Thread View: alt.games.unreal.tournament
25 messages
25 total messages
Started by skippi
Wed, 21 Nov 2007 22:15
First Impressions on UT3
Author: skippi
Date: Wed, 21 Nov 2007 22:15
Date: Wed, 21 Nov 2007 22:15
37 lines
3171 bytes
3171 bytes
Well, basically UT3 is Okay ... but in a lot of ways it's a BIG disappointment to me. First you should know that I only play Bots, and mostly I do deathmatch. I don't do online. The Bots are pretty good, so that's not the problem. It's the look - the levels are for the most part dark, dingy and dirty. I thought it was my card or monitor. Nope! I turned up the brightness and contrast and details. And where are all the levels anyway. Only about ten or less for most of the game formats? What's up with that? I guess they are expecting the user community to fill in the void. By the way, some of the maps just seem to be all about being fancy, but hardly practical for real deathmatch. It's like the Epic mappers were just showing off what the engine could do. Okay. Now release some real deathmatch maps! Pretty please! I hope there is going to be a major map pack or two or three to make up for all of this. And most of the MODs that come with the game are stupid. After all this time you would think Epic would know which mutators the gaming community wanted. Where is instagib? I guess the community has to fill in this void too. So, why do they charge so much for a half baked game? We should charge them. Ha! Now to some technical stuff. Both the Demo and the full game would NOT save any game configurations!!! Arghhh! (This problem and others are noted on the Epic game forums.) The solution I used - not found on the forums - was to edit the game and weapon and engine and player ini files found in C:\Documents and Settings\XuserX\My Documents\My Games\UT3 ... etc. But, this is a lot of trouble. So, why did Epic ship with this clearly noted "bug"??? Oh well, if this is any indication of where Epic is headed, I don't look forward to Unreal Tournament 4. If the mutator and MOD community get on board for UT3, then UT3 will be great. But, why did Epic do such a half way job on UT3. At least that's what it look like to me. I'll keep UT3 on my hard drive for a while, but if the modding and mapping community doesn't get to work then I'll go back to the other Unreal games for deathmatch botting. skippi
Re: First Impressions on UT3
Author: GTD
Date: Wed, 21 Nov 2007 22:32
Date: Wed, 21 Nov 2007 22:32
44 lines
3657 bytes
3657 bytes
On Nov 21, 1:15 pm, "skippi" <s...@spam.net> wrote: > Well, basically UT3 is Okay ... but in a lot of ways it's a BIG > disappointment to me. First you should know that I only play Bots, and > mostly I do deathmatch. I don't do online. The Bots are pretty good, so > that's not the problem. > > It's the look - the levels are for the most part dark, dingy and dirty. I > thought it was my card or monitor. Nope! I turned up the brightness and > contrast and details. And where are all the levels anyway. Only about ten or > less for most of the game formats? What's up with that? I guess they are > expecting the user community to fill in the void. By the way, some of the > maps just seem to be all about being fancy, but hardly practical for real > deathmatch. It's like the Epic mappers were just showing off what the engine > could do. Okay. Now release some real deathmatch maps! Pretty please! I hope > there is going to be a major map pack or two or three to make up for all of > this. > > And most of the MODs that come with the game are stupid. After all this time > you would think Epic would know which mutators the gaming community wanted. > Where is instagib? I guess the community has to fill in this void too. So, > why do they charge so much for a half baked game? We should charge them. Ha! > > Now to some technical stuff. Both the Demo and the full game would NOT save > any game configurations!!! Arghhh! (This problem and others are noted on the > Epic game forums.) The solution I used - not found on the forums - was to > edit the game and weapon and engine and player ini files found in > C:\Documents and Settings\XuserX\My Documents\My Games\UT3 ... etc. But, > this is a lot of trouble. So, why did Epic ship with this clearly noted > "bug"??? Oh well, if this is any indication of where Epic is headed, I don't > look forward to Unreal Tournament 4. > > If the mutator and MOD community get on board for UT3, then UT3 will be > great. But, why did Epic do such a half way job on UT3. At least that's what > it look like to me. I'll keep UT3 on my hard drive for a while, but if the > modding and mapping community doesn't get to work then I'll go back to the > other Unreal games for deathmatch botting. > > skippi I agree with you 100%, except I believe Instagib is one of the mutators included. Anyways, You didn't mention the number of bots being maxed at 15, is this an issue to you? It's personally my biggest complaint. .
