For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
The April - May beta (unknown build) detailed discussion
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
viewtopic.php?p=104252#p104252
its the patched may7 unreali.u resaved under 200 for resources (mostly)
its the patched may7 unreali.u resaved under 200 for resources (mostly)
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
I will illustrate here what had to be changed. and some that was optional to change but still
optional: alwaysexec lines that kept compiling, later this was changed to forceexec but this kept trying to import these resources and failing
optional
NECESSARY:
optional: alwaysexec lines that kept compiling, later this was changed to forceexec but this kept trying to import these resources and failing
Code: Select all
Candle.uc:#alwaysexec MESH IMPORT MESH=Candle ANIVFILE=MODELS\candle_a.3D DATAFILE=MODELS\candle_d.3D X=0 Y=0 Z=0
Candle.uc:#alwaysexec MESH ORIGIN MESH=Candle X=0 Y=0 Z=-50 YAW=64
Candle.uc:#alwaysexec MESH SEQUENCE MESH=candle SEQ=All STARTFRAME=0 NUMFRAMES=1
Candle.uc:#alwaysexec MESH SEQUENCE MESH=candle SEQ=Still STARTFRAME=0 NUMFRAMES=1
Candle.uc:#alwaysexec TEXTURE IMPORT NAME=JCandle1 FILE=MODELS\candle.PCX GROUP=Skins
Candle.uc:#alwaysexec OBJ LOAD FILE=textures\cflame.utx PACKAGE=UNREALI.CFLAM
Candle.uc:#alwaysexec MESHMAP SCALE MESHMAP=candle X=0.03 Y=0.03 Z=0.06
Candle.uc:#alwaysexec MESHMAP SETTEXTURE MESHMAP=candle NUM=1 TEXTURE=Jcandle1
Candle.uc:#alwaysexec MESHMAP SETTEXTURE MESHMAP=candle NUM=0 TEXTURE=Unreali.CFLAM.cflame
SpriteSmokePuff.uc:#alwaysexec OBJ LOAD FILE=textures\SmokeGray.utx PACKAGE=UNREALI.SmokeGray
Code: Select all
UnrealMeshMenu.uc: if ( PlayerOwner.PreferredClass == None )
UnrealMeshMenu.uc: PlayerOwner.PreferredClass = PlayerOwner.Class;
UnrealMeshMenu.uc: if ( PlayerOwner.PreferredSkin == None )
UnrealMeshMenu.uc: PlayerOwner.PreferredSkin = PlayerOwner.Skin;
UnrealMeshMenu.uc: $"?Class=Unreali."$PlayerOwner.PreferredClass
UnrealMeshMenu.uc: $"?Skin="$PlayerOwner.PreferredSkin
UnrealMeshMenu.uc: PlayerOwner.PreferredClass = NewPlayerClass;
UnrealPlayerMenu.uc: PlayerOwner.PreferredSkin = PlayerOwner.Skin;
Code: Select all
FemaleOneBot.uc:function SetSkin( byte b )
FemaleOne.uc:exec function SetSkin( byte b )
FemaleTwoBot.uc:function SetSkin( byte b )
FemaleTwo.uc:exec function SetSkin( byte b )
MaleOne.uc:exec function SetSkin( byte b )
MaleTwo.uc:exec function SetSkin( byte b )
Code: Select all
BotInfo.uc: return class<bots>( DynamicLoadClass(GetBotClassName(n)) );
FavoritesTeleporter.uc: MenuClass = class<menu>(DynamicLoadClass("Unreali.UnrealFavoritesMenu"));
UnrealIndivBotMenu.uc: NewPlayerClass = class<playerpawn>(DynamicLoadClass(PlayerClasses[PlayerClassNum]));
UnrealListenMenu.uc: C = class<ClientBeaconReceiver>(DynamicLoadClass("IpDrv.ClientBeaconReceiver"));
UnrealMeshMenu.uc: NewPlayerClass = class<playerpawn>(DynamicLoadClass(PlayerClasses[PlayerClassNum]));
UnrealServerMenu.uc: GameClass = class<gameinfo>(DynamicLoadClass(GameType));
UnrealServerMenu.uc: GameClass = class<gameinfo>(DynamicLoadClass(GameType));
