[HN Gopher] Unreal Tournament 2004 is back
       ___________________________________________________________________
        
       Unreal Tournament 2004 is back
        
       Author : keithoffer
       Score  : 407 points
       Date   : 2025-12-04 10:06 UTC (12 hours ago)
        
 (HTM) web link (old.reddit.com)
 (TXT) w3m dump (old.reddit.com)
        
       | ghaering wrote:
       | That is great news! I hope we will have a few public servers left
       | to play this online.
        
       | wesammikhail wrote:
       | Instagib Face Classic Quad Jumps in 2026?
       | 
       | Sign me the f up!
        
       | IshKebab wrote:
       | Do they have access to the source code then?
        
         | dvdkon wrote:
         | The code was floating around the Internet some years back, and
         | was probably privately shared much sooner.
         | 
         | I just wish these groups making fan-made builds would share at
         | least patches, so they don't become gatekeepers and others
         | could build on their work.
        
           | snarfy wrote:
           | some of us do e.g.
           | 
           | https://github.com/aldehir/ut2004-patches/releases
        
       | magicalhippo wrote:
       | One thing I missed from Unreal Tournament, which too few other
       | games adopted IMHO, was the concept of mutators. Effectively
       | server-level mods which, as the name implied, mutated the
       | gameplay in some way.
       | 
       | There were silly ones like the one making your characters head
       | larger for each kill, and those which made it just different like
       | low gravity, and so on.
       | 
       | It was also relatively easy to make your own, thanks to
       | UnrealScript.
       | 
       | Really wish more multiplayer games embraced this concept, it
       | really increased replayability by changing things up.
        
         | themafia wrote:
         | My favorite game of all time was Quake, similarly extended with
         | QuakeC, into the QuakeWorld CTF game. I still dream about those
         | maps.
        
         | jack_tripper wrote:
         | Same. My favorite mutator was the exploding ammo cases. So much
         | fun to see an enemy run to pick up an ammo box and just shoot
         | it with a pistol blowing it up in his face. That was apretty
         | revolutionary game mechanic 20 years ago. Do any modern games
         | have such a thing?
        
           | amlib wrote:
           | That volatile ammo mutator was made even more awesome because
           | it actually spawned "shots" of that type, so a plasma pile
           | wouldn't just explode but rather spread various plasma shots
           | around it. The granade one would have the granades bouncing
           | around a bit before exploding. It was so easy for things to
           | go wrong and backfire on you :)
        
         | armchairhacker wrote:
         | Those are in TF2 and Minecraft, perhaps one reason they're
         | still popular
        
         | piltdownman wrote:
         | Mutators are about the only thing keeping Starcraft 2 Co-Op
         | players going in 2025 (and by extension, the community).
         | 
         | Earliest memory I have in the multiplayer FPS context was
         | probably the 'cheat' menu unlocks for Goldeneye on the N64 in
         | 1997.
        
           | ThatPlayer wrote:
           | Me and my friend are somehow still playing co-op without
           | mutators. My friend is max level, I'm like 100 away
        
         | mhitza wrote:
         | This reminds me of Quake with the DeFrag mode "sub-game", but
         | also gameplay available in Quake Live in which you could have a
         | Railgun only match, but they could also behave like Rocket
         | Launchers for rocket jumps.
         | 
         | Also allowing players to change the configuration of their game
         | through the dev console was cool. My favorite visual change was
         | to configure the railgun trails to persist for multiple
         | seconds.
        
           | bombcar wrote:
           | We modified Action Quake II (somehow, I forget how) to change
           | gravity (I think it was in the map itself) and we would
           | bounce around Cheyenne in a completely different playstyle -
           | and _everything_ would send you flying.
        
             | Fuzzwah wrote:
             | sv_gravity console command.
        
           | emsixteen wrote:
           | Railgun trail to match the reload time, always!
        
           | mikkupikku wrote:
           | > _also gameplay available in Quake Live in which you could
           | have a Railgun only match, but they could also behave like
           | Rocket Launchers for rocket jumps_
           | 
           | That used to be my jam in Q3A, Instaunlagged. Nothing is
           | quite like railgun jumping with no splash damage. Dusk's
           | crossbow jumping comes close, but isn't hitscan..
        
         | klaussilveira wrote:
         | Red Eclipse has mutators: https://github.com/redeclipse/base
        
         | fainpul wrote:
         | Luckily it seems modern games (e.g. TF2, Overwatch) make this
         | even more accessible with so called "workshops".
        
         | b3ing wrote:
         | My favorite was the one that spawned monsters, so you could
         | have enemies that would attack either side during vehicle CTF
         | or Onslaught game modes
        
         | jorvi wrote:
         | UnrealScript was the bomb, it was what got me started coding.
         | Specifically replicating the gravity gun from Half Life 2.
        
         | Neil44 wrote:
         | I remember the one where you got physically bigger every time
         | you killed someone, until you couldn't fit through doorways
         | etc. And smaller and smaller every time you died. It was pretty
         | hilarious.
        
         | sorenjan wrote:
         | Instagib with ASMD shock rifles.
        
           | bigyabai wrote:
           | Man after my own heart <3
        
         | keraf wrote:
         | There was a number of games that allowed similar things in
         | these days. My favourite was San Andreas Multiplayer. All you
         | needed was a copy of GTA: San Andreas and download the client,
         | the server was community scripted. This gave birth to a number
         | of unique servers: racing, deathmatch, role play, etc.
         | 
         | Multi Theft Auto (another GTA multiplayer mod, still alive
         | today) allowed for similar things. And so did the source games
         | (Counter Strike, HL2: DM, Day of Defeat, etc.).
        
