<![CDATA[OldUnreal (Engine)]]> https://www.oldunreal.com/phpBB3 Sat, 27 Apr 2024 09:22:49 +0200 Smartfeed extension for phpBB https://www.oldunreal.com/phpBB3/styles/prosilver_oldunreal/theme/images/site_logo.svg <![CDATA[OldUnreal (Engine)]]> https://www.oldunreal.com/phpBB3 en-gb Sat, 27 Apr 2024 09:22:49 +0200 60 <![CDATA[Unreal General Forum :: Re: Unreal Image and Video Collection (Magazines, Beta & Pre-release shots, UT Beta, Box covers and much more!) :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103131#p103131 no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103131#p103131 Sun, 31 Mar 2024 17:11:23 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103131#p103131 <![CDATA[Unreal General Forum :: Re: Unreal Image and Video Collection (Magazines, Beta & Pre-release shots, UT Beta, Box covers and much more!) :: Reply by Gamesharder]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103138#p103138
RUGGYWUGGY wrote: Sun Mar 31, 2024 3:11 pm Hey bro I met you on Facebook!!! Still super cool!
Yo! Thanks man!]]>
no_email@example.com (Gamesharder) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103138#p103138 Sun, 31 Mar 2024 18:39:08 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10279&p=103138#p103138
<![CDATA[Unreal General Forum :: Re: A General Beta/Developement Discussion Thread (For the entire Unreal games too) :: Reply by Gamesharder]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103150#p103150 https://forums.beyondunreal.com/threads ... st-2386240

Was this "Ghost.it" song ever figured out what it was?
5. What was the compositional process like? Were you told by the developers what to make, and shown the level the song would be used for? Or was it a more general process?

As mentioned earlier some level designers would be very specific with their ideas. Inoxx was one (Cedric Fiorentino) and Myscha (T. Eliot Cannon) were two of the most vocal of the designers, and Inoxx’s requests led to one of the most interesting pieces, Ghost.it I think it was called, though I’m not at all sure what level it was for or what the final filename is. Myscha worked very closely with Michiel on the crashed spaceship and it’s multiple levels, and I believe he was very happy with it.
Does anyone know?]]>
no_email@example.com (Gamesharder) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103150#p103150 Wed, 03 Apr 2024 17:00:28 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103150#p103150
<![CDATA[Unreal General Forum :: Re: A General Beta/Developement Discussion Thread (For the entire Unreal games too) :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103151#p103151
Gamesharder wrote: Wed Apr 03, 2024 3:00 pm I re-read this interview with Alexander Brandon again.
https://forums.beyondunreal.com/threads ... st-2386240

Was this "Ghost.it" song ever figured out what it was?
5. What was the compositional process like? Were you told by the developers what to make, and shown the level the song would be used for? Or was it a more general process?

As mentioned earlier some level designers would be very specific with their ideas. Inoxx was one (Cedric Fiorentino) and Myscha (T. Eliot Cannon) were two of the most vocal of the designers, and Inoxx's requests led to one of the most interesting pieces, Ghost.it I think it was called, though I'm not at all sure what level it was for or what the final filename is. Myscha worked very closely with Michiel on the crashed spaceship and it's multiple levels, and I believe he was very happy with it.
Does anyone know?
No. But I could have asked Inoxx. Not sure if now I can though. Because people just don't seem to realize what kind of situation I am in and think I need "professional help", when the only professional help I can still try to reach costs money that I don't have....so we're going in a circle here.]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103151#p103151 Wed, 03 Apr 2024 17:03:27 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10692&p=103151#p103151
<![CDATA[Unreal General Forum :: HI EVERYONE IM NEW HERE :: Author RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103129#p103129 U_Off

Hey guys I’m RUGGYWUGGY I got introduced to UNREAL 1998 at young age by my step dad at about 13 years old I am now 22 years old and still love playing Unreal! I run the UNREAL 1998 Facebook (page here’s the link vvvv)

https://www.facebook.com/share/aKTeS28k ... tid=K35XfP

and have a small collection of Unreal merch. This is my first time using this platform but I’m interested to see if there’s an active community. HAPPY EASTER !!]]>
no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103129#p103129 Sun, 31 Mar 2024 17:02:58 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103129#p103129
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103130#p103130
(like myself)

What is your Unreal merch collection then?]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103130#p103130 Sun, 31 Mar 2024 17:10:03 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103130#p103130
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103132#p103132

Attachments


IMG_1697.jpeg (498.31 KiB)


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no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103132#p103132 Sun, 31 Mar 2024 17:15:45 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103132#p103132
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103133#p103133

Attachments


IMG_1703.jpeg (387.92 KiB)


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no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103133#p103133 Sun, 31 Mar 2024 17:17:03 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103133#p103133
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103134#p103134

Attachments


IMG_1708.jpeg (93.79 KiB)


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IMG_1883.jpeg (151.7 KiB)


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IMG_1970.jpeg (64.14 KiB)


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no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103134#p103134 Sun, 31 Mar 2024 17:18:38 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103134#p103134
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by Kajgue]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103135#p103135
Cool merch! :O]]>
no_email@example.com (Kajgue) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103135#p103135 Sun, 31 Mar 2024 17:49:14 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103135#p103135
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103136#p103136 no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103136#p103136 Sun, 31 Mar 2024 17:53:36 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103136#p103136 <![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103139#p103139
RUGGYWUGGY wrote: Sun Mar 31, 2024 3:53 pm Thank you !! the collection keeps growing ! I have a couple things
Do you have only the hard crash book physically? I have/had both prophet's power and hard crash. It was misprinted so you need both books for the whole story the hard crash physical book contains the second part of both stories for unknown reasons.
I wonder if your collection might include some rare OEMs or pre-release versions. A guy known as faiyadg had purchased one from ebay but he hasn't yet been shown uploading this.

lol check this out
viewtopic.php?t=10957]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103139#p103139 Sun, 31 Mar 2024 19:31:08 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103139#p103139
<![CDATA[Unreal General Forum :: Re: HI EVERYONE IM NEW HERE :: Reply by RUGGYWUGGY]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103162#p103162 no_email@example.com (RUGGYWUGGY) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103162#p103162 Sun, 07 Apr 2024 14:51:03 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10956&p=103162#p103162 <![CDATA[Unreal General Forum :: Re: Update from DieHard :: Reply by Oblivion[CW]]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10732&p=103164#p103164 .]]> no_email@example.com (Oblivion[CW]) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10732&p=103164#p103164 Mon, 08 Apr 2024 03:57:13 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10732&p=103164#p103164 <![CDATA[Unreal General Forum :: Toggle weapon hand from right to left and vice versa :: Author m.rup]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103186#p103186 I'm trying to to create a key bind (e.g. P) which allows to toggle from right weapon hand to left weapon hand and vice versa.
I have the following entries in system\user.ini:

Aliases[25]=(Alias="LeftHand",Command="SetHand Left | set input P RightHand")
Aliases[26]=(Alias="RightHand",Command="SetHand Right | set input P LeftHand")
.
.
P=LeftHand

Unfortunately, this doesn't work, when I press the "P" key, nothing is happening.
When I do this:

Aliases[25]=(Alias="LeftHand",Command="SetHand Left")
.
.
P=LeftHand

then it works, so it seems that the problem is in the piping part of the key binding.
I know that I managed this in the days back then, but I can't remember how it was done.
Maybe some of the experts here have an idea?]]>
no_email@example.com (m.rup) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103186#p103186 Sat, 13 Apr 2024 20:50:55 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103186#p103186
<![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103187#p103187 no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103187#p103187 Sat, 13 Apr 2024 20:55:32 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103187#p103187 <![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by m.rup]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103188#p103188 I have to admit that i'm not familiar with this topic.
What has to be in the text file?
Is there some special format to be considered?
Where has the file to be situated?]]>
no_email@example.com (m.rup) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103188#p103188 Sat, 13 Apr 2024 21:21:47 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103188#p103188
<![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103189#p103189
m.rup wrote: Sat Apr 13, 2024 7:21 pm Hey, thanks for the reply.
I have to admit that i'm not familiar with this topic.
What has to be in the text file?
Is there some special format to be considered?
Where has the file to be situated?
Just the plain commands and just plain text preferably. In the system dir.
That way you can execute multiple commands at once or even do tricks like cycling through multiple files. Useful for mass item spawning etc. this will work too]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103189#p103189 Sat, 13 Apr 2024 22:54:37 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103189#p103189
<![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by m.rup]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103190#p103190 I made two txt files

a. Z_LeftHand.txt:

SetHand Left
set input P Exec Z_RightHand.txt

b. Z_RightHand.txt:

SetHand Right
set input P Exec Z_LeftHand.txt

and initialized P in the user.ini

P=Exec Z_LeftHand.txt

and it worked!

