I installed the drivers on my 8800GT. Everything ran smooth as butter, the fashion show was the lowest at like 33FPS, but it still looked smooth.
But twice, folding@home crashed my machine. Full reboot when I woke up, so that's getting uninstalled. The water dispenser is nice. The giant slug thing is kinda meh.
Any reason to play UT3 when I already own TF2 and COD4?
Folding@home won't let me open so many of my games I don't run it anymore.
Yes there is a reason to play UT3 over TF2 and COD4 it's a completely different type of game and a much more over the top experience. I play mostly Warfare which is a lot like TF2, but you have giant maps and vehicles which add a different type of fun.
COD4 I don't really play much because I don't even have a decent sight to put on a gun and everyone online is so good I don't have the will to get the kills needed to get upgrades. The game is fun to play, but the fact that you have to level up so you can be competitive is really irritating.
He is in the game, he's the black dude in the campaign that the liandri corp highers as a tactical dude.
He's go the shades...oddly enough up until this game I had no idea he was black lol
What did you think he was.... Hawaiian? Maori? Mongolian? Or just a white guy with a skin condition?
Drool - UT is good about rewarding you for contributing to the team's victory rather than just racking up a lot of kills. Unlike, say, TF2 giving you a measly 2 points for carrying the intelligence all the way back to your base after 10 minutes of stalemate.
I thought he was a tanned white guy lol
I don't remember him to much from UT2k4 but in UT99 thats where I remember him from
Drool - UT is good about rewarding you for contributing to the team's victory rather than just racking up a lot of kills. Unlike, say, TF2 giving you a measly 2 points for carrying the intelligence all the way back to your base after 10 minutes of stalemate.
Yesterday a friend and I were playing splitscreen online on the 360 and I spent the majority of this one match sitting right by the prime node defending it and recapturing it and racked up a freaking TON of points when I only actually got a handful of kills. It's nice to see yourself place first on your team because you were doing what you should be doing instead of just treating every mode like deathmatch.
edit: My fears about people not making maps and mods, etc., for UT3 have disappeared because I downloaded quite a few maps the other day and they're all fantastic. I love the UT mapping community, they always come up with maps that are not only amazing to play but visually amazing. Plus some of the settings they come up with are amazing. I kinda want someone to make one similar to the two cell-shaded maps I remember from 2k4, one was ripping off the Mario games stuff like pipes and mushrooms and stuff and the other map looked almost like it was straight from Windwaker. They clashed with the realistic style of the player and vehicle models but I still enjoyed the bright colors and whatnot.
I've been meaning to pick this up, $20 from ebgames is an attractive price.
Is there any word on what DRM this is using, if any? Epic has always been a stand-up company in the past, usually releasing a no-cd patch within the first year. I can't imagine they'd be diving in the SecuROM pool with EA, 2K, and UbiSoft.
Yeah, sadly enough I got this and Battlefield 2 on the same day (I'd been out of the PC gaming loop for a while) and I played this a hell of a lot more just because it didn't require a disc in the drive. Sounds lazy, but lugging discs around everywhere is a pain in the ass with a laptop.
sethsez on
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The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
The bots of UT3 are quite possibly the dumbest I've ever seen. Warfare is practically unplayable through the singleplayer campaign if only because the npc teammates can't hold a point to save their lives. They've got teamwork skills encoded well, but they couldn't hit the broadside of a barn if that barn is carrying a control orb.
At least the multi seems nice. But jesus, I've never felt so frustrated from a single player by UT before. At least the previous versions just made the bots capable of surviving a little while.
Dyrwen66 on
Just an ancient PA person who doesn't leave the house much.
Yeah the bots are pretty much the worst in the series, which is sad because the engine is so powerful in other areas.
I've found I can win Warfare pretty easily if I just run the orb constantly until I get a shot at their core then blast it until my backfield loses the prime node. I only really run into problems when the bots insist on running the orb out to the middle of no where and dieing over and over before I get a chance to grab it.
If you had to bottom line it, what would make you say it's the best patch so far?
Well, let me first point out that it being the best patch so far doesn't mean it's the patch I wanted necessarily. But, the most important things added this time are:
1. The ability to copy a server IP from IRC or whatever and paste it into the game's console was finally implemented. It seems like it should be a pretty standard feature, but it took more than half a year to get incorporated. It was so retarded having to write down a server address on a piece of paper while looking at my computer screen, fire up the game, and then type it into the console while copying off my paper. Am I on a computer here, or what?
2. Added player name list to server browser. Before, you couldn't tell who was playing on a server until you joined... all you could see was the # of players.
3. Added midgame map voting, with serverside config options in UTGame.ini. Very helpful.
4. Simple crosshair tweaks. The default crosshairs are terrible.
While they were sorely needed, none of these improvements tackles the biggest issues that the game has, but the previous patches fixed a laughably miniscule amount of real issues and at this point they're probably not going to put much more work into it at all.