         | samsolomon wrote:
         | While most seemed to prefer Counter-strike, my childhood gaming
         | was dominated by an Unreal Tournament mod called Tac Ops. While
         | the games looked similar, the mechanics felt very different
         | than Counter-strike. It was a much faster-paced game.
         | 
         | There were a ton of servers with wacky mods. I spent a ton of
         | time on the low-grav servers. There were also some that made
         | the top-scoring player huge. Those odd game modes were a blast.
         | 
         | EDIT: Also looks like people are still playing!
         | 
         | https://www.gog.com/dreamlist/game/tactical-ops-assault-on-t...
         | 
         | https://tactical-ops.eu/
        
           | pelagicAustral wrote:
           | This is brilliant, I had complete forgotten about this one!!
           | Thank you very much.
        
           | FuriouslyAdrift wrote:
           | I love Tac Ops! Was one of the most realistic mods out there
           | (it was sooo easy to die).
           | 
           | I seem to remember there was some behind-the-scenes political
           | / financial shenanigans with Counter Strike and the Game of
           | the Year edition bundle that kind of killed it.
        
             | fragmede wrote:
             | Haha realistic... reminds me that one of my favorite mods
             | back in the day was Action Quake which was more action
             | movie styled and less realistic. Last second sideways jumps
             | in and out of the way were its claim to fame, imo.
        
               | embedding-shape wrote:
               | > which was more action movie styled and less realistic
               | 
               | Another HL mod I remember fondly in similar veins is "The
               | Specialists". If I remember correctly, it came out around
               | the same time as The Matrix, and had all the fun moves
               | like running on walls in slowmo, jumping forward/sideways
               | and shooting in slowmo, and lots of other stuff. I think
               | I recall it being possible to play both in 1st and 3rd
               | person too, something that was kind of new at that point,
               | unless I misremember.
               | 
               | I think at that I point I probably spent as much time
               | with The Specialists as with Counter-Strike itself (and a
               | cracked copy of 3DS Max 8 for making my own models of
               | course).
        
               | archagon wrote:
               | That mod was awesome. They somehow managed to make slow
               | motion powerups work in a multiplayer action game without
               | forcing it on every player in the map!
               | 
               | Also had a strange RPG community entirely separate from
               | the main game... funny how these random subcultures
               | evolve in unexpected places.
        
           | jessewmc wrote:
           | Wow thats a name I haven't heard in a long time! I really
           | miss the way tacops 2.2 felt, never did get along with 3.x
           | versions. Was definitely a formative gaming experience for me
           | as well
        
         | ratelimitsteve wrote:
         | These were my favorite part of Starsiege: Tribes. There was a
         | modpack called Ultra Renegades that totally changed the
         | gameplay and made it so twitchy and fun.
        
           | thoughtpalette wrote:
           | Loved Tribes! I mostly played Paintball mod from 2000-2004!
        
             | hightrix wrote:
             | It was such a fun game! My friend group got really into the
             | Shifter mod, you could build defenses for your base like
             | walls and turrets. It was a blast!
        
         | ToucanLoucan wrote:
         | Can't happen anymore because every multiplayer game is chasing
         | esports.
         | 
         | I have always hated esports conceptually, from jump.
        
         | superxpro12 wrote:
         | those ant-sized man in house maps were the best. i dont think
         | ive ever seen anything like it since.
        
           | smazga wrote:
           | The game Grounded almost has that feel, but it's open world.
           | 
           | There's another game called Hypercharge:Unboxed that is
           | definitely giving me the feeling of those old UT maps, but I
           | haven't actually played it.
        
           | FuriouslyAdrift wrote:
           | Sniping people in the bathtub from the sink was so fun...
        
           | forgetfreeman wrote:
           | Having a match grind to a halt because literally everyone on
           | the server was standing in the livingroom staring at the
           | tv...
        
           | matsemann wrote:
           | de_rats and similar in CS1.6
        
         | IncreasePosts wrote:
         | Mutators were amazing at the peak of unreal tournament, but
         | towards the end of life they made it die that much quicker. I
         | remember feeling a little nostalgic and wanting to play unreal
         | tournament, but the only service I could find had a huge amount
         | of mutators and mods installed where it was very much unlike
         | the normal gameplay experience that I was looking for
        
         | pickledoyster wrote:
         | Warcraft 3 had some of the greatest mods that kept the player
         | base alive for decades
        
           | doublerabbit wrote:
           | I've never been a fan of Warcraft, but I did play the custom
           | Warcraft 3 TD maps at lan parties. Some were just so epic.
        
         | pietmichal wrote:
         | Counter-Strike 1.6 (and other Goldsrc based games) greatly
         | benefited from AMX Mod X's scripting capabilities. I miss the
         | days where people were playing modded servers.
         | 
         | Obscuring server browser and/or not allowing self-hosting
         | dedicated servers killed modding in modern games. A real shame.
         | 
         | https://www.amxmodx.org/
        
           | satertek wrote:
           | Not only killed modding, but also killed the way those unique
           | communities developed. I suppose it's possible you can find
           | people on community Discord servers nowadays for pick up
           | games, but not in the same way as just seeing and talking to
           | the same people all the time on your favorite modded server.
        
