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13 Mar 2003

Y siguen las mafias en Clanbase

por KoF | Unreal Tournament 2003 | 12:20 | 16

El admin de la Opencup de DM (tuten) quiere poner forfeit a un match ganado por eFk a MoC en el que todo suena a mafia...

Todo empieza con el admin que nos dios "server disadvantage" por estar 5 minutos tarde al canal...
Tras jugar el partido 40 vs 180 f1 (con 40% lost) ping en su server y GANARLES, empezaron a acusar de mafiosos y de haberles insultado.
El admin del partido, que ha sido el que mas se ha quejado contra nosotros dando la razon a MoC se llama: =OLD=Flossie.
Veamos el partido anterior en el que jugaron contra sWaT y en el que swat tuvo las mismas quejas y problemas dando como resultado un forfeit al match:
http://www.clanbase.com/news_league.php?mid=13536&lid=810
Ahora veamos nuestro partido y el admin de nuestro partido:
http://www.clanbase.com/warinfo.php?wid=1711679
Gran casualidad. El mismo admin y con las mismas quejas.
Esto me recuerda a los problemas que hubo en la Eurocup en el partido Alemania vs Suecia en el que un admin (aleman claro) dio el partido por ganado por forfeit a alemania tras haber perdido (con ventaja de ping los alemanes) contra suecia.
Actualmente a la espera de lo que diga este #!?¿"!!ª!! con el ke llevo mas de 3 horas discutiendo seguimos 1os de nuestro grupo.
Pediria que la gente que no tenga nada que hacer entre con su nick de su clan y haga un comentario aqui dandonos la razon o apoyo:
http://www.clanbase.com/warinfo.php?wid=1711679
Gracias a todos por anticipado.

05 Mar 2003

Parche de U2, más info

por Necronos | Unreal Tournament 2003 | 16:04 | 24
Craig Lafferty

de Legend Entertainment, ha vuelto a postear en los foros de Infogrames dando a conocer el change-log de lo que será el primer parche oficial de de U2.

Crash Fixes

• Updated DefOpenAL32.dll which should fix EAX-related PlaySound crashes.
• Fixed VerifyImport crash (occurred when level changed after game settings modified).
• Fix for IKey assertion (crash) due to “special” keys on some keyboards (e.g. internet enabled keyboards).
• Fixed crash if some items used after they've been destroyed (fixes crash in MM_Marsh if player destroys force field as squad leader tries to disable it for example).
• Additional fix for decolayer density change for Sulferon Assault (and other maps with corrupt terrain info's).
• Possible fix for DirectMusic-related “GetEventTool” crashes.
• Fixed bug report system sometimes crashing or silently failing due to long URLs.

Performance

• 10% improvement in golem mesh rendering performance.
• Fixed unnecessary particle lighting overhead problem.
• For performance reasons, most carcasses are cleaned up more quickly now.
• For performance reasons (mainly in marsh) dropped energy rifles are cleaned up after 10 seconds.
• M08B: improved performance by making sure generator rotating movers only rotate when they are visible.
• MM_Marsh: added field generator and turret to PreCacheList to avoid hitches when these appear.
• M12: fixed particle overhead.
• Added new code/changes to limit overhead due to ragdoll deaths (see “Advanced Tips for Improving Performance” in the readme for details).

Misc Fixes

• Sound fixes. Should reduce occurrences of sound “stuttering” that some people have had due to sound overload / thrashing.
• Fixed player dodge speed and height. Can be modified via user.ini settings (see DodgeXYVelocityScale and DodgeJumpZScale in the [U2Pawn] section).
• M08B: lowered carcasses, blood to floor.
• M09E: fix for 2 fems staying "inert" if the fem with the RL is killed before being triggered.
• Fixed damage warnings (accessed nones) along with fix for damage effects
(blood) being spawned so far inside character's mesh that it doesn't show up
(currently only affects mukhoggs).
• Sunlight fix (flickering in waterfront and potentially other places).
• MM_Waterfront: fall out of world fix.
• M12: fixed sun disappearing in opening cutscene with ParticleDensity=0. Also CS_Outro, PA_Acheron, PD_Acheron.
• Display gamma/brightness/contrast values when changed via F10/F11/F12 keys.
• Fix for inert skaarj lying prone on bank in M08B (skaarj will now react to hearing the player even if player bypasses trigger).
• Fix for “Joe’s” script breaking in M10_Avalon in some cases.
• Fixed changing actor detail level in-game could result in invisible NPCs (in TutA).
• Made key bindings delete button more obvious (click on this to delete key bindings).
• Fix from Jason Yu for bots sometimes not respawning after being killed in botmatches.
• Added files needed to fix umod support. The umod registry settings will also need to be modified for Unreal 2 umods to work. We’re working on making a separate downloadable installer for this but in the meantime, people who installed the game in the default folder can click on the .reg file in Unreal2\Help.
• Increased crawling spider damage by 3x.
• Fixed rammers not attacking properly.


Misc Changes

• Added carcass cleanup particle effect.
• Added support for modifying player movement speed via unreal2.ini setting (for the duration of the game). For example, to increase the player's movement speed by 50% set PlayerSpeedRatio=1.5 in the [U2GameInfo] section.
• M08B: fixed trigger that player could avoid.
• Added 70 and 72 Hz to refresh rates options.
• Support for scaling the hud / ui to better support multiple monitor setups. This can now be controlled via the ScaleX, ScaleY, OffsetX, OffsetY properties in the [UI.UIConsole] section in Unreal2.ini. For example, use ScaleX=0.333 and
OffsetX=0.333 for three screen support.
• Added “mouse over” context information for the EAX check box. Warns against enabling EAX on non-Audigy / Audigy 2 cards and warns about possible performance issues.

AI

• Mod authors can once again enable script warnings / errors by setting
bDisableErrorMessages=false (by default all script warnings / errors are
silent). These were completely disabled for RC7 with the intent of
re-enabling these for the patch. Note that you have to enable the Component=Console.MessageArea line in UIScripts\UI.ui (remove the “;”) to see debug messages in-game.

