Your ship has crash landed on an unknown planet.
Look around. Crystal clear water shimmers. Shadows shift. Alien architecture fades into the horizon. Darkness falls. Walkways glow. Godless temples beckon. You are afraid. You are in the real world... but it is like no world you have ever known. You are an uninvited guest in the fastest, sleekest, most beautiful 3D world ever created. Live it. Breathe it. Survive it.
Unreal. Alter your reality...forever.
~~=[ 15 years in service ~ 2003 - 2018 ]=~~
Welcome to Hyper.nl Unreal Services. One of the
few resources dedicated exclusively to Unreal 1 and a long-time home for several
Unreal game servers, including HyperCoop.
Click here for questions about the
in-game shop (gemdagger).
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.
Smirftsch
wrote
at the OldUnreal forums:
This is the (yet semi) official release of Unreal 227j. The
patch can be applied on any existing Unreal version, including
base Unreal, Unreal Gold and Unreal Anthology. Note that the
installer may not always find the correct path to your Unreal
installation, so make sure to correct it manually.
Due to its massive scope, the 227j patch may contain errors. We
invite everybody to try it out and give us feedback.
The release notes are very long, but give you a short overview:
Windows 10/11 support (32-bit and 64-bit), Linux support (32-bit
and 64-bit), Linux ARM (Cortex-A72) support, a completely new
future-proof renderer (XOpenGL) with new features, as well as
many new functions and improvements in UnrealEd 2.2.
I'm very happy to see this patch is finally getting released.
It has been running at my servers for many months and even with
the demanding Aura mods it runs very well. Big thanks goes to
Smirftsch and the entire OldUnreal development team that worked
on bringing this to reality. Enjoy!
Discuss
about the new release in the OldUnreal forums.
June 19, 2022
Update on the release of Unreal patch 227j (2)
Well, you're probably wondering why you can't download Unreal
Patch 227j yet. You're right asking that because it should have
been released by now according to previous messages. And you
probably wonder what is happening and who is to blame for the
delay:
What is happening: Beta testers have taken the time to
double-check on the patch and found some additional issues and
optimizations to include with 227j. Who is to blame: I am, and a few other beta testers are.
Q: You have had 9 years to test. Why are you finding issues
now? Shouldn't you have tested and reported them earlier?
A: You're right there. While I have been tester for 9 years I
mostly focussed on getting 227j to run great at my servers. Now
227j is nearly done I've taken the opportunity to set many other
activities aside and do a lot of play/client testing as well.
These have led to a few more bug reports from my side which are
handled now by Team OldUnreal. Progress there is excellent and I
still have the feeling that a release is nearby. But I can't
give a date. Mostly because it is not my responsibility as I'm
just a beta tester but also because I don't know if any critical
things will be found. We are all well aware that not all bugs
can be fixed and that things that are not critical can be moved
to a 227k or 228 release. So not every bug report will lead to
delay.
June 5, 2022
Update on the release of Unreal patch 227j
It's two weeks since Smirftsch (OldUnreal) announced a public
release of the Unreal patch 227j in two weeks so, it's time for
an update. Unfortunately not yet with the patch as he ran into
an issue with the installer. Keep an eye on OldUnreal for any
updates!
Smirftsch
wrote
at the OldUnreal forums:
To everyone wondering where the patch is- yes, I know the 2
weeks...
Unfortunately there is some unexpected trouble with the
installer and I am working on it. Release ASAP!
June 5, 2022
Command & Skaarj server taken down
I stopped hosting my Unreal Command & Skaarj server, a beta
game type inspired on Command & Conquer: Red Alert by Dots. The
project never left the beta stage and with the changes of the
Unreal 227 patches there were more and more issues with it, of
which the most important one was that a non-standard FoV setting
("widescreen support") caused misalignment of the target
selection. The mod hardly had any use so it it time to shut it
down now.
May 24, 2022
Still alive, Unreal 227j to be released soon
It has been too long since I wrote an update here. In case
you're wondering: I'm still alive but my attention mostly
shifted away from Unreal. Real life required a lot of my energy
because I had to go through major changes in my Autism care
which caused quite a bit of stress to me while at the same time
my mom died from cancer. But other than that and to no surprise
to anyone following my
YouTube
channel for a bit: my gaming interests
shifted away from Unreal and towards Guild Wars and Guild Wars 2
nowadays. But I haven't forgotten about my legacy with Unreal
yet. My servers aren't going anywhere and I'm still beta tester
for Unreal 227j and this project has been progressing slowly but
nicely. If you ask me, Unreal 227j should have been released
years ago because it was very stable around (private) beta
version 227j_42. However, the developers decided not to do so
because they did not feel confident to release then. After this
big changes were made to the project causing new bugs and new
delays. But by now Unreal 227j runs very stable again at my
servers so I'm confident the quality will be great.
Smirftsch
announced
it will be released within two weeks! So be sure to keep an eye
on OldUnreal.
Today I cleaned up my server and client in preparation of the
release (Years of testing left a lot of unused files in my
Unreal installations) Both for the servers as my client.
