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Saturday, Sep 25, 1999

  

What's New in Unreal Tournament

Meanstryk sends along the reply Epic's Mark Rein made to a post he made to GT's Unreal messageboard to a thread called What's really new in UT, where he asked what is fundamentally different between the Unreal Tournament engine and Unreal. Here is Mark's reply:

I'm glad you asked!

We've downplayed the technical improvements in the engine because what we're really pushing with UT is gloriously frenetic gameplay and all the great content, AI, weapons and game types. But here are a few (the ones I can remember off the top of my head) of the feature improvements we've made in turning the Unreal Engine into the Unreal Tournament Engine:

1. Skins are 4x more detailed.
2. New completely integrated Graphical User Interface.
3. Full Unicode support throughout means the engine can handle double-byte fonts like Japanese and Hebrew. We hope to ship the Japanese version of UT simultaneously with the French, English, Spanish, German and Italian versions.
4. Linux is now supported from the exact same codebase as Windows 95/98/NT.
5. Greatly improved netcode.
6. UnrealScript language improvements.
7. Decals.
8. Vastly improved D3D support (further OpenGL improvements are also planned).
9. New installer that helps optimize your setup and install mods.
10. New MOD format for packaged mods.
11. Better memory usage.
12. Sound code improvements (A3D 2.0 and latest EAX version support)
13. Server browser
14. Variable level of detail support for meshes
15. Support for S3TC and DXTC texture compression
16. TrueType font support

...and more that I'm sure I'm forgetting to include. Some of these, and other improvements, were delivered throughout UT development in patches for Unreal.

In addition all Unreal Engine licenses will be freely entitled to use the Unreal Tournament Engine once UT ships.

Erik DeNeve, who programmed the fire engine and CPU optimizations on Unreal1, arrives TODAY in Raleigh, NC from Holland on a 3-year work VISA. For most of the past year he has been working on an incredibly powerful new animation system that will be integrated into to the Unreal Tournament Engine after UT goes final in a few weeks. In addition we're planning on a new particle system, some AI infrastructure improvements and hardware transform & lighting support. These things won't ship in the box (too close to finished to add major new features) with Unreal Tournament but are geared toward other projects we'll be working on after UT ships, including Unreal2. Tim has also been rewriting the editor in his spare time and that, along with an exciting new next-generation renderer, will take priority once UT ships.

Over A Billion Fragburgers Sold

id Software's Graeme "Zaphod" Devine updated his .plan with an explanation of what that little message of the day number is in Q3Test:

A few of you have asked about the message of the day text. It’s giving you your exe startup number since last Monday. So basically, we’ve had over 2 million Quake 3 Arena games start worldwide since 9/20/99. That works out to around 4 games every second.

SWAT 3 Screenshots

There are some new Swat 3 screenshots on 360 Degrees showing off action from this upcoming game of strategic law enforcement action.

Polge on Unreal Tournament AI

The Adrenaline Vault News has a post up quoting Epic's Steven Polge on the subject of AI in Unreal Tournament, describing changes in the bots' behavior at higher difficulty levels, describing the highest level bots like this:

High level bots will also occasionally try to predict respawns of valuable items, such as armor. They also do a better job of using sound to guess where opponents might be. Polge says he is continuing to adjust and improve the AI, so there will be more differences by the time the game ships.

There are more Thief Gold screenshots on Avault as well, but they're the same as the ones linked earlier elsewhere.

Red Storm Entertainment Interview

Power Gamerz (GameWeek's) interview with Doug Littlejohns Part II is the second part of the interview with Doug Littlejohns of Red Storm Entertainment reprinted with permission from GameWeek's print magazine. If you missed it, here's Power Gamerz GameWeek interview with Doug Littlejohns Part I.

New Æstats

The Æstats Page has a new version of the Æstats log file parser for 3D shooter games. The new release adds Unreal Tournament Demo support (via AEstatsMutator.u), Counter Strike for Half-Life beta 3 Support, Hexen II support has been updated, and the program has been newly optimized, and is said to be up to four times faster now.

Descent 3 1.2 Beta

An update to Kevin Bentley's Developer Notes on Outrage's Site has a beta of the version 1.2 patch for Descent 3. Thanks Karash. Word from the Outrage senior programmer on the new code is this:

In this build, the two major changes are to the input controls and to the network performance. Both changes should restore 1.0 functionality. There have been some server side bandwidth reductions in this build as well, which should really improve network performance.

