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Search found 60 matches

by Devil Master
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!
by Devil Master
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?

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.
Does it work on static meshes too?
by Devil Master
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...
by Devil Master
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...
by Devil Master
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!
by Devil Master
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...
by Devil Master
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...
by Devil Master
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...
by Devil Master
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...
by Devil Master
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.
by Devil Master
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...
by Devil Master
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...
by Devil Master
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 ...
by Devil Master
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?
by Devil Master
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?
by Devil Master
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

Or simply use this: http://dege.freeweb.hu/dgVoodoo2.html ;) (and you get the correct(?)/old gamma management too)
How does dgVoodoo perform, compared to Reshade's Direct3D 8 to Direct3D 9 wrapper? https://reshade.me/d3d8to9
by Devil Master
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

How recently released? Can you point to that?
Recently, as in July 10, 2016. And here they are: https://mega.nz/#!iEVxSbQY!hQ2pR2AYxbS5 ... 7KnaaB2hCA
by Devil Master
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...
by Devil Master
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...
by Devil Master
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...
by Devil Master
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?

.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
Great! You said you "exported everything": what did you do, exactly?
by Devil Master
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...
by Devil Master
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.
by Devil Master
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.
by Devil Master
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 ...

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