May 24, 2022
Unreal map pack releases
A short mention of two map packs that have been released by
the Unreal community:
Victor Delacroix notified me of the release of Steele Dawn; a
collaborative
effort to resurrect an old map pack by
Level
infinity LLC, build and improve on it and make it
compatible with modern Unreal and UT99 versions.
It was released yesterday and got a last patch today. I took the
freedom to include the patch into the main download so you're
directly updated. A full PDF manual with credits is
included in the archive.
Leo(T.C.K.) dropped me an e-mail with the release of
UnrealPSX Episode 2 release A. This builds forth on his
conversion of the Unreal PSX map pack. The pack was released
last year and several patches followed. For ease of use, I took
the freedom to include the patches into the main release.
Leo(T.C.K.) wrote at modddb.com:
This is Release A of Episode 2 of Rise of Jrath the Unreal
PSX Rework project. Contains maps E2L1 to E2L3... See E2Credits
file for all credit lists for Episode 2.
To run this mod you need to have both parts of UPSX: Episode 1
installed first.
Due to the YouTube/Coppa debacle, comments and likes/dislikes
have been disabled channel-wide on my
YouTube channel.
Q: Why can't I comment or like/dislike on your videos?
A: I'm all for free speech, but YouTube failed to give me clear
instructions on the YouTube/COPPA debacle. Because this channel
is a hobby project, I have no budget, time and interest to hire
a lawyer so to be safe, all content has been marked as "for
kids" because it could appeal to them. https://www.youtube.com/watch?v=-JzXiSkoFKw
Q: Did you do this, or did YouTube?
A: I set the target audience as "for kids". YouTube removed the
comments and like/dislike buttons.
Q: You suck.
A: I know. But blame YouTube for this. I don't take the risk and
I won't gamble. It's not worth it.
Q: Will these features come back?
A: These features may come back once YouTube re-enables them for
kids content again or comes with clear guidance about content
that may appeal to anyone, including kids.
Q: How do I complain?
A: Write a letter to YouTube:
You can contact YouTube at the address below.
Google LLC, D/B/A YouTube
901 Cherry Ave.
San Bruno, CA 94066
USA
Fax: +1 650-253-0001
When checking my links page for dead
links, I noticed that a few valuable Unreal websites have gone
temporarily or permanently offline. Because I don't like them to
go under altogether, I added a few mirrors to my archive here:
Leo(T.C.K.) released a new part of his Unreal PSX
conversion map pack. It has been included to the download page.
This is a rework of a cancelled Playstation port of Unreal by
Pterodactyl Software Ltd, which had all exclusive content. About
75 percent of content was recovered. This project wants to
achieve finishing up of the content, retexturing the maps,
making them 100 percent coop playable, fixing scripts, finishing
them up and filling up holes of not salvaged content.
Leo(T.C.K.) wrote at modddb.com:
The Full version of Episode 1 Part 2, all you need now is
Episode 1 Part 1 before playing this. All the fixes/releases
since Episode 1 Part LITE are included in this and more... I'd
like to also dedicate the full release to John W. Anderson and
David M. Carter, who both passed away during 2018, they will be
dearly missed and I realize this is also the first release since
their death that features some of their previously "unseen"
work.
The Full version of Episode 1 Part 2, all you need now is
Episode 1 Part 1
before playing this.
All the fixes/releases since Episode 1 Part LITE are included in
this and more...
Many years ago, Brecht van der Sande a.k.a. DieHard $CW$
started a project to recreate the remaining low-resolution
textures of Unreal in high- or ultra high-resolutions at
UnrealTexture.com. He has made great progress in the first few
years but due to real-life and health problems he has not been
able to finish it. But AHaigh01 picked up the task and now
offers a fully completed pack now! This allows players to
experience the game in a detail level never seen before!
AHaigh01's texture pack includes work of DieHard. In may 2019
the high-resolution pack was completed, and in august 2019 the
extreme resolution pack has been released as well with
resolutions up to 4096x4096!
AHaigh01:
This project is dedicated to DieHard SCWS who began it in
2004 and worked on it until 2014. He got the project of
retexturing all of the Unreal textures in high resolution about
half way complete, before having to give up due to bad health.
DieHards work is included in my release, and I am attempting to
bring the Unreal Retexturing Project (URP) to its conclusion
with my efforts.
In 2006 I was frequenting www.oldunreal.com and ran across the
Unreal Retexturing Project by DieHard SCWS, who was recreating
the Unreal textures in high resolution. I decided to try my hand
at making a few HD textures, but I was interested in upgrading
the plants and trees skins. The only problem with this was that
there was no way to use these HD textures in the game at the
time, because they were model skins and not world geometry
textures. That was a separate componant of Unreal and required a
different solution - one that didn't exist yet. I finished the
plant and tree skins anyways, and luckily 10 years later they
did get used in the High Resolution Unreal Skins mod released by
Lightning_Hunter!
In 2011 I got back into making some HD textures, and this time I
did the masked textures for the GenFX package. These were the
graphics for things like the hanging moss, vines, spider webs,
roots, leaves, straw, seaweed, etc. DieHard added them to the
Unreal Retexturing Project. I also continued on with making some
HD model skins, although the mutator did not yet exist to use
them in-game. In addition to the plants and trees skins, these
were many of the commonly seen items and pickups in the game -
around 40 or so of them.
