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20 May 2003

Acceso alternativo a 4Unrealers

por slnc | Unreal Tournament 2003 | 14:43 | 4

Aunque estaba esperando a subir la nueva versión de 4U para comentarlo recientes acontecimientos me han forzado a decirlo ya.

Los usuarios que lo deseen pueden acceder a 4unrealers a través del puerto alternativo 6666. Esto está pensado para aquellas personas que pasan a través del proxy-transparente de telefónica, pero cualquiera es libre de acceder a través de ese puerto.

Como efecto colateral deberías notar algo que el tiempo de carga de las páginas disminuye como efecto positivo.

UT2003 por Software

por cote | Unreal Tournament 2003 | 12:30 | 10

Daniel Vogel de Epic Games, ha sacado la primera versión del RAD Pixomatic software para poder jugar al ut2003 via Software por el cual lo que tengan Tarjetas Graficas lentas tengan una nueva opción de ejecución del UT2003.

Bajar:

pixodrv.zip

Para los posibles bugs etc, pide que se pasen por Foro Oficial UT2003

UT2003 Software Renderer for 2225
A zip file containing the integration of RAD's Pixomatic software renderer into UT2003 can be found here. Unzipping it into the UT2003/System directory and adding the following section to your UT2003.ini file

[PixoDrv.PixoRenderDevice]
FogEnabled=True
Zoom2X=True
LimitTextureSize=True
LowQualityTerrain=True
TerrainLOD=10
SkyboxHack=True
FilterQuality3D=1
FilterQualityHUD=1
HighDetailActors=False
SuperHighDetailActors=False
ReduceMouseLag=False
DesiredRefreshRate=0
DetailTexMipBias=0.000000
Use16bitTextures=False
Use16bit=True
UseStencil=False
UseCompressedLightmaps=False
DetailTextures=False
UsePrecaching=True

should then allow you to select it by modifying your UT2003.ini file as follows.

RenderDevice=PixoDrv.PixoRenderDevice
;RenderDevice=D3DDrv.D3DRenderDevice
;RenderDevice=Engine.NullRenderDevice
;RenderDevice=OpenGLDrv.OpenGLRenderDevice

Keep in mind to lower your resolution to maybe 320x240 or 512x384 in case you have a slow CPU. You can do this from the console by typing "setres 320x240" or "setres 512x384" respectively.

19 May 2003

¿Fast-Path a finales de año? Más rumores

por slnc | Unreal Tournament 2003 | 14:42 | 23

Aunque evidentemente nada del resto de la noticia son más que rumores, al menos resultan esperanzadores. Quien no haya soñado nunca con algo así que lance la primera piedra.

Parece ser que Telefónica tiene planeado introducir la tecnología Fast-Path en 4-6 meses (Septiembre/Noviembre de este año) como efecto colateral de actualizar viejos equipos de red. Para los que no lo recuerden, tener fast-path activado en tu línea significa poder jugar con pings inferiores a los 90-120ms a los que estamos acostumbrados la mayoría de los usuarios de ADSL.

Para más información os recomiendo visitar la web Pro Fast-Path.

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Nuevos videos de Strike Force 2003

por SappYoda | Unreal Tournament 2003 | 07:20 | 9

En el foro Optimizer ha publicado un vídeo sobre el nuevo mod de ut2003 Strike Force 2003.

Optimizer dice: "I did a movie of some gameplay footage this morning. The movie is in windows media .wmv format. It's not the best quality because the capture program I used made me run in 640 X 480 mode and the frame rate goes down quite a bit using this program. Anyway, have a look if you like."

Strike Force 2003 - Demo Movie - 8.31 MB
Strike Force 2003 - Death Demo Movie - 6.32 MB (parece no funcionar)

Galeria de imagenes
Strike Force 2003 Website

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17 May 2003

SuperBots Mutator

por MooN | Unreal Tournament 2003 | 20:31 | 16

¿Cansado de jugar con aburridos bots a los que se les ve de lejos la estrategia que van a seguir a continuación? Pues de la mano de Unreality nos hemos encontrado un nuevo Mutator llamado SUPERBOTS que os dará la solución cuando entrenais con bots.

Este Mutator convierte a los habituales bots en mejores jugadores. Realizan dodgejump, el dodging habitual para moverse con más velocidad, están atentos para coger los powerups más interesantes, lo que conocemos como "timear", y mucho más.

Para probar el mutator Superbots podeis descargarlo desde aquí

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Invitados a la Final Nacional en S2e

por MooN | Unreal Tournament 2003 | 17:09 | 132

La Final Española de la Copa del Mundo, Electronic Sports World Cup, estará formada por los Campeones de las distintas Comunidades Autónomas de nuestro país. Es decir, 17 representantes de Counter-Strike, 17 de Unreal Tournament 2003 y 17 de WarCraft-III.

Además, la organización invitará (bajo su criterio) a los siguientes equipos y jugadores hasta completar los 24 slots por campeonato.

Counter-Strike:

CTF
eu4ia
OTG.LT
DkS
New Proyect
BBiGG # Hunter
Ethernal

Unreal Tournament 2003:

KhrOnO
Subi
ViRtU
Alcachofo
Warlock
Vortrex
Dharana

WarCraft-III:

Kunnyyori
Oleoth
Meguvin
Evil
Sirdonald
Billy_Lo_
Sirech

Es imprescindible que los jugadores y equipos que deseen aprovechar esta invitación se pongan en contacto con la Organización mediante el mail ESWC (tenéis de plazo hasta el 25 de mayo).

