Yeah ...
Hier zat ik al een tijdje op te wachten ...
1.1 Minimum System Requirements
Operating System: Windows 98/Me/2000/XP (Linux in separate download)
Processor: Pentium III or AMD Athlon 733 MHz processor
Memory: 128 MByte RAM
Hard Disk Space: 300 MByte free
Video: 16 MB TNT2-class or other DirectX version 6 compliant video card*
Sound: Windows compatible sound card. NVIDIA nForce or other motherboards/soundcards containing the Dolby Digital Interactive Content Encoder required for Dolby Digital audio.*
DirectX: DirectX version 8.1 or higher for cards with a hardware transform & lighting unit. DirectX version 8.1b for cards without a hardware transform & lighting unit (e.g. TNT2, Radeon 7000)
Modem: 33.6K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported.
1.2 Recommended System Requirements
Operating System: Windows 98/Me/2000/XP (Linux in separate download)
Processor: Pentium III or AMD Athlon 733 MHz processor
Memory: 256 MByte RAM
Hard Disk Space: 500 MByte free (300 MByte for game, 200 MByte swap)
Video: NVIDIA GeForce2 or ATI Radeon (32-128 MB VRAM recommended)*
Sound: Sound Blaster Audigy series sound card*
DirectX: DirectX version 8.1 or higher for cards with a hardware transform & lighting unit. DirectX version 8.1b for cards without a hardware transform & lighting unit (e.g. TNT2, Radeon 7000)
Modem: 56K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported.
* Indicates device should be compatible with DirectX, version 8.1 or higher.
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2 Performance
2.1 Resolution
The resolution in which you run the game will have the greatest impact on performance if you are not in the lucky position of running the latest top of the line graphics cards. Running at 640x480 in 16 bit mode or even 512x384 in 16 bit mode should provide decent performance even on older hardware.
2.2 CPU Speed
The game is also very sensitive to CPU speed, memory bandwidth, and cache performance. Thus, it runs far better on leading-edge processors like those of AMD and Intel. See section 1.2 for a guideline on recommended specs.
2.3 Memory
Unreal Tournament 2003's performance is highly dependent on the amount of RAM you have in your machine, and the amount of memory that is available. Machines with less memory will access their hard disk more frequently to load data, which causes sporadic pauses in gameplay. Thus, if you have a 128 MByte (or less) machine, you should make sure that you don't have other unnecessary programs loaded in memory when playing Unreal Tournament 2003.
How the game will perform under different RAM conditions:
64 MByte or less: lots of swapping
128 MByte: minimal swapping with default settings
256 MByte: might swap in rare cases with highest texture detail
512 MByte or more: shouldn't swap
2.4 Considering upgrading?
For people considering upgrading their machines, here are some tips based on our experience running Unreal Tournament 2003 on a variety of machines:
The biggest performance gain in Unreal Tournament 2003 comes from having a state of the art graphics chip.
The next upgrade that tends to improve Unreal Tournament 2003 performance is upgrading your CPU.
Finally, lots of RAM helps. With memory prices continually falling, it's now reasonably affordable to upgrade to 256 MByte of system memory.
2.5 Getting better performance
By default Unreal Tournament 2003 picks hardware specific default values the first time you run the game which should result in decent performance but there is always room left to tweak.
Resolution and texture detail levels have the greatest impact on performance, if you have a fast CPU. So you might want to tweak the settings to achieve the visual quality / performance tradeoff you desire.
If you have a fast graphics card, but a rather slow CPU you might want to lower the World detail setting in the detail settings menu.
Last but not least, if you have both a fast CPU and a fast graphics card you shouldn't have to read this
.
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3 Troubleshooting
3.1 Crashes
If Unreal Tournament 2003 stops with a "Ran out of virtual memory" message, you need to free up more hard disk space on your primary drive (C:) in order to play. Unreal Tournament 2003's large levels and rich textures take up a lot of virtual memory. We recommend having 500 MByte of free hard disk space for running the demo.
On cards without hardware accelerated transform & lighting the game will crash reporting a problem in "DrawIndexedPrimitive" with DirectX 8.1. The problem has been addressed by Microsoft for DirectX 8.1b. Please upgrade your version of DirectX - see section 3.10 for instructions how to do this.
