A page for all the various add-ons and extras that I've put together for Unreal. Anything I do will be on this page.

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A collection of roughly 125 single player add-ons for Unreal Gold. PLEASE MAKE SURE TO DOWNLOAD THE PATCH AS WELL - it contains several important fixes.

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Unreal Add On Collection
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C.S.Madisun Author
C.S.Madisun - - 432 comments

For those wondering why I took the original version down, it was to update it - I forgot to include the 227j patch as mentioned in the ReadMe, and the new campaign list had a couple of errors I somehow overlooked (specifically, the entries for Last Escape from Na Pali & Vacillations of a Victorian Vagrant didn't work due to typos).

ALWAYS double-check your work before publishing it!

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mekida
mekida - - 32 comments

Thanks for this pack really its a great way to get into unreal with some extra content on the side. I wonder is there more that could be added to this pack? cuz I'd be all for it or if there's some more addons you could recommend would be fine too!

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Generally speaking, if I found an add-on worth playing that I could get working for Unreal Gold, I included it in this pack. I'm sure there's some I missed, and if I find enough I'll happily do another one of these, but if it's not here, then I probably couldn't get it working.

Two big mods I couldn't include were Unreal Evolution and Another Reality, both of which are big Unreal Gold mods. Unfortunately, they're not compatible with patch 227j - they only work in 227i, which is disappointing.

Meanwhile, mods like Final Worlds, ISVD Contest, Legacy, Marathon Resurrection, Nali Chronicles, SP2D and Zenith would ONLY work in Unreal Tournament, so I didn't include them.

Those would be the other ones I recommend (well, not Final Worlds), but again, they only work in Unreal Tournament,

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mekida
mekida - - 32 comments

oh ok, this is still a great pack overall even without those. I'll still check out those other addons just out of curiosity, thanks for this pack nonetheless it's been a great help for getting into the unreal games

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Happy to help. Enjoy!

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Guest
Guest - - 690,283 comments

i just found a problem with loading one of the custom campaigns, the one i tried to play being "a hell day" when i tried starting said campaign it said it couldnt load url because it couldnt find a package for a file called "scripted light"

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mekida
mekida - - 32 comments

I just got this too please help fix

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mekida
mekida - - 32 comments

i also found that cave escape doesnt work, as when i try to play that one it doesnt load the url did i mess up the installation or is it bugged?

Edit:cave escape only works when i play it in botmatch\multiplayer
but "a hell day" still cant load the url because it cant find package called "scriptedlight"

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mekida
mekida - - 32 comments

Also on Deja vu:gryphon revisited theres a bug with the enforcer where upon shooting with the gun it just spawns an ammo pack in the air and doesnt shoot anything, plus the intro cutscene only plays with oldskool off instead of with it on idk which im supposed to play it with

Edit:the enforcer also has this bug on gothic ressurrection SE

Second Edit:so the others work except New alcatraz doesnt turn you into a skaarj in singleplayer only in botmatch can i be a skaarj, also for "a day in the life of" it doesnt load because it can find object "level none.mylevel".

Third edit:"project zephon has that same bug with the enforcer dropping ammo instead of shooting, its also in "return to heart" too, please tell me if i did something wrong or please fix these as they are bugs that do kinda mess things up and id love for this pack to be all playable and if it is stuff that needs fixing please check the others or tell me what i need to do to get them working properly pls.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

If you've turned OldSkool on in the menu, I'd suggest you Disable it. It interferes with all sorts of things when Enabled. All the mods are meant to be played with the Unreal Gold menus, which is why in the ReadMe I said to basically leave it alone.

Also, I cannot explain why the Enforcer behaves like that - it might just be an issue with OldSkool. Either way, the new patch fixes it by... well, by using the Automag instead. It was a setting I enabled in OldSkool that clearly didn't work, which goes to show even I can screw up!

I've also fixed the Skaarj Trooper issue in New Alcatraz (I got the wrong class name) and figured out the None.MyLevel issue (that's due to Unreal not liking it when two files have the same name - DAWN.UNR and Dawn.u - and was fixed by renaming the map to DAWN1.UNR).