En otro orden de cosas:

1.- Este fin de semana nos pondremos en contacto (mediante e-mail) con todos aquellos jugadores y equipos pertenecientes a provincias sin clasificatorias.

2.- Se ha añadido, en la sección ELIMINATORIAS, información referente a la preliminar del cyber de Madrid ATLÁNTIDA (http://www.atlantida-ciber.com/index.php) e información referente a la preliminar barcelonesa de BBiGG (http://games.bbigg.com/eswc.php).

16 May 2003

UT2003 en ESWC Valencia

por VorTreX | Unreal Tournament 2003 | 15:41 | 56

QUALIFY VALENCIA - ESWC UT2K3

Los que estéis cerca de Valencia y Alicante podeis acercaros al
Cyber Arena Games ( Denia, Alicante ) a disputarse plaza para las finales autonomicas, que daran acceso a las finales nacionales de la ESWC.



Para los que no conozcais la ESWC (electronic sports world cup) cabe decir que es (aunque nueva) una de las competitiones mas importante a nivel internacional.

El plazo de inscripción termina el 23 de Mayo, serán 8 € por participante.
Los horarios se ajustaran lo mejor posible para todos los participantes que vengais de fuera. El Torneo sera entre el Sabado 24 y Domingo 25.
Para inscribiros mandar un e-mail y os informaremos como hacerlo.

Un Saludo.

Cyber: Cyber Arena Games
Dirección: c/ Vergel, 2-B
Población: Denia (Alicante)
Contacto: 96-643-26-20; [email protected]
Web: http://www.cyberarenagames.com


Preliminar de Counter-Strike: 19 Mayo
Preliminar de Unreal Tournament 2003: 25 Mayo
Preliminar de WarCraft III: 25 Mayo

15 May 2003

Clanes y sus noticias

por slnc | Unreal Tournament 2003 | 11:56 | 21

Aunque entiendo que lo que ocurrió con las 2 ultimas noticias de bkn ha sido un malentendido y no ha sido malintencionado aprovecho esta ocasión para pediros que por favor, noticias de menor importancia o que no están completamente decididas no las mandéis.

Un clan que se fusiona es noticia, un nuevo miembro de un clan, si no es algo estilo campeón mundial de WCG de la última edición o similar no es de interés para todo el mundo por lo tanto sería mejor no poner la noticia en 4U, al igual que las decisiones que no están del todo pensadas.

!sK! SpecTral Korps ha vuelto

por Necronos | Unreal Tournament 2003 | 11:13 | 29

!sK! uno de los antiguos "top clan" españoles ha vuelto para dar guerra.

El clan SpecTral Korps ha vuelto como clan de Unreal Tournament CTF tal cual lo fue en sus tiempos, nuestras aspiraciones es poder llegar a jugar la proxima Eurocup de Clanbase, o en su defecto en la primera division de la Opencup con aspiraciones de que un clan español llegue a ganar por primera vez una Opencup_1ª division / Eurocup.

Sabemos que es un reto muy dificl y entendemos que tenemos muchos factores en contra tal cual es la discriminacion hacia los clanes españoles ( en todos los sentidos ) y el ping ( factor principal y el ams decisivo ), teniendo en cuenta todas estas cosas y algunas mas, tened por seguro k intentaremos hacerlo lo mejor posible y esperamos todo vuestro apoyo al cual lo hicisteis tiempo atras, para ello os pedimos todo vuestro apoyo en los posibles matchs de cualquiera que sea la competicion ( EC/OC ) o division en la que seamos admitidos.

Tb deciros que buscamos un ultimo jugador para completar el clan, a poder ser defensa y con la mayor experiencia posible, si alguien esta interesado en ser nuestro webmaster tb buscamos uno, por no comentar la falta de "organizadores" es plan general para el clan, para todo esto y cualquier otra duda o pregunta que tengais podeis encontrarnos en:

#ut.sK / canal principal @ irc.quakenet.org
#sK.online / canal de repoters y radio @ irc.quakenet.org

Para el tema de "orgas" y webmaster contactar Gizmo/Synx.

Nada mas que añadir, tan solo daros las gracias por el buen recibimiento que nos disteis 2 dias atras cuando se dio a conocer esta noticia.

14 May 2003

Nº 19 de Multiplayer Arena en la calle

por MooN | Unreal Tournament 2003 | 10:43 | 44

Un mes más la revista especializada en juegos multiplayer ( MPA ) lanza un nuevo número con un diseño algo distinto al que nos tiene acostumbrados y que este mes trata los siguientes contenidos:

•CLANBASE NATIONS CUP
•ENTREVISTA UT2003: SUBI, uno de los principales unrealers de nuestro país nos habla de la gran novedad en las competiciones.
•FORMACIÓN Unreal TOURNAMENT 2003: Capítulo 4: LOS SALTOS, por MooN.
•FORMACIÓN Battlefield 1942: Capítulo 1: Toma de contacto, por TriSKeL.

Y además...

•Las noticias del mes en los Breves.
•Vuestras opiniones en La Abadía del Penitente.
•Toda la actualidad del multijugador.

Ver portada del nº19 de MPA

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13 May 2003

UT2003 Mods abre sus puertas

por MooN | Unreal Tournament 2003 | 22:28 | 3

Con un estilo un tanto "gamespy" esta web que dedicará todas sus páginas a presentarnos todas aquellas modificaciones completas de Unreal Tournament 2003 (aká Mods) abre sus puertas con un estreno de calidad: una Entrevista a Pakman del equipo TTM

La web abarcará secciones como Lista de Mods, Reviews, Entrevistas, Downloads, etc.