Editor

• Fix for not being able to paint on terrain in editor.
• Fix for terrain build crash if no terrain map in level.
• Fixed editor "first run" (UnrealEd.ini added to system folder).
• Fixed WBrowserStaticMesh::UpdateMenu crash.
• Fixed crash if you clicked on delete in the decolayer terrain
tool, without a decolayer actually being selected.

Testing / Stats

• Improved in-game profiling support / logging.
• Improved in-game stats. Added “stat lock”.

Other

• Added Mike Lambert to in-game credits.


Readme Additions:

2.3 EAX Support

Because Unreal II uses ambient sound effects very heavily, we tax the
audio subsystem in ways that are unusual for Unreal products. Post-release
reports indicate that EAX is sometimes having a dramatic impact on
performance in some systems. Enabling EAX is a tradeoff of sound quality
vs. performance. If you want optimum performance, you may want to consider
leaving EAX disabled. (It is turned off by default.)

2.9 – Ragdoll deaths/hits

Note that ragdoll deaths can be very CPU intensive. In order to improve overall performance, the patch defaults to limiting the maximum number of simultaneously active ragdoll deaths to 1 as long as your current frame rate is above your MinDesiredFrameRate.

(You can modify your MinDesiredFrameRate in system\unreal2.ini. For example, a value of 30 tells the game to temporarily scale back ragdoll deaths and other features if your frame rate drops below 30 frames per second. The patch defaults MinDesiredFrameRate to 25 but users who have already installed the game will have this set to 10 unless they modify it manually.)

If desired, you can increase the maximum number of simultaneous ragdoll deaths via the new configuration menu options (or directly in unreal2.ini via the MaxRagdollDeaths setting) although this could cause your frame rate to drop dramatically at times (while ragdoll deaths are occurring). We recommended that users with anything but very high end (2GHz or higher) machines disable ragdoll deaths completely or set MinDesiredFrameRate to 30 or higher.

Note that the player will always ragdoll if he dies as long as MaxRagdollDeaths is 1 or higher.

The ragdoll detail setting now controls ragdoll “hits” (Off=None; Low=Ambients; Medium/High=Ambients+Other). It no longer has any effect on ragdoll deaths.

2.10 - Advanced Tips for Improving Performance

See the latest readme file for more information.

3.1 Crashes

If Unreal II stops with a "Ran out of virtual memory" message, you need
to free up more hard disk space on your primary drive C in order to
play. Unreal II's large levels and rich textures take up a lot of virtual memory.

Post-release reports indicate that some ATI Radeon drivers may cause crashes in
the game. Customers with the RADEON 7200 / RADEON ViVo should make sure they
have the latest catalyst (3.01) drivers.

3.9 DirectX 9.0 and Win98/WinMe

DirectX 9.0 is known to cause problems with Unreal II on WinMe, Win98SE,
and Win98 configurations. WinMe and Win98 customers should NOT upgrade
their computers to DirectX 9.0.

Unreal II has been tested with DirectX 9.0 on WinXP, and no known problems
exist.

However, DirectX 8.1 is the recommended version of DirectX for Unreal II,
and is included with the game.

Post-release reports indicate that some Radeon drivers may cause crashes
in the game. ATI has recently released drivers which they have confirmed
resolve those problems. The above recommendation remains true.


3.10 Errors while playing the game.

During launch or while the game is playing, an error message comes up that mentions a 'History Error', 'Assertion Failed', 'General Protection Fault', 'Fatal Exception' or 'Invalid Page Fault'.

These errors can be the result of a wide variety of problems including low system resources, conflicts between the game and other applications, and hardware problems.

Some errors have definite causes that sometimes we can address directly. Please keep reading or check the online faq to see if your error is one of these. If not, try the following suggestions:

1. Shut down all other applications on your computer before playing.

2. Install DirectX from the Play Disk.

3. Update your video and sound card drivers with the latest versions available from the manufacturer.


3.10 Nothing happens when I insert the CD into the drive.

Unreal 2 was designed to make use of a feature called AutoPlay. If the game does not AutoPlay when you insert the CD, then the AutoPlay feature may be disabled on your system. See the section below labeled "How can I enable AutoPlay on my computer?"

If you wish to bring up the game without enabling AutoPlay, you can start the setup process manually by double-clicking on "My Computer", then on your CD-ROM drive icon, then on "SETUP", "SETUP.exe" or a similar executable.


3.11 How can I enable AutoPlay on my computer?

To enable AutoPlay:

1. Right click on the My Computer icon on your Windows desktop.
2. Click on Properties.
3. Click on Device Manager.
4. Click on the "+" sign next to "CD-ROM"


3.12 Install Problems

The first thing that you should do is ensure that the CD is not dirty or damaged. Check the bottom shiny side of the CD for scratches, and use a soft cloth to wipe from the center of the CD directly out to the edge to take care of any fingerprints or smudging. Then, try installing the game again.

If the CD is clean and undamaged then shut down any other applications that are currently running on your computer. Other programs can interfere with the installation program or use up memory that's needed to copy files.

Next, check your hard drive to see if you have enough space left for installation. Unreal II: The Awakening requires 3 GB of available drive space to install.

If you are still having a problem at that point, you may wish to try installing from another CD-ROM drive, for example one on another computer connected over a local area network, particularly if that one installed the game successfully.



3.13

"During launch the game simply crashes back to the Windows desktop with no error message."

-- OR --

"After the game launches it locks up on a black screen."

This most often has to do with issues with the style of copy protection used on the Unreal II: The Awakening install discs.

The first thing to do is to ensure that you have the Play Disk in the drive when you are attempting to launch the game, and that your CDROM drive recognizes that it is inserted.

If you have certain CD-burning software installed, such as Nero Burning Rom, or other system tools like Inseektors, Daemon Tools, or others, you may need to disable any processes the software installs, such as the NeroCheck utility installed with Nero.