UnrealServerMenu.uc: GameClass = class<gameinfo>(DynamicLoadClass(GameType));
UnrealServerMenu.uc: GameClass = class<gameinfo>(DynamicLoadClass(GameType));
UnrealServerMenu.uc: GameClass = class<gameinfo>(DynamicLoadClass(GameType));
Code: Select all
ASMD.uc: if ( (bFireMem || (Pawn(Owner).bFire!=0)) && (FRand() < 0.6) )
AutoMag.uc: bFireMem=false;
AutoMag.uc: bAltFireMem=false;
AutoMag.uc: else if ( bFireMem || Pawn(Owner).bFire!=0 ) Global.Fire(0);
AutoMag.uc: else if ( bAltFireMem || Pawn(Owner).bAltFire!=0 )Global.AltFire(0);
AutoMag.uc: else if ( bFireMem || Pawn(Owner).bFire!=0 )
AutoMag.uc: else if ( bAltFireMem || Pawn(Owner).bAltFire!=0 )
AutoMag.uc: else if ( (bAltFireMem || (Pawn(Owner).bAltFire!=0))
AutoMag.uc: bFireMem = false;
AutoMag.uc: bAltFireMem = false;
AutoMag.uc: else if ( bFireMem || Pawn(Owner).bFire!=0 )
AutoMag.uc: else if ( bAltFireMem || Pawn(Owner).bAltFire!=0 )
AutoMag.uc: if ( (bFireMem || (Pawn(Owner).bFire!=0))) Global.Fire(0.0);
AutoMag.uc: if ( (bAltFireMem || (Pawn(Owner).bAltFire!=0))) Global.AltFire(0.0);
DispersionPistol.uc: bFireMem = false;
DispersionPistol.uc: bAltFireMem = false;
DispersionPistol.uc: bFireMem = true;
DispersionPistol.uc: bAltFireMem = true;
Eightball.uc: bFireMem = false;
Eightball.uc: bAltFireMem = false;
Eightball.uc: bFireMem = false;
Eightball.uc: bAltFireMem = false;
Eightball.uc: bFireMem = false;
Eightball.uc: bAltFireMem = false;
FlakCannon.uc: bFireMem = false;
FlakCannon.uc: bAltFireMem = false;
FlakCannon.uc: bFireMem = false;
FlakCannon.uc: bAltFireMem = false;
GESBioRifle.uc: bFireMem = false;
GESBioRifle.uc: bAltFireMem = false;
GESBioRifle.uc: bFireMem = true;
GESBioRifle.uc: bAltFireMem = true;
GESBioRifle.uc: else if ( bFireMem || Pawn(Owner).bFire!=0 )
Minigun.uc: bFireMem = false;
Minigun.uc: bAltFireMem = false;
Minigun.uc: bFireMem = false;
Minigun.uc: bAltFireMem = false;
Minigun.uc: else if ( bFireMem || Pawn(Owner).bFire!=0 )
Minigun.uc: else if ( bAltFireMem || Pawn(Owner).bAltFire!=0 )
Razorjack.uc: bFireMem = false;
Razorjack.uc: bAltFireMem = false;
Razorjack.uc: if ( (bAltFireMem || (Pawn(Owner).bAltFire!=0))
Razorjack.uc: bAltFireMem = false;
Razorjack.uc: bFireMem = false;
Razorjack.uc: if ( bFireMem || Pawn(Owner).bFire!=0 && Pawn(Owner).Weapon==Self)
Rifle.uc: bFireMem = true;
Rifle.uc: bAltFireMem = true;
Rifle.uc: if ( bFireMem || bAltFireMem || ((Pawn(Owner).bFire!=0) || (Pawn(Owner).bAltFire!=0)) && (FRand() < 0.6) )
Rifle.uc: bFireMem = false;
Rifle.uc: bAltFireMem = false;
Rifle.uc: if ( (bFireMem || (Pawn(Owner).bFire!=0))) Fire(0.0);
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Eh I myself misremembered and assumed this was the order, but one of the things that was optional actually was
the Broadcast message thing, as illustrated on the screenshot by jackhonda. Its solved by adding ",true" to the argument. This is why the broadcastmessage function is also changed in my ktc port...
the Broadcast message thing, as illustrated on the screenshot by jackhonda. Its solved by adding ",true" to the argument. This is why the broadcastmessage function is also changed in my ktc port...
