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Steele Dawn - the Lost Expansion pack - uncovered

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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Thanks, that was really fast and efficient. I suppose those errors might not matter much or could be fixed later with the 3d file if they are visible/noticable. Tools like unst and yrex's u3dbinread can do some wonders.

EDIT: They are noticable. But should be fixable one way or other later. It indeed occurs with the death animation.

ImageImage

images taken by JackHonda
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Victor Delacroix
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Victor Delacroix »

All right - then maybe we should also contact skinners to remake the skin based on that concept art and available UVmaps. Any suggestions?
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Well, I was thinking of...no I honestly don't know anyone avaiable right now but because of that, there were a lot of custom unreal/ut skins, maybe something can be borrowed with getting credit to the original. I mean wasn't there something like punisher skin or something with a skull that could be used for the belt, using bits and pieces of other skins to make amalgamation that resembles most this. It took some time to make the second female ai skin for upsx(for e2l4 as there are two new ai characters there) that hasn't been released but the package was ready, but it was partially based on a skin made by bryan/trevor for the 1995 woman i believe, inspired by upsx to begin with, so that skin was then ported back partially as amalgamation. But if we did stuff like that then the same could be done for the pirate honestly. Except that this time most of the skin pieces would have to be borrowed from third party skins and given credit.

EDIT: DamianX was a really good guy to make skins, however he suddenly left the community without explanation. He made most of the new skins for upsx like the psx nali pack, the "hockey stick" ai skin and some more, he had several wip ones that he left unfinsihed but I kind of failed making a request for his bloodybody mod, i kind of got only halfway with what I knew/could do and it frustrated me because I was hitting limits.
Last edited by Leo T_C_K on Fri Jul 09, 2021 5:59 pm, edited 1 time in total.
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Victor Delacroix
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Victor Delacroix »

Yes, but in turn, this particular skin was designed for the character. IMO it would be more faithful to recreate it, rather than use a similar replacement.
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Victor Delacroix wrote: Fri Jul 09, 2021 5:58 pm Yes, but in turn, this particular skin was designed for the character. IMO it would be more faithful to recreate it, rather than use a similar replacement.
Yea well, if someone like DamianX could be gotten hold of again, as i said in my edited post, he made great skins, some of which he released here on OU as well.

In his absence the makeshift other female ai skin had to be created, that will be released with episode 2 part 2. I really mean it that the guy is real skin wizard otherwise. He was even working on a surprise skin that had to be dropped, for Hari to appear more like he did on the screenshot/concept art later on in the pack when he's out of a "mecha suit". Unfortunately he only ever sent me a screenshot of the wip skin and then he disappeared.

Btw, "mirror" of your converted mesh

pirate01c
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

I'm doing things as much as possible now in a limited timeframe now that I'm renting a room somewhere.

Ladders for the "225" compatible range
This way you can play dmladders map under modern versions. One word of caution, the ladders will only work with the two gametypes included or the new player classes as they are tied to them. So don't expect it to work outside of that or if you have a custom playerclass that the gametype will not replace. If you use something like naliplayer you're out of luck too as that wasn't there yet in 220 either and came with 220 botpack for the first time(while being split later).

I also took the moment to conver these files, the latest steeledawn.u and a version before that one (with rename) to 220 so you can play most of steele dawn stuff there just fine.

main file latest ver now for 220
SD1611 for 220

The steeldawn.u as opposed to steeledawn.u was already made for 220. Unlike what gamesharder reported though the QA cannon is different from this version, the effect it causes without hitting an enemy are roughly the same plus some shaking but i'd swear the skin or model was modified further plus the effect it has on enemy is different, the primary fire is more powerful and causes different effects to spawn on the enemy. Plus the "quick fire" feature is gone from when you'd hit someone with altfire and keep having altfire pressed it would fire the primary projectile instead. This is gone from the later revision. Also seeing the f3 grenadelauncher in action really makes me convinced now that it should use the "demolisher" biggun mesh with animations that marissa made for doomreal, although with different skin preferably. Its the only thing that could fit the firing rate convincingly, the u2 pre alpha rl would feel out of place in theme. I am also not sure if the grenades (especially the sticky-like ones) should keep using the flak shell mesh too or use something completely else like the stuf flamegunv2 uses.
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Found magazine mention of world gone dead
https://archive.org/stream/PC-Player-Ge ... 8_djvu.txt
https://ia902902.us.archive.org/view_ar ... p2&ext=jpg