It's actually the People Can Fly's (the guys who made Painkiller) next game that is being published by EA. They're owned by Epic though.
Why is this bad news? EA is publishing all kinds of awesome games these days. There's a reason all these independent devs are signing on with EA's partners program.
It's actually the People Can Fly's (the guys who made Painkiller) next game that is being published by EA. They're owned by Epic though.
Why is this bad news? EA is publishing all kinds of awesome games these days. There's a reason all these independent devs are signing on with EA's partners program.
Their DRM is poison. Otherwise they're not nearly the scourge of gaming that they used to be, they're getting to be pretty damn good actually, but their DRM is like a kick in the balls if it decides it doesn't like your system.
Some people really don't care about uninstallable DRM being installed on their hard drive or that it will periodically contact the distributor to share information about their system.
I am not one of those people, and I hate to see the short list of great developers who treat their customers with respect filing into the camp of a distributor that treats them like criminals.
Something tells me I doubt they will tell Epic what sort of DRM to use. They seem much more hands off when they just publish/distribute for companies they don't own.
Drool on
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augustwhere you come from is goneRegistered Userregular
They don't really have a choice in the matter. Valve chose them to do the in-store distribution of their games, they could very easily choose someone else. During talks over the distribution of Left 4 Dead EA kept coming back to Valve wanting to handle all sorts of additional things with the project, the boxart etc. with Valve essentially saying "Nope, no really, no we've got that covered, no we handle that ourselves..."
Realistically Valve don't see EA as some sort of Evil Empire, at least not according to Doug Lombardi. Funniest quote was this one:
"EA was very progressive about saying, 'We understand who you guys are. We understand what Steam is. We don't want Steam to go away.' Well, they might want Steam to go away, but they're not asking us to make Steam go away."
Ok, I think I have been convinced to grab this for the PC. What's some of the best mods out there? I've seen a bunch for PS3 like side scrolling and legos, is there a good repository for the best mods on the interwebs?
DrunkMc on
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ArminasStudent of LifeSF, CARegistered Userregular
edited January 2009
So I picked this up in the Unreal deal pack on steam (All Unreal games for a total of $20).
And so I was pleasantly surprised that this ran fine on my machine since I was under the impression that it was a fairly heavy game, but I guess not. But I was also surprised at how hard it was to play against the computer. I was on normal and didn't have any trouble handling them, but running around on Hard, I'm getting my ass handed to me in team DM. I'm still the top of my computer team, but the enemy computer team keeps crushing mine. Maybe I should scale it back to normal.
Btw guys, apparently Midway is pissed at Epic at how poorly UT3 did and threatened to drop the series. So to bolster sales, they announced they are working on an expansion pack or bonus content of some kind.
Btw guys, apparently Midway is pissed at Epic at how poorly UT3 did and threatened to drop the series. So to bolster sales, they announced they are working on an expansion pack or bonus content of some kind.
Well, I just picked it up on Steam for 10 bucks this week, so this is good news for me.
Honestly I find it both funny and saddening how everyone compares UT3 to UT2004, and talks about how its missing so much content. Did they not play UT2003? 2k4 was really more of a stand-alone expansion pack on top of the previous game, UT3 doesn't get to benefit from that and was a fresh start. Its just about as bad as everyone comparing every new MMO to WoW, 4 years after launch. I imagine when they release the bonus content or expansion for UT3, people will talk about how thats what it was supposed to be at release, and completely miss the irony of them praising the previous game when it did the exact same thing.
yaknow, I just don't understand the hate behind UT3. I will however admit one thing, that the interface is bad. Aside from the interface though wtf? It plays exactly like UT2K4 and UT2K and all that. The level designs I thought were very well done for the most part, the vehicles were fun to use and the style was great. I've never been a fan of the UE3 so I can't really knock the game for that because it's a problem with gears and gears 2 as well. Seriously though, I'd play it just about once a night for a half hour or so and just get my killing spree on and have a great time. Reminded me of the old days with the original UT.
I really love this game. I just wish chat wasn't PTT. It's a small annoyance on PS3, but it means it's harder to coordiante an attack when you have to always push that button.
More modding tools? They have the entire Unreal Editor on the disk. If you bought the collector's edition it came with some lengthy tutorials on using it.
Drool on
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
edited January 2009
Maybe I did not make myself clear enough, I do have the special edition-
- Decent Exporting Tools,
- Some more refinements on Unrealscript
- Better texture browsing options
- Better Bump mapping/Normal mapping and Parralax mapping tools
- Better implimentation of PhysX properties to models
- Better UVW Unwrap tools, an upgrade to Upaint for UT3.