Many, many thanks for your kind help!

Just out of interest, maybe somebody knows the reason of the failure of my first try?
And another question: Does somwhere in the forum exist some kind of "Sugestions/Requests" thread?]]>
no_email@example.com (m.rup) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103190#p103190 Sat, 13 Apr 2024 23:40:56 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103190#p103190
<![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by Kajgue]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103199#p103199




:)]]>
no_email@example.com (Kajgue) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103199#p103199 Tue, 16 Apr 2024 22:06:02 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103199#p103199
<![CDATA[Unreal General Forum :: Re: Toggle weapon hand from right to left and vice versa :: Reply by m.rup]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103203#p103203 wow, very impressive. I have to admit that the speed of my gaming is maybe 1/10 of what was shown in the videos ::) .
Nevertheless, sometimes there are situations when it's more advantageous to peek around a corner leftward and in this cases it's more practical for me to have the weapon in the left hand.]]>
no_email@example.com (m.rup) https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103203#p103203 Thu, 18 Apr 2024 20:08:45 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=49&t=10973&p=103203#p103203
<![CDATA[Unreal 227 :: Re: 227j Mod Questions :: Reply by .:..:]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103168#p103168
Matrix224 wrote: Wed Mar 20, 2024 12:28 pmFor Pawns, if a menuname is not explicitly set, it always used to put the class name itself in its place, and based on the code, it looks like it still does this in PreBeginPlay() of Pawn. For any subclasses I have though, it seems like it's not working as I would've expected. e.g. a class that extends Krall and is named MyKrall and has no menuname explicitly defined just shows up with a menuname of Krall, not MyKrall. Krall itself doesn't have a menuname defined, so it's not just pulling from there as far as I'm aware. Am I just forgetting how UScript works and since PreBeginPlay() is not redefined in the child, it's executing it "in the parent" so to speak, and is using the parent's class name? I know for a fact this used to work as I expected though (and for the record this isn't hard to go and fix by just setting the menuname, it's more of just a curiosity of why it's doing this).
Strange oddities like that typically happen if you create a class in UnrealEd and don't compile code, which leaves the new class in an odd state of hybrid old and new class.
Some sounds are looping now when using PlaySound. I know that the sounds are imported with a flag that tells them to loop and they always have had it, but they didn't used to loop when just using PlaySound. I assume this is an intended fix, but if that's the case, is there any way to change the code to play it only once instead of having to modify and re-import all of the affected sounds?
Unfortunately there isn't enough interface or parameters for sound effects to futher separate that. I wanted to implement something like SoundChannels (like in UE3) for that, but it'll have to wait until next 227 version.
MonsterSpawn seems to throw a few warnings in the console every so often:

Code: Select all

Warning: Could not spawn ActorChannel object Class MonsterSpawnX.xxMSEffects!
From the code it looks like it spawns that xxMSEffects class on every current player's Location on a timer. Would this be because it's spawning e.g. in the ground or something and can't be loaded when the ActorChannel becomes relevant?
Warning like that happens if actor destroys itself during Post/PreBeginPlay events on clientside.
Did something change with death message parsing somewhere? I'm still using an older, modified version of xCoop, so that on its own is probably half my problem. But the custom messages it has all seem to be missing a space after the victim name, and the killer seems to have an extra space before it (e.g. "Matrixwas killed by a Manta"). It didn't used to be like that
Probably missing a space bar in int file, you can manually correct that (UnrealShare.int, DeathVerb=" was ").
When you call Spawn, if you don't supply a SpawnOwner or SpawnInstigator field, are they defaulted to the calling actor or are they just None?
SpawnOwner defaults to None, SpawnInstigator defaults to spawner actors Instigator value.]]>
no_email@example.com (.:..:) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103168#p103168 Tue, 09 Apr 2024 16:34:55 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103168#p103168
<![CDATA[Unreal 227 :: Re: 227j Mod Questions :: Reply by Matrix224]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103170#p103170
Strange oddities like that typically happen if you create a class in UnrealEd and don't compile code, which leaves the new class in an odd state of hybrid old and new class.
So I did recompile a few mods in UED where I saw this happening (recompiled individual classes and also hit Recompile All to be safe) and saved them, and still saw the issues.
To try and simplify this down, I made a small mod in 227j outside of UED and compiled it with UCC.
This is the code for it:

Code: Select all

class TestPawn extends Krall;

function PreBeginPlay() {
	super.PreBeginPlay();
	Log("PRE: MENUNAME="$MenuName$", CLASS="$string(Class.Name));
}

function BeginPlay() {
	super.BeginPlay();
	Log("BEG: MENUNAME="$MenuName$", CLASS="$string(Class.Name));
}

function PostBeginPlay() {
	super.PostBeginPlay();
	Log("POST: MENUNAME="$MenuName$", CLASS="$string(Class.Name));
}
There are no default properties set, so MenuName should be empty by default (it's empty in Krall, ScriptedPawn, and Pawn) and as per PreBeginPlay() in Pawn, I would assume it sets it to Class.Name. This is what I see in the log though:

Code: Select all

ScriptLog: PRE: MENUNAME=Krall, CLASS=testpawn
ScriptLog: BEG: MENUNAME=Krall, CLASS=testpawn
ScriptLog: POST: MENUNAME=Krall, CLASS=testpawn
If I take that same code and compile it in 227i though and then summon it, I see this:

Code: Select all

ScriptLog: PRE: MENUNAME=testpawn, CLASS=testpawn
ScriptLog: BEG: MENUNAME=testpawn, CLASS=testpawn
ScriptLog: POST: MENUNAME=testpawn, CLASS=testpawn
Again this is something easy for me to fix by setting the MenuName, but I'm more just curious as to why it's behaving this way.

