Author Topic: UT3 Thread  (Read 17938 times)

Offline gpw11

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Re: UT 3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #40 on: Wednesday, October 03, 2007, 04:25:03 PM »
The problem with minimum requirements is theres no baseline on which to judge it. What does "minimum" mean?

I think we need a standard "minimum". All settings on low, 1024x768 res, and it will get at least 30fps.  Base your minimum spec on that standard so people know what to actually expect. It won't be pretty (though it can still look good, depending on), but it'll be playable. I don't want to see requirements that simply run the game...it should be a playable spec.



Microsoft wanted to standardize this.  I hope they still do it as a part of Games for Windows.

Offline MysterD

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #41 on: Wednesday, October 03, 2007, 04:29:08 PM »
Yeah, they did -- so, ummm....what happened??????/

Nothing really has been done and fell threw w/ that plan....

Offline Jedi

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #42 on: Wednesday, October 03, 2007, 04:53:56 PM »
Yeah, they did -- so, ummm....what happened??????/

Nothing really has been done and fell threw w/ that plan....


Creating a standard based on PC hardware and software would be difficult given the many man many different combinations not to meantion drivers, and lets face it MS doesn’t own PC gaming so even if they did devise a way, there’d be nothing to say that other publishers would use it.

Offline idolminds

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #43 on: Wednesday, October 03, 2007, 04:57:32 PM »
The last I heard of it Vista analyzes your system and then assigns it a number, so on the box you see "Level 4 PC or better". While this is good, it doesn't really tell you what settings are needed or at what resolution. Plus...in 5 years will we have "Level 34 or better"? Or will the number change...so a 4 now becomes a 1 later? Its not really clear.

I think my method would be more informative. If you meet minimum spec you can expect this performance level at this resolution with these settings.

Offline MysterD

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #44 on: Wednesday, October 03, 2007, 04:59:58 PM »
The last I heard of it Vista analyzes your system and then assigns it a number, so on the box you see "Level 4 PC or better". While this is good, it doesn't really tell you what settings are needed or at what resolution. Plus...in 5 years will we have "Level 34 or better"? Or will the number change...so a 4 now becomes a 1 later? Its not really clear.
Sounds like our PC's will be leveling up like RPG's. :P

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I think my method would be more informative. If you meet minimum spec you can expect this performance level at this resolution with these settings.
Agreed.

Offline Jedi

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #45 on: Wednesday, October 03, 2007, 06:06:31 PM »
The last I heard of it Vista analyzes your system and then assigns it a number, so on the box you see "Level 4 PC or better". While this is good, it doesn't really tell you what settings are needed or at what resolution. Plus...in 5 years will we have "Level 34 or better"? Or will the number change...so a 4 now becomes a 1 later? Its not really clear.

I think my method would be more informative. If you meet minimum spec you can expect this performance level at this resolution with these settings.

Oh yeah that, your PCs rating would be the lowest number from your components, so if your RAM got 4, CPU was 3 and the GPU was a 5, the PCs rating would be a 3. But what struck me though was that the highest number possible wasn't say 5 but something odd like 5.6 or someting??
But that's a good point Idol, in 5 years will the rating be adjusted or will we see higher numbers?

Offline Pugnate

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #46 on: Wednesday, October 03, 2007, 08:30:01 PM »
Creating a standard based on PC hardware and software would be difficult given the many man many different combinations not to meantion drivers, and lets face it MS doesn’t own PC gaming so even if they did devise a way, there’d be nothing to say that other publishers would use it.

I don't think it is about a base, but a benchmark. I think it would be a good idea to have a definition of minimum and recommended requirements. For example 30 frames at 800x600 with min settings doesn't sound too bad for min. For recommended it should be 1280x1024 with all in game options (aside from FSAA) on full.

Then it is up to developers to note what meets these standardized minimum and recommended requirements.

Offline MysterD

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Re: UT3 Thread -- Update: UT3 System Requirements Revealed.
« Reply #47 on: Wednesday, November 21, 2007, 03:01:40 PM »
Oh, boy...

There will be a PhysX UT3 Maps and a PhysX UT3 SDK released next month....



