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and i like it to bite you!
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  Topic: New Video Renderers for UT
Dr-Flay

Replies: 13
Views: 5680
PostForum: Mods, UScript and General Coding   Posted: Sat Apr 08, 2017 7:41 pm   Subject: Re: New Video Renderers for UT
Anti-cheat systems will kick you if they see anything they don't recognise.
Unless server admin bother to maintain their whitelist, instead of relying on the defaults that come with their protection, it means an end to development of the UT engine.
People need to pester the server admin to move past 2008, or that is where UT stays until death.
Many server admin are holding back core development, and are not willing to move forward.
Some are grateful that you inform them of updates, but some seem to resent being told they can update, and even get angry that someone thinks they should support a thing they have never heard of.
  Topic: My Last Map
Dr-Flay

Replies: 8
Views: 4841
PostForum: New Mapping Projects   Posted: Thu Feb 23, 2017 1:41 pm   Subject: Re: My Last Map
Very cool statues  Cool
A shame you never made a Chaos themed map.
....shame nobody does  Sad
  Topic: New Video Renderers for UT
Dr-Flay

Replies: 13
Views: 5680
PostForum: Mods, UScript and General Coding   Posted: Wed Dec 07, 2016 8:54 am   Subject: Re: New Video Renderers for UT
I just noticed the other build threads have dropped from view.
For now ignore the new XGL builds. They are still experimental and are purely aimed at future compatibility.

Stick with the D3D9 and normal GL builds that run at full speed.
They are in the downloads section
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experimental beta OMP0.99b-UT436-UT451
(The audio renderers in this distro have now been made obsolete, since the ones in the audio forum now also support MP3  Cool  ).
There is another update due for the DX and GL renderers.
Basically UT is getting the same renderers that the Unreal 227 update has, so that we are all current to the same standards.

NOTE:
Usually  newer renderers have made some features obsolete, and have some new options.
To make sure you see all the options supported by the installed renderers, Open the advanced options window (type preferences in the console, or use the menu option if you have OldSkool installed)
In the advanced options window (like the Unreal one), you can toggle renderer settings while the game is running.
This way you can see if the changes you make are what you want.
  Topic: New Video Renderers for UT
Dr-Flay

Replies: 13
Views: 5680
PostForum: Mods, UScript and General Coding   Posted: Tue Dec 06, 2016 12:33 pm   Subject: Re: New Video Renderers for UT
medor wrote (View Post):
For no ACE kick and bugs stay at
opengl35 and d3d9
 


Actually for no ACE kicking,  tell the server admin to update the white-list, and stop expecting the author of ACE to do it for them. It comes with a white-list system for a reason.
Lazy or ignorant admin are the problem, not new engine updates.

All development from
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has officially been handed over to Smirftsch, and there the bugs that are in the renderers from 2008 have been fixed.
All support for that renderer has now ended and Chris will not be fixing the remaining bugs in it.

OldUnreal updates are as close as you will get to an official Epic update, because only Smirftsch has access to the full source code for v436.
The posted renderers above are built from the v400 source that was made available to the LinuxUT project.

Genuinely "new" renderers (2008 is not new) are available from
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The people that complain most about bugs, never bother to report them to the 1 person that can do anything about it.
Currently the only "bug" I have with the newest renderers is that server admin don't keep up to date with their white-lists, but as most servers I like don't need, or use ACE, it is not a problem for me.

Conclusive benchmark tests on 4 test rigs have been posted (I think it was at UnrealSP) that show the new GL and DX9 renderers from OldUnreal are also faster.
  Topic: Front-end page not working
Dr-Flay

Replies: 3
Views: 1951
PostForum: Website, IRC and Team Speak   Posted: Thu Oct 27, 2016 3:25 am   Subject: Re: Front-end page not working
try it with the Ws
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I am not logged in at destinationunreal.com but I am logged into
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It maybe be a cookie problem.
Both domains are on the same IP
  Topic: Choose your team...
Dr-Flay

Replies: 8
Views: 3488
PostForum: General Discussion   Posted: Mon Aug 29, 2016 10:14 pm   Subject: Re: Choose your team...
I find it more natural to "shoot at the angry red thing", so any team but red.
Red stands out more than the other colours and is why it is the most common warning colour.
Often I use a 3 team setup so that symmetrical or balanced maps are played with different tactics.

