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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/27/2007 21:56:57
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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in my opinion ..epic should have kept the 2004 style/settings/low pc spec gameplay..ect ,but redid the grafix and vehicles... instead of redoing the whole game.. seems like people even with 8800's are haveing issues..i have currently a GeForce 7300 le..i have to have all settings at low..<i mean all. the game pretty much looks non detailed n slightly blurry .but im pushing 20-40 fps in multiplayer warfare..which is playable..
so in my opinion... ut3 as of right now is a waste unless your pc can handle the beautification ut3 was meant to be played on .and maintain enough fps not to get fraged in a half second.. if not stick with ut2004..update ur pc a bit , im sure in time patches will fix all ..but untill then ...save ur cash . =D
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/27/2007 23:34:46
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Pyramidion
Wicked Sick!
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Joined: 02/21/2005 14:31:28
Messages: 1099
Location: Brick City
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I have to sadly agree, I think the game is fantastic.... if you can run it. I test ran it on my laptop which has the 7400, 1 gig ram, and core duo.... I've run into the same issues as Mystic. I played on low which makes it look as Mystic said "blurry." My laptop runs 2004 very well and looks great, but it can't run 07 at all and I didn't even attempt to go online. I think my desktop will fair better, but no were near as fluid as 04 runs. I have to say, this is the highest demanding game I've ever encountered and I can't imagine upgrading again after such a short period.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/28/2007 03:09:03
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
Messages: 713
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The game is set to motion blur and distance blur. the settings can be changed through the ini. check the UT3 forums for optimization help, sorry I don't have a url
ps. I happen to agree, with the blur, the game is extremely annoying.
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Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/28/2007 14:44:19
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MeanDevil
Killing Spree
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Joined: 07/14/2005 13:35:08
Messages: 75
Location: The South East, Kent. UK
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For me this game has run like a dream. I've never seen such good AA and the graphics are superb. I know what your saying about the blur effect but having seen Gears of War on the Xbox 360 I think there are many similarities where the style of graphics are the same.
I'm running 2x Crossfire 1950 XTX cards with an Athlon 64-FX2 dual core clocked at 3.1Ghz with 4GB Ram so I've gotta agree that you need a pretty high end system to get the thing to run at exceptable levels.
Hopefull they will release a patch to enable lower end systems to get acceptable frame rates.
I've also got to say I can't imagine why it took so long to release the game. Ok the graphics are pretty stunning but the content compared with UT2003 is pretty much exactly the same. The cut scenes are difficult to follow and the game play is just replays of the 4 different game modes. Online play has not really advanced either.
Overall I'm impressed with the graphics but feel that the content isn't anything to sing about. The developers have released the tool kit for the community to use and seem to be sitting back on the belief the community will make it into a star title.
Rating 6/10.
Can't wait till Invasion Mode is ported and DC is online with UT3!
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They call me stretch. |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/28/2007 15:37:52
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TheElectrician
Unstoppable
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Joined: 01/23/2006 22:13:50
Messages: 301
Location: Twin Cities, MN (aka frozen tundra)
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Having played the game a bit more, I now have some solid conclusions about UT3.
A lot of the really negative user reviews on Gamespot, for example, complain that UT3 isn't UT2k4. Well, duh.
Epic seems to have stripped down many of the niceties from 2k4. The menus are horrid, adrenaline is gone and adren combos have been replaced by pickups, armor has been divided into pieces worth varying amounts, and some of the weapons and vehicles have been nerfed for better or worse.
Single player campaign is pretty dull and has virtually no replayability. But, UT has never been about single player. So, who cares?
Graphics are great, and core gameplay hasn't changed much.
I really like the improvements made to Onslaught mode, a la, Warfare. Hoverboard is great, new vehicles are neat for the most part. I like the orb idea. It adds a new dimension and can turn the tides quickly.
In its current state, I'd give UT3 about a 7/10. But, as with its predecessors, it's all about the mods baby.
Hopefully Epic will patch some of the menu probs as well as some of the in-game user interfaces. BTW, anyone know what's up with not having a stat screen for individual players? How about the key to open up the console? The demo had a console command. The key config menu doesn't even list a key for either one.
It's gonna be a while before UT3 becomes what it should through mods and patches. So fear not if you are in need of a system upgrade. By the time you get around to it, hopefully UT3 will be better.
As for me, I'll be sticking to mostly Warfare and CTF type matches. So if I don't already have you on my friends list, shoot me an invite.
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Summit Extra Pale Ale....the best beer known to man.
My skin: http://download.beyondunreal.com/fileworks.php/skincity/ut2k4/boid_ut2k4.zip |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/28/2007 16:03:03
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Continuum
Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Beta patch fixes (partial list)
Gameplay:
* - Fixed scaling of certain player meshes (increased in size some human and
* robot meshes). *Addresses meshes being smaller than collision box, as well as
* eyeheight issues.
* - Fixed feigning death into/through ForcedDirVolumes.
* - Fixed grenade effects in water.
