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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
fixed bugs
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Smirftsch
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: fixed bugs
Scripted Pawn Nali (standard) has been fixed. Transparent triangles fixed. Hands fixed. LOD adjusted.
Player Pawn Nali has been fixed. Transparent triangles fixed. Hands fixed. LOD adjusted.
I have also been messing around with converting one existing triangle of the hand to a weapon triangle so that you can see the player pawn nali carry a weapon. This is kinda a hack fix at the moment. Fixing it right would be a nightmare.
Still a bit of optimization/tweaking to go yet before I send you these two but expect them shortly.
Player Pawn Nali has been fixed. Transparent triangles fixed. Hands fixed. LOD adjusted.
I have also been messing around with converting one existing triangle of the hand to a weapon triangle so that you can see the player pawn nali carry a weapon. This is kinda a hack fix at the moment. Fixing it right would be a nightmare.
Still a bit of optimization/tweaking to go yet before I send you these two but expect them shortly.
Darn Floppy Feet!!
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Smirftsch
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Turboman.
- OldUnreal Member
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- Joined: Tue Feb 04, 2003 6:40 pm
Re: fixed bugs
wouldnt it be easier to use the ut bonuspack nali for naliplayers? considering that the triangle is already included at it?Scripted Pawn Nali (standard) has been fixed. Transparent triangles fixed. Hands fixed. LOD adjusted.
Player Pawn Nali has been fixed. Transparent triangles fixed. Hands fixed. LOD adjusted.
I have also been messing around with converting one existing triangle of the hand to a weapon triangle so that you can see the player pawn nali carry a weapon. This is kinda a hack fix at the moment. Fixing it right would be a nightmare.
Still a bit of optimization/tweaking to go yet before I send you these two but expect them shortly.
although dont use it for regular nali, i've compared the two and they are identical however the naliplayer mesh misses ONE animation sequence that is crucial to the nali.
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BOZO
- OldUnreal Member
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Re: fixed bugs
I'll have to check the UT bonuspack out. I did extract the mesh that I was looking at from UT but it was from the UnrealI package. Thanks for that pointer!!
Darn Floppy Feet!!
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Smirftsch
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Re: fixed bugs
bozo, if you need original templates or such, i am allowed to give such things out maybe...
Sometimes you have to lose a fight to win the war.
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Turboman.
- OldUnreal Member
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Re: fixed bugs
you mean you have the original model files too? like source models and animations? :o
in that case its going to be easy to fix the nali by simply adding the weapontriangle to it and run actorX (assuming epic animated the models in maya or 3dsmax), instead of using the ut one (which is buggy anyways).
also it might be usefull to get rid of those broken/swimming verticles in the stinger, razorjack and biorifle mesh by re-importing the animations under a higher resolution.
or the broken verticle in the nalicow under the dead animation (a spike is sticking out of his ass).
i know i must be such a complete unreal geek that i've noticed these oddities no regular person would have noticed
in that case its going to be easy to fix the nali by simply adding the weapontriangle to it and run actorX (assuming epic animated the models in maya or 3dsmax), instead of using the ut one (which is buggy anyways).
also it might be usefull to get rid of those broken/swimming verticles in the stinger, razorjack and biorifle mesh by re-importing the animations under a higher resolution.
or the broken verticle in the nalicow under the dead animation (a spike is sticking out of his ass).
i know i must be such a complete unreal geek that i've noticed these oddities no regular person would have noticed
Last edited by Turboman. on Tue Jan 24, 2006 10:04 pm, edited 1 time in total.
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Smirftsch
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Re: fixed bugs
no only all the original pcx files and .3d files if this is of any use
PS: these informations are very valuable, thanx god you are such a "geek"
(somewhat we all are i guess)
PS: these informations are very valuable, thanx god you are such a "geek"
Last edited by Smirftsch on Tue Jan 24, 2006 10:26 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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BOZO
- OldUnreal Member
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Re: fixed bugs
It sure would be helpful. It could save me alot of work exporting stuff.
Darn Floppy Feet!!
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Turboman.
- OldUnreal Member
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Re: fixed bugs
do you export the stuff from the original .u package, if yes what tool do you use?It sure would be helpful. It could save me alot of work exporting stuff.
be carefull if you use programs like UTPT or Wotgreal, their exporter breaks the meshes by seperating polygones from eachother (it breaks poly's based on the UVW i believe) which results in a drastically increased verticle count (which is unnoticable but is much more memory intensive) and broken shading (which is visually noticable).
Last edited by Turboman. on Wed Jan 25, 2006 11:54 am, edited 1 time in total.
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BOZO
- OldUnreal Member
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Re: fixed bugs
I have been using UTPT beta ver 3 to export things currently and usually I export from UnrealTournament files. I was wondering if it did a good job on the export but had no reference as to whether it did or not.
FYI the UTPT beta ver 5 doesn't work as well for some reason...
What program do you recommend using to do the exports?
FYI the UTPT beta ver 5 doesn't work as well for some reason...
What program do you recommend using to do the exports?
Darn Floppy Feet!!
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Smirftsch
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Re: fixed bugs
ucc batchexport might be usefull, a ut extension, should be in the downloads somewhere...
Sometimes you have to lose a fight to win the war.
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Turboman.
- OldUnreal Member
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Re: fixed bugs
hmm, i wouldnt recommend UTPT at all for the reason i mentioned above, the only way to get around those exporting bugs is by exporting it as a .3ds and weld all verticles together, although this could cause the welding of incorrect verticles and this method does not work with animated animations.I have been using UTPT beta ver 3 to export things currently and usually I export from UnrealTournament files. I was wondering if it did a good job on the export but had no reference as to whether it did or not.