In 2016 Lightning_Hunter contacted me and asked if he could
include my model skins in a project he was working on. He was
creating the Unreal monster skins in HD, and would eventually
release a project that used a mutator to upgrade the monster
skins, but also every other model skin that shipped with Unreal
single player. This is the High-Resolution Skins for Unreal mod
released by Lightning_Hunter, and should be considered a
must-have companion to my HD texture pack release. Unfortunately
at the time, I was busy with work and other things and was not
playing Unreal, so I didn't check out this great Mod when it was
first released.
By January of 2019 I had gotten back into Unreal and was
thrilled to see a bunch of my model skins included in
Lightning_Hunters awesome Mod. I started thinking to myself that
it was a shame that the "other side of the coin" that would make
all aspects of Unreal in HD, was still half completed - The
Unreal Retexturing Project by DieHard. I figured if this was
ever going to get completed it was probably up to me to do it!
I did a bit of small maintenance on my website here. The
in-site search function has been broken for years now because
Google broke it by disallowing it to run in a frame and over a
HTTP connection so I removed it. I also removed a few visitor
counters from the bottom of the page because they placed more
cookies than they should.
Unfortunately, the motherboard of my server computer
died a couple of days ago, causing everything to go offline.
I was able to quickly redirect my domain name to a backup of the
website at the Internet
Archive but the Unreal servers and master server have been
offline for the time.
I ordered a new system to use as server which arrived today.
I worked very hard to re-install everything and it looks like
everything is more or less working again. I may have to do some
tweaking here and there so there can be some additional
downtime, but generally I'm doing okay. Sorry for the downtime.
The new server system uses just 10 watts of electricity and
as always, you can view the
specs at the about page.
May 22, 2018
Unreal turns 20!
Just a small reminder that today it is 20 years ago that
Unreal was released in North America. Happy Birthday, Unreal!
Edit: LGR posted a retrospective to Unreal in honor to the
anniversary:
After the last
scheduled
network outage of my ISP ZeelandNet I ended up with an
unreliable internet connection causing random dropouts.
Therefore I am unable to provide you with a reliable online
presence. I am sorry, but this is currently beyond what I can
fix myself. I made a support request which is currently
outstanding with my ISP. I hope it will be fixed next week.
Update: A network technician of my ISP did maintenance on my
connection and no outages have occurred since.
February 28, 2018
UnrealPSX Prequel released
Leo (T.C.K.) released a prequel to his Unreal PSX conversion
/ rework map pack. The map pack is called Episode 0 and is
intended to be played before the
earlier released Episode 1 part 1. The maps can be played in
single player and in coop mode. Visit the forum link below for
screenshots.
Leo (T.C.K.) at the NewbiesPlayground forums:
Episode 0 was planned maybe just as a coverdisc demo for the
game, so this is yet another demo and I'm working towards
2018 release of Episode 1 Part 2 and then the rest should
come faster. (episode 1 part 2 required the most work - most
maps are missing etc)
So this is kind of an interlude and taste of things to come,
in fact I planned to release upb-misc2 just as part of that,
but it took so long that episode 0 got released earlier than
part 2 of episode 1.
Story:
You and your bounty hunter partner Fay have been sent for
training at the newest virtual reality simulation with Hari
overseeing your training.
If you fail, you won't have a chance getting the sweet
deal... Which involves going into where the Vortex Rikers
prison ship crashed.
Your mission: take down all the escaped convicts you can
find, recapture the three rogue AIs that were also on board,
and find the only way off the planet: a heavily guarded
gravity lift up to one of the planet's moons, where a
drop-ship will take you home.
After more than ten years of development, §ìlvèr§èrpënt/Xer06siX
released the final version of his coop / single player map pack
Hard Crash. The beta version has been successfully running for
many years at my custom map server and I'm glad the release
version finally has seen the light of day.
Xer06siX at the OldUnreal forums:
Hard
Crash is done. Dropped, finally. Get some below!
Please post files to server rotations! (Delete ANY HCL1 or
HCL11...etc from your root files, as these are the old nasty
files, boooo, and nobody wants to see them anymore!)
Thanks a lot guys, enjoy!
Update: §ìlvèr§èrpënt/Xer06siX
made a fix to the first level HCLF1. This has been included in
the archive.
Well, I've had as much downtime as uptime last week. First
with the broken SSD, then a lightning strike zapped my cable
internet outlet, and last day I received my replacement SSD
which allowed me to continue the reinstallation of the server.
By now, everything runs fine and I also took the opportunity to
make image backups of the new server installation. This was my
last system still running under a Windows NT 5.x class OS. I
hope Windows 7 x64 will run as reliable as XP x64 has been.
I hope this will end the downtime for the foreseeable future.
June 28, 2017
Extended downtime due to OS Upgrade and broken SSD
Because I finally wanted to upgrade my server's OS from
Strong
and Stable to Windows 7, I ordered a
new
SSD (Mushkin Reactor 480GB) and a Windows 7 license.
