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Tag: Unreal Tournament 3

ut3.jpgThis Bonus Pack includes 3 new maps (well, 2 revived back to life for UT3 and 1 completely new map).

  • Morbias is the deathmatch arena that started it all, perfectly suited for anything from small intense duels to chaotic free-for-all matches.
  • The Unreal Tournament classic, Facing Worlds was one of the most played maps in gaming history, beloved sniper map.
  • Searchlight is an intricate new capture the flag map designed for both z-axis rooftop runs and strategic indoor gameplay. Returning classics and fresh new designs let you experience Unreal gaming like never before.

DM-Morbias: The Morbias Station is a transport hub that focuses all traffic passing through Taryd’s jumpgates. The Station offers a terrestrial shuttle, storage facilities (with quarantine services for live cargo), and a social center where guests can meet incoming visitors or hold private meetings in a neutral setting.

DM-FacingWorlds: The Necris have forced their way into even the most revered of Izanagi landmarks. Their corruption has spread to the Temple of Facing Worlds, and one of its towers is already showing the effects of infection and decay.

CTF-Searchlight: The lighthouse serves as a beacon to this remote island, thought to be the ancient home of the Necris Prophet. The spiritual components of the Necris conversion are greatly misunderstood, and their power is vastly underestimated. Those who are willing to face the impact of their conversion often come to religious centers like this one to meditate.

Unreal Tournament 3 Bonus Pack

ut3.jpgDownload Unreal Tournament 3 v1.2 Patch

Changes from v1.2

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.
Fixed the Scavenger 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.

ut3logo.JPGReleased on Sumthing Else Music Works, the 2 disc soundtrack will be released on November 20th to retail outlets or you can pick it up at www.sumthing.com.

There are 150 minutes of “intense” tracks. Probably great for working out with actually. The tracks have a mix of electronica, bigbeat, and drum n bass.

“Unreal Tournament 3’s soundtrack largely consists of high intensity fast paced action tracks which provides the drive to match the title’s relentless gameplay style,” said Mike Larson, Audio Director at Epic Games. “Both composers Rom Di Prisco and Jesper Kyd are new to the Unreal franchise contributing a fresh electronic sound in addition to breathing new life into a number of UT classics which were completely re-recorded with modern sensibilities.”

So if you need something to jumpstart your morning, you might want to wake up to the Unreal Tournament 3 soundtrack.

Source

For those of you gamers who’ve been patiently waiting to get your hands on Epic’s upcoming frag-fest, Unreal Tournament 3, industry insiders are now stating a September 3rd release for the US and September 28 for Europe. The date for the release seemed to always be TBA 2007, so now that we have some solid dates keep an eye out of this sure-fire hit.

Published by: Midway Games
Developed by: Epic Games
Genre: First-Person Shooter
Release Date:
US: September 3, 2007
Europe: September 28, 2007

MSRP: GBP £34.99 (approx. $70 USD)
Also Available On: Xbox 360, PlayStation 3
Features: Online

[via Max Console]

Source

Click here to visit the Unreal Tournament 3 website, formerly known as Unreal Tournament 2007. After entering your birthday for age verification, because we all know that no one on the internet lies, you will be able to view 9 delicious screenshots of the game and a snazzy game trailer. It’s a nice little teaser to make fps lovers and hardcore UT fans drool. The graphics are beautiful and gameplay appears to be the style we’ve come to know and love, with some additions.

Also, it is a reminder to consider upgrading the old computer to be able to handle this baby, unless you go with the console of course. So guys… start earning those brownie points now. If you’re a father then you are in luck as Mother’s Day is your first opportunity to show your generosity, even if that generosity has an ulterior motive. I’m kidding. Get your spouse something nice because she’s earned it.

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