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Kingster
03-05-2009, 09:38 AM
The folks at Epic have released the new Titan Pack and 2.0 Patch for UT3. There's lots of cool stuff here, and a great many fixes.

Update! Epic is trying to drum up business, and have dropped the price on UT3 "Black" edition by $8 to $11.99 until the 15th, and you can try it out for free all weekend with your free Steam account. Check it out here (http://store.steampowered.com/app/13210/).

First, the links (apply the patch first, then load the pack):
UT3 Patch 2.0 (http://www.unrealplayground.com/forums/downloads.php?do=file&id=7335&act=down)
Titan Pack (http://www.unrealplayground.com/forums/downloads.php?do=file&id=7336&act=down)

With the patch and pack, you get the following:
- Two new game types: Greed, a “tug of war” skull-toting team points battle, and Betrayal, a cutthroat style of play where alliances and teams can shift fluidly through a match.
- The Titan Mutator, where you can become a 30 foot tall behemoth in any game mode.
- Nineteen maps for Deathmatch, CTF, Vehicle CTF and Warfare modes, including 11 new maps plus eight popular maps from the first UT3 bonus pack and Xbox 360 version.
- New vehicles and pickups, including the X-Ray field deployable, the link station deployable for vehicle repair, the slow field powerup, the Stealthbender vehicle, the Eradicator artillery piece, and the Stinger rail turret.
- Client-side demo recording.
- Revamped User Interface, including an improved server browser, improved server filtering options, all new advanced options menu, streamlined and polished the whole system.
- Awards: Fifty-seven different awards mark your progress and mastery of UT3. Progress screen in the UI shows which awards you have earned, and your current progress on awards not yet completed.
- Maplists and voting: New maplist system and mid-game voting support for gametypes and mutators as well as maps.

Remember that you can activate your retail copy of Unreal Tournament 3 for Steam, using the CD key. (Remember to remove your old UT3 install, so there aren't any conflicts). Steam activated UT3 clients will automatically be updated with the patch and the Titan Pack.

Here's a link to how to activate your UT3 in steam without downloading all 8GB (http://utforums.epicgames.com/showpost.php?p=25984643&postcount=1).

Full patch changelist:
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.
- You can activate a non-Steam purchased version with Steam (making it a full Steam version) by:
- Open Steam main window
- In Games menu, select Activate a Product on Steam...
- Type in your CD Key
- Install UT3 via Steam
- Note this make an entire new UT3 installation, so uninstall the previous version (your settings/profile should not be affected)

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.
- Added John Barrett (programming contractor), Michiel Hendriks (programming contractor), and Pancho Eekels (level design contractor) to credits.
- Fixed duel match rules in scoreboard.
- Fixed player information on server browser history page not refreshing correctly.
- Fix a crash caused by some mod UI scenes during the gamne

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
- Fixed exploit to damage own core/nodes with rocket turret.

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.
- Fixed redeemer bug where redeemers impacting ceiling sometimes had explosion center imbedded in ceiling, affecting damage dealt.
- Fixed stinger alt-fire stops with 1 ammo.
- Fix for rare stinger shard crash when shard tries to impale two overlapping dead bodies at the same time.
- Fixed fast avril firing exploit.

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.
- 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.
- Fixed SPMA camera crash during demo playback.
- Fixed demo playback log spam.
- Added DemoFF and DemoSlomo console commands. Can be bound to a key in UTInput.ini.
DemoFF toggles between 1x, 3.3x, and 10x fast forward.
DemoSlomo takes a float between 0.1 and 10 which adjusts playback speed by that factor.

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.
- Try multiple STUN servers if first one fails. Fixes users incorrectly getting the "Your network configuration may not be compatible..." warning.
- Fixed spectator choppiness when camera is following a player.
- No spectating bar when spectating in first person.

