Page 9 of 9

Re: Project Xenome : First Day

Posted: 14 Oct 2019, 12:46
by Sat42
editor Dave wrote:Since I also have been struggling with getting umod to work in Win 10, I just found this tool: http://www.ut-files.com/index.php?dir=U ... ool%202.0/

It will show the files inside the package just like a zip folder and you can individually unpack them as you please.

The patch is luckily non umod, anyway.


Thanks a lot Dave! Got everything installed and working :D cheers!

Re: Project Xenome : First Day

Posted: 17 Oct 2019, 18:35
by salsaSkaarj
Sat42 wrote:...
Thanks a lot Dave! Got everything installed and working :D cheers!

So??? When are your adventures (per map) and videos going to be presented here :wink:

Re: Project Xenome : First Day

Posted: 17 Oct 2019, 21:33
by Sat42
salsaSkaarj wrote:
Sat42 wrote:...
Thanks a lot Dave! Got everything installed and working :D cheers!

So??? When are your adventures (per map) and videos going to be presented here :wink:


Haha well after I post my review for another pack, I'll start this ;) looking forward! :D

Re: Project Xenome : First Day

Posted: 05 Jan 2020, 10:48
by salsaSkaarj
A couple of months ago I replayed First Day (second release) on Unreal difficulty.
As usual my primary goal was to get the killcount as high as possible, without reverting to "kill and save". In fact there were only 2 maps where I needed a save. I can't remember which was the first map, but it was a a map where at a certain point I had to jump through a large valve into an area which was impossible to see but the sound clearly suggested the presence of at least 2 Skaarj. Eventually I did find a way to kill 1 Skaarj by blind dropping a couple of rockets and jumping in to kill the second one, while the third was still/or again at the end of the corridor.
The most difficult map in which I needed 2 savepoints is probably also the largest map. Just before jumping into an area with 4 (or more) large Skaarj running around a pool of green slime, and the next the area with metal stairways going up and round the area with many hidden Skaarj popping out of high metal constructions.
I've kept a printscreen of each map ending and will post them one of these days (when I get home).
Needless to say it was a really pleasurable experience and the changes compared to the first release are well done (one area though - which was a bit unfair in the first release, where a code had to be entered to open a door, and it's on a timer - has become a simple stroll on Unreal and was a bit of a letdown).