UT3 Bombing Run

Somewhat of an upgrade over the prior version, we've mostly got bugfixes here as opposed to new stuff, but several of the bugs were in all...

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Somewhat of an upgrade over the prior version, we've mostly got bugfixes here as opposed to new stuff, but several of the bugs were in all fairness game-breaking, so 'tis a good upgrade nevertheless.

Also what I'm starting to notice manifesting more in this version than the previous releases, is that the gameplay dynamic evolves somewhat over UT2003, which was a rather simplistic affair by most accounts. Now there's more of a pressured, 'survivor' feel to the game, which is a welcome change as far as I'm concerned.

There's generally nothing that's very new, so the previous review for the most part still stands. The mod is now far more streamlined than it was in prior releases, however, so upgrading is recommended.

~ Kouen

Required Files:
UT3 Version 1.2 Patch

MAPPERS:

ONE VERY IMPORTANT NOTE:

DO NOT publish your bombing run maps. Doing so cooks the bombingrun.u file into the map, making
future upgrades to the mod impossible. After building your maps, simply copy them to the published
folder. We cannot express this precaution enough, and it must be followed.

After building your map, you may notice that the ballgoals have dropped from their original positions.
This is due to the editor's tendancy to snap navpoint objects to the floor. To fix this, use the
NavigationCylinderComponent property of the new bombingrun actors.


Mapping for bombing run in UT3 is a bit different than you may have experienced in previous versions of the Unreal series. The mod only relies on 3 actors: the ball pickup actor, and the red/blue team goal collision detection discs. By default, when placing a goal disc, no actual goal mesh is added - only the collision detection. You will see the disc in the editor but it will be invisible in the game. Mappers are free to use any mesh they wish for the actual goal mesh. The goal discs can be resized to fit what ever mesh you decide to use. Also, there is no longer any need for shootspots, as the bot AI is also modified by the mod. The bots will automatically know when it is more appropriate to shoot the ball, and will do so from any spot, making game play much more dynamic.

To get started adding your bombing run actors, simply open your actor browser. Click on File/Open and locate the BombingRun.u file in your Program Files\Unreal Tournament 3\UTGame\CookedPC folder. The actors will be in the navigationpoint / objectives class.

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The Reliquary Proudly Presents To You ......

=====================================================================================

BOMBING RUN 1.43b FOR UNREAL TOURNAMENT 3

=====================================================================================

RELEASE DATE:           3/23/2008

WEBSITE:                http://relicsut.com

FORUM:                  http://relic74.proboards98.com/index.cgi

DEVELOPERS:             warhead@relicsut.com [Programming]
			relic@relicsut.com  [Map Design]
			V°oi@Y	[Beta Testing - Server/Client Testing]
                        
Special thanks to ÈX3]ßùZzèdÄGâiÑ, Voi@y, {AW}Stretchinya, Bombingrun.org,
BayKt, f14help, cobraxp, and everyone else who helped test this mod...

=====================================================================================

INSTALLATION: 

NOTE: EPIC'S UT3 PATCH 1.2 RETAIL IS REQUIRED FOR MOD TO WORK CORRECTLY!

CAREFULLY copy the files to their respective folders. The file structure in UT3 can be quite confusing so
double check where you are copying these files else the mod will not work correctly!!!

If some folders do not exist, create them. Here's the file structure.  If you previously installed an 
earlier version of this mod, it is HIGHLY RECOMMENDED that you remove the old/duplicate files.  The files
are to be copied as follows...


UTBombingRun.ini > My Documents\My Games\Unreal Tournament 3\UTGame\Config

BombingRun.u > Program Files\Unreal Tournament 3\UTGame\CookedPC

BombingRunGraphics.upk > Program Files\Unreal Tournament 3\UTGame\CookedPC

BR-HeroesOfAnubis-Final.ini > My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

BR-HeroesOfAnubis-Final.ut3 > My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps



======================================================================================

MAPPERS:

ONE VERY IMPORTANT NOTE:

DO NOT publish your bombing run maps.  Doing so cooks the bombingrun.u file into the map, making
future upgrades to the mod impossible.  After building your maps, simply copy them to the published
folder.  We cannot express this precaution enough, and it must be followed.

After building your map, you may notice that the ballgoals have dropped from their original positions.
This is due to the editor's tendancy to snap navpoint objects to the floor.  To fix this, use the 
NavigationCylinderComponent property of the new bombingrun actors.

For additional assistance visit http://www.relicsut.com/ut3br.htm

====================================

Changelog for BombingRun Beta 1.43b:

====================================

Fixed issue when player was standing on ball base when ball was returned, they would not pick up ball

Stopped ball glow from showing up at ball base at end of round

Pass lock was not being released when feigning death

When successfully passing to a pass locked teammate, you would still hear the pass lock lost sound

BRVersion console command was not working in net play

Version console message was not showing up in net play when player logged in

Fixed net play problem where sometimes you would see ball carrier's rings sitting by themselves rather than on carrier

Fixed problem where ball carrier bots could still use weapons in net play. Humans could do this also by pounding on a numeric key when picking up ball.

In rare cases, the ball would not get positioned at the ball base when returned to ball base.

The AllowBallCarrierWeapons setting was not getting set properly in net play

Stopped ball running bot from shopping for pickups when it is getting near enemy base

In low grav ball was floating up a bit when shooting, making it hard to score by shooting

Fixed issue where certain kinds of goal visuals were blocking a bot's vision so they could not find goal for shooting a score

Fixed 3d tracing problems which made bots sometimes try to shoot a score when the shot was obvisouly impossible because something was in the way.

