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
Map lists and Rifle rounds
Moderator: Buggie
-
GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Map lists and Rifle rounds
Is there any fix to the old Rifle Round bug, that is, when you open an old Unreal map, then pick up a Rifle Round, everything from your inventory disappears, except for the weapon you are holding at the time of picking! So, is there any fix to this other than going to UEd and deleting all RifleRounds?
And another question, how do you make a good big map list? When I try to add maps to the cycle using UT's tool, it doesn't change anything, next time you open the dialogue you see the old preferences. So how do you add more maps to the map list, and maybe there is a randomizer so you could play without randomizing the list yourself?
And another question, how do you make a good big map list? When I try to add maps to the cycle using UT's tool, it doesn't change anything, next time you open the dialogue you see the old preferences. So how do you add more maps to the map list, and maybe there is a randomizer so you could play without randomizing the list yourself?
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Map lists and Rifle rounds
What basically does happen is, that the Inventory.Next pointer is lost, so with all the inventory not having any references left they are garbage collected (or even if not, they are not available to the player anyway). The currently held weapon has another reference to it at all times (PlayerPawn.Weapon or something) so it stays.
As far as I know this is a relic from the good old Unreal One weapons, because the bug happens with other ammo from old Unreal too if I recall correctly. However, the single bullet is pretty much the only old item that doesn't get replaced in UT. As far as I know, there is no "UT" class for a single bullet.
I currently do not know of any fixes, although one should easily be written doing the following:
- subclass the regular UT rifle ammo (lets call it UTRifleBullet)
- set the ammuntion count of it to 1
- give it the mesh and texture of the "old" Rifle bullet
- write a mutator that replaces old bullets with your new ones
- run maps and servers with that mutator
Should be a job of well under 20 minutes or alternatively, would make a perfect training job for somebody who would like to learn UScript...
As far as I know this is a relic from the good old Unreal One weapons, because the bug happens with other ammo from old Unreal too if I recall correctly. However, the single bullet is pretty much the only old item that doesn't get replaced in UT. As far as I know, there is no "UT" class for a single bullet.
I currently do not know of any fixes, although one should easily be written doing the following:
- subclass the regular UT rifle ammo (lets call it UTRifleBullet)
- set the ammuntion count of it to 1
- give it the mesh and texture of the "old" Rifle bullet
- write a mutator that replaces old bullets with your new ones
- run maps and servers with that mutator
Should be a job of well under 20 minutes or alternatively, would make a perfect training job for somebody who would like to learn UScript...
-=]HONESTY PAYS[=-
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Map lists and Rifle rounds
Map list:
I do not know the tool you speak of. Generally I presume you have the server/UT shut OFF while editing the map lists, yes? I just edit ini files usually...
If you're looking for a randomizer, you might try this:
http://wolf.tcpclan.net/projects/Unreal/WFlexMap.html
it was written for Unreal One but should work in UT (never tested that though, sorry).
I do not know the tool you speak of. Generally I presume you have the server/UT shut OFF while editing the map lists, yes? I just edit ini files usually...
If you're looking for a randomizer, you might try this:
http://wolf.tcpclan.net/projects/Unreal/WFlexMap.html
it was written for Unreal One but should work in UT (never tested that though, sorry).
-=]HONESTY PAYS[=-
-
GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Map lists and Rifle rounds
Nope, there is a class for one roundAs far as I know this is a relic from the good old Unreal One weapons, because the bug happens with other ammo from old Unreal too if I recall correctly. However, the single bullet is pretty much the only old item that doesn't get replaced in UT. As far as I know, there is no "UT" class for a single bullet.
No. Open UT, go to Practise Session, there is a small button "Map list" at the bottom of the dialog, there you can see what maps are and what are not included. Tried editing the INI, but it has only 39 or something like that empty slots.I do not know the tool you speak of. Generally I presume you have the server/UT shut OFF while editing the map lists, yes? I just edit ini files usually...
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Map lists and Rifle rounds
Rifle ammo:
Hmm... if there is the UT rifle shell, then the question remains, whether it is that class actually being used in game or not, and if yes, then look at its code and (hopefully) find the screwup - you will still need to write your own bullet ammo then... If it isn't indeed being used just figure a way to replace all old Unreal Shells with the new ones (mutator).
MapList:
If you are editing from the advanced options, your changes should stay intact. Exceptions:
-the ini is write protected
-you run more than one server on the same ini file
Otherwise call madam Woo in the jungle and tell her to put the PC shaped voodoo-doll away.
Hmm... if there is the UT rifle shell, then the question remains, whether it is that class actually being used in game or not, and if yes, then look at its code and (hopefully) find the screwup - you will still need to write your own bullet ammo then... If it isn't indeed being used just figure a way to replace all old Unreal Shells with the new ones (mutator).
MapList:
If you are editing from the advanced options, your changes should stay intact. Exceptions:
-the ini is write protected
-you run more than one server on the same ini file
Otherwise call madam Woo in the jungle and tell her to put the PC shaped voodoo-doll away.
Last edited by TCP_Wolf on Tue Dec 11, 2007 9:37 am, edited 1 time in total.
-=]HONESTY PAYS[=-
-
GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Map lists and Rifle rounds
It works if you add it. But it's not textured to be like the riflebox (it's the old style). And hmm, I'm not actually a mutator maker lol!
Advanced options? Hmm, it's not quite there. I can write to the INI myself, and it works if there are 39 or less maps, but won't work on more (it's the number of the slots in the INI file).
Advanced options? Hmm, it's not quite there. I can write to the INI myself, and it works if there are 39 or less maps, but won't work on more (it's the number of the slots in the INI file).
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Map lists and Rifle rounds
Sounds like you have at least found a working compromise 
As for writing mutators, it's easy. But if you just want to replace stuff that already exists you can also just use the mod called STUFFSWAPPER to replace a couple of items to your liking.
As for writing mutators, it's easy. But if you just want to replace stuff that already exists you can also just use the mod called STUFFSWAPPER to replace a couple of items to your liking.
-=]HONESTY PAYS[=-