- Tutorials for a high poly weapon from scratch
- Tutorials for a High Poly character with animation/texturing/Rigging/ Normal baking and so forth
- Tutorials for Terrain creation and event scripting
We've decided that the best way to deliver the UT3 expansion we've been hinting about is in two parts. This patch is the first part. We aren’t quite ready yet to start going into detail about the bonus content and gametypes that will be in the Titan Pack, which is substantially bigger than any bonus pack we've released in the past
and
I don't want to oversell this feature and have you guys be disappointed. We've made a lot of specific changes to the menus to make them easier to use, like improving them for mouse use, improving the color scheme, adding a lot of options, streamlining the menu flow, and making it easier for mod authors to use. However, the enhanced UI in this patch is still recognizably based on the existing UT3 UI.
Ok...now, look at this...Spoilered for CRAZY length
Epic Games has been quietly working behind the scenes on a M-M-MASSIVE update for Unreal Tournament 3. However, the most exciting news may just be that this is only the beginning - a very small part - of what they have in store...
* SUMMARY OF MAJOR FEATURES:
* Major enhancements to Server Browser
* Visual and menu flow overhaul for improved useability of user interface.
* Significant AI improvements, especially in vehicle gametypes.
* Client-side demo recording support
* Improved networking performance.
* Midgame map, game type, and mutator voting support
* Award system using Steam Achievements
* Improved mod support
* Improved Steam integration
* Steam Achievement support for Steam installations of UT3.
* Integrated Steam Authentication support.
* 57 achievements mark your progress and mastery of UT.
* Progress screen shows which awards you have earned, and completion progress on all awards.
* Server Browser:
* Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
* Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
* Now displays each servers IP in the server details box
* Added 'Join IP' and 'Spectate IP' buttons to the join game menu
* Added an 'Add IP' button to the favourites menu
* Modified the main menu to return to the server browser after disconnecting
* Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
* Updated server browser code, so that custom gametypes are properly filtered.
* Added a 'List All Game Modes' selection to the server filter menu.
* Added more information to the server browser player list.
* Fixed servers not being added to history, when following a friend to a server
* You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
* Show "+" for player counts that are populated by bots.
* UI:
* Major visual and menu flow overhaul for improved useability.
* Made the instant-action and host-game menus keep their settings.
* Scoreboard double click functionality for kicking, messages to specific players.
* Enabled gamepad stick sensitivity setting in UI.
* Improved gamepad support on PC.
* Added support for a whole mess of options on Advanced video settings page.
* Easier to click buttons by fixing cases where mouse went just past them.
* Max player counts always fit on all scoreboards.
* Modifier cards should take display priority in toasts over character unlocks.
* Improved voice command menu positioning and offsets.
* Fixed showing as teleport destinations on map nodes which could not be teleported to.
* Added tooltip while deployed in stealth vehicles to show drop deployable button.
* Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
* Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
* Show beacon with name of enemies in DM if they are close enough.
* Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
* Third position for powernode beacon, when just looking at base.
* Added speaking icon to player beacons.
* Portraits shown for player speaking with VOIP.
* Fixed onslaught teleporter tooltip not always displayed correctly.
* fixed toasts that don't shut down properly popping up later unexpectedly
* More delay before going back to ambient music from action.
* Fixed text being obscured after removing a friend from the friends list
* Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
* Fixed issue where playercard and friend message screens were disappearing.
* Reduced chat log spam.
* Fixed rules for showing "change team" button.
* Vehicles:
* Increased radius/volume of Manta, Raptor, and Viper engines.
* Fixed scavenger legs disappearing in kill volumes.
* Force occupied manta to rise if underwater.
* Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
* Increased water damage taken by vehicles.
* Increased Goliath health.
* Fixed nightshade beam weapon accuracy.
* Fixed spidermines confused about nightshade that switches teams.
* Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
* Leviathan shield doesn't stay around after death.
* Fixed leviathan passenger beacon positioning.
* Fixed hoverboard rooster tail positioning when traveling over shallow water.
* Fixed flag positioning on tracked turrets.
* Fixed flying Manta exploit.
* Fixed boost exploit with Fury vehicle
* Weapons:
* Added burn trail for link gun beam.
* Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
* Weapon throwing always enabled.
* Improved force feedback for various weapon and pickup actions.
* Simpler crosshair for instagib rifle.
* Third person translocate sound.
* Stinger now higher priority than flak cannon by default.
* Back splatter decals for hits with sniper rifle, stinger, and enforcer.
* Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
* Fixed enforcer anim problems when become dual during initial loading.
* No ammo display for instagib rifle.
* Improved spidermine herding with Avrils.
* Improved redeemer blast screen shake.
* Spidermines work properly in deathmatch.
* Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
* Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
* Fixed trans discs getting stuck on instigator's head.
* AI:
* Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
* Improved bot handling of navigation failures, don't stay stuck.
