Welcome to Annihilation Cell Unit Unreal Tournament clan website.

Anyone is welcome to hop in and have a chat, so please register youself an account and come say hi on the forums.

To stop spammers swarming the site, upon registration you will need a confirmation code, current code is: "spammers eat shit" (without quotes)

NEWS: Check out our slightly retarded new friend site Internet Retards drop by and have a chat.
Ken's picture

Looks like there is still some small hope that the linux ut3 client will be released someday.

Some vague hope for the UT3 Linux client
Some vague hope for the UT3 Linux client

These were taken from Ryans finger server so it's straight from the horses mouth.

Quote:

Unreal Tournament 3:

Seriously, there's no conspiracy.

...so stop sending me email suggesting that Microsoft is paying to block this.

--ryan.

Tags:
Ken's picture

And here's the proof

Ken's picture

I just tweaked the cache a bit, added css files and javascripts to the caching functions.

It shouldn't have any adverse effects, but please let me know if you notice page loading has gotten faster, or any bugs.

Also, I added an option so you can chose to hide the server status block on the frontpage. It's pulled from an external server status site which sometimes is slow to respond and slows down loading of the frontpage.

To hide it, go to your account, click edit and find the block configuration heading and uncheck the server status block.

Ken's picture

Network Solutions

For some reason auto renew on this domain was randomly turned off, it's the first thing I make sure is always turned ON for any domain I care even remotely about.

Luckely I also payed for domain protection for this domain, so it can't be snagged up until 3 months after it expires so it finally payed of shelling out those extra $$

Ken's picture

Here we go, first company to fuck over net neutrality.

The new CEO of Virgin Media is putting his cards on the table early, branding net neutrality “a load of bollocks” and claiming he’s already doing deals to deliver some people’s content faster than others. If you aren’t prepared to cough up the extra cash, he says he’ll put you in the Internet “bus lane”.

What the fuck is wrong with people putting up with this? Here in Scandinavia ISPs are falling over themselves to offer faster and cheaper connections, no packet shaping, no bandwidth limitations, everything's flatrate. In the last couple years my ISP has DOUBLED my line speed without charging more, I started with 2mbit way back, then it was upped to 3, then 4 and around last year 8mbit and all that keepting the same price, hell it even got cheaper I think. Last month I downloaded (According to my newsreader) around 80 gigs, yes that's EIGHTY GIGABYTES and I have been doing around that pr. month the last 4 years at least, never heard a peep from my ISP, they just keep giving me more bandwidth, shit they even give us a free news server to leach from.

This is not only me, most of my friends do the same. Prices keep dropping, bandwidth keep increasing. What the fuck is wrong with the rest of the worlds ISPs that they constantly search for new ways to screw over thier own customers?

More here: http://torrentfreak.com/virgin-media-ceo-says-net-neutrality-is-a-load-o...

Also a good video explaining the situation here in case you are confused about what net neutrality is, and why this is important: http://stopvirgin.movielol.org/

If you can, please link the above site on as many places as you can, apparently youtube/google is in on this deal somehow because the videos about this on googlevideo and youtube are being marked as spam even when the video has over 30.000 subscribers by now, very fishy.

Ken's picture

Oh yeah, new bonuspack just released.

2 new CTF maps and a DM map

1 - Facing Worlds (CTF-FacingWorlds.ut3)
2 - SearchLight
3 - Morbias

I'm putting up a Face server to see if that will put some life back into CTF, look for "[acu] In Yo Face!" in the ctf server browser.

download the new Epic Bonuspack for Unreal Tournament UT3 here

http://download.beyondunreal.com/fileworks.php/official/ut3/ut3bonuspack...

Tags:
Ken's picture

Looks like we finally got a high enough google score to make the spambots notice the scent. Lately if you look at the registrations lots of accounts have been created with random names.

Time to employ the spam buster plugins.

Update:

Spammers stopped dead, better go back to that job flipping burgers you scum.

Tags:
Ken's picture

Unreal Tournament 3 patch v1.2 UT3 patch download

Aww they removed the links, fuckers and they set the forums so google doesn't cache them so I couldn't grab the links.

