Oh, seagoats. Worthy successors to the grasspigs of Unreal. They really should've been on the box instead of Aida.
|
|
# ? Aug 5, 2015 11:41 |
|
|
# ? May 8, 2024 17:40 |
|
Just saying as well that I have no idea about what the original music sounded like, but this soundtrack is a whole bunch better.
|
# ? Aug 5, 2015 12:08 |
|
C.M. Kruger posted:I dunno if it's just me but the space ship models seem to be really oddly/inconsistently sized. In the first video I can't shake this feeling that the Atlantis is really small compared to the size of our protagonist's shuttle. Nah, I agree with you. The scale just seems all wrong for everything.
|
# ? Aug 5, 2015 17:12 |
|
I love Unreal and I thought Unreal II was pretty neat, even if it isn't quite as good as the first one or Tournament. Something like a pre-2005 version of Mass Effect. As a minor nitpick, the developers didn't "include a dodge move to make up for your walking speed". The doubletap-dodge has been part of Unreal since at least Unreal Gold, and I'm pretty sure it was in the original Unreal as well.
|
# ? Aug 5, 2015 17:34 |
|
Yeah the dodge has always been in Unreal... but your normal movement speed was pretty drat fast, and dodging was worth the effort because it made you move quite far.
|
# ? Aug 5, 2015 20:16 |
|
Long post incomingJamieTheD posted:They're certainly not amazingly fleshed out, but they definitely have little touches, much like this game, that bring it above the level that's commonly ascribed to it. And y'know, props where props are due! But tbf, I can follow your thoughts here. Thing is, on paper this game has fairly good characters, it's just that the delivery is so dry that it never uses the potential as well as it could. For instance, Aida has a lot more to offer besides being the tough and sexy soldier babe, but since she hardly ever shows any emotion, the reveal of her story kinda falls flat. radintorov posted:Ah the defense sections: I remember that, along with the fire effects, they were one of the advertised features of this game. Oblivion4568238 posted:I do remember the shotgun being pretty nice, but all the same, the Flak Cannon is sorely missed. CheeseThief posted:I swear it isn't nostaglia goggles, this game is cool. Overall though, much like Mace Griffin, this game is basically stuffed with neat ideas that somehow didn't result in it being amazing. C.M. Kruger posted:I dunno if it's just me but the space ship models seem to be really oddly/inconsistently sized. In the first video I can't shake this feeling that the Atlantis is really small compared to the size of our protagonist's shuttle. your evil twin posted:So happy to see a new Tin Tim LP! Also, since you know this game, I feel you'll be looking forward to the next videos when we get the Flamethrower anilEhilated posted:Oh, seagoats. Worthy successors to the grasspigs of Unreal. Crazy Achmed posted:Just saying as well that I have no idea about what the original music sounded like, but this soundtrack is a whole bunch better. https://www.youtube.com/watch?v=Xmom38QP2sY Wales Grey posted:The doubletap-dodge has been part of Unreal since at least Unreal Gold, and I'm pretty sure it was in the original Unreal as well. your evil twin posted:Yeah the dodge has always been in Unreal... but your normal movement speed was pretty drat fast, and dodging was worth the effort because it made you move quite far.
