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Unreal Gets Annihilated, Community Bonus

heXXXen writes "The first release of Unreal Annihilation is out now - it's a total conversion for Unreal Tournament 2K3/4 that mimics classic PC RTS title Total Annihilation. However, the first release only supports UT2K3, with 2004 support coming June 6." Elsewhere, an anonymous reader writes "Part two of the Community Bonus Pack for UT2004 has been released, featuring a whole host of new maps, skins, and mutators for the game, with information and screenshots available at FPSCentral. Torrents can be found at PlanetUnreal (UMOD version and ZIP version.) The 'official' CBP2 channel can be found at #cbp on irc.enterthegame.com."

29 comments

  1. UT2003 vs 2004? by MBraynard · · Score: 1
    Technically, are there many graphical differences? I have played both but have a hard time seeing them.

    I'm also of the understanding that Unreal 2 is a new engine, whearas the engine used for UT2003/2004 is the same original engine, just modified.

    1. Re:UT2003 vs 2004? by KDR_11k · · Score: 0

      The codebase differs enough to break compatibility. Most notably UT2004 is much more of a hackjob.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:UT2003 vs 2004? by wed128 · · Score: 4, Interesting

      i disagree. I think with the added features, maps, and gametypes, as well as including the ut2003 content, UT2004 is what UT2003 should have been. it's like they took UT2003 and finished it.

  2. Genre bending . . . a new trend? by Nomihn0 · · Score: 4, Interesting

    With Natural Selection, Uskaarj, Unreal Annihilation, Warcraft III FPS mod, and Empires all blending or totally converting between game genres and/or engines, there seems to be an interesting trend of "breaking the rules" or using a game very differently than it was originally intended. Is this a gimmick, first notably commercialized by Savage or do you think it will keep its place on the game-store shelves?

    1. Re:Genre bending . . . a new trend? by Pxtl · · Score: 1

      I think its a sign that genres other than FPS games need to get off of their pathetic asses and start producing decent developers tools with their engines. 99% of mods are made on FPS engines, and the rest of the game types just don't really support it well.

      What the hell does Savage have to do with anything? The BattleZone games mixed FPS and RTS games back in the '90s, and did it better imho (well, if you wanted one army per player, at least).

    2. Re:Genre bending . . . a new trend? by Anonymous Coward · · Score: 1, Informative

      Is this some sort of blatant karma whore?
      Quake 1 had boardgame, car racing, side scrolling and many other modifications. It's nothing new.

    3. Re:Genre bending . . . a new trend? by psyco484 · · Score: 2, Interesting
      Bioware is excellent about this. The Unreal developers are a great example and I hope the rest of the industry follows too, but you're absolutely right, other genres need to get on the ball.

      The Neverwinter Nights toolset is really good if that stuff is your thing, not sure they do this with their other games, but I imagine they will with similar titles in the future. The better the toolsets are, the longer the game will remain popular and the longer it'll be profitable for them. I'm glad Epic and Bioware seem to realize that anyway. You definitely don't need to be a developer to use their tools (though it obviously helps quite a bit). Other companies could learn something.

  3. Alien Swarm for UT2004 by EvilXenu · · Score: 5, Informative
    Alien Swarm came out for UT2004 on May 28. It's a class-based, overhead view mod that pits players against the Alien Swarm. This is a non-PvP mod -- cooperative play is a must! I gotta say, I can't believe I was able to download this for FREE, that's how good it is.

    Find download links (including Bittorrent) here.

    1. Re:Alien Swarm for UT2004 by Anonymous Coward · · Score: 0

      Alien swarm has already gotten ample coverage on Slashdot

  4. Ouch! by rylin · · Score: 1

    Owiiiiiie!
    To quote the site. . .

    That being said, they are also running on a server, which they do pay for, and it has limits. Each hosted site is dished out a limited amount of bandwidth and disk space. Our limit is 5 gig per month.
    When I chose to move the site here, I never imagined this site would require anywhere near 5 gig to operate. However, this month we have used a total of 5.5gb of traffic this month.


    Let's play nice for a change?

  5. Unreal 101 by MachDelta · · Score: 5, Informative

    Technically they're all different flavours of the same engine. They started out with the "Unreal Engine" (its official name) way back when to make, duh, Unreal. That was version 1 to 226. Then they made Unreal Tournament (which was kind of a Unreal Engine 1.5) that went up to v436. Allong the way lots of other games lisenced various versions of the engine and modified it for their own uses (eg: Wheel of Time, Rune, Tactical Ops, Deus Ex, etc).

