Unreal 95 / 97 Alpha Research

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
Status
Not open for further replies.

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
SEPSKINS.rar
Since there were some exclusive player skins to that version, I decided to export them and import them to .utx for final unreal, you can export them yourself this way, all player skins are included, some are quite different.

In the 97 xmas(even though it actually came from November build) unreal trailer those skins are actually seen sometimes. Also this build has the same krall skin as seen in that trailer, except it doesnt have actual krallelite skin, which if you observed in trailer is the one that attacks you in morose after dropping down, together with two regular krall. But that skin is missing in the september build and both krall and krallelite use same skin.
It would appear that 97 krallelite skin is the only krall skin we're missing currently or something like that, as its also the one seen in many screenshots. That really dark skin. And then there was also the Krall Lord skin seen in one screenshot but being very similar to this one only a bit different in color. However so in total we have 7 different krall skins? The DarkAngel skin from 97 test demo full ucx stuff, which is actually late 96 skin, the regular krall skin from 97 test demo, the september 97 skin which also appeared in many screenshots and the 97 trailer(the uv maps are same as the test demo krall though so it wont fit on 98 kralls at all sadly), then the february 98 beta two skins and two final unreal skins.
 
Last edited:

Gizzy

The Banhammer Cometh
May 30, 2009
195
0
0
United Kingdom
Leo, the two .t3d files (siobhan21 and seti) are of a different structure to other t3d files, any chance you could convert them like you did with the 95 alpha maps?
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Leo, the two .t3d files (siobhan21 and seti) are of a different structure to other t3d files, any chance you could convert them like you did with the 95 alpha maps?
Who gave you the files anyway? You could have asked me for them anyway, and I would have given them to you, but I asked everyone I gave it to not to share it further without letting me know to avoid there being mess, besides one guy already took the unreal.ucx i posted earlier and testmaps, renamed them and distributed as 96 beta :rolleyes:
But I did sucesfuly import them, it's not that difficult, but some things are off/need to be adjusted in the .t3d, for example it contains bigman as pawn, that can be changed to brute and it's also better to import them in beta first and then reexport, beause otherwise the mover/actor locations get fucked up and they did use the special textures and there are many obsolote brush and surface flags and the tag system and map progression was completely different too, the batset map which we cant open has even exmaples of how unrealscript looked like prior to 0.86 and boy is it different, it reminded more of BASIC than anything else. Not surprising since ued was based on visual basic to begin with. Also, seti, batset, are misspells of egyptian gods set(h) and bastet, to begin with. There's still a chance for the 96 beta to be found, be it the original leak or anything else though. Except we have no guarantee the actual leak would open the batset map but who knows.

Also one thing I wanted to say about the 97 stuff is that there was no distinction between bot and playerpawn, the bots and playerpawn are same class, if player is possesing the pawn, the AI functions are not active but if player is actually not connected bot takes place, this is very interesting though. And the bot AI is even better than in the 98 beta it seems, the ai attitudes work too, if you set them to friendly.
 
Last edited:

Gizzy

The Banhammer Cometh
May 30, 2009
195
0
0
United Kingdom
Who gave you the files anyway? You could have asked me for them anyway, and I would have given them to you, but I asked everyone I gave it to not to share it further without letting me know to avoid there being mess, besides one guy already took the unreal.ucx i posted earlier and testmaps, renamed them and distributed as 96 beta :rolleyes:
But I did sucesfuly import them, it's not that difficult, but some things are off/need to be adjusted in the .t3d, for example it contains bigman as pawn, that can be changed to brute and it's also better to import them in beta first and then reexport, beause otherwise the mover/actor locations get fucked up and they did use the special textures and there are many obsolote brush and surface flags and the tag system and map progression was completely different too, the batset map which we cant open has even exmaples of how unrealscript looked like prior to 0.86 and boy is it different, it reminded more of BASIC than anything else. Not surprising since ued was based on visual basic to begin with. Also, seti, batset, are misspells of egyptian gods set(h) and bastet, to begin with. There's still a chance for the 96 beta to be found, be it the original leak or anything else though. Except we have no guarantee the actual leak would open the batset map but who knows.


Could you PM me the maps then? In Tim's worklog, it said he didn't have a lot of UScript working at that time, a fair bit of it was still in VB :p
A chance for the 96 beta? Really? :rockon:
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Actually, he had but the language was too different and indeed lots based on VB, 0.86 was a milestone in that it introduced the object based unrealscript for the first time, thats why most of the things are commented out/broken, i even saw in one actor commented out "dim" variables and stuff. They were rewriting all the shit for the new unrealscript at the time.

