Quite a list of updates / fixes in this patch with Demo Recording being the one I was looking forward most. However, after reading it I´m a bit concerned, Server demo recording? Gonna play around with this recording stuff now, here's the list of fixes, enjoy the patch!
Retail Patch v2166 Fix List
Demo Recording: Demos can be recorded either on a server, or in single player, or as a client in a network game. For demos recorded as a client in a network game, you cannot cycle between players in the match.
Recording: To record a demo on your server, start the server with the ?demorec URL parameter. For example:
ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo
Will record the game to the demo file mydemo.dem. If you leave off the "=mydemo.dem", the server will record a demo with a unique filename starting at demo0001.dem, demo0002.dem etc.
You can also use the "demorec" console command at the server console to start recording a demo after a match has started. For example, "demorec mydemo" or just "demorec".
Playback: Use the "demoplay" console command. For example, "demoplay mydemo". During playback, pressing Fire will cycle between the players in the game and a free spectator camera. Pressing Alt-fire will switch between first and 3rd person.
"demoplay mydemo?loop" will cause the demo to loop infinitely until the "stopdemo" console command is used.
Normally demos play back capped to the frame rate at which they were recorded. To remove this cap, use "demoplay mydemo?timedemo". This will play the demo back as fast as possible and dump the average fps to the console at the end of the demo. If a demo recorded at a higher framerate than your computer is able to play it back, the demo will play in slow motion.
The frame rate dedicated servers use when recording demos is adjustable in UT2003.ini in the [Engine.DemoRecDriver] section. Change NetServerMaxTickRate and LanServerMaxTickRate. The default values are 30 fps. Increasing these will increase your server CPU utilization.
GamePlay: - friendly fire kills affect team scores - made players a little brighter - allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true) - don't spam "you are ready/not ready" messages to console before game starts - fixed FFA DM overtime end conditions - Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the ut2003\sounds directory. Then, in the User.ini file (in the UT2003\system directory) change: [UnrealGame.UnrealPlayer] CustomizedAnnouncerPack="NewPackName" - fixed strafe toggle - support longer playernames on scoreboard/HUD - show FPH in scoreboard - fixed flags sitting on ground in CTF-Citadel - more minigun ammo - really fixed 4 rocket bug - Fixed DM-TokaraForest flags showing up - fixed CTF-LostFaith KillZ - spectating maintains view - when a player dies it continues to view the player when they respawn. - improved texture precaching, removing a few early hitches - moved arena mutator config and maplists from user.ini to ut2003.ini - update .ini files without overwriting them! (except for settings added or changed since we shipped) - fixed bug when had more than 16 bots total on custom teams - improved translocation (less failures) - link alt no blood - don't lose adrenaline if switch teams to team with less players - added Gameinfo property bAllowBehindView, server option allows behindview in net games if true (default false) - made lightning gun recharge match up better recharge finish (it was playing too long) - reduced delays between allowed voice messages - scaled weapon and powerup pickups down some to match player size better - spectators can go through doors/movers - fixed catching weapons in mid air - added DropFlag command - adjusted distance fog in some levels to make them look crisper/higher contrast - if weapons are invisible, firing is centered - added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g. "e=pipedswitchweapon 5 | pipedswitchweapon 7" allows you to switch to and between the linkgun and the flakcannon. - added configurable option bShowMessageText to TeamVoicePack, controls whether text of non-taunt voice messages is shown. To change this value from its default of true, add the following lines to your user.ini file: [UnrealGame.TeamVoicePack] bShowMessageText=false
