A Friend In Need

Maps, mods and resources ported from or to Unreal.
Must run in UT99 or with Oldskool Amp'd.
Unreal 227 only projects are "Off-Topic"
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Aspide
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A Friend In Need

Post by Aspide » Sun Oct 31, 2021 4:15 am

A Friend In Need V1.3

Game: Unreal and UT99 (all versions) UT99 requires OldSkool Amp'd and Oldmodels (included in the zip file).
Developer: Aspide
Status: RELEASED
Description: SP campaign for Unreal/UT99, three maps long.
Link: https://drive.google.com/file/d/1lnNLUn ... sp=sharing

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Story: You play as Stardust, a space marine and survivor of the UMS Bodega Bay. After the events of RTNP the marine had to survive Na Pali's natural hazards and the Skaarj for a long time, but one day the dangers of the planet finally caught up to the marine, but before dying a Nali appeared and saved the marine's life. Stardust and the Nali became close friends, the Nali, revealing his name as Inti, brought the marine to his village. Years passed and Stardust lived in peace, very rarely something threatened the village, but Stardust and Inti always found a way to solve the problem. One day the marine returned from some errands, only to find the village in distress, apparently some Kralls appeared out of nowhere and demanded to put all the Nali together or they will start killing civilians, then they inspected all the Nali and took one of them as a prisoner, that Nali was Inti. Stardust didn't hesitate and took off to rescue him....

Personal Notes: After finishing M:R 2.5 I decided to make a small sp campaign to get more mapping experience, I have to admit, it took me more time and effort that I could possibly imagined, however I have obtained so much experience that I'm actually very excited to continue making maps. I've been playing this game more than half of my life, and the majority of my time has been playing custom content, that includes sp campaigns, so after playing so many of them I learned what makes a good map, and a bad one, so I said “I may as well try”. One of the first sp campaigns I played was Hellscrag's Tashara's Cove, and I loved the simplicity beauty of it. This campaign was made as a spiritual successor of Tashara's Cove, there is actually a lot of similarities between the both.

I hope you enjoy it :D

Special thanks to SteadZ for letting me know that I miss a lot of files during the 1.0 release.

ChangeLog
-V 1.3 : Includes all files required to play in UT99, including OldSkool Amp'd and Oldmodels.
Last edited by Aspide on Thu Nov 04, 2021 6:22 pm, edited 4 times in total.
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esnesi
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Re: A Friend In Need

Post by esnesi » Sun Oct 31, 2021 11:54 am

Oh hey wow a fresh new campaign, thanks alot Aspide!!

Gave it a quick rundown for testing.
Noticed that AFIN-Map03-LongWayAround is redirecting to AFIN-Map04-SPCredits.
What's often the case online is that some creditmaps don't replicate well, and result in a black map as you might've experienced yourself.

I did notice that AFIN-Map04-CoopCredits is indeed working fine, i assume you included this for online play given it's name.
So i guess Map03 should should also redirect to Map04-CoopCredit in a online situation ?

Can't wait to get into the story a bit more, the maps look great!
And thanks for giving the campaign an abbreviation AFIN in the filenames, makes it more convenient for sorting them in mapvotes! :)

It's loaded on the FFN Server under Coop Campaigns>VA Coop Maps

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OjitroC
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Re: A Friend In Need

Post by OjitroC » Sun Oct 31, 2021 3:27 pm

Nice to see a new SP campaign :tu:

I've played the first map AFIN-Map01-WarriorsLament in UT 469b off-line with OldSkool and on Easy (as I do when first playing a SP map, just to get the feel of it). Nicely done and entertaining thus far - just a couple of comments :

1 I got to the end in the castle, having killed everything and flipped the switch, got the 'doors open' message but the final door did not open - so ghosted through then walked and went down the stairs to the bottom door where the level switched to the next one. So not sure why that door didn't open?

