Hi all
I've finished the patch for 'first day'. Did'nt take that long.
It comes as a non umod, downloadable from Fileplanet at 73 mb. I'm having a few technical issues with MediaFire just lately.
The patch includes maps, textures, music and a single system file. Although the texture sets are slightly different than before they now include the detail sets for each one where appropriate.
Let me know what you think regards difficulty levels, MP and general improvements.
http://www.filefactory.com/file/18kw8l58ybz3
Improvements are:
Duel enforcers from the get go.
Far more health/ammo
More weapons
All fog in built up areas has been removed.
MP is included (think i've done it right!).
All instant death areas are cleaned up as far as i can tell.
more enemies for hard/unreal levels.
more enemies for MP (again, I hope it's done right!).
Less cinematics for whats coming next.
Lighting improvements.
Green goo and the pockets of fire dont instantly kill, but still not good for ya...Heh!
A few more bits and bobs that escape me.
Here are a few screens for the next pack that i've put together in the last few days.
http://imageshack.us/photo/my-images/11/shot0013ne.png/
Let me know if the links are good and i'll look forward to your comments.
Xenome Patch
- jazz
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Subject: Xenome Patch
Post Posted: 06 Sep 2012, 01:24
Last edited by jazz on 06 Sep 2012, 01:34, edited 1 time in total.
- AlCapowned
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 01:32
I won't be able to comment on the patch for a while (stupid college), but that screenshot looks fantastic, especially the skybox.
- NaPaliShore
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 02:32
Just for clarification: I assume it is not enough to just copy the files from this patch over into a fresh UT install with OldSkool Amp'd, is it?
Is it necessary first to install the original "First Day" mod (http://www.mediafire.com/?xfyqeyhyy0w), and then to "patch" it by copying over the files from this patch (overwriting the originals where needed)?
Put another way, is it accurate to say that this "patch" is not a stand-alone/self-sufficient installer, and that it requires that you have the original "First Day" mod already installed?
Thanks - can't wait to try it!
Is it necessary first to install the original "First Day" mod (http://www.mediafire.com/?xfyqeyhyy0w), and then to "patch" it by copying over the files from this patch (overwriting the originals where needed)?
Put another way, is it accurate to say that this "patch" is not a stand-alone/self-sufficient installer, and that it requires that you have the original "First Day" mod already installed?
Thanks - can't wait to try it!
- redeye
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 07:07
I never played past the first map on this, so great timing for a patch.
Just ban everyone
- jazz
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 10:55
NaPaliShore wrote:Just for clarification: I assume it is not enough to just copy the files from this patch over into a fresh UT install with OldSkool Amp'd, is it?
Is it necessary first to install the original "First Day" mod (http://www.mediafire.com/?xfyqeyhyy0w), and then to "patch" it by copying over the files from this patch (overwriting the originals where needed)?
Put another way, is it accurate to say that this "patch" is not a stand-alone/self-sufficient installer, and that it requires that you have the original "First Day" mod already installed?
Thanks - can't wait to try it!
Thats right. You need to download the original and then just overwrite with the files in the patch.
- Raven
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 11:35
That screens looks fantastic! Can't wait to play it.
Madness, as you know, is like gravity…all it takes is a little push!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- UB_
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 12:27
Lol I was asking why all of a sudden it became hard compared to the previous version, then I realized I had THE LIMBO mutator on.
Playing the second map now, already activated the panel in the structure.
Playing the second map now, already activated the panel in the structure.
- salsaSkaarj
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 12:36
NaPaliShore wrote:[color=#80FF40]Just for clarification: I assume it is not enough to just copy the files from this patch over into a fresh UT install with OldSkool Amp'd, is it?
That's why it's called a patch.
I am most certainly going to free up some time next week. Sorry Waff, I've got an appointment with Xenome: First Day patched before trying the Open Beta. But no worries, this patched version should only take a couple of hours, 3 at the most with the Limbo mutator and on 115% speed (and saving disabled)
- UB_
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 12:40
That's how I'm playing it (depends on your Limbo properties) except disabled saving because that's a no-no with Limbo.
- salsaSkaarj
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 12:43
UBerserker wrote:That's how I'm playing it (depends on your Limbo properties) except disabled saving because that's a no-no with Limbo.
I was joking . It's going to be the standard Unreal difficulty, and it's going to take a lot more than 3 hours.
- Buff Skeleton
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 13:57
Very excited about this! Gonna make time to play since I've decided to curb my MWLL addiction by only playing it once every other week at LAN parties instead of multiple times a night
Don't worry, that's still a LOT of stuff left to do there (I always underestimate how much effort it takes to make any sort of release these days). I might not be ready until early October at this rate.
salsaSkaarj wrote:I am most certainly going to free up some time next week. Sorry Waff, I've got an appointment with Xenome: First Day patched before trying the Open Beta. But no worries, this patched version should only take a couple of hours, 3 at the most with the Limbo mutator and on 115% speed (and saving disabled)
Don't worry, that's still a LOT of stuff left to do there (I always underestimate how much effort it takes to make any sort of release these days). I might not be ready until early October at this rate.
- SteadZ
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 14:00
This looks great Jazz, can't wait to download it!
- Jet v4.3.5
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Subject: Re: Xenome Patch
Post Posted: 06 Sep 2012, 22:32
Just a personal thing here. I'd recommend that, with this patch, you also include a link to the thread that contains the original's download link(s) for convenience. Otherwise, I'm going to give First Day another good playthrough. Great work!
- StalwartUK
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Subject: Re: Xenome Patch
Post Posted: 07 Sep 2012, 03:02
Sounds like some good news. I remember enjoying Xenome but various problems got in the way and was never able to complete it.
I would personally recommend putting out an updated version with the patch already applied.
I would personally recommend putting out an updated version with the patch already applied.
StalwartUK
- redeye
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Subject: Re: Xenome Patch
Post Posted: 07 Sep 2012, 06:24
The game
https://skydrive.live.com/embed?cid=07A ... 6UH-yJNPO4
The patch
https://skydrive.live.com/embed?cid=07A ... RklJlsUP7A
Converted to .zip no internal directory structure in the .zip, just the files.
https://skydrive.live.com/embed?cid=07A ... 6UH-yJNPO4
The patch
https://skydrive.live.com/embed?cid=07A ... RklJlsUP7A
Converted to .zip no internal directory structure in the .zip, just the files.
Just ban everyone
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