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Very Hot Topic (More than 25 Replies) Unreal Evolution v1.1 Release (Read 3097 times)
Shadow_Code
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Unreal Evolution v1.1 Release
Mar 24th, 2020 at 8:03pm
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UNREAL EVOLUTION RELEASE TRAILER



WELCOME TO UNREAL EVOLUTION
---------------------------

Experience a classic FPS with polished, expanded and improved design across the board: Artificial intelligence expansions, subtle and meaningful level design, sound effect and graphics improvements, improved weapon design, deepened player control, bug fixing, tight challenge and more.

What GMDX is to Deus Ex, Unreal Evolution is to Unreal.

--------------------------------
Link removed temporarily
--------------------------------

Edit by Kajgue: I've removed the link temporarily until the issues involving the official RTNP content being included in the download are rectified, aswel as the installation unnecessarily interfering with user config files.
« Last Edit: Apr 13th, 2020 at 9:26pm by Kajgue »  

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Mahem
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Re: Unreal Evolution v1.0 Release
Reply #1 - Mar 28th, 2020 at 11:20am
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I played through the Evolution mod.
Now I want to return to original Unreal 227J.
I deselected the mod in the mutators section at the beginning of a new game.
But it still starts with the modified maps.
How to return to original maps?
  
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Shadow_Code
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Re: Unreal Evolution v1.0 Release
Reply #2 - Mar 28th, 2020 at 9:52pm
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Three options:

-Access and remove the paths to the Unreal Evolution folder in-game via Advanced options
-Do the same to the paths directly in Unreal.ini.
-Or just delete/rename the Unreal Evolution folder.
« Last Edit: Mar 28th, 2020 at 11:52pm by Shadow_Code »  

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Re: Unreal Evolution v1.0 Release
Reply #3 - Apr 8th, 2020 at 8:40am
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Download the latest version of Unreal Evolution (v1.1):
--------------------------------
Link removed temporarily
--------------------------------

It's quite possible this is the last release for Unreal Evolution. The mod was for the most part already fulfilled with the first release.

This is mostly a patch; just adding the final touches to the game, but it does also add a few nice features. I've ordered the changelog in order of signficance. Check it out:

Quote:
v1.1 Patch Notes
================

Significant:

-Dedicated Grenade key: press this key to toss a grenade regardless of what you have selected in your inventory. Can be bound to any key.
-You can manually reload the automag by pressing the 2 key.
-Dodging is fixed for players that got stuck in the dodge state.
-Bugfix: Double-click dodging option is reinstated.
-Jump boots last 60 seconds (actually same as vanilla), and provide infinite jumps in that duration. The HUD inventory icon shows the bar gradually draining with every second. This makes jump boots useful in combat.
-Made a very nice level design enhancement to the end of DasaPass.
-New firing sounds for Eightball primary, Flak Cannon Alt, and Minigun Both modes.
-Improved minigun primary fire: slightly increased rate of fire, and it fires at a consistent speed rather than like a three round burst weapon.
-Added some more enemies, varied based on difficulty mode.
-Mod compatibility: Removed UE's extended translator features when loading up anything other than Unreal Singleplayer, to ensure compatibility with other mods as well as the RtNP expansion pack.
-New rare enemy type: Gasbag Brawlers
-New teleport sound effect for Skaarj Officers, so it is always clearly telegraphed when one has teleported.
-New: Mercenaries now may rarely fire heat seeking rockets instead of normal rockets. (Don't worry they're easily avoided)
-New Hardcore Exclusive weapon module: Flak and Eightball Projectile Speed Tier 2
-Dodging into decorations smashes them. Useful for a number of reasons.
-Overhauled the giant gasbag bossfight
-Razorjack blades now make the enemy flinch with high frequency. This is to add more satisfying hit feedback for the RJ as well as make the weapon more powerful equivalent to other late game weapons.
-Temple of Velora: fixed crashing when autosaving

Redone Krall AI:
     KRALL
     -Removed multi-shot attacks from Krall.
     -New: in combat there's a chance Krall may enter an enraged state. In this state they will charge you and unleash their melee attacks.
    ELITE KRALL
     -May fire blue homing bolts (rare chance), interspersed with normal bolt attacks.
     -Has triple shot. Triple shots will not execute at very close range, nor if they do not have line of sight (suppressing fire).
     -Dodge slightly more frequently than vanilla Elites.
     -Still has forcefield.