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PhysX UT3 Maps & SDK Plans [November 21, 2007, 10:17 am ET] - Viewing Comments
AGEIA Technologies Announces Unreal Tournament 3 PhysX Mod-Kit And Exclusive Unreal Engine 3 Content has word of PhysX-enabled content on the AGEIA Website and plans to release a PhysX SDK for UT3 next month. Here's a bit:

    To showcase the power of the PhysX UT3 Mod-Kit and the PhysX processor, AGEIA Technologies is rolling out a series of Extreme PhysX Mod Levels for UT3 available as a free download starting today. The first set of PhysX mods includes the “Tornado” and “LightHouse” levels. The AGEIA Tornado PhysX Mod, which was first revealed at the Leipzig Games Conference earlier this year, features incredible physical realism and revolutionary new environmental impact powered by the PhysX processor. This completely new CTF map is named for the PhysX-powered tornado which tears the battlefield apart as the game progresses. In addition, the tornado actually lures rockets and projectile weapons into its vortex, if fired too close, presenting both dynamic risk and reward to daring players. Complementing Tornado is a new PhysX mod called LightHouse, which introduces an ominous, dungeon-like structure with myriad levels and hidden corridors, featuring a variety of destructible walls, floors and ceilings and new weaponry. Additional maps and mods showcasing other types of PhysX implementations and level morphs will be available soon as part of this ongoing AGEIA Mod-Kit program. The Mods will continue to offer compelling game-play scenarios as well as provide examples of AGEIA PhysX use encouraging modders to produce their own PhysX-driven experiences.

Offline gpw11

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #48 on: Wednesday, November 21, 2007, 07:24:26 PM »
I was reading about this a bit yesterday.  Honestly, the Aegia PhysX card is about as useless as a Killer NIC card.  So now we have a total of like 3 games that support it after about 18 months being on the market, and UT3 doesn't support it at all on any standard maps for anything. 

They really need to open the card up so it can just act as a general processor or something before they get wiped out by AMD and Nvidia offering physics processors on their GPUs as well as multi-core CPUs becoming more dominant.

Offline Pugnate

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UT3 reviews rolling in...
« Reply #49 on: Thursday, November 22, 2007, 02:34:38 AM »
8.5 from gamespot

http://www.gamespot.com/pc/action/unrealtournament2007/review.html?sid=6183271&tag=topslot;title;1


9.0 from IGN

http://pc.ign.com/articles/837/837322p1.html

I am not going to bother reading the one from IGN, but the gamespot review is a good read.

This bothers me though:

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It supports widescreen resolutions, but playing in widescreen actually gives you a smaller view of the overall action, given that the game appears to cut off the top and bottom of the 4:3 view to fit it onto a wider monitor. UT3 certainly isn't the first PC game to have this problem, but given its highly competitive nature, cutting off parts of the screen seems to be a pretty bad solution.

Bastards.

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #50 on: Thursday, November 22, 2007, 04:17:04 AM »
I was impressed with the reqs for UT3. Actually the Unreal engine has always amazed me with its reqs. I still remember how much easier it was to run Unreal Tournament than Quake 3 on a Pentium II 266 MHz with 128MB RAM! Man, I miss the good ol' days hehe

Offline Xessive

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Re: UT3 reviews rolling in...
« Reply #51 on: Thursday, November 22, 2007, 04:26:37 AM »
That's the exact same widescreen issue with Bioshock. There were rumours of the developers working on a patch, but who knows.

Offline Pugnate

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Re: UT3 reviews rolling in...
« Reply #52 on: Thursday, November 22, 2007, 05:00:58 AM »
I've read that this yet another issue stemming in the new Unreal Engine. That's why Rainbow Six Vegas didn't natively support widescreen monitors either.

Offline MysterD

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Re: UT3 reviews rolling in...
« Reply #53 on: Thursday, November 22, 2007, 06:56:08 AM »
I've read that this yet another issue stemming in the new Unreal Engine. That's why Rainbow Six Vegas didn't natively support widescreen monitors either.
Well, if that's an issue in the UE, that easily explains the issues w/ UT3, Bioshock, and Vegas...bleh...

