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View Full Version : [UNREAL] New UT3 Patch.



Phopojijo
January 26th, 2009, 08:02 PM
Linked from News Post.




SUMMARY OF MAJOR FEATURES:
Major enhancements to Server Browser
Visual and menu flow overhaul for improved useability of user interface.
Significant AI improvements, especially in vehicle gametypes.
Client-side demo recording support
Improved networking performance.
Midgame map, game type, and mutator voting support
Award system using Steam Achievements
Improved mod support



Improved Steam integration
Steam Achievement support for Steam installations of UT3.
Integrated Steam Authentication support.
57 achievements mark your progress and mastery of UT.
Progress screen shows which awards you have earned, and completion progress on all awards.



Server Browser:
Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
Now displays each servers IP in the server details box
Added 'Join IP' and 'Spectate IP' buttons to the join game menu
Added an 'Add IP' button to the favourites menu
Modified the main menu to return to the server browser after disconnecting
Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
Updated server browser code, so that custom gametypes are properly filtered.
Added a 'List All Game Modes' selection to the server filter menu.
Added more information to the server browser player list.
Fixed servers not being added to history, when following a friend to a server
You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
Show "+" for player counts that are populated by bots.



UI:
Major visual and menu flow overhaul for improved useability.
Made the instant-action and host-game menus keep their settings.
Scoreboard double click functionality for kicking, messages to specific players.
Enabled gamepad stick sensitivity setting in UI.
Improved gamepad support on PC.
Added support for a whole mess of options on Advanced video settings page.
Easier to click buttons by fixing cases where mouse went just past them.
Max player counts always fit on all scoreboards.
Modifier cards should take display priority in toasts over character unlocks.
Improved voice command menu positioning and offsets.
Fixed showing as teleport destinations on map nodes which could not be teleported to.
Added tooltip while deployed in stealth vehicles to show drop deployable button.
Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
Show beacon with name of enemies in DM if they are close enough.
Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
Third position for powernode beacon, when just looking at base.
Added speaking icon to player beacons.
Portraits shown for player speaking with VOIP.
Fixed onslaught teleporter tooltip not always displayed correctly.
fixed toasts that don't shut down properly popping up later unexpectedly
More delay before going back to ambient music from action.
Fixed text being obscured after removing a friend from the friends list
Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
Fixed issue where playercard and friend message screens were disappearing.
Reduced chat log spam.
Fixed rules for showing "change team" button.



Vehicles:
Increased radius/volume of Manta, Raptor, and Viper engines.
Fixed scavenger legs disappearing in kill volumes.
Force occupied manta to rise if underwater.
Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
Increased water damage taken by vehicles.
Increased Goliath health.
Fixed nightshade beam weapon accuracy.
Fixed spidermines confused about nightshade that switches teams.
Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
Leviathan shield doesn't stay around after death.
Fixed leviathan passenger beacon positioning.
Fixed hoverboard rooster tail positioning when traveling over shallow water.
Fixed flag positioning on tracked turrets.
Fixed flying Manta exploit.
Fixed boost exploit with Fury vehicle



Weapons:
Added burn trail for link gun beam.
Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
Weapon throwing always enabled.
Improved force feedback for various weapon and pickup actions.
Simpler crosshair for instagib rifle.
Third person translocate sound.
Stinger now higher priority than flak cannon by default.
Back splatter decals for hits with sniper rifle, stinger, and enforcer.
Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
Fixed enforcer anim problems when become dual during initial loading.
No ammo display for instagib rifle.
Improved spidermine herding with Avrils.
Improved redeemer blast screen shake.
Spidermines work properly in deathmatch.
Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
Fixed trans discs getting stuck on instigator's head.



AI:
Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
Improved bot handling of navigation failures, don't stay stuck.
Bots understand ducking under obstacles with the Darkwalker.
Bots understand getting off hoverboard to use a lift.
Adjusted bot new enemy acquistion speed.
Low skill bots don't slow down if carrying flag.
Bots understand how to effectively use Orbs in Warfare much better.
Bots use the hoverboard more effectively.
Improved bot AI for using Translocator.
Improved AI for picking best weapon to use.
Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
Improved AI for using the Hellfire SPMA.
Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
Improved Manta/Viper AI for trying to run over enemy foot soldiers.
Improved stealth vehicle deployment AI.
Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
Fixed bots not able to get in Darkwalker secondary turret in some cases.
Fixed bot AI issues in secondary turrets.
Bots go after countdown nodes if core can't be attacked.
Fixed bots grabbing orb without getting all the way to orb spawner.
Improved AI for bots deciding whether to get out of vehicles and continue on foot.
Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
Bots fully understand kismet disabled nodes.
Improved bot AI for fighting enemies in Slow Fields.
Improved bot understanding of targeting occluded powernodes.



