ividyon will never get this done, will he.

[u227i/j] The Descent Release Thread

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

Moderators: ividyon, Semfry, zYnthetic

User avatar SteadZ
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Subject: [u227i/j] The Descent Release Thread

Post Posted: 15 Dec 2021, 21:25

The Soup Kitchen in association with UnrealSP.org presents...


You were approached by the Do'gradji family with the pleaded request that you rescue their child from a mysterious location known as "The Forbidden Caves". As a highly esteemed mercenary you wouldn't normally accept such a petty job, but one look in their heartbroken eyes told you this was no place for a child - plus the advance deposit is nothing to sniff at!
Information surrounding these enigmatic "Forbidden Caves" is little-to-none, but the Nali are notoriously secretive; what strange and dark secrets could possibly be hiding down there?


Finally here in all its v1.1 glory - The Descent is a 12 map single player campaign like no other! Featuring the work of 10 collaborators, this pack boasts an exciting array of underground locales, custom content and varied gameplay all thrown into the mix.


Downloads

The Descent v1.1 patch release (ModDB)
Image

[OBSOLETE] The Descent v1.0 release (ModDB)
Image


Screenshots


Credits
alternativeprojects - Map contributor
ebd - Map contributor, programming, co-ordination
Dannster - Map contributor
Krull0r - Map contributor, programming, sound design
nikosv - Map contributor, terrain/cave design for connecting segments
pla - Map contributor
Semfry - Map contributor
Skywolf - Map contributor
SteadZ - Campaign curator/designer, map contributor
yrex - Map contributor

Special Thanks
ividyon - The initial spark that started off this crazy thing!
83r - Testing/feedback
Rayne - Testing/feedback
Xanious - The idea of checkpoints between the segments; testing/feedback
G4lactic - Suggestions + support
The ISV Clan - For their coop testing sessions
The 227 Team - For developing the awesome 227 patch and helping out with code issues - you guys are unreal!

Additional Notes
This will only work in Unreal patched to 227i/227j, no plans to port to other platforms at present.

The campaign has been tested in both SP and Coop, and we are not aware of any outstanding issues at present, however - due to the technically complex nature of some of the levels - unexpected crashes may occur: save regularly!

More info can be found in the ReadMe file, however I just want to take the chance to say how happy I am that this collaborative event turned out to be such a success - went into this expecting 1 or 2 people to submit content and was overwhelmed to have 10 submissions (albeit one my own!) to stitch together. We might have had a few bumps in the road along the way but what we've ended up with is absolutely something to be proud of - hope you all enjoy playing through!

User avatar Aspide
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 15 Dec 2021, 22:32

My goodness!!!!, 12 maps long?, made by very talented people?, this is amazing :D :D , I will play this as soon as possible. I'm aware that this is a collaborative project where anyone could have joined in.... I must admit I was tempted to be part of this project, but I didn't had experience making maps so I changed my mind ( I joined this community too late apparently..) but the least I can do is play this and see if I can find issues to solve.

Congratulations everyone !!!! \o/ \o/
Somewhere in Nevada...

User avatar AlCapowned
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 16 Dec 2021, 02:05

On the fourth map and really loving the pack so far. Each map is distinct, but the quality remains high. Great job, everybody!

User avatar UnrealGecko
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 16 Dec 2021, 23:58

Let's
Friggin
GOOOOOOOOOOOO!!!

Might take me a while to get to play this, but boy am I excited. Thank you all!
Deep cover GEcko!
My work for UT99: Counter-Strike VP, DM-XC-NaliTreeV2 (from the ut99.org Xmas Contest mappack)

User avatar Aspide
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 18 Dec 2021, 01:24

Wow!!!!, finished the campaign and I must say this is quite the odyssey, each map feels like different adventure with surprises in each corner. In general is well made with a lot of custom content to break the monotony. The story is ok but I felt that the idea behind the campaign and the story don't work together as well as they should. The concept of a campaign where every map is disconnected from each other needs a story that uses that to it's advantage, to me it feels like the first and last map are the only ones that fit in the narrative. Also love the custom footstep sound effects except that when you land to the floor from a big height there is no sound effect of you landing.

► Show Spoiler


Thanks to all members of this project for this wonderful experience, now to play in Unreal difficulty....
Last edited by Aspide on 21 Dec 2021, 00:34, edited 3 times in total.
Somewhere in Nevada...

User avatar Semfry
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 18 Dec 2021, 22:14

For performance on Dannster's map the likely problem is having Precaching on. Having suddenly got awful performance on it after it ran fine during all my testing I realised this was the main change I made since then and turning it off made the map work again. Could also improve performance elsewhere?

