Unreal 1 Development History

Discuss any beta and abandonware games.
LEOTCK
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Re: Unreal 1 Development History

Post by LEOTCK »

GamesHarder wrote:
Sat Apr 08, 2023 5:39 pm
LEOTCK wrote:Also ineterestiung how the "AltarTrigger" disappeared past version 88.
Huh, that really is interesting.
The Artifact pickup stayed but there was an altartrigger actor at least since august 1997, then it disappeared again past November. There was also TargetArtifact that expanded altartrigger. As far as I understand it, those were used as individual triggers for individual artifacts with different tags and what not.

Once all the artifacts were in place at the altartrigger, the Event of the AltarTrigger was triggered. It even says in comment "Altar full, so open it."

Also, the individual targetartifact triggers would gain the mesh and look of the artifact you just placed, so there would be a visual indication. I forgot if I made a test map for this or not and it might be broken on some of the versions but this is what it was supposed to do.
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https://www.moddb.com/mods/unreal-psx-r ... e-of-jrath

GamesHarder
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Re: Unreal 1 Development History

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Wow... I never knew that.
I guess I should look inside the beta codes some time...

LEOTCK
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Re: Unreal 1 Development History

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GamesHarder wrote:
Sat Apr 08, 2023 5:55 pm
Wow... I never knew that.
I guess I should look inside the beta codes some time...
I verified that it functions on version 88. Though the code there no longer mentions the missing graphic S_Altar. It was not imported but it existed in some previous versions apparently. So there was supposed to be a separate sprite graphic for the Altar itself.

EDIT: Also it is a bit buggy, for example if you place two altars with different tags and also with the artifacts. If you collect all and touch the altartrigger (its actually inventory class and not trigger despite the name) the second one first, then you won't be able to place artifacts in the first altar anymore. There wasn't any map that used two of them in my knowledge but it can get a bit buggy.
I suppose they still had the altars planned even for the rebooted version but scrapped them in 1998.
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GamesHarder
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Re: Unreal 1 Development History

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You know, I realized something. I was looking at the textures in Mine.utx and you know we have two specific textures for Toxic, one for the crane and one for the pumps at the beginning.

Image

But they have Mercenary fonts/symbols on them?

For comparison, in DecayedS.utx (which is a dedicated pack for the Mercenaries), you can see on the Panel textures, some have the same fonts/symbols as on those Mine textures. Though the Mine/Factory texture sets are for the Skaarj, not for the Mercs, right?

Maybe they were used on some cut beta maps first like HAL, ALFA62, Dissent or something else?

LEOTCK
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Re: Unreal 1 Development History

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GamesHarder wrote:
Fri May 12, 2023 6:10 pm
You know, I realized something. I was looking at the textures in Mine.utx and you know we have two specific textures for Toxic, one for the crane and one for the pumps at the beginning.

Image

But they have Mercenary fonts/symbols on them?

For comparison, in DecayedS.utx (which is a dedicated pack for the Mercenaries), you can see on the Panel textures, some have the same fonts/symbols as on those Mine textures. Though the Mine/Factory texture sets are for the Skaarj, not for the Mercs, right?

Maybe they were used on some cut beta maps first like HAL, ALFA62, Dissent or something else?
I already explained this once. Its supposed to be not Mercenary language, but Vrenic, the universal language that is spoken in the sector and the Skaarj can speak it too. I suppose this was especially that the other races can read/operate it too.

In the novels the Skaarj communicate even with the humans using this language. And DecayedS was never meant to be Mercenary exclusive either.


The mercenaries supposedly use this language because they might have mixed origins and they are traders across the space, so that makes it easy.
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GamesHarder
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Re: Unreal 1 Development History

Post by GamesHarder »

Oh, that Vrenic? I read the books, but I forgot about that, it makes sense, yeah.
LEOTCK wrote:And DecayedS was never meant to be Mercenary exclusive either.
Right, because it was Mercenary AND that weird, cut alien race for maps like Jupiter too, right? Or what else?

LEOTCK
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Re: Unreal 1 Development History

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GamesHarder wrote:
Sat May 13, 2023 10:16 am
Oh, that Vrenic? I read the books, but I forgot about that, it makes sense, yeah.
LEOTCK wrote:And DecayedS was never meant to be Mercenary exclusive either.
Right, because it was Mercenary AND that weird, cut alien race for maps like Jupiter too, right? Or what else?
Yes those but also unspecified/hybrid and even partially human stuff was all meant for use with decayeds.

It wasn't really race specific as such. And the package probably even started before the mercenary concept was finalized as such. You see that in UT it is also used for human stuff here and there. Plus I believe one of the textures has that "danger" sign on it doesn't it?
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Re: Unreal 1 Development History

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Yeah, one of them has "CAUTION" on it.
Interesting, well, that's even weirder then :D having human stuff in DecayedS.

Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

MrPijey, can I have a private word with you in PM, please? To any moderator or administrator.
We really need to talk in case of some troubles,right?

LEOTCK
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Re: Unreal 1 Development History

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If its about me, don't bother him, I'm still here.
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Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

Where can I find Jack Honda-JH he's no longer in moddb.

