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[Released] - Enslaved (UT)

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Kaka
Skaarj Berserker Skaarj Berserker
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Subject: [Released] - Enslaved (UT)

Post Posted: 15 Aug 2016, 10:31

Enslaved 2.0 almost released \o/ - map has been remade, bugs fixed ( hopefully !!! ). Some screen shots :











I will post download link today / tomorrow :tup: .
Last edited by Kaka on 15 Aug 2016, 17:36, edited 1 time in total.

User avatar salsaSkaarj
Gilded Claw Gilded Claw
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Subject: Re: Enslaved

Post Posted: 15 Aug 2016, 14:14

:shock:
seriously???
WOW (and it ain't world of warcraft)
Best news since ... can't remember.

Right, this effectively cancels any other plans I may or may not have made. \o/

Kaka
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Subject: Re: Enslaved

Post Posted: 15 Aug 2016, 17:30


User avatar UBerserker
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 15 Aug 2016, 17:44

yooooooooooooo
Image

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 15 Aug 2016, 17:57

Those screenshots look great, but the archive is missing KKPackage2.u.

Kaka
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 15 Aug 2016, 18:27


User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 01:00

Thanks!

I haven't finished it yet, but if I had to describe it, I would say it's like a fight between a really ambitious and talented mapper and an 18 year old engine's limitations, and unfortunately the limitations win as the map progresses.

The map as a whole looks absolutely gorgeous to the point where it might be the best looking UT map I've ever seen, but it comes at the price of a lot of technical problems that hurt the atmosphere and gameplay. It's really easy to see the tree and turret meshes disappear if you look at them a certain way (though that's the engine's fault). Some visual BSP holes are really noticeable, and there are both walls that you can walk through and invisible walls that make it hard to play if you don't memorize where they are. The area with a bunch of skaarj troopers in particular forces you to walk around a tree near a ledge because you can't shoot anything without going around, and the biorifle in the nearby cave is completely blocked off. It's impossible to use a particular lift without cheating because you always bump into something that forces you to go back down.

Right now I'm at the area after the warlord fight. If I press the button to disable the security system, the teleporter is turned off and leaves me with no way to get down without cheating, and if I go through the teleport without turning off the security system, I can't continue.

What I liked:
1. The map looks amazing. The terrain, the meshes, the textures, all of it looks great. I can't state this enough.
2. The gameplay is generally good. The Warlord fight was an interesting take on an old boss. I especially had fun shooting one of those floating buttons and then running into the newly-activated teleporter to avoid a few missiles. Having to kill the controlled Nali in order to stop it from spawning too many Skaarj was cool once I figured it out.
3. The story isn't heavy on messages, but it gets more intriguing as it progresses.
4. The map is really big, but it doesn't feel like I'm retracing my steps that often.

Fake edit: Okay, now I'm at the part where the controlled nali spawns after you open the door that needed you to disable the security system. I kill the nali, but the spawning noise keeps playing and I can't open the next door. I guess I'll ghost through it and update my post accordingly.

Edit: Okay, I finished the second warlord fight. That one was more difficult on account of one of the turrets being on a box that you fall right through.

As a whole I would say this map would be phenomenal if it didn't have some game-breaking technical problems and bugs that make it impossible to progress. There's a lot of good stuff in this map.

User avatar evilgrins
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Subject: Re: Enslaved

Post Posted: 16 Aug 2016, 02:18

Kaka wrote:Download from Moddb.com.
http://www.moddb.com/mods/enslaved/downloads/enslaved

According to Moddb, that download doesn't exist anymore.

User avatar Buff Skeleton
>:E >:E
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 03:11

Image

medor
Skaarj Lord Skaarj Lord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 13:28

Under UT99 with OldSkoolv239Lite
The map start; i fire on SkaarjTrooper; the game crash when he must dead.
UT crash and this remove my desktop wallpaper ????