             | Fuzzwah wrote:
             | For four great years in my career I ran game servers for an
             | Australian ISP. I really enjoyed tossing up servers for new
             | HL2 / UT / Quakeworld mods and seeing what picked up a
             | community, chipping in on a cyberpunk HL2 mod in the same
             | period.
             | 
             | I have such rose coloured glasses of that time.
             | 
             | Looking back, most of the dedicated server software felt
             | like it was just tossed over the wall. Some of the stuff we
             | used to have to do to get things running happily on
             | headless linux servers was very hacky. Others simply HAD to
             | run on windows hosts.
             | 
             | I feel like the entire industry died as games became "live"
             | services.
             | 
             | Nearly 2 decades later when my kids got into Minecraft, I
             | stumbled into the hosted MC server world and was just
             | amazed by the size of the industry around it.
             | 
             | It was a real "arrrh this is where that same spirit ended
             | up" moment.
             | 
             | And now of course there's huge servers funded by getting
             | kids into gambling and pay to win.... Gross.
        
           | giancarlostoro wrote:
           | My favorite server which I think is dead by now, Dead Man
           | Standing was a low gravity CS 1.6 server, no footstep noises,
           | but there was a hook you could use to maneuver the low
           | gravity, and the hook made noise, it was really something
           | with those CS mouse maps. That was peak CS for me, I never
           | saw anyone come close to the quality of that server. DMS I
           | will always miss you.
        
             | spixy wrote:
             | I liked zombie mods
        
           | f13f1f1f1 wrote:
           | And it was literally just so they could skinnerbox people and
           | sell skins. I still remember when if you wanted a skin you
           | just downloaded it and could put it on your server and anyone
           | who joined would download and use it. People running their
           | own stuff makes DLC/lootcrate/cosmetics unviable and I do
           | think a huge part of the "server" finding stuff is to
           | algorithmically put you in situations you are likely to
           | win/lose at certain rates to keep you playing. Anything other
           | than community servers as the primary avenue is a dark
           | pattern. You also lose out the path to getting into
           | modding/3d modeling/programming/running servers that those
           | modded servers were for lots of people including me.
           | 
           | If you have fun instagib servers that might detract from how
           | many lootcrates people buy since they might just get curb
           | stomped in it + it's just harder to track and measure the
           | impact of changes when you are minmaxxing for monetary
           | extraction when you have high variety of mods/servers. If you
           | want to track and evaluate player behavior to manipulate it
           | you need to control for as many variables as possible. These
           | game companies are straight up evil.
        
             | archagon wrote:
             | On the other hand, during the anarchy years of bring-your-
             | own-skins (and sprays), there was a lot of horrible shit
             | out there -- goatse was only the tip of the iceberg.
        
         | sph wrote:
         | Few games today can put me in the heightened frenzy of an
         | Unreal Tournament instagib match. Pure, unadulterated
         | adrenaline.
         | 
         | For a few years Sauerbraten scratched that itch.
        
           | webdevver wrote:
           | i am such a slow old boomer now but i absolutely loved the
           | sauerbraten TOSOK (Team One Shot One Kill) venice servers.
           | also assault cube TOSOK/OSOK (dm variant). also UrbanTerror
           | jump maps. ut_swim will always be in my heart.
        
             | sph wrote:
             | I don't know/remember TOSOK, is that a new mode? We used to
             | play daily circa 2007-2010, my group of friends was in a
             | well-known European clan. Haven't played it since, sadly.
        
               | webdevver wrote:
               | i think im mixing things up - that term might be unique
               | to assault cube. in sauerbraten i remember a map called
               | venice, everyone had snipers and its one shot to kill
               | anyone, very satisfying if youre good and very
               | frustrating if someones better than you.
        
               | sph wrote:
               | I went to look for some videos of the game and damn... I
               | guess it's time to reinstall.
               | 
               | (Never played Assault Cube, always meant to but
               | Sauerbraten was just so good)
        
         | int_19h wrote:
         | The entire extensibility story in Unreal series has been
         | amazing from the get go. Where QuakeC was really more of a
         | scripting language "on the side", with UT it felt more like the
         | entire game is written in UnrealScript, with some native bits
         | here and there for performance. The language was interesting
         | too, incorporating things such as first-class support for
         | various states (you could define different implementations for
         | a function depending on which state the object is, and derived
         | classes could extend that).
         | 
         | No wonder the mutator scene in UT was crazy. My favorite mod
         | for the original UT99 was Dr Strangelove, which modded the
         | Redeemer gun (the one that shoots huge nuclear missiles) to
         | allow you to ride them.
        
           | philsnow wrote:
           | Sounds a lot like emacs, there's a core written in C etc but
           | the overwhelming majority of the bits that make it an editor
           | are in a scripting layer that you can change at runtime (and
           | indeed there's hardly any reason to use emacs if you're not
           | doing so)
        
       | piva00 wrote:
       | Are there are any FPS shooters on the genre of UT (or even
       | Quake3) but modern, not remasters?
       | 
       | I've been missing a lot the frenetic gameplay of those, used to
       | play a lot of UT at a decent level but nowadays I only see
       | tactical FPSs or the likes of Counter-Strike/Battlefield with a
       | high player count.
        
         | belst wrote:
         | there are but they are pretty niche, so mostly you play against
         | bots or against friends.
         | 
         | This one is the last one I heard of but I also haven't followed
         | the scene much lately:
         | https://store.steampowered.com/app/324810/TOXIKK/
        
           | OccamsMirror wrote:
           | TOXIKK was awesome. But very hard to find matches with
           | players.
        
