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  Topic: Possible shutdown of epic game servers
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Replies: 4
Views: 747
PostForum: General Discussion   Posted: Sun Feb 12, 2023 5:30 am   Subject: Re: Possible shutdown of epic game servers
Just an FYI: the dU gaming servers are currently no longer advertised, since they were probably relying on Epic's master server to do the job, which means no matter the client a player has installed, unless they have them favorited or know the IPs, they won't be able to find them via UT browser.
You either update the servers to v469c, which features community-hosted working master servers, or you manually edit your UnrealTournament.ini file adding these master servers:

Code:

[Engine.GameEngine]
...
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.oldunreal.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.errorist.eu MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.openspy.net MasterServerPort=27900
 


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  Topic: MH-(dU)CoruscantCity
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Replies: 31
Views: 6955
PostForum: New Mapping Projects   Posted: Fri Jan 25, 2019 3:53 pm   Subject: Re: MH-(dU)CoruscantCity
1) AFAIK this bug affects both new d3d and opengl renderers (haven't tested it with d3d10 though)
2) I tried messing with the precache, high detail actors and masked texture hack settings but none of those worked.
3) If you wanna stick with S3TC support you should ask the mapper to add an Alpha channel to the textures and force them being masked all the time, provided it would work.

Check
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Quote:
MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects.
 


and also  
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and in particular:
Quote:
This release contains a fix for the annoying black squares that people sometimes encountered. Like the skyboxes i forced the planetsmoons to be masked at all time by adding an Alpha channel to the textures. Theoretically if the texture is being used as last texture in a skybox it could punch a hole to the universe and create a monster of a HOM. But i never heard this happen with the skybox textures, while they really pose a risk on that. Since it was succesfull on those textures, than its unlikelly this will happen on these. I doubt a mapper ever will add them as last texture in a skybox.
 


TBH I'd just give up on the S3TC textures, way too many problems they cause.
  Topic: MH-(dU)CoruscantCity
-POTS-

Replies: 31
Views: 6955
PostForum: New Mapping Projects   Posted: Wed Jan 23, 2019 6:30 pm   Subject: Re: MH-(dU)CoruscantCity
For those who are still experiencing masked textures problems (i.e. solid pitch black background instead of transparent for some textures), if you're using the high resolution S3TC textures, I strongly recommend opening your system console, type "preferences", then under the Rendering section set the "UseS3TCTextures" entry to False, then go to your UT installation folder and swap the Textures folder with the "CD 1" original textures.

I don't know what causes this, but having the high res textures support enabled on newer renderers messes up with some masked textures

For more detailed info read also
Arrow
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Thanks to Dem for the heads-up
  Topic: New Video Renderers for UT
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Replies: 13
Views: 4952
PostForum: Mods, UScript and General Coding   Posted: Tue Dec 06, 2016 1:54 pm   Subject: Re: New Video Renderers for UT
I didn't know the old unreal community had kept developing those renderers, I will check it out, thanks for sharing.

[Edit to add]
Ok I installed and checked the latest XOpenGL (version 1.0.0.9), and it makes the game unplayable for me, the FPS range from 6 to 20 at best, and even the cursor in the menu lags at the same resolution and color depth I was using before. I'm gonna downgrade to the old one. Maybe it is meant for high end rigs.
  Topic: Screenshots Thread
-POTS-

Replies: 396
Views: 92007
PostForum: UT Screenshots and Movies   Posted: Mon Dec 05, 2016 9:00 pm   Subject: Re: Screenshots Thread
1) Beatiful cows mirroring themselves!

2 Upon request: NZT (on the bottom left of the statue) and his bigger version together
  Topic: New Video Renderers for UT
-POTS-

Replies: 13
Views: 4952
PostForum: Mods, UScript and General Coding   Posted: Mon Dec 05, 2016 3:55 pm   Subject: New Video Renderers for UT
I thought this could be useful for new players or even for some old ones, so I decided to make a specific thread about it.
UT comes with an old D3D7 renderer which is buggy and has very few settings, and a rather sketchy OpenGL support. If you wanna get the best out of the game (framerate cap and high resolution S3TC textures support for example), you may consider installing an updated D3D and/or OpenGL renderer.
I added the Glide Wrapper to the list for those Voodoo cards nostalgic as well.

