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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
Getting 227f to work on an Unreal-based game?
- DeathWalking
- OldUnreal Member
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- Joined: Mon Mar 08, 2010 4:56 pm
Getting 227f to work on an Unreal-based game?
I do some work on a Unreal-based game called Wheel of Time, and I was wondering if/how I could use the 227f patch to update our game.
In a separate, but unrelated question, how can I obfuscate code on a pre-2k3 game? I notice ya'll have done so in your Integrity package.
In a separate, but unrelated question, how can I obfuscate code on a pre-2k3 game? I notice ya'll have done so in your Integrity package.
- []KAOS[]Casey
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
I don't think this is possible. We'd need to update the binaries for WoT.
Alternatively, you could port WoT to unreal and by proxy it will allow 227 to function.
Why do you want to obfuscate? If you're working on a fan patch or something I would not recommend obfuscating. It's only good on final, bug free code imo. Otherwise you are only making it harder for someone to fix small issues/port your creations to another unreal version.
either way select all text for each class, backspace, save, don't recompile.
Alternatively, you could port WoT to unreal and by proxy it will allow 227 to function.
Why do you want to obfuscate? If you're working on a fan patch or something I would not recommend obfuscating. It's only good on final, bug free code imo. Otherwise you are only making it harder for someone to fix small issues/port your creations to another unreal version.
either way select all text for each class, backspace, save, don't recompile.
- DeathWalking
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
Too bad. A lot of good stuff that I would love to see work in WoT.
Regarding obfuscation, though, I'm working on a security package to close a lot of holes, and I don't want people opening the class with notepad to see the code. I know there is still a way to actually decompile the code, but most people in our community won't know of it.
Regarding obfuscation, though, I'm working on a security package to close a lot of holes, and I don't want people opening the class with notepad to see the code. I know there is still a way to actually decompile the code, but most people in our community won't know of it.
- GreatEmerald
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
A lot of good stuff from WoT that I would love to see in UnrealToo bad. A lot of good stuff that I would love to see work in WoT.
There is a community? Where?
- []KAOS[]Casey
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
Unreal 1 engines are surprisingly compatible with eachother, porting shouldn't be too much of an issue. Botpack from UT Unreal was fairly straight forward, just a few minor edits. Converting single classes from other games is usually pretty easy, but I have never played WoT or even opened the editor.Too bad. A lot of good stuff that I would love to see work in WoT.
Regarding obfuscation, though, I'm working on a security package to close a lot of holes, and I don't want people opening the class with notepad to see the code. I know there is still a way to actually decompile the code, but most people in our community won't know of it.
The only issues I can directly identify is porting Rune{models, shadows} to Unreal or Deus Ex completely, Deus Ex uses a lot of game specific things like the cool talking animations and the Conversation package that is quite extensive.
If WoT does not contain any such things like this a conversion is very possible.
Also @ obfuscation
Does WoT have public headers? If not, enjoy your nearly/completely unbreakable anticheat once it's all finished.
Unfortunately for unreal/UT the only "complete" anticheats can only work in C++ due to public headers. Perhaps you are more fortunate.
- GreatEmerald
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
WoT has Scott Dalton's awesome particles that might be a problem to port. Their models are also a little different, but not sure how much. Other than that, it's pretty similar to Unreal.
- []KAOS[]Casey
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Re: Getting 227f to work on an Unreal-based game?
I can check it out. Though i'm sure that the models can still be export, as deus ex's models can be with UModel even though they don't animate quite as well as they should with talking.
- DeathWalking
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
http://www.ataricommunity.com/forums/fo ... .php?f=133There is a community? Where?
Okay, so I tried to export Unreal's code, and ucc.exe GPFs when I try. Anyone know what's up?
Last edited by DeathWalking on Mon Mar 08, 2010 8:43 pm, edited 1 time in total.
- Leo T_C_K
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
There is also other community, the wotcommunity.com or how it was called. But good to see there is WOT still on Atari forums I used to talk only in Unreal section.
- GreatEmerald
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
"Help! Forsaken have stolen the servers!" XD
Hmm, that's interesting: WoT Game forum is number 2 on the whole Atari board, that means it was created second, just after General Discussion:
http://www.ataricommunity.com/forums/fo ... ay.php?f=2
Will have to start viewing it, then.
Hmm, that's interesting: WoT Game forum is number 2 on the whole Atari board, that means it was created second, just after General Discussion:
http://www.ataricommunity.com/forums/fo ... ay.php?f=2
Will have to start viewing it, then.
- DeathWalking
- OldUnreal Member
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- Joined: Mon Mar 08, 2010 4:56 pm
Re: Getting 227f to work on an Unreal-based game?
Game forum has kinda fallen into disuse. We really only talk in the Clan forum now.
- Smirftsch
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Re: Getting 227f to work on an Unreal-based game?
well, if there is some interest, I surely can open a WoT section here. Also if I can get some assistance to know what mods/maps/extensions there are for WoT I can make it a home.
Are there public headers for Wot?
If there would be anyone left to contact I also could try to get the sources since I already have an NDA with Epic.
Feed me plz with Info
Are there public headers for Wot?
If there would be anyone left to contact I also could try to get the sources since I already have an NDA with Epic.
Feed me plz with Info
Sometimes you have to lose a fight to win the war.
- DeathWalking
- OldUnreal Member
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- Joined: Mon Mar 08, 2010 4:56 pm
Re: Getting 227f to work on an Unreal-based game?
I'm not entirely sure what public headers are, so I can't answer that. If you explain what they are, I can probably tell you if they have them.
I would definitely be interesting in working on a patch for it!
I would definitely be interesting in working on a patch for it!
- Smirftsch
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Re: Getting 227f to work on an Unreal-based game?
well, in the "Downloads" section there are the headers for Unreal, so you can have a look.
I dug myself a bit but I'm pretty sure there are none for WoT- anyways, they contain a project file for VC++, some C++ files (.cpp and .h) as well as some .lib files etc.
They are usually released to make it possible to create some enhanced mods for the game.
I dug myself a bit but I'm pretty sure there are none for WoT- anyways, they contain a project file for VC++, some C++ files (.cpp and .h) as well as some .lib files etc.
They are usually released to make it possible to create some enhanced mods for the game.
Sometimes you have to lose a fight to win the war.
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Getting 227f to work on an Unreal-based game?
A project for VC++ and .lib files? One interesting thing to note is that this is what Unreal II installation provides, just that there are no .cpp and .h files.
- []KAOS[]Casey
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
What? it gave you libs but no headers? that's certainly strange..
- DeathWalking
- OldUnreal Member
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- Joined: Mon Mar 08, 2010 4:56 pm
Re: Getting 227f to work on an Unreal-based game?
No, WoT to my knowledge has nothing like that. The only thing WoT tells you about the contents of the C++ libary files is the native function declarations.
- GreatEmerald
- OldUnreal Member
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Re: Getting 227f to work on an Unreal-based game?
Yes, I'm talking abut Unreal II, another game by Legend Entertainment.