* Bots understand ducking under obstacles with the Darkwalker.
* Bots understand getting off hoverboard to use a lift.
* Adjusted bot new enemy acquistion speed.
* Low skill bots don't slow down if carrying flag.
* Bots understand how to effectively use Orbs in Warfare much better.
* Bots use the hoverboard more effectively.
* Improved bot AI for using Translocator.
* Improved AI for picking best weapon to use.
* Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
* Improved AI for using the Hellfire SPMA.
* Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
* Improved Manta/Viper AI for trying to run over enemy foot soldiers.
* Improved stealth vehicle deployment AI.
* Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
* Fixed bots not able to get in Darkwalker secondary turret in some cases.
* Fixed bot AI issues in secondary turrets.
* Bots go after countdown nodes if core can't be attacked.
* Fixed bots grabbing orb without getting all the way to orb spawner.
* Improved AI for bots deciding whether to get out of vehicles and continue on foot.
* Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
* Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
* Bots fully understand kismet disabled nodes.
* Improved bot AI for fighting enemies in Slow Fields.
* Improved bot understanding of targeting occluded powernodes.
* Demo Recording:
* Added support for clientside demo recording.
* Demo playback is now delayed until precaching completes.
* Networking:
* Fixed localization of certain networking messages received from different language server.
* Improved dynamic netspeed system based on player counts.
* Improved hoverboard smoothness in net games.
* Friend following now attempts to place friends on the same team.
* Added team balancing between matches.
* Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
* Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
* Networking bandwidth use optimizations.
* Improved prioritization of actor replication.
* Improved network pawn position update smoothing using mesh translation.
* Tweaked finding floors for simulated falling pawns.
* Yaw and pitch change smoothing for other players on clients.
* Fixed character mesh not getting onto hoverboard right away in high player count games.
* Improved turret replication in high player count games.
* Fixed remaining cases where team color skins weren't being properly set.
* Fixed clients auto-switching to better weapon when they stop firing.
* Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
* Make sure all audio components get cleaned up on seamless travel.
* Fixed various exploits.
* Server Administration:
* Removed download speed limitations, when hosting LAN servers.
* Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
* Fixed buggy URL parsing function, which was breaking mutator advertising
* Added code to recreate serveractors after seamless travel
* Fixed case insensitivity issue with admin and game passwords
* Added session banning, with the command: AdminSessionBan
* Security fixes.
* Added config variable 'SpawnProtectionTime' to UTGame.ini.
* Optimized stats sending bandwidth.
* Support `n as \n in MOTD.
* Engine:
* Collision Octree optimizations
* Particle system optimizations
* Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
* Removed unnecessary profile saves, improved saving progress when player expects it.
* Improved Garbage collection performance.
* Optimized decals.
* Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).
To enable, add the following to your UTGame.ini file
[UTOnslaughtNodeTeleporter]
bRealtimeCapture=true
* Game:
* Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
* CTF flag is hidden for player carrying it.
* Can no longer teleport to node that is under attack.
* Improved victim death messages (precise cause of death).
* In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
* Fixed scoreboard issues during seamless travel.
* Fixed lifts returning if you jump or get shot while on them.
* Play taunts on upper body only for moving players.
* Fixed black boxes on Leviathan shock balls.
* Fixed lighting on first person spidermine death effect
* Improved code for leaning players which are going around turns.
* Reduced foot jittering on stairs.
* No team change penalty for automatic swaps.
* Improved lighting for characters.
* Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
* Fixed winner pawn rotating after round ends.
* Fixed sender not hearing autotaunts.
* Fixed krall missing footstep sound notifies.
* Fixed bots leaving game affecting TDM team score.
* Fixed bad low LOD meshes (spiky when feigning or dead).
* Mod support:
* UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
* Added support for stretching IK limbs (see SkelControlLimb.uc).
* Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
* Added spectator notification hooks to Mutator.uc:
- AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
- AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
- NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
- NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
* Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
* Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
* Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
- 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
- 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
- Added team change notification hooks to Mutator.uc
- AllowChangeTeam: Allows mutators to prevent players from changing team
- NotifySetTeam: Notifies mutators when a player successfully changes team
* Added bCanRagdoll flag to UTPawn for mod authors.
* Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
* Made UIObject 'ResolveStyles' function accessible to script.
* Added support for loading a Splash.bmp in a mod directory.
* Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
* Added code to reinitialize ServerActors after seamless travel
* Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
- 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
- Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
- Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'
* Level specific:
* Fixed redeemers nopt able to damage power cores in Islander.
* Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
* Fixed collision issues in VCTF-Suspense and Suspense_Necris.
* Fixed real-time teleporter portal updates in WAR-Avalanche.
