Slashdot Mirror


Unreal Tournament 2003, Now With More Ogg

Alizarin Erythrosin writes "Unreality is running an article today about a hands on preview of Unreal Tournament 2003. An interesting bit was on page 2, saying that Ogg Vorbis is being used to compress the audio for the game." A nice screenshot demonstrates some of the eye-candy.

181 comments

  1. first post by Anonymous Coward · · Score: -1, Offtopic

    first is the worst

    1. Re:first post by Anonymous Coward · · Score: -1, Offtopic

      first is the worst

      second the best
      third the hairy princess
      fourth the golden eagle
      ...

  2. NASCAR Racing 2002 Season also uses Ogg. by Blaede · · Score: 1

    Money, man, money.

  3. wow that ogg looks great! by vipw · · Score: 5, Funny

    that's the best looking ogg player to date if you ask me. :)

    1. Re:wow that ogg looks great! by krmt · · Score: 2

      Yeah, but it's still not very portable, is it?

      --

      "I may not have morals, but I have standards."

    2. Re:wow that ogg looks great! by Guitarzan · · Score: 2

      You betcha.

      Ogg + rocket launchers...doesn't get much better than that.

    3. Re:wow that ogg looks great! by Guitarzan · · Score: 2

      "I got modded funny on slashdot, but it was really just stupid" --vipw

      (Heard here in the office a couple minutes ago.)

    4. Re:wow that ogg looks great! by Anonymous Coward · · Score: 0
      "I got modded funny on slashdot, but it was really just stupid" --vipw
      (Heard here in the office a couple minutes ago.)
      You're fired.
    5. Re:wow that ogg looks great! by vipw · · Score: 2

      yeah, he just got his paperwork. good luck cory, i hear it's a tight job market.

  4. Serious Sam: Second Edition by Soul-Burn666 · · Score: 4, Interesting

    Serious Sam: Second Edition (SSSE) has used Ogg Vorbis for music. Seems like it's catching on!

    --
    ^_^
    1. Re:Serious Sam: Second Edition by Anonymous Coward · · Score: 0

      Yep. Look in the SE1_00_Music.gro file (it's actually a zip file - just temporarily change the extension).

    2. Re:Serious Sam: Second Edition by Citizen+of+Earth · · Score: 1

      Seems like it's catching on!

      It makes a lot of business sense to use Ogg in video games. It sounds just a good and it's totally embedded so the specific technology used makes no difference to your users. Why screw around with licensing proprietary technology? Line your own pockets.

    3. Re:Serious Sam: Second Edition by ThatComputerGuy · · Score: 1

      It's The Second Encounter, not Second Edition.

      </asshole>

      --
      XML is like violence. If it doesn't solve the problem, use more.
    4. Re:Serious Sam: Second Edition by Anonymous Coward · · Score: 0

      Its good to see Ogg Vorbis taking off so smoothly.
      Before long it shall rightfully dethrone mp3 as the preffered audio compression format. This is especially timely not that the patent holders of mp3 technology have stated they will charging heavily for licensing their technology.
      kudos to open source development :)

    5. Re:Serious Sam: Second Edition by m_ilya · · Score: 2
      It does make some difference to some users. I recall reading one "Serious Sam: Second Edition" review where reviwer "complained" that he had to install ogg plugin for WinAmp to able to play soundtracks from game outside of "Serious Sam".

      So I guess usage of Ogg may help popularity of this format between users. If many different products will start using Ogg this format may became really popular like mp3.

      --

      --
      Ilya Martynov (http://martynov.org/)

    6. Re:Serious Sam: Second Edition by Soul-Burn666 · · Score: 1

      True. I'm sorry... I haven't slept over 24 hrs when I posted it... Haven't taken my provigil lately ;)

      --
      ^_^
  5. doing up? by Sideswiped · · Score: 0

    this should have a large boost for the ogg community... there is already atleast one protable that does/will support ogg and now a major game developer has adopted it in their game.. its slowly getting more and more main stream. the next year for ogg should look interesting.

    ))Sideswiped))

    1. Re:doing up? by buffetboy · · Score: 1

      To be honest, I am not all that impressed by the screenshots. It looks worse than Q3. The gameplay of UT was great though.

    2. Re:doing up? by Sideswiped · · Score: 2, Informative

      trust me of what I've seen of the game q3 can't compare. www.ign.com has better screen caps of UT2003 the ones in the article here are rather poor. also of what I've seen the animations are top notch(q3's seem rather poor compared to these) and it even includes dismemberment.

    3. Re:doing up? by Anonymous Coward · · Score: 0

      Mmmmm... Dismemberment!

    4. Re:doing up? by Anonymous Coward · · Score: 0

      Don't forget that UT had that extra CD and if you used it you have a whole different level of g quality. I bet that screen show was not taken with that in place since it looks worse than my UT with the extra textures CD. But it does suck that my GeForce2 64M I bought this Xmass is now way out of date. :(

    5. Re:doing up? by DrSbaitso · · Score: 1

      jeez, and quake 3 only came out 2 years ago? Damn those bastards at id for not making a game that will be prettier than anything else following it for a 2 and a half year period :)

      --
      beware the jabberwock, my son! the jaws that bite, the claws that catch!
    6. Re:doing up? by Anonymous Coward · · Score: 0

      You can be pretty sure that those screens do the game no justice. :-P

      We'll see how the gameplay works. I currently have bot Q3A and UT on my comp. While the former looks a lot better, i still play UT in 10 out of 10 cases, simply because it rocks!

  6. lame graphics? by Anonymous Coward · · Score: 1, Insightful

    Am I the only one who thinks these graphics are well kinda lame. Maybe it's a semester of taking computer graphics, and recently being exposed to real time radiosity engines that is spoiling me. :)

    1. Re:lame graphics? by MisterBlister · · Score: 3, Interesting

      Those are some rather lame screenshots, I must admit. Other than HUD changes and weather effects which arent exactly jaw-dropping it looks like it could be a standard UT mod/map. However, after having seen some other screenshots and in-game movies earlier I think UT2003 actually looks quite good..Not Doom3 good, but better than these screenshots here show.

    2. Re:lame graphics? by Anonymous Coward · · Score: 0

      It's ok sweetheart, you are just a big pussy, no worries. Maybe you make yourself a Skaarj skin that is the epitome of high fashion and Mary abou t the game. Cya online, 'cause UT has always been about one thing and that is Gibs. That's right, GIBS, as in "giblets" of the player sort who just happen to be wondering if the graphics could be better when they encounter a freak like me who lets go repeatedly with a damage amped flak cannon in their silly face. Mmmmm, you will make a fine mess. Tally -ho!

    3. Re:lame graphics? by Anonymous Coward · · Score: 0

      yeah, real time radiosity engine, running on 10 distributed teraHz machines with a gig of memory each... and considering that most gamers have a few systems like that sittin idle these days... these gfx are lame...

  7. Page 1 by 56ker · · Score: -1, Redundant
    Unreality's hands-on UT2003 preview April 17-2002 by Preacher

    Last weekend I got an invite to come to London for a game or 50 of Unreal Tournament 2003. Mark Rein sent me a mail sunday, saying I could come by monday for the test. Not only did I break a toe last week, but it woulda been impossible for me to go with such short notice anyway, so I did the second best thing. I decided to ask an english guy if he wanted the job. Luckily eVOLVE was at hand in our chatroom (#unreality on EnterTheGame), and he was more than happy to have a go at the game. (Lucky bastid)



    I sent him off with orders to wear something sassy, plus wink a lot to Jay Wilbur and Mark Rein, oh, and to get a lot of info.



    This is what he delivered to me earlier today: (Mark Rein promised us he would send along a shot or two from the game, and we will be posting them as soon as they arrive)



    Unreal Tournament 2003 - Hands-on Preview

    I never really enjoyed the previous Unreal games... Well actually I did, but I felt that Unreal Tournament 2003 is so shockingly great that you needed a smaller shock to soften the blow. Yes, that's true, on behalf of Unreality I was invited to a private room in a cybercafe somewhere near London to view and play UT2003. And you better believe it was worth it.



    For those of you who don't already know, UT2003 is the next planned release in the Unreal game series, intended as a kind of sequel to Unreal Tournament, and providing the multiplayer aspect to the series. Where UT had 5 player models to choose from out of the box, UT2003 will have almost ten times as many. Where UT had a pretty liberal poly limit, UT2003 has on average 100 times as high a limit. How is this possible using what is basically an enhanced version of the engine? Well, we'll get onto that later... Lets start with what really matters, the gameplay.

    1. Re:Page 1 by Genghis+Troll · · Score: -1, Troll

      Unreality's hands-on UT2003 preview April 17-2002 by Preacher Last weekend I got an invite to come to London for a game or 50 of Unreal Tournament 2003. Mark Rein sent me a mail sunday, saying I could come by monday for the test. Not only did I break a toe last week, but it woulda been impossible for me to go with such short notice anyway, so I did the second best thing. I decided to ask an english guy if he wanted the job. Luckily eVOLVE was at hand in our chatroom (#unreality on EnterTheGame), and he was more than happy to have a go at the game. (Lucky bastid) I sent him off with orders to wear something sassy, plus wink a lot to Jay Wilbur and Mark Rein, oh, and to get a lot of info. This is what he delivered to me earlier today: (Mark Rein promised us he would send along a shot or two from the game, and we will be posting them as soon as they arrive) Unreal Tournament 2003 - Hands-on Preview I never really enjoyed the previous Unreal games... Well actually I did, but I felt that Unreal Tournament 2003 is so shockingly great that you needed a smaller shock to soften the blow. Yes, that's true, on behalf of Unreality I was invited to a private room in a cybercafe somewhere near London to view and play UT2003. And you better believe it was worth it. For those of you who don't already know, UT2003 is the next planned release in the Unreal game series, intended as a kind of sequel to Unreal Tournament, and providing the multiplayer aspect to the series. Where UT had 5 player models to choose from out of the box, UT2003 will have almost ten times as many. Where UT had a pretty liberal poly limit, UT2003 has on average 100 times as high a limit. How is this possible using what is basically an enhanced version of the engine? Well, we'll get onto that later... Lets start with what really matters, the gameplay.

    2. Re:Page 1 by Anonymous Coward · · Score: -1, Offtopic

      Is anyone else tired of this guy doing nothing but posting mirrors and google caches in every thread?

