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

Posted: 26 Oct 2019, 17:57
by yrex
Some additional deathmatch maps for Unreal and UT.

This was supposed to be released on Easter with the E1P2 Full package but due to unfortunate events that struck Leo, it was delayed until now upon him managing to contact me, asking me to release the DM levels seperately in the meantime.

Download

Unreal PSX E1P2 FULL

Posted: 05 Nov 2019, 00:39
by yrex
Leo says:
Moddb Link

Will upload to newbiesftp once I can, for now posting it only here until it's also in my newstuff. EDIT:
Uploaded:
DL

For some reason moddb doesn't display my full description.

The Full version of Episode 1 Part 2, all you need now is Episode 1 Part 1
before playing this.
DL
All the fixes/releases since Episode 1 Part LITE are included in this and more...
I'd like to also dedicate the full release to John W. Anderson and David M. Carter, who both passed away during 2018, they will be dearly missed and I realize this is also the first release since their death that features some of their previously "unseen" work.
Read the text files for more info.

The olskool file upsxpack.u has been updated with all the new maps and disabling the tp effect for e1l5mine.

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

Posted: 09 Nov 2019, 05:12
by evilgrins
Does this work in ut99 by any chance?

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

Posted: 09 Nov 2019, 13:30
by medor
evilgrins wrote:Does this work in ut99 by any chance?


all in the tittle
[u1][ut] Unreal PSX / Rise of JRath

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

Posted: 17 Jan 2020, 18:13
by yrex
Updated the E1L5D1 map due to the problem with all the playerstart being disabled, this seems to have been done by Rubie and I overlooked it during all the updates back then. Normally the coop game doesn't check for it, but updated games do the check therefore it was impossible to connect. Also added back a translator message.

Moddb Link

DL


Another thing is, I'm no longer working on UPSX. Leo does so from time to time and needs new mappers.
doesn't matter if skilled much or not, just need to have attention for detail is a requirement and working with low poly content

Leo's e-mail is leo_tck at volny dot cz

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

Posted: 18 Jan 2020, 09:34
by Delacroix
ImplantGun server UT patch release. UT only.
Moddb Link
DL

Made additional critical patch on top of the e1l5d2 one, see the text file for details, it fixes important issues and adds some new translator messages on top of it.
Moddb Link
DL

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

Posted: 21 Jan 2020, 13:15
by Delacroix
As posted by Leo elsewhere:


-----

This is a re-release of Unreal PSX E1P2 as requested by several people.


Moddb Link


DL

Version 1.1 Release of UPSX Episode 1 Part 2.

What's new:
Merged with ImplantGun UT Patch, E1L5D1 patch (re-enabled playerstarts, additional message),
Critical Patch.

DragonCastle test in Extras providing example for ShrinkPlayer usage.
UnPickup (unfinished version by me) and Detector (by codex) in Extras, OU227 only.

DmDragonCastle (partially finished dm map) and UT DMU-DragonCastle version in their respective deathmatch dirs...
EDIT: Cut, decided against the special UT version. If someone wants to make a proper UT DM version,
feel free to do that, I don't have time right now and I'm looking for mappers and people to help out.
Thank you. This might be even my last release given my IRL situation.

contact me at [email protected]

- Leo(T.C.K.)


----

as posted by Leo elsewhere.

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

Posted: 21 Jan 2020, 19:56
by Mister_Prophet
Thanks for relaying the updates Del :tup:

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

Posted: 30 Jan 2020, 02:11
by Ironword
Just wanted to give a quick thx to Leo & yrex & Delacroix and everyone who made this possible. I just finished (or rather, ran up against the "Cannot find file UPB-E2L1A" message). It was fun! Much appreciated.

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

Posted: 15 Aug 2020, 14:08
by GamesHarder
Unreal PSX Episode 2 Release A!

Download:
https://www.moddb.com/mods/unreal-psx-r ... s/upsxe2ra

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Also, there's an updated/fixed version of one of the DM levels, DM-CampersParadise, which fixes BSP hole present in original release.
https://www.moddb.com/mods/unreal-psx-r ... epsx-fixed

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

Posted: 21 Nov 2020, 11:39
by GamesHarder
Patch for UPSX: Episode 2 Release A
-bug fixes on maps
-two new monsters

Download:
https://www.moddb.com/mods/unreal-psx-r ... sxe2apatch

And there's a patch which fixes BanScripts on servers
https://www.moddb.com/mods/unreal-psx-r ... ield-patch

For UT99 there's a patch for a QuadShot bug:
https://www.moddb.com/mods/unreal-psx-r ... t-ut-patch

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

Posted: 21 Nov 2020, 15:51
by Delacroix
OP updated.

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

Posted: 26 Dec 2023, 17:15
by GamesHarder
New Christmas Patch for E2L1D released

Download:
https://www.moddb.com/mods/unreal-psx-r ... tmas-patch

Description:

A new patch for e2l1d. This was intended to be released with the full Episode 2 release that is still upcoming. However we decided to release it as standalone patch first.

The history of this is a little complicated. Because well, there were several problems. First the Kralls didn't attack the player after cutscene by themselves, then after the initial fix for ut coop that this map received, there were problems with the latest 227 patches that had the titan float up in the air, due to blocking movers somehow messing that up. So JackHonda made new movers in its place. In the meantime I also discovered a script solution by modifying a "killhim" actor used previously in e1l8a into changing the script to work with changing implantinfo properties instead. This didn't end up used as the solution by jackhonda worked, however the "killhim" thing gave him an idea to fix yet another issue that popped up in some versions of the game (this didn't occur for me in ut coop for example) by using that actor instead of specialevent, so the "blow up the powerbox" line wouldn't get played even if Juarez got killed as usual. Also this took longer than usual because I couldn't test stuff on time, then my forked off version didn't get uploaded/got corrupted and such delightful problems. But yrex tested this on christmas, the final changed version and so it is ready for christmas release now. I tested the version before "killhim" got added but everything worked fine then.