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Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 2:15 pm
by Gizzy
I was reading through some old release notes from Unreal 220, and stumbled across this section...

Coop games

   * Listen server player weapons travel from level to level.
   * Fixed weird movement problem in open areas on fast machines  during coop play.

   * Translocator works properly in coop play, and everyone gets one.

That does say translocator, right?   :-?

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 4:10 pm
by []KAOS[]Casey
yeah it does, but there never was one, they must've removed it last minute or something

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 5:22 pm
by Shivaxi
maybe they meant Translator? :P

I have the original 220 patch...never saw anything like a translocator in it....i can double check though

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 5:26 pm
by Age
Edit: remove this post.

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 5:35 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Maybe they were planning on releasing the patch with Translocator and they removed it and forgot to remove that line from the release notes document, or maybe what Shiv says.

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 10:22 pm
by Gizzy
I checked through the 220 patch, and found nothing in pickup or weapon that looks like a translocator.

Also, if it was a typo, it must have been a helluva typo.

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 10:35 pm
by Bane
Peacerocket does not appear anywhere in game, but is still included.
Warlord teleport in animation isn't used.
Scope on the sniper rifle was removed, but is still visible on the 3d mesh.
Paths for a warlord still exist on Nyleve. The warlord was removed but they left the paths in.
Quadshot has a partial, and clearly not working, class
twirl animation for the automag

I'm sure there's a ton more, but this is off the top of my head. I seriously doubt they removed anything at the last minute, since they left so much other stuff in. There's also no mention of them adding a new device, just giving it to everyone in coop play. I don't recall a translocator in any version of unreal 1. I do recall a translator.

I'm sure it's a typo.

Re: Unreal Patch 220 Stuff...

Posted: Sat Apr 18, 2009 11:00 pm
by Gizzy
Peacerocket does not appear anywhere in game, but is still included.
Warlord teleport in animation isn't used.
Scope on the sniper rifle was removed, but is still visible on the 3d mesh.
Paths for a warlord still exist on Nyleve. The warlord was removed but they left the paths in.
Quadshot has a partial, and clearly not working, class
twirl animation for the automag

I'm sure there's a ton more, but this is off the top of my head. I seriously doubt they removed anything at the last minute, since they left so much other stuff in. There's also no mention of them adding a new device, just giving it to everyone in coop play. I don't recall a translocator in any version of unreal 1. I do recall a translator.

I'm sure it's a typo.
It's amazing all the things Epic left out :(

There is a translocator in the '98 Beta, but it doesn't work properly.

Re: Unreal Patch 220 Stuff...

Posted: Sun Apr 19, 2009 2:47 am
by KillerSkaarj
I liked that translocator because it had an animation of the hand dropping the teleport module and flipping your opponents off. It was funny, weird, and random.

Re: Unreal Patch 220 Stuff...

Posted: Sun Apr 19, 2009 8:57 am
by GreatEmerald
Maybe the Translocator really worked in coop play and everyone got one, the only problem was that it never existed in the first place :D Though a Translocator in Unreal would seriously make it easier for the players.
It's amazing all the things Epic left out :(
Oh really? Then you'll be surprised what Legend left out:
http://liandri.beyondunreal.com/Cut_con ... _Unreal_II

Re: Unreal Patch 220 Stuff...

Posted: Sun Apr 19, 2009 11:06 am
by Gizzy
Maybe the Translocator really worked in coop play and everyone got one, the only problem was that it never existed in the first place :D Though a Translocator in Unreal would seriously make it easier for the players.
It's amazing all the things Epic left out :(
Oh really? Then you'll be surprised what Legend left out:
http://liandri.beyondunreal.com/Cut_con ... _Unreal_II

That's amazing.

Re: Unreal Patch 220 Stuff...

Posted: Mon Apr 20, 2009 5:17 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Maybe the Translocator really worked in coop play and everyone got one, the only problem was that it never existed in the first place :D Though a Translocator in Unreal would seriously make it easier for the players.
It's amazing all the things Epic left out :(
Oh really? Then you'll be surprised what Legend left out:
http://liandri.beyondunreal.com/Cut_con ... _Unreal_II

That's amazing.
Hell yeah... :o

Re: Unreal Patch 220 Stuff...