      It's *just* karma.

    3. Re:Page 1 by brunes69 · · Score: 0, Troll

      I sure am. Not just him but all the karma whores "here is a link to the Google cache" - wowee, I didn't know how to do that myself. I wish I ha dmore mod points so I could -1 the bunch of them.

    4. Re:Page 1 by Anonymous Coward · · Score: -1, Offtopic

      Hey, nice whoring there. Good work.

  8. Elegy for *BSD by Anonymous Coward · · Score: -1, Offtopic

    I am a *BSD user
    and I try hard to be brave
    That is a tall order
    *BSD's foot is in the grave.

    I tap at my toy keyboard
    and whistle a cheerful tune
    but keeping happy s so hard,
    *BSD will be dead soon.

    Each day I wake and softly sob
    Nightfall finds me crying
    Not only am I a zit faced slob
    but *BSD is dying.
  9. I wish... by Angela+Lansbury · · Score: -1

    that in the game whenever you win a round you could have the chance to virtually rape a dog. That would be so tubular, dude!

    --
    mass mounds of mctasty manchowder
    1. Re:I wish... by Pr0n+K1ng · · Score: -1

      I loved you in Murder, She Wrote! You are so fucking sexy. Margaret Thatcher has nothing on you!

      --

      Oh well, back to dowloading pr0n...

      Pr0n K1ng

    2. Re:I wish... by Angela+Lansbury · · Score: -1

      are you availble? I'd love a nic big cock for my sweaty conch!

      --
      mass mounds of mctasty manchowder
  10. offtopic comment by Anonymous Coward · · Score: -1, Offtopic

    I totally enjoyed unreal, until someone wrote a mod that prevents people from shooting them. I guess its time for an update.

  11. I knew it!! by ecliptik · · Score: 0, Offtopic

    I saw this on Penny-Arcade this morning and I had the thought to send it in.... it could have been my first front page story, and then I could have gotten chicks.

    damn damn damn

    1. Re:I knew it!! by Anal+Cocks · · Score: -1

      jo0 4r3 n0t 31337! n0 chix0rz 4 yu0!!

      --

      Hey, kid... wanna touch my "kernel patch"?

      -- Alan Cox

  12. Image Mirror by Anonymous Coward · · Score: 1, Informative

    Screenshot mirrored here if it gets 'dotted.

    1. Re:Image Mirror by duren686 · · Score: 1

      Because Geocities sure doesn't place bandwidth-per-hour and outside linking restrictions on stuff.

      --
      Y2K Compliant since the late 1890s
  13. The linked screen shot. by Phosphor3k · · Score: 1

    Looks quite a bit like Tribes 2, which has been out since ~May of last year.

  14. UT2003? I can't think... by loteck · · Score: 2, Funny

    of a better use for this.

  15. Operation Flashpoint... by Skuld-Chan · · Score: 5, Informative

    Also uses Ogg Vorbis - except you never saw that as a headline on slashdot.org

    1. Re:Operation Flashpoint... by tshak · · Score: 3, Insightful

      Operation Flashpoint... Also uses Ogg Vorbis - except you never saw that as a headline on slashdot.org

      Ya, funny how one of the most popular games, based on the most popular FPS game engine, get's mentioned but a far less popular, niche-market targetted game doesn't get mentioned.

      --

      There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
    2. Re:Operation Flashpoint... by Libor+Vanek · · Score: 1

      Maybe because it's Czech made ;)

    3. Re:Operation Flashpoint... by Anonymous Coward · · Score: -1, Offtopic

      Maybe because Operation flashpoint sucks ass?

    4. Re:Operation Flashpoint... by Skuld-Chan · · Score: 1

      I dunno - I bought my copy in a supermarket in the US - its not so uncommon.

    5. Re:Operation Flashpoint... by Anonymous Coward · · Score: 0

      Flashpoint is cool...
      And pritty darn popular, shame it does not have an
      "all current online games" button.

    6. Re:Operation Flashpoint... by cjpez · · Score: 3, Funny

      Except I've also never heard of Operation Flashpoint. The squirrel running across my street right now, on the other hand, has heard of Unreal Tournament.

    7. Re:Operation Flashpoint... by Anonymous Coward · · Score: 0

      The squirrel running across my street right now, on the other hand, has heard of Unreal Tournament.

      And that squirrel agrees that UNreal Tournament blows camel cock.

    8. Re:Operation Flashpoint... by Anonymous Coward · · Score: 0

      They can store 2 months of semen in those humps so you better try sucking them on an empty stomach. Musky, steamy, salty camel jism fills your tummy, yummy yummy cheerio you fuck.

    9. Re:Operation Flashpoint... by daeley · · Score: 3, Funny
      The squirrel running across my street right now, on the other hand, has heard of Unreal Tournament.


      If he was carrying a Flak Cannon and running across the street towards you, I would close the window immediately and get under your desk. :)
      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
  16. Benchmarks by kilocomp · · Score: 5, Informative

    Well it already seems slashdotted just after 2 posts. Anyway Anandtech.com has a sub $200 video card shoot out and one of the benchmark test is using the Unreal 2003 engine. So if you are in the market for a new video card and plan on making Unreal 2003 a major game played on the card check out this site:
    http://www.anandtech.com/video/showdoc.html ?i=1608

    Nick

    1. Re:Benchmarks by Anonymous Coward · · Score: 0

      How lazy. Here's a clickable link: http://www.anandtech.com/video/showdoc.html?i=1608

  17. All about me!!!!! by Angela+Lansbury · · Score: -1

    Karma -6 (mostly the sum of moderation done to users comments)

    Angela Lansbury has posted 10 comments.

    1 I wish... posted on Wednesday April 17, @08:03PM (Score:-1)
    attached to Unreal Tournament 2003, Now With More Ogg
    2 my latest project posted on Monday April 15, @11:37PM (Score:-1)
    attached to R.I.P for D.I.Y Or Long Live Open Source?
    3 I rule!!! posted on Monday April 15, @09:37PM (Score:-1 Replies: 1)
    attached to eWeek: Apache 2.0 Trumps IIS
    4 orgasm posted on Friday April 12, @06:57PM (Score:-1)
    attached to Burrough's Martian Tales Optioned
    5 rumors posted on Friday April 12, @06:54PM (Score:-1)
    attached to Burrough's Martian Tales Optioned
    6 jenny posted on Friday April 12, @06:50PM (Score:-1 Replies: 1)
    attached to Burrough's Martian Tales Optioned
    7 David Himlen was wrong all along. posted on Friday April 12, @06:45PM (Score:-1)
    attached to Burrough's Martian Tales Optioned
    8 spam is actually quite useful in the grand scheme posted on Friday April 12, @02:05AM (Score:0)
    attached to Poll: What to do with a captured spammer?
    9 not quite realistic posted on Thursday April 11, @10:59PM (Score:0)
    attached to Evangelion Reviewed In LA Times
    10 an issue to ponder posted on Thursday April 11, @07:16PM (Score:0)
    attached to Abit's New Motherboard Lays On The Ports

    --
    mass mounds of mctasty manchowder
  18. Full text of article by Anonymous Coward · · Score: -1, Redundant

    Last weekend I got an invite to come to London for a game or 50 of Unreal Tournament 2003. Mark Rein sent me a mail sunday, saying I could come by monday for the test. Not only did I break a toe last week, but it woulda been impossible for me to go with such short notice anyway, so I did the second best thing. I decided to ask an english guy if he wanted the job. Luckily eVOLVE was at hand in our chatroom (#unreality on EnterTheGame), and he was more than happy to have a go at the game. (Lucky bastid)

    I sent him off with orders to wear something sassy, plus wink a lot to Jay Wilbur and Mark Rein, oh, and to get a lot of info.

    This is what he delivered to me earlier today:
    (Mark Rein promised us he would send along a shot or two from the game, and we will be posting them as soon as they arrive)

    Unreal Tournament 2003 - Hands-on Preview

    I never really enjoyed the previous Unreal games... Well actually I did, but I felt that Unreal Tournament 2003 is so shockingly great that you needed a smaller shock to soften the blow. Yes, that's true, on behalf of Unreality I was invited to a private room in a cybercafe somewhere near London to view and play UT2003. And you better believe it was worth it.

    For those of you who don't already know, UT2003 is the next planned release in the Unreal game series, intended as a kind of sequel to Unreal Tournament, and providing the multiplayer aspect to the series. Where UT had 5 player models to choose from out of the box, UT2003 will have almost ten times as many. Where UT had a pretty liberal poly limit, UT2003 has on average 100 times as high a limit. How is this possible using what is basically an enhanced version of the engine? Well, we'll get onto that later... Lets start with what really matters, the gameplay.

    Gameplay

    As far as playing the game, it hasn't changed much from Unreal Tournament, the style of play will not surprise most UT players, but it has been tweaked, enhanced and generally evened out. The movement speed does seem lower than people are used to in UT, although once in the middle of a firefight, the speed of everything was spot on. Other more obvious changes include a double jump feature, whereby if you jump while you are in mid jump, you will gain an extra foot or so of clearance, and some new/tweaked game modes. Yes, Instagib will be back as well as DM, Team DM and CTF, and a variation of the Domination gametype from UT called 'Double Domination', where there are just two control points, and your team only scores points while you control both of them. A variation of CTF was created quite by accident where the flag colours were placed in the wrong bases, i.e. the red team's flag starts where the blue team spawns and vice versa... This means that you can immediately grab the opponent's flag, but to capture, you need to break into the very heart of the enemy base, while your team reclaims your own flag. It makes capture a lot more challenging, although the flow of gameplay is much faster, with returns, captures and players grabbing the flags happening every few seconds. It is currently undecided if this lucky accident will simply be an alternative map style to the regular CTF maps or if it is too close to the only completely new gametype (so far), Bombing Run.

    The premise of Bombing Run is quite simple, to be honest... Pick up a bomb and get it into your enemy's base. The version I played still needed some tweaking as the ball wasn't visible enough, but the general workings of the gametype were working superbly. You pick up the bomb, or 'ball' as it is normally referred to in the centre of the map, although when in possession of the ball, you cannot fire or defend yourself in any way, leaving the only evasive control you are left with, i.e. to use an ingenious method of teamwork: passing the ball. Yes, you actually can shoot the ball out of your translocator gun, and have a friend catch it. Of course the enemy will probably be blasting you and your teammates to somewhere south of hell while you attempt this manoeuvre, but after a bit of practice, it seems like it will become second nature if you are to succeed. Clans will lap this element of teamwork, as long as there aren't any ball hogs on their teams. Anyway, you must bring the ball to a specified area of your opponent's base, run it in and score a point for your team. Currently after each point scored the players all respawn in their base, although it has not been decided for certain whether or not this will remain the case, as although it means that you can't leave one player in the ball respawn location to snap up the ball on success, it does cause a bit of frustration when unbeknown to you, your teammates have scored, and you're whisked back to the start location.