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.
- Warfare 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

- Reduced non-warfare teleporter update range if bRealTimeCapture is false.
- Added a dialog warning users of nvidia driver version that are known to crash UT3, and to upgrade.
- Fixed Engine.* localization files being in the wrong location

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).
- Fixed gamespy rank query results. Now always properly centers the querying player in the returned list.
- Added GameInfo.bForceNoSeamlessTravel config var to completely disable seamless travel

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'
- Now writes mod config files to mod directory, and auto-find config files in moddirconfig or moddir.
- Now autofinds localization files in moddirlocalization.
- Now finds splash image in moddirsplash.
- Supports compiling script code with -mod
- Supports publishing with -mod
- Fixed not being able to publish default (startup) map
- No longer copies RefShaderCache files when publishing
- Supports Bink movies in -mod dir (ModDirMovies)
- Fixed problem with completely overriding UTCustomChar.ini in the mod config directory
- Added -solomod option to restrict game looking in non-loaded .ini files for maps/gametypes/etc
- When using -mod, LocalShaderCache is ignored, instead it uses ModShaderCache*, which can be pre-generated with PrecompileShaders commandlet
- Fixed bug when cooking for PS3 that manta shots are black

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_Instagi b")
- 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

Kingster
03-05-2009, 01:12 PM
check the update in the first post.

Valis
03-05-2009, 01:36 PM
Thanks Kingster!
:claps:

JoystickMonkey
03-05-2009, 02:01 PM
- Friend following now attempts to place friends on the same team.
- Added team balancing between matches.

Wow, that might make the game playable!

Creeper
03-05-2009, 08:18 PM
Whoa! Client-side demo recording? Geez, why didn't they think of that in 1999?


owait.

Valis
03-05-2009, 09:16 PM
They took that out in Patch2 due to a crashing bug. Only took 9 months to fix apparently :rolleyes:

Also didn't seem like there was any improvement in team balancing, and the Titan mutator is super spammy on DM/TDM/CTF maps but I can see how a 20 minute player would dig it. It's probably more balanced on vehicle maps, didn't try any other gametypes.

MortalPlague
03-06-2009, 06:25 AM
Is this worth reinstalling UT3 for? I've been itching to play a shooter for a little while, lately...

perfect_dark
03-06-2009, 11:26 AM
Thanks Kingster!
:claps: ++1

Valis
03-06-2009, 01:26 PM
Is it me or does the game seem to look a bit better (and play a bit smoother)? FPS etc are the same but I could swear even without AA it's a bit more optimized.


(Also for GTX260/280/etc users who may have experienced lockups, try the 182.06/182.08 drivers.)

radio667
03-06-2009, 01:29 PM
Is this worth reinstalling UT3 for? I've been itching to play a shooter for a little while, lately...

I'm wondering too

perfect_dark
03-06-2009, 02:10 PM
Is it me or does the game seem to look a bit better (and play a bit smoother)? FPS etc are the same but I could swear even without AA it's a bit more optimized.


(Also for GTX260/280/etc users who may have experienced lockups, try the 182.06/182.08 drivers.)

Much smoother also the he jump its changed. much better alround

Also why move game into steam just link the exe file to steam

JoystickMonkey
03-06-2009, 04:01 PM
Steam detected my already-installed version of UT3, so I just had to download the 2.2 gig patch :P

SuperApe
03-11-2009, 01:54 PM
via videogaming247.com:

To celebrate the fact Unreal Tournament 3: Black - Titan Pack included - has seen an increase of over 2,000% in simultaneous UT3 player numbers since it debuted on March 5, Valve’s extending the its 40 percent off sale through March 22

There’s going to be another free play weekend starting this Friday, March 13.

Preloading for the free weekend begins today, so check it out.

Full Article Link (http://www.vg247.com/2009/03/11/steam-extends-unreal-tournament-3-black-sale/)

http://assets.vg247.com/current//2009/03/unrealtournament314.jpg

Valis
03-14-2009, 08:21 AM
The game runs really well as of the new patch, the UI is improved (even if a little inconsistent) and has advanced options now. And after playing for a bit it's nice to see a enough of a playerbase to even have CTF games going on (which was mostly dead during my gaming hours before). Epic's doing a decent job of getting this promoted this time, perhaps all isn't lost after all! :bucktooth:

Tempus
03-14-2009, 10:51 AM
in my opinion this is a great improvement and having ut3 on steam sure is awesome.
Greed is a very good and interesting way of gameplay using the ctf maps.
betrayal in my opinion is the best way to play instagid and also very dynamic in gameplay.
Titan is really a good way to pass some time massacring bots or players :rockon:

Lunarbunny
03-14-2009, 01:53 PM
My friends list seems to have bitten the dust but it doesn't really matter, the system sucks anyway.

sharpfish
03-15-2009, 06:48 PM
Is this worth reinstalling UT3 for? I've been itching to play a shooter for a little while, lately...

