Canal #4unrealers en QuakeNet
El canal #4unrealers ha sido registrado en QuakeNet esta misma tarde como alternativa a #4unreal en iRC Hispano. Desde ahora los usuarios de QuakeNet pueden acceder al canal sin tener que conectarse al hispano.
Si queréis mantener la conexión con hispano a la vez que con QuakeNet teclear el comando /server -m irc.quakenet.org para estar en las dos redes a la vez. Todos los unrealers están bienvenidos allí
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Mark Rein habla sobre el UT2003 *Pro*
ha conseguido unos comentarios en exclusiva por parte del vicepresidente de Epic Games, Mark Rein, respecto a la versión orientada a Torneos de UT2003, la llamada "edición profesional".
Esta versión ha sido creada específicamente para ser usada en competiciones como los World Cyber Games o la CPL Contará con multitud de opciones configurables para requisitos muy variados y permitirá un arreglo determinante dentro de los menús de configuración.
Fuente: Cached
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Ampliación de Staff
Debido al crecimiento de 4Unrealers estamos viendo que es necesario ampliar el grupo de personas con capacidad para moderar, editar y administrar contenidos. También vamos a ampliar el conjunto de posiciones de Staff para que haya posiciones con diferentes responsabilidades y así evitar mayores problemas. En la página completa de la noticia tenéis toda la información.
A continuación tenéis una tabla con las posibles posiciones y las correspondientes responsabilidades:
| Moderador |
|
| Editor |
|
| Administrador |
|
Las funciones de moderación no estarán disponibles para un editor así como las funciones de editor no estarán disponibles para un moderador. Sin embargo, los administradores tendrán todos los privilegios de edición y moderación.
Los que estéis interesados tened en cuenta que esto no son poderes a conseguir, son responsabilidad que voluntariamente aceptáis para contribuir a tener una comunidad más sana y de mayor calidad. Si un miembro del Staff no cumple con una actividad básica será relegado de su cargo para que otros puedan ocupar su lugar.
Imprescindible para candidatos a cualquier posición dentro del staff es llevar registrados por lo menos 6 meses en 4Unrealers.
De entre todos los candidatos que envieís la solicitud seré yo, dharana, el que elija quién entra en el grupo de Staff y quién no. Os agradezco a todos vuestro interés por 4Unrealers y vuestros contínuos ánimos para que 4Unrealers continúe hacia adelante.
Enviadme un email todos los interesados en el que me pongáis la tarea que queréis asumir y por qué creéis que debéis tener esa función.
Version 1.1 Deahtball
La nueva version de Deathball (el mod de ut2003) ya está disponible.
Se han variado y mejorado muchas características de este mod (tan sólo echadle un vistazo a la lista de cambios).
You can now 'volley-shoot' the ball. That means, push the ball with the shieldgun a moment before you get it. When you got it, it's too late. It will be shot into the direction that you are facing.
No more double goal.
New Pass system (2nd fire); homing mode turned off, It's now a through ball which predicts the players movement (just like in Fifa). It will totally miss him if he doesn't keep on running at the same speed in the same direction.
You can now run from your own half into the other goal. It was considered as 'long shot' in 1.0.
No more crashes when playing with bots.
When the player (you) has the ball, its now shown in the hud. In the previous versions it was just a yellow dot, no matter if you got the ball or not.
New scoring system:
1 point for a frag
2 for fragging the ballowner
3 for a goal
1 for playing a successfull pass
1 for intercept an enemy pass
5 for owngoal
5 for catching a ball as keeper
Whistle sounds instead of "ball reset" voice.
No more announcer in 'celebrating phase' after goal.
Weaponchange time decreased from 0.3 secs to 0.05s
Shieldgun fire now removes 60 healthpoints
You recover 1healthpoint per second if health is lower than 100 (Customizable)
Ball now has a trail (in teamcolor) when ball is shot. So you can see if a ball is shot or passed.
(Doesn't always work online and the trail is not at the ball often)
Toxeen made us jingles, which are played after scoring.
Dynamic Crowd sounds in DB-Cube (the word 0wnage doesn't do this justice, it simply F0wnz!!)
Shieldgun damage field increased from 50 to 65 (radius)
Bot's goalshots are now deadly, they hardly miss the goal.
Bot's don't shoot from own half if long shots are disabled.
Keeper beacon (arrow on head) now is darker.
Fuente: Planetunreal
Ganadores de CTF Conectados 2002
Victoria contundente de Red Bull, un equipo formado por miembros de varios clanes. Entre otros refused, t2k y che.
Los ganadores fueron Inconumm, Dewulf, Norfetus, Juanchak y Sidedark.
