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Incline Unreal Evolution Mod: Now Released

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Download the latest version of Unreal Evolution (v1.1): https://www.moddb.com/mods/unreal-evolution/downloads/unreal-evolution-v1-0-setup

It's quite possible this is the last release for Unreal Evolution. The mod was for the most part already fulfilled with the first release.

This is mostly a patch; just adding the final touches to the game, but it does also add a few nice features. I've ordered the changelog in order of signficance. Check it out:

v1.1 Patch Notes
================

Significant:

-Dedicated Grenade key: press this key to toss a grenade regardless of what you have selected in your inventory. Can be bound to any key.
-You can manually reload the automag by pressing the 2 key.
-Dodging is fixed for players that got stuck in the dodge state.
-Double-click dodging option is reinstated.
-Jump boots last 60 seconds (actually same as vanilla), and provide infinite jumps in that duration. The HUD inventory icon shows the bar gradually draining with every second. This makes jump boots useful in combat.
-Made a very nice level design enhancement to the end of DasaPass.
-New firing sounds for Eightball primary, Flak Cannon Alt, and Minigun Both modes.
-Improved minigun primary fire: slightly increased rate of fire, and it fires at a consistent speed rather than like a three round burst weapon.
-Added some more enemies, varied based on difficulty mode.
-Mod compatibility: Removed UE's extended translator features when loading up anything other than Unreal Singleplayer, to ensure compatibility with other mods as well as the RtNP expansion pack.
-New rare enemy type: Gasbag Brawlers
-New teleport sound effect for Skaarj Officers, so it is always clearly telegraphed when one has teleported.
-New: Mercenaries now may rarely fire heat seeking rockets instead of normal rockets. (Don't worry they're easily avoided)
-New Hardcore Exclusive weapon module: Flak and Eightball Projectile Speed Tier 2
-Dodging into decorations smashes them. Useful for a number of reasons.
-Overhauled the giant gasbag bossfight
-Razorjack blades now make the enemy flinch with high frequency. This is to add more satisfying hit feedback for the RJ as well as make the weapon more powerful equivalent to other late game weapons.
-Temple of Velora: fixed crashing when autosaving

Redone Krall AI:
KRALL
-Removed multi-shot attacks from Krall.
-New: in combat there's a chance Krall may enter an enraged state. In this state they will charge you and unleash their melee attacks.
ELITE KRALL
-May fire blue homing bolts (rare chance), interspersed with normal bolt attacks.
-Has triple shot. Triple shots will not execute at very close range, nor if they do not have line of sight (suppressing fire).
-Dodge slightly more frequently than vanilla Elites.
-Still has forcefield.

Moderate Significance:

-The stinger and automag receives a damage boost of +1 or 2 from a damage mod to account for truncated decimals in vanilla damage code originally resulting in those two weapons seeing less benefit of the damage mod than other weapons.
-Fixed MuzzleFlash offsets for the Dispersion Pistol and Stinger when using Centered weapons.
-Increased Stinger and Automag recoil by 20%
-Flak and Eightball Alt fire modes send dodge signals more consistently.
-Increased Flak Cannon Recoil by 50%
-Weapon module that decreases ASMD amp drain by 40% is now 30%
-Balanced audio between Stinger's old fire sound and the new one.
-Gasbags and Titan won't in-fight during the relevant boss battle.
-Gasbag fireballs emit looping ambient audio, meaning you can hear them coming.
-Fixed the remaining Nali Hut crash.
-Mercenaries cannot fire rockets at point blank range while invisible, and also have slightly less chance of firing rockets while invisible in general.
-Sky Town: Moved a nali healing plant, added a Jetty to the water to make the level a complete circuit, and made one of the progression-critical rooms more obvious.
-Reduced Titan rock damage
-Fixed muzzleflash offset for the dispersion pistol when left-handed
-Changed the positioning of the ASMD when left-handed.
-Skaarj Officers Teleport less frequently as a dodge move, and slightly more frequently if they lose you as a target
-Doubled the size of blood puff effect (e.g cloud of blood when gibbing).
-Made a number of improvements to Bluff Eversmoking
-Added minor things to many levels (texture work, lighting, resource balancing, new enemy placement).
-Increased Automag base damage by 1
-Reduced flak brute health by 30
-NaliC: added a heath pickup to the main hall
-Bugfix: the minigun can destroy decorations while underwater.
-Krall are slightly more likely to get cut in half when low on health and shot in the midsection.
-BugFix: tentacles aren't immune to ASMD combo explosion when in the hiding state.