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mekida
mekida - - 32 comments

okok thanks for clearing that up i didnt know exactly what the problem was so i came back and asked along with pointing out any other bugs that could be around

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I appreciate you pointing out the bugs!

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C.S.Madisun Author
C.S.Madisun - - 432 comments

It's bugged - I got the name of the map wrong in the big list I put together. Whoops!

Download the patch I've uploaded, that fixes the issue.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I somehow didn't include the scriptedlight.u file. Sorry! Grab the patch, it has it.

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dibdob
dibdob - - 1,331 comments

I think Unreal Doom mentioned that they tested their Another Reality mod on 227j and it works ok.

He said they might release an updated demo version.

Here ,in comments:
Old-games.ru

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Virgile
Virgile - - 25 comments

Interesting, I guess it's not easy to compile all the campaigns together, especially since some of them were not for Unreal but for the UT Oldskool mod.
I did find something odd though when I tried a campaign on the fly: *Project Zephon. From the beginning of the campaign you can pick up a gun, but it doesn't shoot, it makes ammo but doesn't shoot, it's very strange and I wouldn't be surprised if something was coded wrong.

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mekida
mekida - - 32 comments

Might be a bug with the pack aswell though idk

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Yeah, that's a bug I didn't pick up on during testing. I must have tweaked a setting without realising the consequences.

EDIT: Yep, I did exactly that - enabled an OldSkool setting to change the Automags to Enforcers, which apparently doesn't work properly? Anyway, the new patch undoes that and the Automag works fine.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Hey guys - I've just released a patch that should fix the issues people have highlighted so far.

Please do let me know if there's anything else wrong so I can try and fix it!

EDIT: Still working on One Day in the Life Of... - I've got NO idea why it's suddenly not working, because I've gotten it to in the past. Still tinkering, but getting the other ones working first took precedence. Bear with me.

EDIT: Solved it. It's due to conflicting filenames - as I added more files to the pack, I also added one called Dawn.u, which was an issue because there's also a map called DAWN.UNR, and Unreal doesn't like it when a map has the same name as a system file! Fixed it by renaming the map to DAWN1.UNR in the latest patch.

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alexthedoZZ
alexthedoZZ - - 28 comments

In Unreal Nightmare, once I exit the Terraniux level to enter Noorks Elbow, I get the error message "CouldĀ“nt load package newmca12" and it doesnt load the level. The associated umx.file seems to be missing in the Music folder.
I downloaded the newmca12 file but its in s3m. format. How can I convert it to .umx I cant find a converter online.

Thank you so much for your help.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Download and install the latest patch - it contains the newmca12.umx file you need.

(Someone else had this issue back in May, so next time you encounter an issue it might be worth checking through these comments and seeing if it's been fixed. And, as always, make sure you install patches!)

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Virgile
Virgile - - 25 comments

I found some strange stuff, but I don't know if it's related to the mod:
- In Botmatch, the Unreal HUD no longer works, there is no hud at all, not even in the options where the HUD settings page is then blank. This doesn't affect botmatch with UT99 weapons: the UT99 hud is displayed normally.
- If you launch the Credits map of "Operation: Na Pali" (possible directly with oldskool enabled) in the first few minutes of the game there is a forced teleportation that leads to a black screen. The player is still active, but the screen is pitch black. Maybe this is related to the V227j.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I haven't tried Botmatch at all - this was designed for Single Player stuff, so I haven't even touched the multiplayer side of things. No idea what could be causing it, I'm afraid.

EDIT: Just tried a quick couple of BotMatches on the default settings and it's working absolutely fine - HUD and everything. Are you still running it with OldSkool Enabled?

And I'll openly admit I never finished OpNaPali when I was testing it, so the credits things is news to me. Not entirely sure what could have caused that either.

I tried loading it manually with OldSkool disabled (the map's NPCredits2) and it seemed to work OK except for one small spot in front of the first credit which did exactly what you described - teleported me to a room of black. Very strange. I just tried again and avoided that spot, and it all seemed to work fine.