El equipo rival fue Die, y sus componentes fueron baifo, daimao, mik, liquidsnake y otro que no me acuerdo, sorry.
El primer mapa que se jugo fue Face con 10-0 para Red Bull (el nombre salio pq si, no hay explicacion)
El segundo mapa fue elegido por rB y fue Lava con 11-0 para los anteriores (norfetus jugo solo casi
)
Todo sea dicho, Dewulf gano tb la final de War3, y quedo en semifinal de UT, Que mostros este dewulf 
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Strike force update 1.80
Dentro de poco se pondra la nueva version de strikeforce (el mod de unreal tournament) que arregla o implementa todos estos fallos...
Lista:
Walking|jump cant be used to override Pulse limit
Damage is not affected by bHardcoremode any more
Fixed cheat where you could enter "console commands" and adjust online specs
Flash nades last longer & have higher radius
Wall hit effect reduced in size
Bullets have smoke effect again
Wall hits have new spark effect
Bulletholes smaller
Smoke smaller after Wallhit
Scope does more wobble. Wobbles faster if moving
Shotgun shoots slower now
Jumpdelay in to limit bunny hop
Shellshock from Nades/Claymores should be in again without Pure
Aimdot color is remembered correctly now
Widowmaker shoots a little slower
Mac 10 toned down
Fixed the widowmaker 2x zoom on start
Worked on smoke grenades for better fps
Size of aimdot changeable via slider in Options
Go into aim mode while firing
Heartbeat should be going down a littler faster while resting (about 2 BPM every 2 secs)
no static vertical recoil anymore.
Added little Random effect so that norecoil keybind isnt that effective anymore
Updated weaponstats. 50% less damage due to the bhardcoremode Bugfix
Inventory should reopen now if closed by error (as long as equipmenttime is running)
Weapon goes to unaimed state when jumping
Trainging maps removed
Perdonad que no lo haya traducido pero es un inglés al que estamos acostumbrados
.
Fuente:PlanetUnreal.com.
Lost Species UT2003 Mod Soundtrack
El mod Lost Species para UT2003 tiene una banda sonora bastante buena, prueba de ello que muchos usarios uteros han pedido a su equipo que pasen esta banda a mp3. Para ello los autores han puesto a disposición del que quiera de un mp3 con esta banda sonora, más 3 extras.
Uno de sus miembros, Foresmir[LS] me ha enviado una muestra de este archivo ambientado en industrial/dance ( 13MB de los que mi correo aún se queja ) para que la escuchara y sinceramente me ha gustado.
Home page: Lost Species
Soundtrack mirror:
El pack incluye el menu theme, más 3 extras que serán usados en futuros mapas.
GitzZz gana y Akiles subcampeon del mundo
GitzZz gano a Shaggy en los dos mapas que debía. El primero era Liandri elegido por el inglés Shaggy (10-5) y el segundo fue agony con 30-6 para el aleman proclamandose asi campeon del mundo por segunda vez consecutiva.
Por otro lado el jugador español de quake3 Akiles que debiía ganar dos mapas al ruso Unkind perdio 13-10 en un ajustadisimo match donde le falto esa suerte de campeon, el match fue seguido por muchisimos gammers españoles, no solo quakes sino de otros muchos juegos.
Esperemos que entre esto, el 2º puesto en 2vs2 de UT y el 2º en 2on2 de Q3 signifique mucho para el quake3 español y tambien para los demas juegos online españoles en general.
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Dharana.. Gana en la Conectados Party
Hoy a las 17:00 se ha jugado la final de Unreal Tournament Versus,
en la Conectados Party.
Los finalistas fueron Dharana
y MASTER..
Los resultados de las partidas fueron los siguientes:
-DM-Deck16][ (Elegido por Master).
Resultados: Victoria para Dharana.
-DM-Morpheus (Elegido por Dharana).
Resultados: Victoria para Dharana.
El primer premio ha consistido en una Ati Radeon 9700 Pro y el segundo aún no lo sabemos.
¿Quien ganará el año que viene?
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Parche de actualización para el Maya PLE
Ha salido un parche para el Maya PLE (programa de modelación) para crear los prefabs que, para aquellos que no lo sepan, está en el CD 3 de Unreal Tournament 2003...
Éste corrige unos fallos de exportación según publican en la página oficial de Epicgames.
Descarga: Parche Maya PLE (48kb)
Fuente: Página oficial de EpicGames sobre Unreal Engine
Nuevos servidores de UT aunacable
Aunacable ha puesto en marcha 4 servidores de Unreal Tournament que parecen ir muy bien aunque están pésimamente configurados.
