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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
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Re: The April - May beta (unknown build) detailed discussion
or....Delacroix might be right too about May 7 because Engine.dll got compiled on that date it seems...so the exe might not have changed. In that case it might be 182 instead...it gets really confusing there. It might be a combination.
By the exe it is DEFINITELY version 180. But by engine either 181 or 182.
By the exe it is DEFINITELY version 180. But by engine either 181 or 182.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Lets just say this is 180 and be done with it.
Because looking at the log, 182 had this
+ Eliminate Menu.txt (srcsafe, installer); add new .int's.
and that's definitely not the case here yet. There were just some changes/compilation made a little later but its still version 180.
Because looking at the log, 182 had this
+ Eliminate Menu.txt (srcsafe, installer); add new .int's.
and that's definitely not the case here yet. There were just some changes/compilation made a little later but its still version 180.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
If I go by the log the Gold Master version must have been (on 18th May) version 192-193 instead. This beta is 180-181.
on 25th the actual version 200 was made but only few distributions got the update so there are actual pre-releases floating around and were just "pre-release" in a sense of the code and not maps or anything.
The few versions before 192 were named RC# but it was simply bug fixing, those versions had no extra maps unlike what RUFX was saying.
And the last map they changed must have been queenend because it was a "showstopper" acording to Tim just few days before the gold master.
Where is that unreal engine 1 page that did claim some inconsistency? Was the build number the same as I just said or was it something else? In that case they were actually right.
on 25th the actual version 200 was made but only few distributions got the update so there are actual pre-releases floating around and were just "pre-release" in a sense of the code and not maps or anything.
The few versions before 192 were named RC# but it was simply bug fixing, those versions had no extra maps unlike what RUFX was saying.
And the last map they changed must have been queenend because it was a "showstopper" acording to Tim just few days before the gold master.
Where is that unreal engine 1 page that did claim some inconsistency? Was the build number the same as I just said or was it something else? In that case they were actually right.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
So...the known differences so far are that...well the female corpses have the correct texture like was fixed in 227 later...instead of the female2 skin.
But the map differences: vortex2 - unknown(needs t3d examination i guess)
nyleve - warlord and the body being thrown having different death animation and different skin most likely too
dig - the forcefield effect seems different (?) and there are still two brutes instead of lesserbrutes?
dug - unknown
passage - unknown
this space is not filled since I don't have enough information about the maps yet
queenend - a lot since its an early april map and its broken beyond belief, a lot is unused like the mover variants and queen descends from down in a weird pod-lift and then the lower area gets "flooded" with energy texture, also two skaarj guardians apart from pupaes
endgame - unfinished except for the last part in space and has an inacessible area with some interesting brushes and actual airlock to get into the escape pod or something , they simplified this later.
But the map differences: vortex2 - unknown(needs t3d examination i guess)
nyleve - warlord and the body being thrown having different death animation and different skin most likely too
dig - the forcefield effect seems different (?) and there are still two brutes instead of lesserbrutes?
dug - unknown
passage - unknown
this space is not filled since I don't have enough information about the maps yet
queenend - a lot since its an early april map and its broken beyond belief, a lot is unused like the mover variants and queen descends from down in a weird pod-lift and then the lower area gets "flooded" with energy texture, also two skaarj guardians apart from pupaes
endgame - unfinished except for the last part in space and has an inacessible area with some interesting brushes and actual airlock to get into the escape pod or something , they simplified this later.
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Gamesharder
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Re: The April - May beta (unknown build) detailed discussion
There's also this new brush on Ariza. They really wanted to do something interesting here lol

Btw, the leftover trigger markers are still on Trench.

Btw, the leftover trigger markers are still on Trench.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Weird. The Ariza I played was different but not sure if this was there but its possible. Then again..nah there was something else I think. This version is from May 2? The version I played was either april or late march I think. And it was different but I think that mover thing was already gone.Gamesharder wrote: ↑Mon May 20, 2024 7:03 pm There's also this new brush on Ariza. They really wanted to do something interesting here lol
Btw, the leftover trigger markers are still on Trench.
Its confusing me really. I do remember there being more water that's for sure, than the released version of ariza at least seemingly. This area might have been that what I remember because it looks like there's more water, without that whole circular stuff it does look like a more watery area.
Anyway just like with the release version the bots sometimes behaved like retards around this area. Like this is where I remember meeting "Nick" the bot. They must have changed his name to Ash somewhere along the way. I wonder if its possible to resave UnrealI.u from the march beta under this build. I mean the one altered by the Emissary team as that march cd went missing anyways. It wasn't possible on 200. Though all the CallParent calls need to be changed to Super so maybe hexedit it upfront to save you some work.
And the UnrealI.u from the May beta should be tried to be resaved under 200 or 192.
