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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
Search found 60 matches
- Wed May 11, 2022 10:19 pm
- Forum: Anything else ?
- Topic: Duke Nukem Forever 2001 leak
- Replies: 23
- Views: 1593
Re: Duke Nukem Forever 2001 leak
Why is this thread in the non-Unreal section? DNF has been using (an increasingly modified version of) UE1 since June 1998. This should be moved to the UE1/2 board for visibility, so people can easily find it and be encouraged to discuss modding it!
- Sat May 07, 2022 10:51 pm
- Forum: Unreal 227
- Topic: Can you change the height of the player in Unreal v227?
- Replies: 3
- Views: 344
Re: Can you change the height of the player in Unreal v227?
Does it work on static meshes too?Hellkeeper wrote: ↑Sat May 07, 2022 10:33 pm Or scale down the entire map.
This little tool by Sidewinder does just that : http://hellkeeper.net/files/MapScale-v20.zip
Unfortunately his site has been defunct for years, but I had what I think is the latest version.
- Sat May 07, 2022 2:56 am
- Forum: Unreal 227
- Topic: Can you change the height of the player in Unreal v227?
- Replies: 3
- Views: 344
Can you change the height of the player in Unreal v227?
Now that I know how it can be done, I'm having fun converting Duke Nukem: Critical Mass levels to Unreal. However, there's a little problem. The ratio between the original size of the level and the size it needs to have in Unreal to look realistic. Technical specs for Duke Nukem: Critical Mass state...
- Sun May 01, 2022 2:08 am
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: Is it possible to have a static mesh with more that 7 multiskins?
- Replies: 3
- Views: 399
Re: Is it possible to have a static mesh with more that 7 multiskins?
Something odd has just happened. I added a couple of static meshes, and all of a sudden, the weapon, as well as any eventual enemies I summoned, were completely black, as if they didn't receive any light. On the other hand, the static meshes did not diffuse real-time lights (so the projectile of the...
- Sat Apr 30, 2022 8:37 pm
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: Is it possible to have a static mesh with more that 7 multiskins?
- Replies: 3
- Views: 399
Re: Is it possible to have a static mesh with more that 7 multiskins?
Oh wow! Looks like that's exactly what I was looking for! The solutions I received in the Discord channel were a lot more complicated!
- Sat Apr 30, 2022 1:48 am
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: Is it possible to have a static mesh with more that 7 multiskins?
- Replies: 3
- Views: 399
Is it possible to have a static mesh with more that 7 multiskins?
I've been attempting to port a level from Duke Nukem: Critical Mass to Unreal. Duke Nukem: Critical Mass is a PSP game that never saw an official release, but a number of builds, along with source code and assets, have been uploaded to archive.org at the beginning of April. Since a level of that gam...
- Mon Apr 16, 2018 6:51 pm
- Forum: Unreal 227
- Topic: Can horizontal and vertical FOV be controlled separately?
- Replies: 6
- Views: 1678
Re: Can horizontal and vertical FOV be controlled separately?
The amount of control I have is not complete. The catch is that I must always start from a 1920x1080 image. I can move it around or stretch it at will, but if I doubled the vertical resolution, the video card would output an image at a nonstandard resolution which the display would not recognize. B...
- Sun Apr 15, 2018 11:37 pm
- Forum: Unreal 227
- Topic: Can horizontal and vertical FOV be controlled separately?
- Replies: 6
- Views: 1678
Re: Can horizontal and vertical FOV be controlled separately?
The idea behind making vertical FOV based on horizontal FOV and aspect ratio is that on typical display devices the horizontal and vertical DPI are identical. They are, and in fact, the display can show a perfectly normal 1080p Windows desktop. Using it for stereoscopy, however, halves the horizont...
- Sun Apr 15, 2018 1:25 pm
- Forum: Unreal 227
- Topic: Can horizontal and vertical FOV be controlled separately?
