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- The Unreal FAQ is Copyright 1997 by Kevin Stone (as soon as I figure out how to do that). If you wish to use part of this
- document, please leave it intact, and show it belongs to The Unreal FAQ by Kevin Stone.
-
- Disclaimer:
- This FAQ was not written by Epic Megagames or GT Interactive and they do not take any responsibility for what is said in this
- document. Any information in this FAQ can change at any time. Also, because the game has not been finished yet, the majority of
- this information is merely a planned estimation. Much of this information is from memory; any source that would like to claim
- responsibility for a certain piece of information, please e-mail me at kbob@inxpress.net and you will be given credit.
-
- Distribution: (much of this was copied from the Unreal FAQ by Hendrick Mans) This FAQ can be freely distributed as long as:
- 1)No price is ever charged
- 2)It remains in its digital form
- 3)It is not distributed with software
- 4)No modifications are made by anyone besides the maintainer (Kevin Stone) 5)Credit is given to the maintainer (Kevin Stone)
-
- ------------------------------------------------------------------------------------------
-
- Table of Contents:
-
- 1. Introduction
-
- 1.1 About this FAQ
- 1.2 About the author
- 1.3 Where to obtain this FAQ
- 1.4 What I Plan to Add in the Future
- 1.5 Faq News }*
-
- 2. About Unreal
- 2.1 What is Unreal?
- 2.2 Who is making Unreal?
- 2.3 Who is distributing Unreal?
- 2.4 When will Unreal be released?
- 2.5 What is the storyline behind Unreal?
- 2.6 History of Unreal
-
- 3. Unreal's Requirements
-
- 3.1 What are the system requirements for Unreal?
- 3.2 What Operating Systems does Unreal work with?
- 3.3 Does Unreal support 3D Graphics cards or MMX?
-
- 4. Gameplay
-
- 4.1 What are the weapons in Unreal?
- 4.2 What Items are there in Unreal?
- 4.3 What Monsters are there in Unreal?
- 4.4 What is Control like in Unreal?
- 4.5 Does Unreal support Specific Damage?
- 4.6 Can Creatures with the Same Model but with Different Skins exist on the Same Level at the Same time? }*
- 4.7 Will there be Different Sized Creatures/Players? }*
- 4.8 What is so Special about the AI (artificial inteligence) in Unreal? }*
- 4.9 Will Unreal have a Console ala Quake? }*
- 4.10 Will the Status Bar in the Unreal Screen Shots remain in the Final Game? }*
-
- 5. The Game Engine
-
- 5.1 What Different Color Depths does Unreal Support?
- 5.2 What Different Resolutions can I run Unreal in?
- 5.3 What is DirectX and do I need it to run Unreal?
- 5.4 How does Unreal Determine VSD (Visual Surface Determination)?
- 5.5 How is the Terrain Created in the Outdoor Engine?
- 5.6 How is the Music in Unreal?
- 5.7 Will there be Shadows in Unreal? }*
- 5.8 Is the Sky Rendered as an Infinite Plane far Away? }*
- 5.9 Will there be an Water Effects such as Splashes? }*
- 5.10 Will there be Reflections in Unreal? }*
- 5.11 Will Unreal Use Particles? }*
-
- 6. Unreal's Levels
-
- 6.1 How Many Levels are there in Unreal?
- 6.2 How big will the Levels be in Unreal?
- 6.3 How Much of a Level is Indoor and How Much is Outdoor?
- 6.4 Is it More Corridor or Open Spaces?
- 6.5 Will Unreal Levels be Highly Multilayered?
- 6.6 How is Level Editing in Unreal Compared to that of Quake?
- 6.7 What will the Outdoor Levels Contain?
- 6.8 How is the Transition Between the Indoor and the Outdoor Engine Handled?
-
- 7. Editing Unreal
-
- 7.1 What is UnrealEd?
- 7.2 Where can I get UnrealEd?
- 7.3 What is a Brush?
- 7.4 Can I Import Brushes from Other Programs?
- 7.5 What else can I do in UnrealEd?
- 7.6 What is UnrealScript?
- 7.7 How do I Compile my Map?
- 7.8 How do I Create Outdoor Levels?
- 7.9 How is Skinning a Model Handled?
- 7.10 Can I modify the Rendering Engine with UnrealScript? }*
- 7.11 Will Unreal Support Plugins? }*
- 7.12 Will UnrealEd Support Vertex Manipulation? }*
- 7.13 Can Skins be Animated? }*
- 7.14 Can I See an Example of UnrealScript? }*
-
- 8. Multiplayer
-
- 8.1 What Types of Multiplayer are Supported by Unreal?
- 8.2 How Many Players Can Unreal Support on a Network?
- 8.3 Can I Link Different Servers?
- 8.4 Can I see what Weapon the other Players are Currently Using?
