CTF-Face had elevators?!

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Re: CTF-Face had elevators?!

Postby PrinceOfFunky » Mon Apr 03, 2017 11:23 am

PrinceOfFunky wrote:
The attachment PlayrShp2.png is no longer available

Plus, "PlayrShp" textures? Maybe the map was a mix of ancient and modern style? (Like it is on UT4)?

Alzheimer.png

Indeed in the UT4 version of the map, there's a ventilator right at that place.
So maybe they decided to make it more like the very-original CTF-Face.
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Re: CTF-Face had elevators?!

Postby papercoffee » Mon Apr 03, 2017 4:43 pm

PrinceOfFunky wrote:
PrinceOfFunky wrote:
PlayrShp2.png

Plus, "PlayrShp" textures? Maybe the map was a mix of ancient and modern style? (Like it is on UT4)?

Alzheimer.png

Indeed in the UT4 version of the map, there's a ventilator right at that place.
So maybe they decided to make it more like the very-original CTF-Face.

As you can see in my video has the Redeemer place no direct connection. The only way to get to it is via jump from the top or via transloc jump.
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Tue Apr 02, 2019 9:24 am

Does the beta CTF Face have the playrshp textures too? (EDIT: Yes just checked and it has more than just that texture being used on brushes, brush6 and brush19 are interesting also brush29) Either way, fun fact is that Inoxx originally did what became Vortex Rikers, except it was only called as such when Cliff took over and made the new map.

So Inoxx and Playrshp kinda go together when you count the earliest history.

There was this exchange in the old mail letters that survived all the way back to October 1996:
From Inoxx himself, before his english was that good(I had a lot of effort putting all this into the external editor to post here):

From: inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <UnEdit@epicgames.com>
Subject: Zone Rebuilding
Date: Thu, 17 Oct 1996 19:27:30 +0200 (METDST)
Reply-to: UnEdit@epicgames.com
Sender: list@epicgames.com
X-listname: <UnEdit@epicgames.com>

Hi tim/Cliff
Now that the brightness , radius , zone properties can't change in realtime
, the number of rebuild is really important and if that's acceptable on a
small level , adjusting lighting become really hard in big levels .
Applying the selected light is ok but some things needs a full rebuild
(adding a zone descriptor ) , and selecting the lights is boring : you edit
a light to adjust its brightness or its position , you want to see wether
the shadows are ok , you have to select all the lights which illuminate the
room , then rebuild , if that's not ok , you must do the entire operation
one more time...
One ***Awesome*** thing (if possible ) would be :
Rebuild only the zone where the camera is and only the lights of this zone .
In fact the perfect thing would be a rebuilding of the current zone and all
the zones which touch it , so the lights that illuminate walls through zone
portals will be computed.
In fact the huge amount of time in a rebuild is lighting , and BSP in Huge
levels , so the good things to do is:
Rebuild the entire geometry (fast) , then rebuild Bsp in the current zone ,
then raytrace the lights of the Zone and the lights of the neighbour Zones.
If that's not possible rebuild bsp in one zone , you just have to skip this
step which is not important in this case .
If that's to hard to find the lights which are in the zones , you can make a
routine to select the lights which are close enough of the camera (maybe
radius 500 ?)
IMO that little thing can allow to adjust all the lights and the shadows
very fast .
- InOXx

_________________________________________________________
| |
| inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
| http://www.imaginet.fr/~inoxx/inoxx.htm |
|_________________________________________________________|


From: Mark Randell <randell@computan.computan.on.ca>
To: "UnrealEd mailing list (confidential)" <UnEdit@epicgames.com>
Subject: Re: animated color
Date: Thu, 17 Oct 1996 11:10:26 -0400 (EDT)
Reply-to: UnEdit@epicgames.com
Sender: list@epicgames.com
X-listname: <UnEdit@epicgames.com>


On Thu, 17 Oct 1996, inoxx wrote:

> Is it possible to have a trigger which activate the event :"Change the zone
> lighting hue and saturation" : For the first level , you activate the
> autodestruction trigger , then the entire ship in illuminated with red light.
> Some cheat are possible if the engine can't do that but that will be cool.
> Will the zone lighting properties work on the pawns ?