Posted: Mon Apr 20, 2009 10:48 am
by KillerSkaarj
Every time I read about the Shians and the N, I feel like we got ripped off. I wish they would've delayed the game to include all of those things.

Re: Unreal Patch 220 Stuff...

Posted: Mon Apr 20, 2009 11:03 am
by Gizzy
I like the sound of those Skaarj wristblades. I hope that some mods incorporate some of the lost weapons...

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 2:39 pm
by Leo T_C_K
Every time I read about the Shians and the N, I feel like we got ripped off. I wish they would've delayed the game to include all of those things.
Well obviously the decisions of Atari, plus engine changes (the jump between alpha and final versions of engines is really big btw etc) caused that. The Shians underwater city maps were finished according to GE when he talked with one of the developers, but was cut from final version or something.

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 6:40 pm
by GreatEmerald
Not quite, they weren't finished, but they were playable, as opposed to N and Strider maps, that weren't even started and existed only as a concept. Shian map had Atlantis float on the top of the ocean, and you had to dive there. Seems the graphics were cool, too.
And yea, it is Atari's fault... They both made Legend release an unfinished product and then overall vanquished Legend...

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 8:09 pm
by Krokus
Hmm..
That's a shame.
Why was the Flak Cannon left out?
Arghhh! :(

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 8:23 pm
by KillerSkaarj
Krokus presents a valid question. Why WASN'T the Flak Cannon, or any other Unreal weapon besides the Dispersion Pistol brought back? I mean, yeah, the weapons show characteristics of the weapons (Assault Rifle = Stinger + Flak, Shock Lance = ASMD, Grace = Automag, Spider Gun = BioRifle, just to name a few), but it's still not the same as the actual weapons. Since then, the traditional weapons never appeared in another Epic-made, non-community Single Player game, because obviously they haven't made a single player Unreal Game since the first.

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 9:07 pm
by Spike
Is it not obvious? Epic is retarded and doesn't quite see that their DM games such as UT are failing, and a coop game like Unreal 1 would do more. They just wont ever see, and as for that they failed with Unreal 2, thus they assumed Unreal 3 would be the same..no brains. heh.

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 9:21 pm
by KillerSkaarj
Spike, Epic wasn't in anyway involved with the development of Unreal 2 except for the Engine. Legend developed the game themselves, so it's no wonder it wasn't very faithful to the first game. If Epic were to just deviate from the UT series, no matter how successful it is, and create another single-player Unreal, I'll bet you $20 that it'll be awesome.

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 9:23 pm
by Spike
Either way their judgment in games lately is lacking, so they moved on to Gears of War...which they will probably screw up anyway.

And a note, deviate from UT? UT3 clearly failed hardcore...

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 10:12 pm
by KillerSkaarj
I can't, nor want to agree with you because I haven't played that much of UT3, and I think it rocks from playing my friend's 360 version.

Re: Unreal Patch 220 Stuff...

Posted: Wed Apr 22, 2009 11:49 pm
by Spike
I don't at all recall who it was, but someone told me when UT3 came out, a month after it hit the number of players online for it was less that Old Unreal. That's sad if it is in fact true, but i didn't follow up on it. I do however know that UT3 has gotten less publicity than the other UT's and even still they don't even touch Unreal which is still going after so many years. Its only common sense to say that Unreal 1 has made it this far, why not make another Unreal in the same form as Unreal 1 was? common sense.

Re: Unreal Patch 220 Stuff...

Posted: Thu Apr 23, 2009 12:01 am
by KillerSkaarj
They're too busy adding new stuff to UT3 and fixing bugs, and we still need to wait 1-2 years for the next Unreal game (UT was released in 2000, UT2kx was released 2003/4, and UT3 was released 2007. Next Unreal is probably due 2011) before they move on to another game. They can't simply release a game and then instantly start development on a new game. They need to build up their funds again from the last development. And the fact that Midway is dying as a company doesn't help much either.

Re: Unreal Patch 220 Stuff...

Posted: Thu Apr 23, 2009 3:02 am
by Spike
True...but what of Gears of War...I still believe they are ditching Unreal, I mean has anyone even heard of any new plans? heh.