Unreal Tournament 3

Download

19426 downloads

Uploaded:05-11-2009

UT3 Retail All-In-One Patch v2.1 (Patch 5)

ut3patch5.exe | 327.99 MB

servers in server browser. - No longer require double clicking on main menu. - Fixed problem with vote menu, where list positions and scrollbar get reset after the menu updates - Fixed issue with 'no password' connection error not asking for a password, when in online play - Fixed issue with dialog boxes, where button positions are not updated correctly after resolution or message length changes - Made the Instant Action and Host Game menus properly recover the saved mutator list, when the Mutator menu is not opened. - Fixed an incorrect call to WorldInfo.TravelFailed, and fixed the 'Incorrect Password' dialog not asking for a password. Game: - No longer disable achievements for mods that don't contain code (maps and custom characters). - Fixed issues with weapons respawning with Duel and with WeaponsRespawn mutator. - Reduced visibility of DM beacons in darkmatch. - Fixed greed exploit with redeemer. - Updated russian localization. Thanks Michael Sokolkov. - Removed os helper workaround for Windows 2003 server, now that we have a better fix. - Fixed low gore issue with Titans. - Fix for wrong team shader in rare cases. - Fixed dropflag command not working. Also fixes a CTF exploit. - Fixed excessive link beam decals for listen servers. - Fixed warfare orb not showing up on minimap on second and subsequent rounds on map where teams switch sides. - Reduced damage to nodes/cores from dead Titan explosion. - Reduced damage Titans do to nodes/core with weapons. - Titan melee doesn't knock down spawn protected players. Server Administration: - Fixed problem where maplist entries contain unwanted whitespace, and move invalid maplist entries to a separate 'BadMaps' list, instead of just deleting them - Fixed bug where the advertised game was wrong after switching gametypes, but only for the startup gametype - Fixed bug with password being removed from URL, during non-seamless travel on the same server - Fixed bug where the current game profiles mutators would be carried over into other gametypes - Added 'MapReplayLimit' to UTMapList; this overrides the same value in UTMapListManager, unless set to -1 - Added code to trim down the size of server details results when they become too large, fixes problem where servers would not be advertised - Adjusted vote code to end vote rounds early, when all players have voted, and to switch map immediately instead of respecting the 'EndTimeDelay' and 'RestartWait' settings - In endgame votes, forcibly extend the first vote round by 16 seconds (i.e. the time it takes for the vote menu to popup) - Added admin-only buttons to the vote menu, which allow admins to force a winning vote - Fixed non-seamless travel client timeout disconnects. - Now consider server "pure" with same rules as achievements (custom maps, characters, and Epic mutators + webadmin allowed). - Adjusted mutator voting to properly account for mutators in the game profile settings (both added and excluded mutators) Mod support: - Fixed problem with cooking with -mod and ModShaderCache - Fixed map makers unable to cook when using Titan Pack assets. May need to delete GlobalPersistentCookerData.upk from My GamesUnreal Tournament 3UTGamePublishedCookedPC - Added mutator hook for blocking team changes Level specific: - Fixed WAR-Confrontation raptor exploit. - Possible fix for darkmatch memory leak. - Added refshadercache to patch, so titan content will have shaders compiled. - Fix for reported rare WAR-Floodgate crash.