Moderate Significance:

-The stinger and automag receives a damage boost of +1 or 2 from a damage mod to account for truncated decimals in vanilla damage code originally resulting in those two weapons seeing less benefit of the damage mod than other weapons.
-Fixed MuzzleFlash offsets for the Dispersion Pistol and Stinger when using Centered weapons.
-Increased Stinger and Automag recoil by 20%
-Flak and Eightball Alt fire modes send dodge signals more consistently.
-Increased Flak Cannon Recoil by 50%
-Weapon module that decreases ASMD amp drain by 40% is now 30%
-Balanced audio between Stinger's old fire sound and the new one.
-Gasbags and Titan won't in-fight during the relevant boss battle.
-Gasbag fireballs emit looping ambient audio, meaning you can hear them coming.
-Fixed the remaining Nali Hut crash.
-Mercenaries cannot fire rockets at point blank range while invisible, and also have slightly less chance of firing rockets while invisible in general.
-Sky Town: Moved a nali healing plant, added a Jetty to the water to make the level a complete circuit, and made one of the progression-critical rooms more obvious.
-Reduced Titan rock damage
-Fixed muzzleflash offset for the dispersion pistol when left-handed
-Changed the positioning of the ASMD when left-handed.
-Skaarj Officers Teleport less frequently as a dodge move, and slightly more frequently if they lose you as a target
-Doubled the size of blood puff effect (e.g cloud of blood when gibbing).
-Made a number of improvements to Bluff Eversmoking
-Added minor things to many levels (texture work, lighting, resource balancing, new enemy placement).
-Increased Automag base damage by 1
-Reduced flak brute health by 30
-NaliC: added a heath pickup to the main hall
-Bugfix: the minigun can destroy decorations while underwater.
-Krall are slightly more likely to get cut in half when low on health and shot in the midsection.
-BugFix: tentacles aren't immune to ASMD combo explosion when in the hiding state.

Minor Significance:

-Titan's ground slam adds more x/y velocity to the player, so that he's more likely to knock down boss cheesers from upon their perch.
-A brute no longer randomly falls from above in the first mine level (vanilla oddity).
-Changed super jump boots translator description for greater clarity.
-Replaced a hc mode flak brute with a gasbag on SkyCaves
-Fixed a BSP issue on SkyTown
-Added texture work and adjusted enemy placement on DasaCellars.
-Player doesn't scream in pain if blown up (they have no lungs, throat, vocal cords or mouth).
-decreased collision radius of a number of Terranuix's trees.
-Fixed a BSP hole on IsvKran1
-Moved Bluff Nali Save from the crucifixes to the graveyard.
-Made a few Nali Saves more visible
-Teleporting skaarj avoid water as a teleport destination
-Invisible water surface in the sunspire fixed
-Changed Skaarj Officer placement on SkyCaves
-Potentially fixed weird triggers on SkyBase
-Changed SkyTown Skaarj Officer's weapon from a flak cannon to a dispersion pistol.
-Fix: Bio Rifle statistics display Bio Rifle's true damage value
-SkyTown: Boarded up a window on hardcore to prevent crouching through, and moved Nali save.
-DCrater: Fixed HOM effect on the teleporter.
-Made a minor health pickup adjustment on bluff to reduce backtracking.
-Every Major area of the sunspire contains at least 1 major item, ensuring thorough exploration is worthwhile.
-Fixed a broken Skaarj melee attacker at the beginning of MothershipCore
-Increased flare light radius by 2
-Made slight ammo pickup adjustments on dasa pass
-Dasa Cellars: added a Nali save, made sure some bars that open won't kill you, and other polishing.
-Titan footsteps are louder and can be heard at greater range.
-Titan Health increased.
-Titan speed increased.
-Titan rock damage reduced considerably.
-Reduced the time it takes for the bridge to raise on Velora Pass by 10 seconds
-Added 2 flashlights to late game.
-Bugfix: Nali ghosts won't save if you're dead
-Made The Warlord immune to Lava damage (so he doesn't commit suicide).
-ExtremeBeg: changed an unfair skaarj placement, made a secret more obvious, and other minor tweaks.
-Ceremony: fixed falling through a wooden platforming.
-Increased Razorjack dodge signal frequency slightly. (vanilla = enemies never attempt to dodge. v1.0 = 30%. v2.0 = 35%)
-QueenEnd: Fixed scripted queen yelling whenever a pupae is killed, even if the queen is dead. (fixed for sure this time)
-ExtremeBeg: Eased up on enemy placement/ambushes in two instances.
-ExtremeBeg: The second propulsion shaft "jump pad" now blasts you to the required height automatically.
-ExtremeBeg: removed unavoidable damage during razor trap
-Razorblade traps cannot be cheesed with ASMD alt fire.
-ExtremeDark: fixed bsp errors

Special Credit: thanks to RoSoDude for the double-click dodging fix.