    Teams work very nicely in UT2003, as you can see a small arrow over the head of your teammates, so that you avoid friendly fire, and if you're close enough, the name of the players in view will be shown above their arrow. Your team colour is shown by the HUD colour in a similar way to UT, basically the Red team will have a red HUD, the Blue team have a light blue HUD, and any game that doesn't use teams will give you a dark blue HUD.

    The HUD doesn't yet have a list of weapons you've picked up, so it was a bit of a chore to search through other weapons for one that hasn't run out of ammo, since ammo was very sparsely placed. This may become no issue when you are able to see a list of your available weapons, and just inspire a better and more skilful use of your weapons.

    Team communication is made much easier with better communication and the menu items for the voice chat in UT2003 are already within the game (although whether it is actually working or not is beyond me, the important thing is that it will be in the final version). Part of the voice communication is down to the sound engine being completely rewritten, as apparently the old Galaxy system was a resource hog and quite unstable. This means that the old .umx file format (made by using digital music creation using 'tracking programs') is now no longer supported, and in it's place is the mp3 style format 'Ogg Vorbis'. These files, for those who don't know, are very easy to convert to from any other format, and have better compression than mp3 (and no horrific license fee to use it). This obviously means that previous compatibility with music is unfortunately unsupported. I didn't get much of a chance to hear the music, although I don't doubt it's excellence. Most map files will be forwards compatible, which means that even if the Unreal/UT map you loved isn't updated by the team, you will be able to do it yourself, although quite a bit of work will need to be done to avoid them remaining so low poly. It has been confirmed that some maps from the previous games will be updated in some form or another, although exactly which levels haven't been decided.

    Background Story

    My best guess as to the level locations is that they each take place on one of six planets where the various races live. The Homo Sapiens Taratis, a kind of genetic mix of human and alien (possibly intended to be Skaarj) live on a planet called 'Purgatory', a firey volcanic looking red planet, whereas the race known as 'Artificial Life' (i.e. robots such as Xan) live on a cyber world which seems to borrow it's look from Star Wars's Coruscant, called Premaka, other races include Humans, Genetically enhanced Humans, and the Gen Mo' Kai, living in Sanctuary, Arboria and Alleria. Of course we can't forget the Humans who seem to enjoy dressing up as Egyptians, and live on 'Anubis'. I saw about 12 different levels very briefly, although the three I played thoroughly were a CTF map called Maul, a DM map named Antalus and a Bombing Run level named Kalendra Icefields.

    Maps

    Maul looks incredible. High poly terrain, with areas of high quality long grass that you can use to conceal yourself in, with two small bases, one either side of the map. Towards the centre of the map is a large hill that you must climb over to reach the enemy base, and along the centre of the map, at the top of the hill is a wall, with two large sections that are broken for you to pass through to reach the other side. Scattered around the map are various brilliantly modelled trees and general furnishings to make the area look totally realistic. A large spherical water tower blesses each side with some cover, along with some large rocks blocking and aiding the general layout, with an incredible looking particle based waterfall just out of reach, but visible throughout the level. It's large enough for 12 players, but keeps the bases relatively close to retain the constant fast pace of action. Naturally there are still bugs, such as certain areas where you can become stuck, or fall through the terrain entirely, but nothing that really spoilt our enjoyment of the level until the end, when one of the flags actually fell out of the level, and didn't ever respawn, locking the score in place for us to just massacre each other.

    The Antalus deathmatch level was apparently not meant to be played, since it is still very much under construction, although it certainly didn't seem that way to us. Seemingly set on the surface of one of the many alien planets, Antalus is very heavily terrain intensive with strange lifts made out of what seem to be large bones and spinal cords. A gorgeously lit, varied and complex layout really helps the realism, while it manages to keep a great level flow. The level itself is nice and large compared to most UT maps, but doesn't feel unmanageable and after a while I was running around like I owned the place, picking off people from all around. (Yeah right, hehe -Preacher)

    The Kalandra Icefields is awash with atmosphere and environmental effects. This bombing run map has a lot of weaving terrain, and rocky valleys amazingly created. The bases are hugely detailed with variety and originality not often seen within a single map, with multiple independent sections to each base, while the exterior really shows off the new capabilities of the engine. Snow covered arches of rock protrude from the rocky walls, forming a structure that wouldn't be out of place in a Lord Of The Rings movie... Snow falls from the sky like... well... snow, which is why it looks so great... windy sound effects are accompanied by subtle smoky dusty snow being blown around, and off the edges of certain ledges. The distance fog creates a thickness to the snow that should impress even the most hardened engine fanatic, whereby you can only see a certain distance in front of you before the background fades into a blur and can be controlled by the level designer within the editor down to the slightest accuracy. Terrain and clipping bugs seemed to be very few and far between in this map unless you went over the top with your translocator and teleported to the ledges on the very top of the cliffs, although this will of course be fixed before release. Above all, this map is great fun and creates a massive and yet still realistic play area, but what use is an amazing fighting arena without anything to shoot with?

    Weapons

    The weapon list is currently incomplete as new guns are still in the process of being added, such as the Redeemer, although I was able to use the following:

    Translocator - OK, so it's hardly the most dangerous weapon around, especially since I can't even confirm whether telefragging is possible (I did try, yes), but it seems much more like a gun with a barrel. Primary fire mode shoots out the beacon, or retracts it if it has already been shot out, while alternate fire (hereby referred to as alt fire) teleports you to the location in a sphere of blue energy. The translocator is limited much more in UT2003 because of the need for recharging. The translocator now has an energy level which is expended when you shoot or retract the beacon, with a lot more energy loss whenever the teleportation is instigated. I believe it starts charged to about 25 energy 'points' and recharges about 1 point a second. Each teleportation takes about 10 energy points.

    The Impact Hammer replacement - This gun works in a similar way to the impact hammer in primary fire mode, with the difference that you can no longer hold the weapon at maximum power. Once the charge (a little bar underneath the ammo counter) reaches the peak it discharges, to simply start filling up again and repeat the cycle. It's a change that makes the weapon a lot more tactical, and less down to building up your strength for a one off attack. The alternate fire, however, brings another new element to the game. Once holding down the alternate fire button, a section of a spherical shield appears in front of you, which can protect you from various weapon attacks, although it wasn't apparent whether it absorbs a percentage of the damage dealt to you, or everything below a certain amount of damage. The shield drains an energy point total (possibly the same total that is used by the translocator) when it is in use, although it is well worth using, even if you simply run in front of the vulnerable bomb carrying player in the Bombing Run gametype, protecting them in some ways from assault from the front.

    The Default Weapon (Replacing the enforcer) - Starting with this weapon may remind many of you of Quake 3 Arena, as the weapon is very similar, infact a machine gun (with not much ammo), but it has a twist... The alt fire shoots out a grenade similar to Unreal's eightball, but it normally has a chance to come to rest before exploding, as it doesn't bounce very much. The grenades use a separate ammo type that is shown with a visible representation of each grenade (you start with 5). In a large gunfight it can be useful to take people off guard, if they don't pay constant attention to where the grenade lands, although can be avoided if spotted in time.

    Link Gun - Getting a lot of publicity, I have to admit that I feel this gun is a great idea, but I don't think it will work very well in a multiplayer environment (of course bots should make it very useful). Generally people will not want to relinquish their firing abilities to help another teammate make a kill where they could probably just target the enemy at the same time and potentially gain the kill. The primary fire shoots out what seem like green glowing huge pillow size marshmallows, which don't seem very powerful on their own, but if a teammate uses the alternate fire (a pulse rifle style green beam, only a little thicker and with a more random erratic movement) on another teammate using the link gun, the marshmallows will glow yellow and become more powerful. This can be repeated with up to 4 players to create an extra powerful weapon, of course the other 4 are out of action while this is going on, so it may not be popular with human players. Of course in a simple teamless deathmatch, or against an enemy, the link beam causes some nice damage.

    ASMD - Working identically to the previous two ASMD incarnations, this version simply looks more interesting. The primary fire is a still smooth purple pulse of glowing energy, looking professional and above all, painful. The alt fire mode shoots a glowing, relatively circular blob of purple energy, which when shot with the primary fire mode (known as the ASMD combo) explodes like an amazing mini black hole, with purple arcs shooting around inside it. The closest thing it resembles is a magic attack from many Final Fantasy games called 'demi'. Aside from the cosmetic changes, apparently, the combo has been made harder to pull off, probably by making the collision of the alt fire 'blob' smaller, although perhaps because it was moving slightly slower, I didn't seem to find it a problem. Incidentally, a little known fact about the ASMD is how it got its title, and in reality it does stand for the second half of a phrase (originally the other half was printed on the other side), of course the insult that ASMD stands for I'll leave to your imagination.

    Rocket Launcher - One of the favourites of any FPS game, the UT2003 version has a few new surprises that may disappoint fans to begin with. Firstly, you can clearly see that it has become a 3 barrelled spinning gun, suggesting the sad fact that you can only load 3 rockets into it at a time. To add to this, you cannot store these rockets, and similarly to the impact hammer replacement, the rockets are immediately discharged after being loaded, creating much more of a need for tactical gameplay, and evening out the weapons useage (to good effect in my opinion). The alternate fire mode is a simple single firing rocket, which allows you to hold down the button to fire a stream of single rockets. As of yet, there is no grouping of the three rockets as in previous games, and the spread is quite substantial, although in a frantic battle, the spread is just wide enough to catch a large area with the explosion. The smoke trail left by the rockets is intensely beautiful, and I absolutely adore the effect. It looks natural and non repetitive, unlike the previous games in the serious which can obviously be seen to repeat the same sprite animation over and over again along the path. Similarly to this smoke path is the quality of the explosion. The central sprite basically simply expands and fades in and out, but it is this combined with an amazing particle smoke effect that gives it such a pleasing and stunning visual ardour.

