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Post Posted: 16 Dec 2016, 14:38
Post Posted: 17 Dec 2016, 08:36
Post Posted: 17 Dec 2016, 13:35
gopostal wrote:For me it has always been the lack of ability to have per-actor gravity. There's a ton of modding to be done if that were ever possible but it's hardly been on the radar of anyone.
Nalisavior wrote:Two things that come to mind are how when a Giant Gasbag creates a smaller gasbag if it accidentally hits it they will start fighting each other which just seems redundant and how if you accidentally cause splash damage to yourself all the nali in the map freakout.
Post Posted: 17 Dec 2016, 14:45
integration wrote:So why are not more people trying to port things to Unreal 227?
For example, Project Zephon would profit much from getting ported to Unreal (because it's made for Coop).
also not 100% sure about that Giant Gasbag bug
however, GesBioRifle still does no damage to Titans if you hit them on the head or feet
Post Posted: 17 Dec 2016, 22:11
Masterkent wrote:[Project Zephon] It's available on some 227 Coop servers (f.e., unreal://22.214.171.124:12245) for several years.
Masterkent wrote:[Giant Gasbag bug] Not fixed and unlikely going to be fixed, because it may be considered as a feature. BTW, there are much more obvious AI bugs, such as a ScriptedPawn keeping a friendly attitude towards an attacker ScriptedPawn having the same class type (e.g. Krall vs Krall on SkyTown or SkaarjTrooper vs SkaarjTrooper on ExtremeCore).
Post Posted: 17 Dec 2016, 22:20
Post Posted: 18 Dec 2016, 00:26
UBerserker wrote:Zephon does not use UT weapons
UBerserker wrote:As for the fall damage I already mentioned this in the stickied trivia thread. They are just ultra resistant to it for some reason, losing like 17 HP for a Nyleve-size fall.
Code: Select all
ScriptedPawn: if ( Velocity.Z < FMin(-600, -3.5 * JumpZ) ) TakeDamage(-0.04 * (Velocity.Z + FMax(400, 3.5 * JumpZ)), Self, Location, vect(0,0,0), 'fell'); PlayerPawn: if (Velocity.Z < FMin(-1100, -1.4 * JumpZ) ) TakeDamage(-0.15 * (Velocity.Z + 1050), None, Location, vect(0,0,0), 'fell');
Post Posted: 18 Dec 2016, 05:21
Post Posted: 18 Dec 2016, 05:55
Post Posted: 18 Dec 2016, 11:10
ElectricIce wrote:Honestly, The changes to the sounds to weapons and stuff between an unpatched unreal version and the 225 patch(updated sounds right?) I grew up with the oldschool weapon sounds and the first time I played the updated game was jarring to my ears. I still love the old sounds to this day.
Post Posted: 18 Dec 2016, 11:34
Kajgue wrote:The over-rotund collision radius' that characters have, ...
Post Posted: 18 Dec 2016, 11:43
integration wrote:And half of the time somebody was on the same server like me. Those guys always had 227j installed. How comes? I don't see any 227j download on OldUnreal.
A Giant Gasbag spawning a Gasbag and shooting the Gasbag afterwards is way more likely though - and easy to fix (just replacing an isGasbag check with an isSubclassOfGasbag check). If it isn't fixed because that would harm some online backwards compatibility, then fine.
But if it isn't fixed because it is considered a "feature", then I don't understand the reasoning.
The duration of the Mercenary's invulnerability shield is supposedly reduced by 1 second per 100 damage. But since it's an integer division, it's only reduced if you do at least 100 damage at once (which is unlikely to happen on Unreal difficulty). Is that fixed in 277j or is that also a feature?
Post Posted: 18 Dec 2016, 11:46
integration wrote:I am running out of ideas. So here's my last thing: the lack of interesting monster encountersMost times, you'll only fight one enemy at once. Or there's a factory with some endless stream of monsters where you figure out the spawning points soon. I miss something like 2 monsters coming at you from different directions at the very same time. I think one reason is that Unreal's trigger system offers no way to pass the triggerer over to other actors. The only really positive example I remember is Unreality Episode One. It's just hilarious to fight multiple monsters charging at you at once. And the way the author achieved that is also hilarious: He made some platforms hidden in the sky with some monsters on top of them. If you pass certain points, then those platforms go down to the ground and the monsters get triggered simultanously.
Post Posted: 18 Dec 2016, 22:45
integration wrote:Kajgue wrote:The over-rotund collision radius' that characters have, ...A bit related: Collision with level geometry doesn't change in original Unreal when crouching but the hit area can. For example if a Nali is bowing to you, you can shoot over his head without hitting him. But there's one bad example where the hit area doesn't change: Skaarj Troopers using their shields. You can still head-shot them with Rifle and Razorjack but only if you shoot over their heads.Also collision related: The collision cylinder of Slith doesn't change in water. If they are swimming towards you, you can still hit them if you shoot above and below them. But if you stand on land and try to shoot them from above, you don't hit them if you shoot at their tails. It always bugs me seeing a shot going through them.
Post Posted: 12 Jul 2018, 12:32
Sat42 wrote:Visible edges/seams in skyboxes.Older renderers were fine, but the sharper renderers we use today reveal imperfections in some Unreal/UT skyboxes which piss me off
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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