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HWarrior

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Posts posted by HWarrior

  1. Warfare Keymaps. Print these out at 400% and use them as wallpaper FTW!

     

    Warfare Keymaps (mirrored on my server)

     

    For those that don't know, these are maps of each warfare map with the location of all weapons, vehics, powerups, superweaps, etc. Courtesy of KRT by way of BU.

  2. Weighing in at 234MB...

    http://216.127.88.138/gamerscoalition/ut3/Patch1.exe (my mirror; will be up for a day or so)

    http://download.beyondunreal.com/fileworks.../ut3/patch1.exe

     

    I've been running this for the past few days and extremely happy with it. Really is a great improvement. Keep in mind most in-game improvements are server-side so you won't see them until our server is patched or you play on a patched server. This patch is the same as patch 1 beta 4 just official.

     

    Some Notes:

    You may find your graphics settings changed after installing patch. So double check before complaining about fps.

    If you really hacked your ini files, then you may have to redo those changed.

    If your mouse feels off, then check the new mouse sensitivity setting. 2500 default.

  3. After 2 weeks (sigh) my UT3 came today. Was it worth the wait?

     

    Played for a couple of hours of Warfare to night but when I was done, I was seeing how much they were going for on Ebay.

     

    Whoa? Really? The more I play the more I like it.

  4. Beta 2 of Patch 1 was pulled b/c it borked dedicated servers (including ours for a bit). These patches aren't publicly available so don't ask for them. Either way I wouldn't install until offical patch is available if you value system stability. :) I just want to keep you guys up to date with where they are.

     

    Here is the list of changes for Beta 3 of Patch 1. This list includes all beta 1 and beta 2 fixes.

     

    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 for 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.

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

    - Disabled attenuation/spatialization on mission briefing sounds.

     

     

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

    - Implemented a Favorites tab page in the server browser.

    - 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).

    - 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.

     

     

    Networking:

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

    - Fixed "open" console command when connecting to Internet servers

    - 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.

    - Implemented DUEL match stat reporting for gamespy ladder.

    - Fixed bugs and exploits associated with ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after the server has already moved the PlayerController out of the spectating state

    - 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

    - Fixed IP addresses being reported in host byte order instead of network byte order

     

     

    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.

    - 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:

    - Improved support for creating PS3 mods.

    - 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.

  5. The card should be out next week. NVIDIA GeForce 8800GTS 512MB G92 Tested. Performance wise the 8800GTS 512MB & 8800GT 512MB are really close. For me the edge is to the 8800GTS for less noise & better thermals because it is a dual slot card.

     

    The 8800GTS 512MB was slated to sell for $50 - $100 more than 8800GT's suggested retail price. However, the 8800GT is still selling from about $50-$100 more than it "should". If the 8800GTS 512MB drops with enough supply to not cause the price to ramp up then it looks like the definite choice. But that all depends on if the suggested price stays the same.

     

    If considering an ATI 3870, you may want to look at the 8800GT 256MB. It keeps up with the 3870 in most benchmarks with rez's upto 1280 and it should come in cheaper than the $250 3870.

     

    BTW, all you high resolution guys (30" lcds and up) may want to take a look at the Asus 8800GT 1GB.

  6. When was it down? - was up 30 minutes ago... (Note that I am not disagreeing with you :) )

     

    -Fk

     

    I noticed it at 1:40PM when I tried to finish my single player campaign after lunch. After looking around, the first report of outage was around 1:30PM. Worrisome that some dedicated servers with the patch installed crashed when Gamespy went down. I am guessing this was during a map switch or something. Doesn't make since to crash otherwise.

  7. So what happens when you partner your game with Gamespy. You rely on them to handle all of your account management and your server browser. So guess what happens when gamespy server goes down... PEOPLE CAN'T PLAY YOUR GAME!!!

     

    Since you can't login, you can't join an online game. You can't even go to your history (beta patch) and pick a server to play on when the server browser goes down. Stupidest decision ever. Let's put the most critical part of accessing our game online in the hands of another company that has proven unrealiable in the past.

     

    <rant over>

     

    Downtime today was only 30mins but...

  8. would my connect support a 10-16 person server u guys think?

     

     

    208458106.png

     

    Using UT2k4 requirements, here is the math...

     

    Suggested Netspeed = 10000 bytes

    Suggested Tick Rate = 30

    10000 / 30 = 333 bytes per tick which should be fine

     

    10000 * 10 players = 100,000 bytes = 100 KB * 8 bits/byte = 800 kb/sec (bandwidth needed)

    10000 * 16 players = 160,000 bytes = 160 KB * 8 bits/byte = 1280 kb/sec (bandwidth needed)

     

    Since you have an async connect, your connection will most likely slow to a crawl as your upload bandwidth is all used up. Also redirect isn't working correct atm, so custom maps/mutators all have to be downloaded at 10KB/sec.

