UT3 Bombing Run v1.52b

Bombing Run for Unreal Tournament version 1.52. The mod has come a long way, and this is the best and most stable release yet.

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Bombing Run for Unreal Tournament version 1.52. The mod has come a long way, and this is the best and most stable release yet.

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

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

BOMBING RUN 1.52b FOR UNREAL TOURNAMENT 3

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

RELEASE DATE:           6/14/2008

WEBSITE:                http://relicsut.com

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

DEVELOPERS:             W@rhe@d       [ Programming ]
			Relic         [ Map Design ]
			LrdMidknight  [ Map Design ]

OFFICIAL SERVERS:       8.6.193.193:7777    The Reliquary BR Test Server #1
			166.82.197.73:7777  The Reliquary BR Test Server #2
                        
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!

ALSO: DO NOT USE EPIC PATCH 1.3 WITH THIS MOD AS IT MAY NOT 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 DocumentsMy GamesUnreal Tournament 3UTGameConfig [ default - change extension to ini ]

BombingRun.u > Program FilesUnreal Tournament 3UTGameCookedPC

BombingRunGraphics.upk > Program FilesUnreal Tournament 3UTGameCookedPC

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

NOTE CONCERNING INI FILES:

You can have map specific BR settings for each map in your UTBombingRun.ini.

An example of a map ini section:
[Heroes Of Anubis UTBRSettings]
AllowHoverboards=true
Mutators=UTMutator_LowGrav

To find out what the section title should look like,
play the map and then look in the LogsLaunch.Log file for this line:

ScriptLog: Loaded BR UTBombingRun.ini map settings from [Heroes Of Anubis UTBRSettings].

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

SERVER SETUP:

Please refer to our website for detailed server setup instructions !!

http://www.relicsut.com/ut3br.htm

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

MAPPERS:

*** VERY IMPORTANT NOTES: ***

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.

The BRGoal actors have been fixed, and no longer snap to the floor when your map is built :)

Make a copy of the BombingRunGraphics.upk file and paste it to your My DocumentsMy Games....CookedPC folder
if you have any problems adding the BR actors in Unreal Editor.


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


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

Changelog for BombingRun Beta 1.52b

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

Removed UTBRBallBase Settings object. Turns out this did not work because UT was writing these settings 
to the BombinRun.U file instead of the map file.

Made it so that when Map specific settings are in UTBombingRun.ini file, they will always override the standard game settings.
Before they were only overriding if they were different from default value.

Put the [UTGame.UTGame] section back into UTGame.ini. It turns out certain settings such as GameSpecificMapCycles
were not operating properly when in another ini file.
If you had any custom UTGame settings in UTBombingRun.ini, then you will need to put them in UTGame.ini.
Delete the [UTGame.UTGame] out of your UTBombingRun.ini.
UTBombingRun.ini is still the place for [Bombing Run Settings UTBRSettings] and Map specific settings.

Fixed problem with goal dropping when ai paths rebuilt in editor. No longer need to use goal's NavigationCylinder property to adjust for this.

Changed "You can not enter this vehicle carrying the flag" message to "orb"

Bot will no longer jump or forward dodge towards goal or ball if it might jump off a ledge

Bot will not back up to setup goal jump if goal is low enough to ground

Bots will now use custom instagib weapon to boost ball is "instagib" and "rifle" is in the weapon's name

Bot will now try a goal jump immediately instead of wandering if it sees there is no other way to get closer to goal.

Made ball return timer to be 30 seconds instead of 25

Made ball to return home no matter what unless ball is picked up

Improved bot's choosing of a place to jump from to goal. Bot's will now seek out a proper place to jump from
based on their jumping ability and the position of goal. They now are not so dependant on path nodes to get them
to goal. Proper pathnode placement however is still needed to get the best performance out of the bots.
The general rule of thumb is for mapper is place a final path node in front of goal at a good jump spot.

Bots now do a floor check to make sure they won't fall into a pit when trying to position for a goal jump.

Now when a bot fails a goal jump, they generally will fall back to another position before atempting another jump, even if they
had released the ball and had to first pick it up again after a failed jumping goal shot.

If a bot fails a goal jump but determines that the jump put them in a better postion to reach the goal, they will immediately
attempt a second goal jump. As long they their position keeps improving, they will press forward instead of falling back.
This is especially helpful for situations where the goal is just out of reach but the rim is in reach and they can first land
on the rim and then jump into the goal.

Enabled bots to make the decision if they want to attempt a goal jump from where they are curently at, or move to
a better position. Decision based on if they think they can jump high enough to reach goal from where they are, and
also if there is good floor or not to move to another place.

Added console Spectate command which can be used to go into spectate mode in instant action.


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

Changelog for BombingRun Beta 1.51b

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

Changes for BombingRun Beta 1.51

Ball taken message will only play now when ball changes teams

Created utbombingrun.ini.default for new installations

Game now sets utbombingrun.ini UTUIDataProvider_GameModeInfo section defaults

Added more jumppad support. Bot wasn't using jumppads when it should, for example, in Sanctuary.
Default epic pathing wasn't enough to do this.

Fixed problems with bot shooting score for horizontal goals

Bot will not forward pass unless there is floor in front of them, otherwise they were losing ball off of ledges

Made rings on ball wider radius

Ball now collides with meshes on a per poly level so there is tight collision. Before, ball was bouncing in mid air near goal ring.

Ball will no longer collide with ForcedDirVolumes and other things which aren't supposed to stop projectiles

New ini settings ShowEnemyTeamOnMiniMap(defaults false) and ShowHomeTeamOnMiniMap(defaults true).