LEOTCK
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Re: Unreal 1 Development History

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I decided to still put here this

https://www.mediafire.com/file/h3adszx8 ... ts.7z/file

this is what little got rescued from the model sources for u2xmp, in 3dsmax etc. I haven't looked at this for a while but I didn't make this avaiable before. Though it was shared privately before with some people. This was literally everything that one of the modellers managed to save just when it got all shut down with atari. Even though it was only a shred of everything they had.

I don't want this to get lost among everything so that's why I'm posting it here now despite it not being a "prototype" of the game itself or in a format the game can eat/be imported into directly. It does include some extra model sources of weapons including the mind claw.

I also want to remind people that there were harddrives found that can't be accessed anymore so if someone wants to do something about it it could reveal the rest of Unreal 2 developement. The problem was that it was too expensive to bring for repair or something like that.

But some people are too disinterested in U2 or want it to remain buried forever.
my main project, pls read latest news

https://www.moddb.com/mods/unreal-psx-r ... e-of-jrath

Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

It looks like I cannot move mouse in-game cursor somehow.
https://www.betaarchive.com/imageupload ... .79643.png
It looks like somebody else has to fix it for good.
I already patched it.
https://www.betaarchive.com/imageupload ... .16454.png
I played Unreal 2.
I remember that moment of stucking in some sort of Ice/Arctic planet. I'm still not sure which galaxy still.

LEOTCK
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Re: Unreal 1 Development History

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Gamerzonenation31w wrote:
Fri Jun 02, 2023 9:49 pm
It looks like I cannot move mouse in-game cursor somehow.
https://www.betaarchive.com/imageupload ... .79643.png
It looks like somebody else has to fix it for good.
I already patched it.
https://www.betaarchive.com/imageupload ... .16454.png
I played Unreal 2.
I remember that moment of stucking in some sort of Ice/Arctic planet. I'm still not sure which galaxy still.
try to use a fresh install or something and perhaps don't use the latest oldunreal 227j in your case. try 227i or even classic versions with updated drivers etc.

There are technically two arctic settings in Unreal 2. But you can explore little of the terrain in practice (much more is seen but you get blocked off) and parts of the levels have been cut (even the UE1 version contains areas that are not here and thats before the terrain was made even). The game didn't end up the way developers intended and the project lead has stepped out in early 2002. What came out can be compared to Justice League the Joss Whedon version as opposed to zack snyder's version.

In this case Zack Snyder's equivalent is Mike Verdu.

Its just really watered down compared to what it was meant to be. And getting stuck is imo an achievement because U2 is pretty linear game the way it came out.
my main project, pls read latest news

https://www.moddb.com/mods/unreal-psx-r ... e-of-jrath

Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

When I downloaded Unreal Gold Patch 227J for the first time I had black & white textures,giberrish language in main menu like unreadable text,stretched out playable NPCs’,but of course everything was fine for everyone,but not for me in my case. I can’t move character in PC keyboard it happened yesterday and it still happens today. And still Old Unreal Forum Community Members started focusing on Unreal Gold 227K. Some new game servers are dedicated to 227j and even 227k. Or even older ones. Let’s hope I can at least feedback it here,right? I hope somebody someone gonna fix those issues.

LEOTCK
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Re: Unreal 1 Development History

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Gamerzonenation31w wrote:
Sat Jun 03, 2023 10:32 am
When I downloaded Unreal Gold Patch 227J for the first time I had black & white textures,giberrish language in main menu like unreadable text,stretched out playable NPCs',but of course everything was fine for everyone,but not for me in my case. I can't move character in PC keyboard it happened yesterday and it still happens today. And still Old Unreal Forum Community Members started focusing on Unreal Gold 227K. Some new game servers are dedicated to 227j and even 227k. Or even older ones. Let's hope I can at least feedback it here,right? I hope somebody someone gonna fix those issues.
No, this isn't really the place for it, either talk to someone individually about it or just forget about it and hope its fixed next time or just don't use version j. I also don't use the final version j but instead i used some wip versions that were avaiable to me as a tester.
my main project, pls read latest news

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Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

Well you could at least mention it at least in Old Unreal Forum unlike me in my own case. Because they banned me.

LEOTCK
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Re: Unreal 1 Development History

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Gamerzonenation31w wrote:
Sat Jun 03, 2023 11:03 am
Well you could at least mention it at least in Old Unreal Forum unlike me in my own case. Because they banned me.
I already did once. But there was no reply to it so lets hope some stuff got resolved. I also got a negative response towards the new dependancies(and why i can't run the final 227j).

Either way as for unreal developement history, one of my contacts got back to me and there is still some hope in finding something but I don't want to say many details right now.
my main project, pls read latest news

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Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

Due to prevention of NDA violations?

LEOTCK
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Re: Unreal 1 Development History

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Gamerzonenation31w wrote:
Sat Jun 03, 2023 11:15 am
Due to prevention of NDA violations?
No...
not due to that. Because of privacy in general. Something that you obviously lack....
my main project, pls read latest news

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Gamerzonenation31w
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Re: Unreal 1 Development History

Post by Gamerzonenation31w »

Oh okay. I guess so.

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