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.
you can find it here.
I don't think the raw market share percentages are what they are looking at when comparing Macs and linux. How many people who own *only* a mac are going to play UT? Macs bill themselves as the computer for people who really want to spend as little time as possible in front of it. Additionally, many of the game servers will run on linux. So even if they didn't release a linux client they still would have definitely released a the server.
Perhaps they just thought it was simpler to port to a new OS on the same hardware architecture, compared to porting to a new OS and a new hardware architecture. Consider the Linux port as half a Mac port and everything's dandy :)
READY.
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from the Linuxgames article (which is a rather good read) ...According to Daniel, the UT2k3 OpenGL renderer itself was extremely difficult to create, even on Windows. He estimates it was about an order of magnitude harder to write than the one that was made for Unreal Tournament...
This is not good for Linux games support, OpenGL is an old/aging API compared to the dev speed of D3d. OpenGL also seems rather fragmented w/ all these EXT_ and ARB_ bolted on to it, to keep it current.
I worry so, that if OpenGL 2.0 is finaly every released it'll be too late (which maybe way MS are holding things up by side tracking the ARB discussions about its (MS) patents)
I was under the impression that Game Sprockets were dead. Apple said they were putting them into maintenance mode a few years back.
Anyway, SDL is not "inferior" to DirectX or Game Sprockets. It's a *much* smaller, more lightweight library, and if you want more functionality, you use other libraries that sit on top of it, like SDL_mixer or SDL_image.
It also runs on the MacOS, so instead of rewriting the bloody game for every platform, you have to write it *once* and then let it run on Linux, Windows, and the MacOS.
SDL is one of the nicer things to come from the Open Source world. It's also a Good Thing for Mac users. Don't bash it.
And why would anyone use Mac-specific APIs at all for something like a game (which doesn't have OS-specific UI elements), when they could use cross-platform ones? (This is ignoring the few exceptions, like Prince of Destruction, which used the Mac's Speech Manager). Mac users get annoyed enough about coders using Win-specific APIs -- asking coders to then use Apple-specific APIs seems a little hypocritical.
May we never see th
I was eagerly awaiting this, but I'm a bit disappointed. Its just UT with nicer graphics. Really that's all. The games besides the Bomb run one are exactly the same ie Deathmatch and CTF. Even the weapons with the exception of the lightening gun are the same.
I've heard a few people say well what did you expect it is the UT sequel? Well I expected something besides improved graphics. Sorry but this isn't 1999 and with games like RTCW out which require actual teamwork this game just doesn't hold up.
That said if your a die-hard UT fan with new hardware who still plays the old version constantly, you'll probably like it. If you have played any games which require actual teamwork and are tired of straight up twitch deathmatch then this isn't for you.
I know my mini-review may sound a bit harsh, but after all the hype and years since UT came out, I was expecting something original.
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