The name of this patch comes from an issue that started popping up while I was severaly impaired 
in upsx developement while travelling and yrex has been issuing releases/patches in the meantime.

I tested and approved the release, however I was wrong about the cause of the linker patches,
while it helped reducing 227 features or making them dynamic loaded for the maps to load,
I assumed the crash happened due to the machine I was running it on.
The opposite is true, on newer machine I was horrified that I couldn't get the maps to load at all
on Unreal 225 and UT. Therefore the patch was critically needed to support the classic versions.
The real issue was a new way that yrex discovered of removing levelsummary. Apparently Zora's primitive 
method had its reasons to exist thus we switched back to that and made some improvements to the maps while at it.

The change list is too big and boring and yrex started this patch so until I took over I don't remember everything that
got changed, it was mostly on my requests and direction.

Also, on the moment of e1l8 release a 227 exclusive file was forgotten, this was created by Yrex completely
and uses 227 emitters that get dynamically loaded, thus the map functions even without the file.
It does add cool new effects for the rocket launch, it adds trails for the skaarj ship and it adds real moving fire to the chandeliers,
all part of e1l8a. So enjoy the particle show.

What Yrex did that I know (on my suggestions, except two things):
e1l7d:
nalicorpse coop fix, copied from my earlier fix
critical assertion failed issue
E1l8a
Add another skaarj hologram, this time using the previously not used skaarjholo class, for the easter egg/secret. 
Fix the collision of the skaarj ship mover so that its climbable to get the superhealth easier. 
e1l8b:
blockall for waterpool, changed shells to qshells
pupae blockage
E1l8c:
balwaysrelevantpupae
control room fixes (warpzone etc)
btriggeronceonly false secret door, to avoid potentially getting stuck behind a closed door, so now works like the dm version
changed sewer grate mover and surfaces, some fog fixes
blue lighting removal from scorchc
ending changed difficulty settings for gameplay balance, added archangels and xmesh actors
E1l8d: a little more health
archangels

My fixes:
E1l7d:
tweaked the torch trigger etc more*, changed texture to a new firetexture from temporary yrex's choice though he did the new fog lighting
fixed mover collision on altar destroyed mover
path fixes
*increased the radius of the trigger and lowered height,
so that it will trigger once the player steps down a little and that it will be hard to bypass.
E1L8A:
Lowered dragon's health
Made new escapepod that also plays the flame animation on 225/ut
E1L8B:
ambientsounds around the tower
E1L8C:
mover for the pupae grate, more fog fixes, changed location of archangels, added gattling gun
fixed xmesh collision issue (never set it on xmesh!)
fixed keyframe of the sewer grate
new visible zone portals with webs, forceviewzone fix (mover solution created too much z fighting here)
E1L8D:
added qshells, some nalifruit, added old barrels (quadnew dependancy),
replaced the upsxmon1 krall which wasn't really that good and added drothkraal class to
account for the sleeping anims...
added two chandeliers that aren't supposed to be lit and just hang there in the wind
added skyvases in one passage
added book with translatorevent
added rockslided

- Leo(T.C.K.)