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
Project Knifee
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
-Fixed idle animation issues
- Fixed another scriptwarning
- Waiting for Spike to help me determine kickback force on all weapons
EDIT: Still waiting..............
EDIT: Stillllll waiting.......................
- Fixed another scriptwarning
- Waiting for Spike to help me determine kickback force on all weapons
EDIT: Still waiting..............
EDIT: Stillllll waiting.......................
Last edited by Matrix224 on Wed Jan 27, 2010 12:51 pm, edited 1 time in total.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
- Idle animations have a slightly random jamming issue every now n' then
- Went ahead and did kickback, still trying out different forces
- Fixed throwing knife jam (pretty certain for once!)
- Went ahead and did kickback, still trying out different forces
- Fixed throwing knife jam (pretty certain for once!)
Last edited by Matrix224 on Thu Jan 28, 2010 5:59 pm, edited 1 time in total.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
-Slight issues: Muzzleflashes do not always appear, and Idle animations get jammed sometime.
Anyone willing to help Matrix, it would be appreciated.
Anyone willing to help Matrix, it would be appreciated.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
-Kickbacks appear fine, maybe some slight modifications needed.
-Health spinning and armor spinning issue needs assessed.
-Health spinning and armor spinning issue needs assessed.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Vice-Versa, posting the link to the UaS Forum Knifee thread:
UaS Forum Knifee Thread:
http://uasunreal.proboards.com/index.cgi?action=display&board=unrealstuff&thread=2&page=1
UaS Forum Knifee Thread:
http://uasunreal.proboards.com/index.cgi?action=display&board=unrealstuff&thread=2&page=1

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
There havn't been too many updates on the mod really since I'm lazy and all and I took a break from it for a bit. I'll try to start working on it soon and hopefully get a Beta released so people can test it out.
UPDATE:
- Fixed Moke's fail and converted all sounds so they do not crash Galaxy users
UPDATE:
- Fixed Moke's fail and converted all sounds so they do not crash Galaxy users
Last edited by Matrix224 on Sun Feb 21, 2010 1:47 am, edited 1 time in total.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
- Minor edits to the idle animations, more work still needed.
Note to mat: fix the spinning issue with the items.
Note to mat: fix the spinning issue with the items.
Last edited by Spike on Wed Feb 24, 2010 3:20 pm, edited 1 time in total.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
News:
-Most idles on Knifee weapons appear fine. Going to go ahead and call the idles fixed for now.
-Most idles on Knifee weapons appear fine. Going to go ahead and call the idles fixed for now.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Well seeing how I don't care enough anymore to finish this, I'll probably just give it to someone else to finish when I feel like it.
Fine, I'll work on it more. But only because Casey actually told me a lesson basically LOL
Fine, I'll work on it more. But only because Casey actually told me a lesson basically LOL
Last edited by Matrix224 on Mon Mar 08, 2010 12:55 am, edited 1 time in total.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Project Knifee postponed until Matrix decides he cares.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
I'd say...give me till summer and I'll probably have nothing to do so I'll work on it..hopefully anyhow
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Sounds reasonable, just work on getting your server back.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Canceled.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Requesting Thread Lock.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Pitbull
- Administrator
- Posts: 1225
- Joined: Fri Oct 04, 2002 6:47 pm
- Location: Between Venus and Mars
Re: Project Knifee
Done.
On another note, it's to bad your leaving Unreal Matrix. I can relate. I've take some long breaks myself. Hopefully you'll be back. :)
On another note, it's to bad your leaving Unreal Matrix. I can relate. I've take some long breaks myself. Hopefully you'll be back. :)
Last edited by Pitbull on Thu Mar 25, 2010 1:08 am, edited 1 time in total.
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Alright, since I'm back, I'll resume working on this project to finish it. Mostly, I'll start getting into gear by the mid - end of June area, since I have tons of projects, regents, and finals to work on and study for.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
As with him I am also back to finish Knifee, as I stated I would help until it was completed.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Lol. Someone is excited.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Since we are still waiting on Matrix to get time to start on Knifee again, I would like any bugs or issues to be posted here to help speed up the projects finilization. Anything, Knifee related, added to this thread would be helpful to the project.
Thank you.
Thank you.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Yeah I'll be done with all my testing next Tuesday, so I should be starting back up on this around then.
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Project Knifee
Could you post a list of currently known bugs that Knifee has?
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
Not really anything on the list atm, hence why we need some bug finders =P lol

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Project Knifee
Ah kk, I'll see if I can get on at some point over the next few weeks (College coming to a close, final rush for handing in work
)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Well since I have no damn idea where Spike is ATM, I'll just go ahead and do it- here's Knifee in its current form, for you guys to test, play with, do whatever. It is not the finished version and I'm throwing out there- if Spike isn't around in 3 days or so I'm just going to go ahead and work on it without him, since I'm actually in the goddamn mood to do it I'm not letting him slow it down now.
Known issues / things to fix
- Unfinished right side of the Raging Bull can be seen upon reload
- Ammo isn't set to be realistic yet
- Idles jam
- Some guns appear to overlap the HUD with their stocks (such as the HK33)
- Some randomly crash due to bugged idle code, maybe 1 out of 5 million times
- Damage isn't set to be realistic yet
- Some secondary ammo BS I wont go into
- Some weird muzzleflash glitch I can probably fix easily
- Weird thing where you're delayed with reloading until idle anim finishes
*****REMEMBER***** THIS IS A 227 ONLY MOD
In total, it is ~18 MB; all files that is.
DOWNLOAD:
http://www.sendspace.com/file/7u2n6u
A readme is attached, although it is a bare one since it was old and not completed.
Credits are in the readme, but if I have forgotten anyone, please say so.
EDIT: I just remembered I used the Shrapnel and a modified MuzzleFlash code from INF in Knifee, so I would like to credit them for that.
Any feedback, positive or negative would be appreciated, along with any glitches etc. All I ask is that no flat-out insults be delivered.
I wouldn't use the mutator either, since it is not 100% complete yet.
Enjoy!
Known issues / things to fix
- Unfinished right side of the Raging Bull can be seen upon reload
- Ammo isn't set to be realistic yet
- Idles jam
- Some guns appear to overlap the HUD with their stocks (such as the HK33)
- Some randomly crash due to bugged idle code, maybe 1 out of 5 million times
- Damage isn't set to be realistic yet
- Some secondary ammo BS I wont go into
- Some weird muzzleflash glitch I can probably fix easily
- Weird thing where you're delayed with reloading until idle anim finishes
*****REMEMBER***** THIS IS A 227 ONLY MOD
In total, it is ~18 MB; all files that is.
DOWNLOAD:
http://www.sendspace.com/file/7u2n6u
A readme is attached, although it is a bare one since it was old and not completed.
Credits are in the readme, but if I have forgotten anyone, please say so.
EDIT: I just remembered I used the Shrapnel and a modified MuzzleFlash code from INF in Knifee, so I would like to credit them for that.
Any feedback, positive or negative would be appreciated, along with any glitches etc. All I ask is that no flat-out insults be delivered.
I wouldn't use the mutator either, since it is not 100% complete yet.
Enjoy!
Last edited by Matrix224 on Sat Aug 07, 2010 6:01 pm, edited 1 time in total.