3.2 Sound issues
If using a 3D sound accelerator such as the Sound Blaster Audigy series sound card, you can go into "Options/Audio" to enable EAX 3.0 by selecting the "Hardware 3D Sound + EAX" options.
You need to upgrade to the latest version of Sound Blaster Audigy drivers in order to get acceptable 3D sound performance.
Using Unreal Tournament 2003 in conjunction with earlier versions of the drivers MAY cause severe performance problems (major slowdowns in the order of 30-50% while playing sound) in which case you should change the option back to the default "Software 3D Audio".
If your computer is hooked up to a 5.1 speaker system, you should go into "Options" and turn on "Hardware 3D Audio" to take advantage of 360-degree sound panning, which rocks.
3.3 Network play issues
The minimum speed connection for acceptable Internet play performance is a 33.3K modem connection to your Internet Service Provider.
Known network play issues:
When a new player enters a network game, clients may experience a 1/4-second pause while the mesh, skin, and other data is loaded for that player. This is by design.
Unreal Tournament 2003's Internet play performance is highly dependent on the bandwidth of your connection, the latency (ping time), and the packet loss. The game is designed to be playable up to 300 msec ping times, 5% packet loss, and 33.3K connection speeds. Performance degrades heavily under worse latency, packet loss, and bandwidth connections.
3.4 Control issues
Some PC keyboards can't recognize certain combinations of 3 or more simultaneously pressed keys.
3.5 Direct3D
Please ensure that you are running the latest drivers for your graphics card as Unreal Tournament 2003 stresses the hardware and drivers to a greater extent than most available games and we rely on a number of bug fixes hardware vendors incorporated into their latest drivers. To obtain the latest drivers please visit the website of your graphics card manufacturer.
3.6 NVIDIA 40.41 drivers
The NVIDIA 40.41 drivers are known to have visual flaws and performance problems (hitching) with the Unreal Tournament 2003 Demo which are not present in the 30.82 drivers. The issue has been addressed by NVIDIA and future drivers released by NVIDIA will contain the appropriate fixes.If you are currently running the 40.41 drivers please either downgrade to 30.82 or install newer drivers when available.
3.7 GeForce 4 MX/Go issues
With GF4 MX/Go cards you might experience graphic corruption in 32 bit mode. The problem has been addressed by NVIDIA and upcoming drivers will contain the fix. A workaround for now is to play the game in 16 bit mode.
3.8 Radeon 7x00 issues
Radeon 7x00 cards exhibit a couple of visual flaws like the hanging banners in BR-Anubis which will be addressed by us for the full version of the game.
We recommend using the 7.76 drivers (Catalyst 2.3) drivers as they incorporate fixes for running the Unreal Tournament 2003 Demo.
3.9 TNT2 / Kyro II / Voodoo 3 issues
Due to the lack of certain key functionality like texture compression and cubemap support TNT2, Kyro II, Voodoo 3, G400, ... cards won't be able to run the game at the full visual quality. As uncompressed textures are much larger than the compressed ones we have to drastically scale down both size and color depth of the textures in order to fit them into video memory. This means you will notice banding artifacts - especially in the menus.
The lack of cubemap support means that reflections won't look correct though during gameplay you'll most likely be hard pressed to spot the difference.
3.10 OpenGL issues
The OpenGL renderer is not officially supported on Windows but might be a good choice on certain hardware / driver combinations as it might trigger fewer bugs in drivers. Unless you are experiencing serious visual flaws there is no reason to change to the OpenGL renderer though. Unlike Unreal Tournament, Unreal Tournament 2003 was designed around D3D and offers the best performance and visual quality with the D3D renderer.
Also please keep in mind that the OpenGL renderer is still work in progress and has higher system requirements than the D3D renderer. E.g. it relies on the presence of texture compression which rules out e.g. TNT2 cards.
The OpenGL renderer is known to not work correctly with pre-7.76 ATI drivers.
3.11 Obtaining DirectX 8.1b
DirectX 8.1b contains bug fixes in the DirectX runtime that are required for the game to run on cards without hardware transform & lighting. E.g. TNT2, Kyro I/II, Voodoo 3, Radeon 7000, ... DirectX 8.1b will be included on the retail CD.