This problem may also occur if you are running debuggers, decompilers, or CD-ROM Drive emulators on your system, or if you are using Real Mode [DOS] drivers for your CD-ROM drive.

If you are still having the problem after taking these steps, you may need to upgrade the firmware in your CD-ROM drive. Please contact your equipment manufacturer if you need assistance with this.


3.14 The game plays fine for a while, then locks up or crashes unexpectedly.

If you have overclocked your 3D card, it may be overheating. Even if you have not overclocked your card, you may want to try reducing your cards clock rate to reduce overheating. Check with your card manufacturer to determine if your 3D card supports this.

Next, turn off "Detail Textures" under Video Options, and disable Shadows under Miscellaneous Options. This may reduce or even eliminate the frequency of lockups

Turn the Actor, Skin and World Texture Detail settings down. Keeping these settings on HIGH on slower machines can overtax your video card and cause lockups on some machines.


3.15 Problems with Autoplay

Some users have reported problems with the game’s autorun process remaining active after the game starts and that this is causing performance issues. If you appear to be having performance problems (low framerates) when starting the game via the autorun facility, you should start the game from the desktop shortcut / start program menu (close the autostart process down manually if this pops up due to placing the game CD in the drive).


3.16 Other Problems.

If you are experiencing a problem not included in this readme, please try the following tips:

1) REBOOT your computer after installation, especially if you needed to install or update DirectX. Several updated system files are copied to your hard drive during installation, which can't take effect until you reboot.

2) Make sure that your system meets the minimum system requirements as listed on the box and at the top of this document. If your system does not meet or exceed the minimum requirements, it will run poorly, or not at all.

3) Shut down all other programs that you may have running on your system before playing. Other programs can interfere with the operation of the game

4) Make sure you have plenty of room left you your hard drive, or Windows may not have enough room for a swap file. This can cause some very strange problems. (As a general rule, make sure you have at least 100 MB free on your C: drive for your swap file.)

5) Make sure that the CD itself is not dirty or damaged in any way. If the CD is dirty, it can be cleaned. Most computer stores carry inexpensive CD-ROM cleaning kits that will safely restore your CD. If you want to try cleaning the CD without a kit, you can wash the CD using lukewarm water, MILD NON-ABRASIVE dish soap, and a very soft and clean COTTON cloth. Do NOT use any kind of paper product or abrasive soap to clean the CD, as these WILL scratch! Once the CD is clean, be sure to let the CD dry completely before inserting it into your CD-ROM, or damage may result.

6) The online user community can often be a valuable resource for solving problems not documented in this readme file. Please visit them at:

http://ina-community.com/forums/for...php?forumid=182

7) Infogrames customer support maintains and online FAQ that can provide up to date solutions for many common problems. If you do not see an answer to your problem here please check the Unreal 2 support FAQ at:

http://www.ina-support.com/faq/unreal2_pc.asp


4.1 Keyboard

You can bind new keys to controls by clicking on the "Controls" tab of
the Preferences menu inside of Unreal II. There are many controls to bind.

Note that you can delete key bindings in the Controls Options by clicking
on the small x.

4.3 Monitor Refresh Rate

When changing the refresh rate via the in-game options menus, note that you will need to restart the game to have the change take effect (i.e. you need to exit the game and start it again).

It is possible that when choosing a refresh rate or screen resolution that your video card / monitor will not be able to support the choice(s) causing the game to start up "scrambled". If this happens you will need to either a) delete your unreal2.ini file so that the default settings are restored (these should work with all cards/monitors) or b) manually edit unreal2.ini; e.g. make sure you have something like the following:

DesiredRefreshRate=60
WindowedViewportX=640
WindowedViewportY=480
FullScreenViewportX=640
FullScreenViewportY=480

(search for those lines in unreal2.ini and edit them with notepad or another text editor)

4.4 Multiple Monitor Support

Users with multiple monitor setups can control the scaling/offset of the HUD/UI via the ScaleX, ScaleY, OffsetX, OffsetY properties. These can be edited in the [UI.UIConsole] section in unreal2.ini. For example, use ScaleX=0.3, OffsetX=0.3 for three screen support. Things that are stretched fullscreen -- like the menu background and sniper rifle scope will still be stretched across the whole screen. I can probably fix this too, but I'm not sure which way is going to look better.


4.4 Field of View (fov)

Note that to permanently change the field of view (fov) setting (e.g. for use with multi-monitor setups) use the "fov" command rather than "setfov". E.g. "fov 150" changes the fov to 150 and this setting will be permanent until you use this command again to change it (even if you quit the game). The "setfov" command only changes the fov for the current level and those settings will be lost if a new level is loaded.

Nuevas ligas de UT y UT2003

por cote | Unreal Tournament 2003 | 15:32 | 8
Wireplay

, ha anunciado que realizara 7 nuevas ligas , 3 de UT y 4 de UT2003.

Las ligas de Unreal Tournament seran de CTF. ICTF, y 4 TDM ( 4 jugadores por equipo).
Las ligas de Unreal Tournament 2003 seran de CTF, ICTF, BR, y 4 TDM ( 4 jugadores por equipo)
Los clanes que estén interesados en participar en alguna de ellas, ya se pueden inscribir.

04 Mar 2003

Nuevo mod de tipo "Survival" para U2 por Chris

por Necronos | Unreal Tournament 2003 | 22:52 | 6

El objetivo de este mod es jugar a través de los diferentes levels con cuantas menos muertes posibles y con la mayor cantidad de puntos (los puntos se ganan obviamente matando a los enemigos que son variados; y se pierden cada vez que mueres).

Fuente: Foros de Infogrames.

are gained when enemies are killed, based on the enemy's default health (so stronger enemies give more points than weaker ones). The game keeps track of your current score, high score, and death count. The current score resets to zero whenever you die, and you keep playing from where you are (no reloading required). The goal of course is to play through your level/mission with as few deaths as possible, and as high a score as possible.