Los servidores son:
NOMBRE SERVIDORES DISPONIBLES
unreal01and.aunacable.es
unreal02and.aunacable.es
unreal01mad.aunacable.es
UnrealT.able.es
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Resultados Continente vs Continente WCG2002
Hoy se jugaron las competiciones 2on2 de continentes, en la cual, virtu & neutro formaron pareja obteniendo el 2º puesto
Primera ronda:
Gnegnez/Gen Default win
Neutro/Virtu vs Chaos/Restia 188-99
GitzZz/Falcon vs Shaggy/dromer 152-103
Lauke/Askold vs Pain/eVenfLoW 128-98
semifinal:
Neutro/Virtu vs Gen/Gnegnez 18-12
GitzZz/Falcon vs Lauke/Askold 68-52
Tercer y Cuarto puesto:
Lauke/Askold vs Gnegnez/Gen 64-44
Final:
GitzZz/Falcon vs Neutro/Virtu 67-34
WCG 2vs2 Virtu-Neutro llegaron a la final
Unreal Tournament (Continent vs. Continent) en modalidad 2v2, nuestro compañero Virtu junto a Neutro, llegaron a la final, la que no pudieron ganar frente a Falcon-Gitzz, los cuales se proclamaron campeones, por 67-34.
Bueno, al menos podremos decir, que el unico representante español en UT de este año, ha jugado una final, aunque sea en modalidad 2v2.
Enorabuena a Virtu y Netro.
Podeis ver el arbol de enfrentamientos :
WCG
Abierto plazo inscripción a UT2003SL en Time2frag
Ya esta abierto el plazo de inscripción para poder apuntaros a la nueva liga de UT2003 (y primera si no me equivoco) de ámbito español.
Recordad que para poder apuntar a un clan, teneis que estar registrados en la base de datos como usuario.
fuente: time2frag
DeathBall 1.0 released
Ya está disponible la versión 1.0 disponible del mod DeathBall. Un mutator interesante ante todo. Es una variación del modo Bombing Run.
En la página completa tenéis las reglas de este mod.
Descargar mutator
This may scare you away, but it sounds way more complicated than it actually is,
so don't be affraid when you read all this.You are supposed to get the ball into the enemys goal.
You can either play until one team got a certain
amount of goals or you play for a certain time.
[Quad jump is turned on by default]Zones.
There are 3 different zones on the pitch (which are relevant for the player).
-The 2 Penalty Zones
-The 2 Keeper Zones
-The rest of the pitch.The normal pitch:
-You can bump around all players except for the ball owner.
Kicking away enemys, and kicking friends to the ball is a tactical method you should use.
-You can kill the ball owner with 2 hits (One hit substracts 50 points).Penalty Zone:
-In your own zones you can kill all enemies with 1 hit (instant hit).
-A logo in the HUD will show that you entered your own or the enemy's zone.Keeper Zone:
-Only one player of a team can enter this zone at once (to avoid that teams
have 10 goal keepers), if there are more a counter will count down the time from 5 secs to 0,
if you haven't left until then you will be respawned.
It will also be shown in the HUD that you entered the zone.
-If there is no player in your own zone there will be a warning logo in the HUD
-The Keeper cannot be kicked away by the other team, the keeper always has god mode on.
-If the keeper owns the ball (ballowner is in his own keeper zone) there will be a timer
counting down the time. If you don't get the ball out of the zone in this time
the ball will be reset (to the middle). (Otherwise you could 'hide' with the ball in the zone.
-Only the keeper is able to dodge. (Dodging for others had to be turned off,
because it was all about dodging, and the team who dodges the most wins...You will miss it when you first play it,
but everybody who has played it with it turned on agreed that it has to go.
So the team with the better tactics and the better passes wins.
-You cannot enter the goal, this was made because you often accidentaly made an own goal.Ball Owner:
-A logo in the Hud will show when you got the ball.
-As Ball owner you are slower than the other players (25%).
-Your jumphigh is reduced by 25% too.
-Moving the crosshair over friends will highlight them with a rotating circle.
To pass the ball just press the 2nd fire button, but 1st fire mode seems to be better for passing in most situations.
-If you wanna shoot the ball use 1st fire, the longer you hold down the button the harder
the shot will be. But if the bar reaches the top the ball will get out of control. The first mode can also be used for passes, often its better.
-When the ball owner gets hit by an enemy he won't be bumped away as far as players without the ball.
But 2 hits are deadly for him (one hit in the enemy's penalty and keeper zone).Without Ball:
-As player without Ball you can de/activate a mode called 'Pass me the ball!'
An icon in your HUD will show if its on or not. For your teammates the arrow over your head turns yellow
when it's on (normally it has your teamcolor).
