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Posted: Thu, 22nd Nov 2007 17:45 Post subject: |
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Glottis wrote: | Whatever happened with HOLY SHIT kill? Now the highest is monster kill and it's voice over is weak compared to the good old M M M M ONSTER KILL!!!!! Weak  |
probably the fact that censorship is getting worse and it's hitting consoles and mommy's won't like that use of language
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 22nd Nov 2007 17:51 Post subject: |
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SpykeZ wrote: | it's hitting consoles and mommy's won't like that use of language |
Bingo!
Epic sold out to the consoles...
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$n@ke
Posts: 917
Location: the Netherlands
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Posted: Thu, 22nd Nov 2007 21:54 Post subject: |
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Unreal Tournament 3 - Avenged
= NUKED.Not.final.This.is.the.Release.Candidate.7
RAKMEISTER RMT
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chiv
Posts: 27530
Location: Behind You...
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Posted: Thu, 22nd Nov 2007 22:25 Post subject: |
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LeoNatan wrote: | SpykeZ wrote: | it's hitting consoles and mommy's won't like that use of language |
Bingo!
Epic sold out to the consoles... |
didnt i pretty much say that epic was abandoning the pc to go console and you lot yelled at me and said epic is pc faithful forever, and consoles are a distant second?!
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Posted: Thu, 22nd Nov 2007 22:33 Post subject: |
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rakmeister wrote: | Unreal Tournament 3 - Avenged
= NUKED.Not.final.This.is.the.Release.Candidate.7 |
lol
btw not nuked
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Posted: Fri, 23rd Nov 2007 00:24 Post subject: |
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Posted: Fri, 23rd Nov 2007 01:09 Post subject: |
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WTF!!! the single player campaign is shit, is the same shit playing with bots..but in the middle of it theres shitty bink videos!!!! WTF! why bother making this!!! man this sucks, this game is only for online....
and its great in online... btw patch 1.1 out
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Posted: Fri, 23rd Nov 2007 01:23 Post subject: |
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streetunder wrote: | btw patch 1.1 out |
Where?
C2D E6750 @ 3.2Ghz, 4GB 800MHz DDR2 4-4-4-12, GeForce GTX 260 c216 OC 896MB, 3.2TB, Windows 7 Ultimate x64
Xbox 360 Elite, PS2 Slim, Xbox
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Posted: Fri, 23rd Nov 2007 01:25 Post subject: |
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Unreal Tournament 3 Patch In Testing; Changes Detailed
Epic today released a beta version of patch 1.01 for Unreal Tournament 3 to a select group of people, and with it attached the huge list of changes included with the 181MB update.
Changelist:
Spoiler: |
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.
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 "Server History" tab page in server browser, with ability to
"lock" favorites on that page.
- 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.
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).
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 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.
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
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.
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:
- 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.
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http://ve3d.ign.com/articles/news/35518/Unreal-Tournament-3-Patch-In-Testing-Changes-Detailed
Last edited by streetunder on Fri, 23rd Nov 2007 02:13; edited 2 times in total
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Posted: Fri, 23rd Nov 2007 01:32 Post subject: |
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HEY LOOK WHAT NEEDS A SPOILER!
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bnf
Posts: 238
Location: your ceiling
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Posted: Fri, 23rd Nov 2007 05:10 Post subject: |
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I still got Rocket Scientist though...
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Posted: Fri, 23rd Nov 2007 06:03 Post subject: |
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Posted: Fri, 23rd Nov 2007 08:24 Post subject: |
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where the hell are the Egyptian characters 
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Posted: Fri, 23rd Nov 2007 08:31 Post subject: |
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Ok, I palyed it a bit... but... there is no Assault mode?? I mean.. seriously... this is shit!! It was my favorite mode in UT2k4, along with CTF... bah...
On the bright side, it seem I can play online as well, on non-epic servers.... even if most of the servers are empty....
