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#1 2008-01-12 10:07 pm

Marathionman
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From: The land of Snow
Registered: 2001-10-31
Posts: 2045
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UT3

I picked up UT3 at CompUSA cry And well I think it sucks. confused I can't beleave it.  It is like UT2k4 with out a lot of online game modes and well odd graphics.  I played UT2k4 for 2.5 years and I was really looking forward to the upgraded game but I am really let down. 

Am I full of it? Or do outers feel the same.  I really hope I am missing something becouse I really want to like this game.

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#2 2008-01-13 2:42 am

MTM84
You had me at zugzug
From: P Town, California
Registered: 2000-11-26
Posts: 3393
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Re: UT3

Feels more like UT99 then anything else, i dont know what your talking about...


I am neither the Alpha or the Omega, I am the instrument of your destruction.
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#3 2008-02-04 6:37 am

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
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Re: UT3

Does feel more like '99. Old graphics?!? You do need some horse power to get the full effect but even with my minimal settings it still looks good. Play wise I'm having a blast with Warfare.


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#4 2008-02-11 11:29 am

socamx
Member
Registered: 2004-08-07
Posts: 105

Re: UT3

It sounds like you never played or liked the original UT. UT3 is definitely much closer to the original UT than it is UT2003/4. It seems a lot of UT2004-only players don't like the changes in UT3 that hark back to the original game.

They also didn't remove game modes. Warfare maps can greatly differ in gameplay. Some warfare makes can be almost exact clones of ONS while others will be closer to AS styles of play. It's up to the individual warfare map to decide what its "gametype" is.

You probably just need to get used to how UT3 does things, it's a different beast than UT2004. It think it's a great game and addition to the series. So far only UT2003 has rubbed me wrong.

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#5 2008-02-11 3:28 pm

Metacell
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Re: UT3

Some people genuinely prefer the more complex gameplay of UT2004 to UT (I do).  Those people are likely to be disappointed by the retro feel of UT3.  I still plan on buying it though because I loved original UT at the time (and because I've enjoyed every Unreal game I've played, even U2).


Nobody's "un-American".  Some people are just stupidly patriotic.

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#6 2008-02-16 10:05 am

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
Website

Re: UT3

I don't see how 2K4 was/is more complex game play then UT3. If you mean mastering the ballet moves, OK but I really don't see that as an essential game play element. Epic did kill off some game types (BR, AS & DOM) but I know there are moders at work on BR and DOM. UT3 gets back to essential UT... people with very big guns blowing away other people with very big guns. smile


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#7 2008-02-16 2:30 pm

Bat
The Man From Larrabee
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From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

The last time I played before my (unexpected, hopefully soon-over) two year hiatus from PC gaming, much of what I was playing (and all of the UT) was '04 ONS botmatch. How does UT3 stack up in that regard? (And is it safe to assume your hiatus from XBL is because of UT3? smile We never did any H3 co-op... sad)


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#8 2008-02-16 5:34 pm

Metacell
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Re: UT3

DoctorB wrote:

I don't see how 2K4 was/is more complex game play then UT3. If you mean mastering the ballet moves, OK but I really don't see that as an essential game play element.

The ballet moves are essential for survival against good players, but more importantly weaponry requires greater expertise (by my experience they're each more specialized by range).  The shield gun is also adds another element of strategy, that some hate but I like...it takes effort not to just blast away with your strongest weapon.  Then there is the whole new strategy game with the vehicles.  Anyway, when I try to play UT now it seems extremely simplistic (like going from UT to Quake3 used to feel).


Nobody's "un-American".  Some people are just stupidly patriotic.

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#9 2008-02-16 6:58 pm

Bat
The Man From Larrabee
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From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

Btw...

Metacell wrote:

..(and because I've enjoyed every Unreal game I've played, even U2).

..I think you're the only person besides myself who's said that, or even been able to. My only exceptions are the Unreal Championship games for Xbox, which I've not played.

You got Return to Na Pali, right? Not great, but I've played it 2-3 times since summer '99.


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#10 2008-02-17 6:45 pm

Metacell
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Re: UT3

Yeah, I actually did all the steps and got RTNP working in OS 9.

