Contemplating installing v451

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UTNerd24
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Contemplating installing v451

Post by UTNerd24 » Mon Aug 07, 2017 7:50 am

So I've heard that Patch 451 is really useful for online and making bots more Innovative, but what about casual play?
I am aware that it breaks UnrealEd, But I have the steam version so it doesn't make much difference. What I AM concerned about is that it apparently causes a handful of mods to no longer work.
I'm a little confused by what they mean by "Servers" anyway, is it referring to hosting a server or general play?
Anyone who has any in-depth explanations, hell, even a changelog of the patch, please speak up. And to clarify, I mainly just play causally offline with many different mods, However I do occasionally have a duel with a friend online on a server that is running under v451.

So what would you guys recommend?
Damn that was fun.

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Re: Contemplating installing v451

Post by Dr.Flay » Mon Aug 07, 2017 10:35 am

UEd is only broken in steam because the folder name has a space. If you change it to Unreal_Tournament or UnrealTournament it will work

The only player side feature I remember liking is the blood splat sound when you are hit.
The project was abandoned leaving several bugs. There are some fixes and improvements yes, but if you like creepy monsters like spiders then you would have broken spider_physics.
I don't know about any bot AI changes, but there is Higors botz

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Re: Contemplating installing v451

Post by OjitroC » Mon Aug 07, 2017 11:57 am

If you are happy with your current setup and it works fine, then it is probably best to follow the adage 'if it ain't broke, don't fix it'. That way you won't suffer any angst if one of your favourite mods gets broken.

If you are looking for improvement and innovations, then (if you don't already) closely follow what sektor2111 and Higor, in particular, are doing - visit sektor's website and try out his stuff (for example, MBots have significantly improved bot behaviour - run them with default bots and you will see a noticeable difference - but he also has several other small mutators that improve the game) and use Higor's XC_Engine.

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Re: Contemplating installing v451

Post by nogardilaref » Mon Aug 07, 2017 1:53 pm

It does fix a few things, like the rendering of textures which were imported with the masked flag on but were being rendered normally instead in most renderers.
But it breaks a lot more stuff in its way though.

And talking about Steam: I have the Steam version of the game installed, and iirc I do have the folder called "Unreal Tournament", with a space, and I am able to use UEd without any issues whatsoever.
However, I have my Steam games library located in another drive, directly on D:\ (I have it in D:\Games\Steam), and iirc the problem was actually the length of the path rather than having spaces on it, since by default Steam games are saved where Steam itself was installed, in "C:\Program Files\...\...\...", which ended up being a path which was too big for UT to handle.

But it also could be that the path is truncated if it exceeds a certain length and has spaces in it, idk.

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Re: Contemplating installing v451

Post by JackGriffin » Mon Aug 07, 2017 3:12 pm

Don't. 451 is a mess and there's no reason to use it. If you are looking for extended functionality you should jump over to Unreal227. Smirf is light years ahead of UT in every way.
So long, and thanks for all the fish

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Re: Contemplating installing v451

Post by Dr.Flay » Mon Aug 07, 2017 4:30 pm

Weirdly today there has been a conversation in the oldunreal chat room about the UT 468 source possibly being available for use.
I am not sure of the specifics but Smirftsch was talking about it as a thing that can happen.

As for UEd2 in Steam, I stand corrected it seems but I wonder why some people can't use it. I remember seeing someone post details of changing the folder name and updating steam to find it.

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Re: Contemplating installing v451

Post by Barbie » Mon Aug 07, 2017 4:46 pm

nogardilaref wrote:But it also could be that the path is truncated if it exceeds a certain length and has spaces in it, idk.
Some unusual limitations are there, yes. See thread UnrealEd: Maximum file name lenght also...
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: Contemplating installing v451

Post by papercoffee » Mon Aug 07, 2017 5:04 pm

Dr.Flay wrote:Weirdly today there has been a conversation in the oldunreal chat room about the UT 468 source possibly being available for use.
I am not sure of the specifics but Smirftsch was talking about it as a thing that can happen.
WHAT?? April the first is long gone ...don't make such gruesome jokes. :omfg:

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Re: Contemplating installing v451

Post by nogardilaref » Mon Aug 07, 2017 5:35 pm

Yeah, sure, I am only going to believe it when I see it actually happening.
There have been talks about v468 and a potential release since forever, even Tim Sweeney himself mentioned once that the whole source code "might" get released someday, and that was 2~3 years ago.

Smirftsch is able to release stuff for Unreal without any major problems most of the time, but Epic never gave him the green light to do anything for UT at all.
The man does try times to times though, which is a lot more already than we can ask of him, but if Epic doesn't even want to give him 5 minutes of their time to discuss on how he can proceed with this, he won't ever be able to do anything about it, for everyone's dismay, including his...

They don't even let him get some needed help in developing things for Unreal itself even, even after 15 years, even after 3 whole new generations of the game, even after opening the source of their latest engine.
It's not happening bro. :(

We have more chances in using Unreal itself as a new base for UT, than having UT patched up to anything close to Unreal.

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Re: Contemplating installing v451

Post by sektor2111 » Mon Aug 07, 2017 5:56 pm

There are some problems (I spoke already) at releasing source-codes:

Point 1. Source being available community will fix it for sure and the most of people will jump back into UT - then the Newer UT4 will lose some fans when UT99 will reborn in a bug free formula - LOL;

Point 2. Exist a risk for a bunch of engines released one more messed up than another (see maps btw) confusing people and making them to quit - end of community - this is not good at all;

Point 3. Neutral position - people will use to look at resources in purpose to make Mutators more properly according to engine's flaws - so no major changes in community just a bit of quality added.

I'm not contemplating 451 - that was done a few years ago when I took a decision: CRAP OUTTA YARD.
in my shared structures involving 436 440 version 451 doesn't match ambience having different files.
Aside if Editor doesn't work because some stuff was moved, all possible maps mods using the same resources will cause a stuck - and happened in 451 not a single time + the rest of bugs, means redundant posting - there are some of them already explained in forum... I don't need to repeat them - today I don't want to throw up...

The cherry: Some resources can be found - I'm not gonna say where - they can be used in Educational purposes as long as documents are mainly missing. Cheap Bot improvements are doable if you can read a bit of natives :wink: , triggered by UC resources with specific basic-only explanations. Yeah, it's frustrating to see bugs and nothing to do that much, but you can think at dodging away from them...
We can debate more if it's not considered OFF-Topic...

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