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Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:01 am
by asgard12000

The Abyss security area Asgard commented the map needed something more. I had varying ideas how to do it and development kinda grew out of space restrictions where to make it fit.

There will be an update to the game, probably when the Space marines get updated, that will happen.
The marine update will probablly be awhile, I wasnt planning on releasing it until firestorm was ready. Which I thought would be released before this map pack :)
So I dunno if you plan to do anything else with rtnp2u? ver 1.01 or whatever. Had I of known I would of sent some updates, if not doesnt matter....

The marines will be different tactically (slightly) and with animation changes along with a new class of marine. (not so botlike)

With Abyss its not so hard to find you way through it once youve played it a couple of times. Just look for the part that you need to walk accross and try to find you way the the start of that ice bridge thing.

Abyss wasnt much of a challenge previously, Im not a big fan of puzzles Id rather kill something, In the end I didnt think It was that difficult to find my way thro.

Cheers

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:03 am
by dinwitty
you are one of the reasons for this project.
Has someone mirrored the updates yet?
I'll find mirror sites tomorrow, mapraider not ready yet.
Looks like I cant attach files here, K_Autumn is a small file less than a meg, easily emailable.




Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:14 am
by dinwitty
I just thought of this fix you could do for K_Autumn.
First, its a test tune I tried for that map, but removed it but theres some residual data I can't remove, it will never play. Cool tune however.

the kinda fix to try.
Go into the music folder, copy any music file somewhere.
rename it

K_Autumn.umx

copy it back to the music folder.

now run the map.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:16 am
by asgard12000
I can probablly mirror the updates but wont have time to do it until the weekend (unless somebody else does it first and it not needed)

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:19 am
by dinwitty
when some other updates happen I will update the game a bit again, so bringem on, Asgard.

But I couldn't hold the game back any more, it was practically ready.
I doubt any new maps would go in, tweaking a map, sure.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 6:57 am
by asgard12000
Will do but...

I need to find out what that guys prob with the fireflies, maybe a video issue which not a lot can be done, until I find out I cant fix it, altho I still see a possible other probs.

The scriptedpawns have a fix aswell which I havent even sent for the 227 patch.

And the marines will have animation updates which Im not about to rush turnoman to do.

Basically its best to wait for more feedback and see if theres any probs and go from there, or I can send updates that may requitre updates later eg. the marines

The current pawns are pretty stable anyway, so I guess its only a matter of if needed or wanted..

I dont have any plans to add anything new either.

Cheers

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Wed Nov 11, 2009 7:45 pm
by rikkihardy
I tried the renaming trick, and it seemed to work.
I'm assuming nothing special happens in the last map - all I got was some hologram characters and a brief visit from a Skaarj tough guy. I tried operating the panels several times and one time this resulted in the spaceship receding into the distance, but that was it. No messages, no "well done", just a view into space. Presumably there is a decent ending in the pipeline?
Thanks for your help!

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Thu Nov 12, 2009 2:44 pm
by dinwitty
I tried the renaming trick, and it seemed to work.
I'm assuming nothing special happens in the last map - all I got was some hologram characters and a brief visit from a Skaarj tough guy. I tried operating the panels several times and one time this resulted in the spaceship receding into the distance, but that was it. No messages, no "well done", just a view into space. Presumably there is a decent ending in the pipeline?
Thanks for your help!
you used the codebox?

..just..one..more...thing..to...do..


..tension mounts...

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Thu Nov 12, 2009 2:50 pm
by dinwitty
Will do but...

I need to find out what that guys prob with the fireflies, maybe a video issue which not a lot can be done, until I find out I cant fix it, altho I still see a possible other probs.

The scriptedpawns have a fix aswell which I havent even sent for the 227 patch.

And the marines will have animation updates which Im not about to rush turnoman to do.

Basically its best to wait for more feedback and see if theres any probs and go from there, or I can send updates that may requitre updates later eg. the marines

The current pawns are pretty stable anyway, so I guess its only a matter of if needed or wanted..

I dont have any plans to add anything new either.

Cheers
I can only see video driver issues with the fireflies. They work fine in the 224 OpenGL.
I can't use D3D in 224, not really tested in D3D. If you do have issues, maybe switch to OpenGL.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Thu Nov 12, 2009 3:52 pm
by mentalhunter
Yes, so it is NOT whatsoever a standard Unreal file, for Ugold yes, but not for Original Unreal1.. Quite annoying tho, all those conflicts over and over again..