(Windows 7 is too big for my old 120 GB SSD + server data)
Yesterday I received both but after a day of struggling I must
conclude that the SSD is completely broken. The drive continues
to corrupt data and show bad blocks/sectors.
It should be clear that I'll never be able to host a reliable
server from this drive, so I removed it from the system, popped
in my trusty old Kinston SSD and booted fine again on the old
OS. For now, everything runs fine again.
By the time the disk has been replaced, I will need to
re-install everything again. Sorry for the extended
interruptions.
October 28, 2016
Back from the dead: Unreal Secret Area Guide
Thanks to the help of OldUnreal forum member
Mahem
I was able to add Røb_KC - A.K.A SnakeBite's Unreal Secret Area
guide to the archive. The original site went down some time ago
so it is nice we have a working copy now.
To my surprise I saw that my old forum has come back online.
I do not know for how long. It could be days or years, I was not
able to get a reply back from BrakeDanceJ. The unexpected
uptime gave me the opportunity
to save archive the entire forum to a static HTML site which I
can host here. I also took the effort to manually(!) save all
pages of 1000+ forum threads to the Internet Archive as second
backup.
At Tuesday September 20, 00.00 to 07.00 (CEST, +2 GMT) my
network connection can be cut off due to planned network
maintenance by my ISP ZeelandNet. In GMT this is from 22.00 on
September 19 to 05.00 on September 20. This will cause the game
servers, this website and the master server to be inaccessible.
August 14, 2016
New forum
As you probably noticed by now, my old forum is gone. This
originally began as Winged Unicorn's forum for his MCoop2
projects and when Winged left I took over the contents for my
own forum. BrakeDanceJ of UnrealDestination.com provided me with
reliable forum hosting for years but recently it went down.
Instead of bothering BrakeDanceJ with another support request I
decided to restart the forum at OldUnreal. Most people of the
community already have accounts here and my forum became too
quiet already to require everyone to re-register. None of the
old content will be ported over, but you are free to continue
here about anything regarding Hyper.nl Unreal Services. I'm
already at least as active at the OldUnreal forums as I was at
my own forums, so there will be no decrease in my contributions.
I'll start with just one board. The old forum was very quiet
already and OldUnreal already has a large section of boards
about anything Unreal.
It looks like my small forum is down, which has been
graciously and very reliably been hosted by BrakekDanceJ /
UnrealDestination. I don't know if it will come back at it is
quite some time ago that I had contact with him. I'll look into
my options.
March 29, 2016
GigaCache released
GigaCache is the largest Unreal cache collection ever
released. It has been carefully assembled over the years 2000 to
2016. Unreal Cache files (*.uxx) are downloaded expansion files in
a special format for online play, which do not make version
conflicts. Over the years I built up a huge collection of more
than 30 GB Unreal cache files. It contains all kinds of maps,
mods, skins, sounds textures and music from all kinds of Unreal
servers. Having a cache like this allows you to connect to
almost any server without downloading a single file. No
downloads, no lag, no version conflicts.
*** GigaCache has some serious advantages and
disadvantages and is intended for heavy users only. Please
consider them before you download ***
Thanks again to Strategy-(Dog)- of
NewbiesPlayground
for providing me with hosting space for this huge download.
March 28, 2016
GigaCache is being prepared for release
Well, the (in)famous
GigaCache project. It has been listed as 'end of experiment'
for years now. Still players keep requesting a release of it
from time to time which I always denied because I simply do not
have the resources to host it reliably. But after a discussion
at the
OldUnreal forums I received a hosting offer by
Strategy-(Dog)- of
NewbiesPlayground which finally allows me to
free the beast. At the moment of writing a large data transfer
is slowly on the way from this server to NewbiesPlayground. When
everything is set up I'll post an update right here.
Believe it or not, GigaCache will fly.
You may want to prepare yourself by updating your
WinRAR
or
IZArc
archivers to the latest versions because GigaCache will be
shipped in the new highly efficient RAR5 format.
March 13, 2016
Links page updated
The links page received a long overdue update. Unfortunately
many FreeWebs.com / Webs.com hosted sites have been removed
because this hosting provider removed many inactive
Unreal-related websites hosted there. When you have or know an
Unreal (1) related website that is not mentioned yet, feel free
to send me a notice so I can add it.
A few dead websites have been resurrected at the
Unreal archive.
December 20, 2015
Unreliable connection (update)
My internet connection is currently unreliable causing my
servers being inaccessible repeatedly. Everything in my local
network works nicely so this is not something I can fix by
myself. A notice has been sent to my ISP.
Update: Everything is online again.
November 10, 2015
Network outage
My ISP ZeelandNet.nl has had a network outage knocking my
services offline. I'm sorry for the downtime.
Update: Connectivity has been restored after an outage
of about 7 hours.
October 10, 2015
Note on inventory and score saving at the HyperCoop
servers
Last months I received several e-mail messages from players
whose inventories and scores got lost at the HyperCoop servers.
I have not been able to help these players. I very well know
that it sucks to lose everything because it contributes many
hours of playing to build that impressive score and inventory.
