V&A aangeboden: LSI 9207-8i (IBM M5110) geflashed naar IT MODE
In nomine Patris, et Filii, et Spiritus Sancti
Anoniem: 60113
Je moet waarschijnlijk eerst nog wat raket launchers halen (Turrets).Venkeroz schreef op 16 February 2003 @ 15:38:
ff een vraagje, ik zit in het 4e level, waar je schip aan de grond wordt gezet om te repairen. Jij moet dan die poort/muur beschermen tegen skaarj. In het begin krijg je wat van die defense dingen (wall en turret) om neer te pleuren. Maar die skaarj komen maar niet! Ik heb al die dingen al eens verplaatst en aan/uit gezet. Maar bij m'n objectives blijft staan dat de eerste opbjective (wat met die defense dingen klooien) nog incomplete is.
Vanaf de deur loop je links de heuvel op en in een dalletje ligt een grote box met die raket werpers.
Nou als je die hebt als de sodemieter teug want dan komen ze.
Ik heb dit level nog niet uitgespeeld.
Ik weet ook niet precies waar ik die defensie het beste neer kan zetten, als er tips zijn
Vlak tegen de muur aan zitten van die rechargers. Maar gebruik die alleen als je bijna dood bent
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Het maakt helemaal niets uit waar je het neerzet, imoAnoniem: 60113 schreef op 17 February 2003 @ 12:56:
[...]
Je moet waarschijnlijk eerst nog wat raket launchers halen (Turrets).
Vanaf de deur loop je links de heuvel op en in een dalletje ligt een grote box met die raket werpers.
Nou als je die hebt als de sodemieter teug want dan komen ze.
Ik heb dit level nog niet uitgespeeld.
Ik weet ook niet precies waar ik die defensie het beste neer kan zetten, als er tips zijn
Ik heb 6 van die fieldgenerators om de ingang heengezet, in een halve cirkel, 2 turrets daar recht voor, om 4 m afstand ofzo en links 1 turret.
Maar t zijn geen Skaarj, hoor, t zijn Liandri > gewoon neerschieten voordat ze bij je zijn, dan is die missie echt heel makkelijk

Nee, maar serieus > sniperen is hier erg handig, ook je rocketlauncher is ok
Alone at last
Just nostalgia and I
We were sure to have a blast
Ik heb een P4@2.8/1gb ram/hd@7200/GF4T14200 en hij een Athlon 1k/512mb ram/hd@7200/GF4MX.... maar bij hem laad het veel sneller wazz up? het spel ansich loopt wel veel fijner als bij hem, maar het laden niet.
no comment
staat DMA wel aan? heb je de harddisk opties in je bios goed ingesteld?Martinus schreef op 21 February 2003 @ 15:46:
Ik heb het probleem dat het lang duurt voor dat de level geladen is. Dit in vergelijking met een minder systeem en dezelfde instellingen.
Ik heb een P4@2.8/1gb ram/hd@7200/GF4T14200 en hij een Athlon 1k/512mb ram/hd@7200/GF4MX.... maar bij hem laad het veel sneller wazz up? het spel ansich loopt wel veel fijner als bij hem, maar het laden niet.
Het leukste is eigenlijk als je elke dag een missie speelt, ben je veel langer bezig
Nu nog wachten op een paar leuke mods
V&A aangeboden: LSI 9207-8i (IBM M5110) geflashed naar IT MODE
Dat doe ik ook ben al een tijdje bezig, veel leuker zoVenkeroz schreef op 22 February 2003 @ 12:56:
Jeuuuy, uitgespeeld
Het leukste is eigenlijk als je elke dag een missie speelt, ben je veel langer bezig
Nu nog wachten op een paar leuke mods
Staat gewoon aanJanssen schreef op 22 februari 2003 @ 11:07:
[...]
staat DMA wel aan? heb je de harddisk opties in je bios goed ingesteld?
no comment
Crash Fixes
• Updated DefOpenAL32.dll which should fix EAX-related PlaySound crashes.
• Fixed VerifyImport crash (occurred when level changed after game settings modified).
• Fix for IKey assertion (crash) due to “special” keys on some keyboards (e.g. internet enabled keyboards).
• Fixed crash if some items used after they've been destroyed (fixes crash in MM_Marsh if player destroys force field as squad leader tries to disable it for example).
• Additional fix for decolayer density change for Sulferon Assault (and other maps with corrupt terrain info's).
• Possible fix for DirectMusic-related “GetEventTool” crashes.