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
from playing KTC Gateway with randomized bots, apparently there is a "Jmale5" bot possible as one of the random bots lol.
Look
He has an EYE PIRATE PRAIRES PATCH LIKE CONFUSED TRAVOLTA ONCE HAD
Look
He has an EYE PIRATE PRAIRES PATCH LIKE CONFUSED TRAVOLTA ONCE HAD
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Ah this is why
if ( (BotNames[n] == "") || (ConfigUsed[n] == 1) )
{
if ( NewBot.skin != None )
BotNames[n] = string(NewBot.skin);
else
BotNames[n] = "Bot";
}
Basically if the bot is outside of the array it will get him the skin name and there is actually a random function to randomalize the plain bot's skin with the "timskins", the timskins and setskin # was already implemented in the ECTS version, that's why its called the "ects hacks".
if ( (BotNames[n] == "") || (ConfigUsed[n] == 1) )
{
if ( NewBot.skin != None )
BotNames[n] = string(NewBot.skin);
else
BotNames[n] = "Bot";
}
Basically if the bot is outside of the array it will get him the skin name and there is actually a random function to randomalize the plain bot's skin with the "timskins", the timskins and setskin # was already implemented in the ECTS version, that's why its called the "ects hacks".
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
I forgot to mention skycaves (gateway to na pali)....
well...not much different except some of the cave holes and such and of course the skybox, the stars being "too obvious".
Kralls having smaller projectiles than the release. and the projs differing more dramaticaly between that and elites
well...not much different except some of the cave holes and such and of course the skybox, the stars being "too obvious".
Kralls having smaller projectiles than the release. and the projs differing more dramaticaly between that and elites
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
*INTERCOM CRACKLING*
"WARLORD HERE"
"WARLORD HERE"
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Here you can see a funny bug, you can exit a map having zero health in rare circumstance or use the fly cheat to reach exit/do it.
Then you will have 0 health, your health doesn't get restored or reset on the next map. Then you can walk around with monsters ignoring you you can shoot them they won't do a thing. Then if you blow yourself up your death animation will NOT EVEN PLAY. HAHA
Look here's the death animation FROZEN
Then you will have 0 health, your health doesn't get restored or reset on the next map. Then you can walk around with monsters ignoring you you can shoot them they won't do a thing. Then if you blow yourself up your death animation will NOT EVEN PLAY. HAHA
Look here's the death animation FROZEN
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Amazing about skytown and skybase that in both maps the stars have a completely different scale in the skybox. and both looks off/ugly. skybase has overscaled stars while skytown underscaled. UGHHHH
lol
Also Delacroix's favorite ASMD-totting SkaarjTroopers. They should have kept those really. In the second house there is one in skytown. You get to finally feel the difference between krallelites and regular krall here.
Also "causevent" just triggers everything at once on the map without specifying event anyway. Gets rid of the church cross and the unused window opens everytime.
Someone should re-add the deleted actors to all the maps though at some point for proper conversions/mods.
The door sequence with the krall closing those doors is great addition too. Otherwise nothing too dramatic. Oh and weaponpowerup exists here even on Unreal difficulty lol...that was changed later.
lol
Also Delacroix's favorite ASMD-totting SkaarjTroopers. They should have kept those really. In the second house there is one in skytown. You get to finally feel the difference between krallelites and regular krall here.
Also "causevent" just triggers everything at once on the map without specifying event anyway. Gets rid of the church cross and the unused window opens everytime.
Someone should re-add the deleted actors to all the maps though at some point for proper conversions/mods.
The door sequence with the krall closing those doors is great addition too. Otherwise nothing too dramatic. Oh and weaponpowerup exists here even on Unreal difficulty lol...that was changed later.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Anyways ...
what did I want to say?
You have to tell me...what did I want to say.
lol
There was something else I discovered but I forgot. Anyway when newbies server was down two more "addons" were made, just a port of the bloodgate/uecgateway map.
version without the dual mags as they got destroyed upon import
BGate
Version with the ospweapons mags added (the .u package is in the ctftest archive)
bgatemag
You can play this in DM too.
what did I want to say?