It is not unwillingness from my side that I am unable to help
but these are inherent limitations of the Old Unreal game. Many
other Unreal coop servers don't even *try* save your inventory
to disk and the ones who do likely have similar limitations. If
you cannot stand the risk of losing everything, you may want to
look for another game with true user accounts like Guild Wars
and many others.
For years, Unreal and my servers saved scores and inventories
to the server's memory (RAM) only and players could easily steal
each others work by logging on to their names. With the
GemDagger, JCoopZ and Unreal 227's features my server attempts
to at the same time save your inventory to disk at every map
change and as well prevent other players from stealing it.
Technically, this is quite a difficult job to achieve in a game
that never supported this. The current situation is that it
works, but only most of the time. This means that your
inventory and score can get lost. For example when:
Playing from different computer from before with the
same player name. (Or changing things on the computer like
operating system and computer name)
Playing with another player name
If the server crashed/restarted before map change, all
progress is only saved to last map change.
When your Unreal.ini and User.ini files are read-only or
deleted at all.
Thank you for your understanding.
July 6, 2015
Get Unreal / Quake style console in Windows
I found a cool program that allows you to use a Quake /
Unreal style ~ console in Windows. It is fully configurable with
a custom background picture and fonts. Because it uses cmd.exe
it has all the functionality of the DOS / Windows command
prompt.
You can configure it to bind to a key (combination) of your
choice. Default is <WinKey> + <~>
It is not recommended to bind it to <~> alone because that will
break Unreal's and Quakes console.
F.A.Q.
Q: How do I set a background image on the console? A: Go to Start > (All) Programs > Windows Quake Console >
Configure Console > Appearance
Q: How do I change the text colour? A: You will need to set the text colour for the console
in the shortcut properties you use to open the program. For
example: Go to Start > (All) Programs > Windows Quake Console >
Windows Quake Console. Right click on the shortcut, select
properties. Click tab colors.
January 1, 2015
URPG released
Happy New Year everyone! May 2015 give you happiness,
friendship and a good health.
Unpunisned dropped me a mail with the release version of his
mod URPG, or Unreal RPG (Role Playing Game)
URPG transforms Unreal into a pseudo class-based RPG. Placing
the class selection item in your inventory will allow you to
choose between three classes of characters - each with a
class-specific active effect and three skills usable at any
point during gameplay.
The three types of classes are:
-Guard, assault class. Equivalent to a warrior.
-Survivor, recon class. Equivalent to a thief.
-Engineer, support class. Equivalent to a mage.
You can download it here. See the
included readme file for more information on the mod.
December 21, 2014
Updated Klingon / Wooper map pack
I received an update to Klingon's and Wooper's surreal Unreal
map pack. These are the weirdest maps you've ever seen! If you
don't take Unreal too seriously, you can give them a try
here.
November 2, 2014
Unreal Archives
A new website was launched that is definitely worth a
mention: Unreal Archives. The primary goal of the site is to
keep all user-built single player maps and map packs for Unreal,
RTNP and Unreal Tournament consistently accessible and
downloadable to everyone. All maps and map packs are
downloadable and presented with screenshots and a good
description.
It looks like the Gamespy master server is finally down,
almost two months later than originally announced. If you have
not done it already you should add the Unreal community master
servers to your Unreal.ini settings. Read
this
article for details. Future releases of Unreal 227 will
include the new master servers as well as an automatic updating
system for the master server list.
June 26, 2014
Goodbye to a friend
Today I received the sad news that a very well respected
member of the community, OldSparky of the -(Dog)- clan has
passed away. I'll remember him as a very kind and friendly
person and I'll certainly miss the great times I had withy him
at the NewbiesPlayground servers and forums. Be in peace,
friend!
Leo(T.C.K.) dug up an old Unreal patch version 225e which I
didn't even know it existed. It was a beta patch which was
released to server owners shortly before patch 225f was
released. General usage is not recommended anymore but I know
that some of you are interested in historical items regarding to
Unreal so if you want it you can now download it from the
patch archive.
Unreal 225e description:
[May
29, 1999, 10:08 pm ET]
An update by Epic's Tim Sweeney to the Unreal Technology
page announces the release of a test Unreal 225e server
patch, for server administrators only (a 225 general release
is promised "in a few days"). Here's the deal:
This is a test version incorporating all of the latest
server-side stability and performance improvements. It's
backwards compatible with Unreal 224 clients. If you're
running a 224 server and are experiencing performance or
stability problems, please upgrade. If you experience any
server problems or server crashes with 225, please email
your Unreal.log file to unreal225@epicgames.com so we can
investigate the problems. The results on our test server
here at Epic indicate that this version is significantly
faster (i.e. supports more players) than 224, and is more
stable but I don't expect it to be perfect, because I
rewrote about a thousand lines of server code to improve
performance, and there will probably be some bugs to shake
out.
Only download this if you are running an Unreal server:
UnrealPatch225e.exe.
The general Unreal 225 patch for everybody including users
will be available in a few days.
