Unreal offers a complete world for you to roam -- a world of incredible beauty and realism with the most detailed environments ever to grace your PC screen. In one seamless flowing world, race across vast outdoor and indoor environments, enter enchanting cities, mysterious temples, glittering mines, shattered ships, and crystal clear waters. Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.
Not that it’ll be easy: with Unreal's array of fierce new fully polygonal enemies stalking your every move, it’ll be a struggle just to survive. You’ll have some help, of course: with an arsenal of incredible new weapons at your disposal, you should at least have a fighting chance against the Skaarj and their allies. But with over 300 frames of animation apiece, and monster AI (that's Artificial Intelligence to you) from Steve ("ReaperBot") Polge, your adversaries will be smarter, meaner, and more alive than any you’ve ever faced. Which means that just when you think you've got them beat, they'll retreat, team up, and take you out later.
Status report on latest developments:
Work on Terra Mining Region persists, the day to night cycle has been in alot of ways refined but still needs some work to correct a few things, and early but crude tests have been done in the climatology aspect to which we have a clearer direction on now and a better idea of how to pull it off. Previously, we had planned for 12 weather states, but the issue became apparent that this made the weather too repetitive. Instead we have decided on having thresholds bound to a set of rules to determine the weather conditions.
Sublevel borders (points in which the player crosses over into another map) and how they overlap seamlessly is another topic of brainstorming. We have several ideas which we plan to experiment with and we'll try to see which one works the best, but ultimately if we can't get seamless transitions to happen, we will have to plausibly turn those areas into passive/combatless areas where AI will only travel over into another map when the player is not near that crossover point. The static world is able to be viewed from another map, but being able to see AI and shoot enemies across those borders would be another issue, however disabling combat and not having AI move near these areas when the player(s) are there would only be a last option, there are still some ideas we can attempt before that though.
Out of all 3d aspects of the project, the base assets/models/textures end up taking the longest time to create, while the map geometry itself and layout itself is the quickest and most leisurely thing to work on. There's no time limit or deadline (that would be more unhelpful and impossible to predict honestly), but development will start to feel like it's flowing faster the more base assets get created, as that way we're able to focus on the open world itself which is probably the easiest part.
Lastly, I recently wrote a tutorial on how to use Blender to create large levels for Unreal (the specific workflow only works with 227J+ as it relies on some of it's features) without the risk of BSP holes or glitches, Terra Mining Region uses the same workflow -
That tutorial can be found here on UnrealSP.org
Credits
Terra Mining Region is worked on by the combined efforts of -
(T:S:B)IceLizard - Project lead, Story lead, Lead level designer, 3d Modeller and texture artist
Alternative Projects (Alt) - Soundscape, Lead musician, Sound designer and Brainstormer
Bleeder91<NL> - Lead UScript Programmer
G4lactic (GFour) - Musician, Brainstormer and Mapper
Sly - Concept artist, Feedback
Original portion of the map which the project is built around created by
Nivlek of Legend Entertainment
List of current and past contributors -
Rikia - Feedback
Wolfrayne - Feedback, Playtesting and Technical advice
Krull0r - Technical help, Kismet feedback and General feedback
Sunar (Tera) - Brainstorming, Feedback, Technical advice and Scientific feedback
Vulpes - Technical help, Technical advice with AI, feedback and playtester
.:..: (Dots/Marco) - Debug tools, Technical feedback, Community Update developer
Smirftsch - Technical feedback, Suggestions, Community Update developer and liaising with bug reports
TLX - 2d Art contributions
BlumpkinKing - Extensive 3d Modelling feedback, Playtester, Material Authoring advice and help
DeathPax - Technical feedback
Xaleros - Technical feedback, Technical support
Losanatinf/TheGrislyGrotto - Sound effects, Feedback, Playtesting
Diego Zarate - Leather and Fabric materials
Oleh Slabiy - Sculpt Brushes
Unreal is 25. Doesn't that make you feel old? It does for me.
Hi all Below some new concept art ( thanks to the power of AI :-) )
Several "split-screen" comparison screenshots have been posted now in the images section.
A medium-length singleplayer campaign for the original Unreal, built with/for oldunreal’s 227J patch.
2 New settings for events, compatibility fixes, hotfix for one of the new settings
Update to include 2 new settings for mutators that require enemies or pathnodes, as well as better compatibility with some other mutators
This is the rtx.conf file necessary to run Unreal with RTX Remix. Place it in the Unreal/System directory where the Remix runtime is installed.
Playable part of created content for AR. Still contains ~9 maps, but most of them have undergone a very large number of local changes and edits. And the...
A new patch for e2l1d. This was intended to be released with the full Episode 2 release that is still upcoming. However we decided to release it as standalone...
This is the latest version of Steele Dawn, released on March 15, 2023.
yah really
a bit late don't u think moddb?