- Replies: 6
- Views: 1678
Can horizontal and vertical FOV be controlled separately?
This is something I was wondering because I recently assembled myself a homemade VR HMD, which I use to play games that ReShade makes stereoscopic. One of them is Unreal, and, while it works as expected, I just got an idea which would make it even more immersive. I just don't know whether it would a...
- Thu Jan 19, 2017 8:13 pm
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: Undesired "feature" in 227i
- Replies: 3
- Views: 1218
Re: Undesired "feature" in 227i
It ought to be off by default, to avoid alienating users.
- Thu Jan 19, 2017 11:29 am
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: Undesired "feature" in 227i
- Replies: 3
- Views: 1218
Undesired "feature" in 227i
I just noticed that the UnrealEd that comes with v227i does something no previous version did. Whenever I stretch and/or rotate the red brush, then click on one of the buttons that builds a primitive, that primitive is created with the exact measures specified in its properties. This is completely u...
- Tue Jan 10, 2017 9:13 pm
- Forum: Unreal2 General Forum
- Topic: Unreal 2 alpha 697: possible to convert the maps?
- Replies: 11
- Views: 8212
Re: Unreal 2 alpha 697: possible to convert the maps?
There's an existing Deathmatch map for ut99 that's made from Unreal2. Blanking on the name right now, otherwise I'd link you to it as it's on mapraider.com, so I'll get back to this if I remember later. But was it actually converted, or made from scratch to look like it was from Unreal 2? Because I...
- Mon Jan 09, 2017 8:01 pm
- Forum: Unreal2 General Forum
- Topic: Unreal 2 alpha 697: possible to convert the maps?
- Replies: 11
- Views: 8212
Re: Unreal 2 alpha 697: possible to convert the maps?
It would be great if they could be ported to the Unreal Engine 2 Runtime demo (this one: http://trolen.polytech.unice.fr/cours/maje/td5/UE2Runtime-22262001_Demo.exe ) because, unlike Unreal 2 and UT2004, it works with Crosire's Direct3D 8 to 9 wrapper and with ReShade. This makes it possible to run ...
- Mon Jan 09, 2017 1:40 pm
- Forum: Unreal2 General Forum
- Topic: Unreal 2 alpha 697: possible to convert the maps?
- Replies: 11
- Views: 8212
Unreal 2 alpha 697: possible to convert the maps?
I can't run that version anymore (maybe it only runs with Windows 98?) so I'm curious to know: has anyone ever been able to convert the maps to another version of the Unreal engine (1 or 2) that is actually functional?
- Sat Dec 10, 2016 2:02 am
- Forum: Unreal2 General Forum
- Topic: unreal 3?
- Replies: 28
- Views: 12013
Re: unreal 3?
Would Epic have the legal leverage for a C&D if someone made a map pack for Unreal 1 or 2 and called Unreal 3?
- Sat Dec 10, 2016 1:41 am
- Forum: Unreal2 General Forum
- Topic: If Unreal 2 Doesn't Work in Windows 10, Try This
- Replies: 3
- Views: 3771
Re: If Unreal 2 Doesn't Work in Windows 10, Try This
How does dgVoodoo perform, compared to Reshade's Direct3D 8 to Direct3D 9 wrapper? https://reshade.me/d3d8to9Or simply use this: http://dege.freeweb.hu/dgVoodoo2.html(and you get the correct(?)/old gamma management too)
- Sun Jul 17, 2016 11:38 am
- Forum: Unreal General Forum
- Topic: Talon Brave player skin
- Replies: 3
- Views: 863
Re: Talon Brave player skin
Recently, as in July 10, 2016. And here they are: https://mega.nz/#!iEVxSbQY!hQ2pR2AYxbS5 ... 7KnaaB2hCAHow recently released? Can you point to that?