• Fixed bug report system sometimes crashing or silently failing due to long URLs.
Performance
• 10% improvement in golem mesh rendering performance.
• Fixed unnecessary particle lighting overhead problem.
• For performance reasons, most carcasses are cleaned up more quickly now.
• For performance reasons (mainly in marsh) dropped energy rifles are cleaned up after 10 seconds.
• M08B: improved performance by making sure generator rotating movers only rotate when they are visible.
• MM_Marsh: added field generator and turret to PreCacheList to avoid hitches when these appear.
• M12: fixed particle overhead.
• Added new code/changes to limit overhead due to ragdoll deaths (see “Advanced Tips for Improving Performance” in the readme for details).
Misc Fixes
• Sound fixes. Should reduce occurrences of sound “stuttering” that some people have had due to sound overload / thrashing.
• Fixed player dodge speed and height. Can be modified via user.ini settings (see DodgeXYVelocityScale and DodgeJumpZScale in the [U2Pawn] section).
• M08B: lowered carcasses, blood to floor.
• M09E: fix for 2 fems staying "inert" if the fem with the RL is killed before being triggered.
• Fixed damage warnings (accessed nones) along with fix for damage effects
(blood) being spawned so far inside character's mesh that it doesn't show up
(currently only affects mukhoggs).
• Sunlight fix (flickering in waterfront and potentially other places).
• MM_Waterfront: fall out of world fix.
• M12: fixed sun disappearing in opening cutscene with ParticleDensity=0. Also CS_Outro, PA_Acheron, PD_Acheron.
• Display gamma/brightness/contrast values when changed via F10/F11/F12 keys.
• Fix for inert skaarj lying prone on bank in M08B (skaarj will now react to hearing the player even if player bypasses trigger).
• Fix for “Joe’s” script breaking in M10_Avalon in some cases.
• Fixed changing actor detail level in-game could result in invisible NPCs (in TutA).
• Made key bindings delete button more obvious (click on this to delete key bindings).
• Fix from Jason Yu for bots sometimes not respawning after being killed in botmatches.
• Added files needed to fix umod support. The umod registry settings will also need to be modified for Unreal 2 umods to work. We’re working on making a separate downloadable installer for this but in the meantime, people who installed the game in the default folder can click on the .reg file in Unreal2\Help.
• Increased crawling spider damage by 3x.
• Fixed rammers not attacking properly.
Misc Changes
• Added carcass cleanup particle effect.
• Added support for modifying player movement speed via unreal2.ini setting (for the duration of the game). For example, to increase the player's movement speed by 50% set PlayerSpeedRatio=1.5 in the [U2GameInfo] section.
• M08B: fixed trigger that player could avoid.
• Added 70 and 72 Hz to refresh rates options.
• Support for scaling the hud / ui to better support multiple monitor setups. This can now be controlled via the ScaleX, ScaleY, OffsetX, OffsetY properties in the [UI.UIConsole] section in Unreal2.ini. For example, use ScaleX=0.333 and
OffsetX=0.333 for three screen support.
• Added “mouse over” context information for the EAX check box. Warns against enabling EAX on non-Audigy / Audigy 2 cards and warns about possible performance issues.
AI
• Mod authors can once again enable script warnings / errors by setting
bDisableErrorMessages=false (by default all script warnings / errors are
silent). These were completely disabled for RC7 with the intent of
re-enabling these for the patch. Note that you have to enable the Component=Console.MessageArea line in UIScripts\UI.ui (remove the “;”) to see debug messages in-game.
Editor
• Fix for not being able to paint on terrain in editor.
• Fix for terrain build crash if no terrain map in level.
• Fixed editor "first run" (UnrealEd.ini added to system folder).
• Fixed WBrowserStaticMesh::UpdateMenu crash.
• Fixed crash if you clicked on delete in the decolayer terrain
tool, without a decolayer actually being selected.
Testing / Stats
• Improved in-game profiling support / logging.
• Improved in-game stats. Added “stat lock”.
Other
• Added Mike Lambert to in-game credits.
Readme Additions:
2.3 EAX Support
Because Unreal II uses ambient sound effects very heavily, we tax the
audio subsystem in ways that are unusual for Unreal products. Post-release
reports indicate that EAX is sometimes having a dramatic impact on
performance in some systems. Enabling EAX is a tradeoff of sound quality
vs. performance. If you want optimum performance, you may want to consider
leaving EAX disabled. (It is turned off by default.)