One of the monster mods I use sometimes conflicts and respawns me on my own team all alone.
That can also be fun as the real teams will mostly be distracted by each other. This style of play is much more of a stealth game, but I usually have 1 bot buddy "Unreal buddy System".
  Topic: what Doctor Flay looks like?
Dr-Flay

Replies: 8
Views: 3259
PostForum: General Discussion   Posted: Mon Aug 29, 2016 1:01 am   Subject: Re: what Doctor Flay looks like?
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  Topic: what Doctor Flay looks like?
Dr-Flay

Replies: 8
Views: 3259
PostForum: General Discussion   Posted: Sat Aug 27, 2016 7:23 am   Subject: Re: :female: dU Player Photos :male:
Confronted by the unfathomable evil of a galactic overlord...... and......
You.......
I.....

CUUUUTE !?

Grrrrrrrr....... *stirs drink*
I have laid waste to planets for less, turning their corpses into a macabre marionette show to dance for my evil pleasure.
however, it is late and I have an army of flying monkeys to train.

..... or as it now seems I have an army of flying monkeys to find.
Again.

The Wicked Witch of the West made it look so easy *sigh*
Being this evil isn't easy you know.
You have to really put the effort in, and you just can't get the same quality of hench-person these days.

....Now where did I put that big stick ?
  Topic: what Doctor Flay looks like?
Dr-Flay

Replies: 8
Views: 3259
PostForum: General Discussion   Posted: Sat Aug 27, 2016 6:07 am   Subject: Re: :female: dU Player Photos :male:
I guess those that lurk in the IRC with me are wondering what Doctor Flay looks like, and why he says so little.
Wonder no more, and gaze in horror and tremble with fear
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  Topic: Nali Weapons III now on Crazy Server
Dr-Flay

Replies: 23
Views: 9422
PostForum: UT99 MonsterHunt Crazy Server   Posted: Wed Aug 27, 2014 10:26 pm   Subject: Re: Nali Weapons III now on Crazy Server
The weapons are as overpowered as you set them to be.
Don't forget they can all be toned down
  Topic: IRC clients
Dr-Flay

Replies: 6
Views: 5041
PostForum: Website, IRC and Team Speak   Posted: Wed Aug 27, 2014 9:45 am   Subject: Re: IRC clients
Trillian
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Pidgin
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Miranda
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All 3 are available for various OSs and have extra plugins, skins, icons and sounds.
I recommend using a multi-client app if you use several services, so you don't waste system resources.
Trillian is available for  mobile devices, but it is still not very complete yet.

I use Trillian to log into all my email and IM accounts, IRC, FB, Linkedin and Twitter (M$ disabled Skype access last week, but there is a patch).
Using Trillian you can treat IRC contacts just like normal IM contacts, and combine people with multiple IDs into 1.
There is a handy and flexible RSS plugin available, which combined with the authors music plugin also allows it to not only monitor your fave sites, but also subscribe to podcasts  Cool

Security concious users should note that Trillian does not have a working OTR plugin.
However it does still support the networks own encryptions, and can use extra encryption in IRC DC chat if the other client support it.

VOIP/WebCam
All 3 support various voice and video on various networks, but Trillian now only has Astra and Yahoo since Skype was cut-off.


