Clearing up file types
Posted: Fri Aug 27, 2010 8:02 pm
The file structure of Unreal Gold/Unreal anthology is confusing to a n00b since there are multiple files with the same name but different extensions, so here's my idea of what each one is or does. Unreal.exe is the boot strap for starting up the game, and is what starts up the main engines. The Unreal engines have a .u extension; the original ones include but are not limited to UnrealI.u, Ubrowser.u, Engine.u, and UMenu.u. The "I" in UnrealI.u probably stands for "Integrity," which is the same thing that .int stands for. The engine is then modified by mutator files ending with .int like Unreal.int and UnrealI.int (I don't know what the difference between these two is). The .int files and .u files are then configured by a small .ini file. Unreal.log logs in-game configuration changes and other events.
Until the release of RTNP, Unreal classic did not contain UPak.dll. The whole point of this file is to bind RTNP to Unreal Classic, to prevent end users from being able to play RTNP independently of Unreal 1. There are .u and .int files for RTNP, these are called UPak files, probably because it is an expansion pack to Unreal. Since it is just an expansion pack, albeit with its own additional code and mutators, it does not have a .ini configuration file or a .exe application boot shortcut. There is an actual file folder called UPak, and it contains the RTNP maps. Unreal maps end with the extension .unr; within the maps folder is a file called UPack.unr. Notice the "c" in there--it isn't UPak, it is UPack. I have no idea what this map file does, unless it serves as some kind of hub to other maps.
The 227f patch only works with the classic Unreal engine (UnrealI.u I think), code, and mutators because patches must be written for each set of code. Thus, UPak.u requires a separate patch from UnrealI.u. The last patch that was written to work with UPak.u was 225. The UPak files can be modified to be compatible with patches--I think the way they do this is by putting code closely in line with the original Unreal engine, or possibly by process of bug elimination due to incompatibility. There is in fact a version of UPak.u that has been modified in this way, but I don't know where to find it. 227g will actually be two different patches, one optimized for compatibility with the classic and the expansion pack.
Until the release of RTNP, Unreal classic did not contain UPak.dll. The whole point of this file is to bind RTNP to Unreal Classic, to prevent end users from being able to play RTNP independently of Unreal 1. There are .u and .int files for RTNP, these are called UPak files, probably because it is an expansion pack to Unreal. Since it is just an expansion pack, albeit with its own additional code and mutators, it does not have a .ini configuration file or a .exe application boot shortcut. There is an actual file folder called UPak, and it contains the RTNP maps. Unreal maps end with the extension .unr; within the maps folder is a file called UPack.unr. Notice the "c" in there--it isn't UPak, it is UPack. I have no idea what this map file does, unless it serves as some kind of hub to other maps.
The 227f patch only works with the classic Unreal engine (UnrealI.u I think), code, and mutators because patches must be written for each set of code. Thus, UPak.u requires a separate patch from UnrealI.u. The last patch that was written to work with UPak.u was 225. The UPak files can be modified to be compatible with patches--I think the way they do this is by putting code closely in line with the original Unreal engine, or possibly by process of bug elimination due to incompatibility. There is in fact a version of UPak.u that has been modified in this way, but I don't know where to find it. 227g will actually be two different patches, one optimized for compatibility with the classic and the expansion pack.