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Topic: Unreal Evolution Release Read 4092 times  

6810276c18e8a
Hello old people friends

https://www.youtube.com/watch?v=zQ66DlLGer8


WELCOME TO UNREAL EVOLUTION
---------------------------

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.

What GMDX is to Deus Ex, Unreal Evolution is to Unreal.

https://www.moddb.com/mods/unreal-evolution
Acknowledged by 2 members: ThiefsieFool, TaxAkla

6810276c18fb1voodoo47

6810276c18ffd
goooood. I'll grab this as soon as I'm done fixing up (my own fail in) Secmod.

also, can I have my akimbo pistols minimod?
6810276c190f5
I've considered it, as an unlock for screwing around or something (don't wanna upset the balance between pistol/minigun). Also akimbo dispersion pistols.

6810276c19194voodoo47

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I'm aware it'd do that, but should be fine as an optional minimod. was on my wishlist ever since I've played UT for the first time.
6810276c1939d
Fantastic, I'll be downloading it now. And welcome back, it's been a while since I've seen you post here.

I'm not at all up on the realities of Unreal and it's creation history, so if you are, then why did a game so popular take so long to see a sequel, and why was Unreal 2 so inferior to the original in so many ways? UT was brilliant (and still is) and like Unreal it still has a loyal hardcore following, but I doubt anyone ever plays Unreal 2 anymore, or even talks about it.

I don't think I've ever really played any of the mods for Unreal, just some of the fan-made multiplayer maps (whereas on UT and UT2004 I've played *tons* of maps and mods), but Unreal Evolution gives me a reason to play through Unreal, and then maybe try some mods and maps too. Does Unreal Evolution have any effect in third party maps and mods, or is it only for the base game?

6810276c19453voodoo47

6810276c1949b
iirc, U2 suffered from trying to cram too much story in, detracting from what's really important - shooting things and blowing stuff up.

the fact that is wasn't looking as stunning and didn't run that great on contemporary machines didn't help either.
« Last Edit: 24. March 2020, 21:20:52 by voodoo47 »
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Currently Unreal Evolution is only compatible with the base game (singleplayer only) and its texture mods and other mutators. Better compatibility is something I'll consider for the future.

Thanks for the welcome back.

6810276c1967cicemann

6810276c196c5
On seeing the thread title, I thought we were getting a new Unreal game for first time in nearly 20 years.

Anyways, looks good. Now if you could just fix Unreal so that it would work with Streamlabs OBS then I'd be very happy :).
6810276c1d3bd
Download the latest version of Unreal Evolution: Unreal Evolution v1.1 Download Link

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.

v1.0 Features
===========

________________________
||===Player Control===||
------------------------

Dodging:

    -You can now dodge underwater.
    -Double-click dodging is disabled. Instead use the new Dodge Key (See: controls menu and rebind to your liking).
    -Dodging has altered cooldown. Instead of getting one dodge every second or so, you get up to three dodges in succession then a longer cooldown period (~four seconds).
    This is so you can cover more ground in less time than simply strafing/running. In other words it makes dodging more effective and actually useful over just strafing.
    -Each dodge also covers slightly more distance.
    -You no longer audibly grunt with every. single. dodge. Only sometimes for realism.

Crouching:

    Unreal Evolution utilises OldUnreal 227i's "True crouching", which makes you actually smaller when crouching and thus enabling you to take cover, enter crawl spaces, duck
    under projectiles and so on. However, this behaviour was unpolished, so some fixes and expansions were necessary:   
 
       -You can jump while crouched, albeit not as high as a standing jump.
       -There is no longer a extremely long transition period between crouching and standing.
       -You can drop off of ledges while crouched (if you want the ledge-stopper behaviour, it has been moved to the walk key).
       -You wont fall through moving objects when crouching on them.
       -Level design is tailored to support "true crouching".