Unfortunately there isn't enough interface or parameters for sound effects to futher separate that. I wanted to implement something like SoundChannels (like in UE3) for that, but it'll have to wait until next 227 version.
Got it, I'll just change the sounds or take some time to reimport everything properly then when I track it all down.
Warning like that happens if actor destroys itself during Post/PreBeginPlay events on clientside.
Alright, I'll go look around and play with that code a bit more later then
Probably missing a space bar in int file, you can manually correct that (UnrealShare.int, DeathVerb=" was ").
For xCoop it's mostly defined in the .ini for it. The verbs in UnrealShare.int have the expected spaces though, and I don't believe xCoop redefines the verbs. It definitely used to display it fine in 227i, but it's not a big issue; I can easily just regex a space into all of the xCoop mesasges.
SpawnOwner defaults to None, SpawnInstigator defaults to spawner actors Instigator value.
Got it, thank you!]]>
no_email@example.com (Matrix224) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103170#p103170 Tue, 09 Apr 2024 22:11:47 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10950&p=103170#p103170
<![CDATA[Unreal 227 :: Contrast/Dynamic range- Software vs Accelerated modes :: Author PalmliX]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103175#p103175
Is there some secret command or anything like that I'm missing? Or this is just the reality of accelerated modes vs software? Normally I would be fine just playing in software to get the best look, but the performance is atrocious and there are bugs, but damn it looks amazing, the image pops like crazy, accelerated modes feel like they are missing the top end. I'm on 227j btw.]]>
no_email@example.com (PalmliX) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103175#p103175 Thu, 11 Apr 2024 20:44:00 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103175#p103175
<![CDATA[Unreal 227 :: Re: Contrast/Dynamic range- Software vs Accelerated modes :: Reply by PalmliX]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103177#p103177
I've resigned myself to the fact that this is just the way things are, but I wanted to post a couple of tests I did for posterity sake, perhaps this is something that can be addressed in the future.

I attempted the highest contrast possible on accelerated (which involves setting display brightness to 0.45 in advanced options, 0.4 is too dark and 0.5 is too bright imo) and then ran the screenshot through photoshop levels analysis and this is what it looks like:
accel.png
then the same location in software (with brightness slider cranked to max):
software.png
In addition to more dynamic range and contrast (note how the levels extend past the middle triangle), software seems to also have more lighting/shadow detail. In accelerated you can see how smoothed over the level line is in comparison. A bumpy line is good! It means the image has more lighting/shadow detail.

And to clarify I tried a few different accelerated modes, they all more or less have the same end result.

Attachments


accel.png (494.94 KiB)


(Click on the image to see it full size.)
software.png (557.76 KiB)


(Click on the image to see it full size.)
]]>
no_email@example.com (PalmliX) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103177#p103177 Fri, 12 Apr 2024 17:15:22 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103177#p103177
<![CDATA[Unreal 227 :: Re: Contrast/Dynamic range- Software vs Accelerated modes :: Reply by yrex .]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103178#p103178

Code: Select all

set levelinfo brightness 1.5
flush
...before you run into "greenies" (i.e. lightmap clamping).

Also, make sure OneXBlending is NOT enabled.

Also, if you can write UScript, you can fake the software brightness by drawing a full-screen-sized modulated white square.]]>
no_email@example.com (yrex .) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103178#p103178 Fri, 12 Apr 2024 19:34:40 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103178#p103178
<![CDATA[Unreal 227 :: Re: Contrast/Dynamic range- Software vs Accelerated modes :: Reply by PalmliX]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103179#p103179
yrex . wrote: Fri Apr 12, 2024 5:34 pm

Code: Select all

set levelinfo brightness 1.5
flush
That's it! That's the secret command I was hoping for! :D
This is D3D9 with brightness slider to 4 and the levelinfo brightness 1.5 command, everything else at default.
accel_v2.png
The levels look MUCH closer to software now, brilliant!
Also, make sure OneXBlending is NOT enabled.
Confirmed, not enabled.
Also, if you can write UScript, you can fake the software brightness by drawing a full-screen-sized modulated white square.
Is this what would be required if I wanted to force this brightness on a custom map that I make? Also how do I keep from having to re-enter this command on each load?

Thanks!

Attachments


accel_v2.png (538.78 KiB)


(Click on the image to see it full size.)
]]>
no_email@example.com (PalmliX) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103179#p103179 Fri, 12 Apr 2024 19:55:04 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103179#p103179
<![CDATA[Unreal 227 :: Re: Contrast/Dynamic range- Software vs Accelerated modes :: Reply by yrex .]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103180#p103180
Is this what would be required if I wanted to force this brightness on a custom map that I make?
In that case, you can simply change it directly in Level Properties -> LevelInfo -> Brightness.
Also how do I keep from having to re-enter this command on each load?
Besides by writing a mutator, I don't know. Perhaps bind it to some key?]]>
no_email@example.com (yrex .) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103180#p103180 Fri, 12 Apr 2024 20:31:49 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103180#p103180
<![CDATA[Unreal 227 :: Re: Contrast/Dynamic range- Software vs Accelerated modes :: Reply by PalmliX]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103182#p103182
yrex . wrote: Fri Apr 12, 2024 6:31 pm In that case, you can simply change it directly in Level Properties -> LevelInfo -> Brightness.

That works! Thank you so much!
]]>
no_email@example.com (PalmliX) https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103182#p103182 Sat, 13 Apr 2024 03:09:48 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10969&p=103182#p103182
<![CDATA[Unreal Mods :: Re: [UGold227j] MetalU - Total Conversion !!!RELEASED!!! :: Reply by makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103208#p103208 MetalU - Total Conversion

DOWNLOAD: https://www.dropbox.com/scl/fi/uw0oed8e ... mfbj9&dl=1

MetalU is a Total Conversion mod for Unreal that aims to bring an obscure 2000's shooter to a more versatile platform that is Unreal Engine.
Metal is an Arena Shooter game developed by the independent Developer and Publisher; Idigicon Limited (Based in the UK) in 2002. The game has a strong connection to Quake 3 and some minor resemblance to Unreal Tournament 1999.
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Metal used to be sold at different Hypermarkets in Europe including Hungary where it rose to notoriety due to the "Hungarian AVGN; Rossz PC Játékok Sorozat. (Bad PC Games Series)
The reviewer made fun of the game's lazy design, ugly graphics and a generally bad gameplay.
The video can be seen here:


Although a Quake 3 copycat; the game came with pretty much no options in regards of controls, graphics, sound, music. And the biggest flaw, there's no multiplayer in the game. (Why would anyone want to play this?)
These are the things we aim to change in our port/remake. PLEASE NOTE THAT WE INTEND ON KEEPING THE MOD AS AUTHENTIC TO THE ORIGINAL ONE AS POSSIBLE! With some extras of course.
- New maps and map variants: (Please note that the ORIGINAL MAPS LOOK LIKE THIS: DmMetalMTL01.unr)
UNR variant = Metal maps but Unreal pickups.
Jumpboot = Metal maps but with my custom Jumpboots placed.
Railgun = Metal maps but with my custom-made Railgun placed.
More Pickups = Metal maps but with more pickups placed.
- New items: Rocket Pack, Jumpboots, and a Railgun analog called the Desintegrator + Desintegrator Skins

Developer: ISV-makemeunreal; ISV-GamesHarder (+1 Bonus Map by ISV-Pla)
Platform: Unreal Gold 227i-j-k
Status: ~85%
Special Thanks: BrutishMrFish (A.K.A. AlCapowned) who helped me a lot to get over the coding problems. He also let us use the base code for Protein Denaturer. Thank you or all the patience!
Also, Bleeder91[NL] who jumped to help on Discord several times.

What's in the mod for now?
- 4 Original Weapons + 1 Bonus (Pistol, Plasma Gun, Protein Denaturer, RPG + Desintegrator)
- 6 Original Maps + 5 Bonus Variant of the Originals including: Jumpboot and Railgun Variants.
We want to separate the faithful content from the bonus stuff; hence the map variants.
- 4 Original Items + 3 Bonus (Health Pack, Armor, Plasma Cells, Pistol Rounds + Jumpboots, Rocket Pack, Desintegrator Fuel)
- 6 Original Music, all the Original Sounds, Textures and all the Models we managed to export and reuse.
Screenies
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What's in the future?
Pretty much nothing! We are currently sorting all the bugs out and plan to release the mod once we are done with them. I plan on hosting an event where all the Rossz PC Játékok Sorozat fans can get together and frag some.
(There's at least 2 custom maps coming, and driveable versions of the vehicles seen on MTL05.)

