Unreal Archive Help Wanted: Game Types & Mods

Do you search a certain mutator, mod, skin, map, everything else?
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Unreal Archive Help Wanted: Game Types & Mods

Post by Shrimp »

Hello guys, I've just implemented the first version of gametype/mod/TC support on Unreal Archive and I need some help tracking down files and populating data. I've seeded it with some data for examples.

Unfortunately, these types of things cannot be auto-indexed and categorised like maps, mutators, skins, etc, so they need to be curated by hand unfortunately. Setting up the few I've done so far has taken a couple of hours each (granted this early stuff involves a lot of code and design changes too), so I'd appreciate if you guys could help me out with some data and information gathering.

Specifically, that I'm looking for at this point are released, packaged mods. As examples, things like Infiltration, Rocket Arena UT, JailBreak, Thievery, UnrealFortress, etc. That is, gameplay mods beyond mutators and things like that.

If you want to help out, please fill out the following with as much information as you can, which I can use as a basis for building the rest of the information.

(Items marked with * are minimum required bits of information - provide as much information as you can)
  • Name*: <Name of the mod>
  • Game*: <Unreal, Unreal Tournament, Unreal Tournament 2004>
  • Author: <Team Name, Individual Name>
  • Short Description: <If possible, one sentence description of the mod, preferably from it's own "marketing material" or "about" information>
  • Links*: <List of links - Current Homepage, ModDB, Archive.org archived homepage>
  • Downloads:
    • Version*: <Version of the release>
    • Release Date: <Year and month of the original release, as best as you can tell>
    • Mirror Links*: <As many links to "raw", "umod", "setup", etc you can find for the version>
  • Long Description: <If the mod has an "about" page or description, whatever that is - this appears as "About" text on the mod page>
Additionally, if you're feeling creative, or want to get creative with a mod someone else has provided the above information for, I'd also like to include a unique "title card" graphic for each mod. These are what appear as the clickable buttons on the listing page, as well as across the top of each page. These are 800x204 (or at least that aspect ratio - they can be smaller or bigger), images in any format, and should clearly contain the mod's official name.

In terms of releases/downloads - I'm specifically hoping to list the latest "official" release of each mod - not rebuilt/recompiled/repackaged/etc versions. I'd like to specifically collect the official files as released by the original authors. I have a plan for later supporting "variations" of each mod, where "custom versions" or custom builds of each mod can be listed under the "official" mod releases.

Finally, if possible, please include some screenshots - either freshly taken at a modern if you have the mod or some version of it installed, or lift some from ModDB, Archive.org, etc.

Looking forward to your assistance, thank you!
Last edited by Shrimp on Wed Dec 16, 2020 7:02 am, edited 1 time in total.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Shrimp »

Here's an example of what I'd be interested in, for UnrealFortress, for example:

Name*: Unreal Fortress
Game*: Unreal Tournament
Author: Unreal Fortress Team
Short Description: Unreal Fortress is a class-based mod, based on the original Quake I Fortress.
Links*:
- Archive.org: https://web.archive.org/web/20031209034 ... m/news.php
- ModDB: https://www.moddb.com/mods/unreal-fortress
Downloads:
- Version*: Unreal Fortress Gold 1.0
- Release Date: 2002-07
- Mirror Links*:
- - Zip: http://medor.no-ip.org/index.php?dir=Ga ... old%20.zip
- - Linux: http://medor.no-ip.org/index.php?dir=Ga ... dlinux.bin
- - Setup: https://www.moddb.com/mods/unreal-fortr ... ortress-v1

Long Description:
Unreal Fortress (UnF) is a total conversion modification of Epic Games' Unreal Tournament. You can download it free of charge from the Internet, although you'll need a copy of Unreal Tournament to play.

Unreal Fortress is a class-based mod, based on the original Quake I Fortress. "Class based' means that the player (you), can choose between different kind of players. Each kind has certain unique skills, but also has setbacks to keep things in balance.

An example is the ‘Heavy Gunner’. He has a big Mini-Gun, and is extremely strong. U would say, he is the best class around, but he is very slow, and is hard to maneuver. He is strong, but also very slow, which makes him less of an advantage.

The Unreal Fortress mod stars 9 different classes, all with different skills, and different tasks. Each class also includes specific weapons directed towards the profession of that class. These weapons will be discussed later in this document.