If you are running Windows 98/ME/2000 you can download DirectX 8.1b using the below link.
http://www.microsoft.com/windows/directx/downloads/drx81.asp
For Windows XP you have to install QFE 321178 to upgrade your version of DirectX to 8.1b
http://support.microsoft....spx?scid=kb;en-us;Q321178
Please note that Windows XP Service Pack 1 contains this fix.
http://www.microsoft.com/...vicepacks/sp1/default.asp
3.12 Game is starting up windowed
If the game fails to obtain keyboard focus when launching it will start up windowed. In this case you can click on the window and press ALT-ENTER to switch to fullscreen mode.
--------------------------------------------------------------------------------
4 Controls
4.1 Keyboard
You can bind new keys to controls by clicking on the "Controls" tab of the Preferences menu inside of Unreal Tournament 2003. There are many controls to bind.
4.2 Mouse
Although you can rely solely on your keyboard to move around in and interact in Unreal Tournament 2003's 3D universe, using both the keyboard and mouse simultaneously gives you much more fluid and responsive control.
When you use the mouse to control your rotational movement and aiming you gain a degree of precision and speed that players using keyboard-only controls can't touch. The keyboard is best used for simple lateral and forward/backward movement, and for jumping.
To master the default controls in Unreal Tournament 2003, keep your left hand on the keyboard, using the arrow keys for movement, the 0-9 keys for weapon selection, and the space bar for jumping. Your right hand operates the mo
use, controlling rotation, aiming, and firing. Of course, you can customize these controls to suit your preferences via the Options Menu.
4.3 Speech Menu
Press the 'V' key to open the speech menu. You can now select various commands and taunts. Under the Orders submenu you can select a job to assign to a teammate. If your bot is a teammate they will automatically carry out your orders. The available orders are:
Defend the Base.
The ordered bot will immediately make his way to your base and
protect it from enemy attack.
Cover Me.
The bot will find you and follow you attacking enemies that you
encounter.
Assault the Base.
Orders the bot to go offensive. In CTF this order is replaced
with "Capture the Enemy Flag."
Hold this Position.
The bot will find your current location and try to protect it
from enemy attack.
Freelance.
Releases the bot from previous orders. A freelancing bot will
make their own battlefield decisions.
If you give an order to "All" then every bot on your team will attempt to
complete the order. If you look at a bot the speech menu will have the
option to "Order This Bot."
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5 Dedicated Network Servers
5.1 Explanation
For optimal network play performance, you can launch a dedicated copy of the Unreal Tournament 2003 server on a computer. This improves performance compared to using a non-dedicated server but, of course, since it ties up the PC.
Anybody may freely run dedicated servers on the Internet; you don't need to get permission or fill out any paperwork.
5.2 Launching
You can launch a dedicated server by going through the regular Unreal Tournament 2003 menu, select "Host Multiplayer Game | Game & Map, setting the appropriate options under the 'Server' tab, being sure to check 'Dedicated Server'. This is what you'll want to do for quick LAN games where you have an extra machine sitting around that can act as a dedicated server.
Alternatively, you can launch a dedicated server from the command line by running UnrealTournament2003.exe directly (which usually resides in the c:\UnrealTournament2003\System directory, or the System subdirectory of whatever other directory you installed the game in). For example, to launch the level "DM-Antalus", run:
ucc server DM-Antalus.ut2
5.3 Multiple Servers Per Machine
Each copy of the dedicated server can serve one and only one level at a time.
However, you can run multiple level servers on one machine. To do this, you must give each server a unique TCP/IP port number. The default port number is 7777. To specify a port, use the following type of command line:
ucc server DM-Antalus.ut2 port=7778
5.4 General performance guidelines
We find that an 600 MHz CPU can usually handle about 16 players with decent performance. The performance varies with level complexity and other machine speed factors, so your mileage may differ. Performance degrades as the number of players grows huge.
If you're running multiple servers simultaneously, Windows XP/NT/2k outperforms Windows 9x due to its superior multitasking and TCP/IP processing capabilities.
For best performance, we recommend having 128 MByte of memory per running server. For example, for running 2 simultaneous servers your machine should at least be equipped with 256 MByte of memory.