Demo Recording:
Added support for clientside demo recording.
Demo playback is now delayed until precaching completes.



Networking:
Fixed localization of certain networking messages received from different language server.
Improved dynamic netspeed system based on player counts.
Improved hoverboard smoothness in net games.
Friend following now attempts to place friends on the same team.
Added team balancing between matches.
Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
Networking bandwidth use optimizations.
Improved prioritization of actor replication.
Improved network pawn position update smoothing using mesh translation.
Tweaked finding floors for simulated falling pawns.
Yaw and pitch change smoothing for other players on clients.
Fixed character mesh not getting onto hoverboard right away in high player count games.
Improved turret replication in high player count games.
Fixed remaining cases where team color skins weren't being properly set.
Fixed clients auto-switching to better weapon when they stop firing.
Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
Make sure all audio components get cleaned up on seamless travel.
Fixed various exploits.



Server Administration:
Removed download speed limitations, when hosting LAN servers.
Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
Fixed buggy URL parsing function, which was breaking mutator advertising
Added code to recreate serveractors after seamless travel
Fixed case insensitivity issue with admin and game passwords
Added session banning, with the command: AdminSessionBan
Security fixes.
Added config variable 'SpawnProtectionTime' to UTGame.ini.
Optimized stats sending bandwidth.
Support `n as \n in MOTD.



Engine:
Collision Octree optimizations
Particle system optimizations
Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
Removed unnecessary profile saves, improved saving progress when player expects it.
Improved Garbage collection performance.
Optimized decals.
Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).
To enable, add the following to your UTGame.ini file
[UTOnslaughtNodeTeleporter]
bRealtimeCapture=true



Game:
Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
CTF flag is hidden for player carrying it.
Can no longer teleport to node that is under attack.
Improved victim death messages (precise cause of death).
In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
Fixed scoreboard issues during seamless travel.
Fixed lifts returning if you jump or get shot while on them.
Play taunts on upper body only for moving players.
Fixed black boxes on Leviathan shock balls.
Fixed lighting on first person spidermine death effect
Improved code for leaning players which are going around turns.
Reduced foot jittering on stairs.
No team change penalty for automatic swaps.
Improved lighting for characters.
Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
Fixed winner pawn rotating after round ends.
Fixed sender not hearing autotaunts.
Fixed krall missing footstep sound notifies.
Fixed bots leaving game affecting TDM team score.
Fixed bad low LOD meshes (spiky when feigning or dead).



Mod support:
UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
Added support for stretching IK limbs (see SkelControlLimb.uc).
Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
Added spectator notification hooks to Mutator.uc:
- AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
- AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
- NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
- NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
- 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
- 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
- Added team change notification hooks to Mutator.uc
- AllowChangeTeam: Allows mutators to prevent players from changing team
- NotifySetTeam: Notifies mutators when a player successfully changes team
Added bCanRagdoll flag to UTPawn for mod authors.
Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
Made UIObject 'ResolveStyles' function accessible to script.
Added support for loading a Splash.bmp in a mod directory.
Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
Added code to reinitialize ServerActors after seamless travel
Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
- 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
- Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
- Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'



Level specific:
Fixed redeemers nopt able to damage power cores in Islander.
Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
Fixed collision issues in VCTF-Suspense and Suspense_Necris.
Fixed real-time teleporter portal updates in WAR-Avalanche.



Maplists
The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
- To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
For example, Maps=("DM-Arsenal","DM-Biohazard") in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard")
Configuration options for [UTGame.UTMapListManager]:
- GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
MapReplayLimit: The number of matches which must pass before any one map can be played again
ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
AutoEmptyOptions: The same as 'AutoStripOptions', except these options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")

Configuration options for [UTGame.UTMapList]:
- Maps: The list of maps used by the maplist, options:

Map: The filename of the map (minus the file extension)
ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)
LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime



Voting
Added support for midgame voting for maps, game types, and mutators.
All vote related variables have been moved to UTVote.ini
- To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: 'bAllowMapVoting', 'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'), 'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now 'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and 'InitialVoteDelay'.
Added new configuration options 'InitialVoteTransferTime' and 'RushVoteTransferTime'; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu
Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through 'GameProfiles' under [UTGame.UTMapListManager]; configuration options in UTVote.ini:
- bAllowGameVoting: Enable/Disable gametype voting
Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
bAllowMutatorVoting: Enable/Disable mutator voting
VotableMutators: The list used to determine which mutators should be votable, options include:
MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
MutName: The name that is displayed on the vote menu for this mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game will attempt to set this automatically

MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame
Added kick voting; configuration options:
- bAllowKickVoting: Enable/Disable kick voting
- bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
- MinKickVotes: The minimum number of votes required in order to kick a player
- KickVotePercentage: The percentage of votes required in order to kick a player

ultama121
January 26th, 2009, 08:18 PM
:awesome:

Just what was needed.

t3h m00kz
January 26th, 2009, 09:09 PM
GOD DAMN!

