Unreal 2: The Re-Awakening

Discussions about everything else

Re: Unreal 2: The Re-Awakening

Postby Leo(T.C.K.) » Wed Nov 26, 2014 7:19 am

FraGnBraG wrote:haha - i don't have U2 for PC any more, but i do have it for XBOX :) i even have unreal championship (bad) and unreal championship 2 (good) for XBOX...

too bad can't play them on Xbox360, and of course i'm not interested enough to hook up the old XBOX so i guess it's just memories now, oh well

looking at the U2 sleave cover, it mentions "spectacular vehicular carnage" so it must have had vehicles -

sorry then - i guess i completely forgot about that - i know ut2003 had no vehicles ...

The Unreal 2 for Xbox had co-op mode and XMP already in it. Rumors went that many of the xmp maps got their holes patched etc. I never got acess to the u2 xbox disc but I downloaded the system files a while ago and coud load them in the editor. Some scripts are changed for the co-op mode which is not actually a gametype on its own. But I never got the ".dll" files with that so the regular unreal2 couldn't be run on that, on the regular .u files. They were compatible with the ued3 though, most of them. Maybe a co-op mod can be made given all this.

Btw as for Red_Fist's question. You could make players respawn by playing it in dm or pseudo dm, the gametypes are there after all.
Leo(T.C.K.)
Adept
 
Posts: 389
Joined: Sat Aug 13, 2011 10:26 pm

Re: Unreal 2: The Re-Awakening

Postby AlCapowned » Fri Nov 28, 2014 6:39 pm

The co-op for Xbox Unreal 2 would have been okay if not for how the monsters animated at half the frame rate as everything else. They feel so out of place; it's almost like fighting Doom's monsters in Unreal. I copied every co-op related script I could find from the Xbox version to the PC version, and I didn't have any luck with getting co-op to work. I wish I could understand what's responsible for getting the other player to spawn and be controlled, because I think that's the only thing standing in the way of splitscreen co-op for the PC (hopefully without the terrible animation problems).

U2XMP can only be accessed through Xbox Live, so it's impossible to see if the maps are fixed. It's technically its own separate game, but it's on the same disc as Unreal 2.
AlCapowned
Experienced
 
Posts: 117
Joined: Mon May 16, 2011 2:45 am
Personal rank: Layman

Re: Unreal 2: The Re-Awakening

Postby EvilGrins » Fri Nov 28, 2014 7:45 pm

What little I know of U2's XMP is this · http://tinyurl.com/pbwq97o

It says it didn't get fully developed due to Legend up and dying.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
User avatar
EvilGrins
Godlike
 
Posts: 6183
Joined: Thu Jun 30, 2011 8:12 pm
Location: Palo Alto, CA
Personal rank: God of Fudge

Re: Unreal 2: The Re-Awakening

Postby Leo(T.C.K.) » Mon Dec 01, 2014 11:17 am

AlCapowned wrote:The co-op for Xbox Unreal 2 would have been okay if not for how the monsters animated at half the frame rate as everything else. They feel so out of place; it's almost like fighting Doom's monsters in Unreal. I copied every co-op related script I could find from the Xbox version to the PC version, and I didn't have any luck with getting co-op to work. I wish I could understand what's responsible for getting the other player to spawn and be controlled, because I think that's the only thing standing in the way of splitscreen co-op for the PC (hopefully without the terrible animation problems).

U2XMP can only be accessed through Xbox Live, so it's impossible to see if the maps are fixed. It's technically its own separate game, but it's on the same disc as Unreal 2.

Did you get the xbox .dll files too or not? Because I didnt have them and could only run the editor with the scripts. I think it's more feasible or the pc version to adapt those co-op scripts into a real coop game and make mutator to fix the maps. The only problem that could be there is that the network play could have been disabled, but it needs to be tested with two players, have anyone tested it in the plain dm? Having splitscreen for regular unreal 2 is nonsense. The thing about the u2xmp maps being fixed further(the ones that didnt get update in the legend's patch) I heard from some u2xmp "old-timers" during the time when I often played u2xmp. They said that whatever maps didnt get an update in the u2xmp patch actually got update and got their holes fixe in the xbox version, making it impossible to go at the known spots outside of the map etc.
Leo(T.C.K.)
Adept
 
Posts: 389
Joined: Sat Aug 13, 2011 10:26 pm

Re: Unreal 2: The Re-Awakening

Postby AlCapowned » Mon Dec 01, 2014 5:28 pm

I'm not sure if the Xbox uses dll files at all. I haven't found any for Unreal 2, anyway. I think Unreal 2's network play is completely broken, so that not even one person can host and join their own server.
AlCapowned
Experienced
 
Posts: 117
Joined: Mon May 16, 2011 2:45 am
Personal rank: Layman

Re: Unreal 2: The Re-Awakening

Postby Leo(T.C.K.) » Mon Dec 01, 2014 6:00 pm

I am sure I could host a server on my own. I do recall it somehow after setting it up carefuly. The question is if other player can join in. Either way it should be possible to hack/alter this to allow for netplay in that case. Probably lots of work but if someone really made his time...more impossible things have been done for the more popular games of the series, so why not?
Leo(T.C.K.)
Adept
 
