Ut2003 Beta Patch 2153 Available For Download


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Hey guys The Beta batch is available for download and it has a quite a few changes in it!

To Check out the changes and the download link Click Here

Thanks to Tech-Critic and Tech-Connect For this!

Sorry for not posting the whole article but its pretty lenghty so did'nt feel like typing everything all over again! ;)

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copy and paste is a wonderful creation:

Epicgames has released a new patch for the game Unreal Tournament 2003 and this one has a lot of bug fixes and add-ons. We have mirrored it for your pleasure so start downloading today and viewing the list of changes by clicking read more...

Added Demo Recording and:

GamePlay:

* friendly fire kills affect team scores

* made players a little brighter

* allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true)

Read More For Complete List And Download

News source: @dek and TechConnect

* don't spam "you are ready/not ready" messages to console before game starts

* fixed FFA DM overtime end conditions

* Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the ut2003sounds directory. Then, in the User.ini file (in the UT2003system directory) change: [unrealGame.UnrealPlayer] CustomizedAnnouncerPack="NewPackName"

* fixed strafe toggle

* support longer playernames on scoreboard/HUD

* show FPH in scoreboard

* fixed flags sitting on ground in CTF-Citadel

* more minigun ammo

* really fixed 4 rocket bug

* Fixed DM-TokaraForest flags showing up

* fixed CTF-LostFaith KillZ

* spectating maintains view - when a player dies it continues to view the player when they respawn.

* improved texture precaching, removing a few early hitches

* moved arena mutator config and maplists from user.ini to ut2003.ini

* update .ini files without overwriting them! (except for settings added or changed since we shipped)

* fixed bug when had more than 16 bots total on custom teams

* improved translocation (less failures)

* link alt no blood

* don't lose adrenaline if switch teams to team with less players

* added Gameinfo property bAllowBehindView, server option allows behindview in net games if true (default false)

* made lightning gun recharge match up better recharge finish (it was playing too long)

* reduced delays between allowed voice messages

* scaled weapon and powerup pickups down some to match player size better

* spectators can go through doors/movers

* fixed catching weapons in mid air

* added DropFlag command

* adjusted distance fog in some levels to make them look crisper/higher contrast

* if weapons are invisible, firing is centered

* added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g. "e=switchweapon 5 | switchweapon 7" allows you to switch to and between the linkgun and the flakcannon.

HUD/Menus:

* added in-game personal stats (bound to F3)

* Added Server Info which includes MOTD and Rules (bound to F2)

* Added In-Game Chat Client (Similar to IRC)

* made team section of HUD scaleable

* Mouse acceleration threshold now in the menus

* FOV settings 80 to 100 in menu

* Press f10 to cancel added to connect message

* "Blob shadows" option added to menus

* Change "corrupted connection detected" to "incompatible game files"

* Add name of weapon you are switching to to hud

* Fixed DisplayProgressMessages to only show MOTD once

* Added color codes to text messages

* Fixed MOTD to be able to handle more than 4 lines

* Add up/down key history to IRC input

* Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.

* Add colour to IRC (nicknames, join/leave messages, links etc.).

* Ctrl-C in server browser copies selected server URL

* Extra game-type tabs created automatically for installed game types (from .int file).

* Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay.

* fixed blue team preference not being saved

* added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames

AI:

* fixed bot aiming link shaft at crouched opponent

* BR AI improvements

* CTF AI improvements

* improved skyline bot AI

* improved bot use of ion cannon

Networking:

* make sure ClientNetSpeed can't get set to 0

* improved client ping measurement

* fixed client location synchronization problem that could happen when you fell out of a crouching height only area

* fixed bug where lost ability to fire

* fixed weapon idle animations on net clients

* fixed GetLocalPlayerController() on net clients

* fixed BR-Skyline airship in netplay

* improved smoothness for high ping clients

* fixed minplayers+stats coexistence

* admins can pause net games

* fixed combo effects showing up in net games

* *really* fixed redeemer firing bug

* Fixed bug that caused garbage collection not to occur between level changes

* Gamestats class is now configurable via ini

* Security actor is now configurable via ini

* Add ClientReplaceMenu in Playercontroller

* Added Admin command NextMap

* Applied fix for bug where some string checking in Web admin failed

* Fix bug in Web admin that causes "WebAdmin:" to appear twice

* Added security level checks to web admin's ServerChangeMap

* Applied fix for linux Web Admin regard hard-coded IP addresses

* Closed security hole where admins could look/set security info

* reduced ConnectionTimeout to 15 seconds

* allow players to enter as spectators in games with maxlives>0 that have already started

* replicate weapon reload sounds

* allow admins and spectators to use behindview

Mod support:

* added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but before it affects the Pawn's location.

* added mutate() replicated function for use by mutators

* fixed teamgame ReduceDamage() allows mutators to override even if instigator==None

* added skeleton option to .upl player descriptions (for user created models with different skeletons)

* Add -MainMenu= command line param

* Fixed several internal hardcoded menu links

* Fixed GUIController to always use the ini set MainMenuClass

* Propagate LevelChange() through the interaction and gui system

* Add MutatorFillPlayInfo to allow mutators to add web admin settings

* Added bContactingLevel output variable to KarmaParamsCollision.

Engine:

* Memory leak fixes: Explicitly destroy KarmaParams in Actor : ostScriptDestroy, and 'new' KarmaParamsSkel instead of using BeginObject

* Fix for crash with per-tri karma collision with static meshes with no collision data

D3D/OpenGL:

* fixed z- pixel fog and favored it over vertex fog

* worked around vertex fog driver bug on ATI cards

* added workarounds for S3 cards like the Savage 4

* added OverrideDesktopRefreshRate option (defaults to false)

Audio

* fixed occlusion if EAX 3.0 is enabled

Download Link 1

Download Link 2

Source: Tech-Critic.com

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Indeed it's a great thing...;) The only thing that i didnt know was that if it would post the * and umm one thing my mind was'nt working at the time i posted that because i just got done typing that whole thing! LMAO...and you know how you would be if you just got done typing a artivcle that long!

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hmmmm I encourage everyone not to dl it yet... wait for the finals... Why you gonna tell me. Here's why:

Taken from Dr.Sin's post on INA Community forums

WARNING: Important information about the current crop of hacks

There are a few external hook hacks available for UT2K3 right now. And while they are not very useful some of them have a serious security risk inside.

When a new hack comes out to the public, I've either got it from the source, or it's sent to me by the honest people in the community (I tend to get 20 or so copies of the same hack within 24hrs). I install each one to test it's threat level. These tests take place on a lan network and not on live servers. At no time do I connect to a server or to the master server.

However, and this is important, all of these tests are done on a machine that has a marked CDkey and we track the usage of that key. So far, there have been at least 9 hits on that key. This means, some if not all of these hacks contain trojans to steal your key.

Consider yourselves warned.

Do as you wish, it's not that I don't trust the sources, just that im being careful :cool: :happy:

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Well this is our main source for that

http://unreal.epicgames.com/

and i think this is pretty real considering its on a game site!

oh, never mind then :laugh:

EDIT: Open your eyes, it isn'T there. Mebbe got removed you-know-why

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Well this is our main source for that

http://unreal.epicgames.com/

and i think this is pretty real considering its on a game site!

oh, never mind then :laugh:

EDIT: Open your eyes, it isn'T there. Mebbe got removed you-know-why

Actually I opened my eye's and i see maybe you need to hehe...look on the main page scroll down a little and you will find it trust me!

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