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What's Next for UT?
RaptoR takes a look at the current state of Unreal Tournament 3, and what might be next for Epic Games' UT series. More >

Planet Unreal does UT3 360
We take a look at the Xbox 360 version of Unreal Tournament 3, seeing how it compares to the PC version of the game, and examining how it stands on its own as a console shooter. More >


World at War 1.2 Patch


World at War 1.2 Patch
Download the latest Call of Duty: World at War patch from FilePlanet and get a free new map!
Hourences Interview

Hourences Interview
We interview the critically-acclaimed Unreal Engine artist Sjoerd "Hourences" De Jong.
Unreal Demolition 2 Interview

Unreal Demolition 2 Interview
Planet Unreal and ModCenter talk to the team behind the explosive Unreal Demolution 2 modification for Unreal Tournament 3.
Planet Unreal Monday, 9 February, 2009 � Planet Unreal News Planet Unreal
UT Unlimited Relaunch  [ Comment ]
8:23 PST | RaptoR | Print News | Category: UT3 - Maps and Editing - Reviews
UT Unlimited has relaunched on a new host with a shiny new look. Head over there and check out their new digs.

Firefly promises even more UT custom map reviews in the weeks ahead.



Planet Unreal Monday, 2 February, 2009 � Planet Unreal News Planet Unreal
Planet Unreal's Super Awesome UT Cosplay Contest  [ Comment ]
12:03 PST | RaptoR | Print News | Category: PU Exclusive Content - UT 1 - UT2004
We've got a bunch of original, signed, sealed boxed copies of Unreal Tournament (1999) and Unreal Tournament 2004 that we'd like to give away, so we've decided to have a little contest. If you'd like to win some of the cool swag below (donated and signed by our chums at Epic Games), then you'll be wanting to enter our Planet Unreal Super Awesome UT Cosplay Contest.

To enter, simply take a picture of yourself dressed up as your favorite Unreal universe character - this can be anyone from any Unreal game. Dress up as a Skaarj if you like, or build yourself some Egyptian space armor and have a go at being a Nakhti.

The rules are pretty simple - the best and/or funniest pictures will get the top prizes (see below). Try to keep it work-safe, we'd rather not have to pixelate anything out; try not to injure yourself in the process, too.

To enter, email your pictures to raptor@planetunreal.com. We'll then select the winners, who will get...

FIRST PLACE: An original 1999 copy of Unreal Tournament, unopened and signed by Epic co-founder Tim Sweeney PLUS an original 2004 copy of Unreal Tournament 2004, signed by Epic co-founder Tim Sweeney.

SECOND PLACE: An original 1999 copy of Unreal Tournament, unopened and signed by Epic co-founder Tim Sweeney PLUS an original 2004 copy of Unreal Tournament 2004, signed by Epic co-founder Tim Sweeney.

THIRD PLACE: An original 2004 copy of Unreal Tournament 2004, signed by Epic co-founder Tim Sweeney.

RUNNERS-UP: Possibly some random crap from the Planet Unreal cupboard of doom, depending on how we're feeling.

Here's a nice picture of some of the top prizes...




Steam Achievements Hint at Titan Pack Contents  [ Comment ]
10:57 PST | RaptoR | Print News | Category: UT3
A complete list of UT3 achievements on Steam offers some hints at what we can expect in the upcoming UT3 Titan bonus pack. Of particular interest are:
Can't Be Trusted: Grab 200 points worth of betrayal pots.
Avenger: 20 successful retributions against a betrayer.
Bag of Bones: Deliver 50 skulls in one score in Greed against adept or higher skilled bots.
Skull Collector: Score 500 skulls in Greed.
Titanic: Become a titan 20 times.
Behemoth: Become a Behemoth 10 times.
Unholy: 10 kills with every Titan weapon in one Titan transformation.
The Slow Lane: Use the Slow Field power-up for over 10 minutes total.
Eradication: Get 100 kills with the Eradicator.
Arachnophobia: Kill 10 people with spidermines in deathmatch.
The Eradicator sounds like my kind of weapon.


Epic at E3 09  [ Comment ]
10:34 PST | RaptoR | Print News | Category: Epic Games
In news that should surprise no-one, Gamefocus confirms the presence of Epic Games at E3 2009 this June.


Planet Unreal Friday, 30 January, 2009 � Planet Unreal News Planet Unreal
Register Your Retail or Direct2Drive UT3 with Steam for Free  [ 3 Comments ]
6:08 PST | RaptoR | Print News | Category: UT3
VE3D reports that it is now possible to register your copy of UT3 with Steam using your retail or Direct2Drive CD-key, and get access to neat features like Steamworks integration and Steam achievement support.
In preparation for the massive update coming for Unreal Tournament 3, those who own a retail copy may now register it with Steam, free of charge.

The latest installment in the legendary online action series from Epic will be updated automatically via Steam and introduce support for Steamworks Achievements (with over 50 Achievements), plus a host of new features and enhancements in AI, Server Browsing, Demo Recording, Mod Support, and more.



NC Lawmakers Want DLC Tax  [ Comment ]
5:57 PST | RaptoR | Print News
IGN reports that lawmakers in North Carolina are pushing for a tax on all digital purchases, a move opposed by the North Carolina Technology Association, which represents firms such as the NC-based Epic Games.
The proposal is still in its early stages, but researchers estimate that taxing music, video games, movies, books and software downloads in the state could generate about $12 million during the next fiscal year. Many in the state would likely welcome the extra cash, but not everyone is dusting off their rubber stamps just yet.

"We would be concerned about any kind of new taxes in this economy," Brooks Raiford, president and CEO of the North Carolina Technology Association, told the station. "The consumer is already very highly taxed, the economy is stretched. All we're asking is that those considerations be taken carefully and that the industry be asked for their input as the legislation is finalized."

