"Unreal: Return to Na Pali - Mission Pack - THS Conversion for Co-op"




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Important stuff - Please read!
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I. Legal Disclaimer / Copyright Notice: 
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The Unreal & Return to Na Pali Names, logos and ALL original game
content is Copyright (c) by their respective owners:
Epic Games, Legend Entertainment, Infogrames, and Digital Extremes.


THS-Conversion project: All new 3D modeling, textures, sounds, & scripting
Copyright (c) 2009, by Team THS - which is: Tentacle-HunteR & SrBassalot.


Asgard Predator Mod:  (See attached PredatorReadme.txt)




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II. Introduction & Features:
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Although other RTNP conversions have been done, we feel this one is unique. 

Our goal was NOT necessarily to do a "1 to 1" conversion of the original RTNP mission pack; that was
literally impossible.  Our goal was to do a conversion that was specifically designed to work right
AND be fun for a 225 engine Co-Op server.

In that respect, we did take some artistic license with some content adding our own flavor to this conversion.


Some unique features of this conversion include:

- Basic RTNP gameplay & theme was preserved.
- 225 Engine compatibility & All known Client/Server bugs were fixed.
- Upak actors/pawns were fixed/improved where appropriate.
- Special attention was paid to ensure all maps were Co-op friendly (Player Blocks removed, pickups, pawns, etc.)
- The first part of "Eldora's Well" map has been included as a separate map restoring original continuity.
- It can also be played in single-player mode, if desired (including on a 225 install).



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III. Installation & Running:
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Installation is easy.

1) All necessary files have already been sorted into respective folders (Maps, Textures, System, etc.).

2) Copy the contents of each folder in this package to the corresponding Unreal folder.

In other words, Copy all the files in the Texture folder to your Unreal\Texture folder, etc.


*Note: the Music files do NOT have to be installed for UnrealGold.


3) To run the RTNP-THS Mission-pack on a server, start the first map in the series, "DuskFallsTHS".

	a) Open the UnrealServer console and type:   open DuskFallsTHS

	or...

	b) Login as Admin on your server and type: SwitchLevel DuskFallsTHS (or SwitchCoopLevel DuskFallsTHS)


	c) For single-Player, Press [Tab], then type:  open DuskFallsTHS?difficulty=X   (X = 0, 1, 2, 3 or 4)


*Note:  This series will loop back to the first map after the end/credits map.
	
	

4) To use the RTNPmapPak weapons/items/pawns with other mods (such as DZmapM's MonsterSpawn, etc.)
or to make them summonable in a regular game, then you must add the following line to your Unreal.ini:

ServerPackages=RTNPmapPak




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IV. Summons:
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<<Weapons>>

RTNPmapPak.CArifle   	(Combat Assault Rifle)
RTNPmapPak.GrenadeLauncher
RTNPmapPak.RocketLauncher


<<Pickups>>

RTNPmapPak.CARifleClip	(Ammo for CA Rifle)
RTNPmapPak.GLammo	(Ammo for GrenadeLauncher)
RTNPmapPak.RLammo	(Ammo for RocketLauncher)

RTNPmapPak.UpakScubaGear  (Original Upak ScubaGear - Not used for this conversion project)
RTNPmapPak.RTNPScubaGear  (by Tentacle-HunteR - Rechargeable, New sound & bubble effects, PickupSound bug fixed)


<<Pawns>>

RTNPmapPak.Spinner	(Original Upak Spinner with animation bugs fixed)
RTNPmapPak.predator	(Asgard's Predator mod)
RTNPmapPak.UMSMarine	(ScriptedPawn by Tentacle-HunteR - Replaces original SpaceMarine)


<<Decorations>>

RTNP-FX.Beam1		(The new UMSMarine Beam-in effect Which spawns a UMSMarine)
RTNP-FX.C4block2	(Summonable version of the C4 Explosive by Tentacle-HunteR - NOT an inventory item!)















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Non-important/additional info (if you're interested)
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Developers' Notes:
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First of all, I (Tentacle-HunteR) want to make it clear that SrBassalot deserves the credit
for this project getting done! Although I started this project over three years ago,
after the first six maps I quickly got very discouraged. When I found out that another
developer was also working his own RTNP conversion, I decided to halt work altogether. 

One evening in April of this year (2009) it was Bass who called me and said, "Let's get this project done!"



This project presented several challenges due to two basic facts:

1) The original RTNP mission pack seems to have been made mainly for single-player mode and NOT
for online Co-op /Server mode.

2) The 226 Editor is MUCH more forgiving than the 225 editor in respect to how it builds & calculates
the geometry & Binary Space Partition (BSP).  