I would rather wait with the maps because this way they are using the standard crypt textures and some are missing. Once I get all the textures somehow, then i can import the stuff and then reexport without much troubles. This way its rather ad hoc though. But Kazuya has been using that already anyway apparently, importing the t3d over but using normal crypt just like I did. Yes he knows how to use unrealed now. I was told that he showed you a screenshot of it saying its 96 beta, not happy with that of course because he promised he wouldn't such things like that, unless it's a misunderstanding.
EDIT: He said he stated it was a remake and not the original thing. So it seems to be misunderstanding after all.
 
Last edited:

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Johnandmonsters2.rar
Another test map for the 0.86 may test, this time with the weapons "somewhat" working and fixed. Keep in mind that once you pickup a weapon you cannot pick other one in this broken version or even switch back to it.

Also, there is a working eightball projectile too, but the damn thing crashes the game because of the physics its set to, bounce flag freeezes that version of Unreal no matter what, when the projectile hits wall.
 
Last edited:

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
OK, I extracted all textures and sounds from the unreal.ucx from the September 97 build that Emissary runs on. It took some time, especially with the sounds since they were in .ufx format. Also .ufx format had several post edit sample settings, even pitch randomizer and stuff so you didnt need to reandomize pitch in uscript, it was mostly used with some of the 96 leftover sounds, like the automag for example so it didnt always sound the same but that gets lost during the export.
All links here:
texextracts97sep.rar - the textures, skins
97SFXsep.rar - sounds
96leftoversfx.rar - the 96 leftover sounds found in the unreal sound maker tool for making ufx sounds

Enjoy
 

Gizzy

The Banhammer Cometh
May 30, 2009
195
0
0
United Kingdom
OK, I extracted all textures and sounds from the unreal.ucx from the September 97 build that Emissary runs on. It took some time, especially with the sounds since they were in .ufx format. Also .ufx format had several post edit sample settings, even pitch randomizer and stuff so you didnt need to reandomize pitch in uscript, it was mostly used with some of the 96 leftover sounds, like the automag for example so it didnt always sound the same but that gets lost during the export.
All links here:
texextracts97sep.rar - the textures, skins
97SFXsep.rar - sounds
96leftoversfx.rar - the 96 leftover sounds found in the unreal sound maker tool for making ufx sounds

Enjoy

Any progress with exporting the textures from all86.utx or batset.unr?
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Last time I heard AlCapowned managed to extract something, but then upon checking i discovered that the skin he extracted was blurried out and had panning error on the side, like as with badly positioned movie tape etc, that it repeated from the left to right. Not sure why that happened, but I am sure that he will figure it out, he got quite far already with that. Of course I would prefer to be able to open batset itself too. Maybe CommanderCoffee can eventually, with that new editor of his, the problem is it depends on qt and i can't seem to be able to get that to work and it eats lots of space, when i wold just need the necesary libraries and not the entire qt package. Maybe if you can figure that out and tell me I would be grateful, also did you receive my e-mail message regarding the tip on how to make tartaros, tian and surface run? It seems all is needed is little "hex" hack, but I can't do it since I don't have such tools which can replace string longer than is necesary. What I think needs replacing
is Database with Object. If you can do that and up the files or something, it might get us somewhere.
 

Delacroix

Successor of Almarion
Jan 12, 2006
811
3
18
41
Warsaw, PL
OK, guys. Update time!

More Emissary stuff just arrived. Overall, in those two batches, we've recovered:

- Unreal build 0.866q - no maps for it.
- Unreal build 0.871d - 4 Unreal maps and several Emissary ones.
- Unreal build 0.874d - 4 Unreal maps and over 50 Emissary ones.
- Unreal build 0.88 - no maps for it.

That's not all however: 4 maps from Emissary ran under the previously recovered Unreal build 0.864v.

There's of course various utils, textures, models, sounds, even source code for both games, mainly for Emissary, but also for Unreal.

When is it going to be released?