Jumping:

    -You have improved air control (control over x & y velocity/positioning while airborne). Originally very minimal.
    -The threshold before falling damage applies is reduced by 15% (originally far too lenient).
    -You no longer audibly grunt with every. single. jump. Only sometimes for realism.


Translator Expansion:

    The translator has been expanded to give further information relevant to gameplay:
   
    -When picking up inventory items, under certain conditions (e.g first time pickup) you may recieve a message which details what that inventory item is. This is to encourage
    inventory use (e.g amplifier and forcefield) and teach the player what those items actually do in detail without them having to read the instruction manual.
    -With the translator active, Press 'Fire' to view weapon statistics and currently installed weapon mods for the weapon you currently have in your hand.

Inventory Items:

    -Flares last longer (extended from a measly 10 seconds to 25).
    -Forcefields are more common and you can carry more than one at a time.
    -NEW: Compact grenade. Toss at the enemy for gib-alicious results.
    -Flashlights can be carried in greater quantity, but each flashlight pickup yeilds less battery.
    -NEW: Weapon Modules. Find these scattered around and use them to upgrade your arsenal.
    -The Amplifier is now compatible with the Stinger. In addition to damage, it now also increases projectile speed (while active) for any weapon it is compatible with.
     Try it out with the dispersion pistol and ASMD too. Amp design is improved and rebalanced for each weapon and fire mode it is compatible with.
    -BUGFIX: Scuba Gear no longer instantly drowns you when deactivated, but rather normal underwater breathing applies.
    -Invisibility drain rate increased by 30%.
    -Super Health packs only add 50 health on UNREAL difficulty level and above, though a small number of additional super health packs can be found in the game.
    -Super Jump Boots: (Continue reading...). 

Other:
 
    -Auto Aim is outright disabled on Unreal and Hardcore difficulty.
    -Cheating is outright disabled on Hardcore difficulty.
    -There's a new optional hardcore difficulty.

_________________________________
||===Artificial Intelligence===||
---------------------------------


-Most NPCs utilize new forms of attack or tactics in combat. Beware.
-All NPCs gib under realistic conditions.
-Most NPCs can be headshot for bonus damage, and can be decapitated.
-On higher difficlties enemy counts are higher, and you'll sometimes fight enemies in diverse groups for truly engaging combat. As a result, the
likelihood of monster in-fighting needed to be reduced, otherwise they'd be fighting eachother all the time.
-Most NPCs have minor modifications to dodging behaviour.

Krall:

-NEW: sometimes fires three grouped projectiles instead of one.
-Improved sleeping behaviour.
-10% Faster projectile speed. Scales based on difficulty level.
-Run slightly faster
-Attack a little more frequently. Scales based on difficulty level.
-Other minor tweaks

Krall Elite:

-Same as Krall above, but:
-NEW: will sometimes activate a forcefield around themselves and attack aggressively from the safety within.

Gasbag:

-NEW: Gasbags sometimes build up a more powerful projectile with a large blast radius. Looking at the explosion site at close range will disrupt vision for approximately 1.5 seconds.
-NEW: Killing a Gasbag while it is building up said projectile will cause the Gasbag itself to explode, potentially damaging anything nearby.
-50% less chance to dodge all incoming projectiles.
-25% additional projectile speed. Scales based on difficulty level.
-20% additional airspeed. Scales based on difficulty level.
-Attacks slightly more frequently. Scales based on difficulty level.
-Gasbags now emit sound when belching fireballs at you.

Mercenary:

-NEW: May opt to use cloaking/partial invisibility instead of invulnerability. May also opt to use cloaking/partial invisibility upon sighting of the player.
-NEW: If health is low, may activate a self-destruct sequence on their wrist-tech and kamikaze rush you.
-Reduced health.

Tentacle:

NEW: may hide from you by retreating into its growth hole. It is still vulnerable in this state to explosive and shocked damage (e.g Dispersion Pistol Alt Fire, Eightball, ASMD alt fire).
There are various conditions under which it may hide, such as:

1. to avoid an incoming projectile.
2. upon spotting you, to stay hidden and hope you don't notice only to then barb you in the back.
3. after losing sight of you.