The Unreal Tournament 2003 server uses up at least 33.38 bits per second of outgoing bandwidth per player (on Internet), so if you run the server on a machine connected by a 28.8K modem, you'll only be able to support one client with decent performance. Dedicated servers that support many players generally require the outgoing bandwidth of a T1 line or better.
5.5 More Information
Visit the Unreal Technology Page for extensive information about running Unreal Tournament 2003 servers. Some topics addressed there include:
Remote server administration
Linux version of the server (separate download including special README for Linux)
Serving custom levels and game types
Administering public servers that appear in the server list
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6 Benchmarking
6.1 Overview
The Unreal Tournament 2003 Demo comes with a large variety of benchmarking functionality. The easiest way to utilize it is by starting Benchmark.exe in the System directory of your Unreal Tournament 2003 installation directory. This will bring up a dialog box asking you to pick a resolution and when you press okay, it will run 4 consecutive tests (two level flybys and two botmatches). It is important to not touch the mouse before the final dialog with the results pops up. The result dialog displays the average framerate of the two flybys and the two botmatches.
6.2 Possible issues
The benchmark will always try to run at the highest detail settings so results will not be directly comparable with cards on which the game can't render at the highest detail level (e.g. TNT2 and Kyro I/II cards).
For the botmatches the Benchmark.exe is running a game with just bots, with the player in spectator mode. In case the engine can't run at the highest detail settings the outcome of the botmatch might differ leading to a different botmatch and therefore numbers not comparable to other results. This could also happen when comparing different kinds of CPUs. So either watch the botmatches carefully when benchmarking to ensure that they are the same every time or compare the number in brackets in benchmark.log. If the number is the same, the exact same sequence was rendered.
6.3 Further information
In the Benchmark directory you will find a couple of batch files which can be used to run individual tests and to create a big batch file for automating the whole process of running at multiple resolutions.
The game will log a lot of information and stats while in benchmark mode and the results can be found in the subdirectories of the Benchmark folder. Of the most interest is the CSV folder, which contains the myriad of stats the engine collects on a per frame basis in the form of a "comma separated variables" file which e.g. can be opened in Microsoft Excel.
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7 Online Stats Tracking - UT2003stats
7.1 Overview
Unreal Tournament 2003 has built in support for the freely available service UT2003stats. UT2003stats lets you track and display your scoring and ranking and provides gameplay statistical analysis for your Internet games.
For a detailed breakdown of your stats visit UT2003stats at:
http://ut2003stats.epicgames.com
7.2 Turning on *your* Stats Tracking
Go to the in-game Settings > Network > UT2003 Global Stats menu. Turn on UT2003stats tracking by clicking the "Track Stats" button, and choose a unique Stats Username and Stats Password combination. This will assign a unique PlayerID handle to you.
Note: Your online UT2003stats are *only* as safe as you are with your password.
Hier zat ik al een tijdje op te wachten ...
1 System RequirementsUnreal Tournament 2003 has gone gold!
Just before 5AM Eastern Standard Time this morning we shipped the release version of Unreal Tournament 2003 to manufacturing. It should be in production later today and in stores before the end of the month.(*) We want to thank everyone on the forum for all of the valuable feedback. In the week since we shipped the demo we worked pretty much non-stop to squash a lot of bugs and incorporate some of the great feedback we got from players all around the world.
Steve Polge is going to post a list of some of the gameplay changes we made since the demo in the demo feedback forum.
UT2003 is a 3 CD set. Of course you know it’s a huge game with a ton of content (over 35 levels), great characters, awesome gametypes, incredible AI, cool mutators, etc. But there’s also some great tools including the following:
1. Maya Personal Learning Edition from Alias|Wavefront - a special version of the professional-strength 3D content creation tool used by top game designers and major Hollywood studios along with a special plug-in created by our friends Secret Level Inc. that provides seamless integration between the game's engine and Maya.
2. The Karma Authoring Tool (KAT) that allows you to set up character joint constraints for use with MathEngine's Karma real-time physics system which is incorporated into UT2003.
3. UPaint - a 3D painting application that lets you paint directly on the games' characters in 3D and also provides face projection which allows you to paste your face over the game's characters.
