Unreal Engine 1 Announcements Page
Latest news from the Unreal™ engine development team - adapted from the original Unreal Technology page Also Visit PlanetUnreal • Beyond Unreal • Unrealism • Unreal-2003.netNews (2003)
Make Something Unreal Contest Update September 7, 2003 - by Steven Polge
Here (in no particular order) are the Voice/Sound Category finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
Jupiter Effect: Influx Attack of the Tentacle Creatures UGRRLL2003 gabeSoundPack Steven Hawking voice GODZ FaceOff
Honorable Mentions;
We've also added the following maps to the honorable mentions list:
CTF-Nyleve
DM-1on1-Lighthouse
DM-TreeofAges
DM-Lightfalls
Make Something Unreal Contest Update September 7, 2003 - by Steven Polge
Here (in no particular order) are the Original Level Category (levels using original art content) finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
DM-NIRVANA2
CTF-ADDIEN
DOM-APHRODITE
CTF-MAISON_DARBRE
DM-1ON1-ALPU2
FO-TDM-TAKABAN (from
FACEOFF)
CTF-UNEARTHED_SE
DM-ARISTOCRACY
DM-BLOOM
DMN-LAZYWATERS (from DOMAIN)
Honorable mentions in the Original Level category go to
DM-ELITEARENA
DM-LINCOLNCOUNTYNW
DMN-ERRIGALDAWN-ALPHA (from DOMAIN)
CTF-HAUNTED
DM-Lightfalls
Here (in no particular order) are the Level Category finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
BR-CONTACT
CTF-WARZONE
DM-SYNTHETIC
DM-LAHAINE
DM-1ON1-AUGUSTNOON
CTF-STONEWALL
CTF-HADESREALM
BR-RINGBALL
DM-NYSTIC
BR-H16-DIAZ-R-U
Honorable mentions in the Level category go to
CTF-KOTD_WID
CTF-Nyleve
DM-1on1-Lighthouse
DM-TreeofAges
Make Something Unreal Contest Update September 4, 2003 - by Steven Polge
Here (in no particular order) are the Models Category finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
NeoFin
Effigy
Beast
Exoslave
Annoying
Kid Faceoff
Terrorist Faceoff
Counter-Terrorist Bevonne
EVA-01
Angel
Interceptor
Honorable mentions in the Models category go to
Husky, from Animal Kingdom Global Warzone characters Oscar from Warbeast Moloch Marines from Jungle Warfare Jupiter Effect: Influx Ninja Somos Mechanatrix Neva
Make Something Unreal Contest Update August 21, 2003 - by Steven Polge
UT2003 Troopers, while an outstanding mod, is not eligible for the contest, so it has been replaced in the list of mod finalists by AirBuccaneers.
Here (in no particular order) are the Tool Category finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
UnCodeX VasSaveToServer JaFO's Botmanager GFE for UT2003 UT2K3Bench WOTgreal Maps Converter(CTF) JamLander - UnrealEd? exporter for 3dsmax Umod Wizard PimpServ UDG
Honorable mentions in the Tool category go to
UT2003 Screenshots Converter UT2k3 RegCheck? UT2k3Mi UTelAdSE UT2Vote16 UT2Monitor UT Buddy Locator Unreal Illustrator UT2003 Custom Installation Tool
We'd also like to point out the outstanding tools at BDBUnreal, which were not entered because the author is working as a contractor on UT2004, including
BDBMapVote.
Make Something Unreal Contest Update August 8, 2003 - by Steven Polge
Worm2K3 was accidentally left off the list of honorable mentions in the mutator category. That error has been corrected below.
I also would like to highlight a couple of impressive mods for which I've reviewed release made since the Phase 1 deadline, that look to be serious competitors in the Mod category. Path to Victory and Shattered Oasis both look like they will be serious contenders in Phase 2 - they are well worth keeping an eye on.
Make Something Unreal Contest Update August 7, 2003 - by Steven Polge
Here (in no particular order) are the Mutator Category finalists for Phase 1 of the $1000000 NVidia Make Something Unreal Contest.
SwitchArsenal Monster Guard Weapons of Evil Sentinel Mr. Pants' Excessive OverKill? MonkeyMatrixMoves ChaosUT2 Arkon Weapons SuperBots WeaponStuff Laser Instagib JaFO's PowerPills? ZenCoder's Weapons Relics2K3 TTM 2003 Healthbot
Honorable mentions in the Mutator category go to
Radar2003 Mercury Missile Instagib ApocMatrixMoves Leaderboard Medicine Gun MP5 Shorty Dynamic Arena Monster Arena FlyMutator Boots of Jumping Taken from Behind Gibalicious The Potatogun Grapple Bullshit VasOnFire VasVolatile Random Weapon Swap Drop Everything Unreal Lottery Random Item Placement Ultima Weapon TLMutator GibLife Jolle Mutator Pack UT2003RPG Punisher Static Mutator Soul Reavers Customizable Species Stats Worm2K3
Make Something Unreal Contest Update August 4, 2003 - by Steven Polge
We've been reviewing the first phase entries for the $1000000 NVidia Make Something Unreal contest and selecting the finalists in each category for judging by the full panel of judges. One important addition we've made to the competition after looking at the entries is the creation of an additional category, for new game types, with the purpose of rewarding fun new game types that don't have the scope of some of the total conversions being developed, and therefore aren't compeittive in the mods category. The prizes for the game types category will be similar to the tools category. We'll be making an official press release containing this news and other important news about the contest, but I wanted to give the community a heads up here.
For entrants, here's some general overall feedback:
- There were quite a few promising entries, particularly in the mod category, that were too early for judging. We're happy to look at them, and get an idea of where you are going, and look forward to seeing more complete and polished versions in phase 2.
- We were pretty lenient in this round about confusing installation procedures. Make sure that your entries are easy to install and use in the next phase! Any entry that is provided as a zip file should include paths information for the files in the zip, so that a user can just unzip into their c:\UT2003 directory and have all the files automatically put in the proper subdirectory. Also, please provide instructions with your entry about how to play your mod, whether it is in game or through an external executable/batch file. Also, if your mod has a web page, please include it in your installion instructions.
- We frown on mods that make changes to Epic content.
- Using mutators as a way of setting gametype options is confusing, and fills up the mutator menu with game type specific mutators. Please use the game options menu for setting options specific to your game type.
- If you didn't enter the contest in the first phase, you can still enter in future phases. The three phases of the $1000000 NVidia Make Something Unreal Mod Contest are independent. You can enter any category in the second or third phase, whether or not you had submitted an entry in any previous phase. The only limitation is that there must be significant improvements to an entry for it to be considered if it had previously been submitted in an earlier phase of the contest.
And now, without further ado, here are the Mod category finalists for Phase 1 (in no particular order):
Sweet Dreams Marble Mania 2003 UnrealSpeed Fatal Arts DeathBall Domain Faceoff Conquest Marines GODZ Jupiter Effect: Influx Jungle Warfare UETF Chronicles Global Warzone AirBuccaneersThe following entrants in the Mod category were not selected for the final Phase 1 judging in the Mod category, but we felt they deserved honorable mentions:
Proelium Nali Bricks ChaosUT UT2003 Troopers (not eligible)
Here are the Game type category finalists for Phase 1
Flag Hunter Boss of the Arena Roundmatch Pack One flag capture Riftwar Minions of Destruction: CyberSports? DuelGame Overload Greed Duality V.I.P. Quad Team Deathmatch XCTF 2003 UETF Chronicles
The following entrants in the Game type category were not selected for final Phase 1 judging, but we felt they deserved honorable mentions:
Assimilation Team False Prophet VASBioInvasion
We'll be announcing finalists in the other categories over the next several days. Note that some of the entries that didn't make the finals in the Mod category will be finalists in other categories.
Make Something Unreal Contest Clarification July 31, 2003 - by Steven Polge
I've seen a lot of confusion on this point. The three phases of the $1000000 NVidia Make Something Unreal Mod Contest are independent. You can enter any category in the second or third phase, whether or not you had submitted an entry in any previous phase. The only limitation is that there must be significant improvements to an entry for it to be considered if it had previously been submitted in an earlier phase of the contest.
So, if you didn't enter the contest in the first phase, you haven't lost any ground yet for the second phase!
We are in the process of reviewing the entries for the first phase right now, and we're quite impressed by a lot of them.
Updated DefOpenAL32?.dll for UT2003 version 2225 July 11, 2003 - by Daniel Vogel
An updated DefOpenAL32?.dll (v0.9.9.1) fixing spatialization issues with the default software mixer can be downloaded here. The file belongs in the UT2003/System folder.
I want to specifically thank Nick Borrelli, Christopher Linder, Daniel Peacock, Carlo Vogelsang and Johnathan Wendel for bringing the problems to my attention and help getting them fixed. Thanks guys!