* - Increased hellbender rear turret damage.
* - Reduced Goliath machine gun spread, plus slight damage increase.
* - Fixed warfare scoring for locking down a prime node not called "prime
* node".
* - Slightly increased momentum taken for damage by mantas and vipers.
* - Flak, Rocket, and Shock do slightly more damage to manta and viper.
* - Made sure Hellfire SPMA cannon can't fire through walls.
* - Increased incoming SPMA fire sound radius.
* - Fixed impact jumping with hoverboard.
* - Fixed bot Pawns losing their PRI at the end of the match, causing them to,
* among other things, be invisible
* - Fixed being able to switch away from the rocket launcher in the delay
* between the third rocket being loaded and the weapon autofiring.
AI:
* - Improved bot AI with darkwalker.
* - Tweaked bot voice message frequencies.
* - Bot aiming tweaks.
* - Fixed bots attacking friendly player in rare cases when that player recently
* stole an enemy vehicle.
* - Fixed bots not handling the "Hold This Position" order correctly when the
* player giving the order is in a multi-person vehicle.
Demo playback:
* - Fixed demo playback not ending/looping correctly when the demo ends due to
* the DemoRecSpectator being destroyed before the end of the file is reached.
* - Demos can now be paused.
* - By default, demo playback now runs at full speed and interpolates in between
* demo frames using the normal client simulation code. The old frame-locked
* method is still available by passing ?disallowinterp. Timedemos are unaffected
* by this change.
* - Fixed demoplay URL parsing counting the options as part of the filename
* unless an extension was specified in the demo name
* - Added a "Delete Demo" button to the demo playback menu.
* - Demo playback now properly handles rotation when viewing a Pawn in first
* person.
* - Fixed looking around while spectating a vehicle.
Server Browser:
* - Implemented "Server History" tab page in server browser, with ability to
* "lock" favorites on that page.
* - Added 'Join as spectator' feature.
* - Server browser uses smaller font to display more servers.
* - Fixed custom mutators not appearing in server browser.
* - Fixed custom gametypes not displayed in server browser's window.
* - Fixed server browser's listed MaxPlayers being incorrect.
* - Added filter option for dedicated servers.
* - Fixed server browser showing an incorrect goal score and time limit when the
* .ini values were used.
User Interface:
* - Can now save settings/progress even if have never created a profile.
* - Added ping and connect time to scoreboard.
* - Removed annoying confirmation menu when starting a game.
* - Removed unnecessary top settings page (can use tabs at the top of the
* settings to navigate).
* - Added a Messages tab to the mid game menu.
* - Friends messages now saved until explicitly deleted.
* - Finer control over mouse sensitivity, using an edit box instead of a
* slider.
* - Added framerate smoothing and FOV options to the advanced video menu.
* - Increased max players/bots in menus to 32.
* - Fixed auto switching to vote menu at end of match.
* - Improved mid game menu performance (don't render world behind it).
* - Added version number to main menu.
* - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in
* the [WinDrv.WindowsClient] of your UTEngine.ini to enable
* gamepads/joysticks).
HUD:
* - Added the killer weapon to victim messages.
* - Fixed flag and orb scaling in minimap at high resolutions.
* - Fixed node teleporter not showing "You can't teleport with orb" message on
* clients.
* - Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
* - Still draw the clock on the scoreboard after the game is over.
* - Fixed Duel HUD issues.
Networking:
* - Implemented STUN support (Simple Traversal of UDP Through Network Address
* Translators) to enable clients and servers to connect from behind a NAT.
* - Fixed team scores very rarely not updating for a client.
* - Fixed bot faction option when running a listen server.
* - Fixed link setup not reset correctly when going from a map with a custom
* link setup to one using the default.
* - Fixed a case where Duel would place an incoming player on the wrong team
* when some players were still travelling.
* - Bullseye stats are now properly recorded.
* - Fixed clients not travelling to downloaded maps correctly.
* - Fixed the client and server getting into a loop sending each other close
* messages in some situations.
* - Quick match incorporates player rating into search decision.
* - Fixed issue where Vista clients would not receive all servers from a server
* browser search.
* - Applied proper fix to suppressing voice on dedicated servers.
* - Fixed issues with players not getting on right team in Duel and
* Duel+Survival if a player leaves in certain timing windows during map
* transitions.
* - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
* client travels (making it look like players have already scored lots of points
* when those clients are in fact still loading)
* - Fixed losing your custom character mesh after changing teams during a
* match.
Server Administration:
* - Reduced tick rate for dedicated servers with no clients (saves CPU on idle
* servers).
* - Dedicated servers do not require CD keys.
* - Added -configsubdir= command line option to cause .ini files to be
* loaded/saved from the specified subdirectory of Game\Config\
* - Added QueryPort configuration and command line option.
* - Added an "AdminChangeOption [option] [value]" console command for server
* admins. This allows changing most simple .ini values (e.g. GoalScore) from the
* client. This command will not override URL options. The change will take
* effect after the next map change.