Also I recommend to remove UnrealI from the editpackes because it might balk...then just open it in the editor which will cause the editor to try to recompile it automatically. Then some errors might pop up that need fixing. But it might work, maybe both things, but the march one might need more work. I would have already experimented with that if possible.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
After talking to GamesHarder, it seems the issue of why SacredCows aren't spawned is not radius as I first thought but instead the Mesh on SacredCow actor was set by someone to None, probably because they thought of removing/reworking this gametype anyways.
I think a temporary ktc UnrealI fix should be made for this ocassion and gamesharder should upload that I think and the test ktcmorbias map I told him to make earlier.
EDIT: Also "Armor" cannot be picked up if you're full on certain armor just like I believe some other beta versions.
I think a temporary ktc UnrealI fix should be made for this ocassion and gamesharder should upload that I think and the test ktcmorbias map I told him to make earlier.
EDIT: Also "Armor" cannot be picked up if you're full on certain armor just like I believe some other beta versions.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
GmaesHarder has been giving me some private footage of the game hence why I can analyze at least something. Unfortunately Chizra and Ceremony seem to be basically identical, any differences should be determined by data/t3d comparison. Except for Ceremony trees.
As for game differences, for some reason tentacles are immune to asmd combos somehow? Maybe some z-axis issue?
So Chizra: unknown
Ceremony: unknown (maybe some of the trees are different on the outside area? that might be the only difference, please check and confirm)
Yea the trees are definitely different but I dunno if its different from the "99" build beta or not.
Isn't the skybox little different too? Hard to tell due to the rendering.
As for game differences, for some reason tentacles are immune to asmd combos somehow? Maybe some z-axis issue?
So Chizra: unknown
Ceremony: unknown (maybe some of the trees are different on the outside area? that might be the only difference, please check and confirm)
Yea the trees are definitely different but I dunno if its different from the "99" build beta or not.
Isn't the skybox little different too? Hard to tell due to the rendering.
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yrex .
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Re: The April - May beta (unknown build) detailed discussion
If the game is too fast, load the CPU with something before launching it. It seems correlated to wrong CPU speed detection (as seen in log).
Note that I've never played the 200 Unreal, so some of these may not be unique. Played on Medium.
Some things I noticed:
- There's a metal/stone DE logo and a simpler Epic logo.
- Translator HUD icon says "BETA VERSN."
- There's no music in NyLeve (actually, there is, but it's immediately turned off).
- There's a Warlord in NyLeve.
- Brute rockets make a nice whistle, with a much quieter fire sound.
- Dispersion Pistol projectiles look like from build 99 and make a nice hit sound.
- You don't pick up armor, suits, amplifier and forcefield if you already have them.
- There's a strong and varied reverb in many places. I like it.
- Still the beta "=" bars in skaarj encounter in Dig.
- Many meshes are curvy.
- Some movers are black or become black after moving.
- In Dig, near collapsing floor, the lift to return from lava is on bottom by default.
- In Dug, the barrel doesn't kill the skaarj.
- Stinger projs emit volumetric fog if fired in fog zones.
- In Dug, after the lift, before the warehouse, it's dark until you break the ceiling windows to "let the light thru".
- The maps have various BSP holes.
- Upon closer inspection, the game looks more likely to be real than fake. The binaries are different than both 99 and 200. The packages also have a different version number.
- The superhealth in the well in Harobed is hanging on top instead of laying underwater. IDK if it's reachable.
- In Harobed, there's a floating body outside the wall surrounding the church.
- Ah, now I see why FellOutOfWorld was made lethal -- because otherwise it'd freeze the player in place. It's a mercy-kill.
- There's no missing collision on the panel in TerraLift.
- K_Vision has an extra ambient outro.
- In TerraLift, event 'gorille' wasn't triggered enough times, softlocking the map (at least for me).
- In TerraLift, there's an extra merc with an exploding barrel next to him.
- Slith corpses float way above water.
- In Terraniux, doors in triangular rooms are activated by buttons.
- Dispersion Pistol level 3 projectile is invisible.
- In Noork, one of mercs is on top of a cliff.
- There's a nonfunctional Help menu on F1.
- Skaarjs dodge Flak Cannon.
- In IsvDeck1, there are hurting hanging electrical cables near the skaarj near the exploding barrel. I think they enhance this place's personality, although they could've randomized the animspeed a bit so they don't dance in unison.
- Spire Village doesn't have the extra path-blocking cliff yet.
- Charge bars under HUD icons of armors and items fade to dark in addition to shortening.
- There's an extra Nali in Sunspire on 2nd floor of Primary Ascension.
- In Sunspire, elevator tagged 'Elev17' is messed up, softlocking the map.
- Rifle gets more imprecise as you zoom.