Download

21061 downloads

Uploaded:04-07-2009

UT3 Titan Pack Expansion

ut3titanpack.exe | 916.1 MB

their engine even more while doing it. [Editor's Note: If you would like to skip the mini-reviews of each individual content element and jump straight to the brief summary and screenshots, please click here.] [u]Vehicle: Stealthbender[/u] The Stealthbender is a modified Axon Hellbender upgraded with Necris technology. Functionally it serves many of the same roles as the Nightshade, acting as a stealth vehicle (which can be decloaked to increase agility). It's armed with spider mines, EMP mines, X-Ray Field and Link Station deployables which it can drop into the battlefield at will. It also has a link beam turret for repairing nodes and vehicles. [u]Map: Facing Worlds (CTF)[/u] This is a map that needs no introduction. If you've played Unreal Tournament, it's almost guaranteed you've played Facing Worlds at one stage in the series. Now it's rolling straight in to UT3, sporting a new Asian dynasties theme and more polygons than Quake IV can salivate over. Unlike the UT2004 variants, the layout and gameflow remains untouched for this newest incarnation, so the only thing you'll have to worry about is looking too far down memory lane and not noticing the bad guys about to tear you a new rectum. [u]Map: Morbias Station (DM)[/u] No doubt we've all run into an arena-style map in at least one FPS. The Morbias orbital station is rather standard in these respects. Main central chamber, upper walkway, and the two side passages used to get there. Other than saying that arena maps have never looked so damn good, and that the Titan mutator would give whoever is in the center a real Jack & The Beanstalk moment, it's a straightforward match which is destined to give even the calmest players an adrenaline rush. [u]Map: Searchlight (CTF)[/u] This map would creep out even the [url="http://en.wikipedia.org/wiki/Dante_(Devil_May_Cry)"]Son of Sparda[/url]. Searchlight is based around the gothic theme, a mix between cathedral and lighthouse. It's creepy, and it provides a tense and layered gaming experience from the very outset. There's several good chokepoints, visibility is slightly hindered, and those of us without supercomputers might take a slight framerate dive but overall the map performs well, plays great, and is a worthwhile addition to any lineup. It's also proof that Capcom need a license to use this engine for DMC5. [u]Gametype: Greed[/u] One of the few hunter-gatherer gametypes to be pushed out by a developer, Greed (based on it's namesake UT2004 mod) is an action-packed game where what you don't do is almost as important as what you do. The objective is to hoard skulls, and deliver them to the enemy base. These skulls are gained by killing other players - they drop not only their own skull, but their entire stockpile of skills, which come in silver, gold and red varieties (1, 5 and 20 points respectively). This is an intriguing gametype with a wide variety of tactics that can be applied, and will likely be a hit within competitive play circles. [u]Gametype: Titan[/u] Titan is not actually a gametype in itself, but a mutator which adds a new element to other gametypes. When all is said and done the change is so drastic that the gametypes may well be brand new anyway. The mutator adds into effect a power bar known as the Titan meter, which fills up by completing game objectives. When it's filled, the player gains the ability to become a Titan - a 15-foot killing machine, bigger, and far more powerful than normal. With your super rocket launcher and quake attacks, you'll be able to wreak havoc, but won't be able to fulfill non-kill game objectives. There's a level two to the Titan meter, which allows you to become a Behemoth, twice as large, twice as powerful, but with a 30-second lifespan. These larger forms can still be defeated, with a well-coordinated group attack - however, if you take one down, don't sit around to teabag or have your photo taken; get the hell out of dodge! [u]Gametype: Betrayal[/u] Bad blood leads to bad blood. Fortunately for those backstabbers out there, bad blood is the name of this game. While you'll be working with other players in teams, only one player can be declared winner. In order for this to be you, you'll need to work with your teammates to defeat the opposing team, but at the most opportune moment, betray your allies in order to get not just your score, but their amassed scores too. This isn't helped by the fact that the only weapon in Betrayal is the ASMD Enhanced instagib shock rifle - primary fire kills, secondary fire betrays. Choose your moment wisely, though - for the next thirty seconds you're the Rogue, and everyone will be gunning for you! [u]Vehicle CTF Maps[/u] [i]Stranded[/i] One can't help but think that someone at Epic is a big fan of Guild Wars - the oriental theme really shows in almost the entire game. Nevertheless Stranded is through-and-through a VCTF map, and it's a gorgeous one too, with nice open spaces and some tight quarters too for maximum gameplay effect. [i]Rails[/i] Urban warzone maps are always a treat, and this one is no exception. This former 360-exclusive map gives the two teams a lot of cityscape to cover, as well as the rivers, many side routes, and for the brave there's the option of railgrinding straight into the enemy base with the hoverboard. This battle will test team tactics as well as weapons proficiency to their highest extent. Oh, yeah. There's also a couple of tanks. [i]Suspense Necris[/i] Another former 360-exclusive map, to say this map is "Suspense, only half-Necris" would be an understatement of the changes to the vehicle combat dynamic, as naturally the blue team now have Necris vehicles. The Necris overrun of the blue side of the map looks good, and wandering around in a giant mech is fun so bonus points for the Darkwalker? [u]Warfare Maps[/u] [i]Downtown Necris[/i] The same deal with Suspense Necris applies here. Formerly 360-exclusive map, transforming the Downtown level into a battleground between Axon and Necris forces. It's a tried-and-true map, so if you loved Downtown, you'll love this even more. [i]Confrontation[/i] Cold steel meets broken earth in this map which recaptures the badlands feel that UT2004 did very well. Both teams will be pitted against each other right from the start as they have direct lines to the opposing base, however equally important is covering the second front through the canyons to the side. This is a map which rewards those teams who can maintain a strong defense while mounting a surgical, effective offensive. [i]Hostile[/i] From the second you spawn you'll be presented with a stunning (and alarmingly threatening) vista. Taking place in the depths of Na Pali's woodlands gives Hostile three defining characteristics - it's dark, it's gloomy, and it's fierce. While the terrain is rather open, it's also uneven and littered, which can have an impact on vehicle handling. Gameplay-wise this translates into requiring a feel for the map itself as well as your opponents. [i]Cold Harbor[/i] Also a former 360-exclusive map. While arctic base themes are a favourite of this reviewer, this map has more than enough strengths on it's own merit to blow the competition away. To say this map was epic wouldn't be much of a stretch. Warfare evolves in this level in several ways. Firstly, the rush to secure the base and establish a defensive perimeter. Secondly the wide range of entrances available, where they lead you and what tactics they provide make the level somewhat more freeform than most. Third, the former two combine to make this map no mean feat to emerge victorious from, meaning Warfare has never been more literal. Impossible not to recommend this map. It's a brilliant gameplay experience and looks fantastic. [u]Capture The Flag Maps[/u] [i]Morbid[/i] Morbid is designed to be played with the Titan mutator enabled at all times. The immediate striking impression is that the map is a modified and extended Morbias, and this is quite true. However there's a twist - normal players can only travel through the upper deck and central area, and cannot retrieve the flags without an accompanying Titan, as the flag rooms are covered by special pressure pads. [i]Nanoblack[/i] Nanoblack is a deliciously dark example of a CTF map which will have attacks coming from all angles. Players will be navigating through the maze-like passage structures both above ground and below water for a somewhat rock-paper-scissors progression. There's that old familiar feeling that at least one map from every Unreal game has presented, and long-term players will feel it as soon as they get in there. [i]Shaft[/i] Fans of Red Faction, or the original Unreal, know that when you step into mines, all hell usually breaks loose. This is very true on Shaft. Not only does the map look great, it provides a solid gameflow, and plenty of excellent and varied set pieces for firefights, as well as plenty of cover. This has the distinct feel of a map which would be very at home in Gears, actually.... [u]Deathmatch Maps[/u] [i]Eden Inc[/i] Eden Inc provides a ruined and (mostly) abandoned industrial area for players to fight through. While there are some defensive emplacements, much of the emphasis will be on close-quarters battle. [i]Turbine[/i] [Editor's Note: Now we're talkin'!] This map certainly does not need any introduction, as it was among the first four Deathmatch maps ever made available in the Unreal Tournament series. That's right, Turbine returns from UT99, in magnificent fashion. Despite it's new look, you will instantly recognise the layout and you will certainly recognise the old tactics you find yourself adopting once more. Ah, if only the Pulse Rifle were here to see this.... [i]DarkMatch[/i] Like laser quest? You'll love DarkMatch. This map is very, very dark with only certain areas lit. To detect your enemies you'll need to rely on the moments of light given by the generator kicking in occasionally, and the muzzle flash and explosions. This is a rather unique twist on Deathmatch, and will make for some very interesting online matches. [i]Koos Barge[/i] Many will - with mixed feelings - remember a similarly-named galleon. Those individuals will be glad to hear that the Barge has a much less frustrating layout, lending itself rather well to straight-up DM matches involving plenty of ducking and diving through cover, and SWAT-like clearing to make sure that in close quarters, you get in the first and last shot. [i]Ocean Relic[/i] This Atlantisian map is a visual, technological and gameplay masterpiece. Not only does it look stunning, it is masterfully constructed, and being a straightforward open multi-levelled arena with quite a few secret side passages, it lends itself perfectly to the genre, regardless of whether the player likes a pitched open battle or a game of cat and mouse. TechniqueOverall RatingReviewerMikouenBalancePros & Cons Plenty of new content!
Still feels just like UT3.
New gametypes are fun.
Needed MP improvements.
Titans have "cool" factor
Still feels just like UT3.
Doesn't resolve some older issues..Fun FactorCreativityGameplay[i]Brief summary of content:[/i] • 4 Warfare maps, 3 VCTF maps, 6 DM maps and 3 CTF maps - total of sixteen new maps. • Two new gametypes, Greed and Betrayal. • 57 awards available as achievements via Steam, Trophies via PS3, and viewable via the friendlist in PC retail. • Significantly bolstered AI, most notably when handling vehicles. • Improved netcode. • Streamlined mod support. • Improved menu flow and user interface. • Expanded server browser, new maplist system and mid-game mutator/gametype voting. • Two new weapons: Stinger Turret and Eradicator Cannon artillery. • New vehicle, the Stealthbender. • Three bonus pack maps, CTF-Face, CTF-Searchlight, and DM-Morbias. • Two new characters for the Ronin and Liandri teams, Kana and Nova. • Several new power-ups - X-Ray Field deployable; Link Station deployable; and Slow Field power-up. • Client-side demo recording.