Gameplay:

- Increased UTGame MaxPlayersAllowed to 64.

- Fixed leviathan turret instant refire exploit.

- Fixed errant lock on warnings when no longer in vehicle.

- Fixed first person weapons in demo playback.

- Fixed translocator telefrag victim message.

- Fixed encouragement sounds not being randomly picked by bots.

- Implemented viewobjective spectating system for Warfare.

- Fixed berserk held by driver applying to all vehicle turrets.

- Only force low gore on German versions that were low gore only before being patched.

- Fix for unnecessary content staying in memory on seamless travel.

- Fixed shaped charge node exploit.

User Interface:

- Clicking on the settings tab goes to directly to the full settings menu.

- Added VOIP speaker portraits to HUD.

- Fixed character portraits sometimes not showing up on HUD or not staying up long enough.

- The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.

- Fixed the CD key always prompting when the user has no network card

- Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.

- Added UI option to hide objective paths (the white arrows).

- Added UI option to enable joystick support.

- Added JOIN to midgame menu when spectating.

- Added cancel button to "logging in" message box.

- Added support for auto-updating UI with new options.

- Improved language support for French, Spanish, Italian, and German.

- Joystick key bindings in UI display properly.

- Added game and UI support for customizing crosshair scaling.

- Added "Add Favorite" button to Server Browser server list tab.

- Fixed favorites Tab Page server details not updating.

- Improvements to voice menu. Added "status" section.

- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads

- Show "Change Team" button before the match has started.

- Added support for localized "single score needed" string.

- Tweaked some HUD message font sizes.

- Favorites/History lists list servers that are currently offline.

- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.

- Fix for end of round scoreboard displaying extra "Player" bots.

- Fixed leviathan deploy icon positioning.

Networking:

- Added support for autodownloading packages while in gameplay or while travelling.

- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.

- Fixed dedicated server memory leaks.

- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.

- Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.

- Fixed spectators being unable to move after a level transition.

- Fixed track turrets being in the wrong position on clients in some cases after being destroyed.

- ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.

- Fixed HTTP download compression.

- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time

- Fixed a bug where in rare cases packages would get downloaded twice.

- Fixed spectators able to enter as extra players in Duel.

- Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.

- Fixed bots not replicating their view pitch, so their animation looks better in net games.

- Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.

- Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.

- Fixed client crash if the user disconnects while downloading a file during a seamless travel.

Server administration:

- TCPLink and Webadmin functionality implemented.

- Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.

- Fixed being unable to kickban players with | in their names.

- Added versioning information to the game settings

- Dedicated servers don't require DirectX shader model 2.0

- Fixed AdminForceTextMute and AdminForceTextUnmute.

- Restored the compress and decompress commandlets.

- Fixed AdminCmdOk() function not working properly if you were the listen server.

- Banned IDs readability improved.

- Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.

Mod support:

- Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.

- Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.

- Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS

- Weapons now take roll from player viewrotation.

- Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.

- Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.

- Fixed Change Node Status Kismet action not working on fully constructed powernodes.

- Merged ageia particle fixes.

Map specific:

- Fixed DM-Deck get out of world exploit

- Fixed DM-Gateway portals sometimes sending you back to your starting point.

- Fixed CTF-Coret collision exploit.

- Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.

AI improvements:

- New orb carrier strategy AI.

- Improved bot hoverboard use.

- Reduced bot orb spawner camping.

- Fixed bots stuck on orb spawner unable to grab flag.

- Low skill bots use artillery properly.

- Tweaked shooting at nodes vs shooting at enemies.

- No human bonus to threat value.

- Improved threat picking AI, taking into account effectiveness of bot's weapon.

- Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.

- Bots tend to stay on same enemy more, and focus on key vehicles more.

- Tweaked campaign auto skill adjust.

- Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.

- Tweaked rules for whether to attack node or enemy first.

- Improved bot AI for defending nodes with an orb.

- Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.

- Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.

- If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.

- Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.

- Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).

- Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.

- Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.

- Adjusted bot reaction time to seeing new enemies.

- Improved bot AI for dealing with lifts and hoverboards.

- Bots taunt after winning a match.

- Bots now can be fooled by feign death.

- Sandstorm has more impact on bots being able to acquire/aim at enemies.

--------------------------------------------------------------------------------------------------

Changes from v1.1 are also included. These changes are listed below:

Gameplay:

- Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues.

- Fixed feigning death into/through ForcedDirVolumes.

- Fixed grenade effects in water.

- Increased hellbender rear turret damage.

- Reduced Goliath machine gun spread, plus slight damage increase.

- Fixed warfare scoring for locking down a prime node not called "prime node".

- Slightly increased momentum taken from damage by mantas and vipers.

- Flak, Rocket, and Shock do slightly more damage to manta and viper.

- Made sure Hellfire SPMA cannon can't fire through walls.

- Increased incoming SPMA fire sound radius.

- Fixed impact jumping with hoverboard.

- Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible

- Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring.

- Players now stop moving when they fire the Redeemer guided warhead

- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server.

- Disabled attenuation/spatialization on mission briefing sounds.

- Fixed stats being recorded for spectators

AI:

- Improved bot AI with darkwalker.

- Tweaked bot voice message frequencies.

- Bot aiming tweaks.

- Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle.

- Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle.

Demo playback:

- Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached.

- Demos can now be paused.

- By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change.

- Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name

- Added a "Delete Demo" button to the demo playback menu.

- Demo playback now properly handles rotation when viewing a Pawn in first person.

- Fixed looking around while spectating a vehicle.

Server Browser:

- Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page.

- Added 'Join as spectator' feature.

- Server browser uses smaller font to display more servers.

- Fixed custom mutators not appearing in server browser.

- Fixed custom gametypes not displayed in server browser's window.

- Fixed server browser's listed MaxPlayers being incorrect.

- Added filter option for dedicated servers.

- Fixed server browser showing an incorrect goal score and time limit when the .ini values were used.

- Fixed incorrect mutators appearing in server browser details if client & server are not using the same language

User Interface:

- Can now save settings/progress even if have never created a profile.

- Added ping and connect time to scoreboard.

- Removed annoying confirmation menu when starting a game.

- Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).

- Added a Messages tab to the mid game menu.

- Friends messages now saved until explicitly deleted.

- Finer control over mouse sensitivity, using an edit box instead of a slider.

- Added framerate smoothing and FOV options to the advanced video menu.

- Increased max players/bots in menus to 32.

- Fixed auto switching to vote menu at end of match.

- Improved mid game menu performance (don't render world behind it).

- Added version number to main menu.

- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).

- Filter settings are now saved to the .ini file

- Pure and Locked filter options now default to "Any"

- Fixed flickering when downloading files

- Fixed up the GDF project for Vista

HUD:

- Added the killer weapon to victim messages.

- Fixed flag and orb scaling in minimap at high resolutions.

- Fixed node teleporter not showing "You can't teleport with orb" message on clients.

- Fixed situations where "get in vehicle" pictograph wouldn't work correctly.

- Still draw the clock on the scoreboard after the game is over.

- Fixed Duel HUD issues.

- - Added the ability to specify custom simple crosshair coordinates for weapons, with new config properties bUseCustomCoordinates and CustomCrosshairCoordinates.
To change the crosshair used for all weapons, add the following lines to the [utweapon] section of the UTWeapon.ini file:

bUseCustomCoordinates=true
CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25 )

where the CustomCrosshairCoordinates have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL specify the size of the texture area to use.
To use a different crosshair for a specific weapon, simply add those two lines to the appropriate weapon specific section in UTWeapon.ini.

Networking:

- Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT.

- Fixed team scores very rarely not updating for a client.

- Fixed bot faction option when running a listen server.

- Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default.

- Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling.

- Bullseye stats are now properly recorded.

- Fixed clients not travelling to downloaded maps correctly.

- Fixed the client and server getting into a loop sending each other close messages in some situations.