- KrallElite still has the beta skin.
- In SkyBase, I couldn't disable the forcefield before the church no matter how many times I touched the panel. 'causeevent BackForceField' worked though.
- The titan in Velora Pass is stone-textured. I wish they added an "outer shell breaking" effect if they wanted to make him seem like a statue at first.
- The bridge in Velora Pass is going crazy.
- The secret branch in Velora Pass is almost invisible.
- In Bluff, there's no BSP hole hiding plant yet.
- In DasaCellars, there's no coop bypass for titan encounter.
- There's a translator in NaliBoat. You can't pick it up (probably because you already have it? See above).
- Nali Castle is called Nali Castle Canyon. I suspect that name was given when NaliBoat was still part of it?
- In NaliCast, the secret cart that's normally activated by a nali, works immediately. The bombarded area is empty.
- Warlord in NaliLord doesn't teleport away.
- PowerShield slowly decreases, like in Quake. Interestingly, there's still leftover code for that in 227, but broken(?).
- In ExtremeDGen, there's no Transporter and second room. Also, staying inside won't kill you.
- The descent in The Source Anterchamber is a bit buggy, you can die if you jump around.
- The Source is different in many ways.
- The Source has no ending, but EndGame already exists, so you'll have to type "open endgame".
- EndGame is unfinished in many ways.
- The editor works out of the box, it already uses the DLL interface.
Note that I've never played the 200 Unreal, so some of these may not be unique. Played on Medium.
Some things I noticed:
- There's a metal/stone DE logo and a simpler Epic logo.
- Translator HUD icon says "BETA VERSN."
- There's no music in NyLeve (actually, there is, but it's immediately turned off).
- There's a Warlord in NyLeve.
- Brute rockets make a nice whistle, with a much quieter fire sound.
- Dispersion Pistol projectiles look like from build 99 and make a nice hit sound.
- You don't pick up armor, suits, amplifier and forcefield if you already have them.
- There's a strong and varied reverb in many places. I like it.
- Still the beta "=" bars in skaarj encounter in Dig.
- Many meshes are curvy.
- Some movers are black or become black after moving.
- In Dig, near collapsing floor, the lift to return from lava is on bottom by default.
- In Dug, the barrel doesn't kill the skaarj.
- Stinger projs emit volumetric fog if fired in fog zones.
- In Dug, after the lift, before the warehouse, it's dark until you break the ceiling windows to "let the light thru".
- The maps have various BSP holes.
- Upon closer inspection, the game looks more likely to be real than fake. The binaries are different than both 99 and 200. The packages also have a different version number.
- The superhealth in the well in Harobed is hanging on top instead of laying underwater. IDK if it's reachable.
- In Harobed, there's a floating body outside the wall surrounding the church.
- Ah, now I see why FellOutOfWorld was made lethal -- because otherwise it'd freeze the player in place. It's a mercy-kill.
- There's no missing collision on the panel in TerraLift.
- K_Vision has an extra ambient outro.
- In TerraLift, event 'gorille' wasn't triggered enough times, softlocking the map (at least for me).
- In TerraLift, there's an extra merc with an exploding barrel next to him.
- Slith corpses float way above water.
- In Terraniux, doors in triangular rooms are activated by buttons.
- Dispersion Pistol level 3 projectile is invisible.
- In Noork, one of mercs is on top of a cliff.
- There's a nonfunctional Help menu on F1.
- Skaarjs dodge Flak Cannon.
- In IsvDeck1, there are hurting hanging electrical cables near the skaarj near the exploding barrel. I think they enhance this place's personality, although they could've randomized the animspeed a bit so they don't dance in unison.
- Spire Village doesn't have the extra path-blocking cliff yet.
- Charge bars under HUD icons of armors and items fade to dark in addition to shortening.
- There's an extra Nali in Sunspire on 2nd floor of Primary Ascension.
- In Sunspire, elevator tagged 'Elev17' is messed up, softlocking the map.
- Rifle gets more imprecise as you zoom.
- KrallElite still has the beta skin.
- In SkyBase, I couldn't disable the forcefield before the church no matter how many times I touched the panel. 'causeevent BackForceField' worked though.
- The titan in Velora Pass is stone-textured. I wish they added an "outer shell breaking" effect if they wanted to make him seem like a statue at first.
- The bridge in Velora Pass is going crazy.
- The secret branch in Velora Pass is almost invisible.
- In Bluff, there's no BSP hole hiding plant yet.
- In DasaCellars, there's no coop bypass for titan encounter.
- There's a translator in NaliBoat. You can't pick it up (probably because you already have it? See above).
- Nali Castle is called Nali Castle Canyon. I suspect that name was given when NaliBoat was still part of it?