You should activate it when you think you are in a good position and ready to catch the ball.
(You don't have to, but It may be helpful in some situations).
When you activate it will stay on for a few seconds...but you can toggle it off if you want it to turn off earlier.That's it.
Vods de UT
En la página de los WCG ya están disponibles varios vods de las partidas de UT. En estos momentos se puede acceder a los siguientes:
- [UT]ViRtU_es vs XS_Pain_us
- [UT]shuukGitzZz_de vs Squall_it
Para poder verlos desde la web es necesario registrarse en los wcg (gratuito). De todas maneras los links directos son bastante más cómodos para bajar los videos al disco duro.
Ahora mismo no puedo facilitar los links directos bajarlos. Si alguien no los da conseguido los ire poniendo como comentarios a esta new. Lo mismo, si alguien no sabe como bajarlos q pregunte 
WCG 2002 UT FINAL Gitzzz vs Shaggy,
Se acaba de decidir cuáles son los finalistas de este año.
sorprendidos 
Ahora si gana Gitzzz el primer mapa de la final (dia 3/11/02), se juega otro mapa d desempate. y si gana Shaggy se terminó.
Suerte para los 2. 
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Seleccion Española tambien en CB iCTF Cup Natio
Este año España contará con representantes en la Instagib CTF CB Nations Cup. Somos los siguientes:
3lr0n, $pani$hFly, Aimak, EsCoCes, Giovanni, Ivan Mk3, loquico, SiRCAM, Tio Pepe, y yo R/\x. De momento somos 10, si juegas bien a Instagib CTF y quieres participar pásate por #[ESP] en quakenet
Equipo Español: Ficha de Clanbase.
Más información: Clanbase.
Nuesta primera partida será contra Portugal el día 10 noviembre a las 22:00.
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Primer parche oficial para UT2003 v2136
Hoy ha salido el primer parche oficial para Unreal Tournament 2003.
IMPORTANTE:
- Sobreescribe el user.ini y el ut2003.ini ya que añade nuevas propiedades a los archivos.
- Incluye los parches al UnrealEd. Si aplicais los parches para el UnrealEd DESPUÉS de instalar el parche ocurrirán cosas malas.
Aqui os pongo varios links de descarga:
FileShack
Fileplanet 10.29 MB
FileFront
Fuente: Planet Unreal
Aquí está la lista de cambios que hay con la versión original del juego:
CHANGE LIST# Gameplay: suicides count against team score in TDM
# fixed attenuation flak chunk damage over distance
# reduced minigun spin up time slightly
# made shock beam effect thicker
# always keep dynamic light for shock projectile, even in low detail mode
# translocation destination adjustment bug fix
# "kdraw collision" disabled in MP
# player dies before ball gets through hoop should still get credit for throw
# fixed redeemer point blank shots
# double tap time invariant to gamespeed
# get rid of 03_2 use (duplicate of "three" sound)
# fixed problems with overtime not ending on first score in some situations
# fixed transloc camera sometimes taking two taps
# fixed 4 rocket bug
# fixed instagib really is instaGIB
# fixed 10 seconds before can speak again
# fixed killz in CTF-December, CTF-Face3, CTF-Citadel, and BR-IceFields
# clamped max view bob
# fixed tokara forest switching to CTF
# fix for balllauncher switchaway bug
# fixed problem with teammates grabbing the flag right when you score
# fixed No Adrenaline mutator not allowing other mutators to work
# fixed getting correct bots on configured bot games with no bots on one team
# fixed falling damage bug
# straightened lightning bolt (purely visual change to make it easier to see where you're shooting)
# fixed shieldgun impact charging effect fps slowdown
# Fix bug where ragdolls didn't turn skeletal when they fall into lava volume.
# If there is no momentum on death, add a small random one. Reduces ragdolls just falling to their knees.
# added mouse acceleration for improved fine aiming control. Can be turned on by adding the following line to the [Engine.PlayerInput] section in user.ini: MouseAccelThreshold=+100.0
# added "now viewing" message when spectating
# Fixed: At end of match it says "You've lost the match" while spectating
# assault grenade faster minimum muzzle velocity
# fixed water footstep sounds sometimes not playing when touching fluidsurfaceinfo
# no behindview cheat in net games
# Simplified using custom ragdolls. 'Ragdoll=xxxx' in the .upl file now overrides the species ragdoll asset for the character. This approach is compatible with the cheat protection.