2.9 – Ragdoll deaths/hits
Note that ragdoll deaths can be very CPU intensive. In order to improve overall performance, the patch defaults to limiting the maximum number of simultaneously active ragdoll deaths to 1 as long as your current frame rate is above your MinDesiredFrameRate.
(You can modify your MinDesiredFrameRate in system\unreal2.ini. For example, a value of 30 tells the game to temporarily scale back ragdoll deaths and other features if your frame rate drops below 30 frames per second. The patch defaults MinDesiredFrameRate to 25 but users who have already installed the game will have this set to 10 unless they modify it manually.)
If desired, you can increase the maximum number of simultaneous ragdoll deaths via the new configuration menu options (or directly in unreal2.ini via the MaxRagdollDeaths setting) although this could cause your frame rate to drop dramatically at times (while ragdoll deaths are occurring). We recommended that users with anything but very high end (2GHz or higher) machines disable ragdoll deaths completely or set MinDesiredFrameRate to 30 or higher.
Note that the player will always ragdoll if he dies as long as MaxRagdollDeaths is 1 or higher.
The ragdoll detail setting now controls ragdoll “hits” (Off=None; Low=Ambients; Medium/High=Ambients+Other). It no longer has any effect on ragdoll deaths.
2.10 - Advanced Tips for Improving Performance
See the latest readme file for more information.
3.1 Crashes
If Unreal II 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 II's large levels and rich textures take up a lot of virtual memory.
Post-release reports indicate that some ATI Radeon drivers may cause crashes in
the game. Customers with the RADEON 7200 / RADEON ViVo should make sure they
have the latest catalyst (3.01) drivers.
3.9 DirectX 9.0 and Win98/WinMe
DirectX 9.0 is known to cause problems with Unreal II on WinMe, Win98SE,
and Win98 configurations. WinMe and Win98 customers should NOT upgrade
their computers to DirectX 9.0.
Unreal II has been tested with DirectX 9.0 on WinXP, and no known problems
exist.
However, DirectX 8.1 is the recommended version of DirectX for Unreal II,
and is included with the game.
Post-release reports indicate that some Radeon drivers may cause crashes
in the game. ATI has recently released drivers which they have confirmed
resolve those problems. The above recommendation remains true.
3.10 Errors while playing the game.
During launch or while the game is playing, an error message comes up that mentions a 'History Error', 'Assertion Failed', 'General Protection Fault', 'Fatal Exception' or 'Invalid Page Fault'.
These errors can be the result of a wide variety of problems including low system resources, conflicts between the game and other applications, and hardware problems.
Some errors have definite causes that sometimes we can address directly. Please keep reading or check the online faq to see if your error is one of these. If not, try the following suggestions:
1. Shut down all other applications on your computer before playing.
2. Install DirectX from the Play Disk.
3. Update your video and sound card drivers with the latest versions available from the manufacturer.
3.10 Nothing happens when I insert the CD into the drive.
Unreal 2 was designed to make use of a feature called AutoPlay. If the game does not AutoPlay when you insert the CD, then the AutoPlay feature may be disabled on your system. See the section below labeled "How can I enable AutoPlay on my computer?"
If you wish to bring up the game without enabling AutoPlay, you can start the setup process manually by double-clicking on "My Computer", then on your CD-ROM drive icon, then on "SETUP", "SETUP.exe" or a similar executable.
3.11 How can I enable AutoPlay on my computer?
To enable AutoPlay:
1. Right click on the My Computer icon on your Windows desktop.
2. Click on Properties.
3. Click on Device Manager.
4. Click on the "+" sign next to "CD-ROM"
3.12 Install Problems
The first thing that you should do is ensure that the CD is not dirty or damaged. Check the bottom shiny side of the CD for scratches, and use a soft cloth to wipe from the center of the CD directly out to the edge to take care of any fingerprints or smudging. Then, try installing the game again.
If the CD is clean and undamaged then shut down any other applications that are currently running on your computer. Other programs can interfere with the installation program or use up memory that's needed to copy files.
Next, check your hard drive to see if you have enough space left for installation. Unreal II: The Awakening requires 3 GB of available drive space to install.
If you are still having a problem at that point, you may wish to try installing from another CD-ROM drive, for example one on another computer connected over a local area network, particularly if that one installed the game successfully.
3.13
"During launch the game simply crashes back to the Windows desktop with no error message."
-- OR --
"After the game launches it locks up on a black screen."