Minor Significance:

-Titan's ground slam adds more x/y velocity to the player, so that he's more likely to knock down boss cheesers from upon their perch.
-A brute no longer randomly falls from above in the first mine level (vanilla oddity).
-Changed super jump boots translator description for greater clarity.
-Replaced a hc mode flak brute with a gasbag on SkyCaves
-Fixed a BSP issue on SkyTown
-Added texture work and adjusted enemy placement on DasaCellars.
-Player doesn't scream in pain if blown up (they have no lungs, throat, vocal cords or mouth).
-decreased collision radius of a number of Terranuix's trees.
-Fixed a BSP hole on IsvKran1
-Moved Bluff Nali Save from the crucifixes to the graveyard.
-Made a few Nali Saves more visible
-Teleporting skaarj avoid water as a teleport destination
-Invisible water surface in the sunspire fixed
-Changed Skaarj Officer placement on SkyCaves
-Potentially fixed weird triggers on SkyBase
-Changed SkyTown Skaarj Officer's weapon from a flak cannon to a dispersion pistol.
-Fix: Bio Rifle statistics display Bio Rifle's true damage value
-SkyTown: Boarded up a window on hardcore to prevent crouching through, and moved Nali save.
-DCrater: Fixed HOM effect on the teleporter.
-Made a minor health pickup adjustment on bluff to reduce backtracking.
-Every Major area of the sunspire contains at least 1 major item, ensuring thorough exploration is worthwhile.
-Fixed a broken Skaarj melee attacker at the beginning of MothershipCore
-Increased flare light radius by 2
-Made slight ammo pickup adjustments on dasa pass
-Dasa Cellars: added a Nali save, made sure some bars that open won't kill you, and other polishing.
-Titan footsteps are louder and can be heard at greater range.
-Titan Health increased.
-Titan speed increased.
-Titan rock damage reduced considerably.
-Reduced the time it takes for the bridge to raise on Velora Pass by 10 seconds
-Added 2 flashlights to late game.
-Bugfix: Nali ghosts won't save if you're dead
-Made The Warlord immune to Lava damage (so he doesn't commit suicide).
-ExtremeBeg: changed an unfair skaarj placement, made a secret more obvious, and other minor tweaks.
-Ceremony: fixed falling through a wooden platforming.
-Increased Razorjack dodge signal frequency slightly. (vanilla = enemies never attempt to dodge. v1.0 = 30%. v2.0 = 35%)
-QueenEnd: Fixed scripted queen yelling whenever a pupae is killed, even if the queen is dead. (fixed for sure this time)
-ExtremeBeg: Eased up on enemy placement/ambushes in two instances.
-ExtremeBeg: The second propulsion shaft "jump pad" now blasts you to the required height automatically.
-ExtremeBeg: removed unavoidable damage during razor trap
-Razorblade traps cannot be cheesed with ASMD alt fire.
-ExtremeDark: fixed bsp errors

Special Credit: thanks to RoSoDude for the double-click dodging fix.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,403
Location
UK
How do I adjust the FOV and turn off mouse acceleration?

FOV: There's a "Adjust Widescreen" slider which changes FOV.

Mouse Acceleration: try here.
Thanks, the FOV works and for the mouse accel, enabling RawHIDInput in input settings fixed it for me.

There's also another problem, the fps seems to be capped at 60, is there a way to uncap it? Is that even a good idea?

EDIT: Nvm about the fps limit, going to advanced options >render >openGL there's an option for fps limit there.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Just play the mod you fucking edgelord. Once you've made some notable progress, them we'll discuss specifics.

Guess your question deserves an answer. I appreciate that you asked "why" : the original effect looks like shit. It's super low res, and under-detailed. I changed it to address this, though to be fair the color change from light blue to dark blue is not autistic levels of faithfulness for some people, so maybe I should address that.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Nope. I don't own non-gold. I'd have to buy it off ebay or something for that. I asked my testers about it but everyone had gold :( Seems 99% of people have gold these days.

If you could work with me quick to get it running, I'd appreciate that.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Unreal Evolution v2.0 is now in Beta!

