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Preview of Unreal Tournament 2

An Anonymous Coward writes: "Looks like we can finally have a glance at the Unreal Tournament 2 screenshots and a nice preview. Wow, games these days are just too real (but you wont hear me complain!). Enjoy!"

192 comments

  1. Linux Version by Cheesy+Fool · · Score: 3, Interesting

    Will there be a Linux version?

    --

    Hail to the king, baby!
    1. Re:Linux Version by Toraz+Chryx · · Score: 1

      wth, HOW is asking if there will be a linux version insightful?

      (and btw, probably yes, there's working Unreal/Unreal Tourny ports in Linux already.. although according to Tim Sweeny Epic are taking a DirectX centric approach to the Unreal engine these days, so I'm not sure if a port would be as easy to implement.)

    2. Re:Linux Version by SCHecklerX · · Score: 2
      (and btw, probably yes, there's working Unreal/Unreal Tourny ports in Linux already.. although according to Tim Sweeny Epic are taking a DirectX centric approach to the Unreal engine these days, so I'm not sure if a port would be as easy to implement.)

      That's too bad, because I'll only buy a linux version. I'm still waiting for the single player version of Wolfenstein before I buy that. Until then, I guess I'll have to settle for UT and Quake3.

    3. Re:Linux Version by Anonymous Coward · · Score: 0

      "will there be a linux version"

      shut the fuck up loser. uhm sir.. uhm... will there be a linux version.. who the fuck cares.. what do you think.. do you think we know?

      jerk ass.

  2. CTF Rules by satanami69 · · Score: 0
    I can't wait to play CTF or Deathmatch between condom girl and Pennywise!!

    I hope they hold a naming competition too!

    --
    I really hate Dan Patrick.
  3. Here's an interesting bit... by FauxPasIII · · Score: 4, Informative

    They're apparently including vehicles this time around, Tribes 2 style.

    --
    25% Funny, 25% Insightful, 25% Informative, 25% Troll
    1. Re:Here's an interesting bit... by linzeal · · Score: 1

      Unreal tournament has already been modded for vehicles a long time ago.

    2. Re:Here's an interesting bit... by Xavier+Shirin · · Score: 1

      Actually, vehicles in UT were a fossil from the original Unreal. If you play around in UnrealEd enough, you can find that and a few other goodies from unreal like asbestos suits. Lava camping anyone?

      --
      We do not cater to idiots.
  4. Looks nice by Fembot · · Score: 2, Interesting

    It all looks and sounds very impressive, but one of my reasons for liking the original was it ran on machines that quake3 really didnt run too well on.

    Sounds damm funky but I bet it doesnt play very well over a modem

    1. Re:Looks nice by TommyBear · · Score: 0

      Not over a modem? Why not? Surely there is nothing more extra to transmit. And your are using a fat client don't forget.

      It's still x, y and z for the co-ordinates and vx, vy and vz for vectors. They might include voice chat, but that's seldom used today.

    2. Re:Looks nice by Anonymous Coward · · Score: 0

      Why use anything less than a 1ghz and a geforce 2? Those are *old* tech and are very cost effective right now.

    3. Re:Looks nice by Anonymous Coward · · Score: 0

      Oddly enough, Quake 3 runs solid on hardware that Unreal Tournament doesn't.. you know.. like GeForce based cards.

      Ahh well, that's what happens when you hardcore the 3d acceleration for your engine to a single chipset and hack the rest in later ;)

      Not a flame by any means.. i have a voodoo 5 box for UT engine games and a GeForce3 box for other games.. it works out pretty well :)

    4. Re:Looks nice by Anonymous Coward · · Score: 0

      lol, you mean like PCs with 3DFX cards right? :)

    5. Re:Looks nice by Toraz+Chryx · · Score: 1

      the OpenGL renderer that's up on http://unreal.epicgames.com is pretty quick, and stable, AND it supports the S3TC textures that you'd otherwise need an S3 Savage card to view :)

    6. Re:Looks nice by wackybrit · · Score: 1

      Are you joking? I just ask because UT is known to be a *major* CPU hog unlike Q3. On my friend's 433Mhz Celeron, UT is about 1/2fps.. Q3 is actually playable.

      Of course, on my 1Ghz + GeForce 2.. I can play anything ;-) Although UT really does suck up the CPU juice.. whereas Q3 doesn't.

    7. Re:Looks nice by Megahurts · · Score: 1

      I played UT on a 300 MHZ celeron with a tnt1 and had no problems whatsoever. (it was usually clocked to 464, but after I zapped the motherboard, I had to run it at 300 on the replacement part). It ran at a steady 30-40 fps. It was fast enough to always be fluid. Except for when I ran a few 3rd party maps.

    8. Re:Looks nice by Anonymous Coward · · Score: 0

      Hahaha, you must be joking. Unreal and UT were such hogs compared to Q3 I had to buy a new machine just to play them. Also, Q3 gameplay feels much more crisp and snappy, compared to the 'squishy' feel of Unreal.

    9. Re:Looks nice by Anonymous Coward · · Score: 0

      The best reason is that it has a software render mode. Quake 3's biggest problem was getting OpenGL working, but once you did...

  5. Graphics Hardware by Ween · · Score: 3, Insightful
    As for the systems that the player will need, we are trying to scale it for the lower-end PCs to the absolute high-end PCs. I can't be more specific, as we are still optimizing the game at this time.


    I hope they truly mean low end hardware, and not a Duron 1ghz and a Geforce 2
    --


    Tis better to be silent and thought a fool, than to open your mouth and remove all doubt --Abraham Lincoln
    1. Re:Graphics Hardware by Bert+Peers · · Score: 4, Funny
      I hope they truly mean low end hardware, and not a Duron 1ghz and a Geforce 2


      Yeah, that's how the game got its name -- after playtesting it on a 486, in 320x240 in 16 color mode to get *some* framerate, the toss-up was for "dopey" or "unreal".

    2. Re:Graphics Hardware by Anonymous Coward · · Score: 0

      The game will play great on a vodoo 4or5 but those with Geforce will of course have a shitty time of it.

      BTW anyone else pick up then put down Dues ex because of how slow it plays? I have a 1GHz Duron(133x8) and GF2Ti(3dmark2k1 3989,3dmark2k 7440), 512 DDR, and the sound studders no matter what and the framerate sucks not matter what the patch.

      Why o why can't everyone just use the Quake III engine. It looks great and plays fast on most hardware. I play RTCW 102x768 Max everything and framerate is great no matter what happens. But pop in Dues Ex and 800x600 is a struggle, or NOLF and boom dog poop. I am happy more games are using the QIII engine but wish they all would just standardize on it from now on.

    3. Re:Graphics Hardware by sedawkgrep · · Score: 1

      I hate to break it to you, but by the time Unreal 2 hits the shelves, a 1Ghz Duron and GF2 *will* be considered the lower-end for FPS, if they aren't already.

      Hell, I have a 1Ghz TBird with a GF2, and usually the max res I can use (to maintain > ~60 fps) is 800x600. I don't expect the next generation of 3d engines to be able to run at or even near the levels of current engines WRT hardware.

      sedawkgrep

      --
      Is that a salami in my pants or am I just happy to be me?
    4. Re:Graphics Hardware by Anonymous Coward · · Score: 0

      I also meant to say that 1Ghz duron and gf2 are low end when it comes to gaming. You have to remember you cannot buy a PC now with less than a 1GHz processor. That number although overkill for email and web surfing is little slow for even todays games.

      In case you did not know gamers get new cards every 12-18 months. Hardecore gamers go every 6 months. Game designers know this, and if you notice design their games for the
      state of the art" system that will exist when the game is published. They are not really concerned with the hardware out there now, just what will be available a year from now.

      Not to depress you but your PIII500(just a guess) is just too slow to play the games that are coming out. I know it sucks, but you got to pay to play one way or another. If you buy a GF3 when this games comes out, you'll might be able to run 640x480 no problem. But anything higher than that will require min >1GHz and GF3Ti500(which will be medium speed),or 2GHz GF4Ultra to play at high res.

    5. Re:Graphics Hardware by Toraz+Chryx · · Score: 1

      run Deus Ex in opengl.. it'll run at about double thet speed of d3d, AND it'll be smoother (less 'peaky' with the highs and lows)

    6. Re:Graphics Hardware by SevenTowers · · Score: 1

      Well at the time Unreal Tournament was released I had just bought a 500 mhz athlon with 256 megs of ram and a tnt ultra 32mb card. that was really hightech back then and the framerate i got was about 50 in 1024*768 32bits. I expect about the same to be true on the top hardware in 2048*1536 32bits when unreal tournament 2 comes out . It'll run on crappy machines, but in 800*600 16 bit. The crappy machine will be the machine that was state of the art when I bought it, that 500mhz athlon.

      --
      Imperium et libertas
      Autocracy and freedom
    7. Re:Graphics Hardware by Anonymous Coward · · Score: 0

      This is really puzzling for me, I don't know what low end hardware is anymore. I've got a P3 866 (recently upgraded from 500) and 7800 video, and I'm able to play all current games perfectly well. When I got Wolfenstein I turned down all the settings right away because I thought that's what I had to do to play it, but then decided to bump things up to see how it goes. Now, I've always had a powerhouse type system, and I'm used to high framerates and smooth gameplay, so I know what I'm talking about. I could play 1024x768 high quality everything EASILY, there was some slow down in certain areas, especially in the courtyard level just before the final boss, but that's because there are a zillion light sources visible when you look in a certain direction.