My only gripe with Unreal2 was that it was over before I had a chance to try out all the cool weapons you get at the end of the game.  The defense levels were really well done and should be made into an online gametype.


Nobody's "un-American".  Some people are just stupidly patriotic.

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#11 2008-02-17 11:02 pm

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
Website

Re: UT3

Bat wrote:

The last time I played before my (unexpected, hopefully soon-over) two year hiatus from PC gaming, much of what I was playing (and all of the UT) was '04 ONS botmatch. How does UT3 stack up in that regard? (And is it safe to assume your hiatus from XBL is because of UT3? smile We never did any H3 co-op... sad)

Yup I've been spending all my play time online with Warfare. Warfare in my opinion is ONS on steroids. All the old favorite vehicles are back with the biggest changes to the Bender and Scorp. Many new Necris vehicles. The hover board finally gives your fingers a rest in big maps. The orb adds new strategies to play. Supposedly with the up coming patch 64 player servers will be supported. Even on my old PC I can get decent playable FPS and have some eye candy (but not all). Maybe I'll play some Halo one day but right now I'm having too much fun with UT3.


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#12 2008-02-17 11:11 pm

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
Website

Re: UT3

Metacell wrote:

DoctorB wrote:

I don't see how 2K4 was/is more complex game play then UT3. If you mean mastering the ballet moves, OK but I really don't see that as an essential game play element.

The ballet moves are essential for survival against good players, but more importantly weaponry requires greater expertise (by my experience they're each more specialized by range).  The shield gun is also adds another element of strategy, that some hate but I like...it takes effort not to just blast away with your strongest weapon.  Then there is the whole new strategy game with the vehicles.  Anyway, when I try to play UT now it seems extremely simplistic (like going from UT to Quake3 used to feel).

Well the weapons have changed. Not as much splash from rockets. So you actually have to aim. Grenades are back (weee). A real sniper rifle is back! The link gun seems more powerful and he shock rifle (ASMD for us old farts) is sweet. Goo is finally useful again.

The weapons are different yet the same and easy to get used to. I think they are less  spamy in many respects. I would agree that I miss the shield gun... was best for flag runs.


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#13 2008-02-18 1:42 am

FutureDreamz
1.1.2.3.5.8.13.21.34.55
From: カナダ
Registered: 2007-01-07
Posts: 4491

Re: UT3

::notes the doctor is here::
Alright. Who switched?


Thanks for clicking.

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#14 2008-02-18 2:06 am

Bat
The Man From Larrabee
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

You're not an [MA] member. Are you really that bored with RL you wander this entire forum looking for places to postcount++?.. Step away from the screen. Friends are conversing and lame humor is not appreciated. And stop putting every goddamn thing in brackets.

Sorry, guys. He's everywhere these days.

Metacell wrote:

Yeah, I actually did all the steps and got RTNP working in OS 9.

Cool.

My only gripe with Unreal2 was that it was over before I had a chance to try out all the cool weapons you get at the end of the game.  The defense levels were really well done and should be made into an online gametype.

The defence scenarios were the only universally well-reviewed parts, and they are the best of the campaign game in stock form; immensely replayable. U2's weapons haven't been bettered, IMHO- look, sound, actions were all great.

Something to try sometime is to look up the cheat codes. Being able to spawn any number of any weap or device (giveall?) let you go into scenarios and have endless fun torturing AIs, such as at the dam. Bust the script so they don't die, then send those zappy things after 'em, spawn energy fences with them in the water, rocket turrets nearby, launch incendiary 'nades underwater to them (great visual), send spider-thingys in... and the end-game black-hole launcher thing could give a physics lesson to anyone. Picked 'em up outen the lake and spirally-shot 'em to level's edge, where they eventually come back from for more. twisted

Experiment. big_smile

DoctorB wrote:

Metacell wrote:

..

Well the weapons have changed. Not as much splash from rockets. So you actually have to aim.

! eek !


Grenades are back (weee).

W00ts! So where ar they on the scale, between, say Un/UT's thin-walled bouncies and the bricks of Quake 2?