|
# ? Aug 5, 2015 20:45 |
|
your evil twin posted:So happy to see a new Tin Tim LP! Timeshift and Inversion are underrated, and Unreal 2 would probably be better appreciated if it wasn't called Unreal 2
|
# ? Aug 6, 2015 11:57 |
|
Oh man, Unreal 2. I, uh... actually made a mod for this for a major project when I was at university. Back in the day it probably would have been called a "total/partial conversion" - or maybe just a "singleplayer episode". It's weird to think about now, but the modding community for Unreal 2 was so small that back then, I was basically the guy that worked out how to do things, and then shared the info. There was a separate utility to UnrealEd that was used to set up meshes for use in-game, and I remember having to e-mail one of the devs - the guy who made this utility - to ask how to work with character collision in it. The game didn't use havok physics - it had its own ragdoll system where you defined shapes for collision based on the characters' skeletons. It turned out there was an undocumented hotkey (F4, I think?) that made the collision shapes visible. It was a good thing I was able to get in contact with him because I never would have guessed, and it might have killed the project otherwise. As for the mod itself, it really showed that most of my time was spent just working out how to get things to work; it wasn't very good. Starting life as a Deus Ex mod before being ported to Unreal 2 halfway through didn't help, either. Anyway, I was a huge fan of the original Unreal. It was such a shame that Epic went over to the "dark side" of multiplayer and then console games. I was really looking forward to Unreal 2 but found it pretty disappointing. Before Unreal 2 came out I seem to remember the devs talking up some absolutely ridiculous ideas for enemies in the game. Things like blob(?) enemies that could separate into smaller pieces to fit through small cracks before reforming (dynamically, in a 2003 game), enemies that were actually a single entity from a higher dimension that could appear in essentially infinite numbers, complex in-fighting between various factions... that sort of thing. Unsurprisingly, none of these things appeared in the final game. And yeah, the dodge move was in Unreal 1 too. I remember it clearly, because since you do it by double-tapping a movement direction, I mostly ended up dodging right off a cliff when what I wanted to do was shuffle carefully up to the edge of it.
|
# ? Aug 7, 2015 06:08 |
|
WirelessPillow posted:Unreal 2 would probably be better appreciated if it wasn't called Unreal 2 Antistar01 posted:Oh man, Unreal 2. I, uh... actually made a mod for this for a major project when I was at university. So, I don't wanna sound needy, but I would really like to get some feedback on the audio mix in the last episode. I've touched up the first two episodes and pulled the music down a bit, but I would like to know if I hit the ballpark last time before I upload them again.
|
# ? Aug 10, 2015 17:59 |
|
The audio was good, IMO. The music was never overwhelming, and I could hear everything (important) that was going on, even when I watched it later on my TV.
|
# ? Aug 10, 2015 18:12 |
|
Last video sounded fine to me.
|
# ? Aug 10, 2015 22:54 |
|
Thanks, folks! The fixed episodes will go up in a few minutes. RIP all those views/likes/comments that could fuel my LP career VVVVVV I LET'S PLAY GUD Tin Tim fucked around with this message at 12:45 on Aug 11, 2015 |
# ? Aug 10, 2015 23:23 |
|
Tin Tim posted:Thanks, folks! The fixed episodes will go up in a few minutes. RIP all those views/likes/comments that could fuel my LP career Just re-watched the first episode (fixed), and I would say that is probably as good as its going to get, if the music was lower it would likely be hard to hear over other noises. You may want to fix the links in your first and second post.
|
# ? Aug 11, 2015 06:44 |
|
Sorry for the delay, but my connection insisted on being an rear end in a top hat over the weekend and I coulnd't upload at a reasonable pace! Hell https://www.youtube.com/watch?v=Rq2TWUh4BuY John gets sent to investigate a remote research station that suddenly went dark. The fact that the researchers were also investigating an artifact that's very similar to the one he recovered from Sanctuary probably doesn't mean anything at all https://www.youtube.com/watch?v=APL2cROZA6c https://www.youtube.com/watch?v=sqsfhwzoKcI As a personal note, I'm not too happy that the last episode only has a single track. Thing is, there was no good switch point besides the bossfight, and everything I tried from my stash felt like a weird break to me. So I went with it instead of delaying this even more by diggin for that one perfect track to satisfy my Lp gold standards
|
# ? Aug 17, 2015 21:32 |
|
I have to agree with your conclusions about Hell; I'd say it's a problem that actually exists in lots of levels (SPOILER, I GUESS?) Part of it is the movespeed is so completely glacial compared to the size of the environments - that's just garbage. You spend far too long trudging through each hallway and/or vent and when nothing else is going on to interest you .. well, it's just not interesting! Is there a U2 mod which just gives you 125-150% movespeed? I bet that'd make you happier and cut ten minutes out of each mission - at least. The other part is compare the number of things that happen in Sanctuary - Dalton was talking, Aida was talking, radio guy was talking, different things were happening. here it's just 30 minutes of walking through hallways and/or vents with a flamethrower. And then more hallways. And a vent. And that's it. I realize that it's not entirely fair to compare the first mission of the game (where everything is new, by definition) to the third or fourth (where everything is not) but even then, they could've done better than this.