Updated UT2003 DEMO MacOS? Dedicated Server June 9, 2003 - by Ryan C. Gordon
An updated dedicated server binary for the original ut2003 Mac demo is now available here. This fixed version lets demo dedicated servers host for retail UT2003 clients on any operating system. Without this fixed version, you can only host other 2206 demo clients.
To use:
- Unpack it with Stuffit Expander. This will create a "ucc-bin" file.
- Find your UT2003 demo icon, right-click/control-click it.
- Select "Show Package Contents" on the popup menu.
- In the newly-opened folder, drag the newly-created "ucc-bin" file into the "System" folder.
- When it tells you that file already exists, click the "replace" button.
- Continue to use the dedicated server as you normally would, now.
The retail game (shipping June 11th!) has this fix. This is for the initial public tech demo only!
UTV 2003 Public Beta Available May 26, 2003 - by Joe Wilcox
The first public beta of UTV 2003 is now available right here. UTV is a proxy server that allows multiple spectators without having major impact on a game server. It needs UT2003 version 2225 to run (clients and the game server can be any version) and is currently Win32 only. See the enclosed documentation for more information.
UT2003 Software Renderer for 2225 May 19, 2003 - by Daniel Vogel
UPDATE: I originally forgot to include the highlighted line below which is required for maps like CTF-Chrome to show up correctly.
A zip file containing the integration of RAD's Pixomatic software renderer into UT2003 can be found here. Unzip it into the UT2003/System directory and adding the following section to your UT2003.ini file
[PixoDrv.PixoRenderDevice]
FogEnabled?=True
Zoom2X=True
LimitTextureSize?=True
LowQualityTerrain?=True
TerrainLOD?=10
SkyboxHack?=True
FilterQuality3D?=1
FilterQualityHUD?=1
HighDetailActors?=False
SuperHighDetailActors?=False
ReduceMouseLag?=False
DesiredRefreshRate?=0
DetailTexMipBias?=0.000000
Use16bitTextures=False
Use16bit=True
UseStencil?=False
UseCompressedLightmaps?=False
DetailTextures?=False
UsePrecaching?=True
SimpleMaterials=True
should then allow you to select it by modifying your UT2003.ini file as follows.
RenderDevice=PixoDrv.PixoRenderDevice
;RenderDevice=D3DDrv.D3DRenderDevice
;RenderDevice=Engine.NullRenderDevice
;RenderDevice=OpenGLDrv.OpenGLRenderDevice
Keep in mind to lower your resolution to maybe 320x240 or 512x384 in case you have a slow CPU. You can do this from the console by typing "setres 320x240" or "setres 512x384" respectively.
Please check out this thread on the UT2003 forums for questions and bug reports.
UT2003 Source and Debug .U's for 2225 April 23, 2003 - by Joe Wilcox
You can find the .UC source code and debug .U files for UT2003 v2225 by following the below links..
Grab the source to 2225 here or Grab the debug .U files here
UT2003 AI for Level Designers February 14, 2003 - by Steven Polge
This tutorial provides an overview of getting UT2003 levels set up for bots.
8:12 PM EST, the tutorial was updated with a correction on shootspots (thanks Twigstir).
UT2003 Pushing Models Tutorial February 7, 2003 - by Joe Wilcox
I've added a tutorial explaining in detail how to setup a custom model so it can be pushed from a server to the client. You can find the tutorial here.
UT2003 Tweak Guide February 4, 2003 - by Steven Polge
Here's a link to our UT2003 Tweak Guide for advanced users.
Pre 2186 version of DefOpenAL32?.dll February 2, 2003 - by Daniel Vogel
If you are experiencing sound/ music issues with the 2186 patch you might want to try to replace DefOpenAL32?.dll in your UT2003/System directory with an older version which can be found here.
PLE plugin update Oct 30, 2002 - by Erik de Neve
If after applying the latest patch you run into compatibility issues with the custom Maya PLE exporter, download this updated version; unzip and place into PLE's bin\plug-ins folder, overwriting the original unEditor.mll.
UDE Update 02-10-11 Oct 11, 2002 - by Joe Wilcox
Here is the latest version of UDE. Please report any bugs directly to me.
UPaint Update 1.0.2 Oct 9, 2002 - by Erik de Neve
This new UPaint 1.0.2 self-installing patch from Right Hemisphere updates UT2003's popular 3D skin painter program with the following:
- Fixes an open-file bug under Win98/WinME.
- Fixes a crash on saving.
- Skins are saved separately, with a single .UTX and .UPL for each
character. Note that:
- These two files are all that is needed to trade characters with other users.
- To share source art (so you can continue to paint and edit) you'll want to use the .UPP and .UPT files.
- To delete a skin, just delete its [name].UTX and [name].UPL files. - Texture data in the generated .UTX files is now compressed (DXT3) automatically.
Character model source art Oct 7, 2002 - by Erik de Neve
Digital Extremes have made
the 3DS Max source art for all the UT2003 character meshes available to the
UT2003 user community, via PolyCount.
Note that all the original, high resolution skin source textures for the UT2003
characters can be found the 3rd CD of the UT2003 retail version, in the \Extras\SkinArt
folder.
FAQ Oct 6, 2002 - by Daniel Vogel"> Lock-up FAQ Oct 6, 2002 - by Daniel Vogel
I created a small text file with suggestions on how to solve random system lock- ups - it's available here.
Dedicated Server Beta Test Oct 3, 2002 - by Steven Polge
- 11:30pm EST edit by Jack Porter
We currently have enough beta testers for the free UT2003 dedicated server. If all goes well we'll be releasing on this tomorrow. Look for a list of mirror sites on www.unrealtournament2003.com.
UT2003 Editor Win98/ME Update Oct 3, 2002 - by Erik de Neve
A fix is now available to run the UT2003 Editor under Win98 and WinME?. Download, unzip, and copy the resulting two files into your UT2003\System folder, overwriting the ones already there.
UDE, UScript and Debug .U's Oct 2, 2002 - by Joe Wilcox
Sorry for the delay. Below you will find the latest beta version of the Unreal Development Environment (UDE), all .UC uscript source files for the retail release of UT2003, and precompiled "Debug" .U's. This should be everything you need to make script mods for UT2003. When using the "Debug" .U's, please make sure you keep a backup copy of your originals. They are not compatible online and do effect performance.
* Update: I've also added the missing .BMP file for the debugger.
Please place this file in your /HELP directory.
- Click here to download UDE and the retail uscript source files
- Click here to download the retail .U packages compiled in debug mode
- Click here to download DebuggerLogo?.bmp
- Click here to download the extremely important UDE patch
* Update #2: A user found a big bug that would cause UCC to attempt to recompile all of your .U's, not just new ones. If this has happened to you, don't worry. You can find the original .U's in your system dir with the extension .~U or on the CD. Install the patch above to fix it.
* Update #3: Wow.. so that's how you bring a T1 to it's knees. We had to move the files to a new home with a lot more bandwidth. So if you have had problems downloading them, please try again.
Support for 3rd Party Server Querying Oct 1, 2002 - by Jack Porter
We have made server lists available via HTTP for both demo and full version UT2003 servers so that 3rd party server query tools can add UT2003 support.
- http://ut2003master.epicgames.com/serverlist/full-all.txt
- http://ut2003master.epicgames.com/serverlist/demo-all.txt
ut2003.exe unreal://ip:gameport
- Jack
UPaint Update Sep 30, 2002 - by Erik de Neve
A patch for the excellent UPaint program included with the retail version of Unreal Tournament 2003, created by Right Hemisphere, is available here: UPaint 1.0.1 self-installing patch. It addresses the following issues:
- Fixed an alpha bug with Face Projection - caused feathered mask areas to become transparent.
- Fixed a memory leak in the renderer - caused performance loss over time.
- Right-click will now cancel the polygonal selection tool.
- Erik
Unreal Tournament 2003 Tools Update Sep 27, 2002 - by Steven Polge
We have included a full suite of tools with Unreal Tournament 2003 for mod authors to make maps, game modifications, textures, and models. Below are a couple of updates to the UT2003 tools.
- If you are using the Unreal Editor, unzip this file into your UT2003\system directory, to fix a crash when rebuilding AI paths: Editor Update (1.26 MB). There is also a problem running the editor on Windows 98. We should have a fix for this problem posted shortly.
- We are also going to be making the Unreal Development Environment, a powerful script programming IDE, available very soon.
- Steve
Older News (2000 - 2002)
Unreal Tournament 2003 Demo! Sep 14, 2002 - by Tim Sweeney
The Unreal Tournament 2003 demo has been released! Download it here. Here are some important issues:
- You need to have DirectX? 8.1b installed to play the game successfully. If you get a crash on startup or at a random time during gamplay, this is likely to be the cause. Download it from Microsoft's DirectX? site.