Again, this is a beta test of the patch, not the final version.

New Kingpin Textures

The newly opened Lead Pipe Studio has posted a 6 meg ZIP file containing a bunch of textures created by Xatrix for Kingpin, but that didn't make it into the game for various reasons.

New Starlancer Screenshot

The StarLancer Weekly Screenshots page on GameRush has been updated with a new shot showing off gameplay from Microsoft and Digital Anvil and Warthog's upcoming space sim. The new shot is taken from a mission briefing aboard your ship, the ANS Reliant.

QuakeWorld FvF 5.0

FvF QW Headquarters has version 5.0 of the cult-classic Future versus Fantasy mod for QuakeWorld. FvFQW 5.0 sports adds new maps, sounds, models, and a new mode of play—Purge the Alien to this Quake mod that features a "whopping" 80 weapons.

More on Unreal Tournament Mods

When the Fatboy Mutator mod for the Unreal Tournament demo surfaced this week (story), we were worried Epic didn't want modifications to the demo published, so we contacted Mark Rein, who said that new mutators were okay, it was add-on maps they were prohibiting. Apparently we were not the only ones confused by this, as a thread called UT demo mods on Mod Central's Unreal Forums has inspired a reply by epic Programmer Tim Sweeney explaining that this indeed represented a change in policy:

FYI, we had a big old argument about this topic here. That was the reason for the initial ambiguity. In the end we concluded that allowing mods for the demo is a good thing.

-Tim

Messiah Screenshot

There's a new Messiah screenshot on Voodoo Extreme showing off gameplay from Shiny's upcoming third-person action game chronicling the adventures of Bob, the diaper-clad cherub. Word is to expect another shot tomorrow, and some sort of VE/Messiah contest on Monday. Also on the screenshot front, Nice One has posted five new screenshots showing off gameplay from Grand Theft Auto 2.

WXP Chat Log Redux & More Follow-up

Turns out the link to the chat log with WXP posted last night was to a version that was kind of ganked from the original source, so I yoinked the story (I love using "gank" and "yoink" in the same post). The official chat with WXP is here on Planet RIVA talking about their upcoming shooter, Experience, their upcoming GeForce demo, and more. Also, turns out even that last familiar-looking F.A.K.K.2 screenshot mentioned yesterday was also previously published, so for the record, none of them were really new. Thanks to the many who spotted that and wrote in.

Black & White Trailer

BW.Wire sends word they've posted a trailer with gameplay footage from LionHead's upcoming god-game Black & White. The trailer is in QuickTime 4.0 format, and is described like this: "The trailer will give you an impression on the things to come, featuring exclusive never before seen in-game scenes and the Lionhead staff including Peter Molyneux talking about the game."

New Roger Wilco

Word on Computer Games Online is that a new beta of Roger Wilco's upcoming Mark Ic release is now available. RW is a program that allows real-time voice communication during multiplayer games, even over a modem. The new beta is said to have a "few simple bug fixes and is a better version for using with games that support (their) 'Easy Bake' integration."

KISS Preview

Dreamcast.IGN has posted a preview of Third Law's upcoming LithTech powered shooter, KISS: Psycho Circus. While this is a Dreamcast site, there's no word whether or not the screenshots posted (and there are quite a few) are from a DC version of the game, or the original PC build. Just guessing, I'd wager dollars for donuts that these are PC screenshots. Swing over and see for yourself.

Linux UT Update

Epic's Brandon "BlueFan" Reinhart updated his .plan with a progress report on the Unreal Tournament Linux server, adding that once the next UT client is released he'll work on a release-able Linux client. He also offer's the explanation for yesterday's odd update (story). Here's the part about the Linux client:

Oooh, the Linux server ran all night with some bots running around shooting each other. No memory leaks and it didn't crash. Rock. I did some play testing with it yesterday and it seems ready to go.

I suppose after the final demo is released I'll make the final push to finish the client. (Its a bunch of crappy little boring long painful things to get the performance up. Like figure out why PGCC gives me an internal compiler error. Stuff that is great to procrastinate about!!)

Cavedog Designers Available

An email from Jay "Shade" Wilson, formerly of Monolith (and now, apparently fomerly of Cavedog), gives the news that the designers working on Amen: The Awakening, Cavedog's upcoming first-person shooter, are now available for work (as he put it: "All the level designers were let go from the Amen project. It wasn't a performance related issue, they are still working on their engine technology, and simply didn't have work for us. But in the mean time we need jobs."). If you are interested in contacting Shade, or any of the other designers on the project (with whom Shade is in touch), you can email him at this address.