ScriptWarning: SkaarjTrooper Enslaved.SkaarjTrooper2 (Class UnrealI.SkaarjTrooper:0000) GotoState (atakujgracz1 None): State not found
Log: Bird13 flew out of the world!
Log: Bird17 flew out of the world!
MyDEBUG: 00 MyPreBeginPlay Player None
MyDEBUG: Root None
ScriptLog: Creating root window: UMenu.UMenuRootWindow
Log: Bound to udemo.dll
udemo: Startup hack successful!
Log: Opening demo driver to read demo file 'czit.dem'
Log: UDEMO: Successfully got list of demos
ScriptLog: XC: Logger spawning away happily Entry.XConsole_Logger0
ScriptLog: XC: CCS-->
ScriptLog: XC: VER--> 3.5.0rc3.2
MyDEBUG: called MyCreated()
MyDEBUG: called SpawnTickActor()
MyDEBUG: Entry.NVPTicker0 Spawn.
MyDEBUG: Sound load Announcer.cd1
MyDEBUG: Sound load Announcer.cd10
MyDEBUG: Sound load Announcer.cd1min
MyDEBUG: Sound load Announcer.cd2
MyDEBUG: Sound load Announcer.cd3
MyDEBUG: Sound load Announcer.cd3min
MyDEBUG: Sound load Announcer.cd4
MyDEBUG: Sound load Announcer.cd5
Warning: Failed to load 'Sound Announcer.cd5min': Failed to find object 'Sound Announcer.cd5min'
NVP: Sound load filed. Announcer.cd5min
MyDEBUG: Sound load Announcer.cd6
MyDEBUG: Sound load Announcer.cd7
MyDEBUG: Sound load Announcer.cd8
MyDEBUG: Sound load Announcer.cd9
MyDEBUG: Sound load Announcer.dominating
MyDEBUG: Sound load Announcer.dominating
MyDEBUG: Sound load Announcer.doublekill
MyDEBUG: Sound load Announcer.doublekill
MyDEBUG: Sound load Announcer.firstblood
MyDEBUG: Sound load Announcer.firstblood
MyDEBUG: Sound load Announcer.GodLike
MyDEBUG: Sound load Announcer.GodLike
MyDEBUG: Sound load Announcer.headshot
MyDEBUG: Sound load Announcer.headshot
MyDEBUG: Sound load Announcer.killingspree
MyDEBUG: Sound load Announcer.killingspree
MyDEBUG: Sound load Announcer.lostmatch
MyDEBUG: Sound load Announcer.lostmatch
MyDEBUG: Sound load Announcer.monsterkill
MyDEBUG: Sound load Announcer.monsterkill
MyDEBUG: Sound load Announcer.multikill
MyDEBUG: Sound load Announcer.multikill
MyDEBUG: Sound load Announcer.rampage
MyDEBUG: Sound load Announcer.rampage
MyDEBUG: Sound load Announcer.ultrakill
MyDEBUG: Sound load Announcer.ultrakill
MyDEBUG: Sound load Announcer.unstoppable
MyDEBUG: Sound load Announcer.unstoppable
MyDEBUG: Transient.NVPBgWindow0 BW MyCreated()
DevMusic: Load music: Music Opal.Opal
MyDEBUG: bAutoOpen
MyDEBUG: close
Critical: WriteTexture
Critical: UD3D8RenderDevice::SetTexture
Critical: UD3D8RenderDevice::DrawGouraudPolygon
Critical: RenderSubsurface
Critical: URender::DrawMesh
Critical: (Mesh KKPackage.KKTree05)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Critical: UD3D8RenderDevice::DrawGouraudPolygon
Critical: RenderSubsurface
Critical: URender::DrawMesh
Critical: (Mesh KKPackage.KKTree05)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Critical: UD3D8RenderDevice::DrawTile
Critical: UCanvas::DrawTile
Critical: UCanvas::execDrawTile
Critical: (Canvas Transient.Canvas0 @ Function Engine.Canvas.DrawIcon : 0067)
Critical: UObject::ProcessEvent
Critical: (TMale2 Enslaved.TMale0, Function Engine.PlayerPawn.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Critical: glxDeinit()
Critical: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Log: DirectDraw End Mode
Critical: UWindowsClient::ddEndMode
Exit: Double fault in object ShutdownAfterError
Exit: UD3D8RenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/16/16 13:24:12

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 14:01

I didn't even get that far...
Image

...as that popped up shortly after I loaded the map.

gopostal
Skaarj Assassin Skaarj Assassin
Posts: 132
Joined: 01 Aug 2008, 06:35

Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 15:26

openGL is a superior render engine. You won't have these issues when you switch.

I took a look at the texture that crashed you EG. It's large (1024) but imported correctly. I'm surprised other maps don't crash you like this. You oughta consider switching to oGL. There won't be stuff like this happening.

@OP: It's been a while since I played a map I really enjoyed. 'A while' just got reset last night because I thoroughly enjoyed your map. Looking forward to playing it again this afternoon.

bob
Skaarj Lord Skaarj Lord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 17:20

wont run in 227 botpack as - infadds.u needs tweaking / recompilation. meh

Kaka
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 16 Aug 2016, 20:00

I'm trying to figure out the bugs - give me two hours.

User avatar Dr.Flay
Skaarj Lord Skaarj Lord
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Subject: Re: [Released] - Enslaved (UT)

Post Posted: 17 Aug 2016, 07:14

Which version of Infiltration did you get the InfAdds file from ?

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