Visitar la web UT2003 Mods

Fuente: BeyonDunreal

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Curiosa participante de la próxima CPL

por slnc | Unreal Tournament 2003 | 12:06 | 70

Me acabo de enterar por ahí de que nuestra amiga de negocios calientes, Asia Carrera, participará en el próximo torneo de UT2003 de la CPL a celebrar en Los Angeles, California en Agosto.

Desconozco las reglas para entrar en la CPL pero, ¿realmente es tan buena al UT2003?

En cualquier caso que sepáis que compartirá asiento con xs|Pain y Fatal1ty entre otros. 9000$ para el ganador, 30000$ en total.

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Unreal Tournament ver. 451 oficial

por cote | Unreal Tournament 2003 | 10:21 | 28

El grupo de programadores http://www.utpg.org/encargado del UT ha sacado un nuevo parche para el Unreal Tournament que pasa a la versión 451.

Pd...Recordad que Epic ya no es la encargada de la evolución del UT, la cual ha dejado en manos de otras personas, pero ellos siguen dando el visto bueno a las modificaciones.

Bajar :

utpgpatch451.exe
utpgpatch451.exe
utpgpatch451.zip
utpgpatch451.zip
utpgpatch451.tar.bz2 (linux)
utpgpatch451.tar.bz2(linux)

Cambios:

Unreal Tournament version 451 Release Notes Version 451 is completely network compatible with all previous public releases of UT.
Server requires clients to be at least version 432.
WebAdmin fixed, linux server should have a working webadmin again

Package code execution exploit fixed

LogMaxConnPerIPPerMin defaults to false

IRC chat client fixes

\n bug fixed

long lines are wrapped

wrapped lines are indented for better readability

Added protection against brute forcing the admin login:

[Engine.GameInfo]
LoginDelaySeconds=0.0 Number of seconds after an incorrect login before login is allowed again.
MaxLoginAttempts=0 Maximum number of login attempts before an action is taken
ActionToTake= What to do when the maximum number of login attempts has been reached

Values for ActionToTake:
DO_Nothing
DO_Log Will log the player's name, IP, and number of attempted logins to server's log
DO_DisableLogin Player will be unable to perform adminlogin for remainder of match
DO_KickPlayer Player will be kicked from server
DO_KickBanPlayer Player will be banned from the server br>
ex: ActionToTake=DO_DisableLogin

Added a caching system to the webadmin to reduce the impact on the running game
Added -logprefix option to `ucc`. Enabled preflush log prefixes
Extended IP ban list to allow 256 entires
Fixed several bugs which allowed malicious clients to lag the server
Clamped DefaultFow to values between 80 ~ 130
Added bLogAdminActions to [Engine.GameInfo] - provides information about kick/bans/logins
Fixed chat messages not appearing when game is paused
Limit in-game name changes to 10 per map
Fixed player details server query response
Fixed mutators not appearing in server browser
Added additional console commands for admins - kicklist, kickid, and kickbanid
Added current map name to all pages in "Current" section of webadmin
Added time remaining to pages in "Current" section of webadmin for timed matches
Fixed LoginSeconds display in web admin to only show max number of allowed characters in textbox
Added 'AdminAction' prefix to all log entries written by admin actions
Improved the console functions 'get' and 'set' to allow editing of array config variables Usage: to get an value of an array item use the following command:

get Engine.GameInfo IPPolicies #
Where # is the number starting from 0, if you omit the number the first element is returned

set Engine.GameInfo IPPolicies # new value
Where # is the number starting from 0, you must specify the number
Items in the open location box are moved up in the list when reused
Fixed the scroll whell when using Logitec drivers (EM_EXEC)
The download percentage for compressed redirects is displayed correctly now (the real percentage)
Fixed spaces in redirected package names (note: you should NOT use spaces in package names)
Fixed incorrect F6 details
Added IRC half-ops support
Netspeed command is limited to once every 15 seconds (as with UT2003)
Fixed server lag exploit from chatting. Added a config variable "bLogTypingEvents" to the Engine.StatLog class. If the server does not wish to be vulnerable to this exploit, setting this variable to false will cause the resulting ngStats logs (both world and local) to not record player chatting events.
Fixed lag exploit possible through replication statement error
Fixed lag exploit with ShowInventory command
Fixed lag exploit in the ShowPath command, only admins can use this command
Server lag exploit possible from viewing players fixed
Added refering game server to HTTP redirect request with the form: Referer: server-IP:port
Merged Daniel Vogel's OpenGL driver with the source
Added a new config option to set the minimal client version
[Engine.GameEngine]
MinClientVersion=432

12 May 2003

ESWC: Ciudad Real

por Necronos | Unreal Tournament 2003 | 12:36 | 8

ESWC: PRELIMINAR
----------------------------------

Me dirijo a vosotros para comunicaros que Ciudad Real también aportará su granito de arena a esta Copa Del Mundo.

La sede de Sideral Games será el ciber escogido para albergar tal evento.

El plazo de inscripción se cierra el día 15 de Mayo, así que daos prisa los que deseéis participar en este magnifico y gran torneo.

Os recomiendo que os paséis por el ciber Sideral Games y os informéis del desarrollo de la competición. También podéis contactar conmigo ([email protected]) .

Solo me queda hacer una última referencia a la Web: WEB



Interesados: [email protected]

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Netgame Caixanova Party 2003

por [BkN]XeNoMoRPH | Unreal Tournament 2003 | 11:56 | 14

Salu2, a todos, esta noticia es para anunciar esta próxima party:

NetGame Caixanova es una reunión de usuarios de ordenador conectados a la red de Internet. El evento se celebrará en las fechas comprendidas entre el 9 y el 13 de Julio ambos incluidos, en la ciudad de Vigo en el recinto ferial de Coto Grande.