Download

1295 downloads

Uploaded:05-11-2009

UT3 Linux Dedicated Server Update v2.1

ut3linuxserver04292009.bin | 366.06 MB

implemented in prior patched and many other server-specific updates and fixes.

Download

5486 downloads

Uploaded:04-06-2009

Unreal Tournament 3 Bonus Pack

ut3bonuspack.exe | 159.72 MB

classic, Facing Worlds was one of the most played maps in gaming history. This beloved sniper map makes its return alongside an intricate new capture the flag map, Searchlight, designed for both z-axis rooftop runs and strategic indoor gameplay. Returning classics and fresh new designs let you experience Unreal gaming like never before.

Download

14652 downloads

Uploaded:04-05-2009

UT3 Retail Patch 2.0 (Patch 4)

ut3patch4.exe | 309.42 MB

mutator, many of the often-cited networking issues, improved integration with Steam, and provides solid enhancements to the AI, making UT3's bots the smartest the series has had thus far. Highly recommended update! Please see readme section for full patch notes.

Download

360182 downloads

Uploaded:10-12-2007

Unreal Tournament 3 Beta Demo

setuput3demo.exe | 741.03 MB

level. Players assume the role of a futuristic warrior engaged in contests of intense shooting battles against skilled opponents, controlled either by human contestants online or by A.I. These contests are fought with the most powerful sci-fi weapons and vehicles. It’s FPS action at it’s best! Minimum System Requirements * Windows XP SP2 or Windows Vista * 2.0+ GHZ Single Core Processor * 512 Mbytes of System RAM * NVIDIA 6200+ or ATI Radeon 9600+ Video Card * 8 GB of Free Hard Drive Space Recommended System Requirements * 2.4+ GHZ Dual Core Processor * 1 GBytes of System RAM * NVIDIA 7800GTX+ or ATI x1300+ Video Card * 8 GB of Free Hard Drive Space Features : * Unparalleled graphical and physical realism from the latest Unreal Engine 3 technology delivers the most compelling First Person Shooter Experience to-date...online and offline! * Vast arsenal of weapons. The weaponry is bigger and badder than ever. Destroy your opponent from a distance with the ever popular Link Gun or blast away at close range with the Bio Rifl e. There are a ton of weapons to choose from and many have been upgraded for maximum performance and killing sprees. * Single player mode rivals the online experience! Battle against lightening fast A.I. in the deeper and richer single player tournament mode. * Onslaught vehicle combat, taken to a new level. Expanded Onslaught game type features two complete sets of high-tech vehicles, including the massive Leviathan, the terrifying Darkwalker, and a completely new way to get into the action…the Hoverboard. * New and favorite characters. Fight side-by-side with or compete against new and returning characters from the UT franchise, all with enhanced abilities, extremely detailed looks and distinct personalities. * Enhanced popular game types, including: Deathmatch, Team Deathmatch, Capture the Flag, and Instagib CTF and more. * Online innovations. Unreal Tournament 2007 provides seamless loading on servers in addition to improved matchmaking for more evenly matched competitors.

Download

24593 downloads

Uploaded:12-10-2007

Unreal Tournament 3 Retail 1.1 Patch

unrealtournament3_v1.1_patch.exe | 234.08 MB

game. Changelist ---------- Gameplay: - Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues. - Fixed feigning death into/through ForcedDirVolumes. - Fixed grenade effects in water. - Increased hellbender rear turret damage. - Reduced Goliath machine gun spread, plus slight damage increase. - Fixed warfare scoring for locking down a prime node not called \"prime node\". - Slightly increased momentum taken for damage by mantas and vipers. - Flak, Rocket, and Shock do slightly more damage to manta and viper. - Made sure Hellfire SPMA cannon can\'t fire through walls. - Increased incoming SPMA fire sound radius. - Fixed impact jumping with hoverboard. - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring. - Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server. - Disabled attenuation/spatialization on mission briefing sounds. AI: - Improved bot AI with darkwalker. - Tweaked bot voice message frequencies. - Bot aiming tweaks. - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle. - Fixed bots not handling the \"Hold This Position\" order correctly when the player giving the order is in a multi-person vehicle. Demo playback: - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached. - Demos can now be paused. - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change. - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name - Added a \"Delete Demo\" button to the demo playback menu. - Demo playback now properly handles rotation when viewing a Pawn in first person. - Fixed looking around while spectating a vehicle. - Fixed demo playback not working if the PlayerController didn\'t get recorded into the first frame Server Browser: - Implemented History tab page in server browser, with ability to \"lock\" favorites on that page. - Implemented a Favorites tab page in the server browser. - Added \'Join as spectator\' feature. - Server browser uses smaller font to display more servers. - Fixed custom mutators not appearing in server browser. - Fixed custom gametypes not displayed in server browser\'s window. - Fixed server browser\'s listed MaxPlayers being incorrect. - Added filter option for dedicated servers. - Fixed server browser showing an incorrect goal score and time limit when the .ini values were used. - Fixed incorrect mutators appearing in server browser details if client & server are not using the same language User Interface: - Can now save settings/progress even if have never created a profile. - Added ping and connect time to scoreboard. - Removed annoying confirmation menu when starting a game. - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate). - Added a Messages tab to the mid game menu. - Friends messages now saved until explicitly deleted. - Finer control over mouse sensitivity, using an edit box instead of a slider. - Added framerate smoothing and FOV options to the advanced video menu. - Increased max players/bots in menus to 32. - Fixed auto switching to vote menu at end of match. - Improved mid game menu performance (don\'t render world behind it). - Added version number to main menu. - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks). - Fixed up the GDF project for Vista HUD: - Added the killer weapon to victim messages. - Fixed flag and orb scaling in minimap at high resolutions. - Fixed node teleporter not showing \"You can\'t teleport with orb\" message on clients. - Fixed situations where \"get in vehicle\" pictograph wouldn\'t work correctly. - Still draw the clock on the scoreboard after the game is over. - Fixed Duel HUD issues. Networking: - Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT. - Fixed \"open\" console command when connecting to Internet servers - Fixed team scores very rarely not updating for a client. - Fixed bot faction option when running a listen server. - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default. - Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling. - Bullseye stats are now properly recorded. - Fixed clients not travelling to downloaded maps correctly. - Fixed the client and server getting into a loop sending each other close messages in some situations. - Quick match incorporates player rating into search decision. - Fixed issue where Vista clients would not receive all servers from a server browser search. - Applied proper fix to suppressing voice on dedicated servers. - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions. - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading) - Fixed losing your custom character mesh after changing teams during a match. - Implemented DUEL match stat reporting for gamespy ladder. - Fixed bugs and exploits associated with ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after the server has already moved the PlayerController out of the spectating state - Added \"BecomeActive\" exec to switch from spectator to player Server Administration: - Dedicated servers do not require CD keys. - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of GameConfig - Added QueryPort configuration and command line option. - Added an \"AdminChangeOption [option] [value]\" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change. - Added an \"AdminPublishMapList\" console command for server admins. This overrides the server\'s map list for the current game type with the one on the client that used the command. - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser. - Added \"AdminForceVoiceMute\" and \"AdminForceVoiceUnMute\": Stops/Starts a player from sending voip to others - Added \"AdminForceTextMut\" and \"AdminForceTextUnMute\": Stops/Starts a player from send text messages to others - Updated AdminPlayerList to show the PlayerID of the players on the server. - Updated Kick/Ban to allow for using either the player name or the id - Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server - Fixed IP addresses being reported in host byte order instead of network byte order - Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower. Map Specific - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs. - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section. - Fixed some VCTF-Suspense pathing issues. - Fixed issues with circular lift on DM-Deimos. - Fixed translucent mesh sorting issues in DM-Gateway. - Improved bot AI with Leviathan in Torlan. Campaign/Co-op: - Fixed a bug that could cause too many bots to be added to co-op matches in some cases. - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level - Fixed extra copy of a character when a human player leaves a co-op game at the right time. - Changed network loss during single player to result in player signed in locally. Modding: - Improved support for creating PS3 mods. - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array. - Fixed custom gametype midgame menus not being used correctly. - Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work. - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy.

Download

5720 downloads

Uploaded:11-22-2007

Unreal Tournament 3 - PhysX Mod Pack

ageia_physx_ut3modpack.msi | 377.06 MB

details about this file To showcase the power of the PhysX UT3 Mod-Kit and the PhysX processor, AGEIA Technologies is rolling out a series of Extreme PhysX Mod Levels for UT3 available as a free download starting today. The first set of PhysX mods includes the “Tornado” and “Lighthouse” levels. The AGEIA Tornado PhysX Mod, which was first revealed at the Leipzig Games Conference earlier this year, features incredible physical realism and revolutionary new environmental impact powered by the PhysX processor. This completely new CTF map is named for the PhysX-powered tornado which tears the battlefield apart as the game progresses. In addition, the tornado actually lures rockets and projectile weapons into its vortex, if fired too close, presenting both dynamic risk and reward to daring players. Complementing Tornado is a new PhysX mod called Lighthouse, which introduces an ominous, dungeon-like structure with myriad levels and hidden corridors, featuring a variety of destructible walls, floors and ceilings and new weaponry. Additional maps and mods showcasing other types of PhysX implementations and level morphs will be available soon as part of this ongoing AGEIA Mod-Kit program. The Mods will continue to offer compelling game-play scenarios as well as provide examples of AGEIA PhysX use encouraging modders to produce their own PhysX-driven experiences. *** SYSTEM REQUIREMENTS *** The AGEIA PhysX Unreal Tournament 3 Mod-Pack requires a personal computer with the following minimum system requirements: * OS: Microsoft Windows XP SP2 or Windows Vista * Processor: 2.13 GHz Intel Core 2 Duo Processor E6400 or equivalent * System RAM: 1 GB * Video Card: NVIDIA 7900 GT or equivalent * Hard Drive Space: 1 GB free * Physics Card: AGEIA PhysX 100 Series * PhysX Driver: AGEIA PhysX System Software version 7.09.13+ *** MOD-PACK INSTALLATION *** * If you have not already installed, the installer for this Mod-Pack is in Microsoft Installer File format (.MSI) – simply save the file to a local location and double-click to install * The installer will place files in required locations for UT3 automatically * Check out www.ageia.com/ut3 for more information *** IMPORTANT NOTES *** * You must have the full, release version of Unreal Tournament 3 installed prior to installing this mod-pack - This pack does NOT include any UT3 runtime application binaries * Be sure to select the “Hardware Physics” check-box in UT3 to enable AGEIA PhysX features - From main menu: Settings->Video->”Hardware Physics” check-box item - See “Known Issues” below: this check-box is not sticky without a login profile

