Video explicativo de trickjumping (BoostDodge)
Si queréis aprender a moveros mejor por el UT2003 os aconsejo echarle un vistazo a la guía y a la demo publicada por WOH en la que se detalla como practicar lo que denominan BoostDodge.
Fuente: Beyondunreal
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Mod de carreras de coches callejeras
Leo en BU que hay un nuevo mod en preparación basado en carreras de coches de ciudad. Aún se está gestando la idea por lo que si tienes talento y quieres unirte al equipo de desarrollo esta es tu oportunidad.
Para más información tenéis el email del autor de esta idea: [email protected]
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España pasa a playoffs primera de grupo
La primera fase de la Tactical Ops Nations Cup ha terminado hoy con una importante victoria de España ante Grecia.
El informe completo sigue a continuación.....
Fuente: ClanBase
Ya estamos aqui otra semana con las noticias del Tactical Ops, me he enterado que el Tactical Ops os encanta a todos por lo que seguiremos semana tras semana
Bueno hoy la war era contra nuestros colegas los Griegos, el mapa: Trainstation, y el server: [+=]BloodyGreeks server ( Barrysworld ).
Jugadores:
SWAT: Txeriff-Carnicero, Khrono-UTero, Legolas-Legoliano, Aragonius-Eastwood, Cohete-Monsterkill, Mc_Fly-Nade_Malabar
Terroristas: Kobretti-Leader, Lando-GM-come_balas. Fingolfin-mata_Lando's, Aragonius-EastWood, Cohete-Monsterkill, Mc_Fly-Nade_Malabar
Empezamos nosotros de SWAT ( atacando ), la verdad es que empezamos muy bien ganando los 2 primeros rounds. A partir de alli la cosa fue mas dificil.Despues de 20 minutos logramos hacer 4 rounds, por lo que la cosa pintava bastente bien.... ya que en Trainstation es muy dificil puntuar de SWAT si hay una buena defensa.
Ahora venia lo bueno, jugando nosotros de Terroristas nuestro objetivo era que no ellos puntuasen mas de 4 rondas. La cosa empezo bien ganando el primer round con algunos apurillos.... a partir de aqui la cosa fue mejor ya que teniamos mas (mejores armas). Presentamos una grandiosisima defensa cubriendo al 300% todos los puntos clave. Solo pudieron romper la defensa en 2 de sus infinitos ataques por lo que ganamos la emocionante war
Resultado:
Spain 4 - 2 Greece
Aqui esta la clasificacion final de nuestro grupo.
Group C
Win Loss Draw Rounds
1 ESP 3 - - 22/17
2 GRE 2 1 - 20/14
3 POL 1 2 - 14/21
4 ITA 0 3 - 12/16
Ahora nos tocara jugar contra Francia.
A POR TODAS !!!!!!
- ®ëdêmpt!øN ånGêL$ §ëRVå - Abierto al público
Al igual que nuestros compañeros, los PLOF, han puesto a disposición de todos los unrealers su server; a nosotros, los ®å, nos ha parecido una estupenda iniciativa y hemos decidido continuar con el ejemplo.
Nosotros también tenemos un server español, por lo que el ping es igual de bajo que el de 4gamers, con la ventaja, de que NewProyect ofrece servidores más estables y con menor lag incluso, que los de 4g.
La IP es: 213.190.4.47:7777 y la pass, excepto cuando tengamos partido o entrenamiento será: angel
Too easy no? ;o)
Bueno, pues que lo disfrutéis con mucha salud.
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Unreal 2 Box Art
En la pagina beyondunreal.com, han puesto otra version de la portada de la caja del Unreal 2, por la cual comentan que puede ser la version final.
Unreal 2 Box Art
Actualización noticia:
Scott Dalton, Sr. Level Designer Legend Entertainment, en el foro oficial del U2 ha dicho en un post, que esta es la caratula definitiva del juego.
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Todos los comandos de consol
Ah! Tanto soñando de tener todos los comandos, pero ser demasiado perro para buscarlos en algún sitio...
Aki los teneis TODOS(by SpitfireTN)
Serán utiles para administradores y tambien para los jugadores.
Ah! Tanto soñando de tener todos los comandos, pero ser demasiado perro para buscarlos en algun sitio...