FAQ
- Will it work with UT?
No. Not even with the newest UT patch out. (469d)

- Will the mod work with vanilla Unreal DM maps?
It will, but there's currently no mutators that will replace Unreal items with Metal ones. You can use an Item Swapper tho.

- Will the mod have a custom gametype?
Yes.

- How to access the custom gametype?
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Contact
Please contact me via e-mail in case you have any questions or feedback that you are not interested in sharing publically under the post.
makemeunreal@gmail.hu

UPDATE #1
I made the Desintegrator in order to make the gameplay a bit better as you can see Metal came with only 4 weapons. It would be quite a disaster for a Quake-copycat to not to have a Railgun analogue.
The Desintegrator aims to fill that void in. I tried to be as minimalistic with the design as I could why staying somewhat true to the original Railgun shape featured in Quake games. The Textures are from Metal and so is the sound. The weapons in Metal are a totally static model. We tried to emulate that within the mod, but we had to make certain sacrifices in order to make the mod a bit more playable.
Since the Desintegrator is not in the original Metal Weapon Rooster I decided to have it excluded from the original maps and made a DmMTLxyRailgun variant of the map instead so those who are looking for a more faithful Metal experience can launch the original form of the maps.

During the "development" of the Desintegrator I came up with the idea of having different "skins" and attachments to it. It was just an experiment but I decided to release them separately.
Please note that this is purely Bonus stuff. The skins turned out to be rather buggy when converted into meshes.
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no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103208#p103208 Sat, 20 Apr 2024 13:41:52 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103208#p103208
<![CDATA[Unreal Mods :: Re: [UGold227j] MetalU - Total Conversion :: Reply by makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103209#p103209

https://www.dropbox.com/scl/fi/zp3mgus0 ... jrnli&dl=1
UPDATE!: Link got replaced. Beta1.1 - fixed all missing dependancies.]]>
no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103209#p103209 Sat, 20 Apr 2024 15:40:15 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=56&t=10673&p=103209#p103209
<![CDATA[UnrealTournament General Forum :: Xcom MH maps for Garden of Death :: Author EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10958&p=103146#p103146
Due to this, I recently noticed...
https://unreal-games.livejournal.com/tag/gardenofdeath
...I hadn't shared this one, until today.

A stretch back medor introduced a bunch of monsters most nobody had ever seen before, and I tend to lump them all together as I learned about them all at once. Now, at their default settings they mostly have not a lot of health, lots of them don't have a corpse (when killed they simply disappear) setup, and some of them don't have very well defined textures.
Image
Still, that doesn't mean they're not fun to fight in large numbers... even if many of them can be killed in 1 shot.

Made 2 edits of this map, one is standard weapons and the other has Xvehicles.
Image
Though, admittedly, with XV this is a wholesale slaughter.

Even though most of what's on this map will be very easy to beat...
Image
...it's still a long way to the end. If you play with bots, you can take periodic breaks to do other stuff.

Are you all caught up on your laundry?

Usual Suspects:
.u - /system
.uax - /sounds
.umx - /music
.unr - /maps
.utx - /textures
png - Pwetty!

Enjoy!
https://www.mediafire.com/file/rh61vj3f ... fDeath.zip

You can get Xvehicles here · https://ut99.org/viewtopic.php?f=34&t=14936 · which you need to make this work!]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10958&p=103146#p103146 Mon, 01 Apr 2024 21:33:41 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10958&p=103146#p103146
<![CDATA[UnrealTournament General Forum :: I created an UT99 server with a bot called "Elon Musk", if you kill it, it'll send a tweet to Elon! :: Author Inpu]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103155#p103155
As a fun project, I created an UT99 server that has a bot called "Elon Musk". If you kill it before it kills you, we'll send a tweet automatically to Elon along with your name and the weapon you used ! You'll also score a point for #TeamEarth. We're keeping scores.

We'll also inform Elon if the bot kills you first !

The twitter account in question is the following : https://twitter.com/FindGmanMusk, top tweet has the IP address of the server.

I've been managing Half-life's server with this gamemode for a while now, I've been eager to do it for my other favorite franchise!

Have fun :]

Full disclaimer : I have nothing against Elon! I actually like some of the things he did! It's just a dumb project made during a wave of nostalgia. Half-life, Unreal and all these mods made my childhood so I wanted to relive these moments where servers had stupid plugins installed.

Image]]>
no_email@example.com (Inpu) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103155#p103155 Fri, 05 Apr 2024 11:36:34 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103155#p103155
<![CDATA[UnrealTournament General Forum :: Re: I created an UT99 server with a bot called "Elon Musk", if you kill it, it'll send a tweet to Elon! :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103158#p103158
Crash it? take it offline? Take it over? You will need to give proper permission (And probably proof of ownership) before people can attempt to attack your server without them running into legal risks.]]>
no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103158#p103158 Sat, 06 Apr 2024 14:49:15 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103158#p103158
<![CDATA[UnrealTournament General Forum :: Re: I created an UT99 server with a bot called "Elon Musk", if you kill it, it'll send a tweet to Elon! :: Reply by Inpu]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103159#p103159 no_email@example.com (Inpu) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103159#p103159 Sat, 06 Apr 2024 16:25:39 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103159#p103159 <![CDATA[UnrealTournament General Forum :: Re: I created an UT99 server with a bot called "Elon Musk", if you kill it, it'll send a tweet to Elon! :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103160#p103160 no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103160#p103160 Sat, 06 Apr 2024 16:34:17 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10960&p=103160#p103160 <![CDATA[UnrealTournament General Forum :: RoboCop skin :: Author EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10975&p=103195#p103195
That is, if "faces" counts as that little bit between the top of the chin and the bottom of the nose.
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Original skin has an odd off-yellow tone to it that never made sense to me, so I restored the skin to a more blue-steel white; like it is in the movies.
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I enhanced but restricted the team colors to just the upper torso.

Skin has 5 faces now.

Including a voicepack I found for the character.

Enjoy!
https://www.mediafire.com/file/ephwblte ... oboCop.zip]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10975&p=103195#p103195 Mon, 15 Apr 2024 11:28:39 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10975&p=103195#p103195
<![CDATA[UnrealTournament General Forum :: Starfleet skin :: Author EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10980&p=103207#p103207 Star Trek is tricky when you're trying to stick to the canon material and having to deal with the limitations of certain models. Such as with the Soldier model for both Male & Female which doesn't allow team colors on the shoulders and upper arms...
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...which made a Red Shirts skin I did a stretch back all but impossible except for use in MonsterHunt.

It occurred to me the whole thing didn't need to be Team Colored. In recent years Star Trek has featured uniforms which were primarily gray or black with coloring in limited display, so I opted for that.

Lower Decks was NOT what I was going for. In order to make it gray in certain parts I separated the textures to edit them and then pasted them back together... that white line was not deliberate, but I decided to keep it.
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What we have here are two skin sets, Male & Female, for the Soldier model with full team colors and multiple faces. Starfleet has more than human members, so there's a wide variety of species here.

Female Soldier has 17 faces.
Male Soldier has 25 faces.

Enjoy!
· https://www.mediafire.com/file/1uam1mgu ... rfleet.zip
· https://www.mediafire.com/file/3hdsmvan ... rfleet.zip]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10980&p=103207#p103207 Sat, 20 Apr 2024 10:54:43 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10980&p=103207#p103207
<![CDATA[UnrealTournament General Forum :: Female Officers · ToS :: Author EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10982&p=103211#p103211 Image

My first attempt to move the Red Shirts skin from male to female...
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...keeping in with the female uniforms of the original series of Star Trek. Which gave me the thought it could be different as when the series started, the female officers didn't wear pants.

Opened up potential for full team colors, which I never managed with the male version.

