Unreal Tournament
by Steve Gibson, Jul 28, 1999 2:11am PDTSteven Polge of Epic Games has made a post to the GT Interactice messageboards talking about the network play to be featured in Unreal Tournament. Most of his work centered around the higher packetloss clients looking for a way around that PL. Also there was this bit about client-side weapons:
I've also implemented client side weapon animation/sound effects for Unreal Tournament. This won't make be retrofitted into Unreal I. The advantages of client side weapon firing are instant feedback, lower bandwidth (since the server isn't sending updates about your weapon), and no lost sound effects or animations because of packet loss.While on the topic of UT, Next-Gen Online recently posted in an article a supposed release date for Unreal Tournament. Well the folks at VoodooExtreme went straight to the source and ask Tim Sweeney of Epic Games just what was up with that UT release date. Dig it:
They're getting secondhand and thirdhand information from someone who doesn't have a clue. Don't believe any of the release dates mentioned there. :-) -Tim
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Comments
I won\'t say that FPS\'s are all the same, if so, why would we play anything but Unreal. 9)
I agree that Unreal got way hyped and Epic payed a price for that. I really looked forward to the huge outdoor terrains, the seamless server connections, the passing of day and night and so on. And ofcourse I was disappointed when it didn\'t show up. I would like to believe that I live a somewhat \"forgive and forget\" lifestyle though. Sure Unreal was crap in certain aspects but that was then. Now, Unreal is playable over the Internet, the code base is stable as far as mods go, weapons have been tweaked and gfx support is actually pretty ok. I really want to believe that Epic is working to correct their mistakes. (Not to point any fingers but one company that you should be upset with is Monolith. They don\'t give a rats ass about their games and/or customers.)
I have yet to play Tribes, I have little time to play games as it is, but it have to be different than anything else or it wouldn\'t be as successful as it is. You say Unreal seems like a Quake wannabe, I assume that mean it\'s not Quake to you then. To me it\'s way different than Q2, Half-Life, Kingpin and any other shooter out there. This entire discussion stems from the fact that we value different aspects of a game. I value the look and feel while you might value speed and weapons balance. I probably should mention that I seldom play vanilla Unreal though, only Serpentine (almost like Action Quake2 but not). And when I played Q2 I only played Action Quake2. 8)
I still say that any new game has to compete with Quake, any generation of it, partly because it has the strongest on-line community (among FPS\'s) and partly because a lot of us don\'t have time to focus on more than one game. I haven\'t finished Half-Life, only played Kingpin MP, never even seen Tribes and only heard about Thief. I would *love* to play more games but time does not allow me. If I\'d been totally sold on Quake I would probably be playing Quake3Test now instead of Unreal.
So, to sum it all up; Epic got burnt by all the problems with Unreal, no doubt about that, and the Unreal community would have been bigger and stronger if Unreal would have had more going for it than pretty graphics and (IMHO) good single player. I guess they as well as we (gamers) live and learn, eh?
-- Martin
My gripe wasn\'t with the fact that people hate Unreal, detest Epic and prefer 12827 frames/sec over pretty graphics. I\'m fine with that. What I find so incredibly, utterly boring and totally unconstructive is that there\'s always *at least* one person who has to tell this to the world, shouting it from the highest mountaintop at the top of his lungs as often as possible! I don\'t care if you hate Unreal, Epic and Raleigh. If I wanted your opinion I would have asked. Now you say, \"Who are you posting your opinions when we haven\'t asked for them?\" You got me.
I don\'t mind people posting suggestions, thoughtful comments or constructive critcism but \"Unreal sucks\" and \"Quake sucks more\" is getting old. Or perhaps it\'s just me getting old...?
Whatever. I\'ve had one meaningful exchange of thoughts on these threads so I don\'t see why I bother. I wonder if they turned out the way Steve thought or if he just wanted the extra banner impressions...?
#8: And id *isn\'t* reinventing Quake with Q3A?
#12: I didn\'t like Quake2 (SP was really boring and MP wasn\'t there) but I love Q3Test.
#15: I agree that the Unreal community isn\'t as strong as the one Quake enjoys but that\'s because Qauke was the first game to unite people in such a way. Every game after that has to compete with an existing community. Tribes, Thief, Half-Life, Unreal, and so on all has to try and convince Quakers that they need to try something new, not an easy task. There is an Unreal community, it is very concentrated though and not at all as active as many others, which I think is really sad.
#19: Yeah, ain\'t it? 8) As long it\'s an intelligent discussion though...
#20: Gee, what an intelligent way to put things. That\'s what I like about this type of discussions. They\'re so meaningful.
#21: On some forums; probably, on \"any unreal forum\"; not likely.
-- Martin
That last line was \"i think Epic WONT make weapon impact client-side\".
client side weapons - not client side prediction of weapon impact. that means that the sounds, sights and smell will be cliented.... the impact of the bullet against the wall may still very well be client.
The gun will fire as soon as you hit the key, except the ammo may not pop and busta cap in someones ass right away. I think epic will make the impact instant.
I think he meant to say it more like #8\'s \"me too\" observation. Although, it\'s kind of like saying id \"called\" client-side weapons before anyone else did so no one else can use them (kind of silly).
All of this is BADH anyway. If you like a game, buy it and play it. If not, don\'t. It\'s that simple.
\"I\'ve also implemented client side weapon animation/sound effects for Unreal Tournament. \"
Hes just talking about the animations and sounds, not weapon prediction. How can you even BEGIN to dismiss a game that you haven\'t even played yet?
You know what? I only checked the comments to this post out because I was 100% sure that I would find atleast one comment bitching about Unreal. Gee, I win!
-- Martin
client side weapons? guess what that means.. you never really know where the hell your weapons are actually hitting on the server. its a fact of life that weapons need to be server side or you\'ll never be able to judge your lag and compensate with the next shot.