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#1 | |
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Super Soaker Collector
Administrator |
Try The Original Secret Ops Mod: Unknown Enemy (September 29, 2005)
Although there's been a ton of attention on Standoff for the last couple years, it wasn't the first complete fan made addon for Secret Ops. Some of the same people released Unknown Enemy in 2002. UE doesn't have all the video cutscenes and impressive graphical improvements that Standoff features, but the game did pioneer much of the underlying modding techniques. The game takes place during the Prophecy timeframe in the Border Worlds. Many familiar ships play central roles as the crew of the BWS Dauntless finds itself in the midst of the Nephilim invasion. Cockpit voiceovers augment over one hundred pages of in-game fiction to detail the story. Their FAQ details a bit more of the foundation and potential issues some players may face. Once you grab the Secret Ops starter pack, you can download the 74 megabyte Unknown Enemy pack here. Check out their download area for an additional patch and a number of neat bonuses for the game. And finally for all the programmers out there, the UE source code is also available. Quote:
-- Original update published on September 29, 2005 |
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#2 |
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Cadet
Join Date: Nov 2004
Posts: 64
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I don't remember seen this image in UE
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#3 |
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Mr. Standoff
Join Date: Apr 2001
Location: Sao Paulo, Brazil
Posts: 3,243
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I think it was supposed to be the Dauntless's room, but got re-worked at some point and turned into the room we all know. I still like this version better, though.
__________________
Hi, I'm Ed. You may remember me from such great fan projects as 'Standoff' and 'Unknown Enemy'... |
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#4 |
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Unknown Enemy
Join Date: Jan 2000
Location: Poland
Posts: 9,915
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Hehe, that just reminds me how out-dated the screenshots page on the UE website is (this image isn't from the website... but this one is).
The problem with this room was that it wasn't implemented correctly, so when it was animated in-game, it looked very bad. Unfortunately, by the time we realised this problem existed (remember, this room was made for the original UE, and then waited for several months while UE was on life support), it turned out Hadrian lost the files at some point. So, rather than fixing the room, he ended up making a new room for us. (one neato thing about this room was that it had been rendered in two versions - this one, and a red-lit one for scramble missions; for some reason, however it didn't occur to us to have this done for the new room as well) |
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#5 |
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Cadet
Join Date: Nov 2004
Posts: 64
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that room looks better, to bad it was lost.
@Quarto, ~~~ at the happy face of your image, anyway I think UE is THE MOD, is the first one and no one can't take that out, i wonder if there will be a UE2 |
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#6 |
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Cadet
Join Date: Jul 2005
Location: Rockford ILL
Posts: 52
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dust cannon?
Aside from the Dauntless room being changed from the one pictured in these screenshots, I also noticed that the screenshot with the picture of a scimitar cockpit show the ship equipped with a "dust cannon"? Is that an old screenshot as well? Was the dust cannon the precursor to the viper canno? What's up with that, cuz I'd really like to know where the dust cannon can be used.
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#7 |
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Cadet
Join Date: Jul 2005
Location: Rockford ILL
Posts: 52
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easter egg
I also have heard people talk about the Tiger's Claw cockpit easter egg, which I found all by myself the first time I played through the game. It was not hard to find, but there is something that has been posted that I'm curious about. Someone said that if you play the simulator in the Tiger's Claw bar and you play the first sim mission, the miner drones are replaced with those experimental rapiers that don't show up anywhere in the game other than the technical display monitor. I've tried to do this over and over, but the miner drones always show up. What am I doing wrong? I'd like to see those fighter's in action!
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#8 | ||
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Unknown Enemy
Join Date: Jan 2000
Location: Poland
Posts: 9,915
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Quote:
![]() (of course, the viper cannon solution is only a little bit less stupid - even assuming the Border Worlds were capable of developing such a weapon, who in their right mind would place high-tech experimental weaponry on Scimitars? Yes sir, if I was making UE today, I'd do a few things differently )Quote:
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#9 |
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Captain
![]() Join Date: Mar 2005
Posts: 431
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i have a problem with the vids. they play at an ridiculous speed. is there anything i can do about this?
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#10 |
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Unknown Enemy
Join Date: Jan 2000
Location: Poland
Posts: 9,915
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You may be able to, by switching off sound hardware acceleration (run dxdiag, go to the sound page). In Standoff, we had an additional DLL patch to solve that issue, but in UE this is the only way, so if it doesn't work, I'm afraid there's nothing you can do.
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#11 |
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Disciple of Murphy
Join Date: Jan 2000
Location: Austria
Posts: 2,546
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How hard would it be to replace the UE DLL with a modified (Standoff?) one?
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#12 |
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Mission programmer
Join Date: Jan 2000
Location: Amos, Québec
Posts: 845
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Very easy to do. I thought we'd add it to UE's DLL for a future "final" release.
__________________
PopsiclePete's WC Page : http://popsiclepete.solsector.net E-mail : PopsiclePete [at] hotmail.com |
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#13 |
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Unknown Enemy
Join Date: Jan 2000
Location: Poland
Posts: 9,915
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Yeah, which we've been planning to do... for quite a while now
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#14 |
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Swabbie
Banned ![]() Join Date: Jan 2000
Location: England
Posts: 1,346
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Ahh come on now Q, you know come 2055 you'll come back to the UE code to tweak the mission balancing (oh how much would I like to go back to the K'ha'ha'haf (sp?) mission)
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#15 | |
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Mission programmer
Join Date: Jan 2000
Location: Amos, Québec
Posts: 845
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Quote:
__________________
PopsiclePete's WC Page : http://popsiclepete.solsector.net E-mail : PopsiclePete [at] hotmail.com |
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#16 |
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Major
![]() Join Date: Jul 2004
Location: Netherlands
Posts: 526
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As running prophecy under win2k remains hell, I'll try my hand at running the mod under my new athlon64 X2 system coming in this week.
any comments/experiences at running these games/mods under XP64? |
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#17 | |
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Swabbie
Banned ![]() Join Date: Jan 2000
Location: England
Posts: 1,346
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Quote:
Don't worry pete, nothing you did, its a conceptual issue, i.e. that the devil ray wouldn't blast an asteroid banging into its shields out of the sky You had to get close enough that the pilot would see you in the cockpit IIRC.
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#18 |
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Cry some more!
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I liked it, but I was a bit frustrated by how quickly the Scimitars and Epees died...
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