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Please help Project

This Board was made to give Unreal projects a home- if you need a place to discuss about your mods, campains, to offer your projects for download, to seek members for it.
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Please help Project

Post by NipseyHussle2 »

Specifics:

> Our source code (GPL):
> http://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz
>
> (relevant files: model_brush.c, relevant function: void
> T3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t *mod, void *buffer,
> void *bufferend)
>
> We "just" need to beable to load the t3d and/or unr levels. There is
> opensource code to do it:

>(.unr) UShock(C++): http://sourceforge.net/projects/ushock/

>(.t3d) T3d2Map(C++): http://github.com/mildred/t3d2map
>
>
> Note: Our engine is in the C programming language, We already implemented various other files
> (Wolfenstine Enemy Territory, MineTest Obj, BzFlag Obj) additions)
> We would like help in adding more formats like the Unreal ones!

Our project (everything is opensource, including media):
Description: https://libregamewiki.org/Chaos_Esque_Anthology
Screenshots: https://chaosesqueteam.itch.io/chaosesque-anthology
Collab: sourceforge.net/p/chaosesqueanthology/discussion/general/
NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Our old unreal (97) / unreal tournament (99) maps: https://sourceforge.net/p/chaosesqueant ... esmore.zip

Can you help this project? To get these loading in this opensource engine? We allready (last year) programmed wolfenstine:enemyterritory BSP loading into it:
NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

We allready coded a bunch of the weapons in that are similar to the unreal / unreal torunament weapons, in addition to modeling them from scratch in blender.
Screenshot from 2023-09-23 09-02-57.jpg
Screenshot from 2023-09-23 09-02-42.jpg
Screenshot from 2023-09-23 09-01-37.jpg
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Screenshot from 2023-09-23 09-00-57.jpg
Screenshot from 2023-09-23 08-59-31.jpg
Screenshot from 2023-09-23 08-59-26.jpg
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Screenshot from 2023-09-23 08-56-49.jpg
Screenshot from 2023-09-23 08-57-19.jpg
Screenshot from 2023-09-23 08-57-27.jpg
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Screenshot from 2023-09-23 08-56-47.jpg
Screenshot from 2023-09-23 08-56-19.jpg
Screenshot from 2023-09-23 08-56-23.jpg
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Screenshot from 2023-08-16 01-34-10.jpg
Screenshot from 2023-09-23 08-56-14.jpg
Screenshot from 2023-09-23 08-56-17.jpg
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NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

NipseyHussle2
OldUnreal Member
Posts: 19
Joined: Sat Sep 23, 2023 12:36 pm

Re: Please help Project

Post by NipseyHussle2 »

Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueant ... el_brush.c

An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data).
It would be nice to load the .unr map type too. These usually contain much less triangle data than any object file: but they are and were high quality maps and were fun.

Then a line is added in Model_shared.c to let the engine know that format is now parsable and what subroutine to use: https://sourceforge.net/p/chaosesqueant ... l_shared.c
An example of this is in Mod_LoadModel, the on line 575 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend); . Which tells the engine if the file extension is .obj to execute Mod_OBJ_Load.

There are also .h files for both to add the headers of any new subroutine or global variable used.

There is C++ code to load .unr files here: https://sourceforge.net/p/chaosesqueant ... ce.tar.bz2
But our engine is C. The C++ code is opensource.
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