My dislike of naked skins worked out well here, as I took one and dressed it.
Image

Enjoy!
https://www.mediafire.com/file/fqs5d84f ... s_Reds.zip]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10982&p=103211#p103211 Fri, 26 Apr 2024 01:09:12 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10982&p=103211#p103211
<![CDATA[UnrealTournament General Forum :: NPC bots for Team Games :: Author EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10983&p=103214#p103214 Image
The originals didn't have the ability to be placed on teams, and I was chatting up OjitroC about this last year when he said he could probably configure them for team games. I asked him if he could extend that to other NPCs, like could he make an NPC of a SkaarjTrooper. He said he could likely do it for any model which had a bot setup.

So... this:
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I tested this NPC on a number of gametypes, and it worked fine for most team games but not MonsterHunt. In that it didn't attack other players but it also didn't attack any monsters... which rather defeats the point.

I edited up some team skins for the SkaarjTrooper NPC...
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...and the .utx for the KrallPlayer made by AlCapowned has a number of skin sets with Team Colors in it as well.

Hopefully other mappers will have fun placing these in their maps, and with a little goading you might even be able to get OjitroC to make more bots into NPCs as well.

Enjoy!
https://www.mediafire.com/file/ikjsgx0y ... PCbots.zip]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10983&p=103214#p103214 Sat, 27 Apr 2024 00:47:18 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=47&t=10983&p=103214#p103214
<![CDATA[UScript Board :: Converting mutator from UT99 to Unreal Gold 227J :: Author Inpu]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10964&p=103167#p103167
I'm trying to convert a mutator I created on UT99 to make it work on Unreal Gold 227J.

Is there an equivalent to the "UBrowserHTTPClient" class in Unreal gold ?

Thanks!]]>
no_email@example.com (Inpu) https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10964&p=103167#p103167 Mon, 08 Apr 2024 12:48:07 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10964&p=103167#p103167
<![CDATA[UScript Board :: Emulating Quake's Bunny Hop Mechanics :: Author makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10976&p=103200#p103200
Although I despise playing Quake games our clanmate introduced us to Defrag thingy that is basically a tore-down version of Quake 3 relying on it's Bunny Hopping feature thus creating a "racing game" out of Quake 3.

I started experimenting with an emulation of this feature; on my level of coding knowledge of course and failed miserably.
(In case you are interested in the coding behind Quake's Buny Hopping feature:
I made a prototype tho.

Custom GameType that kills Fall Damage:

Code: Select all

//=============================================================================
// MMUGottaGoFastz.
//=============================================================================
class MMUGottaGoFastz expands DeathMatchGame;

function float PlayerJumpZScaling()
{
	if ( bHardCoreMode )
		return 1.5;
	else
		return 1.5;
}

function int ReduceDamage(int Damage, name DamageType, pawn injured, pawn instigatedBy)
{
    // Ignore fall damage
    if (DamageType == 'Fell')
        return 0;

    // Check if the injured pawn is in a neutral zone, if so, return 0 damage
    if (injured.Region.Zone.bNeutralZone)
        return 0;

    // If the damage is caused by no one (e.g., environmental damage), return the original damage
    if (instigatedBy == None)
        return Damage;

    // If in hardcore mode, don't modify damage
    if (bHardCoreMode)
        return Damage;

    // Skill level modification
    if ((instigatedBy.Skill < 1.5) && instigatedBy.IsA('Bots') && injured.IsA('PlayerPawn'))
        Damage = Damage * (0.7 + 0.15 * instigatedBy.skill);

    // Apply damage scaling based on instigator
    return (Damage * instigatedBy.DamageScaling);
}

And a pickup that aims to modify some player movement related stuff:

Code: Select all

//=============================================================================
// MMUBunnyBoots.
//=============================================================================
class MMUBunnyBoots expands Pickup;

var Vector PreviousLocation; // Declare PreviousLocation at the class level
var Vector AcceleratedVelocity; // Store the accelerated velocity
var bool JustLanded; // Track whether the player has just landed from a jump

state Activated
{
    function endstate()
    {
        if (Owner != None)
        {
            Pawn(Owner).Airspeed = Pawn(Owner).Default.Airspeed;
            Pawn(Owner).Groundspeed = Pawn(Owner).Default.Groundspeed;
            Pawn(Owner).Acceleration = Pawn(Owner).Default.Acceleration;
            Pawn(Owner).AirControl = Pawn(Owner).Default.AirControl;
        }
        bActive = false;
    }

    function AccelerateInAir()
    {
        // Check if the player is in the air
        if (Pawn(Owner).Physics == PHYS_Falling)
        {
            // Accelerate the player
            AcceleratedVelocity = Pawn(Owner).Velocity + Pawn(Owner).Velocity * 0.00000001; // Increase velocity by 10% each tick
        }
    }

    function Tick(float DeltaTime)
    {
        Super.Tick(DeltaTime);

        // Check if the player is moving downhill or in the air
        if (Pawn(Owner).Location.Z < PreviousLocation.Z || Pawn(Owner).Physics == PHYS_Falling)
        {
            // Apply accelerated velocity
            if (AcceleratedVelocity != vect(0,0,0))
            {
                Pawn(Owner).Velocity = AcceleratedVelocity;
            }
            else
            {
                // Accelerate the player
                Pawn(Owner).Velocity += Pawn(Owner).Velocity * 0.001; // Increase velocity by 10% when moving downhill or in the air
            }
        }
        else if (Pawn(Owner).Location.Z > PreviousLocation.Z)
        {
            // Decrease velocity when moving uphill
            Pawn(Owner).Velocity *= 0.75; // Reduce velocity by half when moving uphill
        }

        // Check if the player has just landed from a jump
        if (Pawn(Owner).Physics == PHYS_Walking && PreviousLocation.Z > Pawn(Owner).Location.Z)
        {
            JustLanded = true; // Set the flag when the player transitions from falling to walking
        }

        // Apply bounce effect if the player has just landed from a jump
        if (JustLanded)
        {
            // Apply bounce effect
            Pawn(Owner).Velocity *= 1.25; // Increase velocity by 50% upon landing
            JustLanded = false; // Reset the flag
        }

        // Update previous location
        PreviousLocation = Pawn(Owner).Location;
    }

    Begin:
        Pawn(Owner).Airspeed = Pawn(Owner).Default.Airspeed * 2.0;
        Pawn(Owner).Groundspeed = Pawn(Owner).Default.Groundspeed * 2.0;
        Pawn(Owner).Acceleration = Pawn(Owner).Default.Acceleration * 18.0;
        Pawn(Owner).AirControl = Pawn(Owner).Default.AirControl * 16.0;
        PreviousLocation = Pawn(Owner).Location; // Initialize PreviousLocation
        JustLanded = false; // Initialize JustLanded flag
}

state DeActivated
{
    Begin:
}
It is miserable even for a rookie attempt to emulate the movement we see there.
I wonder if anyone has ever tried implementing this in Unreal.
Also, do you know any way for the pickup to make the player retain it's gained speed when hitting the ground?
I also wonder why the player won't keep on accelerating both in the air and on the ground. Something seems to be capping it's speed above the Pickup's GroundSpeed modification.

Any help is appreciated.