    Flak Cannon - Very similar to the UT weapon of the same name, the changes seem to be a brightening up of the flak shards, and the adding of a glowing trail, which serves to enhance the meaty feeling of the gun, which was unfortunately diminished because of the slight lack of a powerful enough sound effect (most likely still in production). The shards bounce nicely, and more realistically, with a much greater fall off due to gravity, although the alt fire seemed to suffer because of this and doesn't seem to have the same reach as the UT variant. (And I didn't notice a smiley face on the front).

    Sniper Rifle - Perhaps the biggest shock of all of the returning weapons, because it looks so different, and acts so similar. The sniper rifle shoots an electric bolt that can kill in two clear hits, or one headshot, although it is hard to see where you've hit you opponent due to the lens flare on shooting. The spark looks fantastic and seems to arc out of control (and yet hitting your target), and even slightly bounces off certain surfaces provided the conditions and angle is correct. The alternate fire is again a zoom function, but changing the HUD greatly. The player view becomes a crackling TV noise scan line style blur, which obscures a lot of the whole screen aside from a clear aiming circle in the centre. The contrast of the picture goes up too, amplifying lens flares and the distance fog brightness in a realism that can only be described as meticulous. Ultimately, this new sniper rifle serves to provide camping snipers with a warning that unless they pick their targets wisely, someone will be able to track the root of the spark and flush out the sniper.

    All of the weapons seem to have been either given extra strengths or weaknesses to try and balance them out more, and it is no longer a case of running straight through a level to grab the best one, as more often than not, any weapon will serve as the best weapon for a situation, depending only on the player's skill and ingenuity. Personally I feel the weapons balance to be a great step in bringing skill to the forefront of the gaming, and dampening the weapon's ability to dominate a match. Obviously excluding the redeemer, which I'm told will be returning in all of it's glory.

    Editing

    Although a game may have all of the features to make it fun to play and great to look at, its increased lastability is very much down to the community support it receives and inspires. The better the editing facilities, and the easier it is to bring new features/maps/mods to the game, the more likely it is to succeed as a game people play forever. The Unreal games have always been at the forefront of the game editing community and have always distributed the map editor with the game cds to entice creative minds to pursue their lifelong dreams of building their own world, or rules for the world, and fortunately UT2003 is no different... A heavily enhanced version of Ued2, (even with a new loading logo) is being distributed with the game. New features include a completely new terrain building feature, a new way of populating maps with high poly prefabricated objects, and the ability to move around prefabs, and remould terrain etc. without doing a time consuming geometrical rebuild. These prefabs are called StaticMeshes, and are part of the reason UT2003 can render so many more polygons per second. Hardware rendered, which means it's only a tiny hit on the cpu, and depends on the graphics card instead, simple elements of the level can be repeated multiple times with practically no performance loss. Single sections of (highly detailed) wall, or even sections of barbed wire to place upon the wall are included in the list, although most of what you see will be created like this (with the exception of terrain).

    Using StaticMeshes means that the actual map size is very small... One of the maps I played, which was larger than Lavagiant and much more detailed was only 2MB large, as the StaticMeshes are stored in separate packages in a StaticMeshes folder.

    StaticMeshes can be created either within the UT2003 editor, or using a program such as 3DSMax (used mostly for character and item modelling for UT). The terrain system looks incredibly powerful and easy to use in the sense that it is as simple as painting on features by raising, lowering, flattening, or smoothing terrain. This was demonstrated to me in real time and a complex terrain revamp took a few seconds to perform. The brilliant grass (which you can even conceal yourself within) looks detailed enough that someone could have gone in and painstakingly placed each clump of grass using something like staticmeshes, but in reality, adding grass to terrain is merely a case of layering the grass on the terrain, taking seconds. The ease of use, and the complex looking results are going to make an incredible impact on the way fans make maps, speeding things up while drastically improving the look of everything. Originally when I heard of the prefab staticmesh system, I was worried that we'd get user made maps comprised of a few reused StaticMeshes, with a bit of reworked terrain thrown in there for good luck, but the basis for each StaticMesh seems to be small enough to not dominate the map's setting, but yet detailed enough to make a difference. New staticmeshes are so easy to create, even for someone just using UnrealEd that it won't be a problem, especially since the incredible terrain system seems so simple and easy to customise, or create what you want with.

    Now confirmed for inclusion with the UT2003 editor is the Unreal Engine's new and powerful cinematics creation tool, Matinee. This will allow a user to make a movie within the game engine (known as Machinima) without any 3rd party modifications to the game. This GUI based system really shows off the specifics of what can be done with the engine, and allows you complete control over camera movements, actor control, and pretty much anything else you require.

    In Conclusion

    The version of UT2003 that I played certainly seemed of a much higher quality than anything I'd seen before. Admittedly the decals seemed to disappear from sight pretty quickly (although not in view), which did seem to leave the interactivity of the levels a little on the low and unsatisfying side (although never unnaturally), but with lines of blood shooting out of a player when hit, weapon stations that can be set to random and a level of graphical excellence making each map a masterpiece that would put Myst to shame, I could excuse the flaws in this alpha version. There were bugs whereby when you were killed the screen would flick to a close up shot of the ground and it would take a second to see your dying body (and the outdated Unreal Tournament 2 logo was still present).The deaths did look very varied, but not very spectacular, which is soon to change with the inclusion of the new Karma Physics engine which IS to be used in UT2003. I cannot comment on how it looks ingame, but the technical demonstrations I've seen are unbelievable. Smaller features such as variable friendly fire (we used 30% which seemed perfectly natural) were already included but as of yet, the maps/features to be included in the demo, we hope to have by the end of May, haven't been decided yet. An Unreal Tournament style introduction flyby will be included in the game, as well as a database menu option, where you can explore the background of the residents of each of the six planets.

    I can say for sure, however, that the 1.1GB of data making up the current version of UT2003 is well spent, and you would be wise to look out for this one, when it reaches the shops. (Did you expect anything less?)

    James 'eVOLVE' Hamer-Morton

  19. ccr by Angela+Lansbury · · Score: -1

    *sing wit me!* first thing I remember is when my pappie died i went a laid his body out in the sun to dry i kicked my two-legged dog about a mile high i dropped some acid and an hour later began to fly i raped some cattle and butchered a goat skinned my ma and turned her into a coat!

    --
    mass mounds of mctasty manchowder
  20. Hmmm looks like by vicviper · · Score: 2

    Evolve and Name|ess will be respawning soon.

  21. Looks a lot like Tribes 2 by fetta · · Score: 1

    " Looks quite a bit like Tribes 2, which has been out since ~May of last year."

    That was my first thought as well. I wonder if an indoor shot or a closer view of one of the other players would have given a better sense of the new graphics engine. The snow effects look nice, though.

    --
    ** The opinions expressed here are my own, and do not reflect those of my employers - past, present, or future**
    1. Re:Looks a lot like Tribes 2 by Anonymous Coward · · Score: 0
      Luckily the article itself is chockablock with screenshots, and the game looks hot.

      Athough it is still too dark :)

      Amazed the server isn't dying so far in fact.

  22. wtf? by Atrus5 · · Score: 1

    Is this this "pizza delivery boy" mode? Or, more correctly "ball delivery killing machine"

    "Red team, this is blue team. We know you have our balls and would like you to return them"

    1. Re:wtf? by Decimal+Dave · · Score: 1

      It looks like UT will be adding some kind of flag-tag variant; possibly reminiscent of Marathon's "Kill The Man With The Ball" scenario... This looks a bit different though since the wording makes it sound like you actually have to deliver the ball somewhere instead of just being timed on how long you can keep it.

      --

      "Leave the strategizing to those of us with planet-sized brains." -Tycho
  23. I have a silly question by interstellar_donkey · · Score: 3, Insightful

    Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

    These sort of games seem to work by pushing computers to their limits, so it just seems odd that they would include something that takes power away from graphics/engine, espically when it's really not needed. (standard CD audio can be read off a disk with next to no CPU usage)

    Am I way off base here? If so, let me know why.

    --
    The Internet is generally stupid
    1. Re:I have a silly question by SuiteSisterMary · · Score: 2, Informative

      Because with a game like this, your graphics card will probably be choked up before your CPU is. And nowadays, everybody has hardware-accelerated sound cards, which helps as well.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    2. Re:I have a silly question by Anonymous Coward · · Score: 0

      It depends. If audio is stored on a disk, it can be faster to load compressed audio (fewer disk transfers).

    3. Re:I have a silly question by gclef · · Score: 3, Insightful

      My first thought: Better to use the CPU than rely on disk I/O.

      Let's face it: if you don't compress the audio file, you're going to be relying on disk I/O to get the file out. That's going to suck in a fast-paced game. If you can minimize the disk I/O, you stand a good chance of speeding up the game.

    4. Re:I have a silly question by abahta · · Score: 2, Informative

      Well there would be a slight I/O delay using uncompressed audio when a map is loaded, but then it's loaded in RAM. It's not like your hard drive is accessed for each sound every time it is played.

      Hard drives are basically unused when it comes to most games of FPS nature, besides the inital loading of a map/sound effects/etc. The only exception I can think of is when you enter a place with high detail or triggered events.

    5. Re:I have a silly question by sgtsanity · · Score: 2, Informative

      Unreal Tournament 2003 will be a lot less CPU-limited than the original. They've moved a bunch of stuff from CPU instructions to GPU instructions.

    6. Re:I have a silly question by kindbud · · Score: 2

      If you leave the audio on the CD in RedBook format, you can just send a command every now and then to the CD player to change tracks. There's no I/O or CPU bottlneck. Makes it easy to change soundtracks too, without having to fiddle with a mp3 import program (Motor City Online), or fiddle with scripts (Tribes2): just put in a different CD.

      --
      Edith Keeler Must Die
    7. Re:I have a silly question by brer_rabbit · · Score: 2

      Better not use either! Any FPS-type game using disk I/O is going to slow to a halt. Ever notice how the disk is only used to load maps/change levels? Everything gets loaded into main memory when a map starts up.

      As to the original poster: it is definetely not a silly question, it was actually the first thing that came to me when I saw the article.

      *Perhaps* they're storing vorbis on disk, and decompressing the audio when the map loads? This way you save disk space, plus you don't take a cpu hit decoding vorbis while playing the game. Just a hunch.

