[u1][ut] Unreal PSX / Rise of JRath
Re: [u1][ut] Unreal PSX / Rise of JRath
e-mail: ampoyrex at wp dot pl
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- Skaarj Lord
- Posts: 224
- Joined: 17 Aug 2015, 10:27
Re: [u1][ut] Unreal PSX / Rise of JRath
Woah? Where does that pic come from?
Re: [u1][ut] Unreal PSX / Rise of JRath
How far is this project from being all done?
Re: [u1][ut] Unreal PSX / Rise of JRath
Leo says that Episode 1 full is not far from being done, but that there will need to be some more work on episode 2 (the early levels being unfinished and jrath needs more coding etc).
But that for the rest, almost everything from E2 and E3 was recovered and "finished" in the first place so it's just mostly retexturing work which is now way easier.
But that for the rest, almost everything from E2 and E3 was recovered and "finished" in the first place so it's just mostly retexturing work which is now way easier.
e-mail: ampoyrex at wp dot pl
- StalwartUK
- Skaarj Berserker
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- Location: UK
Re: [u1][ut] Unreal PSX / Rise of JRath
Sounds good.yrex wrote:Leo says that Episode 1 full is not far from being done, but that there will need to be some more work on episode 2 (the early levels being unfinished and jrath needs more coding etc).
But that for the rest, almost everything from E2 and E3 was recovered and "finished" in the first place so it's just mostly retexturing work which is now way easier.
StalwartUK
Re: [u1][ut] Unreal PSX / Rise of JRath
FYI for the people who don't know what's the original map shown in the pic above, it was shown in one of the Unreal's earlier teasers. Unknown what it was, and it's not Triton despite having a similar theme (this is the only known Triton screenshot
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- Skaarj Lord
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- Joined: 17 Aug 2015, 10:27
Re: [u1][ut] Unreal PSX / Rise of JRath
It wasn't the first pic. I've known that one for a really long time. The second one is the interesting one.
Did you make it? (Yrex)
Or did it come with the PSX levels?
Did you make it? (Yrex)
Or did it come with the PSX levels?
Re: [u1][ut] Unreal PSX / Rise of JRath
I'm saying it to any viewer for context.watcher_of_the_skies wrote:It wasn't the first pic.
Re: [u1][ut] Unreal PSX / Rise of JRath
I wish we had a skycity level among the PSX content...
It's just a reconstruction of the left screenshot.
It's just a reconstruction of the left screenshot.
e-mail: ampoyrex at wp dot pl
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- Skaarj Lord
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Re: [u1][ut] Unreal PSX / Rise of JRath
Well, we can try to rebuild one.
I ripped a lot of textures from screenshots. I can show you a testmap I build using those.
I ripped a lot of textures from screenshots. I can show you a testmap I build using those.
- TigerTheGreat
- Skaarj Warlord
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Re: [u1][ut] Unreal PSX / Rise of JRath
Temporarily back from a longer absence.
I honestly fear this project may not be what it's cranked up to be. First off, the difficulty is inconsistent. E1L3 is downright brutal and if you pass this, there's nigh chance you won't be facing any tougher confrontations throughout later.
As for the secret levels, Minos and E1L5-mine, if by some fluke you end up in them, you're pretty much screwed unless by some fluke you find your way around. They're too mazelike, with NO clear indications how to progress through them whatsoever, especially the mine level. That one basically takes Cliff's most confusing level, namely Foundry, and adds such a spin to it that at this point I outright gave up.
Don't approach this without a guide. And don't approach this at UT99 so that the Oldskool score table doesn't irk you with negative score values every time you're forced to enable God mode on E1L3.
Of course, the new and retextured locales are - while mostly lowpoly - beautiful. The Implant Gun sections are a nice change of pace. And the regular FPS gameplay is there and is cool aside from the occasional difficulty spikes. Seeing more of the Vortex Rikers was refreshing and pleasant compared to U1's ver. But what of it, if there are sections that will drive a regular player absolutely nuts and take away all the fun of the experience?
If I wanted a point-and-click adventure game level of absurdity, or if I wanted Dark Souls, I'd install just that. Keep that nonsense away from muh Unreal.
I honestly fear this project may not be what it's cranked up to be. First off, the difficulty is inconsistent. E1L3 is downright brutal and if you pass this, there's nigh chance you won't be facing any tougher confrontations throughout later.
As for the secret levels, Minos and E1L5-mine, if by some fluke you end up in them, you're pretty much screwed unless by some fluke you find your way around. They're too mazelike, with NO clear indications how to progress through them whatsoever, especially the mine level. That one basically takes Cliff's most confusing level, namely Foundry, and adds such a spin to it that at this point I outright gave up.
Don't approach this without a guide. And don't approach this at UT99 so that the Oldskool score table doesn't irk you with negative score values every time you're forced to enable God mode on E1L3.
Of course, the new and retextured locales are - while mostly lowpoly - beautiful. The Implant Gun sections are a nice change of pace. And the regular FPS gameplay is there and is cool aside from the occasional difficulty spikes. Seeing more of the Vortex Rikers was refreshing and pleasant compared to U1's ver. But what of it, if there are sections that will drive a regular player absolutely nuts and take away all the fun of the experience?
If I wanted a point-and-click adventure game level of absurdity, or if I wanted Dark Souls, I'd install just that. Keep that nonsense away from muh Unreal.

I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
~formerly Delacroix
- salsaSkaarj
- Gilded Claw
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Re: [u1][ut] Unreal PSX / Rise of JRath
Why "Temporarily" ?Delacroix wrote:Temporarily back from a longer absence.
Re: [u1][ut] Unreal PSX / Rise of JRath
Another patch (mirror).
E1L7D:
- Fixed rising pillar before the gasbag boss having no collision.
- Fixed stairs in the pyramid room not rotating.
- Now the Chameleon Heart will be automatically removed at the end of the map.
- Fixed bridge above water having weird collision.
- Fixed missing texture in the titan pit.
- Fixed spelling.
There's also a bit of extra content.
E1L7D:
- Fixed rising pillar before the gasbag boss having no collision.
- Fixed stairs in the pyramid room not rotating.
- Now the Chameleon Heart will be automatically removed at the end of the map.
- Fixed bridge above water having weird collision.
- Fixed missing texture in the titan pit.
- Fixed spelling.
There's also a bit of extra content.
e-mail: ampoyrex at wp dot pl
Re: [u1][ut] Unreal PSX / Rise of JRath
In Oldskool I'm getting this:
Failed launching URL
Can't find BoolProperty in file "BoolProperty Engine.Weapon.bTossedOut"
M'nali