The primary focus in this version is the Return To Na Pali Overhaul. This is a overhaul of the RtNP expansion pack in the same fashion as Unreal Evolution did for the base game. However, since RtNP wasn't very good, more liberties are taken than with the base game. Primarily in giving it actual level design.

Testers are needed! If you would like to join the beta and get the download, join the discord: https://discord.gg/zPRUCqW









UNREAL EVOLUTION (UE) v2.0 BETA Changelog
-------------------------------------

Experience a classic FPS with polished, expanded and improved design across the board: Artificial intelligence expansions, subtle and meaningful level design, sound effect and graphics improvements, improved weapon design, deepened player control, bug fixing, tight challenge and more.

Scroll down if you're interested in the Return to Na Pali expansion pack overhaul. These notes are for improvements to the base game.

UE MUTATOR:

-Added AI compatibility to Unreal Evolution's Mutator. Now when you play any other mod with Unreal Evolution's Mutator enabled, most suitably fan missions, you get UE's upgraded weapons, AI and inventory.

DODGING:

Dodging has already been greatly improved in previous versions of UE, now it is nearing perfection.
-You can now dodge up any sloped surface, and dodging is slightly faster.
-Step height is increased slightly while dodging (step height is whether or not you'll move up geometry when running, picture stairs).
-Added a dodge meter to the HUD. This also doubles as a breath meter when underwater. To turn off the meter (not recommended), enable double click dodging

ARTIFICIAL INTELLIGENCE:

-Reduced the frequency that Mercenaries use their tech (invulnerability, invisibility and self-destruct) by 20%
-Killed Tentacles leave behind blood on the ceiling.
-Improved Giant Gasbag AI (it's a surprise).
-Slowed flak brute rate of fire slightly.
-Reduced the blinding area of the Gasbag blinding projectile.
-All enemies that have a randomised chance of appearing have an additional 10% chance of spawning on hardcore mode.
-the minigun no longer stunlocks enemies
-Reduced the frequency in which the Titan attacks krall, since its rock damage is considerably reduced. Relevant during the dasa cellars bossfight
-Brutes can now only ram down small doors.
-Tentacles in the hiding state are now vulnerable to Bio Rifle/corroded damage.
-New minor enemy type: baby spider
-reduced fly health slightly
-Slith use their soundwave attack slightly more frequently and efficiently.
-Slith can use their spit ranged attack at a greater range.
-Mercenaries are much less likely to fire rockets if you're close range. Even less so if they're close range and cloaked.
-Fixed The Warlord not teleporting away at the end of battle as intended.
-1st Titan Bossfight: You will be knocked down from the central pillar if you attempt to hide up there and cheese the bossfight.

OTHER (OF INTEREST):

-Improved gibbing and blood effects.
-Added a bunch of new interesting features/level design work to a variety of maps.
-Picking up jump boots and super jump boots automatically activates them. Also increased the size of the model by 25% so they stand out more.
-ASMD firing effects and colors now more closely resemble vanilla for faithfulness.
-Reduced Rifle Base Damage (non-headshot) by 10.
-Ruins: added a nice surprise
-Minigun spin up time mod also now applies to spin down time too.
-Moderate further improvements to dispersion pistol effects.
-Decreased minigun primary fire accuracy slightly since its rate of fire was increased.
-Projectiles fired from within water out to something above the water line will cause splashing as the projectile leaves the water.
-Refined grenade throwing
-Bugfix: Dispersion pistol new impact effects won't draw when hitting enemies.
-Slightly increased enemy ASMD dodge frequency
-Increased Stinger base rate of fire slightly
-Decreased Rifle base rate of fire back to vanilla
-Vanilla Bugfix: scuba gear retains the breath you had prior to activating, and won't immediately drown you when deactivated underwater.
-Razor blades stick to walls after deflecting 5 times rather than disappearing.
-Enemy alt fire razor blades won't lop your head off in one hit (as with primary fire blades in Unreal Evolution).
-Reduced dispersion pistol recharge rate mod to +25% from +30%
-Redesigned recoil mods: most recoil mods now reduce recoil by 50%. Two applied eliminates recoil entirely.
-Added new weapon mods to the game (x2 so far)
-Bullets now eject from the AutoMag more accurately to the model, and also different eject trajectory depending on whether you are firing gangsta style or not.
-Increased automag alt fire rate of fire and accuracy slightly to be more worthy instead of just headshotting with primary fire.
-Gave the automag slightly faster reload, equip and holster speeds to better rival the minigun.
-SkyCaves: you can now save the Nali from being thrown to his death

