ArchSub by Steve Long - 14-level version
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ArchSub by Steve Long - 14-level version
https://www.newbiesplayground.net/downl ... ubV2.0.zip
Author: Steve Long
Author of V2.0: Aspide
This thing turns out to be significantly bigger. As it turns out, UBerserker's review was based on a less-complete set, with this one being expanded by a Dynamo2 and a set of Duke4Now levels, all connected to this. It was never completed to begin with, but this version has all levels in correct sequence, plus generic filename problem (sky, sub, subway) is now rectified. Also, for version 2.0, Aspide made a conclusion, not to mention of the plethora of fixes this pack required.
Last edited by Delacroix on Fri Oct 27, 2023 10:38 am, edited 2 times in total.
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Re: ArchSub by Steve Long - 14-level version
My work for UT99: (NEW!) Mute, Counter-Strike VP, MaleOne+, FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: ArchSub by Steve Long - 14-level version
Done!
My work for UT99: (NEW!) Mute, Counter-Strike VP, MaleOne+, FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: ArchSub by Steve Long - 14-level version
Aaand replaced my gdrive link to the new version
My work for UT99: (NEW!) Mute, Counter-Strike VP, MaleOne+, FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: ArchSub by Steve Long - 14-level version
Nice to see an updated version
Auto merged new post submitted 3 hours 44 minutes later
It looks like the boat at the start of Sky is supposed to move - however it doesn't (for me anyway in 469d with Oldskool 2.38) - either in-game or when played from the Editor.
Got this in the log when playing the map from the Editor
This may also be relevant
Of interest but of no great significance, also got this in the Editor log - never seen that before
Auto merged new post submitted 3 hours 44 minutes later
It looks like the boat at the start of Sky is supposed to move - however it doesn't (for me anyway in 469d with Oldskool 2.38) - either in-game or when played from the Editor.
Got this in the log when playing the map from the Editor
Code: Select all
Error: AttachMover Autoplay.AttachMover1 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Code: Select all
MapChecker: Actors use bStatic = false when default is true. Need set bNoDelete to true or make subclass with default bStatic = false:
MapChecker: ObjectPath2
MapChecker: ObjectPath0
Code: Select all
Warning: Property EdViewports of Class Engine.LevelInfo not found
Warning: Skipping 28 bytes of type 10
Warning: Property EdViewports of Class Engine.LevelInfo not found
Warning: Skipping 28 bytes of type 10
Warning: Property EdViewports of Class Engine.LevelInfo not found
Warning: Skipping 28 bytes of type 10
Warning: Property EdViewports of Class Engine.LevelInfo not found
Warning: Skipping 28 bytes of type 10
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Re: ArchSub by Steve Long - 14-level version
Well, I think the boat was attached to the ground by a line which you need to shoot off.
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Re: ArchSub by Steve Long - 14-level version
Thanks - I didn't see that despite trying several times
Auto merged new post submitted 3 hours 25 minutes later
Have played through to the first of the Duke Nukem maps - good fun thus far.
In Dynamo2 got a helluva lot of lines in the log of
This is caused by CreatureFactory6 with its prototype given as 'UnrealShare.Skaarj' which, as the Warning indicates, is an abstract class.
Also in Dynamo2 looks like many of the movers throw an error in the log
Doesn't seem to have a noticeable effect on the operation of the movers, at least none that I have seen. Possibly worth checking nonetheless if only to get rid of the log spam?
One curiosity is that in the two maps with 'trains', there are a number of ScriptedPawns on the tracks and so in the path of the oncoming mover with the result that they are crushed - seems a bit odd to place them there or maybe not, saves the player the trouble of dealing with them - perhaps it is deliberate?
Another is that quite a few of the Scripted Pawns are placed with their backs to the direction from which the player will appear - they are often slow to react and can be dealt a lot of damage before they are aware of the player's presence - again, whilst odd, something of a positive from the player's point of view.
Auto merged new post submitted 3 hours 25 minutes later
Have played through to the first of the Duke Nukem maps - good fun thus far.
In Dynamo2 got a helluva lot of lines in the log of
Code: Select all
Warning: SpawnActor failed because class Skaarj is abstract
Also in Dynamo2 looks like many of the movers throw an error in the log
Code: Select all
Error: Mover SL09-Dynamo2_V2.Mover53 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover51 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover43 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover49 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover48 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover39 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover36 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover33 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover29 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover28 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover22 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover20 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover14 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover19 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover12 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover10 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover9 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover2 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: Mover SL09-Dynamo2_V2.Mover1 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
One curiosity is that in the two maps with 'trains', there are a number of ScriptedPawns on the tracks and so in the path of the oncoming mover with the result that they are crushed - seems a bit odd to place them there or maybe not, saves the player the trouble of dealing with them - perhaps it is deliberate?
Another is that quite a few of the Scripted Pawns are placed with their backs to the direction from which the player will appear - they are often slow to react and can be dealt a lot of damage before they are aware of the player's presence - again, whilst odd, something of a positive from the player's point of view.
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Re: ArchSub by Steve Long - 14-level version
It is definitely deliberate and wildly satisfying to run 'em over.
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Re: ArchSub by Steve Long - 14-level version
Yes indeed, thanks - I didn't read the changelog which, of course, I should have done as that makes it clear.
Played it through to the conclusion. Overall found it entertaining and good fun - at times the cramped interiors got a bit frustrating and, as previously noted, quite a few of the SciptedPawns were placed with their backs to the player and so reacted slowly but in general the experience was positive - particularly liked the new addition Mothership (good design and use of textures, plenty of action).
Played it through to the conclusion. Overall found it entertaining and good fun - at times the cramped interiors got a bit frustrating and, as previously noted, quite a few of the SciptedPawns were placed with their backs to the player and so reacted slowly but in general the experience was positive - particularly liked the new addition Mothership (good design and use of textures, plenty of action).