- In NaliCast, the secret cart that's normally activated by a nali, works immediately. The bombarded area is empty.
- Warlord in NaliLord doesn't teleport away.
- PowerShield slowly decreases, like in Quake. Interestingly, there's still leftover code for that in 227, but broken(?).
- In ExtremeDGen, there's no Transporter and second room. Also, staying inside won't kill you.
- The descent in The Source Anterchamber is a bit buggy, you can die if you jump around.
- The Source is different in many ways.
- The Source has no ending, but EndGame already exists, so you'll have to type "open endgame".
- EndGame is unfinished in many ways.
- The editor works out of the box, it already uses the DLL interface.
My work | contact: ampoyrex at wp dot pl
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
Thanks for the report. Afaik that DE logo was featured at least in some of the MAC versions of the game but I did see it in the action in the past. its possible "my version" also had it.yrex . wrote: ↑Tue May 21, 2024 12:38 pm If the game is too fast, load the CPU with something before launching it. It seems correlated to wrong CPU speed detection (as seen in log).
Note that I've never played the 200 Unreal, so some of these may not be unique. Played on Medium.
Some things I noticed:
- There's a metal/stone DE logo and a simpler Epic logo.
- Translator HUD icon says "BETA VERSN."
- There's no music in NyLeve (actually, there is, but it's immediately turned off).
- There's a Warlord in NyLeve.
- Brute rockets make a nice whistle, with a much quieter fire sound.
- Dispersion Pistol projectiles look like from build 99 and make a nice hit sound.
- You don't pick up armor, suits, amplifier and forcefield if you already have them.
- There's a strong and varied reverb in many places. I like it.
- Still the beta "=" bars in skaarj encounter in Dig.
- Many meshes are curvy.
- Some movers are black or become black after moving.
- In Dig, near collapsing floor, the lift to return from lava is on bottom by default.
- In Dug, the barrel doesn't kill the skaarj.
- Stinger projs emit volumetric fog if fired in fog zones.
- In Dug, after the lift, before the warehouse, it's dark until you break the ceiling windows to "let the light thru".
- The maps have various BSP holes.
- Upon closer inspection, the game looks more likely to be real than fake. The binaries are different than both 99 and 200. The packages also have a different version number.
- The superhealth in the well in Harobed is hanging on top instead of laying underwater. IDK if it's reachable.
- In Harobed, there's a floating body outside the wall surrounding the church.
- Ah, now I see why FellOutOfWorld was made lethal -- because otherwise it'd freeze the player in place. It's a mercy-kill.
- There's no missing collision on the panel in TerraLift.
- K_Vision has an extra ambient outro.
- In TerraLift, event 'gorille' wasn't triggered enough times, softlocking the map (at least for me).
- In TerraLift, there's an extra merc with an exploding barrel next to him.
- Slith corpses float way above water.
- In Terraniux, doors in triangular rooms are activated by buttons.
- Dispersion Pistol level 3 projectile is invisible.
- In Noork, one of mercs is on top of a cliff.
- There's a nonfunctional Help menu on F1.
- Skaarjs dodge Flak Cannon.
- In IsvDeck1, there are hurting hanging electrical cables near the skaarj near the exploding barrel. I think they enhance this place's personality, although they could've randomized the animspeed a bit so they don't dance in unison.
- Spire Village doesn't have the extra path-blocking cliff yet.
- Charge bars under HUD icons of armors and items fade to dark in addition to shortening.
- There's an extra Nali in Sunspire on 2nd floor of Primary Ascension.
- In Sunspire, elevator tagged 'Elev17' is messed up, softlocking the map.
- Rifle gets more imprecise as you zoom.
- KrallElite still has the beta skin.
- In SkyBase, I couldn't disable the forcefield before the church no matter how many times I touched the panel. 'causeevent BackForceField' worked though.
- The titan in Velora Pass is stone-textured. I wish they added an "outer shell breaking" effect if they wanted to make him seem like a statue at first.
- The bridge in Velora Pass is going crazy.
- The secret branch in Velora Pass is almost invisible.
- In Bluff, there's no BSP hole hiding plant yet.
- In DasaCellars, there's no coop bypass for titan encounter.
- There's a translator in NaliBoat. You can't pick it up (probably because you already have it? See above).
- Nali Castle is called Nali Castle Canyon. I suspect that name was given when NaliBoat was still part of it?
- In NaliCast, the secret cart that's normally activated by a nali, works immediately. The bombarded area is empty.
- Warlord in NaliLord doesn't teleport away.
- PowerShield slowly decreases, like in Quake. Interestingly, there's still leftover code for that in 227, but broken(?).
- In ExtremeDGen, there's no Transporter and second room. Also, staying inside won't kill you.
- The descent in The Source Anterchamber is a bit buggy, you can die if you jump around.
