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Old 21st Mar 2010, 06:18 PM   #1
RoninMastaFX
Unreal/UT Vet from Day 1
 
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Join Date: Feb. 11th, 2007
Location: London, Ontario, Canada
Posts: 717
UT: Forgotten Classics Bonus Pack [DEV THREAD V2]


Bonus Pack

NOTE: Please keep *ALL* recruitment requests and responses in THIS thread. Thank you!

Basic information:
Unreal Tournament: Forgotten Classics Bonus Pack started out as a project of restoration; it's first and main task was to provide solely cut Epic content, thus making the pack an unofficial "Bonus Pack 5". This was not enough for our standards however, as such a small pack is nowadays hardly acceptable. Current plans include porting UT and Unreal beta content to retail UT, porting console content (including the HUDs from the beta and console versions), porting all Unreal and UT demonstration maps in existence to the UT-Logo standard and providing further neat features, all of which are described below in detail.

Summary:

Mapping progress: 36/112
- Multiplayer maps: 15/60 (42 maps to be done/found/ported/whatever for the standard gametypes, 3 for Command Control)
- Single Player ShamuQuest maps: 6/22 (16 maps to be done)
- Single Player UnrealRogue maps: 1/10 (9 maps to be done)
- UT-Logo maps: 14/20 (6 maps to be done/ported/converted etc)
Modelling/skinning progress: 3/8 (5 models/skins to be done)
Selector coding progress: 1/4 (to be done: Ladder and HUD selectors and Unreal Rogue launcher)
Weapon progress: 0/2 (Beta PulseGun and BetaMag are in preparations or testing)
UWindows GUI skins: 2/3 (we have Win95 and WinXP GUI skins but they require finishing, plus Unreal Gold has an exclusive GUI skin that requires porting...)
UWindows Wallpapers: 1/1 (the blue background from UT Beta)
Callsigns enabled: no (in the beta, team-based gametypes assign callsigns to the players and bots, Alpha, Charlie, Easy etc... this is yet to be ported.)
Gametypes: 0/3 (Command Control needs to be coded, Teamless Domination needs to be recoded, bugfixed, properly NAMED and included, Unreal Rogue needs a bit recoding).

As you can see, we need modellers (we can't have Daewon create every model we need, right? What needs to be done: PS2 Damien and Dominator models, the Dragon model (how are you progressing with that, Daewon, haven't heard from you for a while now), the U95 female model and the old "big man" brute skin.

As for the weapons, Gizzy is working hard to finish up the BetaMag and the Beta PulseGun, so we can safely assume that this is filled.

As for selector coding, yes, coders are needed BADLY. There are three selectors to be done, a Ladder selector (with 4 additional ladders), a HUD selector (with 3 additional HUDs) and a selector for the Unreal Rogue gametype (which has to be recoded itself, to enable coop gameplay also).

As for the UWindows GUI skins, they are flawed and need to be fixed, see the screenshots for yourselves.

But what we really DO need is mappers. As you can see from the list, we still need 76 maps... Yes, this is an insane amount, but following the concept set, it is a correct amount also.

Currently available content:

It is time that we show what we have so far. On with it, then...

1. Multiplayer maps:

This is where the beta and console maps belong. As Wander is doing a great job porting PS2 maps, we will use what he had, but after he releases his work - and if he agrees. What we have now, are UT Beta and Unreal Beta ports along with some of our own creations.

Operation Overlord Redux (AS-Overlord][.unr)

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Original author: Dave Ewing
Origin: Unreal Tournament beta build 222
Porting: Leo (T.C.K.) and RoninMastaFX
Description: A voiced mission briefing for attackers, different sentry guns and red flags in the complex itself are the main differences.

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Facing Worlds Prime Edition (CTF-FacePrime.unr)

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Original author: Cedric "Inoxx" Fiorentino
Origin: Unreal Tournament beta build 222
Porting: Leo (T.C.K.)
Description: A different way to move around inside the towers, different weapon placement, slightly different tower layout... These touches seem cosmetic, but they DO impact gameplay.

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LavaGiant Special Edition (CTF-LavaGiantSE.unr)

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Original author: Juan Pancho "XceptOne" Eekels
Origin: Unreal Tournament beta build 222
Porting: Delacroix & RoninMastaFX
Description: The blue base may not differ much, but as far as the red base goes, it has two sniper points at the sides, making it more challenging to get in there. Several other differences make this map worth preserving.

