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[PROBLEM] Unreal II patch compatibility / nBox bundle

Unreal2 seems to vanish more and more too. Time to put it up here :)
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SolivaN
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Joined: Sun Sep 14, 2014 11:22 pm

[PROBLEM] Unreal II patch compatibility / nBox bundle

Post by SolivaN »

Hi there,

I want to play Unreal II with latest fixes, but:
When I try to apply the 03.14.03 patch, it refuse to patch my Unreal II.

My Unreal II 2 CD's was included into an old MSI bundle, called nBox FX 5900 Ultra
Image
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I've tryed the following patches:
https://community.pcgamingwiki.com/file ... ing-patch/

Also I've tryed from OldUnreal ones:
https://www.oldunreal.com/downloads/unreal2/

When I execute it, this show me
Image
Image
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So, it seems theres 3 versions of Unreal II
https://en.namu.wiki/w/언리얼%20II:%20디%20어웨이크닝

1. Unreal II: The Awakening eXpanded MultiPlayer (Standalone Multiplayer Expansion Pack)
2. Unreal II: The Awakening Special Edition
3. Unreal II: The Awakening (Xbox)

seems my version is the December 9, 2003 (package) one, with 'Legend' publisher logo that correspond to v829 (singleplayer)
but I'm not sure.

with some investigation, may my game version comes with the V1403 patch 2001 already applied.
but i don't know how to see the actual version of my game

trough console command?
already chequed the .exe details
Image

so that's it!
anybody knows a way to obtain the real version of my game?
cheers.
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Hellkeeper
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Re: [PROBLEM] Unreal II patch compatibility / nBox bundle

Post by Hellkeeper »

I can't see any of your images so I may be missing a few information on your issue.

The three versions of the game ou mention are not really different versions. One is the XBox version, which you're obviously not talking about. U2 XMP is a multiplayer mod released as a sandalone game by Legend as a complement to Unreal 2. The last version is the actual Unreal 2 Game. The Special edition is just the base game with its latest patch and XMP adde don top.
The patch only has to be matched to the language of your game.

I don't see the error message you're trying to show so I can't pinpoint your issue. Maybe you game is already up to date.
You must construct additional pylons.
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Leo T_C_K
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Joined: Sat Aug 27, 2005 6:24 pm

Re: [PROBLEM] Unreal II patch compatibility / nBox bundle

Post by Leo T_C_K »

Look at the original file dates if you can, if your version is up to date then it should include the patch readme file. The original file dates are also kind of hard to get, because unlike one russian version the files are not just plain on cd. The patched files are all dates 2003 while most of original game files are actually still from late 2002 (the game was meant to be released for christmas but it was rolled back due to many bugs being present and Legend didn't want a main release to be full of bugs).

Still, the game even with the latest patch and if you set your player speed to 1.5 like the readme suggests you do, it will never feel like the game it was meant to be.

I had been given most of the 2002 script files(the level ones)/dialogs and documents, so I know how the game changed throughout that year and even a little bit of stuff before that (the initial 1999 design document is also very interesting read, when it was meant to be tied to Unreal/RTNP still, like the old carifle beta design was made with Unreal2 in mind, the carifle was meant to be identical between rtnp and unreal2 at least in 1999).

We have incomplete alpha versions that are avaiable to public though but that are (especially when it comes to models and other content) just a fraction of what was done. At least many of the maps and missing pieces are there. And with the complete PDA texts from the script files/dialog files, the story can be completed at least for the old M01 maps given it still matches it and there are all those pdas lying around in the old pre-alpha.

Unreal 2 is in the end, all things considered, not that far away from the base game as it might appear, though it unfortunately did get the "JOSS WHEDON" treatment lol. When Mike Verdu left the project more specificaly and the corporate business took over even more. I do not know how better or worse Cliffyb made the game given that he was a producer but it sure changed the course with the leaving of M. Verdu. He gave the game unusual depth and darkness that is not often seen in those projects. But it got replaced with the more trigger happy-go-lucky storyline instead. And no more options for truly screwing up or becoming an asshole character or seeing consequences of your own actions.

But yea it had a lot of Unreal weapons returning, even if many of them are cut beta weapons, they are just versions/evolutions of them. See the shock lance being a version of the reboot 1997 impaler, and the flamethrower the same. The magnum being a throwback towards the "colt" 1997 automag, with burst fire like the alternate rifle fire, though the old automags did fire two shots at once with alt always....
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Leo T_C_K
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Re: [PROBLEM] Unreal II patch compatibility / nBox bundle

Post by Leo T_C_K »

Mind you, the reason they probably brought back those beta weapons is...obviously not because fans wanted it, most fans knew nothing of their existence, except that they make appearance in the official novels, but aside from that,
the reason being is that Wheel of Time was developed early 1997, right? So....just as other licensees, the games started as nothing more than beta mods...it means at some point they had wheel of time maps with wheel of time monsters but without having yet coded any weapons or much of them, so they ended up running around with impaler and playing like that. In that sense the laser rifle could be seen as evolution of the stunner instead. Yea, that clam shell weapon... the 1997 "intended" behavior was brought back by us in the unreal psx rework.

But yea the shock lance(energy rifle) and impaler and the flamethrower are the most obvious. (and the dispersion pistol and other beta influences, the dispersion pistol is also more beta like because it shoots balls like the beta dp)
Plus the upak carifle/rocketlauncher and gl having their own variants. the carifle and rocketlauncher were supposed to be originally just the beta rtnp versions, while gl was meant to be updated from the getgo for multiple grenade types, but it was I imagine originally just a reskin as well. Only like late 1999/early 2000 they decided to upgrade the weapons significantly with the switch to version 400 and the skeletal native support being added. Before that they couldn't really add the skeletal models fully and would need to be converted to vert mesh, which they didn't want. Strangely, the skeletal model system is credited to Epic so it was most likely developed before some of the tech geniuses of legend got on board. It seems like Epic might have developed that support for Legend, and its absent from UT until the patches started rolling IIRC. Like the first version that supports it is what, 41x something?
It was often mistakenly thought that Epic developed it for the PS2 version of UT, but this was made already before any talks about Playstation2/PSX2 UT were being made. And yes internally UTPSX2 is how the project was called. There are int leftovers of that present in something, forgot what it was exactly, but they did take their time developing their project. Just the skeletal model support predates it and the first use I can track down is indeed for Unreal2, the developers waited for it to be in place and even then most models that were made often didn't make it into the test versions yet.
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