         | pjc50 wrote:
         | Isn't that what Overwatch/Valorant/Apex/Fortnite etc are?
        
           | piva00 wrote:
           | Overwatch is a objective-based game, and like Valorant is a
           | "hero shooter". Apex and Fortnite are battle royales.
           | 
           | I think the closest I got was The Finals but still class-
           | based, so reminds me more of Team Fortress.
           | 
           | I loved playing 1v1 on Quake 2/3 and UT, also team
           | deathmatch, from the list you commented it feels like each
           | game got one of those aspects but none that makes the genre
           | of UT what it is: knowing where weapons/ammo/armor spawn, map
           | knowledge to navigate around, emergent movement mechanics
           | (rocket jumps, strafe-jumping, etc.).
           | 
           | Interesting to see this genre mostly died out, and remnants
           | of it have been scattered across other genres.
        
           | loa_in_ wrote:
           | No, these are class based team FPS, core of UT and Quake is
           | (team) deathmatch
        
             | patrickk wrote:
             | The Unreal Tournament series are arena shooters[1] which
             | has sadly died a death, partially due to Epic Games
             | negligence.
             | 
             | [1] https://en.wikipedia.org/wiki/Arena_shooter
        
         | jjbinx007 wrote:
         | https://www.reddit.com/r/boomershooters/
        
         | corint wrote:
         | Not that I can really think of - there's the adjacent
         | Sauerbraten, but that's a similar vintage!
        
         | crimsoneer wrote:
         | maybe Splitgate if that's still alive?
        
           | waysa wrote:
           | Splitgate 2 is scheduled to launch later this month.
        
         | mikkupikku wrote:
         | Dusk is more Quakeish than UTish, but well worth a look. The
         | graphics are deliberately low fidelity 90s retro, but the
         | gameplay is tight.
        
         | K0nserv wrote:
         | https://www.warsow.net/ is good and runs on pretty much
         | everything. Plays like a mix between UT and Quake3.
        
           | retsibsi wrote:
           | I love Warsow but am I right that it's very hard to find an
           | opponent these days? I just checked https://arena.sh/wa/ and
           | there are 4 non-empty servers, but most (maybe all) of the
           | players seem to be bots.
        
             | K0nserv wrote:
             | I haven't played a while so I cannot comment. When I last
             | played I spun up a server for my friend group to play on.
             | This is the beauty of old school games like these, no need
             | to rely on a company to keep servers running. In a way
             | Warsow is the perfect LAN game: everyone can run it and
             | it's easy to host a server.
        
         | hofrogs wrote:
         | Open-source one: Xonotic
         | 
         | https://xonotic.org/
        
           | some-guy wrote:
           | This is the one that I still fire up with my friends once in
           | awhile. The only problem is it sort of lacks the charm and
           | nostalgia, and it's a bit rough around the edges in parts
           | (the gun selection is fairly abysmal and don't feel right
           | IMO).
        
         | petercooper wrote:
         | Outing myself as a parent of young kids here, but I have been
         | genuinely surprised how good _Hypershot_ on Roblox is. It
         | reminds me of Unreal Tournament a lot and is really easy to
         | play, I 've been hooked for a few weeks. It cuts everything
         | down to the basics like UT without all the bells and whistles
         | modern AAA games have. Oh and it's totally free (but with all
         | the monetization attempts Roblox games tend to have, though
         | they aren't necessary to play even at a high level).
        
         | lgl wrote:
         | Diabotical was heavily inspired by Quakeworld/Quake3/UT arena
         | shooter FPS.
         | 
         | https://www.diabotical.com
        
         | xeonmc wrote:
         | Quake Champions?
        
         | phrotoma wrote:
         | Please point me to the nearest meat grinder. I'm jonesing for
         | breakneck speed mayhem!
        
         | ascagnel_ wrote:
         | Arena shooters have been relegated to side modes in other,
         | bigger games. Probably the last big shooter with that as its
         | focus was Halo: Infinite, but that struggled to stay relevant
         | and its next big update will be its last.
        
           | jval43 wrote:
           | Splitgate captures the feel nicely. Simple, fast, and last I
           | checked free. Very recommended.
        
         | a-french-anon wrote:
         | Shootmania was supposed to be it.
        
         | alexchantavy wrote:
         | Not really unfortunately. This video goes a bit into why
         | (https://www.youtube.com/watch?v=F-t37idOfvk), but the short
         | version is the skill floor (or ceiling?) was too high, making
         | it unwelcoming for people to just pick up, unlike a COD-like
         | shooter.
        
           | lotsofpulp wrote:
           | Halo 3 multiplayer had this solved by maintaining a dynamic
           | rating of the players so that it could match skill levels
           | when random matches were made.
        
         | coupdejarnac wrote:
         | Tribes 3: Rivals is a load of fun. Flying around on jetpacks
         | helps raise the skill ceiling.
        
         | bigyabai wrote:
         | If you like 1v1/2v2 gamemodes, Straftat is pretty amazing:
         | https://store.steampowered.com/app/2386720/STRAFTAT/
        
       | CommanderData wrote:
       | Amazing, more companies need to do this.
       | 
       | Separately it's a shame most modern games have removed LAN
       | gaming.
        
