Since Doombabbies have their own threads, let's start one for the superior series.
What's your favorite game, weapon and game type?
I remember playing UT with up to 15 other assholes, then one day I read in a gaming magazine that a new console (I think it was the 360, I'm not sure to be honest) would allow up to 8 players games, it took me years to understand why were they so excited.
Anyway, my favorite game mode was domination and my favorite map was deck16, however I played a lot of facing worlds because my friends loved capture the flag and I didn't really care. My favorite weapon was the Railgun.
This was 12 years ago. Shit if I remember
Probably shot gun. This game is probably the reason I suck at every other FPS
Only played online with max players
>on-rails boring blah blah blah linear shooter with horrible weapons and bland square graphics even for its time
>cookie cutter dumb enemies
>several open exploration-focused levels
>goddamn beautiful graphics for its time and still looks nice today
>great balanced and situational weapons with real power and solid feel
>imaginative enemy types that dodge, hide, plan and evade you
HL was destroyed by the original Unreal and still HL became the "game of the year best game ever 10/10" fan favorite.
It was the fucking Halo of PCs. Overrated and outshined by fucking everything else. Unreal destroyed it.
Go play the original Unreal.
Just, you know, skip Return to Na Pali if you want and ignore the fact there was an Unreal 2.
It's a toss up between 99 and 2k4. I love both of the games
Deck16][, Curse][, Turbine, Zeto
Run, Foregone Destruction
Unreal Tournament 99 was the reason I upgraded my computer so the game could run smoothly. I was completely blown away the first time I've installed the demo. I've played Turbine so many times the track Run is engraved into my brain and back then I was convinced that UT99 was the peak of video games.
Well it helped that after Valve fixed most of the big bugs the game was significantly less buggy than Unreal and everything kind of worked just worked well. Mouse input for example wasn't dogshit in HL, but it was in Unreal. The interface was crap in Unreal. HUD is junk at high resolution. High framerate fucked with animations and the game in general. The console and configuring custom configs was always junk in UE. Unreals multiplayer was slower. Unreal in general was clunkier feeling as well. The crosshairs were broken up to UT2K4. The moddability was UE tier, whereas HL came in with a degree of backing from Quake developers working with the older engine. So, yeah, kind of makes sense.
I'm not saying Unreal is the worst game or anything, but for some of the nice things like high resolution textures and some shiny textures that it supported everything about the game was basically rank amateur as far as polish went. Plus it was buggy on top of that. HL1 while it has it's problems too had a fair bit more polish to what it was.
Also, HL1 wasn't really the Halo of the PCs. Really it's super high regard was a later thing by newer players. Many people, especially people playing online were meh about it. HL1's big selling point that kept it around as long as it was in fact CS, which was the CoD of it's time. That's why you have all the 10/10 fuckers these days.
>flak cannon or instagib rifle
>4 way tdm or instagib tdm/dm
phobos moon played the shit out of it in the demo
forgone destruction or go down
i agree unreal got robbed people these days don't even realise the original exists
I like them all, but I seem to come back to Unreal 1 more often.
Assault for the UT games.
ASMD / Shock Rifle.
I generally use an FOV of 95-115, depending on the display. Fav map is AS-Convoy form 2K4.
I like Unreal better myself. The DM was almost identical to UT99, and there are mods for CTF and what not. Plus the single player is great, and one of the best coop games I've played.
I was hosting coop all last week actually. Hosting Hexen this week...
>i agree unreal got robbed people these days don't even realise the original exists
Ditto. I saw a "best FPS weapon" thing the other day talking about the Flak Cannon from UT99. Not even mentioning Unreal once.
I've never had any issues with bugs in Unreal, though there were many patches for it, and there is a fan patch (227i/j) that makes it run flawlessly.
Game mode: Tie between CTF and TDM
Shootin': Rocket Launcher
Maps: CTF-Gauntlet, DM-Bishop, DM-Barricade, CTF-Eternalcave, CTF-Dreary, CTF-Epicboy, DM-Agony, DM-Curse][, DM-Morbias][, DM-Deck16][, DM-ArcaneTemple, DM-Codex
The gold version and versions from 224-226 are pretty bug-free. Anything older can experience a shedload of bugs. From my experiences with 205:
>Everything running at 2x speed bar music and sound
>Forces being applied so strong that it makes several levels impossible or difficult to beat (Rrajigar mine)
>Music playing at the wrong speed
>not experienced it myself, though I have heard of netcode issues
Think goodness this all got patched out. Meanwhile HL1 seems to be getting buggier: I always seem to get stuck in elevators or other moving platforms.