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Virgile
Virgile - - 25 comments

No oldskool isn't activated, and I installed your package on a clean installation of Unreal so there is no other explanation for the fact that I have no HUD on the Unreal maps. :/

EDIT: I think I found the problem, but no idea why it happens: some bonus character skins from the campaigns disable the hud for some unknown reason, while the default Unreal1 skins do not cause the problem!

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Ah! How bizarre. Unreal Engine is a fickle beast though, so who knows what twisted logic drives it. At least you got to the bottom if it!

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QueerIsa
QueerIsa - - 5 comments

Hello C.S. Madisun,

Thank you for this pack. Small question: do we still need the English translation for the 'Redeem Your Space' add-on when using this collection or not?

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Nope - my English translation is included by default.

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Virgile
Virgile - - 25 comments

I wonder if the first version of Project Xenome (the one that disappeared from the internet, with other maps names since they were different and the author has radically changed his mod) would be compatible and cumulative with your pack?

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I'd love to give it a go, if nothing else. Maybe if I go searching, I can find it... just to see what it was like, obviously.

I don't think I'd include it in a pack like this though - given how it was literally other people's work taken and used without permission. And given that's the case, most of that work would be in the other mods in this pack, so it'd be fairly redundant anyway.

EDIT: The incredibly similar map filenames would make it... awkward, to say the least. Not that this is an admission that I have, in fact, found the original version and am currently trying it... not at all.

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Virgile
Virgile - - 25 comments

Yes the use of assets without permissions is unfortunate as the first version was very nice. The question I have is just if both versions work in the same game folder without conflict? If they do, and without this mod being distributed, I think I can manage to make an extra entry to the first map in my Unreal setup. x)

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Having both versions in the same folder appears to work fine. The original and remade ones do use a lot of the same assets, but the map filenames are different (the remade ones add an X to the end, so despite having two ONP-map00Intro maps, you can tell them apart).

The code you'd need to add to the .int file is:

Object=(Name=Game.Game,Class=Class,
MetaClass=UnrealShare.SinglePlayer,
Description="ONP-map00Intro?Mutator=B227_MapFix.B227_MapFix?
game=olextras.tvsp;*Project Xenome (Original Version)")

(You'd need to make that all one line though - I've had to break it up to fit into a comment, since ModDB doesn't let you have words longer than 100 characters)

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Virgile
Virgile - - 25 comments

Thanks, it works perfectly.

With a friend we had archived in 2016 absolutely all the Unreal and UT99oldskool campaigns that we had collected over the years, there may be things that will interest you, you never know. So I put a zip online, temporarily, just tell me when you downloaded it and I'll remove the link.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

That's... that's a BIG file. All downloaded, thank you very much!

Now to go through it all...

EDIT: Oh yeah, there's clearly several campaigns worth looking into here. Not sure when I'll get the time to, but if I ever want to add more to this collection, this'll prove invaluable. Many thanks!

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inspectorgagshit
inspectorgagshit - - 8 comments

its **** because i said so

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Well, someone's clearly upset I didn't like their low-effort Half-Life mod.

EDIT: They got banned RIGHT after I responded. :)

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serg_kundel
serg_kundel - - 5 comments

Hi C.S.Madisun
Bring all maps together was I fine idea
I want to thank you for that effort.

I found bug (recent pack fix is already applied) related to Unreal Nightmare Mod.
See other comment.

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serg_kundel
serg_kundel - - 5 comments

Original SFMenu.int contains the following string:
Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="nmentry;Unreal Nightmare")

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serg_kundel
serg_kundel - - 5 comments

The bug is the following:
if you run this mod from your line - HUD, which shows information about each targeted monster (health, exp, weapon, etc), will be absent.
If you run from original line - HUD is present.
This HUD is critical for this mod, because some monsters (Skaarj queen for example) are immune to specific weapon types. And HUD allows to see player if he is doing some damage at all.
Please take a look

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I was aware the new HUD wasn't being used, but I wasn't sure how to get it working with this pack.

I've actually played through about 90% of the mod without the new HUD and it IS playable, so for anyone wondering, it's not the end of the world that the new HUD doesn't show.

That said... I'll have a look and see what I can do.

