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Using this patch with Unreal Gold

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Fygee
Posts: 1
Joined: Sat May 30, 2009 6:37 pm

Using this patch with Unreal Gold

Post by Fygee »

Edit - I just read the FAQ and answered my own question.

I still have another one though.

I'm playing it on Unreal difficulty but some of the monsters that were there before aren't now (such as the ceiling monster in the house next to where you first get the automag). Was this changed?

Also, are there any mods out there that increase the amount of monsters and/or general difficultly for the single player game?

Anyways, thanks for keeping this great old game alive!
Last edited by Fygee on Sat May 30, 2009 9:00 pm, edited 1 time in total.
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SkaarjSlayer
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Joined: Thu Aug 26, 2004 8:49 pm

Re: Using this patch with Unreal Gold

Post by SkaarjSlayer »

If there was a change, it wasn't a change in the map itself because even the slightest change to a stock map would give you mistmatch errors when you try to connect to servers with different versions of Unreal.

I connect to 225 and 226 servers just fine with stock, unpatched UnrealGold so it might be a change somewhere else.

EDIT: Also, there ARE mods/mutators that spawn more monsters and make the game overall harder (join Zombie's DeadZone Coop) though they're not very.. realistic.. (i.e. in Zombie's you kill a Krall and like 5 pupaes come out of it)
Last edited by SkaarjSlayer on Sat May 30, 2009 9:15 pm, edited 1 time in total.
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Gizzy
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Re: Using this patch with Unreal Gold

Post by Gizzy »

You could use an Item/Monster replacing mutator (EG: DZMapM) to replace and add more monsters with support for custom monsters.
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Smirftsch
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Re: Using this patch with Unreal Gold

Post by Smirftsch »

start it up with:
open vortex2?game=unrealshare.singleplayer?difficulty=6

227 offers 3 more difficulty levels which are not available through menu but for server (coop) purpose with console. This way it can be used for plain singleplayer too. "Unreal" difficulty equals 3. 4,5 and 6 are even harder...

Strange however that the difficulty setting doesn't seem to be applied correctly since it depends on that if this specific monster (for example) is there or not. This implies it doesn't work as it should. Need to test.
Last edited by Smirftsch on Sat May 30, 2009 9:35 pm, edited 1 time in total.
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