HUD/Menus: - added in-game personal stats (bound to F3) - Added Server Info which includes MOTD and Rules (bound to F2) - Added In-Game Chat Client (Similar to IRC) - made team section of HUD scaleable - Mouse acceleration threshold now in the menus - FOV settings 80 to 100 in menu - FOV defaults to 85, set it to 90 to feel more like UT - Press f10 to cancel added to connect message - "Blob shadows" option added to menus - Change "corrupted connection detected" to "incompatible game files" - Add name of weapon you are switching to to hud - Fixed DisplayProgressMessages to only show MOTD once - Added color codes to text messages - Fixed MOTD to be able to handle more than 4 lines - Add up/down key history to IRC input - Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat. - Add colour to IRC (nicknames, join/leave messages, links etc.). - Ctrl-C in server browser copies selected server URL - Extra game-type tabs created automatically for installed game types (from .int file). - Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay. - fixed blue team preference not being saved - added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames
AI: - fixed bot aiming link shaft at crouched opponent - BR AI improvements - CTF AI improvements - improved skyline bot AI - improved bot use of ion cannon
Networking: - make sure ClientNetSpeed can't get set to 0 - improved client ping measurement - fixed client location synchronization problem that could happen when you fell out of a crouching height only area - fixed bug where lost ability to fire - fixed weapon idle animations on net clients - fixed GetLocalPlayerController() on net clients - fixed BR-Skyline airship in netplay - improved smoothness for high ping clients - fixed minplayers+stats coexistence - admins can pause net games - fixed combo effects showing up in net games - *really* fixed redeemer firing bug - Fixed bug that caused garbage collection not to occur between level changes - Gamestats class is now configurable via ini - Security actor is now configurable via ini - Add ClientReplaceMenu in Playercontroller - Added Admin command NextMap - Applied fix for bug where some string checking in Web admin failed - Fix bug in Web admin that causes "WebAdmin:" to appear twice - Added security level checks to web admin's ServerChangeMap - Applied fix for linux Web Admin regard hard-coded IP addresses - Applied fix for Admin kicking via XAdmin - Closed security hole where admins could look/set security info - reduced ConnectionTimeout to 15 seconds - allow players to enter as spectators in games with maxlives>0 that have already started - replicate weapon reload sounds - allow admins and spectators to use behindview
Mod support: - added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but before it affects the Pawn's location. - added mutate() replicated function for use by mutators - fixed teamgame ReduceDamage() allows mutators to override even if instigator==None - added skeleton option to .upl player descriptions (for user created models with different skeletons) - Add -MainMenu= command line param - Fixed several internal hardcoded menu links - Fixed GUIController to always use the ini set MainMenuClass - Propagate LevelChange() through the interaction and gui system - Add MutatorFillPlayInfo to allow mutators to add web admin settings - Added bContactingLevel output variable to KarmaParamsCollision. - fixed umod installer
Engine: - Memory leak fixes: Explicitly destroy KarmaParams in Actor::PostScriptDestroy, and - 'new' KarmaParamsSkel instead of using BeginObject - Fix for crash with per-tri karma collision with static meshes with no collision data
D3D/OpenGL: - fixed z- pixel fog and favored it over vertex fog - worked around vertex fog driver bug on ATI cards - added workarounds for S3 cards like the Savage 4 - added OverrideDesktopRefreshRate option (defaults to false)
Audio: - fixed occlusion if EAX 3.0 is enabled - play own footstep sounds with weaponbob false unless set [UnrealGame.UnrealPawn] bPlayOwnFootSteps=false in user.ini - more sound prioritization improvements
========================================================= Unreal Tournament 2003 "README" notes. ========================================================= Developed by : Digital Extremes & Epic Games Distributed by : Atari 1 System Requirements 1.1 Minimum System Requirements 1.2 Recommended System Requirements 2 Performance 2.1 Resolution 2.2 CPU speed 2.3 Memory 2.4 Considering upgrading? 2.5 Getting better performance 3 Troubleshooting 3.1 Crashes 3.2 Sound issues 3.3 Network play issues 3.4 Control issues 3.5 Direct3D 3.6 NVIDIA 40.41 drivers 3.7 GeForce 4 MX/Go issues 3.8 Radeon 7x00 issues 3.9 TNT2/ Kyro II/ Voodoo 3 issues 3.10 OpenGL 3.11 DirectX 8.1b 3.12 Game is starting up windowed 4 Controls 4.1 Keyboard 4.2 Mouse 4.3 Speech menu 5 Dedicated Network Servers 5.1 Explanation 5.2 Launching 5.3 Multiple server per machine 5.4 General performance guidelines 5.5 More information 6 Benchmarking 6.1 Overview 6.2 Possible issues 6.3 Further information 7 Online Stats Tracking - UT2003stats 7.1 Overview 7.2 Turning on *your* Stats Tracking 8 Useful Web Links 9 Technical Support 10 Copyright Notice ========================================================= 1 System Requirements ========================================================= 1.1 Minimum System Requirements ------------------------------- Operating System: Windows 98/Me/2000/XP (Linux has separate README) Processor: Pentium III or AMD Athlon 733 MHz processor Memory: 128 MByte RAM Hard Disk Space: 3 GByte free HD space Video: 16 MB TNT2-class or other DirectX version 6 compliant video card* Sound: Windows compatible sound card. NVIDIA nForce or other motherboards/soundcards containing the Dolby Digital Interactive Content Encoder required for Dolby Digital audio.