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
suggestion for 227g?
- oZ
- OldUnreal Member
- Posts: 137
- Joined: Sat Jan 02, 2010 9:18 am
suggestion for 227g?
default setting
do uplink true
default console, umenu, i see a few people not knowing about this setting like myself just found out about it and have been preaching the word lol.
do uplink true
default console, umenu, i see a few people not knowing about this setting like myself just found out about it and have been preaching the word lol.
- oZ
- OldUnreal Member
- Posts: 137
- Joined: Sat Jan 02, 2010 9:18 am
Re: suggestion for 227g?
please? : )
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: suggestion for 227g?
I think UMenu will be default for UGold installations, that is, 227g final.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: suggestion for 227g?
Default setting for Linux:
LinuxConsoleKey=192(186 by default)
Please, make it 192.
LinuxConsoleKey=192(186 by default)
Please, make it 192.
- Victor Delacroix
- OldUnreal Member
- Posts: 640
- Joined: Sun May 21, 2006 2:16 pm
Re: suggestion for 227g?
Enable another package remap: If S3TC=true, then the game tries to load S3UnrealShare.utx file before loading default UnrealShare textures. This would solve the problem of creating and using S3TC textures in the future.
- GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Re: suggestion for 227g?
In this new version, if it is possible, please, try to add some of this requests:
- To have Fog and details textures at the same time.
- To have an attenuation/fade effect when you cross from a fog area to a non-fog area, for prevent the abrupt change (like the SunFadeTimeScale parameter in the SunLightCorona actor)
- To see fog only in the zones that have fog in their parameters.
- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Thanks
- To have Fog and details textures at the same time.
- To have an attenuation/fade effect when you cross from a fog area to a non-fog area, for prevent the abrupt change (like the SunFadeTimeScale parameter in the SunLightCorona actor)
- To see fog only in the zones that have fog in their parameters.
- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Thanks
Last edited by GcSkaarj on Sat Mar 06, 2010 4:05 am, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: suggestion for 227g?
- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
Sometimes you have to lose a fight to win the war.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: suggestion for 227g?
Thats already is in; set one or both zones to have "bZoneBasedFog".- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Last edited by .:..: on Sat Mar 06, 2010 9:32 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
- Pyro
- OldUnreal Member
- Posts: 592
- Joined: Wed Jul 18, 2007 5:35 pm
- GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Re: suggestion for 227g?
Well, as Dot´s says, with the parameter bZoneBasedFog you can solve a lot of my requests, (multiple color fogs at the same time, and see fog only in the DistantFog zones).- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
I understand that work with a old engine is really hard for add new features, because it have their limitations, so some things perhaps will be never be available.
It seems that one of the most difficult things about the fog is the detail texture issue, but I don't know why, in certain angles you can see the fog and the detail textures at the same time, perhaps there is a way to enable both things from that point, like this picture:
(in the middle of the 1° frame, the column doesn't have detail texture, and in the 2° it have)

Thanks, and congratulations for the hard work that you have done.
Last edited by GcSkaarj on Sat Mar 06, 2010 3:41 pm, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: suggestion for 227g?
To make this clear, detail texture can not be rendered in same time as fog on a surface. On that screenshot you don't see fog on the surface with the detail texture. As soon as you step back to a distance where it will apply even a small piece of fog on it, the detail texture will vanish.
If it really is annoying, disable detail textures.
If it really is annoying, disable detail textures.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- oZ
- OldUnreal Member
- Posts: 137
- Joined: Sat Jan 02, 2010 9:18 am
Re: suggestion for 227g?
haha yes
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
- oZ
- OldUnreal Member
- Posts: 137
- Joined: Sat Jan 02, 2010 9:18 am
Re: suggestion for 227g?
yes i know, patience will perfect 227g.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: suggestion for 227g?
Can't wait for UnrealED 2.1 too!
- Pyro
- OldUnreal Member
- Posts: 592
- Joined: Wed Jul 18, 2007 5:35 pm
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: suggestion for 227g?
Implement the unusable buttons in the UnrealED 1.0 mesh browser (Polygon view etc.....)
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: suggestion for 227g?
Add int's search path to Unreal.ini
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1263920229
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1263920229
- creavion
- OldUnreal Member
- Posts: 365
- Joined: Mon Oct 12, 2009 9:07 am
Re: suggestion for 227g?
Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)

2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":

And this would be "Lighting only":

(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)

2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":
And this would be "Lighting only":
(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
UT99.org Community Mappack 2:
http://www.ut99.org/utr/infopage.html
http://www.ut99.org/utr/infopage.html
- Narune
- OldUnreal Member
- Posts: 5
- Joined: Thu Jun 10, 2010 1:48 am
Re: suggestion for 227g?
Is that menu from version 227g?
Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)
2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":
And this would be "Lighting only":
(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:





