Steele Dawn - the Lost Expansion pack - uncovered
I have some good news though. While this isn't the "goldmine" from one of my earlier contacts, I did get a more or less full steele dawn from the guy behind Spantobi: Unexpected Threat pack for Unreal who also worked on this and Strike Force.
He later went on to make professional games but no longer with Unreal engine.
https://www.mobygames.com/developer/she ... rId,74584/
Either way here is what he had of steele dawn, its quite a lot, even though some things as the "proto predator" seen here https://web.archive.org/web/19991008084 ... ots_m.html
are missing. All of the maps are there in some form even though crista's personal version was later version but not by much. Its a more complete package than the individual ones I got for unreal psx decade ago that's for sure, but this pack was a lot more compact after all. Not sure what the password for the inner archive with crista stuff is though but we probably have that map anyways even if not the same version, however if someone cracks the archive please let me know.
And I still haven't played/tried them due to me having to wait for someone to make space here/get equipment, if that happens soon enough that is...
I am glad that I got them even if I can't check it out right now (which is why someone playing through it could be useful and making videos)
Here's the old stuff by Crista for comparison, recovered about ten years ago.
It was just her map but a later version of it, in steeledawn.zip. You can see that the same happened to the jolly roger map done by Doze (E. Gustavsson). Because they tried to switch the project to 224 by 1999, but obviously didn't do it fully. Do the system files work on 224 or only on 220 btw? Or what version did you try it on? They will have to be converted if they don't work on 224. I plan on making a fixed/coop version of this.
It lacks that monster but it has a human pirate enemy, which could have been easily done instead with male1 and custom skin, but I guess they wanted new model but someone should convert it from .max at least do dxf because there's no direct max to .3d tool out there. There is dxf to 3d though.
Most of the team members have lost their files and unless Ken Post gets back there is no chance of more stuff, plus people like Roger Tweedle are dead.
EDIT: there's also this that i didnt apparently back up on NP
that was just personal stuff by Crista. it includes the revanant shrine map that is passworded in that one archive however it might be a different version.
It was that tundra edited map, i partially used it for upsx rework together with the lavaplant map (when it looked like there will never be more steele dawn stuff) in order to fill up a missing map part and because the themes got similar. But if you played upb-e1l5d1 you might remember it got played backwards and with some changes and we didn't use the steele dawn textures at all.
EDIT2: yea it says it is revenant shrine 4 so its most likely identical, as the map in this file
EDIT3: I'm gonna ask Neil Munday if his river ruins map is latest in this or not. He was unclear to me whether he had anything or not of his work so I'm gonna try to contact him again and see if he responds.
He only gave me impression of a very busy man but he said it is a "great idea" if I'd recover/finish up the SteeleDawn project.
I believe the system files will work fine on 220 though, which is also what the original unreal psx was on. Try it there if you can.
If I can get Unreal to run within the time I have left, I will convert steeledawn.u myself. if not, there is a method I have been using the last few times, is to export all classes in the 220 editor (the psx version or one of them because regular 220 never worked right for me), strip out the code from individual classes, resave, load in 224+, paste in the code and properties (difficult with subclasses as you have to repeat it from the parentclass first and then the subclass properties because it won't get propagated due to variables not existing at that time/the values being cleared out) and then recompile and resave again, an alt method is to export resources from stripped down version in ou's 227i and recompile everything including models and the exported scripts from 220.
replying to gamesharder with his shots comparison (he should re-post that here later):
The starport map looks almost identical. The jolly roger map, there are two versions of the same map, one for earlier ver and one for 224, which one did you take the screenshot of? Does none of the two look like the original? I find that the original shot in this case had more detail instead of the other way around, the only real improvement I see on the planet head map.
btw if necessary spoiler tags could be used i guess to hide the pictures so that only when you click on a spoiler button it gets revealed or so. If you don't want to post so many images. The starport map changed the least, I only see few texture changes and a little extra detail at the panels but the panels are there even in the original shot just difficult to see.
But yea this was an expansion pack, meant to be released for free but originally maybe not, but I can gurantee you it would appear as extra on some editions of Unreal or cover discs of magazines. Even if it wasn't an official Epic pack, it still holds up, kinda like quake 2 zaero except made earlier instead of later.
I really like that old jolly roger and I'm kinda sad it changed the theme so much honestly but then again there are two versions so I hope one of them is closer to that shot.
It reminds me how some of the psx maps also had detail removed as it went on for optimization reasons. Some maps got more detail(the less detailed ones) while others had it removed while still looking more polished. But this wasn't meant for a console but I guess something still happened to have it changed. I know the story changed too despite us not having the story from this revision.
Oh I see. Too bad we didn't see the one on the picture then.
I'm asking him why it was changed so much or if he has that version anywhere as a possibility.
EDIT: So the steeledawn.u file is pre-220. Maybe it works best on Unreal 219 or something given the creation of the file. It had obviously later revisions, so the proto predators were in later versions and I guess only Jess Crable might have that if he can be reached still. Ten years ago he did respond to delacroix and me but I haven't heard of him since. If anyone wants to give it a try go ahead.
So basically in steeledawn there are the two weapons plus one new monster, sdlavabeast which acording to the script can turn into a puddle and grow back...it is a titan variant
pelle.umx is missing that the latest jolly roger map is using, but i'm asking Doze if he has the file or not.
I'm also trying to contact Ken Post again because his sound files aren't there from the looks of it or the custom sounds for the weapons as the system file is really too early(looking at the binary file there might only be one new sound). So, cross your fingers that it goes well. Otherwise we might be stuck with these inferior versions.
But it might be a long while especially because of difficulty of travel during these times. So I hope he hasn't given up completely.
https://web.archive.org/web/19991117041 ... dlvls.html
That levels list, unlike the story page, reflects the last reshuffling of the levels and crista's level takes place before jeff miner's. Its curious how jeff miner's level very much different from tenrak or rajalcast that he did before...
also this calls it Seriate IV the planet and not moon Io like in the other story revision.
its also possible that you were supposed to play the map twice, the stronghold one but from different entry/exit points.
edit2: no response yet from anyone well even if nothing more is found at least a sizable chunk of steele dawn is now out there as opposed to last time.
Below are the conversions..
Well again the thing known as real life is interfering with me. I had the only chance to run unreal/unrealed in months now so I managed to convert the steele dawn system files from pre-220 versions into modern Unreal, they also work with UT (but not with botpack/tourtnament deathmatch).
Read the text file. Also I didn't have time to play all the levels myself so I'm still thankful for yrex's stream. However a big discovery was made, well I thought my memory is faulty as in I'd swear I saw the rooms of the later reworked theme jolly roger somewhere and I thought that perhaps it was spantobi unexpected threat and that Doze reworked the jolly roger to match it but its the other way around.
For some reason I was left with impression, maybe due to some map review or something that Unexpected threat was from 1998. It turns out instead that the custom spantobi map by Doze is instead a personal reworked version of Jolly Roger and thus the last version of that map, but made separate from the Steele Dawn expansion pack. It also explains the presence of skaarj technology due to the pirate/skaarj alliance.
It makes me wonder how many other maps out there started as part of expansion pack. The only other very obvious thing would be wreck of urania, mp_01. That seemed like an almost outright leaked map if you ask me.
So, there's been an expansion map all along out there, without anyone realizing/knowing. Cool, eh?
Tip for the Vegra map:
Open it with ?game=noweapon.noweapon
Otherwise the steeledawn file due to the unfinishedness/maybe the commented out stuff makes it blind you after the earthquake. the sdplayer class also has some default values that might contribute to this madness.
But yea its a short but sweet map, too bad we didn't see it finished more