Aki los teneis TODOS(by SpitfireTN)
Seran utiles para administradores y tambien para los jugadores.
UT2003 Beta Patch 2164
Ya esta disponible la nueva versión beta del próximo parche del juego.
Si alguien lo quiere descargar:
UT2003 Beta Patch 2164
Algunas de las mejoras:
Client side demo recording!
Fixed karma level changing crash
Fixed dropping empty bio rifle gives you 20 ammo
Fixed demo spectating allowing you to switch between all players
Fixed use of bShowMessageText
Fixed umod installer
Another fix for weapons not firing
Fixed HUD WeaponBar infinite loop crash
Fixed a few other very infrequent crashes
Play own footstep sounds with weaponbob false unless set [UnrealGame.UnrealPawn] bPlayOwnFootSteps=false in user.ini
More sound prioritization improvements
Pd.. por lo que comentan el en foro ofical, va de maravilla, ya me lo estoy bajando
Entrevista a UnrealSkaarj
ha realizado una entrevista al equipo de desarrollo de UnrealSkaarj. USkaarj están desarrollando una total conversion para UT con un estilo de juego RTS (Estrategia en Tiempo Real).
Las imágenes que hay disponibles prometen algo que será más que un mod para UT.
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Client-side demo recording en el último parche
que finalmente sí habrá posibilidad de grabar demos en partidas multijugador en las que NO seas el que hace de servidor (aparte de poder grabarlas si haces de servidor, claro).
El UT2003 cada vez más se va acercando a lo que debió ser desde el principio.
Fuente: Beyondunreal
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Información nueva del proximo parche
Kyle Peschel, alias MkPezman, productor jefe online de infogrames Inc, ha comentado las caracteristicas del nuevo parche, y a la vez a dicho que estara disponible, si nada falla en 1 semana.
Caracteristicas nuevo parche
Recordar que para entrar en el foro oficial, hay que estar previamente registrado.
Caracteristicas.
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=pipedswitchweapon 5 | pipedswitchweapon 7" allows you to switch to
and between the linkgun and the flakcannon.
added configurable option bShowMessageText to TeamVoicePack, controls whether text of non-taunt
voice messages is shown. To change this value from its default of true, add the following lines to
your user.ini file"
[UnrealGame.TeamVoicePack]
bShowMessageText=false
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 - FOV defaults to 85, set it to 90 to feel more like UT
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.
fixed umod installer
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
De aqui a la salida del parche, pueden incorporarse nuevas modificaciones.
UT Instagib Movie
Uno de los clanes mas asentados en la escena del UT acaba de publicar su primer video. Hablo del clan de Instagib {GkC}. El video ocupa 202 Mb y esta dedicado por entero al Instagib .En el podreis ver banderas recuperadas , increibles frags , saltos , trabajo en equipo ,monsterkills y una buena banda sonora .
Fuente: ESReality
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CPL 1v1 Los mapas del Campeonato
El encargado de la CPL (Cyberathlete Professional League), han anunciado los mapas que se jugaran en el UT2003
Fuente: beyondunreal.com
Mapas del Torneo
64 single:
ANTALUS
COMPRESSED
32 Double Elimination
Opening round:
CURSE 3
Upper bracket map order:
INSIDIOUS
ANTALUS
COMPRESSED (semi-finals)
ANTALUS (finals)
Lower Bracket map order:
INSIDIOUS
ANTALUS
COMPRESSED
ANTALUS
CURSE3 (quarter-finals)
INSIDIOUS (semi-finals)
ANTALUS (finals)
Championship Map:
COMPRESSED
El torneo se jugara sin el albado y odiado TTM.
Primeras demos del UT2003
Desde cached os podeis bajar ya las primeras demos del UT2003. Las demos son de mapas como Asbestos, Antalus o Curse3.
Para descargar las demos aqui
Nota:Para poder ver las demos necesitais la version 2152 Beta2 del patche , recordad q esta es una version BETA.
Fuente: ESReality.
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UnrealEd 3.0 DivX Videos
Los encargados de la pagina francesa passion3d.com, han puesto un tutorial de como hacer mapas del Editor hechos con videos en formato divx, de momento hay 11 videos para bajar
Link a videos
Para todo el que quiera aprender a usar el editor y no se aclara con los tutoriales en ingles, qué mejor que un video para ver los pasos a seguir.
