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Hot Topic (More than 10 Replies) Played Through Na Pali (Read 4851 times)
FlightSergeantRose
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Played Through Na Pali
Oct 20th, 2013 at 9:14pm
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I've been slowly making my way through Na Pali in the past few weeks and I finally finished it today. It's the first time I have played through in years, and it's the first time I have played through with the Old Unreal patch. I found it much more difficult and there were more numerous enemies.

Although I had to reload more than I normally do I really enjoyed the challenge. I never get tired of Unreal Smiley
  
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Smirftsch
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Re: Played Through Na Pali
Reply #1 - Oct 21st, 2013 at 6:59am
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Smiley
I still find a bit sad that RTNP is ending so short and simple, it could have been done way more and from what I remember it was not planned this way but the lack of time and short budget forced them to.
  

Sometimes you have to lose a fight to win the war.
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Carbon
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Re: Played Through Na Pali
Reply #2 - Oct 21st, 2013 at 10:47am
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Unreal...the ignored first child and RTNP, the redheaded stepchild.
  
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FlightSergeantRose
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Re: Played Through Na Pali
Reply #3 - Oct 22nd, 2013 at 1:12am
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I should also admit that I could not beat the marine ambush. I had to use god mode. I was quite disappointed I couldn't do it without cheating, but they slaughter you in seconds.
  
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Sly.
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Re: Played Through Na Pali
Reply #4 - Oct 22nd, 2013 at 1:30am
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Heh, my first marine encounter made me end up in gibs. Cheesy
I managed to beat them in the end though.
  
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Smirftsch
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Re: Played Through Na Pali
Reply #5 - Oct 22nd, 2013 at 5:40am
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lol, yes it's a tough one and really depends on how much ammo and armor you were able to get before.
  

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THEtomaso
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Re: Played Through Na Pali
Reply #6 - Oct 22nd, 2013 at 2:10pm
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FlightSergeantRose wrote on Oct 22nd, 2013 at 1:12am:
I should also admit that I could not beat the marine ambush. I had to use god mode. I was quite disappointed I couldn't do it without cheating, but they slaughter you in seconds.

Actually, it's a good thing that you were able to get passed them marines only by the use of God mode..
With the current v227 releases, the gameplay is potentially broken when you encounter them..
This means that you sometimes and up completely unable to continue the game at that point (without cheating that is):
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1328510529/
Masterkent seems to have tracked down the problem though, so I guess we can expect a fix in v227j?
  
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Smirftsch
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Re: Played Through Na Pali
Reply #7 - Oct 22nd, 2013 at 3:33pm
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uhm, need to check history again, but I think it is already in for 227j.
  

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HDD21
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Re: Played Through Na Pali
Reply #8 - Oct 22nd, 2013 at 4:01pm
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I agree with smirf on the ending, it had alot more potential it was kinda an antiklimax yet the original ending was so brilliant the fact unreal 2 did not continue on the story was gutting!
  
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Masterkent
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Re: Played Through Na Pali
Reply #9 - Oct 22nd, 2013 at 6:48pm
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Smirftsch wrote on Oct 22nd, 2013 at 3:33pm:
uhm, need to check history again, but I think it is already in for 227j.

This issue is indeed resolved.

Under 227i there is a lot of issues related to the battle with SpaceMarines on Crashsite2:

* SpaceMarines spawn additional dead bodies (carcasses) when gibbed [Non-saved SinglePlayer game].
_12 status: resolved by setting bIsPlayer = False.

* SpaceMarines can't take advantage of stolen KevlarSuit/Armor
[Multiplayer | saved SinglePlayer game]
_12 status: not resolved and now takes place for all modes, AFAICS.

* When a SpaceMarine leaves a spawn point prematurely, bad things may happen: he may have blue aura, wrong fatness and mass or be completely invisible, his weapon may have wrong fatness (it's very noticeable in Coop game when a player picks up a malformed weapon of some type that he/she didn't have before).
_12 status: not resolved.

* Modifications introduced in UPak.octagon cause interoperability issues between different client-servers, namely:

- 226b server + 227g+ client -> the difference in bNetTemporary is often fatal for clients (they crash);

- 227g+ dedicated server + 226b client -> blue beams aren't observable on clients.

(I had to completely replace octagons with uniformly implemented twins in order to resolve such issues).
_12 status: not resolved (and probably cannot be properly fixed without breaking interoperability with 227g/h/i servers/clients).

I implemented workarounds for these and many other issues in mutator UGoldFix that can be used with 227i. Of course, native resolution of existing defects would be better and I'm ready to help with bug fixes on standard packages as well.
  
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Smirftsch
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Re: Played Through Na Pali
Reply #10 - Oct 22nd, 2013 at 6:56pm
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as usual, open for suggestions Smiley
(this topic ain't a good place for this though)
  

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THEtomaso
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Re: Played Through Na Pali
Reply #11 - Oct 22nd, 2013 at 7:29pm
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Smirftsch wrote on Oct 22nd, 2013 at 3:33pm:
I think it is already in for 227j.

Masterkent wrote on Oct 22nd, 2013 at 6:48pm:
This issue is indeed resolved.

Great news!! Smiley
Since we're on the subject of RTNP; how about this bug:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1375498249/
..Has it been fixed as well?
  
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William(Rainman)
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Re: Played Through Na Pali
Reply #12 - Oct 23rd, 2013 at 11:23am
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FlightSergeantRose wrote on Oct 20th, 2013 at 9:14pm:
I've been slowly making my way through Na Pali in the past few weeks and I finally finished it today. It's the first time I have played through in years, and it's the first time I have played through with the Old Unreal patch. I found it much more difficult and there were more numerous enemies.

Although I had to reload more than I normally do I really enjoyed the challenge. I never get tired of Unreal Smiley


The only difficult part i found in RTNP is in Foundry where you have to ride a Conveyer-belt while some Doors with sharp edges try gibbing you and each door gets faster.
  

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Sly.
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Re: Played Through Na Pali
Reply #13 - Oct 23rd, 2013 at 11:37am
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The marines and the Warlord were my biggest issue. Had to do some retries on that part, but I'm stubborn, so I managed to do it. Quite satisfying to know you beat a hard enemy in the end (or a group of them). Smiley
  
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Masterkent
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Re: Played Through Na Pali
Reply #14 - Oct 23rd, 2013 at 12:11pm
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William(Rainman) wrote on Oct 23rd, 2013 at 11:23am:
The only difficult part i found in RTNP is in Foundry where you have to ride a Conveyer-belt while some Doors with sharp edges try gibbing you and each door gets faster. 

Actually, it's very easy part when you use jumps:
http://www.youtube.com/watch?v=het3iEI0V24
  
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