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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
feedback, questions and bugs.
- Addict
- OldUnreal Member
- Posts: 22
- Joined: Sat Aug 13, 2005 3:34 pm
Re: feedback, questions and bugs.
i installed the whole thing again fresh and its still the same.
Then removed unreal.ini then installed the patch again and still the ini looks the same and the game fucks up still!!
hmm
Then removed unreal.ini then installed the patch again and still the ini looks the same and the game fucks up still!!
hmm
- Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: feedback, questions and bugs.
I guess the only stupid questions are those not asked, where did you get the 2.24 patch you applied before applying OMPv 0.2?
War doesn't determine who is right, war determines who is left...
- Addict
- OldUnreal Member
- Posts: 22
- Joined: Sat Aug 13, 2005 3:34 pm
Re: feedback, questions and bugs.
from this website :-/
- Addict
- OldUnreal Member
- Posts: 22
- Joined: Sat Aug 13, 2005 3:34 pm
Re: feedback, questions and bugs.
ill start over again ....
- Addict
- OldUnreal Member
- Posts: 22
- Joined: Sat Aug 13, 2005 3:34 pm
Re: feedback, questions and bugs.
sorry doesn't work - doesn't create a modified ini. tried 3 or 4 times. When i go to advanced options in the game the extra configs are there i think... see attached screenshot
[url]http://www.unreality.nildram.co.uk/untitled.JPG[/url]
gunna have to remove it...
[url]http://www.unreality.nildram.co.uk/untitled.JPG[/url]
gunna have to remove it...
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: feedback, questions and bugs.
What if you download the No UMOD version.
That would serve two purposes:
- In case the first download got corrupted, its unlikely it occurs twice.
- And you will be sure most of the files will be in place to begin with.
Just an idea............
Or off course you could try another patch version, 226 maybe.
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.
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That would serve two purposes:
- In case the first download got corrupted, its unlikely it occurs twice.
- And you will be sure most of the files will be in place to begin with.
Just an idea............
Or off course you could try another patch version, 226 maybe.
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.
.
Last edited by DieHard SCWS on Fri Aug 26, 2005 12:16 am, edited 1 time in total.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: feedback, questions and bugs.
just go and delete the current unreal.ini - it will create a new ini with the default values - sry, didnt find time yet to look deeper into here, but we'll find a solution for it
ow, and please check the fileversion of opengldrv and alaudio and fmod
ow, and please check the fileversion of opengldrv and alaudio and fmod
Last edited by Smirftsch on Fri Aug 26, 2005 1:01 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: feedback, questions and bugs.
i was wondering, does the source code mean we can have a better openal/fmod in unreal?
i still found some bugs in the current version, although nothing serious and i assume most is hardware related, although i still kinda miss the musicorder command :-/
i still found some bugs in the current version, although nothing serious and i assume most is hardware related, although i still kinda miss the musicorder command :-/
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: feedback, questions and bugs.
the musicorder is fixed in the current release iirc, but i wanted to wait until the next official openal release is out, should fix with some soundcards as well
Sometimes you have to lose a fight to win the war.
- Addict
- OldUnreal Member
- Posts: 22
- Joined: Sat Aug 13, 2005 3:34 pm
Re: feedback, questions and bugs.
ill give it a try....im just a bit fed up of reinstallingWhat if you download the No UMOD version.
That would serve two purposes:
- In case the first download got corrupted, its unlikely it occurs twice.
- And you will be sure most of the files will be in place to begin with.
Just an idea............
Or off course you could try another patch version, 226 maybe.
.
.
.
- Canadian_Bacon
- OldUnreal Member
- Posts: 87
- Joined: Sat May 28, 2005 8:01 pm
Re: feedback, questions and bugs.
so deleting the unreal.ini doesn't work?
- SynthDude2001
- Posts: 4
- Joined: Sat Oct 29, 2005 12:35 pm
Re: feedback, questions and bugs.
Hi all, I've been using the OpenAL patch for several months now and I'm really enjoying it. True 5.1 sound in Unreal and UT adds a lot to the game.
I do have one issue though, having to do with music playback in UT specifically. On a few maps, the music playback isn't quite right - there's the "fade in" issue that I've seen discussed in here before, but that isn't that big of an issue. Mainly, it seems that sometimes sustained notes in music tracks don't cut off and will play way longer than they should, resulting in a ton of layered sounds that shouldn't be playing at the same time. This only happens on one or two maps, the main one I'm thinking of is "Anthony B's Domain" (CTF-AnthonyBsDomain1a.unr). If you don't have this map and need it for testing, I can send/host it if needed. I can do more testing or provide more information about my setup too, if needed. (I'm running the onboard Nvidia nForce2 Soundstorm sound, with the 4.42 drivers at the moment.)