       | grubbs wrote:
       | This is great. I remember playing this for the first time at a
       | Wizards of the Coast in the mall. They had 8 or so PCs on a LAN
       | in the back of the store. My first true LAN party I guess.
        
       | GaryBluto wrote:
       | Epic Games have been surprisingly generous with their older
       | library. Refreshing to see.
        
         | jeron wrote:
         | that's probably thanks to how well Fortnite has done/is doing.
         | Would likely be cagier on their old stuff if the company wasnt
         | doing well
        
       | basisword wrote:
       | Wow this is really exciting, especially the Mac support. UT was
       | kinda my gateway to programming. They made it really easy to
       | build and play your own maps.
        
       | davikr wrote:
       | Still holding out for UT1 code to be officially released.
        
         | aktau wrote:
         | It's not the original source, but
         | https://github.com/dpjudas/SurrealEngine is an active
         | reimplementation of UE1.
        
       | fergie wrote:
       | Such a good game- very ahead of its time, great look and feel.
       | Weird that it was allowed to wither and die.
        
         | yetihehe wrote:
         | > Weird that it was allowed to wither and die.
         | 
         | It was allowed to wither and then murdered in 2022. You can't
         | even buy it now, not even on GOG (you could buy it on GOG
         | previously, but it was removed).
        
           | zelphirkalt wrote:
           | What happened if you bought it when it was available?
           | Hopefully no Amazon Swindle 1984...
        
             | yetihehe wrote:
             | AFAIK those who have it, can still play it (but no official
             | multiplayer servers anymore).
        
         | Cthulhu_ wrote:
         | They released UT 3 in 2007 but I think around that time the
         | company shifted more towards their engine, which by then was
         | already the most used game engine for high profile games (don't
         | quote me on that one, it's a gut feeling).
         | 
         | They started working on a new title, but it was meandering for
         | a long time; it seemed that they would do some of the ground
         | work but relied on the community a lot to design and build maps
         | and weapons. Then the Fortnite team released a Battle Royale
         | mode and made it free to play and it completely dominated the
         | market. The UT team was transitioned to Fortnite in 2017, and
         | Fortnite became their money printer earning them hundreds of
         | millions per month.
         | 
         | While I love Unreal Tournament and would love for them or some
         | other party to fill the gap of a no-nonsense arena shooter, the
         | reality is that it wouldn't be as popular or lucrative as
         | Fortnite. It'd be competing with FPS games like CoD and
         | Battlefield, which have more going for them - including an
         | uneven playing field, depending on players' progression and
         | paid-for unlocks.
        
           | ascagnel_ wrote:
           | UT3 was a dismal failure both critically and commercially,
           | while Gears of War was a huge success. Epic rode that for a
           | while as they worked on Fortnite, and then they put out the
           | battle royale mode in 2017 and the thing took off.
        
       | unsungNovelty wrote:
       | Plaay >>
       | 
       |  _In the mystique female voice!_
       | 
       | I bought it in steam before they removed it. So I can still
       | install and play this game from time to time. Capture the flag is
       | something else in this game!
        
       | xyzal wrote:
       | I hope they fix the terrible SP campaign. The bot skill became
       | too difficult too fast (if I remember correctly they after
       | several stages also began to dodge your CROSSHAIR), you could not
       | change base difficulty mid-run and the money system was punishing
       | when you lost a match
        
       | heystefan wrote:
       | UT99>
        
         | deltoidmaximus wrote:
         | Yeah, I couldn't really get into UT2004. Not sure what it was
         | that bugged me since it was so long ago. But I played a lot of
         | UT99 and I was doing it on a 28.8 modem.
        
           | alexchantavy wrote:
           | I think the tone of of UT2004 was slightly sillier than UT99
           | and the guns felt .. fatter? I'm definitely looking at this
           | with some nostalgia but UT99 will always be my favorite
           | shooter
        
             | systems_glitch wrote:
             | I don't always play UT2K4, but when I do, it's usually with
             | Ballistic Weapons mod + Sergeant Kelly's weapon packs. I
             | agree that the UT2K4 weapons just don't quite do it like
             | UT99.
        
         | RankingMember wrote:
         | That skyscraper map is etched in my mind I played it so much
        
       | craftkiller wrote:
       | I have a special place in my heart for UT2004 because it was one
       | of the very few games that had an official native Linux version
       | at the time. I think I enjoyed the fact that it was running on
       | Linux more than I enjoyed the game itself.
        
         | phrotoma wrote:
         | I'll never forget installing ut2k4 on my linux box and having
         | it Just Work. Magical.
        
           | ascagnel_ wrote:
           | Not just working, but it actually ran better in Linux for me
           | -- my university-mandated laptop could only run it at
           | 1280x800 in Windows if you wanted to hit 60fps, but the Linux
           | client was able to run at the panel's native 1920x1200.
        
           | Zardoz84 wrote:
           | I had it working without issues from Steam (I bought UT 99
           | and 2004 before Epic de-listed from Steam)
        
         | ghc wrote:
         | Yes! I remember at the time I had just gotten linux to reliably
         | work on my dual Opteron workstation so that I could migrate
         | away from Win2K64. UT2K3 and UT2K4 were just about the only
         | games I could run because Wine didn't work very well back then.
         | 
         | In retrospect, I have a much greater appreciation for Windows
         | 2000. User experience was really front and center in a way that
         | we seem to have gotten away from since Web 2.0. It basically
         | never blue screened. Games ran well. Personal computing seems
         | to have taken some steps backwards since then.
        
