Oldunreal Patch Version 227If you like those updates you can visit www.oldunreal.com and help me to keep it alive with a donation, its not easy for me
-Generate reachspec for current map.native(1710) final function bool EditReach( int Idx, optional Actor Start, optional Actor End, optional int Dist,
SpawnPosType - Should use Box/Sphere/Cylinder spawn offset?BoxLocation - Box spawning offset for particles.SphereCylinderRange - Sphere/Cylinder offse
Force - Particles force.WeatherType - Whatever the weather type is Rain/Snow/Dust (falling type).ParticleCount - Maximum number of particles.PartStyle
Usage:Chose your prefered renderer during the first run after installation:OpenGL, Direc3D8 and Direct3D9The OpenGL updates are made to make Unreal wo
whether or not to trade image quality for speed here. This option should not be enabled on any hardware that draws DXT1 textures with the same quality
Set to 1 to enable V Sync. Set to higher values for one frame every N screen refreshes. Not all video drivers support values higher than 1.FrameRateLi
Should be set to the default value of 100.DetailTextures - [True/False]Enables detail textures.UseDetailAlpha - [True/False]Must be enabled for proper
OpenALOpenAL:Drivers -> AudioDevice -> ALAudio.ALAudioSubsystem and for detailed settings Audio -> ALAudio OpenAL is far from beeing that pop
EAX2.0 for different ambients: Zones within Unreal now have a special „ambient“ for every type like Water, Lava, Slime, Nitrogen and Tarzone.Music Out
REVERB_PRESET_DRUGGED REVERB_PRESET_DIZZY REVERB_PRESET_PSYCHOTIC REVERB_PRESET_CASTLE_SMALLROOM REVERB_PRESET_CASTLE_SHORTPASSA
Initial 227 features list (more features and Details in the changelogs below):A native Linux port is now availible, which runs with OpenGL and SDLSoft
REVERB_PRESET_DRIVING_PITGARAGE REVERB_PRESET_DRIVING_INCAR_RACER REVERB_PRESET_DRIVING_INCAR_SPORTS REVERB_PRESET_DRIVING_INCAR_LUXURY
FMODFMOD:Drivers -> AudioDevice -> FMODAudioDrv.FMODAudioDevice and for detailed settings Audio -> FMODAudio Support:Because of its developme
True : make use of hardware acceleration on the sound card (you can't have original echoes)False : use software buffers to process sound (perfect
Special Thanks:Here is a small list with people that helped me in this project (no special order, without any single person of them It would have been
* Decals have been added to all Unreal weapons (including the monster weapons):Decals can be added to custom mods as well, but can be turned off if wa
* Naliplayer can now be played ingame* New implementation allows to use localized chars such as "ö,ä,ü" or other language specific symbols w
Changelog and additions:[30.03.08] 227c release* quadshot accessed nones - fixed* Player "fell out of the world!" when walking over decorati
* fixed bug with skaarj not behaving correctly in vortex2* another few server fixes for reported crashes (details of these wouldn't help anyone h
[05.04.08] 227d release* Slithprojectile not vanishing on dedicated servers - fixed* Spawning many Skaarj Player Bots may crash Unreal - fixed* Transl
[19.07.08] 227e release * Fixed OpenAL in Linux version* Fixed loading savegames in Linux version crashed game* Fixed UBrowser Menu (classic) for Linu
* Maplists - lets you configure maplists (for DeathMatch based games, NOT for Coop).* Mod Configures - Custom mods configures page (by default it cont
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