- The Source is different in many ways.
- The Source has no ending, but EndGame already exists, so you'll have to type "open endgame".
- EndGame is unfinished in many ways.
- The editor works out of the box, it already uses the DLL interface.
But I believe you did try version 200 for the Steele Dawn stuff initially didn't you?
PowerShield decreasing is a thing and even on 220, though the behavior there differed even more depending on deathmatchgame too, etc.
For that reason i created psxshield package because powershield was used a lot in the psx maps and it was often made in mind for it to decrease over time. For gameplay balance it made sense especially and I aimed at having as much accurate behavior as possible.
Btw have you noticed this?
viewtopic.php?t=10998
Also I wonder what happens when you toggle on shareware mode then. Can you test or gamesharder?
Either way binaries being/not being different is not a guarantee if it was a version closer to those, as only few things or few libraries could have been changed between versions close to each other. And you might have noticed that in this version engine.dll was compiled later than most of the other ones.
Are there any differences between the isvkran maps and the single version that wasn't cut up? that hasn't been answered to me yet either.
The point of the thing in Harobed was for the player to shoot the bars and for the stuff to fall down below, but the falling down might have been broken if its no longer phys_falling by default. Remember also corpses used to have that or something, they used to fall down hence why the earlier versions have floating corpses.
Wait if Warlord in NaliLord doesn't teleport away does that mean the one in ExtremeGen isn't there or is it a second one technically then? lol
The Slith corpses floating way above water was a thing for a while in beta versions. And in the version I played (march/april i guess) they could feign their death like the Skaarj. In fact on version 99 you can have them do that sometimes too.
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yrex .
- OldUnreal Member
- Posts: 291
- Joined: Wed May 06, 2015 6:46 am
Re: The April - May beta (unknown build) detailed discussion
Indeed, some things seem to work better in this version.Btw have you noticed this?
viewtopic.php?t=10998
class UnrealIndivBotMenu:Also I wonder what happens when you toggle on shareware mode then.
Code: Select all
function PostBeginPlay()
{
if ( bShareWare )
NumPlayerClasses = 1;
if ( Level.Game.IsA('DeathMatchGame') )
BotConfig = DeathMatchGame(Level.Game).BotConfig;
else
BotConfig = Spawn(class'BotInfo');
Super.PostBeginPlay();
}Code: Select all
function PostBeginPlay()
{
Super.PostBeginPlay();
if ( bShareware )
NumPlayerClasses = 2;
}Code: Select all
function PostBeginPlay()
{
Super.PostBeginPlay();
if ( bShareware )
MaxGames = 2;
GameType = Games[0];
GameClass = class<gameinfo>(DynamicLoadClass(GameType));
Map = GetMapName(GameClass.Default.MapPrefix, Map,0);
}The single version is more similar to the 99 one, but slightly later. The only unique feature I found so far is that the beginning has a stretched "ISV-KRAN" text and scrolling neon lights.Are there any differences between the isvkran maps and the single version that wasn't cut up?
There is one in ExtremeGen.Wait if Warlord in NaliLord doesn't teleport away does that mean the one in ExtremeGen isn't there or is it a second one technically then? lol
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My work | contact: ampoyrex at wp dot pl
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Leo T_C_K
- OldUnreal Member
- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
So it works basically identical(except for some things) to the same toggle in the Unreal Special Edition even though regular versions had it removed. But no ordermenu here I guess.yrex . wrote: ↑Tue May 21, 2024 5:24 pmIndeed, some things seem to work better in this version.Btw have you noticed this?
viewtopic.php?t=10998
class UnrealIndivBotMenu:Also I wonder what happens when you toggle on shareware mode then.
class UnrealMeshMenu:Code: Select all
function PostBeginPlay() { if ( bShareWare ) NumPlayerClasses = 1; if ( Level.Game.IsA('DeathMatchGame') ) BotConfig = DeathMatchGame(Level.Game).BotConfig; else BotConfig = Spawn(class'BotInfo'); Super.PostBeginPlay(); }
class UnrealServerMenu:Code: Select all
function PostBeginPlay() { Super.PostBeginPlay(); if ( bShareware ) NumPlayerClasses = 2; }
From my testing, if bShareware then in bot configuration there's only one class to choose: Female1.Code: Select all
function PostBeginPlay() { Super.PostBeginPlay(); if ( bShareware ) MaxGames = 2; GameType = Games[0]; GameClass = class<gameinfo>(DynamicLoadClass(GameType)); Map = GetMapName(GameClass.Default.MapPrefix, Map,0); }
The single version is more similar to the 99 one, but slightly later. The only unique feature I found so far is that the beginning has a stretched "ISV-KRAN" text and scrolling neon lights.Are there any differences between the isvkran maps and the single version that wasn't cut up?