In addition to having a variety of character classes, UnF also includes three different types of game play. These add a large amount of variety to the game since the goals for Unreal Fortress are dictated by the game type that is chosen. Unreal Fortress has five different 'game types':

- Modified Capture the Flag
- Command Point
- One Flag Capture
- Objective Assault
- Escort
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by UnrealGGecko »

Will see what I can do when I'll have some free time, definetly wanna add some in there :)
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by SteadZ »

Does "mods" also include large-scale SP campaigns such as Operation Na Pali, 7 Bullets, Zenith etc? I did notice you have sections under map-packs for singeplayer, and besides lacking content in that area (hadn't even heard of most of the stuff contained there!), I think they would benefit from a more "tailored" approach like this rather than the "generative" approach better suited to DM/CTF/etc maps.

Might be able to contribute also, though I noticed you didn't say in your post *how* you would like us to get this information to you!

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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Shrimp »

SteadZ wrote: Wed Dec 16, 2020 8:31 pm Does "mods" also include large-scale SP campaigns such as Operation Na Pali, 7 Bullets, Zenith etc? I did notice you have sections under map-packs for singeplayer, and besides lacking content in that area (hadn't even heard of most of the stuff contained there!), I think they would benefit from a more "tailored" approach like this rather than the "generative" approach better suited to DM/CTF/etc maps.
Yup! If these exist within the context of a "package" (ie. something that can be downloaded, installed/extracted and played - and optionally extended with more maps) then absolutely.

The "Single Player" maps section on the site is a bit of a mess, since presumably they require special mods to play, and obviously most of them lack specific prefixes so it's difficult to match them up to what's needed to play them.

SteadZ wrote: Wed Dec 16, 2020 8:31 pm Might be able to contribute also, though I noticed you didn't say in your post *how* you would like us to get this information to you!
Should have made it clearer in the OP - but just reply here in this thread with the detail requested above, and I'll transcribe it into the appropriate formats for the site, along with whatever other information is needed.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by EvilGrins »

https://unrealarchive.org/gametypes/unr ... index.html

Homepage link for Soccer doesn't work.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by OjitroC »

I wonder if drawing up a definitive list of TCs/Mods/Gametypes would be of use? This could be added to your UT Game Types and Mods as a guide to indicate which ones you are looking for information on.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by SteadZ »

Here's Operation Na Pali for firsties. I've included an additional credits section as I noticed you had that on a couple of the ones already up, also should note that there is also a "ready-patched" 1.30 version, which is what is available on modDB but you said last official version and I'm not certain it was officially released by Team Vortex.
Additionally I just pulled the 4 screenshots from ModDB as that's what was on the official website anyway.
Spoiler
Name: Operation Na Pali
Game: Unreal Tournament
Author: Team Vortex
Short Description: A large singleplayer campaign for Unreal Tournament, with around 40 maps and boasting new features such as allies, vehicles, unlockables and much more.
Links:
- Homepage: http://onp.ut-files.com/
- ModDB: https://www.moddb.com/mods/operation-na-pali
Downloads:
- Version: 1.20
- Release Date: 2002-06
- - Zip (UMOD): http://ut-files.com/index.php?dir=GameT ... onp120.zip
- - Zip (non-UMOD): http://www.ut-files.com/index.php?dir=G ... n_umod.zip
- Version: Patch 1.30
- Release Date: 2002-06
- - Zip: http://ut-files.com/index.php?dir=GameT ... to_130.zip

Long Description:
YOUR MISSION
You are a crew member of Vortex Rikers2, which will get a signal from the planet (Na Pali). The message came from 3 survivors of the old Vortex Rikers, the prisoner ship that crashed on the planet some months ago.
Now you will be let down on the planet to rescue these 3 survivors. Unfortunately you were sniped down by a Skaarj right after you landed.

New mission:
Rescue your own ass. You are in a Skaarj prison, they destroyed all your equipement. You’ll have to try to get out of the prison and find the old Vortex Rikers. If you are lucky it’s computers are still working and you can send a message to your mothership, so they can come rescue you….