You have to tell me...what did I want to say.
lol
There was something else I discovered but I forgot. Anyway when newbies server was down two more "addons" were made, just a port of the bloodgate/uecgateway map.
version without the dual mags as they got destroyed upon import
BGate
Version with the ospweapons mags added (the .u package is in the ctftest archive)
bgatemag
You can play this in DM too.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Anyways I went back to skybase to play it more proper. The differences are: weapons of skaarjtroopers and extra skaarjberserker in the cellars (on unreal difficulty at least and the two fight, there's still a third one at the teleporter) and unacessable secret with the monkstatues that was probably meant to be accessed by destroying the cross.
The troopers/officers/gunners differ in that there are two automag skaarj, one asmd one, two flakcannon ones, one minigun one (officer) and a couple of eightball ones too.
As for that screenshot i took it to make you see a bug except it didn't appear on the screenshot. When i decapitated the officer, there was a black diagonal line drawn from his head until the end of the room somewhere...it was really bizarre but obviously its a graphical glitch that can't be seen even on a screenshot....perhaps I should have done printscreen as opposed to "shot", eh?
The troopers/officers/gunners differ in that there are two automag skaarj, one asmd one, two flakcannon ones, one minigun one (officer) and a couple of eightball ones too.
As for that screenshot i took it to make you see a bug except it didn't appear on the screenshot. When i decapitated the officer, there was a black diagonal line drawn from his head until the end of the room somewhere...it was really bizarre but obviously its a graphical glitch that can't be seen even on a screenshot....perhaps I should have done printscreen as opposed to "shot", eh?
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
I didn't get to post about veloraend and bluff yet. I didn't finish playing through Bluff so I'll say that one difference I noticed. You can trigger the thingfactory by colliding with it and spawning superhealth without shooting the nali on the cross.
The problem is that with that it spawns the explosion that will damage/kill you. Lol
Anyways veloraend is truly weird with the broken branch being there still, the mover behavior (does it fucking collide with those rotating beams and that's why it spins?), but the moment you touch the mover the illusion breaks and its normal.
Also yea he has a custom skin, obviously meant to differentiate him from later appearances, perhaps they were thinking of making him immortal again unless plunged into the lava. Dunno. But yea it has nalifruits at the end. Also nalifruits will always start growing from nothing like from seeds when encountered for the first time....it doesn't start at the start of the map but instead when player is in the area. Which is weird. But that's another thing to add to the list of behavior differences.
The problem is that with that it spawns the explosion that will damage/kill you. Lol
Anyways veloraend is truly weird with the broken branch being there still, the mover behavior (does it fucking collide with those rotating beams and that's why it spins?), but the moment you touch the mover the illusion breaks and its normal.
Also yea he has a custom skin, obviously meant to differentiate him from later appearances, perhaps they were thinking of making him immortal again unless plunged into the lava. Dunno. But yea it has nalifruits at the end. Also nalifruits will always start growing from nothing like from seeds when encountered for the first time....it doesn't start at the start of the map but instead when player is in the area. Which is weird. But that's another thing to add to the list of behavior differences.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
In Bluff there are two skaarjscouts towards start, then there are differences obviously in weapons of the skaarjgunners at the monastery, one of them has eightball and the top one gesbiorifle for example.
Also the damn eightball in the secret gets destroyed by the mover.
These messages...they always feel to me like they were beta and should have been changed. Also why are some krall words translated while others not anyways? lol
and yea I use cheats now since a while ago when I couldn't stay in the shelter anymore, now I figured out that with public library i can send myself the save files though so that I will be doing from now on mostly, but yea. I only played without cheats until after Dark or so completely.
Also the damn eightball in the secret gets destroyed by the mover.
These messages...they always feel to me like they were beta and should have been changed. Also why are some krall words translated while others not anyways? lol
and yea I use cheats now since a while ago when I couldn't stay in the shelter anymore, now I figured out that with public library i can send myself the save files though so that I will be doing from now on mostly, but yea. I only played without cheats until after Dark or so completely.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
And here's screenshots of the skaarjgunner firing gesbiorifle at me...