There is one in ExtremeGen.Wait if Warlord in NaliLord doesn't teleport away does that mean the one in ExtremeGen isn't there or is it a second one technically then? lol
Strange about the ISV Kran but is deck1 there then in similar form like the separate map or is it more like the 99 version then?
I wonder if it was simply oversight that the Warlord doesn't teleport out or that it was meant to be a different one altogether. (which one is the nyleve one then, lol).
Also since you're here, can you attempt to recompile the march UnrealI under this version then? We don't have the defaultproperties of actors for the march version and this would allow to see the changes etc and hopefuly changes in behavior as long as some functions get adjusted. It completely balked on 200 but maybe this will be a bit better?
Also you mentioned the help menu, can you show what is it supposed to do and where in the code it is? And how does it look in F1?
-
Leo T_C_K
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- Posts: 4179
- Joined: Sat Aug 27, 2005 6:24 pm
Re: The April - May beta (unknown build) detailed discussion
So wait it is the UnrealHelpMenu class...
and its supposed to open this
PlayerOwner.ConsoleCommand("OPEN ..\\help\\trouble.htm");
but its missing. Was there ever trouble.htm in anything we have?
Also Dark Arena differences from gamesharder footage:
The wall is easily breakable unlike being real tough later on
And it seems some corpses might be different like in the cages room there seem to be a knife in the male3's head? I think that isn't there in the released game but I might be mistaken...or I might be seeing it incorrectly on the video.
EDIT: My question is, is the superhealth there in the titan arena on the top or not? (you need elevator-jump or help of titan earthquake to get to it normally).
and its supposed to open this
PlayerOwner.ConsoleCommand("OPEN ..\\help\\trouble.htm");
but its missing. Was there ever trouble.htm in anything we have?
Also Dark Arena differences from gamesharder footage:
The wall is easily breakable unlike being real tough later on
And it seems some corpses might be different like in the cages room there seem to be a knife in the male3's head? I think that isn't there in the released game but I might be mistaken...or I might be seeing it incorrectly on the video.
EDIT: My question is, is the superhealth there in the titan arena on the top or not? (you need elevator-jump or help of titan earthquake to get to it normally).
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Harobed seems to be full of different bsp holes like falling through floor in the church etc.
So I suppose there is still nothing behind that wall that could have come from another map originally, like some of the cut ones like Loche etc?
In the harobed cave that weird wall at the water I mean. There's nothing behind it still right?
Too bad the superhealth isn't phys falling anymore I mean that breaks the whole thing I guess with the plank, they were messing with it because acording to the strategy guide version it still worked.
So I suppose there is still nothing behind that wall that could have come from another map originally, like some of the cut ones like Loche etc?
In the harobed cave that weird wall at the water I mean. There's nothing behind it still right?
Too bad the superhealth isn't phys falling anymore I mean that breaks the whole thing I guess with the plank, they were messing with it because acording to the strategy guide version it still worked.
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yrex .
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Re: The April - May beta (unknown build) detailed discussion
IsvDeck1 is similar to the final version.
In Dark, there's no knife in male3's head. It's his hair.
There is superhealth on top in the titan arena.
There's nothing interesting near the "Loche wall".
In Dark, there's no knife in male3's head. It's his hair.
There is superhealth on top in the titan arena.
There's nothing interesting near the "Loche wall".
My work | contact: ampoyrex at wp dot pl
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
I meant in the combined full version from April, is the "isvdeck1" part there or not? Because in the 99 beta it is instead just deck4 and deck32 in one map but deck1 is still separate and small map.
Will it be possible to resave/recompile within this versions' UnrealED the March UnrealI.u or not?
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yrex .
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Re: The April - May beta (unknown build) detailed discussion
The combined IsvKran from April doesn't include the IsvDeck1 part.
I removed some editpackages and tried manually opening the March UnrealI. It complained about missing Rotation in Core. Then with tableseditor I changed Rotator to Rotation in Core, Editor and Engine. The editor still opened, but upon loading the March UnrealI...
Honestly, I don't wanna bother.
I removed some editpackages and tried manually opening the March UnrealI. It complained about missing Rotation in Core. Then with tableseditor I changed Rotator to Rotation in Core, Editor and Engine. The editor still opened, but upon loading the March UnrealI...