* DirectX: DirectX version 8.1b (on CD) Modem: 33.6K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported. 1.2 Recommended System Requirements ----------------------------------- Operating System: Windows 98/Me/2000/XP (Linux has separate README) Processor: Pentium III or AMD Athlon 733 MHz processor Memory: 256 MByte RAM Hard Disk Space: 3 GByte free HD space Video: NVIDIA GeForce2 or ATI Radeon (32-128 MB VRAM recommended)* Sound: Sound Blaster Audigy series sound card* DirectX: DirectX version 8.1b (on CD) Modem: 56K baud (for modem/Internet play) Internet (TCP/IP) and LAN (TCP/IP) play supported. * Indicates device should be compatible with DirectX, version 8.1 or higher. ========================================================= 2 Performance ========================================================= 2.1 Resolution -------------- The resolution in which you run the game will have the greatest impact on performance if you are not in the lucky position of running the latest top of the line graphics cards. Running at 640x480 in 16 bit mode or even 512x384 in 16 bit mode should provide decent performance even on older hardware. 2.2 CPU Speed ------------- The game is also very sensitive to CPU speed, memory bandwidth, and cache performance. Thus, it runs far better on leading-edge processors like those of AMD and Intel. See section 1.2 for a guideline on recommended specs. 2.3 Memory ---------- Unreal Tournament 2003's performance is highly dependent on the amount of RAM you have in your machine, and the amount of memory that is available. Machines with less memory will access their hard disk more frequently to load data, which causes sporadic pauses in gameplay. Thus, if you have a 128 MByte (or less) machine, you should make sure that you don't have other unnecessary programs loaded in memory when playing Unreal Tournament 2003. How the game will perform under different RAM conditions: * 64 MByte or less: lots of swapping * 128 MByte: minimal swapping with default settings * 256 MByte: might swap in rare cases with highest texture detail * 512 MByte or more: shouldn't swap 2.4 Considering upgrading? -------------------------- For people considering upgrading their machines, here are some tips based on our experience running Unreal Tournament 2003 on a variety of machines: 1 The biggest performance gain in Unreal Tournament 2003 comes from having a state of the art graphics chip. 2 The next upgrade that tends to improve Unreal Tournament 2003 performance is upgrading your CPU. 3 Finally, lots of RAM helps. With memory prices continually falling, it's now reasonably affordable to upgrade to 256 MByte of system memory. 2.5 Getting better performance ------------------------------ By default Unreal Tournament 2003 picks hardware specific default values the first time you run the game which should result in decent performance but there is always room left to tweak. Resolution and texture detail levels have the greatest impact on performance, if you have a fast CPU. So you might want to tweak the settings to achieve the visual quality / performance tradeoff you desire. If you have a fast graphics card, but a rather slow CPU you might want to lower the World detail setting in the detail settings menu. Last but not least, if you have both a fast CPU and a fast graphics card you shouldn't have to read this :). ========================================================= 3 Troubleshooting ========================================================= 3.1 Crashes ------------ If Unreal Tournament 2003 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 Tournament 2003's large levels and rich textures take up a lot of virtual memory. On cards without hardware accelerated transform & lighting the game will crash reporting a problem in "DrawPrimitive" with DirectX 8.1. The problem has been addressed by Microsoft for DirectX 8.1b which automatically gets installed in the installation process. Also certain older NVIDIA driver exhibit the same problem in which gets the game will ask you to upgrade. 