Hi, okay! I'll see what I can do about putting the locales somewhere reasonable, as well as the original prototype/demo (requires Unreal 1 and is set up as a mod), and the Linux version of the client.
(i) VRND was totally independent. Bob Berry (now founder of Uber Entertainment) and Vic DeLeon (now at Highwire) were working on it well before I got involved, and they kind of mentored me through the paper submission process for VSMM'99, the conference we all presented at. They had their own license for it, and I contributed Unrealty's tour guide code at the very end, which controlled the monk walking around the space. Unrealty didn't get its own license until the following year I don't think.
We did later port the map itself, but not the monk tour guide, and I don't know how much work that would be, or if it's even possible without the source assets.
(ii) So, I get the historical value of having the full version of UnrealtyEd available, but from a practical perspective, after UnrealEd 2 came out, we actually recommended people build in that, and just import the T3D file into UnrealtyEd for texturing, lighting, movers, and setting up the Tour Guide and such.
I do have the full version binaries, so no point in hex editing it.
(iii) We just went through this exercise, and the full, final Unrealty source is definitely lost. There were four people who definitely had it, and all of four of us have lost it over time. I don't know that we could reconstruct PubSrc from what we have.
Also, probably not realistic for any licensee to release anything from the core engine beyond what Epic has already released. Epic's who you want to
pressure ask.

(iv) Uh, yes, I guess, in theory, I could release the UnrealtyEd source, since afaik it's totally independent. I'm not sure I could tell what's UnrealtyEd and what's core engine source, though, again, since we don't have the final source, or source control, or anything, just some zip files of diffs against 405b.
If I were to work on an Unreal 1 editor today, I'd probably make something that generated really nice T3D files and just import that into UnrealEd 2.