Arrow D3D8, D3D9 and OpenGL 3.7
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Arrow D3D10
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Arrow Glide Wrapper
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  Topic: MH-EpicAdventure2016
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Replies: 10
Views: 3948
PostForum: New Mapping Projects   Posted: Mon Dec 05, 2016 3:43 pm   Subject: Re: MH-EpicAdventure2016
EvilGrins wrote:
Not that it probably matters, but did you find this blackness to more of an issue underwater or just everywhere?
 

It both happens underwater and on terrains, so different zones don't seem to affect it.

Terraniux wrote:
??errrhm?? Your post are kinda contradicting.
 

Uh? I see no contradiction in my posts, I simply suggested you asking permission since there's a lot of tension lately among people in the community and i wanted to avoid any unnecessary drama.
Forgive me if I didn't know you were close friend with Thunderbolt, my bad.  Confused

Terraniux wrote:
Don't post when you had a few ones haha.
 

Not sure what you mean here, if you meants my multiple posts, I was just posting updates as I was gathering new info on the matter, didn't think it would bother anyone actually.

Terraniux wrote:
The latest photoshop or GIMP gives masked errors no matter how you do it. I must go back to at least CS2 or earlier to get a proper masking without errors.
 

If you can actually fix it, it would be great if you could directly talk about it to Thunder, since I tried myself and didn't get a positive response.

Terraniux wrote:
But you found the error, cause, and solution. Nice!
 

Thanks to you for your input as well and the technical explanation behind the error.
I've been experiencing this for quite some time so I just wanted to nail the possible causes.


Terraniux wrote:
This topic got me thinking. How many renderers are there actually?
 

I made a specific thread for that:
Arrow
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  Topic: Memorable Errors
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Replies: 3
Views: 1281
PostForum: Jokes and Fun   Posted: Sun Dec 04, 2016 8:47 pm   Subject: Memorable Errors
MH-HotFootV4+Fix1
  Topic: MH-EpicAdventure2016
-POTS-

Replies: 10
Views: 3948
PostForum: New Mapping Projects   Posted: Sun Dec 04, 2016 4:00 pm   Subject: Re: MH-EpicAdventure2016
After some testing I've finally found out the issue: the decorations work as they are supposed to do only if you're using the stock D3D7 video renderer, any other one, OpenGL included, doesn't support them. I have no clue why this happens, maybe some video settings have been disabled with the newer renderers.
  Topic: MH-EpicAdventure2016
-POTS-

Replies: 10
Views: 3948
PostForum: New Mapping Projects   Posted: Sun Dec 04, 2016 1:46 am   Subject: Re: MH-EpicAdventure2016
I contacted Thunderbolt, he stated he flagged the textures correctly and if they don't work is a problem related to the player(s). I took my time to download and test the map to help, if that's not needed I'm not going to troubleshoot this anymore. I simply wanted to know what is causing it and why only to some players.

@Terraniux
Since it's not your work you should contact the original author and discuss about it, provided you're willing to do so. Attached you can find the screenshot of the texture properties sent to me by Thunderbolt.
  Topic: Suz - directing to BT server II - as other one got locked Smile
-POTS-

Replies: 60
Views: 17542
PostForum: UT99 MonsterHunt Main Server   Posted: Sat Dec 03, 2016 9:56 pm   Subject: Re: Suz - directing to BT server II - as other one got locke
@Mireya
I never stated you guys weren't moved to another server, you keep on highlighting the fact you were moved, but you fail to see the reason why you were moved. I wasn't there and there are no logs, but I doubt an admin goes crazy and moves players at random without a valid reason, but this is what the three of you is basically implying instead.