3.2 Sound issues ---------------- If using a 3D sound accelerator such as the Sound Blaster Audigy series sound card, you can go into "Options/Audio" to enable EAX 3.0 by selecting the "Hardware 3D Sound + EAX" options. You need to upgrade to the latest version of Sound Blaster Audigy drivers in order to get acceptable 3D sound performance. Using Unreal Tournament 2003 in conjunction with earlier versions of the drivers MAY cause severe performance problems (major slowdowns in the order of 30-50% while playing sound) in which case you should change the option back to the default "Software 3D Audio". If your computer is hooked up to a 5.1 speaker system, you should go into "Options" and turn on "Hardware 3D Audio" to take advantage of 360-degree sound panning, which rocks. 3.3 Network play issues ----------------------- The minimum speed connection for acceptable Internet play performance is a 33.3K modem connection to your Internet Service Provider. Known network play issues: * When a new player enters a network game, clients may experience a 1/4-second pause while the mesh, skin, and other data is loaded for that player. This is by design. * Unreal Tournament 2003's Internet play performance is highly dependent on the bandwidth of your connection, the latency (ping time), and the packet loss. The game is designed to be playable up to 300 msec ping times, 5% packet loss, and 33.3K connection speeds. Performance degrades heavily under worse latency, packet loss, and bandwidth connections. * If you have the Windows XP "Internet Connection Firewall" enabled, you won't be able to see LAN games in progress. To disable it, go into the Windows XP Start Menu / Network Settings / Local Area Connection Properties / Advanced and clear the "Internet Connection Firewall" checkbox. 3.4 Control issues ------------------ Some PC keyboards can't recognize certain combinations of 3 or more simultaneously pressed keys. 3.5 Direct3D ----------------- Please ensure that you are running the latest drivers for your graphics card as Unreal Tournament 2003 stresses the hardware and drivers to a greater extent than most available games and we rely on a number of bug fixes hardware vendors incorporated into their latest drivers. To obtain the latest drivers please visit the website of your graphics card manufacturer. 3.6 NVIDIA 40.41 drivers ------------------------ The NVIDIA 40.41 drivers are known to have visual flaws and performance problems (hitching) with Unreal Tournament 2003 which are not present in the 30.82 drivers. The issue has been addressed by NVIDIA and future drivers released by NVIDIA will contain the appropriate fixes. If you are currently running the 40.41 drivers please either downgrade to 30.82 or install newer drivers when available. The latest NVIDIA drivers can be found at the below URL. http://www.nvidia.com/content/drivers/drivers.asp 3.7 GeForce 4 MX/Go issues -------------------------- With GF4 MX/Go cards you might experience graphic corruption in 32 bit mode. The problem has been addressed by NVIDIA and upcoming drivers will contain the fix. A workaround for now is to play the game in 16 bit mode. 3.8 Radeon 7x00 issues ---------------------- Radeon 7x00 cards exhibit a couple of visual flaws like the hanging banners in BR-Anubis which will be addressed by us for the full version of the game. We recommend using the 7.76 drivers (Catalyst 2.3) drivers as they incorporate fixes for running Unreal Tournament 2003. 3.9 TNT2 / Kyro II / Voodoo 3 issues ------------------------------------- Due to the lack of certain key functionality like texture compression and cubemap support TNT2, Kyro II, Voodoo 3, G400, ... cards won't be able to run the game at the full visual quality. As uncompressed textures are much larger than the compressed ones we have to drastically scale down both size and color depth of the textures in order to fit them into video memory. This means you will notice banding artifacts - especially in the menus. The lack of cubemap support means that reflections won't look correct though during gameplay you'll most likely be hard pressed to spot the difference. 3.10 OpenGL ----------- The OpenGL renderer is not officially supported on Windows but might be a good choice on certain hardware / driver combinations as it might trigger fewer bugs in drivers. Unless you are experiencing serious visual flaws there is no reason to change to the OpenGL renderer though. Unlike Unreal Tournament, Unreal Tournament 2003 was designed around D3D and offers the best performance and visual quality with the D3D renderer. Also please keep in mind that the OpenGL renderer is still work in progress and has higher system requirements than the D3D renderer. E.g. it relies on the presence of texture compression which rules out e.g. TNT2 cards. The OpenGL renderer is known to not work correctly with pre-7.76 ATI drivers. 