating around than is necessary. (bad for the cheat protections)
Just let those in the "super secret squirrel club" test it
Just let those in the "super secret squirrel club" test it
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
lol, my thoughts are just that more ppl find more problems- the cheat protections shouldnt take care of it, its not made for that, u know, but we can discuss that once its working 
Last edited by Smirftsch on Mon Oct 03, 2005 4:11 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Shambler
- OldUnreal Member
- Posts: 310
- Joined: Thu Jun 27, 2002 1:57 pm
Re: No joke :)
Agreed more people using it means more bugs fixed
IMO it's still best not to get released publically in beta stage tho, maybe recruit up a beta test team when the time comes. (btw don't want ppl to start requesting participation in this
lets say invite only for the moment)
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Actually, I expected nothing else than it would take a long time to create. It's a huge project and high level skills are needed.if i can manage the netcode trouble i may release some 227 pre-release (like 226z or so) to test some of the fixes we made already, but for the moment i donno how long it'll take, so please be patient, we have to do this aside our usual work
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Verdigo
- OldUnreal Member
- Posts: 16
- Joined: Sun Sep 25, 2005 1:20 am
Re: No joke :)
Code: Select all
Critical: UProperty::ExportText
Critical: (ObjectProperty Engine.Actor.PointRegion.Zone)
Critical: UStructProperty::ExportTextItem
Critical: (StructProperty Engine.Pawn.HeadRegion)
Critical: UProperty::ExportText
Critical: (StructProperty Engine.Pawn.HeadRegion)
Critical: GetPropertyText
Critical: FPropertyItem::Draw
Critical: WWindow::WndProc
Critical: WWindow::StaticProc
Critical: WWindow::WndProc
Critical: WWindow::StaticProc
Critical: EnforceTickRate
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/03/05 17:25:35

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Squirrel
- Posts: 3
- Joined: Thu Oct 06, 2005 12:46 am
Re: No joke :)
Nah IDK if a pre-release is good, don't want more new versions of unreal floating around than is necessary. (bad for the cheat protections)
Just let those in the "super secret squirrel club" test it
im a squirrel...
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
lol, if it comes to this decission you are in 
Sometimes you have to lose a fight to win the war.
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Leo T_C_K
- OldUnreal Member
- Posts: 4264
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
Another bug at network play, I dont know if it is already fixed, but currently when playing online, when at skybox is something more like decorations, it isnt visible online. (Gateway at coop) Also other translucent problems I saw. When floor is translucent, you mostly can't see through it too.
Last edited by Leo T_C_K on Thu Oct 06, 2005 2:24 pm, edited 1 time in total.
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TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: No joke :)
If by that, you mean, you are not seeing players, weapons and other items through translucent floors/walls, that is a known replication issue, caused by Unreal's "intelligent" decision when NOT to inform clients about locations of actors.When floor is translucent, you mostly can't see through it too.
If you meant that, translucent walls/floor may indeed appear as fully solid, then that's something I don't know about yet :-)
Last edited by TCP_Wolf on Thu Oct 06, 2005 4:25 pm, edited 1 time in total.
-=]HONESTY PAYS[=-
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Leo T_C_K
- OldUnreal Member
- Posts: 4264
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
As I have seen, it appears only at coop. I will try take a shot of that, at deathmatch is everything ok I think.Leo, some screenies plz.
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Spazzpez
- OldUnreal Member
- Posts: 439
- Joined: Wed Jul 27, 2005 5:01 pm
Re: No joke :)
When vertex editing, i make a pyramid and i get an error about little polys and too less vertex's

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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
not really a bug, it sounds like you dropped multiple verticles ontop of eachother (i think its because they both are on the same coordinates and the poly/line between them cannot exist)When vertex editing, i make a pyramid and i get an error about little polys and too less vertex's
regarding unrealed i do like to see a fix for the fmod bug causing the editor to crash when you stop a sound in the sound browser.