Re: First Impressions on UT3
Author: skippi
Date: Wed, 21 Nov 2007 22:41
Date: Wed, 21 Nov 2007 22:41
6 lines
1348 bytes
1348 bytes
Right you are! Instagib is there. Sorry about that. The Bot limit IS a problem when doing CTF on huge levels that require a large team. Thanks for noting that problem too. skippi
Re: First Impressions on UT3
Author: skippi
Date: Wed, 21 Nov 2007 23:08
Date: Wed, 21 Nov 2007 23:08
50 lines
3710 bytes
3710 bytes
Okay, what's up with this!!! I read somewhere that turning down the Video sliders down for textures, etc would IMPROVE the dirty looks. So, I turned both sliders in the advanced menu down to "1" and things look BETTER?!? Not quite as ugly, not quite as dark and dingy. Is this for real, or is it just me? skippi "skippi" <spam@spam.net> wrote in message news:C521j.8035$Rw3.3919@newsfe06.phx... > Well, basically UT3 is Okay ... but in a lot of ways it's a BIG > disappointment to me. First you should know that I only play Bots, and > mostly I do deathmatch. I don't do online. The Bots are pretty good, so > that's not the problem. > > It's the look - the levels are for the most part dark, dingy and dirty. I > thought it was my card or monitor. Nope! I turned up the brightness and > contrast and details. And where are all the levels anyway. Only about ten > or less for most of the game formats? What's up with that? I guess they > are expecting the user community to fill in the void. By the way, some of > the maps just seem to be all about being fancy, but hardly practical for > real deathmatch. It's like the Epic mappers were just showing off what the > engine could do. Okay. Now release some real deathmatch maps! Pretty > please! I hope there is going to be a major map pack or two or three to > make up for all of this. > > And most of the MODs that come with the game are stupid. After all this > time you would think Epic would know which mutators the gaming community > wanted. Where is instagib? I guess the community has to fill in this void > too. So, why do they charge so much for a half baked game? We should > charge them. Ha! > > Now to some technical stuff. Both the Demo and the full game would NOT > save any game configurations!!! Arghhh! (This problem and others are noted > on the Epic game forums.) The solution I used - not found on the forums - > was to edit the game and weapon and engine and player ini files found in > C:\Documents and Settings\XuserX\My Documents\My Games\UT3 ... etc. But, > this is a lot of trouble. So, why did Epic ship with this clearly noted > "bug"??? Oh well, if this is any indication of where Epic is headed, I > don't look forward to Unreal Tournament 4. > > If the mutator and MOD community get on board for UT3, then UT3 will be > great. But, why did Epic do such a half way job on UT3. At least that's > what it look like to me. I'll keep UT3 on my hard drive for a while, but > if the modding and mapping community doesn't get to work then I'll go back > to the other Unreal games for deathmatch botting. > > skippi >
Re: First Impressions on UT3
Author: Folk
Date: Thu, 22 Nov 2007 17:40
Date: Thu, 22 Nov 2007 17:40
14 lines
1778 bytes
1778 bytes
On Wed, 21 Nov 2007 16:08:16 -0700, "skippi" <spam@spam.net> wrote: >Okay, what's up with this!!! I read somewhere that turning down the Video >sliders down for textures, etc would IMPROVE the dirty looks. So, I turned >both sliders in the advanced menu down to "1" and things look BETTER?!? Not >quite as ugly, not quite as dark and dingy. Is this for real, or is it just >me? Nope, it's not just you. Maxing everything out makes thing look too "busy", for lack of a better term. Turning both sliders down to 1 don't make things look "better" IMO, but to me it does make other players easier to see. But then I turned things way down in 2k4 as well. The fast paced action of UT doesn't really need a lot of eye candy.
