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The 2002 Unreal2 "design doc" and dialog archive/scripts

Unreal2 seems to vanish more and more too. Time to put it up here :)
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Leo T_C_K
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Joined: Sat Aug 27, 2005 6:24 pm

The 2002 Unreal2 "design doc" and dialog archive/scripts

Post by Leo T_C_K »

AKA The "Snyder Cut" version.

u2designupdate
u2levelscriptz
u2dialogarchive

Okay, so....this is most of the important stuff from 2002. I had to release this hastily because...well the UNSEEN POWERS made my travel laptop shutdown and the update is NOT WORKING on it for some unknown raisin....

There were other documents I wanted to release alongside this like a certain weapon one, but since I cannot sort through it right now, I had to do this...

still apart from some details it shows the state of the 2002 stuff. Its not everything/every version but it should contain the major stuff, with this you can re-create events within the existing levels and even create the cut levels from scratch if enough work is put into it. And that's the point of this....

So now you see the original "darker" vision for Unreal2 before Mike Verdu left and the heavy themes it had including that twist at the end that was not part of the original 1999 design doc either.
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GEARvision
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Re: The 2002 Unreal2 "design doc" and dialog archive/scripts

Post by GEARvision »

Cool, a fun read!

Thx for sharing! O:-)
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
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Leo T_C_K
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Joined: Sat Aug 27, 2005 6:24 pm

Re: The 2002 Unreal2 "design doc" and dialog archive/scripts

Post by Leo T_C_K »

This is not the full story document either I will have to release that another time but its the most "overview" one. There is another one that details what happens at the end of the game, I thought it was included in this one but its not because it got cut off. Only you find references to it in this. The waking up to reality part, because most of the game was actually interrogation sequence/reconstruction of your recollections by a mind probe.

edit: the parts that refer to this are here but its not part of the full story, i explained it in one of the story threads i made before in detail though I believe:

• Military Interrogation Specialist (M11/12)

• Narratives and cut-scenes come to an end after M10. Player discovers that missions up to now have been part of a reconstruction/download of events by Military Interrogation specialists using some kind of computer-driven mind probe. They have been downloading the player’s experience and filling in the gaps with information from other sources (which explains how the player gets all this information during missions that he probably shouldn’t have). The conversations with the player character in the strange n-space are simply an interaction with the mind probe process. The player returns to “real time” as he wakes up from the procedure, right before he is introduced to Friday in the vault.
• Game pacing and feel changes qualitatively with return to reality – player can hear his own breathing, no music, sounds are different, etc.

Narrative Sequence 16 [The horrible truth][NA_16]

M12 [Player character returns to “reality”]
[Friday turns into a Tosc]
[Introduce singularity cannon]

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