Added bot support for super high goals. Bots will use combinations of jumping and shooting to score on a goal which is high in the air.

Fixed bot navigation problems for high goals. For goals high in the air, map pathing is broken and would make bot break down and just stand still. The issue was in the ut3 engine. Had to adjust jump variables to get pathing in general to work, and then
employ a backup scheme if that didn't work, wherein the bot will just go to a random place on the floor near the goal.

Bots will now take advantage of quad jump and low gravity.

Bots will now pursue ball or ball carrier in the air. Will shoot at runner while in the air.

Made bot defense better. Defending bots were not always taking a good position near the home base but instead wandering.

For high goals, attacking bots will attempt to jump and intercept ball for the score

Bots will boost now as a means of getting to ball or when running with ball

Bots will now use forward passing more and not be ball hogs

In instagib bots will shoot ball more

Added DisableGoalShootingScore ini setting to stop goals by shooting ball. Useful for maps where goals are in open and it's too easy to score by shooting

Fixed issue where bots would just go to the ball base and stand there instead of pursuing ball.

Fixed issue where bot would wait for an enemy to come into view before it would try to score.

Made rings on ball bigger

Made collision radius on ball bigger so that you can boost the ball by hitting the rings

Fixed last second save message, was not displaying when you killed runner near your base, but rather when near his base.

Enabled Warmup round in instant action

Fixed issue where sometimes warmup round wouldn't start

Fixed warmup round issue where at end of warmup round the ball does not get sent back to ball base.

Fixed warmup round issue where if player is standing on base at round end, they pickup ball.

Fixed issue where you could boost a ball which was sitting still into goal for score.

Fixed issue where you could kill an opponent near his goal and the ball would hit his goal and score for him.

Fixed issue where if you died trying to score and dropped ball hit goal it would score.

Now deleting all translocators beacons at start of new round

Fixed issue where game would crash if playing with 5 or more bots

Fixed problem where chat would not work after a while in net play

Added red and blue team ball glow

Added a little more ambient glow to ball because in dark places the ball surface looked too dark

Adjusted ball point lighting to be more even all the way around ball

Fixed issue where bot would just stand at ball and not pick it up

Fixed problem where someone feigning death would not respawn at start of new round

Made bot get off hoverboard when very near enemy base

Fixed in-game crash when using chat

===================================

Changelog for BombingRun Beta 1.4b:

===================================

Added goal explosions when score is made, and end game explosion sequence.

Fixed ball launcher to not get deleted by arena mutators such as instagib

Added BRVersion console command and version logging

Moved held ball back because it obscured player view when looking up

End game focus will now change to next highest scorer if current focused player dies or leaves game.

Slowed ball speed down to be like ut2004

Added UTGame.ini BallSpeed setting

Fixed issue with goals dropping down when rebuilding ai paths. 

Added NavigationCylinderComponent with the proper CollisionHeight to stop this behavior for HeroesOfAnubis map.

Added Yellow materials to neutral ball.

Fixed dynamic lighting on ball. Mesh surface was very dark before.

Added point lights to ball to give it a nice shine

Fixed ball base ball positioning. Ball was sitting too low on base.

Fixed pivot point and collision properties on ball base. Base position would rise alter when building ai paths.

Changed editor mesh on goals to a plain disk (before was using a pickup base and looked poor)

Changed UTGame.ini AllowOrbCarrierWeapons setting to AllowBallCarrierWeapons

Added UTGame.ini DisplayMiniMap setting to allow turning off of mini map on hud

Fixed problem where ball taken messages were not getting sent when ball is picked up at home base

Fixed voice messages which said "near the blue base" when in it should be "near the red base"

Fixed ball launcher issues where fire events were not being called properly, resulting in issues such as 
      not being able to continue firing by keeping fire button pressed after launching ball

In net play when ball was pass seeking and hit a wall, it would bounce infinitly

Fixed issue where bot would fire at teammate when passing ball

Fixed issue that if player died while shooting a score, points would not get awarded

fixed issue where sometimes bots would say they have the flag instead of orb

fixed issue where bots said "enemy flag carrier" instead of "enemy orb carrier"

fixed online server browsing to filter for all custom game types. GameMode=6 must be in server command line. epic is coming out with a patch       to allow searching for specific game types.

made hud so that runner icon only shows if ball is held

source code cleanup

================================================================

FEEDBACK:

We need the BR community's feedback on this release.  Any
bugs / issues discovered can be posted on our forum.  

http://relic74.proboards98.com/index.cgi

================================================================

Legal:

Copyright / Permissions:

This modification is copyright 2007-2008, by the Reliquary Dev Team.
Authors may NOT use this archive as a base to build additional content 
without explicit permission from the original author(s).  You may NOT 
use the resources  from this mod without explicit permission.  You are
NOT allowed to commercially exploit this mod. You MAY distribute this 
mod through any electronic network, provided you include this 
documentation - and leave the original archive intact.

UNREAL TOURNAMENT 3 (c)2007 Epic Megagames, Inc.  
All Rights Reserved.  Distributed by Midway Software, Inc. 

UNREAL TOURNAMENT 3 and the UNREAL TOURNAMENT 3  Ulogo are 
registered trademarks of Epic Megagames, Inc.  All other 
trademarks and trade names are properties of their respective 
owners.

================================================================

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The TRBP Team


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Registered 12th November 2007

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