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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
227G_23 Shadows and other bugs
- Leo T_C_K
- OldUnreal Member
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- Joined: Sat Aug 27, 2005 6:24 pm
227G_23 Shadows and other bugs
Shadows have a visible border, can be seen when pawn is moving....it is a square....it is translucent but i can see the corners are visible.
Last edited by Leo T_C_K on Tue Mar 09, 2010 9:29 pm, edited 1 time in total.
- []KAOS[]Casey
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- Location: over there
Re: 227G_23 Shadows
Limitation upon the method used to draw shadows. It's essentially limited by the size of the square canvas used to create the "shadow"
- Leo T_C_K
- OldUnreal Member
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Re: 227G_23 Shadows
They also get fucked up from certain angles and distance at certain pawns, especially at human models. I took screenshots but I can't find them....
also why in deathmatch amplifier is not red when you pick it up? I mean it auto activates itself but is not red indicating it is activated.
Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
EDIT: It really doesn't save my screenshots for some reason.... :-/
Maybe because there is no screenshot dir in this version? I thought it would create it itself when taking screenshots.
also why in deathmatch amplifier is not red when you pick it up? I mean it auto activates itself but is not red indicating it is activated.
Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
EDIT: It really doesn't save my screenshots for some reason.... :-/
Maybe because there is no screenshot dir in this version? I thought it would create it itself when taking screenshots.
Last edited by Leo T_C_K on Tue Mar 09, 2010 10:28 am, edited 1 time in total.
- .:..:
- OldUnreal Member
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Re: 227G_23 Shadows
I belive thats the LOD level issue (while rendering at low detail and shadow tries to use high detail, so it freaks out while animation tweening).They also get crappity smacked up from certain angles and distance at certain pawns, especially at human models.
It's red for me...also why in deathmatch amplifier is not red when you pick it up? I mean it auto activates itself but is not red indicating it is activated.
Edit: Ah never mind, you meant the icon. Indeed both Invisibility and Amplifier is missing "bActive = true;" code on Activated state.
Skeletal meshes and LodMeshes use the same render code, so it's not skeletal mesh specific.Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
And I fail to see this glitch, so you may have to provide with an example mesh and map.
Last edited by .:..: on Tue Mar 09, 2010 10:36 am, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- []KAOS[]Casey
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Re: 227G_23 Shadows
perhaps we should add a way to set MLMODE 0 automatically when you start unreal so all the LOD issues would magically disappear if you wish
- Leo T_C_K
- OldUnreal Member
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Re: 227G_23 Shadows
That would be good idea.perhaps we should add a way to set MLMODE 0 automatically when you start unreal so all the LOD issues would magically disappear if you wish
And as for that.....I tried the sonicchars meshes, I had it selected still after playing in Drake's servers, which is a long time ago, but in my ini I had it set to that, although I fail to get why does new version of 227 take system files even from the whole Unreal dir, which are outside system's (I have them placed in Unreal227 dir, as a backup ones for mismatches yet it still takes them). I might have old version too, so if it is a bug in the mod itself, nevermind then.
- Age
- OldUnreal Member
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Re: 227G_23 Shadows
http://img163.imageshack.us/img163/954/ ... 351515.jpgAnd I fail to see this glitch, so you may have to provide with an example mesh and map.Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
And you may look this closer:
At the entry-like map you can see duplicated player every time when he goes through the zone.
Last edited by Age on Tue Mar 09, 2010 8:09 pm, edited 1 time in total.
- []KAOS[]Casey
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Re: 227G_23 Shadows
227 doesn't behave any differently with directories as before. Although 227g does have a new packageloader which checks the cache I think the issue is multiple versions, since it seems more than one server has his player class and you kept it between server changes, one could have a different version. Who knows really
Also, that's a nice catch with the skeletal mesh stuff. Probably a check that was missed
Also, that's a nice catch with the skeletal mesh stuff. Probably a check that was missed
- Leo T_C_K
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Re: 227G_23 Shadows
Ah so it didn't take it from my dir, but from cache? Makes sense then.227 doesn't behave any differently with directories as before. Although 227g does have a new packageloader which checks the cache I think the issue is multiple versions, since it seems more than one server has his player class and you kept it between server changes, one could have a different version. Who knows really
Also, that's a nice catch with the skeletal mesh stuff. Probably a check that was missed
- []KAOS[]Casey
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Re: 227G_23 Shadows
If it finds the correct one that is, through it's GUID testing
- Leo T_C_K
- OldUnreal Member
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Re: 227G_23 Shadows and other bugs
I took the screenshots finally...
this is waht happens with the warpzones:

Also look how it is messed up, the box lighting there:

Also the armor mesh could be fixed from downside, but this is just a suggestion:

This is critical though:
This is in 227f when you finish the map, notice the fallen brick on the floor:

In 227g it returns back, but in a bad way, it doesn't reset its state even, it just goes to position it should be on the floor except it appears through this bridge, really weird, I mean it doesn't even return to its keyframe, the mover has more than 2 keyframes and it seems 227g messed that up for some reason:

this is waht happens with the warpzones:

Also look how it is messed up, the box lighting there:

Also the armor mesh could be fixed from downside, but this is just a suggestion:

This is critical though:
This is in 227f when you finish the map, notice the fallen brick on the floor:

In 227g it returns back, but in a bad way, it doesn't reset its state even, it just goes to position it should be on the floor except it appears through this bridge, really weird, I mean it doesn't even return to its keyframe, the mover has more than 2 keyframes and it seems 227g messed that up for some reason:

Last edited by Leo T_C_K on Tue Mar 09, 2010 9:31 pm, edited 1 time in total.
- GreatEmerald
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Re: 227G_23 Shadows and other bugs
I don't see any bugs in the first two screenshots. In the first one because there is no screenshot of how it should look, and the second one looks exactly like when you enable the alternative mesh lighting system in the options (which makes surfaces sharper, so that's better for boxes and such).
- Leo T_C_K
- OldUnreal Member
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Re: 227G_23 Shadows and other bugs
It was through warpzone, I did not use behindview....that was my playerclass (it made it so visible and make it look like that), happens with all others too as can be seen in the material age provided.I don't see any bugs in the first two screenshots. In the first one because there is no screenshot of how it should look, and the second one looks exactly like when you enable the alternative mesh lighting system in the options (which makes surfaces sharper, so that's better for boxes and such).
- Leo T_C_K
- OldUnreal Member
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Re: 227G_23 Shadows and other bugs

This....see the shadow under door? That shouldn't be there I guess, after the carcass disappeared or it made duplicate shadow when I died when I was pushed away by strong gunfire.
- Pyro
- OldUnreal Member
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Re: 227G_23 Shadows and other bugs
Bout the armor, its invisible because it does not have a polygon there. Cant render something that doesnt excist :p
Similarity on for example the warlord. kill him ,and look under his skirt. funny ,i just tried this and it isnt there anymore
another example, summon Health and look under it. there is also no poly there to save polygons.
Similarity on for example the warlord. kill him ,and look under his skirt. funny ,i just tried this and it isnt there anymore
another example, summon Health and look under it. there is also no poly there to save polygons.
Last edited by Pyro on Sat Mar 13, 2010 12:20 pm, edited 1 time in total.

- .:..:
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Re: 227G_23 Shadows and other bugs
Can you grab that broken mover in UnrealEd, copy it and paste it here?
So that we can look at what mover properties it has set.
So that we can look at what mover properties it has set.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Leo T_C_K
- OldUnreal Member
- Posts: 3852
- Joined: Sat Aug 27, 2005 6:24 pm
Re: 227G_23 Shadows and other bugs
How copy it? as in export it? Or what?
EDIT: Here is the mover copied to a standalone unr file:
http://www.mediafire.com/?t5zkmyezmti
If that's enough.
Also the mover is in the UPSX map....
EDIT2: Weird, it didn't return like that anymore, I guess something blocked it, but it should be placed in its original position if so shouldn't it?
EDIT3: In original unreal versions the mover does not return if blocked at all....but here it returns and in a wrong way even.
EDIT: Here is the mover copied to a standalone unr file:
http://www.mediafire.com/?t5zkmyezmti
If that's enough.
Also the mover is in the UPSX map....
EDIT2: Weird, it didn't return like that anymore, I guess something blocked it, but it should be placed in its original position if so shouldn't it?
EDIT3: In original unreal versions the mover does not return if blocked at all....but here it returns and in a wrong way even.
Last edited by Leo T_C_K on Sat Mar 13, 2010 10:21 pm, edited 1 time in total.
- .:..:
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Re: 227G_23 Shadows and other bugs
Copy, as Ctrl + C and Paste as Ctrl + V into the forums. Select the mover in editor and Copy, and Paste it into the forums.
But anyway, its set to ignore blockers.. BUT its initial state is set to TriggerToggle, meaning if its triggered second time it returns back (which I'm guessing is what happened for you on the map somehow).
But anyway, its set to ignore blockers.. BUT its initial state is set to TriggerToggle, meaning if its triggered second time it returns back (which I'm guessing is what happened for you on the map somehow).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Leo T_C_K
- OldUnreal Member
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- Joined: Sat Aug 27, 2005 6:24 pm
Re: 227G_23 Shadows and other bugs
No, that didn't happen. And it should be returned to original position, this was clearly not. It was blocked by a brute and it returned back.
EDIT: Weird really, when i spawn brutes it doesn't block it anymore. But it couldn't have been triggered multiple times I guess(since it is only linked to dispatcher). Still it is weird....
EDIT: Weird really, when i spawn brutes it doesn't block it anymore. But it couldn't have been triggered multiple times I guess(since it is only linked to dispatcher). Still it is weird....
Last edited by Leo T_C_K on Mon Mar 15, 2010 11:18 pm, edited 1 time in total.