Download

27647 downloads

Uploaded:08-17-2008

Unreal Tournament 3 v1.3 Patch

ut3patch3.exe | 256.79 MB

high in vehicles. - Fixed mutators disappearing between matches. - Fixed up PC DLC screenshots and player counts. - Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it. - Fixed announcements not playing properly in WAR-MarketDistrict during the campaign. - Fixed manta crouch exploit. - Fixed loaded RL switching away before releasing load on net clients. - Fixed occasionally getting stuck when getting up from ragdoll. - Fixed ending zoom when go into feign death. - Fixed giving proper stats credit for translocator telefrags. - Fixed giving proper suicide stat credit for certain environmental suicides. - Fixed Hoverboard foot placement when watching other client get on. - Improved the turret controls on the rail turret with analog controller. - Fixed friendly fire mutator showing up as option for Duel. - Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer. - Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set. - Fixed "missing required file for demo playback" error message. - Fixed redeemer explosion on client when shot down. - Fixed big head mutator head scaling popping out at distance. - End the match right away in duel if a player leaves. - Fixed not getting kismet node destroyed event when node captured by orb. - Fixed effect showing up for disabled weapon lockers. - Don't modify power core damage caused by kismet. - Fixed scavenger legs disappearing in kill volumes. - Deployables can no longer be deployed onto hover/flying vehicles. - Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn. - Fixed impact hammer impact camera shake for low gore clients. Engine/Rendering: - Added motion blur menu option for PC (defaults to off). - Fixed zero extent collision bug in octree code (finding nodes in Z axis). - LOD Hysteresis / LOD Decision making bug fix. - Fixed default mesh not having proper LOD settings. - Fixed rare darkwalker physics crash. User Interface: - Added player name list to server browser. - Added midgame map voting, with serverside config options in UTGame.ini: - bMidGameMapVoting: Enables/Disables midgame map voting - MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration; - NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage - MinMapVotes: The minimum number of players that must vote in order to initiate a map switch. - InitialVoteDelay: Delays the enabling of map voting for this many seconds - Fixed History being saved for servers joined via cmdline and console. - Fixed leading vote count indicator when map voting underway. - Don’t show muted talking player portraits on HUD. - Simple crosshair tweaks. - Added the number of files left to download to the package downloading message. - Fixed Krall portrait. - Fixed clipping vehicle HUD beacon when not visible. - Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer) - Fixed SPMA deploy icon offset. Networking: - Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues. - Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player. - Fixed gibs not showing for clients of low-gore listen server. - New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini: - TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned) - MaxDynamicBandwidth=7000 - MinDynamicBandwidth=4000 - Fixed "you have lost the match" messages to spectators at end of duel match. - Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame(). - HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found. - Fixed erroneous "connection failed" error when performing non-seamless travelling. - Fixed hoverboard link failure sound playing in the world and being replicated. - Fixed low gore clients seeing gibbed players as headless if playing on full gore server. - Increased tracked turret net priority. - Fixed Hoverboard networking replication issues (hoverboard now smoother in net games). - Fixed network vulnerability. Server administration: - UWeb fixes for WebAdmin. - Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time. - Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps. - Final fix for packagemap problem with going from DLC -> RTM maps. - Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server. - Fixed bug with PlayerID being reused for bots after a seamless travel. Mod support: - Added support for Interactions to have a PostRender call (to render to canvas). - Added support for Interactions to have exec functions be called on them. - Added cut/copy/paste support to the console. - Added Deproject() to canvas. - Fixed base InventoryManager implementation of GetWeaponRatingFor(). - Fixed crash when placing a new UINumericEditBox in UI editor. - Fix for custom factions in the UI. - Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update. - Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc.. - Improved system for getting camera death effect. - Implemented fix from Aegia for an NxFluid crash. - Fixed beams not rendering in Cascade. - Fixed crash when updating a UIPrefab. Map specific: - Fixed CTF-Searchlight black boxes before match starts. - Fixed CTF-Searchlight search lights. - Fixed CTF-Hydrosis collision issues. - Fixed DM-Morbias collision issues. - Fixed collision issue in DM-Deck. AI improvements: - Fixed bots not using link gun beam on enemies. - Better bot celebration management. - Fixed bots doing multiple end of match celebration taunts. - Improved impact hammer AI. - Improved darkwalker AI support for crouching under obstacles. - Improved bot hoverboard AI. - Fixed bots sometimes not picking up flags/orbs they dropped. - Fixed bots never spawning in if initially not enough playerstarts. Patch also includes previous patches changes.