Also I was trying ut beta 221 with some stuff, like with dmsolaris etc...
but now I accidentaly copied dm-core the version for the beta into it as opposed to the original...and I thought it will crash...it did display the warning it was saved with previous versions...
however when I ignored the warning the level did LOAD and play just fine.
So at least from may 07 beta the maps DO LOAD, except there are lighting issues and movers get pitch black but they do work...WTF
is that only on version 221? can someone test/confirm what if you dismiss that dialog? I'll repost this in the other thread too.
but now I accidentaly copied dm-core the version for the beta into it as opposed to the original...and I thought it will crash...it did display the warning it was saved with previous versions...
however when I ignored the warning the level did LOAD and play just fine.
So at least from may 07 beta the maps DO LOAD, except there are lighting issues and movers get pitch black but they do work...WTF
is that only on version 221? can someone test/confirm what if you dismiss that dialog? I'll repost this in the other thread too.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Okay so the second part of bluff....I took some screenshots.
So the gunners on this map, most of them have eightball including ones that had dispersionpistol in the retail release version.
The other ones that had dp have gesbiorifle and razorjack, like the one in the "secret" area with the armor...there is no extra weaponpowerup here hence why the one in skytown is there on Unreal difficulty as well, now it makes sense actually.
As was said before the accidental hole in the wall is not covered by a plant here.
There are also no ammo pickups or armor in the area with the forcefield controls.
The superhealth secret is there however above the control panel.
I will post screenshots.
So the gunners on this map, most of them have eightball including ones that had dispersionpistol in the retail release version.
The other ones that had dp have gesbiorifle and razorjack, like the one in the "secret" area with the armor...there is no extra weaponpowerup here hence why the one in skytown is there on Unreal difficulty as well, now it makes sense actually.
As was said before the accidental hole in the wall is not covered by a plant here.
There are also no ammo pickups or armor in the area with the forcefield controls.
The superhealth secret is there however above the control panel.
I will post screenshots.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
I always found it weird about the tower itself how the lift isn't an elevatormover, this would have been an excellent time to use them (or the isvkran ones) but whatever lol...there's also elevatormover setting in one of the other extra mover types.
I know that elevatormovers can get buggy but there are ways around it.
The thing is...here it just goes in one swoop though, so its even less realistic than isvkran. Why would one have to jump to get to the middle floor to get to the cable car? Like that's kind of the point of this right? Any idea how many accidents can happen?
Either way here's the screenshots of the skaarjgunner with razorjack (why not use officer in this case? wtf i mean he has razor by default) and no weaponpowerup in the exit tunnel from the secret area.
And screenshots of tower and firing charged up DP.
I know that elevatormovers can get buggy but there are ways around it.
The thing is...here it just goes in one swoop though, so its even less realistic than isvkran. Why would one have to jump to get to the middle floor to get to the cable car? Like that's kind of the point of this right? Any idea how many accidents can happen?
Either way here's the screenshots of the skaarjgunner with razorjack (why not use officer in this case? wtf i mean he has razor by default) and no weaponpowerup in the exit tunnel from the secret area.
And screenshots of tower and firing charged up DP.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
And three last shots just for the measure. Holy crap though I mean this map does have atmosphere, just...ugh
it did evolve a lot from the february version, though sometimes on the release version especially, bluff did become a drag at times, but here it somewhat feels better due to different gameplay and physics. (something cliff didn't adjust for in dig)
Also I am still sad we never got the earlier version of Bluff from 1997, you know which one...with the old design and the big mantas around. Yes I know technically the area around wasn't as large and it was split in chunks, but it was something unique too. This one is sold on the massive space and size of the towering bluff, something the earlier version wasn't able to pull off so I understand why they rebooted the design. Even though it made it a weird mismash of maps, like parts of the loche of the underflow idea went to the past-forcefield part and such. That area wasn't present in the feb beta together with the tower.
Anyways also the start of Dasa just has two skaarjgunners with eightballs and that's about it. So less number of enemies but more powerful.
I suppose in the release they really made things ton easier by giving them dispersionpistols and such.