      So, gee, what's a low end system?

    8. Re:Graphics Hardware by Anonymous Coward · · Score: 0

      The UT engine looks way better in my opinion. Q3 looks fuzzy in comparison. UT does eat clock cycles and has lower frame rates but has always worked well on my machines. Used to run 3DFX but now Geforce

  6. Ugh by Raul654 · · Score: 0, Offtopic

    Yet another FPS game based on it's predecessor's engine. Just like the car industry - nearl no innovation.

    --


    To make laws that man cannot, and will not obey, serves to bring all law into contempt.
    --E.C. Stanton
    1. Re:Ugh by SilentChris · · Score: 2

      And Quake using a different engine but having the same gameplay is better?

    2. Re:Ugh by Anonymous Coward · · Score: 0

      So? It's really good! Whats wrong with taking good concepts and making it better?

    3. Re:Ugh by wpmegee · · Score: 1

      Last time I checked, the original UT (and the original unreal) didn't have vertex or pixel shaders. UT2, because the engine it is based on, Unreal II, does. UT was a DirectX 7 based game, Unreal II and UT2 are both DirectX 8 based.

    4. Re:Ugh by Bert+Peers · · Score: 5, Insightful

      Eh, FYI Unreal was actually one of the few games that was explicitly using software engineering principles to (a) make it more attractive for licensing, and (b) make it last longer than most games (ie past the a-few-patches-and-thats-it stage). As a result Unreal 2 was able to take a lot of the modules and swap them out for better, more up to date versions. It's the same 'engine' but with all new physics code, rendering backends, character animation systems, etc. So now you have a system that can recycle the good part (data formats, editors, etc) and at the same time evolve to remain competitive.

  7. PC Gamer cover story by wpmegee · · Score: 3, Interesting

    The February issue of PC Gamer has UT2 as its cover story. The website hasn't been updated yet, but the magazine's already hit bookstores.

  8. Anticipating a slashdotting... by FauxPasIII · · Score: 2, Redundant

    Here's a mirror.

    --
    25% Funny, 25% Insightful, 25% Informative, 25% Troll
    1. Re:Anticipating a slashdotting... by Anonymous Coward · · Score: 0

      You are really a dumbass. This is gamespot, one of the biggest gaming sites on the net. They probably won't even notice the increase in traffic from slashdot (if there is one), and it sure as hell won't be enough to slow or take down their servers.

  9. Same old, same old by Anonymous Coward · · Score: 0

    I wonder how many revisions to the same engine they can continue to make their (crappy) games on. The engine itself in UT is certainly showing its age and strain.

    Their vaunted modifiability with "UnrealScript" aside, UnrealEd, their primary editing utility, even uses VB... sheesh.

    Personally I'll just wait for Kreed and Doom.

    1. Re:Same old, same old by TommyBear · · Score: 0

      SO what if they are using VB? VB is good for small utility apps. Oh okay, you would write it using MFC and it would take you 3 times as long and look crap. Top stuff.

  10. ETA... by /ASCII · · Score: 1

    Let's see. Unreal was supposed to be released shortly after Quake, but ended up beeing about two years late. Is there any real reason to expect that the Unreal 2 engine will slip any less?

    --
    Try out fish, the friendly interactive shell.
    1. Re:ETA... by zmooc · · Score: 2

      How about: they've learned from the Unreal delay, now have a better clue of how much time it takes to do this and that AND they can probably re-use a lot of code. Enough reason?

      --
      0x or or snor perron?!
    2. Re:ETA... by Anonymous Coward · · Score: 0

      Unreal 2 is being developed by Legend Entertainment (of Wheel Of Time fame), not Epic.
      it will be released in the next few months.

    3. Re:ETA... by Anonymous Coward · · Score: 0

      Remember, this is being done by a different company than the original Unreal. Also, for the original, they had to develop the engine. Digital Extremes has the advantage of using an already developed engine.

    4. Re:ETA... by Anonymous Coward · · Score: 0

      Well, actually Unreal Tournament appeared out of the blue unannounced, before Quake 3 appeared. So the idea that all their games are late doesn't really hold...

      Smid

  11. Sniper Rifle by nzhavok · · Score: 4, Funny

    The sniper rifle has been replaced by an "instant hit lightning gun" which does the same thing. Oh man that sucks I always liked the sniper rifle, I thought it was a nice touch compared to all the sci-fi weapons. Besides which "I sniped that bitch between the eyes" has a nicer ring to it than "I insta-lightninged the sucker".

    The article says that it makes the snip^H^H^H^H intant-hit-lightning-gunner more visible, I suppose this is some justification because we all know sniping is lame ;-)

    --

    He who defends everything, defends nothing. -- Fredrick The Great
    1. Re:Sniper Rifle by DarkEdgeX · · Score: 2

      Nothing pleases me more than the idiots who complain, at length, when someone uses a rail gun in Quake III Arena for what it's SUPPOSED to be used for-- sniping. Heaven forbid anyone should sit in one place, laying waste to their enemies (be it in CTF, or DM).

      --
      All I know about Bush is I had a good job when Clinton was president.
    2. Re:Sniper Rifle by nzhavok · · Score: 2, Informative

      Well I haven't played Q3 since I finished Uni (hey those iMacs where good for something after all) but if I remember it right you could usually see where the person with the railgun was because it left a trail. UT didn't have this but now UT2 will.

      I don't really have a problem with snipers, I just found it amusing what they where replacing the sniper rifle with.

      BTW does anybody know how horrible it is to play FPS games with only one mouse button!

      --

      He who defends everything, defends nothing. -- Fredrick The Great
    3. Re:Sniper Rifle by iomud · · Score: 2

      it's different in q3a though the rail actually takes skill in timing and aim to use so those who are good at it deserve their "rail whore" titles. Picking a guy off from across the map in UT is trivial where as it's not so easy in q3 probably due to dynamics in aiming. UT lets you get on top of the guy, quake will too but it becomes more difficult to aim as zoom increases. Most people I know use only minor zoom increments in quake 3 for this reason.

    4. Re:Sniper Rifle by ellem · · Score: 1

      Why is sniping lame? Using the BFG is lame. Rockets are lame.

      Sniping kicks ass. It kicks ass even MORE when you do it with a plasma gun....

      Look for : Your head was blown off by nowonmai

      At a UT server near you!

      --
      This .sig is fake but accurate.
    5. Re:Sniper Rifle by Matthaeus · · Score: 1

      The Chaos UT mod that shipped with UT Game of the Year edition tweaked the sniper rifle in a manner similar to this. Either you could use the normal CUT sniper rifle, in which case you had to lead your target a bit (and the bullets richoched, which rocks ass), or you could use the instant-hit rocket-propelled bullet sniper rifle (hey, if you can detonate a small nuke in the arena, I can have RPB sniper rifles!) which leaves a trail of smoke back to your position. And does >150 damage with a headshot.

    6. Re:Sniper Rifle by nzhavok · · Score: 1

      Because the majority of new players use the sniper rifle as their weapon of choice because they are too inept to use anything else and think getting a kill for every 10 deaths is good for a newbie. Theres no skill involved, just hope that they won't be spotted befor they get a kill.

      Then there is the other type of sniper who is experienced with other weapons and who will only pull out the sniper rifle to mess with you, like when you get killed out of nowhere 5 times in a row and still have know idea where they are. OK so this guy isn't "lame" but at least frustrating.

      --

      He who defends everything, defends nothing. -- Fredrick The Great
    7. Re:Sniper Rifle by ellem · · Score: 2

      I must be seeing uber-newbies who blow themselves up with rockets before I can snipe them.

      I just wish UT had a shot gun... and dancing women that blew up into guts and cash!

      --
      This .sig is fake but accurate.
    8. Re:Sniper Rifle by iBod · · Score: 1
      Oh man that sucks I always liked the sniper rifle

      I agree. I much prefer the more realistic weapons to the silly sci-fi stuff. I'd like to see some UT servers that offered realistic weapons for 'serious' play and others that had the sci-fi ones for 'light relief'.

      In reality, it wouldn't be at all easy to determine where a sniper was shooting at you from. Sniping (and camping) are legitimate tactics in the game and it's too bad if you get fragged. I know it's damned annoying but then that's what soldiers are trained to do in real life! I've got no time for those players who think it's cheating somehow.

    9. Re:Sniper Rifle by SuzanneA · · Score: 2, Informative
      I'd like to see some UT servers that offered realistic weapons for 'serious' play

      What you want then, is Infilitration, Tactical Ops, Covert Forces and/or Strike Force. They are 'realism' CT-like mods for UT, and they (at least Infil, TO and SF, I haven't tried CF) have quite a few servers running them.

      There are also other realism mods in the working: SAS:Into the Lion's den, Platoon 19, Blitzkrieg: 1941, and more.

    10. Re:Sniper Rifle by jorgen · · Score: 1

      Snipers generally don't kick ass (except for the few very skilled ones). Sniper bullets are easily avoided by using translocator and/or dodging frequently.