# Fix screwed-up vehicle camera.
# increased skeletal mesh pool vertex buffer lifetime from 500 to 1000 frames
# rocket smoke trail whiter
# rocket launcher max ammo now 30
# improved instagib beams
# no shooting through people in classic instagib (just like it was in UT), you can still shoot through them in zoom instagib
# fixed replicating blood spurts when hit
# improved sound positioning/attenuation
# fixed suicide spamming lagging servers
# fixed AI slowdown when can't reach player's locationHUD/Menus:
# typed messages stay up on HUD longer
# don't limit chat when game is paused
# fixed joystick support in menus
# added joystick hat support
# made sure "showlog" leaves fullscreen first
# new HUD options in menus:
Number of console messages shown
Console message font size
Ability to turn on and off various pieces of the HUD
Ability to scale the HUD
# Cut and Paste in Console and server browser/edit boxes.
# Change IForce to TouchSense Mouse Settings
# Added Min/Max players to Map Selection
# Added Author Name to Map Selection for Non-Epic maps
# Add Description field for Mod Authors and hooked it to the scrolly
# Added Announcer volume control to menus
# 'Speech' binder menu in Settings.
# Mouse wheel support on speech menu. On by default, but the ut2003.ini option bSpeechMenuUseMouseWheel turns it off.
# Letter key support in Speech Menu. The ut2003.ini option bSpeechMenuUseLetters turns this on, and you can specify what keys it uses in the .ini file as well.
# Fix [ALL] being at the bottom of the speech menu player list.
# added joystick hat support
# made sure "showlog" leaves fullscreen first
# fix for particle "priming"
# enabled "preferences" and made it leave fullscreen
# added support for Asian language keyboard input via IME
# fix for particle "priming"
# enabled "preferences" and made it leave fullscreen
# added support for Asian language keyboard input via IME
# added "TOGGLEREFRAST"
# 'Add IP' and 'Add Buddy' dialog's focus the edit box by default.
# can change crosshair colorAI:
# bots supporting player will grab nearby pickups
# fixed bots rotating to acquire targets too fast
# added ReactionTime parameter for bots
# fixed bots stuck in corners wanting to go to paths above
# bots go after adrenaline moreEditor:
# fixed editor crash when rebuild paths with new pickupbase
# UnrealEd works on Win98Networking:
# added option to cap framerate in netplay (on by default). This improves client smoothness by keeping client physics updates more in sync with server. Its controlled in your UT2003.ini file in the [Engine.LevelInfo] section by bCapFramerate.
# improved ping measurement shown in scoreboard
# F6 bound to "stat net" again
# improved client movement on jumppads
# Buddy list wildcards
# Master server cheat protection MD5 support
# Removed server connect() 10054 warning
# servers no longer don't reconnect to master server on authentication failure
# Show server ip in server browser
# Remove ICMP logspam by default
# IRC client under 'Chat' tab in Server Browser.
# Added 'Server Browser' button in-game so you can view servers/chat without leaving game.
# Remove spurious qhull-related warnings at the console eg. when running a server.
# Removed a lot of server log spam
# added AdminSay function which works from log window
# overtime ends if no one left on server
# stats compatible with minplayers > 0 (stats start when number of bots drops to 0)
# fixed bug allowing bots to be added by admins in stats enabled games
# dedicated servers don't need to load skins/meshes/voices
# server CPU improvements (don't find actor channel reference twice)
# fixed server memory leakCompatibility:
# fixed CD check problems on some machinesD3D
# fix for SiS 315 and other TnL cards only exposing one vertex stream
# better debug output for certain fatal failures
# better handling of running out of memory in default pool
# possible fix for UD3DRenderDevice::Unlock crash
# fix for "CreateVertexBuffer failed (D3DERR_INVALIDCALL)" crash
# made code respect D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR caps bit
# fixed case that led to an invalid stage setup in certain scenarios
# more Voodoo 3/5 & G400 workarounds (never sending more than 2 texcoords)
# better error message for UnSetRes
# changed error message for crash inside D3D8::DrawIndexedPrimitive
# now tries system memory pool if allocation in default pool fails even after evicting all managed resources
# made FAuxRenderTarget destructor flush rendering resources
# added AvoidHitches" option to the D3D renderer which might be useful for people with 64 MByte cards that play on high detail settings. It significantly reduces the occurrence of substantial hitches, but slightly reduces average framerate.OpenGL
# replaced 8x8 dummy texture with 1x1 texture
# increased VARSize from 20 to 32
# added code to correctly fill in GMachineVideo
# implemented DesiredRefreshRate
# implemented ReduceMouseLag
# friendly error message when trying to run the Editor
# implemented missing case where neither NV_texture_env_combine4 nor ATI_texture_env_combine3 are exposed
# changed VAR code to try smaller VAR ranges before giving up
Viladelans Lan Party 4 1/2
Los próximos 23 y 24 de Noviembre se realiza en Viladecans (Barcelona) la edición 4 1/2 de la conocida Viladelans Party. En esta ocasión contamos con 60 plazas gratuitas. Serán más de 30 horas consecutivas de juegos en red (sobre todo Unreal Tournament), además de pases multimedia, ponencias...