Though the translation doesn't make much sense the end part. I wonder what was there truly originally. Something about lawn lawnmovers

new things:
shotgun and the older SDfile for 220

archive of shots in dmflux
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

steeldawn the 220 file converted for 225

This took me a while but here it is. Also converted the nuker file of wod etc because it will come in handy like you can see in the readme.
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Partial fix for the pirate model, moving it itself didn't fix the issue and moving the polys standalone affected all the frames instead...
PiratePFix

Also:
weaponpickups
Those are the weapon pickup models that were in 3ds, now that I could do it myself I converted it. I don't know if the compiled steeldawn.u mesh is identical or not but they never seemed to compile the qa cannon pickup mesh for some reason. But its good it exists because otherwise it would be editing the animated mesh for pickup instead....


I also wish someone would post here in the meantime because it always locks me from editing old posts. Does anyone try this stuff out now that all the files are converted except for the two other steeledawn.u revisions? (and i might do that too to complete it)
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

To round off all the Steele Dawn conversions:
SD1611 conv
the steeldawn file from 16th october 1998 converted

the last steeledawn
The later SD file, you can rename it to plain steeledawn if you prefer this version as opposed to SDConverts one. Read the text file.

But this also means...its time for celebration...one more time... *the daft punk track starts playing*

one more time before sh*t hits the fan.

Also another project is being recovered as we speak, if I don't get axxed in the meantime cuz its really

ONE MORE TIME

WE GONNA CELEBRAAATE OH YEA ALRIGHT
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

SD 'Base' with the rebuilt bsp/lighting to avoid crashes
However apparently some lights and brushes were deleted during original save of the map which is not good. I guess they could be taken/recreated from the other map versions/parts of the spaceport archives, however this original map showed you how its supposed to be connected before they started spltting it. But maybe there could be a way to reverse the lightmap data from original base2.unr back into lights?
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Yrex managed to export some of the leftover actors that were "marked for deletion" and already deleted in that map version. At first it was the lights then the brushes/togglezone. I uploaded them both but here's the latest combined version. This will appear alright even on modern versions and has stuff restored and won't crash. The original base2 appeared dark on itself even without lights rebuilt on modern unreal versions due to it recalcalating the lightmaps on some level.

Base2Best

This hopefuly finishes the round of steele dawn minimal fixes and conversions.
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Smirftsch
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Smirftsch »

I really need to find some time to mess with all this...
Sometimes you have to lose a fight to win the war.
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Victor Delacroix
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Victor Delacroix »

Do you think that the DM levels could be used as part of the SP ones? Vegra and OldTown seem really... larval.

Also which is better? Your reconstruction of base2 or the actual base4 from November 16?

Are the levels even connected by teleporters at this point?
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

No they aren't connected. Some of them are very finished and similar to state of crista's last lavaplant level, but even that had no end tp, it just had the end level sign instead. But we have the old text file and the website with level order. Though lavaplant and stronghold got switched order at one point and the original plan was some kind of hub there even which is confusing. So yea there were changes to the project and even the story as I mentioned/could gather. But there's no full level design doc of any kind unlike Unreal PSX which makes it basically up to us to fill in the gaps even more. Maybe Ken Post could have had more stuff including that raptor creature but its just....weird. I mean it was really bad timing and it was the lockdown that put stop to it plus there were health problems of someone close to him (not covid, but I'm not allowed to say what). And since then there was no contact from last year. But he really had a ton, even the missing deadly kiss cinematics where he provided sound for. I kept quiet about this that year because you know how it is, its best to wait to actually have something. He worked as sound designer for so many projects or even music. He did music for AWGD and more. He even mentioned he had access to actual Unreal betas...and might have kept a few. But just as usual those guys with ton of stuff, it just gets to be illusion after a while. That's always a thing to worry about, you hit a "goldmine" but you might get the shaft instead.