It seems to be the issue that G59's last map also had where Precache completely broke it.

(Of course, this is also a PSA that you should make sure Precache is off before playing)
Formerly Mman

User avatar Aspide
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 20 Dec 2021, 07:44

I'm back from playing this in Unreal difficulty, and I have mixed feelings. Out of all 12 maps only 4 of them have difficulty filtering (there may be other maps that had them but I didn't notice them), also the campaign is really hard at the beginning and gets easier the more it goes on (it should be the other way around). I found more issues:

► Show Spoiler
Somewhere in Nevada...

User avatar AlCapowned
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 23 Dec 2021, 15:45

I ended up playing the rest in co-op. It really is a great pack, I see myself going back to it like I do with some of my other favorites. I thought the last map did an excellent job of tying everything together.

I experienced a few bugs in the last map that would have made it impossible for me to progress on my own. In the section where you have to organize the crates, I didn’t see anything on the floor and would have had no idea where to put anything, but the other player could. Similarly, in the section with the force fields, I couldn’t see the diagram that was supposed to be on the wall. I’m guessing it’s an issue with my render settings (OpenGL).

User avatar Aspide
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 26 Dec 2021, 05:00

After playing this campaign over four times, I think I've finally figured out the story as a whole...

► Show Spoiler


So yeah, I had a change of heart when it comes to the story, I didn't connect the dots when I played this for the first and second time. Three time's the charm, huh?

Also I found another issue:

► Show Spoiler
Somewhere in Nevada...

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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 27 Dec 2021, 13:32

Aspide wrote:After playing this campaign over four times, I think I've finally figured out the story as a whole...

► Show Spoiler


So yeah, I had a change of heart when it comes to the story, I didn't connect the dots when I played this for the first and second time. Three time's the charm, huh?

This is essentially it, yeah
► Show Spoiler
Image

User avatar Tarydax
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 28 Dec 2021, 00:44

It takes some time to get going, but all in all, I had a great time playing through this pack. It might actually be one of my all-time favorites. :o
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 29 Dec 2021, 12:30

Had a quick (well quick??, mostly rushed) playthrough on Easy (took about 2 hours and I think I'm on the penultimate level) and I really like it.
I also experienced serious lags (and lockup) in the level with the firebeams (and pressing of 4 buttons) (the only "weak" map up to now), the titan fight in the cave with dropping Krall, and the map which end with the freeing of the Giant Manta (actually the only map in which I died once - too many mantas)
My favourite map is (without doubt) the long spiralling descent with beautiful views and some "normal" resistance.
My second favourite would be the map with the strange queen (and the predators inside- that was a scare when they appeared :tup: .

May 2022 bring (a lot) more free time.

AndriHK96
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 30 Dec 2021, 17:44

Hello. I have a problem starting the campaign. I downloaded the package and transferred the files to the specific folders of the game, as I have done many other times with other campaigns and maps of other users; but as soon as I try to start any map of the campaign, both from explorer and from the game itself, the session crashes and I get this error message:

General Protection Fault!
History: ULinkerLoad :: VerifyImport <- ValidateImports <- ULinkerLoad :: Verify <- ULinkerLoad :: ULinkerLoad <- UObject :: GetPackageLinker <- ULinkerLoad :: VerifyImport <- ValidateImports <- ULinkerLoad :: ULinkerLoad <:: ULinkerLoad <:: ULinkerLoad <:: ULinkerLoad < UObject :: GetPackageLinker <- UObject :: StaticLoadObject <- (Engine.Level None.MyLevel C: \ Unreal \ Maps \ TD-00-Begin.unr) <- VerifyPackages <- UGameEngine :: LoadMap <- LocalMapURL <- UGameEngine: : Browse <- UGameEngine :: Init <- InitEngine

I use the 227i patch for the game, but strangely it doesn't start. Have any of you else had this problem?

Too bad, I was so excited to play a new personalized campaign after a long time and the enthusiasm was immediately burned. :/

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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 30 Dec 2021, 18:08

Hey there, haven't come across that one yet I'm afraid! Just spoke to a member of the 227 team however and they said this error is related to a possibly corrupted package - would you be able to share the Unreal.log file (found in the system folder) after trying to start the campaign so we can pin down what's gone wrong?

