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Posted: 27 Mar 2009, 18:39
by Hellscrag
What a mess of missing files! :/ Did you have anybody test this mod, jazz?

Posted: 27 Mar 2009, 19:17
by jazz
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Posted: 27 Mar 2009, 19:20
by Lightning Hunter
jazz wrote:Hi guys

Im so .... so sorry about the missing files ... Damn!
I had a feeling i may have missed a few . If possible can someone provide me with a list of the missing ones so i can make a proper mappack when i get time .

Been at work today and tommoz so it may be a few days yet before i can upload to file planet with the full version. Thanks again guys for everything that you've done and i'll take everything on board


Jazz, you should really just make a second installation of UT, and install the map pack to see what files are missing. This way, you don't have to just take our word for it. It won't take very long; you only have to launch the maps and see if any package errors occur. :)

You will especially have to do this, because none of us know which textures of Spatial Fear were required to run the pack. I uploaded an archive with ALL the Spatial fear textures, but I doubt you used them all. This is why it's so important for you to just see what packages are missing yourself. :)

Posted: 27 Mar 2009, 19:24
by jackrabbit
Yeah I agree with LH.. it would be a smart decision to download your own file from fileplanet and install it seperate to see what files are missing. This will guarantee that you won't miss anything in the next release :)

Btw, I did play through the first 4 maps and i'm very impressed with the interior lighting. I also like the use of the krall species.. feels different but cool at the same time. :tup: :tup:

I see alot of influence from the works of Red Nemesis and the team that developed Zephon. I think those guys should feel honored to know that their work has inspired others :)

EDIT: Oh.. and how could I forget the ONP team :B (well.. they haven't been around lately)

Posted: 27 Mar 2009, 19:57
by Mister_Prophet
Perhaps someone here who knows a little about basic code/script stuff could help this guy make his pack more compatible with oldskool so it can load up in the menu like other mods, ect?

As to the issue of missing packages, yeah. The best person there is to fix that problem is the people who made it. What I usually did in the past (Seven Bullets ect) was to personally open every level in ED and check all the texture/sound/actor.music windows for anything extra and mark it down on a memo pad. Just a more thorough way to double check.

I'll wait to download this monster when some refinements have made to the final version. But forty fucking maps? That's pretty sweet :o

Posted: 27 Mar 2009, 20:16
by Raven
I've already posted it :P but here's updated version: http://www.sendspace.com/file/x402ep - correct author, map list, title and sshot (created with tool I've released few days ago). Also contain sources.

Posted: 27 Mar 2009, 21:10
by Lightning Hunter
Raven, I took the liberty of doing a new screenshot for the entry. :)

I also updated the author information to how his name appears in the maps, which is Jarrod "jazzyb" Burgess.

Download the new Map Pack entry here:
http://filebeam.com/e64e4ca763b2f0985e0289e69f36ddd7

New Screenshot:
Image

Posted: 27 Mar 2009, 22:25
by jazz
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Posted: 27 Mar 2009, 22:40
by Raven
LH have already posted link with all mappack info. Just use it :).

Posted: 27 Mar 2009, 23:06
by W3RM(Woof)
Ugh...
Fileplanet.
I hate it...
Don't like to wait in lines.
How about MediaFire?

Posted: 27 Mar 2009, 23:55
by UB_
I second MediaFire.

Posted: 28 Mar 2009, 01:17
by Lightning Hunter
jazz wrote:Once i learn it i'll post the pack on fileplanet


The one I uploaded is for you to use! Just include PrXenome.int and PrXenome.u in the System folder of the pack you upload to FilePlanet. This will add the old skool map pack entry with the screenshot above as well as all the info Raven and I could find. :)

Here is the link again:
http://filebeam.com/e64e4ca763b2f0985e0289e69f36ddd7

All other files besides the two I mentioned above are the source, in case you want to change anything. Ignore the source if you don't feel like figuring out how to compile it. Again, you only have to include PrXenome.int and PrXenome.u :)

Posted: 28 Mar 2009, 02:20
by Loke
Mmm, fun so far. I like the design of the maps; looks very Half-Life inspired (pretty given though when there's textures and sounds used from it).

Posted: 28 Mar 2009, 08:59
by jackrabbit
whhoooaaa... i took a sneak peak at some of the maps further in the pack.. and WOW.... some of this stuff is looking really freaking good visually. Can't wait to resume my adventure tommorow :tup:

Posted: 28 Mar 2009, 17:32
by Tal Rasha
i couldt get it to show up in the game, like operation na pali
i tried placing the files from the project xenome folder into the games folders but didnt work either :(