UT Demo Release
update3: Um, we'll just act like this never happened or something. Take a look at the official release update.
If you run the Linux server and get an immidiate segmentation fault, it probably means your machine is using libc5. The Linux server requires glibc. I have no plans to make a libc5 version. Upgrade!
Okay, the UT full demo linux server will start showing up on various sites for you to download now. I'm spreading it to some various sites for distribution and I'm sure it'll find its way around the net.
In the morning we'll release the UT full demo.
Note: The full demo is not network compatible with previous versions. You _must_ upgrade. ngWorldStats will go online and only accept stats from updated servers. There will be a 7 meg patch available for people with the 3dfx demo.
update Jack - Unreal Universe
has it (thanks Blue). Don't forget that wacky fingershack and wily ut messageboards for info and comments on
it.
update2 Steve - Those "Steve Gibson" posts in the comments
werent me, just a minor security oversight. I'm just gonna nuke the postings for now but
if the same guy abuses the board again I'll ban his hostmask from the server.
Our plans right now are to release the Linux Server-only version of the Unreal Tournament Demo tonight, do some exhaustive overnight testing (and potentially a bug fix if it's needed) and then give the demo to GT to release tomorrow morning if everything goes OK. There are still a few known issues (Tim Sweeney will post a list tonight on the Unreal Technology Site) that won't get addressed in time for the demo release but otherwise we think it will be pretty solid and D3D users should be pleased.
As well of course as the previous quote from Tim Sweney, which Billy got:
We've gone through 4 "release candidates" in the past 2 days and just started testing version version 338 internally now. If everything looks good, it's a go...but it's hard to tell whether it will be tonight or tomorrow.
Keep your pants on. We're almost done with it, no visible bugs, looks spiffy on my TNT2. *Should* be today! (Monday, fingers crossed)
In the mean time, check out this news article I saw on /. which says back in the WW2 days some guys were working on a bomb that created tidal waves/tsunamis as a form of warfare. Crazy.
...So, we make the user interface similar to one they already know (windows,) we make the default skill slightly lower than normal, and we include tutorials that explain how to play. We don't give them the crutch of playing keyboard-exclusive; we say "here's your mouse, here's your keyboard, here's how most people control these kinds of games."
...
With UT we're trying to crack this genre open to more mainstream people while trying to avoid pissing off the hardcore guys. Having the AI stomp them makes them say "Well shit, this game is too hard. I guess I suck...I'll go back and play Minesweeper now." That's not a Good Thing when you're trying to expand a market.
...
Oh, and we're making Godlike harder.
Cliff
<snip>
For most of the past year he has been working on an incredibly powerful new animation system that will be integrated into to the Unreal Tournament Engine after UT goes final in a few weeks. In addition we're planning on a new particle system, some AI infrastructure improvements and hardware transform & lighting support. These things won't ship in the box (too close to finished to add major new features) with Unreal Tournament but are geared toward other projects we'll be working on after UT ships, including Unreal2. Tim has also been rewriting the editor in his spare time and that, along with an exciting new next-generation renderer, will take priority once UT ships.
Polge told us the eight AI levels are complemented with a continuous range of intermediate levels. Levels zero to three are called "novice" because bots move more slowly than players and their weapons do less damage. Bots between levels four and seven move at the same speed as players and their weapons do the same amount of damage. Lower level bots turn more slowly and are slower in acquiring an opponent. They also have worse peripheral vision. Higher level bots have better aim and are more effective in leading opponents. Furthermore, higher level bots are able to strafe or to move toward an objective while simultaneously firing at an enemy
I suppose after the final demo is released I'll make the final push to finish the client. (Its a bunch of crappy little boring long painful things to get the performance up. Like figure out why PGCC gives me an internal compiler error. Stuff that is great to procrastinate about!!)
FYI, we had a big old argument about this topic here. That was the reason for the initial ambiguity. In the end we concluded that allowing mods for the demo is a good thing.
Microsoft has released DirectX7. You can read about it and download it from Microsoft's DirectX Page and download it on their Download Page. Now that DirectX7 is available, we're doing final testing and tweaking on the upcoming Unreal Tournament demo with Direct3D and OpenGL support. We don't expect it to be released any earlier than Monday because we want to do a little more internal testing of some additional improvements and fixes we're making over the weekend. The next version will not be network play compatible with the current 3DFX-only version but we do plan to offer both a full download and a patch to update the existing 3DFX-only demo to the new version.
- player no longer hear own footsteps walking
- reduce falling damage w/ jumpboots
- fixed problem with instant hit weapons at point blank range
- louder pain sounds
- translocator target no longer bounces off triggers and control points
- players drop flag if feign death
We're probably looking at some time over the week or perhaps Monday. There are few little bugs (from the earlier demo) still left to fix and test.
Now that DirectX7 is available, we're doing final testing and tweaking on the upcoming Unreal Tournament demo with Direct3D and OpenGL support, coming in the next few days. One thing we've found on DirectX7 is that NVidia TNT2 performance is not fill-rate limited until you get to very high resolutions. During testing, performance at 640x480 seemed a bit slow, but as we increased the resolution, the frame rate was hardly impacted at all. So 1024x768 seems to yield the best overall experience on this card. I've enabled support for 32-bit color textures under Direct3D, which significantly improve the graphical quality, with a 10-15% frame rate impact.The Direct3D code now uses vertex buffers, which speeds up mesh and text drawing a bit
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