- Quick match incorporates player rating into search decision.

- Fixed issue where Vista clients would not receive all servers from a server browser search.

- Applied proper fix to suppressing voice on dedicated servers.

- Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions.

- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading)

- Fixed losing your custom character mesh after changing teams during a match.

- Fixed HTTP redirection for mod autodownloading

- Fixed autodownloaded mods not being loaded correctly in some cases

- Fixed orb rebuilding not being played correctly on clients if the orb was destroyed by an enemy player

- Implemented DUEL match stat reporting for gamespy ladder

- Fixed "open" console command not working when an Internet server address is specified

- Added "BecomeActive" exec to switch from spectator to player

Server Administration:

- Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers).

- Dedicated servers do not require CD keys.

- Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\

- Added QueryPort configuration and command line option.

- Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change.

- Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command.

- Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser.

- Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others

- Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others

- Updated AdminPlayerList to show the PlayerID of the players on the server.

- Updated Kick/Ban to allow for using either the player name or the id

- Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server

- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower.

Map Specific

- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.

- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.

- Fixed some VCTF-Suspense pathing issues.

- Fixed issues with circular lift on DM-Deimos.

- Fixed translucent mesh sorting issues in DM-Gateway.

- Fixed various map collision bugs

- Improved bot AI with Leviathan in Torlan

Campaign/Co-op:

- Fixed a bug that could cause too many bots to be added to co-op matches in some cases.

- Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level

- Fixed extra copy of a character when a human player leaves a co-op game at the right time.

- Changed network loss during single player to result in player signed in locally.

Modding:

- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array.

- Fixed custom gametype midgame menus not being used correctly.

- Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work.

- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy.

- Added support for custom gametypes showing up on their own in the server browser. The game class needs to implement UpdateGameSettings() and call GameSettings.SetStringSettingValue() to set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's menu .ini data, set GameSearchClass to "UTGameSearchCustom".

- Fixed cooking a map sometimes deleting all other mod files in the Published directory

- Fixed bPostRenderIfNotVisible flag

Tags:
Ken's picture

Here's how to create a dropflag keybind:

Bindings=(Name="KEY",Command="dropflag",Control=False,Shift=False,Alt=False)

Tags:
Ken's picture

Yesss, webadmin finally about fucking time.

This is a kickass list of improvements, these are my favorites:

- Added UI option to hide objective paths (the white arrows).
- Clicking on the settings tab goes to directly to the full settings menu.
- Added JOIN to midgame menu when spectating.
- Added game and UI support for customizing crosshair scaling.
- Added "Add Favorite" button to Server Browser server list tab.
- Fixed favorites Tab Page server details not updating.
- Show "Change Team" button before the match has started.
- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.
- Added support for autodownloading packages while in gameplay or while travelling.
- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
- Fixed spectators being unable to move after a level transition.
- Fixed HTTP download compression.
- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
- TCPLink and Webadmin functionality implemented.
- Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.
- Fixed being unable to kickban players with | in their names.
- Restored the compress and decompress commandlets.
- Added support for auto-updating UI with new options.

Gameplay:

- Increased UTGame MaxPlayersAllowed to 64.

- Fixed leviathan turret instant refire exploit.

- Fixed errant lock on warnings when no longer in vehicle.

- Fixed first person weapons in demo playback.

- Fixed translocator telefrag victim message.

- Fixed encouragement sounds not being randomly picked by bots.

- Implemented viewobjective spectating system for Warfare.

- Fixed berserk held by driver applying to all vehicle turrets.

- Only force low gore on German versions that were low gore only before being patched.

User Interface:

- Clicking on the settings tab goes to directly to the full settings menu.

- Added VOIP speaker portraits to HUD.

- Fixed character portraits sometimes not showing up on HUD or not staying up long enough.

- The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.

- Fixed the CD key always prompting when the user has no network card

- Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.

- Added UI option to hide objective paths (the white arrows).

- Added UI option to enable joystick support.

- Added JOIN to midgame menu when spectating.

- Added cancel button to "logging in" message box.

