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Title                   : Unreal: Rise of Jrath [Episode 1 Part 1]
Filename                : UnrealPSX_E1P1.zip
Game			: Unreal / Unreal Tournament
Date                    : 2013
Author                  : See 'Credits' below.

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* PLAY INFORMATION *

Single Player           : Yes
Cooperative             : Yes
Deathmatch              : Yes
Difficulty Settings     : Yes
New Sounds              : Yes
New Textures            : Yes
New Music               : Yes
New Code                : Yes

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* CONSTRUCTION *

Editor(s) used          :  UnrealEd / UnrealEd2 / various other apps
Construction time       :  Don't ask, you don't want to know.
Base                    :  Maps from the cancelled Unreal PSX project,
                           Maps from the Unreal 1995 Tech Demo.
                           A map from the Synreal project.

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* INSTALLATION AND LAUNCHING *

Extract the archive to your Unreal or Unreal Tournament dir,
all files will end up in proper directories, except for the Unreal/UT specific/required files.

UnrealRequiredFiles contains texture files from UT needed for some maps. (needs to go to your Unreal Textures dir obviously)

UTRequiredFiles contains music files from original Unreal that was not included in UT by default. (needs to go to Unreal Tournament Music)

For Unreal Tournament there is a special directory named UT with system files intended for it. (needs to go to UnrealTournament System dir duh)

The UPSXQuad uses decals there (and should work online with tournamentplayer classes except the anims don't play right but the gun works) (it's also backwards network compatible with the standard file) and there is the file for the mappack entry/gametype under oldskool should you prefer using it.

For the unofficial OU227 patch there is a dir called "OU" which contains additional UPSX.int system file made by Delacroix so that the pack can be selected through the menu (this is actually possible to do in UnrealGold 226b as well but it would require a new .u file and would be avaible through the UMenu Mod menu). 

DeathMatchU contains DM maps for Unreal, DeathMatchUT contains the same except with botpack stuff and adjusted to the "DMU" way like the UT Classic packs. Also contains old skin for the UDamage. 


- Unreal 224-226:

Open the console and type "open UPB-E1L1A?difficulty=#", where # is
a number from 0 (Easy) to 3 (Unreal).

- Unreal OU227:

Just select New Game from the main menu and select the Rise of Jrath
game.

- Unreal Tournament:

With OldSkool installed and activated, select 'Start a New Single Player
Game' and choose the game.

Or just use the original Unreal gametypes (might have to create a new ini 
file so default is unrealshare.singleplayer instead of deathmatchplus).


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* NOTES *

Note for Unreal Tournament players: Make sure you have fog disabled, volumetriclighting must be true in your renderer setting in unrealtournament.ini. By default this is disabled in UT, because of online play lags etc. But it is crucial for some of these maps, especially for e1l3b because you need to see the fog teleporters.

Also be sure you don't have some mutators selected for singleplayer in the list. 

QuadShot notes: 
This was a bit difficult to integrate because the quadshot that once existed for the psx version(or so I heard) was not recovered.
The version that is now used was based on description of the old Unreal design doc, and masterunreal made this version for his project which I modified for this.
However making the gun balanced was a tough job, because first it was too spread out, then I made it a nice deathmatch use gun but for SP it became too powerful so I had to nerf it down a bit and for bosses it now gets only half the damage. Why that? Because you could take out queen in just few shots.
And that's bad. This seems to be always the curse of quadshot. Curse Of Quadshot...hmm nice name
Well...recently we got to see the behavior of the original quadshot but I didn't recode the psx one based on that. I hope that won't bring out the anger of the QUADSHOT GOD. 

UPB-Minos: This was a test map I made for the minotaur, which I turned into a playable map, and decorated a bit more, experimented with some brushes for example originally i wanted to convert the pillar ut mesh to brush (it's still in the void though) but instead i made my own pillar using 2d editor and column brushes/vertex edits to make those which hold the flames. I wanted to make it originally bigger but it would take too much effort and it already took a long time, so take it as a bit of a nicer test map, it has gameplay and mood though(and some surprises perhaps), and is linked in upb-e1l3b as secret level but to find the secret exit is a bit difficult. Don't judge it harsh because this is not meant to be a "proper" map. 

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* SUPPORT *
Original notes from Leo regarding running UPSX rework under OU 227:

Several stuff doesn't behave as intended under current release (that being 227h at this time), despite my past, futile efforts to fix some of that. 