Offline gpw11

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #54 on: Thursday, November 22, 2007, 07:06:57 PM »
Well, that's the thing.  Epic kind of sets a standard no one else can ever match.  Their engines are always very scalable, but even at the top they run well on pretty modest hardware and look great.

Offline Pugnate

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #55 on: Monday, November 26, 2007, 12:28:08 AM »
I am changing my mind about this purchase...

http://www.computerandvideogames.com/article.php?id=176015 (A website containing some ex-PCG writers.)

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Developers Epic chucked out a remarkable stat a while back: more than half of all UT2004 players never played the online shooter online. Not once. And you've got to imagine the minority who did venture out onto the internets also put in some time with the excellent bots. That pretty much settles it - UT is primarily a singleplayer game.

Woah... who the hell are these people?

 
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So for the fourth edition, unaccountably named Unreal Tournament 3, Epic have concentrated a lot more on the offline campaign. Here are the two worst things about UT3: the bots and the offline campaign.

That's sad because UT's always had top of the line bot AI. Easily better than Quake.

 
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In Deathmatch, though, and to a lesser extent Capture The FLaG, the matches themselves are great. Let's take a whirlwind tour of the changes to the basic combat: Shield Gun gone! The original Impact Hammer is back, and it's superb - smashing someone open with it jars your view and splatters you with thick black blood.

haha I can already imagine how awesome that is.

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he Biorifle is gorgeous and deadly, the Lightning Gun's shot-trace has been merged with the Sniper Rifle, and the Minigun is now absurdly over-powered.

Now brace yourself for this one: the Flak Cannon has been nerfed. A little. It's slower, but still lethal and even more gruesome when fired point-blank. After the initial outrage fades, this actually makes a lot of sense - it was so powerful before that there was rarely any reason to switch away from it.

Here the Rocket Launcher firmly dominates medium range, so you're always flicking between the two when you're fully stocked. Movement is slightly slower, and there's a halt when you land from a jump, so there's less airy-fairy bunny-hopping all round.

Hey... I like bunny hopping in UT.

Sucks about the minigun.

I also liked the Flak canon the way it was to be honest.

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But it's still distinctly UT. It's still ultra-fast, ultra-light, ultra-violent. The only weapons that can't kill you in one hit can kill you in one second - apart from the Fisher-Price Enforcer. And for all this, the bots are great. Not quite as convincing as 2004's, nor quite as proficient on Godlike, but great.

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If only the bots understood it. They were never strategic masters at Onslaught in UT2004, but they were passable. Here they have a shakier grasp of those basics, and almost no understanding of what to do with the Orb. Time and time again they cart it off to some irrelevant, unlinked control point in Uzbekistan while you die holding off overwhelming forces at the important one, or watch with idle curiosity as an enemy bot waltzes into your most critical point and captures it without hindrance.

The thing is, Epic, we don't even need good AI. We're pretty good at this ourselves. If the bots just left the Orb alone, we'd be happy to perform all the heroics. But they always snatch it, sometimes even spawn-camping it to prevent you from getting it first, and then squander the most important piece of the strategic game. There's no way to command them to drop it or give it to you or not take it in the first place - I checked with Epic, and they said "No, but good idea." You think?

heh...

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So if the new mode is great but the bots are idiots, multiplayer should be awesome, right? Right. You thought I was setting you up for a "Wrong!" there, didn't you? It's brilliant. Dramatic, dynamic, ridiculous, brutal and tense. But before we get into that, I should abide by my stupid bad-news-first rule and tell you about the server browser.  For God's sake, Epic, sign up with Games For Windows Live or, better yet, Steam. This cobbled-together GameSpy abomination is simply pathetic.

Why the hell would they use gamespy? I hate that shit. This is why I am reconsidering this purchase. UT always used an ingame multiplayer browser, so what is up here? Have gamespy been trying to woo developers? First Crysis and now this. But UT seems like a far bigger loss.

