View Full Version : UT2003 bonus pack + more
1st February 2003, 17:49
new maps, some are remakes of old classics. looks good.
oi, i'm getting a little verklempt. talk amongst yourselves. i'll give you a topic:
unreal 2: the awakening
1st February 2003, 18:11
Lol, that line reminds me of Andrea Martin. :)
Nice game series, hands down. Smooth and fluid engine graphics. I'm hesitant for that bonus pack, cuz I use the no-cd patch (I own the game, and it's only on one comp) but to get the disc out everytime I want to play is a pain in the ass.
1st February 2003, 18:15
there's an easy solution to that. pm me for details :confused:
1st February 2003, 18:26
Here's the changelog:
- now support left handed weapons
- fixed hidden weapons appearing occasionally on respawn
- spectators don't show up on DM scoreboard at end of match
- FPH doesn't change after match ends
- shock combos now work after going through static meshes, and at all angles.
- Fixed when entering a painzone you take double the damage/second in the first second and the correct amount thereafter.
- added exec function SwitchToLastWeapon (bound to E by default)
- fixed megaspeed DMMutator game option.
- improved bombing run AI (better AI reset between scores)
- fix for CTF flag can't be picked up
- fixed showing flag icon on scoreboard even if holder not relevant
- fixed throwing out minigun screwing up assault rifle
- added server option bBrightSkins to [UnrealGame.DMMutator] (and in the game rules menu). Setting it to true makes player skins brighter.
- fixed rocketlauncher can lock onto invasion monsters (bonuspack)
- change weapon sound pitch when berserk
- added bPreloadAllSkins config option to UT2003.ini, in the [UnrealGame.UnrealMPGameInfo] section. Its false by default. If true, all skins and character models referenced in .upl files are preloaded. Only set this option to true if you have a lot of system RAM (512 MB or more). This option reduces the hitch experienced when new players join a multiplayer game during gameplay.
- only allow restartgame() to be called once.
- added a GetWeaponStats exec function, which writes weapon info to the log for tracking down weapon problems
- Fixed VoiceMenu Acknowledgements to use the abbreviated versions if available
- other clients hear rockets being loaded
- fixed local stats for instagib
- fixed domination hud for spectators
- added the exec command "specviewgoal" that will attempt to show the current goal (be it the flag/ball/dom point or the guy holding it).
- made flak shell more visible
- dropflag works in net games
- GameRules.NetDamage() always called in team games, and GameRules.ScoreKill() not called twice
- momentum is passed as an out (by reference) parameter in GameInfo.ReduceDamage() and GameRules.NetDamage()
- moved teammate momentum reduction to TeamGame.ReduceDamage()
- added ClientReceiveCombo() to xPlayer, to allow replication of mutator combos.
- Mod authors can now add keys to the config menu. See XInterface.GUIUserKeyBinding for info "how to".
- added support for pushing skins and meshes down from the server, with the PlayerRecordClass
Use PlayerRecordClass to push down player skins and meshes from the server.
For example, if the Reaper clan was running a server, and had their own clan skin in ReaperSkin.utx, here's what they'd need to do:
Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with "mod" appended. Reaper is a subclass of PlayerRecordClass, with
all the default properties set appropriately to setup up the character. Clan members will need to have a .upl file with the same character definition.
The server will need to have both ReaperSkin and ReaperMod in its serverpackages.
- improved cheat protection
- spectating improvements
- single pass through actor list for first pass relevancy determination for all connections. Improves server CPU utilization by 20% to 30% for servers with large numbers of players
- hide passwords in URL
- added bAdminCanPause configurable property to GameInfo. It's true by default. To change it to false, add
bAdminCanPause=false to the [Engine.GameInfo] section of your UT2003.ini file.
- fixed precision problems with ping calculation
- fixed adminsay bringing up MOTD on clients
- fixed bots not properly losing player enemies when players log out of net games.
- Fixed LAN broadcast bug which caused problems in the LAN tab when multiple UT2003 servers were run on the same machine
- TcpLink/UdpLink eventReceivedBinary fix.
- Fixed Bug in CheckIPPolicy
- fixed port swapping bug.
- maxspectators can be passed on command line
- Fix for Admin's Managed Groups
- Fixed Admin names showing multiple times when in multiple groups
- Added several game options to Web Admin
- Fixed Web Admin SetPlayInfo so that it won't be called twice on DMMutator
- Fixed MutatorFillPlayInfo so that it chains. Do not override MutatorFillPlayInfo, just override FillPlayInfo
- Fixed MD5 package protection so that it would stop resetting all RevisionLevels to 0 on loadup
- Fixed Web Admin Friendly Fire defaults
- Fixed Kick Command in AdminINI
- Changed the seperator character for the in-game admin menu from | to ESC
- Made Extended Console stop complaining when a MusicManagerClass wasn't defined.