NETGAME costará 80 euros Gracias al IFEVI.

Como decimos, el precio final de la Party será de 80 euros. Esto incluye:

Sorteos exclusivos a los asistentes - Acceso a línea ATM de 155 Mb
Asistencia a Jornadas, Foros,Seminarios Presentaciones, etc..
Plaza de camping
Regalos
Acceso a Presentaciones de empresas
Acceso al Salón de Informática
Pensión completa: Desayuno, comida y cena

En lo que se refiere a juegos, creo que solo tienen competición del ut1 ( ut clásico ), aunque si se envian mails masivos, imagino que se haga de ut2k3

Página Oficial: NetgameCaixanova

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11 May 2003

Nuevas incorporaciones en Clan7 UT2003 Squad

por konkas | Unreal Tournament 2003 | 16:34 | 40

Hace unos dias, se confirmaba un nuevo fichaje para el squad de Unreal Tournament 2003 Clan7. MaSaCr3, jugador activo en el Team Spain de este mismo juego, se unía a las filas de Clan7 para formar lo que es ahora mismo, uno de los clanes mas potentes en el panorama unrealer español y europeo.


Después de este fichaje, y a la espera de uno que será sin lugar a duda un bombazo (un ex-jugador de un top clan europeo), el lineup queda configurado de la siguiente manera:

· ]c7[Kajht a.k.a Daniel T. (Leader)
· ]c7[Art1sta a.k.a Jordi R.
· ]c7[Blazcovic a.k.a Oscar H.
· ]c7[DrAsToR a.k.a Said O.
· ]c7[konKas a.k.a César S. (Organizer y Webmaster)
· ]c7[LaguNz a.k.a Omar T. (War arranger)
· ]c7[MaSaCr3 a.k.a Andrés C.
· ]c7[SanT a.k.a Raúl T.
· ]c7[SynX a.k.a Rodrigo G.
· ]c7[WaRLoCkz a.k.a Estanislao A.

Actualmente están activos en la ladder de Clanbase Spanish UT2003 DM, en un meritorio segundo puesto con dos partidos ganados y ninguno perdido; en la competición internacional Wireplay y en la próxima OpenCup.

Podeis contactar con ellos a través del IRC en la red Quakenet (canal #clan7.ut2003), a través de su web (http://ut2003.clan7.com), o entrando en su servidor (217.75.227.70:7777 pass público: c7).

09 May 2003

Rocket Arena 2003 update

por cote | Unreal Tournament 2003 | 10:10 | 12

Nuevas noticias sobre unos de los mejores mods del UT, conocido por todos como RA, pues el gran Rocket Arena para el UT2003 cada día esta mas cerca.

En la pagina liquid.haxxer.net, se pusieron en contacto, con unos de los programadores del Mod, el cual aparte de pasarla una versión Alpha del mod, comunico que ya esta todo el equipo trabajando exclusivamente en el Ra, y tratando de acabar uno o dos mapas mas para, sacar al publico la primera beta del Ra.

Pagina oficial Ra UT (pagina no actualizada)

Rocket Arena 2003 update!
Posted on Tuesday, May 06 @ 16:20:39 by malkith
As a mapper for the RAut2k3 team i am happy to announce that the beta version of RA made a giant step towards a release early this morning.

I spoke to a tired Rork, head programmer for RAut2k3, this night and here´s what he said.
"Better late than never, I guess... I've been pretty slow and working on too many things, but I'm now working on RA only. Moreover, it took some time to build some "underground logic" for things to come. Development should get faster from now on, and I'll release updates a lot more often. "
That is really good news, from now on the whole team will be working more intense to get this baby out. He also made me happy by sending me the first alpha version of RA, and it looks very promising. Now when i map i will be able to put many arenas in one and choose from a menu etc.
Now i have to hurry up to do 1 or 2 more maps.

08 May 2003

UTV para UT2003

por cote | Unreal Tournament 2003 | 23:14 | 8

Nuevas noticias sobre el UTV para el UT2003.
El que fuera creador del UTV para el UT (Fnordia), y desarrollador del UTV2003 junto con Epic, ha anunciado que han enviado una nueva versión beta a Epic, la cual podría pasar a disposición del público muy pronto.


Fuente noticia:

UTV public beta
Posted on Thursday, May 08 @ 14:53:48 by ErecT
I just spoke with Fnordia, the developer of UTV for UT1. He and sj is now hired by Epic to develop UTV for UT2k3.
Fnordia says: We send Epic a new version of UT2k3 yesterday so a public beta release will probably be availeble soon.

Fnordia is known for his superb work and I belive that UTV for UT2k3 will be something speciall since this time he has full access to the sourcecode for UT2k3 after signing a non disclosure agreement with Epic. Hopefully this will land a fulltime job on Epic for thoose two guys since we need more actuall gamers to be part of the development of gaming.

Thx for your work Fnordia!

Beta publica del mod Marble Madness

por Necronos | Unreal Tournament 2003 | 16:50 | 14

Ya ha salido la primera beta publia del Mod Marble Madness para Ut2k3.


Es una total conversion que tiene muy buena pinta. Osea que esta muy currada pero a mi el tema de manejar una pelotita pues no me va mucho pero como curiosidad ¡pues ale!

El Link a la pagina oficial aqui.