Slith:

-NEW: scream soundwave attack.
-No longer immune to the Bio Rifle, but rather has 50% resistance.
-Attacks slightly more frequently.
-Other minor tweaks.

Skaarj:

-NEW: The Officer Variant now has the ability to teleport in combat.
-All other variants remain unchanged.
 
Brute (mid-range brute):

-NEW: Their berserk charge now is something to beware rather than mostly useless: they run faster and will not stop to melee when they reach you (only to miss), instead bullrushing straight through and knocking you back.
However they turn much slower while doing this and can be dodged.
-5% additional projectile speed. Scales based on difficulty level.
-5% additional movement speed.
-Reduced explosive resistance to 20% (all Brutes originally had 30% armor vs explosive damage). 

Fly:

-Flies now gib rather than disappearing into thin air.
-The sound they emit covers greater distance. This is to make all those times they come from behind you in Chizra etc less of a nasty surprise.

Manta:

-50% faster movement speed.
-60% Reduction of health.

Biter Fish (the tiny fish in water that you can barely see):

-No longer block the path of pawns.

Bloblet:

-Increased movement speed.
-Reduced Health

NEW ENEMY TYPES:
================

Squid:

-A previously unused enemy.
-Extended general artificial intelligence.
-New attacks and more polish.

Spinners A.K.A Spiders:

-Some may prefer to aggressively chase you, others may prefer to stay back and use their ranged attack.
-Are present in Unreal (prev. RtNP expansion-exclusive).
-Are faster.
-Moderately reduced health.
-Come in varying sizes.
-No longer sound like a rat when shot.

Lesser Brute (Flak):

-Fires flak shells instead of rockets.
-Has 20% resistance to bullets.
-Slightly modified charging behaviour.

Behemoth (Flak):

-A Flak version of the Behemoth Brute.

BOSSES:
=======

Titan:

-Overhauled Titan Bossfights, namely adding diversity to each fight rather than the same fight recycled numerous times.
-All Titans have less HP, and their rocks deal less damage.
-Reduced explosive resistance to 20% (all Titans originally had 30% armor vs explosive damage).
-New ground slam behaviour.

Stone Titan:

Same as Titan but:
-NEW: Ground slam attack which unearths a group of rocks your way.
 
The Warlord:

-NEW: multi-rocket attack.
-Dodges projectiles much less frequently.
-Now has a sound effect when firing rockets.
-New flying behaviour.

Queen:

Originally a pushover. Now an adequate final challenge.

-NEW: scream soundwave attack.
-NEW: proximity orb attack.
-NEW: an additional surprise if playing hardcore mode.
-Updated and polished teleportation behaviour.
-Increased health.
-The super jump boots that are exclusive to this fight remain infinite-use, but continually recharge and only offer three jumps per max battery capacity.
This means while you're still able to jump around like a lunatic, you must time your jumps when maneuvering around the arena and dodging attacks.
-Considerably reduced melee attack damage.
-BUGFIX: no longer screams when the player is walking around the arena after it is killed.
-Other polishing.
 
NO DIRECT CHANGES:
==================

Lesser Brute
Behemoth
Devil Fish
Pupae

_________________
||===Weapons===||
-----------------


Improved various weapon effects and handling, creating visceral gunplay:
========================================================================

-Improved weapon firing animations.
-New recoil system. Each weapon has its own unique recoil pattern.
-Many mostly subtle audio design improvements.
-Improved nearly ALL weapon effects considerably and added some new:

  =Improved projectile effects
  =Improved impact effects
  =New tracers
  =New muzzle flashes
  =Screen flash
  =New splashing when shooting water
  =New screen shake effects when firing

General weapon improvements, fixing and balancing:
==================================================

The following weapon tweaks pertain purely to gameplay behaviour, such as balance changes and bugfixes.