Code: Select all
---------------------------
Critical Error
---------------------------
Script serialization mismatch: Got 5, expected 4
History: UStruct::Serialize <- (Class UnrealI.Chunk) <- UState::Serialize <- UClass::Serialize <- (Class UnrealI.Chunk) <- ULinkerLoad::LoadObject <- (UnrealI.Chunk) <- ULinkerLoad::Preload <- (LinkerLoad Transient.UnrealI) <- UStruct::LinkOffsets <- UStruct::Serialize <- (Class UnrealI.ScriptedPawn) <- UState::Serialize <- UClass::Serialize <- (Class UnrealI.ScriptedPawn) <- ULinkerLoad::LoadObject <- (UnrealI.ScriptedPawn) <- ULinkerLoad::Preload <- (LinkerLoad Transient.UnrealI) <- LoadObjects <- FObjectManager::EndLoad <- FObjectManager::LoadPackage <- UEditorEngine::Exec <- (CLASS LOAD FILE="E:\!Unreal_Beta\builds\Unreal98May7\System\UnrealI.u").. <- VbWindowProc <- UGalaxyAudioSubsystem::Update <- UEditorEngine::Tick <- MainLoop
---------------------------
OK
---------------------------My work | contact: ampoyrex at wp dot pl
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Great, does that mean we'll never get to try the full behavior of that or the properties of the actors there? If you examine the package versions in this version, would it be possible for you to extract the default properties of the march one then? I mean its closer to the package version than of the final/retail so it *might* help a little right? I mean putting it into 99 also doesn't help or is it closer somehow? There's a lot of game logic there that will be missing.yrex . wrote: ↑Wed May 22, 2024 12:43 pm The combined IsvKran from April doesn't include the IsvDeck1 part.
I removed some editpackages and tried manually opening the March UnrealI. It complained about missing Rotation in Core. Then with tableseditor I changed Rotator to Rotation in Core, Editor and Engine. The editor still opened, but upon loading the March UnrealI...
Honestly, I don't wanna bother.Code: Select all
--------------------------- Critical Error --------------------------- Script serialization mismatch: Got 5, expected 4 History: UStruct::Serialize <- (Class UnrealI.Chunk) <- UState::Serialize <- UClass::Serialize <- (Class UnrealI.Chunk) <- ULinkerLoad::LoadObject <- (UnrealI.Chunk) <- ULinkerLoad::Preload <- (LinkerLoad Transient.UnrealI) <- UStruct::LinkOffsets <- UStruct::Serialize <- (Class UnrealI.ScriptedPawn) <- UState::Serialize <- UClass::Serialize <- (Class UnrealI.ScriptedPawn) <- ULinkerLoad::LoadObject <- (UnrealI.ScriptedPawn) <- ULinkerLoad::Preload <- (LinkerLoad Transient.UnrealI) <- LoadObjects <- FObjectManager::EndLoad <- FObjectManager::LoadPackage <- UEditorEngine::Exec <- (CLASS LOAD FILE="E:\!Unreal_Beta\builds\Unreal98May7\System\UnrealI.u").. <- VbWindowProc <- UGalaxyAudioSubsystem::Update <- UEditorEngine::Tick <- MainLoop --------------------------- OK ---------------------------
I really hate that in 2008 an issue between volny.cz and comcast prevented me from actually having the guy upload it even though he was going over the files. I mean the full march beta. Its really fucking bad.
Also jackhonda confirmed to me that there are indeed more trees in this beta's ceremony so I dunno why gamesharder said to me that the trees are the same? Maybe they are same as pictured in the strategy guide but not like in the released game.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Btw wasn't the "extra ambient outro" in K_Vision part of another song section before? I just remember hearing it before though.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Apparently BotInfo reveals this:
So Morrigan and Reaper are bot names that didn't show up before. Also no skaarjbots are used in this version? Then again that version I played didn't have any either, just me being the skaarj player I tried it and it worked. But no bots being skaarj, that was also a thing in that other version.
EDIT: Also no skaarjbot class exists there except its referenced in the code with a comment (did they create it before and then remove it?)
Code: Select all
BotNames(0)="Dante"
BotNames(1)="Ash"
BotNames(2)="Rhiannon"
BotNames(3)="Kurgan"
BotNames(4)="Sonja"
BotNames(5)="Avatar"
BotNames(6)="Bane"
BotNames(7)="Cholerae"
BotNames(8)="Apocalypse"
BotNames(9)="Vindicator"
BotNames(10)="Hippolyta"
BotNames(11)="Morrigan"
BotNames(12)="Nikita"
BotNames(13)="Arcturus"
BotNames(14)="Shiva"
BotNames(15)="Reaper"
BotClasses(0)="Unreali.MaleThreeBot"
BotClasses(1)="Unreali.MaleTwoBot"
BotClasses(2)="Unreali.FemaleOneBot"
BotClasses(3)="Unreali.MaleOneBot"
BotClasses(4)="Unreali.FemaleTwoBot"
BotClasses(5)="Unreali.MaleThreeBot"
BotClasses(6)="Unreali.MaleOneBot"
BotClasses(7)="Unreali.FemaleOneBot"
BotClasses(8)="Unreali.MaleThreeBot"
BotClasses(9)="Unreali.MaleTwoBot"
BotClasses(10)="Unreali.FemaleTwoBot"
BotClasses(11)="Unreali.FemaleOneBot"
BotClasses(12)="Unreali.FemaleOneBot"
BotClasses(13)="Unreali.MaleOneBot"
BotClasses(14)="Unreali.MaleTwoBot"
BotClasses(15)="Unreali.MaleThreeBot"
EDIT: Also no skaarjbot class exists there except its referenced in the code with a comment (did they create it before and then remove it?)