CHSurvival.zip

Instalación

-CHSurvival.u--->carpeta /system
-Para abrir un mapa: open MapName?game=CHSurvival.CHSurvivalGameInfo

Parche oficial para U2 en fase de pruebas

por Necronos | Unreal Tournament 2003 | 21:56 | 5

Según Craig Lafferty de Legend Entertainment, el parche oficial de U2 está siendo probado y parece ser que cada vez le queda menos para salir.

The official patch is in testing. There is a fix for the EAX crash, and you can get that by using the "Check for Updates" shortcut on the start menu in the Unreal 2 folder.
.

Fuente: Foros de Infogrames.

<?xml version=”1.0”?>

Epic Bonus Pack Actualización

por cote | Unreal Tournament 2003 | 00:12 | 11

Esteve Polge de Epic Games, ha comentado en un post en el foro oficial que en la ultima comprobación de fallos del Bonus Pack, no han localizado ninguno.

Esta versión sera enviada a Infogrames para su testeo y aprobación, lo cual serán unos 3 días, si hay algún tipo de error, Epic lo tendrá que arreglar y enviar otra versión candidata, si resulta que la actual versión del Bonus Pack, es aprobado por Infogrames, el Bonus Pack estaría disponible en muy pocos días.

Post de Steve Polge.

StevePolge
Programmer
Epic Games Inc.

Reg: May 2000
Location: Location: Cary

Our testing of the bonus pack today did not reveal any problems. However, this new version still needs to go through testing by Infograme's QA. It will be at least three days before they complete their testing. If they uncover any problems, of course, we'll have to fix them and submit a new release candidate.

We are as eager to be finished as you are to get the bonus pack, but you will have to wait a few more days .

- Steve

__________________
Steven Polge
Epic Games

03 Mar 2003

Nueva liga TDM de Ut2k3 en marcha

por [BkN]XeNoMoRPH | Unreal Tournament 2003 | 15:51 | 8

Se están ultimando los detalles para lanzar una nueva liga TDM de UT2k3, a manos de Blueyonder y el clan [Void].

Esta nueva liga llevará el nombre de Unrealplayers Blueyonder TeamDeathMatch league

Por el momento, carece de página web, pero me han dicho que será construida en breve.
Para ver las normas, clanes participantes, firmar en la liga y horarios, podeis por el momento visitar la siguiente dirección:

Foro de la liga

Los servidores usados para jugar los partidos en esta liga serán los UK Blueyonder servers.

02 Mar 2003

Final Clanbase UT2003 TDM Nations Cup

por Sony | Unreal Tournament 2003 | 15:18 | 10

Hoy a las 17:00 se enfrentarán Alemania y Austria para competir por la Copa de Naciones de UT2003. Los dos paises han llegado a la final sin ser derrotados en ninguno de sus partidos.

El partido será retransmitido con un bot reporter y dos shoutcasters.

Canal del reporter: #clanbase.ut2003 en Quakenet.
Shoutcast ip: games.clanbase.com:8000 (Inglés)
Shoutcast ip: http://gfm1.gamesnet.de:8000/listen.pls (Alemán)

Cabe destacar que Austria está reunida en una gran evento en Viena desde donde jugarán este partido.

Nuevos Tutoriales Unreal 2

por cote | Unreal Tournament 2003 | 13:08 | 4

Matthias Worch, de Legend, ha subido 3 nuevos tutoriales a su pagina personal, sobre el Editor del Unreal 2.
Los tutoriales son sobre:

.- Escalamiento de Mallas Estáticas.
.- Cambio de texturas sobre Mallas Estáticas.
.- Cambio de colores, y agregación de rasgos como mochilas a enemigos .

<?xml version=”1.0”?>

TTM 2.3B Disponible

por cote | Unreal Tournament 2003 | 02:30 | 5

La versión 2.3B del mod TTM ya esta disponible
ttm2003beta23b.zip

Cambios:

2.3b
(fix) brightskins bug: option 'darken dead bodies' sometimes caused darkening of actually alive bodies
(fix) brightskins bug: there were no armor flashes on brightskinned players
(fix) brightskins bug: sometimes after switching from ttm server with brightskins enabled to non-ttm server player got rejected by utsecure
(chg) brightskins: 'red' color changed from (65,0,0) to (70,0,0) thus became a little bit more, well, red
(chg) brightskins: personal brightskins preferences are now taking effect instantly when changed in the settings window
(fix) crosshair settings changes in 'player-side settings' window are now taking effect instantly
(add) 2 new console commands: setcrosshair sets crosshair *and* stores that setting in ttm2003.ini, tmpsetcrosshair sets crosshair and *doesn't* store that setting in ttm2003.ini
(add) new player-side option 'Display scoreboard when dead' (enable by default); if enabled, displays coreboard every time player is dead

01 Mar 2003

Excessive Overkill para Unreal Tournament 2003

por Necronos | Unreal Tournament 2003 | 01:02 | 18

Está disponible este mod para ut2003, y en caso de que no sepáis lo que es Excessive Overkill, aquí os pongo una breve y (sencilla de entender) explicación:

"Excessive is an over-the-top mod that makes all the weapons super-powerful, turns off self-damage, gives all the players regenerating health and ammo, and makes every game into a wild and crazy frag-fest! In the fast and furious bloodfest that is Excessive, it's not about staying alive; it's about taking as many people as possible out with you. "

-Descargar aquí.
-Excessive Overkill.

Configuration

.

Excessive can be customized using the Excessive mutator configuration tab button in UT2003 and the ExcessiveConfig.ini. Settings include, but are not limited to:

-Select the health and armor with which players start.
-Enable/disable adrenealine, double damage, and/or armor pickups.
-Turn off/on self damage and hit sounds.
-Select which weapon players start with.
-Rocket Jump Booster setting.
-For further information on Excessive serveradministration, see the Excessive.txt file in your /UT2003/Help folder.