Download

737 downloads

Uploaded:02-21-2008

Unreal Tournament 3 v1.2 Linux_Server

ut3linuxserver02202008.bin | 247.03 MB

lock on warnings when no longer in vehicle. Fixed first person weapons in demo playback. Fixed translocator telefrag victim message. Fixed encouragement sounds not being randomly picked by bots. Implemented viewobjective spectating system for Warfare. Fixed berserk held by driver applying to all vehicle turrets. Only force low gore on German versions that were low gore only before being patched. Fix for unnecessary content staying in memory on seamless travel. Fixed shaped charge node exploit. Fixed the Scavenger exploit. User Interface: Clicking on the settings tab goes to directly to the full settings menu. Added VOIP speaker portraits to HUD. Fixed character portraits sometimes not showing up on HUD or not staying up long enough. The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now. Fixed the CD key always prompting when the user has no network card Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients. Added UI option to hide objective paths (the white arrows). Added UI option to enable joystick support. Added JOIN to midgame menu when spectating. Added cancel button to "logging in" message box. Added support for auto-updating UI with new options. Improved language support for French, Spanish, Italian, and German. Joystick key bindings in UI display properly. Added game and UI support for customizing crosshair scaling. Added "Add Favorite" button to Server Browser server list tab. Fixed favorites Tab Page server details not updating. Improvements to voice menu. Added "status" section. Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads Show "Change Team" button before the match has started. Added support for localized "single score needed" string. Tweaked some HUD message font sizes. Favorites/History lists list servers that are currently offline. Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query. Fix for end of round scoreboard displaying extra "Player" bots. Fixed leviathan deploy icon positioning. Networking: Added support for autodownloading packages while in gameplay or while travelling. Auto team re-balancing before map transition if bPlayersBalanceTeams is set. Fixed dedicated server memory leaks. Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games. Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client. Fixed spectators being unable to move after a level transition. Fixed track turrets being in the wrong position on clients in some cases after being destroyed. ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long. Fixed HTTP download compression. Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time Fixed a bug where in rare cases packages would get downloaded twice. Fixed spectators able to enter as extra players in Duel. Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes. Fixed bots not replicating their view pitch, so their animation looks better in net games. Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI. Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting. Fixed client crash if the user disconnects while downloading a file during a seamless travel. Server administration: TCPLink and Webadmin functionality implemented. Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile. Fixed being unable to kickban players with | in their names. Added versioning information to the game settings Dedicated servers don't require DirectX shader model 2.0 Fixed AdminForceTextMute and AdminForceTextUnmute. Restored the compress and decompress commandlets. Fixed AdminCmdOk() function not working properly if you were the listen server. Banned IDs readability improved. Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps. Mod support: Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays. Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used. Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS Weapons now take roll from player viewrotation. Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files. Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list. Fixed Change Node Status Kismet action not working on fully constructed powernodes. Merged ageia particle fixes. Map specific: Fixed DM-Deck get out of world exploit Fixed DM-Gateway portals sometimes sending you back to your starting point. Fixed CTF-Coret collision exploit. Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo. AI improvements: New orb carrier strategy AI. Improved bot hoverboard use. Reduced bot orb spawner camping. Fixed bots stuck on orb spawner unable to grab flag. Low skill bots use artillery properly. Tweaked shooting at nodes vs shooting at enemies. No human bonus to threat value. Improved threat picking AI, taking into account effectiveness of bot's weapon. Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL. Bots tend to stay on same enemy more, and focus on key vehicles more. Tweaked campaign auto skill adjust. Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console. Tweaked rules for whether to attack node or enemy first. Improved bot AI for defending nodes with an orb. Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly. Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec. If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move. Added FailedMoveTarget and MoveFailureCount to controller to track movement failures. Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first). Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb. Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now. Adjusted bot reaction time to seeing new enemies. Improved bot AI for dealing with lifts and hoverboards. Bots taunt after winning a match. Bots now can be fooled by feign death. Sandstorm has more impact on bots being able to acquire/aim at enemies. Changes from v1.1 Gameplay: - Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues. - Fixed feigning death into/through ForcedDirVolumes. - Fixed grenade effects in water. - Increased hellbender rear turret damage. - Reduced Goliath machine gun spread, plus slight damage increase. - Fixed warfare scoring for locking down a prime node not called "prime node". - Slightly increased momentum taken from damage by mantas and vipers. - Flak, Rocket, and Shock do slightly more damage to manta and viper. - Made sure Hellfire SPMA cannon can't fire through walls. - Increased incoming SPMA fire sound radius. - Fixed impact jumping with hoverboard. - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring. - Players now stop moving when they fire the Redeemer guided warhead - Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server. - Disabled attenuation/spatialization on mission briefing sounds. - Fixed stats being recorded for spectators AI: - Improved bot AI with darkwalker. - Tweaked bot voice message frequencies. - Bot aiming tweaks. - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle. - Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle. Demo playback: - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached. - Demos can now be paused. - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change. - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name - Added a "Delete Demo" button to the demo playback menu. - Demo playback now properly handles rotation when viewing a Pawn in first person. - Fixed looking around while spectating a vehicle. Server Browser: - Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page. - Added 'Join as spectator' feature. - Server browser uses smaller font to display more servers. - Fixed custom mutators not appearing in server browser. - Fixed custom gametypes not displayed in server browser's window. - Fixed server browser's listed MaxPlayers being incorrect. - Added filter option for dedicated servers. - Fixed server browser showing an incorrect goal score and time limit when the .ini values were used. - Fixed incorrect mutators appearing in server browser details if client & server are not using the same language User Interface: - Can now save settings/progress even if have never created a profile. - Added ping and connect time to scoreboard. - Removed annoying confirmation menu when starting a game. - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate). - Added a Messages tab to the mid game menu. - Friends messages now saved until explicitly deleted. - Finer control over mouse sensitivity, using an edit box instead of a slider. - Added framerate smoothing and FOV options to the advanced video menu. - Increased max players/bots in menus to 32. - Fixed auto switching to vote menu at end of match. - Improved mid game menu performance (don't render world behind it). - Added version number to main menu. - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks). - Filter settings are now saved to the .ini file - Pure and Locked filter options now default to "Any" - Fixed flickering when downloading files - Fixed up the GDF project for Vista HUD: - Added the killer weapon to victim messages. - Fixed flag and orb scaling in minimap at high resolutions. - Fixed node teleporter not showing "You can't teleport with orb" message on clients. - Fixed situations where "get in vehicle" pictograph wouldn't work correctly. - Still draw the clock on the scoreboard after the game is over. - Fixed Duel HUD issues. - - Added the ability to specify custom simple crosshair coordinates for weapons, with new config properties bUseCustomCoordinates and CustomCrosshairCoordinates. To change the crosshair used for all weapons, add the following lines to the [utweapon] section of the UTWeapon.ini file: bUseCustomCoordinates=true CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25) where the CustomCrosshairCoordinates have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL specify the size of the texture area to use. To use a different crosshair for a specific weapon, simply add those two lines to the appropriate weapon specific section in UTWeapon.ini. Networking: - Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT. - Fixed team scores very rarely not updating for a client. - Fixed bot faction option when running a listen server. - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default. - Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling. - Bullseye stats are now properly recorded. - Fixed clients not travelling to downloaded maps correctly. - Fixed the client and server getting into a loop sending each other close messages in some situations. - Quick match incorporates player rating into search decision. - Fixed issue where Vista clients would not receive all servers from a server browser search. - Applied proper fix to suppressing voice on dedicated servers. - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions. - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading) - Fixed losing your custom character mesh after changing teams during a match. - Fixed HTTP redirection for mod autodownloading - Fixed autodownloaded mods not being loaded correctly in some cases - Fixed orb rebuilding not being played correctly on clients if the orb was destroyed by an enemy player - Implemented DUEL match stat reporting for gamespy ladder - Fixed "open" console command not working when an Internet server address is specified - Added "BecomeActive" exec to switch from spectator to player Server Administration: - Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers). - Dedicated servers do not require CD keys. - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of GameConfig - Added QueryPort configuration and command line option. - Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change. - Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command. - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser. - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others - Updated AdminPlayerList to show the PlayerID of the players on the server. - Updated Kick/Ban to allow for using either the player name or the id - Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server - Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower. Map Specific - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs. - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section. - Fixed some VCTF-Suspense pathing issues. - Fixed issues with circular lift on DM-Deimos. - Fixed translucent mesh sorting issues in DM-Gateway. - Fixed various map collision bugs - Improved bot AI with Leviathan in Torlan Campaign/Co-op: - Fixed a bug that could cause too many bots to be added to co-op matches in some cases. - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level - Fixed extra copy of a character when a human player leaves a co-op game at the right time. - Changed network loss during single player to result in player signed in locally. Modding: - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array. - Fixed custom gametype midgame menus not being used correctly. - Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work. - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy. - Added support for custom gametypes showing up on their own in the server browser. The game class needs to implement UpdateGameSettings() and call GameSettings.SetStringSettingValue() to set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's menu .ini data, set GameSearchClass to "UTGameSearchCustom". - Fixed cooking a map sometimes deleting all other mod files in the Published directory - Fixed bPostRenderIfNotVisible flag