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ADSL con ping de cable (o mejor)
Como ya muchos sabeis los pings de las ADSL de España son de los mas altos de europa, con pings de 80-90ms en servers españoles y pings de 100-120ms en europeos. Esto se debe a que las ADSL españolas estan configuradas de modo que añaden un retardo de 60ms a todas las conexiones. Pero esto se puede cambiar habilitando el fast-path en las lineas, con lo que los pings serian de unos 30ms en servers nacionales y de 60-70 en servers extranjeros. Este cambio no afectaria para nada a la calidad de la linea, simplemente mejoraria los pings.
Presionar a Telefonica para que cambie algo es dificil, por eso se han creado unos foros para reunir a gente interesada en este cambio. Desde alli se propondran ideas para conseguir este cambio, y poder por fin disfrutar de pings decentes.
Los foros estan en: http://www.polarhome.com:753/~rodaw/forums/
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UT2003 premiado por Telefragged
La revista electronica Telefragged.com a repartidos sus premios a los mejores juegos salidos este año.
El Unreal Torunament 2003 ha sido galardonado con 3 premios.
Premios UT2003
El UT2003 ha sido galardonado en las siguientes categorias:
Mejor Juedo Multijugador PC
Primer lugar: UT2003
Segundo lugar: Warcraft3
Mejor Juedo de Accion PC
Primer lugar: UT2003
Segundo lugar: No One Lives Forever 2
Mejor Juego del Año PC
Primer lugar: Elder Scrolls 3: Morrowind
Segundo lugar: UT2003
ßkN a jugar ! En las Semifinales de la UT DM Fa
PLOF! a Semifinales
Después de un intenso match contra los daneses Mc, PLOF! ha logrado pasar a semifinales de la Opencup UT CTF 1st Division donde se enfrentará a los portugueses [PUKE].
Puedes ver el report de la partida aquí : report.
Fuente: Clanbase.
Resultados:
Terra 3-1 para Mc
Orbital 0-4 para PLOF!
Dreary 0-1 para PLOF!
Terra 0-1 para PLOF!
La selección Española de TacOps se sale de las
Ya tenemos aqui otra victoria de la selección española de Tactical Ops. Esta vez ha sido contra Polonia, en teoria rivales faciles... pero a la practica fue un poco distinto.
El informe completo sigue a continuación..
Fuente: ClanBase
Primero de todo pasare a hablar del equipo de este año de la seleccion, que aun no se ha hablado de el.
Después de una larga i laboriosa preseleccion dode se presentaron mas de 30 candidatos, solo 18 fueron los elejidos.
El "staff" tecnico esta formado por:
Leader: købreTTi - m0ve.think.frag! Valencia, Spain
Co-Leader: Cohete - { don't Trust anyone } Brussels, Belgium
Recruiter: Aragonius - refuSed! Almería, Spain
Recruiter: Mc_Fly -=Catalunya Cyber Warriors=- Salt (Girona), Spain
Los demas jugadores son los siguientes:
BlaDe][ - refuSed! Valencia, Spain
Reedeek - refuSed! Barcelona, Spain
XTRMNTR - refuSed! Dénia (Valencia), Spain
khrono - refuSed! Barcelona, Spain
Rammstein - refuSed! Barcelona, Spain
TXeRiFF - refuSed! Eibar (Gipuzcoa), Spain
Lando-GM -=Catalunya Cyber Warriors=- Salt (Girona), Spain
Indiket -=Catalunya Cyber Warriors=- Figueres (Girona), Spain
Legolas - m0ve.think.frag! Burjassot (Valencia), Spain
FînGøLFîN³ - ßøønÐøck Såints - Madrid, Spain
Rives -=[The MeRCenary'$ TO]=- Melilla, Spain
Norfetus - New Generation Cádiz, Spain
Apocaly - New Generation Cádiz, Spain
BaRGaFT - refuSed! (Trial) - Huelva, Spain
Para mas información:
http://www.sommat.co.uk/spainto/
Ahora vamos a pasar a hablar de la War de hoy, que es lo que la gente le interesa
Esta semana se jugava en Scope, magnifico mapa para los amantes de los snipers y poseedores de buen ping.
