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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.

12 of 248 comments (clear)

  1. the linux demo is already out by tranqlzer · · Score: 5, Informative

    as is written on linuxgames, mirrors are here:
    mirror 1
    mirror 2
    mirror 3
    mirror 4
    mirror 5

  2. Mirror list by prestomation · · Score: 5, Informative
    Mirror

    Mirror2 There's no line for these mirrors, and I was getting over 300 kb/s :)

  3. OGG! by fredan · · Score: 3, Informative

    Nice too notice that they are using ogg as there music format.

  4. I Downloaded it Last Night by fidget42 · · Score: 4, Informative
    I was glad to see that UT2003 isn't going to require a computer upgrade. All I had to do was downgrade by video settings (1024x768 rather than 1280x1024) and I got really nice frame rates. From the technology demos I have seen, I was afraid that the 'eye candy' would require more CPU and not provide any benefit, but the physics model s nice, and the 'body effects' (i.e., reaction to getting hit or dying) do work well.

    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!

    --
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    1. Re:I Downloaded it Last Night by Speare · · Score: 4, Informative

      Apparently, UT2003 (at least the Demo for Linux, but probably for Windows as well) requires an nVidia board to run. A matter of some OpenGL extension which only nVidia offers.

      This is really very disappointing. I hope that this changes in time for a final release. The site just recommends an nVidia TNT, and the README has some lip-service weak plans like "exploring options" for other drivers.

      I avoid nVidia products on Linux because they lock up their driver core in a proprietary binary. I support ATi products on Linux. While the open source driver development is a little behind the curve, at least it exists. ATi Radeon 7500 works great on my box, and some newer boards are getting support now.

      The kernel has a special flag called "taint" for closed-source modules like the nVidia driver. When some crashing bug is discovered, kernel developers are powerless to do much about it. You can't fully audit the use of the kernel's memory when you've got some unknown binary module loaded. When the kernel interfaces change, the people using closed-source modules can't upgrade until the single supplier of those modules finally graces their users with an update to the drivers.

      I applaud Epic for working a Linux game in parallel. I now urge Epic to engineer the games for more than one make of video card, even if it means the game can't use some little nonstandard OpenGL extension.

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    2. Re:I Downloaded it Last Night by dinivin · · Score: 5, Informative

      Apparently, UT2003 (at least the Demo for Linux, but probably for Windows as well) requires an nVidia board to run.

      This is not true at all. The XiG accelerated servers now support the S3TC extension under Linux (and offer fully featured demo versions), and all Radeons support S3TC under Windows....

      BTW, there is nothing non-standard about the S3TC extension. It's quite well accepted and implemented on nearly every new (ie. within the last year or two) video card on the market. The issue of implementing support for the extension in the DRI drivers is a purely legal one, not technical one.

      Dinivin

  5. Re:Not very good yet by br0ck · · Score: 4, Informative

    > 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.

  6. Mac is a go.. by LinuxGeek · · Score: 3, Informative

    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
  7. My mirror for the files by supertux · · Score: 5, Informative

    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

  8. What the "s3tc extension" is by yerricde · · Score: 3, Informative

    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.

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  9. Re:Runing a UTDemo Server? by pcmills · · Score: 3, Informative

    I think it is 7777 7778

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    Ask Slashdot - google for stupid people.
  10. Re:OpenGL by robson · · Score: 3, Informative

    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.