This most often has to do with issues with the style of copy protection used on the Unreal II: The Awakening install discs.
The first thing to do is to ensure that you have the Play Disk in the drive when you are attempting to launch the game, and that your CDROM drive recognizes that it is inserted.
If you have certain CD-burning software installed, such as Nero Burning Rom, or other system tools like Inseektors, Daemon Tools, or others, you may need to disable any processes the software installs, such as the NeroCheck utility installed with Nero.
This problem may also occur if you are running debuggers, decompilers, or CD-ROM Drive emulators on your system, or if you are using Real Mode [DOS] drivers for your CD-ROM drive.
If you are still having the problem after taking these steps, you may need to upgrade the firmware in your CD-ROM drive. Please contact your equipment manufacturer if you need assistance with this.
3.14 The game plays fine for a while, then locks up or crashes unexpectedly.
If you have overclocked your 3D card, it may be overheating. Even if you have not overclocked your card, you may want to try reducing your cards clock rate to reduce overheating. Check with your card manufacturer to determine if your 3D card supports this.
Next, turn off "Detail Textures" under Video Options, and disable Shadows under Miscellaneous Options. This may reduce or even eliminate the frequency of lockups
Turn the Actor, Skin and World Texture Detail settings down. Keeping these settings on HIGH on slower machines can overtax your video card and cause lockups on some machines.
3.15 Problems with Autoplay
Some users have reported problems with the game’s autorun process remaining active after the game starts and that this is causing performance issues. If you appear to be having performance problems (low framerates) when starting the game via the autorun facility, you should start the game from the desktop shortcut / start program menu (close the autostart process down manually if this pops up due to placing the game CD in the drive).
3.16 Other Problems.
If you are experiencing a problem not included in this readme, please try the following tips:
1) REBOOT your computer after installation, especially if you needed to install or update DirectX. Several updated system files are copied to your hard drive during installation, which can't take effect until you reboot.
2) Make sure that your system meets the minimum system requirements as listed on the box and at the top of this document. If your system does not meet or exceed the minimum requirements, it will run poorly, or not at all.
3) Shut down all other programs that you may have running on your system before playing. Other programs can interfere with the operation of the game
4) Make sure you have plenty of room left you your hard drive, or Windows may not have enough room for a swap file. This can cause some very strange problems. (As a general rule, make sure you have at least 100 MB free on your C: drive for your swap file.)
5) Make sure that the CD itself is not dirty or damaged in any way. If the CD is dirty, it can be cleaned. Most computer stores carry inexpensive CD-ROM cleaning kits that will safely restore your CD. If you want to try cleaning the CD without a kit, you can wash the CD using lukewarm water, MILD NON-ABRASIVE dish soap, and a very soft and clean COTTON cloth. Do NOT use any kind of paper product or abrasive soap to clean the CD, as these WILL scratch! Once the CD is clean, be sure to let the CD dry completely before inserting it into your CD-ROM, or damage may result.
6) The online user community can often be a valuable resource for solving problems not documented in this readme file. Please visit them at:
http://ina-community.com/forums/for...php?forumid=182
7) Infogrames customer support maintains and online FAQ that can provide up to date solutions for many common problems. If you do not see an answer to your problem here please check the Unreal 2 support FAQ at:
http://www.ina-support.com/faq/unreal2_pc.asp
4.1 Keyboard
You can bind new keys to controls by clicking on the "Controls" tab of
the Preferences menu inside of Unreal II. There are many controls to bind.
Note that you can delete key bindings in the Controls Options by clicking
on the small x.
4.3 Monitor Refresh Rate
When changing the refresh rate via the in-game options menus, note that you will need to restart the game to have the change take effect (i.e. you need to exit the game and start it again).
It is possible that when choosing a refresh rate or screen resolution that your video card / monitor will not be able to support the choice(s) causing the game to start up "scrambled". If this happens you will need to either a) delete your unreal2.ini file so that the default settings are restored (these should work with all cards/monitors) or b) manually edit unreal2.ini; e.g. make sure you have something like the following:
DesiredRefreshRate=60
WindowedViewportX=640
WindowedViewportY=480
FullScreenViewportX=640
FullScreenViewportY=480
(search for those lines in unreal2.ini and edit them with notepad or another text editor)
4.4 Multiple Monitor Support
Users with multiple monitor setups can control the scaling/offset of the HUD/UI via the ScaleX, ScaleY, OffsetX, OffsetY properties. These can be edited in the [UI.UIConsole] section in unreal2.ini. For example, use ScaleX=0.3, OffsetX=0.3 for three screen support. Things that are stretched fullscreen -- like the menu background and sniper rifle scope will still be stretched across the whole screen. I can probably fix this too, but I'm not sure which way is going to look better.
