Unreal Tournament & Infiltration
Commercial games are rare for Linux,but
first-person shooters already have a Linux tradition . . .
Historical review
Porting Quake to Linux began the
establishement of first-persion shooter on Linux. The port of the
OpenGL engine Mesa (or better, Mesa was changed in a way that it
perfectly worked together with Quake) and the support of 3D
accelerator cards using Glide drivers made it possible to have 3D
shooter fun on Linux.
Followed by Quake II, Quake III and UnrealTournament (although a
litle delay existed with respect to the M$Win versions), playing
on Linux is possible without any OS emulation.
The Linux version of the 3D
shooters and other games are sold by Lokisoft
(sadly, now defunct), so the user gets
support during the - sometimes - difficult installation.
If you own the M$Win version, you need'nt buy the Linux version
again. Just downloaded the Linux binaries from the Internet after
first installing the game using the M$Win CD.
Unreal modular
The program design of
UnrealTournament or Quake was chosen in a way that the components
of the game can be changed by using modules.
Thus new weapons, player models or levels can be added and event
the whole "game" can be changed.
New
game ideas can be created without any programming of the
complicated 3D engine.
Up to now there is a flight simulator that uses the engine and
the network features of UT but has nothing else that reminds of
its origin. Unfortunately not all MODS work with Linux.
The advantage of this modular technique is that even if the
original game no longer interests you, there are other
"games" you can choose which give a complete new
attraction.
A quite complete list of all MODS for UT can be found at www.planetunreal.com
and many other links, too.
Installation
The installation of UT on Linux
works so simply that you could think you're using M$Win. Even a
GUI is used to copy the files from the CD to the hard disk.
The installer can be obtained from LokiSoft at
http://www.lokigames.com/products/ut/updates.php3
.
After downloading the installer you have to sign it be an
executable:
>> chmod +x ut-install-436.run
and then you start.
If you want to save disk space,
you don't need to copy all data (Maps, Textures, Sound, etc.) to
the disk. It will work fine if you linked the directories which
the installer created to the mounted UT-CD.
Unfortunately this would only work if you don't install any MODS
later because these have to be installed in these directories
which in general would not work with a CD.
The GUI already offers a selection of a 3D accelerator card withe Glide libraries or un-accelerated OpenGL which also is quite fast.
After a successful installation the game could be started by
>> ut
if the installation path was
declared in the $PATH variable. Otherwise you cd into
the program installation directory and there execute ./ut,
Unreal starts with messages which may help you find any problems
that might occur.
| UT Output |
Unreal engine initialized Bound to SDLDrv.so Joystick [0] : Unknown Joystick SDLClient initialized. Bound to Render.so Lighting subsystem initialized Rendering initialized LoadMap: Entry Bound to Fire.so Case-insensitive search: Botpack -> ..\System\BotPack.u Bound to IpDrv.so Game class is 'UTIntro' Level is Level Entry.MyLevel Bringing Level Entry.MyLevel up for play (0)... InitGame: Base Mutator is Entry.Mutator0 Browse: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?... LoadMap: CityIntro.unr?Name=Player?Class=Botpack.TMale2?team=255?... Case-insensitive search: genfluid -> ..\Textures\GenFluid.utx Collecting garbage Purging garbage -0.0ms Unloading: Package Render Garbage: objects: 16419->16416; refs: 224671 Game class is 'UTIntro' Level is Level CityIntro.MyLevel Bringing Level CityIntro.MyLevel up for play (0)... InitGame: ?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?... Base Mutator is CityIntro.Mutator1 Initialized moving brush tracker for Level CityIntro.MyLevel Created and initialized a new SDL viewport. Bound to UWeb.so ... |
The complete configuration of UT is placed in an *.ini file which can be found in the directory at ~/.loki/ut/System/UnrealTournament.ini. There the graphic mode is set.
