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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
Max Appearance Settings for Unreal 2?
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Max Appearance Settings for Unreal 2?
Worth the time? Well, if you do something mainly for yourself, then it's always worth your time. Sharing it with others is just a good bonus. Besides, even a few good comments are enough to make it worthwhile.
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justinian
- OldUnreal Member
- Posts: 5
- Joined: Sun Mar 29, 2009 12:26 pm
Re: Max Appearance Settings for Unreal 2?
Apologies for going off topic. Just wanted to give some reasons for why it seemed ludicrous to me.This thread is not about Halo. The title says "Max Appearance Settings for Unreal 2?", and it would be nice not to go off-topic, thanks. You can always create a new thread, you know.
Though I will never agree with your "My mind boggles at how someone can even put Unreal 2 and Halo in the same sentence unless you want to highlight Unreal 2's relative incompetence and laziness in almost every regard." sentence because Unreal II is awesome in many, many ways - the only downside is that nobody really tries to create any kind of mods for it, thus missing the whole promising part entirely. For example, I don't think I have ever seen anything better than Unreal II particle system (thanks to Scott Dalton), both visually and intuitiveness of their creation.
Back on topic, I found Unreal 2 at highest graphics settings to be disappointing. While the simple graphics of Unreal managed to convey an awe and style all it's own, I found Unreal 2's detailed graphics only served to accentuate it's generic and uninspired art design. Generic installations, substandard creature design. The utter butchering of the sleek and cool Skaarj. The list of mediocrity goes on.
You make a point about particle systems, but I found those to be sub-par also. While the technology behind it was cool, the actual implementation into the game was ugly. It seemed they wanted to turn everything up to 11, not realising it only detracted from the effect. It's a feeling that runs throughout the game, and it's one of the only games where the technical aspects of the graphics seemed abused via bad art and design.
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Hellkeeper
- Global Moderator
- Posts: 3307
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Max Appearance Settings for Unreal 2?
That's true for a lot of things, but since a game is designed to be played... It'd be like designing a car and never see any on the road. There's a feeling of unachievment in the end.Worth the time? Well, if you do something mainly for yourself, then it's always worth your time. Sharing it with others is just a good bonus. Besides, even a few good comments are enough to make it worthwhile.
You must construct additional pylons.
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Max Appearance Settings for Unreal 2?
The thing is, as long as you release something, chances are that it will be played, even if you don't know that yourself. With Unreal II it's very much the case, since there are like 2 custom mods and 1 SP map in total released for it, so anything new is welcome.
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Hellkeeper
- Global Moderator
- Posts: 3307
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: Max Appearance Settings for Unreal 2?
I find this to be an optimistic point of view. In my opinion, there is very few custom content because there is very few potential players, and unless you can make an astonishing communication about a ground-breaking project, people know the game in itself is very bad and won't bother to reinstal it in order to play a modeThe thing is, as long as you release something, chances are that it will be played, even if you don't know that yourself. With Unreal II it's very much the case, since there are like 2 custom mods and 1 SP map in total released for it, so anything new is welcome.
As a matter of facts, I've often thought about doing something on it, mainly because it has many actors and functions I could use (the dialog system for one, and the ability to... Use objects instead of walking to them as the buttons in Unreal 1), but the load of work required is to much and often, I lose any motivation after coming across a milestone I cannot overcome (namely, having to code an actor, needing custom assets I can't make or tens of other good reasons).
You must construct additional pylons.
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Max Appearance Settings for Unreal 2?
But there still are potential players, as you can see over at BUF. And getting their positive response means quite a lot since they represent almost all of the community.