* - Added an "AdminPublishMapList" console command for server admins. This
* overrides the server's map list for the current game type with the one on the
* client that used the command.
* - Uses GameReplicationInfo.ServerName if set for the name of the server on the
* server browser.
* - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a
* player from sending voip to others
* - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player
* from send text messages to others
* - Updated AdminPlayerList to show the PlayerID of the players on the server.
* - Updated Kick/Ban to allow for using either the player name or the id
Map Specific
* - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
* - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city
* section.
* - Fixed some VCTF-Suspense pathing issues.
* - Fixed issues with circular lift on DM-Deimos.
* - Fixed translucent mesh sorting issues in DM-Gateway.
Campaign/Co-op:
* - Fixed a bug that could cause too many bots to be added to co-op matches in
* some cases.
* - Added support for seamless travel interrupting a travel to start another
* travel. This fixes single player breaking if the host selects the next mission
* before the clients have finished travelling to the mission selection level
* - Fixed extra copy of a character when a human player leaves a co-op game at
* the right time.
* - Changed network loss during single player to result in player signed in
* locally.
Modding:
* - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some
* entries are in this array, the mutator will only be visible in the menus if
* the selected gametype is found in the array.
* - Fixed custom gametype midgame menus not being used correctly.
* - Shipping script compiler now allows localized/config defaultproperties
* because otherwise autodownloaded mods have no way for their localized/config
* variables to work.
* - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values
* that can be modified without creating a dependancy.
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Current WIP:
Skins:
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/28/2007 20:09:42
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Pyramidion
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/202cb962ac59075b964b07152d234b70.jpg)
Joined: 02/21/2005 14:31:28
Messages: 1099
Location: Brick City
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MeanDevil wrote:
For me this game has run like a dream. I've never seen such good AA and the graphics are superb. I know what your saying about the blur effect but having seen Gears of War on the Xbox 360 I think there are many similarities where the style of graphics are the same.
Can't wait till Invasion Mode is ported and DC is online with UT3!
I'm only talking about the look of the game on low graphics because otherwise I love the look of the game, I loved Gears of War and really like UT3's similar take on it, I just wish it would look moderately good on low like UT2004 did. I also agree on the menus, they are definately not as convenient as 2004's... especially the friend list, it just seems so odd. I'm still eagerly anticipating playing on my desktop and I'm pretty hopeful that the community and Epic will make the game shine.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 03:14:06
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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UT2004 looked worse on lowest settings than UT99 did on lowest settings. That UT3 looks worse than UT2004 on lowest settings is nothing new. I'm just happy UT3 runs at all, even though I'm incapable of playing a lot of the bigger VCTF and Warfare maps. UT3's gameplay is worth it -- 2004's wasn't.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 10:35:15
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MeanDevil
Killing Spree
![[Avatar]](/dcforum/images/avatar/d395771085aab05244a4fb8fd91bf4ee.png)
Joined: 07/14/2005 13:35:08
Messages: 75
Location: The South East, Kent. UK
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I'm only talking about the look of the game on low graphics because otherwise I love the look of the game,
I'm goona look like a right idot here but is there an actual in-game menu setting for low/medium/high graphics? I've found a few options to change under the 'Advanced' tab but compared with tweaking options available in other games UT3 seems decidedly lacking.
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They call me stretch. |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 12:23:43
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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screen percentage ..is baseicaly game detail.set it to 100 for max .50 for the worst game appearence ever lol ..player textures n world textures . also post processing .. all under settings /advanced.. <shrugs .
uhm i cant help but notice .uhm i cant talk to people in game on mic ...am i missing files or did epic .decide to take out one of the coolest points of unreal tournament? voice baby ,,i mean seriously how am i going to bust out witty jokes and sour humor if i cant talk and disrupt gameplay with laughter? phooooey .. i think ima come back to ut2004 .once i buy it again heh.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 14:00:30
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MeanDevil
Killing Spree
![[Avatar]](/dcforum/images/avatar/d395771085aab05244a4fb8fd91bf4ee.png)
Joined: 07/14/2005 13:35:08
Messages: 75
Location: The South East, Kent. UK
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Thanks for the clarification.
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They call me stretch. |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 16:28:13
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Anonymous
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TheElectrician wrote:
How about the key to open up the console? The demo had a console command. The key config menu doesn't even list a key for either one.
I do believe tab to be the console button
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/29/2007 16:46:26
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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f10 opens counsel for me ...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/01/2007 10:02:17
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Spike
Wicked Sick!
Joined: 01/05/2005 07:50:20
Messages: 636
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I'm actually done upgrading my PC just to play the game(s) - will go with an XBox or PS3 if I feel the need, but right now I'll stick with UT2004 (and the Wii to play tennis with my wife). There is no way that I could justify buying another PC (can't really upgrade the Dell 8300 much more than what I've already done to it).
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"Not all those who wander are lost" -J.R.R.Tolkien |
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