Fuente: Unreality.

28 Feb 2003

Electronic Sports World Cup

por MooN | Unreal Tournament 2003 | 18:18 | 14
MULTIPLAYER ARENA

, la primera revista de juegos en red, y VIRTUAL WORLD CHAMPIONSHIPS, la empresa organizadora de los Campeonatos Oficiales de España de Videojuegos y Simuladores, presentan en España las Fases Clasificatorias Nacionales de la ELECTRONIC SPORTS WORLD CUP.

La primera edición de la Copa del Mundo de Deportes Electrónicos se celebrará en Futuroscope (Poitiers, Francia) del 8 al 13 de Julio del 2003. 400 participantes de 25 países (entre ellos España) lucharán por una bolsa de premios de 140.000€.

Los torneos de esta edición serán:

Counter-Strike (5vs5)
Unreal Tournament 2003 (1vs1)
WarCraft-III (1vs1)

También existirán 3 torneos de exhibición, si bien la información existente aún no es definitiva:

Counter-Strike (5vs5 Female)
Quake III (1vs1)
Unreal Championship (XBOX 1vs1)

MULTIPLAYER ARENA y VIRTUAL WORLD CHAMPIONSHIPS organizarán las clasificatorias españolas y enviarán nuestra delegación a Poitiers. Podréis conocer las novedades a nivel internacional en www.esworldcup.com y todo lo referente al evento en España (próximamente) en www.esworldcup-spain.com y en las páginas de MULTIPLAYER ARENA.

Por otro lado, Si tienes un cyber, MPA tendrá un regalo para ti durante el mes de MARZO:

Envíanos tus datos y tu dirección completa y recibirás, sin coste alguno, nuestro Número 17 - Marzo 2003.

Promoción válida hasta agotar existencias.
[email protected]

UTSecure ver. 207

por Necronos | Unreal Tournament 2003 | 15:39 | 2

Nueva versión de esta proteción anti-cheats para servidores de ut2003.

-Bajar aquí.

Targets

This interim release targets the following cheats:
-Skin hacks and external Aimbots that use them
-Generic checking of any UT file
-Protects against SET command tweaking

bCheckSets If set to true, UTSecure will check for the following SET command cheats:
-Unlit Player
-Visible Invisible Skins
-Large Player Lights
-Fogless Water
-Altered sniper Zoom
-Weapon shake hacks on default weapons

Servidor Dedicado Ver. 2199

por cote | Unreal Tournament 2003 | 12:31 | 3

Ya esta disponible la Versión 2199 para servidores dedicados.
Recordar que los que quieran poner servidores dedicados sin instalar las 2 gigas y pico del juego completo, pueden bajarse esta versión, con el apreciable ahorro de megas.

Bajar Versión Windows:
UT2003DedicatedServer2199.zip
Versión Linux:
ut2003-lnxded-2199.tar.bz2
Pedir Cd Key para el servidor:
ut2003server/cdkey

Unreal 2: The Awakening Tutorial Terreno

por cote | Unreal Tournament 2003 | 12:19 | 0

Mathias Worch, Diséñador de Legend Entertainment, ha puesto en su pagina personal un nuevo tutorial de como hacer terrenos en e Unreal 2.
Tutorial Terreno U2

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Unreal 2 Mapas Tests & Documentacion

por cote | Unreal Tournament 2003 | 12:11 | 2

Mfox, Programador de Legen, ha puesto a disposición varios mapas de testeo y documentación sobre la IA, Script,etc, para los fans que les guste mapear,etc.
unreal2maps
unreal2docs

<?xml version=”1.0”?>

UT2k3 Jolt Multileague Cancelada

por [BkN]XeNoMoRPH | Unreal Tournament 2003 | 03:51 | 8

Salu2 a todos, para comunicaros una mala noticia, esta noche, el Head Admin de Jolt , Bry, ha cancelado esta liga después de tan solo 5 partidos jugados

Los motivos que alega, son que muchos clanes, no jugaban o no se lo tomaban en serio creo , y el gastaba 10 horas a la semana, para planificar la liga, y lo que es peor es que no tienen intención de hacer ningúna temporada mas, por lo menos en cuanto a Normal Weapons se refiere

en esta liga estabamos activos ~uMâ~ , <ën> y «[T2K]» ( que abandonó la liga mas tarde ) aqui podeis ver sus palabras textuales:

link2

26 Feb 2003

Deathball ver 1.5

por cote | Unreal Tournament 2003 | 23:47 | 10

Ya esta disponible una nueva versión del mod Deathball.
Descarga:
Versión completa Deathball 1.5 (48 megas)

deathball15.exe
deathball15.exe

Actualizacion ver. 1.4 a ver. 1.5 (18 megas)
deathball1.5update.zip
deathball1.5update.zip
Pagina oficial Deathball

Cambios en la Versión 1.5

V1.5
Gameplay:
-Banana-mode added. Press 'next/previous weapon' 1 time while powering up a shot to bend it right or left. Don't overuse this, only when necessary.
-Shootbug happens less to some people. Same for the 'no damage' bug you have with the hammer sometimes.
-Added a "bug" exec (you can bind to key), that will (in theory) just bounce the ball slightly in front of you so you can pick it up, or give to someone else, then tell everyone on server you had bug...
You are only allowed to call bug twice during a connect (after 2 times, you must reconnect).
So just type in 'bug' (without say or teamsay).
-Volley: Ball coming from enemy can now be volleyed with full power (2000) in enemy half, with half power (1000) in own half (as usual).
-Volley range for all players changed: 290 (old 200 [enemy] and 300[friend]) So all have the same volley range.
-Self volley latency removed.
-Takes 0.75secs to regain normal speed after shooting away the ball
-Shieldgun damage angle increased from 60 to 75
-If charge up your shot for less than 30% you will keep the slow ballowner speed for 2.5 seconds (dunno if these 2 values are good, testing required)
-Selfpickup delay of 1.5s

Keeper:
-As long as he is inside penalty box, he's keeper. Once he leaves, next player to enter keeper box becomes keeper.
-Keeper timer extended to penalty zone and whole team.
-Keeper glowing, so its easy to see who is keeping.
-Keeper now jumps as high as he should when he spawns as keeper.
Advantages:
-Keeper moves faster and jumps higher within the entire penaltyzone
-Keeper must move outside the penaltyzone to stop the "Ball held too long counter". He doesn't become keeper again until he enters Keeperzone again, which means trying to abuse this timer is a big risk.
Disadvantages:
-Solo attackers have to deal with an invulnerable & fast keeper in a much larger area.