- 8.5 How Will Unreal Reduce Lag?
- 8.6 What is Gatekeeper? }*
- 8.7 Are there any Security Measures taken by UnrealScript when Calling Outside Programs? }*
- 8.8 Are Files that are Dynamically Downloaded Compressed? }*
-
- 9. Miscellaneous }*
-
- 9.1 Can Two Bots Act as One Mind? }*
-
- 10. The Unreal Scene }*
-
- 10.1 What is the Unreal Scene? }*
- 10.2 Where can I go to Talk about Unreal? }*
- 10.3 What Web Pages Are there for Info on Unreal? }*
-
- 11. The Future
-
- 11.1 What Other Platforms will Unreal be Released on?
- 11.2 Will there be an Unreal 2?
- 11.3 What about a Jazz3D Game?
-
- 12. Credits
-
- 1. Introduction
-
- 1.1 About this FAQ
-
- This FAQ (Frequently Asked Questions) covers all known information about Unreal.
- Newly added information is shown with a }*.
- Info grabbed from Hendrick Man's Unreal Faq is marked with a *.
-
- 1.2 About the Author
-
- Kevin Stone is a 16 year old high school student. He was first introduced to Unreal by a PC Gamer article. After an initial poor
- attempt at an Unreal web page, he opened his news site, UNN: Unreal News Network. It had a respectable audience and was
- shut down to pursue other interests. You can find him frequently on #unreal on Undernet (us.undernet.org) using the nickname
- stonage. If you have any corrections or comments, send them to kbob@inxpress.net.
-
- 1.3 Where to obtain this FAQ
-
- This should be located at many Unreal sites; its official home is Epic Megagames, http://www.epicgames.com,
- http://www.epicgames.co.uk, http://www.unreal.com.
-
- 1.4 What I Plan to Add in the Future
-
- -More Info as it comes in
- -More Novice Information
-
- 1.5 Faq News
-
- I got some more info from Tim Sweeney. He will probably be my only source of new info until E3 as far as I can see.
-
- 2. About Unreal
-
- 2.1 What is Unreal?
-
- Unreal is the latest game from Epic Megagames. With nearly 3 years spent in production, this game appears to have the detail to
- create an impressive experience. It has been designed, programmed, and playtested until they believe they have created the most
- enjoyable game possible. Tim Sweeney, Epic's owner and Unreal's lead programmer states his goal for Unreal as "Making a game
- that is cool and innovative enough that it redefines what players expect from games in general."
-
- 2.2 Who is Making Unreal?
-
- Unreal is being made by Epic Megagames. Their previous works include: Jazz the Jackrabbit, Epic Pinball, and Fire Fight. They
- have offices located in Maryland and the United Kingdom.
-
- 2.3 Who is Distributing Unreal?
-
- Unreal is being distributed by GT Interactive. They have distributed such games as Quake and Duke3d.
-
- 2.4 When will Unreal be released?
-
- Epic Megagames' official statement is "when it's done" but speculation is around September, 1997.
-
- 2.5 What is the storyline behind Unreal?
-
- You awaken in a small, enclosed room with metal walls. The floor and walls are notably tilted at an odd angle. The room is
- illuminated by a dim light flowing through a crack in the ceiling. A small fold-out bed is attached to a wall. Though you have no
- recollection of where you are, it might appear to be a prison cell. An angled metal door lies ahead. With effort, you push the
- creaky slab open. You reach another large metal door. It's partially open, revealing light beyond it. Pressing a switch on a nearby
- wall causes the door to slowly and noisily open, uncovering a bright green landscape and lake beyond. Walking forward, you find
- yourself in the middle of a small peninsula within a lake surrounded by mountains.
- This is not at all what you expected. The "prison" you just exited is now revealed to be a small, badly-damaged spacecraft. Debris
- trails the crash site. The craft itself is wedged halfway into the ground, forming a crater in the area surrounding it. Walking along a
- trail in the foreign terrain, gun in hand, you journey onward to find out where you are and what you purpose is here.
- Observing your surroundings beyond the carnage reveals a beautiful and serene, yet somehow spooky, landscape. Two moons are
- in the sky. Ruins are in the distance. And a big, bad, alien is eating one of your buddies.
- Welcome to UNREAL!
-
- 2.6 The History of Unreal
-
- After completing Epic Pinball, the decision was made to investigate 3d games as it was determined that this was the future of
- gaming. James Schmalz, now the lead designer, began hacking away, experimenting with a 3d engine. After a few months, James
- created an engine with flat-shaded 3d robots. Eventually he came up with the dragon mesh that appears in the early Unreal screen
- shots. The engine was originally designed for a cavern type game and was later changed to an outdoor, heightmap engine. At this
- time, Epic released what they could create. Tim Sweeney, Epic's owner/Unreal's lead programmer said "That's when we knew
- we had to do a game with a realistic, organic look." At this time, Dave Carter came on as a modeler. Tim Sweeney began creating
- an editor for the buildings they implemented in the engine. The editor was so advanced, they switched to indoor areas and Tim
- Sweeney became the head programmer. Around this time, Cliff Bleszinski, co-designer of Unreal, joined the team as a level
- designer but switched to game design later. At this time, the rest of the team was hired. The next big event was the decision to
- support MMX in Unreal, which allows the programmers to use new instructions on the chip to accelerate certain functions.