* Maplists
* The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
- To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
For example, Maps=("DM-Arsenal","DM-Biohazard") in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard")
* Configuration options for [UTGame.UTMapListManager]:
- GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
* GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
* GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
* MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
* Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
* Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
* ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
* bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
* MapReplayLimit: The number of matches which must pass before any one map can be played again
* ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
* PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
* AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
* AutoEmptyOptions: The same as 'AutoStripOptions', except these options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")
[*]Configuration options for [UTGame.UTMapList]:
- Maps: The list of maps used by the maplist, options:
* Map: The filename of the map (minus the file extension)
* ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
* AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)
* LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime
* Voting
* Added support for midgame voting for maps, game types, and mutators.
* All vote related variables have been moved to UTVote.ini
- To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: 'bAllowMapVoting', 'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'), 'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now 'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and 'InitialVoteDelay'.
* Added new configuration options 'InitialVoteTransferTime' and 'RushVoteTransferTime'; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu
* Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through 'GameProfiles' under [UTGame.UTMapListManager]; configuration options in UTVote.ini:
- bAllowGameVoting: Enable/Disable gametype voting
* Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
* bAllowMutatorVoting: Enable/Disable mutator voting
* VotableMutators: The list used to determine which mutators should be votable, options include:
* MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
* MutName: The name that is displayed on the vote menu for this mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game will attempt to set this automatically
[*]MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame[*]Added kick voting; configuration options:
- bAllowKickVoting: Enable/Disable kick voting
- bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
- MinKickVotes: The minimum number of votes required in order to kick a player
- KickVotePercentage: The percentage of votes required in order to kick a player
That is a nice list of changes. I really wish they hadn't put the cdkey of this damn game on the cd sleeve. I'm going to have to rebuy it on steam. Luckily it's only 20 bucks
Soooo, is there anyone out there even remotely interested in playing some UT3 on PC?
No, I don't think so.
I bought it on release date for pc. When I started playing I realized that I was playing a downgraded version of UT2004. The same weapons we've been using since Unreal 1. No new game modes. No new features. Nothing. Old, tired, dull.
I never even managed to finish a single match without quiting out of boredom. I want my money back.
Needle on
0
ArminasStudent of LifeSF, CARegistered Userregular
Soooo, is there anyone out there even remotely interested in playing some UT3 on PC?
I was! When the Unreal Deal pack came out, I was playing hte SP campaign for a while, and then did a bit of multiplayer. I planned on going back to it eventually, I missed out on the UT2k4 bandwagon so this isn't really awful or anything for me.
And when the patch comes out, I definitely plan on playing. Man, I don't know if I remember my password.
Posts
Folding@home won't let me open so many of my games I don't run it anymore.
Yes there is a reason to play UT3 over TF2 and COD4 it's a completely different type of game and a much more over the top experience. I play mostly Warfare which is a lot like TF2, but you have giant maps and vehicles which add a different type of fun.
COD4 I don't really play much because I don't even have a decent sight to put on a gun and everyone online is so good I don't have the will to get the kills needed to get upgrades. The game is fun to play, but the fact that you have to level up so you can be competitive is really irritating.
I thought he was a tanned white guy lol
I don't remember him to much from UT2k4 but in UT99 thats where I remember him from
Yesterday a friend and I were playing splitscreen online on the 360 and I spent the majority of this one match sitting right by the prime node defending it and recapturing it and racked up a freaking TON of points when I only actually got a handful of kills. It's nice to see yourself place first on your team because you were doing what you should be doing instead of just treating every mode like deathmatch.
edit: My fears about people not making maps and mods, etc., for UT3 have disappeared because I downloaded quite a few maps the other day and they're all fantastic. I love the UT mapping community, they always come up with maps that are not only amazing to play but visually amazing. Plus some of the settings they come up with are amazing. I kinda want someone to make one similar to the two cell-shaded maps I remember from 2k4, one was ripping off the Mario games stuff like pipes and mushrooms and stuff and the other map looked almost like it was straight from Windwaker. They clashed with the realistic style of the player and vehicle models but I still enjoyed the bright colors and whatnot.
Is there any word on what DRM this is using, if any? Epic has always been a stand-up company in the past, usually releasing a no-cd patch within the first year. I can't imagine they'd be diving in the SecuROM pool with EA, 2K, and UbiSoft.
But there's always a first time.
You can also get it off Steam if you don't want to put pants on, or want the Unreal Pack with all the old games.
No DRM? No pants? Epic!
Item purchased. Should arrive in 3-4 days.
Drool, if you aren't in sales, you're wasting a natural gift.
At least the multi seems nice. But jesus, I've never felt so frustrated from a single player by UT before. At least the previous versions just made the bots capable of surviving a little while.
I've found I can win Warfare pretty easily if I just run the orb constantly until I get a shot at their core then blast it until my backfield loses the prime node. I only really run into problems when the bots insist on running the orb out to the middle of no where and dieing over and over before I get a chance to grab it.