La descarga aqui.5MB

Ut2003 Mac Demo Disponible

por cote | Unreal Tournament 2003 | 13:16 | 9

La demo del UT2003 para los MaC, ya esta disponible.

Fuente noticia:

macgamefiles.com


The demo features 4 maps (2 DM, 1 CTF, 1 bombing run) and most of the weapons in the full version of the game.

System Requirements

Mac OS X v10.2.6 (must have 10.2.6 update installed)
700 Mhz processor
32 MB video card (Radeon/Geforce 2MX or higher)
256 MB RAM

Descarga:

ut2003-macosx-demo-2206.dmg.bz2
ut2003-macosx-demo-2206.dmg.bz2
ut2003-macosx-demo-2206.dmg.bz2
ut2003-macosx-demo-2206.dmg.bz2

Bonus Pack Dead Cat Invasion

por Jonathan_Evil | Unreal Tournament 2003 | 11:09 | 7

Ha salido un Pack de mapas NO OFICIAL para el modo invasion.
Descarga


The Dead Cat Invasion maps were created for individual use and for network play on dedicated servers. They are designed expressly for the UT2K3 Invasion game mode, but will also work in the Deathmatch and the Team Deathmatch modes as well. All eight of these levels are copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders.

Each map has eight additional weapons built in that are usually not a part of Normal Weapons game-play. These include: the Super Shock Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, and the Sniper Rifle from the original Unreal Tournament.
Finally, the .ut2MOD file installs the Map Pack automatically, but there are many features involving the eight additional weapons which are fairly complex. To learn how to properly use the new weapons, please click on the Release Notes button when the installation is finished. You may also go into the UT2003Help directory and double-click on the file DCInvasionMaps.html at any time to get help.

06 May 2003

TTM Ver. 2.1 Disponible

por cote | Unreal Tournament 2003 | 22:23 | 9

Ya esta disponible la nueva versión del mod TTM

Bajar:

ttm2003v21.zip
ttm2003v21.zip
ttm2003v21.zip

Cambios

Installation

Unzip the files into their respective folders.
There are 4 folders inside the zip file, simply copy the contents from these folders into their respective folders in your UT2003 install directory.
Open your UT2003.ini file and under the [Engine.GameEngine] header add this line: ServerPackages=ttm2003v21
Start an Instant Action and add TTM2003 v2.1 to the list of mutators, or join an online server with TTM v2.1 enabled and play the game. At any time during the game you can access the in-game TTM menu simply by pressing F7 or getting into the console (press: ~) and typing ‘menu’.

UnWheel Alpha Test

por cote | Unreal Tournament 2003 | 11:43 | 16

Los creadores de unos de los mods sobre coches mas esperados para el UT2003, han sacado la primera versión Alpha de dicho mod.
Unwheel

Descarga Mod (9 megas):

uw_alpha.exe

Agregar al ut2003.ini la siguiente linia para que sea detectado.

[Engine.GameEngine] section:

ServerPackages=UnWheel

05 May 2003

ClanBase Hackeada !

por [BkN]XeNoMoRPH | Unreal Tournament 2003 | 12:07 | 28

En el calendario de todos los clanes se puede ver en el dia 5 y 6 de mayo, la palabra "Hacking".

Esta mañana, recorriendo los calendarios de varios clanes, me he dado cuenta, de que en todos hay un evento nuevo que pone "Hacking"

La nacionalidad de esta fechoría podría ser Holandesa, como muestra la bandera del evento.

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02 May 2003

¡Ya esta aqui, finalmente, la demo del unreal 2!

por SappYoda | Unreal Tournament 2003 | 09:48 | 23

Si, es un poco tarde, pero finalmente ya esta aqui. Si todavia no has podido probarlo, ahora es el momento!

3Dgamers
Fileplanet

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30 Abr 2003

UT2003 Russian Map Pack

por Necronos | Unreal Tournament 2003 | 16:11 | 31

Ha salido un bonus pack muy completo; contiene 12 mapas, 6 de música y un skin. Está todo ambientado al "estilo ruso".

-Descargar Russian Bonus Pack (45 Mb).

-Ver web oficial.

Mapas:

-BR-FragFactory by Mike Timoshin --=[GC]Guyver_1.1=-- (4 - 8 Players)
-CTF-Baykal by "TYGRA" Dmitry Gribanoff (8 - 16 Players)
-DM-AfterVodka by "TYGRA" Dmitry Gribanoff (4 - 12 Players)
-DM-AlienStar by "TYGRA" Dmitry Gribanoff (2 - 4 Players)
-DM-Deck16][ by Elliot Cannon (Epic Games) + Mike Timoshin (2 - 10 Players)
-DM-FragFactory by Mike Timoshin --=[GC]Guyver_1.1=-- (2 - 8 Players)
-DM-GuyverArena by Mike Timoshin --=[GC]Guyver_1.1=-- (2 - 8 Players)
-DM-Psychodelia by Mike Timoshin --=[GC]Guyver_1.1=-- (4 - 10 Players)
-DM-RedSquare3 by "TYGRA" Dmitry Gribanoff (2 - 8 Players)
-DM-RussianArena by Mike Timoshin --=[GC]Guyver_1.1=-- (2 - 4 Players)
-DM-Thorus by Aleksey Surkov aka "Terminator" (2 - 8 Players)
-DOM-AlienStar by "TYGRA" Dmitry Gribanoff (4 - 8 Players)

Fuente: PlanetUnreal.

NOTA: no es un bonus pack oficial...