That's quite an update. Can't wait.

NuggetWarmer
January 26th, 2009, 11:50 PM
Some cool additions there. :D

Reaper Man
January 27th, 2009, 10:54 AM
Sweet, gotta love how optimized UT3 is, even with my relatively old system, most things are maxed out for me, and now, more optimizations? :-3

Phopojijo
January 27th, 2009, 11:27 AM
Yeah, Epic has always been good at supporting their fan base.

They're still acting a bit weird though on the console side of things... so I'm not vouching for them 3 years down the road... but yeah.

Malloy
January 27th, 2009, 11:28 AM
VOTING SYSTEM, YAYER

Needles
January 28th, 2009, 05:55 PM
So is this new, or in progress?

The optimization it already has is great, my 8600gt plays it at 1680x1050, world detail 3 and texture detail 4 at a constant 40+fps, with an uncommon dip to 35.

MetKiller Joe
January 30th, 2009, 07:44 AM
Just went through the list. That's really comprehensive; I can't wait to see how everything functions after this.

Terin
January 30th, 2009, 09:42 AM
Reposting from the news thread:

Wow, Steam can now accept retail UT3 keys for registration. Anyone who has UT3 also can get it on Steam now. Source. (http://store.steampowered.com/news/2204/)

What a great move by Valve and Epic.

JunkfoodMan
January 30th, 2009, 03:04 PM
Reposting from the news thread:

Wow, Steam can now accept retail UT3 keys for registration. Anyone who has UT3 also can get it on Steam now. Source. (http://store.steampowered.com/news/2204/)

What a great move by Valve and Epic.

Ah sweet, doin dat now.

flibitijibibo
January 30th, 2009, 09:49 PM
Yup, just did it now. Installation was a bit roundabout seeing as you had to uninstall your game, then reinstall it through Steam, but all my mods/account settings/etc. were retained. Thanks Valve/Epic! Now you can put GoW2 on PC without this piracy excuse.

Edit- Just realized the Unreal Editor isn't in the tools section or anything. Anyone know if this is being/has been addressed?

Edit 2- Oh, duh. Thanks.

Phopojijo
January 30th, 2009, 10:15 PM
Yup, just did it now. Installation was a bit roundabout seeing as you had to uninstall your game, then reinstall it through Steam, but all my mods/account settings/etc. were retained. Thanks Valve/Epic! Now you can put GoW2 on PC without this piracy excuse.

Edit- Just realized the Unreal Editor isn't in the tools section or anything. Anyone know if this is being/has been addressed?You just launch the program with the -editor parameter.

CN3089
February 8th, 2009, 11:20 AM
http://i29.photobucket.com/albums/c251/CN3089/Emoticons/emot-siren.gif http://epicgames.com/download/UT3Patch4Beta1.exe http://i29.photobucket.com/albums/c251/CN3089/Emoticons/emot-siren.gif

hth

Phopojijo
February 8th, 2009, 12:53 PM
Cool dude.

Jean-Luc
February 8th, 2009, 01:56 PM
Loving how sleek the new menu is :D

ultama121
February 8th, 2009, 06:28 PM
Dling right now. :awesome:

This patch is taking ****ing forever to download...

t3h m00kz
February 11th, 2009, 04:29 AM
404

ffffffffffff

Lateksi
February 11th, 2009, 05:12 PM
Yeah... Does someone know where we could still get the beta patch? I tried googling but it only came up with old patches.

CN3089
February 11th, 2009, 05:34 PM
http://files.filefront.com/UT3Patch4Beta1exe/;13252305;/fileinfo.html

~linkmaster~

jngrow
February 11th, 2009, 07:13 PM
motion BLUUUUURRRR

Phopojijo
February 11th, 2009, 07:22 PM
No you're just drunk... on a Wednesday night... for shame :shake:

Ki11a_FTW
February 12th, 2009, 07:15 PM
Ive had this for a while, pretty intense, to bad i cant see any servers with it for some reason though >_>

ultama121
February 12th, 2009, 07:34 PM
That's because there are no servers with this patch. Lul.