OTHER (BORING):

-Chizra: Fixed a door trigger
-Removed a redundant file from the install (Upak.u)
-Ruins: Made a weapon module appear on very hard and unreal difficulties as was intended.
-Bugfix: projectiles passing into new water zones from another water zone now no longer cause splashing
-Fixed unwanted translator messages.
-Mercenary self-detonate ring effect uses a higher res texture.
-Harobed: fixed giant rock falling through the floor under certain circumstances
-Dig: moved the bars up in the skaarj lights out trap so that you can't self-harm boost over them.
-Dig: Added many new surprises. Some exclusive to hardcore.
-Bluff: added better subtle signposting as to where to go.
-Dug: Added many new surprises. Some exclusive to hardcore
-NyLeve: Added many new surprises. Some exclusive to hardcore
-ExtremeBeg: Removed sunlight corona from hunting ground simulation.
-Dark Arena: Added many new surprises. Some exclusive to hardcore
-Chizra: Added a few refinements/new additions.
-Ceremony: Added a few refinements/new additions.
-Terranuix: Added a few refinements/new additions.
-Trench: Overhauled lighting
-Made rotation of grenade ring explosion effect match the rotation of the grenade at the time of detonation


RETURN TO NA PALI EXPANSION PACK OVERHAUL:
==========================================

MAPS:
RTNP wasn't very good. The main reason for this was its level design, with some exceptions such as maps that were restored from Unreal itself. I've taken many liberties with the level design to make it worthy of Unreal.

Map modification classification:
--------------------------------
BASE = Baseline map modification (every map has this). Resource distribution. New enemies. New secret areas. General polishing. New weapon upgrade mods to find. Hardcore mode implementation. Possible map flow changes and scripting. Minor graphics touchups.
MEDIUM = Base + moderate expansions to a level, making it bigger.
MAJOR = Huge overhaul of a map. An example of this is Glacena or the final map. Both were low quality levels in comparison to Unreal. Now you'll have tons of fun.

Only a few maps have MAJOR changes.
Many other maps have MEDIUM changes.
The remaining get BASE treatment.

ARTIFICIAL INTELLIGENCE:

-Ice Skaarj now perform their lunge attack from a greater distance, more frequently, and it actually connects consistently (bugfix).
-Ice Skaarj also teleport (different conditions to Skaarj Officer).
-Some Elite Krall fire predominantly homing magic missiles
-New enemy: Ice slith. Look different/blue and are a lot faster on land.
-RTNP Marines are nerfed (mainly in terms of accuracy and DPS).


WEAPONS:

All have been given the UE treatment: visual effects, balancing, feel, sound, weapon upgrade choices. Much work has gone into them.
It's important to note some new functionality of the fire modes:

CARifle:
-Alt fire is no longer a hitscan grenade launcher but a projectile launcher instead.
Grenade Launcher:
-Primary fire now explodes on contact with any surface.
Rocket Launcher:
-Alt fire TOW rocket laser guidance is now much more accurate.
QuadShot:
-Cut weapon from Unreal. Polished up and added in alongside the three weapons of the expansion pack.
This is far from redundant now. It may just become your favorite weapon.

STORY

-The Story now plays out without cutscenes, making it like Unreal's storytelling (environmental + text) and not interupting the game.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
force.png


New x3 wider forcefield better for blocking projectiles and pathways. Also emits light and now blocks the blast radius of enemy explosions from hurting you when hiding behind it. You can now carry multiple forcefields and more are to be found throughout the game. Lastly, it stays active for three times longer duration.

All inventory items are now improved except the Nali Seed and Searchlight (if it ain't broke don't fix it).
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
If it ain’t broke, don’t fix it should be tattooed on the retinas of all modders.

looking back on GMDX, anything you wish you hadn’t touched? I remember inconsistencies with art in some early releases, whereas vanilla may not have been HD but at least was consistent.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Hmm. I scrapped a bunch of things throughout development of GMDX for not being up to scratch so those would be it. A level expansion, some new weapons.
When it comes to the final release, better optimization for performance in a couple instances (liberty island, gore), and perhaps one or two somewhat minor things like enhanced artistic direction not being faithful enough on one or two maps.
I'd also re-touch up weapon design in minor ways, taking what I learned from doing Unreal Evolution's weapons which are very fun to play with.
As for the art style, there's still some minor-ish inconsistencies but it is simply a lot better to look at than vanilla, which can be seen in the trailer. New Vision can also be disabled, and as-of vRSD so can HDTP. So there are no inconsistencies that way.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
What didn't you like? I'm not really interested in hearing your opinion, just want to see how retarded you obviously are to reject massive incline to what is probably your favourite game given the name.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
Unreal Evolution 2.2 is now released. Final release.