|
# ? Aug 18, 2015 00:08 |
|
It's true that this level does outstay its welcome, although I've become somewhat inured to it due to the game's give and take. For example, the whole "Go To Hell" thing? Made me laugh. Twice. But as to the flamethrower, a misconception as to how it works (IE - Thinking it's a "hose 'em down" flamethrower rather than what it actually is) can get you in serious trouble. Much like the films this level pays homage to, the key is short, controlled bursts. I agree that it could have done with more spiders in certain segments, although several of my already arachnophobic friends would most likely disagree.
|
# ? Aug 18, 2015 00:38 |
|
Great video as usual. I get what you say about the Half-Life vibe though, I was getting it too the entire time. This level also reminds of The Library from Halo: Combat Evolved. Just the same rooms over and over again with a control panel or two in between.
|
# ? Aug 18, 2015 03:54 |
|
I remember the early parts of this level from when I played Unreal 2, but the rest of it? Absolutely no recollection; it's so bland. I think it does improve a little later on, though.
|
# ? Aug 18, 2015 10:41 |
|
I liked the concept of the different labs and their gimmicks. Also, you kept using the flameshot of the shotgun against the big spiders and tried to hit the small one with regular fire, when using it the other way around would have been far more effective.
|
# ? Aug 18, 2015 16:08 |
|
Psion posted:Is there a U2 mod which just gives you 125-150% movespeed? I bet that'd make you happier and cut ten minutes out of each mission - at least. I found this on the Steam forums: "I was able to set this permenantly by editing my unreal2.ini file, in 'unreal2\system' I looked through it with search and found two instances of 'PlayerSpeedRatio=1.000000' and changed them both to 'PlayerSpeedRatio=2.000000'."
|
# ? Aug 18, 2015 16:34 |
|
inscrutable horse posted:I found this on the Steam forums: "I was able to set this permenantly by editing my unreal2.ini file, in 'unreal2\system' I looked through it with search and found two instances of 'PlayerSpeedRatio=1.000000' and changed them both to 'PlayerSpeedRatio=2.000000'." so, Tin Tim, wanna sacrifice your U2 for science? You should also apparently disable vsync if you haven't to make level loads faster, because that makes sense. Also from what I read someone said 1.5 or so feels more like Unreal Gold to them and 2.0 is "too fast" but that's just one post, so who knows. You're already past it but this supposedly fixes the intro problem: https://forums.beyondunreal.com/threads/flyby-intro-fails.186714/page-4#post-2404290 Psion fucked around with this message at 16:47 on Aug 18, 2015 |
# ? Aug 18, 2015 16:45 |
|
Psion posted:so, Tin Tim, wanna sacrifice your U2 for science? Here's the thing, while you can indeed go into the cfg/ini files and increase the player speed(1.5 is good enough), it doesn't stick in my version of the game(GOG). For some reason it ignores the new values after a level transition(hint: there are many), so I figured there must be one last value that I didn't dig up(despite going through pretty much all files) and stopped bothering. You can actually also set your speed through the ingame console with the "SetSpeed x" command, but that also has to be done again after each transition. So yeah, a lot of hassle for me that I didn't want to put up with. However, I'm not opposed to doing a bonus video with increased speed and some other console commands that may be fun. Commands like setting the game to complete slow mo, boosting the speed of everything by a global command, 3d person camera and other nonesense Psion posted:You should also apparently disable vsync if you haven't to make level loads faster, because that makes sense. Nuramor posted:Also, you kept using the flameshot of the shotgun against the big spiders and tried to hit the small one with regular fire, when using it the other way around would have been far more effective. Tin Tim fucked around with this message at 17:33 on Aug 18, 2015 |
# ? Aug 18, 2015 17:26 |
|
I rather enjoyed the "go to Hell" joke. I also thought the banter between the characters worked pretty well! I agree with the feeling that there's definitely more that could've been done with the Intermission segments - like maybe some interactions between crew members, or perhaps we could bring back little "souvenirs" from the previous missions in addition to or instead of just photographs. As it stands, it just feels like a big wasted opportunity.