El oponente era Polonia, jugadores que en sus servers polacos tienen ping de 25-30 y nosotros 180-250 y nos querian hacer jugar alli. Pero por aqui no pasamos, al final hemos jugado en un server holandes, nosotros con ping 70-80 ONO - 110-140 ADSL - y ellos con ping 70-100 y aun se quejavan que querian el tickrate a 20.
En la war empezamos de Terroristas defendiendo la base ( los rehenes ), la verdad es que empezamos fatal fatal, hasta su 5º o 6º round no reaccionamos. Al final nos metieron 8 active rounds, lo que significa que nosotros teniamos que hacer como minimo 9 para ganar.
Jugando de SWAT, la cosa salio de maravilla. Los polacos usavan una tactica no muy depurada de ir todos juntos ( como una manada de Velociraptores ), y claro nosotros que estavamos muy bien repartidos por el mapa BUM BUM ZAS ZAS todos muertos. A falta de 5 minutos para el final, hicimos nuestro 9º round asi ganando el partido. Luego entre nuestra euforia y todo bajamos la guardia, pero el 10º round el maravilloso Clint Eastwood ( Aragonius ) le metio un cholazo con la Raging bull.
TOTAL:
Spain 10 - 8 Poland
Con esto ya pasamos a playoffs, ahora nos tocara ganar la semana que viene a Grecia para ser primeros de grupo.
Ya sus mantendre informados.
Mas informacion:
Report de la War en Clanbase
Epic Games en la CPL
En la próxima CPL, Epic Games, montara un Stand de trabajo el día 22 de Diciembre, en el cual estarán presente el Unreal Tournament 2003, Unreal Champioship, Unreal 2, y el UT2003 Bonus pack
Esperemos que en esa fecha, lo pongan para descargar. :-)
Fuente Noticia: beyondunreal.com
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Unreal 2 pasa a impresión el Viernes 13
Headup, gerente de infogrames, comenta en un emial enviado a unrealops.com que el juego lleva un retraso, por motivos que nombra, pero que el juego pasara a imprimirse el Viernes 13.
También podéis ver una posible portada de la caja del juego, en la cual ha dicho podrían haber ligeros cambios
Posible caratula Unreal 2
fuente: unrealops.com
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Balearikus Party 2002
Acaba la edicion de este año de la Balearikus Party ya tenemos a los ganadores de las tres modalidades oficiales.
Dentro de poco subire el resto de las fotos de la party, asi como un extenso resumen de ella.
Unreal Tournament 2003
Ganador : KhrOnO
Segundo : BlancX
Tercero : Apoca
Unreal Tournament 1vs1
Ganador : Subi
Segundo : aNtIkRIzT
Tercero : RA
Unreal Tournament CTF
Ganador : "FucK" (khrOnO, Subi, Anti, TheGroove, RA)
Segundo : "Adrenaliners" (Filzy, Harkiel, zOOl, F2-Rider, Egos)
Tercero : "Angels Oxigenated" (blancX, Apoca, -Blade-, Rolen, Rayok)
TTM Incorporará bot para retransmitir en el iRC
Hoy los chicos del TTM traen buenas noticias a los interesados en retransmitir partidas por el iRC. En la próxima versión este mutator presentará la posibilidad de transmitir al iRC seas cliente o server.
Screenshot dentro del juego.
Screenshot en el iRC.
Estas son algunas de sus características de personalización (en inglés)
Of course, there're more parameters you can configure up to your liking:
Bot name -- how will reporter-bot be named in the IRC. 'TTM-reporter' by default.
IRC server -- quakenet.irc.eu.org by default.
Kills to report -- by default set to 'only significant kills'. That means that only info about really important kills will be put in the IRC, such as killing of a flag-carrier kill in CTF games, killing of a ball-carrier in BR games, killing of a guy who's on the killing spree etc. Otherwise reporter bot will tell about just any kill that happens in the game. how will reporter-bot be named in the IRC. 'TTM-reporter' by default
Report pickup of critical items -- if enabled (by default), everytime somebody picks up armor, big keg o'health or double damage IRC-reporter will tell about it.