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Ancient Mariner ][ (DM-AMariner][.unr)

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Original author: Angelheart
Origin: a custom DM map
Tweaking: Deadkatz
Description: The original ship was too cramped so Deadkatz has rearranged all the trash lying around. There is also a blizzard holding the entire map with a steel grip, reducing visibility and making survival a real challenge. An XL version of the map is also planned, more details soon.

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Breaking Dawn (DM-BreakingDawn.unr) - only 60% complete

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Original components author: Jeremy War
Merging and new areas: RoninMastaFX
Origin: DM-Twilight and DM-Eclipse from both Unreal bonus packs combined
Description: This is a level in progress, a huge trap-riddled SkyCity run and gun in the wake of levels such as DM-Twilight or DM-Eclipse by the immortal Jeremy War. I have not only merged the two maps together but am adding new rooms to beef up the experience. Yet another SkyCity map is planned, named NewMoon and this will be also a segment of the presented BreakingDawn as well as a standalone map.

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Deck 16 Redux (DM-Deck16Redux.unr)

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Original author: Elliot "Myscha" Cannon
Origin: Unreal February 1998 beta
Porting: RoninMastaFX
Description: This is a port of the beta Deck 16 level with slightly different textures and lighting as well as a small easter egg. At one point there was an invisibility item, but since in the beta level there was still no way to get it, it has been changed to some fine piece of decor... Just don't get shot while glancing at it.

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Despair][ (DM-Despair][.unr)

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Original author: Mick "VerMoorD" Beard
Origin: Return to Na Pali (cut DM map, freely available for Unreal and a part of Division BP)
Porting: RoninMastaFX
Description: A map cut from the Unreal expansion, was released for free later on and finally got included in the Division bonus pack for Unreal. Fine map and a real classic, was ported to UT and works out fine ingame...

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Eclipse][ (DM-Eclipse][.unr)

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Original author: Jeremy War
Origin: Unreal February 1998 beta
Porting: Delacroix & RoninMastaFX
Description: This is the SkyXX map from the Unreal beta (in the version mentioned there were two builds, 11 and 12 whereas the Prima's Official Guide had version 14 described). Initially ported by Delacroix, fully debugged by RoninMastaFX, this map has become a part of the Division bonus pack and Forgotten Classics bonus pack at the same time. Resembles Twilight in it's SkyCity theme and trap presence, hence it was named Eclipse to underline this relationship.

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Koos Galleon ][ (DM-KGalleon][.unr)

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Original author: Juan Pancho "XceptOne" Eekels
Origin: Unreal Tournament beta build 222
Porting: Delacroix & RoninMastaFX
Description: The center of the galleon is very different... You'll see for yourselves. I say it reminds me of the PS2 Galleon a bit...

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Liandri Central Core: Lower Deck (DM-Liandri][.unr)

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Original author: Alan "Talisman" Willard
Origin: Unreal Tournament beta build 222
Porting: Delacroix & RoninMastaFX
Description: A totally different Liandri map, this place is below what we know from retail UT.

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Liandri Central Core XL (DM-LiandriXL.unr)

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Original components author: Alan "Talisman" Willard
Merging and new areas: Jakub "Deadkatz" Cieslik
Origin: Unreal Tournament retail version and beta build 222
Description: A 64 player behemoth, this huge map is the entire Liandri Central Core complex. With new unique areas, the map is a totally new large scale experience.

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Morbfanza][ (DM-Morbfanza][.unr)

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Original author: Elliot "Myscha" Cannon
Origin: Unreal February 1998 beta
Porting: Delacroix & RoninMastaFX
Description: Another behemoth, this time from the Unreal beta, also got described in the Prima's Official Strategy Guide. And yet another addition to both Division and FCBP at the same time. Completely debugged and rocking.

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Splash Fortress ][ (DM-Splash][.unr)

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Original author: Eenocks
Origin: Unreal February 1998 beta
Porting: Delacroix & RoninMastaFX
Description: Splash Fortress was cut in Unreal build 197, the last RC of Unreal (3 builds before Unreal final build 200). The version Delacroix gave me was aboslutely a heavy W.I.P., but thanks to my photographic memory for giving me the *PERFECT* image of the finished copy, I managed to successfully transform the early W.I.P. to an exact replica of the final version. This replica was included in both Division and FCBP, while the UT FCBP version had an inventory switch.

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Deathmatch Tutorial][ (DM-Tutorial][.unr)

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Original author: Cliff Bleszinski
Origin: Unreal Tournament beta build 222
Porting: Delacroix
Description: A tutorial map from the beta version, totally different than the retail counterpart. Good for wasting someone in a duel.