26 Abr 2003

El próximo Tribes usará el motor Unreal

por slnc | Unreal Tournament 2003 | 09:33 | 17

Sierra ha anunciado que han asignado la nueva versión de Tribes: Tribes Vengeance a Irrational Games, desarrolladores de System Shock 2. Esta nueva versión de Tribes saldrá en el 2004.

La nota de prensa en la página completa de la noticia.

También acabo de leer una entrevista sobre este juego en IGN.

In Tribes: Vengeance’s single-player campaign, gamers become immersed in a roiling galactic thriller. Throughout the game, the player catches glimpses of other, interrelated stories that are unfolding behind-the-scenes. In addition, gamers are given the opportunity to experience the full scope of the single-player story through multiple viewpoints and characters. Powered by an enhanced version of the Unreal Engine, the world is brought to life with characters that have facial expressions and fully-realized personalities, vehicles that kick up dust as they pass by, and weapons that display spectacular effects.
24 Abr 2003

2225 .UC Source & Debug .U's

por cote | Unreal Tournament 2003 | 10:04 | 0

Joe Wilcox de Epic, ha sacado la actualización del UC a la ver 2225 del UT2003.
Este parche solo lo tienen que bajar los creadores de mods.

ut2003-2225-source.zip
ut2003-2225-debugu.zip

<?xml version=”1.0”?>

23 Abr 2003

Nuevo Parche ver.2225 oficial

por cote | Unreal Tournament 2003 | 10:21 | 37

Epic, ha sacado el nuevo parche que actualiza el UT2003 a la versión 2225, con bastantes cambios con respecto a la 2199
Junto con el Parche han sacado los skins brillantes (solo con ver.2225 o superior).
Pd. para los que tengan la 2225 beta instalada no necesitan bajar este parche, ya que es el mismo.

Bajar parche (12,3 megas):

ut2003-winpatch2225.exe
ut2003-winpatch2225.exe

Bajar Skins Brillantes (30,5 megas):

ut2003-BrightSkins.exe
ut2003-BrightSkins.exe

Cambios de la 2199 a la 2225

NEWS: Update 2225 Change List... ====================================
Making the game feel more like the original UT:
- upgrade to this patch, and install the bonuspack
- use the UTClassic mutator
- use small weapons (Settings|Player menu)
- set FOV to 90 (Settings|Player menu)
- use the Evil Announcer from the bonus pack (set the announcer voice in the Settings|Audio menu)
- install the BrightPlayerSkins mod (client side only)
====================================
FULL CHANGE LIST from version 2199

GamePlay:
- allow several different default characters.
Change the default character by adding the following line to the [xGame.xPawn] section of your user.ini file: PlacedCharacterName="aname" where aname can be "Gorge" (the default), "Sapphire", "Malcolm". "Mokara", "Rapier", "Brutalis", or "Roc"
- fixed no instigator bug with goop and grenades if killer was blown up before making kill.
- added new mutator "DelayedSpawn". This mutator delays the initial spawning of superweapons and super powerups (like UDamage, superhealth, and supershield)
- fixed sporadic problem with giving assist credit to players not involved in flag capture in CTF
- fixed sporadic problem with pawns not animating on clients
- Fix adding in an extra bot when you've chosen custom bots and are spectating.
- custom bots stay on the teams they were put on, and ignore team balancing in standalone games.
- The player who changes the color of the DDOM point scores the 5 points, not the last player.
- fixed bug where could sometimes translocate into static meshes
- spectators can only chat with spectators if bPartitionSpectators config option is true. This option is false by default, and can be made true by adding bPartitionSpectators=true to the [Engine.BroadCastHandler] section of your UT2003.ini file.
- support for new brighter teamskins (set by bright skins option in the Game Rules tab). You must have BrightSkins patch downloaded for this to work. (brightskins is client-side only)
- fixed displaying name of player who returned flag in flag return message
- announce name of scorer in bombing run
- "use map bot count" always adds at least 3 bots for team games
- no time limits in LMS or Invasion
- fixed joining LMS server as spectator after match has started not limited to only spectator slots
- added configurable GameInfo property LateEntryLives. Defaults to 1. This is how many lives another player can have lost and you can still join, for a maxlives game like LastManStanding.
- fixed IronDeity shield spawning
- fixed CTF-DoubleDammage camouflage mesh
- fixed weapon throwing on listen server clients
- projectiles can affect dead bodies in net games
- improved scoreboard support for long names
- server side control for turning off weapon viewshake by adding the following line to the [engine.gameinfo] section of your UT2003.ini file: bWeaponShouldViewShake=false
- new configurable property to prevent shield stacking of small shields. To disable shieldstacking, add the following line to the [UnrealGame.DeathMatch] section of your UT2003.ini file: bNeverShieldStack=true
- zoom supershockrifle firing through multiple people now configurable (true by default). To change, add the following lines to your UT2003.ini (server side): [XWeapons.ZoomSuperShockBeamFire] bAllowMultiHit=false
- no superweapons in mutant
- fixed auto-slope. Since this wasn't functioning before, you may have it turned on accidentally.
- added configurable property to control screen flash brightness, with values between 0 and 1 (1 is the default). To modify this property, add the following line to the [Engine.PlayerController] section of your user.ini file. ScreenFlashScaling=+1.0
- added new mutator "UTClassic" ,with its own server browser icon. Modifies the weapons to feel more like the original UT's weapons: All weapons do more damage. Slower weapon switching. Shieldgun charges faster, slightly longer range, less self damage for impact jumping Minigun firing modes switched, no lockdown effect Shockrifle regular fire slower, does more damage. Combos take less ammo. Slowed down rocket firing rate. Sniper rifle faster firing, no secondary hit damage. Bio charged up damage relatively lower (countered general weapon damage increase). Flak alt fires up a little more. Translauncher more ammo, recharges faster, transbeacon fired up more FOV and eyeheight adjusted

- added configurable properties to UTClassic to control double jumping. These are all enabled by default. To disable, add the following section to your UT2003.ini file: [UTClassic.MutUTClassic] bCanDoubleJump=true bCanWallDodge=true bCanDodgeDoubleJump=true

Setting bCanDoubleJump to false turns off all double jumping. Setting bCanWallDodge=false turns off wall dodging. Setting bCanDodgeDoubleJump=false turns off doublejumping after dodging.


