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The Unreal Tournament 2003 demo has been released! Download it here. Here are some important issues:
Also:
More updates will follow. -Tim
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.
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.
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.
My crappy mail program ate a number of submissions. If you have sent mail to gameprogrammer@epicgames.com, please resendit.
See this page for details.
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
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 OpenGLDrv.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]
For bugs please email utbugs436@epicgames.com
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
For bugs please email utbugs436@epicgames.com
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.
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
UTCV by ocr|mr.frost^badct; http://www.badct.de/utc/
BDBMapVote by BDB http://www.planetunreal.com/BDBUnreal/mapvote.htm
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
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
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
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."
"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.
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.
We have a job opening for an Unreal Engine Senior Technical Support Manager. Check this page for the qualifications and responsibiilities.
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
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
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
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.
The 2D shaper will also support zooming in the next version. You can stop asking me for that now. :) -Warren
Check out:
-Tim
Some server admins have reported that after a while all of the players get increasingly
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
in your server's INI file. To activate the webserver, join your server as an admin and
When you've finished administering your server, you can disable the webserver with the command
- Jack
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:
To make your mod load quicker when UT starts up, you need to add a Description field on the end.
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.
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
- Warren
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!
A big congratulations to the ION Storm Austin team for creating a great game, and for their project's commercial success. -Tim
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.
Version 425 - fixed the skin cheats Version 420 - fixed security holes with ServerRestartGame() SwitchLevel() and SwitchCoopLevel() Version 413 - fixed problem causing !Bunch->IsError() assertion which was causing some server crashes 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 Version 402 - fixed guided warhead blowing up if no client response with 300 msec after spawning - Steve
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
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
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 ...
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
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
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
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
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
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
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
HUGE HUGE HUGE PROPS for the following hackers from the OpenUT project: OpenUT Programming
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
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
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
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
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
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
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
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
Tibor Kaszás created a hungarian translation of Unreal Tournament, including player and narrator voices. It is available at www.extra.hu/magyar_ut.
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 AskedQ. I'm an aspiring game developer and I want to get into the business. What's the best way to be hired?
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?
Q. I'm working on a project; do I need to license the Unreal Tournament engine or sign any paperwork?
Programming LanguagesEver 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...
-Tim
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! |