    8. Re:I have a silly question by Anonymous Coward · · Score: 2, Informative

      Hardware accelerated 3D positioning has no effect on the decoding time of compressed audio (like Ogg). Very few soundcards support accelerated mp3 decoding, very much ogg.

    9. Re:I have a silly question by Anonymous Coward · · Score: 1, Informative



      Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

      Media archive footprint?

      There's lots of argument over when or if DVD will supplant the CD as a distribution mechanism for games, but regardless, in the near enough future CDs are probably still going to be it.

      But, even 'older' shooters have already started pushing the space-limitations of the CD; for example, jpeg support was hacked into Quake 3 at the last minute because an entire archive of its textures uncompressed wouldn't have fit on a single CD.

      Next year's games? Fatter hardware targets into which many more textures at much larger resolutions can be crammed, with less tolerance for ugly compression artifacts on those sharply-rendered images.

      So, you've got to make some room somewhere, I guess. Given how large uncompressed audio is, it seems like a natural target.



    10. Re:I have a silly question by Vulture_ · · Score: 1

      The original Unreal Tournament used modules (Scream Tracker III and Impulse Tracker) for music. Playing these consumes roughly the same CPU as decoding Ogg Vorbis. Both are pretty nice to the CPU.

      --

      The only way the typical /.er can pick up a chick is with a forklift. -- AC

    11. Re:I have a silly question by Anonymous Coward · · Score: 1, Informative

      Yes, but unless you have a SCSI CD-ROM drive and a decent controller, your PC _will_ stall for a second as the track is changed. This was one of the gripes I had about CD audio in games from the very beginning.

    12. Re:I have a silly question by Anonymous Coward · · Score: 0

      Wrongo. From first hand experience, my old 486DX2/66 could play S3M's and IT's up to 32-channels without any problems. That same machine nearly blew out its CPU when I tried to play an MP3 on it (using mpg123 under DOS 6.22, so there was no GUI overhead).

    13. Re:I have a silly question by mobets · · Score: 0

      I like what they did w/ the first unreal. It was kind of like midi, except it had samples of the sounds used right there in the file.

      --

      It was me, I did it, I moved your cheese
    14. Re:I have a silly question by whmac33 · · Score: 1

      Probably for online play. Trying to minimize the size of sound files when connecting to servers.

    15. Re:I have a silly question by interstellar_donkey · · Score: 3, Informative

      Again, correct me if I'm wrong, but I always thought the little wire that ran from the CD-Rom drive to the sound card shot out the raw audio to the sound card, which in turn, if instructed spits it out to your audio out.

      This should compleatly bypass any system/disk I/O, should'nt it? The requests the game is making on the hardware is just a start, stop, or change track instruction.

      I could see it being a problem if all of the audio was stored on the hard drive in wav (or simular format), but if your just looking at music, it just seems a good deal simpler to have that run off the CD.

      --
      The Internet is generally stupid
    16. Re:I have a silly question by RelliK · · Score: 5, Insightful
      Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

      1. Any recent FPS is not CPU-limited. It is video card-limited. (Except for really low resolution, color depth, and detail, but nobody plays that any more).

      2. On modern CPUs, MP3s take about 1% - 3% load to play. I expect ogg to be similar.

      In short, CPU usage is a non-issue.

      --
      ___
      If you think big enough, you'll never have to do it.
    17. Re:I have a silly question by ryanvm · · Score: 4, Insightful

      Why would you want to have any sort of audio compression taking up CPU cycles in a game that is so processesor depedent?

      For one reason - on 3D games the video card is usually the bottleneck.

      standard CD audio can be read off a disk with next to no CPU usage

      Right, but at 10MB/min for CD audio it takes up A LOT of space that could be used for textures, models, levels, etc. A half hour of music would waste half the space on a CD.

    18. Re:I have a silly question by Graspee_Leemoor · · Score: 2

      Maybe I would be leaving the music turned on back in the old days before we had footsteps etc in games, but nowadays I want to use headphones, loud sound effects and no music.

      Come to think of it, I always turned the music off in the bad old days too because it was frequently playing off the cd-rom, so it would freeze up the damn computer for a couple of seconds when the track restarted...

      graspee

    19. Re:I have a silly question by xenephon · · Score: 1

      The article mentioned something about voice chat. I imagine that compressing the audio would be pretty important, to conserve bandwidth.

    20. Re:I have a silly question by qurob · · Score: 1

      I've got about 10 IE windows open, a bunch of buddy chat windows, mIRC, and Winamp cranking, and my CPU is hovering between 2% and 4%, according to Windows Task Manager.

      oh, I'm using a Pentium II 400mhz :)

    21. Re:I have a silly question by Karma+Killer · · Score: 0, Troll

      FUCK YOU BITCH f u c k y o u b i t c h

    22. Re:I have a silly question by DrSkwid · · Score: 2

      irc the CPU hog extaordinaire!!

      you could have 1 million windows and still all of them idle!

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    23. Re:I have a silly question by sean23007 · · Score: 2

      Maybe they're using ogg to save memory space. Disk space isn't really that important, but memory space is crucial. They may be relying on the ability to use another couple of percent of the CPU in order to save a couple of percent of the RAM. That's what I'd do if I knew enough about the rest of game-making to do something like this.

      --

      Lack of eloquence does not denote lack of intelligence, though they often coincide.
    24. Re:I have a silly question by kwishot · · Score: 2

      Except that 90% of motherboards come now come with crappy AC97 onboard sound (yes, even "good" motherboards).

    25. Re:I have a silly question by Your+Login+Here · · Score: 2

      Even if you were going to waste 70 megs of ram on uncompressed cd audio, it would still be faster to load a 6 meg file and decompress it in ram.
      But it's better to just play the file normally, since ogg won't slow down a GHz cpu. And the ram is needed to load textures and maps.

    26. Re:I have a silly question by Datafage · · Score: 2

      Anyone who's too cheap to buy real audio for a game like this has no place to complain about performance...

      --

      Nicotine free Amish .sig.

    27. Re:I have a silly question by Anonymous Coward · · Score: 0

      ogg takes a lot more cpu to decompress than mp3, but you're right, it wouldn't really be noticeable in the game.

    28. Re:I have a silly question by doofusclam · · Score: 1

      Not strictly true. Lots of pcs, especially laptops, dont have an output to the sound card. So the cpu basically rips the audio in data form and converts it to pcm. Which takes a lot of cpu, especially if the cd is scratched. This is the case in a minority of pcs, granted, but it's enough to kill the cpu on a half decent machine. seany.

    29. Re:I have a silly question by SuiteSisterMary · · Score: 2

      So? 90 percent of motherboards also come with a PoS ATI chip for video, too. You going to upgrade to a GeForce 4, and not bother getting a sound card? Of course, I'm still using my Vortex 2 card... "Best soundcard EVER!"

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    30. Re:I have a silly question by Skuto · · Score: 1

      Unlikely they use Vorbis for this; it isn't very fast for compressing (or rather, the standard encoder isn't yet), and there are better algo's out there for pure voice.

      --
      GCP

    31. Re:I have a silly question by 0x0d0a · · Score: 1

      Because raw audio doesn't save much cpu time and uses a huge amount of space.

      Games have been using compressed formats for years -- playing a mod can use more cpu time than an mp3, and yet mods provided game background music for years.

    32. Re:I have a silly question by ponos · · Score: 1


      MP3 and ogg decompression, if done properly,
      does not need more than 5% CPU on my Athlon 700.

      Now, 5% CPU is ridiculously low and on a high
      end system such as those required to play
      UT2003 would be even less.

      After all, sound is an important element of the
      game and you >should be spending some CPU cycles
      on it.

      P.T.

    33. Re:I have a silly question by Ziviyr · · Score: 1

      Very few soundcards support accelerated mp3 decoding, very much ogg.

      Probably because we broke the 100 MHz barrier. :-)

      Almost outright silly to accelerate it now.

      --

      Someone set us up the bomb, so shine we are!
    34. Re:I have a silly question by Downtown · · Score: 2, Insightful

      You made an assumption based on Unreal Tournament actually. It is a fairly well known fact that UT was very CPU dependant(Q3 being vid card dependant).

      Well UT2003 is a totally different. The latest version of UT is v436. UT2003 should have a version number in the 600's... then old engine was meant to run great on 3dfx cards... the new one will not(a V3 will not be able to run the new version).

      Now back to the cpu myth. They changed the engine to allow for the latest eye candy and effects... so it will not be CPU dependant... as they designed the engine to run on a certain class of video cards(Radeons and above). It is the video card that is holding back games these days...

    35. Re:I have a silly question by kindbud · · Score: 2

      What kind of "half-decent" machine lacks a 20 cent cable from the CD drive to the soundcard? :)

      --
      Edith Keeler Must Die
    36. Re:I have a silly question by kwishot · · Score: 2

      The comment was in response to the parent.

      Having worked at a computer store for the past 2 1/2 years, I can attest to the fact that most people feel that onboard sound is adequate, even if it isn't.

      Look at the Soyo Dragon boards for example. Onboard 5.1 surround sound. Except for the fact that it's crap. Most people see the onboard 5.1 and assume that it's good, even though it's like AC97+more outputs!

      -kwishot

    37. Re:I have a silly question by Anonymous Coward · · Score: 0

      Whatever method "Roger Wilco" uses should be more than adequate. We used to play Rogue Spear with RW running the background and it worked well.

    38. Re:I have a silly question by RealityThreek · · Score: 1

      It sounds like people are assuming the use of ogg is limited to music.

      I didn't see that it said anywhere, but I can think of no reason why sound effects wouldn't be in ogg too.

      --
      :wq
    39. Re:I have a silly question by doofusclam · · Score: 1

      Well some crappy cdr drives (my old mitsumi for a start) had really crappy audio firmware so I actually got far better sound from the DAE method. It used more processor time but was worth it. Also laptops sometimes dont have them purely due to lack of space and the fact that most users either couldn't give a s*it or wouldn't know the difference.

      Oh, and 20 cents actually makes a lot more difference at retail - more like $5 - with the cutthroat margins these days that makes a difference.

      I know they're fairly marginal reasons but my point is purely that there are a lot of machines setup like this out there, regardless of the reasons.

      seany.

  24. W00t! by Kaypro · · Score: 2

    This looks like an unbelievable upgrade to the original. Wondering if this will take advantage of Gefore4t technology. Would defintely consider upgrading my GF2 if this was the case.

