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Ut2007


privateer

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Δημοσ.

Siga re Exoskeletor! K egw tha goustara ama exei campaign SP me storyline kai na mhn varas aplws bots ( H ennoia tou proxeiroftiagmenou Single player).

 

Akoma k sthn ellada tou shmera yparxoun anthrwpoi me arges syndeseis, i pou apla goustaroun na paizoun monoi tous ( mporoi na einai asxhmoi kai na mhn tous paizoun ta alla paidakia)!

Δημοσ.
giati pos alios tha mporouse na eine to single player diladi? san to tomb raider? proth fora akouo ayto to gtp parapono pos to single eine san to multi...

 

Ναι ρε ενταξει απλα το παιδι προφανως δεν εχει ξαναπαιξει UT και δεν ηξερε πως ειναι το "SP" μερος του παιχνιδιου..

 

Τωρα περα απο ολα αυτα μπορειτε να μου πειτε γιατι δεν βγηκε το κλασσικο SP του promotarismatos της U3 engine το Unreal 3?

Μαλλον πρεπει να ευχαριστουμε τον π@π@ρ@ τον Bill που τους εκανε να ασχοληθουν μονο με το GoW και δεν ασχοληθηκαν με Unreal3.. :mad:

Βλεπεις αυξηθηκαν οι δουλειες τωρα εχουμε και τις κονσολες.. Αρχισε τις μαλ.. και η Epic..

Δημοσ.

Που ξέρεις.Μπορεί να κάνουν και Unreal 3 παιχνίδι.

Πάντως το 2 μου άρεσε τρελά παρά τα παλαιολιθικά γραφικά του. Έστω ένα remake σε UE3 θα ήταν αρκετό for me.

Δημοσ.
Που ξέρεις.Μπορεί να κάνουν και Unreal 3 παιχνίδι.

Πάντως το 2 μου άρεσε τρελά παρά τα παλαιολιθικά γραφικά του. Έστω ένα remake σε UE3 θα ήταν αρκετό for me.

 

Μπα δυσκολο γιατι τα Unreal 1 και 2 βγηκαν πριν τα UT και για την εποχη τους (ειδικα το 1 που ηταν φοβερο) ειχαν πολυ καλα γραφικα.. Μακαρι αλλα δυσκολο..

Δημοσ.

Ok έκανα κ ένα άλλο thread για το που θα το βρούμε στις 23/11 που θα κυκλοφορήσει Ελλάδα κ απότι κατάλαβα απότι έγραψε ο {TDi}Dj2k..infc μάλλον δεν το ξέρατε κάποιοι.Φαντάστηκα πως ναι κ κακώς έβγαλα γρήγορα συμπεράσματα.Anyway για αύριο λοιπόν λένε πως θα κυκλοφορήσει κ ψάχνω από που θα το βρώ Αθήνα (που μάλλον θα το έχετε 1st) για να μου το στείλει κανας φίλος με courier.

 

Linky απο e-shop(k εκεί για αυριο γράφουνε):

 

http://www.e-shop.gr/show_main.phtml?id=PCG.01752

Δημοσ.
Έλα XtrmSnpr!

 

Gamespy Review 4/5 αστέρια

http://pc.gamespy.com/pc/unreal-tournament-2007/837106p1.html

 

IGN Review 9.0

http://pc.ign.com/articles/837/837322p1.html

 

χεχε,να σαι καλα φίλε.Ναι καλά τ λένε,γιατί πήρε 3 χρόνια και για να βγει,απο τ γραφικα οντως περίμενα άλλα..Παρόλα αυτά μ αρέσει, αύριο έρχετε η μεγάλη μέρα της αγόρας του.Θα πάρει κριτικές ένα σορό,απίθανα πως συνδίασαν με το 1ο υτ τ όπλα κ το όλο σκινικό!Το ign δίνει καλό άρθρο.Πάντως στο demo,έλιωσα με τ ctf,κ το hoverboard!

 

@cain novacaine,αν κοιτάξεις σελίδα 24 http://www.insomnia.gr/vb3/showthread.php?t=123258&page=24

τ έχουμε πει,κ τ έχω βάλει κιόλας ότι 23 βγαίνει,όχι μόνο για uk,αλλά στην ευρώπη γενικότερα!

Δημοσ.
Hey calm down dude...apla fantastika oti tha exei kanoniko single...so what?Kai sorry kiolas pou den mou aresei to single & multi...