This is where SrBassalot deserves the credit.  He is the one who took on the immense task of exporting
the remaining maps from 226 then reimporting & rebuilding them in 225.  Believe me when I tell you that
was the hard part!  He wasted no time attacking this project and his reward was getting sent
directly to BSP Hell, Do not pass Go; Do not collect $200!  I cannot express how much hard work
and time was spent by him to do this properly, fixing the many problems/bugs/player blocks/etc.


With him doing the conversion of the maps, it freed me up to focus on developing any new actors needed
to replace/fix the 226 actors & issues including Crashsite2 map which originally had its own custom
gametype with many 225 and Co-op incompatibilities.


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Artistic License:
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Without getting into too much detail I wanted to touch on just a few of the changes/additions.


>> Original RTNP themed Cinematics:
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Since this was a part of the overall theme, we edited, trimmed & incorporated some of it into the begining & ending maps, and Crashsite2, 
each of us adding our own custom touch.

In DuskFallsTHS, the "UMS BASS-HUNTER" pilot communicating with the UMS Bodega Bay is voiced by me (ran through some sound filters).
In Nalic2THS the Bass-Hunter computer is voiced by SrBassalot.



>> Original Upak.SpaceMarines:
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The original SpaceMArine, since its a bot subclass, could NOT be used for Co-op play because of incompatibilities.
A new ScriptedPawn "UMSMarine"  was made as a replacement just for this project.  

They still randomly spawn with either a CA Rifle or Rocket Launcher,  but they're tougher, can dodge and also throw grenades as well as shoot at you.

They appear in Crashsite2THS just like the original.  However, since their job is to eliminate Prisoner 849,
we both felt it made sense (especially for Co-op play) that they would not give up so easily.
For that reason Bass strategically placed them in the maps following Crashsite2THs as well.



>> DuskFalls Begining / Original ScoutShip:
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The redesign of the DuskFalls begining was for two reasons:

1) The original Upak.ScoutShip caused client crashes due to bStatic setting issues.

2) The Original Intro maps don't work for co-op.


I decided to take advantage of this by replacing the ScoutShip and creating a situation where gameplay was
paused long enough to introduce the original storyline of Prisoner 849 being inserted for "Operation Talon-Hunter".



>> Nalic2THS Ending Redesign:
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Since the original ending map doesn't work for Co-op, Bass wanted to have the ending of Nalic2 make a
little more sense as to how the player finds and gets to the shuttle. He added a killer ending
sequence with a beamout effect to take you to the new Credits maps.

He also wanted to make sure the Marines had one final chance to eliminate Prisoner 849 (wink, wink).

Personally, I think his version of this map rocks, big time!

(Hint - bring your Easter basket to this map!)



>> Crashsite1:
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This was probably the single worst map for BSP problems.  Not only was this map a MAJOR headache
for SrBassalot, but he also uncovered a hidden, unused Skaarj ScoutShip that was originally in that map!



>> Crashsite2THS Redesign:
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This was the only map where any major geometry was changed.  When I got the map, SrBassalot had already cleared up 95% of the BSP problems.

Many people reported bugs with the ScoutShip in the Shuttle Launch Bay.  But even with the ScoutShip totally removed, we kept getting so
many client crashes when entering the Shuttle Bay that I finally made the decision that its geometry had to be redesigned & simplified.

I replaced it with a simple rectangular shaped hangar/Docking Bay.  This cleared up the remaining BSP errors as well as the client crashes.
(Note the name of the Wrecked Patrol Ship)

I also added a weapons locker so players could get geared up to go fight the onslaught of UMS Marines.

The Beam blowing up the rocks in the original map never made sense to me (sorry).
So I made & added the military style C4 Demolition Explosives (Kaboom!).


>> Foundry Map special note:
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Invisible chests were misreported as bugs.  These aren't bugs or errors guys.  They're Easter Eggs placed and hidden by the original map author!





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Additional Thanks:
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We wish to thank:

- The folks at Epic Games and Tim Sweeney for creating the world of Unreal that we love so much, 

- The folks at Legend Entertainment for their part in the original RTNP mission pack.

- We also wish to thank Zombie for his encouragement and for helping us Beta test this for errors before release.



If you enjoyed playing this conversion, feel free to drop us an email:


srbassalot@yahoo.com 

tenthunter@yahoo.com


PLEASE do not email us with any critisims or suggestions; The project is already done!  If you have better ideas feel free to do your own coversion!



Cheers,

SrBassalot & Tentacle-HunteR