      Shock rifle whores (==players who can do the famous shock-combo while running) kick ass though. :)

    11. Re:Sniper Rifle by eddy+the+lip · · Score: 4, Insightful

      this is something that i found interesting when i made the switch from Q2 to UT - what was considered acceptable behaviour seemed much different. Q2 had a kind of Broughton's rules and if you deviated from those, abuse was heaped upon you, but in UT, any kind of slimy behaviour was ok. i liked that. maybe this was in part because of the thought that went into the gameplay. you simply couldn't do things like spawn camp

      but, damn, i am going to miss the sniper rifle...

      --

      This is the voice of World Control. I bring you Peace.

    12. Re:Sniper Rifle by Anonymous Coward · · Score: 0

      no because no one in their right mind would expect a mac to be used for video games.

    13. Re:Sniper Rifle by Anonymous Coward · · Score: 0

      Shock rifle whores (==players who can do the famous shock-combo while running) kick ass though

      Ahh, my favourite :o)

      But it's trivially easy to stop though - get your own shock rifle, and primary fire at their weapon :o)

    14. Re:Sniper Rifle by linzeal · · Score: 1

      They have tons of mods to run on servers to make the sniper rifle more unwieldy. The question is in the future won't they have automatic componsation for sway and twitching in sniper rifles?

    15. Re:Sniper Rifle by linzeal · · Score: 2, Interesting

      Try Unreal 4 Ever it has something like 40 new weapons ranging from a quantum singularity generator to a pipe bomb and yes a shotgun is included.

    16. Re:Sniper Rifle by cosmo7 · · Score: 1

      i must not be in my right mind, as i used to have a great time playing UT on a powerbook. left hand thumb on the trackpad and fingers on the arrow keys, right hand on the keyboard. playing with a mouse afterwards felt strangely disconnected, like driving an automatic when you're used to a stick.

    17. Re:Sniper Rifle by Megahurts · · Score: 1

      I liked going up against snipers. I had no trouble using the sound and muzzle flash to locate them. That lightning thing sounds kinda lame. =(

    18. Re:Sniper Rifle by DarkEdgeX · · Score: 2

      See, and that's the way I feel about it too, but go play some CTF or DM today, and be a rail-whore-- watch the idiots almost instantly start ragging on you about 'camping' (even though you've only been still for maybe half a minute, if that), then make it their point in life to take their frustration with the rail-gun out on you.

      I haven't really played UT all that much, but if what some other posters have said (in reply to my original post) it already sounds like a better environment for the wannabe sniper. =)

      --
      All I know about Bush is I had a good job when Clinton was president.
    19. Re:Sniper Rifle by Billly+Gates · · Score: 2

      I was just thinking that. I love snipping in the face CTF level. I really get a kick out of pissing all the little teenage kids off but snipping the hell out of them. I love reading comments like "Hey, WHAT THE F&#$!" or "STOP SNIPPING YOU SICK F@#$!" and laughing my ass off. Its great when spotting the immature ones and sniping them near respawn spots just to piss them off more. :-) I love playing dirty.

      I wonder if there will be any other weapons like the snipper with the new version.

      It is also rumoured that there will be vehicles like tanks and trucks similiar to tribes2 in the new ut. The face level might suck without the snipper riffle but it would be alot of fun to just drive a truck over to the other base and steal the flag before the other team could respond.

    20. Re:Sniper Rifle by Sabalon · · Score: 2

      Yeah..I love that. If you are not moving 100% of the time, you must be camping.

      I like the tac-ops mods and things like counterstrike, strikeforce, tactical ops, etc... It's hilarious when you get some newbie fresh from Q3Arena on one of those.

      They just run right into the middle of a fight and are dead in 3 seconds, then spend the rest of the time bitching about how slow everyone is moving, camping, sniping, etc...

      Hell, even half the CS players seem to get upset if they get sniped because someone is guarding their objective.

    21. Re:Sniper Rifle by Anonymous Coward · · Score: 0

      That must be why some people call it "Camper Strike" :-)

  12. Do you really think it's that bad? by Mustang+Matt · · Score: 2

    I personally really enjoyed Unreal and Unreal Tournament. Both ran well on low end machines. Both run great on high end machines.

    It's my understanding that the new games all have a totally redone scripting engine.

    Does anyone know for sure?

    --
    The man who trades freedom for security does not deserve nor will he ever receive either. - Benjamin Franklin
  13. One question: by larien · · Score: 3, Funny
    How do these game developers ever get out of the beta stage when they can test the game against each other?

    Another game on the 'to buy' list for next year...

  14. Re:KARMA WHORE! ^^^^^MOD PARENT DOWN^^^^^ by FauxPasIII · · Score: 0, Offtopic

    Ah, the trolls hate me. My sense of self-worth is thusly reaffirmed; I must be doing something worthwhile after all. =)

    --
    25% Funny, 25% Insightful, 25% Informative, 25% Troll
  15. More lifelike by prof187 · · Score: 1

    What would be really cool to see would be programmers actually constructing arenas out of real models or something and getting images from them for their game. Also, doing the same with the guns and the people. That would be awesome and probably wouldn't be as hard on a system.

    --

    My other sig is an import.
    1. Re:More lifelike by GiorgioG · · Score: 2, Informative

      already been done. Tactical Ops (for UT 1)

      There's also Strike Force, but Tactical Ops is the best IMO.

      Then for Half-Life there's CounterStrike.

      FYI, Tactical Ops & Strike Force are more taxing on the system than regular UT. Real life(like) requires more detail.

    2. Re:More lifelike by prof187 · · Score: 1

      I see what you're talking about, but it isn't like the picture I have in my head. If I could draw it I might, but that would defeat the purpose, hehe.

      --

      My other sig is an import.
    3. Re:More lifelike by BobSoros · · Score: 2, Funny

      I'd really like to see a High-School map + relevant skins.... I just the idea of sniping physics teachers from the 3rd story drama class. This might cause some angst in Jon Katz and his fat mouth but it would be a real joy for me :)

      --
      Contain my voice. Place my user into your foe list.
    4. Re:More lifelike by BobSoros · · Score: 1

      "I just like the idea" my bad

      --
      Contain my voice. Place my user into your foe list.
    5. Re:More lifelike by linzeal · · Score: 1

      There is a dm-columbine map floating around somewhere and a ctf-schoolyard or something.

    6. Re:More lifelike by Anonymous Coward · · Score: 0

      I considered doing that once. Then Columbine happened, and decided it wouldn't be too good of an idea. People were getting nailed for wearing trenchcoats; imagine what they'd do to someone who made a quake map of their school (yes I know the chance of getting found out would be small, but my big mouth and some overly paranoid kid is all it would take).

  16. Some thoughts about UT2, the internet and society by peripatetic_bum · · Score: 0, Offtopic


    I apologize if this is post isnt exactly on topic,
    but I started thinking when I saw the pictures of UT2 who good they really were becoming
    and while its extremely obvious, This is real interaction between people in a space that is as "real" as it can be made while still keeping it fun.

    Yes I know people normally dont go around shooting at each other and wearing armour
    but as UT2 gets more and more 'real' looking, is this what
    the internet is going to look like in the future. I am rather surprised that i havent seen UT mods where people can upload an avatar skin, that is specif for them, and have a area that is just a lounge. I help but thinking about Neal Stephenson's Metaverse and what it would look like and I keep thinking that it might look like UT2. The tech is there, now it really needes to be expanded.

    I know that many will point out to things like Ultima Online and the like, and I agree with you, but I think UT2 may (just graphically I mean) represent some version of what the future internet may look like.

    Anyway, sorry for rambling,
    have a nice day

    --

    Sigs are dangerous coy things

  17. Weak. by Decimal+Dave · · Score: 2, Insightful

    Those screen shots look good...but not great.

    Personally, I won't be impressed until 3D environments are detailed enough that all of the game's sound effects are generated in real-time by the physics engine.

    --

    "Leave the strategizing to those of us with planet-sized brains." -Tycho
    1. Re:Weak. by Matthaeus · · Score: 1

      Personally, I won't be impressed until 3D environments are detailed enough that all of the game's sound effects are generated in real-time by the physics engine.

      So, in other words, you want the level editors to have to model everything at the molecular level.

      And then do all the physics at the same level.

      Isn't there some computing axiom somewhere that states that an emulator is never as fast as the original unless the emulator is using substantially better hardware?

      The molecular computing that the universe does any time something happens is pretty damn fast (i.e. instantaneous) to begin with. Building a computer to emulate the universe (in real time) isn't possible in this universe. Building a computer to emulate an area the size of a UT2 map (in real time) would take up more space than the actual UT2 map would in real life, and that's just for storage.

      This is exactly why game programmers go to great pains to cut corners where it won't be noticeable, and also why the few who can do it well are gods in my book.

      I just responded to a troll, didn't I?

    2. Re:Weak. by listen · · Score: 2

      Well, you can emulate sound effects without emulationg at the molecular level - you can do it as pressure waves - still a waste of time at the moment. Its kind of like saying "Don't use textures, I want everything to be done as very small polygons with a solid colour!"

      But it would still be way less than a molecule level simulator.

    3. Re:Weak. by James+Foster · · Score: 1

      It is possible to do sound simulation on a higher level than molecular! Consider if each material in a game had a sound assigned to it, and when hit with another material, the sounds were combined and some echo effects were calculated. Perhaps even that is a little simple, but modelling realistic sounds on a molecular level is quite unnecessary.