           | zelphirkalt wrote:
           | There are big companies, that are actively doing harmful
           | things to undermine personal computing, in order to farm
           | engagement, attention and show us ads. Phones become more and
           | more locked down, except for very niche products. Many people
           | don't even have a PC any longer, and only have phones, with
           | none of the freedom of personal computing that we enjoy(ed).
           | Only people in the know are able to and willing to put in the
           | effort to run an OS that includes freedom. Trying to help a
           | friend or family member with a computer or phone problem, one
           | will quickly notice the efforts that big tech makes to
           | undermine freedom respecting solutions.
        
         | fud101 wrote:
         | i remember playing it on linux on my dell inspiron 8k which was
         | a beautiful machine.
        
         | urmane wrote:
         | Yes! I had both a Linux (main) and a Windows box in my office
         | back in the day, and a friend came over frequently and we would
         | "kill things!" for hours :-)
         | 
         | IIRC, I bought the metal case for UT3, but the linux binaries
         | never appeared ...
        
       | kobbs wrote:
       | I'm still sad that Epic Games axed UT4 (2014).
        
         | zelphirkalt wrote:
         | I liked UT3 too, but I guess UT2004 was the peak, with all its
         | different game modes. UT3 felt a little bit like a console
         | thing, with fewer modes. Overall I had much more fun with
         | UT2004, playing it with friends in LAN. UT3 simply didn't pack
         | as much fun gameplay.
        
           | jval43 wrote:
           | UT3 felt sluggish at the time. Both in gameplay and graphics
           | performance. Still much faster than most games today of
           | course.
        
           | archi42 wrote:
           | Ah, for me that would have been UT aka UT99. But chances are,
           | I'm simply 3 - 6 years older than you ;-) Though I definitely
           | I was not the intended age group upon release.
           | 
           | UT4 would have been pretty nice. I remember building the
           | alpha from source when they put it GitHub.... .... Which is
           | now closer to the release of UT 2004 than today. _sigh_
        
         | pantalaimon wrote:
         | Fortnite is it's spiritual successor.
        
           | sph wrote:
           | Don't you blaspheme in here.
        
           | InexSquirrel wrote:
           | It hurt reading that.
        
       | klaussilveira wrote:
       | I honestly can't understand why Epic Games refuses to open-source
       | Unreal 1 and UT99. They insist on licensing individual
       | developers, instead of opening up the source so community forks
       | can thrive. Look at the id tech community, with all the Doom and
       | Quake forks, and all the amazing projects that spawned off of
       | them.
       | 
       | The topic of "middleware" often comes up, as an excuse for them
       | not being able to open the source. Well, just remove any third-
       | party libraries and middleware, even EA did it with their C&C
       | open-source releases. The C&C release did not even compile, but
       | that did not stop the community from porting to Linux and other
       | platforms, as well as modernizing the source and creating
       | replacement libraries.
        
         | 0xC0ncord wrote:
         | One explanation that was brought up before about this was
         | licensing. A lot of the source code has been touched by other
         | entities like Digital Extremes who may feel differently about
         | releasing the source. That's even more true for UT2k4 which was
         | worked on by many more companies behind the scenes, some of
         | which are now defunct.
        
           | embedding-shape wrote:
           | > may feel differently about releasing the source
           | 
           | Still sounds like something someone would change their mind
           | about if enough money was involved, if only Epic had enough
           | profits.
        
         | y-c-o-m-b wrote:
         | I found somebody on Youtube a few years back that remade Nyleve
         | Falls in 3DS Max and all I could think was how cool it would be
         | to reboot Unreal 1 with modern graphics.
         | 
         | Video: https://www.youtube.com/watch?v=bP4ufZKSkio
        
       | davexunit wrote:
       | UT2k4 was a LAN party favorite of mine. One of the last good
       | multiplayer FPS games before Epic lost its way.
        
         | ascagnel_ wrote:
         | UT2004 (and its Xbox counterpart Unreal Championship 2) were
         | great experiences. UT3 tried to set itself apart by tuning its
         | pace significantly higher, and it lost its audience, and UT2016
         | was never going to be a significant title given its development
         | history.
        
       | QuiCasseRien wrote:
       | I'm still playing ut99 GOTY with my son (yeah, I'm that old)...
       | and nothing else matterrrrrrrrrrrr
        
         | manuelmoreale wrote:
         | Still an amazing FPS, your son is lucky. So many great memories
         | playing CTF at lan parties.
        
           | joefarish wrote:
           | Facing Worlds was absolutely peak.
        
             | manuelmoreale wrote:
             | Hell yeah! So many runs on that map. It's so funny how it
             | was basically a strategy-less map since there wasn't much
             | you could do other than trying your best avoid incoming
             | fire while running like a madman up the slope in the middle
             | of the map.
        
               | jerf wrote:
               | It's a terrible map by almost every metric...
               | 
               | ... except fun.
               | 
               | But guess what metric matters most?
        
               | some-guy wrote:
               | I was going to say this. It's not a well-balanced map
               | gameplay-wise, but the grand scale of it back in the day
               | was very awe-inspiring.
        
               | manuelmoreale wrote:
               | I think most UT99 maps were balanced for chaos. Different
               | types of chaos depending on the mode and the map. But
               | they were genuinely all great. I don't remember hating
               | any map in particular.
        