Download Unreal Evolution: https://www.moddb.com/mods/unreal-evolution/downloads/unreal-evolution-v22

Extensive yet relatively faithful overhaul for a golden age classic. Already one of the best singleplayer FPS experiences you'll ever have, with Unreal Evolution now this is truly a mega game of epic proportions.

Game design you can trust.

Enhances Unreal Singleplayer and now the Return to Na Pali Expansion Pack too. Multiplayer is not Supported.

Total development time = 2.5 years

Summary of mod features:

2020-06-15_16_32_40-Unreal_Evolution_mod_-_Mod_DB.png
 
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Morenatsu.

Liturgist
Joined
May 6, 2016
Messages
2,640
Location
The Centre of the World
What didn't you like? I'm not really interested in hearing your opinion, just want to see how retarded you obviously are to reject massive incline to what is probably your favourite game given the name.
I thought it would be fun, but I got bored very quickly. Adding extra enemies and things and whatever spoils the atmosphere and atmosphere is the main reason to play Unreal. Incline isn't as easy as just putting extra layers of modstuff on top of the game, you know.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
OK retard. If you wanted an atmosphere simulator maybe you should have played on one of the four vanilla difficulties where there are no new enemies. Not that an additional enemy here and there on higher difficulties ruins the decent-ish atmosphere of the game anyway. What it does do, is make the game more engaging. But when you post absolute retardation like that I assume you didn't even play it anyway. There is no new "modstuff". The majority of what the mod does is refine existing content, not add new content.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
OK retard that plays good old gamey video games for atmosphere first and foremost and not gameplay. Also the atmosphere of the game in this mod is arguably improved through audio design and such things.
 

Morenatsu.

Liturgist
Joined
May 6, 2016
Messages
2,640
Location
The Centre of the World
OK retard that plays good old gamey video games for atmosphere first and foremost and not gameplay.
maybe you should ask the developers why they made an atmosfag game instead of blaming me. do you also play half-life primarily for its gameplay? i bet all that gameplay in deus ex would have been just as interesting if the game had no setting at all, right. only gameplay matters bro duh
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,511
"first and foremost" are the key words, dummy.

The game is so atmospheric getting locked in combat arenas by magic bars that flip and fighting battles against 50 enemies before the next door magically opens. Atmosphere was indeed the number one priority of epic, totally.
The atmosphere in this game isn't even that notable. Decent yes but it's a game first and foremost. And again you're implying the mod ruins the atmosphere by adding enemies and "modstuff". I don't think you even played it.

Vortex rikkers new enemies: 0 new enemies on all difficulties except hardcore mode, which adds one.
NyLeve: 0 new enemies on lower difficulties. two or three on higher. five on so on hardcore. and it's a HUGE map.

Nothing is ruined, only gained. I should be known here by now as being respectful to the design of whatever game I'm modding. I stress it in every news update.

I picture you as one of those retards that reads a changelog and just jumps to a bunch of crazy conclusions in your head, cause you're retarded.
 
Last edited:
Joined
Nov 29, 2016
Messages
1,832
What didn't you like? I'm not really interested in hearing your opinion, just want to see how retarded you obviously are to reject massive incline to what is probably your favourite game given the name.
I thought it would be fun, but I got bored very quickly. Adding extra enemies and things and whatever spoils the atmosphere and atmosphere is the main reason to play Unreal. Incline isn't as easy as just putting extra layers of modstuff on top of the game, you know.

Hey I was thinking of trying this mod, so I'm curious, what specific new addition would you say spoils the atmosphere? :^)
 

Morenatsu.

Liturgist
Joined
May 6, 2016
Messages
2,640
Location
The Centre of the World
The game is so atmospheric getting locked in combat arenas by magic bars that flip and fighting battles against 50 enemies before the next door magically opens. Atmosphere was indeed the number one priority of epic, totally.
The atmosphere in this game isn't even that notable.
Typical modder autism. You don't even know what you don't know.
 

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