4. The Unreal Editor 3.0 - the latest version of the main tool we used to build all of the UT2003 levels.
5. The UnrealScript Real Time Debugger lets mod authors trace through their code like never before. This is the kind of tool that professional developers rely on to ship the best possible code.
6. A fully working Karma-enhanced vehicle and a test level to drive it around in. This will give mod maker a head start on how to do cool vehicle-based mods with our technology.
Linux Support
The Linux installer is included on Disc 3 of the 3 CD set! We support both client and server for Linux. Unfortunately there's no mention of Linux on the box because we didn't know it would be done in time so please tell all your Linux gaming friends that UT2003 is ready for them!
Future enhancements:
We're going to be releasing a free server-only stand-alone version of the game for our friends who want to run servers without buying the full game. This should be ready about the same time the game shows up in stores or perhaps a little earlier.
We plan to ship UDE, the Unreal Development Environment, which is a full-featured UnrealScript editor and compiler interface that will make life easier for mod makers.
We're going to work with Discreet to provide a customized version of Gmax, a free scaled-down version of 3D Studio Max, with an importer/exporter for the UT2003. The editor already provides support for the full version of 3D Studio Max as it imports the ASE format directly.
We're already thinking of cool new features and content for a free bonus pack so stay tuned. Those of you who remember the original UT know that shipping the game is just the beginning of the Unreal experience.
Everyone at Digital Extremes and Epic Games hopes you enjoy the game.
- Mark Rein
1.1 Minimum System Requirements
Operating System: Windows 98/Me/2000/XP (Linux in separate download)
Processor: Pentium III or AMD Athlon 733 MHz processor
Memory: 128 MByte RAM
Hard Disk Space: 300 MByte free
Video: 16 MB TNT2-class or other DirectX version 6 compliant video card*
Sound: Windows compatible sound card. NVIDIA nForce or other motherboards/soundcards containing the Dolby Digital Interactive Content Encoder required for Dolby Digital audio.*
DirectX: DirectX version 8.1 or higher for cards with a hardware transform & lighting unit. DirectX version 8.1b for cards without a hardware transform & lighting unit (e.g. TNT2, Radeon 7000)
Modem: 33.6K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported.
1.2 Recommended System Requirements
Operating System: Windows 98/Me/2000/XP (Linux in separate download)
Processor: Pentium III or AMD Athlon 733 MHz processor
Memory: 256 MByte RAM
Hard Disk Space: 500 MByte free (300 MByte for game, 200 MByte swap)
Video: NVIDIA GeForce2 or ATI Radeon (32-128 MB VRAM recommended)*
Sound: Sound Blaster Audigy series sound card*
DirectX: DirectX version 8.1 or higher for cards with a hardware transform & lighting unit. DirectX version 8.1b for cards without a hardware transform & lighting unit (e.g. TNT2, Radeon 7000)
Modem: 56K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported.
* Indicates device should be compatible with DirectX, version 8.1 or higher.
--------------------------------------------------------------------------------
2 Performance
2.1 Resolution
The resolution in which you run the game will have the greatest impact on performance if you are not in the lucky position of running the latest top of the line graphics cards. Running at 640x480 in 16 bit mode or even 512x384 in 16 bit mode should provide decent performance even on older hardware.
2.2 CPU Speed
The game is also very sensitive to CPU speed, memory bandwidth, and cache performance. Thus, it runs far better on leading-edge processors like those of AMD and Intel. See section 1.2 for a guideline on recommended specs.
2.3 Memory
Unreal Tournament 2003's performance is highly dependent on the amount of RAM you have in your machine, and the amount of memory that is available. Machines with less memory will access their hard disk more frequently to load data, which causes sporadic pauses in gameplay. Thus, if you have a 128 MByte (or less) machine, you should make sure that you don't have other unnecessary programs loaded in memory when playing Unreal Tournament 2003.
How the game will perform under different RAM conditions:
64 MByte or less: lots of swapping
128 MByte: minimal swapping with default settings
256 MByte: might swap in rare cases with highest texture detail
512 MByte or more: shouldn't swap
2.4 Considering upgrading?
For people considering upgrading their machines, here are some tips based on our experience running Unreal Tournament 2003 on a variety of machines:
The biggest performance gain in Unreal Tournament 2003 comes from having a state of the art graphics chip.