Also I still maintain that the one map in quake missionpack1 was inspired by early bluff. Because one of the level designers that did work on Unreal briefly, just basically testing things out, did join Hipnotic soon in 1997 to work on the expansion. He had access to early Unreal material and I can guarantee you it influenced the design process there. It was often cited by Hellscrag as his examples of good level design and *cough* his trademark "conceptual grandness" but on itself it had roots in Unreal as well.
it did evolve a lot from the february version, though sometimes on the release version especially, bluff did become a drag at times, but here it somewhat feels better due to different gameplay and physics. (something cliff didn't adjust for in dig)
Also I am still sad we never got the earlier version of Bluff from 1997, you know which one...with the old design and the big mantas around. Yes I know technically the area around wasn't as large and it was split in chunks, but it was something unique too. This one is sold on the massive space and size of the towering bluff, something the earlier version wasn't able to pull off so I understand why they rebooted the design. Even though it made it a weird mismash of maps, like parts of the loche of the underflow idea went to the past-forcefield part and such. That area wasn't present in the feb beta together with the tower.
Anyways also the start of Dasa just has two skaarjgunners with eightballs and that's about it. So less number of enemies but more powerful.
I suppose in the release they really made things ton easier by giving them dispersionpistols and such.
Also I still maintain that the one map in quake missionpack1 was inspired by early bluff. Because one of the level designers that did work on Unreal briefly, just basically testing things out, did join Hipnotic soon in 1997 to work on the expansion. He had access to early Unreal material and I can guarantee you it influenced the design process there. It was often cited by Hellscrag as his examples of good level design and *cough* his trademark "conceptual grandness" but on itself it had roots in Unreal as well.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Found a public library where this works again after a long time....so Dasa Pass...I think there's one more brute at the last part and some more sludge ammo than usual but that's about it....
in Dasa Cellars well it was observed already that the coop passage is missing but the secret is still there and one extra dead body over the cistern is a thing. To be precise it is a Texture'Male2Skins.Ivan' body, he is floating above the water malebodytwo. I'd swear that when i watchd gamesharder play the body was over the edge of the water but maybe that changes or its my memory.
to be continued...
in Dasa Cellars well it was observed already that the coop passage is missing but the secret is still there and one extra dead body over the cistern is a thing. To be precise it is a Texture'Male2Skins.Ivan' body, he is floating above the water malebodytwo. I'd swear that when i watchd gamesharder play the body was over the edge of the water but maybe that changes or its my memory.
to be continued...
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Funny thing is the skaarjwarriors in dasacellars tend to be more dynamic in their placement or behavior. the one that is normally on the lift was just upstairs at the superhealth pool section waiting there and the one with the scubagear was on the crate with flakcannon at one point.
also another dead Texture'Male2Skins.Ivan' malebodytwo is at the asmd secret in the well also floating like that
also another dead Texture'Male2Skins.Ivan' malebodytwo is at the asmd secret in the well also floating like that
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Well..the music at the last krall spawn triggers with considerable delay and the bars also reopen relatively later....it also misses that coop passage so yea...this is a bit of a rough version but maybe they could ave kept those bodies and even have it trigger some events if they are destroyed...
edit: no switching music at serpentcanyon, the defaulttexture at the mover of the windmill and the loose translator item, also absence of the nali ghost? I thought he was there or was that with the undeleted actors only? or maybe he teleported out early
edit: no switching music at serpentcanyon, the defaulttexture at the mover of the windmill and the loose translator item, also absence of the nali ghost? I thought he was there or was that with the undeleted actors only? or maybe he teleported out early
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
OK so NaliC the title is Nali Castle Canyon as opposed to just Nali Castle. The two krallelites behind bookshelf are regular krall, theres more default texturing, the cablecar can be triggered without nali but not recommended because then its stuck on the other side. The Skaarj bomber plane is not all dark not from its top and starts from somewhere else? Can't see due to the editor not running currently and this librarys limitations. Not sure if there any differences in translator messages as I can't compare it side by side.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
the different ending was already described. Title of NaliLord is "Demon's Lair" and has the warlord dying (later he is resurrected but irradiated instead) and DCrater is DemonCrater as one word.
also back at nali canyon the nali can be seen initially on the shore it seems to be random, sometimes he teleports out very soon and stuff.
edit: well he actually walks from the grave if you do playersonly, and stops randomly and teleports out, no alarmpoints or anything anymore by default.
