![]() Thus it would be best if the models as such remained under use strictly for the games or perhaps for a direct port to the newer unreal engine, but outside of that? That's wrong. You keep also apologizing for casually mentioning some other game, I'm not sure if that's really against the rules here.īut uploading on models resource and such, even if it wasn't illegal it just isn't the cool thing to do since the guys who worked on the project meant to make money from it at some point. Thus similar thing probably happens with Jazz. What is especially the case with Epic is that they don't allow specificaly to use content from their Unreal games, to name example, outside of their Unreal games, but using/porting the content across all the Unreal universe games they allowed. The DD really offered an opportunity to have Unreal there, but the sole reason the port failed was because N64DD was released late and only in Japan, but it was such a decent "thing", shame that it didn't take off and only games that ended up being released for it were largely crap. It wasn't also a plain cartridge port like some people think and it would have been next to impossible on N64. The N64 DD port was indeed DMA but not the same DMA that was responsible for all those GTA games.Īgain a different branch, but had something to do with the Hired Guns (2) game. They made the Duke Nukem 3d port PSX and that X-Files game. The Playstation version was done by Pterodactyl, also known as Aardvark previously. There's tons of information wrong, for example someone known as LGR put up a video in which he mentions both the N64DD version and PS1 version as if they were developed by the same guys. ![]() You can't always rely on wikipedia as it's constantly updated/presented that side of the story etc etc. You going ahead and sending those messages might send off some unnecesary signals, why didn't you wait for more information?Įither way, to answer luke.yes of course. I don't have current contacts for the rest either way. I've talked with just one of the jazz3 developers but one that I consider important. It certainly would help greatly with putting together a remake or mod, it helps understanding what the game was truly about. Honestly I find the 224 jazz content very interesting and it shouldn't be dismissed. Well, there was just one version leaked and now there would be two. This was actually found by "accident" on some old CDs from the devs. However you can see an example by blasting rocks before the tutorial level and then going to it and back to see the rocks are still gone. So, when popping back from one map to another in a row twice without pushing, it will load the previous map, as Unreal didn't keep track of slots properly for individual maps which was a fatal error but as I said originally Unreal had a simple hub system. ![]() With version 400 it doesn't work, but 224 works, to a degree, it works the same way as in original Unreal except original Unreal's hub system was much more simpler and it was cut from the game maps anyway. "Maps400hub" and "MapsHub224" which are tests for how much the hub system will work on the Jazz versions. ![]() The others are original content except for "Jazz3fix", "Fix224jazzmaps", "FixCalypsoJazz" which are my fixes of maps from the three versions and The "Jazz Jackrabbit 3" archive is the known beta. It's my only current hosting refugee, so there you go.
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