May 5, 2014
Important master server information
A master server is used to display the list of online game
servers in the Unreal server browser. The GameSpy master
server will go down at may 31st. To continue playing Unreal
online after this date you may need to add one or more of
the Unreal community master servers to your Unreal.ini file.
Unreal 227 already has a few of them by default but there have
been some additions and changes. If you use an older version of
Unreal you only have the GameSpy master server by default.
Please consult
this
article to add the Unreal community master servers to your
Unreal installation. Future Unreal 227 releases will also have
an updated master server list.
Update 2014/06/04: May 31st came and went and the
Gamespy master server is still online. I would not count on it
staying up for very long, but we'll have to wait and see.
May 5, 2014
HyperCoop updates
I added the beautiful
The
Fifth Vortex map pack to the HyperCoop Custom Map server.
The HyperCoop and HyperDM servers their bandwidth limits
increased. The NetSpeed has been doubled to 40000. Because
this is higher than the maximum that the NetSpeed command
supports you only can add it manually to your User.ini file:
[Engine.PlayerPawn]
NetSpeed=40000
A higher NetSpeed allows you to see more of the action in
intense gameplay situations, with smoother projectile
visuals and more fluid monster movements. You need a
broadband (DSL/Calbe/Fibre) connection to use the additional
bandwidth, otherwise it will cause nasty lag and packet
loss. So only change this when you know what you're doing.
April 29, 2014
Downtime today
My ISP ZeelandNet had a
big
and long network outage today which brought my server down.
As a side effect this resulted in Dot TK to remove my domain
because they thought there was not an active website behind it
and redirected my domain to a website with ads. Quite a mess. I
contacted Dot TK support with the explanation and they gave me
my domain back. I changed my domain to a paid domain in order to
keep it for another 10 years. I hope that both a network outage
this long as well as the Dot TK domain problem will not happen
again. I'm sorry for the inconvenience. It gave me a lot of
stress as well.
April 25, 2014
Random updates
The domain transition is progressing quite well. Google
is updating it's search index to find the pages at
www.hypercoop.tk
The HyperCoop servers have been updated with some new
Aura items and monsters because Unreal 227j allows me to.
There are also some interesting new additions to the in-game
shop (gemdagger). For a price of
course ;-).
I added episode 1 of the beautiful
Redeem
your Space map pack to my custom map server. With Leo's
translation it should be readable in English. (The Universal
Translator fails horribly in handling Czech)
The HyperDM server has had an much needed update.
The
high score list of the Crystal Castles server has been
put online. (Manually, this means that new scores won't be
automatically visible here)
The master server page has been
updated with the new Unreal community master servers.
The Enhanced Unreal
server browser (EUSB) has been updated to use the new
Unreal community master servers. Please note that that the
EUSB is already included in Unreal 227 and the next release
will also have the updated master server settings.
A few errors on the website have been fixed, like the
in-site search.
A few dead Unreal sites have been dug up from their
graves and put back online, right here in the
archive.
The links page has had a repaint to treat the ever
present link rot. Quite a bit of new sites have been added
as well. I also fixed some dead links elsewhere on the site.
April 9, 2014
Moving to a new domain (Updated)
Because DynDNS unfortunately
ends their free dynamic DNS service I decided to move to
FreeDNS.
This unfortunately means that I cannot keep my current domain
name (hyper.dnsalias.net)
Therefore I will move to the domain: hypercoop.tk. (This
is a domain I already used)
*** Update: Because of problems with Google which is
blocked to index anything on anydns.com I changed domain names
again. The above post has been updated with the latest
information. ***
April 7, 2014
GameSpy's master servers are going down. No need to
panic.
On the OldUnreal forums I read a
message
that the
Gamespy
master server will be shutdown in May. While this will be a
problem for many Gamespy-powered online games, Unreal is quite
safe. To mitigate the risk of a single master server going down
the Unreal community has several backup master servers running.
When you have the latest Unreal patch 227 installed, you are
already equipped to use them! So you won't be in the dark when
Gamespy stops. If you don't already have Unreal 227 installed,
be sure to head over to
OldUnreal.com
to get it!
April 7, 2014
Knocked off the internet
Today I was offline because my ISP blocked my connection on
suspicion of a malware infection. No malware was found but to be
sure I restored an image backup of my main system. My server
also appears to be clean, according to MalwareBytes. I called up
my ISP but they were unable to tell me for what exactly they
blocked me(!) As you read this I'm back again, but I hope I can
stay online now.
April 6, 2014
CMapFixM 0.12 released
Zombie released an updated version of his serverside mutator
"CMapFixM". This mutator applies a number of fixes to custom
maps on any Unreal coop server, of which the most important ones
are Drews SkaarjCastle and SkaarjTower maps. The updated version
fixes more maps and works better with Unreal 227. For more
details and a list of applying maps, see
Zombie's forum post.
I'm experiencing problems with my internet connectivity last
weeks, which is causing downtime of my services from time to
time. Today my ISP ZeelandNet replaced my cable modem and I hope
this will fix the issues. If not they will have to do some
additional investigation. I'm sorry for the inconvenience.
Update 2013-08-28: In August my connection has been
stable again. I hope it stays this way.
May 23, 2013
Happy birthday, Unreal!