For use on this site or sigs. You also need to make it as easy as clicking on a link in a staff/member sig so it only needs a nick, like the site IRC page
Server: irc.quakenet.org
Port: 6667 (no SSL)
Channel:
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Quakenet
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Code:

Channel: [url=irc://irc.quakenet.org/destinationunreal]#destinationunreal[/url]
Quakenet [url=http://webchat.quakenet.org/?channels=destinationunreal]WebIRC[/url]
 
  Topic: The Doctor is in
Dr-Flay

Replies: 7
Views: 4245
PostForum: Introduce Yourself   Posted: Sun Mar 30, 2014 2:44 am   Subject: Re: The Doctor is in
The maps with harmless "wildlife" and vehicles are edited.
Most of my edits are stuck on an IDE drive, so until I get my old box running again (thankfully I have a spare MoBo), I can't get at them  Crying or Very sad
Any maps with squid or fish also have to be edited, and my edit of Dead London has various aliens hidden in the dark places.
The places you will have to visit, to find weapons and health  Twisted Evil
And many doorways have spinner eggs just out of sight, so you trigger a hatching nasty bitey thing as you stumble around a dark room wishing you had found a torch.
I'm trying to edit it so a torch is as likely to save your life as a weapon.

I only have permission to release 1 of my edits (I want to start that one again, as I am not happy), although I'm working on an edit of one of the Dane's sniper maps, which if I'm happy with it, I'll send to the Dane for clearance.

The Day-Z style edit of a mountain map I started, will take a while as the placement of food, bandages, weapons and ammo, are critical to the game-play.
Currently it is setup so wildlife drops bandages when killed, but that will change to meat now I have a decent meat pickup.
There are also hidden caches of alcoholic refreshments.
No one has been able to contact the author.

Mostly I use mutators for monsters.
I always have the Gopostal/Loathome swarm zombies, and use Asgard's monster spawner.
Each monster bank has a specific feel, and I use as little original monsters as possible.

I keep meaning to record more and upload to Youtube and Twitch.
Streaming is not an option for me at any high resolution or quality as I don't have the upload bandwidth.
I am now capturing as lossless, but for the moment there are some older medium quality experiments uploaded.
Here is 2 maps with 2 different styles. These were me testing the EAX audio in Unreal rather than gameplay, which is why the weapons and ammo are just randomly spammed.

Link
  Topic: Nali Weapons 3 Final - Release
Dr-Flay

Replies: 4
Views: 3387
PostForum: Unreal Tournament UT99   Posted: Sun Mar 23, 2014 7:40 am   Subject: Re: Nali Weapons 3 Final - Release
The first post, when you have full access.
  Topic: Lets Rock or only enjoy
Dr-Flay

Replies: 577
Views: 143166
PostForum: Jokes and Fun   Posted: Wed Mar 19, 2014 7:33 am   Subject: Re: Lets Rock or only enjoy
Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil

Link
  Topic: female dU Player Photos male
Dr-Flay

Replies: 315
Views: 118617
PostForum: Introduce Yourself   Posted: Wed Mar 19, 2014 7:18 am   Subject: Re: :female: dU Player Photos :male:
It took ages to train this human, but I've grown rather fond of it, although I don't like it when it smokes those stinky tubes.
I offered to share my catnip, but it didn't want it.
No class these humans.
Handy though, for getting things from the fridge.
  Topic: female dU Player Photos male
Dr-Flay

Replies: 315
Views: 118617
PostForum: Introduce Yourself   Posted: Fri Mar 14, 2014 7:26 pm   Subject: Re: :female: dU Player Photos :male:
? eh.  Dr. Flay of course ?
The human was just handy for taking the photo, as I don't have thumbs.
I was trying to explain to him the camera was not set correctly when he took the photo.
Humans are difficult animals to teach, as they keep thinking they know what you want.


....not believing it are you ?
The old mans' name is Cheju
  Topic: Nali Weapons 3 Final - Release
Dr-Flay

Replies: 4
Views: 3387
PostForum: Unreal Tournament UT99   Posted: Fri Mar 14, 2014 7:05 pm   Subject: Re: Nali Weapons 3 Final - Release
Idea  re-edit then
  Topic: Amazing map
Dr-Flay

Replies: 1
Views: 2063
PostForum: UT Screenshots and Movies   Posted: Fri Mar 14, 2014 11:38 am   Subject: Re: Amazing map
It works online fine. It just makes sense to install it normally.
I wouldn't use the term "well built", but it shows that U1 can be pushed further than imagined.

If it was zoned, and the buildings and contents were merged into brushes, and the lights halved, it would be much smoother.
I have had fun in it, but I use a pickup truck to drive around.
 
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