- We'll be releasing a small patch tomorrow. This will fix a number of reported bugs, and also serve as the first public test of UT2003's new auto-update feature.
- There was a bug in the server browser that caused it to crash frequently under heavy load. This wasn't triggered until thousands of servers came online. We found a master server-side fix for this so the problem should be gone now. Sorry for the inconvenience!
- Server admins, if running multiple servers on one machine, please give each server a port number differing from the others by at least 20: for example, 7000, 7020, 7040, ... To work around the bug mentioned above, we had to ban servers that are running on consecutive port numbers. Restarting servers using the new port number guidelines will bring them back online.
- The master server was intermittently down or unresponsive earlier because Epic's Internet connection was flooded. We've moved it to a much faster server offsite and it should be running fine now.
- Several other crash bugs have shown up significantly in the bug reports. We're looking into these. Thanks to everyone who has submitted bug reports to ut2003bugs@epicgames.com.
- UT2003's global player statistics tracking system will be coming online tomorrow. To use it, you'll need to turn on stats tracking from the settings menu, and choose a unique name and password.
- Yes, UT2003's Joystick support needs work.
- Be sure to read the UT2003 Demo Frequently Asked Questions for information on other known issues and workarounds.
Also:
- We'll be updating the master server tomorrow so it exposes the server list publically, and working with the All Seeing Eye guys and QTracker guys and others to have them hooked up to UT2003 shortly.
More updates will follow.
-Tim
Unreal Tournament 436 OpenGL? renderer fix Sep 6, 2002 - by Daniel Vogel
The below replacement OpenGLDrv?.dll fixes extension detection with very large extension strings. I also uploaded the (embarassing) source for people who want to tinker with it.
- http://unreal.epicgames.com/files/UT436-OpenGLDrv-090602.zip (33KB)
- <a href="http://unreal.epicgames.com/files/UT436-OpenGLDrv-Src-090602.zip" target="_blank">http://unreal.epicgames.com/files/UT436-OpenGLDrv-Src-090602.zip (254KB)
Linux UT 436 Server Denial of Service Fix (really, this time) August 20, 2002 - by Jack Porter
Sorry, it took a little longer than expected! Ryan informs me this patch is good to go, and we've had some server administrators testing it for a few days. We suggest all server admins running on Linux install this patch.
Unreal Tournament 436 Server Denial of Service Fix July 18, 2002 - by Jack Porter
All UT server admins are encouraged to install this replacement IpDrv?.dll
This fix causes the UT server to correctly process ICMP port unreachable messages, and disconnect any connection it receives one for. This solves the Windows 2000 creeping ping problem and the denial of service attack mentioned in this article. Users not running UT servers do not need to apply this patch.
Gameplay Programmer Position August 31, 2001 - by Steven Polge
My crappy mail program ate a number of submissions. If you have sent mail to gameprogrammer@epicgames.com, please resend it.
Gameplay Programmer Position August 22, 2001 - by Steven Polge
See this page for details.
Updated beta OpenGL? renderer May 9, 2001 - by Daniel Vogel
This is a zip with latest beta version of the OpenGL? renderer which fixes the black screen at exit bug. Thanks to NVIDIA for helping me track it down. There have been no changes which could affect performance or visual quality.
For bugs please email utbugs436@epicgames.com
Updated beta OpenGL? renderer March 11, 2001 - by Daniel Vogel
This is a zip with latest beta version of the OpenGL? renderer. It mostly fixes a bug in parsing the ini file options. The previous released D3D driver was very buggy and as it only resulted in a performance increase on a very limited range of cards the zip doesn't contain an updated version. If you want to use D3D please use the D3D renderer from the 436 patch. To install the new OpenGL? renderer simply unzip it into your UnrealTournament?/System directory and modify your UnrealTournament?.ini file so the OpenGLRenderDevice? section looks like below. If you want to use the compressed textures from the 2nd UT CD simply copy them over replacing existing textures and if you have problems using the textures from the 2nd CD in online games you might want to ask the server administrator to update his/her server. If you have a TNT or TNT2 you might have to set UseTNT? to 1 depending on the version of the drivers you are using. If the game runs at ~ 1 frame per second it is a clear sign that UseTNT?=1 is needed. Also please make sure that your desktop is set to 32 bit before starting the game.
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate?=75
DetailTextures?=1
UseTrilinear?=1
UseS3TC?=1
UseTNT?=0
LODBias=0
UseMultiTexture?=1
UsePalette?=1
UseAlphaPalette?=0
Translucency=1
VolumetricLighting?=1
ShinySurfaces?=1
Coronas=1
HighDetailActors?=1
MaxAnisotropy?=0
AlwaysMipmap?=0
UsePrecache?=0
SupportsLazyTextures?=0
For bugs please email utbugs436@epicgames.com
New beta D3D and OpenGL? renderers January 19, 2001 - by Daniel Vogel
This is a zip with beta versions of both a new D3D and OpenGL? renderer. The new D3D renderer uses DirectX8? which should result in improved performance due to improved texture management. It also now supports the DXT1 compressed textures from the 2nd UT CD. The OpenGL? renderer is now up- to date with the D3D renderer and needs some settings added to the OpenGLDrv? setting of your UnrealTournament?.ini file.
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=60
UseTrilinear?=False
UseS3TC?=True
UseTNT?=False
LODBias=0
UseMultiTexture?=True
UsePalette?=True
UseAlphaPalette?=False
For bugs please email utbugs436@epicgames.com
Where to find the 436 "no delta" patch January 15, 2001 - by Steven Polge
If you are looking for the "no delta" version of the 436 patch (if you have the Creative Labs bundled UT version 428 or are having problems patching where the installer keeps asking you to insert the UT CD), check out 3d Gamers.
NGStats approved mods January 5, 2001 - by Steven Polge
A number of popular mods are now officially supported by NGStats. This means that results from servers using these mods will still count towards NGStats rankings. The approved mods include:
Assault Bonus Pack by Stefan Schwarz
http://www.planetunreal.com/eavy/assault.html
Boden's Toys by Brent Barrett http://home.pacbell.net/brent983/
UT Reporter www.fury.co.uk/ut
CSHP2 by Dr. Sin http://www.creativecarnage.com/CSHP
UTCV by ocr|mr.frost^badct; http://www.badct.de/utc/
DE Mutators by Digital Extremes http://www.digitalextremes.com
CCProtector by Dr. Sin www.creativecarnage.com/unreal/mutators
Spawn Protect by Stefan Schwarz http://www.planetunreal.com/eavy/
BDBMapVote by BDB http://www.planetunreal.com/BDBUnreal/mapvote.htm
New 436 PKG Commandlet November 13, 2000 - by Warren Marshall
A few people have been asking for this for quite some time now and it finally got to the top of my todo list, so here it is. This is a new ucc commandlet which will prove useful for some people ... particularly those creating things like skins and texture packages. This commandlet will import/export data from packages into/from directory structures. For example, this is useful for people making new skins who don't want to have to start up UnrealEd? to import the skin into a package and so on.
Rather than explain it here, I've created a separate page with full docs on it's use.
Just unzip this file into your Unreal Tournament system directory. That's all there is to it. Of course, it's recommended that you backup your current directory in case something goes badly.
NOTE : This is built on top of version 436, so this is only usable if you have that version installed. It MIGHT work on other versions, but it seems doubtful.
- Warren
Alternate D3DDrv.dll for 436 patch November 8, 2000 - by Steven Polge
This d3ddrv.dll will solve the problem some TNT1 and TNT2 users are seeing with text on their menus and HUD. Unzip the file into your UnrealTournament?\system directory.
- Steve
Unreal Tournament Patch version 436 released! November 7, 2000 - by Steven Polge
We've released the patch version 436 for the Win32 version of Unreal
Tournament. Simultaneously. Westlake
Interactive is releasing the Macintosh patch to version 436 and Loki
Games is releasing the Linux patch. Version 436 clients are network
compatible with all previous public releases of UT, but version 436 servers
support only 432 and above clients, so we encourage everyone to upgrade as soon
as possible!
We also have the server-only version of 436 available. Finally, we have the "no delta" version of the 436 patch. Its much larger (33 MB vs. 7.2 MB), and is intended for people having problems installing the normal patch - in particular customers with the Japanese version of UT or the 428 version bundled with certain Creative Labs products, or customers who get errors when trying to install a patch along the lines of : "The file system\botpack.u from the CD-ROM is not the expected version. Therefore, Unreal Tournament can't be patched."
Check the Unreal Tournament Versions Page for download locations. Here are the release notes. Send bug reports to utbugs436@epicgames.com.
- Steve
Epic Games Appoints Bruce Shankle Director, Unreal Engine Technology and Support
Raleigh, NC -- November 6, 2000 -- Epic Games today announced the appointment
of Bruce Shankle as director, Unreal Engine Technology and Support. Bruce
oversees the creation, organization and promotion of information, tools and
resources for supporting and empowering developers using the Unreal Engine
technology.
