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<EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

For public discussion of all things EXU2.

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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 22 Dec 2014, 18:27

I have no idea how I thought up of the mirror room, to be honest. I just wanted to do something full of tension, came up with that random scripted sequence and felt really good.
Funnily, I developed the secret sequence in reverse.
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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 23 Feb 2015, 01:12

I promise one day G59 will return. God I miss it so much.
Hopefully before north hemisphere Summer.
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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 24 Feb 2015, 12:57

In the meantime, I can still play it! :D (keeping separate installs...)
But yeah, we need the end of the story arc :tup:
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 27 Feb 2015, 01:42

Conversion job finally begins. LIMIT BURST already fully working in v6.00 as intended.


I'm re-doing Jigoku.u from scratch, by adding actors to it progressively as I go toward in converting the maps. 86 actors in total, two already in.
I could convert 1 or 2 maps per week, can take less than expected.
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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 27 Feb 2015, 17:28

And VOIDNESS/NOTHINGNESS/SHADOWNESS are converted too yeay. Those weren't heavy maps anyway so the difficult things begin now.
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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 28 Feb 2015, 21:24

Ok good news, maps are pretty much all converted to EXU2 v6.00. In the following week I'll do a test playthrough to check what needs to be changed in the gameplay balance; when everything is ready, G59 will be live again. Possibly in one or two weeks.

Note that this will be the exact "port" of the last G59 release with one major difference: no more secret Blast Helm before Map5, finally. Some of the G59 exclusive standard enemies got slightly stronger as well. Other than that don't expect any new feature from v6.00 to make it in - all I want for now is getting G59 to a properly playable state and all the new EXU2 things can easily wait.

The future plan is to re-modernize G59 to BI v6.00 standards (e.g. with all the new actors, etc...) with additional areas and FINALLY finishing developing the remaining Magatsu maps, leading to the Demon Castle level.
Hopefully this plan can happen within 2015 because I really want this pack to be the Unreal SP release of 2015.
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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 01 Mar 2015, 19:20

UBerserker wrote:The future plan is to re-modernize G59 to BI v6.00 standards (e.g. with all the new actors, etc...) with additional areas and FINALLY finishing developing the remaining Magatsu maps, leading to the Demon Castle level.
Hopefully this plan can happen within 2015 because I really want this pack to be the Unreal SP release of 2015.


^This would be really cool. :tup:
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Subject: Re: [UT] <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 08 Mar 2015, 21:06

Done playtesting.


There are next-to-none changes to the gameplay experience by playing the pack on v6.00. This took like, what, less than 10 days to convert? I should have done this when v6.00 was out.

Expect the release in early next week.

Changelog
► Show Spoiler


There are two bugs: one is the Hell Hoe not disappearing after it turns off (this is an EXU2 general bug) and Naberius being all unlit with the default skin (I will fix this someday by updating the code to current Ultrabag's script level).
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 09 Mar 2015, 22:33

^That pic shows us something new, yet to be released, yes? :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Nali Priest Nali Priest
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v2.03 OUT [not-released]

Post Posted: 09 Mar 2015, 22:57

That's Map 10 and nah it's not going to be released yet.
Patch release is postponed a bit because I decided to add some stuff.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 24 Mar 2015, 17:19

After three consecutive weeks of development hell...

G59 EXPANDED ROUTE Phase 2 V6.00 IS OUT NOW
GET IT FROM THE FIRST POST

THINGS GOT CHANGED, FIND THEM OUT FOR YOURSELF.
Pretty sure should all play fine.

There are some new bugs: Naberius is still unlit, Hell Hoes becomes "ethereal" when they are turned off (this is an EXU.u bug I guess) and the Magatsu Guardians' projectiles are visually wonky, not sure why since they're coded exactly like how they were in the previous version.

Note that this contains the same maps as before - from the intro to Map 9 (the first one of the "red" group).

There will be something a bit special about G59 in the following week, so be sure to play the new version until that day comes!

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 25 Mar 2015, 00:45

Niiiiiiiiiiiiiiice
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 25 Mar 2015, 10:39

Got to say the engine has been extremely kind to me this time, especially with the much less stable maps. Screenshots haven't been updated yet, while the EXU2/G59 tips thread can't be used for v6.00.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 25 Mar 2015, 11:40

Right in the depths of hell, just located an unexpected bug in Map 3. The door to the Chemical room doesn't work, hotfix patch soon.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 25 Mar 2015, 11:50

Good to see this out again! Unfortunately I won't be able to play through the campaign again too soon, because I really have A LOT of work now, and can only save time for that one Unreal-related activity for the time being.
I guess that will mean all bugs will have been dealt with for sure by the time I get to play this new version! :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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