Weapons
- added option for visible centered weapons.
- added option to have smaller first person weapons. Off by default. This option is found in the Settings|Player menu, or can be changed in the user.ini by adding bSmallWeapons=true to the [Engine.PlayerController] section.
- fixed inaccurate replication of remaining translocator charge, causing players not to be able to fire when they seemed to still have charge
- all projectiles and shock beam centered with hidden weapons
- fixed shieldgun autofire misfires
- added more weapon not firing debugging. If your weapon stops firing, type getweaponstats at the console. Then, continue trying to fire your weapon, so more stats can be gotten. Both client and server must be upgraded to this patch.
- fixed shield gun fire effect when weapon hidden.
- fixed transbeacon leaving flare behind when crushed by mover.
- telefragging always gibs.
- ion painter warms up a little faster
- added configurable property to have translocator aim up more like original UT. This client-side option can be enabled by adding the following line to the [xGame.xPlayer] section of your user.ini file: bClassicTrans=true
- fixed lightning gun muzzleflash positioning in third person
- improved redeemer guiding
- sniper rifle zoomed visible area expanded
- custom weapon crosshairs: You can specify custom crosshairs and crosshair colors for each weapon. To do this, add the following lines to the appropriate weapon section in your User.ini file:
CustomCrosshair=7 CustomCrosshairColor=(R=255,G=255,B=255,A=255) CustomCrosshairScale=1.0
where CustomCrosshair can have any value between 0 and 13, and the Crosshair color is in 8 bit RGBA format. You can also use your own custom textures (after importing them into a utx) by adding CustomCrosshairTextureName="package.texture" (where package is the name of the UTX package, and texture is the name of the texture in the package.

HUD/Scoreboard:
- 4 digit fph

AI:
- fixed bot auto skill adjustment
- added custom bot AI configuration menu
- bots don't try to link with you if you are linking with them
- only use bots with upl menu strings "SP", "DUP", or "UNLOCK"
- performance improvement when trying to find path to dropped flags or bombs. Also added NotReachableBy() event to Decoration, so flags and other game objects can be notified if they aren't reachable.
- improved bot AI for mutant game
- fixed low-skill AI problems in DOM-Junkyard
- fixed bots don't change weapon at end of match, and always play victory anim if winner

Performance/ Engine fixes:
- fixed xEmitter memory leak
- Improved bPreloadAllSkins for team games.
- set bShouldPreload (in [Engine.LevelInfo] section of UT2003.ini) to true on initial configuration for systems with over 512 MB of memory. This makes these systems preload all skins, reducing hitches in network play.
- no CD check!
- fix for name table corruption crash (which caused the reproduceable crash reported when AccessControlClass=XAdmin.AccessControlIni in ut2003.ini, as well as other intermittent crashes)

Networking/Servers:
- fixed occasional crash when switching levels for servers with bots
- vampire mutator shows up in server settings
- dynamic netspeed adjust to deal with connections with variable effective bandwidth. Can be turned off in the settings|network menu.
- fixed distance fog based network relevancy culling.
- fixed addnamedbot exec function. This is used by web admin, so adding bots through web admin now works correctly as well.
- fixed client upstream bandwidth not always capped properly by server
- added -nocheat parameter to commandline to disable cheat prevention
- added ability to disable the security fix in networking (for testing purposes) [IpDrv.TcpNetDriver] DisableKSecFix=True
- only allow netspeed changes from console once every 15 seconds
- server version displayed in server browser and ingame server info (F2).
- fixed ghost players on server
- fixed Invasion not ending if server side demo recording
- fixed redirected download file size and percentage indicator
- fix for players falling of ledges client-side only (so the client thought they were in a different place than they actually were
- New Mutator function OverrideDownload giving servers the chance to override a redirect URL on a per-user basis, eg to give priority redirect access to your clanmates.
- To customize bots without using the custom bot config menu, add a [UnrealGame.CustomBotConfig] section to your UT2003.ini. Then add lines like this one to the section: ConfigArray=(CharacterName="Gorge",PlayerName="The_Reaper",FavoriteWeapon="xWeapons.RocketLauncher",Aggres siveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000,Reactio nTime=0.000000,bJumpy=True) where CharacterName = the bot character you are modifying PlayerName = the name to override the character name with All the AI settings range from 0 to 1, with 0.5 as the default value.
- fixed server browser having hidden filtering options still enabled when filters looked cleared.
- fixed disconnected/kicked players taking a long time to have their connection closed
- more networking improvements, particularly for higher ping clients

Spectating:
- moved "now viewing" in spectator mode to right side of HUD
- show proper HUD color in first person view when spectating in network games
- fixed link gun alt-fire obscuring view in spectate behindview 0
- show proper score in DM network games in top left hand corner of HUD /behindview 0
- fixed spectator showing up on scoreboard on server with no players
- show flag messages in first person view when spectating another player
- fixed invasion spectating when join as spectator