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Night Op (TDK-NightOp.unr)

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Original author: Cliff Bleszinski
Origin: Unreal retail version
Porting: Delacroix
Description: Since Delacroix has readded a line in BotPack.int, reenabling Tournament DarkMatch, it became obvious that the gametype required MAPS. Luckily, Unreal had one, so Delacroix ported it and thus, DarkMatch in it's original form was restored to UT. Surprisingly, the UT beta release had it unlocked, with the same map copied off from Unreal without any modification.

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2. Single Player ShamuQuest maps:

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The usual: svalley2, sancient1, svalley1, sbegin, sbegin2 and stemple, undergoing heavy debugging. As for the new additions, there aleady is a flyby map nearing completion, filename is sentry.unr. RMCollins3 is responsible for the new mappage, whereas the classic six were made by Jean "El Chicoverde" Rochefort. His packs were unfinished though and the aim of FCBP is to provide a finished version of the pack. 16 new maps are planned for that. Here are some screenshots of the flyby level:

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3. Single Player Unreal Rogue maps:

Techies' Tunnels (URTechies.unr)

Original author: Remus Shepherd
Origin: custom level
Recoding: [KAOS]Casey
Description: A unique SP level featuring random generation for just about everything. What needs to be done is porting the UnRogue code to UT and creating another 9 maps for casual SP/coop experience.

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4. UT-Logo maps:

Ancient Future (UT-Logo-AncientFuture.unr)

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Original author: Lestat & Ruth Thompson
Origin: custom flyby
Porting: RoninMastaFX
Description: Lestat's flyby level that is a showcase of Ruth Thompson insanely unique and ingenious art. I had a hard time porting that one.

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Beta Logo (UT-Logo-Beta.unr)

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Original author: Epic Games
Origin: Unreal Tournament beta build 222
Porting: Artifex
Description: The rotating "U" logo on a blue background that can be found in UT beta.

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Discovery (UT-Logo-Discovery.unr)

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Original author: Gerald "Mr. Bond" Schmid
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Fire (UT-Logo-Fire.unr)

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Original author: Hobbes
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Deep in the Caribbean (UT-Logo-Island.unr)

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Original author: David "Crossfire"
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Welcome to the Jungle (UT-Logo-Jungle.unr)

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Original author: fragswill
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Malus Keep (UT-Logo-MalusKeep.unr)

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Original author: Kasarul
Origin: custom flyby
Porting: Delacroix & RoninMastaFX
Description: A horror-themed keep full of scary visuals and gore. I fixed most bugs, Delacroix killed off two more. Delacroix's second favorite flyby, after Unreal95.

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Unreal Museum (UT-Logo-Museum.unr)

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Original author: Marco "Ninja Killer" Benvegnu
Origin: custom flyby
Porting: RoninMastaFX
Description: Despite being a showcase level, this... thing had no flyby at all. I had to make a flyby pattern as well as deal with invisible pawns, as well as dealing with horrid construction bugs... If I ever meet Ninja Killer in person, I'll outright crucify him. Same goes for Delacroix for getting me to work on this... Check the U1 original in the editor if you don't believe. Debugging this was a pain!

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Radiant (UT-Logo-Radiant.unr)

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Original author: Fil'chekov Vyacheslav "Perfect"
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Red Corridor (UT-Logo-RedCorridor.unr)

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Original author: Sjoerd "Hourences" De Jong
Origin: HourIndusX_UT texture pack
Tweaking: RoninMastaFX
Description: Despite being a showcase level, the map lacked three things: a flyby pattern, a proper gametype set (you start a DM on map opening) and a music theme. All three were added and thus you are able to concentrate on admiring Hourences' masterpieces, both the texture pack and the level itself.

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UT Classic Logo Redeemed (UT-Logo-Redeemed.unr)

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Original author: Bruce Bickar
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Space UT Logo (UT-Logo-Space.unr)

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Original author: HypErioN
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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The Swamp (UT-Logo-Swamp.unr)

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Original author: Chris ---= P.Y.R.O. =--- Toth
Origin: custom flyby
Description: A custom flyby level once found on Nalicity. Renamed to enable compatibility with the Title Screen Selector.

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Unreal Technology Demo 1995 (UT-Logo-Unreal95,unr) - 65% done - lacking the Dragon, Big Man and U95 female pawns placed here and there.