Posts: 389
Joined: Sat Aug 13, 2011 10:26 pm

Re: Unreal 2: The Re-Awakening

Postby AlCapowned » Mon Dec 01, 2014 7:11 pm

I must not have done it properly then. I didn't mess around with many settings, from what I can remember. I wonder if any of the files from the E3 alpha would help.
AlCapowned
Experienced
 
Posts: 117
Joined: Mon May 16, 2011 2:45 am
Personal rank: Layman

Re: Unreal 2: The Re-Awakening

Postby Leo(T.C.K.) » Wed Dec 03, 2014 7:45 am

I think the E3 alpha files are way too obsolete and different to be any useful. I think more luck would be looking into the other similar version engine files. In fact I might know of a solution if the ipdrv really doesnt work but all it needs is a decent coder after that. Nephthys for Unreal was done just having acess to public headers and of Unreal the ipdrv ones werent even released so I can assume she took a clear look at the ones that were released, like deus ex and examined the unreal funcionality properly. Nephthys was much more difficult job in this sense and besides there are headers/source for other ue2 game out there. It could really be made to work. The problem is finding someone who is interested enough to make this for this old and not very popular game.

I'm sure Zora would do it without much hassle for example. Whether she'd be willing to is another question.
Leo(T.C.K.)
Adept
 
Posts: 389
Joined: Sat Aug 13, 2011 10:26 pm

Re: Unreal 2: The Re-Awakening

Postby EvilGrins » Mon Jan 12, 2015 9:19 pm

Jumpstarting my thread!

U2's music files are .ogg, apparently. I just was going over a list of them · http://liandri.beyondunreal.com/Unreal_ ... ning#Music

Seems a lot weren't used.

Is it possible to convert those to .umx for ut99?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
User avatar
EvilGrins
Godlike
 
Posts: 6183
Joined: Thu Jun 30, 2011 8:12 pm
Location: Palo Alto, CA
Personal rank: God of Fudge

Re: Unreal 2: The Re-Awakening

Postby Radi » Mon Jan 12, 2015 9:58 pm

Of course its possible, first convert to .wav and then to tracker file :)
User avatar
Radi
Adept
 
Posts: 362
Joined: Tue Apr 16, 2013 12:41 pm
Location: DeGie - PL

Re: Unreal 2: The Re-Awakening

Postby Hellkeeper » Tue Jan 13, 2015 11:40 am

EvilGrins wrote:Jumpstarting my thread!

U2's music files are .ogg, apparently. I just was going over a list of them · http://liandri.beyondunreal.com/Unreal_ ... ning#Music

Seems a lot weren't used.

Is it possible to convert those to .umx for ut99?


Unfortunately, only part of them are .ogg files and most of them are unused.

A number of them (and by that I mean all the good ones, including Aledxander Brandon's sulferonf) are .con files and cannot be easily opened.
You must construct additional pylons.
User avatar
Hellkeeper
Masterful
 
Posts: 695
Joined: Tue Feb 25, 2014 12:32 pm
Location: France
Personal rank: Soulless Automaton

Re: Unreal 2: The Re-Awakening

Postby Red_Fist » Tue Jan 13, 2015 9:20 pm

How does one know if they are not used ?
Binary Space Partitioning
Red_Fist
Godlike
 
Posts: 1478
Joined: Sun Oct 05, 2008 3:31 am

Re: Unreal 2: The Re-Awakening

Postby Hellkeeper » Wed Jan 14, 2015 1:01 pm

Play the game and see if you hear them.
You must construct additional pylons.
User avatar
Hellkeeper
Masterful
 
Posts: 695
Joined: Tue Feb 25, 2014 12:32 pm
Location: France
Personal rank: Soulless Automaton

Re: Unreal 2: The Re-Awakening

Postby Red_Fist » Thu Jan 15, 2015 2:42 am

Hellkeeper wrote:Play the game and see if you hear them.


Well I was just thinking maybe they shoved them into music events and not the song(s) for a game level.
Seems difficult to believe that any company would cram files on a game CD that the game don't use. companies are always for the last cent and time factor, for even more money.
Binary Space Partitioning
Red_Fist
Godlike
 
Posts: 1478
Joined: Sun Oct 05, 2008 3:31 am

Re: Unreal 2: The Re-Awakening

Postby Hellkeeper » Thu Jan 15, 2015 10:34 am

Red_Fist wrote:Seems difficult to believe that any company would cram files on a game CD that the game don't use. companies are always for the last cent and time factor, for even more money.


Unreal had Gateway.unr. UT had Organic.umx. UT2003 and 2004 had entire mesh and texture packages. All Unreal games had unused content and Unreal 2 has actually an enormous amount of cut content packed with the game.

There are a number of music used throughout the game, but they have included a great deal of stuff you never hear. What doesn't help is that a lot of songs sound similar, are drowned by the ambient noise or are just so flat you don't remember them. However, some themes are obviously never used, the most obvious one being Unreal2.ogg, which is 1) kickass 2) unused 3) probably intended as a main theme or a victory theme for the ill-fated multiplayer.
You must construct additional pylons.
User avatar
Hellkeeper
Masterful
 
Posts: 695
Joined: Tue Feb 25, 2014 12:32 pm
Location: France
Personal rank: Soulless Automaton

PreviousNext

Return to Misc | Off-Topic

Who is online

Users browsing this forum: No registered users and 2 guests