|
# ? Aug 18, 2015 18:25 |
|
Going to do my usual thing and sing the game's praises, couple of small notes straight off the bat were how much I liked the voice acting, Marshal's VA does a great job both with the casual banter and with a more tender delivery when talking about Aida to the pilot. I also just noticed the idle animation for the assault rifle where he fiddles with the cylinder, I've been a sucker for that kind of thing since Half Life's snarks. Heck I even enjoyed the jumping puzzle! It's short enough to not outstay it's welcome and give room for gently caress ups. Unreal 2 is like a big tapas style engine demo full of "look what our new product can do for YOUR game" style moments, it's a big old bridge between the theories of game design that came before it and the more character driven focus that followed it. If Unreal 2 were made today it would probably feature an RPG stat system, moral choices and collectibles. That it came out as well as it did is pretty impressive, it could have been a lot more soulless and transparent as a marketing vector. If it had a whole bunch more polish, if the people they were trying to appeal to with the wide range of styles were the ones who worked on those sections, it would be almost the perfect game.
|
# ? Aug 18, 2015 20:57 |
|
Tin Tim posted:Here's the thing, while you can indeed go into the cfg/ini files and increase the player speed(1.5 is good enough), it doesn't stick in my version of the game(GOG). that's truly cruel. Does it just ignore your ini changes after the first load or does it actually re-write the INI to have the original values again?
|
# ? Aug 18, 2015 21:13 |
|
your evil twin posted:I remember when the game was about to come out the developers said they were sure someone would develop a nude mod for it on day one. Which of course they intended as a selling point: "We've put a sexy character in this game that we are sure you are going to lust for. We aren't actually allowed to give her to you nude, but we've made sure the game is moddable, so PC gamers, go ahead and do your thing!" This game also has the most ridiculous boob armour in all gaming history ever (the Liandri Angels). I shall mock the poo poo out of it when we get to them.
|
# ? Aug 18, 2015 21:18 |
|
Soup Inspector posted:I rather enjoyed the "go to Hell" joke. I also thought the banter between the characters worked pretty well! Also, we'll actually see a bit of banter between our crew, but it's really a minor thing. The real potential of the intermission sections doesn't get used, and I'm a huge sucker for such things. I'm the type of player that looks for little changes and extra speech lines or what have you, and I'm disappointed when I don't find anything cool. CheeseThief posted:Marshal's VA does a great job both with the casual banter and with a more tender delivery when talking about Aida to the pilot. CheeseThief posted:Unreal 2 is like a big tapas style engine demo full of "look what our new product can do for YOUR game" style moments, it's a big old bridge between the theories of game design that came before it and the more character driven focus that followed it. Psion posted:that's truly cruel. Does it just ignore your ini changes after the first load or does it actually re-write the INI to have the original values again? Loxbourne posted:This game also has the most ridiculous boob armour in all gaming history ever (the Liandri Angels). I shall mock the poo poo out of it when we get to them.