Red/blue team names -- if you're setting up IRC-broadcating for some clanwar or other important team-based match, you might will to change 'red team'/'blue team' with actual names of participating clans (teams). Those two fields are place where you can set this up.
Report scores every ... seconds -- that's another thing that might be configured to make reporting style perfect. In an intense TDM games it might be good idea to report current team scores every 20-30 seconds. On the other hand, when making broadcasting of CTF match, you might consider setting it at about 1-2 min (since captures aren't happening every couple of seconds
).
Colored reporting -- if enabled (by default), most important messages are appearing in some colors (see example below). Still, if you're on +C channel (no color posting) and can't change it, you might consider change reporting style to color-less one. You can also use colorless reporting if you want to copy-paste your mIRC log to a match report (color-codes in there doesn't help that much).
UT2003 y las conexiones corruptas
Drsin Programador de Epic Games en un topic del foro oficial donde preguntaban porque salía conexión corrupta, al intentar conectar a un servidor, ha contestado que eso pasa porque al instalar por ejemplos (Skins, Mapas, Mutadores, etc.) se han instalado de forma incorrecta y al conectar al servidor maestro detecta que el MD5 que envía el cliente es incorrecto o que de alguna forma el archivo.U de la carpeta System del juego se esta modificando y al hacer el chequeo, causa el error.
Aqui pego el post en ingles y la solucion que da.
DrSiN
Gameplay Programmer
Epic Games Inc.
Registered: May 2000
Location:
Posts: 471
First off, clients stop running the mastermd5 command. That does nothing for you. The MasterMD5 database is only accessed on the server side.
The corrupted connection detected message occurs only in 1 situtation: The MD5 data sent from the client to server is incorrect with what the server has on record. There are three ways this can happen. The first is that the datapackets that are sent out are come in garbled. This should be impossible under normal circumstances in UT2K3's network code. They are sent as reliable command channel packages which are guarenteed to get there and get there correctly.
The second possiblity is somehow the .U files in the system directoy are being modified. This will cause them to fail the check.
Finally, you may have something installed that is not verifed with the server. These can be anything, voice packs, models that were installed the wrong way, etc.
The first step is to look for modified files. With a clean install of the game + the official patch, please compare your md5 values against these...
Quick MD5.. to check do a ucc mastermd5 -q
Performing Quick MD5 on Core.u [29cb92a5cc27ae0e76f1d828aa3f3571]
Performing Quick MD5 on Editor.u [7349c170e5193b60bac1dfb5435aae9a]
Performing Quick MD5 on Engine.u [0946c44e781b2bc7eea2c1cc1e3b58bd]
Performing Quick MD5 on Fire.u [cdd43f81f51fe1baf8de2fb8b5dddb9e]
Performing Quick MD5 on GamePlay.u [1bd083b83468ab53f8472647e5202520]
Performing Quick MD5 on IpDrv.u [c5bdcde8d0719d5e62db270aba3e1ba0]
Performing Quick MD5 on UnrealEd.u [45fb1ec8ccc5814b6f4b41c457d237d8]
Performing Quick MD5 on UnrealGame.u [377f6ac2ab205343bcf7df9dddb63b82]
Performing Quick MD5 on UWeb.u [199df062cae08d013aa83e099b97f925]
Performing Quick MD5 on Vehicles.u [c2d7d1d3e22e767f2769ead0bece148c]
Performing Quick MD5 on XAdmin.u [82d3c24a123d076eae071a48dfc9812f]
Performing Quick MD5 on XEffects.u [86994024beda4eaf9a9460ab4a1bc71b]