3.11 Obtaining DirectX 8.1b --------------------------- DirectX 8.1b contains bug fixes in the DirectX runtime that are required for the game to run on cards without hardware transform & lighting. E.g. TNT2, Kyro I/II, Voodoo 3, Radeon 7000, ... DirectX 8.1b is included on the CD and is automatically installed during the installation process. Alternatively you can read below how to obtain is separately. If you are running Windows 98/ME/2000 you can download DirectX 8.1b using the below link. http://www.microsoft.com/windows/directx/downloads/drx81.asp For Windows XP you have to install QFE 321178 to upgrade your version of DirectX to 8.1b http://support.microsoft.com/default.aspx?scid=kb;en-us;Q321178 Please note that Windows XP Service Pack 1 contains this fix. http://www.microsoft.com/WindowsXP/pro/downloads/servicepacks/sp1/default.asp 3.12 Game is starting up windowed --------------------------------- If the game fails to obtain keyboard focus when launching it will start up windowed. In this case you can click on the window and press ALT-ENTER to switch to fullscreen mode. ========================================================= 4 Controls ========================================================= 4.1 Keyboard ------------ You can bind new keys to controls by clicking on the "Controls" tab of the Preferences menu inside of Unreal Tournament 2003. There are many controls to bind. 4.2 Mouse --------- Although you can rely solely on your keyboard to move around in and interact in Unreal Tournament 2003's 3D universe, using both the keyboard and mouse simultaneously gives you much more fluid and responsive control. When you use the mouse to control your rotational movement and aiming you gain a degree of precision and speed that players using keyboard-only controls can't touch. The keyboard is best used for simple lateral and forward/backward movement, and for jumping. To master the default controls in Unreal Tournament 2003, keep your left hand on the keyboard, using the arrow keys for movement, the 0-9 keys for weapon selection, and the space bar for jumping. Your right hand operates the mouse, controlling rotation, aiming, and firing. Of course, you can customize these controls to suit your preferences via the Options Menu. 4.3 Speech Menu --------------- Press the 'V' key to open the speech menu. You can now select various commands and taunts. Under the Orders submenu you can select a job to assign to a teammate. If your bot is a teammate they will automatically carry out your orders. The available orders are: Defend the Base. The ordered bot will immediately make his way to your base and protect it from enemy attack. Cover Me. The bot will find you and follow you attacking enemies that you encounter. Assault the Base. Orders the bot to go offensive. In CTF this order is replaced with "Capture the Enemy Flag." Hold this Position. The bot will find your current location and try to protect it from enemy attack. Freelance. Releases the bot from previous orders. A freelancing bot will make their own battlefield decisions. If you give an order to "All" then every bot on your team will attempt to complete the order. If you look at a bot the speech menu will have the option to "Order This Bot." ========================================================= 5 Dedicated Network Servers ========================================================= 5.1 Explanation --------------- For optimal network play performance, you can launch a dedicated copy of the Unreal Tournament 2003 server on a computer. This improves performance compared to using a non-dedicated server but, of course, since it ties up the PC. Anybody may freely run dedicated servers on the Internet; you don't need to get permission or fill out any paperwork. 5.2 Launching ------------- You can launch a dedicated server by going through the regular Unreal Tournament 2003 menu, select "Host Multiplayer Game | Game & Map, setting the appropriate options under the 'Server' tab, being sure to check 'Dedicated Server'. This is what you'll want to do for quick LAN games where you have an extra machine sitting around that can act as a dedicated server. Alternatively, you can launch a dedicated server from the command line by running UnrealTournament2003.exe directly (which usually resides in the c:\UnrealTournament2003\System directory, or the System subdirectory of whatever other directory you installed the game in). For example, to launch the level "DM-Antalus", run: ucc server DM-Antalus.ut2 5.3 Multiple Servers Per Machine -------------------------------- Each copy of the dedicated server can