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Sith Har Blaster

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Gizzy
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Sith Har Blaster

Post by Gizzy »

After looking at some of the older games that used the Unreal Engine, I found this small article on Wikipedia..

Taken from the article on Star Trek: The Next Generation: Klingon Honor Guard:

Prior to the release of the game, the "Sith Har Blaster" weapon was turned into a freely downloadable addon for Unreal. Meant as a sort of teaser, the release gave gamers a taste of what the game would offer.

I have had a quick look on Google, and found this link:

ftp://ftp.gamesnet.net/pub/bluesnews/un ... ithhar.zip

Unfortunatly, it requires a username and password (Which I don't know :( )

Has anyone ever heard of this? It came as quite a shock to me.





EDIT:
LOLOL GIZZY FAIL. NOTE TO SELF CHECK DOWNLOADS SECTION FIRST. REQUESTING DELETE AND SLAP IN FACE ;D :D

EDIT2:
Only works in 220... Uses code that is missing from later versions of Engine.u, including 227.
Last edited by Gizzy on Fri May 08, 2009 8:23 pm, edited 1 time in total.
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Hellkeeper
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Re: Sith Har Blaster

Post by Hellkeeper »

Can I still slap you in the face ?
You must construct additional pylons.
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Shivaxi
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Re: Sith Har Blaster

Post by Shivaxi »

:P

Are u planning on converting this wep to current Unreal versions?  As it only works in Unreal 220 at the moment.  Luckily I have 220 though...and I've been playing with it....it's quite nice :)
Last edited by Shivaxi on Fri May 08, 2009 9:47 pm, edited 1 time in total.
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Gizzy
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Re: Sith Har Blaster

Post by Gizzy »

Can I still slap you in the face ?
Sure
:P

Are u planning on converting this wep to current Unreal versions?  As it only works in Unreal 220 at the moment.  Luckily I have 220 though...and I've been playing with it....it's quite nice :)
I have been messing with it in 220, and it is a rather nice weapon. If I get the time, I will probably have a crack at it. I'm too tired right now anyway :P
Last edited by Gizzy on Fri May 08, 2009 10:02 pm, edited 1 time in total.
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Shivaxi
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Re: Sith Har Blaster

Post by Shivaxi »

lol ok :P
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Hellkeeper
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Re: Sith Har Blaster

Post by Hellkeeper »

Can I still slap you in the face ?
Sure
:)


Image


Consider yourself slapped in the face.
Last edited by Hellkeeper on Fri May 08, 2009 11:07 pm, edited 1 time in total.
You must construct additional pylons.
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[]KAOS[]Casey
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Re: Sith Har Blaster

Post by []KAOS[]Casey »

UModel doesn't load this one, I dont think a conversion is possible for the mesh.. :/
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Turboman.
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Re: Sith Har Blaster

Post by Turboman. »

Years ago someone told me that you could load the entire Klingon Honor Guard game into unreal. I never tried it back then but this thread made me curious about the matter...

And to my surprise it WORKED! After many tries I discovered 219 is the only version you can load Khg content in.

some shots as proof

Image
Dante isn't so lonely in his prison cell anymore

Image
Playing the Khg DM maps with unreal bots using Klingon weapons.


The singleplayer missions do not work unfortunately, they give an error about a missing package/class in "windrv". EDIT: SINGLEPLAYER DOES WORK! unreal has no windrv.u so copy it!
And 219 is the only version i managed to get it working with, anything higher (220, 224, etc) give an error about playerpawn differences.

Doing some research on the code, i'm surprised it loaded at all in unreal, the meshes aren't your conventional unreal format, instead they made their own mesh format (.mac).
The other game content (maps, textures, sound) is fully compatible, if the mesh format would work, and some incompatibilities could be fished out you can pretty much play the entire game in 227 (saves me the horror of outdated video and sound drivers in the retail game :P )


see for yourself, download the demo and it should work in 220 aswel :P
Last edited by Turboman. on Sat May 09, 2009 11:30 am, edited 1 time in total.
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Gizzy
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Re: Sith Har Blaster

Post by Gizzy »

That's amazing!
If this can be updated to run under current versions of Unreal, I'd be very impressed.

Incidentally, I noticed in the code of the Sith Har Blaster that it uses #Call instead of #Exec for the mesh importing, and like you said, the models use .mac format, which I have never heard of before..