________________________________________________
Edited by Kajgue: Had to remove the download link unfortunately for the same reason above.
« Last Edit: Apr 14th, 2020 at 12:45am by Kajgue »  

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[]KAOS[]Casey
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Re: Unreal Evolution v1.0 Release
Reply #4 - Apr 8th, 2020 at 8:50am
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Looks like I missed taking a look at this one on 1.0 release..


modified maps without changing map names? I assume that was to preserve teleporter URLs... also, a modified upak.u? what's different in it?

curious, did you add any pathing to the maps while you were making the modifications?

looks interesting
  
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Re: Unreal Evolution v1.0 Release
Reply #5 - Apr 10th, 2020 at 8:07pm
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Map names weren't changed because there is no reason to change them. Unreal Evolution installs them to a sub-directory.

Some pathing changes, yes.

In other news, I'm working on getting Unreal Evolution's mutator to a highly compatible state with other mods and RTNP. Currently I am testing the mutator with Unpunished's Phoenix Mission Pack. You get Unreal Evolution's:

-Much improved Weaponry (which is very close to vanilla balance by design).
-Subtly improved inventory: Can carry multiple forcefields, flares don't explode after 10 seconds but a more reasonable 20, turning off scuba gear underwater won't instantly drown you etc.
-Improved Artificial Intelligence. I just implemented this last night. It includes all but the The Warlord as that ideally requires special hand-placed navigation points.

When replacing vanilla enemies with UE's, it seems I have to manually also transfer properties changed by level designers. So far I've got:

AttitudeToPlayer
FirstHatePlayerEvent
AlarmTag
Orders
OrderTag
DropWhenKilled
CombatStyle
Aggressiveness
TeamTag
SightRadius
AnimSequence
Also Filter options such as enemies only appearing on certain difficulties.

These are properties I noticed Epic changed on a per-pawn basis, for example to make a certain pawn run to an alarm point as soon as he sees you, for combat music to play  when another sees you, or for another still to stay back in combat or get in your face and be aggressive. Let me know if there's anything I should add, or better yet a way to automate the transference of level designer's custom properties.
  

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Re: Unreal Evolution v1.1 Release
Reply #6 - Apr 11th, 2020 at 1:47am
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there's a good reason to change the maps, and that's being able to play it online without the clients needing to know about the changed maps ahead of time. it also means that you don't have to have special install/uninstall instructions since you can use a .int (at least in 227i IIRC) to add your campaign
  
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Re: Unreal Evolution v1.1 Release
Reply #7 - Apr 11th, 2020 at 5:46am
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Press coverage: https://www.kotaku.com.au/2020/04/unreal-evolution-mod-great-reason-to-replay-un...

@Kasey: There are no special install instructions. You run the .exe, bam, it's done. Ease of install is extremely high priority for me.
Unreal Evolution is also strictly a singleplayer experience, at least for the time being, so I see no need for online features. Perhaps I am missing something here.

When using just the mutator for improved weaponry etc, however, it's just a .u and .int and should be usable any which way.

If people want to help make the mod as accessible on a technical level as possible, that'd be appreciated. Just make sure you understand how the mod itself works too. For example, it overrides 227i's console, which results in some obstacles regarding installation.
  

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Re: Unreal Evolution v1.1 Release
Reply #8 - Apr 11th, 2020 at 8:12am
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I pretty much exclusively play unreal in the context of an online multiplayer server for coop, and simply just renaming the maps (and editing the end teleporters) would allow that to work. also, I prefer manual installation over running executables. additionally, for security purposes I and many others have unreal.ini or their entire system folder set to readonly due to malicious mods or other nefarious things such as jcoopz adding tracking to your user and unreal.ini. as I understand it the executable needs to edit the unreal.ini to edit the paths entry to add new paths earlier to supercede the original maps

there's also the obvious problem that having this installed as-is immediately will cause version mismatches when attempting to connect to coop servers running the original maps since packages are looked up by their names initially, which does qualify as a bug
  
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Re: Unreal Evolution v1.1 Release
Reply #9 - Apr 11th, 2020 at 6:12pm
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None of this warrants any change as of yet. It's not a co-op mod, and ease of installation takes absolute priority.

Thanks for the information. Should I decide to add co-op support in the future, it will be helpful. I don't see that happening though.
  

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Re: Unreal Evolution v1.1 Release
Reply #10 - Apr 11th, 2020 at 7:41pm
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it's as simple as changing the maps to new name, editing end teleporter URLs, adding a .int file, and dropping the maps into the maps folder instead of the custom path you create. the current install method is actually more involved than it would be by not needing to edit

and again installing this mod breaks online play for normal coop which is clearly a bug. not to mention the mysterious custom upak.u, which also breaks online play for normal coop with servers running upak and potentially deathmatch too, as well as maybe getting you autokicked or autobanned from anticheats. good feature. +1 would recommend

but you can continue to not change it, and i will continue to not play it. if you continue to not fix this glaringly obvious problem, you should at least in good conscience add a disclaimer in your readme that you cannot play normal online coop and possibly get autokicked/autobanned from DM servers. you would be doing a disservice to your audience otherwise.

unreal was meant for modding, not wholesale replacing existing packages. it's just not how it's supposed to work.
  