Mod support:
- fixed adding multiple CustonKeyBinding bug
- Exposed many internal karma simulation constants for mod developers to tweak: Gamma (Relaxation Rate), Epsilon (Constraint Compliance), Penetration Offset and Scale, Contact Softness, Max Contact Penetration, Max Karma Timestep, Max Karma Speed and Max Ragdoll Speed. Use KSet/GetSimParams inside Actor to modify them. NOTE: Changes to these take affect until you quit the game!
- use %20 in URL redirects for files with spaces
- umod installer AddIni fix
- added bNeverSever property for DamageType
- added PreventSever() to gamerules
- weapon config menu uses actor skin if different from default weapon skin
- User logs now save to \UserLogs
- Added force feedback support for devices other than mice (thanks Jason Fleming of Immersion).
* Gamepads, sticks, wheels and mice usable as force feedback devices
* Wheels (1-axis) devices can play 2-axis effects, rather than failing (IFC23.DLL)
* Feedback device not initialized if all feedback settings disabled at startup
* Shutdown feedback system by unchecking all feedback settings in menu
* Start feedback system when first feedback setting checked in menu
- added unique sunlight actor icon (for editor)
- The Loading Map screen is now configurable for mods (GameEngine.LoadingClass)
- added -USERLOGO=, .BMP must be in \Help
- added ReplicationViewer and ReplicationViewTarget to LevelInfo. These are valid during replication, showing for what viewer replication is currently occuring. Useful for creating more complex replication conditions.
- fixed not being able to do same taunt or othe AnimAction twice in a row
- fixed invisibility on pawns with more than 2 skins on their mesh (up to 4 skins now supported - they must all be referenced in the skins array).
- Added PokeTerrain function to TerrainInfo.

PokeTerrain( vector WorldLocation, int Radius, int MaxDepth )

All values are in world units. It pushes a squashed sphere into the terrain at the location specified. Negative MaxDepth values will raise the terrain at the specified location.

Note that you should perform a trace first and ensure a TerrainInfo is returned. Call the function at the trace's hit location. Static projectors such as tree shadows have their data precomputed and the shadow will not move if you dig a hole in terrain beneath them. Sorry!

WebAdmin:
- Added check to prevent webserver from being spawned on client
- Addressed some cleanup issues with QueryHandlers
- Fixed bug with special characters in game settings (&, , etc.)
- Added reverse sorting to player listing
- Fixed bug with sorted lists that caused new items that were added to be dropped under certain circumstances
- Fixed bug that only allowed a managed group to be removed from a user if the user was a member of that group
- Fixed bug with IP Policies not reflecting whether policy was "Accept" or "Deny" policy
- Fixed bug with webadmin not allowing IP addresses containing wildcards to be added to the banned IP list
- Fixed bug that allowed IP addresses with more than 4 octets to be added to the banned IP list
- Fixed links in webadmin remaining active if admin does not have any privileges applicable to that Query Handler
- Addressed webadmin textboxes not allowing values longer than the width of the textbox
- Added support for custom skins for webadmin (documentation coming soon)
- Added fix to prevent admin privileges from "leaking" across threads (very very rare)
- Added support for creating outgoing connections from within webadmin (to easily include remote content in webadmin)
- Fixed bug with giving users privilege to change bot skill level
- Updated bot page so that you can add bots with stats enabled if there are still bots in the game
- Implemented "Kick Bots", "Change WebAdmin Skin", and "Game Status" privileges
- Added Game Status readout to Current Game page
D3D/OpenGL:
- Fixed fallback materials for DM-Rustatorium and DOM-Junkyard
- fixed OpenGL bug causing degrading performance after level changes with the NV_VAR/ APPLE_VAR codepath (thanks to Thomas Fortier @ ATI for pointing it out)
- fixed gamma for Editor if running on DX9 system
- fixed bug in D3DDrv which caused it to never release the D3D device
- added "nogamma" commandline option
- fixed "firstcoloredmips X" for DXT textures

Sound/Music:
- updated DefOpenAL32.dll
- Add MusicSkip console command to skip tracks in OGGPlayer
- Fixed possible problems with OGGPlayer
- Add "Play List" button to player setup
- fixed audio spatialization (thanks to Daniel Peacock [@Creative](https://gamersmafia.com/miembros/Creative) for the fix)
- fixed sound precaching bug

22 Abr 2003

Nueva ladder Española de UT2003 de ClanBase

por Sony | Unreal Tournament 2003 | 20:56 | 123

Hoy se ha creado la primera ladder de UT2003 española de Clanbase de la modalidad Team DeathMatch.

Esta liga se ha creado gracias al apoyo de los siguientes clanes:

- eu4ia (e4)
- Neophyte (|NPT|)
- Out Zone (Oz)
- Surviv0rs (SvS)
- Unión de Asesionos Sangrientos (UAS)
- Clan7 (]c7[)
- TrAuMa (uMa)
- n0style - BkN (nTL.ßkN)
- Che Que Bo (CHE)
- Nivel21 (n21)
- Newproyect (NP)
- Slow Motion (wM)

Nota de prensa:

Due to popular demand on the helpdesk, we have created a Spanish UT2003 DeathMatch Ladder. Clan leaders can sign up using the ladder page from the admin tab. If you're clan is not yet registered at ClanBase, then you can do so here.

Good Luck to all clans participating in this ladder !


Esperemos que haya la mayor participación de estos clanes y de todos los que quieran apuntarse.

El admin de la liga será Yashman.

Más información aquí.

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