Me Too.. it's been TOO long :)

Valis
03-18-2009, 02:35 PM
I'd say it's time to reinstall, 2 weeks and I'm still able to play daily if I have time. I'm not the only one who noticed either:

Unreal Tournament 3 And The New Lazarus Effect (http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/)

Mayor_McCheese
03-25-2009, 08:03 PM
So is there a UP server to play on? I remember a while back there was, but I couldn't find it as of late, perhaps since this new improvement more players would populate a server if it were up?

Valis
03-26-2009, 03:23 AM
There isn't one currently I don't believe.

Superchaz
04-06-2009, 01:28 PM
So, is it true that the consoles have split-screen multiplayer now with this patch? I heard that xbox360 always had this feature, and now there is split-screen on the PS3.

fragnbrag
04-06-2009, 08:30 PM
Steam detected my already-installed version of UT3, so I just had to download the 2.2 gig patch :P

hmmm... i'm attempting to do this now... i registered my retail key and it just started downloading ... ut3...!!!

Did steam actually tell you it found an existing copy of ut3?

I don't think it found mine and looks like it wants to install the whole smash...

Valis
04-07-2009, 03:51 AM
No it shouldn't find your current install, unless you've manually moved it into your Steam directory (and tbh I'm not sure how well that works either so don't take that as a suggestion.) This is because Steam installs all of its games into its Steam directory...

fragnbrag
04-07-2009, 12:20 PM
No it shouldn't find your current install, unless you've manually moved it into your Steam directory (and tbh I'm not sure how well that works either so don't take that as a suggestion.) This is because Steam installs all of its games into its Steam directory...

thanks - i realized after starting the steam update that I'd installed the retail ut3 under a different admin account on my pc, Why i did this i have no idea now - I played ut3 and edited maps on my regular account without any issues, so I figured steam would see it. Not a big deal, I uninstalled the retail and just let steam go all night :)

Hopefully I can hook up the old map projects to the new installation... I would be a drag to loose them this way...

fragnbrag
04-10-2009, 01:45 PM
Well that was too easy, in the end... although I uninstalled the original copy, the new installation seemed to find previous custom content folders etc. It is a bit creepy having to go into steam to launch ued (which appears now with a different loading screen) Once loaded, both the game and editor keep displaying this annoying little box in the bottom right corner showing my registered key and telling me to enter it when the game asks for it, which the game never asks me for it (go figure) and to press shift-tab to close but this key-combo does nothing... Other than that the game seems to run alright.
Checked the online servers, doesn't seem to be that much activity - (a few hundred) far cry from ut and 2k* in their heydays (3-5 thousand)
Maybe I'll head out regularly when I start getting bored with fallout3 :)

(C)orey
04-12-2009, 10:07 AM
I have a shortcut to Unreal fronted that I use to Launch UT3 and the editor. While you are at it you can load the map you want into the editor right away.

Valis
04-12-2009, 02:42 PM
Steam & 3rd party games is occasionally confusing, but it's largely because they are not very well integrated into Steam even though they might seem to be. The Editor shouldn't ask for your key anyway (or does it? I've always run the game before the editor) but the game's content folders you will recal are under your local datastore for your login (on vista I believe it's similar to C:\Users\<windowslogin>\Documents\My Games\Unreal Tournament 3\)

To create a shortcut you can just dig into the Steam folder and find the /Unreal Tournament 3/ game folder, create a normal shortcut to the editor & game exe's and drag them to wherever you want from there (desktop, quicklaunch etc). Steam doesn't need to be involved in the process at all really, aside from tracking program updates which it can do via right click & choose properties (also if you want your achievements registered in your steam account you probably do need to run it under the Steam client so it can track that.)

Also yes, the game has died down a lot even since the recent Steam push (it was very busy for a few weeks though). I wish that weren't the case, but what can you do...