A real sniper rifle is back! The link gun seems more powerful and the shock rifle (ASMD for us old farts) is sweet.

The lightning gun is gone, or something more? '03/4 has one... are there Tarydium shards for the AS.. Shock Rifle? And it should outgas periodically, mining tool that it is.. smile

Link gun used to be a good ersatz FT for burninating foes in alt-fire.

Goo is finally useful again.

The weapons are different yet the same and easy to get used to. I think they are less  spamy in many respects. I would agree that I miss the shield gun... was best for flag runs.

I never really did get used to that or the translocator. I just shot stuff pretty well. I enjoyed vehicles, and low-g in both earlier iterations.


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#15 2008-02-18 10:11 am

FutureDreamz
1.1.2.3.5.8.13.21.34.55
From: カナダ
Registered: 2007-01-07
Posts: 4491

Re: UT3

Bat wrote:

You're not an [MA] member. Are you really that bored with RL you wander this entire forum looking for places to postcount++?.. Step away from the screen. Friends are conversing and lame humor is not appreciated. And stop putting every goddamn thing in brackets.

I click on Index-> New Posts, and I forget to check which section the thread is in, and this forum does not allow one to remove sections from the New Posts list.
I wasn't even aware this was [MA]


Thanks for clicking.

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#16 2008-02-18 10:03 pm

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
Website

Re: UT3

The Tarydium shards are used in the Gatling gun. The alt fire fires whole shards so you can literally pin someone to the wall. The steering in the Bender and Scop is much more sensitive than it was before. The Bender driver now shoots the air mines. The Bender cannon now shoots rapid fire. The Scorp fires energy grenades at a rapid fire (very effective against manta), has blades (now in the front) and if you hit "jump" you get a rocket boost during witch if you bail out the Scorp becomes a bomb... nice for destroying tanks, benders what have you. The translocator allows more liberal use compared to 2K4 (the CTF players like that). New turrets including a rocket version. Lots for firepower for lots of mayhem. big_smile


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#17 2008-02-19 2:59 am

Bat
The Man From Larrabee
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

That's all good by me. smile

Too bad things are such that I don't know when I'll be able to afford any new game. Levi's words of encouragement at the latest news were about winning thru paperwork... I'm overloaded as is, & was before losing the last 6, critical weeks to shoulder/rib injuries 1/1. I have not capacity for more paperwork, meetings... anything. There's no one here to take up any slack. I've had parts to upgrade my PC, and that's been years in the making.

I'll stop there. This is about fun.

Last edited by Bat (2008-02-19 3:01 am)


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#18 2008-02-19 12:36 pm

LLEVIATHANN
Itch you can't scratch
From: Between the shoulder blades
Registered: 2001-03-14
Posts: 6908

Re: UT3

::Bat I may include some spoilers here but not give out too much::

Oh where to start. Well first I've always started a new UT like there wasn't anything before it giving Epic the benefit of doubt. After installation and settings my first playing has always been the single player campaign. There I get a feel for the game, learn the rules and get an overview of what's changed. So far Epic hasn't disappointed. Every UT release has been a solid game onto itself (even '03). I mean '03 wasn't horribly broken but I was very pleased when '04 was released. UT3 is the same, a good solid game if you don't spend countless hours nitpicking it to death against the others before it. Currently I'm having a great love/hate relationship with this game.

Levi's Love & Hates:

Hates: UT3's hardware quirkiness. Man if you don't have things just so this game will not run or will and crash at various points. Finally I got UT3 happy with my machine. There are two other machines in the house that can run it. This weekend I tried it on Jr.'s machine (P4 2.8 with my old X800XT, Gig ram). Loaded fine. Went through all the settings fine. Custom Player fine. Stat FPS looks great. Launched into single player, crash on the intro movie....sigh....WTF!?! Here is where I've lost it with UT3. I just wanna play and not spend countless hours trying to get it to run. It's to the point that I don't even wanna look at it because of the bad flavor it's left.

Love: The game over all...once I get it running.