  9. Who is this HWarrior and what's he doing on our forums?

     

    Good to see ya again man! :boing: Where have you been?

     

    work, work, work, sleep, rinse & repeat... :P

     

    The official patch is gonna do wonders. Here are my impressions of the beta patch:

    - Mouse sens, fov, & framerate smoothing is available from settings.

    - History tab on server browser helps you find your favorite servers. Still not the best solution but works.

    - Reducing bot message frequencies is very welcome. Almost information overload sometimes when playing with bots.

    - Faster server browser. The font size may actually be a touch too small or I need a new prescription.

    - The UI is faster. They also got rid of the annoying inbetween menus (reduced clicks).

    - No UI slowdown inbetween rounds since they don't render the world in the background anymore. Really helps weaker systems.

    - Weapon death messages help. Basically says "killed by noob (Flak Cannon)".

    - Your custom character is kept when switching teams. Switching to balance teams would switch me to demo char instead of my droid with cool voice. :)

     

    BTW, if you think about installing the beta patch keep in mind it is a BETA. If you have really changed your ini's a lot, the patch might bail on ya. So you may need to uninstall/reinstall UT3 and then apply patch. Or just wait for final version of 1st patch. :mwink:

  10. Looks like UT3 Patch (beta 2) will become the 1st official patch release. BTW, no webadmin until 2nd official patch.

     

    Here are the changes between beta 1 and beta 2:

     

    - filter settings are now saved to the .ini file.

    - fixed UTUIComboBox's editbox and list getting out of sync (editbox text

    could end up not matching the list's selected item)

    - fixed changing gametype via combobox on server browser tab causing filter

    settings to be clobbered

    - changed default value for "Pure Server" and "Locked Server" filter options

    to be more lenient (show more servers by default)

    - Fixed ping values shown in scoreboard

    - Don't show ping for bots

    - Fixed Miplevel spam when applying patch to dedicated server build.

    - Fixed dedicated server getting removed from the master server list if the

    first player to join fails authentication.

    - Bringing up the midgame menu now pauses demo playback.

    - Players now stop moving if they fire the Redeemer altfire.

    - Fixed joining a passworded server via the server history tab not prompting

    for the password.

    - Fixed viper and scorpion self destruct death strings.

    - Fixed when the player tries to cancel a "Delete Demo" the demo still gets

    deleted.

    - Fixed HTTP redirection

    - Fixed download cache clobbering files that had just been written in some

    cases

    - Increased default download cache size

    - Fixed FOV option when patching old .ini's

    - Fixed crash when exiting the editor.

    - Smaller/simpler simple crosshair.

    - Added the ability to delete saved messages

    - Implemented DUEL match stat reporting for gamespy ladder.

    - Fixed an exploit in CTF-OmicronDawn that allowed players to get outside the

    world.

    - Fix for hole in WAR-Islander where players could get stuck

    - Fixed orb rebuilding not being played correctly on clients if the orb was

    destroyed by an enemy player.

    - Fixed flickering when downloading files.

    - Don't reduce tickrate when travelling with no players - fixes server hanging

    for long durations on EnvyEntry.

    - Fixed custom characters not working correctly when playing back demos

    - 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.

  11. Fedex just dropped off my copy. Probably try and fire it up tonight after family goes back to hotel. :) My gogamer free UT3 t-shirt is cool.

     

    Cannon, you can transport between nodes. The teleporters are looking glass mirror type things that are off to the side of most nodes.

  12. for mobo don't get the 975 board as it's nearly 2 years old and some of them don't even support quad core. go with a newer p35 or x38/x48 board.

     

    for vid go with a hd 3870 if ~$200 or a 8800gt if ~$300 to spend.

     

    also, don't listen to these other ppl. that's the exact cpu i would get now if i had to buy new today. it will do 3ghz without breaking a sweat. just bump the fsb to 333 and you're set.

     

    big ditto on this

  13. I like turrets but they don't move and have limited areas of attack. I like killing from hidden spots in hellbender. I hope they patch the hellbender to a charge weapon with other additions mentioned

     

    There are different types of turrets. The turrets on rails are fun. Also the turret placements are strategic in most of the maps so they are actually useful and not just noob magnets like 2k4. The Hellbender is better than demo but beams aren't chargeable. With all the new vehicles and strategies, it will take us a while to find out what the strengths & weaknesses of each vehicle. Instead of the hellbender being a manta killer it may be better suited for orb runner supression. IMO, the hellbender twin beams were a bit overpowered for UT2K4 atleast in 6v6 matches. Remember trying to get to Dria side nodes in a manta with a Hellbender guarding. It took atleast 2-3 tries (1st 2 just to find it). :)

     

    BTW, the necris vehicles are by far the coolest in the game. The Necris version of the Hellbender can go invis and then add in the deployables (slow volume, spider mines, etc) it really can be a great node defender or bottleneck defender.