    Then they revamped the whole thing and came up with their "Unreal Engine 2" (sometimes called the "Unreal Warfare" engine, though the oft rumoured Unreal Warfare has yet to appear, and according to the developers, doesn't even exist). By the time that hit (UT2003), it was somewhere around the v2000 mark, with a short run up to v2225 (2227 in house). Then they have their "Unreal Engine 2.5", which powers UT2004. Same engine, only its up to v3204 as of now. That should give a good indication of just how many changes there are between UT2003 and UT2004, for those of you who doubt. As for licensees, there are a lot of them in this generation, and they're spread all over the place. Epic's UDN claims "Unreal 2.5" is the engine behind all their latest and licensees latest games, but in reality the whole mess spans over a thousand build numbers. Unreal 2, for example, uses a modified version of the UT2003 era engine. Of course, they made their own in house changes and improvements ("GOLEM" animation system, and a much improved particle system), but technically its UT2003 based. Other titles include *deep breath*: Splinter Cell, Deus Ex: Invisible War, XIII, Lineage 2, Postal 2, Devastation, Americas Army, Unreal Championship, and much more. (God only knows what kind of franken-unreal-engine the DNF team is working with now. ;))

    Now beyond that, you're looking at a bit of a fork. Namely "Unreal Engine 2X", their custom X-Box version of the engine (which will be powering Unreal Championship 2), and "Unreal Engine 3" which is the big bad kahuna daddy they flashed around at E3 this year. UE2X is a dead end build though, and UE3 won't be out until 2006 or later. Those are their known current to future plans at least.


    So yeah, thats Unreal in a nutshell (my advance apologies to the few Epic employees reading this incase I screwwed something up ;)). Its an amazing little engine, and it changes so quickly and so easilly its hard to keep track of what version is where and who modified it. But thats why the developers (and community mod makers, if I may say so myself) love it so much. You can do damn near ANYTHING with Unreal. They really did pick a ringer of a name for it all those years ago. :)


    -MD (Unreal fanboi for life)

    1. Re:Unreal 101 by MBraynard · · Score: 1
      Holy smokes. Not at the evolution of the engine, but of your knowledge of it. Maybe they should hire you.

      BTW - I think the Deep Space 9 game, The Fallen, was an excellent and incredible use of the Unreal engine.

    2. Re:Unreal 101 by qbwiz · · Score: 1

      Of course, they made their own in house changes and improvements ("GOLEM" animation system, and a much improved particle system), but technically its UT2003 based.
      Do these changes (and ones from other developers) ever get folded back into the main engine?

      --
      Ewige Blumenkraft.
    3. Re:Unreal 101 by MachDelta · · Score: 2, Interesting

      Good question. I wouldn't know officially, but if I had to guess i'd say no. There would probably be problems with relicensing an engine that 30 licensees have contributed too (how do you divvy up the cash?) :).
      Maybe some under the table stuff goes on (especially between Epic and Digital Extremes, since they've codeveloped practically every major Unreal game in history), but I can imagine that Epic wouldn't want to deal with the headache of letting someone else tinker with their work before they sell it to others. If only the engine was open source, eh? ;)


      By the way, an interesting tidbit about Unreal 2 and engines: Some of you might have heard of the Unreal 2:XMP (eXpanded Multi Player) free 'expansion' that hit a while back. Its UT2003 based just like Unreal 2. Whats funny though, is that Unreal 2's engine and XMP's engine are actually seperately modified versions of UT2003. When Legend Entertainment (RIP) went back to make a multiplayer expansion for Unreal 2, they looked at their existing engine, said "screw it", took a fresh (and more up to date) copy of the UT2003 engine and then pasted in the nessecary changes from Unreal 2! So for example, XMP has Unreal 2's awesome particle system, but lacks the complicated GOLEM animation technology in favour of UTs simpler methods. Of course, after the fact the whole thing was tweaked on its own build path to get it all working right (up to build 7710, presumably from b1, though the earliest I can prove is b4321). So its kind of an interesting/weird hybrid of engines and modifications.
      (It also makes me glad i'm more of an artist than a coder! ;))

    4. Re:Unreal 101 by MachDelta · · Score: 1
      Holy smokes. Not at the evolution of the engine, but of your knowledge of it. Maybe they should hire you.
      I'm working on that! ;)
      Seriously though, im just a big fan of Epic's work on Unreal. I was absolutely hooked by UT, fell into the mod scene, was zombified for two years by Tactical Ops, and later had a little fling with U2:XMP. Now I spend my days chasing my tail around in circles with UT2004, a couple lisenced games (will be playing Thief 3 later tonight), and about half a dozen excellent UT2004 mods - including one i'm working on in a minor capacity.
      I should really just get it over with and tattoo the "U" logo on my forehead one of these days. :P
  6. But UT2K4 remains not free by Thinkit4 · · Score: 1, Insightful

    Someone who spent a lot of time making a mod still has to insert the CD in the drive just to please the copy-locking technology. I wouldn't want to spend a lot of time on a mod just so I can promote a game that is copylocked. The community should get together to make an entire game free, not just the mods.

