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Well, it looks like things are slowly wrapping up on the 227j side so will this get released when the public beta of 227j hits?
Even with my absence and unavaibility the project will continue with jackhonda, most of my direction of the project and plans were underway and implemented either way but any help is appreciated even if testing/small things.
That never really took off, if there were more people interested in it/supporting it, maybe. But I never worked on porting of that, I instead worked on porting of the Emissary game which was also cancelled. But indeed upsx and other stuff had priority. Now its really out of question. Also I can't really work on anything not even upsx for a while due to my IRL situation. You should have registered whoever you are because I can't notify you of my response.
This project is on ice for now, unreal psx rework has priority over this however even that is going slow because of this
As for this mod, again even if things go well I will have to catch up on other projects I was developing. If yrex won't return on this project it will only be continued in a form of additional maps and not a full fledged update. I had some sketches of this project and I especially had good ideas in mind for maps like Rook, because the player would get imprisoned in the cellars that appeared in the beta version of the map and stuff from old screenshots like the skaarj statues would get restored, unfortunately things went the way they went and my original plan was a lot simpler, yrex did bring unique elements into the pack and because we merged our ideas together, unfortunately it became more tasking in the end than I had planned and this is why this project didn't get further. The visuals in oceanfloor are excellent and absolutely stunning but i was worried about the puzzle gameplay and it didn't work well on coop. All that temple stuff is yrex's idea and those mushrooms. Its not bad to extend the map but it does give me feeling it fell out of scope. There is even an unused area that would get used, in a dark forest where you were teleported in a wip version of the map. I had started this as a distraction from unreal psx so it doesn't become monotonous to work on it but it grew beyond that. And unfortunately its low on everyone's priorities until things get done/solved.
This is the definitive updated version incorporating all the patches while the one you linked to is the initial full release as opposed to "lite" release which was this but without e1l8 and with more bugs.
Ignore that one, this one has all you need it is 1.1 of E1Part2 Full. But you still need E1 P1 which is the old stuff E1L1 to E1L4, while this is E1L5 to E1L8.
Which I mean that hyper has it pre-patched on his site only the campersparadise map was renamed back while I had unique name for the fix to avid mismatches and in case people don't mind the bug with the original..
try looking at my other two replies because they are for similar issue.
The episode 2 release has not been patched because by this point there was meant to be another release with the rest of the maps, unfortunately due to everything I became homeless and since February I didn't do any work on the project but to guide JackHonda who had increasinglu more work on the project. Its really a bad time. But try the site I pointed to at another comment for ease.
Some virus scanners flag archives within archives and such as virus. As an alternative, try Hypercoop.tk
That must have been a mistake we missed. It wasn't intended to use that package which comes from UT I believe. The next release should have it packed into "forUnreal" files like crypt2 and fx used to be in the first release.
I had to translate what you said, but the maps aren't finished for the rework, they have all been re-textured from the originals, which is what this news message was about. E2L4 requires a lot of work and even e2l5 and further are finished now. Unfortunately I cannot work on the project anymore right now but its being worked on in my absence.
It means you must have installed the plain Unreal versions of system files into UT. Check the "UT" directory for the UT files you need to replace them.
Just contact me or jackHonda if you're interested, if one of us doesn't reply, try the other.
For a loooong ****... The toilets are quite near there after all.
It is indeed from the cut mission that only some files were present for. I was hoping this level would get recreated in the mod but it never got update or this extra map in.
This is one of the best games on the Unreal Engine "2" honestly and underappreciated. It was developed as an official Unreal title, first as an expansion pack for UT (not bonus pack 5 as some people think, think of quake 3 team arena but better with a singleplayer component too eventually). Then as separate game titled Unreal: Devastation but with the cancellation by Infogrames they had to make do with third party publisher and most of the ties to the Unreal games were removed but it still can be counted as some kind of a prequel, because one level features a liandri reference and there's the bolta weapon which was obviously developed for the ut addon pack and other stuff. I agree that there are too many similar bullet weapons though and indeed lack of something like rocketlauncher but I understand why that is the case. This also did a lot of stuff that half life 2 gets the praise for even though this came more than year before. And finally since duke3d some interactivity with cameras in a shooter that's not rpg based and some other cool things like shooting pipes that burst out steam and fire hydrants.
What is this weapon? I don't remember it from duke3d nor any of the expansions.
U wot m8?
At one point in developement Unreal 2 was called Unreal: Episode II even. But that's all "forgotten history".
Plus there are also Unreal games you probably don't even know are Unreal games. Devastation and Gears of War for example. They basically (still) take place in the Unreal canon universe, no matter how silly this statement might be. Didn't you notice the COG logos in UT2004? That's because that game reused content from Unreal Warfare which was being restarted in developement at that time and evolved into Gears of War. Devastation was something that started as an addon, evolved into Unreal: Devastation as some sort of a prequel game to the Unreal series, but after cancellation and search for new publishers the game was remade on the new Unreal Warfare engine into simply Devastation with much of the ties removed, except for few references for a keen eye like Liandri Mining Corporation and their defacto start in that game. Yes, it's true. It's only referred in a single level of the game and you might miss it. But you will also notice that several of the more scifi looking weapons(or even the bolta harpoon gun) are more Unreal in design and that's because they came from the earlier phases of developement.