Needles
February 12th, 2009, 08:28 PM
That's because there are no servers with this patch. Lul.

I think I'll wait till they come out with a final release then.

Also, are they going to fix nvidia drivers 181.20 & 181.22 from crashing the game after 2-5 sec when trying to play warfare online?

Phopojijo
February 13th, 2009, 11:15 PM
I think I'll wait till they come out with a final release then.

Also, are they going to fix nvidia drivers 181.20 & 181.22 from crashing the game after 2-5 sec when trying to play warfare online?That's probably in nVidia's court.

Ifafudafi
February 15th, 2009, 12:26 PM
Downloading, fuck yeah

Hope they get some servers up soon, I hate bots.

DaneO'Roo
February 18th, 2009, 04:06 AM
fucking great, however, I'm not sure if it was the patch or not, but for some reason, on map load ALL the textures are blurry ( yes i know this is normal for a few textures, but this is WAY overboard, for about 15 seconds it looks like im running in 640x480) and have to be cached after quite an extended time period.

Could be nvidias new drivers though. They fucked my L4D, i wouldn't be surprised what else they fucked. Stay away from any drivers 1.80 or over. 1.79 are fine. They fixed Mirrors edge, yet they broke everything else.

Phopojijo
February 19th, 2009, 12:55 AM
Did you try the new WHQL? Apparently they fixed a lot of UT3 and L4D bugs.

Needles
February 20th, 2009, 07:39 PM
I wouldn't get the new drivers, they're worse. The new nvidia drivers, instead of crashing the game type warfare, now crashes my game as soon as it starts.
The new drivers also crash cod4 multiplayer. If you have either games, don't get the new drivers. I hate how all the new drivers have been fucking up my games, I'm going ATI next time I get a graphics card.

Warsaw
February 21st, 2009, 09:51 PM
Hmmm, new patch is awesome. And I'm running Forceware 91.82. No issues here. I do have texture popping when the map first loads, but that's to be expected on my hardware.

DaneO'Roo
February 23rd, 2009, 07:31 AM
Forceware 91?


what the christ


Also, downloaded even newer nvidia drivers, now ut3 and l4d are freezing with sound loops and are generally fucked in the anus. Ironic, because they are the only 2 games I've actually bought hard retail copies of within the last year or so. Spent 100 bucks on them each as well.

Good game Nvidia. How the fuck do they manage to break things with a new patch.

Warsaw
February 24th, 2009, 09:29 PM
If it ain't broke, don't fix it. The newer Forceware releases create serious frame lag on some of the older games that I still play frequently (the Battlezone series in particular), so I stick with what works.

Also, I think it is worth noting how the older drivers seem to be working better than the newer ones.

DaneO'Roo
February 25th, 2009, 05:15 AM
Hmm, looks like I'll be experimenting with my driver download archive then.

Jean-Luc
March 1st, 2009, 02:19 PM
4 more days...:(

CN3089
March 5th, 2009, 05:11 AM
e2:
http://files.filefront.com/UT3Patch4exe/;13412734;/fileinfo.html
http://files.filefront.com/UT3TitanPackexe/;13412928;/fileinfo.html

http://i29.photobucket.com/albums/c251/CN3089/Emoticons/emot-ninja.gif

Terin
March 5th, 2009, 09:22 AM
Just have to wait for the Steam version to come out now. :x

EDIT: So it's out, in the form of "Unreal Tournament 3 Black", of all things. Still is a free update, and there's even a free weekend on Steam for it. The price is $12 down from $20. Not as good as the $10 I got it for during the Christmas sale, but really damn close.

Phopojijo
March 5th, 2009, 09:20 PM
Yeah I saw that too and posted it as news.

itszutak
March 6th, 2009, 01:42 AM
Servers are too busy vOv

Terin
March 10th, 2009, 10:19 PM
Holy fark guys

Unreal Tournament 3 Black, the fully updated version of UT3 with the Titan Pack, has enjoyed an increase of over 2000% in simultaneous player numbers since its March 5th release and last week's Free Weekend on SteamThis better change Epic's mindset about PC games. :awesome:

Sauce. (http://store.steampowered.com/news/2334/)

Sel
March 10th, 2009, 10:21 PM
gamenight anyone?

ultama121
March 10th, 2009, 11:49 PM
Sure. It's an good gaem.