edit2: at nalic the nalis behave erraticaly also i don't know where the first gofly alarmpoint is, the mover is actually at the same location for the bomber but its not all black when flying i guess changes to the mover code did that later without them readjusting it on the map. which sucks
also back at nali canyon the nali can be seen initially on the shore it seems to be random, sometimes he teleports out very soon and stuff.
edit: well he actually walks from the grave if you do playersonly, and stops randomly and teleports out, no alarmpoints or anything anymore by default.
edit2: at nalic the nalis behave erraticaly also i don't know where the first gofly alarmpoint is, the mover is actually at the same location for the bomber but its not all black when flying i guess changes to the mover code did that later without them readjusting it on the map. which sucks
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Okay so "DemonCrater" has ASMD trooper past the "security door", the outside skaarjtrooper is gone, that's about it and the warpzone displaying broken. Maybe few more spawned troopers in the inside area. On this particular computer i couldnt get glide working though, but well whatever.
MotherShip Basement: not much visual differences apart from bsp bug, though inside the beta the slopes act like jumppads in the corridors, this kind of startled me. When you approach them from side you get launched.
MotherShip Lab: Ugh well the forcefield/extremedark continuity is already broken here however...
there are behavioral differences. You need to use the trooper to read the display, player cannot trigger the extendable display. This is why he doesn't attack at first. The other trooper will set off the alarm making reading the messages again useless/not possible. This is another piece of the puzzle that gets lost and explains why they are set neutral/friendly.
Oh fuck, you can get permanently stuck in the bloblet room the door can close permanently on you. Whoops LOL. But yea those skaarj there will be alarmed already, its really broken in the release version.
Also....from previous research we know that undeleted brushes reveal there was wiring for the switch in the kevlarsuit room etc.
MotherShip Basement: not much visual differences apart from bsp bug, though inside the beta the slopes act like jumppads in the corridors, this kind of startled me. When you approach them from side you get launched.
MotherShip Lab: Ugh well the forcefield/extremedark continuity is already broken here however...
there are behavioral differences. You need to use the trooper to read the display, player cannot trigger the extendable display. This is why he doesn't attack at first. The other trooper will set off the alarm making reading the messages again useless/not possible. This is another piece of the puzzle that gets lost and explains why they are set neutral/friendly.
Oh fuck, you can get permanently stuck in the bloblet room the door can close permanently on you. Whoops LOL. But yea those skaarj there will be alarmed already, its really broken in the release version.
Also....from previous research we know that undeleted brushes reveal there was wiring for the switch in the kevlarsuit room etc.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Umm either my memory is wrong or this picture shows a huge difference here with the irradiated pillars. Also the collapsed superhealth block doesnt explode in actual explosion. Just light interference etc.
Also the tubes in the next room if you manage to jump over they push you infinitely to the wall and any projectiles too. Will make you permanently stuck again.
The lift to the top is broken somehow making you take the teleport instead again and holy shit once only research lab messages. Not good lol.
Also the tubes in the next room if you manage to jump over they push you infinitely to the wall and any projectiles too. Will make you permanently stuck again.
The lift to the top is broken somehow making you take the teleport instead again and holy shit once only research lab messages. Not good lol.
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Great fucking texturing guys lol....
also the messages are really not triggered in that room i guess they already removed another skaarj needed for it at that time...and "Energy Department" message also appears sporadicaly for some reason.
Also the flakcannon trooper and the minigun one are supposed to wake up and go after you once you've unlocked the "access denied" door.
In Core there's not much different yet except bsp bugs etc and seemingly different slope.
Well the opened door reveals two officers and one is with stinger instead of the officer gunner combo it seems. And they can fight each other too...
also the messages are really not triggered in that room i guess they already removed another skaarj needed for it at that time...and "Energy Department" message also appears sporadicaly for some reason.
Also the flakcannon trooper and the minigun one are supposed to wake up and go after you once you've unlocked the "access denied" door.
In Core there's not much different yet except bsp bugs etc and seemingly different slope.
Well the opened door reveals two officers and one is with stinger instead of the officer gunner combo it seems. And they can fight each other too...
You do not have the required permissions to view the files attached to this post.