|
# ? Aug 18, 2015 21:46 |
|
Tin Tim posted:You can actually also set your speed through the ingame console with the "SetSpeed x" command, but that also has to be done again after each transition. I can't remember what the console is like in Unreal 2, but if it behaves like most in-game consoles do then maybe you can just tap the Up cursor button to bring up the last command entered, and then hit Enter to enter it again. That doesn't sound so bad. Of course, I have no idea what that might do to scripted events in the game; like if you trigger something and then move on and trigger the next thing faster than it's expecting you to be able to. Who knows.
|
# ? Aug 19, 2015 02:13 |
|
Antistar01 posted:Of course, I have no idea what that might do to scripted events in the game; like if you trigger something and then move on and trigger the next thing faster than it's expecting you to be able to. Who knows. If I remember my (admittedly not very deep) run at making maps in Unreal Editor, triggers are generally zones that you walk through (this explains that door not opening again, since the trigger was probably further behind Tin Tim), so I don't think there's any events you can "outrun" like that. As for the LP itself, Tin Tim, you've mentioned series lore a couple of times and how you don't know what from this game applies to it. As far as I remember, not a single thing new to this game comes up in any of the other main games. Of course, those don't even have story modes again until UT3, but still, I don't remember any of the events here making it into the backstory of future games. And thank goodness, that Skaarj power armor would just look silly in a Tournament.
|
# ? Aug 19, 2015 19:38 |
|
Oblivion4568238 posted:If I remember my (admittedly not very deep) run at making maps in Unreal Editor, triggers are generally zones that you walk through (this explains that door not opening again, since the trigger was probably further behind Tin Tim), so I don't think there's any events you can "outrun" like that. Based on how it behaved in the video I think it was probably a trigger volume that was set to open the door when the player entered it, but only if the door was currently closed - so Tim had to leave the trigger and enter it again; staying inside it wasn't enough. That's still just a guess, though; it's been a long time since I've used any version of UnrealEd, let alone UnrealEd 2. Things like triggers are usually fairly similar across different games though, and I deal with them fairly often in the (Skyrim) Creation Kit; you need to be careful with them or you get awkward stuff like that door in the video. With "outrunning" things, I was more wondering about the potential for stuff like entering Trigger A which plays a line of dialogue, then entering Trigger B which also plays a line of dialogue - perhaps from the same character - but is now playing it over the top of the first one because you've triggered it sooner than you were supposed to be able to. That'd be pretty benign, but you could have much worse happen. Still, this is all hypothetical; I was just wondering aloud, really.
|
# ? Aug 20, 2015 01:29 |
|
Well, I put my unrealscript knowledge to use https://mega.co.nz/#!1YtmHSjL!J3O5H0cBUJiCkj1adEcBE8UlrbEGFMbOcbNNzibYNaE This is a mutator that you can summon that will 1) deglacierize your speed back to UT99/U1 levels 2) add itself to level changer URLs so it automatically does 1) every level load I have not tested this much (my unreal 2 crashes too much.. go figure), but it seems to work without any bugs. To use it, unzip and put the U2SpeedMutator.u into your Unreal2\System folder, then in game enable cheats if you haven't already (hit tab and type "bemymonkey") If cheats are already enabled, just hit tab and type "summon u2speedmutator.u2speedmutator" You should only need to do this once every playthrough, but it is possible that it may not save your options URL in a save game(I have not tested) I have included the source in .UC if you want to compile it yourself, but the .u file is not obfuscated, so that will work too. I also compiled some.. interesting info from UT/U2. UT99 posted:>get tmale2 groundspeed Unreal 2 posted:>get u2player groundspeed In U2 you accelerate to your slower top speed... faster.
|
# ? Aug 20, 2015 03:33 |
|
Not really familiar with unreal but starting with video one that soundtrack is really freaking good.
|
# ? Aug 20, 2015 04:53 |
|
Generic Hero posted:Well, I put my unrealscript knowledge to use As for me, I've actually already recorded the whole game so I may gently caress around with it for private reasons Zain posted:Not really familiar with unreal but starting with video one that soundtrack is really freaking good. Oh, also sorry for the delay!! I got two unexpected projects dumped into my lap that I have to work through at the moment, and that leaves close to zero time for talking about weird video games. New videos should go up sometime next week though, so I hope you can hold out.