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There's no way to just browse through all UT3 servers, which for a server browser is a pretty staggering oversight. You have to first commit to one game mode from a dropdown list, and then you're permitted to see only the servers running that. And as in Battlefield, completely unresponsive servers show as having a '0' ping rather than a high figure, meaning they rank as the fastest when in fact they're the slowest.

WTF? Like the pre patched R6:Vegas PC.

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Mind you, perhaps we should consider ourselves lucky to be privy to such dark secrets as our own ping in the first place, because in-game, the scoreboard shows no such thing. In fact, there's a bizarre trend towards hiding information you have a basic gamer's right to know: outside of regular Deathmatch, there aren't even any death reports in UT3. That means you never find out how you died in Warfare or CTF.

NO PING DISPLAY? INSANITY!

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I'm ranting pretty hard about this because I'm amazed that such accomplished developers could make such schoolboy errors, but it's worth bearing in mind that much of it may be fixed. Death messages in particular must be controlled by an ini file setting somewhere, and there's a good chance they'll patch in the ability to see your own ping.

I hope so. Come on Epic, shape up!

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So we've eaten our greens, let's get to dessert: the good stuff. The good stuff is extraordinary. You've seen the Necris Dark Walker, right? It's like a Strider, only a bit more War of the Worlds, and it walks like a squid learning to tap-dance.

Let's skim over the fact that 'Necris' is the worst name for a faction since the Decepticons, and that 'Nanoblack' is the worst name for an evil technology since the All-Spark - the guys do at least know how to bolt tentacles onto things. Here are three interesting facts about the Dark Walker: 1) it's ridiculously overpowered, 2) it's every bit as awesome as it looks, and 3) it's the worst Necris vehicle.

I laughed at the Transformers jokes.

That Dark Walker sounds interesting though.

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he best is the Scavenger, which has nothing to do with scavenging. It's a sphere with three thin tentacles, and it scampers along at ground level rather than standing upright on them. It's horrific enough just watching it move, but it can also send out a hovering attack drone to zap you, or tuck its legs into its chassis and roll around like a boulder.

Controlling that mode is like playing Marble Madness on UT3's maps, swerving up hills to pick up momentum to squish more people.

The other best is the Viper, a large, sleek hoverbike that fires a torrent of bouncing energy shuriken. It's a grisly thrill to swing its heavy yet frictionless form sideways into a trio of enemies for a triple vehicular manslaughter multikill, and it's one of the few things fast enough to reliably avoid the gaze of a Dark Walker's killer laser-eyes.

But the Viper's ultimate trick, in both senses of the word, only occurs when it jumps. Its fins tilt backwards, and for the briefest moment an urgent beep indicates that the self-destruct function is primed.

Hit the right mouse button, with your bike pointed at something important, and you eject powerfully into the air while your ride-turned-missile smashes into its target. Aiming that payload at the torso of a mighty Dark Walker and blowing it in twain is pure glory.

Nice.

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The final best - apart from the Nightshade - is the Fury. It's a flying metal octopus with four synchronised death-beams, with the unusual drawback of strictly limited range. It's the shotgun of flying vehicles, and a lurching boost ability makes it perfect for risky ground-strafes.

Urge...to...buy...rising...again...

Well I'll possibly purchase when it drops in price.

Or just wait for the inevitable UT4.



Offline gpw11

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #56 on: Monday, November 26, 2007, 02:21:07 AM »
I'm pretty much in the same boat as you.  I actually like the new minigun though, and don't find it that overpowered.  Essentially, it's the same as before, but when you hold down the alt. fire, it shoots much slower, much more powerful bullets.  I'd argue that they didn't over power it, they made it more relevant in a game where everyone would use the same three weapons (rocket launcher, flak cannon, and the lame ass shock-rifle). 

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #57 on: Monday, November 26, 2007, 04:46:32 AM »
The Biorifle still sucks hehe it is better than no gun though!

According to my experience with the demo it seems that everything is intact with a few amendments here and there. I don't mind that the adrenaline system is gone too; it wasn't the main attraction anyway and it made the game feel more like a hybrid FPS + Platformer. UT3 feels more true to the original UT while adding the amazing modes and vehicles.