The next upgrade that tends to improve Unreal Tournament 2003 performance is upgrading your CPU.
Finally, lots of RAM helps. With memory prices continually falling, it's now reasonably affordable to upgrade to 256 MByte of system memory.
2.5 Getting better performance
By default Unreal Tournament 2003 picks hardware specific default values the first time you run the game which should result in decent performance but there is always room left to tweak.
Resolution and texture detail levels have the greatest impact on performance, if you have a fast CPU. So you might want to tweak the settings to achieve the visual quality / performance tradeoff you desire.
If you have a fast graphics card, but a rather slow CPU you might want to lower the World detail setting in the detail settings menu.
Last but not least, if you have both a fast CPU and a fast graphics card you shouldn't have to read this
--------------------------------------------------------------------------------
3 Troubleshooting
3.1 Crashes
If Unreal Tournament 2003 stops with a "Ran out of virtual memory" message, you need to free up more hard disk space on your primary drive (C:) in order to play. Unreal Tournament 2003's large levels and rich textures take up a lot of virtual memory. We recommend having 500 MByte of free hard disk space for running the demo.
On cards without hardware accelerated transform & lighting the game will crash reporting a problem in "DrawIndexedPrimitive" with DirectX 8.1. The problem has been addressed by Microsoft for DirectX 8.1b. Please upgrade your version of DirectX - see section 3.10 for instructions how to do this.
3.2 Sound issues
If using a 3D sound accelerator such as the Sound Blaster Audigy series sound card, you can go into "Options/Audio" to enable EAX 3.0 by selecting the "Hardware 3D Sound + EAX" options.
You need to upgrade to the latest version of Sound Blaster Audigy drivers in order to get acceptable 3D sound performance.
Using Unreal Tournament 2003 in conjunction with earlier versions of the drivers MAY cause severe performance problems (major slowdowns in the order of 30-50% while playing sound) in which case you should change the option back to the default "Software 3D Audio".
If your computer is hooked up to a 5.1 speaker system, you should go into "Options" and turn on "Hardware 3D Audio" to take advantage of 360-degree sound panning, which rocks.
3.3 Network play issues
The minimum speed connection for acceptable Internet play performance is a 33.3K modem connection to your Internet Service Provider.
Known network play issues:
When a new player enters a network game, clients may experience a 1/4-second pause while the mesh, skin, and other data is loaded for that player. This is by design.
Unreal Tournament 2003's Internet play performance is highly dependent on the bandwidth of your connection, the latency (ping time), and the packet loss. The game is designed to be playable up to 300 msec ping times, 5% packet loss, and 33.3K connection speeds. Performance degrades heavily under worse latency, packet loss, and bandwidth connections.
3.4 Control issues
Some PC keyboards can't recognize certain combinations of 3 or more simultaneously pressed keys.
3.5 Direct3D
Please ensure that you are running the latest drivers for your graphics card as Unreal Tournament 2003 stresses the hardware and drivers to a greater extent than most available games and we rely on a number of bug fixes hardware vendors incorporated into their latest drivers. To obtain the latest drivers please visit the website of your graphics card manufacturer.
3.6 NVIDIA 40.41 drivers
The NVIDIA 40.41 drivers are known to have visual flaws and performance problems (hitching) with the Unreal Tournament 2003 Demo which are not present in the 30.82 drivers. The issue has been addressed by NVIDIA and future drivers released by NVIDIA will contain the appropriate fixes.If you are currently running the 40.41 drivers please either downgrade to 30.82 or install newer drivers when available.
3.7 GeForce 4 MX/Go issues
With GF4 MX/Go cards you might experience graphic corruption in 32 bit mode. The problem has been addressed by NVIDIA and upcoming drivers will contain the fix. A workaround for now is to play the game in 16 bit mode.
3.8 Radeon 7x00 issues
Radeon 7x00 cards exhibit a couple of visual flaws like the hanging banners in BR-Anubis which will be addressed by us for the full version of the game.
We recommend using the 7.76 drivers (Catalyst 2.3) drivers as they incorporate fixes for running the Unreal Tournament 2003 Demo.