Download

64478 downloads

Uploaded:02-21-2008

Unreal Tournament 3 v1.2 Patch

ut3patch2.exe | 234.33 MB

exploit. Fixed errant lock on warnings when no longer in vehicle. Fixed first person weapons in demo playback. Fixed translocator telefrag victim message. Fixed encouragement sounds not being randomly picked by bots. Implemented viewobjective spectating system for Warfare. Fixed berserk held by driver applying to all vehicle turrets. Only force low gore on German versions that were low gore only before being patched. Fix for unnecessary content staying in memory on seamless travel. Fixed shaped charge node exploit. Fixed the Scavenger exploit. User Interface: Clicking on the settings tab goes to directly to the full settings menu. Added VOIP speaker portraits to HUD. Fixed character portraits sometimes not showing up on HUD or not staying up long enough. The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now. Fixed the CD key always prompting when the user has no network card Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients. Added UI option to hide objective paths (the white arrows). Added UI option to enable joystick support. Added JOIN to midgame menu when spectating. Added cancel button to "logging in" message box. Added support for auto-updating UI with new options. Improved language support for French, Spanish, Italian, and German. Joystick key bindings in UI display properly. Added game and UI support for customizing crosshair scaling. Added "Add Favorite" button to Server Browser server list tab. Fixed favorites Tab Page server details not updating. Improvements to voice menu. Added "status" section. Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads Show "Change Team" button before the match has started. Added support for localized "single score needed" string. Tweaked some HUD message font sizes. Favorites/History lists list servers that are currently offline. Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query. Fix for end of round scoreboard displaying extra "Player" bots. Fixed leviathan deploy icon positioning. Networking: Added support for autodownloading packages while in gameplay or while travelling. Auto team re-balancing before map transition if bPlayersBalanceTeams is set. Fixed dedicated server memory leaks. Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games. Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client. Fixed spectators being unable to move after a level transition. Fixed track turrets being in the wrong position on clients in some cases after being destroyed. ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long. Fixed HTTP download compression. Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time Fixed a bug where in rare cases packages would get downloaded twice. Fixed spectators able to enter as extra players in Duel. Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes. Fixed bots not replicating their view pitch, so their animation looks better in net games. Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI. Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting. Fixed client crash if the user disconnects while downloading a file during a seamless travel. Server administration: TCPLink and Webadmin functionality implemented. Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile. Fixed being unable to kickban players with | in their names. Added versioning information to the game settings Dedicated servers don't require DirectX shader model 2.0 Fixed AdminForceTextMute and AdminForceTextUnmute. Restored the compress and decompress commandlets. Fixed AdminCmdOk() function not working properly if you were the listen server. Banned IDs readability improved. Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps. Mod support: Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays. Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used. Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS Weapons now take roll from player viewrotation. Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files. Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list. Fixed Change Node Status Kismet action not working on fully constructed powernodes. Merged ageia particle fixes. Map specific: Fixed DM-Deck get out of world exploit Fixed DM-Gateway portals sometimes sending you back to your starting point. Fixed CTF-Coret collision exploit. Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo. AI improvements: New orb carrier strategy AI. Improved bot hoverboard use. Reduced bot orb spawner camping. Fixed bots stuck on orb spawner unable to grab flag. Low skill bots use artillery properly. Tweaked shooting at nodes vs shooting at enemies. No human bonus to threat value. Improved threat picking AI, taking into account effectiveness of bot's weapon. Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL. Bots tend to stay on same enemy more, and focus on key vehicles more. Tweaked campaign auto skill adjust. Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console. Tweaked rules for whether to attack node or enemy first. Improved bot AI for defending nodes with an orb. Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly. Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec. If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move. Added FailedMoveTarget and MoveFailureCount to controller to track movement failures. Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first). Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb. Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now. Adjusted bot reaction time to seeing new enemies. Improved bot AI for dealing with lifts and hoverboards. Bots taunt after winning a match. Bots now can be fooled by feign death. Sandstorm has more impact on bots being able to acquire/aim at enemies. Changes from v1.1 Gameplay: - Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues. - Fixed feigning death into/through ForcedDirVolumes. - Fixed grenade effects in water. - Increased hellbender rear turret damage. - Reduced Goliath machine gun spread, plus slight damage increase. - Fixed warfare scoring for locking down a prime node not called "prime node". - Slightly increased momentum taken from damage by mantas and vipers. - Flak, Rocket, and Shock do slightly more damage to manta and viper. - Made sure Hellfire SPMA cannon can't fire through walls. - Increased incoming SPMA fire sound radius. - Fixed impact jumping with hoverboard. - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring. - Players now stop moving when they fire the Redeemer guided warhead - Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server. - Disabled attenuation/spatialization on mission briefing sounds. - Fixed stats being recorded for spectators AI: - Improved bot AI with darkwalker. - Tweaked bot voice message frequencies. - Bot aiming tweaks. - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle. - Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle. Demo playback: - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached. - Demos can now be paused. - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change. - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name - Added a "Delete Demo" button to the demo playback menu. - Demo playback now properly handles rotation when viewing a Pawn in first person. - Fixed looking around while spectating a vehicle. Server Browser: - Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page. - Added 'Join as spectator' feature. - Server browser uses smaller font to display more servers. - Fixed custom mutators not appearing in server browser. - Fixed custom gametypes not displayed in server browser's window. - Fixed server browser's listed MaxPlayers being incorrect. - Added filter option for dedicated servers. - Fixed server browser showing an incorrect goal score and time limit when the .ini values were used. - Fixed incorrect mutators appearing in server browser details if client & server are not using the same language User Interface: - Can now save settings/progress even if have never created a profile. - Added ping and connect time to scoreboard. - Removed annoying confirmation menu when starting a game. - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate). - Added a Messages tab to the mid game menu. - Friends messages now saved until explicitly deleted. - Finer control over mouse sensitivity, using an edit box instead of a slider. - Added framerate smoothing and FOV options to the advanced video menu. - Increased max players/bots in menus to 32. - Fixed auto switching to vote menu at end of match. - Improved mid game menu performance (don't render world behind it). - Added version number to main menu. - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks). - Filter settings are now saved to the .ini file - Pure and Locked filter options now default to "Any" - Fixed flickering when downloading files - Fixed up the GDF project for Vista HUD: - Added the killer weapon to victim messages. - Fixed flag and orb scaling in minimap at high resolutions. - Fixed node teleporter not showing "You can't teleport with orb" message on clients. - Fixed situations where "get in vehicle" pictograph wouldn't work correctly. - Still draw the clock on the scoreboard after the game is over. - Fixed Duel HUD issues. - - Added the ability to specify custom simple crosshair coordinates for weapons, with new config properties bUseCustomCoordinates and CustomCrosshairCoordinates. To change the crosshair used for all weapons, add the following lines to the [utweapon] section of the UTWeapon.ini file: bUseCustomCoordinates=true CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25) where the CustomCrosshairCoordinates have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL specify the size of the texture area to use. To use a different crosshair for a specific weapon, simply add those two lines to the appropriate weapon specific section in UTWeapon.ini. Networking: - Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT. - Fixed team scores very rarely not updating for a client. - Fixed bot faction option when running a listen server. - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default. - Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling. - Bullseye stats are now properly recorded. - Fixed clients not travelling to downloaded maps correctly. - Fixed the client and server getting into a loop sending each other close messages in some situations. - Quick match incorporates player rating into search decision. - Fixed issue where Vista clients would not receive all servers from a server browser search. - Applied proper fix to suppressing voice on dedicated servers. - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions. - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading) - Fixed losing your custom character mesh after changing teams during a match. - Fixed HTTP redirection for mod autodownloading - Fixed autodownloaded mods not being loaded correctly in some cases - Fixed orb rebuilding not being played correctly on clients if the orb was destroyed by an enemy player - Implemented DUEL match stat reporting for gamespy ladder - Fixed "open" console command not working when an Internet server address is specified - Added "BecomeActive" exec to switch from spectator to player Server Administration: - Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers). - Dedicated servers do not require CD keys. - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of GameConfig - Added QueryPort configuration and command line option. - Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change. - Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command. - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser. - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others - Updated AdminPlayerList to show the PlayerID of the players on the server. - Updated Kick/Ban to allow for using either the player name or the id - Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server - Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower. Map Specific - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs. - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section. - Fixed some VCTF-Suspense pathing issues. - Fixed issues with circular lift on DM-Deimos. - Fixed translucent mesh sorting issues in DM-Gateway. - Fixed various map collision bugs - Improved bot AI with Leviathan in Torlan Campaign/Co-op: - Fixed a bug that could cause too many bots to be added to co-op matches in some cases. - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level - Fixed extra copy of a character when a human player leaves a co-op game at the right time. - Changed network loss during single player to result in player signed in locally. Modding: - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array. - Fixed custom gametype midgame menus not being used correctly. - Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work. - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy. - Added support for custom gametypes showing up on their own in the server browser. The game class needs to implement UpdateGameSettings() and call GameSettings.SetStringSettingValue() to set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's menu .ini data, set GameSearchClass to "UTGameSearchCustom". - Fixed cooking a map sometimes deleting all other mod files in the Published directory - Fixed bPostRenderIfNotVisible flag