I'm gonna learn from the past and wait for a GOTY edition or something before I buy this one :P

Offline gpw11

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #58 on: Monday, November 26, 2007, 05:12:42 PM »
Yeah, the biocannon is exactly the same as it always has been; just awesome in the right situation, worthless every other time.  If you can charge a glob and hit someone with it or even get it near them you WILL kill them.  It's just that it's really hard to do.  It's a good sneak attack type of weapon, but there really isn't a gametype for that. 

I think if it was adjusted to be more passive and you could set traps with it somehow it'd be a lot more useful.

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #59 on: Monday, November 26, 2007, 11:26:33 PM »
Yeah, the biocannon is exactly the same as it always has been; just awesome in the right situation, worthless every other time.  If you can charge a glob and hit someone with it or even get it near them you WILL kill them.  It's just that it's really hard to do.  It's a good sneak attack type of weapon, but there really isn't a gametype for that. 

I think if it was adjusted to be more passive and you could set traps with it somehow it'd be a lot more useful.
Yeah, I think in the original UT you could set a large blob on a spot and it would stay there for about 10 secs or so.. Kinda like a temp trap..

I like the new minigun. It's essentially the same anyway. I still love the sniper rifle too :D

Offline Pugnate

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #60 on: Tuesday, November 27, 2007, 04:44:01 AM »
You could do that in the last UT as well. They removed that?

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #61 on: Tuesday, November 27, 2007, 06:32:27 AM »
You could do that in the last UT as well. They removed that?
I think so.. I hadn't tested it thoroughly, but the big blob I shot off sat for like 3 secs before it popped on its own. I could be mistaken, but in my games I didn't come across a situation where it lasted.

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #62 on: Friday, November 30, 2007, 05:29:52 AM »
I just confirmed that the Biorifle is just like classic UT. Also the minigun is now called the "Stinger" which is reminiscent of the Stinger in the original Unreal. It's secondary firing mode (the slow but powerful shots) is basically the same, although more powerful, as the primary firing of the original Stinger which fired off Tarydium shards.

I got to check out the full game and I'm likely gonna buy it! The character customization is much more comprehensive now too.

The little things (like the lack of a ping indicator) will very likely be fixed in an upcoming patch. Either way I think Epic did a great job with UT3.

Offline Pugnate

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #63 on: Sunday, December 30, 2007, 11:03:37 AM »
I broke down and bought it, and boy is it fun. More fun than TF2 or Crysis online or any other multiplayer. So much fun, that you spend half the game laughing in disbelief at your actions and the incredibly artistic visuals. The vehicle CTF is especially great and just a whole lot of fun. 

The singleplayer is very half assed though. I mean it is basically like playing multiplayer offline with bots, which would be fine, except that there is a retarded storyline. Between levels of Death match, Team Death match, CTF, assault, and Vehicle CTF missions you are hit by cutscenes powered by really campy voice acting that feature an absolutely retarded storyline.

The singleplayer missions and the actual cutscenes feel totally detached from each other. It is like you are taking turns playing the various UT game modes with bots, and watching cut scenes explaining the storyline, without anything gelling the two. It is obvious that the a storyline was written to accommodate the standard UT offline gameplay, without any changes to the actual gameplay that would indicate the presence of a story.

Every time you unlock a new singleplayer mode, you watch a cutscene in the storyline where you listen to a laughably ridiculous explanation on a standard game mechanic. For example respawning has been explained as some new technology that allows your enemy to ressurect a certain number of times. Capture the Flag is actually you stealing some of your enemies tech., and then bringing it to your base (WTF?). Other game types have similarly stupid explanations.

Epic said they put a storyline together, because they found that 50% of all UT purchasers never played the game online. I think they should have done a proper story mode, like they did with Gears of War, instead of this. I am pretty sure that the game is poorer because of the singleplayer campaign, which really feels cheap.



Having said all that, playing online is amazing fun. The visuals are just top notch, and the engine scales beautifully. On my sister's 7950, the game still looks gorgeous, and better than its predecessor. The maps are all dripping with fantastic art, and some of the alien vehicles are just so sexy, it hurts. The vehicles add another dimension to the game. Mauling using the vehicles, or just using their speed or firepower brings a lot of joy.