>Everything running at 2x speed bar music and sound
I did have that on anything with multi core CPUs, yeah. Forgot about it though.
The only thing I've had an issue with when playing online is in some levels the monsters get triggered too early and in one occasion blocked off a door I needed to get through.
I'm actually really digging UT4. Most of the maps are unfinished placeholders but I've played Bungie games so I'm used to that.
Seconding love for the flak cannon if only because primary and alt fire are the most different and complimentary of any gun.
Second would be the shock rifle because if you get really good at detonating the alt fire plasma spheres you can just absolutely thrash anybody.
Honorable mention: Link gun.
I just got into the series after playing the new one.
I got a PS2 copy of Unreal Tournament for $2 because I wanted to play it splitscreen with friends and when I actually got home I discovered it doesn't work.
I'm going to try and fix it since the store's selection is too shit to return for store credit.
Strongly want to give it to 2k4 for taking the series to where it did with gamemodes and bot interaction, but all I care about is arcade-ish deathmatch so 99 takes the cake
Turbine, Facing Worlds, Coret
[My World by Noisia reminds me of this song: https://www.youtube.com/watch?v=3L-tqhBXzMA]
Dual Enforcers and Flak
110 is the sweet spot
Red Team Metal Guard Wraith
I will say that UT99 has some pretty fucking ace music over Unreal.
Both games music fits the environments really well imo. It could just be nostalgia talking, but it feels like they were made specifically for their respective maps by someone who gave a damn. Very little game music takes me back like Unreal/UT99s
Long list incoming
99 and U1 tied with 2k4 close second
one fave map per gamemode:
U1:the darkmatch map
Skyward, Enigma, Underworld II, Mech 8
U1: Wargate, Surfacing, Nightvision, Chizra
Flak Cannon, Minigun, Dual Enforcers
U1:Rifle aka Pocket Howitzer
Metal Guard Von
U1: the girl with the black facemask
Masterful, sometimes Inhuman, rarely Godlike
I've never seen anyone mention that map and it's a shame because the level design is so great along with the music track which feels like it was made specifically for that Egyptian themed stage. It all fits so perfectly.
Trying to play UT/Oldskool Unreal on my laptop and I've been getting odd slowdowns. Not like low FPS, but actual moments where it moves slowmo. I've read a few old forum posts about this issue and apparently it has to do with power saving features on some laptop CPUs. I've tried forcing high performance power mode, setting affinity to only one core, but I still get slowdowns.
Anyone have this problem and found a fix that isn't some "download this program from this broken link or fuck with your BIOS" answers I found in old 2008 threads?
My favorite aspect of the console versions of 99 were the compensations. Yah know? stuff like split-screen, controller optimized maps and the motherfucking hype menus; Dreamcast had the best presentation.
CS being the COD of its time feels oddly but totally right and sometimes it pisses me off that it killed off futuristic FPS games for a while.
Also, Unreal was fun as fuck. Can't quite decide between UT99 and 2K4 (not retro, as well as the pretty cool UT4) for total favorite. However, none can deny the general oomph of the Flak Cannon. Shit's so good!
You forgot the part where the split screen worked at slicky smooth butt baby 10 fps.
Too bad, I was the only one who though back then we should play Outrigger instead since it's worked better for the Dreamcast controller.
I loved 1 the most. The campaign primarily, but I really spent a lot of my early teens playing team DM. Loved how you could play co-op too. Wish modern FPS still provided that option instead of a shitty survival mode.
Favourite maps: Deck 16, Mobius, Tundra
Favourite weaps: ASMD, Razorjack
This game still look good.
What is this sorcery?
Try forcing the game to run on one thread.
Whilst the game is running, go to task manager by pressing Ctrl-Alt-Esc. Go to the Processes tab, right-click UnrealTournament.exe and select Set Affinity. Uncheck every box except CPU 0 and then click OK.
I know there's a way to set this permanently involving the command line, but I forget.
Disregard this, I only just saw the bit about already trying this.
What operating system are you running? Under Windows 8 and above, the default D3D renderer has slowdown issues. Switching it to OpenGL should fix them. Even better is to download an alternative renderer: I prefer using the D3D9 port of UTGLR at http://www.cwdohnal.com/utglr/ .