"On the Unreal development team, we've always taken pride in supporting our
partners directly by having Unreal Engine licensees get answers straight from
the developers who created the technology," said Tim Sweeney, lead
programmer and company founder. "Bruce's extensive experience in support,
training, and development tools enhances this team and allows us to continue the
expansion of our licensing program."
Bruce became deeply involved with the Unreal technology was when he developed
UnDox, an Unreal Engine developer productivity tool which generates HTML
navigational maps and documentation from UnrealScript? source code, enabling
development teams to manage and navigate large projects.
"There is an unlimited amount of power and potential in the Unreal Engine
and I am looking forward to helping developers further their games with this
industry-leading technology," said Shankle.
As co-founder of CodeMarine?, Inc., a developer training company in Raleigh, NC,
Bruce created developer tools and assisted in complex software design projects
for such companies as Microsoft, IBM, and Orbital Sciences. Bruce created
courseware and delivered classes to developers on emerging software
technologies. His articles and essays on software development have earned him a
place on the cover of several Microsoft developer journals, and his
documentation, samples, and source code can be found in the Microsoft Developer
Network (MSDN).
"Now that Unreal engine supports the PC, X-box, and PlayStation2?, and can render unprecedented character animation and large outdoor environments with ease, the market potential for licensing our engine has increased exponentially," said Epic Vice President Mark Rein. "Epic is highly committed to expanding our engine licensing business and through moves such as hiring Bruce to support our developers, we will continue to aggressively expand our market share."
The Unreal Engine includes the Unreal Editor for level creation, Unreal Script programming language, source code for the engine, editor & all Epic-created tools, complete game source code for Unreal and Unreal Tournament, unlimited support from Epic's award-winning technology team and access to updates and new features, such as the new skeletal animation system and large-scale terrain system.
The Unreal Engine is being used to power games from several top game developers including 3DRealms who are using the Unreal Engine to create Duke Nukem Forever and renowned role-playing designer Warren Spector at Ion Storm who created Deus Ex which recently won the prestigious Best PC Game title at the annual British Academy of Film and Television Arts Interactive Awards.
Epic is the only major 3D game engine provider with games available for the PC and PlayStation? 2. The unified codebase employed by the Unreal Engine allows developer making games for PC, Xbox and PlayStation?®2 console platforms to effortlessly retarget their code and content between platforms. Because of the unified codebase Epic was able to, during the development of Unreal Tournament for PlayStation? 2, recompile and run the exact same version of the game on both PC and the console platform. The provided a real cost savings and huge productivity boost. Unreal Engine source code for Sega Dreamcast, Apple Macintosh and Linux versions are also available at no extra charge to developers.
Epic Games Inc., based in Raleigh, N.C., and established in 1991, is a developer of cutting-edge PC games. The company is best known as the creator of hit PC 3D action games Unreal, an award-winning blockbuster hit having sold more than 1 million copies, and Unreal Tournament which has been recognized as the Game of the Year by leading gaming media outlets including Computer Gaming World, the No. 1 PC games magazine. Epic's Unreal Engine has been licensed to several top PC game developers for games in a variety of genres. In the past Epic was well known for it's shareware games including Jill of the Jungle, Jazz Jackrabbit and Epic Pinball. Additional information can be obtained through Epic's Web site at http://www.epicgames.com.
UT Custom Skins October 25, 2000 - by Steven Polge
As part of the skin cheat fix in recent versions of UT, skin packages must now be prefixed with the meshname + "skin". For example, the skin package FCommandoAsia?.utx will be rejected for use in online play. Renaming the package to FCommandoSkinsAsia?.utx will fix the problem.
Job Opening October 11, 2000 - by Steven Polge
We have a job opening for an Unreal Engine Senior Technical Support Manager. Check this page for the qualifications and responsibiilities.
UnrealEd? v432 Fix October 9, 2000 - by Warren Marshall
A few people have reported a weird crash with the dockable browsers in the new UnrealEd? included in the 432 patch. I believe I have a fix for that, and a few other things I noticed. You can grab that file here ...
To install this, just unzip it into your system directory. Here is a quick list of what is included ...
- the "TextureLock" option should work 100% now
- fixed the crash that some people were getting when docking a browser and getting a crash when trying to restart the editor
- rewrote "UEditorEngine::polySelectMatchingBrush" because SHIFT+B was crashing at random times. Should be stable now.
- brush clipping was merging faces on the resulting brush
- may have fixed the random "WinMain/message pump" crash
The first item may raise an eyebrow or two. :) TextureLock is
something I put in a while ago, but just haven't made a UI button for it.
What it will do is stop the editor from resetting texture alignment on brushes
that you manipulate vertices on. To access it, go into Advanced Options,
open up "Editor", then "Grid", and you'll see
the option there called "TextureLock". Change that to
TRUE and restart the editor. It should work for you now.
I'm 99% sure that I've fixed it, but if you still get the crash related to docking browsers, please email a copy of your "editor.log" file to unrealed2@epicgames.com.
Thanks!
- Warren
Unreal Tournament Patch v432 Released! October 5, 2000 - by Steven Polge
We've released version 432 for the Win32 version of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the Win32 patch, which is about 6 MB. Here are the release notes. We're also releasing new public headers for version 432 - check the downloads page. Send bug reports to utbugs432@epicgames.com.
- Steve
Editor Status Update September 22, 2000 - by Warren Marshall
Been a while since I did one of these so I figured I would just take a moment to show you a few of the new features that are coming in the next version of UnrealEd? ... and I brought pictures!
Texture Browser
You can now go into an "actual size" mode, similar to the texture browsers in some of the Quake editors.
You can still use the old way if you prefer it ... it's totally
configurable. Also notice that the texture names/sizes are much easier to
read now.
Sky Boxes
You can now view sky boxes in the editor when you go into the real time preview mode.
2D Shape Editor
You no longer have to export a texture, convert it into a BMP file, then load it into the 2D shaper in order to get a background image. Now, you can simply follow the steps shown in this series of pictures.
- Select a texture.
- Choose the "Get From Current Texture" menu option.
- Texture appears as your background image.
The 2D shaper will also support zooming in the next version. You can stop asking me for that now. :)
-Warren
Latest Unreal Engine News September 8, 2000 - by Tim Sweeney
Check out:
- New Unreal Technology Preview (Daily Radar)
- NVidia and Epic Announce Strategic Partnership (Yahoo)
-Tim
"Creeping Ping" bug with Windows 2000 August 31, 2000 - by Jack Porter
Some server admins have reported that after a while all of the players get increasingly
lagged out when the UT server is running on Windows 2000. This seems to happen only
when the remote administration webserver is running. We believe it may be related
to this Win2K issue:
http://support.microsoft.com/support/kb/articles/Q258/1/00.ASP?LN=EN-US&SD=tech&FR=0
The workaround is to only run the remote admin webserver when you actually want to administer your
server. Disable the remote admin webserver by removing the line which says
ServerActors=UWeb.Webserver
in your server's INI file. To activate the webserver, join your server as an admin and
type the following command:
admin summon uweb.webserver
When you've finished administering your server, you can disable the webserver with the command
admin killall webserver
- Jack
A Note to Modmakers August 25, 2000 - by Jack Porter
A lot of people have noticed that it takes the UT menus a long time to start up when you have lots of mods installed. This is because the code which creates the Mod menu loads all of the mod packages into memory to add them to the mods' items to the Mod menu. We've addressed this for the next UT patch, but we need modmakers to make a small change to the way they add items to the Mod menu. Previously, mod menu items were created with an .int file entry something like this:
Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem)
To make your mod load quicker when UT starts up, you need to add a Description field on the end.
Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem,Description="ChaosUT Config,Configure ChaosUT")
The stuff after the comma is the text that appears on the help bar at the
bottom of the screen. If you don't make the change to your int file, your
mod will still work with the next UT patch, but it won't load any faster -
so please make the change for the next release of your mod.
- Jack
Editor Status Update August 25, 2000 - by Warren Marshall
Just wanted to take a moment here to let everyone know about some of the editor stuff that will be in the next patch that comes your way.
2D Shaper
The 2D shaper can now handle multiple shapes, like the old one did. But
the coolest thing is that it can now handle bezier segments (you can have as
many as you want). You select a side, turn it into a bezier segment
and you get 2 control points that you can use to control the shape of the
segment. The segment has multiple detail levels so you can control how
smooth the curves are. It also allows you to create whatever kind of shape
you want, and it will triangulate the shape automatically when the time comes to
create a brush from it.