| File ~/.loki/ut/System/UnrealTournament.ini |
[Engine.Engine] GameRenderDevice=SDLGLDrv.SDLGLRenderDevice WindowedRenderDevice=SDLGLDrv.SDLGLRenderDevice RenderDevice=SDLGLDrv.SDLGLRenderDevice AudioDevice=ALAudio.ALAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=UTMenu.UTConsole Language=int GameEngine=Engine.GameEngine EditorEngine=Editor.EditorEngine DefaultGame=Botpack.DeathMatchPlus DefaultServerGame=Botpack.DeathMatchPlus ViewportManager=SDLDrv.SDLClient Render=Render.Render Input=Engine.Input Canvas=Engine.Canvas |
The variables GameRenderDevice,
WindowedRenderDevice and RenderDevice=SDLGLDrv.SDLGLRenderDevice
determine the mode.
The exact configuration of the different modes is found in the UnrealTournament.ini
further down.
If problems occurred while starting UT, you should update your
SDL-libraries first (www.libsdl.org)
and then try to change the .ini file.
Infiltration
A quite new MOD with network
support for UT is "Infiltration". This is not a simple
add-on to the original game but a complete new game which uses
the UT engine. This can be surmised by the size of the files of
about 120MB.
Compared to UT, Infiltration
wants to be as realistic as possible so you see and
"feel" the breathing of the actor and the teams do not
have different colors, but appear slightly differ in the look of
their war suits.
This overwhelming program seems to be very brutal due to the high
realism, although less blood is seen than in other games.
But this real environment let you forget that you are in a game.
The installation on Linux is theoretically simple but this need
not to be the case in real life.
First you need the MOD and level files. Since the automatic installation of umod-files is not supported you have to download the package to be installed manually (the files with the suffix .man.zip). The links of the corresponding files can be found on the homepage of Infiltration at www.planetunreal.com/infiltration. You unzip the Game Files and copy these to the Unreal Tournament UT directory. There, a few files are overwritten (e.g. Core.u) but the main parts land in seperate directories.
The last configuration concerns
the .ini file of Infiltration. An example can be found
here
.
The infiltration.ini has to be copied to the ~/.loki/ut/System/
directory where you installed UT.
By default, SDL-OpenGL is configured which is optimal if you do
not own a 3D acce lerator card. All others can take the Glide
driver for [Engine.Engine]:
| File ~/.loki/ut/System/infiltration.ini |
[Engine.Engine] GameRenderDevice=GlideDrv.GlideRenderDevice WindowedRenderDevice=GlideDrv.GlideRenderDevice RenderDevice=GlideDrv.GlideRenderDevice AudioDevice=ALAudio.ALAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=INF_Console.INFc_Console Language=int GameEngine=Engine.GameEngine EditorEngine=Editor.EditorEngine DefaultGame=Botpack.DeathMatchPlus DefaultServerGame=Botpack.DeathMatchPlus ViewportManager=SDLDrv.SDLClient Render=Render.Render Input=Engine.Input Canvas=Engine.Canvas |
The infiltration.ini you get here is slightly different from the one you get from the Infiltration homepage; we had problems with it. With our .ini file a few more links are necessary:
cd ut-installation-path ln -s Infiltration/System INF_System ln -s Infiltration/Maps INF_Maps ln -s Infiltration/Music INF_Music ln -s Infiltration/Sounds INF_Sounds ln -s Infiltration/Textures INF_Textures ln -s Infiltration/Web INF_Web ln -s Infiltration/Help INF_Help cd INF_Textures ln -s Camos INF_Camos
Now everything should work fine and you can start your new game:
>> ut Entry.unr -userini=InfiltrationUser.ini -ini=infiltration.ini
Here's a hint at teh end: The search for Infiltration servers with the network browser can be accelerated by adding a line to the infiltration.ini:
[UBrowser.UBrowserUpdateServerLink] UpdateServerAddress=www.sentrystudios.com
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