Teneis toda la información en nuestra página web corporacion.org
Si quereis asistir corred que las plazas vuelan.
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UTCTF Nations Cup 3
Se ha puesto en marcha la tercera edición de la UT-CTF Nations Cup de Clanbase. Esta copa enfrenta a los mejores jugadores de CTF de cada país.
El capitán de la selección española será aZyD.
La alineación estará compuesta por 7 jugadores: Alcachofo, aZyD, Gizmo, Sony, SynX y dos jugadores más que tenemos que decidir quienes serán.
Si necesitais algo o creéis que podeis ser uno de esos dos jugadores que faltan para completar la selección, pasaros por #team-spain en Quakenet.
Fuente: Clanbase.
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Resultados de España en la WCG
ViRtU ha terminado hace poco la última partida de su grupo contra Lauke.
Los resultados de su grupo han sido:
- ViRtU vs [H]Neutro: 4 - 25
- ViRtU vs neph: 7 - 5
- ViRtU vs lauke: 0 - 19
- ViRtU vs kal_chaos: 11 - 17
- ViRtU vs xs|Pain: 5 - 17
- ViRtU vs baltazar: 13 - 6
Esto significa que nos despediremos de la WCG por este año.
Pero enhorabuena a ViRtU por haber llegado hasta Corea, ¡que sólo eso ya es un mérito!
fuente: WCG
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Llega la Gran Final de los WCG de Corea
La web internacional de los World Cyber Games ha hecho público el calendario de enfrentamientos en todas las categorías de juegos. Como todos sabeis, nuestro único representante español es refuSed`ViRtU. Pues bien, desde aquí podreis ver los emparejamientos en cada una de las rondas.
Comentar que la primera partida de ViRtU se jugará mañana contra el portugués [H]Neutro a partir de las 10.30.
Los emparejamientos de ViRtU son los siguientes:
vs contra [H]Neutro
vs contra nEph_exi de la Republica Checa
vs contra XS Pain de EEUU
vs contra Baltazar de Zambia
vs contra Kal Chaos de Nueva Zelanda
vs contra Lauke de Holanda
Actualización: ViRtU jugará su primer versus a las 10.30, es decir, 03.30 hora española aproximadamente
Ver ficha de ViRtu
Fuente: WCG
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Parche 2126 para servidores linux dedicados
Parece ser que ya ha salido el primer parche oficial para el servidor dedicado de linux, la versión es la 2126 y la podéis descargar desde el script de actualización del servidor dedicado. ¿Saldrá mañana el parche para las versiones retail del juego?
NOTA: Este parche no sirve para ninguna otra versión que no sea la versión gratuita servidor para linux.
Más información sobre el parche en la página completa de la noticia.
Linux-specific:
* No more "qhull warning" messages and other harmless Karma spam via stdio.
* "ucc compress" is no longer confused by "-nohomedir" argument.
* WebAdmin should work correctly with 2.4 kernels now.
* Systems without a hostname/IP address should no longer crash when
clicking "create profile" in Single Player mode.
* Fixed race condition in Vorbis streaming code.
* "LANServerPort" and "LANPort" ini options can be set to -1 to not bind a
port at all.
* Fixed bug in file management routines that caused the annoying (and
inaccurate) "Error saving ../Saves/MyPlayerName.usx" messages. Should fix
the map autodownloader, too.
* '(' can now be entered in the console.
* Fixed autoupdate script.
* Fixed unusual condition in startup script caused by bleeding edge versions
of "ls". No, really.
* ip_passthru.pl script now MUCH more efficient, eats less CPU, etc.
* Other small tweaks and fixes.
Gameplay:* suicides count against team score in TDM
* fixed attenuation flak chunk damage over distance
* reduced minigun spin up time slightly
* made shock beam effect thicker
* always keep dynamic light for shock projectile, even in low detail mode
* translocation destination adjustment bug fix
* "kdraw collision" disabled in MP
* player dies before ball gets through hoop should still get credit for throw
* fixed redeemer point blank shots
* double tap time invariant to gamespeed
* get rid of 03_2 use (duplicate of "three" sound)
* fixed problems with overtime not ending on first score in some situations
* fixed transloc camera sometimes taking two taps
* fixed 4 rocket bug
* fixed instagib really is instaGIB
* fixed 10 seconds before can speak again
* fixed killz in CTF-December, CTF-Face3, CTF-Citadel, and BR-IceFields
* clamped max view bob
* fixed tokara forest switching to CTF
* fix for balllauncher switchaway bug
* fixed problem with teammates grabbing the flag right when you score
* fixed No Adrenaline mutator not allowing other mutators to work
* fixed getting correct bots on configured bot games with no bots on one
team
* fixed falling damage bug
* straightened lightning bolt (purely visual change to make it easier to see
where you're shooting)
* fixed shieldgun impact charging effect fps slowdown
* Fix bug where ragdolls didn't turn skeletal when they fall into lava
volume.