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Posted: Fri, 23rd Nov 2007 08:42 Post subject: |
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I am not sure, whats so great about this game referring to the "hype".... I mean, almost everything has been there in UT1 and UT2. OK, the vehicles and the new modes, some maps... but the rest is only an update in EA style - not enough for a complete new full-priced game in my opinion.
The single player "campaign" against bots, well...not excatly new, isnt it? Graphics are nice, but generally "wasted" - who cares if you play in medieval castles, war-torn ruins or futuristic bases? The environment doesnt add any feeling of "immersion" because you are not part of a certain environment-based "storyline" (like in a usual single player shooter ala HL2 or TimeShift).
The gameplay itself is so fast-paced that you really cant even care about the beautiful sets.
Well, it may be a cool game for multiplayer fans and nice for a short adrenaline rush, but no GOTY candidate in my opinion...
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Posted: Fri, 23rd Nov 2007 09:01 Post subject: |
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ya im not paying for this, like 1 new gun but was just the minigun remade. wtf is this crap.
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Posted: Fri, 23rd Nov 2007 09:27 Post subject: |
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Tydirium wrote: | I am not sure, whats so great about this game referring.........
Well, it may be a cool game for multiplayer fans and nice for a short adrenaline rush, but no GOTY candidate in my opinion... |
I totally agree, I had this game on my list of "to buy" games but no I won't buy it. A huge disappointment this game. It's just an upgrade, no more. I don't even like the new graphics (and no it's not my system).
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Posted: Fri, 23rd Nov 2007 10:33 Post subject: |
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ya it's buggy as hell too. Boards get stuck on just about any incline. Bots are even dumber than anything EA has coded. Stinger vehicles are too armored compared to 2004.
and btw, the ageia maps are dumb as hell. "Tornado" just has some "debree" you can knock around and one roof you can blow open.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 23rd Nov 2007 10:59 Post subject: |
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chiv wrote: | didnt i pretty much say that epic was abandoning the pc to go console and you lot yelled at me and said epic is pc faithful forever, and consoles are a distant second?! |
We all make mistakes that was before the GOW debacle.
The full game (if, and that's a big if, the RC7 is the full game) has so many bugs that weren't in the beta demo, it's not even funny.
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Posted: Fri, 23rd Nov 2007 11:03 Post subject: |
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chiv wrote: | LeoNatan wrote: | SpykeZ wrote: | it's hitting consoles and mommy's won't like that use of language |
Bingo!
Epic sold out to the consoles... |
didnt i pretty much say that epic was abandoning the pc to go console and you lot yelled at me and said epic is pc faithful forever, and consoles are a distant second?! |
Well everyone sells out I guess.
BTW they prob shipped it as RC7 cause it was unfinished which is why the next patch is so god damn huge. Buddy told me they shipped it before they were finished so they could get it out in time for xmas.
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Posted: Fri, 23rd Nov 2007 11:13 Post subject: |
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I have so many problems with this game it sometimes crashes and makes my computer restart. Epic has really lost it, after the UT3 engine was released they went a little crazy.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 23rd Nov 2007 11:20 Post subject: |
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What saddens me is the engine is great (read my sig)... I wonder what happened to their QA department.
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Posted: Fri, 23rd Nov 2007 11:25 Post subject: |
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LeoNatan wrote: | What saddens me is the engine is great (read my sig)... I wonder what happened to their QA department. |
I personally hate it. Only game I've seen so far that I liked on teh engine was Bioshock. Every other game looks like it was made from craypoz (colored art chalk) Lack of AA, and this dreamy glow look to everything. Wish cryengine 2 would have been licsensed out but the way that engine seems to work is....you have an island with stuff on it, period.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 23rd Nov 2007 11:40 Post subject: |
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SpykeZ wrote: | Wish cryengine 2 would have been licsensed out but the way that engine seems to work is....you have an island with stuff on it, period. |
Oh, and it runs at 25 fps 
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