Unreal Tournament 2004 Goes Gold
psyco484 writes "Unreal Tournament 2004 has gone gold, the game will be in stores on March 15th. After an impressive demo, I'm certainly looking forward to this one." There are several improvements over UT2003, but my favorite is the ability to carry dual assault rifles.
Could be that you set your direct36 settings to max preformance, or set your textures too low, happened on me mates box, try nudging up the texture quality a bit and compensate with lower values on other settings, that should help some. Good luck!
I had this problem but discovered it was because the display settings for my Ti4200 were at "performance" rather than "quality" (right click desktop, settings, advanced, directX, blah, blah). It's probably because fonts are treated just like textures and are reduced in resolution along with everything else. It seems to me there's no difference in speed between performance and quality settings, so it's no loss - and it looks way better anyway.
Hope that helps... it certainly had me puzzled for a while. I think they need to at least add this to the FAQ.
Linux binary will be included in the pc/windows package.
You can read the requitements on http://www.unrealtournament.com/ut2004.
Also, while you are there, read the forum thread on n00b Raptor camping and the posters that the fans have made up. You'll laugh up a lung, guaranteed!
Regarding systems, I had been on an Athlon XP 1600+, with PC133 SDRAM and an NVidia Ti4200 64MB card. When I started playing the demo a couple of weeks ago in Linux and Doze, I decided to upgrade. The demo is soo awesome. I never played UT before, as it always ssemed to be a bunch of bunny hopping clowns. But, I digress; I did buy the SE DVD edition.
My new system isn't anything extreme, as I always go for the sweet spot on the price/performance curve. I got an Asus A7V8X-X motherboard with 1.25GB of PC2700 333MHz RAM. AMD XP 2800+, same GF4 4200, added cooling and overclocked it to 4400 speeds. And I got a nice Lian Li case to put it in, and keep it cool. ~$250 for everything but the case. The gorgeous LianLi 6077 from Directron.com was $165 with PS.
I play in 1280x1024 or 1600x1280 at 32bit color and get ~75FPS. The benchmarks give me between about 45FPS and 350FPS, depending on what's going on.
It plays well on an 1800+ (~1600MHz). I'm sure it plays very well on 3200 systems, but it's not necessary. though maps like Onslaught and the physics models are very CPU intensive, and the performance is not bound to graphics processor. Build a system with a good balance of memory, internal bandwidth, CPU and graphics,and you should be fine.
Plays beautifully on Mandrake 9.2 with NVidia modules.
I can't wait to get my boxed set. My studies are really suffering.
As already pointed out, it will run on Linux, in fact, there is a 64-bit version for Linux. Download all versions of the demo here.
There is a penguin on the box this time around and a Linux32/64 bit installer on the CD/DVD. It's actually quite prominent as it's one of three files in the root directory - autorun.inf, setup.exe and linux-installer.sh :)
;)) for making it happen in time for inclusion on the retail CD/DVD!
Big thanks to Ryan (http://tehgordon.com, he "loves" it when I post this link
-- Daniel, Epic Games Inc.
Actually the best way to make sure your copy is associated with Linux is to play the retail version online as our masterserver keeps track of the last OS used to connect to it (per CD key).
-- Daniel, Epic Games Inc.
you obviousally dont have a god grasp on onslaught "link the power nodes" game.
you can easily turn the tide towards the end of the game if your team is skilled enough... one camper in a tank on the hill overlooking the enemy's vantage point blowing to hell every vehicle that re-spawns will allow you to overrun that power node quickly.
I suggest you play it with some people instead of AI only.
oh and nothing feels better than driving a pickup recklessly into the enemy base and jump it into their power supply, jumping out of the vehicle in the air and watching it crash into their cell as you launch a few rockets into the truck and target winning very VERY quickly.
Do not look at laser with remaining good eye.
I totally agree; however, I do have a bone to pick with Onslaught, or mabey it's just the Torlan map.
Once you're losing, and you're down to your base and only one or two power nodes, it's damn near impossible to fight your way back. The vehicles are simply too powerful, and your base doesn't spawn the two most useful vehicles (the scorpion and the tank). And the ability to spawn at any power node you have captured means that even after you kill everyone rushing your base, they're right back there (they don't have to run across the playing field).