Actually, how about a trigger that can change most of the zone properties?
(gravity, velocity, ambient sound, make it start raining, and so on)

Cheers ... Mark



From: inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <UnEdit@epicgames.com>
Subject: bugbugbugbugbugbugbug :(
Date: Thu, 17 Oct 1996 15:50:48 +0200 (METDST)
Reply-to: UnEdit@epicgames.com
Sender: list@epicgames.com
X-listname: <UnEdit@epicgames.com>

Hi
I've lost my map one more time :(
Here's my bug:

UNSERVER a causé une défaillance de page dans
le module KERNEL32.DLL à 0137:bff78040.
Registres :
EAX=05ac70cc CS=0137 EIP=bff78040 EFLGS=00010212
EBX=07ac1088 SS=013f ESP=00688b9c EBP=00005ac2
ECX=00100000 DS=013f ESI=05ac70cc FS=25ef
EDX=03e10008 ES=013f EDI=01ff9fbc GS=0000
Octets à CS : EIP :
8b 03 a8 01 74 25 25 fc ff ff 0f 8b 53 08 03 f8
Etat de la pile :
00005ac2 01ff9fbc 05ac1088 00006044 bff782c7 006a0000 05ac70cc 01ff9fbc
00000000 05ac1088 006a0000 00000000 006a000c 00007ac1 00000000 00000000

Then Run-Time error '-2147023174 (800706ba)
OLE Automation error

This happen when I try to open my map .
Tim , do you want an unr file of this to find the problem (I've just lost 1
hour or 2 but that's really annoying to have unsecure copies of the levels :
You work all the day , you save your work , you go to bed and the morning ,
your map is corrupted :( , I had a bug when I tried to export it to t3d too.
Bye
- InOXx

___________________________________________________________
| |
| inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
| http://www.imaginet.fr/~inoxx/inoxx.htm |
|___________________________________________________________|



From: inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <UnEdit@epicgames.com>
Subject: animated color
Date: Thu, 17 Oct 1996 15:50:29 +0200 (METDST)
Reply-to: UnEdit@epicgames.com
Sender: list@epicgames.com
X-listname: <UnEdit@epicgames.com>

Hi tim/cliff

Is it possible to have a trigger which activate the event :"Change the zone
lighting hue and saturation" : For the first level , you activate the
autodestruction trigger , then the entire ship in illuminated with red light.
Some cheat are possible if the engine can't do that but that will be cool.
Will the zone lighting properties work on the pawns ?

Other thing , If a polygon is not displayed (the polys of the big cube )
Is the texture important : is it usefull to put a 32*32 tex on it to save
memory?
Is it usefull to set the unlit setting on the polys tagged with "fake backdrop"?
- InOXx

___________________________________________________________
| |
| inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
| http://www.imaginet.fr/~inoxx/inoxx.htm |
|___________________________________________________________|
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Re: CTF-Face had elevators?!

Postby Pileyrei » Tue Apr 02, 2019 6:36 pm

Love stuff like this :)

Like on Phobos there is plasma ammo...….but no plasma gun :agree1:
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Wed Apr 03, 2019 9:40 am

There sure is in the demo version though. In fact, this makes me think, did they use the demo version of the map as a base for the release one?

Because I know there was a screenshot from the UT beta in gamestar magazine that showed Phobos in it (otherwise the beta seemed identical to the leaked one, except that doesn't have phobos in it).
So then it seems strange why they would use the demo version as a base because the demo version of UT lacks several weapons, you never get flak cannon, ripper or the biorifle. So in Phobos you just have eightballs, shockrifles, pulseguns and miniguns there, yea not even sniperrifle.
Except that can't be the case that it is based n the demo as that opening which has the pulseammo and the rocket pack is missing in the demo version of the map, lol. So it must have had an intermediate version still between the release of the demo (which is in the 300 engine range and not 400) and the release version. So it must have had a pulsegun still instead of the biorifle perhaps.
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Re: CTF-Face had elevators?!