Seconding this. Not only did it help me with choppy framerate, it also helped with brightness issues I had with the game being too dark even when you bumped it up to max in options.
Weapon: One of the few games where I like pretty much all of the weapons, every single one has its strengths and weaknesses and are really fun to use.
Gametype: DM / DOM (translocator is just too much fun)
Maps: DM-Deck 16, DM-Fractal, DM-Morpheus, DOM-Sesmar, DOM-Condemned, DOM-MetalDream (this map blew my 8 year old mind with its size)
Songs: Mech-8, Go Down, Razorback, Run, Mission Landing. But let's be fair this game has an amazing soundtrack across the board.
>yeah, because unreal was such a revolutionary game...
Haha, what. Are you implying it's bad because it didn't invent the genre? Unreal's enemy AI is lightyears ahead of DOOM's and is still more involved than most shooters.
Call me when enemies in DOOM actively dodge gunfire.
Enemies in DOOM and Quake mostly just run at you and shoot at you. Anyone who thinks Unreal wasn't blowing minds with it's AI back in 1998 needs a history lesson.
That first moment when I fired at an enemy and it rolled out of the way then I fired again and it rolled out of the way again, my entire world just got flipped upside down.
Yep. The guy who developed the Reaper bots for Quake 1 is the same guy who did a lot of the programming for Unreal, inc. the enemy & bot AI.
That's more of a real simple thing since they sit still like a sitting duck doing it, along with only having a chance to duck. Skarrj consistently dodge rockets every single time you shoot at them even constantly.
Most of my issues have been fixed by using the nGlide wrapper and running the 3dfx renderer. Looks good and no bugs or slowmo, only issue is 4:3 aspect ratio only and a little choppy FPS around heavy volumetric fog due to being on a shitty laptop.
Intel 965 Express chipset. Good enough for retro games but just barely.
Still got slowdowns with these, plus some weird graphical bugs with some skyboxes, although I've used them on my newer desktop rig and they're great on that.
Ugh, the 965 is comparable to a GeForce FX 5600 Ultra. I prefer dumping SSAA and TrSSAA on older games.
so many people in here mentioning AI, it kind of baffles me. Descent, a couple years earlier, had some really crazy AI, including dodging, leading, misleading, sneaking and crude pack behavior.
As for it wenting downhill, that's simply because the gains of complex AI are minimal. Much easier to script a bit of behavior, and to the player similarly convincing. It's a simple economic decision. During the Descent, Thief and Unreal days, developers gained a bit of recognition by pulling these stunts. Few years later though, publishers realized that recognition does not translate to money, so it was dropped, in favor of the cheaper alternative. The joy of game development as a pure business.
>965 is comparable to a GeForce FX 5600 Ultra
You must have been high when you made the comparison. The 965 is MUCH weaker. Good enough for /vr/, but sucks at anything post-2001. The GeForce is able to handle those games far better.
He didn't really write the code to the bots, but he would likely have kept track of it. Also, I've never had any logs for bots and they sure as fuck don't "learn" on mine. In fact I could consistently get them to run back and fourth between two points because they ran out of ammo and couldn't do anything and I strafe jump around them I could basically lock them up as they keep trying to move in the opposite direction.
If there ever was a log option, it sure as fuck wasn't a default thing. But there were mods like brainwerks or whatever it was called that supposed changed up the AI.
>the gains of complex AI are minimal
Not really. Complexity does not even confer gains in many cases, in some cases it makes it worse. Complexity is complexity not improvement and advanced strategy, especially when it's sufficiently complex to be gamed even harder for it. Simple AI can actually sometimes be harder to game than complex AI making it more difficult. Because simple AI may often ignore what would be techniques used to confuse or break it. Or not make as bad tactical mistakes as AI programmed to try to be clever. Or in HL1's case for example, end up being broken thoroughly by the way it operates, such as being absolutely non-responsive to a player in front of it for significant periods as it goes through it's "charade" rather than being reactive. Almost as bad as HL2's "player can't see enemy - don't shoot them" AI which allowed players to pick up debris and hold it in front of their faces to simply walk up to and around AI.