That's all folks. I'm not gonna nitpick. It's a new game learn to play it. Yes it feels much more like '99. Yes the vehicle handling and movement from '04 are gone (for good or bad). Yes the LG is gone but the new rifle is useful. Yes the shock combo vortex that sucks the gibs in is super cool. Yes Coret still ROCKS!

For me all that mattered was the chocked up teary feeling I got when I played Coret for the first time in single player. The glory days are back I thought and still do now that the damn thing runs.


One thousand years are burned everytime 10 million play WoW for an hour.

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#19 2008-02-19 12:40 pm

LLEVIATHANN
Itch you can't scratch
From: Between the shoulder blades
Registered: 2001-03-14
Posts: 6908

Re: UT3

Friends! I need more Friends!

http://www.maclife.com/forums/topic/104057

Last edited by LLEVIATHANN (2008-02-19 12:43 pm)


One thousand years are burned everytime 10 million play WoW for an hour.

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#20 2008-02-22 11:26 am

LLEVIATHANN
Itch you can't scratch
From: Between the shoulder blades
Registered: 2001-03-14
Posts: 6908

Re: UT3

Patch 2 is out.
http://gearsforums.epicgames.com/showth … p?t=603779

The final patch changelist is:

V1.2

Gameplay:

- Increased UTGame MaxPlayersAllowed to 64.
- Fixed leviathan turret instant refire exploit.
- Fixed errant lock on warnings when no longer in vehicle.
- Fixed first person weapons in demo playback.
- Fixed translocator telefrag victim message.
- Fixed encouragement sounds not being randomly picked by bots.
- Implemented viewobjective spectating system for Warfare.
- Fixed berserk held by driver applying to all vehicle turrets.
- Only force low gore on German versions that were low gore only before being patched.
- Fix for unnecessary content staying in memory on seamless travel.
- Fixed shaped charge node exploit.
- Fixed the Scavenger exploit.

User Interface:

- Clicking on the settings tab goes to directly to the full settings menu.
- Added VOIP speaker portraits to HUD.
- Fixed character portraits sometimes not showing up on HUD or not staying up long enough.
- The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.
- Fixed the CD key always prompting when the user has no network card
- Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.
- Added UI option to hide objective paths (the white arrows).
- Added UI option to enable joystick support.
- Added JOIN to midgame menu when spectating.
- Added cancel button to "logging in" message box.
- Added support for auto-updating UI with new options.
- Improved language support for French, Spanish, Italian, and German.
- Joystick key bindings in UI display properly.
- Added game and UI support for customizing crosshair scaling.
- Added "Add Favorite" button to Server Browser server list tab.
- Fixed favorites Tab Page server details not updating.
- Improvements to voice menu. Added "status" section.
- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads
- Show "Change Team" button before the match has started.
- Added support for localized "single score needed" string.
- Tweaked some HUD message font sizes.
- Favorites/History lists list servers that are currently offline.
- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.
- Fix for end of round scoreboard displaying extra "Player" bots.
- Fixed leviathan deploy icon positioning.

Networking:

- Added support for autodownloading packages while in gameplay or while travelling.
- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
- Fixed dedicated server memory leaks.
- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
- Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.
- Fixed spectators being unable to move after a level transition.
- Fixed track turrets being in the wrong position on clients in some cases after being destroyed.
- ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.
- Fixed HTTP download compression.
- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
- Fixed a bug where in rare cases packages would get downloaded twice.
- Fixed spectators able to enter as extra players in Duel.
- Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.
- Fixed bots not replicating their view pitch, so their animation looks better in net games.
- Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.
- Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.
- Fixed client crash if the user disconnects while downloading a file during a seamless travel.

Server administration:

- TCPLink and Webadmin functionality implemented.
- Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.
- Fixed being unable to kickban players with | in their names.
- Added versioning information to the game settings
- Dedicated servers don't require DirectX shader model 2.0
- Fixed AdminForceTextMute and AdminForceTextUnmute.
- Restored the compress and decompress commandlets.
- Fixed AdminCmdOk() function not working properly if you were the listen server.
- Banned IDs readability improved.
- Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.

Mod support:

- Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.
- Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.
- Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS
- Weapons now take roll from player viewrotation.
- Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.
- Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.
- Fixed Change Node Status Kismet action not working on fully constructed powernodes.
- Merged ageia particle fixes.