- Epic showed its work on Unreal at the 1996 electronic entertainment expo. That was the first wave of publicity brought to Unreal.
- This created the beginning of the "Unreal Community." The first web page created entirely committed to Unreal was named
- Unreality, run by Hendrick Mans. It has re-located several times and recently merged to form unreal.org. The community rapidly
- grew with a scoop article in PC Gamer which introduced me to Unreal along with many others. Along with web pages, #unreal
- channels were created on both undernet and efnet. Soon Epic employees discovered this great method of communication, visiting
- #unreal frequently.
- Soon, we began receiving screen shots of Unreal. We got our first glimpses of the Brute (known then as the Bigman), the Skaarj,
- and the dragon. We also got our first glimpse of the weapons. In the second half of '96, Epic hired Steven Polge, the creator of the
- Reaper Bot for Quake. Steven began hacking away creating distinct personalities for each monster, improving Unreal's single play
- immensely. For Christmas, Epic released two movies showing Unreal in motion for the first time. Another movie appeared a
- month or two later on the February Next-Generation CD. In March we first heard news that the Unreal engine had been ported to
- the Glide API (3Dfx's native programming interface). Another large article featuring Unreal appeared in the June issue of PC
- Games, featuring our first glimpse of the Kraal. The next big event in Unreal's development will be E3 (Electronic Entertainment
- Expo) held in Atlanta from June 19-21. There, Epic plans to have a playable version of Unreal at their booth.
-
- 2.7 Will there be a Public Beta or Something Similar to QTest?
-
- Straight from the bigman himself: "There will be no public demo, alpha, or beta. The first release will be the free, shareware
- version of the game, followed soon by the retail version."
-
- 3. Unreal's Requirements
-
- 3.1 What are the System Requirements for Unreal?
-
- The current estimated requirements will be a Pentium 90 with 16 megs RAM. This is only an estimate as of now because Unreal
- is not finished. 32 megs is recommended for optimal play and is required for UnrealEd.
-
- 3.2 What Operating Systems does Unreal work with?
-
- Unreal will work with Windows 95 and Windows NT4. It supports DirectX, including Direct3D, but they are not required to play.
-
- 3.3 Does Unreal support 3D Graphics Cards or MMX?
-
- Unreal has been built from the ground up to support the new MMX instructions. MMX will allow the use of 24-bit color and color
- blending. It also allows them to use 44 kHz audio with 16-bit sound. MMX is not necessary to run Unreal. 3D Graphics Cards are
- supported by Unreal as well. Currently, Epic is debating between using Direct3D and OpenGL or neither. Mark Rein, Vice
- President of Epic, says "None of them are supported right now but we probably will support one or two of them with D3D being
- the most likely." Though it may support an API (such as openGL or Direct3D), Tim Sweeney states that the software renderer
- may be faster. Cards using the 3Dfx Voodoo or Voodoo Rush chipsets are natively supported in Unreal with others possible with
- the situation best described by Mark Rein: "Native card support depends completely on card vendors, the quality of their cards and
- the amount of money in their wallets."
-
- 3.4 What is MMX?
-
- Intel engineers have added 57 powerful new instructions specifically designed to manipulate and process video, audio and
- graphical data efficiently. These instructions are oriented to the highly parallel, repetitive sequences often found in multimedia
- operations. Today's multimedia and communication applications often use repetitive loops that, while occupying 10 percent or less
- of the overall application code, can account for up to 90 percent of the execution time. A process called Single Instruction Multiple
- Data (SIMD) enables one instruction to perform the same function on multiple pieces of data. It allows the chip to reduce
- compute-intensive loops common with video, audio, graphics and animation. As an analogy, consider a drill sergeant telling an
- entire platoon, "About face," rather than commanding each individual soldier one at a time. Intel has doubled on-chip cache size to
- 32K on the Intel Pentium processor with MMX technology. Now, more instructions and data can be stored on the chip, reducing
- the number of times the processor has to access slower, off-chip memory areas for information.
-
- 4. Unreal's Gameplay
-
- 4.1 What are the Weapons in Unreal?
-
- There are currently few known weapons in Unreal. The first is the automag handgun. This is what you start with at the beginning
- of the game. When you run out of ammo, you can use the butt-end of the gun as a weapon. It can be also shot "gangsta style" as
- well as the traditional shooting style (gangsta style is where you turn it sideways, for those who don't watch enough rap videos).