- Added support for auto-updating UI with new options.

- Improved language support for French, Spanish, Italian, and German.

- Joystick key bindings in UI display properly.

- Added game and UI support for customizing crosshair scaling.

- Added "Add Favorite" button to Server Browser server list tab.

- Fixed favorites Tab Page server details not updating.

- Improvements to voice menu. Added "status" section.

- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads

- Show "Change Team" button before the match has started.

- Added support for localized "single score needed" string.

- Tweaked some HUD message font sizes.

- Favorites/History lists list servers that are currently offline.

- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.

Networking:

- Added support for autodownloading packages while in gameplay or while travelling.

- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.

- Fixed dedicated server memory leaks.

- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.

- Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.

- Fixed spectators being unable to move after a level transition.

- Fixed track turrets being in the wrong position on clients in some cases after being destroyed.

- ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.

- Fixed HTTP download compression.

- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time

- Fixed a bug where in rare cases packages would get downloaded twice.

- Fixed spectators able to enter as extra players in Duel.

- Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.

- Fixed bots not replicating their view pitch, so their animation looks better in net games.

- Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.

Server administration:

- TCPLink and Webadmin functionality implemented.

- Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.

- Fixed being unable to kickban players with | in their names.

- Added versioning information to the game settings

- Dedicated servers don't require DirectX shader model 2.0

- Fixed AdminForceTextMute and AdminForceTextUnmute.

- Restored the compress and decompress commandlets.

- Fixed AdminCmdOk() function not working properly if you were the listen server.

- Banned IDs readability improved.

- Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.

Mod support:

- Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.

- Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.

- Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS

- Weapons now take roll from player viewrotation.

- Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.

- Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.

- Fixed Change Node Status Kismet action not working on fully constructed powernodes.

Map specific:

- Fixed DM-Deck get out of world exploit

- Fixed DM-Gateway portals sometimes sending you back to your starting point.

AI improvements:

- New orb carrier strategy AI.

- Improved bot hoverboard use.

- Reduced bot orb spawner camping.

- Fixed bots stuck on orb spawner unable to grab flag.

- Low skill bots use artillery properly.

- Tweaked shooting at nodes vs shooting at enemies.

- No human bonus to threat value.

- Improved threat picking AI, taking into account effectiveness of bot's weapon.

- Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.

- Bots tend to stay on same enemy more, and focus on key vehicles more.

- Tweaked campaign auto skill adjust.

- Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.

- Tweaked rules for whether to attack node or enemy first.

- Improved bot AI for defending nodes with an orb.

- Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.

- Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.

- If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.

- Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.

- Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).

- Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.

- Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.

- Adjusted bot reaction time to seeing new enemies.

- Improved bot AI for dealing with lifts and hoverboards.

- Bots taunt after winning a match.

Tags:
Ken's picture

WickeD at unrealNA found a way to get server history working once it eventually stops working.

open your UTGame.ini and search " GameSearchHistory " you will find some #'s that identify servers (your favorites is right under it).

History stops working cause epic was smart enough to not make it overwrite and when the slots run out it just stops working and displaying.... or some shit.

ANY WAY just delete all lines under
[UTGame.UTDataStore_GameSearchHistory]

Source: http://www.unrealna.com/forums/showthread.php?t=915

Ken's picture

ok, since favorites is fucked here's how you can at least get something...

Create a text file in the folder where ut3.exe is, name it after your favorite server, say acu.txt

in this text file enter:

open xxx.xxx.xxx.xxx

Where X's are ip address.

Now when you wanna join server open console (F10) and type:

exec acu.txt

Crude, but easier than remembering the ip addresses of your favorite servers.

Tags:
Ken's picture

Well that blows, but he is releasing the source so anyone can pick up where he left.

Thanks to Lotus for his hard work on UTComp and CustomUT and GL/HF IRL.

http://unrealna.com/forums/showthread.php?t=895

Ken's picture

I find this fucking funny, a mouse that's like 4 years old kicks the snot out of everything on the market, and rapes all the shit expensive lazor mice and you can get it for peanuts still.

http://www.esreality.com/?a=longpost&id=1265679&page=1

I was looking for a new mouse as my G5 is allready fucking up on me and since I gone down in sens. a bit it has tons of negative acceleration that fucks me up.