Download

2006 downloads

Uploaded:12-19-2007

UT3 Linux Server

ut3linuxserver12172007.bin | 1.62 GB

considered beta for now, as it hasn\'t had the full wrath of the Internet applied to it yet.

Download

3265 downloads

Uploaded:12-06-2007

Unreal Tournament 3 v1.01 Beta Patch

patch101.exe | 181.38 MB

robot meshes). *Addresses meshes being smaller than collision box, as well as eyeheight issues. - Fixed feigning death into/through ForcedDirVolumes. - Fixed grenade effects in water. - Increased hellbender rear turret damage. - Reduced Goliath machine gun spread, plus slight damage increase. - Fixed warfare scoring for locking down a prime node not called \"prime node\". - Slightly increased momentum taken for damage by mantas and vipers. - Flak, Rocket, and Shock do slightly more damage to manta and viper. - Made sure Hellfire SPMA cannon can\'t fire through walls. - Increased incoming SPMA fire sound radius. - Fixed impact jumping with hoverboard. - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring. AI: - Improved bot AI with darkwalker. - Tweaked bot voice message frequencies. - Bot aiming tweaks. - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle. - Fixed bots not handling the \"Hold This Position\" order correctly when the player giving the order is in a multi-person vehicle. Demo playback: - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached. - Demos can now be paused. - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change. - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name - Added a \"Delete Demo\" button to the demo playback menu. - Demo playback now properly handles rotation when viewing a Pawn in first person. - Fixed looking around while spectating a vehicle. Server Browser: - Implemented \"Server History\" tab page in server browser, with ability to \"lock\" favorites on that page. - Added \'Join as spectator\' feature. - Server browser uses smaller font to display more servers. - Fixed custom mutators not appearing in server browser. - Fixed custom gametypes not displayed in server browser\'s window. - Fixed server browser\'s listed MaxPlayers being incorrect. - Added filter option for dedicated servers. - Fixed server browser showing an incorrect goal score and time limit when the .ini values were used. User Interface: - Can now save settings/progress even if have never created a profile. - Added ping and connect time to scoreboard. - Removed annoying confirmation menu when starting a game. - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate). - Added a Messages tab to the mid game menu. - Friends messages now saved until explicitly deleted. - Finer control over mouse sensitivity, using an edit box instead of a slider. - Added framerate smoothing and FOV options to the advanced video menu. - Increased max players/bots in menus to 32. - Fixed auto switching to vote menu at end of match. - Improved mid game menu performance (don\'t render world behind it). - Added version number to main menu. - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks). HUD: - Added the killer weapon to victim messages. - Fixed flag and orb scaling in minimap at high resolutions. - Fixed node teleporter not showing \"You can\'t teleport with orb\" message on clients. - Fixed situations where \"get in vehicle\" pictograph wouldn\'t work correctly. - Still draw the clock on the scoreboard after the game is over. - Fixed Duel HUD issues. Networking: - Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT. - Fixed team scores very rarely not updating for a client. - Fixed bot faction option when running a listen server. - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default. - Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling. - Bullseye stats are now properly recorded. - Fixed clients not travelling to downloaded maps correctly. - Fixed the client and server getting into a loop sending each other close messages in some situations. - Quick match incorporates player rating into search decision. - Fixed issue where Vista clients would not receive all servers from a server browser search. - Applied proper fix to suppressing voice on dedicated servers. - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions. - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading) - Fixed losing your custom character mesh after changing teams during a match. Server Administration: - Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers). - Dedicated servers do not require CD keys. - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of GameConfig - Added QueryPort configuration and command line option. - Added an \"AdminChangeOption [option] [value]\" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change. - Added an \"AdminPublishMapList\" console command for server admins. This overrides the server\'s map list for the current game type with the one on the client that used the command. - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser. - Added \"AdminForceVoiceMute\" and \"AdminForceVoiceUnMute\": Stops/Starts a player from sending voip to others - Added \"AdminForceTextMut\" and \"AdminForceTextUnMute\": Stops/Starts a player from send text messages to others - Updated AdminPlayerList to show the PlayerID of the players on the server. - Updated Kick/Ban to allow for using either the player name or the id Map Specific - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs. - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section. - Fixed some VCTF-Suspense pathing issues. - Fixed issues with circular lift on DM-Deimos. - Fixed translucent mesh sorting issues in DM-Gateway. Campaign/Co-op: - Fixed a bug that could cause too many bots to be added to co-op matches in some cases. - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level - Fixed extra copy of a character when a human player leaves a co-op game at the right time. - Changed network loss during single player to result in player signed in locally. Modding: - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array. - Fixed custom gametype midgame menus not being used correctly. - Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work. - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy. Note: This patch can be applied to both a client and a dedicated server. Patched and non-patched clients and servers should be fully compatible.

Download

3143 downloads

Uploaded:10-15-2007

WinXP 64 and Windows Server 2003 UT3 Demo Fix

ut3demoxp642k3.zip | 9.46 MB

replace the UT3Demo.exe with the one from the patch if you are experiencing the \"Modified executable code is not allowed\" issue at startup.

About Game Front  

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

Copyright © 2002-2012 Game Front. All rights reserved.