Re: First Impressions on UT3
Author: Folk
Date: Thu, 22 Nov 2007 17:46
Date: Thu, 22 Nov 2007 17:46
22 lines
2165 bytes
2165 bytes
On Wed, 21 Nov 2007 15:15:02 -0700, "skippi" <spam@spam.net> wrote: >If the mutator and MOD community get on board for UT3, then UT3 will be >great. But, why did Epic do such a half way job on UT3. At least that's what >it look like to me. I'll keep UT3 on my hard drive for a while, but if the >modding and mapping community doesn't get to work then I'll go back to the >other Unreal games for deathmatch botting. UT3 suffered from two problems... 1. Rush job, just like you say. It was obviously pushed out the door to catch holiday sales. But then *that* problem was compounded by... 2. The success of GoW. All the talent at Epic games was siphoned off to work on Gears. UT3 got the second string talent and it shows. It's going to be a couple of patches before some of the most glaring issues are addressed. But it's not just the clients that are suffering. I've talked to a couple of server admins and they also are faced with a ton of problems. An emergency beta patch for servers is supposed to go out next week. I haven't heard about a client patch yet, but it's sorely needed.
Re: First Impressions on UT3
Author: goPostal
Date: Thu, 22 Nov 2007 19:18
Date: Thu, 22 Nov 2007 19:18
32 lines
2724 bytes
2724 bytes
"Folk" <Folk@folk.com> wrote in message news:spfbk3da3toeuudjhdhs52ekius779pg4j@4ax.com... > On Wed, 21 Nov 2007 15:15:02 -0700, "skippi" <spam@spam.net> wrote: > >>If the mutator and MOD community get on board for UT3, then UT3 will be >>great. But, why did Epic do such a half way job on UT3. At least that's >>what >>it look like to me. I'll keep UT3 on my hard drive for a while, but if the >>modding and mapping community doesn't get to work then I'll go back to the >>other Unreal games for deathmatch botting. > > UT3 suffered from two problems... > > 1. Rush job, just like you say. It was obviously pushed out the door > to catch holiday sales. But then *that* problem was compounded by... > > 2. The success of GoW. All the talent at Epic games was siphoned off > to work on Gears. UT3 got the second string talent and it shows. > > It's going to be a couple of patches before some of the most glaring > issues are addressed. But it's not just the clients that are > suffering. I've talked to a couple of server admins and they also are > faced with a ton of problems. An emergency beta patch for servers is > supposed to go out next week. I haven't heard about a client patch > yet, but it's sorely needed. Not to turn the thread in another direction Folksie but has the GoW save problem been addressed? I deleted it until saves could be made locally. I was absolutely pissed when I played for a couple of hours then found my game wasn't saved. I'd have taken the game back if I hadn't ripped the box open to make a lunchtray (doh).
Re: First Impressions on UT3
Author: goPostal
Date: Thu, 22 Nov 2007 19:20
Date: Thu, 22 Nov 2007 19:20
26 lines
2351 bytes
2351 bytes
"Folk" <Folk@folk.com> wrote in message news:5lfbk3h58cpq6vrnet5c7c34g0osb506aj@4ax.com... > On Wed, 21 Nov 2007 16:08:16 -0700, "skippi" <spam@spam.net> wrote: > >>Okay, what's up with this!!! I read somewhere that turning down the Video >>sliders down for textures, etc would IMPROVE the dirty looks. So, I turned >>both sliders in the advanced menu down to "1" and things look BETTER?!? >>Not >>quite as ugly, not quite as dark and dingy. Is this for real, or is it >>just >>me? > > Nope, it's not just you. Maxing everything out makes thing look too > "busy", for lack of a better term. Turning both sliders down to 1 > don't make things look "better" IMO, but to me it does make other > players easier to see. But then I turned things way down in 2k4 as > well. The fast paced action of UT doesn't really need a lot of eye > candy. I've found myself doing that too sometimes. I'll crank the visuals way back and it does indeed help gameplay. It's much more bland but with grass and shit out of your way the players do stand out much better. I read once where the most elite 2K4 player have settings only slightly better than wireframe :)
Re: First Impressions on UT3
Author: GTD
Date: Thu, 22 Nov 2007 20:10
Date: Thu, 22 Nov 2007 20:10
33 lines
2531 bytes
2531 bytes
Folk wrote: > On Wed, 21 Nov 2007 15:15:02 -0700, "skippi" <spam@spam.net> wrote: > >> If the mutator and MOD community get on board for UT3, then UT3 will be >> great. But, why did Epic do such a half way job on UT3. At least that's what >> it look like to me. I'll keep UT3 on my hard drive for a while, but if the >> modding and mapping community doesn't get to work then I'll go back to the >> other Unreal games for deathmatch botting. > > UT3 suffered from two problems... > > 1. Rush job, just like you say. It was obviously pushed out the door > to catch holiday sales. But then *that* problem was compounded by... > > 2. The success of GoW. All the talent at Epic games was siphoned off > to work on Gears. UT3 got the second string talent and it shows. > > It's going to be a couple of patches before some of the most glaring > issues are addressed. But it's not just the clients that are > suffering. I've talked to a couple of server admins and they also are > faced with a ton of problems. An emergency beta patch for servers is > supposed to go out next week. I haven't heard about a client patch > yet, but it's sorely needed. I'm not seeing patches fixing everything that IMO are problems. I'm not sure if they can up the limit of bots to 32 or more with a patch, but that's a big one, , but, , if they don't add some gametypes, I have little use for it. The (lack of) Adrenaline system is another thing I doubt can be fixed with a patch, and even if it was, the maps would need fixing also. I spent more on this than '04 was when it came out, yet there is what feels like half the content, maybe less.