FYI the UTPT beta ver 5 doesn't work as well for some reason...
What program do you recommend using to do the exports?
unfortunately there is no internal way of exporting models that i know of, but hey since smirftsch has the source maybe he knows :D
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BOZO
- OldUnreal Member
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Re: fixed bugs
I'll go poke around for that batchexport tool but I think it would make things much easier if I had the original models and textures to work with also.
Just give me a download link somewhere....
I'll play around with a few different methods of exporting also and see if I can determine any differences. I also may look into some post export processing with Milkshape - rewelding of vertices and such. I already do a bunch with UnrealFX to fix polygon flags and material assignments so this would just add a bit more to my processing.
Just a note, I have not been able to match the original model LOD collapse performance ingame even when I seemingly have all import settings the same. Smirftch, can you look in the UnMeshRnLod.h file for me and see what setting the
FLOAT MeshVertLOD
variable is set to. Thanks.
Also any other variables in this file may give me an idea of some of the default settings that were used originally by Epic when they did their Mesh imports.
Just give me a download link somewhere....
I'll play around with a few different methods of exporting also and see if I can determine any differences. I also may look into some post export processing with Milkshape - rewelding of vertices and such. I already do a bunch with UnrealFX to fix polygon flags and material assignments so this would just add a bit more to my processing.
Just a note, I have not been able to match the original model LOD collapse performance ingame even when I seemingly have all import settings the same. Smirftch, can you look in the UnMeshRnLod.h file for me and see what setting the
FLOAT MeshVertLOD
variable is set to. Thanks.
Also any other variables in this file may give me an idea of some of the default settings that were used originally by Epic when they did their Mesh imports.
Darn Floppy Feet!!
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Xavious
- OldUnreal Member
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- Joined: Wed Jul 09, 2003 7:23 pm
Re: fixed bugs
I think a new 'fixed bugs' topic is needed, where only fixed bugs are listed. This one's getting too big, especially if someone just wants a simple list of the bugs that have been fixed...
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
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Smirftsch
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Re: fixed bugs
going to make a package for you bozo once i get a clear answer that there is no legal issue if i do- shouldnt take that long 
Sometimes you have to lose a fight to win the war.
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BOZO
- OldUnreal Member
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Re: fixed bugs
Smirftsch,
I think I am finally getting back into my mesh fixing routine once again. You mentioned earlier in this thread that you could get me a full dump of the original models and textures that Epic had used to build their packages. I think that may help with my production of fixed versions for the ver 227 patch.
As part of the provided fix actions, I have been up to now providing you with some new LOD import settings that seem to improve the mesh collapse sequences in addition to the fixed meshes / textures.
I think we may need to step back and investigate how they actually look and operate once they are imported using the ver 227 harcoded LOD settings in the relevant *.h file. I have been optimizing them for display on a ver 225 machine with its hardcoded LOD settings (that may differ from the 227 settings) and have not looked them over in either ver 224 or 226b or 226f by trying to reimport them there at this time to see how the look may differ on the various versions.
I suspect that some of the hardoded LOD setting differences may end up having different display performance on each of the various versions and what I have determined works good on version 225 would not be the optimal settings applicable for that other particular version.
Since we are trying to create a patch for ver 227 and fix all display issues for that patch, the only way I can think of to definitively test functionality and make sure things will look right in ver 227 is to use an actual working 227 level patch (beta) build version to do my test imports and tweaking on.
I know you don't want to let the cat out of the bag before its dead and I don't either but I don't know any other way of guaranteeing that it will look right other than using those settings.
Alternatively, have you done any tests/comparisons with other versions to see which one most closely resembles or exactly matches the mesh LOD collapse behavior of the ver 227 (beta) patch? If you can specify a particular version as the most compatible or as being fully compatible, I will use it for my optimization efforts.
I think I am finally getting back into my mesh fixing routine once again. You mentioned earlier in this thread that you could get me a full dump of the original models and textures that Epic had used to build their packages. I think that may help with my production of fixed versions for the ver 227 patch.
As part of the provided fix actions, I have been up to now providing you with some new LOD import settings that seem to improve the mesh collapse sequences in addition to the fixed meshes / textures.
I think we may need to step back and investigate how they actually look and operate once they are imported using the ver 227 harcoded LOD settings in the relevant *.h file. I have been optimizing them for display on a ver 225 machine with its hardcoded LOD settings (that may differ from the 227 settings) and have not looked them over in either ver 224 or 226b or 226f by trying to reimport them there at this time to see how the look may differ on the various versions.
I suspect that some of the hardoded LOD setting differences may end up having different display performance on each of the various versions and what I have determined works good on version 225 would not be the optimal settings applicable for that other particular version.
Since we are trying to create a patch for ver 227 and fix all display issues for that patch, the only way I can think of to definitively test functionality and make sure things will look right in ver 227 is to use an actual working 227 level patch (beta) build version to do my test imports and tweaking on.
I know you don't want to let the cat out of the bag before its dead and I don't either but I don't know any other way of guaranteeing that it will look right other than using those settings.
Alternatively, have you done any tests/comparisons with other versions to see which one most closely resembles or exactly matches the mesh LOD collapse behavior of the ver 227 (beta) patch? If you can specify a particular version as the most compatible or as being fully compatible, I will use it for my optimization efforts.
Darn Floppy Feet!!
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{KDS}BOZO/
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: fixed bugs
Candle and Candle2 Meshes fixed.
Offset Collision Cylinder fixed.
Correct Material Numbering Assignment applied.
Flame now appears on mesh.
Offset Collision Cylinder fixed.
Correct Material Numbering Assignment applied.
Flame now appears on mesh.
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/