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.
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 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.
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
The demo was a little late, so while they
were waiting some for the fan on the UT2003 forums, made some really funny "late demo"
posters, enjoy.
Release the demo, fan art
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'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 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.
If you wanna get rich, you know that payback is a bitch
I think it is 7777 7778
Ask Slashdot - google for stupid people.
With UT 2003 coming out who has time for CmdrTaco's idiotic commentary on what games we should like.
CmdrTaco, I think I loathe you, but I want to know for sure.
So call Windows users stupid, and make another Linux post.
I loathe you.
SW