Unreal is a first-person shooter computer game developed by Epic Games and published by GT Interactive on May 22, 1998. It was powered by an original gameplay and computer engine that now bears the game's name, one that had been in development for over three years before the game was released. Since the release of Unreal, the franchise has had one direct sequel and two different series based on the Unreal universe.
Unreal Mission Pack I: Return To Na Pali was released on May 31, 1999, and added new missions to the single player campaign of Unreal. Unreal and Unreal Mission Pack I: Return To Na Pali would later be repackaged as Unreal Gold. On August 30, 2001, Unreal was repackaged again as Totally Unreal featuring the contents of Unreal Gold and Unreal Tournament.
Unreal features a broad range of settings and artwork. In the course of the game the player explores the Nali iron age culture, a crashed research vessel (the ISV-Kran), the dizzyingly tall Sunspire, a floating city, Nali castles and villages, Skaarj bases, and ultimately the Skaarj mother ship. Several Nali documents refer to a messiah who will deliver the Nali from the Skaarj, with the obvious implication that the player is that messiah.
The Unreal and Unreal Tournament series have been notable in introducing novel weapon concepts. When using the ASMD, the player can detonate the secondary fire energy ball by shooting it with the weapon's primary fire. This creates a purple shockwave, causing heavy damage to any opponent nearby. This combo attack is now a staple feature of the shock rifle in the Unreal Tournament series. When shooting rockets with the Eightball, if the player holds down the secondary fire button as well as primary fire, the rockets are launched in a small area as opposed to being spread out. The Dispersion Pistol has several upgrades available. The upgrades are in the form of white capsules hovering above the ground, and once picked up, transform the pistol. When fully upgraded, the pistol's secondary fire does an incredible amount of damage.
The Unreal engine brought a host of graphical improvements, including colored lighting. Although Unreal is not the first major release with colored lighting (see Quake II) it is the first to have a software renderer capable of just about everything the hardware renderers of the time were capable of, including colored lighting and even a limited form of texture filtering referred to by programmer Tim Sweeney as an ordered "texture coordinate space" dither. Yong, Li Sheng. Texturing As In Unreal, flipcode.com, July 10, 2000. Early pre-release versions of Unreal were based entirely around software rendering. SIMD technology is integral to allowing the software audio and 3D graphics engines to perform as well as they do. Unreal uses several SIMD technologies, including AMD's 3DNow! along with Intel's MMX and SSE (known as "KNI" within Unreal).
Because of Unreal's long development time, the course of development occurred during the emergence and rapid progression of hardware 3D accelerators. So, along with the advanced software 3D renderer, Unreal was built to take advantage of the 3Dfx Glide API, which emerged as the dominant interface towards the end of the game's development. When Unreal was finally released, Microsoft's Direct3D API was growing almost exponentially in popularity and Epic was fairly quick to develop a driver for their game engine. However, the Direct3D driver, released initially to support the new Matrox G200, was always less capable and slower than the Glide support, especially in the beginning when it was unstable, slow, and had many graphical bugs.MATROX OFFERS SNEAK-PEAK AT UNREAL DIRECT3D®PATCH, Epic MegaGames Inc., September 24, 1998. The Glide driver's superiority can be seen in a review of the 3dfx Voodoo 5, where it outperformed every other card in Unreal Tournament (same engine as Unreal), due to its native Glide support.Witheiler, Matthew. 3dfx Voodoo 5 5500 PCI, Anandtech.com, August 4, 2000. Unreal also has limited official OpenGL support, but its compatibility was very limited, partially due to extremely poor OpenGL ICDs from most hardware vendors. OpenGL could perform better in some rare situations, but Glide and Direct3D were usually the drivers of choice.
Later in 2004 and onward, OpenGL drivers developed by independent programmers and offered for free online began to supersede the official drivers for speed and quality with then-modern hardware. Perhaps the best of these releases was Chris Donhal's enhanced OpenGL renderer for Unreal Tournament, available for Unreal at OldUnreal.Com, which enabled native support for anti-aliasing, advanced multi-texturing, and hardware T&L, amongst a selection of other advanced and experimental features.
Galaxy supports rudimentary software-based 3D audio positioning as well as hardware 3D sound support (although this is quite buggy.) In software mode, sounds are only stereo-panned. Phase shifting and band-pass filtering are used to imitate the effects of sounds hitting the ear, as a function of position. The sound system is limited to mixing and playing back a maximum of 64-channels, but the default is actually 16-channels because of CPU power limitations (each channel consumes CPU time.) This option is also user configurable within the unreal.ini file.
In hardware 3D audio mode the engine is designed to support sound cards with hardware 3D audio mixing and positioning capabilities. At the time of release this included primarily the Aureal Vortex line of audio cards. In this mode, the sound card takes over sound placement with the game providing only positional information to the hardware. If the game uses more channels than the sound card supports, the extra channels will be run on the game's software engine (this can cause sound consistency problems.)
If the system Unreal is being run on lacks MMX support (i.e. a Pentium Pro), the game will automatically reduce sound quality to low. Quality can be turned back up to full, but the audio engine is less efficient (uses more CPU power) without MMX support. On non-MMX machines, the sound code does make some quality and speed trade-offs by limiting sound effects to having only 64 volume levels. One can hear this limitation by setting up an ambient sound effect with a high radius in an otherwise quiet area: the discrete steps between volume levels are quite audible. Epic also noted nearly a 2-fold speed boost with MMX code. Sweeney, Tim.Unreal Audio Subsystem, Epic MegaGames Inc., July 21, 1999.
The sound system supports both the legacy WinMM sound system, and DirectSound. DirectSound generally achieves the lowest latency, while WinMM works on Windows 95 machines which don't have DirectSound, and Windows NT 4.0.
Unreal's music engine also supports CD audio tracks.
In addition, Unreal starts with a completely solid world in which you extract areas with primitives instead of starting with a void and building rooms by adding primitive shapes to fill it. Many map designers believe that this eliminates the tedium of matching up separate walls, floors and ceilings.
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