Last edited by Turboman. on Fri Oct 07, 2005 2:20 pm, edited 1 time in total.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
honestly, please DONT report like "I've seen once an error which i believe was in this version or maybe another and it appeared somewhere"
Those resports are USELESS, please verify the bug and check its reproduceable, so it can be found and fixed, detailed informations are needed, and if possible screenshots.
Those resports are USELESS, please verify the bug and check its reproduceable, so it can be found and fixed, detailed informations are needed, and if possible screenshots.
Sometimes you have to lose a fight to win the war.
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asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: No joke :)
{ASMD and ringexplosion}yes, removing the if ( Level.NetMode != NM_DedicatedServer ) "fixes" it, but its more a workarround, the source of why it isnt working is the real problem, because as you may have seen, exactly with the same code its working on 224 and 225. Indeed its a problem in the network replication code. Wish me luck that i can find it, its probably the cause of many other problems with 226 servers as well
The " if ( Level.NetMode != NM_DedicatedServer ) " shouldnt be removed, its the way its supposed to be.
I think the problem is with bNetTemporary.
If you set the ringexplosion class to bNetTemporary = false it works fine. Theres other effect classes that also have this problem such as the WaterImpact, I havent been through all the classes to see.
I guess they changed it after 225 the effect classes have this by default. bNetTemporary isnt working properly.
At Wiki
http://wiki.beyondunreal.com/wiki/Actor_(UT)/Advanced
cheers
Last edited by asgard12000 on Wed Oct 12, 2005 6:47 am, edited 1 time in total.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
i stumbled already about bNetTemporary, but didnt see anything unusual in the code, will have a deeper look, thanks asgard, thats really usefull informations, will go digging directly 
Sometimes you have to lose a fight to win the war.
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asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: No joke :)
YW
.... The bNetTemporary is kinda missleading in the actor class descrpition, from what I can gather its to give authority to the client and let the server forget about it. This is kind of happening.
If for example i do
if ( Level.NetMode != NM_DedicatedServer )
log("im here......................");
It logs client side ONLY, the million dollar question is why isnt it animating if its logging, too many wild guesses again.
Anyways I crossed checked this with 224,226 and the checked UT's code and didnt notice anything in the script that would cause the prob eg. replication and UT uses the same code and works fine.
Go figure
Cheers
If for example i do
if ( Level.NetMode != NM_DedicatedServer )
log("im here......................");
It logs client side ONLY, the million dollar question is why isnt it animating if its logging, too many wild guesses again.
Anyways I crossed checked this with 224,226 and the checked UT's code and didnt notice anything in the script that would cause the prob eg. replication and UT uses the same code and works fine.
Go figure
Cheers
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
yes, this million dollar question is good.
But no, bNetTemporary isnt causing it, it seems. It only means that it is, like any projectile, only replicated once, means initiated, and then left alone. If its set to false the server takes care about its replication. So the question is - why is a 224 or 225 server taking care about it ALTHOUGH its temporary, and / or why the server has to take care about it - starting to think from this idea, the bug must be in the client, not in the server, and was just corrected in 226 server because it really shouldnt take care in the server for it, while 224 and 225 servers still do it.
Or am i wrong here ?
Another possibility to make it visible is to set the role for the Ringexplosion from SimulatedProxy to AutonomousProxy. Seen this way it makes sense to set it to autonomous since it is bNetTemporary.
But no, bNetTemporary isnt causing it, it seems. It only means that it is, like any projectile, only replicated once, means initiated, and then left alone. If its set to false the server takes care about its replication. So the question is - why is a 224 or 225 server taking care about it ALTHOUGH its temporary, and / or why the server has to take care about it - starting to think from this idea, the bug must be in the client, not in the server, and was just corrected in 226 server because it really shouldnt take care in the server for it, while 224 and 225 servers still do it.
Or am i wrong here ?
Another possibility to make it visible is to set the role for the Ringexplosion from SimulatedProxy to AutonomousProxy. Seen this way it makes sense to set it to autonomous since it is bNetTemporary.
Last edited by Smirftsch on Wed Oct 12, 2005 10:39 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.