Rook
March 11th, 2009, 12:23 AM
gamenight anyone?
Yus

Phopojijo
March 11th, 2009, 12:38 AM
What mindset? Epic was always pro PC games... They were just getting a lot of cash from the console manufacturers.

t3h m00kz
March 13th, 2009, 05:34 AM
FFFFFFF

WOW

I never thought I'd see the day. Had the game since it's release, I figured it'd always be dead because of a crappy start...

Phopojijo
March 13th, 2009, 01:33 PM
Yeahhh the + means bots.

That said, yes there are like 20x as many players as there was before...

itszutak
March 14th, 2009, 02:42 AM
I'll have to say, I'm hooked and I think I also am liking UT2004. Working my way down the line of UT games :v:

Having seen Muki's versions of the UT04 weapons in Halo first, it's disorienting to shoot them and notice they're exactly the same. Luckily, that conversion was spot-on (damage-wise as well) and is helping me greatly to adapt to the entire UT series.

t3h m00kz
March 14th, 2009, 05:09 AM
I'll have to say, I'm hooked and I think I also am liking UT2004. Working my way down the line of UT games :v:

Having seen Muki's versions of the UT04 weapons in Halo first, it's disorienting to shoot them and notice they're exactly the same. Luckily, that conversion was spot-on (damage-wise as well) and is helping me greatly to adapt to the entire UT series.

Except my Flak Shell has too much damage and my rockets are a bit too weak :saddowns:

But yeah. GLAD TO HEAR IT'S ADAPTABLE LOL

Lateksi
March 14th, 2009, 05:48 AM
Would be great if someone played the maps, too. They're really good. :/

Phopojijo
March 14th, 2009, 09:52 PM
Heh, all that stuff changes with every Unreal iteration too...

The original shock combos did like... 1200pts of damage if you were uDam'd.

Yeah, it'd literally kill you 12x over.

t3h m00kz
March 14th, 2009, 10:05 PM
The original Shock Combos were NOT something you wanted to fuck with, that's for sure

All the weapons in UT1 seemed to do tons more damage than they did in the later games. And holy GOD was the sniper unbalanced, it was the M6D of the Unreal universe

Phopojijo
March 14th, 2009, 10:26 PM
Uhhh... yeah. That's because your head has a hitbox the size of a yogaball :p

itszutak
March 15th, 2009, 02:12 AM
Uhhh... yeah. That's because your head has a hitbox the size of a yogaball :p
I can still pull off insta-headshots in UT3 with the sniper at mid-to-close range without trying.

In fact, it's a great close-quarter weapon :v:

E: And I'll have to say I'm dissapointed with UT3 shock combos. It's actually more effective to just spam secondary trigger. And that's terrible.

DaneO'Roo
March 15th, 2009, 08:23 AM
yeah I agree, the shock combos area of effect should be much larger, much more rewarding.

TeeKup
March 15th, 2009, 12:01 PM
I can still pull off insta-headshots in UT3 with the sniper at mid-to-close range without trying.

I thought I was the only one that did this. In facing worlds when I still had the game, headshots were the easiest thing. :v

Rook
March 15th, 2009, 01:34 PM
E: And I'll have to say I'm dissapointed with UT3 shock combos. It's actually more effective to just spam secondary trigger. And that's terrible.
They're not that bad.

t3h m00kz
March 15th, 2009, 11:27 PM
I'd say it's half and half between shock combos and secondary trigger. The primary fire is honestly kind of weak unless you're pro as shit at leading your shots properly, IE being an instagib/sniper master.

Warsaw
March 16th, 2009, 10:18 PM
Leading? With a shock rifle? I think the issue with the primary fire on the shock rifle is that it is hit-scan and perfectly accurate with absolutely no aim assist, making it extremely difficult to place on the target...we are inherently trying to correct for spread/lead target because of lag/slow projectiles, and the ASMD just doesn't need that.

t3h m00kz
March 16th, 2009, 11:08 PM
Leading? With a shock rifle? I think the issue with the primary fire on the shock rifle is that it is hit-scan and perfectly accurate with absolutely no aim assist, making it extremely difficult to place on the target...we are inherently trying to correct for spread/lead target because of lag/slow projectiles, and the ASMD just doesn't need that.

Internet latency. :eng101:

Warsaw
March 17th, 2009, 03:44 PM
Never had a problem with that before. In UT, when it lags, it usually works like this: you shoot the guy, and the hit registers a little behind schedule. No leading involved...=/