They say it's hard to get, but the local computer store list that they have 4 of them in stock...

Until tomorrow that is, then they will suddenly be sold out

Tags:
Ken's picture

Getting tired of playing public servers with no teamwork and no communication?

acu is always looking for new friendly players to join us. While we do play competitively on ladders and in cups, you can join if you just want someone to play with that are organized and fun to hang out with, you can play with us for fun or practice with us and join us and play official matches if you want. All players will receive training if they want to get better. We also have a teamplay bible with tons of info on how to become a better player that all acu members will have access to.

acu is a friendly clan, we don't want players that talk trash and are unfriendly to others, we are all over 18 (lol understatement) so you should probably be to, but if you'r mature for your age give it a shot anyway.

You will need a headset and have teamspeak installed as we use that to communicate in game and it's load of fun to, especially when the Swedes are talking

So, if you'r interested in seeing how it's like to play with people that doesn't run around like headless chickens doing whatever in a team based game like ctf...

Join us today! ((((*hypnotic stare*))))

You can reply to this post, or join #acu on quakenet to get in touch with us, go on, we won't bite ya!

Tags:
Ken's picture

Due to lack of players that returned to UT3 from UT2004, we are in need af people to play with us on the clanbase ladders and cups.

Open Positions:

  • 2 Attackers
  • 2 Defenders

Most acu players has been playing unreal since ut99 demo days so we need experienced players that are used to playing positions and working as a team.

You must be able to play a couple trains a week, have IRC, TeamSpeak installed and a headset. You should also be able to speak english well enough to understand as we have players from Denmark, Sweden and Finland and who the hell understands those moonlanguages

NB: We don't want clan or cup hoppers that only plays with us for a cup, we want dedicated players with staying power that are in it for the long haul.

We have our own fast dedicated server for running the game and teamspeak.

BTW: If you are new to unreal tournament or just looking for a friendly clan to play organized matches with, feel free to join us, as we also play for fun and we will train you if you need it. We have a teamplay bible that new players will be given access to, so they can practice on thier own time and learn teamwork and how we play. Once you have moved up in skill and feel confident in your preferred position, you can of course play with us in cups and ladders, but if you only want a clan of friends to hang out with that's fine, the more the merrier.

You can reply to this message or join #acu on quakenet to get in touch with us.

Tags:
Ken's picture

To check the status of the gameservers, go to the Gameserver Status page

Current Pickup servers password:

  • CTF: pickup
  • TDM: pickup

The pickup servers are free to use for the UT3 community for CTF and TDM pickups. They can also be used if you need a good low ping server for a ladder, cup or train match, just contact acuKen in #acu on quakenet or make a post in the forums in advance so you can get a non-public password for the match so nobody else can join by accident.

If the passwords does not seem to be working REFRESH THIS PAGE (Hit F5 or Control+F5)

You can find the servers by setting server browser settings to ANY for pure server and checkmark in "Locked" and they should show up under CTF or TDM.

Any problems, contact [acu]Ken in #acu @ quakenet or make a post in the forums.

Server name: [acu] Jonestown NW CTF *100MBIT*

Gametype: CTF
Player count: 16
Mutators: None
Max netspeed: 15000
Tickrate: 35
Server address: 86.58.130.7:7777

Server name: [acu] Pickup CTF - Password @ www.ut2k.com

Gametype: CTF
Player count: 10
Mutators: None
Max netspeed: 15000
Tickrate: 35
Server address: 86.58.130.7:9999

Server name: [acu] Pickup TDM - Password @ www.ut2k.com

Gametype: TDM
Player count: 10
Mutators: Friendly fire, Weapon Respawn, CustomUT, No Spawnprotection
Max netspeed: 15000
Tickrate: 35
Server address: 86.58.130.7:8888


Public Teamspeak server

Server address: 86.58.130.7:8767

The teamspeak server can be used by anyone when they are playing on the acu servers or just hanging out chatting with other members.