Some of he weapons have been tweaked, and for the better. The Flak cannon and rocket launcher, while still really powerful, have been nerfed a bit. They've also made it more difficult to bunny hop.

Offline Quemaqua

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #64 on: Sunday, December 30, 2007, 12:30:57 PM »
How's the map selection?  I've been kinda' wanting to pick it up, but holding off until I know it's ultimately worth it.  Demo was awesome.

天才的な閃きと平均以下のテクニックやな。 課長有野

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #65 on: Sunday, December 30, 2007, 01:16:49 PM »
From what I've played, it isn't bad. Pretty standard. I wish there were more Vehicle CTF maps, which is what I've been playing mostly. The total number of maps are far more than most online shooters, and knowing Epic, they are probably working on more.

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #66 on: Sunday, December 30, 2007, 01:52:56 PM »
I don't doubt it.  As long as it's roughly comparable to past games, that's cool.  Did they include any old maps with it?  I had heard they were thinking about updating some, but haven't gone back to check up on it.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #67 on: Sunday, December 30, 2007, 02:19:56 PM »
Since it don't sound like much of a upgrade from the last UT, sounds like Bargain Bin-priced Material for me (once it hits that sweet $20 mark)....


Offline Jedi

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #68 on: Sunday, December 30, 2007, 02:47:05 PM »
Since it don't sound like much of a upgrade from the last UT, sounds like Bargain Bin-priced Material for me (once it hits that sweet $20 mark)....



Bit of a harsh statement D.
I would like to pick this up but my PC wouldn't do it justice like so many other games out now  :(

Offline Xessive

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #69 on: Sunday, December 30, 2007, 11:37:10 PM »
I love that they've brought back some of classic maps and revamped them. The only map that seems to be missing is Facing Worlds (CTF). Which was actually mentioned in the "Making Of" DVD as one of the most popular maps in classic UT.

Offline Pugnate

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #70 on: Sunday, December 30, 2007, 11:51:01 PM »
That's my favorite map, Facing Worlds.

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Since it don't sound like much of a upgrade from the last UT, sounds like Bargain Bin-priced Material for me (once it hits that sweet $20 mark)....

Why don't you try the demo? I think it is a significant improvement on the multiplayer.


Offline MysterD

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #71 on: Monday, December 31, 2007, 02:57:37 PM »
NVidia ForceWare Betas driver version 169.28 has been released and recommended for basically ONLY those UT3 Users

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NVIDIA ForceWare Beta for UT3 [December 31, 2007, 10:51 am ET] - Viewing Comments

NVIDIA's nZone offers a beta ForceWare release that's not offered on the their official website (thanks Gamer's Hell). There are new version 169.28 drivers for Windows XP 32-bit, Windows Vista 32-bit, and Windows Vista 64-bit specifically to address problems running Unreal Tournament III. Word is: "ForceWare Beta Release 169.28 is provided below for customers experiencing issues with the retail version of Unreal Tournament 3. This driver is only recommended as an update for these customers. All other customers are recommended to use the latest WHQL or Beta drivers offered on NVIDIA.com."

Offline MysterD

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Re: UT3 Thread -- Update: UT3 Aegia PhysX Maps and Aegia PhysX SDK Planned
« Reply #72 on: Thursday, March 27, 2008, 02:20:18 PM »
New Map Pack for UT3 released.

To make X and Pug happy, I guess Epic decided to remake Facing Worlds for this map pack. :P
And there's two other maps (one remake, one new) in there, as well.
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Thursday, March 27, 2008
   
Unreal Tournament 3 Bonus Map Pack [March 27, 2008, 12:21 pm ET] - 8 Comments

A free bonus map pack for Unreal Tournament 3 is now available, offering a new CTF map called "Searchlight," along with remakes of UT classics "Facing Worlds" and "Morbias." These maps are also available for PS3 owners via the Playstation Network. Word is: "This Bonus Pack includes 3 new maps. Morbias is the deathmatch arena that started it all, perfectly suited for anything from small intense duels to chaotic free-for-all matches. The Unreal Tournament classic, Facing Worlds was one of the most played maps in gaming history. This beloved sniper map makes its return alongside an intricate new capture the flag map, Searchlight, designed for both z-axis rooftop runs and strategic indoor gameplay. Returning classics and fresh new designs let you experience Unreal gaming like never before." The pack is on the Unreal Tournament 3 Website and the 159 MB download is also mirrored on ActionTrip, AtomicGamer, FanGaming, FileFront, Gamer's Hell, GameSpot (registration required), and PixelRage.

