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[U1 227] Deja Vu -> Unreal conversion?

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User avatar jackrabbit
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Subject: [U1 227] Deja Vu -> Unreal conversion?

Post Posted: 08 Jan 2008, 17:55

I've already succesfully converted some of the deja vu maps to unreal. Before I go any further, I would like to ask team UnrealSP if it is alright for me to continue with this conversion. I would gladly have the team beta test it in Unreal 227 online, or I could send the u1 version over fileplanet or some other host.

so what is it?

:tup: or :tdown:

User avatar Frieza
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Subject:

Post Posted: 08 Jan 2008, 18:46

:tup: as far as I'm concerned

User avatar Mick.B
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Subject:

Post Posted: 08 Jan 2008, 18:52

Deja Vu is easy to convert AFAIK. You are doing it in 227, right? That means nobody in the earlier patches will play it, so it is :tdown:

Make it compatible for versions 224+ and then I will be happy.

User avatar jackrabbit
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Post Posted: 08 Jan 2008, 19:00

well, I see your point... but in the next beta release of 227 there will be an admin option to *disable* connections from older unreal clients. Those clients will be told at what page to update their game.

The reason I think this is a great idea, is because it will make "noobs" aware of stuff that has been going down in unreal history. They will be able to see the Deja Vu maps with 224, 225, 226.. and this will hopefully lead them to update their game in the future. I think converting this to U1 227 would really help with the dying unreal1 coop community

Deja Vu is easy to convert AFAIK. You are doing it in 227, right? That means nobody in the earlier patches will play it, so it is

Make it compatible for versions 224+ and then I will be happy.






~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
wow double post...

I can confirm that USP-02-Sarevok does run fine in 225f client after being converted with 227a. This is very exciting for me, I will have to keep converting and see if I have the same luck with the rest of the pack

I believe that the geometry is too complex for the older versions... but I will check and let you know if I can run it in 225f
Last edited by jackrabbit on 08 Jan 2008, 19:08, edited 1 time in total.

User avatar jackrabbit
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Subject:

Post Posted: 08 Jan 2008, 19:08

wow double post...

I can confirm that USP-02-Sarevok does run fine in 225f client after being converted with 227a. This is very exciting for me, I will have to keep converting and see if I have the same luck with the rest of the pack

User avatar Mick.B
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Post Posted: 08 Jan 2008, 19:14

But some people don't like the patch (they will never upgrade to it), please can you just import it in the old editor and save it there? Thanks.

The geometry is not that complex for these versions, omg. I've seen shots of some high poly levels in Unreal and they seemed to work.

Deja Vu is not much complex or high poly in a geometry compared to the other UT modern packs.

User avatar jackrabbit
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Post Posted: 08 Jan 2008, 19:26

read my last post Leo.. I got it working with the older versions just fine. I just need to test all other maps (unless you are talking about 225f)

User avatar Mick.B
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Post Posted: 08 Jan 2008, 19:34

Huh? I am not Leo.

And I am talking about 225f mainly.

Leo is no longer registered here AFAIK and he said he doesn't want to come in here to be not causing conflicts or something like that.
I am only a friend by him.

User avatar Hellscrag
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Post Posted: 08 Jan 2008, 19:54

I have no objection to a conversion as long as it's done properly, and nothing is left out or released in a changed form without us checking it first.
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User avatar jackrabbit
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Post Posted: 08 Jan 2008, 20:50

sounds good to me hellscrag :)

I'll let you guys know when I have it all packaged up and ready for some beta tests.

User avatar jackrabbit
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Post Posted: 08 Jan 2008, 21:43

okay I have a news update on the conversion. I will not be able to include the custom scripts that come with Deja Vu. They make use of "BotPack" and "olweapons" which are both featured strictly in UT99. If Team UnrealSP feels that these scripts are essential in the conversion, then I will attempt to "recreate" the scripts without any links to BotPack and olweapons.

Please let me know as soon as possible if these scripts are essential for conversion

-Jackrabbit

User avatar Hellscrag
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Post Posted: 08 Jan 2008, 21:50

The only significant script used throughout the game is the enlarged translator screen, which should be easy to recreate. There are gametype hacks, but they are only needed to get the game to perform correctly in Oldskool (Unreal's stock gametypes should do most of it fine, except perhaps the UMS stuff in the ending sequence). Anything else, IIRC, forms part of the MyLevel code of individual maps. Were there any scripts in particular that you were referring to?
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User avatar jackrabbit
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Post Posted: 08 Jan 2008, 22:37

okay, well that translator will not be included in the beta for now. I'll let you guys know when I feel I am finished with all the maps to the best of my abilities, and then we can test it out together sometime and find all the little things that need fixing.

I already found a few issues with the mappack that I have resolved.

1. the gate in Sarevok -> had to move a few brushes around so they would show
2. Indus6 being linked to Crypt2 (took me a while until I finally read the log)

User avatar Mister_Prophet
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Post Posted: 09 Jan 2008, 00:22

I know for sure the larger translator screen is essential to my map, I have a few longer messages there.

Otherwise my map should convert well enough.

User avatar jackrabbit
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Post Posted: 09 Jan 2008, 02:37

thats cool, I'm sure after I release the beta we can find an easy way to re-implement this feature into unreal :-)

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