Shooting me before I round a corner. FUCK EM.
WTF is going on.
I was really enjoying the whole no cd/no drm/no pants thing.
Well, let me first point out that it being the best patch so far doesn't mean it's the patch I wanted necessarily. But, the most important things added this time are:
1. The ability to copy a server IP from IRC or whatever and paste it into the game's console was finally implemented. It seems like it should be a pretty standard feature, but it took more than half a year to get incorporated. It was so retarded having to write down a server address on a piece of paper while looking at my computer screen, fire up the game, and then type it into the console while copying off my paper. Am I on a computer here, or what?
2. Added player name list to server browser. Before, you couldn't tell who was playing on a server until you joined... all you could see was the # of players.
3. Added midgame map voting, with serverside config options in UTGame.ini. Very helpful.
4. Simple crosshair tweaks. The default crosshairs are terrible.
While they were sorely needed, none of these improvements tackles the biggest issues that the game has, but the previous patches fixed a laughably miniscule amount of real issues and at this point they're probably not going to put much more work into it at all.
Bellingham LAN Experiment
Why is this bad news? EA is publishing all kinds of awesome games these days. There's a reason all these independent devs are signing on with EA's partners program.
Man, where did this comic come from? I don't remember it at all....
Their DRM is poison. Otherwise they're not nearly the scourge of gaming that they used to be, they're getting to be pretty damn good actually, but their DRM is like a kick in the balls if it decides it doesn't like your system.
Some people really don't care about uninstallable DRM being installed on their hard drive or that it will periodically contact the distributor to share information about their system.
I am not one of those people, and I hate to see the short list of great developers who treat their customers with respect filing into the camp of a distributor that treats them like criminals.
They don't really have a choice in the matter. Valve chose them to do the in-store distribution of their games, they could very easily choose someone else. During talks over the distribution of Left 4 Dead EA kept coming back to Valve wanting to handle all sorts of additional things with the project, the boxart etc. with Valve essentially saying "Nope, no really, no we've got that covered, no we handle that ourselves..."
Realistically Valve don't see EA as some sort of Evil Empire, at least not according to Doug Lombardi. Funniest quote was this one:
And so I was pleasantly surprised that this ran fine on my machine since I was under the impression that it was a fairly heavy game, but I guess not. But I was also surprised at how hard it was to play against the computer. I was on normal and didn't have any trouble handling them, but running around on Hard, I'm getting my ass handed to me in team DM. I'm still the top of my computer team, but the enemy computer team keeps crushing mine. Maybe I should scale it back to normal.
Well, I just picked it up on Steam for 10 bucks this week, so this is good news for me.
Honestly I find it both funny and saddening how everyone compares UT3 to UT2004, and talks about how its missing so much content. Did they not play UT2003? 2k4 was really more of a stand-alone expansion pack on top of the previous game, UT3 doesn't get to benefit from that and was a fresh start. Its just about as bad as everyone comparing every new MMO to WoW, 4 years after launch. I imagine when they release the bonus content or expansion for UT3, people will talk about how thats what it was supposed to be at release, and completely miss the irony of them praising the previous game when it did the exact same thing.
Tumblr
- Decent Exporting Tools,
- Some more refinements on Unrealscript
- Better texture browsing options
- Better Bump mapping/Normal mapping and Parralax mapping tools
- Better implimentation of PhysX properties to models
- Better UVW Unwrap tools, an upgrade to Upaint for UT3.
- Tutorials for a high poly weapon from scratch
- Tutorials for a High Poly character with animation/texturing/Rigging/ Normal baking and so forth
- Tutorials for Terrain creation and event scripting
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All text from beyondunreal.com
and
Ok...now, look at this...Spoilered for CRAZY length
* SUMMARY OF MAJOR FEATURES:
* Major enhancements to Server Browser
* Visual and menu flow overhaul for improved useability of user interface.
* Significant AI improvements, especially in vehicle gametypes.
* Client-side demo recording support
* Improved networking performance.
* Midgame map, game type, and mutator voting support
* Award system using Steam Achievements
* Improved mod support
* Improved Steam integration
* Steam Achievement support for Steam installations of UT3.
* Integrated Steam Authentication support.
* 57 achievements mark your progress and mastery of UT.
* Progress screen shows which awards you have earned, and completion progress on all awards.
* Server Browser:
* Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
* Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
* Now displays each servers IP in the server details box
* Added 'Join IP' and 'Spectate IP' buttons to the join game menu
* Added an 'Add IP' button to the favourites menu
* Modified the main menu to return to the server browser after disconnecting
* Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
* Updated server browser code, so that custom gametypes are properly filtered.
* Added a 'List All Game Modes' selection to the server filter menu.
* Added more information to the server browser player list.
* Fixed servers not being added to history, when following a friend to a server
* You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
* Show "+" for player counts that are populated by bots.