 

De ginete ena game na exei allh filosofia sto single kai allh sto multi man. (den exei na kanei me ayto pou les barret. etsi opos ta les diladi to ut kai ut2004 eixe proxiroftiagmeno single player?? giati ego exo liosi mayta k makarh na diaskedazes me ola ta single player toso. Emena den tha mou arese an htan etsi opos les giati tha htan gears of war kai oxi ut) Dikeoma sou eine na mhn saresei to sinlge k multi den eipa ego giayto tipota

 

Pantos to paixnidi apo kritikes phre oti eixe parh to ut2003 otan eixe bgei. Kai basika to game mia xara htan apla ithele liga tweaks edo k ki k mas edose to ut2004 pou htan toubano. Problepo k giayto na erxonte polla patch. Distixos emena kai ola low de mou pezei kala :(. prepei na fteei o amd64 3500

 

Apo play asia kanei giro sta 35 euro.

Δημοσ.
Hey calm down dude...apla fantastika oti tha exei kanoniko single...so what?Kai sorry kiolas pou den mou aresei to single & multi...

 

Vsk, to Single Player tou UT einai afto pou apokalite "me botakia" kai afto exei tin olh tin fash .. To unreal dn mou arese .. kanena .. Ta UT omws ta LATREPSA apo to prwto ws to telefteo .. 8imame eimoun TOSO pitsiriki otan epiasa to prwto UT-Classic or GOTY (Me ta scissors lol!) pou dn mporousa kan na katalavw ti ginete :lol: Eh pismwsa kai siga-siga egina apistefta trelo riper0ni sta net edw :-):-):-)

 

To SP tou UT einai na petas melo8anatous stin pista kai na allilosfagiazonte :mrgreen: Kai to UT einai isws to KALITERO FPS pou ipirkse pote imho ..

 

UT2004

 

Christopherouko mias kai eida oti eisai kai esu Fanboi tis seiras .. Anipomonw na bgei to UT3 na riksoume kanena 1on1 :-D (Na dw kai an to CS me ekane na 3exasw entelws tis xoropidixtes/tufles texnikes p eixa sto UT2..axxx epoxes Ownage stin Idoma..! 2 Xan stin FULL diskolia tous eixa kataferei mia fora na riksw! me 30lives to kefali!!!)

 

Pote eipame oti anamenete to UT3?? (Exo mpes sto room! :> )

 

/Koritsi_Gia_PC

Δημοσ.

Bring it on :)

 

Btw guys:

Eimoun o monos pou epeza sto ut MONO thn pista morpheus? mazeyomouna me filous k pezame ores kathe mera mono ayth. apisteyth kai paneksipnh pista kai ayto pou mou arese eine pos se keinh den mporouses na xoropidas sinexeia san lagoudaki (blepe quake :D)

Eite thn epezes me liga atoma, eite me polla pali tromerh htan. Yparxei kapoia paromoia sto ut3?

Δημοσ.

Beta Patch 101 Changelist

 

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 GameConfig

- 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.

 

http://www.epicgames.com/download/patch101.exe

Δημοσ.

Κύριοι, το ερώτημα είναι ένα: Σήμερα θα μπορούμε να το αγοράσουμε; 2.45 θα είμαι στο Πλαίσιο μετά τη δουλειά... Ελπίζω να το έχουν...

Δημοσ.
Beta Patch 101 Changelist

 

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 GameConfig

- 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.

 

http://www.epicgames.com/download/patch101.exe

 

ΕΕΕεεετσι,ακόμα δν βγήκε να τ πάρουμε στα χέρια μας,βγάλαν τ 1ο δοκιμαστικό μπάλωμα..:-D

 

Μια ερώτηση θα,παίρνατε το υτ3 τν συλλεκτική έκδοση ή τν απλή;;Συμφαίρει να πάρεις τν συλλεκτική;;

  • 10+ hours of Unreal Engine 3 toolkit video tutorials
  • The history of Unreal Tournament
  • Behind the scenes of Unreal Tournament 3

αυτά έχει εξτρα...

συμφαίρει ή μπα;;Κτ άλλο στον φανατικό λαο δν βρήκαν να δώσω,μόνο αυτό;Άντε τ ιστορικό κτ λέει,τ τ τουτόριαλ κάπως..:-(

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