Other:
-Radar now fixed for ball and players that cannot be seen (like players behind a wall in DB-Chill).
-Changed beacon text, no more problems to read a name.
-Added m/s (speed) to scoring text. So you can see how fast your shot was.
-Added a text to the scoring when you volley.
-Overtime works now (ended when someone got fragged).
-If someone is kicked for idling whilst holding the ball, the ball gets lost, this is fixed.
-Chargeup sound radius for other players increased
-New hud logos.
-Middle Radar can now be zoomed. The commands are "RadarRadiusIncrease" and "RadarRadiusDecrease" (Anthrax = happy now)
-Passing spree should work correctly now.
-Time of goal shown in HUD when scored
-Ballcarrier shown in HUD
-Removed voicepacks/welcome message (this prevents lag when someone joins a server and server crashes)
-Names in Beacons shortened to 10 characters
-Using skyblue for "carrier" and "keeper" name in lower left corner, so its readable now.
-Option added that shortens the Waittime after a goal to 5 seconds.
-Bounced balls are now considered as volleys.


Points:
-2 points for interception
-2 points for volley interception in own half
-The last guy in the assist chain gets 3 extra points if the goal was volleyed. (5 total)
-5 points for volley scorer
-substract 2 points for a pass to the enemy
-Volley save for keeper gives him points too now
-You never get any kills for any frags any more, instead:
-You get +1 point for hitting enemy ballowner
-You get +2 points from hitting enemy ballowner in own half
-You get +4 points for killing enemy in own penalty zone
-Keeper gets 6 points for killing ballowner

Maps:
-DB-LowCube added, a low poly Cube version, so all low performances dudes can play it.
-DB-Cube fixed. The blue penalty zone was 32 units larger on the right side. New croud sounds added, keeper zones higher. Buildings around the stadium added.
-DB-Smallcube, wall higher.
-DB-November, to be honest...I have no clue what's new. Ben sent me a new version and I had no chance to ask him and I didn't find it out either

UTSecure ver. 206

por cote | Unreal Tournament 2003 | 20:23 | 0

Ya esta disponible la nueva versión de la proteccion contra tramposos.

Bajar:

UTSecure/UTSecure206.zip

4unrealres:

UTSecure/UTSecure206.zip

Targets
This interim release targets the following cheats:
Skin hacks and external Aimbots that use them
Generic checking of any UT file
Protects against SET command tweaking




Installation
The .zip that you downloaded contains 4 files.
UTSecure206.u is the main script package containing the mutator

UTSecure206DefINI.txt is a sample INI. You should add these values to your UT2003.ini file
UTSecure206.int is a needed system file
UTSecureHelp206.htm is this file
Step 1: You should unzip the archive directly in to your root UT2003 directory with "expand folders" turned on. This will place the first 3 files in your \System subdirectory and the last in \Help.

Step 2: Open your UT2003.ini (or whatever configuration INI you are using).

Step 3: Find the section [Engine.GameEngine] and add the following two lines anywhere in that section.

ServerPackages=UTSecure206
ServerActors=UTSecure206.UTSecureServerActor

You should remove any references to older versions of UTSecure at this time.

Step 4: Add the changes found in UTSecure206DefINI.txt to the end of your INI file. Note that with 200, I've made a huge change in the configuration section so you will likely want to remove any section belonging to a previous version. Note #2: With 206, you no longer need to check UPlayersX1.upl. I've moved this internal in a different way which should increase compatibilty without making it any less secure.

Step 5: If you are using UTSecure with version 2166 of UT2003, please verify the that the line "SecurityClass=UnrealGame.UnrealSecurity" is found under the [Engine.GameInfo] section of your ini file.

27 Feb 2003

Unreal 2 Podría Tener Cooperativo

por IceFran | Unreal Tournament 2003 | 14:13 | 24

Los creadores de Return to Na pali están barajando crear un mod para Unreal 2 que permita el juego cooperativo

Parece que al fin toda la discordia sobre el multiplayer de Unreal 2 llega, en parte a su fin.
Se ha anunciado que los creadores de Return to Na Pali van a crear un mod cooperativo de Unreal 2, así que no es de extrañarque ocurra lo mismo con el multiplayer deathmatch y derivados.

26 Feb 2003

Cambios en el siguiente parche de UT2k3

por MoAsT | Unreal Tournament 2003 | 09:38 | 9
BeyondUnreal

ha publicado en su site una lista con algunos de los cambios e incorporaciones que el siguiente parche de UT2oo3 traerá.

Según Steve Polge, programador de Epic, la próxima versión del parche incorporará las siguientes características (entre otras no descritas):

En inglés

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 "Horus"
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

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.

HUD/Scoreboard:
4 digit fph

Performance:
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.

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 by adding the following line to the [Engine.PlayerController] section of your user.ini file: bDynamicNetSpeed=false
fixed distance fog based network relevancy culling.

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.



Su correspondiente traducción al español es la siguiente:

JUEGO
Permitida la posibilidad de elegir diferentes personajes por defecto. Cambia el personaje por defecto añadiendo la siguiente linea a la sección [xGame.xPawn] del User.ini: PlacedCharacterName="aname", donde aname puede ser Gorge, Sapphire, Malcolm, Mokara, Rapier, Brutalis u Horus.
Arreglado bug en la muerte por granada.
Añadido nuevo mutator "DelayedSpawn", que retrasa el spawn inicial de las superarmas y los super powerups.
Arreglado los problemas esporadicos de spawns sin animación en los clientes.