The file format has changed, so any shapes you've currently saved won't be
usable in this new one ... so print them out or something. :P
Movers
When you right click a mover there is a new menu option called
"Show Polys". What this will do is add the movers polygons into the
current BSP. You can then change the texturing, surface flags, etc of
those polys and those changes will be reflected on the mover itself. So
you don't have to recreate movers anymore to change the way they look. The
only drawback to this is that the polys it stuffs into the BSP -- they're just
temporary, but you will have to rebuild your map to get rid of them. But I
think that's a more than reasonable trade off. :)
Modes
"Brush Clipping" has been made into it's own mode
("MODE BRUSHCLIP"). This allowed several good things to
happen ..
- You can place clipping markers anywhere you want to now. On top of
brushes, actors, etc ...
- Placing clipping markers will no longer deselect the currently selected
brushes
- Many bugs have been fixed, including the ever nasty "can't clip
a brush that you've vertex manipulated"
- NOTE : this mainly applies to any NEW brushes you create
after getting this version. Old brushes may work OK if you transform them
permanently before trying the clip though ...
"Vertex Editing" is also it's own mode now ("MODE VERTEXEDIT").
Mainly for ease of use reasons. It's also got all of the dragging
weirdness worked out of it.
And there's a brand new mode, called "Face Dragging" ("MODE
FACEDRAG"). This mode allows you to resize brushes much like QER.
You select the brush(es) you want to drag faces on and enter this mode.
CTRL+Left clicking and dragging in a 2D viewport will grab the faces on the
selected brushes which are facing the mouse cursor and drag them. So
resizing a cube becomes a simple affair without having to resort to the snap
scaling tool. It's also great for skewing brushes. The important
difference is that the entire brush doesn't scale evenly while you drag ... only
the specific faces it grabs will move.
Misc
Some of these might be repeats from above, so if you see any that are, just
pretend you didn't see them ...
* Actor grouping (like vis groups in Worldcraft)
* made all browsers dockable inside of a master browser window (individually
configured)
* you can have a mix using this system ... have some browsers docked,
others floating
* added ability in texture browser to rename textures
* all browser windows will fill in a default filename when saving packages or
exporting items
* 2D shape editor
* you can build shapes however you want - no more worrying about
triangles
* shapes will auto-triangulate when you create a brush
* now supports multiple shapes
* supports bezier segments
* had problems with beziers on the left hand side of the shape
* would have problems with tons of polys in the shape
* now has the ability to scale shapes up or down
* brush pivot point should now be in the correct place after creating a
brush
* "Radii view" will now work in the 3D window by rendering the
collision cylinder as an 8-sided wire cylinder
* "Radii view" will also show the radius of things like lights in the
3D window
* made the "snap vertex" graphic on the bottom bar larger
* various vertex editing fixes/improvements
* Brush Clipping
* changed the marker to a little push pin
* clip markers are now numbered as you add them in - like QER
* clip markers have a circle drawn around them that doesn't scale with
zoom distance
* you can select clip markers by clicking the circle as well
as the actor itself
* fixed MeshBrowser? not playing individual animations
* changed vertex editing color to always be white
* may have fixed the way the tabs would overlap each in the "surface
properties" and "build options" dialogs
* turned the mesh viewer into a regular browser window - it can be docked and is
treated the same as the other browser windows
* cleaned up the UI on all the browsers - things are much more consistent and
cleaner now
* when an image is loaded into the 2D shaper, the lines should be dark gray
instead of black
* the image also shifts around when you move the origin. It
shouldn't - lock it at the origin.
* box selection mode will no longer occasionally leave the box sitting there
until you move the camera again
* fixed the "can't clip brush after using vertex manipulation on it"
bug. If something goofy DOES happen with the brush clipping it can be fixed 99%
of the time by transforming the brush permanently, and trying the clip again.
* CTRL+E hotkey for "Save As"
- Warren
Latest UT Buzz August 23, 2000 - by Tim Sweeney
Lots of cool stuff is happening with Unreal Tournament.
First, check out the latest preview at IGN PS2!
IGN also has coverage of Infogrames' upcoming product lineup. Infogrames has been a great partner and we're thrilled to be a major part of their plans.
Next, according to GameWeek, Unreal engine games are holding two of the top ten spots, even 2 and 9 months after release!
1. Diablo 2
2. The Sims
3. Roller Coaster Tycoon
4. Who Wants To Be A Millionaire
5. Who Wants To Be A Millionaire 2
6. Unreal Tournament
7. Slots
8. Deus Ex
9. Age of Empires II
10. SimCity? 3000 Unlimited
A big congratulations to the ION Storm Austin team for creating a great game, and for their project's commercial success.
-Tim
Unreal Tournament Full Server-Only v428 Released! August 14, 2000 - by Steven Polge
We've released a full server-only version 428 for the Win32 version of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the 72 MB zip. Send bug reports to utbugs428@epicgames.com.
We strongly recommend that server admins upgrade to version 428. We've made a lot of improvements to server CPU utilization and network performance, as well as fixing a lot of bugs and cheats. We've also added cool new features like file download redirection (added in version 413), which allows users to download files from another server at high speed, getting them up and playing faster without sucking bandwidth and CPU cycles from your server.
Here's the server specific changes made since version 400:
Version 428
- fixed 'killall bot' working on servers even if not admin.
- fixed creeping ping problem with Win2K.
- fix for occasional accidental port changes on servers using NGStats.
Version 425
- fixed the skin cheats
- fixed creeping pings problem for passworded servers
- fixed problems with passwords with spaces
- improved server CPU utilization
- improved prioritization of network traffic for low bandwidth users
- fixed ActorLineCheck?() crash
- fixed suicide spamming
- Last Man Standing now can have time limit
- fixed collision bug which cropped up in 420 (overlord)
- lowered NGStats thread priority on dedicated servers, so NGStats doesn't hold up level
changes.
- Added bExternalBatcher configuration option to [Engine.GameInfo]. If true, the game doesn't try to run the NGStats world log batch process.
Version 420
- fixed security holes with ServerRestartGame?() SwitchLevel?() and SwitchCoopLevel?()
Version 413
- fixed problem causing Bunch->IsError() assertion which was causing some server crashes
- fixed last man standing late entry cheat
- fixed head gib not replicated on headshot in network play
- fixed die at start of feign death and can't respawn in network game
- Servers can adjust the minimum compatible version number reported to clients using:
[IpServer.UdpServerQuery] MinNetVer?=405. This can be used to prevent older
clients from seeing your server if you are running a mod which requires a UT
version newer than 400.
- ngWorldStats version 1.5.5 is included in the patch.
- The UT server now queries ngWorldStats log batcher to determine if it is
correctly processing stats logs. 413 servers report this information
to UBrowser, and shows both whether ngWorldStats is enabled on the server, and
whether it is actually working correctly.
- Server admins can now redirect auto-downloads to a remote HTTP (WWW) server.
Custom content such as maps, skins and texture packages can be stored on the remote
website either uncompressed or in a compressed file format (.uz) for
faster downloads.
Version 405
- fixed problem with one of the 402 server optimizations causing pickups to be shown when they should be hidden if high packet loss
- fixed gold players showing up in CTF
- fixed deathsounds and hit sounds from other players not being heard in net games
- downloads from server are now rate controlled
- Servers can deny auto-downloading of content by setting AllowDownLoads?=false in the [IpDrv.TcpNetDriver] section of the Unrealtournament.ini file.
- reduced how long carcasses hang around on servers
- Improved bit packing for network packets (server performance improvement)
Version 402
- fixed guided warhead blowing up if no client response with 300 msec after spawning
- players can no longer switch to illegal team if server is full and force team balance set
- Major server CPU utilization improvements
- Steve
Unreal Tournament Patch v428 Released! August 13, 2000 - by Steven Polge
We've released version 428 for the Win32 version of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the Win32 patch, which is about 6 MB. Here are the release notes. Send bug reports to utbugs428@epicgames.com.
- Steve
D3D performance August 5, 2000 - by Erik de Neve
We plan to quickly address any performance, networking, and editor issues people may have with version 425 in an upcoming patch. If you have any issues with the Direct3D support in patch 425 and would like to help test the latest revision, download this d3ddrv.dll to replace the file that is in your UnrealTournament?\system folder. All feedback welcome at utbugs425@epicgames.com
- Erik
UnrealEd2? Trick August 4, 2000 - by Warren Marshall
Just a quick note about the 425 patch. You can now add your own buttons to the button bar on the left hand side, but I failed to document this fact in the patch readme file. So here's how to do it ...
To create an example button, add this to the end of your unrealed.ini file ...
[UserDefinedGroup]
NumButtons?=1
Button0=Align Camera on Selected Actors,AddMover,CAMERA ALIGN
This sets up 1 user defined button, defined by the "Button0" line. There are 3 fields, that break down like this...
1. Tool tip text ("Align Camera on Selected Actors").
2. The filename of the bitmap you want to display on the button ("AddMover"). This bitmap MUST be the "system\EditorRes" directory and be 30x30 pixels in size (for best effect). The color depth is not really important, but the UnrealEd? ones are 24-bit.