EDIT: I think the reason the new HUD doesn't show is because it requires jCo-Op, which I didn't include in my pack since it's geared towards single players. Like I say, it's not ESSENTIAL to use the new HUD, but it's really useful, so if I make an update to this pack, I'll see what I can do about getting it working.

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serg_kundel
serg_kundel - - 5 comments

Seems like removing "ONPTranslatorMut.ONPTransHUDReplacer" mutator for this "Unreal: Nightmare Mode" in NewSPMapPacks.int resolves the issue.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Weird - I tried that, and it didn't seem to do anything for me. I'll have to investigate.

EDIT: Oh, no - your fix actually worked fine. I was expecting the ACTUAL HUD to change to something other than the default one, but it doesn't. That's what threw me.

I'll update the patch with this fix. Guess we'll have to deal with a tiny translator for this particular mod!

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serg_kundel
serg_kundel - - 5 comments

Another bug with Unreal Nightmare:
Transition to Noork Elbow map is not working:
Can't find file for package Newmca12

Solution:
copy .\Music\AddOns\UPB-Newmca12.umx file and name it as .\Music\AddOns\Newmca12.umx

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Darn it. I had that file in the main Unreal\Music directory, so forgot to add it to the Add-On archive.

I'll update the patch again. Thanks for spotting the issue!

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mekida
mekida - - 32 comments

its me again reporting another bug this time for the unreal 1995 tech demo, when i get to the end with the dragon and kill it i go to the lone floating building and the center inside and when it tries to load the next map or whatever it says "failed launching url cant find file MMUU95spartacus" any fix for that?

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Sadly, that's not a bug... at least not one that's fixable.

From what I can tell the author planned to make more maps, but so far only the one map has been released - the one included in this collection. When you finish it you get that error message because it's trying to load the next map, and there... isn't one.

A band-aid fix would be to copy-paste-rename the standard Unreal credits map, but either way that's the end of the campaign.

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mekida
mekida - - 32 comments

oh i see now, i thought there would be atleast like a credits thing, thanks for clearing that up tho i do wish there was more to that recreation, also is there potentially a way to use the weapons from the 95 recreation in normal unreal like with a mutator or something? Cuz id love to try that and i know that the enemies from that version probably wouldn't work in normal unreal

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I don't believe there's any way to use those weapons outside of this one specific map. If there is, I haven't been able to find it.

I too wish there were more maps to this, but the one we have is at least a fascinating look into what could have been.

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mekida
mekida - - 32 comments

yeah i thought so cuz it seems like the weps are hardcoded for the map but i wanted to see either way. And yeah it is a great overall way to see what the game could have been and see how it evolved

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mekida
mekida - - 32 comments

im back again with another issue, this time its with the psx campaign episode 2 of it, im at the temple tarydium room with the AI crystal human eye thing and some buttons to press, when i try to press the buttons the game tries to load the next map but it comes up with and error "Failed lauching URL cant find file UPB-E2L4A" is this a bug? or is the campaign not finished? i need help on this

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C.S.Madisun Author
C.S.Madisun - - 432 comments

I know the mod isn't actually finished, so it may be similar to the 95 Alpha, where it's trying to load a map that's not been made available.

I'll look into it and get back to you.

EDIT: Yeah, afraid that is indeed the case. The last update from the developer of the mod, Leo(T.C.K) was towards the end of 2022. Hopefully he's still working on it, but for the time being, that's the end of the mod.

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mekida
mekida - - 32 comments

i see now, that kinda sucks but hopefully theyre still working on it

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Leo(T.C.K.)
Leo(T.C.K.) - - 90 comments

Yes, this is mostly due to E2L4 and E2L8 being the most unfinished levels in the rest of the campaign, parts of it were made from scratch and even what was there was hardly done. Plus since then several improvements over old levels were made for E2 (part2). There will be one level still patched/altered from part 1 but rest is the same. I was not avaiable all the time to work on it so JackHonda took over most of the duties even though I would have preferred we released this earlier but many of the changes we did recently were for the best.

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C.S.Madisun Author
C.S.Madisun - - 432 comments

Ah, I see. Thanks for letting us know. :)

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