Performing Quick MD5 on XGame.u [d6494f85e9c3fd9e2de56f1b737e911d]
Performing Quick MD5 on XGame_rc.u [c9e4300fa789a26bfba28c0907c6a147]
Performing Quick MD5 on XInterface.u [6a686bc00751ee28aaa0eac687361c42]
Performing Quick MD5 on XPickups.u [ab5cf82de58acae06988407ce56a8a8f]
Performing Quick MD5 on XPickups_rc.u [6c3e5952e3ac2b2a5687c75f8cb842d2]
Performing Quick MD5 on XWeapons.u [a1e21b2ca0e0bdeb50c43e0405395ac3]
Performing Quick MD5 on XWeapons_rc.u [dd2afff73074d816079c16e4c249c382]
Performing Quick MD5 on XWebAdmin.u [7f59a4e6aef013b1a29b1bf11d28e75b]
Full MD5.. to check do a ucc mastermd5 -f
Performing full MD5 on Core.u [98ab581be36fbd5a0fafb8c3c5ec9294]
Performing full MD5 on Editor.u [551462d5c3e914d3121a8621742137a2]
Performing full MD5 on Engine.u [9c787716f03418dc7c3dd1b3bd643ed2]
Performing full MD5 on Fire.u [84882c105c82bec72e116e20fea9eca1]
Performing full MD5 on GamePlay.u [e4aa04a6166450dcd9719a8f0ddecac7]
Performing full MD5 on IpDrv.u [8b68fcb9b2272060d20b1c5d036fc5ec]
Performing full MD5 on UnrealEd.u [8bb65d253bd7639e4a6c9636531a4ecb]
Performing full MD5 on UnrealGame.u [92e2e459e7dacb2728b23c1d31ccaadc]
Performing full MD5 on UWeb.u [b7e421ce895fddb4a0b073b8e6d8bf39]
Performing full MD5 on Vehicles.u [84cbcb51609a430ed78bf8bb890cff50]
Performing full MD5 on XAdmin.u [00ef7f97f593089f7db3e94bae0dd5c9]
Performing full MD5 on XEffects.u [aadb6ded53cf9540f05d38cd8f4ec744]
Performing full MD5 on XGame.u [6ced53f4b0a26f3507ee2b4671ffb658]
Performing full MD5 on XGame_rc.u [8307f93f348aa1aa450d0e16175160eb]
Performing full MD5 on XInterface.u [0498f0fb31cdafc3471e255e5b3b9884]
Performing full MD5 on XPickups.u [a8582e0a17333c44d2b67a9a4457e9dc]
Performing full MD5 on XPickups_rc.u [fa7f4ddd72426b8e1602b43d4a58c5d6]
Performing full MD5 on XWeapons.u [3729aab381622916bfce72711fdc592f]
Performing full MD5 on XWeapons_rc.u [f0cf7d712598e6a7a043bb333c3b5bd3]
Performing full MD5 on XWebAdmin.u [8322505c0ce5cfe14d1400776aa01eea]
If your packages do not match up, then something is wrong on your end. If they all match up, then someone is getting in the way of communication. Try this first then we will go after step 2.
UTBinder 2003 v1.2 released
Ha salido una nueva versión del utbinder
Cambios v1.2:
Front-end - Choose your gametype, gamesettings and start Instant action from within the program.
Edit the user.ini and the UT2003.ini in UTBinder itself.
Predefined settings - Change to High quality or Low quality settings.
New patch is supported.
A correct tauntlist.
And Some other minor stuff.
Descarga:
UTBinder1-2.zip
<?xml version=”1.0”?>
Unreal Series League ( USL ) este martes
La semana que viene empiezan los primeros retos de la liga. A continuación os adjunto contrincantes y horarios.
Martes 10 Diciembre DM-Antalus, DM-Curse3-ZE
21:00
- RUT vs UAS
- KMA vs Melilla Gamers
- Plof! vs Trauma
- Che Que BO vs Redemption Angels
Miércoles 11 Diciembre
22:00
- HBA vs Adrenaliners
- refuSed vs T2K
Descanso. BkN y Spirit Shadows
Recordad que es obligatorio hacer screenshot del resultado. También aseguraos de tener instalado el TTM.
Suerte en los partidos.
Más información en: Time2frag
Bot Manager V1.1 - Released!
¿No echais de menos esa posibilidad que tenía el Unreal Tournament (1) de configurar los bots que entraban en la partida? ya sabes, aquello de ponerles el nombre que quisieras, el skin, equipo etc...
A más de uno le habrá decepcionado que no se pudiera hacer lo mismo en el ut 2003. ¡Pues esas personas estan de enhorabuena!
Han sacado un programa que permite configurar los aspectos y nombres etc de los bots.