    1. Re:W00t! by Anonymous Coward · · Score: 0

      a GF2 will play it, but you'll be missing out on some of the eyecandy..

  25. This Game is Going to 0WN j00! by Anonymous Coward · · Score: 0

    I have been tracking the on going progress of this game, and it looks AMAZING. Its sure to be a huge seller when it is released later this summer.

  26. well well well by Anonymous Coward · · Score: 0

    Wonder what all the John Carmack fanboys are going to do when it comes out, and proves that maybe, just maybe, the FPS sun doesn't rise and set on id...

  27. Mirror Available by erfmuffin · · Score: 1
    Sites coping.. but kinda slow.. so heres a mirror if you need it -


    http://thought.joint.net.au

  28. Look, editors. by Burgundy+Advocate · · Score: 0, Offtopic

    I miss OGG_THE_CAVEMAN too.

    But is he really worth devoting an entire story to?

    --
    Dragging people kicking and screaming into reality since 1996.
    1. Re:Look, editors. by SomeOtherGuy · · Score: 2

      I really enjoyed Oggs comments too. (Ogg if you are reading this -- I beg of you please come back!!)

      --
      (+1 Funny) only if I laugh out loud.
    2. Re:Look, editors. by Anonymous Coward · · Score: 0

      I miss OGG_THE_CAVEMAN too.

      But is he really worth devoting an entire story to?


      Offtopic... bwahahahahahahah. Idiot.

      *hugs*

  29. this makes things so hard. by Brigadier · · Score: 2, Insightful



    Ok I was set to buy my ps2, after all GT3, made it all worth it, now this, now I have to put aside my years savings to buy a new video card because my dual voodoo2 isn't supported by win2k and it would probable choke. ofcourse my new video card, wont work on my overclocked celron 300a. so now i need a new board cpu memory. WHY !!!! dont people realize it sucks to play on my computer in my basement i want to go upstairs on my 48" TV. but i still want my network play so i can shoot the heads off all my wayward co-workers

    1. Re:this makes things so hard. by Anonymous Coward · · Score: 0

      Just wait until the network adapter for the PS2 is released. UT is already out on that console and I don't see why UT2003 won't also be later on.

    2. Re:this makes things so hard. by Anonymous Coward · · Score: 0

      There already is, it's on the hard drive.

  30. Advertisements? by cascino · · Score: 0, Offtopic

    I don't think people were kidding when they wondered aloud yesterday whether Slashdot was taking some sort of promotional kickback for their stories.
    I'm honestly not being troll, but after seeing "ads" for Provigil, the Nomad Jukebox 3, Vonage VoIP, Compuserve 7.0, and now UT 2003 (not to mention a vaporous product from Transmeta) all within about thirty-six HOURS of each other, I can't help but wonder if this is a sign of the economic times.
    Not that I'd have a problem if that turns out to be the case - but the truth would be nice.
    Perhaps it's time for a change of slogan. Slashdot: Stuff for Nerds. News that matters.

    1. Re:Advertisements? by TheKey · · Score: 1

      Honestly, I was glad they posted this. In fact, this has been the first /. article I've read all day.

      If something is interesting, whether it be a product or a story, I would hope that the /. editors post it for us to see.

      --
      My Journal - 1,337 fans and countin
  31. Assult? by compupc1 · · Score: 1

    Maybe I missed it in the article, but I couldn't find any mention of the assult type of gameplay. Everything else seemed to be covered. Personally, that was my favorite style of game in UT 1 mainly because it was like Deathmatch with an actual purpose. Of course, pure free-for-alls are fun, but Assult brought a bit more strategy and (in my opinion) replayability. I truly hope they have something like it, except with more missions than UT 1 had. But, this was still an Alpha, so I'm willing to wait and see.

    --
    -James
    1. Re:Assult? by TheKey · · Score: 1

      I'm not 100% positive, but I'm pretty sure it's not going to be in the game at all. I believe I read that somewhere.. :D

      Anyhow, they're introducing new gameplay modes that seem to be pretty tactical.

      --
      My Journal - 1,337 fans and countin
    2. Re:Assult? by rhakka · · Score: 3, Informative

      Nope, you didn't miss it, Assault has officially been canned from the UT2003 release. Interestingly enough, the other gametypes available are all "double objective" gametypes;

      -Capture the Flag,
      -Domination 2 (control point on each end, hold both simultaneously for 5 seconds to score a point for your team),
      -Bombing Run ("bomb" or "ball" in the middle, carry it to the opponent's base to score, kind of like football, and you can throw it to a teammate as well).

      My guess is the multiple objective game of Assault had far too few players to justify the surely formidable task of creating new maps for it. Domination was pretty small too, but I'm sure it's not too hard to make a good DOM map now with the tweaks from the old style.

      It's too bad though, with some work Assault could have been a much better gametype the second time around.

    3. Re:Assult? by Pxtl · · Score: 3, Insightful

      That's a shame... sounds like those gametypes all use the same maps - 2 bases with 1 "point" at each end, with a point int the middle for the ball to spawn. Boomball is a popular UT mod already - I'm a diehard player of that one - nice that a 3rd party mod is being incorporated into the game, although I prefer it in black flag mode, in which the ball is a graphically a more traditional flag - same gameplay though.

      Assault was one of my fave parts of UT - its how I got my brother, who swore he'd never get into mouseaiming into UT. Coop AS was awesome, especially playing sniper on Overlord.

      The problem with AS was a tendancy for overcomplex objectives. If they'd just made the maps have big red numbers saying "shoot me" and you have to shoot each number in order, then it all would be fine. Maybe include TFC style signs on where everything is. Instead you had to have already played the map to know the objectives - not good for newbies. DOM was similar, it was impossible to find the map points, and you never knew which name referred to which point.

  32. Full text of part of the article by Genghis+Troll · · Score: -1

    Last weekend I got an invite to come to London for a game or 50 of Unreal Tournament 2003. Mark Rein sent me a mail sunday, saying I could come by monday for the test. Not only did I break a toe last week, but it woulda been impossible for me to go with such short notice anyway, so I did the second best thing. I decided to ask an english guy if he wanted the job. Luckily eVOLVE was at hand in our chatroom (#unreality on EnterTheGame), and he was more than happy to have a go at the game. (Lucky bastid) I sent him off with orders to wear something sassy, plus wink a lot to Jay Wilbur and Mark Rein, oh, and to get a lot of info. This is what he delivered to me earlier today: (Mark Rein promised us he would send along a shot or two from the game, and we will be posting them as soon as they arrive) Unreal Tournament 2003 - Hands-on Preview I never really enjoyed the previous Unreal games... Well actually I did, but I felt that Unreal Tournament 2003 is so shockingly great that you needed a smaller shock to soften the blow. Yes, that's true, on behalf of Unreality I was invited to a private room in a cybercafe somewhere near London to view and play UT2003. And you better believe it was worth it. For those of you who don't already know, UT2003 is the next planned release in the Unreal game series, intended as a kind of sequel to Unreal Tournament, and providing the multiplayer aspect to the series. Where UT had 5 player models to choose from out of the box, UT2003 will have almost ten times as many. Where UT had a pretty liberal poly limit, UT2003 has on average 100 times as high a limit. How is this possible using what is basically an enhanced version of the engine? Well, we'll get onto that later... Lets start with what really matters, the gameplay. Gameplay As far as playing the game, it hasn't changed much from Unreal Tournament, the style of play will not surprise most UT players, but it has been tweaked, enhanced and generally evened out. The movement speed does seem lower than people are used to in UT, although once in the middle of a firefight, the speed of everything was spot on. Other more obvious changes include a double jump feature, whereby if you jump while you are in mid jump, you will gain an extra foot or so of clearance, and some new/tweaked game modes. Yes, Instagib will be back as well as DM, Team DM and CTF, and a variation of the Domination gametype from UT called 'Double Domination', where there are just two control points, and your team only scores points while you control both of them. A variation of CTF was created quite by accident where the flag colours were placed in the wrong bases, i.e. the red team's flag starts where the blue team spawns and vice versa... This means that you can immediately grab the opponent's flag, but to capture, you need to break into the very heart of the enemy base, while your team reclaims your own flag. It makes capture a lot more challenging, although the flow of gameplay is much faster, with returns, captures and players grabbing the flags happening every few seconds. It is currently undecided if this lucky accident will simply be an alternative map style to the regular CTF maps or if it is too close to the only completely new gametype (so far), Bombing Run. The premise of Bombing Run is quite simple, to be honest... Pick up a bomb and get it into your enemy's base. The version I played still needed some tweaking as the ball wasn't visible enough, but the general workings of the gametype were working superbly. You pick up the bomb, or 'ball' as it is normally referred to in the centre of the map, although when in possession of the ball, you cannot fire or defend yourself in any way, leaving the only evasive control you are left with, i.e. Parent Share twitter facebook linkedin

    1. Re:Full text of part of the article by Mao+Zedong · · Score: -1

      That was heart-warming.

      --
      old enough to set the table, old enough to pass the meat
  33. Better sceenshots by spike+hay · · Score: 4, Informative
    --
    If you don't understand any of my sayings, come to me in private and I shall take you in my German mouth.
    1. Re:Better sceenshots by Anonymous Coward · · Score: 0

      Most, if not all, of those are actually screens from Unreal 2-- or, as it's apparently called these days, "Unreal Episode 2." (Man, they know how to crap up some titles, don't they?)

      Pretty much the exact same engine, different game.

    2. Re:Better sceenshots by theNeophile · · Score: 1

      How much you wanna bet most of the geeks following that link are more aroused by the Unreal 2 screenshots then the naked ladies? :)

    3. Re:Better sceenshots by Anonymous Coward · · Score: 0

      Also from this site, some great tux wallpaper for you all...

  34. Fucking wicked by phutureboy · · Score: 3, Informative

    Cool. If I'm not mistaken, my friend from Schloss Tegal did the soundtrack for some of the levels. You can check out some of his music here. He makes some dark, creepy stuff - perfect for Unreal.

    1. Re:Fucking wicked by Anonymous Coward · · Score: 0

      Whoa, Schloss Tegal is anything but mainstream. It is dark a creepy, but not in the Mark Snow/X-Files way. It's mostly dark ambient/death industrial disturbing stuff. Check out the Oranur 3 sound clip, it's fairly representative, though 32kb real audio does not even come close.

