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[227i+] UT map packs for Unreal

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar Shivaxi
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Subject: [227i+] UT map packs for Unreal

Post Posted: 20 Jul 2013, 14:39

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User avatar Shivaxi
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 20 Jul 2013, 14:39

um...hellz yes? \o/
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Jet v4.3.5
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 20 Jul 2013, 17:14

Well shit.
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User avatar TheIronKnuckle
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 03:34

at first i was like, "yeah... and?", but then i realised this means you can use the fancypants engine enhancements in stuff like xidia and 7bullets. nicej
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User avatar Mister_Prophet
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 04:44

This makes me happy :)

User avatar UnrealGecko
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 06:10

Woohoo! Now I won't have to worry about mappacks being UT only :D
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redeye
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 09:50

I have 227i Gold, got it working, tried one of Drews skaarjtower maps, I didn't play test very long but it all loaded and seemed to be working ok.
Just ban everyone

UB_
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 12:16

The most important thing to know is if Unreal Oldskool Coop can run these fine or not, otherwise this only benefits people who don't own UT.
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User avatar Shivaxi
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 15:12

UBerserker wrote:The most important thing to know is if Unreal Oldskool Coop can run these fine or not, otherwise this only benefits people who don't own UT.


Well it also benefits us 227 users to allow mods and 227 features to work in these ut mappacks. I wanna try RLCoop on The Last Fortress XD. I'm gonna do a video of that soon haha.
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Jet v4.3.5
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 15:34

One issue that still persists for packs like Xidia and Seven Bullets is the fact that their native code packages will have to be recompiled similarly to what .:..:'s did with the olextras package. In fact, most of the code in each pack is almost identical to olextras in both cases, so it should only be as hard as the conversion for olextras was for anybody interested.

A bug I found, as predicted by Proph a while back, involves the skaarj that walks by your cell right at the beginning of ONP. Normally he can't see you through the bars, and will therefore simply walk along his path, walk up to the cell, then walk down the corridor to trigger the mercenary escape sequence. However, the skaarj can now see the player through the bars, and will run into them perpetually to pursue the player, which breaks the sequence.
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UB_
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 15:40

Jet v4.3.5 wrote:A bug I found, as predicted by Proph a while back, involves the skaarj that walks by your cell right at the beginning of ONP. Normally he can't see you through the bars, and will therefore simply walk along his path, walk up to the cell, then walk down the corridor to trigger the mercenary escape sequence. However, the skaarj can now see the player through the bars, and will run into them perpetually to pursue the player, which breaks the sequence.


They still have to remove this "watch through sheets" bug?
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 15:42

Jet v4.3.5 wrote:A bug I found, as predicted by Proph a while back, involves the skaarj that walks by your cell right at the beginning of ONP. Normally he can't see you through the bars, and will therefore simply walk along his path, walk up to the cell, then walk down the corridor to trigger the mercenary escape sequence. However, the skaarj can now see the player through the bars, and will run into them perpetually to pursue the player, which breaks the sequence.


No older map pack will be truly playable on 227 until -all- of 227's additional enhancements such as this are made into user-configurable options for exactly this purpose.
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UB_
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 16:07

It should be an actor property set to Off by default rather than an user-configurable option.
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redeye
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 19:36

Yep sure enough, he sees you, but then the other skaarj comes out, they fight, bars open, but the next door won't. Assuming the first skaarj has to do the triggers.

BUT I did fix one problem, I keep vsynch on for every game these days, my refresh is at 75, but that framerate " limit " was set to 60hz.It was like moving in lag like according to to player movement bobbing, now it runs smooth as ever.

I hope they fix it all up.

I don't know, but if it's just 227 causing that problem that is more like breaking Unreal than making UT work, pretty serious problem actually.

This is a really good thing to settle this version stuff, and if it all works online, it will be an amazing accomplishment, to whomever gets credit, please keep going. !!!
Just ban everyone

User avatar Buff Skeleton
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Subject: Re: [227i+] UT map packs for Unreal

Post Posted: 21 Jul 2013, 20:50

UBerserker wrote:It should be an actor property set to Off by default rather than an user-configurable option.


Why? You'd have to edit maps to turn it off and on.
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