    --
    -I am an elective eunuch.
    1. Re:But UT2K4 remains not free by RogueProtoKol · · Score: 1

      Atari will most likely release a nocd patch soon, like they did with UT2003. I think they hinted in the days after UT2004 was released but I can't back this up with any links.

    2. Re:But UT2K4 remains not free by El_Muerte_TDS · · Score: 3, Informative

      Every since the first UT2004 patch you don't need the CD in your tray.

    3. Re:But UT2K4 remains not free by Christ-on-a-bike · · Score: 1

      Yes, and the Linux version never needed the CD.

    4. Re:But UT2K4 remains not free by istewart · · Score: 1

      But the Mac version still does, even with the latest patch.

  7. Oh good god by Proud+like+a+god · · Score: 1

    Hanni and Nexus at TAUniverse aren't gunna like this month's bandwidth bill. Please be nice to these hosts, they've been funding the community's busiest site for many years now, and I'd hate to see it go in one crushing bill. Yeah I'm the same PLAG from TAU if you recognise the name.

    1. Re:Oh good god by Recoil_42 · · Score: 1

      Dare i show my face :)

      nice to see you Proud, i should add you as a freind...

      As he said though, please be easy on the server if you can, UA has put quite a demand on it already.

      -Recoil

      --


      Newsie, Moderator, www.tauniverse.com
    2. Re:Oh good god by Anonymous Coward · · Score: 0

      Hey PLAG, this is ol' Wessy, from the good ol' days of Wowbaggy. I, for one, welcome our new slashdotting overlords. We could certainly use the attention, anything to help the community and the game.

  8. Applause to the UA team! by Mechcommander · · Score: 2, Interesting

    Well, I've been an active member of Total Annihilation Universe for a while now, and have been keeping tabs on this project for quite some time. I'm very happy that it has come this far, and want to congratulate the UA team for making such a cool mod, and a job well done. (If partially) Make sure to drop by irc.gamesurge.net @ channel #UnrealAnnihilation on IRC and give some kudos to the UA team. And because we all know this is Slashdot, TAU is gonna have some big bills to pay at the end of the month. If you wouldn't mind, go to the ads page and click on a couple ads to help keep our server alive. Our admins: Nexus and Hanni don't have much money as it is, and any help would be nice.

  9. No CD required! by antdude · · Score: 2, Informative

    Just get the newest patch. No big deal! You still need a legit CD key to play online though.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  10. advantage Id by rnx · · Score: 1

    that is one thing that makes the id Engines a lot more attractive. old engines getting gpld means
    completely free games for total conversions.
    also of note is that their free download enemy-territory is modable. Urban Terror among others gets ported to it.

  11. UT2004 is unbelievable by wfolta · · Score: 1

    I've not been a big FPS fan, but did enjoy Halo and decided to try UT2004 when it came out -- thinking of Machinima possibilities down the road. But WOW!

    It's a killer game. Incredible graphics. (Run around in CTF MoonDragon sometime on a machine with a good graphics card and monitor.) All kinds of cool weapons, gametypes, vehicles, etc, and all wonderfully balanced without being symmetrical. Also Mutators which let you tweak games: force all weapons to be rocket launchers, modify gravity strength, etc.

    Play with/against bots in any combination with/against human players. Let's you play those large maps with only two people, which you can't do in Halo.

    Mods, mods, mods. Dozens of commercial-quality maps in the CBP's. Total mods, like Red Orchestra (WWII Russian front), Total Annihilation, etc. New gametypes such as Jailbreak. Etc. All free, from the user community.

    And last, the game designers have a great sense of humor. For example, the Hellbender vehicle (think Humvee) has working break lights, backup lights, and horn. The license plate on the back displays the driver's character name on it. The horn lets humans know you want passengers, and actually causes bots to jump in. (The Flak rifle's grenade has a smiley face painted on the front. If you get a good look at it, you're in trouble.)