      But, speaking of Mark Snow, his non X-Files CD is finally coming out, after a long delay, on Cold Spring Records.

  35. Help for Mainstream Ogg? by Rob.Mathers · · Score: 2

    Perhaps this will be the beginning of a mainstream penetration of the Ogg format. IIRC, before every teen in the western world (yes, generalization/exaggeration I know) had a 5 gig mp3 collection, there were some games using mp3 (although i can't remember specific examples). Perhaps this will encourage the semi-tech crowd (the casual gamer type mostly) to use Ogg, and it may filter down in to the main populous who mainly uses mp3 right now.

    OTOH, mp3 use has become so widespread over the last 2-3 years that getting the millions who use it daily to switch to a format that provides little benefit for them (they simply want to listen to their music) is unrealistic.

    --

    My other sig is funny!
    1. Re:Help for Mainstream Ogg? by JFMulder · · Score: 1

      I'd be saddened to see Oog Vorbis or MP3 becoming the standards for game music, because then the music would be less interactive. Microsoft has a nice thing with Direct Music (part of Direct Audio now I think...) where music can be programmed to swift and bend and tune to the action. It's a lot more clever then fade in/fade out and crossovers of two songs, it's much more dynamic.

    2. Re:Help for Mainstream Ogg? by heneon · · Score: 1

      Yep, I have wondered that too. I've listened to the directmusic samples from directx sdk and I like the neat transitions from one music sytle to another. If I remember correctly it uses dls soundbanks and I don't know many soundcards that support it in hardware. My own card (terratec xfire-something) does but it sounds like crap :P I guess it's easier to use premade "raw" ogg/mp3/cd audio music instead of making the music in realtime, relying on sound hardware to make it sound good, or doing all the mixing/filtering of the samples in software and trying to make the music sound "rich".

  36. Linux Version? by JebuZ · · Score: 2, Interesting

    Does anyone know if there are plans to release a Linux port, now that Loki isn't around?

    1. Re:Linux Version? by Anonymous Coward · · Score: 1, Informative
      From linuxgames :

      foser wrote in to point out a little bit of information regarding the possibility of UT2003 being ported to Linux. The information came from an IRC interview in which Mark Rein from Epic participated:


      [19:35] DE/Epic: Will UT2003 make it to Linux? If so, server, client or both?

      [19:35] Server for sure on Linux

      [19:36] MarkRein[Epic]: any word on a client

      [19:36] Irix--> Don't know yet about a client but it will probably happen eventually

      [19:37] Irix--> We'd definitely like to see it and I know Dan Vogel is talking with some friends of his who would like to do it.


      From me:

      It doesn't matter that Loki is out of business.
      Epic did the original port. Not Loki. Loki just maintained it.
  37. Names I'd like to see by Anonymous Coward · · Score: -1, Offtopic

    Troll Fairy
    Walt Trollsney
    Trollop
    Troll PaTroll
    That 70's Troll
    Remote ConTroll
    Irish Trollers
    Troll Control
    The Trollinator
    Arnold Trollenegger
    Trollrunner
    Alice in Trolland
    20,000 Trolls Under The Sea
    War of the Trolls
    Trollex Watch
    Trollmart
    Albertroll Einstein

  38. Things To Do Today by Anonymous Coward · · Score: -1, Offtopic

    1. Fart silently in crowded elevator

    2. Try to act innocent

  39. Screenshot by Anonymous Coward · · Score: 0

    With that screenshot with all the fog and at that resolution, one could almost think they used an old TNT 1 card. That in now way can be a screenshot descriptive of the engine!

  40. Divx downloads of UT 2003 LAN game by pcmills · · Score: 5, Informative
    --
    Ask Slashdot - google for stupid people.
  41. Who Cares? by krmt · · Score: 2

    Fair enough, but is that really the point anyway? UT is a great game, and it's getting kind of long in the tooth now, but it's still a blast. UT 2003 is going to be a kickass game if it follows the model of its predecessor.

    The thing that caught my eye more than the graphics and the new HUD look was the message at the bottom of the shot saying "You have the ball, deliver it to the enemy base!" I don't know if this is a mod that's already out there, but it seems like it's based on sports like football, soccer (the other white football), and games like it. More modes of play means more fun which means a better game, graphics aside. If my computer can run it when it comes out, it'll be in my hands ASAP.

    --

    "I may not have morals, but I have standards."

    1. Re:Who Cares? by Violet+Null · · Score: 2

      The thing that caught my eye more than the graphics and the new HUD look was the message at the bottom of the shot saying "You have the ball, deliver it to the enemy base!" I don't know if this is a mod that's already out there, but it seems like it's based on sports like football, soccer (the other white football), and games like it.

      Team Fortress Classic (for Half-Life) had a map called 'Push'. Instead of having two flags, you had one soccer ball, and the point was to take it to the goal in the other team's base.

    2. Re:Who Cares? by Cecil · · Score: 1

      Team Fortress Really Classic (for Quake 1) had a map called spazball. It was absolutely great. You've got one ball, 4 teams. Grab it, run down one of the opposing teams heavily defended corridors, shove it in their goal. They get a point. After a certain number of points, that team is eliminated, and locked in the spectator rooms. Last man standing wins.

      Great fun, and I have no idea how they accomplished it purely in-map without modifying the team fortress codebase, but they did.

  42. The moral of the story: by jimbolaya · · Score: 5, Funny

    Use Ogg, get free advertising on Slashdot.

    --

    There ain't no rules here; we're trying to accomplish something.

  43. I don't think so... by Ender+Ryan · · Score: 2
    Unfortuneately, I don't think there will be a Linux version of the next UT and Unreal games. I believe they are using a revamped UT engine, which only supports Direct3D(aka, DirectM$Lockin).

    From the Unreal 2 site...

    Q. For what platforms is Unreal II being developed?

    A. At this time, the PC is the only announced platform.

    Now that doesn't mean much, "announced platform"? It's been a while since I've read anything about it, but I am pretty sure I read that it is going to be D3D only ;-( I can't find it right now though...

    --
    Sticking feathers up your butt does not make you a chicken - Tyler Durden
  44. Schizm uses ogg too... by Anonymous Coward · · Score: 0

    another one to add to the growing list... Schizm (a "Myst-like" adventure game) also uses ogg for its music tracks.

  45. wrong name, unfortunately by jbridge21 · · Score: 1

    That's OOG_THE_CAVEMAN to you.

    Here's some more text so it doesn't appear to be all caps. I'm not yelling, damnit.

  46. Following in the footsteps... by UTRules · · Score: 1

    of the one true FPS: Quake 3 Area. Let's see, the enforcer is replaced with a Q3A-style machine gun, the sniper rifle has been replaced with a rail gun (trail back to shooter)... And you can't "load up on rockets" quite so much anymore - those poor UT players might have to actually learn to aim now ;-)

    1. Re:Following in the footsteps... by rhakka · · Score: 1

      With the major exceptions of Unreal actually understanding how team games should work and what makes them fun.

      Personally I'm very excited that UT2003 seems to be using some of the good ideas that Quake did have, and combining it with both their own new ideas and the best from UT itself. The spam has been cut down, the teamplay enhanced..

      Overall, I think this game promises to offer much better gameplay from newbie to elite levels than anything else out there or anything else coming out any time soon. If you're a hardcore gamer, I don't think quake will even come close whether you're into 1v1 or full scale team CTF.

    2. Re:Following in the footsteps... by Anonymous Coward · · Score: 0

      *[UTRules]* entered the game.
      You picked up a Rocket Launcher.
      *[UTRules]* killed his own dumb self.
      *[UTRules]* left the game.

    3. Re:Following in the footsteps... by UTRules · · Score: 1

      For me, it's all about the weapons, but hey, out of 50 game play options, some of them ought to be good ;-)

      Seriously, though, I have no problem with UT picking up on Q3A styles; it's also good to see recognizable industrial-theme levels, like that diagonal metal flooring in one of the screenshots, makes me feel right at home.

      I have to contest your characterization of quake as being insufficient for the hard core gamer. Have you ever watched the movies from QuakeCon? Seen Zero4 take apart his opponent like he was reading his mind? It's breathtaking. The way Q3A makes you use your weapons, I just can't imagine that level of play taking place with UT weapons, there's just too much slop.

    4. Re:Following in the footsteps... by rhakka · · Score: 1

      well just in case you check your profile sometime;

      that is one of the sides of quake that UT2k3 is borrowing from; the new builds on the weapons are much less spammy.

      That's one of the major reasons why I think UT2003 will beat out quake, at least until the next installment; between the movement and weapon options, the reduced spam, faster weapon switching, and better implementation of team games, i really believe it will become the "pro" game of choice.

  47. Linux port possibility! w00t! ;-) by Ender+Ryan · · Score: 3, Informative
    From Linuxgames.com...

    UT2003 For Linux? - Wednesday Apr 17 18:53:54 2002 - Updated by AlKini
    foser wrote in to point out a little bit of information regarding the possibility of UT2003 being ported to Linux. The information came from an IRC interview in which Mark Rein from Epic participated:

    [19:35] DE/Epic: Will UT2003 make it to Linux? If so, server, client or both?
    [19:35] Server for sure on Linux
    [19:36] MarkRein[Epic]: any word on a client
    [19:36] Irix--> Don't know yet about a client but it will probably happen eventually
    [19:37] Irix--> We'd definitely like to see it and I know Dan Vogel is talking with some friends of his who would like to do it.

    So, someone who could do it, wants to do it. I sure want him to do it ;-)

    So, I take my previous comment back ;-)

    --
    Sticking feathers up your butt does not make you a chicken - Tyler Durden
  48. oog by cdf12345 · · Score: 1

    If game companies start seeing the economic benifits of ogg, I would think that in a year or so, after a couple big releases most game soundtracks will use this format.

    And if they were smart they'd let everyone know about it, Look another program that uses OOG.]

    That'd get people using it.

    Also if you could insert your own ogg files as a soundtrack. People would be more likely to use it.

    --
    Chicago2600.net more than a lifestyle, its a survival trait.
  49. Believe they used Ogg in Dungeon Siege by Anonymous Coward · · Score: 0

    But, obviously, since MS is evil, and MS used Ogg, thus Ogg must be evil too!

    1. Re:Believe they used Ogg in Dungeon Siege by Doppleganger · · Score: 1

      You "believe"?