Re: First Impressions on UT3
Author: Folk
Date: Fri, 23 Nov 2007 16:50
Date: Fri, 23 Nov 2007 16:50
50 lines
3606 bytes
3606 bytes
On Thu, 22 Nov 2007 11:18:45 -0800, "goPostal" <agutgopostal@hotmail.com> wrote: > >"Folk" <Folk@folk.com> wrote in message >news:spfbk3da3toeuudjhdhs52ekius779pg4j@4ax.com... >> On Wed, 21 Nov 2007 15:15:02 -0700, "skippi" <spam@spam.net> wrote: >> >>>If the mutator and MOD community get on board for UT3, then UT3 will be >>>great. But, why did Epic do such a half way job on UT3. At least that's >>>what >>>it look like to me. I'll keep UT3 on my hard drive for a while, but if the >>>modding and mapping community doesn't get to work then I'll go back to the >>>other Unreal games for deathmatch botting. >> >> UT3 suffered from two problems... >> >> 1. Rush job, just like you say. It was obviously pushed out the door >> to catch holiday sales. But then *that* problem was compounded by... >> >> 2. The success of GoW. All the talent at Epic games was siphoned off >> to work on Gears. UT3 got the second string talent and it shows. >> >> It's going to be a couple of patches before some of the most glaring >> issues are addressed. But it's not just the clients that are >> suffering. I've talked to a couple of server admins and they also are >> faced with a ton of problems. An emergency beta patch for servers is >> supposed to go out next week. I haven't heard about a client patch >> yet, but it's sorely needed. > >Not to turn the thread in another direction Folksie but has the GoW save >problem been addressed? I deleted it until saves could be made locally. I >was absolutely pissed when I played for a couple of hours then found my game >wasn't saved. I'd have taken the game back if I hadn't ripped the box open >to make a lunchtray (doh). Not yet. I found a method that's *supposed* to preserve your saved games but I didn't have to use it... I reinstalled the game and after that didn't lose any of the saves. But then in the final act I ran into another problem... stuttering. The Epic forums are filled with people having the same problem. The game just starts chugging like crazy and then often crashes to a blank display. I was *going* to get it to crash and post my log file to the forums, but then it magically quit stuttering and I was able to finish the game. This is one of the few single player campaigns that I will probably play again. They did a great job on making it a compelling story. But I'm not going to bother until they get a patch out.