Video:
]]>
no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10976&p=103200#p103200 Wed, 17 Apr 2024 01:18:24 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=32&t=10976&p=103200#p103200
<![CDATA[UnrealEd 2.x, the Unreal 227 editors :: how to move actors in unrealed :: Author acyc070]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103181#p103181 no_email@example.com (acyc070) https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103181#p103181 Fri, 12 Apr 2024 21:49:21 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103181#p103181 <![CDATA[UnrealEd 2.x, the Unreal 227 editors :: Re: how to move actors in unrealed :: Reply by Hellkeeper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103183#p103183
To scale actors, there are three tools : [img]http://hellkeeper.net/images/UEDInterface/ModeScale.jpg[/img], [img]http://hellkeeper.net/images/UEDInterface/ModeSnapScale.jpg[/img] and [img]http://hellkeeper.net/images/UEDInterface/ModeStretch.jpg[/img]. The first alows you to scale your actor globally. The third one scales the actor along one axis of your choice and the second one does the same as the third one but sticks to the grid if you're using a brush by scaling it in steps corresponding to the selected grid size.

EDIT: my images do not parse for some reason.]]>
no_email@example.com (Hellkeeper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103183#p103183 Sat, 13 Apr 2024 17:20:15 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103183#p103183
<![CDATA[UnrealEd 2.x, the Unreal 227 editors :: Re: how to move actors in unrealed :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103185#p103185
Around the time of Unreal release they changed it to not be a separate mode anymore and you can move stuff around anytime...]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103185#p103185 Sat, 13 Apr 2024 17:49:29 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=33&t=10971&p=103185#p103185
<![CDATA[UnrealEd, the editor for Unreal up to version  226 :: BreakableWall and BreakableWindow create invisible walls :: Author binos1515]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103147#p103147
Is there a way to get rid of it and also a way to not have it happen?]]>
no_email@example.com (binos1515) https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103147#p103147 Tue, 02 Apr 2024 04:12:46 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103147#p103147
<![CDATA[UnrealEd, the editor for Unreal up to version  226 :: Re: BreakableWall and BreakableWindow create invisible walls :: Reply by binos1515]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103201#p103201 no_email@example.com (binos1515) https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103201#p103201 Wed, 17 Apr 2024 07:13:56 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=34&t=10959&p=103201#p103201 <![CDATA[Unreal Projects :: Re: [Unreal Gold v227G+]Another Reality :: Reply by Alien3674]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3734&p=103153#p103153 Demo_upd.jpg Dear Unreal fans! An updated version of the Another Reality demo is available!


There are the same demo levels with a lot of changes: a critical compatibility error with the 227J patch has been fixed, problems with saving and launching a saved game have been fixed, localization files have been updated, HOMs have been fixed at some levels, a new hub level has been added for a comfortable transition between episodes, also there's a lot of minor changes in levels content.
Check it up! Your feedback is very appreciated!

https://www.moddb.com/mods/another-real ... ch-2024-b4

Attachments


Demo_upd.jpg (138.87 KiB)


(Click on the image to see it full size.)
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no_email@example.com (Alien3674) https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3734&p=103153#p103153 Fri, 05 Apr 2024 00:44:14 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3734&p=103153#p103153
<![CDATA[Unreal Projects :: [UGold][227i+] Ultrakillz Revival :: Author makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=10965&p=103171#p103171 Ultrakillz Revival
Image
Author: ISV-makemeunreal
Version: 1.0
Release Date: 10 APR 2024
A very big THANK YOU go to: ISV-Pla/WizMyCookie, ISV-Chocky0424, ISV-GamesHarder, Krullor, Marco/dots
And of course the original creators of the Flash Game titled Ultrakillz.

Description: Ultrakillz Revival aims to recreate the gameplay and visuals of a long dead Multiplayer Flash name that went by the name Ultrakillz and whose servers got shut down sometime in the early 2010's. The game used to bear a strong resemblance to Unreal and Gears of War in terms of visuals, which was the main reason I started playing.
Image
Since I had no means of ripping content from the game, much of the material had to be recreated by hand or using images as a source. I endeavored to remain as faithful to the original game as my skills would allow.

Gameplay: While I endeavored to remain as faithful to the source material as possible, there were clear limitations, both in terms of coding skills and playability.

The basic concept is relatively simple. Each arena consists of two sides that are inaccessible to the enemy but can be shot through. Players must eliminate each other while utilizing cover and replenishing their ammo via constantly spawning items. (Note that there are also different power-ups available.)

Each item spawn point spawns a wide range of items, each with its own spawn chance and 're-roll' time.

Please note that the mod requires its own maps to be run with the custom game type included in the package! Otherwise, you won't be able to navigate the map, etc.
Image

The original game used to be 1v1 only, with each player having three lives in a typical setup. This resulted in more strategic gameplay. Here, however, it's up to you how you set up the match.
Image
Image

FAQ:

1. Why are there only one weapon "model"?
Because that's how it was in the flash game.

2. Why is my weapon's viewmodel messed up?
Make sure you run the game in fullscreen mod with the weapon placed in your right hand. (Preferences>Game>Weapon Hand>Right
Please note that I based the weapon placement for a FOV of 100. A FOV higher than 100 wil surely interfere with this. Same goes for windowed moe.

3. Can this be played in multiplayer?
Yes, as long as you run it with the included gametype?

Download: https://www.dropbox.com/scl/fi/6pwed4rb ... g79m2&dl=1]]>
no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=10965&p=103171#p103171 Wed, 10 Apr 2024 00:49:52 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=10965&p=103171#p103171
<![CDATA[Unreal Projects :: Re: Dark Earth (Unreal Alpha Project) :: Reply by Kewwsek]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103191#p103191 no_email@example.com (Kewwsek) https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103191#p103191 Sun, 14 Apr 2024 04:25:52 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103191#p103191 <![CDATA[Unreal Projects :: Re: Dark Earth (Unreal Alpha Project) :: Reply by Gamesharder]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103198#p103198
Kewwsek wrote: Sun Apr 14, 2024 2:25 am Back after 3 months,i hope things are going well
Hi, yes!
Things are going okay with the project, we are shaping it nicely.
Can't say when the next trailer drops, because I can't keep my promises, but I'll make sure it'll be good.]]>
no_email@example.com (Gamesharder) https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103198#p103198 Tue, 16 Apr 2024 18:52:58 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=35&t=3736&p=103198#p103198
<![CDATA[Usermaps :: Re: (227j) Terra Mining Region (co-op edit/expansion of DMTerra) :: Reply by Kajgue]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=4284&p=103137#p103137
Uploaded a new article to Moddb some months ago: https://www.moddb.com/mods/terra-mining ... extra-info

Progress with the Skaarjwarrior remodel:

Scout -
Image

Image

Soldier Initiate -
Image

Soldier -
Image

Assault Soldier -
Image

Also in the process of the animations too, but i'm not ready to share those yet.]]>
no_email@example.com (Kajgue) https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=4284&p=103137#p103137 Sun, 31 Mar 2024 18:01:36 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=4284&p=103137#p103137
<![CDATA[Usermaps :: [UGold] Moko-Ala-Moka-Mora - "BHop Testmap and Test Pickup" :: Author makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103202#p103202 Image


Download:
https://www.dropbox.com/scl/fi/3nfegukj ... daj6b&dl=1]]>
no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103202#p103202 Wed, 17 Apr 2024 22:39:34 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103202#p103202
<![CDATA[Usermaps :: Re: [UGold] Moko-Ala-Moka-Mora - "BHop Testmap and Test Pickup" :: Reply by makemeunreal]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103205#p103205 ]]> no_email@example.com (makemeunreal) https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103205#p103205 Fri, 19 Apr 2024 23:14:24 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=38&t=10977&p=103205#p103205 <![CDATA[Unreal Music :: Vortex Rikers (Gary Afterlife Remix) with remastered footage :: Author Sonifybeatz]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=6&t=10979&p=103206#p103206
More info on youtube - Thanks for checking this out and I hope this was some good nolstagic vibes :)

]]>
no_email@example.com (Sonifybeatz) https://www.oldunreal.com/phpBB3/viewtopic.php?f=6&t=10979&p=103206#p103206 Sat, 20 Apr 2024 04:46:42 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=6&t=10979&p=103206#p103206
<![CDATA[Hyper's Unreal hideout :: HyperCoop Down :: Author Robaxlin]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103210#p103210


It appears that HyperCoop and HyperCoop Custom Maps both are down.