NOT YET. There's likely more to come and we don't want to scare potential contributors! When the well dries out, you'll get to play with this, I promise you.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
It's not a source code, there are no headers or c++ source in there.
Unrealscript sources yes but nothing really more. Besides this was the limitation with early licenses, they got devkit just like UDK is now, but they had no source code because the engine was still under developement and changed and would only get full sources once Unreal would be released, that was the deal, so they got the .dll files plus maximally uscript/mesh sources for the main unreal script package and lots of tools.
Here are screenies I took, I imported the other maps(aztec, moros, ruins and fortressentrance(was just work in ued to be ,erged later with real map and had no playerstart, I am assuming this is the Triton map actually) to the later build but some movers/aligments are messed up, but at least I can see the real lighting since I can run glide on the 0.874d version but not the earlier ones. I also took a pic of the maybe triton on the 0871d build as well.

nbeta97pics.rar
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
A lot, as you can spot in the screens. Also the axe traps are not there, instead there hammers with blood on it which crush you.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
sskins871d.rar
Some skins extracted from 871d, this is the different stuff for sure/some that i wasnt sure if wre diff. Yes you see right, it has stunner skin for the cut stunner weapon, its mesh is there as well, not impaler anymore as it was in a tiny bit earlier build that xcom alliance started dev on(the unreal extracted text files have impaler fully sripted and with import sequences so it was there just few builds earlier). It also has the old "pipebomb" like flare too, they have burning animation as well, using pseudo particle effect instead how final flare has it with just simple two surfaces and firetexture on it.
EDIT:
Soundextracts871d.rar
Sounds from 871d, also included are the sounds that were used in those maps (Aztec, Morose, Ruins).
Those are the 871d maps converted to 874d, there were few things to watch out for, first prepivot in the movers was fucked up and some rotation issues, especially aztec was pain, second, there is a merging of surfaces done by default so some texture aligment like in the fortressentry map is messed up(the windows), there's no easy way to fix this until later using ued2 or something. Also I didn't redo the firetextures correctly, i tried in aztec but failed a bit so the others are static pictures of the firetextures used previously.
874mapconv.rar
The next step is make conversions for final Unreal I suppose of these maps, raw ones but ones that also contain bug fixes so it will look like in the original. I just can't believe how incompatible these versions used to be and one has to go through all the pain adjusting the t3ds and maps...and that is just a version separated by one month in 1997, go figure. No wonder that John Anderson quit the developement back then and saw it as incompetence of Tim, however he later said that he didn't know this was "normal" among game engine developement, but I still think it is incompetence and that he was right anyway.
 
Last edited:

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
unreal88Sound.rar
88 SOUNDDDD
All extracted sounds from the November 97 version, some sounds you'll find very different, some are identical with 98 beta, some are longer though. The Male player sounds in this version are hilarious though.

Good they changed those. In fact they sound a bit like some unreal2 overacted sounds. Also some 96 "gasgun" sound for some reaosn in stinger section(maybe this was for the flamegun?) and another "NAILGUN" sound in the Weapons section, speaking of which there is a later "nailgun" sound in the 0871d sound exports i posted earlier, that stinger sound is identical to the one seen in the german magazine 97 preview vid with mark rein. The eightball also works the same in 0871d as in that vid, the rockets ricoche before they start burning, that means before there is fire in the back of the rocket it can bounce off wall and you can shoot rocket around the corner or through slopes. The time needed to do it is extra short but I can imagine it being effective.

I suppose the name for the sounds as nailgun is because I believe I've read somewhere that they wanted to include nailgun in early 96 and then heard that Quake already had such weapon so they began changing it to something else, stinger for that matter..they first made it so that the tarydium shards will stay in the monsters and later explode as tarydium is meant to be unstable, but later in 97 they changed it again to more conventional nailgun like weapon only shooting shards and having a spread altfire, but otherwise just another "nailgun" again and the sound names stayed pretty much until later.
EDIT2:
Skinspr88extr.rar
All the skins/sprites/fonts from 88.
 
Last edited:

iLikeTheUDK

New Member
Apr 18, 2011
29
0
1
Some info I found myself - I opened some of the sounds in Audacity and exported each one as MP3...When, in the spot it asks you for song data, it showed both the date that some of these sounds were made (obviously differing dates throughout 1997), and the software Dave Ewing apparently used for them - Sound Forge 4.0, released around March 1997 according to a short search I did on Google.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
You can see that info with any decent sound player, some of the old sounds like the early female ones are even made by Robert Allen, who would have thought he worked on Unreal. Or even few sounds were by Alexander Brandon. There was also other name that I don't remember seeing, probably a contractor, even the guy who originally made the sound system for Unreal(not the galaxy stuff) left and was not credited, only you coluld see his activity at some old boards for Unreal back in the days, but he had like no other game credits.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Textures871d.rar
All the remaining 871d skins and also the extracted textures from the maps/packages.
NOTE: There are some different textures and few textures that appear in genfluid for example are higher res here, 512x512.
 
Last edited:
Status
Not open for further replies.