3.9 TNT2 / Kyro II / Voodoo 3 issues
Due to the lack of certain key functionality like texture compression and cubemap support TNT2, Kyro II, Voodoo 3, G400, ... cards won't be able to run the game at the full visual quality. As uncompressed textures are much larger than the compressed ones we have to drastically scale down both size and color depth of the textures in order to fit them into video memory. This means you will notice banding artifacts - especially in the menus.
The lack of cubemap support means that reflections won't look correct though during gameplay you'll most likely be hard pressed to spot the difference.
3.10 OpenGL issues
The OpenGL renderer is not officially supported on Windows but might be a good choice on certain hardware / driver combinations as it might trigger fewer bugs in drivers. Unless you are experiencing serious visual flaws there is no reason to change to the OpenGL renderer though. Unlike Unreal Tournament, Unreal Tournament 2003 was designed around D3D and offers the best performance and visual quality with the D3D renderer.
Also please keep in mind that the OpenGL renderer is still work in progress and has higher system requirements than the D3D renderer. E.g. it relies on the presence of texture compression which rules out e.g. TNT2 cards.
The OpenGL renderer is known to not work correctly with pre-7.76 ATI drivers.
3.11 Obtaining DirectX 8.1b
DirectX 8.1b contains bug fixes in the DirectX runtime that are required for the game to run on cards without hardware transform & lighting. E.g. TNT2, Kyro I/II, Voodoo 3, Radeon 7000, ... DirectX 8.1b will be included on the retail CD.
If you are running Windows 98/ME/2000 you can download DirectX 8.1b using the below link.
http://www.microsoft.com/windows/directx/downloads/drx81.asp
For Windows XP you have to install QFE 321178 to upgrade your version of DirectX to 8.1b
http://support.microsoft....spx?scid=kb;en-us;Q321178
Please note that Windows XP Service Pack 1 contains this fix.
http://www.microsoft.com/...vicepacks/sp1/default.asp
3.12 Game is starting up windowed
If the game fails to obtain keyboard focus when launching it will start up windowed. In this case you can click on the window and press ALT-ENTER to switch to fullscreen mode.
--------------------------------------------------------------------------------
4 Controls
4.1 Keyboard
You can bind new keys to controls by clicking on the "Controls" tab of the Preferences menu inside of Unreal Tournament 2003. There are many controls to bind.
4.2 Mouse
Although you can rely solely on your keyboard to move around in and interact in Unreal Tournament 2003's 3D universe, using both the keyboard and mouse simultaneously gives you much more fluid and responsive control.
When you use the mouse to control your rotational movement and aiming you gain a degree of precision and speed that players using keyboard-only controls can't touch. The keyboard is best used for simple lateral and forward/backward movement, and for jumping.
To master the default controls in Unreal Tournament 2003, keep your left hand on the keyboard, using the arrow keys for movement, the 0-9 keys for weapon selection, and the space bar for jumping. Your right hand operates the mo
use, controlling rotation, aiming, and firing. Of course, you can customize these controls to suit your preferences via the Options Menu.
4.3 Speech Menu
Press the 'V' key to open the speech menu. You can now select various commands and taunts. Under the Orders submenu you can select a job to assign to a teammate. If your bot is a teammate they will automatically carry out your orders. The available orders are:
Defend the Base.
The ordered bot will immediately make his way to your base and
protect it from enemy attack.
Cover Me.
The bot will find you and follow you attacking enemies that you
encounter.
Assault the Base.
Orders the bot to go offensive. In CTF this order is replaced
with "Capture the Enemy Flag."
Hold this Position.
The bot will find your current location and try to protect it
from enemy attack.
Freelance.
Releases the bot from previous orders. A freelancing bot will
make their own battlefield decisions.
If you give an order to "All" then every bot on your team will attempt to
complete the order. If you look at a bot the speech menu will have the
option to "Order This Bot."
--------------------------------------------------------------------------------
5 Dedicated Network Servers
5.1 Explanation
For optimal network play performance, you can launch a dedicated copy of the Unreal Tournament 2003 server on a computer. This improves performance compared to using a non-dedicated server but, of course, since it ties up the PC.
Anybody may freely run dedicated servers on the Internet; you don't need to get permission or fill out any paperwork.