* UI:
* Major visual and menu flow overhaul for improved useability.
* Made the instant-action and host-game menus keep their settings.
* Scoreboard double click functionality for kicking, messages to specific players.
* Enabled gamepad stick sensitivity setting in UI.
* Improved gamepad support on PC.
* Added support for a whole mess of options on Advanced video settings page.
* Easier to click buttons by fixing cases where mouse went just past them.
* Max player counts always fit on all scoreboards.
* Modifier cards should take display priority in toasts over character unlocks.
* Improved voice command menu positioning and offsets.
* Fixed showing as teleport destinations on map nodes which could not be teleported to.
* Added tooltip while deployed in stealth vehicles to show drop deployable button.
* Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
* Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
* Show beacon with name of enemies in DM if they are close enough.
* Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
* Third position for powernode beacon, when just looking at base.
* Added speaking icon to player beacons.
* Portraits shown for player speaking with VOIP.
* Fixed onslaught teleporter tooltip not always displayed correctly.
* fixed toasts that don't shut down properly popping up later unexpectedly
* More delay before going back to ambient music from action.
* Fixed text being obscured after removing a friend from the friends list
* Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
* Fixed issue where playercard and friend message screens were disappearing.
* Reduced chat log spam.
* Fixed rules for showing "change team" button.
* Vehicles:
* Increased radius/volume of Manta, Raptor, and Viper engines.
* Fixed scavenger legs disappearing in kill volumes.
* Force occupied manta to rise if underwater.
* Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
* Increased water damage taken by vehicles.
* Increased Goliath health.
* Fixed nightshade beam weapon accuracy.
* Fixed spidermines confused about nightshade that switches teams.
* Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
* Leviathan shield doesn't stay around after death.
* Fixed leviathan passenger beacon positioning.
* Fixed hoverboard rooster tail positioning when traveling over shallow water.
* Fixed flag positioning on tracked turrets.
* Fixed flying Manta exploit.
* Fixed boost exploit with Fury vehicle
* Weapons:
* Added burn trail for link gun beam.
* Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
* Weapon throwing always enabled.
* Improved force feedback for various weapon and pickup actions.
* Simpler crosshair for instagib rifle.
* Third person translocate sound.
* Stinger now higher priority than flak cannon by default.
* Back splatter decals for hits with sniper rifle, stinger, and enforcer.
* Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
* Fixed enforcer anim problems when become dual during initial loading.
* No ammo display for instagib rifle.
* Improved spidermine herding with Avrils.
* Improved redeemer blast screen shake.
* Spidermines work properly in deathmatch.
* Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
* Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
* Fixed trans discs getting stuck on instigator's head.
* AI:
* Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
* Improved bot handling of navigation failures, don't stay stuck.
* Bots understand ducking under obstacles with the Darkwalker.
* Bots understand getting off hoverboard to use a lift.
* Adjusted bot new enemy acquistion speed.
* Low skill bots don't slow down if carrying flag.
* Bots understand how to effectively use Orbs in Warfare much better.
* Bots use the hoverboard more effectively.
* Improved bot AI for using Translocator.
* Improved AI for picking best weapon to use.
* Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
* Improved AI for using the Hellfire SPMA.
* Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
* Improved Manta/Viper AI for trying to run over enemy foot soldiers.
* Improved stealth vehicle deployment AI.
* Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
* Fixed bots not able to get in Darkwalker secondary turret in some cases.
* Fixed bot AI issues in secondary turrets.
* Bots go after countdown nodes if core can't be attacked.
* Fixed bots grabbing orb without getting all the way to orb spawner.
* Improved AI for bots deciding whether to get out of vehicles and continue on foot.
* Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
* Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
* Bots fully understand kismet disabled nodes.
* Improved bot AI for fighting enemies in Slow Fields.
* Improved bot understanding of targeting occluded powernodes.
* Demo Recording:
* Added support for clientside demo recording.
* Demo playback is now delayed until precaching completes.
* Networking:
* Fixed localization of certain networking messages received from different language server.
* Improved dynamic netspeed system based on player counts.
* Improved hoverboard smoothness in net games.
* Friend following now attempts to place friends on the same team.
* Added team balancing between matches.
* Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
* Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
* Networking bandwidth use optimizations.
* Improved prioritization of actor replication.
* Improved network pawn position update smoothing using mesh translation.
* Tweaked finding floors for simulated falling pawns.
* Yaw and pitch change smoothing for other players on clients.
* Fixed character mesh not getting onto hoverboard right away in high player count games.
* Improved turret replication in high player count games.
* Fixed remaining cases where team color skins weren't being properly set.
* Fixed clients auto-switching to better weapon when they stop firing.
* Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
* Make sure all audio components get cleaned up on seamless travel.
* Fixed various exploits.
* Server Administration:
* Removed download speed limitations, when hosting LAN servers.
* Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
* Fixed buggy URL parsing function, which was breaking mutator advertising
* Added code to recreate serveractors after seamless travel
* Fixed case insensitivity issue with admin and game passwords
* Added session banning, with the command: AdminSessionBan
* Security fixes.
* Added config variable 'SpawnProtectionTime' to UTGame.ini.
* Optimized stats sending bandwidth.
* Support `n as \n in MOTD.
* Engine:
* Collision Octree optimizations
* Particle system optimizations
* Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
* Removed unnecessary profile saves, improved saving progress when player expects it.
* Improved Garbage collection performance.
* Optimized decals.
* Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).
To enable, add the following to your UTGame.ini file
[UTOnslaughtNodeTeleporter]
bRealtimeCapture=true
* Game:
* Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
* CTF flag is hidden for player carrying it.
* Can no longer teleport to node that is under attack.
* Improved victim death messages (precise cause of death).
* In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
* Fixed scoreboard issues during seamless travel.
* Fixed lifts returning if you jump or get shot while on them.
* Play taunts on upper body only for moving players.
* Fixed black boxes on Leviathan shock balls.
* Fixed lighting on first person spidermine death effect
* Improved code for leaning players which are going around turns.
* Reduced foot jittering on stairs.
* No team change penalty for automatic swaps.
* Improved lighting for characters.
* Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
* Fixed winner pawn rotating after round ends.
* Fixed sender not hearing autotaunts.
* Fixed krall missing footstep sound notifies.
* Fixed bots leaving game affecting TDM team score.
* Fixed bad low LOD meshes (spiky when feigning or dead).
* Mod support:
* UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
* Added support for stretching IK limbs (see SkelControlLimb.uc).
* Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
* Added spectator notification hooks to Mutator.uc:
- AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
- AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
- NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
- NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
* Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
* Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
* Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
- 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
- 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
- Added team change notification hooks to Mutator.uc
- AllowChangeTeam: Allows mutators to prevent players from changing team
- NotifySetTeam: Notifies mutators when a player successfully changes team
* Added bCanRagdoll flag to UTPawn for mod authors.
* Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
* Made UIObject 'ResolveStyles' function accessible to script.
* Added support for loading a Splash.bmp in a mod directory.
* Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
* Added code to reinitialize ServerActors after seamless travel
* Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
- 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
- Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
- Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'
* Level specific:
* Fixed redeemers nopt able to damage power cores in Islander.
* Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
* Fixed collision issues in VCTF-Suspense and Suspense_Necris.
* Fixed real-time teleporter portal updates in WAR-Avalanche.
* Maplists
* The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
- To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
For example, Maps=("DM-Arsenal","DM-Biohazard") in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard")
* Configuration options for [UTGame.UTMapListManager]:
- GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
* GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
* GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
* MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
* Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
* Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
* ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
* bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
* MapReplayLimit: The number of matches which must pass before any one map can be played again
* ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
* PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
* AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
* AutoEmptyOptions: The same as 'AutoStripOptions', except these options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")
[*]Configuration options for [UTGame.UTMapList]:
- Maps: The list of maps used by the maplist, options:
* Map: The filename of the map (minus the file extension)
* ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
* AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)
* LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime
* Voting
* Added support for midgame voting for maps, game types, and mutators.
* All vote related variables have been moved to UTVote.ini
- To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: 'bAllowMapVoting', 'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'), 'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now 'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and 'InitialVoteDelay'.
* Added new configuration options 'InitialVoteTransferTime' and 'RushVoteTransferTime'; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu
* Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through 'GameProfiles' under [UTGame.UTMapListManager]; configuration options in UTVote.ini:
- bAllowGameVoting: Enable/Disable gametype voting
* Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
* bAllowMutatorVoting: Enable/Disable mutator voting
* VotableMutators: The list used to determine which mutators should be votable, options include:
* MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
* MutName: The name that is displayed on the vote menu for this mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game will attempt to set this automatically
[*]MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame[*]Added kick voting; configuration options:
- bAllowKickVoting: Enable/Disable kick voting
- bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
- MinKickVotes: The minimum number of votes required in order to kick a player
- KickVotePercentage: The percentage of votes required in order to kick a player
And is there any PC-PS3 cross-platform multiplayer?
I bought it on release date for pc. When I started playing I realized that I was playing a downgraded version of UT2004. The same weapons we've been using since Unreal 1. No new game modes. No new features. Nothing. Old, tired, dull.
I never even managed to finish a single match without quiting out of boredom. I want my money back.
I was! When the Unreal Deal pack came out, I was playing hte SP campaign for a while, and then did a bit of multiplayer. I planned on going back to it eventually, I missed out on the UT2k4 bandwagon so this isn't really awful or anything for me.
And when the patch comes out, I definitely plan on playing. Man, I don't know if I remember my password.