Yesterday it was Unreal's 15 year anniversary! For me it is
hard to believe that Unreal is 15 already. It's 10 year
anniversary seemed only a short time ago. I guess I'm getting
old. Anyways, it has been a great adventure! Thanks for being
with us Unreal! I wish you many prosperous years to come.
May 2, 2013
Unreal PSX first release
Leo(T.C.K.) released the first part of his port of the Unreal
PlayStation project. Unreal PSX should have been a version of
Unreal 1 with all-new maps for Sony's first PS console, but the
project was cancelled before it could be released. Leo however
was able to contact the original authors and get the project
from them to convert the maps with help of a small team. I'm
currently testing the maps at my custom map server so they may
become part of the map cycle there. For more information and the
full credits, see the included readme file.
Leo(T.C.K.) wrote at the BeyondUnreal forums:
Unreal
PSX Rework: Rise of Jrath Episode 1 Part 1 Release
After such a long time, the "demo" is finally done and
finished. The most troublematic was creating the additional
content/coding, there were multiple issues too that I in the
end got help with or had to somehow solve on my own and of
course the fact that important person left the project
didn't make it easy.
Whatever the case this is no longer issue because the pack
is out.
Four level "sets" consists of Episode 1 part 1, since part 2
should end with e1l8 levels.
Part 2 will be hard to complete too, due to the fact most
levels are missing from part2 as they were not recovered
fully, while the other two episodes are mostly complete. I
will surely need some help still regarding mesh work etc.
Multiple new items/enemies are present, but new enemies
mostly make up the "dream-in-your-mind-like" levels. That is
also because e1l3 concepts were heavily unfinished.
New creatures should be good news for certain people,
especially the minotaur rework. There is a special secret
level featuring big variant of the minotaur also.
Gameplay in the usual levels was kept as intact from
original as possible. For those not familiar with the
original levels using the low res psx textures, this pack
should really feel fresh and new and should be at least of
quality of good expansion pack.
New textures, loads of new textures and player skins, some
coming from the graves of Unreal development, some are
completely new and fresh.
You are free to use the textures in your projects for
example because they are imo worth it. One particular
texture set: UPB-Crypt2 was extremely difficult to get hold
of the unresized originals, being it old and forgotten
texture set from the beta days, a nice "Egyptian/Persian"
alternative to the later Sumerian-like Crypt set. This set
is not used in the rework but is included here but it plays
a large part in part 2 of episode 1.
You may have experienced some downtime as I migrated my game
servers and this website to a new machine. The new server (specs)
is slightly faster and a lot more energy efficient than my old
AMD machine (specs).
Because it consumes significantly less electricity it will cost
me less money to keep my services available.
Intel Celeron G1610 Boxed
ASRock B75 Pro3-M
Cooler Master Elite 342
Kingston 8GB DDR3
TEAC DVD-ROM 16x48x DV-518GS (black)
Seasonic G-Serie 360Watt
Kingston SSDNow V Series V300 120GB
APC Smart-UPS 1000VA USB & Serial 230V
February 20, 2013
Maps and cache downloads removed
I removed the map and cache downloads for my servers from the
website because they are no longer needed and were outdated in
some cases. With Unreal 227 (fast) download redirection, which
is enabled for my servers, you no longer need to manually
download and install map packs or cache files. Another advantage
is that you won't have to worry about version conflicts.
December 2, 2012
JCoopZ updated
Zombie's enhanced cooperative gametype for Unreal has been
updated to build 137. This release includes a few fixes and a
better compatibility with Unreal patch 227(i).
Change list:
This
is the sixth update to JCoopZ1 since initial release. Only
the server side files jCoopZ1SSF.u, and jCoopZ1GRP.u files
were updated. The main intent of this release was to fix
GameRules support of the ModifyDamage function with
jzPlayerPawn. The PackageScan feature has been fixed again
to be compatible from a 227 server for clients
224/225/226f-b/227i. For 224/225/226 servers, the
PackageScan feature is compatible with 227 subversion "i"
clients as well. PackageScan compatibility for previous 227
subversion "h" must be added manually using the
PackageException list.
The Update List (Build 137; 11/30/12):
-Fixed GameRules/jczGameRules support bug to ModifyDamage
function not being able to actually modify the damage to
jzPlayerPawn.
-Fixed PackageScan incompatibility with 'IPDrv' package from
Nephthys clients.
-Fixed PackageScan incompatibility for 227 patch clients and
servers (again) as of the released "i" sub-version.
-Changed PrimaryAdmin and SecondaryAdmin array list size to
support up to 8 configuration entries each (totaling 16).
-Improved PackageScan handling of the PackageException
feature so that the main unreal packages are supported. Now
PackageExeptions can be added and work for all packages.
Smirftsch (OldUnreal) released the long-awaited update for
Unreal 227. Version 227i comes with many bug fixes and some new
features. For a full list of the changes, please read the
release
notes.
Update: As promised I updated the UnrealScript
documentation with this release.
November 2, 2012
Download speed issue fixed
I was
notified
of an issue with the downloading of game files from my Unreal
servers. It was caused by a misconfiguration of one of the new
settings and has been fixed by now. Thanks "Tick" for the
report.
