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Sith Har Blaster
Posted: Fri May 08, 2009 7:58 pm
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
EDIT2:
Only works in 220... Uses code that is missing from later versions of Engine.u, including 227.
Re: Sith Har Blaster
Posted: Fri May 08, 2009 9:27 pm
by Hellkeeper
Can I still slap you in the face ?
Re: Sith Har Blaster
Posted: Fri May 08, 2009 9:46 pm
by Shivaxi
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

Re: Sith Har Blaster
Posted: Fri May 08, 2009 10:02 pm
by Gizzy
Can I still slap you in the face ?
Sure
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

Re: Sith Har Blaster
Posted: Fri May 08, 2009 10:37 pm
by Shivaxi
lol ok

Re: Sith Har Blaster
Posted: Fri May 08, 2009 11:07 pm
by Hellkeeper
Can I still slap you in the face ?
Sure
Consider yourself slapped in the face.
Re: Sith Har Blaster
Posted: Sat May 09, 2009 5:05 am
by []KAOS[]Casey
UModel doesn't load this one, I dont think a conversion is possible for the mesh.. :/
Re: Sith Har Blaster
Posted: Sat May 09, 2009 10:53 am
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

Dante isn't so lonely in his prison cell anymore

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

)
see for yourself, download the demo and it should work in 220 aswel

Re: Sith Har Blaster
Posted: Sat May 09, 2009 2:43 pm
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!
Re: Sith Har Blaster
Posted: Sat May 09, 2009 4:52 pm
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
Re: Sith Har Blaster
Posted: Wed May 27, 2009 7:25 pm
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?
Re: Sith Har Blaster
Posted: Wed May 27, 2009 7:57 pm
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.
Re: Sith Har Blaster
Posted: Wed May 27, 2009 10:13 pm
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.
Re: Sith Har Blaster
Posted: Wed May 27, 2009 11:47 pm
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.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 1:21 pm
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...
The weapon itself is functional, but I'm still porting some effects over.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 2:26 pm
by Krokus
Looks nice.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 2:35 pm
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.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 2:45 pm
by Leo T_C_K
HideCount it is...but yeah it doesn't have it, so it must have been PSX specific.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 8:23 pm
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.
Re: Sith Har Blaster
Posted: Thu May 28, 2009 8:44 pm
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?
Re: Sith Har Blaster
Posted: Fri May 29, 2009 9:27 am
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.
Re: Sith Har Blaster
Posted: Mon Sep 07, 2009 10:09 am
by Victor Delacroix
So, did anyone make any progress in porting KHG assets into modern U versions (227, maybe?)
Re: Sith Har Blaster
Posted: Mon Sep 07, 2009 3:54 pm
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.