      Also, I would like to point out that IT IS technically possible to model the universe within a game! Consider that the real universe has virtually infinite cycles per second. You can take a given amount of time and continually halve it and never reach zero. A game only ever needs to perform a maximum of say... 60 cycles per second. So the key to emulating the universe is making a CPU small enough and getting the frequency high enough. Of course, since as far as any human can tell, the universe has no boundaries, it may be infinite and hence no emulation can be performed. But that is all quite redundant when it comes to games. In a game we deal with a relatively very small universe, and it is very possible to emulate that to a decent level of accuracy.

      It's similar to how we haven't found the boundaries of our own universe. Whilst they are not defined and the boundaries of game universes are, the boundaries of how realistic games may get still remain undefined.

    4. Re:Weak. by Toraz+Chryx · · Score: 1

      ah, your forgetting, a map in a computer game ISN'T the size of the entire universe :)

      also, there's the detail of the physics generating the sound..

      it's feasible.. vaguely, to have a 'base sound' for all surfaces that's modified by the properties of that surface... depending on how far you took it.. having a passable simulation of real sound is probably workable.

      (doing it in a 'True physics' way is probably impossible though.. like you said)

    5. Re:Weak. by Dyolf+Knip · · Score: 2
      Isn't there some computing axiom somewhere that states that an emulator is never as fast as the original unless the emulator is using substantially better hardware?

      Sure. A computer that works on the same principles as what it is you're trying to emulate will take just as much space to do the emulation. But remember, we really don't have to get that good. I'd think that 0.1 mm would be about the maximum 'granularity' needed. Furthermore, there's sub-molecular computing devices on the horizon. And as someone pointed out, the universe runs a very high framerate (10^43 fps, or thereabouts), one much higher than we need to run a realistic emulation.

      --
      Dyolf Knip
    6. Re:Weak. by Matthaeus · · Score: 1

      ah, your forgetting, a map in a computer game ISN'T the size of the entire universe :)
      Read my post again, carefully. I said that emulating the entire universe in less space than the entire universe is impossible, and emulating a level in less space than the level would take up in real life is likewise impossible.

    7. Re:Weak. by Matthaeus · · Score: 1

      It is possible to do sound simulation on a higher level than molecular! Consider if each material in a game had a sound assigned to it, and when hit with another material, the sounds were combined and some echo effects were calculated.

      This is almost how the sound engine works already. There is processing for reverb (not sure about echo), and you can set the speed of sound in various zones if you so choose.

    8. Re:Weak. by Matthaeus · · Score: 1

      It's possible to get away with that sort of granularity if you're willing to generalize what will happen for n .1mm. Hard-code chemical reactions for weapons firing, acid vats, and radiation damage. Hard code sounds (because you can find two materials that look exactly the same at .1mm and sound completely different), which is not what the parent poster wanted. But then you're not emulating anymore; you're approximating.

  18. What I want to know is... by Matthaeus · · Score: 2, Interesting

    Will they have an updated level editor to go with this? That's the only real thrill I get out of these games anymore, and the editor that came with UT, well, it's okay but it's much lacking in some features (stability, portability (file format-wise, robustness). A few more primitives would be nice; groups for actors would be nice (correct me if UED2 already has this), selections would be nice (real selections, not that shift-click cruft). A manual would be really nice. And an in-editor screenshot maker!

    Or is this just wishful thinking?

    1. Re:What I want to know is... by James+Foster · · Score: 3, Informative

      The level editor that came with UT is the exact same one that Epic use to make the game. Any shortcomings of it, they had to deal with in the development process. So clearly, it is a very usable editor since the game was released and was also pretty popular!
      It definately isn't one of the easiest editors to use though. I suggest checking here if you want to learn more about how to use UnrealEd efficiently.

    2. Re:What I want to know is... by crisco · · Score: 2

      The editor has improved but is still not a full blown 3D modeling package. The engine and editor both have been tweaked to easily allow the import of complex models from 3D packages such as 3ds max, maya and others without a performance hit ingame. From what I've seen and heard, this is the preferred workflow, much more work done in those kinds of packages and only the final bits assembled in the editor. Don't know about getting stuff back out of it, although with that workflow you wouldn't really need to.

      --

      Bleh!

    3. Re:What I want to know is... by Anonymous Coward · · Score: 0

      it's not just wishful thinking..
      the new editor will be much nicer than UeD2 (check out the terrain tutorial):
      http://udn.epicgames.com/contentcreation.php
      there are already more primitives available for UeD2:
      http://www.planetunreal.com/tarquin/

      expect some great user created content soon after Unreal 2 ships!

      and see http://beyondunreal.com/ for all your unreal needs.

  19. Tough Minimum Specs by ellem · · Score: 5, Funny

    Minimum Requirements

    Windows XXP
    5 Geoforce Cards
    4 1.4Ghz processors
    3 French Hens
    2 Turtle soundcards
    and <pinky_in_cheek>1 Billion MB of Ram</pinky_in_mouth>

    --
    This .sig is fake but accurate.
    1. Re:Tough Minimum Specs by sracer9 · · Score: 3, Insightful

      You know, I wonder if I have a system that this game will play on:

      Athlon 1800+
      512 MB DDR Ram
      GeForce 3 Ti 200
      80 GB Raid Array

      Oh sure, I think the hardware's fine, it's the OS I'm wondering about:


      Linux localhost.net 2.4.17-xfs-preempt #2 Sat Dec 29 19:26:14 PST 2001 i686 unknown

      --

      No thanks. I don't smoke anymore.
    2. Re:Tough Minimum Specs by Anonymous Coward · · Score: 0

      Why would anyone buy a GF3 for use with linux..?

    3. Re:Tough Minimum Specs by Anonymous Coward · · Score: 0

      Yes, that makes sense.

    4. Re:Tough Minimum Specs by Bilestoad · · Score: 2, Funny

      Following the same production timeline as the original Unreal, Unreal 2 will debut in time for Christmas 2007, slightly before Duke Nukem Forever.

  20. Bad news for us crappy players by Tony+Shepps · · Score: 5, Funny
    "In other words, we are focusing more toward the actual skill of the player rather than luck."

    This is the only thing that worries me, personally, because frankly I suck. Maybe it's age, maybe it's the lack of patience to go check out the ultra-elite message boards where I can get the key bindings to use all these weird-ass dodges and double-secret jumps. Maybe it's the tendonitis which slows down my trigger finger.

    I can be competitive, but it's taken a year to get there, and when people are dominating I'm just not good enough.

    I hope there is still a place for me, the aging crappy FPS gamer. I'm the one who messes up your team by not playing well enough. I'm the one who accidentally fires at you when you're on the ledge, knocking you off and killing you. I'm the one who runs while firing the rocket launcher, forgetting that I'm about to run past a pole where my rocket will just blow me up, blow me up damn good. I don't want to be the lame one, it just happens.

    You elite players need people like me in order to climb the ladder. Every army needs its cannon fodder. But if there are too many dodge keys to remember, no chance of being even the slightest bit effective doing anything, I'll just have to pass and you elites are only going to be left killing yourselves.

    1. Re:Bad news for us crappy players by ellem · · Score: 1

      Say uh, Tony... What's your game name? You know so I can, uh, find you and have you kill me online accidentally. Yeah.

      ;)

      --
      This .sig is fake but accurate.
    2. Re:Bad news for us crappy players by Matthaeus · · Score: 1

      Amen, brother. Nothing's more frustrating than playing against a LPB who has a brick on the jump key. Unless it's a HPB with a brick on the jump key and the annoying habit of just disappearing when you pull the trigger.

    3. Re:Bad news for us crappy players by Anonymous Coward · · Score: 0

      I find UT always rewards tactics.. I rarely get huge UT scores being fast.. it's all about playing smart.

    4. Re:Bad news for us crappy players by LadyLucky · · Score: 1
      Hear hear!!

      You forgot (true story):
      I'm the one running back to base with the flag, but with a twitchey finger on the strafe left button, while im running along with the edge of a cliff right by my left.... Ooops, I did it again!

      --
      dominionrd.blogspot.com - Restaurants on
  21. Is it just me or does it look exactly like by Anonymous Coward · · Score: 0

    the Quake 3 engine. Maybe they decided to license the Quake 3 engine for UT2. :)

  22. Mmmhhhmmm... but... by James+Foster · · Score: 5, Interesting

    First person shooters have something holding them back from being ultra-realistic and that is the bubble that surrounds the player. The degree of seperation between the player and the world. What am I talking about? Take a look at this screenshot. Notice how the gun is JUST to the right of the player's eye whilst the clown is very seperate. The clown can never interact with that gun and can never come between the player and the end of the gun. In my opinion, as the graphics get more and more realistic this is becoming a bigger and bigger problem in getting the player immersed in the game. The gun example is just an example, what I am trying to say is that the player is very seperated from the environment in first person shooters and that is becoming a major problem. Notice also how the player can never see their own feet.

    Think this is a small issue? Well, imagine a game where the player COULD see their feet and enemies COULD come inbetween the player, the player's gun and the player's feet. Right now, first person shooters make the player feel like a gun floating in mid-air and shooting at things in the environment. DOOM didn't quite do that, it used view-bobbing and other techniques to prevent that feel. A newish game that has the same level of immersion is Medal Of Honour. Whilst I don't think you can see your feet in that or enemies can interact largely with the player, the player still gets immersed by things like view bobbing, realistic sounds and other activity keeping the player occupied.