Thanks in advance, and thanks again for the patch!
I do have one issue though, having to do with music playback in UT specifically. On a few maps, the music playback isn't quite right - there's the "fade in" issue that I've seen discussed in here before, but that isn't that big of an issue. Mainly, it seems that sometimes sustained notes in music tracks don't cut off and will play way longer than they should, resulting in a ton of layered sounds that shouldn't be playing at the same time. This only happens on one or two maps, the main one I'm thinking of is "Anthony B's Domain" (CTF-AnthonyBsDomain1a.unr). If you don't have this map and need it for testing, I can send/host it if needed. I can do more testing or provide more information about my setup too, if needed. (I'm running the onboard Nvidia nForce2 Soundstorm sound, with the 4.42 drivers at the moment.)
Thanks in advance, and thanks again for the patch!
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: feedback, questions and bugs.
never heard b4, but nvidia's drivers are known to behave bad with openal, maybe try to update the drivers if there are any- but now openal1.1 is out i will make an update for the patch soon, could help too.
Sometimes you have to lose a fight to win the war.
- SynthDude2001
- Posts: 4
- Joined: Sat Oct 29, 2005 12:35 pm
Re: feedback, questions and bugs.
Yeah, I'm not entirely sure it's an issue with the patch and not my drivers or something, and it only happens on the one map that I can think of. Actually the ambient sounds in one place on that map are a little strange too, so who knows. But I've tried three different versions of Nvidia's audio drivers too (4.42, 4.57, 4.62), and they all sound the same as far as I can tell. I guess the real test would be to use another sound card and see if it sounds any better, but unfortunately I don't have any other sound cards to test with.never heard b4, but nvidia's drivers are known to behave bad with openal, maybe try to update the drivers if there are any- but now openal1.1 is out i will make an update for the patch soon, could help too.
- TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
- Contact:
Re: feedback, questions and bugs.
I have heard of that problem before totally outside of Unreal. Some mod-players (and UT still uses MOD files wrapped in umx files mainly) sometimes interpret instructions slightly differently than others. I am suspecting, as that is a custom map, it has its custom music file too. There is probably a small fault in the music fault that just didn't show up with Galaxy playback. I could be wrong though....
-=]HONESTY PAYS[=-
- SynthDude2001
- Posts: 4
- Joined: Sat Oct 29, 2005 12:35 pm
Re: feedback, questions and bugs.
Yeah, it is a custom music file. I don't suppose there would be any way to modify the UMX file to 'fix' it if that's where the problem is? Playback is fine with the Galaxy audio system (and Winamp with the UMX plugin, and I believe ModPlug Player too). I don't really know much of anything about the MOD/UMX format to know what could cause that kind of playback error in a particular audio system.I have heard of that problem before totally outside of Unreal. Some mod-players (and UT still uses MOD files wrapped in umx files mainly) sometimes interpret instructions slightly differently than others. I am suspecting, as that is a custom map, it has its custom music file too. There is probably a small fault in the music fault that just didn't show up with Galaxy playback. I could be wrong though....
Last edited by SynthDude2001 on Tue Nov 01, 2005 12:32 am, edited 1 time in total.
- TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
- Contact:
Re: feedback, questions and bugs.
Well, if you know EXACTLY what the problem is in the music file, you can use UnrealEd to export the UMX music into its original format (Usually IT, S3M or Protracker). Now you need the software to edit that mod format, correct the problem, and reimport the changed music file into UMX (using UnrealEd again).
Since I am neither familiar with MOD/Midi editing/software/formats, that's all I can say about it really :-(
One other thing I noticed, sometimes the negative overlay effect is less if you disable "Reverb" effects.
Since I am neither familiar with MOD/Midi editing/software/formats, that's all I can say about it really :-(
One other thing I noticed, sometimes the negative overlay effect is less if you disable "Reverb" effects.
-=]HONESTY PAYS[=-
- SynthDude2001
- Posts: 4
- Joined: Sat Oct 29, 2005 12:35 pm
Re: feedback, questions and bugs.