The base4 does contain improvements in geometry but base2 is the fullest the level is instead of the areas being split so much into separate sections. So its still unique and its the only version with the stuff connected to that weird room with the spinning circles that remind of cryox. Basically base2 should serve as inspiration for the layout and everything because it reveals most of the layout for the maps and where the security section belongs etc which are otherwise separate maps or were being worked on as separate maps before another merge. So that's how it is. Base2 is basically the full template, there's only one level part missing from it that is found separately.
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Mental-Hunter
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Mental-Hunter »

This is an amazing find. And i'm rather suprised i never heard of it before. How long did it take you to sort this all out, Leo?
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Not that long once I could do it but I became without roof above my head during the recovery of this so I couldn't sort things out at that time.

I suppose the fact that yrex did those streams initially also helped and his general support and interest.

I knew of Steele Dawn in the 2000s I mean back when the site was still online even and had all the screenshots including a full sized one of that creature that went missing. But I knew it was dead project, it wasn't until around 2009 or so that I had idea of contacting some people but at the time I could only find Crista (and she still had the most up to date level of hers), but she had only her work and nothing else. I remember there was some communication problem so at the time Delacroix took over the communication and we got her Unreal files plus Deadly Kiss for Shadow Warrior at the time, which was mostly complete together with many WIP/extra levels not all related to DK but interesting nontheless. Then I got in touch with Hendricks266 who had other more complete package (like the first level being finished by someone else than the original author *) I had this public before Hendricks266 who told me to hide the files on unrealtexture since then (and since i put their recovered files there too). Ironically it was robman who got me in touch with them, the same guy later (rightly) complaining that the whole "restoration team" was siting ducks for about 10 years with the files leading to the leakage of them. Which I didn't leak btw but they still framed me (I never to spoke to the person who put it up his website for the first time until after the fact). I played part in it but it was mostly uintentional and Joe Wilcox wanted the pack to be released either way so there was no need for the drama of "you leaked copyrighted assets" etc that happened. But now as we know Joe's version wasn't the final either way to be delivered to publishers and he swapped the cinematics for Nuclear Winter DN3D ones by accident. Now we may never see the original ones unless Ken gets back to business, because Roger (the guy who did the cinematics) died ages ago already. Lots of those people got shared between teams of the Unreal addons and what not, except that the Shadow Warrior stuff got finally released at one form or the other and Unreal stuff not.


* Quote from the original author of the level Jason O'Connel
Deadly Kiss, yeah, first level. My original one didn't have the boat and
stuff so someone totally just slapped that on. I was in High School at the
time when I was working on that and something had come up where the map
just never got finished.

Jason
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Victor Delacroix
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Victor Delacroix »

I did some digging and...

the SD_List.txt level order DOES REFLECT the order on Infinity's page, in section Credits. HOWEVER, judging from the STORY, indeed, as you said, Stronghold and Lavaplant should be switched. Because, Stronghold is shielded and going through the Plant deprives the shield of energy source, so unless we plan a story rewrite, it's best to just put LavaPlant prior to Stronghold.

Ultimately, it's your call.
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Leo T_C_K
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Re: Steele Dawn - the Lost Expansion pack - uncovered

Post by Leo T_C_K »

Victor Delacroix wrote: Fri Sep 17, 2021 4:55 pm I did some digging and...

the SD_List.txt level order DOES REFLECT the order on Infinity's page, in section Credits. HOWEVER, judging from the STORY, indeed, as you said, Stronghold and Lavaplant should be switched. Because, Stronghold is shielded and going through the Plant deprives the shield of energy source, so unless we plan a story rewrite, it's best to just put LavaPlant prior to Stronghold.

Ultimately, it's your call.
Yes, the Story and the level list are from different periods. This was already confirmed before, hence the confusion and indeed crista's last version leads to stronghold start room directly (while forcrista.unr is never used).

Sometimes the projects websites updated one part and neglected the other.
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