I've even checked the server trackers on Hyper's website but it shows no information on the servers.

I also tried to connect directly using the IP address of the servers but to of no success.


Just thought I'd let everyone know about this and hope the problem isn't permanent.


Regards,
Robaxlin]]>
no_email@example.com (Robaxlin) https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103210#p103210 Thu, 25 Apr 2024 03:05:41 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103210#p103210
<![CDATA[Hyper's Unreal hideout :: Re: HyperCoop Down :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103212#p103212 A simple restart fixed it.

I did not notice because my website was still working fine.

Try again to connect please.]]>
no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103212#p103212 Fri, 26 Apr 2024 02:00:19 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103212#p103212
<![CDATA[Hyper's Unreal hideout :: Re: HyperCoop Down :: Reply by Robaxlin]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103213#p103213

Thanks for the explanation of the issue.



Regards,
Robaxlin.]]>
no_email@example.com (Robaxlin) https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103213#p103213 Fri, 26 Apr 2024 03:54:25 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=13&t=10981&p=103213#p103213
<![CDATA[Anything else ? :: Re: Screenshots for FUN! :: Reply by EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=2196&p=103144#p103144
Image Image Image Image Image Image Image Image Image Image Image Image]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=2196&p=103144#p103144 Sun, 31 Mar 2024 22:43:21 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=2196&p=103144#p103144
<![CDATA[Anything else ? :: Post photo(s) of yourself from around Unreal release/or UT developement. :: Author Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103184#p103184
try0.jpg
try1.jpg

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try0.jpg (1015.31 KiB)


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try1.jpg (1003.11 KiB)


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]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103184#p103184 Sat, 13 Apr 2024 17:47:32 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103184#p103184
<![CDATA[Anything else ? :: Re: Post photo(s) of yourself from around Unreal release/or UT developement. :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103194#p103194
editFXlole.jpeg
an Unreal corona version
lolFXA.jpg

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editFXlole.jpeg (562.93 KiB)


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lolFXA.jpg (499.7 KiB)


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no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103194#p103194 Sun, 14 Apr 2024 18:09:20 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10972&p=103194#p103194
<![CDATA[Anything else ? :: Unreal Apology :: Author Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103140#p103140
apologyed.jpeg
sorry guys couldn't help it after seeing the thread with the unreal collection in the general forum

Anthology was so disappointing though for lacking crucial things like second discs/bonus content.

Attachments


apologyed.jpeg (148.97 KiB)


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no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103140#p103140 Sun, 31 Mar 2024 19:56:13 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103140#p103140
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Gamesharder]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103141#p103141
I remember only seeing "Unreal Apology" on the shelves in stores back in like early 2010s.
And I was like, "YO, Unreal!"
Maybe there was UT3 as well, but nothing below that, unfortunately.]]>
no_email@example.com (Gamesharder) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103141#p103141 Sun, 31 Mar 2024 20:17:14 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103141#p103141
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103142#p103142
Gamesharder wrote: Sun Mar 31, 2024 6:17 pm Lmaooo

I remember only seeing "Unreal Apology" on the shelves in stores back in like early 2010s.
And I was like, "YO, Unreal!"
Maybe there was UT3 as well, but nothing below that, unfortunately.
There was nothing above that either since Anthology (2006) and UT3 (2007), some stores sold exclusive "Unreal Universe" which was Anthology plus UT3 in one package, but yea. I believe it was CD Projekt exclusive thing.]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103142#p103142 Sun, 31 Mar 2024 20:30:37 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103142#p103142
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by EvilGrins]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103143#p103143
Leo T_C_K wrote: Sun Mar 31, 2024 5:56 pm Coming to your store soon!

apologyed.jpeg

sorry guys couldn't help it after seeing the thread with the unreal collection in the general forum

Anthology was so disappointing though for lacking crucial things like second discs/bonus content.
Are you high? UA is the best!

The Anthology has both versions of Unreal, UT99, & UT2004... plus it had all the patches which were available at the time it was released.]]>
no_email@example.com (EvilGrins) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103143#p103143 Sun, 31 Mar 2024 21:57:48 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103143#p103143
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103145#p103145
EvilGrins wrote: Sun Mar 31, 2024 7:57 pm
Leo T_C_K wrote: Sun Mar 31, 2024 5:56 pm Coming to your store soon!

apologyed.jpeg

sorry guys couldn't help it after seeing the thread with the unreal collection in the general forum

Anthology was so disappointing though for lacking crucial things like second discs/bonus content.
Are you high? UA is the best!

The Anthology has both versions of Unreal, UT99, & UT2004... plus it had all the patches which were available at the time it was released.
It didn't have the second UT GOTY CD content, not the Unreal 2 special edition content, not the ut2004 ECE bonus content. So no I am not high and they also messed up with removing those logos an didn't conform the packages which lead to online mismatches until the community fixed it.]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103145#p103145 Mon, 01 Apr 2024 00:35:18 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103145#p103145
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Kajgue]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103148#p103148
EvilGrins wrote: Sun Mar 31, 2024 7:57 pm
Leo T_C_K wrote: Sun Mar 31, 2024 5:56 pm Coming to your store soon!

apologyed.jpeg

sorry guys couldn't help it after seeing the thread with the unreal collection in the general forum

Anthology was so disappointing though for lacking crucial things like second discs/bonus content.
Are you high? UA is the best!

The Anthology has both versions of Unreal, UT99, & UT2004... plus it had all the patches which were available at the time it was released.
Can't tell if this is sarcasm. Anthology was another Unreal Gold situation in which Unreal was provided but was incompatible with other versions of the same game because of (if i recall) a different corporate logo on the flyby, so Anthology players couldn't connect with UGold or retail Unreal players, the same way UGold players could only connect with other UGold players or 225 servers.]]>
no_email@example.com (Kajgue) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103148#p103148 Wed, 03 Apr 2024 16:10:39 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103148#p103148
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103149#p103149
Kajgue wrote: Wed Apr 03, 2024 2:10 pm
EvilGrins wrote: Sun Mar 31, 2024 7:57 pm
Leo T_C_K wrote: Sun Mar 31, 2024 5:56 pm Coming to your store soon!

apologyed.jpeg

sorry guys couldn't help it after seeing the thread with the unreal collection in the general forum

Anthology was so disappointing though for lacking crucial things like second discs/bonus content.
Are you high? UA is the best!