Dispersion Pistol Primary Fire:
    -Rate of fire no longer decreases each time it is upgraded.
    -Projectile speed now increases each time it is upgraded.
    -Altered damage, ammo consumption and amplifier behaviour for balancing.
    -While the amplifier is active, primary fire gets small blast radius capability.
Dispersion Pistol Alt Fire:
    -no longer autofires immediately when fully charged.
    -Blast radius scales with the power level of the weapon (including amplifier use).
    -BUGFIX: fixed an issue with alt fire audio getting cut off towards the end of the sound clip.
    -BUGFIX: Fixed an audio bug with the charge-up sound.
    -Altered damage, ammo consumption and amplifier behaviour for balancing.
Automag:
    -BUGFIX: fixed an issue with automag firing animation tweening.
    -BUGFIX: There is no longer a large delay when attempting to switch weapon from the automag to another after firing the automag.
    -The alt fire is slightly more accurate.
    -Restored an unused AutoMag idle animation.
    -AutoMag max ammo capacity increased by 50.
   
Stinger:
    -Can now be used with the amplifier (boosts damage and projectile speed).
    -Minor damage increase.
    -Increased Knockback (especially w/alt fire).
    -Stinger alt fire blast fires one extra crystal and has slightly tightened spread, with the intent to make this fire mode worth a damn.
    -Stinger alt fire blast is dodged by Skarrj less frequently, also with the intent to make this fire mode worth a damn.
ASMD:
    -Increased damage (primary and secondary both).
    -Increased secondary knockback.
    -Amplifier increases alt fire projectile speed and blast radius (in addition to vanilla damage increase).
    -Decreased amplifier drain rate.
    -Primary fire damage is reduced to a lesser degree vs shielding enemies, implying penetration. (all other weapons are reduced by 90%).
Eightball:
    -Improved trajectory of alt fire grenades, and grenades are slightly less bouncy.
    -Rockets are dodged by enemies a little less frequently.
    -Slightly increased damage.
    -Seeker rockets track a little more precisely.
    -Increased blast radius by 5%
Flak Cannon:
    -The alt fire grenade can actually be dodged by NPCs from time to time (Vanilla: never, and was a notable design issue).
    -Now has a slightly slower alt fire rate of fire as it is often superior to the primary fire in terms of damage and reliability, even now that it can be dodged.
    -Increased alt fire blast radius by 5%
GES Bio Rifle:
    -Primary Fire: slightly increased damage and range, slightly slower rate of fire.   
    -Alt Fire: blob now explodes into many smaller clusters like in Unreal Tournament. The number of clusters is determined by how much the shot was charged.
    -The pressurised bio wave seen in earlier beta versions has been scrapped to remain faithful to the original concepts. 
Razorjack:
    -Increased Damage.
    -The blade will shred and pass through breakable objects, hitting anything behind.
    -The killing blow will likely shred and pass through the enemy, hitting anything behind.
Rifle:
    -Increased damage.
    -Increased knockback/momentum transfer.
Minigun:
    -BUGFIX: While using the primary fire of the Minigun and immediately switching to Alt fire, the fire sound correctly plays rather than a period of silence.
    -Buffed minigun damage. Still weaker than the AutoMag, but should be more competent by comparison w/extreme damage per second potential.
    -Slightly higher accuracy of both fire modes.
    -Minigun max ammo capacity increased by 50.

Each and every weapon has new recoil, overhauled visual effects and firing animations, audio design improvements, bugfixes, screenshake, headshots and decapitation and more.
This text does not give the full picture. Much work has done into weapon design. You're going to love them.

New Weapon Modification system:
===============================

You can upgrade one of two weapons predetermined weapons per upgrade module, your choice which.

Examples of upgrade choices:
1. ASMD primary fire penetrates through multiple objects/enemies, OR Bio Rifle primary fire explodes on contact with any surface.
2. Skarrj Infantry T2 Upgrade Module: +25% Automag rate of fire (both primary and secondary modes), OR +25% Stinger Rate of Fire (both primary and secondary modes).

