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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.

23 of 181 comments (clear)

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

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

  2. 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!

    --
    ^_^
  3. 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 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.

    3. 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.
  4. 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

  5. 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 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.

    2. 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
    3. 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.
    4. 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.

  6. 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.
  7. 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.

  8. 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.

  9. Divx downloads of UT 2003 LAN game by pcmills · · Score: 5, Informative
    --
    Ask Slashdot - google for stupid people.
  10. 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.

  11. 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
  12. 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.
  13. 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?
  14. 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.

  15. 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.

  16. 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.