3. The "exec" command that you want the button to execute ("CAMERA
ALIGN"). This command gets sent to the editors command parser and executed. In the example, the command "camera align" will align all the viewport cameras on the selected actor.
And that's it! Adding more than 1 button should be self explanatory. :)
On another note ... I'll likely be posting updates to this page on a somewhat weekly basis letting you guys (specifically the editing community) know what I'm doing in regards to the editor and what to expect in future versions. Who knows, maybe even a screenshot or two. :)
UPDATE : It was brought to my attention that 425 has a small bug in it which prevents you from creating more than one user defined button. I made a quick fix here for the people who want to use this feature. Make sure you make a backup of your original unrealed.exe file before copying this one into your system directory. You can download the fix here : UnrealEd425-UserButtonFix.zip.
- Warren
Cool Web Sites August 3, 2000 - by Tim Sweeney
I just wanted to point out the web site UnrealEd.exe, an awesome resource for Unreal level designers. The site has an active set of Forums and, for beginners, a very thorough Tutorials section!
While I'm plugging web sites, FlipCode.com also deserves mention; it's a cool leading-edge site for game programmers, with an emphasis on 3D graphics.
Also, the frequently-updated Unreal community web sites, Unreal Universe and PlanetUnreal, are great resources for Unreal Tournament players, and UnrealEngine.com follows the broader scope of Unreal engine based games.
- Tim
Epic partners with Loki for Unreal Tournament Linux support August 2, 2000 - by Steven Polge
Here's the press release. You can also get Linux version 425 from Loki here. You must have the UT Windows CD to install the Linux version.
- Steve
Unreal Tournament Patch v425 Released! August 1, 2000 - by Steven Polge
We've released version 425 for the Win32 version of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the Win32 patch, which is about 6 MB. Here are the release notes. We've also released a full server-only version of 425. Send bug reports to utbugs425@epicgames.com.
- Steve
Final Unreal 1 Patch Released July 13, 2000 - by Erik de Neve
Yes - hell froze over, allowing the cows to skid home - we released the final Unreal 1 patch. Based on version 226 from July last year, it includes the latest Direct3D and sound code from Unreal Tournament. Click here for download locations.
- Erik
Unreal Tournament Patch v420 Released! May 22, 2000 - by Steven Polge
We've released version 420 of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the Win32 patch, which is about 5.6 MB. Here are the release notes. This version includes the new UnrealEd? version 2.0, described in this press release.
- Steve
IpDrv?.so Update for Linux 413 Apr 17, 11:25 AM - by Brandon Reinhart
I had a bad makefile when I built the release version of 413 for Linux, which caused it to build in a null interface for the IP driver. This means you won't be able to run servers or connect to network games with it. You can get a fixed IpDrv.so by clicking on that link. Put it in your System directory to fix the problem.I've also put together a new version of the patch for people who haven't downloaded it yet. This is version 413a:
I'm not having a very good weekend and now its pouring over into the week. /me buckles down for a mess of a week.- GreenMarine?
UT 413 for Linux Patch! Apr 16, 1:25 PM - by Brandon Reinhart
The Unreal Tournament 413 patch for Linux is up for release. This patch includes all of the game related fixes from the windows version of 413 and a lot of new stuff for people using the Linux client. The OpenUT team has added a ton of cool features to the client including:- Music! If you have libmikmod you can now play music inside of UT.
- SDL input! SDL adds a lot finer control over the game.
- SDL mesa GL support! Mesa support now in very good condition.
HUGE HUGE HUGE PROPS for the following hackers from the OpenUT? project:
OpenUT Programming
- John Fulmer
- Joshua R. Kaldon- Garvin
- Chris Gilbert
- Jeroen Janssen
- Jeremy Muhlich
- Marcus Sundberg
- Nicholas Vinen
- Daniel Vogel
- Doug Dahl
- Andreas Ehliar
- Albert K T Hui
- Jeffrey H. Ingber
- Matt Matthews
- Andy Piper
- Dustin Reyes
- Andy Ward
- Jeremy Weatherford
Speaking of open projects, I plan to put up a new version of the UT headers for Windows and Linux and all of the rest of the Unreal Tournament public source in a couple days. Also, I'll put up new debugging libs for 413 at the sourceforge site.
- GreenMarine?
Bright released Apr 10, 9:15 PM - by Erik de Neve
Buckling under popular demand from the UT skinning/mod community we are releasing a public version of 'Bright', our trusty old command-line-based texture palettizer tool. Get it right here. Documentation included in the zip file. We used this throughout development of Unreal and Unreal Tournament to convert source art textures into 8-bit formats with minimal loss of quality.
- Erik
413 Patch Issues Mar 30, 2:15 PM - by Steven Polge
Several issues with the 413 patch have been pointed out. We will have an updated patch as soon as possible to address these issues. In the meantime, if you are having D3D video performance problems, see Erik's update below. If you are having problems installing UT, or getting an error after installation that "UnrealTournament.exe is not a valid Win32 application" or "UnrealTournament.exe is too big to fit into system memory", try installing into the default directory for UT (c:\UnrealTournament). Our patch installer seems to be occasionally corrupting files when installing into different directory structures. We are still working on the problems of the 413 patch not working with minimum installs, and problems patching the Spanish/Italian version of UT.
- Steve
Direct3D support in 413 Mar 29, 9:00 PM - by Erik de Neve
The latest Direct3D code in version 413 was changed to be compatible with more cards. However, if your Direct3D experience after applying patch 413 is less than optimal, you may want to replace the d3ddrv.dll file in your Unrealtournament\system folder with this version of the file. Thanks to everyone who has given us feedback on D3D compatibility and performance so far. For detailed instructions and more options, refer to our Direct3D troubleshooting page.
- Erik
New Version of Unreal Tournament Mar 27, 4:30 PM - by Steven Polge
We've released version 413 of Unreal Tournament. It is completely network compatible with all previous publicly released versions. Check the Unreal Tournament Versions Page for download locations for the Win32 patch, which is about 5.6 MB. Here are the release notes. We will shortly be releasing the patch for Linux, as well as free, downloadable standalone version of the Win32 and Linux servers.
- Steve
News Tidbits Mar 8, 7:45 PM - by Tim Sweeney
Happy birthday to Unreal Universe, the cool Unreal Tournament news site run by Robert "Apache" Howarth!
And, at GameSpy.com, it's Engine Week, featuring a series of interviews with engine developers pimping their wares.
Tomorrow, we're headed out to the Game Developers Conference in San Jose, California to show the latest Unreal engine goods.
-Tim
GameSpy? Mod Developers Week Feb 28, 10:30 PM - by Tim Sweeney
Check out the keynote article on the state of mod development, by our own Brandon "GreenMarine" Reinhart. This is the first feature in GameSpy's new Mod Developer Week feature.
Upcoming articles in the series feature Jesse Taylor from the Infiltration mod team for Unreal Tournament, and David "crt" Wright of Rocket Arena for Quake 3 and Unreal Tournament.
Now is an exciting time for mod development, as the best teams of enthusiasts are earning tremendous praise, opening up serious biz opportunities. This dynamic reminds me of the shareware game business around 1991 when Epic, Apogee/3D Realms and id Software were born. Back then, we were just a handful of kids making games for our own enjoyment, and releasing them online for others to enjoy -- hoping that we might be able to make some money to pay the bills.
Today all three companies are industry leaders.
Now, think about where today's best mod authors will be in 9 years!
The advantage that enabled id, 3D Realms, and Epic to rise to the top is something that today's mod authors have too: we're in the middle of a thriving community, and that gives us an awesome feedback loop. If we release something that sucks -- whether it's something big like Unreal 1's network code, or something subtle like weapon balancing -- then thousands of people will email us complaining until we fix it. Thousands of smart people besides ourselves are expanding the game universe by running web sites, making mods, building levels, and running servers, and they let us know what they like and dislike. In this kind of pressure-cooker environment, only good games and good ideas survive.
-Tim
UT Bonus Pack Released! Feb 25, 5:25 PM - by Brandon Reinhart
The UT Bonus Pack has been released! This free expansion to Unreal Tournament includes 3 new player models, a bunch of new DM and CTF maps, and a ton of extra skins! You can download it from GameCenter?:To install the Bonus Pack, just double click the .umod file and it should begin installing. If you are having trouble, extract the ZIP file to a temporary folder such as C:\Temp, and then use Start | Run to run the following command:
C:\UnrealTournament\System\Setup.exe install C:\temp\UTBonusPack.umod
Hungarian translation of UT available Feb 25, 12:00 PM - by Steven Polge
Tibor Kaszás created a hungarian translation of Unreal Tournament, including
player and narrator voices. It is available at www.extra.hu/magyar_ut.