4.4 Field of View (fov)
Note that to permanently change the field of view (fov) setting (e.g. for use with multi-monitor setups) use the "fov" command rather than "setfov". E.g. "fov 150" changes the fov to 150 and this setting will be permanent until you use this command again to change it (even if you quit the game). The "setfov" command only changes the fov for the current level and those settings will be lost if a new level is loaded.
http://www.somethingawful.com/articles.php?a=1322
Creator of: LLBLGen Pro | Camera mods for games
Photography portfolio: https://fransbouma.com
Door een fout kan deze signature niet worden weergegeven.
U heeft de melk horen klotsen maar weet niet waar de tepel hangt
Was daar nou eng aan?EfBe schreef op 06 maart 2003 @ 09:33:
Something Awful heeft een amuzant review online gezet van Unreal 2. Veel dingen die me opvielen stippen ze daar aan. Het gaat uiteraard van dik hout zaagt men planken dus de tere kinderziel die verknocht is aan 'Unreal 2' kan beter niet dit review lezen(ik ben het overigens met de reviewer eens, maar dat is uiteraard van generlei waarde)
http://www.somethingawful.com/articles.php?a=1322
Nee, oeh oeh, nou kan ik helemaal niet meer slapen
[/offtopic]
[ Voor 3% gewijzigd door Bleet op 06-05-2003 18:35 ]
Last.fm |
If bullshit could fly, i'd be an astronaut.
uhm...
Op een gegeven moment ben je aanbeland in een grote ruimte waar een klein beestje gevangen zit in een soort force-field. De ruimte heeft 4 bulk-uitgangen, maar die zijn afgesloten. Het beestje groeit uit tot een groot monster en breekt door het force-field heen.
Het doel is dan dit beest te doden. Maarja, wat ik ook op 'm afschiet, dood gaan ho maar !
Dan vuurt het monster een energie-bal af en dan ben je meteen dood.
Ik kom hier dus niet voorbij.
Heeft er iemand wat tips om dat monster naar de andere wereld te helpen ?
Intel i9-9900K | MSI MPG Z390 Gaming Pro Carbon | MSI RTX 2080Ti Gaming X Trio | Ballistix Sport LT (32GB) | MSI Optix MAG274QRF-QD 1440p | Samsung 970 EVO Plus (2TB) | NZXT Kraken X52 | Valve Index | Fractal Design R6 | Synology DS420j
Anoniem: 50336
Heb zelf het spel afgelopen zondag uitgespeeld. Nou op naar de editor en kijken wat ermee te maken valt . . .
ik heb een radeon 8500 en winxp, en de nieuwste catalyst drivers. Iemand enig idee hoe dit opgelost kan worden??? ik heb overigens ook die patch gedownload maar ook dat heeft geen zin..
Check mijn V&A ads: https://tweakers.net/aanbod/user/9258/
Volledige spel is echt goed vind ik alleen beetje kortcorpseflayer schreef op 22 May 2003 @ 21:55:
Die demo is vet sucky zeg, geen hol aan sorry, de screenshots zien er beter uit
Acer Aspire 8930G | Intel Core 2 Duo T4600 | 4GB DDR3 | GeForce 9600M GT |
http://www.ina-community....ad.php?s=&threadid=304763 (zie onderaan)Lack of multiplayer is a temporary issue with Unreal2.
Legend are currently reviving their XMP design for mulitplayer and it will be released as a FREE downloadable add-on for people who own Unreal2.
JAAAAGamespot:
News
Atari confirms that Epic and Legend are working on a free downloadable multiplayer add-on for Unreal II.
Unreal II, released early this year, was designed to have a full multiplayer component, but the multiplayer features were dropped from the game a year before its release to avoid development delays and confusion with Epic's multiplayer-only Unreal Tournament 2003. Just this weekend, Epic's Mark Rein revealed in a message-board post that Legend is currently working to revive its Unreal II multiplayer design and that a free downloadable multiplayer add-on for Unreal II will be released sometime in the future.
Atari has confirmed the news of the add-on and said that it is backing Epic on the project. We'll have more details as they become available.