Find upgrades most commonly in secret areas. Once you attain one, simply use it from your inventory with the desired weapon equipped. No complicated menus slowing down the gameplay pace.

This increase in power the player has access to is challenged by improved AI, tougher encounters (e.g enemy placement), and slightly tighter resources (on higher difficulty modes), among other things.

You can view what mods your weapon has as well as other information via the translator (Press 'Fire').

____________________________________________
||===Graphics/Environmental Art/Effects===||
--------------------------------------------
 
The goal here is to create a enhanced artistic direction and full HD experience in combination with other HD mods for Unreal. There's two main approaches: 1: The excellent popular Unreal Texture Project (UTP) HD texture mod for
Unreal is an incomplete project; only a portion of the game's textures were updated. What Unreal Evolution aims to do is finalise it in a relatively faithful manner, so that the full game experience is HD and better looking than ever.
The second approach is to add subtle details here and there, in particular to levels that were barren, to attain a consistent level of artistic detail. Various effects are also added or improved.
If you've played GMDX you know what to expect.

-New Decals
-New Weapon and object Effects.
-New Sunlight Coronas.
-New Geometry
-New Texturing work
-New Lighting work
-New decorative objects.

______________________
||===Level Design===||
----------------------

If you've played GMDX, you know what to expect: relatively faithful improvements to all levels. It will still look, feel and play like Unreal at its core, but on the next level.

-New Challenges: refined resource placement on higher difficulty levels. Refined Enemy placement. Minor quality additions to up the engagement level.
-New content: new secret areas, new events.
-Enemy variety: Unreal originally frequently had moments of sparse enemy variety (e.g IVS Kran levels consist mostly of Skarrj Warriors only). One goal of Unreal Evo is to diversify engagements, within the constraints of the plot and
existing design. An example of these constraints would be no Skarrj in the Terraniux Mercenary ship, as it wouldn't make sense without altering the lore and/or story.
-Utilisation of various 227 engine features.
-Advantage-taking of missed opportunities in the level design.
-Support and tailored design for 227 true crouching.
-Made some secrets that were impossible to discover via intuition/perception/logic but rather pure chance a tad more discernable.
-Fixed many map bugs.

______________________
||===Audio Design===||
----------------------

-Additional ambient audio design in select levels previously lacking.
-You no longer grunt with every jump.
-BUGFIX: The Male 1 class no longer plays metal footstep sounds on every surface.
-Many weapon audio enhancements.
-Minor enemy audio improvements.
-Restores five unused music tracks, the majority replacing recycled music, the rest expanding upon the music of a level theme (None of the vanilla music is gone).
-Also adds three music tracks from the Return To Na Pali expansion pack.
-BUGFIX: fixed some music bugs/oversights. For example the combat music on Noork didn't play as intended.

_________________
||===General===||
-----------------

-Autosaving: you have five autosave slots. The game autosaves on a per-level basis. If playing hardcore mode, Nali saves also go here.
-BUGFIX: Autosaves are not overwritten each time the game is launched.
-Save games now display what difficulty level you are playing on.
-Numerical values displayed in the HUD (inventory counts, health, armor, ammo) use larger font. This makes other HUD modes and/or higher resolutions viable.
-The player will gib under realistic conditions now (e.g a rocket to the face).
-Polished the way in which sludge barrels explode and spawn sludge.
-Tarydium Barrels no longer have a puny blast radius, and have improved explosion effects.
-BUGFIX: The Stinger, Automag and Minigun all display their hit impact effects when hitting decorations
-BUGFIX: dispersion pistol projectiles passing from one water zone to another don't lose all their velocity.