You can download teamspeak for free here download teamspeak

Select the client and install it. Then start teamspeak and click on "connection" menu item and then "connect". Right click on "servers" and add a new server. Type something like "acu teamspeak" as server name, fill in the server ip address (See above) enter a nickname and make sure "anonumous" is checked, enter the server password (See above) and click on connect and you are ready to start chatting it up. Smiling

If you have any problems feel free to make a post in our forums and we will help you out.

If you need a private channel for a match or pug contact [acu]Ken

Rules: Have fun and don't be a dick.

PS: Need a passworded lowping euro server for a match or pickup? Contact [acu]Ken

Rules of conduct for all gameservers:

We all play this game to have fun, and nobody likes a lot of rules, but unfortunately online anonymity brings out the worst in some people, so we have to have rules of conduct to make sure everyone has a good time.

First of all, this is a game where you blow the brains out of other players, killing them in a glorious rain of guts, blood and internal organs, so we don't care about swearing, but keep it lighthearted and fun.

If you can't tolerate a little cussing, you probably should not be playing a game like UT, perhaps "My little pink pony in the land of the sugarbunnies" is more your style.

What will get you kicked:

  • Chat or taunt spamming.
  • Voice server abuse, singing, screaming etc..
  • Map exploits.
  • Verbally harrassing other players.

Please note that repeated offenses will probably get you banned eventually.

What will earn you an instant ban:

Rasist remarks/nicknames.
Using any kind of cheat, aimbots etc...

Remember to be kind to newbies, if we want the community and playercounts to grow we have to treat them good or they will leave for other games. If you see a newbie getting raped ask if he/she would like a bit of help and teach him/her some shit.

Due to the creativity of certain individuals, these rules will probably be updated in the future, so drop by from time to time to read up on the current rules, thanks for reading and have fun!.

Ken's picture

acu is back on irc again on QuakeNet so get IRC installed and add #acu to your perform and idle in there so we can catch eachother for some games.

Want idlers for your channel? join #acu and let us know and we will idle in yours.

Also remember to join #UT3.ctf to play some great pickup games, there are hundreds of players in here.

New to IRC? Check these links out:

Setup mirc: http://www.ircbeginner.com/ircinfo/mirc.html

Commands: http://www.ircbeginner.com/ircinfo/ircc-commands.html
Tips: http://www.ircbeginner.com/ircinfo/ircc-tips.html

Tags:
Ken's picture

Well I finally got done with it, so here's everyone's favorite DarkSide remade from scratch for Unreal Tournament 3

You can find it along with my other maps here: http://hosted.filefront.com/ILTK/

Please let me know what you think and report any problems.

Feel free to host this on your own servers.

Tags:
Ken's picture

Mostly the same as ut2004 version, with a bit of "skippers cove" look because I couldn't find enough coherent meshes, it seem that's the reason all custom maps lately are in that metal look, those are the only one there's enough trim and shit to have a coherent theme, there aren't even any crate textures, and we need CRATES AND BARRELS ffs Smiling

You can find it along with my other maps here: http://hosted.filefront.com/ILTK/

Ken's picture

CTF-SometimesIFallDown.

Fast open oldschool space themed map for Unreal Tournament 3. It was based on an old ut2004 map I can't remember the name of, I created this one to get a feel for the new editor and changes to things like movers, doors and water.

Please play it and let me know what you think, comments and gameplay suggestions welcome.

There's botpathing and they play it well.

One thing to know about this map is that you WILL fall down, hence the name

You can find it along with my other maps here: http://hosted.filefront.com/ILTK/

Screenshots:

Tags:
Ken's picture

Oh please please please, I'm so hurting for these maps

I mean, just LOOK at them!

EDIT: IT'S OUT - YAY!

http://forums.beyondunreal.com/showthread.php?p=2421719#post2421719

oldschool lowpoly map pack
Tags:
Ken's picture

Here's some vehicle tips in case you didn't know them:

Hoverboard:

Press fire to grapple a vehicle, then crouch and hit back at the same time you will close the gap between you and the vehicle, makes you harder to hit and you don't fly around wildly as the vehicle changes directions.

