This game has unused areas. This game has unused code. This sport has unused modes / minigames. This sport has unused enemies. This game has unused graphics. This sport has unused music. This game has unused sounds. This game has unused objects. This recreation has unused textual content. This game has revisional differences.
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Unreal Tournament is Unreal with a give attention to multiplayer and quite a lot of mods and customized ranges.
Contents
1 Sub-Pages
2 Leftover Unreal Content
three Unused HUD Parts 3.1 UDamage Icon
3.2 Antigrav Boots
3.Three Inexperienced and Gold Flag Icons
3.4 Pink and Blue Dots
3.5 Unused HUD Mugshots
3.6 Default HUD Mugshot
4.1 Enforcer Reload Animation
4.2 Ripper Blade
5.1 DOM-Bullet
5.2 DOM-Olden
6.1 Room of Champions [Credits.umx]
6.2 Natural [Natural.umx]
6.Three Save Me [Savemeg.umx]
7.1 Colossus (Michiel) [Colossus.umx]
7.2 Mission Landing [Mission.umx]
7.3 Skyward Fireplace [Skyward.umx]
7.4 BOTPACK #9(By Michiel) [Botmca9.umx]
7.5 Unreal Tournament Title [Uttitle.umx]
8.1 Unused Assault Mission Briefs 8.1.1 AS-Hispeed
8.1.2 Alternate AS-Hispeed Voice-over
8.1.3 AS-Oceanfloor
8.1.Four AS-Overlord
8.2.1 Female1
8.2.2 Female2
8.2.Three Male1
8.2.Four Male2
8.2.5 Xan Kriegor
9.1 CTF-Face
9.2 CTF-Lavagiant
9.3 DM-Grinder
9.Four DM-Oblivion
9.5 DOM-Cryptic
9.6 DOM-Gearbolt
9.7 DOM-Ghardhen
9.Eight DOM-Leadworks
Sub-Pages
Leftover Unreal Content material
Every part from the original Unreal is included in UT, aside from the maps and music. Code, monsters, sounds, weapons, fashions… all current, accounted for, and totally operational. This appears to be a holdover of UT initially being developed as an Unreal expansion pack, and kept as a straightforward method to provide backwards compatibility with previous DM maps and mods, a useful resource for mod makers, and on account of Epic being lazy and reusing the identical engine.
Unused HUD Parts
UDamage Icon
A really early UDamage icon might be present in botpack.u. The icon is shaped like the HUD icons in Unreal. As an alternative of being gold, the center of the UDamage is pink, while the rim of it is a brown-ish stone texture. The UDamage itself is interesting, as it makes use of a texture not seen in the final recreation. This icon, along with the UDamage design, may be present in Botpack220, making it a really early leftover.
Antigrav Boots
An early Antigrav Boots HUD icon may also be found in botpack.u. The icon makes use of Unreal ‘s Jump Boot icon, however has a blue background as a substitute of Unreal’s darkish stone texture as a background. It may be present in Botpack220’s files.
Inexperienced and Gold Flag Icons
Icons for green and gold team flags are in botpack.u. These appear to suggest that there was presupposed to be inexperienced and gold groups accessible in CTF at one level. Like the earlier HUD textures, these will be present in Botpack220’s information. Nonetheless, as of Version 222, which is a reasonably early prototype, there is not any assist for this. This means that the green and gold team in CTF had been scrapped early and no one bothered to remove the icons.
Purple and Blue Dots
Tiny crimson and blue dots are found in botpack.u. In the Model 222 prototype and some pre-launch movies, these icons are used to designate who is holding the flag on the scoreboard in CTF.
Unused HUD Mugshots
A group of varied HUD mugshots with transparency instead of a black background may be found in Faces.utx. The bundle solely has mugshots for Xan, the necris, the Blood Reavers, and the Darkish Phalanx, suggesting it was made before the final roster was accomplished.
Default HUD Mugshot
If the participant is using a pores and skin that does not have a mugshot defined, the sport will use a black and white picture of CliffyB, one in every of the sport’s designers, as a placeholder. This image can be utilized in an easter egg in DM-Codex.