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Original author: Epic Games
Origin: Unreal Technology Demo 1995
Porting: The Killer It (Unreal version) & RoninMastaFX (UT-Logo version)
Description: If I ever wanted Delacroix dead for the Museum map, I wish him most gruesome eternal torture for getting me to work on this. This map had over 50 critical bugs disallowing it to rebuild properly, flawed skybox and I don't even want to mention the music hassle. Was worth it though... Still, The Killer It has done quite a lot of work in recreating the small 4 maps for the modern Unreal engine so many thanks to him for that. Despite the bugs. The original conversion had a single music theme, UnrealS, whereas on Delacroix's instruction I made the map play all three Unreal95 tracks. Bah... I just hope you like this map, because it was absolute new definition of pain to work on it.

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__________________



Last edited by RoninMastaFX; 21st Mar 2010 at 06:34 PM. Reason: fixed logo & fixed the screenshot stretch problem
RoninMastaFX is offline  
Old 21st Mar 2010, 06:19 PM   #2
RoninMastaFX
Unreal/UT Vet from Day 1
 
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Join Date: Feb. 11th, 2007
Location: London, Ontario, Canada
Posts: 717
5. Models & Skins

There are three for now: the PS2 skeletal War Machine ported by Psychic_313, Retro skin for Male Soldier class ported by Dr. Payno and the Purple Babe skin for Female Soldier class by Delacroix.

War Machine

Original author: Epic Games
Origin: PlayStation 2
Porting: Psychic_313
Description: Skeletal version of the male War Machines.

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Retro

Original author: Epic Games
Origin: Unreal Tournament beta build 222
Porting: Lars "Dr. Payno" Krige
Description: A beta-exclusive skin for Male Soldier class.

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Purple Babe

Original author: Epic Games
Origin: Unreal Tournament beta build 222
Porting: Delacroix
Description: A beta-exclusive skin for Female Soldier class.

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6. Selectors

Title Screen Selector

Author: Artifex
Description: A frontend used for launching the maps with UT-Logo prefix. You are able to turn on the official UT introduction movie to play before the map chosen.

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7. UWindows GUI skins

Win95

Author: Epic Games
Description: Unfinished as of yet, hidden in game files, this makes UWindows look very, VERY basic (as in Windows 95, without the famous BSOD/DLL hell combo though). Still, this requires finishing.

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WinXP

Author: Artifex
Description: A skin for UWindows, transforming the entire GUI to Windows XP's. Still, requires a bit refining.

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8. UWindows Wallpapers

Beta Wallpaper

Author: Epic Games
Description: The blue desktop wallpaper for UT, to be used either by OldSkool, or OSX Background Changer.

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9. Gametypes

Teamless Domination

Author: Epic Games
Additional coding: RoninMastaFX, BlackCheetah
Description: Teamless variation of Domination, never finished. We still need to put more work to it.

Command Control

Author: Epic Games
Description: All we have is a concept text, this was never finished.

Quote:
//=============================================================================
// CommandControl.
//=============================================================================
class CommandControl extends TeamGamePlus
config;

// Sort of like domination
// Rules: You must get uplinks from your command center.
// (can only carry one at a time)
// placing an uplink at a controlpoint gives you control, plus
// creates a warpzone link back to commandcenter
// damaging enemy command center resets all controlpoints to neutral
Unreal Rogue

Author: Remus Shepherd
Recode: [KAOS]Casey
Description: A variation of Single Player. Not only this requires further recoding in order to become compatible with OldSkool (Casey refuses to do this, but he DID port it to Unreal 224+), but also add cooperative support. This would require changes in the current random generation rules: only servers and offline players will have random generating enabled and this way everyone else will be able to join in, as in Diablo

Future plans for new content:

Maps:
- an Assault map based on the Chizra temple
- a new trap riddled SkyCity DM "NewMoon" both standalone and part of BreakingDawn
- console maps ported
- S3TC demo maps ported into UT-Logo format (4 UT-Logos in total)
- VRND map ported into UT-Logo format
- ShamuQuest fully debugged and finished (16 new maps planned)
- UnrealRogue - 9 maps for the gametype
Models:
- PS2: Damien and Dominator
- U95: Dragon, Female, Big Man
Selectors:
- Ladder selector
- HUD selector
- Rogue launcher
Weapons:
- BetaMag
- Beta PulseGun
GUI Skins:
- Unreal UWindows GUI skin from UGold
Cosmetic features:
- Callsigns in team games
Gametypes:
- Teamless Domination
- Command Control
- Unreal Rogue

I'd also like to underline that the planning stage is complete. This list will only decrease gradually as more features are finished.

