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[u1][ut] Unreal PSX / Rise of JRath

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User avatar Delacroix
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 26 Aug 2017, 22:53

PM sent, LH.
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User avatar Lightning Hunter
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 27 Aug 2017, 03:40

Thank You!
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For the RTNP "Ultimate Edition" HD, click here.

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Ironword
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 13 Sep 2017, 19:47

watcher_of_the_skies wrote:Yes it is. I'm one of the guys workin' on it.

Thanks for the update. I was just about to install the demo and ensure that everything was working, but I decided I'd better check this thread. Good thing I did; now I'll wait for the full package.

User avatar watcher_of_the_skies
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Sep 2017, 11:04

It is a mod worth to wait for.

yrex
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 27 Feb 2018, 20:15

Leo (T.C.K.) wrote:Image
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Images from yrex.

Download link: Episode Zero

Aka the Horror Deck. Oldskool entries included, for best experience choose from the menu as it links with the replacement gametype, otherwise funky things happen.

Tested with coop too.

Unreal 225(4), 226, OldUnreal 227 versions and Unreal Tournament supported.

The intro/outro map music works only on openal and perhaps fmod (untested). On Galaxy you'll get no music.

Please enjoy.

yrex
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 12 Oct 2018, 17:01

Episode 1 Part 2 LITE released.

Leo (T.C.K.) wrote:Basically, a rushed out LITE release without the final level of E1... Due to heavy IRL problems and having to "hit the road", more in LITE.txt in help. I hope to be able to return to this soon and release the full version. Multiple years of work went into this including some losses of data. Episode 1 was the most unfinished with most maps missing in the first place, from everything recovered.
I hope you enjoy what has been "finished" so far.

See everything in help directory.


DOWNLOAD
DOWNLOAD (mirror)
Required files
Last edited by yrex on 14 Oct 2018, 20:21, edited 1 time in total.

User avatar Diego96
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 05:15

I don't know if it's really intended for 227i since it gives me an error so I'll try it later in Oldskool.
M'nali

yrex
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 11:13

Diego96 wrote:I don't know if it's really intended for 227i since it gives me an error so I'll try it later in Oldskool.


What error? Of course it is intended for 227i, especially considering that I did (almost?) all of my work on that platform.

User avatar salsaSkaarj
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 12:04

yrex wrote:
Diego96 wrote:I don't know if it's really intended for 227i since it gives me an error so I'll try it later in Oldskool.


What error?

Failed to enter ...<path> UPB-E1L5A.unr:Can't find file for package 'PSXShield'
History:UGameEngine::Init < - InitEngine

for E1L5B >>> Female2PSX
for E1L5C >>> UPSXMon2
for E1L5D1C >>> UPB-Misc

I didn't try the rest.
I've checked in the Episode0 package (which works) and the above mentioned are not there either.

User avatar salsaSkaarj
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 19:16

salsaSkaarj wrote:...
for E1L5B >>> Female2PSX

Found that one in https://ut99.org/viewtopic.php?f=59&t=3408#p32271 and E1L5B starts up just fine now.

User avatar StalwartUK
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 20:13

Didn't have any file issues myself, just had the other PSX-related packs (EP. 1 and the prequel horror deck) installed, which you should do since EP2 continues on from it. Pack works fine on Oldskool, readme says it should work in 224/5/6, Gold, 227 and UT (with oldskool installed).

E1L5Mine and E1L7D are presumably unfinished as neither of them were beatable without resorting to ghosting.

As for my views on it, this release is definately a step above the previous one, including a chunk of what I assume is early beta content. I very much like the direction this pack is heading in. Hopefully the "full" version sees the light of day.
StalwartUK
Recent plays: Running out of levels, at least ones worth playing.

yrex
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 14 Oct 2018, 20:20

I checked the maps one by one, hopefully that's all:
Required files

E1L7D should certainly be beatable (at least on 227i). It's a puzzle -- brute force won't work here.

Yeah, the second half consists of heavily edited 96-97 levels plus new sections that I tried to keep in the same style.

User avatar StalwartUK
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 16 Oct 2018, 10:21

yrex wrote:E1L7D should certainly be beatable (at least on 227i). It's a puzzle -- brute force won't work here.

I was playing this in UT so that might have something to do with it. The parts I had trouble with was the two gates near the start of Ruins (the coutyard with the fountain the middle) which didn't seem to open no matter what. Looking in the Editor an enemy from the looks of it spawns in the room with the altar/table/bench should trigger a sequence when killed but nothing happens. There's a side bit that doesn't seem to be accessible in at least UT either. I managed to figure out the Titan fight in the end.

yrex wrote:Yeah, the second half consists of heavily edited 96-97 levels plus new sections that I tried to keep in the same style.


A welcome addition I must say.

I didn't mention it earlier but at least one aspect of the combat I did find a bit too unforgiving: Some of the Brute-type enemies have hitscan weapons and hardly, if ever miss.
StalwartUK
Recent plays: Running out of levels, at least ones worth playing.

yrex
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Subject: Re: [u1][ut] Unreal PSX / Rise of JRath

Post Posted: 16 Oct 2018, 18:12

StalwartUK wrote:I didn't mention it earlier but at least one aspect of the combat I did find a bit too unforgiving: Some of the Brute-type enemies have hitscan weapons and hardly, if ever miss.


Strongly agree, it's hard to avoid the damage from this, but I guess this was just Leo's design decision.

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