Common Questions Feb 22, 6:20 PM - by Tim Sweeney
9 out of 10 doctors say now would be a good time to prune the Unreal tech page, and that sounds like a good idea to me. I'd like to start over by talking about a bunch of things I've been meaning to cover, but never found the time.
Common Questions I'm Asked
Q. I'm an aspiring game developer and I want to get into the
business. What's the best way to be hired?
A. The single most important thing game companies will look for is past
experience: what cool stuff you have worked on previously. This might
sound like a Catch-22: "You need experience to get a job, and you need a
job to get experience". But nowadays, the mod communities around
leading games like Half-Life, Unreal Tournament, and Quake 3 Arena are great
proving grounds where aspiring game developers can work on projects freely
(mostly in their spare time), and build levels, mods, and other game-play
enhancements. In the past few years, the majority of new talent Epic has
hired have been people from the Unreal and Quake communities:
- Steve Polge, creator of the ReaperBot? mod for Quake.
- Brandon "GreenMarine" Reinhart, early Unreal mod maker and writer of cool UnrealScript? programming tutorials.
- Jack "mek" Porter, Unreal mod maker and PlanetUnreal? news correspondent.
- Alan Willard, maker of cool Unreal and Quake levels.
- Shane Caudle, amazing artist and level designer who was building his own Quake TC.
While past work on cool projects is the number one criteria for most game developers, having a University degree is a major advantage. While this isn't a must at Epic, most larger game developers place more emphasis on having a degree. Besides that, college is a great opportunity to learn useful stuff. My degree is in Mechanical Engineering (University of Maryland) -- by the time I was in college, I had been programming for about 10 years and didn't feel getting a computer science degree would be challenging. So, I chose engineering, and that turned out to be a major challenge, and incredibly valuable.
The math I learned there, including vector calculus and finite element analysis, which are directly applicable to 3D games, is something I never would have studied independently. Self-taught programmers pick up algorithms just by looking at other code and reading the occasional book (that's how I learned to program). But differential equations are just not the kind of thing you're likely to rediscover on your own, though understanding them brings clarity to lots of real-world problems you'll encounter.
Q. What do I need to get started making mods for popular games?
A. Just a copy of the game, the editing and compiling tools, and access
to the web sites that contain information for mod authors. For Unreal
Tournament, you just need a copy of UT, which includes the editor (on CD#2)
and all the UnrealScript code for the entire
game; visit the Unreal community web sites (listed at the top of this page) for
tons of pointers to Unreal information. For Quake
3 Arena, you need the retail game and the utilities; visit PlanetQuake
to get started. For Half-Life,
get the game and see PlanetHalfLife
for tips.
Q. I'm working on a project; do I need to license the Unreal
Tournament engine or sign any paperwork?
A. That depends on what you're doing:
- If you are making a freely available mod, all you need is the retail version of the game.
- If you are using the engine for non-commercial academic purposes, all you need is the retail game. Lots of people have been using the Unreal Tournament engine as part of university projects and theses.
- If you are a startup game developer and are prototyping a game in the Unreal Tournament engine (using the tools available in the retail version), you don't need a license agreement while you're prototyping the game. You do need a license agreement in place before you advertise a game, sign a publishing agreement, or otherwise profit from the game.
Programming Languages
Ever since my GameSpy Developer Week article, "A Critical Look At Programming Languages", I've been getting questions about whether we plan to "do something about it" and define a new programming language. The answer is, we're already doing that to a certain extent with UnrealScript, which is a high-level, object-oriented, platform-independent language with some cool extensions aimed at game code development.
As an engine developer, we'll always be involved in language design to a certain extent. In the future, the scripting language could evolve into a simpler form, more true to the "scripting" term: controlling sequences of in-game events. Or, the scripting language could grow to subsume even more of the engine code. We'll be evaluating these options anew with each major iteration of the engine, doing whatever is most appropriate for the technology, recognizing the benefits and drawbacks of going with well-known proven tech, versus creating newer, better tech.
Also...
- The cool soon-to-be-public site Linux Newbie already has posted a cool article on how to get started with Unreal Tournament under Linux. This site is a great idea; the biggest barrier to widespread Linux adoption right now is the difficulty of getting started, and now in standard decentralized Linux fashion, sites and resources are starting to pop up to address this.
- Common answers to UnrealScript? questions on ChessMess.com (saw this on Blue's News).
-Tim
Action UT! Feb 22, 2:00 AM - by Brandon Reinhart
Kick ass! The A-Team has announced their latest mod in the Action series will be for UT! Here are the details from their announcement:The A-team, makers of Action Quake2 and Action Half Life, would like to announce that we are in active development of Action Unreal Tournament. Action is the game that lets you experience your favorite action movie from your very own PC, bringing realism with a fast paced touch. Have you ever seen a good action movie, and wished your regular old death match could be as furious, fast, and exciting? Action does that and more. With the Unreal Tournament engine powering Action, be prepared for an experience not soon forgotten. Watch for it at: http://aut.action-web.net
The Action Team has really been hardcore on putting together this project, I've already seen their discussions on weapons and features and it looks like its going to be packed. Its really cool seeing top notch mods like this move to Unreal Tournament!
Older News (1999)
November 29, 1999
Updated UT Linux Distribution (400A)
An updated version of the UT Linux distribution is now available. This version fixes several installer problems and adds a few performance improvements. If you already have UT Linux installed, just unarchive the LinuxCoreSystem?.tar.gz file in your UnrealTournament? directory and add DGAMouseEnabled?=True to the [XDrv.XClient] section of your UnrealTournament?.ini. Otherwise, follow the installation instructions in the README.
The README covers the changes and has additional instructions.
- GreenMarine?
- Epic Games, USA DOWNLOAD UT Linux 400A (3.47MB)
November 22, 1999
Running Full-version Servers with the Demo .INI files
Server administrators - please do not run full version of UT with the .ini files from the demo version. It causes everyone to have a messed up skin. To fix this problem without replacing your .ini files, make sure the [Engine.GameEngine] section of the .ini has the following ServerPackages? lines:
ServerPackages=SoldierSkins
ServerPackages?=CommandoSkins
ServerPackages?=FCommandoSkins
ServerPackages?=SGirlSkins
ServerPackages?=BossSkins
ServerPackages?=Botpack
- Jack
November 19, 1999
Porting Unreal I maps to Unreal Tournament
Unreal I content is automatically replaced by Unreal Tournament content if you run an Unreal I DM map with one of the Unreal Tournament gametypes. However, we recommend that you manually replace the Unreal I inventory items in your level with their UT equivalents and release an updated version of the map. Otherwise, both the Unreal I and UT versions will be loaded on the content, which will cause swapping on clients with low amounts of memory.
- Steve Polge
November 16, 1999
This document describes how to set up your levels to support the new UT gametypes and bots.
- Steve Polge
November 9, 1999
Patch for server performance
This patch (489 KB) contains improvements to server performance for version 348. We are also working on some other optimizations for the full version, but we did not want to include any changes which impacted network compatibility in this patch.
- Steve Polge
October 20, 1999
Demo Playback Crash Fixed
Here is a fix (488KB) for the crash in version 348 when playing back recorded demos. It does not break net compatibility and is only needed if you want to play back recorded demos. Sorry about this oversight.
- Jack
UT for Linux 348 Demo README
Here is the README for the UT Linux demo.
- Brandon "GreenMarine" Reinhart
October 19, 1999
New Unreal Tournament Demo Released - Version 348
This version will be the last demo version avaiable before UT appears on store shelves. This version is NOT network compatible with previous versions, so we encourage everyone to upgrade. It doesn't contain any new content - only performance improvements and bug fixes. ngWorldStats will also be reset for this demo release.
- Download links are available here. More mirror sites will be added soon!
- There is a list of changes since the last demo.
- Be sure to check out the list of Known Issues as well.
- Jack
October 6, 1999
I recently upgraded to Windows 2000 Release Candidate 2, and wanted to mention that it's extremely solid! With NVidia's latest Windows 2000 TNT/GeForce drivers, DirectX7?'s Direct3D and OpenGL? both work flawlessly. What's cool about the new OS:
- High-performance DirectX7? Direct3D and OpenGL? support.
- USB mouse support -- mouse movement is very smooth.
- Much more stable than Windows 98, especially for software development.
- Good administration tools, more powerful than NT4 and far easier to use.
- Great international support.
- Dual processor support.
- Plug and play.
Windows 2000 Internationalization
This is a topic we're very interested in, because we're always trying to make our games and engine as widely accessible as possible. As a matter of fact, today I'm working out the font management issues for the Japanese version of Unreal Tournament.
The Windows 95/98 OS had very weak international support, and a confusing array of incomplete features such as supporting Unicode in a few API's but not all, weird and undocumented multibyte character set handling, and mixed ANSI/OEM file system conventions. Localizing Windows 9X apps is a very difficult undertaking.