      If you'd check your facts, you'd find that the only sound formats supported by Dungeon Siege are MP3 and WAV. They apparently played with the idea of supporting WMA, but it used too much processing time. Not even a hint that they might have thought about OGG.

      The better trolls have a grain of truth in 'em.. this isn't one.

  50. 60 Minutes (tick, tick, tick, tick...) by yerricde · · Score: 1

    but if your just looking at music, it just seems a good deal simpler to have that run off the CD.

    Which limits you to sixty minutes of music if you devote 3/4 of the disc to Red Book. Big games will want more than an hour of music.

    --
    Will I retire or break 10K?
    1. Re:60 Minutes (tick, tick, tick, tick...) by haystor · · Score: 1

      And also gets you 60,000 customer service calls because sound isn't working correctly by all the people that don't have their cd player hooked to their sound card.

      --
      t
  51. No, the Real moral of the story: by Rayonic · · Score: 2

    Tycho Brahe has laser eyes.

    RUN.

  52. Resampling quality has improved by yerricde · · Score: 1

    From first hand experience, my old 486DX2/66 could play S3M's and IT's up to 32-channels without any problems.

    Probably using zeroth order (nearest neighbor) resampling, which introduces ugly aliasing artifacts. Most modern s3m players (such as Modplug Player) use cubic spline interpolation to resample the instruments, which requires many more multiply operations than resampling does but produces a much cleaner sound.

    I'm just waiting for a mod format that uses Vorbis to encode its samples.

    --
    Will I retire or break 10K?
  53. some more links by krs-one · · Score: 2, Interesting

    Screens
    screens 1
    screens 2
    gamespot article
    screens 3
    screens 4
    screens 5

    Weapons
    http://www.unrealops.com/ut2-weapons-preview.htm

    Hope this makes someone as happy as it did me when I first got it. :)

    -Vic

    1. Re:some more links by mlk · · Score: 1

      Ohhh sat based laser!
      Yummy!

      But I want my pointy mines!

      And my clicky mines!
      Watch people fall for the same trick time and time again! Ohh the fun :)

      --
      Wow, I should not post when knackered.
    2. Re:some more links by WildBeast · · Score: 3, Funny

      To be released on July 2002? That's it, I'm postponing my vacation so I can play Unreal.

  54. That's called MOD by yerricde · · Score: 2, Informative

    I like what they did w/ the first unreal. It was kind of like midi, except it had samples of the sounds used right there in the file.

    That's called mod. It's commonly used on Game Boy Advance games too. The UMX files are actually renamed XM, S3M, and IT files, and you too can make those with Modplug Tracker.

    --
    Will I retire or break 10K?
    1. Re:That's called MOD by Anonymous Coward · · Score: 0

      ...and it's a shame too because the new music is probably just prerendered mods subjected to the bloat and lossiness associated with conversion.

  55. No linux port... by Lumpy · · Score: 3

    Who cares unless there is a linux port of it. Loki isnt around to give us a port for this one, so I'm betting it will never surface..

    Hey! EPIC! I'll pay $75.00 for a linux version that DOES NOT USE WINE.
    and I'm sure there are others that also would do the same.

    --
    Do not look at laser with remaining good eye.
    1. Re:No linux port... by Anonymous Coward · · Score: 0

      Hey! EPIC! I'll pay $75.00 for a linux version that DOES NOT USE WINE.

      Count me in, as well!

    2. Re:No linux port... by Anonymous Coward · · Score: 0

      "Who cares unless there is a linux port of it"

      Umm the 90% paying customers who use windows as a gaming platform. Porting games to linux is a money loser, if you think I'm trolling talk to ID about it. When they tried to sell quake it was a joke.

      "I'll pay $75.00 for a linux version that DOES NOT USE WINE.
      and I'm sure there are others that also would do the same"

      Don't you see that has been tried and no one payed for it.
      Linux as a gaming platform is a dead end. That's not to say technically there is anything wrond with it. In fact on some recent benchmarks linux was faster then windows.
      Take it from someone who has been pushing for linux gaming for 4 years, if you want to play the latest and greatest games, do what a lot of us do and keep a windows partition for your gaming.

    3. Re:No linux port... by Anonymous Coward · · Score: 0

      When ID tried to sell the Linux port of Quake, it was so late, that everyone bought the windows version instead (not me, I didn't have windows), and the binaries were free download.

    4. Re:No linux port... by CaptnMArk · · Score: 1

      Seconded.

  56. Consumers use MP3 because it has integer decoders by yerricde · · Score: 5, Insightful

    Perhaps this will encourage the semi-tech crowd (the casual gamer type mostly) to use Ogg, and it may filter down in to the main populous who mainly uses mp3 right now.

    People still use MP3 because there are pocket-sized MP3 players, and there are pocket-sized MP3 players because efficient MP3 decoder software that uses fixed-point (integer) arithmetic is widely available. The reference Vorbis decoder still uses floating-point arithmetic, which common ARM microprocessors cannot do in real time.

    --
    Will I retire or break 10K?
  57. Re:Linux port possibility! w00t! ;-) by Anonymous Coward · · Score: 0

    copy catter !!!

    I posted this ten minutes before you !!!!

  58. It's almost as if... by Cardinal · · Score: 2

    Ya, funny how one of the most popular games, based on the most popular FPS game engine, get's mentioned but a far less popular, niche-market targetted game doesn't get mentioned.

    It's almost as if Slashdot stories came from submissions from its readers, so naturally a more popular game would have more attention, and thus more potential news submissions.

    Weird.

  59. OGG BASE @ ALP!!! by Nindalf · · Score: 1

    Rocket launchers? What's wrong with photon torpedoes and phasers?

    OGGGGGGGGGGGGGGGGG!!!!

  60. Server? by Anonymous Coward · · Score: 0

    When we're playing, I'm the one with the Linux machine, so I usually run the server (in UT, I can do dedicated server, and then start the game and connect to localhost, that way I can quit the game if I wan't to. Linux multitasking handles this with zero problems), but if I can't play the game, I am NOT going to run the server either.

  61. Re:Consumers use MP3 because it has integer decode by leuk_he · · Score: 2

    people still use MP3 because there are pocket-sized MP3 players,

    people use mp3 because everyone uses mp3: if you want to use a p2p tool to download music you want mp3 files, they are more likely to be found.

  62. Re:Consumers use MP3 because it has integer decode by Anonymous Coward · · Score: 0

    The reference Vorbis decoder still uses floating-point arithmetic

    The reference decoder yes, but there are already few integer math decoders too. And probably the 1.0 release will include such out of the box.

  63. You don't know what you're missing! by WWWWolf · · Score: 1

    Operation Flashpoint is undoubtedly the best FPS I've ever played. Granted, it's not the best-looking one or "fun", but it's realistic and above all atmospheric. It's not about Quake-style bloodbaths - it's about realistic war. This isn't "shoot stuff that runs"; It's "oh shit, here I am. And those Commies are coming here. I guess I run." =)

    It's not really an FPS. It's more like a "soldier simulator".

    Don't blame me if it hasn't been marketed too much. I just heard, one day, from a local game magazine that there was this "totally world-changing" game I had never heard of - bought it, and loved it.

    Yet another of those games that don't get the attention they so much deserve...

    (Now, if only I could make Direct3D 8 to work properly on my machine again, it just blew up one day... Glad OpenGL works, so I can spectate Q3F in Linux while waiting for my copy of Myth II to arrive.)

    1. Re:You don't know what you're missing! by cjpez · · Score: 2

      Hmmm... While I agree that it does sound pretty cool, I actually like all the elements of non-reality. (I was about to use the word "unreal" and realized that would have sounded silly.) I don't really want to play something that's entirely realistic and makes me feel like I'm really killing people. In Q3 and UT, I can frag people all I want; they keep coming back! No permanent damage done . . . I've always found the more "realistic" simulations a touch disturbing.

  64. Re:Consumers use MP3 because it has integer decode by Skuto · · Score: 1

    >People still use MP3 because there are
    >pocket-sized MP3 players, and there are
    >pocket-sized MP3 players because efficient MP3
    >decoder software that uses fixed-point (integer)
    >arithmetic is widely available. The reference
    >Vorbis decoder still uses floating-point
    >arithmetic, which common ARM microprocessors cannot
    >do in real time.

    Portable players are available, as well as an official integer-based decoding lib (it needs to be licensed, but it's a small *one-time* fee. There's a totally free one being developed on sourceforge too I believe).

    Your arguments no longer hold nowadays.

    --
    GCP

  65. Re:Consumers use MP3 because it has integer decode by Anonymous Coward · · Score: 0
    Portable players are available, as well as an official integer-based decoding lib (it needs to be licensed, but it's a small *one-time* fee.

    As in not free then.

    There's a totally free one being developed on sourceforge too I believe).

    As in not complete then. How useful is that to someone who actually wants to ship a product now?

    Your arguments no longer hold nowadays.

    Very wrong indeed, you appear to be confusing what you hope will happen in the future with what is the case now, this doesn't benefit anyone.

  66. Re:Consumers use MP3 because it has integer decode by Skuto · · Score: 1

    >As in not free then.

    Yes, but a huge difference from a per-copy fee. It's a small one-time cost. As an example, one of Epic Games's developers bought copies of VS.NET for some Vorbis developers. It was a one-time cost for them. Much cheaper than to license MP3.

    Same thing for portable players. A small one-time cost vs. paying Fraunhofer for *every player sold*.

    >Very wrong indeed, you appear to be confusing what
    >you hope will happen in the future with what is the
    >case now, this doesn't benefit anyone.

    Sorry, the libs *and* players are available *right now*.

    --
    GCP

  67. the best looking ogg player to date by tsaotsao · · Score: 1

    I didn't know things were so desperate for you guys that you'd start dating ogg players. Then again, this is slashdot.

  68. Oh, really? I must say it doesn't seem so... by clubin · · Score: 1
    "Just as we mentioned on the previous page, under Jedi Knight 2 the performance of the majority of these cards is governed primarily by CPU speed... you'd be better off with a more powerful CPU than you would be going after a faster graphics card." -- Recent AnandTech Roundup

    FPS example
    FPS example
    Non-FPS example

    Only with the note that it was a particularly strenuous test that isn't representative of the stress that will be found in the release of the game, I present a counter-example: UT2003 CPU-Scaling benchmarks on cards of today