Making its debut in 1998, the first generation Unreal Engine integrated rendering, collision detection, AI, visibility, networking and file system management into one complete engine.

With the level of integration used, some trade-offs were necessary to maintain performance levels with the hardware that was available at the time.

For example, Epic decided to use cylindrical collision detection over the IK collision detection system in an effort to maintain playable framerates on systems that were common at the time of its release. Internally, Epic used this engine for Unreal and Unreal Tournament.

Features

  • 32-bit fully colored soft animated dynamic lighting
    • Multicolored lighting
      • with true colored intermixing of fuzzy shadows
    • Supports raytraced and enveloped lighting
    • Radial, cylindrical, spotlight, searchlight, ambient, spherical, shell, and 20+ special effect lights
    • Caustic effects such as "fire waver", "watery shimmer", and the like can be applied to lights
    • Supports lens flares and coronas
  • Extensible BSP and portal technology
    • Mirror surfaces
    • Semireflective materials, such as marble surfaces which partially reflect light
    • Non-euclidean, redirectable "warp" portal effects for seeing through teleporters
    • Seeing through windows into an infinite sky zone in which a sky, planets, mountains, and other objects are constructed
    • Skies and backgrounds with independent coordinate systems for independent translation and rotationz
  • Curved-surface rendering support
    • with an adaptive level-of-detail subdivision surface rendering algorithm
    • eliminating polygonization
  • 32-bit colored 512x512 size texture support
    • Emboss bump mapping
    • Multi-texturing
    • Dynamic range scaled detail textures
    • Procedurally animated textures
  • ClipTexturing
  • Multiple channels of vertex animation support
  • Skeletal animation support¬†
    • Smooth-skinned Geometry
  • Facial animation¬†
    • With lipsync animation
  • Hardware brush with static meshes
  • Height-mapped filed terrain support
  • Decal support
  • Light bloom
  • Fog volume
  • Distance fog
  • Volumetric lighting
  • S3TC texture compression
  • High resolution texture 1024x1024 size support
  • Environment mapping support
  • Multy-skybox system
  • Very improved multi-skybox system
  • Complex particles system
  • Extensible particles system
  • Fully digital audio based module sound system
  • Digital music, MP3, CD Audio, module music, s3m, etc support
  • Doppler shift
  • A3D support
  • Software 3D sound
  • Surround sound
  • Dynamic Music System
  • Improved support on A3D, EAX, DS3D
  • Newly highly enhancing A.I. algorithms and BOT A.I. and teamwork A.I.
  • Newly very improved network code
  • Real-time recording of in-engine footage as replayable 'demo' files
  • Enhanced demo reconding system
  • GUI editor
  • Imploved GUI editor
  • Native support for localization of text to 8-bit languages, via CODEPAGE 850 and replaceable fonts
    • Built-in UnrealScript and C++ support for externalization of all text, enabling non-programmer translation to all 8-bit languages
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Blog RSS Feed Report abuse Latest News: UT99.org Xmas 2012 Mapping Contest

About Unreal Tournament with 6 comments by papercoffee on Nov 14th, 2012

Mapping Contest: "UT99.org Xmas 2012 Mapping Contest" 


PRIZE:

There is no prize, this is just a fun contest for bragging rights and pats on the back. The main goal to hopefully make a bunch of new maps for the UT community, and have some fun while doing it. The real winners of these contests is the players, because they get some new maps to frag in. The submitted maps will be included in a map-pack following the contest.

TIME-FRAME:

One month, starting Nov.15, 2012 and ending Dec.15, 2012 (plus 5 days grace for final submission)

CONTEST RULES:

1.
Map is to be based on Epic product maps for any version of UT, and
Unreal (because Unreal works in UT). Map can be a conversion with a new
theme, or a modified layout, or a mash-up of Epic maps parts, or can be
brushed from scratch - as long as map has recognizable Epic Games design
elements. A mapper is allowed to submit a map that does not conform to
the "Epic" rule - but the map will lose a point in score.

2. DM,
MH, CTF game type - Maps must be runnable in ut99 and should be
playable online. If map is not one of these types, it will lose a point
in score.