serve one and only one level at a time. However, you can run multiple level servers on one machine. To do this, you must give each server a unique TCP/IP port number. The default port number is 7777. To specify a port, use the following type of command line: ucc server DM-Antalus.ut2 port=7778 5.4 General performance guidelines ---------------------------------- We find that an 600 MHz CPU can usually handle about 16 players with decent performance. The performance varies with level complexity and other machine speed factors, so your mileage may differ. Performance degrades as the number of players grows huge. If you're running multiple servers simultaneously, Windows XP/NT/2k outperforms Windows 9x due to its superior multitasking and TCP/IP processing capabilities. For best performance, we recommend having 128 MByte of memory per running server. For example, for running 2 simultaneous servers your machine should at least be equipped with 256 MByte of memory. The Unreal Tournament 2003 server uses up at least 33.38 Kbits per second of outgoing bandwidth per player (on Internet), so if you run the server on a machine connected by a 28.8K modem, you'll only be able to support one client with decent performance. Dedicated servers that support many players generally require the outgoing bandwidth of a T1 line or better. 5.5 More Information -------------------- Visit the Unreal Technology Page for extensive information about running Unreal Tournament 2003 servers. Some topics addressed there include: * Remote server administration * Linux version of the server * Server only download * Serving custom levels and game types * Administering public servers that appear in the server list ========================================================= 6 Benchmarking ========================================================= 6.1 Overview ------------ Unreal Tournament 2003 comes with a large variety of benchmarking functionality. The easiest way to utilize it is by starting Benchmark.exe in the System directory of your Unreal Tournament 2003 installation directory. This will bring up a dialog box asking you to pick a resolution and when you press okay, it will run 4 consecutive tests (two level flybys and two botmatches). It is important to not touch the mouse before the final dialog with the results pops up. The result dialog displays the average framerate of the two flybys and the two botmatches. 6.2 Possible issues ------------------- The benchmark will always try to run at the highest detail settings so results will not be directly comparable with cards on which the game can't render at the highest detail level (e.g. TNT2 and Kyro I/II cards). Due to the way the benchmarking works you have to manually mark the following two files as read- only before running Benchmark.exe on multiple cards. INSTALL_DIR\Benchmark\Stuff\MaxDetail.ini INSTALL_DIR\Benchmark\Stuff\MaxDetailUser.ini For the botmatches the Benchmark.exe is running a game with just bots, with the player in spectator mode. In case the engine can't run at the highest detail settings the outcome of the botmatch might differ leading to a different botmatch and therefore numbers not comparable to other results. This could also happen when comparing different kinds of CPUs. So either watch the botmatches carefully when benchmarking to ensure that they are the same every time or compare the number in brackets in benchmark.log. If the number is the same, the exact same sequence was rendered. 6.3 Further information ----------------------- In the Benchmark directory you will find a couple of batch files which can be used to run individual tests and to create a big batch file for automating the whole process of running at multiple resolutions. The game will log a lot of information and stats while in benchmark mode and the results can be found in the subdirectories of the Benchmark folder. Of the most interest is the CSV folder, which contains the myriad of stats the engine collects on a per frame basis in the form of a "comma separated variables" file which e.g. can be opened in Microsoft Excel. ========================================================= 7 Online Stats Tracking - UT2003stats ========================================================= 7.1 Overview ------------ Unreal Tournament 2003 has built in support for the freely available service UT2003stats. UT2003stats lets you track and display your scoring and ranking and provides gameplay statistical analysis for your Internet games. For a detailed breakdown of your stats visit UT2003stats at: http://ut2003stats.epicgames.com 7.2 Turning on *your* Stats Tracking ------------------------------------ Go to the in-game Settings > Network > UT2003 Global Stats