The Anthology has both versions of Unreal, UT99, & UT2004... plus it had all the patches which were available at the time it was released.
Can't tell if this is sarcasm. Anthology was another Unreal Gold situation in which Unreal was provided but was incompatible with other versions of the same game because of (if i recall) a different corporate logo on the flyby, so Anthology players couldn't connect with UGold or retail Unreal players, the same way UGold players could only connect with other UGold players or 225 servers.
It was even worse, unreal gold was at least netconformed to previous stable version (not 226a), it is a problem when epic released 226 final by not conforming that to 226b which was already out by then, but anthology unreal gold was not conformed to anything not even 225 it was just some noob modifying the file in unrealed and resaving it. Also something was wrong with the forum I was afraid I got banned or something or everyone got banned as gamesharder had the same issue.]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103149#p103149 Wed, 03 Apr 2024 16:38:41 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103149#p103149
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103152#p103152
I know that Epic Games can make enough money from licencing their Unreal Engine now, but deleting your own heritage is not a nice thing to do.]]>
no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103152#p103152 Wed, 03 Apr 2024 20:58:55 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103152#p103152
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Hellkeeper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103154#p103154
Hyper wrote: Wed Apr 03, 2024 6:58 pm The apology that Epic should make is for deleting every trace of their Unreal and Unreal Tournament games from their website, and in lesser degree for removing their Unreal games from any online stores.
You've got your priorities in the wrong order. I don't care if they talk about it on their website, but "disappearing" the whole Unreal franchise from the face of the earth is a real shame.]]>
no_email@example.com (Hellkeeper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103154#p103154 Fri, 05 Apr 2024 10:39:38 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103154#p103154
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103161#p103161
Hellkeeper wrote: Fri Apr 05, 2024 8:39 am
Hyper wrote: Wed Apr 03, 2024 6:58 pm The apology that Epic should make is for deleting every trace of their Unreal and Unreal Tournament games from their website, and in lesser degree for removing their Unreal games from any online stores.
You've got your priorities in the wrong order. I don't care if they talk about it on their website, but "disappearing" the whole Unreal franchise from the face of the earth is a real shame.
I don't. I'm entitled to my own opinion. To me, it is more important to honor your legacy than to keep selling and supporting the game. Maybe that was a simple business decision. If you sell an old game you have to support it as well. That means that you will need to have people able to support your legacy work. When you make many millions with Fortnite and the Unreal Engine, it may be not interesting from a business standpoint to keep selling the ancient stuff.

Unreal has been sold for much longer than most other games. And I'm thankful for that. There are probably ways for Epic to just outsource all sales, financial transactions and customer support to a third party like GOG. But they probably don't even want to bother with that.]]>
no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103161#p103161 Sat, 06 Apr 2024 16:49:18 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103161#p103161
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Kajgue]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103163#p103163
Whether it was a 'business decision' or not is really besides the point. The point is that they were willing to attempt to snuff out a well established part of gaming legacy, simply because (I assume) they would prefer people to associate 'Unreal' with their engine, even though the franchise is still actively played, mapped and modded for today - and i don't think there's any valid apologies or excuses one can make for this, and using business as an example is actually quite a crappy one.]]>
no_email@example.com (Kajgue) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103163#p103163 Sun, 07 Apr 2024 16:14:19 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103163#p103163
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Hellkeeper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103166#p103166
Hyper wrote: Sat Apr 06, 2024 2:49 pmTo me, it is more important to honor your legacy than to keep selling and supporting the game. Maybe that was a simple business decision.
I see you point, but legacy is just a marketing buzzword for luxury companies nowadays, I wouldn't count on video game companies to care about it.
Hyper wrote: Sat Apr 06, 2024 2:49 pm If you sell an old game you have to support it as well. That means that you will need to have people able to support your legacy work.
Do you though? Many games are being sold right now when their original makers have disbanded or moved on, with games being bought twenty times by several different companies who at most make sure the game works on current systems (if that). With Unreal games being so resilient to hardware and software change, I don't see what would have to be done. They could even provide a link to fan sites likes OldUnreal or ut99.org for support, they wouldn't be the first to outsource support to a fan community.

Hyper wrote: Sat Apr 06, 2024 2:49 pm Unreal has been sold for much longer than most other games. And I'm thankful for that.
I'm thankfull for years of good support and free content during the good old days, when they would release not only patches but map packages and new game mods along with them. That made the 3 years lifecycle of UT2004 feel like a decade of fun to me, this is why I had high standard with Epic. But I wouldn't expect new bonus packs or patchs in 2024, just the game being accessible.
Hyper wrote: Sat Apr 06, 2024 2:49 pm There are probably ways for Epic to just outsource all sales, financial transactions and customer support to a third party like GOG. But they probably don't even want to bother with that.
That's what bothers me. They could have it all handled by someone else, but I guess they just don't care. :(

But hey, no worry, since they stopped mentioning the game AND made it impossible to buy it, we can all gather as friends and put aside our different opinions to be sad and angry together. :D]]>
no_email@example.com (Hellkeeper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103166#p103166 Mon, 08 Apr 2024 11:01:04 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103166#p103166
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Hyper]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103169#p103169
But we're good. We got our community patches, community content, community servers, community master servers.
If we want the game we can sail the High Seas or buy a secondhand copy if you want to stay away from abandonware. We can wave our money to Epic Games but if they don't take it then it's their problem.]]>
no_email@example.com (Hyper) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103169#p103169 Tue, 09 Apr 2024 20:27:24 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103169#p103169
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by mentalhunter]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103192#p103192 no_email@example.com (mentalhunter) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103192#p103192 Sun, 14 Apr 2024 11:29:35 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103192#p103192 <![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103193#p103193
mentalhunter wrote: Sun Apr 14, 2024 9:29 am I actually, to this day, cannot comprehend the decision to not continueing the Unreal story and instead took the UT route. Dont get me wrong, i absolutely love UT. But there is nothing i would have loved more than the continuation of the Unreal story in some format. Maybe even like a movie or a series of some sort.
That was all planned though. Epic and co. were even considering a movie back in the day, there were mentions of it in the wayback machine. However there was never enough financial backings and all those buyouts and budgetary cuts didn't help.
I'm myself of the opinion that UT (at least at first) should have been released as Unreal addon as it was originally developed (the 221 version is already more-standalone for example but still "more Unreal" kind of way like a standalone expansion pack/pc), but they went further on, even at one point dropping "Unreal" from the title when they replaced all the weapons and didn't keep the Unreal models. Then they started to walk back, but you can still see story inconsistencies in UT thanks to this reboot/retool happening in the middle of developement.

Unreal 2 itself (I got secret documents myself from it at the end of last year after some long discussions and old levelscript and dialog files) was planned to have continuation of the Unreal story..after M07 *which was cut mission* Atlantis was going to pick up a floating Prisoner 849 in the shuttle and then drop him/her off on a planet called Exile which would be where Unreal III could take place(I suppose we got a discount version of that story in Gears of War instead). (also based on the documents the model of p849 would not be shown and it would be only talked in gender neutral terms to still preserve that aspect of Unreal, it would be mostly a log recollection)
Unfortunately, Josstice League situation happened and we never got the real Unreal II due to that. Instead it was later retconned that Unreal II takes place at a completely different time in the timeline as well. While the plan was that it was going to be kind of alongside the events of Unreal.

And even before that, before Legend Unreal II, there was a plan of Epic before the rebooted version of the Unreal story, that you would actually end up activating the Skaarj Mothership instead of going off in an escape pod and that would lead to Unreal II directly. That the mothership would lift off from Na Pali and end up on the Skaarj homeworld planet where the sequel would take place. But that was in Unreal Bible material of course, which is an early 1997 document (the leaked version was resaved in 1998/the real date not preserved and neither the images).]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103193#p103193 Sun, 14 Apr 2024 14:11:13 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103193#p103193
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Gamesharder]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103196#p103196 unreaaaal.png https://www.facebook.com/UnrealEngine/p ... ZkRMEzJ3Jl

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no_email@example.com (Gamesharder) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103196#p103196 Mon, 15 Apr 2024 22:54:43 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103196#p103196
<![CDATA[Anything else ? :: Re: Unreal Apology :: Reply by Leo T_C_K]]> https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103197#p103197
Gamesharder wrote: Mon Apr 15, 2024 8:54 pm This was shared on FB today:
unreaaaal.png
https://www.facebook.com/UnrealEngine/p ... ZkRMEzJ3Jl
What am I looking at? Unreal on the arcade? :D]]>
no_email@example.com (Leo T_C_K) https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103197#p103197 Tue, 16 Apr 2024 15:39:57 +0200 https://www.oldunreal.com/phpBB3/viewtopic.php?f=12&t=10957&p=103197#p103197