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.
the linux version works fine :) :)
Had to make my GeForce2 pro my primary X screen instead of my TNT2 (PCI), and I have to toggle the fullscreen option off and back on again to get mouse control, but otherwise it works very nicely
Let me ge this straight. They have a linux version which has %10 of the market share that macosx has, which is only %5 of what Windows is at? That does not make any bussiness sense and it would make more sense to port to Windows and macosx first and linux last if ever.
I hope I do not get flamed for this but I was under the impression that sdl was inferior to both directx and game sprockets api's. I believe apple is trying to port some of apple's audio api's to linux to make a smooth transition.
If I was in charge of development I would apple's api's so I could create a dual macosx and linux release.
http://saveie6.com/
I wouldn't expect to see a mac version of this demo, but I'm sad to see no mention whatsoever on these sites of mac support planned at any point for this game. I'm also vaguely surprised, because at one point around the release of the iMac, Unreal was just about the only game of any sort to speak of available for the macintosh.
:( ). But for something like this demo, Epic could very well have just pushed out a half-ass X11-for-OSX version of the demo and said either "this probably won't work, wait N months and we'll have a working mac version" or "this probably won't work and we don't feel like doing a real mac port so don't expect it to, ever" and all the bleeding-edge people like me who already have X11 installed would be super happy.
Will UT2003 be hitting the Mac Games Ghetto, like, ever? ((Note: any point after 2005 is equivilent to "never", becuase neither i nor anyone else is going to buy it it if it's that old by then.)) A couple of mac rumors sites reported a while back that Epic's VP or somebody said they were working on an in-house port; was that just BS?
Incidentally, I find it interesting that there is a linux version but not a macintosh one, an odd recent trend. I'm not bitter-- i'm just glad linux people get to see these games at all-- but i do find this, well, a little odd, since generally you can just recompile most linux software for Mac OS X with minimal trouble, assuming you're willing to force your customers to install an X server. This probably would be an absolute last resort, as it would rather suck for the user (although it would be infinitely better than NOTHING-- if it meant we got Tribes 2, it would be worth it
Why don't game companies like Epic do this? It seems UNIX-to-OSX recompiles would be at least an acceptable stopgap for many people. Is it just that the game companies just do not have macintoshes to do testing/support with, but they can install linux on the machines they already have? Do these games include x86 assembly code, or have endian-ness issues they don't want to fix, or do they depend on libraries that aren't available for OS X? (Winelib, svgalib? Are there OS X versions of those?) Are there performance issues, and/or do they think a shoddy X11 thingy, even as a prebeta demo, would reflect badly on them? Do they not want to support people who can't get xfree86 working? Did it just not occur to them? Do they just hate mac users? Which one, or a mix of all of these things?
-- super ugly ultraman
It doesn't just look like quake3... it IS quake3. Every single thing in the game, from the menus to the bots to the gameplay is quake3. The only difference is the detail of the textures. And with about 1.4gigs of textures on the release version, it's a bit higher detail than quake3. But it feels absolutely identical to quake3.
;D ), and I'm extremely disappointed. When UT came out, it looked and played so well, that I was hoping this release would be the same. Instead, they removed the Assault game type (my favorite), and added in the Bombing Run. Unfortunately, Bombing Run is entertaining, but it requires far more teamwork than you'll find on your typical public server. With Assault, you could win even if your team didn't know what to do, because all they had to do was frag. Bombing Run is like the vip maps in Counter-Strike. And without a lot of teamwork, you'll lose everytime.
I've been playing the full release for sometime now ( helps to have friends at epic
Altough the game has pretty graphics, it's just not fun. Unless you loved the way Quake3 felt and played, don't bother downloading this.
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.
If OpenGL 2.0 is reverse-compatible with earlier versions, (Or even better, if rendering engines could be easily patched to use it) then it'll bitchslap D3D like a drunken monkey pimp.
Yeah but, how many linux-using people are there who don't dual-boot with windows? I doubt that there are many gamers running *only* linux.