- The second weapon is the quad-shotgun. This weapon packs four barrels of firepower. The third weapon is the Stinger which
- fires Tardium Crystals making whoever is hit glow and become very unstable. They will then rupture if jolted hard enough. The
- longer you hold down the fire button, the harder they impact. The fifth weapon known is the Saw-Blade Launcher. It fires spinning
- saw blades, cutting up anything in their path. The sixth known weapon is the 8-ball launcher. This weapon will be similar to a
- rocket/grenade launcher, replacing any need for one.
-
- 4.2 What Items are there in Unreal?
-
- Currently, no items have been defined by Epic. You can expect health, ammo, and armor to be in the game though.
-
- 4.3 What Monsters are there in Unreal?
-
- At this time, 6 monsters are known. The first is the manta. This monster flies similar to the way a stingray swims. It attacks by
- swooping down from above. The second monster is the dragon. This monster flies like a bird and attacks similar to the manta. The
- third monster is the Brute. Formerly known as the Bigman, this massive monster carries two massive cannons in his arms. The
- fourth known monster is the Skaarj. This monster will attack in packs using its agility and teamwork to destroy you. The fifth
- monster is the Kraal. We have just recently been introduced to this monster in a pc games article covering Unreal. It carries a
- spear like weapon and has bird-like legs. We were given the name of a sixth monster, the Slith, but know nothing about them
- besides they are hated by the Skaarj. Mark Rein said that the registered version will have around 20 monsters.
-
- 4.4 What is the control like in Unreal?
-
- Well, since I have yet to play Unreal nor have they tuned the control, this question cannot be answered yet. But, Mark Rein did
- say "If Unreal has lousy control it is never going to beat anything. Rest assured, control is just as important to us as it is to you."
-
- 4.5 Does Unreal support Specific Damage?
-
- Well, for those that don't know, specific damage is the ability to shoot a monster in the arm or leg and have different amounts of
- damage resulting depending on the location they were shot. This is not supported in Unreal because it requires a skeletal modeling
- sytem. To replace this, Epic has put in an advanced animation system which will allow them to do the 300-500 frames of animation
- per actor used. "coding that in QuakeC would be a nightmare!" Tim Sweeney stated.
-
- 4.6 Can Creatures with the Same Model but with Different Skins exist on the Same Level at
-
- the Same time?
-
- Yes they can. This expands the number of monsters possible as each model could have many different skins allowing a larger
- number of monsters.
-
- 4.7 Will there be Different Sized Creatures/Players?
-
- I asked Tim Sweeney this, and he said existing creatures range from fireflys (teensy tiny) to the 30-foot-tall Titan.
-
- 4.8 What is so Special about the AI (artificial inteligence) in Unreal?
-
- The AI is being coded by Steven Polge, known for his quake-c patch, the Reaper Bot. This was the first bot (practice deathmatch
- opponent) to truly feel like a human opponent. This was due to the use of fuzzy logic, which allows the bot to weigh different
- factors and choose the best decision based on the situation. Now Polge has direct access to the code in Unreal. He plans on giving
- each monster it's own personality. Monsters will flee when outmatched or low on health. Certain monsters will coordinate an
- attack with others. Not only do the monsters want to kill you, they also have a hatred for other monsters in Unreal.
-
- 4.9 Will Unreal have a Console ala Quake?
-
- Tim Sweeney answered this question for me: "We have one now for development. It will probably remain in the final game, but
- using it will be entirely optional."
-
- 4.10 Will the Status Bar in the Unreal Screen Shots remain in the Final Game?
-
- No, it won't, here's Tim Sweeney with the low down: "we are going to redesign the status bar; it's probably going to be a small
- HUD thing but that hasn't been done yet."
-
- 5. The Game Engine
-
- 5.1 What different color depths does Unreal support?
-
- Unreal supports from 256 to 16 million colors. The default color depth is 16-bit or around 32,000 colors and textures are being
- optimized for that color depth. To use Unreal in 24-bit (16 million colors), you need MMX.
-
- 5.2 What different resolutions can I run Unreal in?
-
- Unreal can run in any resolution at full screen supported by the DirectDraw driver for your graphics card. It can also be run in a
- window at any resolution though it is much slower. This means Unreal can be run as high as 1024x768 and above as graphics
- cards become faster. As in the color depth, Unreal is being optimized to run at 640x480.
-
- 5.3 What is DirectX and do I need it to run Unreal?
-
- DirectX is an API (application programming interface) that is used to enhance gaming under Windows95 and Windows NT4. The
- most popular members of DirectX are DirectDraw, DirectInput, DirectSound, and Direct3D. DirectDraw allows the game
- developer to run in full-screen mode and have direct access to the video memory making programming similar to that of DOS.