menu. Turn on UT2003stats tracking by clicking the "Track Stats" button, and choose a unique Stats Username and Stats Password combination. This will assign a unique PlayerID handle to you. Note: Your online UT2003stats are *only* as safe as you are with your password. ========================================================= 8 Useful Web Links ========================================================= Visit for the latest updates, patches, and community events: http://www.unrealtournament2003.com Information about other Digital Extremes games: http://www.digitalextremes.com Information about other Epic games: http://www.epicgames.com Latest news from the Epic development team. Great resources for programmers, mod authors, and enthusiasts: http://unreal.epicgames.com Find out more about Atari Products: http://www.atari.com ========================================================= 9 Technical Support ========================================================= TECHNICAL SUPPORT (U.S. & Canada) --------------------------------- Help Via the Internet Up-to-the-minute technical information about Infogrames, Inc. products is generally available 24 hours a day, 7 days a week via the Internet at: http://www.ina-support.com Through this site you'll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they're available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ. Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children's privacy and safety online. Consent Forms are available at the web site listed above. Help Via Telephone/Fax or Mail in the United States & Canada For phone assistance, call Infogrames, Inc. Tech Support at (425) 951-7106. Our Interactive Voice Response and Faxback system is generally available 24/7, providing automated support and allowing FAQ documents to be faxed to you immediately. Great News! We've improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product's Tech Support # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product's Tech Support # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your product's Tech Support#. (For example, Tech Support # 04-12345 would require that you enter the "12345" portion of the number for that product.) Note: Some products simply feature a five-digit Tech Support # without an "04-" prefix. Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays. Before making your call, we ask that you be at your computer, have the following information available, and be ready to take notes: - System Make and Model - Processor Type - Operating System, including version number if possible (such as WindowsR 98; WindowsR Me) - RAM (Memory) - Video and sound card data and drivers - Any screen or error messages you've encountered (and where) You may also fax in your Technical Support questions or problems to: (425) 806-0480, or write to the address below. Product Return Procedures in the United States & Canada In the event our technicians at (425) 951-7106 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. Any materials not containing this RMA# will be returned to you unprocessed. Send your materials to the following address: Infogrames, Inc. Attn: TS/CS Dept. 13110 NE 177th Place Suite # B101, Box 180 Woodinville, WA 98072-9965 RMA #: Warranty Policy in the United States & Canada If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Infogrames, Inc. will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging. If you do not have the original receipt, or if the warranty period has expired, Infogrames, Inc. will replace the product storage medium for a nominal fee. Strategy Guide Available: There is an Official Strategy Guide available for this game. Please refer to our Strategy Guide Availability List at www.ina-support.com, or find out how to place an order by telephone or mail after selecting the product Unreal Tournament 2003 from the automated phone system menu at 425-951-7106. ========================================================= 10 Copyright Notice ========================================================= Ogg Vorbis Copyright © 2001, Xiphophorus MathEngine and Karma and the MathEngine and Karma logos are registered trade marks or trade marks of MathEngine PLC, used under license. Unreal® Tournament 2003 ©2002 Epic Games, Inc. Raleigh, N.C. USA. Unreal and the Unreal logo are registered trademarks of Epic Games, Inc. ALL RIGHTS RESERVED. All other trademarks and trade names are the property of their respective owners. Unreal Tournament 2003 was created by Digital Extremes and Epic Games, Inc.. Manufactured and marketed by Infogrames, Inc., New York, New York, a subsidiary of Infogrames Entertainment, S.A., under license from Epic Games, Inc.
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