UT2k3.fr : CliffyB has announced, not so long ago, in an interview by Gamespot, that the development was at about 80-85%. Where are you now? Do you think you will release the demo in time?
Steven Polge : Well, we haven’t announced a demo date, so we are certain to be on time :). We’re very happy with the current state of development (it’s certainly well beyond 80% now), but we are taking our time to make sure the game is properly polished.
Why will the Assault gametype not be in the demo?
We have to keep something for the full game! The biggest reason is that each Assault level has so much unique content that adding one to the demo would have a large impact on the size of the demo. Also, people are more familiar with what Assault is like (although we’ve gone well beyond UT Assault). We feel it is more important to introduce Onslaught, which we are also very excited about.
Will the maps for the gametypes Onslaught and Assault be greedier in resources than the standard maps?
In some cases yes, as the Onslaught maps are very large scale, and the Assault maps have lots of custom content. However, we’ve also been optimizing the engine, so we don’t think there will be much difference in how UT2004 performs on a given machine, even with the bigger maps,
compared to UT2003.
Will you use some DX9’s lastest technologies? Do you plan to include an OpenGL mode?
We shipped with OpenGL support in UT2003, and we will continue to support it in UT2004. DX8 will be our target DirectX platform.
As we know, UT2004 will integrate all of UT2003’s packages. Therefore, the game risks to be released as 5 CDs or more. Is that a problem? Will a DVD version be possible?
We expect UT2004 to ship on 5 CDs. I don’t know about a DVD version – that’s a marketing decision.
As another consequence of UT2004’s integration of UT2003’s packages, UT2003 will become close to useless and more diffcult to sell. What about that?
Once UT2004 is out, we expect most people to be buying UT2004. It will offer *a lot* more than UT2003.
In fact, we’ve added more new content going from UT2003 to UT2004 than we added going from Unreal toUnreal Tournament.
Is Epic ready to promote some tools, such as TTM, which would support the gameplay and its integration in the great competitions? (17th in the first phase of « Make something Unreal » contest)
All that has been announced about TTM is that it is a finalist in the mutator category. It’s not in 17th place – we specifically stated that the listing of finalists had no ordering to it. TTM is a great mod, and has a good chance at placing in the top 5 in Phase 1 of the NVIDIA Make Something Unreal contest.
UT2003 is greedy in CPU and Band-Width and therefore, the prices of the dedicated servers are much less accessible than for UT servers. Will optimisations in that domain be present in UT2004?
We’ve made significant optimizations to server CPU use, as well as client to server bandwidth use.
Could you give a little more precision on the new hybrid 2003 menu/UWindow? Will it be more easily modifiable than for example the styles of UT2003’s GUIs?
We’re really happy with how the new menus have turned out, and we’ve worked hard to make them much easier to use and modify by mods.
CliffyB talked about some bugs fixed in UnrealEd: what are they? will there be a new version of UnrealEd?
The version of UnrealEd that ships with UT2004 isn’t drastically different from UnrealEd for UT2003, but it will certainly include the bug fixes we’ve made to UnrealEd in the past year.
Have you carried out improvements on the viewing of the recording demos (fast return, etc…)?
We’ll have a built in demo browser in UT2004. We’ll also include in-game options for FFW, pause, etc.,but some features (such as fast rewind) aren’t easily feasible with the current implementation of demo recording.
Which improvements were brought to the AI in general? How do the bots use the vehicules? Do mappers need to place navigation paths specialy for the bot-driven vehicules or are they autonomous?
Vehicles use the same paths as pawns on foot. We have added a couple of new pathnode types to make pathing large terrain areas easier. In addition to AI support for the new game types, the bots have been significantly improved in their tactical play as well as team coordinaton and strategy in DM, CTF, BR, and DDOM. For example, bots now understand and use wall dodging and dodging to move around a map faster.
A game-voice system was implemented to control the bots by voice. Will this technology be usable/modifiable by modders?
Yes. The set of phrases is kept in an XML file. Modders can create new XML files with new phrases to recognize.
Will it be legal to use packages from UT2004 for a UT2003 map/mod?
No, that is not permissible.
Will there be bonuses for the modders, like the Bulldog in UT2003?
If we have cool stuff that doesn’t make it into the game, we’ll include it for modders.
Do you plan to release to the public articles/recommendations specific to the gameplay of the new gametypes as CliffyB has done on his own website for UT, in order to help the community to produce better maps?
Can we expect an update of the contents of UDN (presentations, etc…)?
UDN is continually updated, and we’ll revise the documentation as needed when UT2004 is released.
When can we expect to see the UnrealEd guide released? Do you plan to make translations to encourage the foreign editors?
I don’t know a date at this point.
Will there be a UT2005? If yes, will it be compatible with it’s predecessors?
We plan to continue to periodically introduce new versions of Unreal Tournament. This won’t necessarily happen every year, though.
Thanks for your answers.