For direct access use https://forums.oldunreal.com
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
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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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
Before some minutes at coop when reconnecting:
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptLog: Console leaving Typing
ScriptLog: Console leaving Typing
Critical: appError called:
Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: Windows GetLastError: Ke zpracování tohoto příkazu není dostatečný prostor. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: FMallocWindows::Malloc
Critical: FMallocWindows::Realloc
Critical: 00000000 -1980497920 FArray
Critical: FArray::Realloc
Critical: 1157234688*2
Critical: UObject::ProcessEvent
Critical: (UPakConsole Transient.UPakConsole0, Function UPak.UPakConsole.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptLog: Console leaving Typing
ScriptLog: Console leaving Typing
Critical: appError called:
Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: Windows GetLastError: Ke zpracování tohoto příkazu není dostatečný prostor. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: FMallocWindows::Malloc
Critical: FMallocWindows::Realloc
Critical: 00000000 -1980497920 FArray
Critical: FArray::Realloc
Critical: 1157234688*2
Critical: UObject::ProcessEvent
Critical: (UPakConsole Transient.UPakConsole0, Function UPak.UPakConsole.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
sounds like the well known console bug
Sometimes you have to lose a fight to win the war.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
If yes, that is only at ubrowser console, no?
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asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: No joke :)
Well I dunno if its going to work, as these might not be the only prob. Might be worth the experiment tho. I guess legend forgot about bnettempory actors.unfortunately the replication system of ut differs in this point very much, but its maybe another good idea, i think i could make it.
I havent tested any other replicated variables such as lighthue or ambientsound etc But then UT's replication for ambientsound differs aswell.
UT seems fine with it but havent checked all the Unreal classes running UT.
I cant really comment, theres just too many differences, between the patches and engines.
cheers
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
if i had a way to crash the server at the moment it replicates....any hax0rs here ? 
Sometimes you have to lose a fight to win the war.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
leo, i think yes, i was already investigating this problem, but on my machine it doesnt appear anymore - but i will find a way to debug it, i'm sure.
Sometimes you have to lose a fight to win the war.
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: No joke :)
There are a few C++ console commands I never messed with before:
DEBUG CRASH
DEBUG EATMEM
DEBUG GPF
DEBUG RECURSE
Maybe also try:
EDITACTOR CLASS=classname
This can help with debugging.
DEBUG CRASH
DEBUG EATMEM
DEBUG GPF
DEBUG RECURSE
Maybe also try:
EDITACTOR CLASS=classname
This can help with debugging.
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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Canadian_Bacon
- OldUnreal Member
- Posts: 87
- Joined: Sat May 28, 2005 8:01 pm
Re: No joke :)
hehhehe
[url]http://my.tbaytel.net/benzap/error.html[/url]
EDIT: wrong link lol
[url]http://my.tbaytel.net/benzap/error.html[/url]
EDIT: wrong link lol
Last edited by Canadian_Bacon on Sun Nov 13, 2005 1:06 pm, edited 1 time in total.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
Browser at 227 should be like UT one with screenshot support and multitabs. Dunno if chat is possible, maybe yes. Gamespy Unreal lite includes chat, so why not classic browser? Gamespy lite isn't at Gold btw, it comes with gamespy 3d full version, but lite is made specially for Unreal. NgStats support is broken too. Screenshots at dm maps can be assigned via some ini or int file maybe.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
I remember that in version 226 there was some limitation of skins you can use, at gold this isn't. If you dled many customskins, you never could use all skins.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
Make barrel skin also to unreali.u. Nalicastle is using that texture on lift at tower I think. That texture should be at both unrealshare and unreali.
Last edited by Leo T_C_K on Sat Dec 10, 2005 5:44 pm, edited 1 time in total.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
NaliPlayer model needs visible weapon, maybe a bit modified model, like at UT or ONP.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
although i'd like to see this fixed, i c lil chance atm, i'm no able to make skins and such, gonna ask bozo, but he seems short in time too.
Sometimes you have to lose a fight to win the war.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
When connecting to passworded server, at UT you will get enter password window, but not at Unreal. At Unreal you need to open IP manually with ?password=****.New players don't know how to login with password and that will be good addition for them.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: No joke :)
And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
At UnrealGold your password is not saved at User.ini which is good, but you need to close unreal after playing with password and then start Unreal normal way. I found that at Oldskool are animations fix at automag and rifle. Not changed model, but unused animations are added. One at automag and one at Rifle when zooming.And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
At cooperative there is bug when playing strangeworld, the daynight change which uses triggerlights I think. When you walk into area when is night and before there was day, you will walk into birght area and then light will turn off. At strangeworld are more bugs caused by UDSDemo which is bugged, player can't move when cutscene ends and needs to reconnect, but I don¨t know if that map bug or UDSdemo bug.
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
yes, i'm aware about this problem, probably gonna change it to UT style pw type in the next step, means askin to type in pw when gonna joining the server. On the other hand, if its just bout admin pw, i suggest for the moment UTF, in which its done pretty nice, you can simply become admin within a menu.And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
Last edited by Smirftsch on Thu Dec 15, 2005 12:02 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
we should keep this on topic of actual unreal bugs rather then custom map ones.At cooperative there is bug when playing strangeworld, the daynight change which uses triggerlights I think. When you walk into area when is night and before there was day, you will walk into birght area and then light will turn off. At strangeworld are more bugs caused by UDSDemo which is bugged, player can't move when cutscene ends and needs to reconnect, but I don¨t know if that map bug or UDSdemo bug.
UDSDemo is NOT the cause of the strangeworld camera bug, its plain because their coder (beppo) didnt code all the stuff properly for online play (see: alot of actors have their REMOTEROLE set to DUMBPROXY)
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
I didn't open map through editor, so I don't know what is there, but readme file at strangeworld is fake, it was readme file to 2.0 version which is lost(Railgun2, fixed bugs). Maybe somebody can contant DavidM for releasing version 2.0 again. At least I think it was 2.0 or something.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
What about adding multiskyzone to 227? Return to Na Pali uses that at intro and outro maps, so why not allow it at standard maps too?
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
can you provide more info about that ?
Sometimes you have to lose a fight to win the war.
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
correction, RTNP does not use a multiskyzone, it is a skyboxtrigger that switches skyzones when being activated.What about adding multiskyzone to 227? Return to Na Pali uses that at intro and outro maps, so why not allow it at standard maps too?
Last edited by Turboman. on Mon Jan 30, 2006 4:01 pm, edited 1 time in total.
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: No joke :)
Oh ok, I haven't look into that really, I though it is multiskyzone which works only at intro gametype.
There is horrible bug at UGold and maybe at RtNP 226 too. When you click on start multiplayer game or botmatch, it will take several minutes to load, especially if you have many mods installed, but at Ut it is question of few seconds. It isn't dependand how many mods you have installed too. Unreal needs more Ut systems, like at cache(cache.ini) or downloading from server in Ut style which is alot faster.
There is horrible bug at UGold and maybe at RtNP 226 too. When you click on start multiplayer game or botmatch, it will take several minutes to load, especially if you have many mods installed, but at Ut it is question of few seconds. It isn't dependand how many mods you have installed too. Unreal needs more Ut systems, like at cache(cache.ini) or downloading from server in Ut style which is alot faster.