icecoldduke, on 05 June 2017 - 04:16 AM, said:
LeoTCK the bigger question is how much longer do you want to wait for this other data? Based on what little I know of DK, I would argue you guys should work with what you have, and finish up the gaps your way. I think you guys will make it a better product.
You're assuming I want to wait for the other data. Just like you, I want it to get done and given my own efforts to track down many contacts, I think it's unlikely at this point in time, to recover more. Just like Unreal PSX, even though there was still one guy who had to share his data and who's contact went away, or simply stopped caring enough, I had to decide to work on it and finish the gaps and basically like about 10 map parts have to be created from scratch. It won't always have the professional quality, but it's getting done.
If you want percentage then its adding content in many cases so its hard to guess, but if I once claimed that about 70 percent of all maps were recovered, then given the amount of maps in the project, which was really a lot, perhaps more than in the original unreal and maps were split into parts..then the rest has to be filled up. And there were made extra weapons and items, as extra and stuff mentioned in design docs but never made in practice or only started on. So on top of it all, we have the finished implantgun (which lacked its model and was tied only to singleplayer with some engine hacks necessary), then we have weapons/items like impaler, stunner, chameleon heart, turrets etcetera and many new monsters, some of them new acording to design docs, some of them coming from beta versions of unreal. The implantgun model also comes from an alpha version of Unreal due to lack of any original mesh, but reworked in a way that you wouldn't notice it wasn't intended for it at all with custom skin and everything (I worked on the skins myself).
Of course I had to settle in for some things like, for the lack of model files (even though they are shown on a screenshot of characters) custom skins normal unreal models, loosely based on the looks of the character models from the screenshot and it works just fine. In fact those models had very different feel than those in regular Unreal and given that this is a mod/expansion pack now and not a whole game on playstation, it fits the regular universe much more. Special care was also applied for tying the unreal psx story not just with the regular Unreal lore a little more but also the Unreal novels, where weapons like Impaler and Stunner were featured despite being cut from the regular game. So, I had to make many compromises, while ensuring the integrity of the thing and squeezing the maximum out of it.
EDIT: I realize it might sound like adding bullshit on top of everything like stuff from "novels" which many people didn't even know about. Thing is, the story of unreal psx took inspiration from the novels as well and the source material, including the story about the AIs designed by an ancient race and the backstory of the Inuit Corporation which originally played a bigger role and Unreal PSX expanded upon that while also kind of branched off in a way spinoffs do...