    Forget graphics, NOW is the time for immersion!

    1. Re:Mmmhhhmmm... but... by Anonymous Coward · · Score: 0

      In Trespasser you could look down at your breasts to see your health rating and stack boxes with that floaty hand thing!

      Ok, bad example.

    2. Re:Mmmhhhmmm... but... by James+Foster · · Score: 2, Interesting

      Hahaha.
      I did actually think a little about Trespasser when I was writing that post. I suppose that could be an example of a game that tried what I suggest is needed, but they obviously didn't implement it very well and the other parts of game design as well as code integrity failed the game.
      In some ways though, Trespasser was quite innovative. If you look at what the developers were TRYING to do with it, they were way ahead of their time and the rest of the genre. Some of the things they tried to do were definately steps in the right direction and yet have still not appeared in other games.

    3. Re:Mmmhhhmmm... but... by Toraz+Chryx · · Score: 1

      in Tribes the player can see their own feet (and if you run into a wall the end of your gun is pushed back)

    4. Re:Mmmhhhmmm... but... by FFFish · · Score: 1

      You notice one feather on the clown's shoulder is overlapping the gun? I'm not sure whether the clown is holding the gun, or if the viewer is holding it...

      --

      --
      Don't like it? Respond with words, not karma.
    5. Re:Mmmhhhmmm... but... by Tony.Tang · · Score: 1

      Good point. I think though that the level of immersion would need to be carefully thought out. I mean, thinking about the ways in which the body could interact with the environment would need to be very careful. You could get carried away with one idea, and the dividends could end up being minimal.

      Remember in Q2 when id upped the bar by letting you have "destructable walls"? That was going to be all the rage. Unfortunately, how often do we see those today? It's hard to put them in levels because it's not like you can make an /entire wall/ destructable, and there's no good reason for a player to fire at a wall if it's not always going to blow up anyway.

      How much does it add to the gameplay? Minimal, at best. Though I bet it was a big head-scratch problem at id, and its solution was met with many cheers in the fanbase.

      Yet its impact has only been minimal.

      Same deal with "you can blow up these trees" in some outdoors games. It's kind of cool, but it doesn't add too much to gameplay.

      Same deal with the chairs in Return to Castle Wolfenstein. Cool to shoot at, but nothing really more than an annoyance. And, why can I shoot the chairs, but not be able to destroy the filing cabinets? Why does my TNT blow up only parts of the wall, etc.?

      Interaction with the environment in of itself does not solve the problem of immersion entirely, simply because "what should be interactable?" is a very tough problem.

      I think the idea of "illusory" immersion, that you were talking about, is a pretty reasonable idea (e.g. head-bobbing -- really, gun-bobbing). Head-bobbing is IN some of the newer games, but largely, many have done away with it (leaving it around only minimally) so that those that get nausea from it can still play the FPS's.. ;)

    6. Re:Mmmhhhmmm... but... by Fizzlewhiff · · Score: 1

      You know what? In real life when I look down I can't see my feet. I have not seen my feet in many years.

      --

      'Same speed C but faster'
    7. Re:Mmmhhhmmm... but... by Spankophile · · Score: 2

      The player is holding the gun.

      The gun has 3 barrels at the end (I assume for a multi-shot rocket ala UT's multi-rocket launcher). Also, just to the left of the (G) is a plunger (presumably for loading the barrels)

    8. Re:Mmmhhhmmm... but... by Seehund · · Score: 1

      In real life when I look down I can't see my feet. I have not seen my feet in many years.

      Are you the one who keeps sending me "PENIS ENLARGEMENT" spam? I didn't believe what you wrote in the e-mail messages, and your claims above are equally incredible.

      --
      Help savingAmigaOS and a free PowerPC market
    9. Re:Mmmhhhmmm... but... by Lumpy · · Score: 2

      well the immserion can be increased... shock collars connected to the computer to zap you when you get hit, A Strobe on the top of the monitor to blind you when a grenade goes off in your face, and finally a solenoid and air controlled brick that smashes into you when hit with a blunt weapon.... Man unreal really needed BIG hammers instead of that silly rock breaker.

      you may mod me as funny, but I remember reading here on slashdot about a guy who wired a shock system into quake II!

      --
      Do not look at laser with remaining good eye.
    10. Re:Mmmhhhmmm... but... by Nailer · · Score: 2

      Forget graphics, NOW is the time for immersion!

      That's an awesome idea. Imagine

      * running out of ammo for your shotgun, and grabbing the barrel and bashing the opposing player on the skull.

      * actually picking up weapons and slowing down your rate of fire and the like as you don armor, place turrets, etc.

      * grabbing someone' weapon

      * hiding round a corner and tripping them when they follow you

      * being knocked to the ground and crawling for a little while if you're injured...

      * Using that high powered gattling gun that's out of ammo as a high powered drill to put through your opponents midsection

      * Throwing bodies down a flight of stairs at your oncoming opponents

      * Using other players as human shields

      etc.

    11. Re:Mmmhhhmmm... but... by FileNotFound · · Score: 1

      It's funny that you mention that.

      I feel the same way, not being able to look down and see yourself is a major issue imho.

      I remember playing Anarchy Online Beta 3.
      Back then the camera worked differently, and looking down you'd see your gun, your torso and your feet. The chars were well animated etc so it was a nice touch.

      Yet it seems that the vast majority absolutley hated it.

      You also seem to confuse immersion and interactivity.

      In an interactive world you can just do lots of things with lots of stuff. Like Deus Ex was very interactive in the ammount of things you can do. It was not particulary imersive, more so than most shooters but still not amazing.

      Does interactivity help imersion? Yes but it's hardly the only thing to do. As many interactive objects you add the player will still want more.

      Try System Shock 2. Now that was imersive, just the atmosphere that the game created, the sound especialy. It was trully scary as hell because you felt like you were there. It was hardly realistic, the gfx were ok but not great. The ply count was pathetic. But there was alot of communication between the game and the player, and not therough lame cutscenes.

      I hate cutscenses. As soon as I feel that I'm in the game doing what I want. BAM I'm there in front of a PC watching a 'movie'. So no cutsences!

      You want Guy A to talk to me? Have him walk up to me and talk. If I don't want to listen I won't.

      In a good game the player is NOT forced to do something, but he's made to know that he SHOULD and that bad things will happen if he doesn't.

      Nobody likes to feel forced into anything, it's not real to be forced and thats what destroys any immersion for me.

      --
      In Soviet Russia, the television watches YOU!
    12. Re:Mmmhhhmmm... but... by Anonymous Coward · · Score: 0

      I thought Tresspasser rocked.
      Best game ever. I'm not kidding. I enjoyed
      the hell out of it. I endured 10fps for
      dozens of hours. Talk about a game that
      suspends disbelief. It was the ultimate
      in being able to react with your environment.
      Frustrating at times, but invredible. Best game
      ever.

  23. DNF4 by Tibor+the+Hun · · Score: 0, Offtopic

    maybe now they can use this new engine for the duke nukem 4. it would look really sweet then;)

    --
    If you don't know what AltaVista is (was), get off my lawn.
    1. Re:DNF4 by Anonymous Coward · · Score: 0

      I don't see where this would be a problem. Duke Nukem Forever has been delayed so long that I really don't think anyone is expecting it to come out. Think Prey .. ;)

      I wonder when we'll get to see the "DUKE NUKEM IS GOING TO MAKE YOU HIS BITCH" ads.

  24. an avid UT fan by krs-one · · Score: 2, Interesting

    As an avid UT fan from the beginning, I am extremely excited about getting my hands on the new UT2. I do know that they have stripped the shock rifle out of it because it is too powerful, mainly when using the combo. However, they have replaced it with a plasma shotgun that allows for the same thing, but in moderation, and its not as powerful.

    It also looks like epic is going away from the indoors tournament look and feel of UT. There are a few custom outdoor UT maps, but not many, and most of them are not sanctioned by the big ladders.

    Like UT did to the gaming industry a few years back, I think that UT2 and U2 will do now. I also think that no games will be able to come close to it (in the same genre) for a few years.

    -Vic

  25. Repitition by Raul654 · · Score: 2, Insightful

    The problem with FPS's is that it gets so damned repetitive. Run around, grab items, shoot a near-endless supply of enemies. Except for quality of graphics, how are today's FPS's different than Doom?

    --


    To make laws that man cannot, and will not obey, serves to bring all law into contempt.
    --E.C. Stanton
    1. Re:Repitition by vicviper · · Score: 2, Insightful

      Go play Doom, then go play UT. If you cannot tell the difference, the FPS games are *not* for you.

    2. Re:Repitition by Hast · · Score: 1

      More complex maps. So you can use tactics to get around your opponents.

      Bigger maps, which makes it possible to use entirely different strategies.

      More game modes, deathmatch is no longer the norm. Now most play teamgames. Compare running around hitting each other with sticks to soccer for instance. (If you need a RL reference. ;-)

      And naturally the engine is a lot better which allow more realistic graphics and sound.

      While the basic game idea is pretty much the same as Doom, the actual game play is very different.

