UT2003 Parche 2153 Beta2
Ya esta por la red la version 2153 beta 2 del parche para el ut2003, en el cual corrige varios bugs, incorpora el comando demorec para las demos,etc
ut2003-winpatch2153BETA2.exe (esta link no funciona ya)
ut2003-winpatch2153BETA2.exe
Recordar que el parche es una BETA, por el cual Epic no se hace responsable si al instalarlo, el ut2003 falla en algun momento. Asi que si alguien se lo baja es bajo su responsabilidad.
cambios en el UT2003 2153 beta 2
Demo Recording:
Demos can be recorded either on a server, or in single player.
Recording a demo as a client in a network game is not yet supported.
Recording:
To record a demo on your server, start the server with the ?demorec URL
parameter. For example:
ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo
Will record the game to the demo file mydemo.dem. If you leave off the
"=mydemo.dem", the server will record a demo with a unique filename
starting at demo0001.dem, demo0002.dem etc.
You can also use the "demorec" console command at the server console to
start recording a demo after a match has started. For example, "demorec
mydemo" or just "demorec".
Playback:
Use the "demoplay" console command. For example, "demoplay mydemo".
During playback, pressing Fire will cycle between the players in the
game and a free spectator camera. Pressing Alt-fire will switch between
first and 3rd person.
"demoplay mydemo?loop" will cause the demo to loop infinitely until the
"stopdemo" console command is used.
Normally demos play back capped to the frame rate at which they were
recorded. To remove this cap, use "demoplay mydemo?timedemo". This
will play the demo back as fast as possible and dump the average fps to
the console at the end of the demo. If a demo recorded at a higher
framerate than your computer is able to play it back, the demo will play
in slow motion.
The frame rate dedicated servers use when recording demos is adjustable
in UT2003.ini in the [Engine.DemoRecDriver] section. Change
NetServerMaxTickRate and LanServerMaxTickRate. The default values are
30 fps. Increasing these will increase your server CPU utilization.
GamePlay:
- friendly fire kills affect team scores
- made players a little brighter
- allow weapon throwing with weapon stay on (but can't pick up thrown weapon
if already have that weapon),
plus added configurable gameinfo property bAllowWeaponThrowing (default
true)
- don't spam "you are ready/not ready" messages to console before game
starts
- fixed FFA DM overtime end conditions
- Ability to have custom announcer voices. Make a new announcer voice pack
(with the same sound names as the original AnnounceMain.uax), named
NewPackName.uax (where NewPackName = whatever you want to call it), and put
it in the ut2003\sounds directory. Then, in the User.ini file (in the
UT2003\system directory) change:
[UnrealGame.UnrealPlayer]
CustomizedAnnouncerPack="NewPackName"
- fixed strafe toggle
- support longer playernames on scoreboard/HUD
- show FPH in scoreboard
- fixed flags sitting on ground in CTF-Citadel
- more minigun ammo
- really fixed 4 rocket bug
- Fixed DM-TokaraForest flags showing up
- fixed CTF-LostFaith KillZ
- spectating maintains view - when a player dies it continues to view the
player when they respawn.
- improved texture precaching, removing a few early hitches
- moved arena mutator config and maplists from user.ini to ut2003.ini
- update .ini files without overwriting them! (except for settings added or
changed since we shipped)
- fixed bug when had more than 16 bots total on custom teams
- improved translocation (less failures)
- link alt no blood
- don't lose adrenaline if switch teams to team with less players
- added Gameinfo property bAllowBehindView, server option allows behindview
in net games if true (default false)
- made lightning gun recharge match up better recharge finish (it was
playing too long)
- reduced delays between allowed voice messages
- scaled weapon and powerup pickups down some to match player size better
- spectators can go through doors/movers
- fixed catching weapons in mid air
- added DropFlag command
- adjusted distance fog in some levels to make them look crisper/higher
contrast
- if weapons are invisible, firing is centered
- added PipedSwitchWeapon exec function, to allow you to bind to weapons to
a single key by editing your user.ini, e.g.
"e=switchweapon 5 | switchweapon 7" allows you to switch to and between the
linkgun and the flakcannon.
HUD/Menus:
- added in-game personal stats (bound to F3)
- Added Server Info which includes MOTD and Rules (bound to F2)
- Added In-Game Chat Client (Similar to IRC)
- made team section of HUD scaleable
- Mouse acceleration threshold now in the menus
- FOV settings 80 to 100 in menu
- Press f10 to cancel added to connect message
- "Blob shadows" option added to menus
- Change "corrupted connection detected" to "incompatible game files"
- Add name of weapon you are switching to to hud
- Fixed DisplayProgressMessages to only show MOTD once
- Added color codes to text messages
- Fixed MOTD to be able to handle more than 4 lines
- Add up/down key history to IRC input
- Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.
- Add colour to IRC (nicknames, join/leave messages, links etc.).
- Ctrl-C in server browser copies selected server URL
- Extra game-type tabs created automatically for installed game types
(from .int file).
- Add extra fields to server browser filter - 'dont want this mutator',
translocator, weaponstay.