It may be that you simply need to try a reinstall of the campaign but you never know!
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AndriHK96
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Subject: Re: [u227i/j] The Descent Release Thread

Post Posted: 30 Dec 2021, 23:17

I thank you for the answer. I have viewed the log file and it seems that the problem is importing a texture from the "DecayedS" package. I'm sending you the result of the log below:

Log: Log file open, 12/30/21 21:22:55
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 227 Subversion: 9
Init: Compiled: Oct 28 2012 16:01:07
Init: Command line: "C: \ Unreal \ Maps \ TD-00-Begin.unr"
Init: Base directory: C: \ NaPali \ System \
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: TECHBOX
Init: User: AndrihkMary
Init: Memory total: Phys = 4194303K Pagef = 4194303K Virt = 4194176K
Init: Working set: 32000/159000
Init: CPU Speed ​​= 2666.377523 MHz
Init: CPU Page size = 4096, Processors / Cores = 4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Forcing Unreal to run on CPU 0
Log: 0.0ms Loading: Package Engine
Log: 0.0ms Loading: Package Core
Log: Checking package Core
Log: Checking package Engine
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary video driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: 296.0ms Loading: Package Render
Log: Checking package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: EntryII.unr
Log: 312.0ms Loading: Package EntryII
Log: 312.0ms Loading: Package PlayrShp
Log: 312.0ms Loading: Package Detail
Log: Bound to Fire.dll
Log: 312.0ms Loading: Package Fire
Log: Checking package Fire
Log: 312.0ms Loading: Package GenIn
Log: 312.0ms Loading: Package Starship
Log: 312.0ms Loading: Package GenFX
Log: Bound to Emitter.dll
Log: 312.0ms Loading: Package Emitter
Log: 328.0ms Loading: Package UnrealShare
Log: Checking package Emitter
Log: 343.0ms Loading: Package genfluid
Log: 343.0ms Loading: Package UnrealI
Log: Bound to Editor.dll
Log: 359.0ms Loading: Package Editor
Log: Checking package Editor
Log: 359.0ms Loading: Package GenWarp
Log: 359.0ms Loading: Package Footsteps
Log: 359.0ms Loading: Package AmbAncient
Log: 359.0ms Loading: Package Skaarj
Log: 359.0ms Loading: Package Doorsmod
Log: 359.0ms Loading: Package Ambmodern
Log: Collecting garbage
Log: Purging garbage
Log: 796.0ms Unloading: Package Render
Log: Garbage: objects: 11911-> 11910; refs: 147755
Log: Bringing Level Entry II.MyLevel up for play (0) ...
ScriptLog: InitGame:
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is EntryII.Mutator0
Init: Initialized moving brush tracker for Level EntryII.MyLevel
Log: Browse: C: \ Unreal \ Maps \ TD-00-Begin.unr? Name = Player? Class = UnrealShare.FemaleOne? Skin = Female1Skins.gina? Face =? Team = 255
Log: LoadMap: C: \ Unreal \ Maps \ TD-00-Begin.unr? Name = Player? Class = UnrealShare.FemaleOne? Skin = Female1Skins.gina? Face =? Team = 255
Log: 796.0ms Loading: Package TD-00-Begin
Log: 811.0ms Loading: Package TehDescent
Log: 811.0ms Loading: Package DecayedS
Log: 811.0ms Loading: Package SkyCity
Log: 811.0ms Loading: Package NaliCast
Log: 827.0ms Loading: Package Mine
Log: 827.0ms Loading: Package Ancient
Log: 827.0ms Loading: Package Queen
Log: 827.0ms Loading: Package GenEarth
Log: 827.0ms Loading: Package Feet
Log: 827.0ms Loading: Package UWindow
Log: 842.0ms Loading: Package TDTextures
Log: 842.0ms Loading: Package XFX
Log: 842.0ms Loading: Package Palettes
Log: Failed import: Palette Palette DecayedS.Palette1 (file .. \ Textures \ DecayedS.utx)
Critical: ULinkerLoad :: VerifyImport
Critical: ValidateImports
Critical: ULinkerLoad :: Verify
Critical: ULinkerLoad :: ULinkerLoad
Critical: UObject :: GetPackageLinker
Critical: ULinkerLoad :: VerifyImport
Critical: ValidateImports
Critical: ULinkerLoad :: Verify
Critical: ULinkerLoad :: ULinkerLoad
Critical: UObject :: GetPackageLinker
Critical: UObject :: StaticLoadObject
Critical: (Engine.Level None.MyLevel C: \ Unreal \ Maps \ TD-00-Begin.unr)
Critical: VerifyPackages
Critical: UGameEngine :: LoadMap
Critical: LocalMapURL
Critical: UGameEngine :: Browse
Critical: UGameEngine :: Init
Critical: InitEngine
Exit: Executing UObject :: StaticShutdownAfterError
Exit: Executing UWindowsClient :: ShutdownAfterError
Log: DirectDraw End Mode
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/30/21 21:23:01

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