>I haven't seen Doom and the original Quake's enemies stand in place and let me plummet them without fighting back
Outside of pain sequences you mean. But yeah, that was one of my points. Complex doesn't mean better, it means complex. If I build a super complex nuclear car and all it does is explode when the driver turns the key, clearly complexity hasn't improved upon the car in this case. Complexity can make it harder to find faults, it can make things better or worse. It's neither good or bad, it's different. Kind of like with coding, often complex code is worse than simple code. People who are new at coding usually have complex spaghetti code. Veterans often have simplified and efficient code. It's not strictly a decreasing cost, a good complex AI is always good. A bad complex AI is usually not. To understand why complex AI is not strictly diminishing returns. The best AI we know of, human intelligence. Purely biological, chemical, often faulty, complex - yet it still every game of multiplayer you've ever played has been significantly improved both for coop and competitive play modes by the mere improvement of intelligent action and not in a minor way, but in a vastly qualitatively differing experience. To produce human level of conceptualized play even with minimal input isn't a minimal return it's damned revolutionary. It just takes a lot of work to get there and really is hampered by mere play entities coded at whim attempting reinventing a basic wheel. When great AI comes to games, it won't be in specific game, it'll be in all games in the same way people can play all games. Before it reaches that kind of point, it'll be a middleware solution and likely even hardware based the same way physics is offloaded to GPU. But it won't have diminishing returns, it'll make any game utilizing it far more exciting and realistic.
HL1's enemy coding gives off a lot of "newbie coding vibes", like the overly complex roach behavior, all the shit the Houndeye can do (like the sleeping behavior) that the player will never notice unless someone that's cracked open the code points out, and the soldier AI that will break at the drop of a hat, causing the soldier to completely freeze.
I want to install Unreal, UT99 and UT2k4 on linux. It seams that unless I have the dvd (I have the gog version of 2k4 and the steam versions of everything else) or a patch I cannot find, I cannot do it. Anyone know how to do it?
who /MonsterHunt/ here? MH is super fun with U4e. I highly recommend trying it.
Post your favorite mods.
Oh it is, U4e utilizes the Unreal engine to it's potential. There's weapons that disintegrate, inflate/shrink, and freeze (you shatter into shards too). I remember as a kid somehow finding a way to stay shrunken after respawning but I've long forgotten how. I'd post webms but footage/screenshots I take in UT come out really dark for some reason.
Definitely. It's a shame the 2k4 version never left beta. Weapons of Evil and Ballistic Weapons come close but they're not the same but still awesome in their own right. I hope the creator comes back for UT4 since Epic lauds it as totally open source. There better be CUHRAZY mods for it like UT99 had. Pic related.
My faves were not the BFG type guns, but the bow and arrow, because of the wide choice of different arrow types. Explosive, poison, black hole, etc.
Also with some skill you could master trajectory by holding down fire the right length of time
Nailing someone with a poison arrow from the rafters, then stalking them as they slowly die was really satisfying
Make sure you have all four bonus packs (you probably do)
Install the S3TC textures (you don't need to replace the stock files, just put the new ones in another folder and edit UnrealTournament.ini)
Update the game to 451b
Get the updated renderers (DX9, DX10, OpenGL according to your taste)
Check the Oldunreal forums for the OpenAL audio renderer
The real king of AI came a few years later in F.E.A.R however. Not that the maps really showed that, but it was internally very revolutionary.
Back on topic: Unreal is fucking amazing. It holds up incredibly well graphically even today, it has that sense of exploration and being part of a world greater than the playing area, and combat is cool as heck.
Only thing I'm not a fan of are the somewhat boring enemies (except the skaarj naturally).
Blue4life, red is for menstruating pussies
CTF-Hydro16][, CTF-Niven, DM-Deck16, DM-Morpheus, DM-Peak, ONS-Torlan, DM-Viridian-TOURNEY
ChaosUT, Thievery, Ballistic Weapons
This is by far the most memorable track in the game. Getting out of the ship wreckage and seeing that vast landscape out there for you to explore instead of the confined spaces you were so used to before in other fps games while that music was slowly building up in the background was one of the most mindblowing experiences at the time.
You can install Unreal I pretty easily. Set up WINE and install Unreal I onto it. Download the 227i patch and install it, making sure to select the 'Linux Native Files' option. You should then be able to launch Unreal in Linux.
I'm a huge fanboy for Nightvision. The whole portion with the Mercenaries in Terraniux was very memorable to me, for some reason.
I like do a playthrough of original Unreal at least once/twice a year. The length of the game is very satisfying as, even do I beat it multiple times, the journey is still rewarding.