Hmm...is there any way to disable the Doppler effect entirely? I'm having some problems with my drivers and the OpenAL patch, and I think I've narrowed it down to that...when I'm standing still, everything seems to sound fine. When I'm moving is when stuff sounds strange...when I move closer to a sound source, the pitch goes way up (more than it should), and it gets a lot lower or even cuts out entirely when I walk away from a sound. Setting DopplerFactor to 0.0 in UnrealTournament.ini didn't seem to do anything either (why is that?)
So basically I'm just looking for an easy way to disable the doppler effect altogether...
So basically I'm just looking for an easy way to disable the doppler effect altogether...
Last edited by SynthDude2001 on Fri Nov 25, 2005 10:57 am, edited 1 time in total.
- -Zlodey-
- OldUnreal Member
- Posts: 14
- Joined: Fri Nov 25, 2005 10:45 am
Re: feedback, questions and bugs.
Hi Smirftsch! Just interesting, will be here any support for Tactical Ops included? Just interesting
LIVE-EVIL
- Hyper
- OldUnreal Member
- Posts: 3515
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: feedback, questions and bugs.
I replaced my Soundblaster Audigy by a new X-FI and somehow the sound in Unreal with OpenAL improved even more.
- TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
- Contact:
Re: feedback, questions and bugs.
Isn't TacOps just a UT mod....? (meaning: does the UT build not work for it?)Hi Smirftsch! Just interesting, will be here any support for Tactical Ops included? Just interesting
-=]HONESTY PAYS[=-
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: feedback, questions and bugs.
yes it is, and yes, sure, why not
Sometimes you have to lose a fight to win the war.
- Wimp Miester
- OldUnreal Member
- Posts: 45
- Joined: Sat Sep 07, 2002 6:16 pm
Re: feedback, questions and bugs.
I installed the 4.62 nforce2 (Soundstorm) audio driver and now the OpenAL patch works when set to Directsound3D with 3 problems.
1. Only the volume for music works can't turn down the announcer and effects. The volume settings seem to be working when Unreal/UT first loads the fly-bye but not when starting a game.
2. Ambient sounds don't fade in and out they just turn on and off.
3. Weapon sounds don't change with distance. All gunfire sounds loud like its right next to you even when its on the other side of the map.
Everything does sound directional like it should. At least it's something I can work with and still sounds better than not having surround. Im looking forward to the next release.
Also, I installed the Creative EAX2 patches/maps a long time ago and the extra effects they produce arent working, just the original ones.
**Update**
Set option "UseOriginalUnreal=False" and all 3 problems listed above went away! I did notice that the minigun and some ambient sounds are lower than the rest of the sounds in the game but other than that everything sounds great!
**Update 2**
Ever since the first time getting it to work the music seems to have problems when a key is pressed.
This last problem seems to be a driver problem and not related to the OpenAL patch. So everything is working good.
1. Only the volume for music works can't turn down the announcer and effects. The volume settings seem to be working when Unreal/UT first loads the fly-bye but not when starting a game.
2. Ambient sounds don't fade in and out they just turn on and off.
3. Weapon sounds don't change with distance. All gunfire sounds loud like its right next to you even when its on the other side of the map.
Everything does sound directional like it should. At least it's something I can work with and still sounds better than not having surround. Im looking forward to the next release.
Also, I installed the Creative EAX2 patches/maps a long time ago and the extra effects they produce arent working, just the original ones.
**Update**
Set option "UseOriginalUnreal=False" and all 3 problems listed above went away! I did notice that the minigun and some ambient sounds are lower than the rest of the sounds in the game but other than that everything sounds great!
**Update 2**
Ever since the first time getting it to work the music seems to have problems when a key is pressed.
This last problem seems to be a driver problem and not related to the OpenAL patch. So everything is working good.
Last edited by Wimp Miester on Tue Jan 31, 2006 6:19 pm, edited 1 time in total.
- 2019
- Posts: 2
- Joined: Tue Jan 31, 2006 11:13 am
Re: feedback, questions and bugs.
Do you know if fmod ex could be added to unreal? I'm interested in "Geometry API.
A revolutionary step up in audio realism is supported with FMOD Ex[ch8217]s custom geometry engine. This allows polygon scenes to be added to FMOD so that it can automatically calculate obstruction/occlusion as the user moves around the world.".
A revolutionary step up in audio realism is supported with FMOD Ex[ch8217]s custom geometry engine. This allows polygon scenes to be added to FMOD so that it can automatically calculate obstruction/occlusion as the user moves around the world.".
- 2019
- Posts: 2
- Joined: Tue Jan 31, 2006 11:13 am
Re: feedback, questions and bugs.
Also, any chance of eax hd?