Needs tweaking, but inspite of the downfalls, I've been playing the crap out of it.
~Will
sig?
Actually, they have mentioned specifically (like at the bottom of this Mark Rein post), that the demo has NO cheat protection at all, because it would give that crowed a head start on the final version. They also mention that they will update the demo once the full game has been released for a little while, to include cheat protection. Its good to see that they are not only serious this issue, but they have put some thought in thier strategy.
UnrealScript ins incredibly modular and object-oriented. Implementing such mod would be extremly simple and you wouldn't have to touch a single line of OpenGL or C/C++ code even.
It would be a very interesting initiation to UnrealScript and would serve as a very educative experience. You should really try it
http://unreal.epicgames.com/UnrealScript.htmThe best cure for insomnia is realizing that it is already time to get up. EsteEncanto.com - Blog on technology, urban
Version 1 - Win/Linux
Version 2 - Mac
You're cool, don't cancel.
I'm on a chair.
I've seen a few posters comment about rendering speed increasing if sound is disabled, but that's not really an option for a serious player
I totally agree... and hope that it's more of a threading bug than anything else!
Also, just in general I'd say the frame rates on the mac are a lot slower than on the PC. Are they even bothering to use hardware accelleration?
Both the Mac and Linux versions run slower than the Windows version... mostly because the game's 3D engine was written for MS Direct3D... the Mac and Linux versions have been hacked to use OpenGL.
That said, you're going to need a modern Mac (or Linux PC) to run this game... newer than what would be required to play on a Windows PC. The game runs more than fast enough on my 15" Aluminum PowerBook G4 (1.25 GHz G4, Radeon 9600 Mobility). Performance dops a bit when I run higher than 1024x768, though... it may be a fillrate issue with the GPU as this game makes heavy use of multipass rendering. Hopefully the new Radeon 9700 Mobility will fix that! The same game on a similar iMac 17" (1.25 GHz G4, GeForce FX 5200) runs quite a bit slower dispite similar system architecture. My guess is that the FX 5200 can't pump the pixels as fast as the Radeon 9600. Disabiling audio speeds up both machines, so there might be room for improvement.
I had an opportunity to play the demo on both a monster pc gamer rig and on a dual processor G5 at a local mom-and-pop computer store. The PC, with a Radeon 9800, showed about 3x the FPS frame rate as the Mac (dual 1.8 GHz G5, Radeon 9600) but game play felt about the same on both machines. Though the numbers are smaller on the Mac, the game didn't feel any "choppier" than the PC.
There is a $10 rebate in the box!
If you press semicolon ( ; ) while driving a vehicle it will play the horn! There is a different horn sound for each vehicle.
Also, if you bind a key to 'playvehiclehorn 1' it will play a second, slightly more funny horn for each vehicle. Do that by entering:
set input "key" playvehiclehorn 1
At the console, where "key" is whatever key you want to bind it to.
The Unreal Engine, be it orignal, UT2003, modified, whatever, was made to host maps on a speperate server. The UT server itself will send maps and other files, if it must, but at the same max rate as whatever the max client data rate is. This is done so the server doesn't screw people playing because someone is downloading.
What you are supposed to do is setup a web server that holds all the maps, textures, sounds and such that you need. You then set a redirector in the UT config to the web server. When a client needs a file, they get sent there, which then proceeds to send at the maximum rate possible as ber HTTP.
An additonal advantage is that the HTTP redirect supports compression. You can zip up the files (50% size on average) with the UCC program. They then download compressed and decompress on the client side, saving bandwidth and time.
So if you run a UT server, of any version, host the maps on a web server and setup a redirect. It can be on the same physical hardware if you like, or a completely different host, whatever works. However don't have the UT server itself serve up the data, it isn't efficient.
Ah yes, "pancake". For those who haven't tried it yet, the Manta is hovercraft of sorts. It usually flies just high enough to pass over people's heads. But then you can always suddenly descend..."pancake".
The announcer commentary is one of the things that makes UT series fun. It always makes me happy to be acknowledged for doing something nifty. Even if the acknowledgement comes from a computer. With the vehicles you get some new ones:
"pancake"
"Road rage"
"Vehicular mansaughter"
"Hit and run"
"top gun"
And of course the series:
"double kill", "multikill", "ultrakill", "megakill", etc. is still there.