The NCTA represents, among other game-related companies, Cary, N.C.-based Epic Games, which picked up the organization's 2008 Top Industry Driven Technology Company of the Year Award.



UT3 Titan Pack "This Year"  [ 1 Comment ]
5:46 PST | RaptoR | Print News | Category: UT3 - Patches and Fixes
In news that probably shouldn't surprise anyone (being January and all), Eurogamer has confirmed with Epic Games that the Unreal Tournament 3 mother-of-all-bonus-packs known as the Titan Pack will be heading our way sometime in 2009 and no later.
Epic Games has told Eurogamer that the Titan Pack expansion for Unreal Tournament 3 will arrive this year.

Specific details are still scant, but a spokesperson told us more will be revealed "very soon".



UT Unlimited Review  [ Comment ]
5:43 PST | RaptoR | Print News | Category: UT2004 - Reviews - Maps and Editing
Firefly has just one new map review for you today - the somewhat quirky ONS-TankFight by The Savant.
I had a lot of fun with this because it�s a bit different and works well. With the name Tank Fight it will come as no surprise that the gameplay revolves around tanks. The layout is a rough square of desert and dunes. The bases at opposing corners with a single node in the centre make for a very simple rush and hold style play. It does get a little samey after a while. That�s the downside of course. It does work as an Onslaught map but it might be a little too simple for die hard fans of the game type.
Read more to see how the map scored overall.


Planet Unreal Monday, 26 January, 2009 � Planet Unreal News Planet Unreal
UT3 Expansion "Titan Pack" Coming  [ 6 Comments ]
12:06 PST | RaptoR | Print News | Category: UT3 - Patches and Fixes - Epic Games
Commenting on the recent news of major changes and fixes in an upcoming UT3 patch, Epic's Steve Polge makes the first public mention of the UT3 titan pack, an apparently huge bonus pack containing new gametypes, which will be bigger than any previous Epic bonus pack.
We've decided that the best way to deliver the UT3 expansion we've been hinting about is in two parts. This patch is the first part. We aren�t quite ready yet to start going into detail about the bonus content and gametypes that will be in the Titan Pack, which is substantially bigger than any bonus pack we've released in the past.



Major Unreal Tournament 3 Update Details  [ Comment ]
10:41 PST | RaptoR | Print News | Category: UT3 - Patches and Fixes
BU has details of the next major update to Unreal Tournament 3, which features a whole host of anticipated fixes, such as UI enhancements. With a raft of new features, it's likely that this patch will form part of what Epic has planned for the upcoming UT3 expansion.
  • 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



Coming Soon: Win Unreal Swag at PU  [ Comment ]
3:48 PST | RaptoR | Print News | Category: PU Exclusive Content - UT2004 - UT 1
I've just unboxed a rather large amount of signed Unreal and Gears collectibles sent from Epic today, including some pretty rare stuff that's probably been sitting in a cupboard for the past ten years. Needless to say we'll be giving this stuff away in a future contest on Planet Unreal. Keep watching to find out more!


Angels Fall First: Planetstorm Media Update  [ Comment ]
3:33 PST | RaptoR | Print News | Category: UT3 - Modifications - Epic Games
The Angels Fall First team has just updated their ModDB page with lots of new concepts, renders and screenshots. Head over there now to find out more about this very promising looking UT3 mod.


Planet Unreal Thursday, 22 January, 2009 � Planet Unreal News Planet Unreal
CliffyB Interview Hints at New Franchise?  [ 1 Comment ]
3:16 PST | RaptoR | Print News | Category: Epic Games - Unreal - Elsewhere on the Web
G4 scored some face time with Gears of War and Unreal Tournament 2004 design director Cliff Bleszinski, asking the usual mix of questions about Gears 2, its downloadable content and its recet title update. The most interesting revelation however comes at around the 5:00 minute mark, where one of the presenters asks Cliff if Epic has anything new coming soon.
Q - And do you guys have anything new coming out over Xbox Live soon?

Cliff - There's some promos which'll be coming out. There's something which'll most likely be announced tomorrow [ed - Thursday, today] which is a tie-in with a reboot of a big horror franchise that I'm a big fan of. I can't really say any more than that now.
The next multi-platform Epic title, developed by Epic-owned polish developer People Can Fly and published by EA is rumored to be a horror title. We'll keep you posted on any details that might emerge thoughout the day.




Planet Unreal Monday, 19 January, 2009 � Planet Unreal News Planet Unreal
Top Mods of 2008 at ModDB  [ Comment ]
5:03 PST | RaptoR | Print News | Category: Modifications - UT3
ModDB's 2008 Mod of the year contest is in full swing, with the top 100 mods of the year having just been published. UT3 entries include promising newcomers like Renegade X and Warm Gun, while the zombie-blasting classic Killing Floor is the sole UT2004 mod posted in the top 100 this year.

Head over there and vote for your favorite!


DM-Churn Reviewed  [ Comment ]
4:52 PST | RaptoR | Print News | Category: UT3 - Maps and Editing - Reviews
The irrepressible Firefly is back with another Unreal Tournament 3 custom map review, this time giving Necris-themed Deathmatch map DM-Churn a respectable 90/100 score.
The layout is old skool purist. So much so that it reminds me of the old Quake feel. It�s that pure and, as a result, it flows like water. But it also feels and looks essentially UT3. Not so stripped down as to feel like a HOLP map but also not cluttered and confusing. This has a good mix of playing styles primarily Z-Axis and long and short range fighting.

Bots will give a you a good run for your money but the player count is stated at 2 to 6. This map is a little big for dueling. Four to six would be more suitable. I didn�t spot any bots getting confused anywhere.
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