In a funny way that game is more Unreal like in terms of exploration and progress than Unreal 2 was. And nothing's quite static there either, even though it does show how broken the unreal warfare physics often were really. Since why the main games never truly bothered to utilize it and with pariah DE chose to utilize Havok instead. Pariah might even be originally related to some Unreal project too given that it was started around 2002. maybe as singleplayer component for Unreal Warfare/expansion pack? This last bit is not confirmed but only because the developement of pariah was so tight lipped. The "Shroud" however are basically exactly same as the Geist once were in Unreal Warfare. Basically techno based Necris as opposed to Gothic etc.
Its really sad, especially if, like me, you know of the many cancelled games and expansion packs that would have featured singleplayer content.
Unreal 2 had a troubled developement cycle and not everything can be blamed to Legend staff (in fact very little when it comes down to it). It was kind of like with Blood 2 except they got a chance to more or less polish Unreal 2 so it wouldn't be a buggy mess, has to do with the talent of the coders of course. In fact to use your own word, it was gutted and shuffled around, the game starts with m08 maps which is mission 8 for crying out loud. Mission 7 was cut altogether and only little tidbits remained in the game and the shian models replaced with black cubes...
the 2000 alpha version had two draft levels for mission 7 and sadly it's all we got now. It was to be featured in an expansion that never came to be either.
And still it can't really be counted as a sequel, it never really was, more like another "chapter" but not playing as the Unreal hero. It drifted away from Unreal more and more as developement went on (and then last minute references were tacked on). Initially the concepts for some maps like the drakk homeworld were taken from unused ideas from original Unreal.
There was a plan for a different Unreal 2 game very early on in 1997 but that was to be a direct sequel. The Unreal 2 that started in 1999 was meant as another step in the series but having slightly different direction. However the focus was originally more on dynamic situations, while the released game is very very static.
Ah well, I think I already sent message to you but just in case, this was meant as an addon before the full release, those maps are now included with the full release of episode 1 part 2 released at the end of the last year, so this is a bit outdated, it was meant as addon that is why it doesn't have the files included in the release.
It will be part of the next release too and a full episode 2 release as well together with other patches.
Basically your log could grow big if you played as a client on a dedicated server. This didn't happen in singleplayer but UT is trying to be a little "smarter" when it comes to online play and suddenly its a problem when standard animation name is missing and calls the tweenanim.
I fixed the issue in E3L4A, well went around it more like, by making sure the cannedsequence actor gets deleted online. That was the only sure way to do it, it's actually a bug in the engine itself triggered by this script. So the future release should have that taken care of.
For some reason on this computer the extended description doesn't display, but it was this:
However I tried to test online UPB-E3L4A (not released yet) because there was an update long ago by codex to fix a certain bug mostly present in SP, with this map's one and only use of banscripts for security cameras using cannedcamera and cannedsequence actors. However to my horror the server crashes after player has left that has used those cameras after garbage collection takes place.
Do not use those actors on your maps! And we shouldn't use it for further releases either, I suggest taking out the cannedsequence from e3l4a and replace it with a new package or myleveled actor.
I swear, all the complex banscripts stuff is like delibirately made to sabotage netplay. I don't know who was this guy with initials BAN, all the devs couldn't remember except that he was known as Ben to them.
Okay maybe Benjamin Anton Niggurath?
Like the boss of Quake or....
I wonder how such a person would look like.
It all depends on yrex whether this will be continued or not. If he gives the call I will work on it too, otherwise there just might be an addon release from me and there will never be a full version as such.
The Mark of Chizra name was by Epic in the 220 version of botpack. I found it unfitting too but it was not changed, I can assume that originally the item looked different and might have used the artifact model or something since that had chizra like skin over it.
Well it is important to note down what packages, alternatively look in your unreal.log file. They should all be included, but since one part depends on the other it will require some packages from previous part.
There are two such fields or so, which one are you describing? The one on the outside part or the one leading to the Morbias part?
The first one requires you to go to the facility and use implantgun on the slim thin skaarj officer to activate both panels on each side, then door gets unlocked where you can unlock the door in the outside part close to the forcefield, then you disable the forcefield inside by pushing the panel with the forcefield. Afterwards there is a huge implant puzzle part where you have to use the skaarj to go through all these tunnels and in the end destroy the control crystal, which will disable the other forcefield. There is still a third forcefield later on but that one never opens, instead you need to go back to the first/second area and go through a door there to end the level as one door somewhere will be unlocked.