Re: First Impressions on UT3
Author: Folk
Date: Fri, 23 Nov 2007 16:53
Date: Fri, 23 Nov 2007 16:53
41 lines
3339 bytes
3339 bytes
On Thu, 22 Nov 2007 11:10:11 -0900, GTD <Stooopid@duuuh.net> wrote: >Folk wrote: >> On Wed, 21 Nov 2007 15:15:02 -0700, "skippi" <spam@spam.net> wrote: >> >>> If the mutator and MOD community get on board for UT3, then UT3 will be >>> great. But, why did Epic do such a half way job on UT3. At least that's what >>> it look like to me. I'll keep UT3 on my hard drive for a while, but if the >>> modding and mapping community doesn't get to work then I'll go back to the >>> other Unreal games for deathmatch botting. >> >> UT3 suffered from two problems... >> >> 1. Rush job, just like you say. It was obviously pushed out the door >> to catch holiday sales. But then *that* problem was compounded by... >> >> 2. The success of GoW. All the talent at Epic games was siphoned off >> to work on Gears. UT3 got the second string talent and it shows. >> >> It's going to be a couple of patches before some of the most glaring >> issues are addressed. But it's not just the clients that are >> suffering. I've talked to a couple of server admins and they also are >> faced with a ton of problems. An emergency beta patch for servers is >> supposed to go out next week. I haven't heard about a client patch >> yet, but it's sorely needed. > >I'm not seeing patches fixing everything that IMO are problems. I'm not >sure if they can up the limit of bots to 32 or more with a patch, but >that's a big one, , but, , if they don't add some gametypes, I have >little use for it. The (lack of) Adrenaline system is another thing I >doubt can be fixed with a patch, and even if it was, the maps would need > fixing also. > >I spent more on this than '04 was when it came out, yet there is what >feels like half the content, maybe less. You don't read alt.games.unreal.tournament2003? I posted a changelog of a beta patch over there. One of the several thousand <g> things they're fixing is adding the capability of having 32 bots. The beta version is already available for download but if I were you I would wait for the official patch.
Re: First Impressions on UT3
Author: GTD
Date: Fri, 23 Nov 2007 17:17
Date: Fri, 23 Nov 2007 17:17
24 lines
1837 bytes
1837 bytes
>> I spent more on this than '04 was when it came out, yet there is what >> feels like half the content, maybe less. > > You don't read alt.games.unreal.tournament2003? I posted a changelog > of a beta patch over there. Not before I posted my previous message you didn't. . .. > One of the several thousand <g> things > they're fixing is adding the capability of having 32 bots. The beta > version is already available for download but if I were you I would > wait for the official patch. I found the beta patch, and, not to get too technical, , they only bumped it up to 31 bots, It's cool, I'm just surprised at the discrepancy. .. I was pretty surprised at the number of changes, ,makes me believe they were working on it based on the demo feedback, and have been since BEFORE it went gold. . No gametypes or such though. It is mainly bugfixes. It is a fat-assed list of them though. . .
Re: First Impressions on UT3
Author: me
Date: Fri, 23 Nov 2007 18:36
Date: Fri, 23 Nov 2007 18:36
18 lines
2110 bytes
2110 bytes
goPostal wrote: >> Nope, it's not just you. Maxing everything out makes thing look too >> "busy", for lack of a better term. Turning both sliders down to 1 >> don't make things look "better" IMO, but to me it does make other >> players easier to see. But then I turned things way down in 2k4 as >> well. The fast paced action of UT doesn't really need a lot of eye >> candy. > > > I've found myself doing that too sometimes. I'll crank the visuals way back > and it does indeed help gameplay. It's much more bland but with grass and > shit out of your way the players do stand out much better. I read once where > the most elite 2K4 player have settings only slightly better than wireframe Game graphics get better, computers improve, trying to keep up, and still we're turning graphics down to get better performance. I used to do this in UT99!
Re: First Impressions on UT3
Author: GTD
Date: Fri, 23 Nov 2007 18:39
Date: Fri, 23 Nov 2007 18:39
27 lines
2015 bytes
2015 bytes
GTD wrote: > >>> I spent more on this than '04 was when it came out, yet there is what >>> feels like half the content, maybe less. >> >> You don't read alt.games.unreal.tournament2003? I posted a changelog >> of a beta patch over there. > Not before I posted my previous message you didn't. . .. > > >> One of the several thousand <g> things >> they're fixing is adding the capability of having 32 bots. The beta >> version is already available for download but if I were you I would >> wait for the official patch. > > I found the beta patch, and, not to get too technical, , they only > bumped it up to 31 bots, It's cool, I'm just surprised at the > discrepancy. .. > > I was pretty surprised at the number of changes, ,makes me believe they > were working on it based on the demo feedback, and have been since > BEFORE it went gold. . > > No gametypes or such though. It is mainly bugfixes. It is a fat-assed > list of them though. . . I have to say though, all in all, they fixed a LOT of stuff. Kudos to Epic for that. .