Offline Pugnate

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #73 on: Thursday, March 27, 2008, 11:23:16 PM »
AWESOME I LOVE FACING WORLDS!

Offline Xessive

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #74 on: Thursday, March 27, 2008, 11:27:30 PM »
I never understood how that map never made it into the original roster!!

Offline Pugnate

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #75 on: Friday, March 28, 2008, 02:10:54 AM »
I guess they had trouble working it into their new scheme of trying to work all of the game types into part of a storyline.

Oh noes, they stole our flag... I mean, they stole our top secret technology which... they... umm...touch with their own technology and and we lose! But oh noes, they  must do it at least three times.... this doesn't make sense!

idiots

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #76 on: Friday, March 28, 2008, 09:43:46 AM »
Heh.  But UT3 is awesome regardless.  I picked it up a bit ago and have been having some fun with it.  It's stupid in the best possible way (i.e. you can make complete fun of it with your friends).  It's a fun game, and while the gameplay isn't anything super new, I do feel like some of the map designs are more manageable and make more sense.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Pugnate

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #77 on: Friday, March 28, 2008, 10:22:30 AM »
Yes, it is quite a lot of fun. I stopped playing because of the lack of interest, but I really loved it, especially vehicular CTF.

What seems to really piss everyone off in the PC gaming community, is the consolization of the engine. The advanced video tweaking options have dropped from what was over twenty to something like three...three. Actual latency numbers (pings) can't be seen, at least before the patch. The HUD can't be customized as much, while the engine console is almost useless in comparison to the past. Anti aliasing only works at 4x, and even that only properly in Vista. There is no spectator mode, stat tracking, game finder. The menu is worse, and then for some reason, gamespy is embedded in the internet game option!

Other stuff like slower weapon switching, no swap fire mode, weapon throwing have all been removed to reduce the gap between the newbies and the more experienced gamers, as said by epic developers on the forums.

The mod community is also complaining about the game not being friendly at all, which is sad considering the heritage of the engine. 

Most of this stuff doesn't bother me nearly as much as it does others, and like I said, I still enjoyed the game. I just think this game's issues were evidence of Epic's new direction.

Anyway, here is something sad, and it makes one better understand why UT3 has the issues it does.

http://kotaku.com/367219/unreal-engine-4-targeting-consoles-not-pcs

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Epic boss Tim Sweeney: There is a long life ahead for Unreal Engine 3. Version 4 will exclusively target the next console generation, Microsoft's successor for the Xbox 360, Sony's successor for the Playstation 3 - and if Nintendo ships a machine with similar hardware specs, then that also. PCs will follow after that.



Offline Xessive

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #78 on: Friday, March 28, 2008, 11:22:42 AM »
It is such a kick in the groin to see devs move in that direction.

PC gaming will never truly die though. It may lay dormant for a while, but it will always resurface.

Offline MysterD

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Re: UT3 Thread -- Update: New Map Pack w/ Facing Worlds Remake RELEASED
« Reply #79 on: Friday, March 28, 2008, 02:16:43 PM »
Y'know, given so many current games run on some sort of modified Unreal Engine 2.0 or higher (R6: Vegas, R6: Vegas 2, SC: DA, GRAW, GRAW 2, Bioshock, etc etc) -- I think that's a BIG mistakes for Epic.

Epic's just opening the door for more PC games to actually support Id's series of engines (such as Id Tech 5) and Crytek's series of engines (such as CryEngine 2.0).

We know many games will probably use Id Tech 5 like what happened w/ many games of past Id engines (especially the Quake 3 Engine), but what Epic's doing could really path the way for more games to join the CryEngine club.