NEWS
UT 2003 BETA Update v. 2219
While waiting for the next official update for UT 2003, the next release of a BETA update has been done.
By Yannick 'ru5h' Mayer
Mar 27, 2003 18:09
While waiting for the next official update for UT 2003, the next release of a BETA update has been done.
The 13mb file, includes a lot of little helpful changements and features.
Download BETA update v. 2219
Changelog
- fixed UTClassic rocket fires up to 3 rockets
- no weapon firing shake in UTClassic
- slow down weapon switching in UTClassic
- no small shield stacking in UTClassic
- adjust FOV, eyeheight in UTClassic
- sniper rifle zoomed visible area expanded
- projectiles can affect dead bodies in net games
- adjusted centered link gun effect position
- mutant bot AI - mutant bots don't go after powerups they can't use
- fixed lightning gun muzzleflash positioning in third person
- User logs now save to \UserLogs
- Add MusicSkip console command to skip tracks in OGGPlayer
- Fixed possible problems with OGGPlayer
- Add "Play List" button to player setup
- fixed ghost players on server
- improved redeemer guiding
- added unique sunlight actor icon (for editor)
- fixed Invasion not ending if server side demo recording
- fixed lastmanstanding ending when single player enters (patch bug)
- Big update to web admin
- fixed audio spatialization (thanks to Daniel Peacock @ Creative for the fix)
- The Loading Map screen is now configurable for mods (GameEngine.LoadingClass)
- added -USERLOGO=, .BMP must be in \Help
- server side control for turning off weapon viewshake by adding the following line to the
[engine.gameinfo] section
of your UT2003.ini file: bWeaponShouldViewShake=false
- new configurable property to prevent shield stacking of small shields. To disable shieldstacking, add the following line to the
[UnrealGame.DeathMatch] section of your UT2003.ini file:
bNeverShieldStack=true
- Added force feedback support for devices other than mice (thanks Jason Fleming of Immersion).
* Gamepads, sticks, wheels and mice usable as force feedback devices
* Wheels (1-axis) devices can play 2-axis effects, rather than failing (IFC23.DLL)
* Feedback device not initialized if all feedback settings disabled at startup
* Shutdown feedback system by unchecking all feedback settings in menu
* Start feedback system when first feedback setting checked in menu
- Added PokeTerrain function to TerrainInfo.
PokeTerrain( vector WorldLocation, int Radius, int MaxDepth )
All values are in world units. It pushes a squashed sphere into the
terrain at the location specified. Negative MaxDepth values will raise
the terrain at the specified location.
Note that you should perform a trace first and ensure a TerrainInfo is returned. Call the function at the trace's hit location. Static
projectors such as tree shadows have their data precomputed and the shadow will not move if you dig a hole in terrain beneath them. Sorry!
Links: Epicgames.com
Download BETA update v. 2219
Changelog
- fixed UTClassic rocket fires up to 3 rockets
- no weapon firing shake in UTClassic
- slow down weapon switching in UTClassic
- no small shield stacking in UTClassic
- adjust FOV, eyeheight in UTClassic
- sniper rifle zoomed visible area expanded
- projectiles can affect dead bodies in net games
- adjusted centered link gun effect position
- mutant bot AI - mutant bots don't go after powerups they can't use
- fixed lightning gun muzzleflash positioning in third person
- User logs now save to \UserLogs
- Add MusicSkip console command to skip tracks in OGGPlayer
- Fixed possible problems with OGGPlayer
- Add "Play List" button to player setup
- fixed ghost players on server
- improved redeemer guiding
- added unique sunlight actor icon (for editor)
- fixed Invasion not ending if server side demo recording
- fixed lastmanstanding ending when single player enters (patch bug)
- Big update to web admin
- fixed audio spatialization (thanks to Daniel Peacock @ Creative for the fix)
- The Loading Map screen is now configurable for mods (GameEngine.LoadingClass)
- added -USERLOGO=, .BMP must be in \Help
- server side control for turning off weapon viewshake by adding the following line to the
[engine.gameinfo] section
of your UT2003.ini file: bWeaponShouldViewShake=false
- new configurable property to prevent shield stacking of small shields. To disable shieldstacking, add the following line to the
[UnrealGame.DeathMatch] section of your UT2003.ini file:
bNeverShieldStack=true
- Added force feedback support for devices other than mice (thanks Jason Fleming of Immersion).
* Gamepads, sticks, wheels and mice usable as force feedback devices
* Wheels (1-axis) devices can play 2-axis effects, rather than failing (IFC23.DLL)
* Feedback device not initialized if all feedback settings disabled at startup
* Shutdown feedback system by unchecking all feedback settings in menu
* Start feedback system when first feedback setting checked in menu
- Added PokeTerrain function to TerrainInfo.
PokeTerrain( vector WorldLocation, int Radius, int MaxDepth )
All values are in world units. It pushes a squashed sphere into the
terrain at the location specified. Negative MaxDepth values will raise
the terrain at the specified location.
Note that you should perform a trace first and ensure a TerrainInfo is returned. Call the function at the trace's hit location. Static
projectors such as tree shadows have their data precomputed and the shadow will not move if you dig a hole in terrain beneath them. Sorry!
Links: Epicgames.com
RELATED NEWS
13 comments
Loading comments...