New Terror Quake 2

The Terror Quake2 site has a new version 1.10 of the Terror Quake 2 modification (for Quake II). The update is available as a patch to update TQ2 version 1.04, as well as a full installer for Terror Quake 2 virgins. The new release features new skins for nearly all models, newly improved and optimized models (said to reduce lag by 100% making the mod very suitable for Internet play), new sounds for all the weapons, a new weapon, and more.

Quake II Future Technologies

The newly-relocated Future Technologies page has a new version 0.8 (the debut release) of this deathmatch mod for Quake II. The idea of the mod is to make Quake II more "realistic and futuristic," and includes 11 new or modified weapons, and three new usable items (with more to follow in future versions).

Wheel of Time Shots

Unreal Universe has posted eight new screenshots from Legend entertainment's upcoming 'Unreal-engine action/strategy/adventure, etc. offering, The Wheel of Time, based on the terribly popular series of fantasy books by Robert Jordan.

New Jumbot

Version 0.8 of the Jumbot artificial intelligence opponent for Half-Life is now available on Rich's Project Warehouse. The new release fixes the crashing problem from the last release, and adds enough new stuff to warrant being describes as a "major release," adding the option to have the bot's skill in the bots.cfg, improved underwater weapon logic, and a cvar that allows the bots to cheat when cheats are on, among other things.

Deep Space Nine Preview

PC.IGN has posted a hands-on preview of Star Trek: Deep Space Nine - The Fallen, a third person Unreal engine game in the works at The Collective. The preview is very much in-depth, and illustrated with a boatload of screenshots.

More Unreal Tournament Mutators

The Mutation Device has posted two more mutators for the Unreal Tournament demo: Bounty Hunt, where, "killing sprees augment your damage potential" and the Movement Mutator, which modifies the player speeds. Just a reminder, that these are kosher with Epic, so download and enjoy. Thanks to PlanetUnreal for the tip.

Battlezone II Updates

Pandemic's official Battlezone II site has been updated with this week's new Battlezone II shot of the week, as well as two new units: the ISDF and Scion scavengers (thanks PlanetBattlezone).

Battlecruiser 3000 AD Interview

Gamer's Voice has posted an interview with Battlecruiser 3000 AD creator Derek Smart, talking to the always outspoken designer about his decade-in-the-making space sim, and the surrounding controversies.

New MilkShape

A new version of MilkShape 3D, a low-count polygon modeller that can import and export Half-Life, Quake 2 and Genesis 3D models has been released (thanks Billy "snuh?" Wilson). Quake III: Arena support is promised once the game is released.

AM Tech Bits

Reviews

etc.

  • PlanetYahoo, er, GameSpyder has undergone a swanky redesign, and now boasts over 5,000 sites listed.
  • A playable demo of Age of Wonders, Triumph Studios and Epic Games' turn based roleplaying strategy game, has been released, and is available for download at PC.IGN (thanks Ant).
  • Chaotic Dreams has released a CTF enhancement pack for their CHAOS mod for Quake 2.
  • Exxtreme3D has posted their preview of Asheron's Call, based on the current beta test (thanks Frans).
  • A new edition of Dear Mynx is up, answering all kinds of questions that are sure to make you blush (the column is, of course, for mature readers only).

Fruit of the loon

The other day, feeling somewhat brainy, I decided to crack into my shiny new copy of Tom Clancy's Rogue Spear (sorry, I can't help typing the Clancy in there...I'm easily amused, what can I say). Like I said, I was in an intelligent mood, so I figured I'd give it a shot. I wasn't terrible at Rainbow Six, but I was hardly very good...I at least was able to get the job done. In Rogue Spear, however, I've discovered that I'm a complete moron. I decided to start easy, and I went with HQ's plan for the first mission. Naturally, I killed a hostage. So I tried my own plan - no luck. So again, I went with HQ's plan, this time taking things really slowly. Dead hostage. Figuring that I'm obviously the part of the equation that's faulty, I started the first mission, using HQ's plan, in observer mode, leaving the AI to carry out the mission. And what do you know...they killed a hostage. It's good to know that the AI in the game is as clumsy as I am. It makes me feel a little bit better.

Link of the Day: Guess the Evil Dictator or Television Sit-Com Character (I recommend confusing it, that's when it gets really fun).



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