|
# ? Aug 26, 2015 15:29 |
|
Acheron https://www.youtube.com/watch?v=DuTkY-i1Wqg John finally gets the big news he's been waiting for, and is officially tasked with hunting the artifacts. Also, this video is very talky, so feel free to skip things if you've already played the game! https://www.youtube.com/watch?v=oxk7Bf31W3Q The next artifact has been located on a gross and hosed up planet that alsohappens to be alive, so obviously John races over there to get all up in it
|
# ? Sep 8, 2015 21:06 |
|
Tin Tim posted:Acheron To me this level is Unreal 2. Every time I think about the game I remember this level. The premise is really nice, even if the execution is a bit lacking in my opinion. I just love weird science-fiction stuff like this. Edit: Also, the Eliot reference made me really happy for some reason. bumblingbee fucked around with this message at 22:01 on Sep 8, 2015 |
# ? Sep 8, 2015 21:43 |
|
I have to agree with both of you, the execution brings down what's otherwise a very cool concept. I have to admit it irked me a little more than it should have that even when the (pretty disgusting) planet is literally trying to kill him John can't manage anything faster than "casual Sunday stroll". At first I thought it was a bit strange that John initially showed no emotion whatsoever when he found out he was being reinstated, but on second thoughts I figure he was just trying to keep up appearances in front of a superior. It'd look bad if he started giggling like a schoolgirl and jumping up and down in glee, after all! I did think his voice actor did a good job with the "Isn't it awesome we're back in the Marines?" and the radio conversations, though.
|
# ? Sep 8, 2015 22:28 |
|
I remember this level, but I'd forgotten how short it was; wow. I'd also forgotten the rocket launcher and its mildly unusual secondary fire mode. Maybe because it's not as interesting/weird as the rocket launcher in Unreal 1, which looked like a minigun and could fire up to six rockets at once depending on how long you held the fire button down. It did a surprising number of different things depending on which fire button you pressed (primary/secondary, as in Unreal 2), whether you held down the button, or held down one button then pressed the other. Single or multiple rockets flying in a straight line - in a spread or grouped all together - or you could fire them like bouncy grenades on a ballistic trajectory. Oh, and I think you could use them as homing rockets if you locked onto a target before firing. It was bananas. Tim didn't really comment on it in the video, but I liked the magnum; I think it was my favourite weapon, actually. The three-round-burst was really satisfying. In the mod I made for the game I had a pistol weapon that used the same behaviour as the magnum. It was a Beretta 92FS - pretty standard in computer games - and I remember re-jigging the alternate fire so that it was just a single shot, like the primary. In hindsight I probably should have made it a Beretta 93R instead and kept the burst-fire, but I don't think I knew the difference back then.
|
# ? Sep 9, 2015 05:17 |
|
I recall that the Star Trek Generations videogame had a similar living planet. I like how Unreal 2 has a combination of human machinery and crates intruding on the fleshy environment. Loved that your Hell video used Peturbator music - I was listening to that particular track just the day before! Very appropriate for the facility full of spiders.
|
# ? Sep 14, 2015 16:52 |
|
Good videos, really enjoyable. Also the commentary is really good... and of course that precious German accent I am not so sure about the new soundtrack... Especially in the first video it's so painfully 80's synth and cheery it doesn't really jive with the atmosphere of the game at all. Maybe for the later missions you'll choose something more atmospheric? But if that's your Gimmick for your LPs I guess okay. Boner Slam fucked around with this message at 11:03 on Sep 16, 2015 |
# ? Sep 16, 2015 10:40 |
|
|
# ? May 8, 2024 17:40 |
|
It definitely works in the later ones, that's for sure.
|
# ? Sep 16, 2015 15:01 |