- DirectInput allows the game developer to support a multitude of devices requiring the manufacturer of that device to only create a
- single driver that will then work in all games supported. It also allows faster access to the keyboard and the mouse than with the
- Win32 API. DirectSound provides direct access to the sound card similar to how DirectDraw does for the graphics card. It also
- allows hardware manufacturers to produce only a single driver and allows game developers to support any sound device that has
- such a driver. Direct3D is an API that allows universal support for all 3d accelerators that have the necessary driver. Direct3D
- has recently been under fire for poor performance compared to another 3d API, OpenGL. DirectX is not required to run Unreal
- though you will have to play in a window because the lack of DirectDraw's full-screen mode.
-
- 5.4 How does Unreal determine VSD (Visual Surface Determination)?
-
- Unreal uses a pre-computed BSP (Binary Space Partition) Tree which sorts every polygon into different planes (space partitions)
- forming a Binary Tree. Then, this tree can be recursively checked to display the polygons in the correct order. Unreal also uses
- Portals and Pre-Computation to determine VSD. <Still learning about Portals, possibly will add information here later>
-
- 5.5 How is the Terrain created in the Outdoor Engine?
-
- The outdoor engine uses polygons that use LOD (Level of Detail) to reduce the number of them the farther away they appear.
- This allows smoother terrain up close while maintaining a lower polygon count, keeping the speed up.
-
- 5.6 How is the Music in Unreal?
-
- Unreal uses Mod Files (S3M, IT, XM, MOD)*, these allow near CD-audio quality sound, from a highly compressed file. There is
- currently a team working on the music, named Straylight Productions. It is led up by Alex Brandon, who had this to say about the
- music: "we're using MODs. Why? Because MODS are the best way to do interactive audio right now. Don't worry, we'll prove
- this with little difficulty." Other titles they produced music for include: "Crusader: No Remorse" and "No Regret."
-
- 5.7 Will there be Shadows in Unreal?
-
- I asked Tim Sweeney about the current situation with shadows and he said they are still in the R&D phase which means they are
- testing different methods. The probable choice will be fuzzy shadows which are correctly applied with respect to all lights and
- polygons.
-
- 5.8 Is the Sky Rendered as an Infinite Plane Far Away?
-
- I asked Tim Sweeney this and he responded with: "Right now it's modelled as two infinite sheets (above and below) but I may add
- an option for cube-mapping for projects like Wheel of Time, which want to have more scenic backdrops."
-
- 5.9 Will there be an Water Effects such as Splashes?
-
- Yes there will be. Unreal will use several effects to simulate splashes and other water movements. One such example is to just
- spawn a splash actor where contact was made by the player on the water top.
-
- 5.10 Will there be Reflections in Unreal?
-
- I asked Tim Sweeney about this: "this looks unlikely at the moment. If I ever add support for this in the engine, it would probably
- be a '3d hardware only' effect."
-
- 5.11 Will Unreal Use Particles?
-
- Quake used particles for such things as explosions. Unreal will not use particles, Tim Sweeney explains: "I'm not using particle
- systems as Quake does. Unreal will stick with
- transparent fractal texture effects for things like explosions and smoke, along with mesh-based animations which can be
- modelled/animated to look somewhat like particle systems but are more general because you have more control over them in
- UnrealScript."
-
- 6. Unreal's Levels
-
- 6.1 How Many Levels are there in Unreal?
-
- The definition of a level will change after playing Unreal because each one connects to the next continuously. During the game
- you can wander from level to level searching for the items required to complete the mission. The estimate on the number of levels
- is between 30 and 40. Each level will contain a mix of indoor and outdoor settings.
-
- 6.2 How big will the levels be in Unreal?
-
- Tim Sweeney reports that an Unreal level will be from 10,000 to 20,000 polygons. Myscha, a full-time level designer for Epic,
- answers the question in terms of virtual size: "That depends on the theme of the map. I have some maps that I am doing that cover
- over 4 square miles if you were really there. Maps like those are really emphasizing the outdoor setting and introducing the player
- to this new setting as it builds into a series of structures. Other maps are compact and very vertical, invloving in some cases 7-10
- floors on top of each other. The themes of the maps drives the design. We aren't limited by a "level" measurement whatsoever.
- Unlike in Doom or other games where most of these interior levels are all about the same size with the same features, Unreal
- carries the player across the planet to many different and unique scenarios. Be sure you get traveller's checks first. The
- interesting part to this is that although immense size does not make a great playing level, we are paying close attention to detail to
- insure that they do. When you play a level in games like Quake, you usually spend 20 minutes or less completing the map. Some
- maps in Unreal will allow you to experience over 2 hours of intricate gameplay that has a consistent driving theme to theme. There
- will also be maps that are very straightforward as well-for those who just want to get in and slaughter some monsters. The
- environment of Unreal is so stunning, you will be in awe as you play the game. It will take the concept of first person shooter and
- push it where it has never gone before. This type of thinking comes from the designers of the game, who strive to give you more
- than you can imagine."