Unused Weapon Particulars
Enforcer Reload Animation
A reload animation for the Enforcer can be found in its mannequin file. In the Version 222 prototype, the Enforcer must be reloaded after 20 photographs are fired.
Ripper Blade
An early razor blade fired by the Ripper will be found on one of the Ripper’s textures. This blade seems lots like a large CD. It does not look very cool, which is likely why it was removed and replaced with the blade seen in the final recreation.
An early video shows the Ripper with the previous razor blade.
Unused Degree Components
DOM-Bullet
Previous DOM-Bullet’s boundaries is a small piece of the map that isn’t related to the rest of the map. It consists of two very small rooms with mild fixtures on the wall which have a steel shaped-beam bridging the gap between the two rooms. What this was speculated to be for is unknown.
DOM-Olden
Past the Middle management point is a wierd 3D form that looks vaguely like a tornado. It does not use any of the textures seen in DOM-Olden and would not appear to have any function. Even stranger is that the mystery shape does not appear within the DOM-Olden discovered within the Version 222 prototype, so it was added between March and November, when the game was officially released.
The mystery shape.
Inside the thriller form.
Unused Music
A few music tracks that aren’t used in any official map for the Computer launch exist in the sport’s information.
Room of Champions [Credits.umx]
Natural [Organic.umx]
Save Me [Savemeg.umx]
The one major distinction from [SaveMe.umx] is the percussion theme within the 0:06.5-0:19.5 segment.
Unused Music Tracks
Several unused patterns additionally exist throughout the songs. Beneath are probably the most interesting of these.
Colossus (Michiel) [Colossus.umx]
Unused intro patterns.
Mission Touchdown [Mission.umx]
Unused ending patterns.
Skyward Hearth [Skyward.umx]
Unused patterns. Sound very totally different from the used patterns.
BOTPACK #9(By Michiel) [Botmca9.umx]
Unused patterns that create a significantly extended model of the track.
Unreal Tournament Title [Uttitle.umx]
Unused patterns from an early model of the intro theme.
Unused Sounds
Unused Assault Mission Briefs
Inside botpack.u are voice-overs explaining the purpose of the map for the attackers in AS-HiSpeed, AS-Oceanfloor, and AS-Overlord.
A few of these voice-overs are utilized in Version 222.
AS-Hispeed
Alternate AS-Hispeed Voice-over
The recordsdata comprise one other version of the AS-Hispeed voice-over referred to as “motiveTrain”. This one has a barely softer voice tone from the identical voice actor and is worded differently.
Proceed as fast as attainable to the entrance cabin where you must knock out the main control.
Proceed as fast as doable to the entrance cabin, where you must toggle the operational change on the primary control.
AS-Oceanfloor
AS-Overlord
One factor to note is that the briefing mentions destroying unspecified gear and the management room. In AS-Overlord, the attacking staff just must shoot the control room’s panels to win.
Callsigns
At one level, characters were alleged to be assigned callsigns based mostly on the Joint Military/Navy Phonetic Alphabet used by the US military until 1955. These could be used to mention someone by voice when a command was given. For instance, if the player tells Archon the bot, whose callsign is “Baker”, to defend the bottom, the human participant would automatically say “Baker, defend the bottom” after choosing the command. These have been scrapped earlier than the final recreation was launched, but the sound results are nonetheless in each character’s voice package. In the ultimate game, no name is talked about when a player issues a command.
Callsigns are used in the Model 222 prototype.
Female1
Female2
Male1
Male2
Xan Kriegor
Unused Taunts
Three unused taunts could be found in the sport’s information; two from the Male1 soundpack, and one from Xan Kriegor’s soundpack. There doesn’t seem to be any particular cause why the Male1 sounds had been reduce, however Xan’s may’ve been reduce as a result of it doesn’t match his character.
Unused Announcer Clips
Several unused announcer sound results are buried within the announcer’s voice pack. The unused clips seem like a mixture of asserting common occasions in a match (like reaching first place in a match), single-participant particular sounds, and an unused killing spree announcement. Essentially the most attention-grabbing sound clips are ones hinting at mechanics that don’t exist in the ultimate game, like an assist system.