By Sam Parker, GameSpot [POSTED: 07/07/03 11:07 AM]
[ Voor 6% gewijzigd door nudie op 08-07-2003 14:12 ]
Anoniem: 42423
Daar bedoelen ze zeker over twee jaar mee.

Anoniem: 42423
Goh dit is toch een discussieforum? Als je vliegtuigen en auto's en shit wilt hebben, ga je naar mijn mening toch Tribes spelen? Wat is de fun nou ... Unreal word van hardcore een mietjes schiettent .. Ik zie Fatal1ty al in een auto kruipen om zn tegenstander af te slachten

anyway ik vond unreal2 gewoon super , die machine gun enzo was gewoon zo fuckin bruut
en MP wordt ook fockin cool , maar dat is MIJN mening
Tuurlijk is het een discussieforum, maar een discussie voer je met onderbouwde argumenten, dus dingen als 'unreal zoog toch altijd al' hou je maar binnen.Anoniem: 42423 schreef op 09 July 2003 @ 13:28:
[...]
Goh dit is toch een discussieforum? Als je vliegtuigen en auto's en shit wilt hebben, ga je naar mijn mening toch Tribes spelen? Wat is de fun nou ... Unreal word van hardcore een mietjes schiettent .. Ik zie Fatal1ty al in een auto kruipen om zn tegenstander af te slachtenKom op zeg!
fatal1ty blijft toch lekker DM spelen. Tis niet zo dat ze in UT2k4 zomaar in alle DM levels auto's hebben gedropt ofzo.

En bovendien gaat dit topic over Unreal 2. En niemend weet nog hoe de multiplayer daarvan er precies uit gaat zien.
Check mijn V&A ads: https://tweakers.net/aanbod/user/9258/
maar ik hou een ogoje open ivm meer info + screens
Ik had al aardig veel gebouwd en opeens start mijn level niet meer op, ik krijg dan de volgende melding :
Komt iemand dit bekend voor, ik heb geen zin om helemaal opnieuw te gaan beginnenEnergyRelay Autoplay.EnergyRelay2 (Function U2XMP.EnergyRelay.Tick:001C) Assertion failed, line 34
History: FFrame::Serialize <- UObject::ProcessEvent <- (EnergyRelay Autoplay.EnergyRelay2, Function U2XMP.EnergyRelay.Tick) <- AActor::Tick <- (EnergyRelay Autoplay.EnergyRelay2) <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

[4 DECEMBER] -> XMP DEMO TOMORROW
Atari have revealed that the the demo version of Unreal II: XMP will be unleashed tomorrow. The demo version will not require a copy of Unreal II to play. To learn more about XMP, check out our exclusive XMP preview plus screenshots!
sorry voor de kick maar dat mag in dit geval wel geloof ik
quote van iemand op ataricommunity:
Well the demo clocks in at about 150MB I'm told and is being uploaded to servers like Fileplanet as we speak. Knowing FP there will be a link up in the morning.
Check mijn V&A ads: https://tweakers.net/aanbod/user/9258/
"It's finally here -- the Unreal II: XMP Demo has been released. The demo features class-based vehicular action in one of the game's eight maps -- XMP-Garden, seen to the right. Many of us here at BeyondUnreal have been helping Legend beta test this game for many months, and we all agree that XMP more than makes up for the lack of replayability in Unreal II's single player missions. The XMP demo doesn't require a copy of Unreal II to play, so there's no excuse not to give it a try!
The full version of XMP will be released on December 9th to coincide with the appearence of Unreal II Special Edition."
[ Voor 5% gewijzigd door XWB op 05-12-2003 18:30 ]
Heb 'm net binnengehaald en ga 'm nu installeren
Hier zat ik dus al een tijdje op te wachten
[ Voor 33% gewijzigd door You-Suk op 05-12-2003 20:18 ]
Maar nadat Tampie een server had opgezet die tenminste een goede ping had en ik alles op Ultra High had staan begon ik de lol er toch wel van in te zien. Het ziet er nu een stuk strakker uit en het draait toch nog best vloeiend. Al vind ik de omgeving een beetje grauw overal, Halo heeft daarom qua graphics meer mijn voorkeur.
The devil is in the details.
Heb je trouwens echte spel nodig voor demo ?
ik dacht al opnieuw die 2 gig installeren wordt problematisch want zoveel HD ruimte kan ik niet missen. Dan ga ik het morgen o.i.d. maar eens proberen. Unreal1 is nog steeds de gaafste online shooter IMHO dus unreal2 wil ik wel eens zien.
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