* If there is no momentum on death, add a small random one. Reduces
ragdolls just falling to their knees.
* added mouse acceleration for improved fine aiming control. Can be turned
on by adding the following line to the [Engine.PlayerInput] section in
user.ini:
MouseAccelThreshold=+100.0
* added "now viewing" message when spectating
* Fixed: At end of match it says "You've lost the match" while spectating
* assault grenade faster minimum muzzle velocity
* fixed water footstep sounds sometimes not playing when touching
fluidsurfaceinfo
* no behindview cheat in net games
* Simplified using custom ragdolls. 'Ragdoll=xxxx' in the .upl file now
overrides the species ragdoll asset for the character. This approach is
compatible with the cheat protection.
* Fix screwed-up vehicle camera.
* increased skeletal mesh pool vertex buffer lifetime from 500 to
1000 frames
* rocket smoke trail whiter
* rocket launcher max ammo now 30
* improved instagib beams
* no shooting through people in classic instagib (just like it was in UT),
you can still shoot through them in zoom instagib
* fixed replicating blood spurts when hit
HUD/Menus:
* typed messages stay up on HUD longer
* don't limit chat when game is paused
* fixed joystick support in menus
* added joystick hat support
* made sure "showlog" leaves fullscreen first
* new HUD options in menus:
Number of console messages shown
Console message font size
Ability to turn on and off various pieces of the HUD
Ability to scale the HUD
* Cut and Paste in Console and server browser/edit boxes.
* Change IForce to TouchSense Mouse Settings
* Added Min/Max players to Map Selection
* Added Author Name to Map Selection for Non-Epic maps
* Add Description field for Mod Authors and hooked it to the scrolly
* Added Announcer volume control to menus
* 'Speech' binder menu in Settings.
* Mouse wheel support on speech menu. On by default, but the ut2003.ini
option bSpeechMenuUseMouseWheel turns it off.
* Letter key support in Speech Menu. The ut2003.ini option
bSpeechMenuUseLetters turns this on, and you can specify what keys it
uses in the .ini file as well.
* Fix [ALL] being at the bottom of the speech menu player list.
* added joystick hat support
* made sure "showlog" leaves fullscreen first
* fix for particle "priming"
* enabled "preferences" and made it leave fullscreen
* added support for Asian language keyboard input via IME
* fix for particle "priming"
* enabled "preferences" and made it leave fullscreen
* added support for Asian language keyboard input via IME
* added "TOGGLEREFRAST"
* 'Add IP' and 'Add Buddy' dialog's focus the edit box by default.
* can change crosshair color
AI:
* bots supporting player will grab nearby pickups
* fixed bots rotating to acquire targets too fast
* added ReactionTime parameter for bots
* fixed bots stuck in corners wanting to go to paths above
* bots go after adrenaline more
Editor:# fixed editor crash when rebuild paths with new pickupbase
# UnrealEd works on Win98
Networking:* added option to cap framerate in netplay (on by default). This improves
client smoothness by keeping client physics updates more in sync with
server. Its controlled in your UT2003.ini file in the [Engine.LevelInfo]
section by bCapFramerate.
* improved ping measurement shown in scoreboard
* F6 bound to "stat net" again
* improved client movement on jumppads
* Buddy list wildcards
* Master server cheat protection MD5 support
* Removed server connect() 10054 warning
* servers no longer don't reconnect to master server on authentication failure
* Show server ip in server browser
* Remove ICMP logspam by default
* IRC client under 'Chat' tab in Server Browser.
* Added 'Server Browser' button in-game so you can view servers/chat
without leaving game.
* Remove spurious qhull-related warnings at the console eg. when running
a server.