Unused Flag Seize Sound
CaptureSound.wav is an unused sound meant to play when the flag was captured in CTF. It is a short guitar riff. This sound file can be found in Botpack220 and is used within the Model 222 prototype.
Unused Domination Sounds
Two unused sounds will be discovered in the Domination part botpack.u. The sounds appear in Model 222 and are unused.
Unused Male Dying Sound
Deathc52.wav is an unused death sound for the male player models. This sound is used within the Version 322 demo, however will not be performed in the newest demo and the ultimate recreation.
Stage Preview Variations
A few of the level preview screenshots show earlier variations of a degree. Most of those earlier variations could be seen within the Version 222 prototype.
CTF-Face
The Blue base uses darker textures. V222 reveals that these are from the Crypt2 texture package deal.
CTF-Lavagiant
The Blue base has completely different textures and the ground texture is darker and rockier-wanting.
DM-Grinder
The crimson lights are much less vivid than they are in the final model of the map.
DM-Oblivion
The left path within the crate room has two steel slopes on its sides. A small little bit of the skybox will be seen on the far left, which reveals the sky as a blue-wavey pattern as a substitute of outer space.
DOM-Cryptic
The Gargoyle control point is in front of the door that results in the teleport exit, to not its left.
DOM-Gearbolt
The preview screenshot doesn’t have the upper path to the Bridge control point within the acid room and does not have the cubby gap with gadgets in it.
DOM-Ghardhen
The correct doorway does not have a walkway that connects it to the higher part of the engine room and the door makes use of a door texture from Unreal’s mine texture set.
DOM-Leadworks
The room resulting in the Storage management point has tan bricks instead of grey bricks.
Early Xan Kriegor title
The bundle “faces.utx” accommodates an unused mugshot of Xan that calls him “Bane” as a substitute of Xan.
Unused Minigun Arena Mutator
Code for an unused Minigun Enviornment mutator exists in botpack.u.
Armor Texture Hidden Textual content
The Armor’s texture sheet has “Unreal Tournament” written in the margins.
DM-Codex Easter Egg
There’s an easter egg in DM-Codex featuring CliffyB, one of the designers behind UT99. With a purpose to access it, go into the room with the 4 paths meeting at one point. Look for the stairway that has a rocket pack to its proper. Shoot them, then go into the middle room with lava at the bottom. Go to the trail that has an elevator on the correct. Go up the steps and search for the small glass shapes on every aspect of the wall. Past the elevator is an opening that leads to a small room with CliffyB’s face and “Pretty fly…” beneath him. Staying in the room will consistently injury the participant. Capturing the “Pretty fly…” will flip it into “(for a white man!)”. Shooting the textual content again will revert it back to “Pretty fly…”.
Of observe is that CliffyB designed DM-Codex.
Shoot these glass shapes…
…and these glass shapes to open the technique to the easter egg.
Where the easter egg is positioned.
Pretty fly…
…for a white guy!
PowerVR Support
Unreal Tournament, like most Unreal Engine 1 games, uses a plugin system for its renderer, so as to allow extra versatile assist for multiple video card types. Apparently sufficient, the PowerVR SGL plugin, while dummied out, is current, compiled for Unreal Tournament, and works fine with minor bugs on variations of the sport before the v428 patch (the skeletal animation support breaks it). In fact, you actually have to HAVE a PowerVR card to make use of it, and you’ll have to have Kernelex 4.5.1 installed and the game set to Home windows 98SE compatibility mode.
Version Differences
The Dreamcast version of the game (together with the prototype) has additional instrumentation in the song “Go Down”, in addition to a piece of “Organic” that sounds completely different, as illustrated in the following videos. While it was initially speculated that the Dreamcast songs would possibly sound this way due to having the unique quadraphonic channels on the tracker recordsdata downmixed to stereo (whereas on the Laptop, the additional channels will not play), however use of OpenMPT to research Go Down (by saving a quadraphonic file) reveals that the additional channels don’t comprise the Dreamcast instrumentation. It is attainable that Alexander Brandon may have offered a unique version of the song for use for the game instead.