Stay tuned for more information, as periodically more info will be pasted into this post (and old info removed/updated! :P )

Best Regards,
RoninMastaFX & Victor Delacroix
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Old 21st Mar 2010, 06:19 PM   #3
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RESERVED POST # 1
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Old 21st Mar 2010, 06:20 PM   #4
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Old 21st Mar 2010, 06:43 PM   #5
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As you can see, a long awaited update has been posted. This time, to bypass the single-post character limit, all the material has been split into two posts, with two more reserved for additional information about content that is to be made. Enjoy.
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Old 22nd Mar 2010, 05:29 AM   #6
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Why is there defaulttexture on the floor in overlord? There wasn't one when I worked on it. Also I see you didn't use my lavagiant map, although I didn't finish it I provided a screenshot in it, it is in that temp pack I have uploaded. It had the red text in style of facing worlds if you wanted that.
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Old 22nd Mar 2010, 06:39 AM   #7
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The "default texture" must have been accidentally applied due to RMFX's HDD problems (lags cause erratic HDD behavior) - we will have this fixed.

As for your LavaGiant build, the screens were made before you released it. We will examine it and incorporate it since you did. Thanks for the notice.
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Old 22nd Mar 2010, 09:36 AM   #8
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Quote:
Originally Posted by Delacroix View Post
The "default texture" must have been accidentally applied due to RMFX's HDD problems (lags cause erratic HDD behavior) - we will have this fixed.
Extending what Delacroix said, I'll be getting a new HDD later this week, this weekend, or early next week (schedule is messed up atm ^^ ), and then I'm going to ghost whatever I can onto my new HDD (or the entire thing possibly ^^ ) But no worries, I have a plan, and eventually, this HDD will get replaced. Second WD Green Caviar Drive, don't think I'll be getting these again. =/

And yes Leo, blame that default texture on my HDD, as sometimes when it laggs, UnrealEd does very strange things sometimes... ;$

Anyway, back on topic! (Leo, if you want to discuss my HDD further, the PM's will have to do, need to keep this new thread as clean as possible ;$ )
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Old 22nd Mar 2010, 09:51 AM   #9
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Nice. Though the tech demo levels look different (possibly different textures). By the way, do you still have the "shiny walls" effect there?

EDIT: Huh, WD? I have a Caviar Black and so far it's holding, although it seems to be a little slow. I guess it's time for SSDs and having 5 caches in our PCs (L1, L2, L3, RAM and SDD ).

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Old 22nd Mar 2010, 10:35 AM   #10
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New Dragon model again?
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Old 22nd Mar 2010, 12:22 PM   #11
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You need to get in contact with Daewon again RMFX, as far as I understood it he got the model finished or nearly finished, I talked with him a not too long ago.
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Old 1st May 2010, 05:01 PM   #12
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Currently, the animations and skins is already done now I working on script and audio equipment of the model.
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Old 4th May 2010, 02:59 PM   #13
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In case you haven't done so in the old V1 thread, you can view the February 2010 interview of UT:FCBP by eSports.pl (the English version). The *NEW* link is HERE (The old link doesn't work, due to a recent) forum reset.

Best regards,
RoninMastaFX

P.S. I have returned form my month break
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Old 11th May 2010, 11:48 AM   #14
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Out of curiosity, what pictures are you using as references for Damien and Dominator? I've only ever seen a dark desktop background.
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Old 11th May 2010, 12:07 PM   #15
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The only solution is to play the PS2 UT game.
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Old 11th May 2010, 03:36 PM   #16
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Quote:
Originally Posted by UBerserker View Post
The only solution is to play the PS2 UT game.
If someone wasn't so lazy and took screenshots or videos, the only ones I found were with warboss etc, not with dominator or damian.
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Old 6th Jun 2010, 12:18 AM   #17
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You mentioned doing the maps of the PS2 UT, but the Dreamcast version also had some custom maps didn't it? Or are they the same ones as the PS2?
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Old 6th Jun 2010, 12:45 AM   #18
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I thought DC maps were mentioned either. Strange.
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Old 8th Jun 2010, 06:05 PM   #19
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Quote:
Originally Posted by deuxsonic View Post
You mentioned doing the maps of the PS2 UT, but the Dreamcast version also had some custom maps didn't it? Or are they the same ones as the PS2?
There are some exclusive to the Dreamcast version, some exclusive to the PS2. Some maps are exclusive to both games.
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Old 8th Jun 2010, 07:39 PM   #20
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I was just wondering whether the Dreamcast ones will be in this pack as well.
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