  14. as an outsider who has never touched a second of any UT game in his life, I have to say that watching the UT3 discussion go from "oh teh noes! apocalypse is heer and epic is teh suxors!" from the demo to hugs, flowers, and puppies. :biglaugha:

     

    I think the main reason that this happened is the fact that it was a beta demo. Oh yeah and the VCTF-Suspense map they included (closest to the game type most of us play) is the worst map in the game. Every warfare map blows that #*$! to shame.

     

    BTW, epic has finally admitted that the UI sucks. It will be fixed in patches.

  15. Unclean gets the cupy doll!!

     

    Towards the end of the movie she walks into the building at makes her way to the lab. Oh ya, and takes out all 700 guards in the process. My avatar is the part where she is in the library and the soldiers are coming in fro 4 different doors and she is taking them out while spinning around with uzi's. Gotta love it. :biglaugha:

     

    That movie is definitely one of my guilty pleasures. Watched it about 4 times. The fire sword fight is coolio in HD.

  16. Just tried it out while my pizza was cooking. Was fine for about 20 min, then hardcore flashing and some artifacting.

     

    Most likely possibilities...

    1) slowly dying (Heat may have caused some damage to the gpu.)

    these two not likely if your monitored temps are accurate.

    2) loose heatsink. (If it is removable, try cleaning and reseating with new goop.)

    3) fan not at full speed. (If the card's fan can be unplugged from the video card and run off of a 3-pin connector, then try that. It will run at 100%.)

  17. We are all about to have a remarkably large amount of fun in the near future and I very much look forward to having a good time playing with all of you in UT3.
    Theoretically speaking, I 100% agree that Warfare is gonna rox your sox. :D

     

    Vehicle toss is back!!! Exit at speed and watch them grind off into the distance to crush your foes (unlike the demo where they just kinda drop...)
    Nothing like sending a scorp head long into a tank.

     

    Hoverboard moves over water rather than crawls.
    Very smooth. Almost seemless transitions.

     

    The deployables Necris vehicle has the potential to be evil as hell.
    Primus' new favorite toy.

     

    Turrets are varied and quite good. I think the hellbender, though still with no charge, might be improved as well.
    MadPat will be happy with turrets.

     

    Penty! We have our tank back!!!
    No arc on shots and splash!

     

    The orb flat out works. The speed of this game from a tactical standpoint has just doubled.
    Attack, CounterAttack, OrbCounterAttack, OrbSupression, all kinds of fun tactical stuff.

     

    In my opinion, the only thing holding back the game is the outside of game problems (server browser, friends, gamespy, etc). Oh yeah and custom crosshairs.

  18. Well, Im thinking about picking this up when it gets released..

    2 questions

    1) should I?

    2) Are we gonna have a community server?

     

    1) If you like Deathmatch, then go ahead and pickup on release date. If you like Warfare (team based play), then I would wait for some GC feedback.

    2) If Warfare is what we hope, then GC server will be there. If Warfare sucks, well...???

  19. Forgive the following (I was thinking out loud)... :freak:

     

    Nvidia has told it's card makers that the 8800 GTS 640 will have its stream processors bumped from 96 to 112 to match the number used on the 8800 GT 512. Stream processors are in bunches of 16 so this means that on the 88000 GTS 640 they would go from 6 to 7 bunches (8 available as on the GTX). If this is the case, then it looks like Nvidia is trying to get more life out of the GTS line. Large screen gaming and games like Crysis would probably be candidates for better performance with the bigger ram (640 vs 512). Even with the same number of stream processors the 8800 GT uses its more effeciently but the GTS line has more mem bandwith. Plus doing this really wads things up. :unsure: You end up with the 8800 GTS 640 closer to the 8800 GTX and the 8800 GT lurking there ready to beat them both at times. Or crush them all if you go 8800 GT SLI. Given all this, what happens to the release schedule of the 9xxx series. My guess is they will be pushed back. Another the thing you have to wonder about is even when they come out where would Nvdia price them in comparison with the current 8800's.

     

    Current pricing:

    8800 Ultra $600

    8800 GTX $500

    8800 GTS 640 $350

    8800 GTS 320 $280

    8800 GT $250

     

    Still the G92 die in the 8800 GT is the new king. And it is just the FIRST card on this die. Just finished reading a good article from The Tech Report and they mention that it is likely the G92 die has atleast 128 stream processors available (8 * 16). Will the new 9xxx series have 128? Can the G92 go higher than 700 Core, 1750 Shader, & 2000 Mem with a better heatsink solution? Will we see dual slot wide G92's? Possiby a 8850GT x2 OC Fatality Edition? What am I gonna buy? Only time will tell, but I can't wait!!! :bang: :bang: :bang:

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