3. XMas theme. If map is not xmas theme, that's okay, except it will lose a point in score.

4.
Custom content allowed - credits must be included in a maps readme file
if there are terms of re-use by original authors. A UT99.org contest
banner graphic will be provided, and should appear in the map somewhere.

5. Maps must be submitted by Dec.15, 2012. Maps will be accepted up to Dec.20, but will lose one point from score.
Maps must be named using the prefix "XC" to identify them as contest maps. "XC" stands for "Xmas contest" .
Example map names: MH-XC-YourMapName, CTF-XC-YourMapName, DM-XC-YourMapName

SCORING:

Submitted
maps will be scored by judges and given a point score out of 5 for
looks, build and gameplay. The maps will also have a voting poll for
"best DM", "best CTF", "best MH", and "Best overall" map. The winner of
each poll gets one extra point added to the judged map score.

So
if you make a perfect popular map, you can get 7 points. Of course, if
it sucks really badly and everyone hates it, that would be ZERO :)

SUBMISSIONS:

Mappers can submit more than one map if they want to, can be high-poly or low poly if they want, whatever you
can do in one month. The contest ends Dec.15, 2012, but late mappers have until Dec.20 to get their map submitted.
A submission thread will be set up for mapper to include a download link for their contest map.

Contest map should be submitted in a zip or rar archive file. Archive file must contain the map, a screenshot, a readme
text file with any required credits, and any other required packages (utx, umx, uax, u, etc). Packages can be MyLeveled
if you want.

So that's it!

All
mappers are welcome. One month is plenty of time to make a good map, so
have fun and create some cool maps for the UT community!

UT99.org

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Post comment Comments  (0 - 10 of 16)
Pretoria
Pretoria Jan 3 2014, 8:01am says:

UT 1999 is freaking awesome and have some awesome weaps

+1 vote     reply to comment
asvigny
asvigny Aug 15 2010, 3:52pm says:

I think they should release this engine for free...

+4 votes     reply to comment
UT99_Shadow
UT99_Shadow Oct 26 2010, 8:05am replied:

yarp. but epic fears the UE1 modders... they really do

+6 votes     reply to comment
Ichiman94
Ichiman94 Jan 3 2010, 12:07pm says:

where is the GUI editor?

+2 votes     reply to comment
mastachiefs4
mastachiefs4 Nov 25 2009, 12:11am says:

UT 99 and all the others are the same...
COD is shoot kill....
GOW is shoot kill....
Face it retard all shooters are the same pretty much..
And it is not just shoot kill if you have mods or make mods(most likely you dont).

-4 votes     reply to comment
Pretoria
Pretoria Jan 3 2014, 8:03am replied:

Your a retarded if you wanna know

+1 vote     reply to comment
Shadow-Marine
Shadow-Marine Jul 18 2009, 8:50am says:

this really need to be rewritten first it says this :

32-bit colored 512x512 size texture support

then further down it says:

High resolution texture 1024x1024 size support

i know for a fact that the first release of this engine only supported up to 512x512 textures and only later in 1.5 they included the 1024x1024 support
(never released only for tech demos)

+2 votes     reply to comment
UT99_Shadow
UT99_Shadow Dec 6 2009, 2:19pm replied:

with an advanced renderer the unreal engine 1.x CAN draw textures up to 4096x4096 pixels (8-32 bit)

+2 votes     reply to comment
Mastermagic
Mastermagic Oct 11 2011, 8:19pm replied:

Exactly!
The thing is -- Unreal and UT99 used raw UNCOMPRESSED textures!
Imagine that!
The engine actually could support much higher res textures at that time :D

+2 votes     reply to comment
Shadow-Marine
Shadow-Marine Jul 18 2009, 8:43am says:

um didn't lip sync animation come in through games in unreal engine 2.0
and was created in 1.5

+2 votes     reply to comment
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Platform
Windows
Company
Epic Games
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Official Page
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Licence
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Release Date
Released Jan 1, 1998
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The mother of the Unreal engine tree, which is the most used one by video games. It does a good job in both Deus Ex and Unreal Tournament.

Mar 17 2011, 11:40am by Mendozacheers

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