- Fixed UTServerAdmin so it would pass PreQuery and PostQuery calls to mods
- fixed banning someone in internet games bans all spectators
- Fixed occasional (!Closing) crash on playback
- fixed shock beam on client-side demos
- When recording demos on a client, listen server or single player, the demo file only records demo frames at the frame rate specified in NetServerMaxTickRate in the [Engine.DemoRecDriver] section of UT2003.ini. This does not effect the frame rate, only the rate at which frames are written to the demo recording file. This solves the problem
of slow demo playback of client-side demos on machines which are not as fast as the recording machine.
- fixed bug where ?timedemo was accidentaly including the precaching time
- LowSoundQuality option is saved properly.
- maps listed alphabetically
- Added Map name to loading screen
- fixed bug where menu mouse resolution was dependent on direction
- added "MouseX/YMultiplier" to scale raw mouse input in [WinDrv.WindowsClient] in your UT2003.ini
- added support for up to 8 mouse buttons
- Fixed some Accessed None spam in the UI
- fixed 'half op" status for IRC client
- display channel topic for IRC client
- For custom game types, have seperate 'Custom' tab with combo box in the server browser.
- fixed bug which caused game to reverted to D3DDrv after patching
- added code to disable specular if neither ATI_texture_env_combine3 nor NV_texture_env_combine4 are exposed (Linux DRI drivers)
- worked around fog related driver bug in older ATI drivers
- added code to switch back to desktop resolution at exit (Win98)
- fixed bug related to OverrideDesktopRefreshRate option
- added workaround for HW bug on certain older NVIDIA cards
- changed code to handle D3DERR_DEVICELOST on initial device creation
- updated DefOpenAL32.DLL with latest version from Creative
- fixed big memory leak caused by garbage collection problem with certain levels (occurred on level change)
- fixed occasional crash which occurred during garbage collection on level changes, or when joining a server
- fixed sporadic karma physics crash
- performance improvement: frame rate based culldistance for player shadows
- Benchmarked botmatches require ?attractcam=true to be appended on the command line after ?quickstart=true to work like before
And here are the new maps! :D
3 DeathMatch maps
2 Capture The Flag maps
1 BombingRun map
1st February 2003, 20:33
unreal 2: the awakening
Been playing it, and it's pretty decent, although the storyline is bit cliched (keep some mysterious alien artifact from falling into the hands of the Skaarj) and almost all the combat is a result of you being ambushed, it's still a fun game. High system requirements however, and the framerate goes to hell when there's a lot of fighting going on, and especially when switching weapons in the middle of a fight. On the plus side though, the "cartoony" weapons of UT2K3 are gone and replaced with more believable ones.
1st February 2003, 21:24
Hey, those "cartoony" weapons are classic, cool and a must have in the series. Ya, you'd have to expect the cliched story. It's too bad that an awesome series of games has a fairly bad storyline.
1st February 2003, 23:07
cartoony weapons have no place in shooters (or anywhere else for that matter)...look at half-life, realisticly modeled weapons with a few excessively powerful semi-believable weapons thrown in for good measure...if I'm going to be playing a game where I'm essentially on a rampaging shooting spree, I want the weapons to be as realistic as possible.
2nd February 2003, 02:12
BUt that's the point behind Counter-Strike, to be a Counter Terrorism-Terrorism model.
I personally prefer the cartoony weapons if the game is going to be sci-fi like and unreal. hence the series name, and it's weapons.
2nd February 2003, 02:45
nah, CS is lame (in a massive way) because levels are so short and repetitive, and once you die there's no respawning (and you get penalized for shooting the innocent bystanders/hostages...wtf?!?!)...weapons should indeed be realistic, but your character, and the laws of physics involved shouldn't necessarily be (ever play TFC in low-gravity mode? Much more fun than normal gravity...).
But Unreal 2's weapons are quite decent from what I've come across so far, there's the futuristic assault rifle capable of fully automatic or burst fire, an alien "shock lance" that looks almost like a rip-off of the things they use on Stargate (although with less firepower per round and a higher rate of fire), a flamethrower that looks quite nice when it's not killing the framerate, a standard grenade launcher with the normal capabilities, a shotgun that feels like it was explicitly designed for that spider level with all the small little enemies that crawl towards you along the floor in groups of usually about 6 or more (and the sound it makes when you shoot it is quite nice), the rather useless single shot energy pistol, and some other stuff, all of which although maybe a bit fantastical doesn't feel like it was pulled out of some sadistic disney animation...the modeling and handling characteristics are realistic enough for one to believe that these weapons could one day exist, unlike some of the weapons featured in many multiplayer arena FPS games that just don't make any sense at all.
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