On the other hand, Windows 2000 is by far the most thoroughly internationalized piece of software I've ever seen. All international versions sharing the same binaries, fonts, and input support. Everything is 100% Unicode. So, you can open up a Japanese language document on your English computer, visit Arabic web sites, use an Input Method Editor to type in Chinese text, and so on. While most people might not care about that, it's infinitely beneficial for developers to have that power at their fingertips, because it enables you to do all of your international development and most of your testing without jumping through hoops and installing multiple OS's.
When Windows 2000 makes its transition into the consumer OS market, it will be a great day for worldwide software development.
-Tim
October 2, 1999
Unreal Tournament players overtake QuakeWorld? at #5
Top Game Servers By Players
from http://www.gamespy.com/stats/index.shtm
@ 7:52 PM EST
Game
Servers Players
============== === =======
Half Life 1502
4344
Quake II
1628 1711
Starsiege TRIBES 589 1162
Quake 3: Arena 1040 1156
Unreal Tournament 423 520
Quakeworld 623 517
Kingpin
127 256
Unreal
134 144
Turok 2
20 43
Descent 3
8 23
-Tim
October 1, 1999
TNT Users, Try This!
Tweaks:
- Play in 16-bit color, which is significantly faster than 32-bit color.
- Turn the detail options down in the Preferences/Video menu.
- Use the "-" key to reduce the HUD size.
- In Preferences/Game, turn off the display of your weapon.
- If you have enabled Advanced Options / Audio / Use3DHardware audio support, TURN IT OFF for now! Big driver performance problems.
Experimental improvement for the brave:
- Try NVidia's Beta Detonator 3.34 drivers (thanks to <a href="http://www.anandtech.com/" target="_parent">Anandtech's site for the link).
- Try putting this new D3DDRV.DLL into your \TournamentDemo\System directory. Please back up your existing one first!
These two downloads are beta and haven't been rigorously tested yet, but in our gameplay sessions here, they're a huge improvement on low-RAM machines with the TNT, TNT2, and GeForce256?.
Please let us know how these work for you, by emailing utbugs@epicgames.com
Latest Findings
We've been benchmarking UT performance and memory usage on many 3D cards, and we've found the source of the performance problems on 64-96 meg machines with TNT/TNT2 cards.
Our measurements indicate that the TNT/TNT2 drivers consume up to 25 megabytes of page-locked system memory with UT, while other Direct3D cards don't. On machines with 64-96 megs, that kills performance, as one would expect. The game runs, but data is swapped to the hard drive so frequently that playability is compromised. We've been comparing with other 3D cards and aren't seeing the issue on the Rage 128 or Voodoo3 under Direct3D.
System-wide memory allocations measured with SYSMON.EXE on a 64-meg Celeron running Windows 98 SE:
- TNT D3D: 51 MB baseline, 122 MB playing UT in 16-bit color, 134 MB playing UT in 32-bit color.
- Rage 128 D3D: 55 MB baseline, 107 MB playing UT in 16-bit color, 109 MB playing UT in 32-bit color.
- Voodoo3 D3D: 51 MB baseline, 100 MB playing UT in 16-bit color.
We're working with the NVidia guys to track down the source of the extra 25 megabytes of memory consumption. I'm going to hold off on posting our benchmarks till we've had a good chance to deal with the memory consumption issue, so everyone is on a level playing field. The NVidia cards already perform well on PC's with lots of RAM, so they should be in good shape once the memory issues are solved.
Links
Unreal Technology in the news:
- The Little Engine That Can Do More - MSNBC
- Playing With The Big Kids - Newsday
Cool Sites:
- Unreality.dk - Cool Unreal site & community host in Denmark.
- GameSpy.com - The GameSpy? empire's new portal site. Check out their live stats page, where Unreal Tournament is #6 and rising quickly. Hopefully someday we'll overtake that 3-year-old QuakeWorld? thing. :-)
-Tim
September 29, 1999
More Hardware Troubleshooting
- We received some more confirmations of Unreal working better on TNT's with the Creative
Labs unified drivers using Glide than Direct3D. If you have a Creative Labs TNT card
and have having performance problems, try that. Especially if you have under 128 megs of
RAM.
- Lots of reports of slowdowns from users with Monster Sound's who have enabled the
"Advanced Options / Audio / Use3DHardware". If you're having this
slowdown, disable Use3DHardware and try again. Then please email utbugs@epicgames.com and let us know whether that
helped. I've seen three confirmations from users that their problems (huge slow
down) went away after disabling this.
- Jack and I have been tracking down the performance problems with the TNT on 64-meg (and
lower) machines. To our great surprise, it appears that the TNT is keeping duplicate
system memory copies of all our textures--we saw system memory grow and shrink in almost
exact proportion to our "supposed" video memory texture allocations. Thus
the game uses an extra 12-26 megabytes of system memory--a very inefficient allocation of
resources. This is a big surprise, because the NVidia guys has always told us this isn't
the case.
Problem in my code? I don't think so, but I'd love to be proven wrong. I'll follow up with our henchmen at NVidia and Microsoft and see if we can track this down...
Direct3D Anomalies
We've been looking at the feedback on Direct3D performance and investigating some strange reports. Recently, we've mainly been testing on 96-meg and 128-meg machines (I have a Celeron 400, Jack Porter has a K6-2 450). On these machines, TNT1 performance is good -- average 28 fps at 648x480, 25 fps at 800x600. The TNT2 performance is significantly better.
However, upon removing some RAM and testing Direct3D on a 64-meg K6-2, the "precache" time increased by about 5X, and performance dropped to a few frames per second. These performance drops don't occur in the software renderer, and don't occur in Glide. Something is going wrong between Unreal, Direct3D, and the TNT's Direct3D driver, and we're investigating.
Overall, the feedback indicates a very wide variance in performance among TNT users, much more so than with any other card. Our internal testing has indicated this too; for example, we've found (and worked around) a lot of driver bugs that only happen on one machine, and not others with otherwise similar configurations.
Don't Try This At Home Dept.: Some TNT users have reported that tweaking their BIOS's "AGP Aperture Size" improves performance on 64-meg machines. We have tried this and couldn't find any differences on our 64-meg test machine. Others report that the Creative Labs unified drivers (with TNT Glide support) outperform Direct3D on their cards. If anybody finds definite improvements or workarounds, or has insight into what's happening, please email utbugs@epicgames.com and let us know.
Thanks.
Athlon In The House
Mark Rein walked into Best Buy and picked up a 650 MHz Athlon off the shelf -- an IBM Aptiva with a TNT2 Ultra bundled in. Fastest off-the-shelf machine we've ever seen! Click here for our in-depth Athlon review.
-Tim
September 28, 1999
Unrealty
More on this later, but for now I just wanted to mention that the Unrealty team at Perilith Industrielle have released a demo showcasing the Unreal Technology applied to real-estate walkthroughs. They've also have posted a research paper on the topic, which was presented at VSMM'99.
UnrealTournament?.co.uk
Check out UnrealTournament.co.uk, a cool and growing news site with a focus on the UK and Ireland. There's a lot of excitement over UT in the United Kingdom and Europe in general, as we experienced firsthand when a bunch of the guys went to the ECTS show in London.
-Tim
Known Issues With The Demo
The known issues list is continuing to be updated, and is accessible here.
Unreal Tournament Demo Mirrors
Just got the latest list of UT download mirrors from Blue's News.
Full Demo:
Patch for 3dfx-only demo:
Final Demo File Information
A few versions of the final demo that were not intended for release have been released on various news sites. We made these builds of the demo so that server operators could set up servers. Unfortunately, a few unscrupulous server operators decided to release these builds on webpages. This only causes to create confusion. We have been working with GT on synchronizing a release and have been working on final issues with the demo.
Specifically, a test patch for upgrading the 3dfx only version of the demo was made available. This patch worked, but lacked the new DeathMatch? map being released with the final demo. We pulled the patch, but various news sites had already made it available without our authorization.
Finally, a version of the demo "338a" has been going around that is also not legitimate. This version was built by the Epic team last night to test for a server map change problem (that was fixed). This version was mistakenly copied to the server operator's ftp, somebody downloaded and put it up for download.
Following me still? Here are the file names of the final demo and the file sizes. Demo version 338a will not work with the final demo. It is not new and you shouldn't download it if you find it.
File: UTDemo338.exe
Size: 55,603,712 bytes
Description: This is the final demo. Website administrators, please make sure the version
you end up mirroring matches this.
File: UTDemo338cPatch.exe
Size: 9,892,864 bytes
Description: This is the patch to update the 3dfx demo to the final demo.
Please don't mirror anything else. It only serves to confuse the end user. We apologize for the confusion and the difficulty.
Brandon Reinhart
September 24, 1999
Demo Changelog
We've posted a changelog of all the bug-fixes and improvements we've made since the 3dfx beta. These improvements will be in the full demo, which will be released in a couple of days. You can check