2 Started the next map AFIN-Map02-Vecchieferite and picked up a Universal Translator which displayed a message to the HUD. However I had not been able to pick up the Translator at the beginning of the first level nor at any point where there was one in the map - so not sure what the issue is and why I was unable to pick up one previously (I could pick up stuff like flares, seeds and the flashlight though so looks like an issue with the Translator in the map)? Of course, without the Translator I wasn't able to follow the story beyond what I had gathered from the readme, which is a pity.

3 No idea how to get into the underground cavern - standing on the doors (two I think at different points in the 'village') didn't seem to work - only know there is an underground cavern by reading the readme with spoilers (which appears to be essential reading otherwise one has no idea that all that stuff is in the map or how to get it).

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Aspide
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Re: A Friend In Need

Post by Aspide » Sun Oct 31, 2021 4:16 pm

Thanks for playing guys, now to answer some comments:

-The credits map changes depending if you're playing online or not, this was done by a trigger that cannot be avoided that only appears online.
-To open the final doors of map 1, first you have to enter the fortress, kill all the kralls in the fortress, activate the switch at the top and then you will encounter the final fight.
-There is a universal translator and flashlight (with unlimited battery) on the table at the very beginning of map 1, how did you miss it?. If they are invisible, then I have no idea what's wrong.
-To get to the underground cavern, go to one of the corners of the citadel, you will find a wooden door with a sign, if you shoot at it enough if will be destroyed.
This part of the map is entirely optional, but gives you a great reward.
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OjitroC
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Re: A Friend In Need

Post by OjitroC » Sun Oct 31, 2021 4:30 pm

Aspide wrote:
Sun Oct 31, 2021 4:16 pm
-To open the final doors of map 1, first you have to enter the fortress, kill all the kralls in the fortress, activate the switch at the top and then you will encounter the final fight.
Yes, did all that (killed all the initial krall, flipped the switch, killed the krall and brutes that came out or were spawned) but the door wouldn't open - as I say, I had to ghost through it. Is the door meant to stay open after flipping the switch or will it only open after killing everything (as it is possible one or more krall wandered out the fortress and I didn't see them)? Some brutes were killed by the krall and vice versa - do they all have to be killed by the player for the door to open?
Aspide wrote:
Sun Oct 31, 2021 4:16 pm
-There is a universal translator and flashlight (with unlimited battery) on the table at the very beginning of map 1, how did you miss it?. If they are invisible, then I have no idea what's wrong.
No, didn't miss them - the flashlight could be picked up but not the translator. The translator at the start of the second map could be picked up though
Aspide wrote:
Sun Oct 31, 2021 4:16 pm
-To get to the underground cavern, go to one of the corners of the citadel, you will find a wooden door with a sign, if you shoot at it enough if will be destroyed.
This part of the map is entirely optional, but gives you a great reward.
Yes, I've now realised that that wooden door needs to be shot.

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Aspide
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Re: A Friend In Need

Post by Aspide » Sun Oct 31, 2021 4:42 pm

-That's weird, after all enemies of the final fight are killed, first the music stops, then the final doors are unlocked. So if the music is still going, you miss someone.
-What?, the translator cannot be picked up?. Try standing next to it, jump and crouch. (I have play tested this in Unreal and UT99, including 469, and never encounter that problem)
-Also on Easy you can get a Cloak at the starting area, please don't tell me that cannot be pickup either. :(
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OjitroC
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Re: A Friend In Need

Post by OjitroC » Sun Oct 31, 2021 5:44 pm

Aspide wrote:
Sun Oct 31, 2021 4:42 pm
-That's weird, after all enemies of the final fight are killed, first the music stops, then the final doors are unlocked. So if the music is still going, you miss someone.
I never play music so won't have noticed that. I think I did a save at the end of the first map so I'll go back and see if anything was left.
Aspide wrote:
Sun Oct 31, 2021 4:42 pm
-What?, the translator cannot be picked up?. Try standing next to it, jump and crouch. (I have play tested this in Unreal and UT99, including 469, and never encounter that problem)
Sorry - entirely my fault. I had forgotten I was using Buggie's Monster Hunt Translator (as that prints messages to the screen and so is easier to read than peering at the small translator screen). So that's why the translator couldn't be picked up in the first map - without that mutator, the translator can be picked up.
Aspide wrote:
Sun Oct 31, 2021 4:42 pm
-Also on Easy you can get a Cloak at the starting area, please don't tell me that cannot be pickup either. :(
No problem with picking up the Cloak or any other pickup.