Fixed MiniMap issues. 
   Icons were not always showing. 
  Player rotation indicators pointing wrong direction. 
  Ball not showing for spectator.

Rings on player when holding ball are no longer visible in first person view to ball holder.

Fixed problem where if bot wanted to pass ball and they were on hoverboard, ball would just drop

Fixed probelms displaying Necris theme in net play

Fixed problem when hoverboards used the log would fill with lots and lots of null pawn errors in BotDesirability function.
  This would be a cause of server lag and crashes.

Bots will now pass to each other. Before they were only passing to humans players.

Improved bot air navigation. Before, they had trouble reaching nav points on ledges, sometimes missed the goal,
had serious trouble navigating off a jump pad.

Bots will now not continue jumping if they have enough height to move down to their target.

Fixed bug where in net play bots would say 'Enemy flag carrier' rather than 'Enemy Orb carrier'


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

Changelog for BombingRun Beta 1.5b

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

Changes for BombingRun Beta 1.5
Also includes 1.43 changelog. 1.43 was not a full release, just an emergency patch so not all things were implemented yet.

IMPORTANT NOTE: Ini settings file location has changed. You will need to update the new place with your
settings. See below for more details.


All Ini settings have been moved to UTBombingRun.ini.
It turns out epic does not support specifying an ini file on the server command line any more
so it makes more sense to have these settings in our own file, especially in light of the
fact that we can have map settings sections now.

See [Bombing Run Settings UTBRSettings] section.
>>>>>Any settings in UTGame.ini are no longer used. You will need to reenter your settings.<<<<<
>>>>>Run the game once to have the default settings automatically setup for you.

Added Mutator ini setting! Any mutators in this setting will be automatically loaded.
For example Mutators=UTGame.UTMutator_Instagib,UTGame.UTMutator_LowGrav
will loaded instagib low grav in the game.
This also works for map settings, so you can have different mutators for each map on a single server.

You can now have custom settings for each map on one server!
For example, put this in UTBombingRun.ini and this map and only this map will run Low Grav Quad Jump.
[BR-Voidy-TempleBurner UTBRSettings]
MaxMultiJump=3
Mutators=UTGame.UTMutator_LowGrav

Added game settings to the UTBRBallBase actor so that a mapper can setup the map with the game settings they want.
In actor properties in map editor drill down to UTBRBallBase > Settings > UTBRSettings

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

Added new ini vars for custom feel of game. Default will be UT2003 feel.
Use WorldGravityZ, MultiJumpBoost, MaxMultiJump, AllowDodgeJumping to customize feel.
Use StandardUTFeel to get standard UT3 feel regardless of above settings.
Use GameSpeedMultiplier to adjust game speed.



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

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

Changes to ball physics to be more like UT2003. Used in conjunction with UT2003 feel ini settings,
which include adjustments to world gravity.

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 problem where sometimes bot wanted to shoot a score but wouldn't because body was not lined up towards goal properly

Ball carrier rings were staying visible in the spot carrier died if they changed teams

Ball launcher has a visible gun model now

Fixed issue where in net play with lots of bots the ball would become disabled

Changed icons on minimap to better looking icons.

Minimaps now use Epic's Full Detail feature. This makes players and vehicles to show up on minimap.

Made ball to bounce off vehicles

Fixed problem where ball could not be passed to a pass locked teammate in certain areas.
For example, base areas in HerosOfAnubis and MatrixLobby in general had this problem.

New enhanced spectator mode! Camera is now freely positionable by spectator and will follow the spectated player's
path and rotation.

Now displaying objective name of objectives when spectating

Spectator mode now can view players by clicking mouse

Bots will now boost ball to score and defend

Added PlayMovie console command. Available when you have the ball.
Can pass a movie name or number 1-8 for the campaign movies, for example, PlayMovie 1 for the intro movie.

Bots will now cover the general area of the objective, not just the objective.
This means defenders/attackers can cover courtyards and not just goal rooms,
bots holding a position will hold the general area (Hold This Position bots would crowd together in one place), etc.
Covering bots would run back and forth between two points and if they tried to get a super pickup would
not get it and then stop covering you and roam. Now they'll cover a wider area using a wide variety
if covering spots and stay covering you.

Bots will not only cover wide area but also make use of UTDefensePoints. They will prefer them but not always
use them. In regular ut game bots exclusive use of defense points made them easy predictable targets.

Defending and attacking bots were jumping into goals and dying.

Bots had tendancy to run back and forth between two points when covering an objective.

Bots will camp an appropriate amount of time instead of running around so much.

Bots will no longer attempt to defend from high places, not so good to defend from
a place where they tend to get stuck in and can't easily move out to chase the runner down.

Attacker bots will form front line with ball runner and move in with runner as runner gets nearer goal.

Attacker bots will understand if ball is under team's control and attack base instead of getting ball.

Allow player to call over ball runner bot using the Hold This Position or Cover Me commands.

Streamlined ai so that core ai always gets evaluated. This allows bots to be smarter about
getting weapons, vehicles and pickups as they are going to objective. This is the only UT game
type that does this. Even standard games are faulty in this area.

Bots will now take a path which puts them between base and ball, so they are attacking along a defensive line.

Fixed so that defending bots will now use all appropriate vehicles.
They wouldn't use certain vehicles. For example, in Heros defending bots would not use the Scavengers.

Fixed bug where bot would just stand there trying to reach a vehicle. The case the for scavenger in Heros,
because it's in a place which is only reachable with excellent jumping skills (way beyond a bot's lol).

Fixed bug where if you were in a vehicle bot would come up to you and hump your leg begging you to get out.

Bots will now reset the ball and also lob it far away when it's near home goal.

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

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.

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

EOF

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