EDIT: Holy Crap! I just played it in Unreal. I'm so surprised that actually worked. Nice one Turboman!
Last edited by Gizzy on Sat May 09, 2009 3:29 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Sith Har Blaster

Post by []KAOS[]Casey »

I noticed in the sith har blaster they just subclassed weapon and made an ungodly huge modification to it, but I guess they never made native code so thats probably why it works
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Leo T_C_K
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Re: Sith Har Blaster

Post by Leo T_C_K »

Never played this game...but it was one of the first on Uengine, another start trek game deep space nine however seems to push the engine to its limits and have even realtime shadows. But it is third person shooter.
Anyone planning to port the content of this or something, at least that preview gun to final and later versions?
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Turboman.
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Re: Sith Har Blaster

Post by Turboman. »

Porting it would be great, as it would immediately make all the maps playable in unreal.

unfortunately the animation format is completely different from unreal's... yet it only works in 219.
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Leo T_C_K
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Re: Sith Har Blaster

Post by Leo T_C_K »

And Unreal PSX was on 221...I still wonder if that file will work on it, that original NPScript...well I am waiting someone to upload unrealshare from 221.
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[]KAOS[]Casey
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Re: Sith Har Blaster

Post by []KAOS[]Casey »

221 doesnt have hudcount but im uploading it soon, can try yourself

http://www.klankaos.com/221unrealshare.rar

Not sure if this IS the right one, anyway.
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Gizzy
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Re: Sith Har Blaster

Post by Gizzy »

Anyone planning to port the content of this or something, at least that preview gun to final and later versions?
You Call, We Haul...


Image

The weapon itself is functional, but I'm still porting some effects over.
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Krokus
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Re: Sith Har Blaster

Post by Krokus »

Looks nice.
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Leo T_C_K
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Re: Sith Har Blaster

Post by Leo T_C_K »

Good job, too bad I don't have the game, although I probbaly didn't miss much did I? I am more ineterested about deep space nine than this, also because one of Unreal core members worked there.
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Leo T_C_K
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Re: Sith Har Blaster

Post by Leo T_C_K »

221 doesnt have hudcount but im uploading it soon, can try yourself

http://www.klankaos.com/221unrealshare.rar

Not sure if this IS the right one, anyway.
HideCount it is...but yeah it doesn't have it, so it must have been PSX specific.
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Turboman.
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Re: Sith Har Blaster

Post by Turboman. »

Good job, too bad I don't have the game, although I probbaly didn't miss much did I? I am more ineterested about deep space nine than this, also because one of Unreal core members worked there.
DS9 was fun, but KHG was better, even though ds9 was very good looking for an ue1 game and KHG looks like ass, KHG had so much more diverse environments, whereas DS9 was pretty straightfoward and boring.

Anyway Gizzy, could you share with us how you managed to port the content? i'm curious about how to get around the different model format.
Last edited by Turboman. on Thu May 28, 2009 8:27 pm, edited 1 time in total.
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Leo T_C_K
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Re: Sith Har Blaster

Post by Leo T_C_K »

I never played Deep space nine fallen anyway...but Eric Reuter made some levels there and later he released his own standalone mod called Covergence, did you try playing that one?
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Turboman.
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Re: Sith Har Blaster

Post by Turboman. »

I have ds9. Fun game and very professionally designed, but not very fun to play, the gameplay consists of too much endless corridors gameplay and an annoying amount of respawning enemies (they constantly beam in star-trek style).
So far the only level i really liked was the one where you search for a crashed spaceship in a jungle full of dangers, now that was an awesome level, after that was over the game just dragged you on in a dull, boring way!

I also played convergence, i thought the mod was pretty mediocre. The game itself already had an awful amount of corridor levels, but the mod was overkill in that respect.

The game also featured some very nice skeletal animation even with inverse kinematics, characters would actually ascend stairs or rockfaces properly iirc.
Oh and crude self shadowing (stencil buffer) effects for lighting objects, just like Rune did, too bad it was a pretty cheap effect there, shadows would only cast on floors and they couldn't cast on walls or slanted surfaces.
Last edited by Turboman. on Fri May 29, 2009 1:32 pm, edited 1 time in total.
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Victor Delacroix
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Re: Sith Har Blaster

Post by Victor Delacroix »

So, did anyone make any progress in porting KHG assets into modern U versions (227, maybe?)
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Gizzy
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Re: Sith Har Blaster

Post by Gizzy »

I ported the sith har blaster to 227, but never got round to replicating the effects so it worked properly online. Unfortunately, I lost the file after a horrible crash a while back. I still have the file with all the weapon and ammo meshes, but I can't be assed to try and port the code across. If someone wants to try, the spam me on msn or w/e and I'll give you the .u with the meshes.
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