               | archagon wrote:
               | That's kind of what I miss about classic shooters. No
               | rankings, no matchmaking -- just random jank in service
               | of pure pubbie fun. Don't like the map? No worries, we'll
               | cycle to a new one in a few minutes. (Or hop on over to a
               | different server.) Versus CS just being endless rounds of
               | perfectly balanced de_dust2 these days. "Competitive,"
               | sure, but freakin' boring!
        
               | manuelmoreale wrote:
               | It really was all geared towards having fun. And the fact
               | that all the weapons were available on the maps rather
               | than being pre selected made the game so easy to play.
               | 
               | There was no wasting time figuring out what style of play
               | you wanted to go for. You just picked a game mode and
               | went for it.
               | 
               | And as you said, maps were changing very quickly
               | depending on how the game mode was set up.
               | 
               | Plus, so many exploding bodies
        
               | sph wrote:
               | Fun... and with a killer soundtrack:
               | https://m.youtube.com/watch?v=eEcPakW42JU
               | 
               | Enjoy the memories.
        
               | bitwize wrote:
               | Camp out in the upper chamber, wait for Redeemer to
               | spawn, grab it and nuke 'em all. Great for taking out
               | snipers posted on the opposing tower who are preventing
               | your guys from crossing.
               | 
               | Fuck, CTF-Face was a vibe.
        
               | smazga wrote:
               | UT99 was the first real FPS experience I had. My friend
               | invited me to a LAN party (also first time), and the
               | whole thing was mind blowing.
               | 
               | People all over the house shouting and laughing.
               | 
               | I have a distinct memory of someone attempting what you
               | just described, but my friend just happened to be ready
               | and he sniped the redeemer right as it was shot. Big
               | explosion and nothing left of the player but a scorch
               | mark on the building. I laughed myself to tears. Good
               | times.
        
               | manuelmoreale wrote:
               | I'd be so down to set up a lan again to play UT99. I
               | still have a copy ready to go I bought on GOG ages ago.
        
               | int_19h wrote:
               | Once you do get past it, though, there are some options.
               | Including climbing the tower from the outside with the
               | translocator.
        
               | manuelmoreale wrote:
               | Oh yes totally. But getting to the enemy side was the fun
               | part. Also, how cool was that the translocator could be
               | used as a weapon.
        
               | a_e_k wrote:
               | I liked getting to the other side of that map by
               | telepunting - drop the translocator disk at your feet,
               | smack it with the impact hammer just right, and you could
               | send it flying ridiculous distances. You could easily
               | send it the opposite tower in Facing Worlds if your aim
               | was good.
        
               | manuelmoreale wrote:
               | I didn't even know that's a thing you could do! Might
               | have to reinstall the game and give this a try.
        
         | close04 wrote:
         | I found the CD earlier this year while I was packing for a
         | move. Couldn't help myself and played a few DM-Morpheus bot
         | matches. The graphics look dated but the fun was all still
         | there. Few games ever since managed to hook me like this one
         | did.
        
           | y-c-o-m-b wrote:
           | Is that the low-gravity one? Such a fun map.
           | 
           | I remember modding the homing missile gun (forgot its name)
           | to be more agile around corners and building obstacles
           | courses in Unreal Editor for DM-Morpheus to shoot the
           | missiles through. Modding Unreal games was always a great
           | time considering the technology back then.
        
         | uslic001 wrote:
         | Still my favorite FPS of all time. Low gravity sniper rifle CTF
         | was my favorite. Was in the NTHZ clan.
        
         | blazinglyfast wrote:
         | With the best gaming OST of all time.
        
         | systems_glitch wrote:
         | Still the FPS I play the most! We organize LAN parties at some
         | of the vintage computer events.
        
           | archagon wrote:
           | Tell me more! Are you in the Bay Area?
        
         | forgetfreeman wrote:
         | After a particularly shitty day on the helpdesk there was
         | nothing quite like loading up Facing Worlds, jimmying team
         | balancing so it was 8v1 and then holding off the ensuing rush
         | of bots for a half hour with a sniper rifle.
        
           | rkomorn wrote:
           | Facing Worlds was really something. Getting absurd streaks
           | mowing down bots wasn't particularly challenging but it sure
           | felt good.
           | 
           | And wine made it playable on FreeBSD which was quite
           | something to behold.
           | 
           | Especially when my friend launched it on the 256 color,
           | literal X term I had at home. Solid 0.2 FPS over the network.
        
       | pipes wrote:
       | Surely epic will shut this down. The installer downloads a copy
       | of the original game, well that is my reading of it.
        
         | onli wrote:
         | They clearly state so. But also say they have epic's blessing.
         | Then this will stay up.
        
         | 0xC0ncord wrote:
         | This is being done by OldUnreal with written permission from
         | Epic. They've been doing the same thing for Unreal 1 and Unreal
         | Tournament '99 under NDA and all.
        
         | culopatin wrote:
         | Did you read the part where they say "With Epic's blessing"?
        
           | anomaly_ wrote:
           | Bold to assume a poster on the internet can actually read.
        
       | saubeidl wrote:
       | Speaking of shooters of roughly that era, the Timesplitters
       | Rewind fan project also just put out their first release:
       | https://www.youtube.com/watch?v=ZzWSrgQ3eMI
       | 
       | It's basically a modernized anthology of the three Timesplitters
       | games that were quite popular on consoles of the PS2 era.
        