-
- 6.3 How much of a level is Indoor and how much is Outdoor?
-
- Again we turn to Myscha. "That has not yet been finalized - Our current thrust has been Artificial Intelligence and Scripting
- implementation. The exterior "world" is still to come."
-
- 6.4 Is it more Corridor or Open Spaces?
-
- Guess who's answering this question? Yep, Myscha. "Neither - You must stop thinking in terms of "is it like Quake". Unreal is
- completely new concept in 3D first person shooter style games. It's structure is not a series of building blocks connected by an exit
- sign and a teleporter. Unreal provides outdoor terrain and interior structures."
- together, just like in real life, but much more dangerous.
-
- 6.5 Will Unreal Levels be Highly Multilayered?
-
- Myscha? You want this one? "If you are referring to multi-story construction-then yes. Many of the themes of the map involve
- exploration into multi-story locations."
-
- 6.6 How is Level Editing in Unreal compared to that of Quake?
-
- My Homie Myscha, take it away. "When the editor is made available at the release of the game, the way designers go about
- creating "levels" will all change. No longer will you simply come up for a concept for a map and lay out a series of interior spaces
- with texture consistency. The ability to create the entire setting now becomes part of the adventure as well. The designers who
- think in terms of a themes and story will be able to create truly amazing "worlds" The only limitation is your imagination and the
- current PC technology for displaying them."
-
- 6.7 What will the Outdoor Levels Contain?
-
- The outdoor levels will contain many low polygon things such as lakes, mountains, plateaus, valleys - nothing that requires many
- polygons though, like forests.
-
- 6.8 How is the Transition between the Outdoor and Indoor Engine Handled?
-
- Let's hear it straight from the big man, Tim Sweeney, head programmer for Unreal. "There are duplicated areas between the
- facades of levels (outdoors) and their interiors, and the level switching takes place at these areas by teleporting."
-
- 7. Editing Unreal
-
- 7.1 What is UnrealEd?
-
- UnrealEd is the level editor used by Epic to build their worlds for the game. It features an incredible arsenal of tools to sculpt the
- perfect level. The most notable tool is the CSG or Constructive Solid Geometry. This feature allows you to create complex
- brushes from simple primitives by either adding them together, subracting one from the other, or creating an object from the
- intersecting points of the two objects. This allows a room to be created by simply creating two box primitives, one slightly smaller
- then the other. Then just boolean subtract the smaller from the larger and you have created a simple cubical room. T. Elliot
- Cannon, another level designer, explains UnrealEd's benefits: "The UnrealEditor is not like the many Quake editors... the entire
- approach to creating worlds is different. It is faster and easier to create unique custom brushes and if you are an ace in 3D studio
- or Lightwave-the Unrealeditor will be your ticket to unlimited possibilities in design."
-
- 7.2 Where can I get UnrealEd?
-
- There initially will be a shareware version of Unreal. An unsupported version of UnrealEd will be included with the registered
- version of Unreal. This version will have any features deemed to be "buggy" or complicated taken out and will have little to no
- documation. A few weeks after the registered version of Unreal is released, a supported version of UnrealEd will go on sale for
- around $60-$70 dollars. This one will include all the features not included in the unsupported release along with a huge manual and
- plenty of pre-made brushes.
-
- 7.3 What is a Brush?
-
- A brush is a term for any object in UnrealEd. A sphere primitive, for example, is a brush. A floor beam created from a rectangular
- primitive is a brush.
-
- 7.4 Can I import Brushes from other Programs?
-
- Yes, you can import .dxf and .asc files into UnrealEd. Epic will not include a .map importer though one could easily be written.
-
- 7.5 What else can I do in UnrealEd?
-
- Besides just placing and editing brushes, you can place textures on these brushes or on actors (models such as monsters, weapons,
- etc). You can write UnrealScript and compile your maps into .unr files which contain everything necessary to run that level (all
- new models, textures, code, and the level). You can also create outdoor levels in UnrealEd. <More info will be added later>
-
- 7.6 What is UnrealScript?
-
- UnrealScript is a scripting language used by Unreal to allow a vast amount of customizations. Those familiar with Quake will be
- happy to know that it is very similar to Quake-C in function with an object-oriented design. UnrealScript has a syntax similar to
- Java or C++. It remains in text format until it is loaded by Unreal where it is partially compiled; similar to Java. Tim Sweeney
- explains the possibilities of UnrealScript: "You'll be able to use UnrealScript for just about any kind of
- enemy/item/inventory/weapon/bot/etc logic you can dream up, within the engine's limitations."
