Unreal Patch 227j released

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Hyper

Hyper.nl Unreal Services
Nov 21, 2003
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Planet Earth
www.hypercoop.tk
The team of OldUnreal released their long-awaited Unreal patch 227j. Unreal 227j has been in development for 9+ years and comes with a landslide of improvements of nearly all aspects of the game. Including:

  • Windows 64-bit version (x86-64)
  • Linux ARM version
  • Improved Linux support
  • High DPI UI support for fonts, game menu as well as the HUD.
  • Graphics rendering improvements, including improvements to the Direct3D9 renderer and a new, modern OpenGL renderer with OpenGL 3/4 support.
  • Many fixes to OpenAL 3D audio and SwFMODEx audio support.
  • Tons of game engine improvements and bug fixes
  • Security fixes
  • Improved server features and server stability
  • New compiler used for improved support for modern CPUs
  • New and improved UnrealScript programming functions
  • Many improvements to the included UnrealEd 2 (Unreal level editor)
  • Additional languages supported
  • And still compatible with existing maps, mods and game types.

Release notes: http://www.hypercoop.tk/dl/patches/227ReleaseNotes.pdf
Change log: https://www.oldunreal.com/wiki/index.php?title=227_release_notes/v227j
Download: https://oldunreal.com/phpBB3/viewtopic.php?f=51&p=100718
 

Kajgue

(T:S:B)Clan Chief
Jul 24, 2010
9
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Copy pasted from my post about the same topic on USP

Other notable improvements that modders and mappers should know:

- The node limit is now quadruple the original nodelimit present in Unreal + UT (pointlimit increased too).
- Kismet level scripting tool to choreograph map events with a vast veriety of latents and events (etc) for extensive map triggering.
- Static mesh geo occludes sound in OpenAL.
- Multi threaded UnrealEd map rebuilding.
- More improvements towards skeletal meshes that include being able to attach other meshes onto bones etc...
- XOpengl featuring some experimental normal map + parallax map support.
- Sublevels, maps which load simultaneously in one instance of Unreal and being able to actively travel back and forth from (also I was told they work with warpzones).
- Collision volumes that can use mesh geometry.
- Dynamic zones, that can also use meshes as their volume (multiple uses, one notable use would be raising water).
- PhysX rigidbodies (and ragdoll support for skeletal meshes if I'm correct).
- Script hooks.
- Masked static meshes for things like sheets for the leafs on a tree have proper lightmapped shadows based on light sources.
- Alot more

I know that 227K is currently in the public beta phase making this reply somewhat obsolete, but that doesn't per se have a stable release yet.