       | aiexplorations wrote:
       | Wow, this is great! I wonder if there is support for ray tracing
       | and other modern tech, but even as it is I would not mind playing
       | this again. Been a long time. Plus, moved to Mac recently and
       | expecting the new fangled Mac support this brings will work well.
        
       | dankobgd wrote:
       | Still can't forgive what epic did to UT4...
        
       | bokohut wrote:
       | A standing applause for those undertaking this effort as I look
       | forward to losing even more of my future time given how much I
       | lost to it in the past.
       | 
       | Many moons ago I worked with an individual whose wife was
       | employed in marketing by a large well known video game company
       | involved around UT. One day he came into the office and brought a
       | load of leftover UT swag and it was a feeding frenzy. I still
       | have and wear my long sleeve black UT embroidered tee and as a
       | point of fact I just wore it again last week. Looking forward to
       | the progress on this effort as an old head UT fan still.
        
       | bob1029 wrote:
       | The most interesting part of UT2k4 to me is the software
       | renderer. It actually worked on period hardware and many would
       | argue it looks better. You should definitely give it a try if
       | you've got the game on a modern machine.
        
         | Narishma wrote:
         | You may be thinking of UT99 or even the first Unreal. UT2k4
         | required a GPU and didn't have a software renderer.
        
           | Teslazar wrote:
           | UT2k4 had software rending support via the Pixomatic software
           | renderer from RAD Game Tools:
           | 
           | https://www.radgametools.com/pixo/PixoWithUnreal2004.txt
           | 
           | Further discussion about it here:
           | 
           | https://forums.beyondunreal.com/threads/software-
           | rendering-i...
        
       | Contax wrote:
       | UT2003 was the first online multiplayer game I ever played, and I
       | played it a lot, mostly at the office with coworkers; we then
       | moved to UT2004. So, so many fond memories of both. Glad is back.
        
         | treeshateorcs wrote:
         | do you remember the map called Phobos II? for some reason they
         | didn't include it with 2004, it was my favorite map
        
       | meroes wrote:
       | They taught a summer class at Stanford where the capstone was
       | putting your 3D model into Ut4 as a new character. Classroom of
       | networked commuters with all kinds of popular games on them...it
       | was hard to get work done some times.
        
       | nemo136 wrote:
       | I discovered "secret level" on prime recently where there is an
       | episode on UT2004 (with the original sound effects like "killing
       | spree !!!" ). With this additional news, I now want to run it
       | again...
        
       | DustinBrett wrote:
       | Hopefully they can compile it to web as well.
        
       | dirkderkdurk wrote:
       | A while back I kinda got Unreal Tournament running inside Unreal
       | Engine, okay, more like a VM running UT inside Unreal Engine, but
       | still...
       | 
       | For those looking for silliness:
       | https://www.youtube.com/watch?v=yVO2VDPnI0Y
        
       | deafpolygon wrote:
       | I loved Instagib.
        
         | orthecreedence wrote:
         | It's the only way I ever played.
        
       | georgeburdell wrote:
       | Amazing, can't wait to play
       | 
       | ... oh wait I have a 60 hour a week job
       | 
       | ... oh wait I have a wife with PPD and 2 young kids and I have to
       | hire a babysitter just to put up Christmas lights
       | 
       | ... oh wait I have RSIs in my dominant hand
       | 
       | I think I'll just make do with my memories of this game. I
       | imagine much of my opinion was colored by being a teenager when
       | it was released.
        
       | bunnytrack wrote:
       | For those who loved UT99, there is still a fairly large community
       | of players online, particularly in the gametype known as
       | BunnyTrack.
       | 
       | It's focused on movement-based challenges and is extremely fun
       | and unique.
       | 
       | I host a few BT servers myself. Please feel free to join and
       | check it out. See: https://www.bunnytrack.net/about
        
       | Rooster61 wrote:
       | Hoo boy. I lost waaaaay too many hours to the Monster Hunt mod
       | back in the day. The RPG style PvE one. All those leeches link
       | gunning the one brave player at the front shooting the boss...
       | Crazy fun
       | 
       | I'm not sure if this release is a good thing or bad thing for me
       | haha
        
         | InexSquirrel wrote:
         | Oh man, I'd forgotten about Monster Hunt. That's the one with
         | the gates right, which spawned a boss when you destroyed them
         | all?
         | 
         | I had a heavily modded version of the game that I ran with
         | bunch of other most, including ChaosUT (Loved the explosive
         | cross bow), some Infiltration weapons and other random bits.
         | Genuinely some of the funnest gaming I remember having as a
         | kid.
        
       | phendrenad2 wrote:
       | This is cool, but reminds me of what we don't have. 99% of the
       | content for Unreal Tournament was made by the community. Why
       | can't the community make an open-source game? There are probably
       | even attempts to make an open-source UT04. But I wish open-source
       | could just make more standalone games. We have so few...
       | Tuxracer, Chromium BSU, Battle for Wesnoth, Warsaw, etc.
        
       | newsclues wrote:
       | So happy to play facing worlds instagib CTF. Godlike!
        
       | jimbob45 wrote:
       | Played this a few months back. In terms of value, it felt right
       | up there with the Orange Box.
       | 
       | The one glaring problem the game has is double-tapping movement
       | keys to dodge. Kills your fingers and you can't ignore it because
       | dodging seems to be the primary mode of skill expression beside
       | weapon choice and aim.
        
       | trashface wrote:
       | This is already on Steam and has been there for years. Or at
       | least, its in my library and it doesn't say its "retired". So
       | what's new?
        
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