The link in the description in moddb points to v1 download.Can you tell me where I recommended v1? v2 is indeed better.
dodging seems pretty useless in singleplayer, you can easily beat the game without ever using it, its a pointless change imo
This seems to have fixed the "Dodge (Hold) key being stuck on until reload" bug, but double-tap dodge still doesn't work for me. I'm guessing the hotfix was only supposed to fix the key, though?Hotfix for dodging issues some users are experiencing: https://cdn.discordapp.com/attachments/551251090834980885/692090509585416192/UnrealEvolution.u
Simply place in Unreal/System and overwrite when prompted.
Unreal Evolution Mod released, improves enemy AI and graphics, refines gameplay elements and more
Go into System\User.ini and try removing the bind for FeignDeath, then rebind dodge in game. The ini bind is the source of the problem.Still experiencing the dodge bug after applying the hotfix. Started happening as soon as I changed my dodge bind, and now the game continuously spams dodge.
I don't see why the hotfix wouldn't work. RefreshDodgeKey() is called on login (and then some) that it should fix his problem right away....
If you're sure you installed the hotfix properly biscotti, still doesn't work, then yeah just do what RoSoDude said and there should be no more problem.
I don't see why the hotfix wouldn't work. RefreshDodgeKey() is called on login (and then some) that it should fix his problem right away....
If you're sure you installed the hotfix properly biscotti, still doesn't work, then yeah just do what RoSoDude said and there should be no more problem.
I dropped the hotfixed file into the System folder of my Unreal installation and overwrote the one that was present, as per the instructions. I attempted RoSoDude's fix but alas, as soon as I rebind the dodge key and press it once the game will relentlessly keep dodging until I reload.
I noticed binding the dodge key ingame binds said key to FeignDeath in the ini file. Not sure if that's intended behavior.
I had the same problem, btw, and this line solved it for me as well.Another potential solution: in User.ini, make sure every instance of "[key]=FeignDeath" is actually "[key]=FeignDeath | OnRelease FeignDeath2".
For anti-aliasing, have you tried enabling it in one of the renderers provided in the OldUnreal patch? The setting is available in the advanced renderer settings, which can be accessed by typing in settings in the console.When I force anti-aliasing I'm getting lines at the top and left side of the screen. It's as if the image moved down and right by one pixel. When I change to windowed mode and back to fullscreen again with Alt+Enter the lines disappear but come back after a few seconds. How do I get rid of them permanently?
And is it possible to scale the HUD x2 like in GMDX?
I've tried AA via nvidia inspector, advanced renderer settings in Unreal, and MSAA in dgVoodoo settings. It's always the same result. The lines always reappear when I enter a different room (or sector?).For anti-aliasing, have you tried enabling it in one of the renderers provided in the OldUnreal patch? The setting is available in the advanced renderer settings, which can be accessed by typing in settings in the console.
This had a nice side effect. I set the resolution to 1280x720, and it looks like the top line is cut off. I'm fine with this.As for HUD scaling, one way I know of is to run the game with the dgVoodoo wrapper with the Dx8 or 9 renderer, setting a low resolution inside the game and then one suitable for your monitor in dgVoodoo's DirectX tab. Here's what it looks like (the CRT effect is optional):
I think that's a problem with the renderer. I don't know how to fix it, though. All I can suggest is Google.
I switched to D3D9, and now it's rendered properly. I hope it didn't break anything else.I think that's a problem with the renderer. I don't know how to fix it, though. All I can suggest is Google.
You should disable MultiTexture in the renderer, though, as the sky is rendered incorrectly in your screenshot. This applies to all DirectX and OpenGL renderers.I switched to D3D9, and now it's rendered properly. I hope it didn't break anything else.
Is it supposed to look like this?You should disable MultiTexture in the renderer, though, as the sky is rendered incorrectly in your screenshot. This applies to all DirectX and OpenGL renderers.I switched to D3D9, and now it's rendered properly. I hope it didn't break anything else.
Yes.Is it supposed to look like this?You should disable MultiTexture in the renderer, though, as the sky is rendered incorrectly in your screenshot. This applies to all DirectX and OpenGL renderers.I switched to D3D9, and now it's rendered properly. I hope it didn't break anything else.
I remember my game crashed at the level transition, but I could load the auto-save and continue.I've been stuck with a technical error for more than a week now; I know it's not caused by this mod but I wonder whether you would know how to fix it: I get a General Protection Fault any time the Temple of Vandora loads, first time I encounter this issue in the game which so far had been working properly.