ividyon will never get this done, will he.

[U1] Unreal: 1996-1997 Remake

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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User avatar Buff Skeleton
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 27 Dec 2011, 18:50

AAAAAAAANYway back on topic:

TheIronKnuckle wrote:Not to poop on this, but remaking unreal as stated in the unreal bible seems kind of pointless to me. The unreal bible led to Unreal. Design decisions were made, things happened and unreal was the result.


It's not pointless if people want to play it, and in this community, people will play pretty much anything you take the time to make. It could be interesting to see a real living snapshot of one of Unreal's early periods of development, too.
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User avatar Master_Unreal
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 27 Dec 2011, 20:17

Finished Deus Ex: Human Revolution after 2 straight days of playing, its a great game. Since I finished it i'm getting back to this.

I tried both Walnuffy's and Casey's code but it gave me an issue i had the first time I made this HUD, and that was the button only showed on the weapon that was selected. Sana's suggestion did work though, thanks for that :D
Last edited by Master_Unreal on 28 Dec 2011, 01:29, edited 1 time in total.

User avatar []KAOS[]Casey
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 27 Dec 2011, 21:26

I thought it was a shitty hack to get the current weapon icon on. But I see now that it's a way to detect what weapons you actually have. Use this, the other code will go to hell online. Again I haven't compiled this so your mileage may vary.

Code: Select all

simulated function DrawRedButtons( canvas Canvas )
{   
   local inventory inv;

   Canvas.CurY = Canvas.ClipY-88;
   if (Owner.bIsPawn)
   {
      For(inv=Owner.Inventory; Inv != None; Inv=Inv.Inventory)
     {
        if(Weapon(inv) != None)
        {
          if (Weapon(Inv).InventoryGroup == 1)
            Canvas.CurX = Canvas.ClipX-697;
          else if (Weapon(Inv).InventoryGroup == 2)
            Canvas.CurX = Canvas.ClipX-641;
          else if (Weapon(Inv).InventoryGroup == 3)
            Canvas.CurX = Canvas.ClipX-585;
          else if (Weapon(Inv).InventoryGroup == 4)
            Canvas.CurX = Canvas.ClipX-531;
          else if (Weapon(Inv).InventoryGroup == 5)
            Canvas.CurX = Canvas.ClipX-478;
          else if (Weapon(Inv).InventoryGroup == 6)
            Canvas.CurX = Canvas.ClipX-363;
          else if (Weapon(Inv).InventoryGroup == 7)
            Canvas.CurX = Canvas.ClipX-308;
          else if (Weapon(Inv).InventoryGroup == 8)
            Canvas.CurX = Canvas.ClipX-254;
          else if (Weapon(Inv).InventoryGroup == 9)
            Canvas.CurX = Canvas.ClipX-198;
          else if (Weapon(Inv).InventoryGroup == 10)
            Canvas.CurX = Canvas.ClipX-142;
          if(Weapon(Inv).InventoryGroup > 0 && Weapon(Inv).InventoryGroup < 11)
            Canvas.DrawIcon(texture'RedButtonHud', 1.57);
        }
      }
   }
}

User avatar Master_Unreal
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 01:31



Opinions and feedback (no its not exact but it is relatively close)

User avatar StalwartUK
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 07:24

She sure has a big... chest. And the face could do with a few tweaks too.

I'm not sure about that left hand. That thumb looks like it could drop off any second.
StalwartUK

Z-enzyme
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 10:41

I see Master tries to keep as close to the original as possible... And, yes, some of the attributes seem quite big.

User avatar TheIronKnuckle
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 11:49

Waffnuffly wrote:AAAAAAAANYway back on topic:

TheIronKnuckle wrote:Not to poop on this, but remaking unreal as stated in the unreal bible seems kind of pointless to me. The unreal bible led to Unreal. Design decisions were made, things happened and unreal was the result.


It's not pointless if people want to play it, and in this community, people will play pretty much anything you take the time to make. It could be interesting to see a real living snapshot of one of Unreal's early periods of development, too.


Nah that's all cool, what I'm saying is that trying to strive for this "real living snapshot" is pointless because that real living snapshot never existed and never will exist. Anything this project produces is merely a "what could have been", not a real implementation of the unbible. The most accurate implementation of that unbible is unreal itself.

I'll be playing whatever comes out of this project for sure, but it'd be nice if it were clear that it's not supposed to be the game which the unbible describes. Instead, making a new game with new story etc, but making heavy use of the recovered/converted assets is the way to go imo
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And only idiots know everything

UB_
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 11:52

What's clear is that it will be as close as possible to the Unbible stuff, which is the most interesting choice. Most of the old stuff "exists" now (like the Crypt Pyramid).
ImageImage

User avatar ividyon
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 15:52

I'm pretty sure the Woman was just a Gina with another skin, so this model looks rather off.
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User avatar Darkon
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 17:00

the model has really broad shoulders for some reason.. which makes her chest look weird. Like it's too wide in comparison to the lower part of her body.
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User avatar Master_Unreal
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 17:41

Nope lol, the model is straight from the 97 tech demo, every model from the tech demo was exported and the fun stash of models we had included it as well. The only thing done by me here is the upper part of the body.

I'll be playing whatever comes out of this project for sure, but it'd be nice if it were clear that it's not supposed to be the game which the unbible describes. Instead, making a new game with new story etc, but making heavy use of the recovered/converted assets is the way to go imo


Both of these are being done at some point, one pack that is what the unbible describes and one pack that just uses the old recovered content.

User avatar Tarydax
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 28 Dec 2011, 18:10

Are you going to be using all of AlCapowned's exports?
Image

User avatar TheIronKnuckle
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 29 Dec 2011, 08:52

Master_Unreal wrote:Both of these are being done at some point, one pack that is what the unbible describes and one pack that just uses the old recovered content.


That really touches my frustration nerve, because trying to do what the unbible describes seems pretentious and pointless to me but in the end who am I to complain? Complaining about free new content is ridiculous. The more new stuff the better! :) Best of luck to you whatever you end up making! :tup:
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User avatar Gizzy
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 06 Jan 2012, 22:20

I should've taken these under Software instead of OpenGL to give them that authentic "shitty unreal alpha" look






User avatar StalwartUK
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Subject: Re: [U1] Unreal: 1996-1997 Remake

Post Posted: 06 Jan 2012, 23:08

Not bad, not bad at all. Looks like something made to run on the computers of the time. Nothing too complex.
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