UT2003 Demo Ready
captainstupid writes "The friendly folks at EPIC have working hard getting a build of the UT2003 demo ready for release. The official word from Mark Rein (VP of Epic games) is that the demo is done and it's being uploaded to the Infrogrames site as we speak. PlanetUnreal has the scoop including snippets from the IRC chat log. The linux demo is on the way as well! Gentlemen! Start your downloads!" With Icewind Dale 2 coming out recently, who has time for a FPS? Update: 09/15 02:00 GMT by T : HyperMagma submitted a link to the Linux version (as found on linuxgames.com) as well -- thanks.
as is written on linuxgames, mirrors are here:
mirror 1
mirror 2
mirror 3
mirror 4
mirror 5
Mirror2 There's no line for these mirrors, and I was getting over 300 kb/s :)
Nice too notice that they are using ogg as there music format.
The Deathmatch levels are nice, and not very small. There is a smallish Capture the Flag level that works well for getting use to the new weapons. The new map type, Bombing Run, took some getting use to.
Bombing Run is like a reverse Capture the Flag. You have to take a 'ball' and put it into the other team's goal. While you have the 'ball' you can't shoot. It really does require team work!
The dogcow says "Moof!"
> Aiming sucks
What kind of mouse are you using? I had no problems.
> the AI's are stupid as dirt
Try putting the bot's skill level on godlike. In UT I can hold my own against godlike, but in UT2003 I got my butt kicked. The bots are supposed to 'learn' over time, but that might only be in the full version.
> graphics are wishy washy
They look great to me. Video card?
> demo was rushed out the door way too quickly
It was supposed to be out in may.
> hope the final version is much better
It is. I've *ahem* watched people play the full version v927 with about 40 incredible maps.
Having only one model and a few maps for each game type makes sense for download speeds, but it is going to get boring fast. I hope they don't delay the full version as long as they delayed the demo.
A little checking would have revealed much about UT2K3 on the Mac. The real reason that we have a Linux version right now was that OpenGL support had to be added for the Mac version anyway. The codebase of the Win32 and Linux version are quite similar when OpenGL support is added. The Mac port is supposed to be underway and should be a couple of months behind the retail win32 release. Go to UnrealTournament2003 and check the forums for more info.
Kindness is the language which the deaf can hear and the blind can see. - Mark Twain
I've got a 150 megabit (like 10 T1s) connection that isn't doing anything today, so here are the links from my server.
Unreal 2003 Windows demo
Unreal 2003 Linux demo via ftp
SuperTux
Your drivers do not support the "GL_EXT_texture_compression_s3tc" extension.
Just in case anybody's curious, I'll explain what that extension to the OpenGL API does. Apparently, it allows use of textures compressed with a still image codec developed by S3 Graphics Inc (hence "s3tc" == "S3 texture compression"). Each block of 4x4 pixels has a "dark color", a "light color", and 16 bytes representing the mix of dark and light colors for each pixel in the block. It's a bit like JPEG but much faster to decompress in real time.
Microsoft has licensed S3 texture compression for use as the standard texture codec in DirectX 8 Graphics. Nintendo has licensed it as well for the GameCube console's video.
Will I retire or break 10K?
I think it is 7777 7778
Ask Slashdot - google for stupid people.
It may be that it's aging and getting pretty akward, HOWEVER it's FAR faster than D3D, has fewer rendering errors (Missing polygons, blatantly obvious skyboxes, mis-aligned/mis-sized textures, Hall Of Mirrors, etc)
Try playing Half-Life (Or a derivative thereof) in OpenGL and D3D, or MOHAA, Or Q3A.
There's nothing inherently faster or slower about either OpenGL or D3D. They're just APIs. Different hardware implementations may be faster, and different games may differ in quality, but that's not because of the API.