Re: First Impressions on UT3
Author: Folk
Date: Sat, 24 Nov 2007 04:43
Date: Sat, 24 Nov 2007 04:43
24 lines
2364 bytes
2364 bytes
On Fri, 23 Nov 2007 18:36:59 GMT, me <me@privacy.net> wrote: >goPostal wrote: > >>> Nope, it's not just you. Maxing everything out makes thing look too >>> "busy", for lack of a better term. Turning both sliders down to 1 >>> don't make things look "better" IMO, but to me it does make other >>> players easier to see. But then I turned things way down in 2k4 as >>> well. The fast paced action of UT doesn't really need a lot of eye >>> candy. >> >> >> I've found myself doing that too sometimes. I'll crank the visuals way back >> and it does indeed help gameplay. It's much more bland but with grass and >> shit out of your way the players do stand out much better. I read once where >> the most elite 2K4 player have settings only slightly better than wireframe > >Game graphics get better, computers improve, trying to keep up, and >still we're turning graphics down to get better performance. I used to >do this in UT99! I'm not turning it down to get better performance. My system runs with all sliders maxed at over 150 fps average and never drops below 60. I'm turning it down so it's easier to see what I'm shooting at.
Re: First Impressions on UT3
Author: goPostal
Date: Sat, 24 Nov 2007 05:05
Date: Sat, 24 Nov 2007 05:05
40 lines
3148 bytes
3148 bytes
"Folk" <Folk@folk.com> wrote in message news:stafk3hnrjknj9jbfhje4otir703ls47o3@4ax.com... > On Fri, 23 Nov 2007 18:36:59 GMT, me <me@privacy.net> wrote: > >>goPostal wrote: >> >>>> Nope, it's not just you. Maxing everything out makes thing look too >>>> "busy", for lack of a better term. Turning both sliders down to 1 >>>> don't make things look "better" IMO, but to me it does make other >>>> players easier to see. But then I turned things way down in 2k4 as >>>> well. The fast paced action of UT doesn't really need a lot of eye >>>> candy. >>> >>> >>> I've found myself doing that too sometimes. I'll crank the visuals way >>> back >>> and it does indeed help gameplay. It's much more bland but with grass >>> and >>> shit out of your way the players do stand out much better. I read once >>> where >>> the most elite 2K4 player have settings only slightly better than >>> wireframe >> >>Game graphics get better, computers improve, trying to keep up, and >>still we're turning graphics down to get better performance. I used to >>do this in UT99! > > I'm not turning it down to get better performance. My system runs > with all sliders maxed at over 150 fps average and never drops below > 60. I'm turning it down so it's easier to see what I'm shooting at. Yeah, same here. Once you have played a map a few times, opened it in editor to look for any surprises, and added it to your offline list I pretty much stop looking at visuals. I can go to blank walls and for me the game is still as fun. The one exception for me personally is DM-Inferno. I freakin love that map. I can walk around looking at that for a long time and enjoy it. Playability isn't as good as most but visually it's right up there with the nicest maps I've seen. I wish I could decorate like that on my mapping.
Re: First Impressions on UT3
Author: GMAN
Date: Sat, 24 Nov 2007 17:52
Date: Sat, 24 Nov 2007 17:52
27 lines
2405 bytes
2405 bytes
In article <stafk3hnrjknj9jbfhje4otir703ls47o3@4ax.com>, Folk <Folk@folk.com> wrote: >On Fri, 23 Nov 2007 18:36:59 GMT, me <me@privacy.net> wrote: > >>goPostal wrote: >> >>>> Nope, it's not just you. Maxing everything out makes thing look too >>>> "busy", for lack of a better term. Turning both sliders down to 1 >>>> don't make things look "better" IMO, but to me it does make other >>>> players easier to see. But then I turned things way down in 2k4 as >>>> well. The fast paced action of UT doesn't really need a lot of eye >>>> candy. >>> >>> >>> I've found myself doing that too sometimes. I'll crank the visuals way back >>> and it does indeed help gameplay. It's much more bland but with grass and >>> shit out of your way the players do stand out much better. I read once where > >>> the most elite 2K4 player have settings only slightly better than wireframe >> >>Game graphics get better, computers improve, trying to keep up, and >>still we're turning graphics down to get better performance. I used to >>do this in UT99! > >I'm not turning it down to get better performance. My system runs >with all sliders maxed at over 150 fps average and never drops below >60. I'm turning it down so it's easier to see what I'm shooting at. Damn it sucks to get old!!!! LMAO!!!!
