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B.Ob.

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Unreal Tournament 2007: New Details Revealed

 

"To that end, Carbonfire is a functioning robot production facility. Conveyor belts move from one area to the next, and tracks on the ceiling carry droids throughout different stages in their construction. In one area you can see them being welded together, in another area an automated device electroplates and paints them, right on down the line to where they're placed in containers and move toward the loading dock. You can interact with the robots hanging from the tracks overhead, knocking them around like puppets as you fling rockets all over the factory."

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GC 2005: Unreal Tournament 2007

 

"The only load is when you join a server in UT 2007. Once that match ends, the game will pop you right into the next one." James explained that the streaming technology would let the engine anticipate the next bout and prepare for it, which will cut back on a lot of gaming downtime. Expect this to apply to the singleplayer ladder matches and to online engagements. Of course, UT will still provide competitive players an opportunity to check their scores and stats before rocketing them all into another round.

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  • 2 months later...

UT2007 Hardware Requirements Revisited

 

- required hardware for highest in-game detail including 4x FSAA and 8:1 AF: 3-4GHz, 1Gb Ram, Nvidia 6800GT/ultra or 7800GT/GTX SLI

 

- Improvements with the 64 Bit version: Possibility to adress more textures, vertices and levels

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  • 1 month later...

Those are some sweet shots. Also of interest, UT2007 is slated as a launch title for the PS3 & the screenshots of that simply look incredible as well. Here's a LINK that will take U to ign.com to chk out there coverage. Fel free to chk out the videos of it as well, GOOD stuff.

 

Keep in mind that what U see is running simply on PS3 dev kits ( un-finished product ), software is unpolished code.

 

With it looking that good already, I can't wait to see what it'll look like on a ready to sell PS3.

 

-- Nem B)

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  • 3 weeks later...

UT2007 "PC First", Demo: Confirmed

 

"PC first. We're not scheduled to be a ps3 launch title, not certain where those news sites are getting that from. There will be a pre-release demo (on the PC at least)."

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UT2007 -- January 5, 2006 by: David Craddock

 

Of course, being a PC title—and yes, PC gamers, it will release on your platform first—the game is already being salivated over by modders worldwide. Ever since the glory days of Doom, the game that comes in the box has only been the beginning. Gamers want more; specifically, they want the ability to tweak the game to their liking, and UT2007 does not aim to disappoint. "UT has always been known for having a large, active mod community and we are looking to maintain the trend with UT2007," said Jeff. "I believe Unreal Engine 3 will allow UT2007 to have as strong a mod community as UT2004, if not larger since it's so much easier to use than UE2 for non-technical folks."

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  • 5 weeks later...

Developers Comment on the Latest Hardware Developments

 

"Tim also dropped the following comment to us with regards to Unreal Engine 3:

 

Tim: We'll be making a UE3 benchmark available several months before shipping UT2007 on PC, in order to encourage the hardware folks to optimize their drivers. We're not doing this now, because at our stage in development many aspects of our rendering pipeline aren't fully optimized, and if we encouraged IHV's to optimize for it now (by releasing a benchmark), they would end up wasting a lot of time optimizing code paths that aren't reflective of a final, shipping UE3 project. Regarding the timeline, we'll be actively developing Unreal Engine 3 throughout the current hardware generation -- all the way through 2009."

 

Sooo... looks like we will have advanced warning before UT2007 comes out... :P

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Interview with Jeff Morris about UT2007

 

"2- Fans have blasted EA for the Madden series, oftentimes saying it’s the same game with a few tweaks and prettier graphics. In what ways is UT2K7 not “the same old game”?

 

When you work with franchises, you need to be very careful to ensure that what your customers enjoyed about the previous titles is present in the new release. At the same time it’s a great opportunity to appeal to gamers that perhaps didn’t find the original to be their cup of tea. UT2007 strikes what we think is an ideal balance. Take Onslaught for example. It still involves capturing nodes and destroying the enemy’s Power Core. Anyone who enjoyed the previous incarnation will immediately be able to start playing and having fun. Where we’re innovating is a vastly increased roster of vehicles compared to UT2004, new types of objectives during the match, and even persistence results between individual maps."

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E3 2006: Unreal Tournament 2007 Interview

 

"While UT 2007 is certainly beautiful enough to create buzz around it for just its graphical prowess, the UT series has been known on the PC for its fast and fun gameplay. Epic is hoping that this latest addition to the series is a blast for all those who choose to pick it up and are confident enough about it that they think it'll be a success on both the PC and PS3.

 

We caught up with Epic's Mark Rein and Jeff Morris for an interview session about both versions recently and learned a bit about what players can expect for game modes, vehicles, weapons, and differences between the two versions. Read on, check out the screens and look for plenty more about UT 2007 in the coming days of E3 and into the future."

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Looks like UT2007 will NOT make it to xbox 360 anytime soon! Guess that just leaves PC and PS3 versions.

 

How will UT2007 use Ageia effects?

 

"Jacob- How about Ageia effects over a network? Is that supported or is it Client side? I imagine trying to push that amount of physics data through the network, there might be a bottleneck.

 

Sweeney- There are a number of networking solutions for physics, what we are doing in UT2007 is using the physics hardware only for accelerating special effects objects, things where the server tells the client, Spawn this special effect here! The client responds with an explosion with thousands of particles, and each of those operates as a seperate physics object but it doesn't effect the gameplay... its just purely a visual effect there. Thats the easiest and most common solution.

 

Some of the other solutions it looks like other teams are using are only enabling the physics hardware's networking on a LAN environment, where the entire physics state of the world is being replicated to all the clients, that requires a vast amount of bandwith, more than even a broadband connection has there, so thats not very pratical.

 

The other approach is to run a peer to peer lockstep game, which would be ideal for like a fighting game or some other game with 2 players or 4 players playing against each other where the entire game runs in lockstep, everybody has hardware and the entire gamestate evolves deterministically on all of the machines.

 

....

 

The funny thing is very few people in the industry have been willing to come out and say that the Pentium 4 architecture sucks. It sucked all along. Even at the height of it's sucking, when it was running at 3.6GHz and not performing as well as a 2GHz AMD64... People were reluctant to say it sucked... so IT SUCKS!"

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OH This is on my Christmas Lilst.

or Thanksgiving, Birthday, Halloween, Labor Day, Independence Day, Flag Day, Mother's Day

Whenever they release it.

 

:wub:

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  • 5 weeks later...

Unreal Tournament 2007 to arrive in March 07

 

"WE HAVE to disappoint all of you who have expected the mighty Unreal Tournament 2007 as a Yuletide present. As game development is a tricky thing and as things often get delayed we regret to inform you that the game will be pushed back at least for a quarter."

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