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Proto:Unreal/Build 0.864v

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This is a sub-page of Proto:Unreal.

Build 0.864v is an Unreal prototype compiled in 1997. It is a barebones build leaked a few months before the game was released, and the only objects in this prototype are enemies. However, what is in there is different when compared to the final game. There are even a few leftovers from 1995-era builds of Unreal hidden in the texture files!

The .exe compile date is 5/23/97, which means it was made about 11 months before the final game came out.

General

Stuff that doesn't fit into anywhere else.

Editor

0.864v has a prototype version of UnrealEd in it. It's surprisingly close to the final, but has an error regarding the file “unreal.ucx”, which contains all of the Unreal Script in the game. With some hackery, a valid unreal.ucx can be made out of one of the levels, which lets the editor work properly.

Structural Differences

0.864v is structured very differently when compared to the other prototypes. All Unreal Script is compiled into a level, the graphics may be in a file called "unreal.gph", and there are multiple .exes for the game. The first .exe is called "Unreal.exe" and will not work unless it is put in the prototype's root directory, while the second one, UnServer.exe, actually starts the game when it is booted up. There is a Hardware 3d option as the chronologically first available of the leaks. This works either on 3dfx cards or on a wrapper like nGlide. Many effects will stop working, but true colored lighting as opposed to zone lighting, will work.

When the game is started, it will display an early picture that has the Skaarj logo with “Unreal” in front of it. It seems that the Skaarj logo was going to be Unreal's at one point.

Another logo is hidden in UnServer.exe. The logo is used when the user sets up a server via unused options in the game's .dll files. It uses an "inverted" version of the Unreal 1995 Tech Demo's font.

(Source: Delacroix and Leo(TCK))
Unused Logo 1995 Tech Demo Title Screen
The special effect looks like SHIT. It's still not as lame as this “title screen”.

Enemies

The meat of this prototype consists of the enemies and other characters, as they’re the only things that this prototype actually has. All but three enemies have no AI.

Skaarj

The Skaarj Warrior is present in the tech demo. While he behaves exactly like the final's, he has a much different skin. Instead of being a dark green, he is a light green and appears to be wearing ripped blue pants. The projectiles fired by the Skaarj are different as well; instead of firing orbs, he fires large crystal shards at the player.

Of note is that only his ranged attack and jump melee attack will harm the player. The jump attack will only harm the player if the player jumps and collides into the Skaarj while he's doing his jump melee attack.

(Source: Leo(TCK))
Prototype Final
His pants are available from Old Navy for $50. Hey buddy, put some pants on!

Brute

The Brute has a much different skin and size compared to the final's. He is a large, brown, nude creature with red glowing eyes, while the final's is an average-sized creature with armor and some sort of hair on his top. His guns are also shaped differently.

This enemy has AI, which lets him pursue the player and fire his guns at them. However, his attacks do no damage.

Prototype Final
Nice abs. Lookin' a bit derp.

Slith

The 0.864v version of the Slith has green eyes, light skin and nothing on his tail, while the final's has dark blue eyes, dark skin and fins on his tail.

Prototype Final
His name is Slith because he SLITHERS around! Hahaha. Actually it's a pretty lame name.

Warlord

The Warlord has various differences when compared to the final. The most notable of them is his gun; the 1997 tech demo's is much more round and has a stretched-out texture. There are other, more subtle changes as well; the 1997's versions eyes are darker, the back of the 1997's head isn't textured, and the lighter parts on the 1997 skin are darker when compared to the final's skin. The skin seems to be actually identical, the difference is in the way the engine makes it look like.

Prototype Final
My head is empty! Thanks for the head texture, Mr. Modeler Man!

Queen

The Skaarj Queen's model is in the game, but she has only a placeholder texture. Her model seems identical to the final's.

Prototype Final
I found this neat-looking statue at a thrift store. Looks good, doesn't it? OH GOD IT'S ALIVE AND IT'S TRYING TO KILL ME. HELP.

Krall

The Krall has a vastly different skin in the 1997 tech demo, but the actual model appears to be the same, minus the 1997's large staff, which is caused by the "BMeshCurvy" variable being set to "true" when the level was compiled. Some of the most notable changes include: no armor, no jewelery, a different-looking face texture, and a different staff blade texture. A modified version of this skin appeared in the 1998 prototype.

(Source: Leo(TCK))

This creature has AI, but he is very broken. He can pursue the player, but tends to get stuck between models. If he does reach the player, he will rarely attack. In addition, his walk animation is broken (but works fine in the editor); when he is moving around, he will only play a few frames from his “run” animation, making him look like he's sliding across the floor.

Prototype Final
Put some pants on! At least one enemy gained some decency between this proto and the final game.

Mercenary

The Mercenary's body texture is very similar to the final's, but his face is vastly different. It looks like a hockey mask. A slightly modified version of this skin appeared in the 1998 prototype as well.

Prototype Final
He's gonna hack you up with a chainsaw. It looks like his face has been smashed in by a 2x4.

Manta

The Manta has seemingly a vastly different skin, with darker wing and tail membranes, when compared to the final version's in-game skin appearance. The model is the same, though.

Prototype Final
He looks evil. Unrealmantafinal.png

Nali

The Nali is almost completely different in the prototype. He looks a lot like a stereotypical African native. It was probably changed to the final's to make them look more alien and unique instead of looking like a four armed version of a Jim Crow-era stereotype of blacks.

Two similar skins appear in the 1998 prototype. Interestingly enough, if imported in the retail Unreal, the skins work with the final Nali model without a problem.

Prototype Final
Ooga-booga me no understand technology! Haboji!

Nali Cow

The Nali Cow has a lighter skin in Biuld 0.864v.

Prototype Final
Those eyes are so kawaii! I wanna glomp him!

Tentacle

The Tentacle has a much darker skin compared to the final's. In addition, the inner parts of his tentacles look more detailed when compared to the final version's.

Prototype Final
Unreal1997tentacle.png Unrealfinaltentacle.png

Titan

The 1997 tech demo Titan has lighter skin and much smaller nostrils.

Prototype Final
Unreal1997titan.png Unrealfinaltitan.png

Fly

The Fly enemy is in the game, but she is the same as the final's.

Gasbag

Like the Fly, the Gasbag is in the game, but he's the same as the final model. Unlike most of the models in this prototype, he has his real animations instead of a placeholder animation.

Squid

The unused Squid appears in this tech demo.

Razorfish (Devilfish)

The Razorfish (alternate name for the final's Devilfish) appear as an entity in the game's log file when the player starts up FRED.UNR, but he has no model.

Hawk

Caw.

The scrapped Hawk creature that appears in the 1998 prototype's files can be found in this tech demo. There are no differences between the 0.864v and 1998 prototype versions.

Unseen Enemies

This prototype also has a few enemies that never made it into either the 1998 prototype or the final game.

Blob

Unreal1997blob.png

A weird-looking creature whose model is named Blob, with eyes on his side and a tentacle sprouting from his top. This enemy is not seen in either the final game nor any of the other prototypes. Unfortunately, the only animation for him in the prototype is him standing still, so it's impossible to see how he would've behaved or attacked.

Dragon

Someone's looking a bit derpy.

A neat-looking dragon. Unlike most of the models, he has animations, which show that he would be an air-based enemy. This creature appeared in a pre-release screenshot.

Interestingly enough, this enemy was one of the first enemies designed for Unreal. He can be seen in the earliest screenshot of the game, and is listed as an entity (as Red Dragon) in the 1995 tech demo's .dlls. Textures for this creature can be found on one of the skin textures used by the strange female model, as seen below.

Red Dragon in the First Screenshot 0.864v Dragon
Don't get too close! Brown doesn't look as good as red did on you, buddy.
Regular Dragon Leg 1995-era Red Dragon Leg
Unreal1997leftover1.png Unreal1997leftover2.png

Turret

Unreal1997turret.png

A turret that never appears in the final game. The model has a temporary granite texture placed over it.

Firefly

Unreal1997firefly.png

This unused enemy has a model, but she's so small that you'd get a better view of her by looking at her texture. She probably would've been used as a harmless creature to build a level's atmosphere.

(Source: Leo(TCK))

Characters

Build 0.864v has three player models in it.

Woman

A strange-looking female model can be found. It appears to be a strange-looking prototype version of the final's Gina model. However, what's interesting is that it appears to be a reskinned version of the Woman model that appeared in early 1995-1996-era screenshots. It seems that Epic reworked the woman from wearing tribal-looking gear to using her as an early version of the final Gina model before she was scrapped. This model is also used by the player, confirming that it is indeed the Woman model.

A small, real-life photo of a lady can be found on the Woman's first texture sheet. She was probably there to be used as a reference for whoever was designing the Woman's face.

A leftover texture from the original 1995 model can be found on one of the Dragon's texture sheets.

0.864v Woman Model Final Gina Model
Unreal1997woman.png Somebody got some plastic surgery.
0.864v Woman Model 1995 Woman Model
Unreal1997woman.png Thongs are great for running around weirdass medieval castles!
0.864v Woman's Leg Texture Old 1995-era Woman Leg on the Dragon's Second Sheet
She has a dragon's foot for some reason. That jewel on her leg armor is looking pretty flat.

Gina

The final's Gina model appears in one of the levels, but it is the same as the final's.

Male

The final's Male1 player model is in the game, but his face texture is slightly different. The 0.864v version's eyes are more open and he appears to have a slight smirk on his face, while the final model's eyes are smaller and he isn't smirking at all. His belt is also less detailed on the 0.864v tech demo model.

Prototype Final
Don't look at me like that! Someone needs to turn their frown upside down!

Levels

The prototype has three levels, but one (Autorun.Unr), is a copy of another level, Unreal.unr.

Unreal.unr

Unreal.unr is a sandstone textured cube with a Skaarj in the middle. That's it.

FRED.UNR

FRED.UNR is notable only because it contains all of the enemies included in the tech demo. Otherwise, it is just a very large cube with strange-looking textures on it that aren't seen in the final game.

Weapons

There are no weapons usable in 0.864v, but there is a small Unreal Script entry for a flamethrower hidden in FRED.UNR. There is no flamethrower weapon in the final game.

Graphics

How primitive.

Outside of the enemies, the only graphic changed between the 0.864v and the final game is the status bar. The status bar is much less detailed compared to the final version's and no aspects of it can be moved by pressing the – or + keys.

This HUD appeared in 1996-1997 era screenshots.

Prototype Final
YAWN. Very post-modern.
Prototype Pre-release Screenshot
Unreal1997hud.png Unreal1997hudscreenshot.png

Unused Effects

The engine has a few unused level effects that can be accessed via the editor.

Sky

Hidden in the game are two ways for it to render a sky. The first one shows a solid wall of clouds moving around, while the second one shows the clouds under the player's view and a black sky above the player. The first one was probably for most of the levels, while the second was probably for an area floating high in the sky (such as the final's Na Pali Heaven or the scrapped Sky City).

Controlling Other Enemies

With some messing around with scripts, you can take control of any enemy in the tech demo. This is quite buggy, but it does work. This is probably a leftover from when Unreal was going to allow you to transform into enemies in order to move around levels.

Download Link

http://www.legendsworld.net/site/download.php?mirror=4690