5.2 Launching
You can launch a dedicated server by going through the regular Unreal Tournament 2003 menu, select "Host Multiplayer Game | Game & Map, setting the appropriate options under the 'Server' tab, being sure to check 'Dedicated Server'. This is what you'll want to do for quick LAN games where you have an extra machine sitting around that can act as a dedicated server.
Alternatively, you can launch a dedicated server from the command line by running UnrealTournament2003.exe directly (which usually resides in the c:\UnrealTournament2003\System directory, or the System subdirectory of whatever other directory you installed the game in). For example, to launch the level "DM-Antalus", run:
ucc server DM-Antalus.ut2
5.3 Multiple Servers Per Machine
Each copy of the dedicated server can serve one and only one level at a time.
However, you can run multiple level servers on one machine. To do this, you must give each server a unique TCP/IP port number. The default port number is 7777. To specify a port, use the following type of command line:
ucc server DM-Antalus.ut2 port=7778
5.4 General performance guidelines
We find that an 600 MHz CPU can usually handle about 16 players with decent performance. The performance varies with level complexity and other machine speed factors, so your mileage may differ. Performance degrades as the number of players grows huge.
If you're running multiple servers simultaneously, Windows XP/NT/2k outperforms Windows 9x due to its superior multitasking and TCP/IP processing capabilities.
For best performance, we recommend having 128 MByte of memory per running server. For example, for running 2 simultaneous servers your machine should at least be equipped with 256 MByte of memory.
The Unreal Tournament 2003 server uses up at least 33.38 bits per second of outgoing bandwidth per player (on Internet), so if you run the server on a machine connected by a 28.8K modem, you'll only be able to support one client with decent performance. Dedicated servers that support many players generally require the outgoing bandwidth of a T1 line or better.
5.5 More Information
Visit the Unreal Technology Page for extensive information about running Unreal Tournament 2003 servers. Some topics addressed there include:
Remote server administration
Linux version of the server (separate download including special README for Linux)
Serving custom levels and game types
Administering public servers that appear in the server list
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6 Benchmarking
6.1 Overview
The Unreal Tournament 2003 Demo comes with a large variety of benchmarking functionality. The easiest way to utilize it is by starting Benchmark.exe in the System directory of your Unreal Tournament 2003 installation directory. This will bring up a dialog box asking you to pick a resolution and when you press okay, it will run 4 consecutive tests (two level flybys and two botmatches). It is important to not touch the mouse before the final dialog with the results pops up. The result dialog displays the average framerate of the two flybys and the two botmatches.
6.2 Possible issues
The benchmark will always try to run at the highest detail settings so results will not be directly comparable with cards on which the game can't render at the highest detail level (e.g. TNT2 and Kyro I/II cards).
For the botmatches the Benchmark.exe is running a game with just bots, with the player in spectator mode. In case the engine can't run at the highest detail settings the outcome of the botmatch might differ leading to a different botmatch and therefore numbers not comparable to other results. This could also happen when comparing different kinds of CPUs. So either watch the botmatches carefully when benchmarking to ensure that they are the same every time or compare the number in brackets in benchmark.log. If the number is the same, the exact same sequence was rendered.
6.3 Further information
In the Benchmark directory you will find a couple of batch files which can be used to run individual tests and to create a big batch file for automating the whole process of running at multiple resolutions.
The game will log a lot of information and stats while in benchmark mode and the results can be found in the subdirectories of the Benchmark folder. Of the most interest is the CSV folder, which contains the myriad of stats the engine collects on a per frame basis in the form of a "comma separated variables" file which e.g. can be opened in Microsoft Excel.
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7 Online Stats Tracking - UT2003stats
7.1 Overview
Unreal Tournament 2003 has built in support for the freely available service UT2003stats. UT2003stats lets you track and display your scoring and ranking and provides gameplay statistical analysis for your Internet games.
For a detailed breakdown of your stats visit UT2003stats at:
http://ut2003stats.epicgames.com
7.2 Turning on *your* Stats Tracking
Go to the in-game Settings > Network > UT2003 Global Stats menu. Turn on UT2003stats tracking by clicking the "Track Stats" button, and choose a unique Stats Username and Stats Password combination. This will assign a unique PlayerID handle to you.
Note: Your online UT2003stats are *only* as safe as you are with your password.