___________________
||===Challenge===||
-------------------

Here's a brief summary of how Unreal Evolution affects challenge:

Increase:

-New weapon recoil
-Improved AI (some scaling based on difficulty)
-Additional enemy placement (some based on difficulty)
-Reduced Health from super health packs (high difficulty modes only).
-Additional challenges in level design.
-Altered resource distribution.
-New optional hardcore mode.

Decrease:

-Reduced excessive damage scaling on 227i's higher difficulty levels
-Various minor base weapon buffs (e.g minor weapon damage buffs, new bio rifle alt fire explodes into clusters like in Unreal Tournament).
-Weapon modification. You can make your weapons more powerful.
-Additional player control such as better dodging, water dodging, true crouching and air control, as well as better player inventory (forcefields and grenades).

Playing on NORMAL or HARD is recommended for those that are new to FPS.
Playing on VERY HARD is recommended for those that have some experience with FPS.
UNREAL or HARDCORE difficulty is recommended for FPS veterans or on replays of Unreal Evolution. Use your own discretion.

Hardcore Mode:

-Manual saving is disabled. Saving is triggered per level, and per Nali ghost found. Can you survive the gauntlet of challenges between each save?
-Some enemies only appear on hardcore mode.
-Three additional weapon upgrades only appear on hardcore mode.
-Some level design modifications and expansions are exclusive to hardcore mode.
-Super Health pickups are worth 50 health points.
-Dispersion pistol Ammo capacity gained per power level upgrade is reduced.
-Cheating is disabled
-Auto aim is disabled
« Last Edit: 08. April 2020, 10:10:11 by Join2 »
Acknowledged by: TaxAkla
6810276c1d622
Unreal Evolution 2.2 is now released.

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.

Summary of mod features:  https://cdn.discordapp.com/attachments/550279704322637835/722232249575276574/2020-06-15_16_32_40-Unreal_Evolution_mod_-_Mod_DB.png

Acknowledged by 3 members: ThiefsieFool, voodoo47, JDoran
« Last Edit: 16. August 2020, 07:48:08 by Join2 »

6810276c1d8c5ZylonBane

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The environment is full of text logs/journals you can find and read with your Translator item, perhaps taking a page out of System Shock’s book here, which would explain why the “Immersive Sim” crowd loves Unreal in particular (although it doesn’t have the backtracking of those games).
There is so much wrong with this sentence that I don't even know where to start.
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Reminder this mod exists and y'all should blindly trust my design capability based on GMDX clout and go ahead and play it.

Oh, and the reviews I guess: https://www.moddb.com/mods/unreal-evolution/reviews

someone please play it  :D

I never realized just how obscure classic Unreal really is these days.

6810276c1db10ZylonBane

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Unreal obscure? I'm... pretty sure it's not? It gave its name to the most popular game engine in the industry, after all.
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These days it is. It's rarely discussed and honored, makes lists less than other classics. the numbers aren't there in this day and age, for example:

Deus Ex moddb page visits: 8,121,072
Doom Moddb page visits: 15,849,252
Unreal moddb page visits: 171,353.

How insane is that gap!? And it's not like the game doesn't have a modding community either, even if it's not very active. This is just one metric, but I am convinced many are unaware Unreal is even a singleplayer FPS it seems, let alone a pretty good one. UT partially is what obscures it. Somehow Unreal just slipped the public's perception, not anywhere near to the levels of fame of Half-Life, Doom, Deus Ex, Quake and even System Shock, despite being the game that kicked off the Unreal Engine. Sad.

It's OK, Zylonbane, awesome fellow that he is, will surely play the mod and then everyone will follow his graces.
« Last Edit: 18. February 2021, 06:51:39 by Join2 »

6810276c1dd88icemann

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Aye if you want to talk about underrated gems lookup Chasm. Horrible first level but excellent after that. Though I do agree. Unreal deserves far more love and attention than it gets.