Re: First Impressions on UT3
Author: me
Date: Sat, 24 Nov 2007 19:45
Date: Sat, 24 Nov 2007 19:45
21 lines
1782 bytes
1782 bytes
Folk wrote: > I'm not turning it down to get better performance. My system runs > with all sliders maxed at over 150 fps average and never drops below > 60. I'm turning it down so it's easier to see what I'm shooting at. This is UT3?? I haven't got my copy yet. They tell me it's on its way :) I've played the demo but didn't test my FPS. I just assumed it would be demanding of the hardware, but perhaps I was wrong. What are your system specs? I have.. E6400 C2D nVidia 7900GS 1gb ram Hope it's good enough.
Re: First Impressions on UT3
Author: goPostal
Date: Sat, 24 Nov 2007 21:24
Date: Sat, 24 Nov 2007 21:24
45 lines
3151 bytes
3151 bytes
"me" <me@privacy.net> wrote in message news:gb%1j.1991$8k2.1955@newsfe4-win.ntli.net... > Folk wrote: > >> I'm not turning it down to get better performance. My system runs >> with all sliders maxed at over 150 fps average and never drops below >> 60. I'm turning it down so it's easier to see what I'm shooting at. > > This is UT3?? > > I haven't got my copy yet. They tell me it's on its way :) > I've played the demo but didn't test my FPS. I just assumed it would be > demanding of the hardware, but perhaps I was wrong. > > What are your system specs? > > I have.. > > E6400 C2D > nVidia 7900GS > 1gb ram > > Hope it's good enough. You might throw another GB of RAM in to keep any swapping from happening. The 7900 is a really great card for the money and you might look at overclocking it a bit to get a little extra. They have a nice bit of overhead room for that without risk of damage. My thoughts now that I have the full game is that I'm a little let down. All the maps look too much alike, all gritty and grainy. I like the new physics, much more realistic, but the overall effect is just OK for me. I'll probably play offline and stick with 2K4 for a while longer. I'm interested how the mappers will go with this. I'd like to see brighter, more open maps like ONS-Torlon. The VCTF is way too constrained to be fun. You can hardly turn a goliath in the maps. Geez, it's not like Epic is paying rental fee for leased combat lands :) Overall, worth the money but ultimately forgettable for now. Oh, and fix that goddamn game interface. If a group is going to mod, they should start with the 2K4 template and apply the UT3 browser to it. I can't find anything and there are too many screens to click through to get to a simple offline game.
Re: First Impressions on UT3
Author: §ď×darts
Date: Sun, 25 Nov 2007 04:35
Date: Sun, 25 Nov 2007 04:35
11 lines
1793 bytes
1793 bytes
On 22-Nov-2007, Folk <Folk@folk.com> wrote: > But then I turned things way down in 2k4 as > well. The fast paced action of UT doesn't really need a lot of eye > candy. Now that's what I was wondering about. I watched my nephew plaing yesterday. I saw a couple of maps that just seemed too big to maintain "fast paced action". How does this newest installment of UT compare as far as "fast paced action" is concerned.
Re: First Impressions on UT3
Author: skippi
Date: Sun, 25 Nov 2007 21:47
Date: Sun, 25 Nov 2007 21:47
11 lines
1590 bytes
1590 bytes
Happily, most everything we have complained about has been fixed with the 101 (beta) patch! I just installed it and most all of my gripes are gone. (I still wonder why turning down the graphic settings gives me a much better look in my book. But, I'm glad that UT3 scales well to various systems. Mine is an AMD 3 GHz, single core; 2 Gigs of DDR RAM; and an NVidia 7600 with 512 Megs of RAM.) skippi PS When you install the patch, make sure you pay attention to the mouse sensitivity settings!
