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Friday, Sep 17, 1999

  

The State of the UT Demo

Epic's Brandon Reinhart updated his .plan with a status update on the Unreal Tournament master server, as well as some other UT demo related issues. Here's the scoop:

I've fixed problems with the Epic master server and we're redirecting all UT clients to it now. (This remote updating stuff rocks!) The UT master server should allow for much faster server list and pinging than the GameSpy master server.

I believe there is a problem with UT creating a new WorldStats account for players each time it starts. I'll look into that and either prepare a solution or integration a solution into the next demo.

Jack has fixed some nasty issues with remote administration. Thanks to Smokey for giving us the heads up on that one. A new remote admin tool will probably be available soon.

Graeme Devine Interview

Gamasutra has posted an interview with the first guy at id ever to hold the title of "game designer", Graeme Devine (thanks SawzAll). The interview covers his long history in the industry, with specific questions about his days at Trilobyte (and its subsequent demise), as well as how he found himself at id.

Interstate '82 Movie

GameSpot has posted the intro movie from Interstate '82 (thanks Frans). This movie is different from the one released earlier this year, as it is the actual five minute intro to the first mission in the game. The download is available in your choice of a small, medium or large download.

Unreal Tournament Demo Tip

Epic's Brandon Reinhart updated his .plan this evening with a tip for the Unreal Tournament demo (and an Army of Darkness reference):

I live...again!

Just woke up. Getting caught up on demo release.

One thing to note: If you don't like using the orders menu with the 'v' key, you can bind individual orders to keys using the "Speech Binder" under Preferences.

System Shock 2 Patch

Looking Glass Studios' Home Page has posted the eagerly anticipated patch (direct link) for their hit RPG System Shock 2. Thanks ActiveWindows. Among the changes in the updated version of the game is support for cooperative multiplayer play.

Unreal Tournament Demo Problems

If you're having difficulty connecting to games with the just-released Unreal Tournament demo, there's a post to the Unreal Technology Page explaining why (thanks caudwell). Here's the scoop:

It's been reported to me that the ftp2.heat.net server, the PCGamer (futuregamer.com) and Next-Generation download sites do NOT have the correct version.

The correct version of the .exe file is called UTDemo3dfx.exe and is 51,305,472 bytes. I have updated the in-game news page to inform users of the incorrect version (Version 321) that they are not running the right version, and to let me know. The 321 version was the version we sent to 3dfx before Hurricane Floyd hit Raleigh, as a potential release candidate should the hurricane have knocked us out for a few days.

Linux Action Half-Life

hal[9k] has posted the Linux server distribution for Action Half-Life. This download will allow dedicated Linux servers to run AHL, and adds "spraypaint.wad" to your Valve directory, as it was mistakenly left out of the Linux server package from Valve and is required by some AHL maps (this is done with their blessing).

Unreal Tournament Demo Released

3dfx Gamers has released the much anticipated Unreal Tournament demo. The demo's a big one at 50 MB, but it can be downloaded from the mirror sites below. I'll keep updating these as more come in, and we'll try to get a local copy up soon. A reminder: this demo is for Glide enabled cards only, and will not run under OpenGL or Direct3D. A version that supports those is expected within the next few days.

Running UT Demo Servers

The Unreal Technology Page has been updated, and now features a section devoted to running servers with the soon to be released Unreal Tournament demo (thanks Unreal Universe). Topics covered include starting and running a server from within the game, launching a dedicated server, and the ever important remote administration.

Renegade MPEGs

PCZone's preview of the third person title Command & Conquer: Renegade has been updated with three new MPEGs from the game. They're available in both small and large file formats, and show off the NOD Base, the NOD Buggy, and the interior of a church.

Battlezone II Shots

Pandemic's Official Battlezone II Site has been updated with a new screenshot, as well as details on two new units: the ISDF and Scion Walkers (thanks croatboy).

On the UT Demo System Requirements

Dave "Yellow 5" Lepore from PlanetUnreal passes along an exchange they had with Tim Sweeney about system requirements for the Unreal Tournament demo, obviously not just applicable to the imminent Glide version, since other accelarators are mentioned. Here's the deal:

The demo should be kickass on a Pentium III / K7 400 MHz or above with 128 megs of memory. It should be solid and acceptable on a Pentium III/K6 300 MHz with 64 megs of memory. It should be playable on any 200 MHz machine with at least 32 megs of memory, but the texture and skin detail settings need to be set to "medium" or "low" for acceptable performance (which is done by default now, so you shouldn't need to tweak).

UT now does a pretty thorough job of detecting your CPU speed, 3D card, and RAM, and setting the default detail settings when you first run it. On a wide range of systems we tested on, we tweaked this to achieve the best (in our opinion) speed/detail settings. So, users shouldn't have to do a lot of tweaking to get acceptable performance. Still, the demo is the first time a widespread audience will get to try the code, so we welcome any feedback on performance, to help us improve the default settings for different hardware.

3D cards:

The best performance by far now is on Voodoo3's with Glide.

Next up are Voodoo2's, TNT2's, Savage4, and the Matrox G400. The Direct3D cards will improve in performance nicely once we update the demo for DirectX7, which has improved performance.

The next tier is the Voodoo1, TNT1, Rage 128, and software renderer. They're all about equal in overall performance.

Fortunately, those crazy "advanced options" settings that Unreal 1 was so dependent on shouldn't be necessary for anyone except the ultra hard-core users. Now we expose nearly all the interesting options through the in-game menus, which are a more self-explanatory than Unreal 1's.

Neverwinter Nights Interview

Thresh's Firing Squad has posted an interview with BioWare's Trent Oster, talking about their online 3D RPG Neverwinter Nights, and discussing what makes the game different from other titles such as Ultima Online and EverQuest. They've also posted a handful of screenshots, although they appear to be the ones already released.

Deep Space Nine Interview

PlanetUnreal has posted an interview with the level design team from The Collective, the developers of Star Trek: Deep Space Nine - The Fallen, a third person Unreal engine title. There are some familiar names here, including Elliot "Myscha" Cannon, one of the level designers on the original Unreal. There's also a bunch of new screenshots from the game so you can see what all these guys have been slaving over.

On Unreal Tournament Pings

Epic's Brandon Reinhart updated his .plan yet again with more on the Unreal Tournament demo, including word that he's integrated the ngStats fix (so there's no need to download it manually), and an explanation of the new ping method. Here's an excerpt:

Sorry the demo wasn't out yesterday. 3dfx worked all night on getting their infrastructure ready to handle the demand. They are targeting demo release for Friday morning.

While they were working that out, Tim and I updated the demo archive. I put the ngStats fix in there so it is not necessary to download it. That's one good thing.

Based on feedback from testers, I've reevaluated my method of calculating ping in UT. After ECTS I decided to convince Tim we should subtract frametime from the ping calculation. This would result in the ping being a direct reflection of network performance (or close enough).

In retrospect this was a flawed decision for various reasons. I have changed the ping calculation to better reflect gameplay. This means that you might see a ping higher than you would expect when you join a server. I feel that this is better than seeing a lower ping than you would expect. I would rather you say "I'm getting a good game here, although my ping seems high" than "If my ping is this low, I should be getting better gameplay."

Unreal Tourney Demo Tips

If you want to be set to frag like a champion in the Unreal Tournament demo when it's released, you're in luck, as Epic's Cliff Bleszinski updated his .plan conveying some of his expertise with the various weapons and game types you will encounter, rundowns on general UT DM strategies, as well as tips for each map. It's a lengthy update, but looks like it will be very helpful (when that darned demo is released). In a virtually unrelated note, except for the Epic connection, Brandon "FusiaMarine" Reinhart's .plan has also been updated, Brandon taking the time to clarify that if you think we're joking about the animosity between us, you're wrong. Or is it the opposite, I get so confused (the one thing I do know is that Tim writes all of OrangeMarine's really confusing technical .plan updates).

Unreal Tournament Demo Preview

To whet your appetite for the Glide Unreal Tournament demo expected to be released today, Unreal Universe's Unreal Tournament 3dfx Demo preview is up with screenshots of the demo and a brief rundown on what to expect from it.

Unreal Tourney & Daikatana vs Q3A

True Gamers' Can UT take on Q3 talks to players who checked out the UT showing at the Playing Fields at ECTS asking how it stacks up to what they've seen of Q3Test. Also taking task with Q3Test is speKtrum views, which offers speKtrum's views on why the Mplayer Daikatana demo is superior to the Q3Test.

PoP3D Quick Take

Computer Games Online's Prince of Persia 3D Quick Take "Return(s) to a land of baggy pants and silly hats," with a short look at Mindscape's imminent 3D sequel to the side-scrolling Prince of Persia series.

Contest

The Wargamer's Rainbow Six Rogue Spear Contest offers a free copy of Rainbow Six: Rogue Spear "and other cool stuff to the most deserving budding terrorism-squashers among you."

Reviews

etc.

Out of the Blue

Jeremy from AGN3D is ill, and is currently still in the hospital, and his condition sounds serious. Josh from over there tells me he will pass along any well wishes that are sent along, so I'd like to urge any who are so inclined to please take a moment to send along "a get well soon" to lift his spirits. I like to believe these things can help.

Things are (thankfully) settled down on the build an NT machine project that's disrupted my days lately. Well, not exactly, since Tropical Storm Floyd prevented the delivery of my CPUs, but at least today's chapter in that saga didn't once again involve me abandoning loony to wander plaintively from store to store asking for unstocked merchandise (though it certainly is another blow to immediate gratification). BTW, speaking of Floyd, I misidentified the then-Hurricane as Hugo at one point yesterday, thanks to all who wrote in with the correction.

Link of the Day: THE REGISTER Lav me tender, lav me true. Thanks Dennis Anderson and Ant. The applications for geeks are countless.



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