Operation Na Pali is a huge campaign rivalling the size of Unreal, which was released in 2002 by David Münnich led Team Vortex - much to critical acclaim. This pack sees the player return to Unreal's original diverse Na Pali setting pitted up against the traditional enemy line-up, only this time you're armed with the Unreal Tournament arsenal, accompanied by a flashy new HUD, Nali and Mercenary allies and even get to fly a Skaarj shuttle in a couple of levels.
Additionally, ONP comes with a built in system for level designers to create their own maps and campaigns using the custom gametype and features, launchable through the ONP menu by adding the "ONP-" prefix to the map name.
Credits:
- Project Lead: David Münnich
- Level Design: Emil Attlid, Jannis Borgers, Paul Fahss, Heiko Dreyer, Sjoerd de Jong, James Hamer-Morton, David Münnich, Florian Oswald, Daniel Pflugbeil, Jean Rochefort, 'Silver Serpent', Arjan Vroegop, Tim Jervis
- Programming: Aaron Staley
- Art: David Münnich, Rich Eastwood, Florian Oswald, Jean Rochefort
- Music: Boris Nonte
- Voice Acting: Damian Sosa, James Hamer-Morton, Sioux Blue
- Public Relations: Paul Fahss
- Special Thanks: 'Beppo', Rene, 'Slick Willy', 'Da Gead', 'Sinn', 'Icewulf'
Attachments
onp1.jpg
ONPLogoHD.png
onp4.jpg
onp3.jpg
onp2.jpg
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by OjitroC »

Just to note that ONPPatch110 and ONPPatch120 are both on Unreal Archive in UT->Map Packs->Unknown.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Shrimp »

SteadZ wrote: Fri Dec 18, 2020 11:36 pm Here's Operation Na Pali for firsties. I've included an additional credits section as I noticed you had that on a couple of the ones already up, also should note that there is also a "ready-patched" 1.30 version, which is what is available on modDB but you said last official version and I'm not certain it was officially released by Team Vortex.
Additionally I just pulled the 4 screenshots from ModDB as that's what was on the official website anyway.
This is perfect, and exactly what I'm hoping for, thank you!

https://unrealarchive.org/gametypes/unr ... index.html
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Red_Fist »

"Does "mods" also include large-scale SP campaigns such as Operation Na Pali, 7 Bullets, Zenith etc?"

Doesn't that just fall under "SP" - oldskool ? there is no mod other than oldskool since UT has SP but is the same game play as oldskool, it's not special, like BT or MH etc etc.

All those maps should just be under "singleplayer"
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Gustavo6046 »

Isn't it possible to just parse the int files for class declarations that use Engine.GameInfo or TournamentGameInfo or something like that as a metaclass?
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by OjitroC »

Gustavo6046 wrote: Wed Dec 30, 2020 3:17 pm Isn't it possible to just parse the int files for class declarations that use Engine.GameInfo or TournamentGameInfo or something like that as a metaclass?
It's more complex than that as not all mods introduce new gametypes (so they don't have ints which use GameInfo) - certainly ONP, 7Bullets and Zenith don't do that but they are mods (altering the HUD and gameplay plus introducing new weapons/pickups/ScriptedPawns, etc) as well as being SP campaigns. An ordinary SP 'campaign' will simply be one or more linked maps which are capable of being played in UT using oldskool - like 13Mutants or IllHaven.

Another example of a mod that doesn't include new gametypes is Q3weaps - this introduces lots of aspects of Quake3 gameplay into UT99, not just weapons, but does this through a series of mutators. Its effect on gameplay is significant enough for it to be described as a mod rather than a mutator I would think.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by Gustavo6046 »

Yeah, but gametypes should be classified separately from those kinds of mods if you ask me. Both campaigns and gameplay mods should be classified separately from gametypes, if you ask me. Maybe subdivide a big Mods category like that. "Mod" is very ambiguous and I think that's a point of extreme importance that Shrimp might have failed to see. I can't say I'm not a bit baffled by that, but eh, archive.
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Re: Unreal Archive Help Wanted: Game Types & Mods

Post by OjitroC »

Gustavo6046 wrote: Wed Dec 30, 2020 7:23 pm Yeah, but gametypes should be classified separately from those kinds of mods if you ask me. Both campaigns and gameplay mods should be classified separately from gametypes, if you ask me. Maybe subdivide a big Mods category like that. "Mod" is very ambiguous and I think that's a point of extreme importance that Shrimp might have failed to see. I can't say I'm not a bit baffled by that, but eh, archive.
It's really up to Shrimp - it will be easy enough on the UnrealArchive GameTypes and Mods page to see what 'kind' of mod something is by following the links to that mod. Yes, Mod is ambiguous and complex to define but I suppose the important thing is to distinguish a mod from a mutator rather than to dig any deeper and try to differentiate different 'kinds' of mods.
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