* Removed a lot of server log spam
* added AdminSay function which works from log window
* overtime ends if no one left on server
* stats compatible with minplayers > 0 (stats start when number of bots
drops to 0)
* fixed bug allowing bots to be added by admins in stats enabled games
* dedicated servers don't need to load skins/meshes/voices
* server CPU improvements (don't find actor channel reference twice)
* fixed server memory leak
Compatibility:* fixed CD check problems on some machines
D3D
* fix for SiS 315 and other TnL cards only exposing one vertex stream
* better debug output for certain fatal failures
* better handling of running out of memory in default pool
* possible fix for UD3DRenderDevice::Unlock crash
* fix for "CreateVertexBuffer failed (D3DERR_INVALIDCALL)" crash
* made code respect D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR caps bit
* fixed case that led to an invalid stage setup in certain scenarios
* more Voodoo 3/5 & G400 workarounds (never sending more than 2
texcoords)
* better error message for UnSetRes
* changed error message for crash inside D3D8::DrawIndexedPrimitive
* now tries system memory pool if allocation in default pool fails even
after evicting all managed resources
* made FAuxRenderTarget destructor flush rendering resources
* added AvoidHitches" option to the D3D renderer which might
be useful for people with 64 MByte cards that play on high detail settings.
It significantly reduces the occurrence of substantial hitches, but slightly
reduces average framerate.
OpenGL
* replaced 8x8 dummy texture with 1x1 texture
* increased VARSize from 20 to 32
* added code to correctly fill in GMachineVideo
* implemented DesiredRefreshRate
* implemented ReduceMouseLag
* friendly error message when trying to run the Editor
* implemented missing case where neither NV_texture_env_combine4 nor
ATI_texture_env_combine3 are exposed
* changed VAR code to try smaller VAR ranges before giving up
Nueva guía completisima de UT2003
ha publicado una nueva guía de UT2003 que es muy completa que, por desgracia, está en inglés. ¿Alguién se anima y lo traduce?
Incluye lo siguiente:
? Weapons, Power-Ups, and Adrenaline. This section describes and outlines some tactics for Unreal Tournament 2003's weapons, power-ups, and adrenaline features.
? Deathmatch Strategies and Maps: Tactics for deathmatch can be found in this section. Also, specific strategies for all deathmatch maps are included.
? Capture the Flag Strategies and Maps: This section provides strategies for capture the flag games, as well as descriptions of all the maps.
? Bombing Run Strategies and Maps: You'll find strategies for Unreal Tournament 2003's new game mode here. Strategies for all bombing run maps are also included.
? Double Domination Strategies and Maps: This section offers tactics for double domination and complete descriptions of all the maps.
? Cheat Codes: Use these cheat codes during single-player and instant action games.
Crea tu propio Pack de Voces para UT2003
Si no te satisfacen demasiado las voces del ut2003, o si simplemente eres una mente despierta a la que le gusta probar y experimentar, ahora tienes la oportunidad de crear tu propio pack de voces o 'voice pack' para Unreal Tournament 2003.
Fraggin_Phun ha escrito How to create a Voice Pack for UT2003 using Unreal Editor 3.0, un manual muy interesante (complicado pero no imposible) creado para este fin, crearte un pack de voces exclusivo y personal, divertido o irónico, brutal o sencillo, locuaz o mordaz... depende de ti.
Fuente: Planet Unreal
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Nueva liga UT2K3....española!
El nacimiento de una nueva liga para unrealers siempre es de buen recibir, pero si a esta le añadimos que esta liga va a ser española... las cosas cambian.... a mejor
Desde Time2frag, donde hasta la fecha organizaban la SQ3L, W3L, HTL y WSL, se le une una nueva competición con UT2K3L.
Para todos aquellos interesados, las inscripiciones serán abiertas a partir de finales de la semana que viene, todos aquellos clanes interesados ya os podeis ir registrando a los jugadores y clan para poder gozar de esta nueva competición ... con sus finales en LAN.
Información final LAN aquí.
Fuente: Time2frag
Unreal Tournament 2003 Beta Patch 2126
Una nueva versión beta (de pruebas) del primer parche para UT2003 acaba de salir. Es la 2126 y os recomiendo que lo bajéis para ver la cantidad de cambios que se anticipan. Si te lo instalas podrás seguir jugando en los servidores antiguos aunque hasta la fecha no hay crack noCd (parche para evitar tener que usar el CD original cada vez que vayas a jugar).
Descargadlo desde la web oficial (9,7Mb).
Fuente: ESReality
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Guia Configuración UT2003
Aquí teneis una guia para optimizar y resolver dudas, acerca del UT2003. Os servirá de gran ayuda.
Guía configuración UT2003
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Professional League BETA2 RELEASED!
Bueno acaba de salir un mod para ut 2003, llamado
UT2003 Professional League.
Basicamente consiste en el modo instangib pero con la modalidad de armas automáticas,esta en una fase beta aún.
Bueno ahi va la web,por si a alguien le apetece probarlo.
ProLeague
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Unreal Tournament 2003