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Re: Unreal Evolution v1.1 Release
Reply #11 - Apr 11th, 2020 at 8:20pm
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Heya,

Looks pretty cool judging from the video preview + screenshots, and looks like you definately put alot of work into this.

However, modifying stock packages genuinely is not a good idea, as it will break compatibility with users who don't have this or have chosen not to install it. I understand you want to have ease of installation, but in the current manner that the installation is implemented, it creates more problems for the user, especially if they need to uninstall in order to regain compatibility.

And I also agree, that it's bad that the user isn't at least warned of this unless amending what the installation does so that incompatibilities are avoided. Would either of these be okay considering the implications?  Undecided

Thanks for sharing this though Shadow_Code, if the incompatibilities are rectified I would like to give this a try. Smiley

Over and out.
  

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Re: Unreal Evolution v1.1 Release
Reply #12 - Apr 12th, 2020 at 12:07am
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Again I will state that you should get to know what the mod is doing before telling me what I am supposedly doing wrong. There is no "mystery" custom upak.u. that's vanilla, so it's not causing any harm. Why does it exist? You don't know, yet you see fit to come and spout bullshit.

This mod isn't for you if you can't follow simple instructions that clearly states all you need to do is backup System to avoid any compatibility issues. It takes zero time and effort to do so.
I am aware there are compatibility issues if you do not follow my instruction. It's the price to pay for having a one-step install.
  

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Re: Unreal Evolution v1.1 Release
Reply #13 - Apr 12th, 2020 at 4:52am
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Hey Shadow_Code

I've played through the entire mod, it was pretty cool, I do like the new enemy AI quite a lot and the weapon upgrades are cool, even if they can be a bit op if you know what you're doing

But I wanted to mention, the way you install the mod is actually pretty bad for the user, because if you wanted to quickly swap to vanilla Unreal, you can't, you'd have to edit your Unreal.ini and a lot of people probably don't know how to do that

An easy way of fixing this issue as Casey was trying to say, is to just rename the maps, link them to each other and use an .int file to make the Campaign appear on the Start Game menu, it doesn't make the installation any more complex at all, I did it myself and it took me like half a hour, not that much time compared to how long the entire mod probably took you to make

Also I did check the Upak file and yeah it is literally just 227i's vanilla Upak.u so there's nothing wrong with that file
  
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Re: Unreal Evolution v1.1 Release
Reply #14 - Apr 12th, 2020 at 6:47am
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Silver Wolf wrote on Apr 12th, 2020 at 4:52am:
even if they can be a bit op if you know what you're doing


Oh?

Two questions: Which ones, and did you play on hardcore mode where challenge is peak.

Quote:
But I wanted to mention, the way you install the mod is actually pretty bad for the user, because if you wanted to quickly swap to vanilla Unreal, you can't, you'd have to edit your Unreal.ini and a lot of people probably don't know how to do that

An easy way of fixing this issue as Casey was trying to say, is to just rename the maps, link them to each other and use an .int file to make the Campaign appear on the Start Game menu, it doesn't make the installation any more complex at all, I did it myself and it took me like half a hour, not that much time compared to how long the entire mod probably took you to make

Also I did check the Upak file and yeah it is literally just 227i's vanilla Upak.u so there's nothing wrong with that file


Once again I am told what my mod supposedly does by people that do not know what my mod does.

Now I will tell you as this is getting silly. Here's the thing: UE overrides 227i's console, and it modifies some int files for new key input. Changing the map names will accomplish nothing here as there is still the question of what to do with everything else while also maintaining a one-step easy install process.
If you can find me a solution to those two problems, I'll listen, and sure, change the map names in the process too. Of course I want the mod to not be destructive, but whining about map names misses the point and is not helpful. For now, simply backing up the system folder as instructed solves compatibility issues, and is very easy to do. The alternative is having those not very technically-inclined going through an extensive multi-step install process or digging in .ini files and that is not good at all. You guys are supposed to be technically-inclined and also able to follow one simple instruction to avoid compatability issues. It's not like I don't warn you either. Moddb and the .exe both.

My other mod, GMDX, was also destructive (technically. though less so than this), but that didn't stop 100,000+ people downloading and enjoying it. A lot of people wouldn't have been able to enjoy it if it weren't so easy to install. There was simply nothing I could do to not make it destructive aside from omitting that content or having people manually install, which obviously defeats the point. From what I can tell, this is the same issue, but I could be wrong.
  

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