The remaining issues include: - Pathing problems, Nali don't finish their followpaths fully (said to be fixed in upcoming release of "227")
                              - SpecialEvent/trigger during interpolation doesn't damage players at the very beginning, probably due to changes in native    
                              code regarding to the collisions -- and no, it isn't just the radius, it fails to damage player when he has disabled geometry                                 collision.
                              - CannonBolt-related shots: For some reason they decided to make cannonbolts translucent and add them a new spawning sound that                               is not even in the proper "Cannon" subdirectory.
                              - When shadows are enabled, there is no option for disabling shadows per actor, no matter what, it *completely* ignores                                       bactorshadows of shadowcast variables which it shouldn't ignore at all since that was the original point of them. 
                              Due to this a certain pawn I intended not to have a revealing shadow does have it.
                              - The pawn also bleeds despite not intended that way.
			      - Other issues that I haven't discovered yet. 

EDIT: OU227i is out now, due to the delays with the release of this, I have not installed this version yet so if you run into problems regarding this, it is not my problem since they should just keep stuff compatible, so don't come complaining to me.

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* CREDITS *

Project Lead (original):

- Nick Pelling

Mapping (original):

- Nathan Silvers
- Eric C. Reuter
- Jeff Rubin
- John W. Anderson
- Max Moswitzer (from the synreal project)

Coding (original):

- Nick Pelling

Texturing (original):

- Ilya Isaykin
- Terry Greer
- Jeff Rubin

Mapping (rework):

- Leo(T.C.K.)

Coding (rework):

- Leo(T.C.K.)
- de_zeurkous
- Zora (reused code)
- Draco Nihil
- Waffnuffly
- Qtit
- Daewon
- Master_Unreal
- PCube
- .:..:

Storyline updates (rework):

- Leo(T.C.K.)
- Victor Delacroix
- TDG (Marten van Wier)

Modelling (rework):

- AlCapowned
- Master_Unreal

Texturing (rework):

- Master_Unreal
- DieHard

Skins (rework):

- papercoffee
- Master_Unreal
- Draco Nihil
- Turboman

Beta Testing (rework):

- Victor Delacroix
- Artifex
- UBerserker
- Gizzy
- Draco Nihil
- and many more...

Help & Suggestions:

- de_zeurkous
- Daewon
- DieHard
- [KAOS]Casey
- Victor Delacroix
- Zombie

Readme written by:

- Victor Delacroix
- Leo(T.C.K.)

Special thanks:

- UBerserker
- Lightning Hunter
- PCube
- Gizzy
- CommanderCoffee
- Kajgue (for additional support)
- James Hamer-Morton
- Boris Batkin
- Ilya Isaykin
- Matthew Kagle
- Eric C. Reuter
- Terry Greer
- Jeff Rubin
- Nathan Silvers
- Jason VandenBerghe
- Jason Watkins
- Jeff Ferguson (he made the or. char. models which screenshot inspired the new skins*) 
- Nick Pelling (for original Unreal PSX concept and leading the team)
- and anyone that I've forgotten about. 
- and of course the Epic team for the original game/beta content.
- Ion Storm for additional sounds/material used for creation of the new monsters.
- Cyberlore

* at least it's my impression he made those, might be incorrect since I didn't have
chance to speak to him as one of the few from the team. - Leo
SPOILER WARNING: For "detailed" contribution list to see who did what, look at 
creditsdemo.txt, but it might contain spoilers for your playthrough.


LEGAL(ETC) BS BELOW
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You may not include or distribute this pack in any sort of commercial
or non-comercial product without permission from the author. You may
mass distribute this pack via any non-electronic means, including but
not limited to compact disks, and floppy disks. You may use these files
to use with your Unreal/UT projects and the maps as a base for your projects. 
You may not modify/release these maps as they are without OUR permision. *

You MAY distribute this file through any electronic network (internet,
local BBS etc.), provided you include this file and leave the zip
archive intact.

* Actually, it is fine with me as long as you don't release them with same names 
to avoid mismatches and give credit where due, hence the line. - Leo
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UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved.  Distributed 
by GT Software, Inc. under license.  UNREAL and the UNREAL logo are 
registered trademarks of Epic Megagames, Inc. All other trademarks 
and trade names are properties of their respective owners.

UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc.  All Rights Reserved.
Distributed by GT Software, Inc. under license.  UNREAL TOURNAMENT and
the UNREAL TOURNAMENT logo are registered trademarks of Epic Megagames,
Inc. All other trademarks and trade names are properties of their
respective owners.

UNREAL PSX (c)2000 Pterodactyl Software, Ltd.  All Rights Reserved.
Not distributed by Infogrames, Inc. under license.  Sorry, guys. They
cancelled the project :(

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