@Ultra
I don't know you, I'm only trying to keep this discussion civil, and I'm glad you did the same. No hard feelings at all for me.
  Topic: Suz - directing to BT server II - as other one got locked Smile
-POTS-

Replies: 60
Views: 17542
PostForum: UT99 MonsterHunt Main Server   Posted: Sat Dec 03, 2016 7:41 am   Subject: Re: Suz - directing to BT server II - as other one got locke
MireYa wrote (View Post):
So, this is your way of handling stuff, Suz?
What happened (Suz redirecting me, Ank and Deadly to BT server for no reason at all) isn't about all the things that happened in the past. I have behaved for a while now. I thought as an admin you couldn't let personal stuff get to you? What other reason is there than that as a reason you redirected us?
 

Those are serious accusations, you posted two whole threads about it yet we haven't seen any proofs about it. Next time you accuse someone, be sure you can back up your words with chatlogs, screenshots and demos.

MireYa wrote (View Post):

I want this topic to keep open. There is no reason to close it.
 

It's up to the server admins (both head admins and staff) to decide what's right to do, not to you.
  Topic: MH-EpicAdventure2016
-POTS-

Replies: 10
Views: 3948
PostForum: New Mapping Projects   Posted: Fri Dec 02, 2016 10:33 pm   Subject: MH-EpicAdventure2016
I just tested this map offline, and as for most of Thunderbolt's maps, I have an issue with some decorations used, that is, some plants/trees have a black square/rectangle surrounding them.

I think it's an issue related to masked (transparent)  textures, and I recall someone told me reconnecting would fix it online (which doesn't work by the way), and well guess what, I'm having the same problem offline.

All other textures both stock and custom work fine, is there a way of fixing this? Is it just me experiencing this problem?

However, I tracked down the texture pack causing this, and it's the ThunderboltRunePack.utx package, see attached screenshot to get an idea of what am I talking about.
  Topic: Screenshots Thread
-POTS-

Replies: 396
Views: 92007
PostForum: UT Screenshots and Movies   Posted: Thu Nov 24, 2016 6:30 pm   Subject: Re: Screenshots Thread
This thread seems a bit dead, so here are some screenies

[Automatic merged Post Thu Nov 24, 2016 6:33 pm:]

This one also (three attachments limit)
  Topic: Dirty Cow
-POTS-

Replies: 1
Views: 1242
PostForum: Jokes and Fun   Posted: Sun Nov 20, 2016 2:26 am   Subject: Dirty Cow
Beware of the Dirty Cow exploit!
  Topic: Maps that need to be fixed
-POTS-

Replies: 7
Views: 2304
PostForum: UT99 MonsterHunt Main Server   Posted: Sun Nov 13, 2016 2:42 pm   Subject: Re: Maps that need to be fixed
Thanks for your input Data, glad to see you still around.  eyewink
  Topic: Map Quiz VII
-POTS-

Replies: 69
Views: 16350
PostForum: General Discussion   Posted: Sat Nov 12, 2016 9:17 pm   Subject: Re: Map Quiz VII
Hyperion WINS
FATALITY!

OK I give up for now...
  Topic: Maps that need to be fixed
-POTS-

Replies: 7
Views: 2304
PostForum: UT99 MonsterHunt Main Server   Posted: Sat Nov 12, 2016 4:55 am   Subject: Re: Maps that need to be fixed
Hyperion wrote (View Post):
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That's interesting, would be nice if we could make a unique thread with all map related problems.

Quote:
 Could you elaborate on the mover issue in MH-Crystalreactor?
Are the deaths avoidable?
There are a lot of maps with movers that crush players. It's usually a design choice.
 

First of all, I think that's a conversion from an Assault map.
Second, the deaths cannot be avoided, I.E. the player dies as soon as he approaches the lever to activate it.
Third, maybe it made some sense in assault to force a player's death  in order to open a gate (fail to see how though), but it seems rather stupid to me  that occurs also in a MH conversion, specially on a server that subtracts one third of your score upon death. A player triggered two of those levers, died both times and left afterwards.
 
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