Postby Acoma » Thu Apr 04, 2019 3:45 am

For anyone interested in it https://imgur.com/a/x362ddH

Spoiler: show
Image

Spoiler: show
Image

Spoiler: show
Image


the beta version of face doesn't have a redeemer or middle sniper post area, nor does it include any teleporters. the udamage area is still intact though

BONUS:
regarding the stray pulseammo on phobos https://imgur.com/a/irn2KNp

Spoiler: show
Image

Spoiler: show
Image


this is from the 3dfx demo which is different from the beta and retail demo, in the demo version of phobos the room where the pulsegun ammo sits hasn't been created yet.
you can download the 3dfx demo here: https://tcrf.net/Proto:Unreal_Tournament/Version_322_demo
you cant play the 3dfx demo without a 3dfx card but you can run some of the maps in your retail version of the game
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Thu Apr 04, 2019 7:59 am

Those images you posted are not from the 3dfx demo, they are from the later demo that has tempest already. The pulsegun skin was different in the 3dfx one. I played both. There is no "retail demo" both are beta versions.

EDIT: I realize you could ahve just copied the map and opened in the "retail ut" explaining the looks of the pulsegun.
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Re: CTF-Face had elevators?!

Postby Acoma » Thu Apr 04, 2019 10:31 pm

Leo(T.C.K.) wrote:Those images you posted are not from the 3dfx demo, they are from the later demo that has tempest already. The pulsegun skin was different in the 3dfx one. I played both. There is no "retail demo" both are beta versions.

EDIT: I realize you could ahve just copied the map and opened in the "retail ut" explaining the looks of the pulsegun.


Spoiler: show
Image

how about now? :tongue:

it would be cool to have a reloadable version of this pulsegun though
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Re: CTF-Face had elevators?!

Postby PrinceOfFunky » Fri Apr 05, 2019 3:18 am

I'm not sure if the version of these maps can be considered beta or not: viewtopic.php?f=5&t=12955&p=112040#p112040
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Fri Apr 05, 2019 12:43 pm

Acoma wrote:
Leo(T.C.K.) wrote:Those images you posted are not from the 3dfx demo, they are from the later demo that has tempest already. The pulsegun skin was different in the 3dfx one. I played both. There is no "retail demo" both are beta versions.

EDIT: I realize you could ahve just copied the map and opened in the "retail ut" explaining the looks of the pulsegun.


Spoiler: show
Image

how about now? :tongue:

it would be cool to have a reloadable version of this pulsegun though
Image

It might appear in the "FLP" expansion pack though, as in what I had planned before some events took place, right now the FLP pack has the reloadable pulsegun from ut beta, but not this specific variant of the skin. (its actually only different in the first person mode though as the 3rd view is exactly the same skin as in the old ut beta).
EDIT: Sorry for the confusing language. The FLP was released last year, what I meant with "FLP" expansion pack is a planned addon that requires the FLP if that's clear...
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Re: CTF-Face had elevators?!

Postby Acoma » Fri Apr 05, 2019 4:02 pm

It might appear in the "FLP" expansion pack though, as in what I had planned before some events took place, right now the FLP pack has the reloadable pulsegun from ut beta, but not this specific variant of the skin. (its actually only different in the first person mode though as the 3rd view is exactly the same skin as in the old ut beta).
EDIT: Sorry for the confusing language. The FLP was released last year, what I meant with "FLP" expansion pack is a planned addon that requires the FLP if that's clear...


awesome, I played the pack when you released it and it was one of the most intriguing experiences ive had in unreal. the latest release of the psx maps was even more interesting. you guys did an awesome job on those projects

also just like you said, that screenshot isn't in the 3dfx demo at all, I just booted up the map in normal ut and used stuff swapper to add in the RyS weapons reloadable pulse gun
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Sat Apr 06, 2019 12:20 am

Do you have problems running the actual demo btw? It's good to use with a glide wrapper honestly, or an old machine that still has a voodoo card.
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Re: CTF-Face had elevators?!

Postby Pileyrei » Sun Apr 07, 2019 7:48 am

Thanks for the information about the plasma ammo.
My understanding was the plasma gun was in the demo but removed and replaced with Bio Rifle for the final release and that the ammo left over was forgotten to be removed.
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Re: CTF-Face had elevators?!

Postby Leo(T.C.K.) » Sun Apr 07, 2019 9:00 am

Yea but there is obviously a missing link version of Phobos and the leaked UT beta was supposed to have Phobos as well, evidenced by the screenshot in a gaming mag I have.

So the true story might have been a bit interchangeable if you get what I mean. They might have reverted to the demo version of the map at some point for whatever reason.
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