February 13, 2012
JCoopZ has been updated to build 135
Zombie released a new version of his coop server game type
JCoopZ. JCoopZ brings many improvements over the standard
cooperative game and I can recommend it to anyone. This gametype
brings improvements in security and playability and brings many
new options and features for server owners to play with. This
update has a few fixes for Unreal 227 and more:
Zombie wrote in the forum:
This
is the fourth update to JCoopZ1 since initial release. Only
the server side files jCoopZ1SSF.u, jCoopZ1NPTP.u were
updated, but there is a new jCoopZ1GRP.u file. Since 227
seems to be in perpetual development in RC phase I thought
it was finally time to have an interim release. This update
fixes the notable client anomaly problem for some 227 users.
Also, as expected there has been a number of general
improvements and additions listed below. Build 130 will have
the most compatibility and support of the 227 patch so I
recommend all users, not just 227 server administrators to
update. For 224/225/226 users they are required to update to
Nephthys v1.4 or greater.
Changelog for this version:
2/11/12 jCoopZ1SSF Build 135
-Fixed GiveItem bug from incrementing weapon ammo when the
user specified custom "ammo#"
number is below the default MaxAmmo.
-Fixed PreLogin/Login bug from rejecting spectators when the
server reaches MaxPlayer
capacity while NumSpectators is still less than
MaxSpectators.
-Fixed rare IP address storing bug that prevented a player
from being logged by
JCZLogger.
-Fixed PackageScan incompatibility for 227 patch clients and
servers.
-Added Web Admin JSay support from admin players.
-Added more 'Admin' command restrictions that an admin
player should never need to
invoke.
-Added support for PlayerStart 'bEnabled' handling from the
227 patch CoopGame.
-Added preliminary support for compatibility with IPv6
clients and servers
(if there ever will be). Permanent IP range bans now require
a dash "-" separator
instead of a colon to avoid conflicts with IPv6 address
hexadecimal notation.
-Added a feature for 3rd party development from 'jCoopZ1SSF'
package. ;-)
-Changed a specific "clientside anomaly" detection to be
less sensitive on under powered
or network congested servers.
-Improved AI hang prevention to reduce late level start load
on server setups with pawn
mutations. May prevent rare crashes around server level
startup on custom maps that are
unstable to extensive pawn mutations.
-Improved JCZLogger pruning routines which should produce
more relevant 'getalias'
command results and keep JCZLogger.ini file size smaller.
-Replaced the Nephthys v1.4 distribution with the Nephthys
v1.5a018 distribution in archive.
DO: Be nice. When you can, help new players or newbies a bit. At
least don't piss them off. Everyone has to start once and they
should feel welcome.
DO NOT: Block anything, Shoot other players (it's coop, not DM
remember), Beg for admin, Spawnkill, Spam messages, Use Foul
language, attack the server, use client side mods for unfair
advantage. This list is probably not complete, so I also want you to
use your common sense. The general rule "Don't do to others what you
don't like to be done to yourself" also applies in online games like
this one.
When you cause trouble, you can be banned with your IP address. (Or IP range if you have more than one IP address) When you are banned, you will be unable to play on the server again.
First, I want to thank Joss for her support to make the HyperCoop possible. She had her own server at that time and is the creator of JCoop, an add-on for Unreal Coop games with many features. Joss helped me to set up this server
in the very beginning.
Winged Unicorn for MonsterCoop, MonsterCoop2 and allowing me to be the first one to use / try / test it.
I also want to thank Winged for the great tech support during the beta testing of several of his mods, and his help to reduce the number of freezes / crashes of the server, and the use of his forum.
Zombie for the JCoopZ and especially the many hours he spent on the issues with my server, for DZMapMutator and TranslatorMessenger mods, and his tech support.
Special thanks go to
AcidRain (TheNerdNetwork)
for hosting this site for many years.
Winged Unicorn and Zora for the Kerberos / Nepthys security tools. }TCP{ The Clan Punishers for the anti-download utility and the server status script. }TCP{Wolf for UTeamFix, SUSongPlayer, WMutate, Generic Client Spawner and the small client corrections.
Boodaflow for the beautiful Aura mod, the Gemdagger and his support. OldUnreal/Smirftsch
for the For Unreal patch 227, his support and his patience with all
my bug reports :-) Asgard for the AKCoop2 mod and the monster spawner. Micro / Unreal Service for the server status script. BrakeDanceJ / UnrealDestination for hosting the forum and assisting.
Unleaded, }TCP{Wolf, <NDP>Bozo and Pitbull for the
Crystal Castles game type
Srbassalot for his great admin help. .:..: for his innovative mods, mutators and gametypes
And of course Epic (Mega)games, Digital Extremes, Legend Entertainment and Infogrames for making this awesome game.
If you have any questions related to this site or the servers, you can contact me by e-mail:
e-mail:
Please note that I'm not your general Unreal help
desk. If you need help, your best option to post a detailed question
at the
OldUnreal
forums. Be sure to include details like your Unreal.log file or
error messages. I'm also regularly active there.