    3. Re:Repitition by Anonymous Coward · · Score: 0

      They are NOT! Well, at the very low level, yes, that's the idea, run around, shoot things and collect power-ups. But think of other game genres. Role-playing for example. Run around dungeons whilst drawing maps on a pad of paper because you know you'll get lost otherwise, 'talking' to an endless supply of NPCs, all of whom look alike, killing an endless supply of goblins and dragons and shit. Not to mention wading through the same story line game after game. Uh, so this is fun how exactly?

      Look, you don't like the FPS genre, STFU. It's not for you, never will be, don't play it. FPS games have lots to offer, eye candy (first time through Return to Castle Wolfenstein for example), fast paced, exciting game play, different strategies and combat tactics, puzzle solving (sometimes excellent). If you'd rather sit in a dungeon killing ants and butterflies for the first 10 hours, hey, more power to you.

    4. Re:Repitition by Codifex+Maximus · · Score: 2

      Return to Castle Wolfenstein MP allows you to work as a team with other players to accomplish a goal. The team not only works together but they actually DEPEND on each other.

      If the Lieuts don't give ammo and proper fire support, the team suffers.

      If the Engineers don't arm or disarm explosive charges, many objectives can't be achieved.

      If the Medics don't take care of the others, the team efficiency suffers dramatically.

      If the soldiers aren't proficient with their weapons and deploy with interlocking fields of fire, the enemy gets through to kill the others.

      RTCW is a great game.

      --
      Codifex Maximus ~ In search of... a shorter sig.
    5. Re:Repitition by stikves · · Score: 1

      Sorry to say that, but I would prefer DOOM to *any* other FPS. I do not know why. Maybe because it's my first, maybe i'm still in love with the atmosphere. Or even maybe it's multiplayer (in E1M1) is just better.

      Anyways, I happen to play Q3 or Duke Nuke'em from time to time. I am just strange.

  26. Too real? by Anonymous Coward · · Score: 1, Funny

    If you think that Unreal Tournament 2 is "too real", you really need to get your ass outside and look at the world more often.

  27. Coalition of Sucky Players by ndogg · · Score: 3, Funny

    I say that we start the Coalition of Sucky UT2 Players.

    This way we could have strength in numbers...

    Hmm, actually that might be a bad thing. Could you imagine a line of use coming down towards the enemy firing rockets in front of us? We would probably kill more of ourselves than then enemy would. The enemy would see people flying all over the place and (s)he would not be doing anything.

    It would would be so much worse on a level with a pit in it. Could you imagine us trying to use the teleporter? We would try to look really good by using it, but we would probably end up teleporting ourselves into the pit.

    Of course it could be that we would only end up proliferating our suckiness, but at least we would have a support group (and why not, there is a support group for everything these days.)

    --
    // file: mice.h
    #include "frickin_lasers.h"
    1. Re:Coalition of Sucky Players by Anonymous Coward · · Score: 0

      my "clan" used to train sucky players like you guys -

      the truth is this though- many many players are using bots, hopefully this time around some time was spent doing something to prevent it.

      http://forums.darkwhores.com

  28. Lucas would roll over in his grave... were he dead by Jennifer+Ever · · Score: 1

    Damn. Alien Male B? Go all the way and give us Jar-Jar.

  29. ahhhhh!! by WickedClean · · Score: 1

    Oh please not another UT! I have enough trouble getting my work done as is!

    Can you say LAN Party???

    --
    ...All I can say is that my life is pretty strange...
  30. UT2 vrs Halo (Doom 3) by fils · · Score: 1


    It looks nice, but does it really look that much different that Halo now? I haven't played halo outside the stores since it's the only thing on x-box that remotely is interesting to me, so I wont buy one, but it looks alot like I see in what I have seen of Halo. Even the graphical quality looks the same.

    Does UT2 do per pixel environments like doom 3 will I guess (don't know much about this technology to be honest). I saw a demo where doom 3 had lights above a fan and the shadows from that sweeping over some boxes, very cool. Doom 3 images (the crappy ones that are all that is out) look much more realistc that this. UT2 looks very good, but it's always had this kinda anim look to it.

  31. For 'alternative' platforms? by ciryon · · Score: 1

    I've always prefered UT when it comes to good First Person Shooters.

    I'm really hoping for Mac and Linux versions of this game. I don't use Windows.

    Ciryon

    1. Re:For 'alternative' platforms? by Anonymous Coward · · Score: 0

      Oh shut the fuck up, you are one of the five people that want to play these games and dont' have windows.

    2. Re:For 'alternative' platforms? by ciryon · · Score: 1

      We're not that few. Can't understand why people like you want to stick around with something that clearly sucks.

      Ciryon

    3. Re:For 'alternative' platforms? by SCHecklerX · · Score: 2
      Well, I'm another, so I guess that makes six.

      It's a pain to boot into a crash-prone, uncustomizable, unintuitive, BUTT-UGLY OS just to play a game.

  32. Future net :) by fils · · Score: 2, Interesting


    One thing that interest me in all this UT2 / Quake 3 / Doom 3 stuff is the way in which these systems have achieved 3d immersion on the net.

    I mean look at web3d.org (vrml) and how poorly it has done, now look at the game engines. Let's take the recently GPL released Quake 2. I saw it's out now for Mac OS X, windows obviously and linux I am sure now or soon. Plus you can run it in a window, not full screen if you wish. Now take that and develope a means to assign URL's like
    quake2://w3d.nowhere.com/index.bsp to a slip gate that can pass this to the engine. Get a good 2D canvas in it to render text and images to view pages and perhaps a consol. The ideas go on and on.

    It's a cross platform GPL'd 3d networked environment....

  33. Wrong by Anonymous Coward · · Score: 0

    With the 4.20 patch of UT over two years ago, they released a new version of Unreal Ed that was re-written in c++.

    It was not nearly as buggy as the VB version, but it still had way too big of a dependency on microsoft APIs to make a port a reality.

    If you don't mind the rebooting, or are a windows user anyway, then it is still worth checking out.

    1. Re:Wrong by dzym · · Score: 1

      I guess the installer asking for VB runtimes must've confused me.

  34. Re:Nukes by Anonymous Coward · · Score: 0

    Do any of these fps games have the
    equivalent of say a Nuke?

    When playing Heavy Gear 2,(essentially the only game I got), I always think that planting
    a nuke and then fleeing the Mach Wave would
    be a neat "realistic" touch. Or say being
    informed that an ICBM was on the way and
    having to "duck and cover" and shutdown
    systems to avoid the EMP.

  35. Re: like a multiplayer GTA3? by cb0y · · Score: 0

    Imagine a multiplayer GTA3, with say 1000 people... based on a real city not liberty.

    That would rock ass, drive/walk/fight like quake or CStrike but also do it in real maps and against PC too.

  36. Re:Some thoughts about UT2, the internet and socie by iBod · · Score: 1
    have a area that is just a lounge...

    It would only be a matter of time before some lamer decided to burst into the lounge with a rocket launcher and frag everyone.

  37. Timing. by Bender+Unit+22 · · Score: 1

    It is looking great even though I'd prefer more screenshots than edited images, but I guess it's too early.
    Maybe with the q3 release plan it's will be delivered together with the ATI 8500DV card that I ordered.
    But I would not be surpriced if it got delayed. With Q3 as a target they have room for delays and will still be able to be on the x-mas lists for santa.

  38. Hey, where the hell is tactics? by Enzo90910 · · Score: 1

    I'm hugely waiting for a game that will fill the hole between RTS and FPS. I think it probably would need to be MMO also, since you would need a lot more units to do what I'm implying, but I can't wait for a game where you will be able to be a general in an army as well as as canon fodder, and when you die, you know that you have been useful for something for your team, if only for numbers.
    This kind of MMOSFPS (folloming, guy? Massively Multiplayer Online Strategy First-Person Shooter) would probably have to be somewhat less fast-paced than most FPS (think Tribes 2, or even a bit slower), the chain of command would be actually on the field and would have to be protected from opponents, and there would be a rating system, allowing the chain of command to know the skill level of every soldier (and the game to even teams). That way, you'd be given commands adapted to you (Yeah, I know, that could be cleaning the crap), and no one could criticize you for your lack of ability, only too happy to have one more soldier (this would require an extremely balanced rating system, I know).
    Of course, You'd also need to judge separately the tactics level (How, that sounds like a difficult game to make, now, eh?) of a guy, so that he can be given command of a group of sharpshooters even if he can't hit a cow, and so on.....
    How does that sound?

    --
    I don't have much to add.
    1. Re:Hey, where the hell is tactics? by Erik_Kahl · · Score: 1


      I have dreamed of this game for three years...

      I don't think the technology was ready then, but with the widespread availability of dsl/cable and the amazing graphics abilities of modern PCs(with enough processor capacity left over for impressive game AI), I think this game is becoming more realistic.

      Tribes 2 does come close. It just needs an organized and regulated Chain of Command. I think this feature could be implemented with an experience points like system. I would say that a player could become qualified to lead a team of snipers after he achieved a XXX kills/XX deaths ratio(earning him points) and maintained his success rate in leadership
      There are a lot of possibilities there.

      Another must have is vehicles...they have been overlooked for far too long. The three man bomber in Tribes 2 is brilliant. It takes coordination, specialization, and communication to be effective with that weapon. Those things are lacking in too many games....especially FPS.

      I hope I see this game on a shelf soon. I'd make it myself if I wasn't such a lazy bastard.

  39. Re:UT2 vrs Halo (Doom 3) by Hast · · Score: 1

    I would assume that it wouldn't.