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Thu Nov 12, 2009 4:51 pm
by dinwitty
http://www.filefront.com/14911957/USearchPpatch1_2.zip

this is only the patch for those who can't access fileplanet, try it

I'll do the full later


Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Thu Nov 12, 2009 7:47 pm
by dinwitty
Hmm, also in crashsite1 there was unsued skaarj plane, it is at keynum 7 by default, if you return it to 0 and trigger it, it flies to the unused part of spaceship and then crashes in bridge.

And where did you find that skybox then? It looks alike to the radikus one.
ah so it did get used... well, not in the SP maps.


Not sure the purpose for the ship, but I think I made an alternative work using it.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Fri Nov 13, 2009 2:47 am
by rikkihardy
Yes, I used the codebox, but I didn't realize how crucial it was to be standing in the right place...! Took me ages to figure it all out!
Very nice.
Look forward to upcoming developments...
Thanks for all your help.
This had a lot of atmosphere towards the end.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Fri Nov 13, 2009 5:12 am
by dinwitty
I put serous focus on Atmosphere, Unreal breaths of it the whole way, music selection was very careful fitting everything in right. Altho I had a good lot of Unreal tunes set up, I changed direction for the new music. Hope ya liked it.

Since the codebox was introduced, it had to play a key role.
There are some places in the game if you use it...somewhere significant, something happens, so if you run around trying this or that with it... well..maybe ...

there is a trick getting around the choppers in Velrora.

The game took a puzzler route than just all bang bang. I recall a game, I think it was Red Faction you needed a key and came across some switches at games end.
But Unreal was a puzzler also like Cellars of Dasa Pass, my original playing unreal sent me to a walkthru to get thru that level...so meh.

Search will push the storyline back some, this project is kinda a side quest for that game but remains standalone.


Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Fri Nov 13, 2009 6:37 am
by rikkihardy
I gather getting the music files to work properly on a Mac is a problem...
It seems you have to have them, but you can't hear them.
Unless those creepy sounds in the background ARE the music?
I've always had a Mac, so I have always played Unreal without knowing what it's like playing it on a PC.
Perhaps I'll just buy a gaming arcade next... 8-)

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Fri Nov 13, 2009 12:00 pm
by dinwitty
I bought a friend a mac version of unreal, so the music works.

PC here.

yah, thats careful selection of the music to fit the scene there. Aside from placed sounds.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Sun Nov 15, 2009 9:42 pm
by rikkihardy
Are you sure the music works? I have the original Mac disc too, but have never heard anything I would call "music". Just creepy sounds.
But the only problem I couldn't get past at all was not being able to open that door beside "Terra-Sun Mining Station (South)". My first impression was, "Sure, I can ghost through it, and it opens later anyway when I push a button or kill some baddie somewhere on the other side". But that's presumably not the idea. I also seemed to remember the same problem when I played RTNP a year or two back... Then today, I fooled one of those strange guys at the bottom of the shaft into following me back up to that door, whereupon he just ran up to it and opened it! Great! Except for the fact that I would never have found the guy in the first place unless I had cheated and ghosted through the door.
Thought I'd mention it, since the rest of the game was all possible.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Mon Nov 16, 2009 1:15 am
by dinwitty
no music? hmm, check all your settings?
Some players play with no music turning it off anyways.
There might be an advanced options in the MAC, dunno but that will let you in to extra settings to tweak around on, including setting up a server, I believe a MAC can run servers as well.


Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 3:10 am
by rikkihardy
About those fireflies...
Just for fun, I put the game's screen resolution up from 800x600 to 1152x768, and now there doesn't seem to be any problem with them at all on my Mac.
Does that help?

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 3:16 am
by rikkihardy
The music issue seems permanent.
The advanced options don't work with oldskool on a Mac - no dialogue box comes up, but I'm one of those who easily gets annoyed by irrelevant music beating in the background anyway, like I need a drum beat to keep my aim steady...
And in any case I like the sound effects on their own.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 3:28 am
by Leo T_C_K
Well, all of it can be configured in ini if no dialog menu comes up.

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 3:29 am
by rikkihardy
But I won't judge the music without hearing it first 8-)

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 5:08 am
by dinwitty
Guess I gotta make a GWPress music addon...:D


Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 10:35 am
by rikkihardy
;DNow you're talkin'...!

Re: RTNP:Search: Prelude released  (RTNP2U)

Posted: Tue Nov 17, 2009 3:54 pm
by Leo T_C_K
Btw I noticed the human enemies sometimes fight each other, is that bug os is it supposed to be that way?