ARMAS
Añadida la opción de tener armas más pequeñas en la vista en primea persona. Desactivado por defecto. Esta opción se encuentra en Ajustes - Jugador, y puede ser cambiada mediante el user.ini, añadiendo bSmallWeapons=true en la sección [Engine.PlayerController].
Arreglado el cómputo impreciso de la carga restante del translocador, causando a los jugadores el no poder dispararla cuando parecía que tenía carga.
Todos los proyectiles y el haz de luz centrados con las armas ocultas.
Arreglado el escudo protector que se autodisparaba.
Añadido comando para evitar el bug de las armas que no disparan, escribiendo en la consola getweaponstats, y disparar de nuevo para que más estadísticas sean tomadas. Tanto cliente como servidor han de estar actualizados a este parche para que funcione correctamente.

HUD
El número de dígitos de los FPH (Frags por Hora) son aumentados hasta 4.

RENDIMIENTO
Mejorado bPreloadAllSkins para el TeamGame.
Ajustado vShouldPreolado (en [Engine.LevelInfo] del ut2003.ini) a verdadero para los sitemas con más de 512 Ks de memoria RAM, provocando un preload de todas las skins en el sistema del usuario.

RED/SERVIDORES
Arreglado las caidas ocasionales cuando se cambia de mapa en los servers con bots.
El mutador "Vámpiro" ahora se muestra en los ajustes del servidor.
NetSpeed dinámico ajustado para funcionar en conexiones con anchos de banda variables. Puede ser desactivado añadiendo la siguiente linea en la sección [Engine.PlayerController] del User.ini: bDynamicNetSpeed=False
Fijada la distancia del fog basada en el servidor.

ESPECTADOR
Movido "Ahora viendo" a la zona derecha del HUD.
Muestra correcta del HUD en primera persona mientras se especta.

13 Mar 2003

Juntarnos todos los unrealers para la Campus Party

por Necronos | Unreal Tournament 2003 | 12:19 | 9

A falta de dos días para que comience el plazo de inscripción de la Campus Party me gustaría saber que vais a hacer los unrealers.
Vamos a juntarnos como el año pasado o cada uno va por su cuenta.


Ya se que la semana pasada pusieron un topic que decía lo mismo. Pero al final cada uno decía una cosa, y me gustaría saber si vamos a juntarnos en la Campus Party o vamos a ir por separado.
Personalmente y por si convenzo a alguien lo bonito en la campus es cuando miras atrás, adelante y solo ves gente jugando al unreal sea ut, ut2k3 o Tactical ops. Y no mirar adelante y ver un clan de niños jugando al Counter Strike y mirar hacia atrás y no parar de ver a gente jugando al Quake.

Para mi son juegos como cualquier otro pero lo realmente bonito es estar una semana con la gente con la que hablas todos los días y no cuando te cruzas con alguno decir hola y adiós, por eso me gustaría qué nos juntásemos todos así que si estáis con migo el jueves cuando valláis a inscribiros poner todos Clan ut2k3.

Gracias a todos y nos vemos en la Campus.

25 Feb 2003

Corregidos problemas de subir contenidos

por slnc | Unreal Tournament 2003 | 23:29 | 9

Ya está corregido el problema que surgió hace pocos días que evitaba poder enviar contenidos.

Os pido disculpas a todos los que habéis intentado subir contenidos sin éxito.

<?xml version=”1.0”?>

24 Feb 2003

TTM 2.3 Disponible

por cote | Unreal Tournament 2003 | 20:38 | 13

Aunque en la pagina oficial del TTM no salga todavia, ya se puede bajar la nueva version del TTM.

ttm2003beta23.zip

Fuente Noticia: Snapp
Actualización:
Acabado de salir han sacado una nueva versión la 23a
ttm2003beta23a.zip

Cambios respecto a la 23.

(fix) some minor multiplayer bugs with new brightskins

Es el unico cambio respecto a la 23

22 Feb 2003

Epic Bonuspack Actualización

por cote | Unreal Tournament 2003 | 13:43 | 37

Steve Polge, de Epicgames , ha posteado en el foro oficial del ut2003 sobre el bonuspack.

Ha comentado que han tenido muchos problemas inesperados, que tenían que soltar el parche 2186 antes del bonuspack, para que éste funcionara, pero a la vez han tenido que hacer una versión para Alemania.

En definitiva no HAY FECHA para la salida del Bonuspack.


Mensaje de Steven Polge:



StevePolge
Programmer
Epic Games Inc.

Reg: May 2000
Location: Location: Cary

A lot of unexpected issues have come up that have delayed the release of the bonus pack. We had to release patch 2186 before the bonuspack, because the bonuspack relies on some functionality added in 2186. Testing and releasing that patch took a little longer than expected. Then, we had to make a new version for Germany to satisfy the German requirements to avoid having the game "indexed". After that, we had to make another patch (2199) to address the server exploits that were published.

We've been working on the bonus pack at the same time as these other things, but they have certainly been a distraction, and we are a small company. These other items in particular took testing resources away from the bonuspack.

We never promised a release date for the bonus pack- just estimates, and certainly its taken longer than we expected. We are still testing and fixing bugs for the bonus pack. Providing estimates for a release date is dangerous, because I'll be accused of lying if we don't make that date (I'm not sure what our motivation for taking longer than needed would be, though).

- Steve

__________________
Steven Polge
Epic Games
20 Feb 2003

TTM Beta 2.3 este Lunes 24

por MoAsT | Unreal Tournament 2003 | 23:32 | 10

En la página web oficial de TTM, Pakman ha anunciado algunas de las nuevas incorporaciones de la proxima release, correspondiente a la beta 2.3, así como la fecha prevista de disponibilidad.