    UT and UT2 are both multi player centered. Much like Q3 is. Doom3 is however single player oriented. In a SP games you can put in more neat graphics, but in a MP game that can be very annoying.

    I think U2 would be a better comparison to D3.

  40. Vehicles by Dyolf+Knip · · Score: 2

    One of the screenshots shows various angles of a vehicle of some kind. Will those be included as well, a la Tribes and Halo?

    --
    Dyolf Knip
    1. Re:Vehicles by yem · · Score: 1

      RTFA (ie, Yes).

      --
      No, I did not read the f***ing article!
    2. Re:Vehicles by Dyolf+Knip · · Score: 2

      Hmmm, actually I did read it. Apparently the two sentences given over the vehicles were right next to a very spiffy screenshot and my eyes kind of wandered, then picked up the text after the relevant sections.

      --
      Dyolf Knip
  41. I'm Not Impressed... by Lethyos · · Score: 4, Interesting

    You can still see polygon outlines. Textures are still flaky at best. Lighting is still very unconvincing. I'm sorry, but games are not beginning to look "a little too real". On the contrary, they've still got a long way to go before they show even promise of looking photographic. All game engines out there currently provide essentially the same level of performance in terms of visual quality. Yes, I understand some game engines have advantages over others, but it all comes down to how they are used and the design of the game. Let me explain.

    Game developers have traditionally pushed the envelope in terms of what hardware is needed to run the game. UT:2 doesn't appear to be doing that. They should not be afraid to use extremely high-res textures and let loose on the model complexity with much abandon. This may sound foolish, but also note that this is how the industry has traditionally worked. Popular and powerful software demands hardware makers to up the ante on performance. Think RAM and disk space would be as cheap as it is without Windows9x entering the fray?

    Elements of the game's design also affect realism. It seems to be that on one hand, UT:2 is struggling to look extremely real, but at the same time, incorporates elements that undo any progress they made. I'm not talking about cheesy weapons or circus clown fighters. The environments - the structures and landscapes - just do not lend themselves to being believable. This is also in terms of detail, or lack thereof. There's no excess where there needs to be! Hardware will catch up. Go ahead, waste CPU cycles... people will buy a 2000THz Athlon Mustang XPXA 2015 Turbocharged.....

    --
    Why bother.
    1. Re:I'm Not Impressed... by Graymalkin · · Score: 2

      Making a game available to a certain strata of computer users makes your game less popular. If you had to wait until you could afford a new PC in order to play a game you'd buy something with much lower requirements. I don't want to shell out a thousand bucks to play a computer game. Another thing to worry about is compatibility. UT runs on Mac, Windows, and Linux. Not a whole slew of people went out and bought a new Athlon XP just to run Linux on. A majority of Mac owners don't have brand spanking new Quicksilver systems with GeForce 3s in them. Shit most Windows users don't have a card more powerful than a TNT2. If the developers wanted to ignore the majority of their userbase they could push the envelope but then who would buy it.

      --
      I'm a loner Dottie, a Rebel.
  42. OT Re:Mmmhhhmmm... but... by Dyolf+Knip · · Score: 2
    Cat bathing should be an official martial art

    Dunno, I've seen both ends of the spectrum. My own cat is very docile in the bath; I can put him in the tub and he'll stay ther. He's still got some claws but he never uses them in the tub. Another cat I've tried to bathe was completely uncontrollable. I ended up having to toss her into a shower stall and just point the shower head at her since she'd have torn me to shreds if I was anywhere nearby.

    --
    Dyolf Knip
    1. Re:OT Re:Mmmhhhmmm... but... by Anonymous Coward · · Score: 0

      Why would you want to bathe a cat in the first place? Cats clean themselves. Or did you pull out too early and come all over it? Unlike CmdrTaco, cats won't lick up just anything.

  43. Linux version? by Omnifarious · · Score: 1

    Anybody know if they plan to release a Linux version? I probably won't be playing if they don't.

  44. Weapons. (More Please) by rootmonkey · · Score: 1

    I've seen many posts about the argument over the new sniper rifle replacement. What I don't understand is why does it need to be replaced? Can't we have the original weapons + new weapons? Why does one have to replace the other, in other words...more,more,more choices. I've never heard any complaints about too many styles of weapons to choose from.

    --

    Yes but every time I try to see it your way, I get a headache.
    1. Re:Weapons. (More Please) by Junta · · Score: 2

      Easy, the sniper rifle replacement is meant to make the weapons more even. Making the old one available would mean there is no reason to use the new weapon, defeating the whole point...

      --
      XML is like violence. If it doesn't solve the problem, use more.
  45. System specs by doorbot.com · · Score: 2

    I remember reading PlanetUnreal a while back and they posted the specs required for Unreal II (and I assume Unreal Tournament 2). They were likely preliminary guesses, but they serve as a good indicator of the direction the developers are going.

    The idea was that you could actually run the newest generation of Unreal games on slower hardware than Unreal Tournament. Yes, slower. I think it actually spec'd a Pentium 233, but I can't recall exactly.

    Apparently the new engine does exactly what the Kyro cards do. It only draws what is necessary, thus allowing older hardware to still play the game. I don't know how this will affect Kyro cards where they have a price-performance advantage.

    I also remember reading about how Unreal was going to use ATI's TruForm (I think) technology to change expressions and the like on models. So that would be one advantages of having a brand new high end graphics card...

    1. Re:System specs by doorbot.com · · Score: 1

      Whoops, that URL is wrong... should be:

      www.planetunreal.com

      I couldn't find the article either, perhaps someone else has a link to it...

    2. Re:System specs by vogel · · Score: 1

      LOL, I think it's safe to say that our current tech won't have lower system requirements than Unreal/ Unreal Tournament :)

      - Daniel

  46. Mac Version? by kerincosford · · Score: 1

    Any word on one?

    The reason we play so much Unreal in the office is 'cos there are PC, Linux and mac versions - everyone gets to play.

    1. Re:Mac Version? by Anonymous Coward · · Score: 0

      Yes there is. I've seen a Mac beta of UT2. Don't worry, they will support the Mac OS.

  47. No sniper rifle = stupid by Anonymous Coward · · Score: 0

    "The sniper rifle has been replaced by an instant-hit lightning gun that has the same function but is more visible when you use it so that it gives the others the chance to find out more easily where it came from (if he missed!). "

    Hmm, guess I won't be playing this game.

    1. Re:No sniper rifle = stupid by alyandon · · Score: 1

      Although I really wish they wouldn't do away with the old sniper rifle.. it won't be nearly as bad as you think.

      The sniper rifle from Tribes & Tribes 2 (large and open levels with smaller structures dispersed throughout) is laser based and reveals your location when you fire. Just because you see someone firing the sniper rifle doesn't mean that anyone from your team is in an immediate position to do anything about it.

      From reading the preview I'm getting the idea that UT2 will be supporting similar style levels... and would therefore need a change to the sniper rifle to balance everything out.

  48. Graphics suck. by be-fan · · Score: 2

    Honestly, these graphics are SO 1998! Maybe I'm spoiled by the PS2, but you'd think with all the GeForce 3 power they have at their disposal, they'd use some curved surfaces in the levels. The maps (especially the Egypt one in the screenshots) look like they were drawn by a six-year old with a demo version of 3D Studio that was limited to 100 polygons.

    --
    A deep unwavering belief is a sure sign you're missing something...
    1. Re:Graphics suck. by Sentry21 · · Score: 2

      You know, if you'd actually read the article instead of just looking at the pretty pictures, you'd have discovered that they want to make this game run on older machines - like 233s and the like.

      The point of that is that they can then market to people who can't afford to upgrade to an XP1800 with a gig of ram and a GeForce 3. And really, who needs awesome graphics anyway? I don't know about you, but I play for the gameplay.

      You'll never find me sitting around in UT saying 'wow, the texture detail on that player model is really amazing- damn, he fragged me. Wow, the sky is beautifully- agh, who shot me?' I keep the detail set on low to get better framerates. If you want to spend $1200 to make a system hit 30FPS, go ahead, but me, I turn the detail down and go to work.

      --Dan

    2. Re:Graphics suck. by heideggier · · Score: 1

      I think that what this guy is getting at, is not the specs of the graphics being bad, but rather that the artwork, esp the textures isnt up to snuff. Personally ive always found the feel of the unreal engine to render things a bit dirty or ugly. It seems sad that they are continueing the tradition.

      --
      Pianist : Some jerk whos taught themselves how to type in rhythm
    3. Re:Graphics suck. by be-fan · · Score: 2

      You "play for gameplay" yet you play UT? Wow. And besides, support for older machines is no excuse. First, UT doesn't run well on old machines anyway. Yet, Quake III, with all its curved-surface niceness runs fine on my PII-300. Second, LOD mesh technology has been around for years. Messiah, for example, could vary the polygon count of the scenes depending on what the machine could handle at a given point in the game. That way slow machines would get reduced graphics, while fast machines would get great graphics.

      --
      A deep unwavering belief is a sure sign you're missing something...
    4. Re:Graphics suck. by Sentry21 · · Score: 2

      First, UT doesn't run well on old
      machines anyway. Yet, Quake III, with all its curved-surface niceness
      runs fine on my PII-300.


      Unreal is just playable on my P166, with its 66 MHz bus, 80 megs of SIMMs, and ATI Rage Pro. It seems your definition of 'old machines' is different from a lot of other people's.