Map specific:

- Fixed DM-Deck get out of world exploit
- Fixed DM-Gateway portals sometimes sending you back to your starting point.
- Fixed CTF-Coret collision exploit.
- Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.

AI improvements:

- New orb carrier strategy AI.
- Improved bot hoverboard use.
- Reduced bot orb spawner camping.
- Fixed bots stuck on orb spawner unable to grab flag.
- Low skill bots use artillery properly.
- Tweaked shooting at nodes vs shooting at enemies.
- No human bonus to threat value.
- Improved threat picking AI, taking into account effectiveness of bot's weapon.
- Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
- Bots tend to stay on same enemy more, and focus on key vehicles more.
- Tweaked campaign auto skill adjust.
- Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.
- Tweaked rules for whether to attack node or enemy first.
- Improved bot AI for defending nodes with an orb.
- Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.
- Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.
- If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.
- Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.
- Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).
- Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.
- Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.
- Adjusted bot reaction time to seeing new enemies.
- Improved bot AI for dealing with lifts and hoverboards.
- Bots taunt after winning a match.
- Bots now can be fooled by feign death.
- Sandstorm has more impact on bots being able to acquire/aim at enemies.


One thousand years are burned everytime 10 million play WoW for an hour.

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#21 2008-02-22 2:06 pm

DoctorB
It hurts where?
From: Pittsburgh, PA, USA
Registered: 2001-05-06
Posts: 3308
Website

Re: UT3

You NEED to experience a 64 player Warfare server to really understand the game. Jeez! Sinkhole with >40 people brings back memories (all fond) of TheBox '99 version. Hmmmmmmmm... spam. Yummm!


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#22 2008-02-22 2:24 pm

Bat
The Man From Larrabee
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

LLEVIATHANN wrote:

Friends! I need more Friends!

http://www.maclife.com/forums/topic/104057

I'd be your friend. Indeed... big_smile Btw I'm not avoiding the game. I'm not really able to afford much of anything atm.


DoctorB wrote:

The Tarydium shards are used in the Gatling gun. The alt fire fires whole shards so you can literally pin someone to the wall.

D'oh! My bad... you know your memory is going when you get your Unreal weaps confused; T shards were ammo for the Stinger. Only thing wrong with that one was that, as an early game weap, it wasn't as powerful as some others, and the alt-fire that discharged all barrels shottie-style wasn't enough to stop most charging enemies, let 'lone the real baddies. But ammo was plentiful and it had its place in the arsenal.

New turrets including a rocket version. Lots for firepower for lots of mayhem. big_smile

Took 'em long enough! Rocket turrets were great in Unreal 2, 4 years ago. Epic lifted many ideas from it and its online mode for UT, then disbanded Legend. Boo.

Hope you guys have played those earlier games by now, from the Anthology if not elsewhere.


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#23 2008-02-23 10:22 am

LLEVIATHANN
Itch you can't scratch
From: Between the shoulder blades
Registered: 2001-03-14
Posts: 6908

Re: UT3

Bat wrote:

LLEVIATHANN wrote:

Friends! I need more Friends!

http://www.maclife.com/forums/topic/104057

I'd be your friend. Indeed... big_smile Btw I'm not avoiding the game. I'm not really able to afford much of anything atm.

Yeah I know...sad I've got more buddies from RA than here. sad

I had to give up on Unreal. It won't play right...too fast. Started U2 and then all the problems with compy started.


One thousand years are burned everytime 10 million play WoW for an hour.

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#24 2008-02-24 8:35 pm

ChronoTriggerXP
Ronin
From: California
Registered: 2005-01-15
Posts: 386

Re: UT3

I picked it up last week. I like it, I really love zooming around with the Scavenger or Viper.


一輪の花

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#25 2008-03-04 2:08 am

Bat
The Man From Larrabee
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 22964

Re: UT3

LLEVIATHANN wrote:

I had to give up on Unreal. It won't play right...too fast. Started U2 [..].

I never had a problem with speed. Were you using D3D with vsync enabled?


Cogito ergo pwnum.

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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