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UT3 In The August Issue of OXM

 

"Aside from the gameplay shown in the video, it offered a few details about the game. It was said that the original idea was to make gigantic maps utilizing UE3's streaming technology for up to 64 players at once. They decided that it didn't feel like a UT game and went back to improving the original formula. Each map starts out as a basic BSP layout and is play tested until they think it is fun and then it is handed over to have static meshes and the rest of the artistic assets created. There will be 3 to 4 dozen multiplayer maps in the retail version of the game. The single player portion will have even more maps than multiplayer."

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Unreal Tournament 3 Trailer; November Release Confirmed!

 

"Out this November - Gears of War Windows and Unreal Tournament 3 before the end of the year? Oh hell yes!"

 

Check out the trailer and 3 screenshots in the above link!!

 

 

Hot UT3 Screenshots Part 2

 

/me drools....

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EVGA Gaming recently sat down with Tim Sweeney

 

Q. Does Unreal Tournament 3 take advantage of over 512MB of video memory?

 

A. We’re going to significant lengths to take advantage of 512MB video cards and PCs with lots of memory. On PC, we’re shipping lots of 2048x2048 textures, a higher resolution than we can support pervasively on console platforms. However, PCs running 32-bit Windows XP or Vista run up against a glass ceiling pretty quickly above 512MB of video memory. Because of the way the OS maps video memory into the 32- bit address space, going beyond 512MB doesn’t really increase the overall usable memory. Thus, we’re not focusing on exploiting more than 512MB video cards.

 

That situation will change over the next few years as Windows Vista 64-bit adoption takes off, because the 64-bit OS eliminates the address space bottlenecks and enables video cards to scale way up in usable video memory. But, if you look at the latest data on what gamers are actually using, e.g. with Valve’s excellent survey of gamer hardware ( http://www.steampowered.com/status/survey.html), it’s clear that 64-bit Vista isn’t taking off yet. Give the industry a couple years, and this will change.

 

So if their announcement of UT3 coming out in Nov is true and they still plan on getting the demo out 2 (or more) months before release (like they previously have said), then it looks like we can look forward to the demo in September!! :)

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  • 2 weeks later...

UT3 Shaky-Cam Footage from Comic-Con

 

/me drools.....

 

More Footage

 

Steve Polge Clarifies UT3 Information

 

"Those machines are way overkill for the highest detail level - the only reason it wasn't turned on was because the option isn't exposed in the menus. We do all of our play testing on 2.5 year old systems with 7800s in them - that's our target medium detail (what you were seeing today) platform. Quad core doesn't help much for performance, but having a dual core machine is a big benefit."

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  • 3 weeks later...

Jeff Morris Interview (UT3)

 

"Planet Unreal: It’s been over two years since Unreal Tournament 3 first appeared under the “Envy” codename. As it nears release, how would you say the current incarnation of UT3 differs from the original vision of the game?

 

Jeff Morris: That’s a great question. We had a lot of ideas about what to add when we started UT3 and it was fascinating to see which ideas clicked and which didn’t. The hoverboard was a really “out there” idea when pitched and not a lot of people thought it would be any fun. It soon became clear that hoverboards felt very Unreal Tournament in playtests and are a major success from our point of view.

 

It’s important to keep in mind though that even the features that ended up on the cutting room floor contributed something to the final product.We fooled around with a very Battlefield 2 inspired commander system when we started, but it just never worked out for our style of game. What did though was an AI commander, who assigned players waypoints based on preferences they set in the UI. This works great and wouldn’t have manifested if we didn’t try another feature that ultimately didn’t pan out."

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Unreal Tournament 3 Answers

 

Speaking of bots, how has bot AI improved since UT 2004?

 

Jeff Morris - We're fortunate in that we didn't have to reinvent the wheel when it came to our AI. Rather than having to spend time on getting them to do the basics like shooting and moving, we spent it on making them play more like human beings play. In ut2004 for instance, once a bot calculated that it was going to miss, it would randomly shoot around the player. Now a human when he misses a target because it dodges away, they'll shoot where the player was heading, not some random direction.

 

Those details are where we're spending the most of our AI development.

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  • 2 weeks later...