El programa sólo ocupa (comprimido) 312.7 KB para los que lo quieran descargar, su link (desde fileplanet) : Descargar
La noticia entera:
JaFo has released version 1.1 of his Bot Manager tool for UT 2003. The new version contains some new features, improvements, and fixes. Anyone who has the desire to customize their bots easily and quickly will want to give this tool a try. More details are below.
teamcolored-skins can be chosen:
This requires you to delete your old configfile. This was possible, because I noticed that adding '_0' or '_1' to the normal skinname let me use the 'red' or 'blue' skin-variant for the botcharacter.
new commandline-parameter: /s:
If the directory is not found then the program gives you a chance to enter the correct one in a little dialog.
new commandline-parameter: /i
'save as' works
saving of XplayersL1.Upl is disabled. Use 'Save as' instead ... This prevents accidental editing of the original Botlist
ragdoll entry works:
So far there's been only the recently updated 'Comic skinpack' by CHRIS OLLIS Link: http://www.planetunreal.com/identitycrisis/cabins/intertwined/
ReactionTime:
should work ... though I haven't seen any real examples
Can select and change multiple bots in one list at the same time.
Support for adding & editing of 'biographies' (deleting of biography not yet implemented)
Custom-content enabled:
If it's started for the first time then program will check for custom-content by reading all the .upl-files in the UT2003\system-directory.
Fuente: Planet Unreal
DrSin avisa sobre los roba CDKeys
DrSin a postead lo siguiente (muy resumido):
Cuando un nuevo hack aparece al publico,la gente honesta me lo manda para poder comprobar sus efectos.Los hemos probado por LAN y y hemos comprobado que la mayoria buscan la clave para mandarla.
Los servidores no pueden mandarte algo asi,lo tienes que instalar tu.Para colmo,el servidor maestro nunca ve tu clave fisicamente por lo que no podemos saber quien lo robo o como recuperarla.
Fuente: Foros de Infogrames
A continuacion,lo que dijo:
WARNING: Important information about the current crop of hacks
There are a few external hook hacks available for UT2K3 right now. And while they are not very useful some of them have a serious security risk inside.
When a new hack comes out to the public, I've either got it from the source, or it's sent to me by the honest people in the community (I tend to get 20 or so copies of the same hack within 24hrs). I install each one to test it's threat level. These tests take place on a lan network and not on live servers. At no time do I connect to a server or to the master server.
However, and this is important, all of these tests are done on a machine that has a marked CDkey and we track the usage of that key. So far, there have been at least 9 hits on that key. This means, some if not all of these hacks contain trojans to steal your key.
Consider yourselves warned.
Y añade:
Servers can not send you an external hack like this. You have to find it, download it, install it and run it. The only way you are going to get caught in this particular scam is if you are looking to cheat using a hack.
Additionally, servers, including the master server never see your physical CD key and there is no way to go backwards from the player ID to the CD key. So it's impossible for a mod author to create a mod that could be sent to you to steal your key.
So, in a nutshell, playing online is safe as can be. But when you look to the seedy portions of the community to better your game, be prepared to be scammed!
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
Más información sobre el addon pro para torneos
Epic ha desvelado más información sobre la utilidad para el UT2003 que se usará en torneos y lanes (léase CPL).
También traerá ya el deseado comando Recorder para las demos.
Fuente:Unreality.dk
Aquí os pongo algunos posts de Drsin, programador de Epic sobre el parche.
DrSiN
Gameplay Programmer
Epic Games Inc.
Posts: 463
Registered: May 2000
The Pro GUI is just a special menu system that's designed to make running lan based tournaments easier. It removes some things (like most detail settings) and adds some things (like more detailed mouse settings).
It allows tournament admins to configure all machines to a given level and then constrain the amount of tinkering that can go on. Admins preset detail levels and game play settings. Once set they can't be changed.
Of course any nice new feature (like turning mouse sliders in to input boxes for more accurate settings) have been or will be folded back in to the base game
DrSiN
Gameplay Programmer
Epic Games Inc.
Posts: 463
Registered: May 2000
YEAP! because is not only the PRO GUI. The new patch will have a lot of improvements and fixes for all ppl.
I'm not sure the Pro GUI will be a part of the actual patch. It's designed to be a stand alone add-in. It won't really be of any use to anyone not in a lan based tournament. But I'm sure it will be made available in some fashion.
Ya veremos como se comporata el parche version Pro, y el tan alabado y a la vez odiado TTM
Unreal Tournament 2003