- Sun Jul 17, 2016 1:06 am
- Forum: Unreal General Forum
- Topic: Talon Brave player skin
- Replies: 3
- Views: 863
Talon Brave player skin
The recently released Prey design documents (written in 1997 by Paul Schuytema) included two very detailed artworks portraying Talon Brave (the conceptualized protagonist). Since I always thought that Paul Schuytema's Prey looked like the Unreal engine even though it wasn't, I made a Talon Brave ski...
- Sat Jul 16, 2016 7:39 pm
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: MeshMaker... I'm having a brain fart here
- Replies: 6
- Views: 2424
Re: MeshMaker... I'm having a brain fart here
"ready-to-use decoration" that option will always overide the existing package with what you compile. Uhh... no, it doesn't. Yesterday I made multiple tests to be sure: if the package is smaller than 256K, whatever custom decorations are already present will be recreated when I add the ne...
- Fri Jul 15, 2016 9:41 pm
- Forum: UnrealEd 2.x, the Unreal 227 editors
- Topic: MeshMaker... I'm having a brain fart here
- Replies: 6
- Views: 2424
MeshMaker... I'm having a brain fart here
Okay, so I've regularly used MeshMaker to create custom decorations and add them to my own .u package. By loading that package in the actor browser, I would find all my new decorations neatly sorted into the Decorations branch. So I just tried to do the same, and I can't do it anymore. Instead of ad...
- Fri Jul 15, 2016 10:45 am
- Forum: UScript Board
- Topic: How to fix Zarniwoop's hologram generator for v227i?
- Replies: 2
- Views: 839
Re: How to fix Zarniwoop's hologram generator for v227i?
Great! You said you "exported everything": what did you do, exactly?.u files corrupted?
i exported everything , then combined it with documented code , thaen recompiled on 227i for you
seems to work now
http://bobisunreal.com/publicfacingfiles/HOLOGRAMnew.u
- Thu Jul 14, 2016 4:05 pm
- Forum: UScript Board
- Topic: How to fix Zarniwoop's hologram generator for v227i?
- Replies: 2
- Views: 839
How to fix Zarniwoop's hologram generator for v227i?
When I had just bought Unreal, back in 2000, I had found an interesting mod called "hologram generator" which added a pickup that, when used, was thrown in front of you to emit a hologram version of your player character. However, that mod was incompatible with anything but the first versi...
- Thu Jul 07, 2016 11:50 am
- Forum: UScript Board
- Topic: Custom projectile does not cause any damage
- Replies: 4
- Views: 865
Re: Custom projectile does not cause any damage
D'oh! There's my mistake! I didn't realize I was supposed to recompile the script for an object with no modifications!
Yep, now it works.
Yep, now it works.
- Wed Jul 06, 2016 9:30 pm
- Forum: UScript Board
- Topic: Custom projectile does not cause any damage
- Replies: 4
- Views: 865
Re: Custom projectile does not cause any damage
Okay, I uploaded a simple map with it, at
https://mega.nz/#!DZwhWa7R!dPlYTi2Yb5rQ ... Gf5qIlNEnk . Please note that the file does not include the Unreal4Ever package.
The gun is called wtfPlasmaCannon, the projectile is wtfPlasmaProjectile and they are saved as part of wtf.u.
https://mega.nz/#!DZwhWa7R!dPlYTi2Yb5rQ ... Gf5qIlNEnk . Please note that the file does not include the Unreal4Ever package.
The gun is called wtfPlasmaCannon, the projectile is wtfPlasmaProjectile and they are saved as part of wtf.u.
- Wed Jul 06, 2016 4:39 pm
- Forum: UScript Board
- Topic: Custom projectile does not cause any damage
- Replies: 4
- Views: 865
Custom projectile does not cause any damage
Today I attempted to modify a weapon from the Unreal4Ever package, and while it works fine if I choose it to shoot a projectile that already exists, if derive a new projectile class from one that already exists, shooting the weapon won't cause any damage. Why? First, I created a daughter class from ...