home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CD Action 80
/
cdaction-80.iso
/
#dema
/
unreal
/
UT2003-Demo.exe
/
Help
/
ReadMe-Demo.int.txt
< prev
next >
Wrap
Text File
|
2002-09-13
|
26KB
|
689 lines
========================================================================
Unreal Tournament 2003 DEMO "README" notes.
========================================================================
Developed by : Digital Extremes & Epic Games
Distributed by : Atari
========================================================================
Please note that due to the pre-release nature of the product the
demo can't be supported by Infogrames technical support.
========================================================================
0 Special information about the UT2003 Demo
0.1 Reporting bugs and suggestions
0.2 Features of the demo compared to the full version
1 System Requirements
1.1 Minimum System Requirements
1.2 Recommended System Requirements
2 Performance
2.1 Resolution
2.2 CPU speed
2.3 Memory
2.4 Considering upgrading?
2.5 Getting better performance
3 Troubleshooting
3.1 Crashes
3.2 Sound issues
3.3 Network play issues
3.4 Control issues
3.5 D3D issues
3.6 NVIDIA 40.41 drivers
3.7 GeForce 4 MX/Go issues
3.8 Radeon 7x00 issues
3.9 TNT2/ Kyro II/ Voodoo 3 issues
3.10 OpenGL issues
3.11 DirectX 8.1b
3.12 Game is starting up windowed
4 Controls
4.1 Keyboard
4.2 Mouse
4.3 Speech menu
5 Dedicated Network Servers
5.1 Explanation
5.2 Launching
5.3 Multiple server per machine
5.4 General performance guidelines
5.5 More information
6 Benchmarking
6.1 Overview
6.2 Possible issues
6.3 Further information
7 Online Stats Tracking - UT2003stats
7.1 Overview
7.2 Turning on *your* Stats Tracking
8 Useful Web Links
9 Copyright Notice
========================================================================
0 Special Information about the UT2003 Demo
========================================================================
This is the Unreal Tournament 2003 demo version. As of this release,
we're a few weeks away from shipping the final game. Therefore,
some features aren't finalized, and some gameplay tweaks remain.
We welcome bug reports and gameplay suggestions for the demo.
Please send all feedback to:
ut2003bugs@epicgames.com
The team can't reply to messages individually, be we do take the
feedback into consideration.
The full game differs in the following ways compared to this demo:
* Textures in the full game are, on average, 2X higher resolution
than in the demo. The textures in the demo were reduced because
of download size limitations.
* The full game includes over 30 maps, compared to the 4 in the demo.
* The full game includes over 50 characters, versus 4 in the demo.
* The demo only supports "instant action" mode, Internet and LAN play.
The full version also contains the single-player ladder, enabling you
to play through the game while managing a team roster.
* The demo doesn't include the Unreal editor and content-creation tools
which ship with the final game, enabling you to build new levels, modify
existing ones, and create game mods.
* The full version includes 6 mutators offering new variations on
gameplay, versus 2 in the demo.
========================================================================
1 System Requirements
========================================================================
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:
1 The biggest performance gain in Unreal Tournament 2003 comes from
having a state of the art graphics chip.
2 The next upgrade that tends to improve Unreal Tournament 2003
performance is upgrading your CPU.
3 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.com/default.aspx?scid=kb;en-us;Q321178
Please note that Windows XP Service Pack 1 contains this fix.
http://www.microsoft.com/WindowsXP/pro/downloads/servicepacks/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 mouse, 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
========================================================================
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.
========================================================================
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.
========================================================================
8 Useful Web Links
========================================================================
Visit for the latest updates, patches, and community events:
http://www.unrealtournament2003.com
Information about other Digital Extremes games:
http://www.digitalextremes.com
Information about other Epic games:
http://www.epicgames.com
Latest news from the Epic development team. Great resources for
programmers, mod authors, and enthusiasts:
http://unreal.epicgames.com
Find out more about Atari Products:
http://www.atari.com
========================================================================
9 Copyright Notice
========================================================================
Ogg Vorbis Copyright ⌐ 2001, Xiphophorus
MathEngine and Karma and the MathEngine and Karma logos are
registered trade marks or trade marks of MathEngine PLC, used under
license.
Unreal« Tournament 2003 ⌐2002 Epic Games, Inc. Raleigh, N.C. USA.
Unreal and the Unreal logo are registered trademarks of Epic
Games, Inc. ALL RIGHTS RESERVED.
All other trademarks and trade names are the property of their
respective owners.
Unreal Tournament 2003 was created by Digital Extremes and Epic Games,
Inc..
Manufactured and marketed by Infogrames, Inc., New York, New York,
a subsidiary of Infogrames Entertainment, S.A., under license from
Epic Games, Inc.