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Aspide
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Re: A Friend In Need

Post by Aspide » Sun Oct 31, 2021 5:50 pm

OjitroC wrote:
Sun Oct 31, 2021 5:44 pm
I never play music so won't have noticed that.
Please play with music turned on, It took me a lot of trouble selecting songs that fit each map perfectly, even scripted sequences are synchronized with the music, as long as you play with 100% game speed. :tongue:
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OjitroC
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Re: A Friend In Need

Post by OjitroC » Sun Oct 31, 2021 7:33 pm

Aspide wrote:
Sun Oct 31, 2021 4:42 pm
-That's weird, after all enemies of the final fight are killed, first the music stops, then the final doors are unlocked. So if the music is still going, you miss someone.
Yes, I wandered around for a while and found a krall behind the castle/fortress - got rid of it and the final door opened!

Got stuck in the second map AFIN-Map02-Vecchieferite - went down the passageway where the torches become lit as one approaches them and into the cell area with the Nali - went into the cell at the end with the switch, flipped the switch and the door to the cell closed and wouldn't open again. Had to ghost to get out - no other cell doors were opened so not sure what happens after this? How to get out of the cell? Where to go after that?

From the log for the second map
Spoiler
Show
ScriptLog: Predator4.BuildPath() route too long

Log: DoorPawn AFIN-Map02-VecchieFerite.DoorPawn0 (Function Engine.Pawn.AdjustHitLocation:003A) GetAnimGroup: No mesh
(A lot of these lines)

ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.Destroyed:000C) Accessed None 'Owner'
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.Destroyed:0014) Attempt to assign variable through None
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:000C) Accessed None 'Owner'
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:0014) Attempt to assign variable through None
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:001F) Accessed None 'Owner'
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:0033) Accessed None 'Owner'
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:003B) Attempt to assign variable through None
ScriptWarning: AFINCloak AFIN-Map02-VecchieFerite.AFINCloak1 (Function UPak.Cloak.RestoreVis:0046) Accessed None 'Owner'
(Don't know what happeded here - don't remember using the Cloak - though I did cycle through the held items to get to the flashlight so may be that?)

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Aspide
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Re: A Friend In Need

Post by Aspide » Sun Oct 31, 2021 7:40 pm

If you use the flashlight and investigate the room where you get captured, you will see a hole on the floor, shoot it. This only happens after the door traps you.

Automatically merged

Hello everyone, I made a new patch that includes more files for UT99. There were many files I missed, I'm never using RTNP content for UT99 again. :mad2:
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Re: A Friend In Need

Post by EvilGrins » Mon Nov 01, 2021 1:12 am

I am not typically a fan of single player, but I gave this a quick look and I liked what I saw.
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Will take a more thorough look later... the immortal bunnies were a nice touch.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Aspide
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Re: A Friend In Need

Post by Aspide » Mon Nov 01, 2021 1:20 am

Good choice of weapons I see.. :agree1: . By the way the bunnies aren't 100% inmortal, you just can't kill them with weapons.
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Re: A Friend In Need

Post by EvilGrins » Mon Nov 01, 2021 1:46 am

Aspide wrote:
Mon Nov 01, 2021 1:20 am
Good choice of weapons I see..
I try...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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ExpEM
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Re: A Friend In Need

Post by ExpEM » Thu Nov 04, 2021 8:07 am

Sorry, All broken for me when I launch in UT436 because Upak isn't compatable.
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Aspide
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Re: A Friend In Need

Post by Aspide » Thu Nov 04, 2021 8:18 am

What do you mean Upak not compatible?, did you make sure to install the files from the System(UT99Only) folder?, remember that OldSkool Amp'd is a requirement (only in UT99).
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