Re: First Impressions on UT3
Author: GTD
Date: Mon, 26 Nov 2007 00:38
Date: Mon, 26 Nov 2007 00:38
20 lines
1847 bytes
1847 bytes
skippi wrote: > Happily, most everything we have complained about has been fixed with the > 101 (beta) patch! I just installed it and most all of my gripes are gone. (I > still wonder why turning down the graphic settings gives me a much better > look in my book. But, I'm glad that UT3 scales well to various systems. Mine > is an AMD 3 GHz, single core; 2 Gigs of DDR RAM; and an NVidia 7600 with 512 > Megs of RAM.) > > skippi > > PS When you install the patch, make sure you pay attention to the mouse > sensitivity settings! > > It fixed some, but it still leaves the game with little content. WTF is up with the Flak Cannon? It looks downright horrible (The fire effects, not the model itself), the secondary has a range on about two feet (You can almost catch up with it when running), and the primary projectiles seem slow.
Re: First Impressions on UT3
Author: Folk
Date: Mon, 26 Nov 2007 18:30
Date: Mon, 26 Nov 2007 18:30
35 lines
2303 bytes
2303 bytes
On Sat, 24 Nov 2007 19:45:16 GMT, me <me@privacy.net> wrote: >Folk wrote: > >> I'm not turning it down to get better performance. My system runs >> with all sliders maxed at over 150 fps average and never drops below >> 60. I'm turning it down so it's easier to see what I'm shooting at. > >This is UT3?? > >I haven't got my copy yet. They tell me it's on its way :) >I've played the demo but didn't test my FPS. I just assumed it would be >demanding of the hardware, but perhaps I was wrong. > >What are your system specs? > >I have.. > >E6400 C2D >nVidia 7900GS >1gb ram > >Hope it's good enough. Epic has done a great job tweaking Unreal Engine 3 for UT3. There's a lot of problems with the game but with all the bitching I don't see too many people saying it won't play on their hardware as long as the hardware is relatively current. Outside of the memory increase suggested by GP, you should be good to go. But... I *do* run a God box. :) Q6600 @ 3.0 8800 GTX 2 GB DDR2
Re: First Impressions on UT3
Author: Folk
Date: Mon, 26 Nov 2007 18:33
Date: Mon, 26 Nov 2007 18:33
23 lines
2055 bytes
2055 bytes
On Sun, 25 Nov 2007 04:35:02 GMT, "§ï×darts" <sixdarts@hotmail.com> wrote: > >On 22-Nov-2007, Folk <Folk@folk.com> wrote: > >> But then I turned things way down in 2k4 as >> well. The fast paced action of UT doesn't really need a lot of eye >> candy. > >Now that's what I was wondering about. I watched my nephew plaing >yesterday. I saw a couple of maps that just seemed too big to maintain >"fast paced action". How does this newest installment of UT compare as far >as "fast paced action" is concerned. Sup man. LTNS. See my reply to "me". Runs good on recent hardware. IMO, they've really nailed DM on UT3... unless you were in love with 2k3/2k4 player movement, that is. Player model feels more "grounded" and "gravity" feels more realistic. Weapon balance is good. DM/TDM players should be pleased. UT3 has a redo of Deck 16... lot's of fun.
Re: First Impressions on UT3
Author: Folk
Date: Mon, 26 Nov 2007 18:35
Date: Mon, 26 Nov 2007 18:35
28 lines
2392 bytes
2392 bytes
On Sun, 25 Nov 2007 15:38:33 -0900, GTD <Stooopid@duuuh.net> wrote: >skippi wrote: >> Happily, most everything we have complained about has been fixed with the >> 101 (beta) patch! I just installed it and most all of my gripes are gone. (I >> still wonder why turning down the graphic settings gives me a much better >> look in my book. But, I'm glad that UT3 scales well to various systems. Mine >> is an AMD 3 GHz, single core; 2 Gigs of DDR RAM; and an NVidia 7600 with 512 >> Megs of RAM.) >> >> skippi >> >> PS When you install the patch, make sure you pay attention to the mouse >> sensitivity settings! >> >> >It fixed some, but it still leaves the game with little content. > >WTF is up with the Flak Cannon? It looks downright horrible (The fire >effects, not the model itself), the secondary has a range on about two >feet (You can almost catch up with it when running), and the primary >projectiles seem slow. They've really screwed up that weapon. For me primary is OK, but the arc on secondary makes it a joke... it has absolutely no relationship with the crosshair and always fires at some undetermined level *above* the crosshair. You have to aim well below something that's directly in front of you in order to hit it.
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads