Unreal PSX rework:Rise of Jrath thread

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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Leo(T.C.K.)
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Re: Unreal PSX rework:Rise of Jrath thread

Post by Leo(T.C.K.) »

SolarisPSX

Version of Solaris with different textures and Peacemaker....   
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Decay

Its the same map as the DarkMatch version except for deathmatch and with the lighting restored to the original version by Nathan Silvers.   
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WarpArenaA

One of the exclusive PSX DM maps....   
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AIDeathmatch

AIDeathmatch is one of of the later-and original maps made by Jason Watkins. Originally he had different drafts for E2L4 but those got cut (and repurposed for episode 1 in our rework anyways as part of the e1l7 and e1l6 levels). He was a friend of Nathan and they worked closely on the project, but Jason only really finishing E2L4(this map in particular) and making some "finished" E2L8 parts that still felt barebones before that.   
Auto merged new post submitted 44 minutes later
SolarisS3Lores

The "same" solaris with peacemaker but now in decayeds s3 textures (the special version from the UT 2ND CD) but made into regular textures.
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Leo(T.C.K.)
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Re: Unreal PSX rework:Rise of Jrath thread

Post by Leo(T.C.K.) »

WarpArenaB

The second warparena based on the jason watkins original. Has a different texturing now in the upcoming singleplayer version...   
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E2L4 based map by Jason Watkins.

A small and big version. The small version is tight melee dm while big is a little different.

StunSmallDM
StunLarge
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Leo(T.C.K.)
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Re: Unreal PSX rework:Rise of Jrath thread

Post by Leo(T.C.K.) »

MorbfanzaPSX

The 'original' psx version of morbfanzar, now with upsxdragon removed also, will be released with the upcoming singleplayer psx pack too.
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Re: Unreal PSX rework:Rise of Jrath thread

Post by Leo(T.C.K.) »

There were updates on the moddb page with the big dm downloads. Now also all the so far released e2 dm upsx maps (anything that is missing will be released with episode 3 instead).

E2DM

on moddb the 227 fix for iceruins was released too.
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Re: Unreal PSX rework:Rise of Jrath thread

Post by Leo(T.C.K.) »

Didn't get to post this here before so now I am fixing that.

This is a new fix (it was uploaded a few days ago and i couldn't use the library and I was moving places plus the forums had a problem with me using this older tech before now it seems to be fixed)


227fix

Basically i noticed while playtesting and testing the new maps to be released (the rest of episode 2) that e1l1a is messed up on 227k. I assumed it was the usual thing with interpolation but no this time its a timing issue and it conflicted with the npscript and hud hiding, so I changed the script a little and fixed the timing, removed one dispatcher and delayed the time on the other one, so now its more or less in sync. Its not a perfect fix, I guess the script should have been a little better than this hack but ugh this was long ago when I concocted that solution and now it doesn't work on the last versions as I intended. But it should work fine now. Basically also the mutator is updated to go to the new map instead and the upsx.int for 227 is updated as well.

It was also posted on moddb by jackhonda already.

The new singleplayer maps are basically in the phase of final betatesting now. I found several problems with them but I didn't have time to go through them all. JackHonda will be fixing the reported/known bugs and also hopefuly yrex helps out with some script issues because those would take me a long time to go over and I just can't do that from public libraries out of lack of windows machine, now even lack of linux machine.