      Me, I'm just waiting until I get around to overclocking my way up to 200 MHz, to see if that makes any difference. I guess we'll see.

      --Dan

  49. Quake Takeoffs by tjackson · · Score: 1

    It looks like its taking a lost from Q3A. Take a look at this gun. Look a little like the railgun to you? It sure does to me.

    How about this character model. Looks like Klesk to me.

    Oh, and here's Uriel.

    Well, to be honest, I'd have to say that I'll likely buy this game. I used to hate UT (I called it Uniral Orniment), but I must say that UT2 looks very impressive. Especially the levels.

  50. Thank you Pancho & Co. by The+Bungi · · Score: 2

    - For creating what looks like a kick-ass single-player game. Online gaming is great but until everyone has a T1 in the living room...
    - For creating a game with weapons that don't look like they came out of Star Wars. They look like they came out ouf Aliens.
    - If the big-map capability is good, for creating a game that is not claustrophobic and feels more like Delta Force 2.

    I played Unreal and UT to death. Unlike Q3A, I felt that I got my money's worth. I'm definitely going to spring for this one as soon as it hits the shelves.

    Yay!

  51. The Support Group session by ndogg · · Score: 1

    I can imagine our support group:

    (I stand up) "Hi, I'm ndogg."

    (everyone) "Hi ndogg."

    (me again) "Well, it started out for me like it did for many of you. I sat down for what I thought would be a fun session of UT2, logged into the server, and before I knew it, I was already dead. I got upset and tried again, thinking that the enemy killed me. After respawning, I saw some guy in front of me and tried to shoot him with my rocket launcher. I got so excited that I ended up shooting the wall next to me." (sob, sob )-;

    (people getting up to hug me) "It's alright, we understand. Hey, I got an idea, let's all play UT2 and kick our own asses some more!"

    (everyone lights up, with eyes wide) "YEAH!"

    (we all run to the computers and load UT2)

    --
    // file: mice.h
    #include "frickin_lasers.h"
  52. Why UT is special by wackybrit · · Score: 2, Informative

    A lot of people are.. 'So what, Doom is coming out within a year' and 'Q3 is better' etc etc. I guess some people don't realize why UT is a special game.

    It's the simple customizations you can do. While Quake 3 is a lot of fun to play, the interface is quite rigid, and there are few options to adjust how the game plays.. unless you want to download giant mod packs of course.

    With UT, you have 'mutators'. There's lots built into the game.. things like 'Insta-Gib' (a single shot = death style mode).. 'Rocket Arena' (rocker launchers only), and so on. You can customize every game you play in this way.

    Not only that, but you have more modes of play. Now just CTF and deathmatch.. but a 'Return to Castle Wolfenstein' style Assault mode where you have to complete objectives.. a 'Domination' mode where you have to hold several checkpoints.. and even a 'Last Man Standing' mode where the only goal is to die as few times as possible.

    It's the way you can constantly refine the games to your own style that makes UT fun.

    Another great feature is that you can change the game speed! You can run as low as 50%, or as high as 200%. I always play UT at 120% because then it matches the speed of Q3.. as UT is generally a slower game action-wise.

    So.. UT is great because Epic understands that simple tweaking and customization options means you can get far more out of the game!

  53. UT / DNF bet? by RyuuzakiTetsuya · · Score: 1

    Okay, i'm willing to bet cash that UT 2 will be out before DNF..

    --
    Non impediti ratione cogitationus.
  54. finally? by Trepidity · · Score: 2

    Umm, the leaked tech demo - a playable version of certain levels - has been out for months. And you're getting excited about a few measly screenshots?

  55. Re:Wrong again. by Anonymous Coward · · Score: 0

    the installer for the older version?
    Um.. yes it did require the vb runtime dlls

    I'm sure that you were intending to be sarcastic, but I'll take it as a you being an idiot instead of a troll since you didn't seem to understand what you just replied to.

    I'll try to break it down into small words so you don't get confused this time.

    Unread Ed 1.0 was part of UT until 4.20
    At that time Unreal Ed 2.0 was released and part of the 4.20 patch.
    Unreal Ed 1.0 was written in VB, and Unreal Ed 2.0 was written in c++. Not exactly rocket science.

  56. Re:Linux Version (OT: wolf) by Megahurts · · Score: 1

    Trust me, the single player version isn't worth worth waiting and isn't worth paying for. Just 10 or 12 hours of bland, generic fps. Good graphics through most of it, but nothing really memorable in terms of gameplay or story. And their fantasy style enemies suck hard (half the game - about 4 hours worth - was fighting zombies instead of nazis. And don't even get me started on those stupid electric torsos.)

  57. Linux? by bedouin · · Score: 1

    Is there going to be a Linux version available the same time as the Windows release? If I could get UT2 and Single-Player Return to Castle Wolfenstein in Linux it'd be two less things to reboot for.

  58. fear the realness.. by tireg · · Score: 0

    "games these days are just too real"
    Almost.. unreal!...

    :)

  59. Re:Nukes by Anonymous Coward · · Score: 0

    UT actually has a so-called nuke (named the Redeemer) but the only 'redeeming' feature is that it has a bigger explosion than, say, a rocket or grenade. The explosion is nowhere near nuke sized (not even tactical nuke) and it has no EMP/radiation/other side effects.

    But hey, UT is not a 'realistic' sim in any case.

  60. UT2 sshot/graphics don't look that great by Anonymous Coward · · Score: 0

    first of all, that post earlier about unreal looking "too real" made me laugh, it actually couldn't really be much farther from it. second, they should have provided more screen shots, and x'd the bs drawings/pictures. The graphics in this screen shots do not excite me, personally, i dont like q3 or UT and now possibly UT2. I find different first person games that are based on more realistic situations with real world materials much more exciting then playing with made up crappy weapons in some fantasy land. Even the UT "more realistic" mods don't even look that great, actually, all the models pretty much look the same to me. and wut are the requirements again? this just doesn't seem to be worth it.

  61. PS2 Graphics suck by rhinoX · · Score: 1

    I have yet to see anything displayed on my PS2 that is any better (or even close, really) to what my Radeon can do.

    Hell, it's not even any more impressive than my Dreamcast.

    --
    The copper bosses killed you, Joe. 'I never died', said he.
  62. The clan WFS by Mordac · · Score: 1

    They exist, they are fun to play and they "Fuggin Suck".

    But they play because its fun.

  63. RTCW Sniper is better than none at all... by Razzious · · Score: 2

    I am not the Sniper type. I am the HURT ME type...I tend to run full assault most of the time.

    The thought of no sniper rifle is so ridiculous though. The return to Castle Wolfenstien has some form of spot ability to it. Everytime you shoot you see the tracer. However if you are in a good spot, tracer or not you have some ability to not reveal your exact location.

    I have noticed if you have 2 good snipers, they will have fun copeting against each other:
    Sniper A: shoots and kills Sniper B. Then has a few pot shots at other B team players. Sniper B respawns and hits Sniper A. Then pot shots a few A players. Also each shot causes a meter on the left of your screen to reset...thus making your gun more shaky...the longer you are steady and don't move the easier to aim. Thus you cannot rapid fire snipe.

    This makes them a hassle at best yet still allowing other players to have some fun. They are trying to copy the Quake RAIL it sounds like to me which is a mistake...Unreal, and Tourney will lose alot without it.

    Last comment...Assuming UT2 allows for mods, I will be a player. Hopefully somoone will create a sniper rifle, as well as the BEST UT mod out there now is CROTCH SHOT!!!! If you have never played CROTCH SHOT MODE you are missing out...Nothing like being the CROTCH DOMINATOR!!! In essence you have a VERY small area of your crotch that is the same as a snipe to the head...only you heart CROTCH SHOT instead. Any gun can land the hit bit its really a small area so its not to dominating.

    --
    Razzious Domini
    I could be a GREAT KARMA WHORE if I could just shed the few morals I have left.
  64. "Bombing run" mode by Anonymous Coward · · Score: 0

    Bombing run: A bomb will spawn in the middle of this mode's many maps. It is your team's goal to pick this up and deliver it to your opponent team's base, where it will detonate and award your team with a point. Your opposing team is trying to do the same thing, so watch out! An interesting twist to this game type is that you will be able to easily pass the bomb back and forth with your teammates to make the action even more fast and furious.


    Back when Heat.net was around this mod was exclusive for heat.net and quake 1, it was a shame because you could only play it on heat because the idea was excellent.

    A huge nuke would spawn in the center of the map with a 3 minute timer, each team had a base symbol, much like a flag station, and if the bomb radius destroyed your station, the other team scored a point. The cool thing was that when you had the bomb (it was huge) it covered nearly half of the screen, making viewing difficult and realistic. But if you had the bomb in the last 10 seconds of the timer, you could override the timer and detionate it yourself in a move called "jihad". The bomb would also explode if it took enough direct rocket hits.

    playing with 3 or four teams was awesome, the gameplay was basically, Steal the bacon, hide or find the bacon (depending on if your team recovered the bomb), and then drop the bacon and run like hell..

    I like the idea of being able to hand off the bomb to teammates. It's going to be a ultracool rugby / football / tackle the man with the ball
    type of thing.

    Big ups to the people on the team that get this mode back into a current game.

    DjBattery