6810276c1de63voodoo47

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I still want my akimbo pistols.
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I remember playing Chasm at the tender age of 8 or so. It's alright. I understand its obscurity as it is just not that great (level design or lack thereof is the main issue). Unreal otoh it doesn't really make sense, but it is what it is.
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I'm not at all up on the realities of Unreal and it's creation history, so if you are, then why did a game so popular take so long to see a sequel, and why was Unreal 2 so inferior to the original in so many ways? UT was brilliant (and still is) and like Unreal it still has a loyal hardcore following, but I doubt anyone ever plays Unreal 2 anymore, or even talks about it.

I don't think I've ever really played any of the mods for Unreal, just some of the fan-made multiplayer maps (whereas on UT and UT2004 I've played *tons* of maps and mods), but Unreal Evolution gives me a reason to play through Unreal, and then maybe try some mods and maps too. Does Unreal Evolution have any effect in third party maps and mods, or is it only for the base game?

Oh, I missed this.

Unreal 2 is shit because it is made by Legend Entertainment, who clearly didn't have much a clue about what makes for good FPS gameplay. They were adventure game developers prior to their Unreal work.

As for why it took so long to come along, I don't know the details exactly but I imagine it was because Epic were preoccupied with Unreal Tournament for a while and didn't sign Legend until later, or because Legend were working on the Unreal Expansion Return to Na Pali.

"Does Unreal Evolution have any effect in third party maps and mods, or is it only for the base game?"

Unreal Evolution is for the base game and the mediocre return to Na Pali expansion pack. I tried to be relatively faithful with the base game, but took some liberties with the expansion pack because it is universally considered mediocre and more drastic changes were needed. Still, it's not THAT different, there's just some major level design changes and expansions here and there because level design was RtNP's greatest flaw.
Evo also acts as a mutator when played with any third party maps, this provides you with ~half the content of the mod: the polished up weapons of Evo, refined inventory, and expanded AI only. It may not work well with User made maps that have weapon etc changes of their own, but I tested it with two map packs and it worked fine otherwise.
« Last Edit: 18. February 2021, 22:01:38 by Join2 »

6810276c1effaZylonBane

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Seems to be some minor overlap between this project and Unreal Redux. Is it dead?
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Unreal Redux? Last I checked no, just progress for Redux is very slow.
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These days it is. It's rarely discussed and honored, makes lists less than other classics. the numbers aren't there in this day and age,

That is sadly true. I'm a first person shooter fan and frequent a few forums where older (or modern) FPSs are discussed, and I almost never see Unreal mentioned, whether the subject is what FPSs do you recommend, what FPSs were most influential, what FPSs have the best weapon set, etc. You get the always mentioned games (the Half-Lifes, the Quakes, the Dooms, F.E.A.R. (for some reason, people only seem to talk about the first FEAR game), the Unreal Tournaments, etc), the often mentioned games (the No One Lives Forevers, Duke Nukem 3D, the Serious Sams, Deus Ex, Crysis 1 (another case where people only seem to speak of the first game), etc), and the rarely mentioned games (Sin, Wolfenstein: Return to Castle Wolfenstein, the Star Wars first person shooters (though I bet these are spoken of a lot more on forums devoted to Star Wars games), the Red Factions, Shadow Warrior 3D, to name just PC games.

But Unreal is almost never mentioned, and when it is it's not followed by many people posting agreement, or further praise. Not that it gets criticised, either of course. It just seems , to judge by my own very in-exhausted and limited experience on a few forums, like Unreal is now largely forgotten and unplayed. It does still have very loyal fans but they tend to congregate on a few sites such as:

https://forums.beyondunreal.com/

and

https://www.oldunreal.com/

The game Blood used to be in a similar situation, I found (though of course Blood's initial impact was much less than Unreal's), until BloodGDX, a great and 99% accurate reverse engineered port became available, then news of this did the rounds on the 'net, and suddenly quite a few people discovered or rediscovered blood. Now it's mentioned much more in 'classic FPS' related discussions.

6810276c1f92fsarge945

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Would you recommend this for someone who has not played Unreal?
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Easily. It is designed to be relatively faithful.
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