-
- 7.7 How do I Compile my Map?
-
- While building a map, UnrealEd is creating the BSP Tree on the fly. This allows you to view your level as it would appear in the
- game itself, as you build it (minus the shadows, those take 30 seconds to a minute to compute). Upon completion of a map, you
- will want to Rebuild/Optimize your level which will compact the size to allow serious playtesting. Before releasing your map, you
- will want to run The Maximization Optimizer which could take several hours but will result in speed increases between 25-30%.
- Note that these speeds are considerably faster then of a comparable quake level.
-
- 7.8 How do I Create Outdoor Levels?
-
- To create an outdoor level, simply create a grayscale pcx heightmap. Some 3rd party programs will export these heightmaps such
- as Bryce 2 by MetaTools. DMA Design is currently porting a separate terrain editor to the PC (it's currently on an SGI Onyx)
- which will hopefully be done in time to allow Epic to create impressive outdoor scenes.
-
- 7.9 How is Skinning a Model Handled?
-
- Each model has one skin. A skin can be made up of one or many images. You can also skin models one polygon at a time, which
- Dave Carter brilliantly reasons: "That's actually how we get things to look so AWESOME. The creatures are textured one poly at
- a time."
-
- 7.10 Can I modify the Rendering Engine with UnrealScript?
-
- To a degree, yes. Some changes, such as pixel by pixel changes would be too slow for UnrealScript and would require assembly
- language. Tim Sweeney explains what can be modified in UnrealScript: "A lot of the rendering engine's properties are exposed to
- UnrealScript, so you can control lighting, the status bar, effects, etc."
-
- 7.11 Will Unreal Support Plugins?
-
- Yes, through a dll interface, plugins can be created for Unreal. Tim Sweeney collaborates: "However, it's really only for people
- who are very experienced C++ programmers and want to get deeply into the engine's internals. UnrealScript is the right tool for
- probably 95% of the people wanting to do custom stuff in Unreal. But for people brave enough to venture into the dll interface, it's
- really versatile, to the extent that you can add new objects to the engine which can be loaded/saved along with levels (as you can
- do with the
- 3DS Max plug-in interface). For example, this DLL interface is used internally for the fractal texture effects DLL. So you could
- add entirely new fractal or algorithmic texture effects to the engine this way."
-
- 7.12 Will UnrealEd Support Vertex Manipulation?
-
- At the current time, no, it does not. But there are plans to. Tim Sweeney explains: "We have a little 2D shape lofter built into
- UnrealEd for extruding/revolving
- things, which gives you control over vertices. UnrealEd still lacks vertex manipulation in 3D brushes, though. I plan to add this at
- some point, but it will likely be following release. The UnrealEd brush code is the oldest code still left in the engine, and its days
- are numbered. I haven't completely decided on the cutoff point between the editing tools for Unreal, Unreal follow-on releases,
- and Unreal 2. Vertex manipulation is also tied very closely to one other feature which we'll be showing at E3 which I can't talk
- about yet..."
-
- 7.13 Can Skins be Animated?
-
- Yes, they can. But they use a lot of memory to have animation, Tim Sweeney gives the details: "I really don't advocate texture
- animation. Textures take up so much space that storing multiple animation frames is really going to suck away CPU time. This is
- why we are focusing on fractal texture effects, because that gives you infinite variety animating textures without having to store
- any texture data. If you're thinking of something like animating a player/monster's face, that would best be done with geometry
- animation."
-
- 7.14 Can I See an Example of UnrealScript?
-
- Here is the code for exploding brushes using the current syntax (remember that UnrealScript could change at any time and this is
- in no way an example from the final game).
-
- class SpecialDoor expands Mover;
-
- var int Hits = 4;
-
- function Damage()
- {
- if( Hits-- < 0 )
- {
- Spawn( FireExplosion );
- Destroy();
- }
- }
-
- 8. Multiplayer
-
- 8.1 What types of Multiplayer Gaming are Supported in Unreal?
-
- Unreal supports Modem, Serial Link, Network, and Internet play. Currently, they are working on the Internet play and will include
- modem and serial link later.
-
- 8.2 How Many Players can Unreal Support on a Network?
-
- The only limiting factor on the number of players is the power of the server. Though it is possible to have 100 players on a single
- level, it's not practical as the game will feel like a convention, not a deathmatch. <need estimates>
-
- 8.3 Can I Link Different Servers?
-
- Servers can be linked by entering the URL of the other server, similar to a hyperlink in html. Then, when the player walks through
- the teleporter, they are transported to the new server.
-
- 8.4 Can I see what Weapon the other Players are Currently Using?
-
- In Quake, the player model used only a generic looking gun. This made it impossible to tell which weapon opposing player
- currently had. In Unreal, they will use an "ultra-lo-res" weapon mesh. This will allow you to see what weapon the other players
- are using. Thanks to Dave Carter for that bit of info.