Dodge forward to flip instead of dodge.

Hellbender:

The turret still powers up, but you just need to wait to let it charge full, if you keep firing it will do little damage, wait 3 secs and it will do lots more damage, one hit kills on players on foot.

Manta:

Crouch for manta is brakes on.

Viper:

Jump is brakes on.

Scorpion:

Press space for speed bost, then eject from vehicle and you will fly out and the scorpion will self destruct when hitting something causing 650 point of damage to whatever it hits.

The ball-launcher projectiles lock onto enemy mantas and vipers.

Dodge forward as you start the vehicle for speed boost.

Necris tank:

Crouch to increase speed. Jump the increase hight and weapon damage, but move slower.

Scavenger:

When you go into ball mode for a few seconds it will glow and do lots of damage to other vehicles.
The ball around it will do damage to whatever you fire at, hold the crosshair on a target to lock on.

Vehicle general:

Press number keys to change positions.

Tags:
Ken's picture

lmao, about 5 minutes after I got the vehicle ctf server up and running it was packed.

Ken's picture

Alright, the servers are up and running and should be found in the gamebrowser under standard ctf as dedicated pure servers.

For the public free for all servers look for:

[acu] Jonestown 100MBIT NW CTF
[acu] Jonestown 100MBIT NW DM
[acu] Jonestown 100MBIT NW VCTF

The servers will be running custom maps as soon as some good ones come out, the oldschool lowpoly map pack should be out this week and it will kick major ass!

I may raise the playercount on the pubs, the new server should be able to handle 50 players or more with no troubles.

I also setup a private match server which can be found as:

[acu] Jonestown - Match server

I put the match server pass up in the private forums.

I hooked up a 64 person teamspeak server since it takes almost no cpu and bandwith so the pub players can use it if they like, we have a private channel on it, pass is in the private forums.

I may also setup up a warfare server, right now I don't why, but the warfare server just keeps crashing with an error I don't know what the fuck is up with, but I will sqaush it when I got some sleep Smiling

To get the server IPs and teamspeak server info, please see the Game server page

Please let me know what pings you get (Press F10 and type stat net in the console ) and how the servers feel.

Have fun!

Tags:
Ken's picture

Some screenshots of the Ripper, still in development so it still needs lots of work.

Brings back memories of spamming corridoors and getting random heatshots on pub servers, killing myself lots of times from backfiring flying blade chaos Laughing out loud

http://forums.beyondunreal.com/showthread.php?t=193413

unreal tournament 3 ripper unreal tournament 3 ripper unreal tournament 3 ripper
Ken's picture

Weeee, finally everything's ready to rock.

I'm downloading the dedicated server now, should be done in 30 minutes (Slow ass file mirrors) and after that I just need to hook it up and open some ports on the server firewall and we should be ready to rock.

I'll post some more info when everything's ready.

Tags:
Ken's picture

Well it fucking FIGURES that right after I order the dedicated Linux server for Unreal Tournament 3 that there's some legal bullshit that is holding up the port of the dedicated server to Linux.

Seems like it's either aegiea or whatever the fuck that useless graphics shit card is called that enables some useless falling walls physics that nobody cares about, OR it's gamespy because of some proprietary software that the server depends on so it can't be ported to Linux.

This means that I would have had to pay 100$ to get it converted to Windows, luckily the hosting company was cool about it and I didn't have to pay, but I WILL have to pay when the Linux server finally comes out because fuck running a windows server so I will need to convert it back to a proper Linux server.

Thanks Epic for fucking up yet ANOTHER thing for this allmost DOA game when you PROMISED that there would be a Linux server out when the game went gold.

If this was not enough, on the windows dedicated, the redirect is broken, so when switching to a custom map all players will need to reconnect in order to download the map and play.

If I didn't fucking LOVE this game I would have ditched it so fast it'd be spinning.