Unreal Tournament III - Preview

 

"A small pang of pride settles in as Epic Games' Jeff Morris announces to the room his respect for the unknown assailant. If you're reading this, Jeff, it was me. Yes, I was 'epic_test3', the one pulling off the old-school FPS tricks (wall-jumps, double-tap dodges, combos) in our little soiree in your multiplayer shooter, Unreal Tournament 3. I have some history here: when the first UT came out in 1999, I spent four hours downloading the demo over dial-up, and even chose it over Quake III. When 2004 came out, I was there shouting "Use the Link Gun" to the newbs on the server, ducking as the recently added vehicles barrelled past. And the old skills are still relevant: UT3 may be shiny and new, but there's a classic deathmatch game under the sheen. Epic have always been conscious about the fun factor: no spawn queues, no reloading and no expanding target reticule. Getting the player to the fight and giving them the biggest, baddest guns is their priority. It's a model that's stuck since the dawn of UT, but they're tweaking it further for UT3. There's a new addition; a deployable hoverboard that whizzes the player across the vast maps they've crafted. It has no offensive or defensive capabilities, because having people fight on it changes the combat dynamic too much. Its main use is to help get the players to the fight as swiftly as possible."

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  • 3 weeks later...

UT3 IRC Community Chat

 

• [bu]hal`: alright, well let's get this out of the way first... no demo date? ;)

[EPIC]WarTourist: Nope!

[EPIC]WarTourist: You'll know as soon as we do :-)

 

• kongy: Will the skins in this game be dark like in 2k4 causing the competitive community to have to make a bright skins mod?

[Epic]stuman: Visibility should be improved alot

[Epic]stuman: we basically have a shader on the characters

[Epic]DrSiN: The skins are very visible.

[Epic]stuman: that after a certain distance kicks in

[Epic]stuman: i think its like, 1000 units or so

[Epic]IctusBrucks: character rimlights and saturation increase with distance

[bU]Dark_Pulse: What about when you shoot a guy? Is that easily visible? Noticeable blood spurts, etc?

[Epic]Clawfist: yes - nice blood spurts

[Epic]DrSiN: But let's face it.. the competitive community will probably make a bright skins mod anyway :)

[Epic]stuman: that basically turns them into something similar to bright skins, they become very saturated in their team colour

[Epic]IctusBrucks: players should have no problem seeing the blood

[Epic]stuman: you should have no trouble seeing somebody and seeing what team they are on

 

• EpicFan: Can you confirm that there will be online multi-player cross platform play between the PS3 and PC?

[Epic]IctusBrucks: Matt, Mark?

MarkRein[Epic]: There will not be cross platform play at launch

MarkRein[Epic]: Allow me to elaborate on this one...

* MarkRein[Epic] is getting a can of soda

MarkRein[Epic]: The biggest challenge in doing cross platform play is syncronizing the builds such that the build on the PC is 100% compatible with the build on the PS3. Unfortunately (or fortunately) when you games on console you have a lengthy certification process to go through each time you release anything new... We looked at how this would impact our ability to respond quickly to things happening at internet speed on the PC side of the equation and realized that would not be in the best interests of our very loyal PC user base because we would constantly be holding on to updates to wait until they passed cert on the console platform

MarkRein[Epic] Our PC fanbase is of ultimate importance to us.They are our bread and butter.We can't let them down or compromise their experience in any way to accomodate cross platform play.

MarkRein[Epic]: This doesn't completely rule out adding this feature at some point in the future after the game has settled down and we've been through a few

MarkRein[Epic]: So there you have it.

 

Lots MORE interesting stuff, go read!!!

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Minimum System Requirements

• Windows XP SP2 or Windows Vista

• 2.0+ GHZ Single Core Processor

• 512 Mbytes of System RAM

• NVIDIA 6200+ or ATI Radeon 9600+ Video Card

• 8 GB of Free Hard Drive Space

 

Recommended System Requirements

• 2.4+ GHZ Dual Core Processor

• 1 GBytes of System RAM

• NVIDIA 7800GTX+ or ATI x1300+ Video Card

• 8 GB of Free Hard Drive Space

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Recommended System Requirements

• ATI x1300+ Video Card

Ugh, that doesn't sound right... Certainly not on max or near-max settings.

 

/me looks around, is the demo out yet?!?

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Unreal Tournament 3 likely to be pushed back to 2008

 

Midway CEO David Zucker wrote, "While we regret that these delays will cause us to lose some valuable holiday sales in the near term as well as shift revenue for some of these titles out of 2007 and into 2008, we remain confident that our technology strategy and product plan position us to grow both revenue and market share as we move into the heart of this console cycle."

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