El texto completo en inglés es el siguiente:

Really sorry for that lengthy pause. I was insanely busy with real-life job last weeks but now, I hope, I'm back in TTM. I really hope that last, pre-release beta 2.3 will be out next Monday, Feb, 24. Actually, previous beta (2.2) seems to be pretty stable and doesn't contains any huge bugs (as far as I know anyway). So, 2.3 will be more about some new features, not bugs-fixes. For one, I can tell you there'll be some really tasty change in brightskins concept of TTM. There'll be now possibility to select any color you like (not only read and blue) and enabling brightskins won't force you to use default Gorge's model. Now brightskins are working for every standard model there is. And one more thing, you can set default team colors and opponents' color, so if you set it, you'll get enemies red and teammates blue (or whatever you set it to) no matter what team you're on now. This amazing feature is entirely made by our new member of TTM's coders-team, Rork, author of wide-spreading Rocketer for UT2003.

Sorry again, please be patient.



Y la traducción al español es la siguiente:

Pido disculpas por la inactividad. He estado realmente ocupado con el trabajo de la vida real estas últimas semanas, pero ahora, estoy aquí de nuevo con TTM. Espero que la pre-release beta 2.3 esté disponible el próximo lunes, 24 de febrero. Actualmente, la beta previa (2.2) parece ser estable y no contiene ningún bug (que yo sepa). Así que en la 2.3 se añadirán nuevas funciones, y no se corregirá ningún bug. Puedo deciros que habrá un cambio importante en las BrightSkins (las skins brillantes). Habrá la posibilidad de elegir cualquier color que te guste (no solo rojo y azul) y activar las BrightSkins no forzará al usuario a solo ver al personaje Gorge. Ahora las BrightSkins funcionarán para todos los modelos estándares. Y una cosa más, podrás seleccionar el color por defecto de los enemigos y de los compañeros de equipo. Esta fantástica función está completamente realizada por nuestros nuevo miembro de programación, Rork.

Lo siento de nuevo, y por favor sed pacientes.

Disponible UT2K3 BenchMark v2

por MoAsT | Unreal Tournament 2003 | 17:49 | 11

Ya ha salido una nueva versión del BenchMark de UT2k3, que incluye bastantes novedades, y han sido añadidas algunas carencias de la version anterior.

Se caracteriza por ser altamente configurable.

La lista de cambios es la siguiente:

Added support for Windows 9x. Now compatible with Windows 98/SE, ME, 2000, XP.
Added support for Demo Testing. The Demo and the Full Version of UT2K3 can now be tested.
Added support for OpenGL. Now Direct3D and OpenGL rendering modes can be selected.
Added support for more resolutions. Resolution can now be check marked from 640x480 - 1600x1200.
Added Custom Test option. Now a custom test can be built with options of your choosing.
Results now output to an HTML file.
Completely re-coded and all bugs squished from the original release.


Y la traducción que hice es la siguiente:

Añadido soporte para Windows 9x (ahora compatible con Windows 98/SE, ME, 2000, XP).
Añadido soporte para el testeo de demos. Tanto la demo como la versión completa de UT2k3 pueden ser analizadas.
Añadido soporte para OpenGL. Ahora tanto Direct3D como OpenGL podrán ser escogidos para el análisis.
Añadido soporte para más resoluciones. Desde 640x480 hasta 1600x1200.
Añadida la opción de test personalizado. Podrás escoger diversas opciones para el benchmark.
Ahora los resultados se mostraran en HTML.
Corregidos bugs de la anterior versión.

Al final del proceso, después de analizar una serie de mapas, nos ofrece una completa información sobre el rendimiento del juego en nuestro PC.


Para descargar el benchmark nuevo pulsa aquí. Fuente: Hardocp.

Nueva Herramienta ActorX Tools para Maya

por cote | Unreal Tournament 2003 | 17:32 | 6

Erik de Neve de EpicGames.com, ha desarrollado una nueva herramientas Actorx para maya.

ActorXTool_Maya40_212.zip

ActorX/ActorXTool_Maya45_212.zip

Fuente noticia: beyondunreal.com

<?xml version=”1.0”?>

Clan =[ChE]= busca nuevos miembros

por Atropos91 | Unreal Tournament 2003 | 12:54 | 20

El Clan =[ChE]= (Che Que Bó) busca nuevos jugadores de ut2k3 para agrandar sus filas y poder ser un poco más competitivos.

Se juegan competiciones de TDM y CTF.
Antes de entrar todos los interesados tendran que hacer una prueva para ver su nivel de juego y sus principales habilidades.

Todos los interesados mandad un E-Mail a:
([email protected]) o ([email protected])

O pasaos por el canal #Clan_che de la red Irc.Irc-Hispano.org

¡Os esperamos!

<?xml version=”1.0”?>

19 Feb 2003

WidePlay avanza en la UTDM Cup Spring 2003

por Necronos | Unreal Tournament 2003 | 23:12 | 54
Wideplay

lleva dos partidos ganados en una de las competiciones mas importantes de Clan Base la Open Cup.

El domingo ganaron el primer partido ante Phsyco, por forfeit tras no presentarse, esta noche miercoles 19 han ganado haciendo un partidazo a un clan de un buen nivel como es m0re.

El primer mapa DM-Liandri wp gano por un ajustado 135-122.

El segundo mapa DM-Mojo, quedando 5 minutos, Wideplay remonto 10 frags en menos de 1 minuto y eso le hizo poderse alzar con su segunda victoria en esta competición.

Al final en mojo quedaron también por un ajustado 117-103.

Deseamos de todo corazon que Wideplay y todos los otros clanes españoles sigan su buena andadura en esta copa y que ojala queden entre los 5 primeros

GL Wideplay

Irc.quakenet.org @ #wideplay
Irc.irc-hispano.org @ #wideplay Esta victoria se la dedicamos a nuestro amigo Gendeck que por problemas personales no puede estar con nosotros, Gendeck va por tí

Aquí teneis las ScreenShots DM-Liandri

DM-Mojo

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