- fixed blue team preference not being saved
- added configurable HUD option to not display enemy names under your
crosshair HUDbDeathMatch.bNoEnemyNames
AI:
- fixed bot aiming link shaft at crouched opponent
- BR AI improvements
- CTF AI improvements
- improved skyline bot AI
- improved bot use of ion cannon
Networking:
- make sure ClientNetSpeed can't get set to 0
- improved client ping measurement
- fixed client location synchronization problem that could happen when you
fell out of a crouching height only area
- fixed bug where lost ability to fire
- fixed weapon idle animations on net clients
- fixed GetLocalPlayerController() on net clients
- fixed BR-Skyline airship in netplay
- improved smoothness for high ping clients
- fixed minplayers+stats coexistence
- admins can pause net games
- fixed combo effects showing up in net games
- *really* fixed redeemer firing bug
- Fixed bug that caused garbage collection not to occur between level
changes
- Gamestats class is now configurable via ini
- Security actor is now configurable via ini
- Add ClientReplaceMenu in Playercontroller
- Added Admin command NextMap
- Applied fix for bug where some string checking in Web admin failed
- Fix bug in Web admin that causes "WebAdmin:" to appear twice
- Added security level checks to web admin's ServerChangeMap
- Applied fix for linux Web Admin regard hard-coded IP addresses
- Applied fix for Admin kicking via XAdmin
- Closed security hole where admins could look/set security info
- reduced ConnectionTimeout to 15 seconds
- allow players to enter as spectators in games with maxlives>0 that have
already started
- replicate weapon reload sounds
- allow admins and spectators to use behindview
Mod support:
- added ModifyVelocity() event to Pawn, to allow mods to modify physics
behavior - its called by the physics code after the velocity is updated, but
before it affects the Pawn's location.
- added mutate() replicated function for use by mutators
- fixed teamgame ReduceDamage() allows mutators to override even if
instigator==None
- added skeleton option to .upl player descriptions (for user created models
with different skeletons)
- Add -MainMenu= command line param
- Fixed several internal hardcoded menu links
- Fixed GUIController to always use the ini set MainMenuClass
- Propagate LevelChange() through the interaction and gui system
- Add MutatorFillPlayInfo to allow mutators to add web admin settings
- Added bContactingLevel output variable to KarmaParamsCollision.
Engine:
- Memory leak fixes: Explicitly destroy KarmaParams in
Actor::PostScriptDestroy, and
- 'new' KarmaParamsSkel instead of using BeginObject
- Fix for crash with per-tri karma collision with static meshes with no
collision data
D3D/OpenGL:
- fixed z- pixel fog and favored it over vertex fog
- worked around vertex fog driver bug on ATI cards
- added workarounds for S3 cards like the Savage 4
- added OverrideDesktopRefreshRate option (defaults to false)
Audio
- fixed occlusion if EAX 3.0 is enabled
Unreal Tournament 2003
no, pero lo uno lleva a lo otro. Para serte sincero, hay mucho pr0 por ahi suelto que son unos niñatos. Sin ir más lejos, un SK, bds, el que hizo SoGamed (una comunidad como esta pero de CS a nivel internacional), hicieron una lameradilla en un torneo de CS de una empresa de online gaming contra ocrana.fi el tema es que utilizaron los bugs de las skyboxes cosa que estaba prohibido en las reglas del torneo, y encima, dijeron que ocrana.fi tb lo habia usado (cosa que se demostró que no fue así) y el tío puso en schroet.com una especie de columna o así metiéndose con el torneo y demás.
Bds es de lo más pr0 en ese sentido, su guía sobre el netcode es archiconocida en el CS y cuando alguien piensa en pr0s de CS uno de los nombres que le pasan por la cabeza es bds, pues ya ves el tío metiéndose con el torneo, menudo juicio no? y vaya peso. (eso si, la gente en los comments se ensañó con él luego)
Lo mismo es para la opinión de un hecho como para la opinion de un juego, pues se suele mostrar el mismi grado de educación/humildad.
un post bastante currado(aunque algo trapichero
), me pregunto como coño has sacado tantas referencias. Aunque si que es sacar un poco los trapos sucios a la gente, pero supongo que Ballistic se habrá dado cuen de lo que decíamos 
Yo no habria dado una explicacion mejor…
¿me creerias si te dijera que he ido metiendome en posts al azar? 
Y sobre lo de mi post, gracias
No he sacado ningun trapo sucio.. puedes meterte en cualquier seccion que encontraras siempre comentarios de ese tipo.. Es lo que se ve en el dia a dia..
Emmm.. una cosa.. en mi explorer no me da la opcion de pasar de la page1 a la page2, pero de aqui a la page1 si me la da… Tengo que hacerlo manualmente escribiendo el link completo –> www.ut.gamersmafia.com/noticias/1134/… />
¿por que puede ser? ¿se habra arreglado al añadir un post mas? ahora lo comprobare..
Ahora si funciona… ¿podria ser un bug cuando hay justos 51 comentarios? ¿o es mi explorer el que se vuelve loco?
Ju.. ya sabia yo que tenia que formatear..
53#cuando es en una imagen no va a partir de 50 pero aki si..tu explorer k estara bebido