Last edited by Leo T_C_K on Thu May 23, 2024 2:56 pm, edited 1 time in total.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Btw yrex
https://geocities.ws/yrex/mojunreal/beta/misc.html
those google drive links no longer work for the march unreali.
EDIT: Maybe also fix your unreal build numbers page. I mean change 0.88 to 88. The 0.88 is just in the virtual machine and it was Tim's slopyness. It is proper version 88, 0.88 didn't exist as such acording to TimOld.txt either. It started from 1 again. But the virtual machine kept saying 0. for a while.
And 0.868 isn't that version its just a custom emissary build of 0.866 or something. And you are missing the other 0.864 builds like n and y (y had to be compiled while n was avaiable full and had different unreal.unr).
Those were recovered later during the later circle recovery period.
https://geocities.ws/yrex/mojunreal/beta/misc.html
those google drive links no longer work for the march unreali.
EDIT: Maybe also fix your unreal build numbers page. I mean change 0.88 to 88. The 0.88 is just in the virtual machine and it was Tim's slopyness. It is proper version 88, 0.88 didn't exist as such acording to TimOld.txt either. It started from 1 again. But the virtual machine kept saying 0. for a while.
And 0.868 isn't that version its just a custom emissary build of 0.866 or something. And you are missing the other 0.864 builds like n and y (y had to be compiled while n was avaiable full and had different unreal.unr).
Those were recovered later during the later circle recovery period.
Last edited by Leo T_C_K on Thu May 23, 2024 3:38 pm, edited 2 times in total.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
Btw the WarlordRockets in this build still auto-aim towards the player. that is why the body doesn't get blown up unless you get out of the way during the NyLeve warlord scene.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
So the second Warlord "seems" to be a unique one then, he glows like some of those extremedark experiments except he doesn't have a skin set, or does he? on extremegen? Maybe it just doesn't show up, but its like he's tougher and iradiated.
Minigunsentry is even more broken than in the 99 beta? too bad. As in they didn't bother setting it any texture at all this time and I suppose again you can't pick it up, despite that it worked in other versions. But it never got proper skin.
The bridge on veloraend behaves at first like the "intercourse" hologram messup lol.
extremeend has the other song section used in the drop down.
Just random stuff gamesharder showed me.
Minigunsentry is even more broken than in the 99 beta? too bad. As in they didn't bother setting it any texture at all this time and I suppose again you can't pick it up, despite that it worked in other versions. But it never got proper skin.
The bridge on veloraend behaves at first like the "intercourse" hologram messup lol.
extremeend has the other song section used in the drop down.
Just random stuff gamesharder showed me.
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
TheSunspire is really "based" on this version based on what little gamesharder showed me.
Anyways...I forgot to mention one more difference in dig...under that bridge with tentacles on the underside, there are two woodenboxes instead of a woodenbox and a steelbarrel on this version...
But Sunspire has more detail...also those lights seem to be related to the sky islands or some structures up in the sky (the nali air force? lol) or maybe even related to the "amethyst" mythos whatever they were once.
But yea there are way more troopers and varied with weapons and even some more ambushes. Yes it would make sunspire harder but I think for the variety it is worth it. I think this version of sunspire is better than the released one...
Anyways...I forgot to mention one more difference in dig...under that bridge with tentacles on the underside, there are two woodenboxes instead of a woodenbox and a steelbarrel on this version...
But Sunspire has more detail...also those lights seem to be related to the sky islands or some structures up in the sky (the nali air force? lol) or maybe even related to the "amethyst" mythos whatever they were once.
But yea there are way more troopers and varied with weapons and even some more ambushes. Yes it would make sunspire harder but I think for the variety it is worth it. I think this version of sunspire is better than the released one...
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Leo T_C_K
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Re: The April - May beta (unknown build) detailed discussion
I wanted to still edit my last post:
Either way I believe that old lava impact effect (that flame one) was better and shouldn't have been switched. Perhaps for the flak cannon it was best to switch it but not for both things in my opinion.
Just saying. What do you guys think?
Either way I believe that old lava impact effect (that flame one) was better and shouldn't have been switched. Perhaps for the flak cannon it was best to switch it but not for both things in my opinion.
Just saying. What do you guys think?