-
- 8.5 How Will Unreal Reduce Lag?
-
- Lag is a fact of life. Epic has taken a few steps to try to reduce lag; here's Tim Sweeney explaining: "Unreal uses autonomous
- client-side movement to make your own movement as smooth as in a single player game. Movement of other players and
- creatures exhibits the same kind of latency as Quake and all other Internet games. It's not really possible to solve this problem;
- game developers will just keep getting better and better at hiding it."
-
- 8.6 What is Gatekeeper?
-
- From Tim Sweeney: "Gatekeeper is a front-end for launching and maintaining local and remote UnrealServers. It's external to
- Unreal and designed for expandability; we'll be releasing a fairly bare-bones version initially which just allows launching levels,
- joining levels, and collecting stats. We will release the source code to it, and probably expand on it later. Some of the things one
- could do are: player account management (individual player passwords), setting up a global chat network. For Unreal, we're going
- with freeform movement through the world, like the Web, rather than having a master server controlling things."
-
- 8.7 Are there any Security Measures taken by UnrealScript when Calling Outside Programs?
-
- Tim Sweeney says that scripts only execute on the server side, so a script can't screw a client over (my example was calling
- format c:). This is different than Java, which executes on the client side.
-
- 8.8 Are Files that are Dynamically Downloaded Compressed?
-
- Currently there are not. The design team is currently contemplating this but because a 28.8 modem currently has built-in data
- compression, the gains might not be worth the effort.
-
- 9. Miscellaneous
-
- 9.1 Can Two Bots Act as One?
-
- I asked Tim Sweeney this question and he said that "Steven's AI code handles all kinds of cool things, including enemies working
- together on attacks."
-
- ---------------------------------------------------------------------------------------
-
- 10. The Unreal Scene
-
- 10.1 What is the Unreal Scene?
-
- The Unreal Scene is the name of a group of people who follow Unreal. It would must generically defined as anyone who attempts
- to remain "informed" on Unreal. A number of the more dedicated people spend countless hours in #unreal channels.
-
- 10.2 Where can I go to Talk about Unreal?
-
- Though Unreal might be mentioned less then it would be preferred, Unreal followers can be found in #unreal on Efnet
- (irc.mindspring.com), Undernet (us.undernet.org), and UnrealNET (irc.unreal.org).
-
- 10.3 What Web Pages Are there for Info on Unreal?
-
- There are a massive number of web pages out there covering Unreal, too numerous to put here. For a list of Unreal sites go to
- The Unreal Links at links.unreal.org or Slipgate Central's Unreal section at www.slipgatecentral.com/unreal. My personal favorite
- sites are: Unreal.org at surprisingly, www.unreal.org; Shadows, www.shadows.co.uk; Scorched Unreal at unreal.scorched.com;
- Immersion at www2.telefragged.com/unreal. For Unreal discussion, go to Epic's WWWBoard at www.epicgames.com:8080.
- Don't send me an e-mail complaining that your site is not listed here, these are my preferences.
-
- 11. The Future
-
- 11.1 What Other Platforms will Unreal be Released on?
-
- Unreal will also be released on the Nintendo 64 ported by DMA. It will be on the 64DD, an add-on to the Nintendo 64, which uses
- optical disks allowing up to 64 megabytes of storage with up to 32 megs being writable. This is still much smaller then the PC
- Version. Epic will have to reduce the number and size of the textures to fit Unreal on a disk. When asked if the levels will be
- different in the Nintendo 64 version, Mark Rein stated "Don't know. It's fair to assume the levels won't be 100% identical because
- of memory and texture limitations on the N64." A Playstation version was initially researched, but it was determined to be too slow
- for Unreal. There are also plans for an arcade port of Unreal, straight from the mouth of Mark Rein.
-
- 11.2 Will there be an Unreal 2?
-
- There are definate plans to do an Unreal 2. This will not be similar to a Doom 2 or a Quake 2. Because of the public release of
- their level editor, UnrealEd, and the editing capabilities of UnrealScript, Epic believes they cannot just release new levels and a
- few new monsters and call it a sequel. They plan on making major modifications to the engine, creating a whole new experience
- once again.
-
- 11.3 What about a Jazz3D Game?
-
- Epic have said they have definite plans to make such a game. No info has been released on whether they will use the Unreal
- engine or a new engine.
-
- 12. Credits
-
- I would like to thank the following people for their help in the production of this Faq:
-
- Pasha Phares-Editor
- Tim Sweeney-Answering Questions
- Mark Rein-Answering Questions, General Help
- Elliot Cannon-Answering Questions
- Dave Carter-Answering Questions
- Hendrick Mans-Making me Work Harder
- Rest of Unreal Team-Being Kick Ass Guys
-
-