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[UT3] patch 2.0 + titan pack !

 
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MessagePosté le: Jeu 5 Mar - 12:42 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

je sais maintenant que certain joue à Unreal tournament III. Bonne nouvelle pour vous, enfin il est là. oui il est là le fameux pack/add-on qui va relancer totalement le jeux! mais ce n'est pas tout. alors que le dernier patch était le 1.3 epic nous sort indépendament et en même temps que le Titan pack, le patch 2.0. et biensur le tout gratuitement!

Au niveau du titan pack voici ce qu'il apporte d'aprés les premiers retours : (source unreal.fr)

Citation:
DEUX NOUVEAUX MODES DE JEU



Greed* : qui est la reprise à l'identique du mod éponyme sorti pour Unreal Tournament 2004. Jouable sur les maps (Vehicle) Capture the Flag, le principe est plus ou moins celui du Team-Death match, à ceci près qu'abattre un ennemi ne rapporte aucun point mais libère derrière le cadavre un crâne qu'il faut ramasser pour ensuite le ramener dans sa base. Plus de crâne sont ramenés en même temps dans la base, plus le nombre de points engrangé sera important.
Cependant, si un joueur se fait descendre avec en sa possession des crânes, ceux-ci resteront derrière son corps calciné et permettront peut-être à l'ennemi d'engranger plus de points s'il parvient à les ramener dans sa base.
Un mode de jeu assez stratégique où il faut savoir doser l'appât des crânes et la sécurisation de ceux-ci dans sa base.

Betrayal** : à la base un Team Death-Match en Instagib, chacun joue néanmoins pour lui-même et à la fin du match, la victoire n'appartient qu'à un seul. Comme dans le Team Deatch-Match standard, chaque frag rapporte un point - temporaire - à l'équipe. Lorsqu'un joueur le décide, il peut trahir son équipe en utilisant le tir alternatif pour tuer un de ses camarades. Il remporte du coup les points de l'équipe, ainsi que le score personnel du joueur mort, mais se retrouve du coup marqué pendant trente seconde du sceau de sa trahison. Quiconque parvient à tuer un trâitre récupère un bonus de score personnel. A la fin des trente secondes, le trâitre peut rejoindre l'équipe de son choix.
Un mode de jeu qui ajoute un aspect stratégique non négligeable et qui va probablement faire naître de belles amitiés en online...





UN MUTATOR



Titan : jouable sur n'importe quel mode de jeu, les joueurs ont une jauge qui se remplit au fur et à mesure des kills obtenus (et bien plus vite encore en amassant multi-kills et killing sprees), des nodes/flags capturés ou des objectifs accomplis. Une fois la jauge pleine, le joueur peut à tout moment se transformer en Titan, un massif Krall dôté d'un Rocket-Launcher sur-vitaminé et un nombre de points de vie gonflé aux hormonnes. Cependant, le Titan ne peut plus ramasser d'arme ou de power-ups, ni capturer de node ou de flag.
Mais encore, si un Titan arrive à remplir à nouveau sa jauge avant d'avoir été tué, il peut se transformer en Behemoth... plus massif, plus destructeur !!!
A noter qu'un Titan ou un Behemoth refroidi explose au bout de quelques secondes...
Sur des bases classiques et pas forcément très éloignées du mode de jeu Mutant proposé dans le bonus pack pour Unreal Tournament 2003, Epic parvient à amener un petit vent de fraîcheur avec un mutator bien bourrin mais probablement très jouissif.




UN TOTAL DE 19 MAPS



Il s'agit tout d'abord des trois maps du précédent Bonus Pack (CTF-Face, CTF-SearchLight et DM-Morbias), ainsi que les cinq maps initialement exclusives à la version XBox360 (DM-KoosBarge, vCTF-Rails, vCTF-SuspenseNecris, WAR-ColdHarbor et WAR-DowntownNecris)

Quant aux nouvelles maps :

5 maps Death-Match : DM-DarkMatch, DM-OceanRelic, DM-EdenInc, DM-Turbine, DM-LostCause
3 maps Capture the Flag : CTF-Morbid, CTF-NanoBlack, CTF-Shaft
1 map Vehicle Capture the Flag : vCTF-Stranded
2 maps Warfare : WAR-Hostile, WAR-Confrontation


Deathmatch

Dark Match

Ocean Relic

Eden, Inc.

Turbine

Koos Barge

Lost Cause

Morbias

Capture the Flag

Facing Worlds

Morbid

Nanoblack

Searchlight

Shaft

Vehicle Capture the Flag

Stranded

Rails

Suspense Necris

Warfare

Hostile
Nombre de vaisseaux de recherche ont été perdus les premiers jours de l'exploration de Na Pali. Lorsque le terrain ou la faune locale se sont montrés trop dangereux pour le récupérer, l'équipement était souvent abandonné et oublié. Mais dès que le NEG a appris que les Necris venaient le récupérer, il envoya des unités militaires pour réclamer son dû.

Confrontation
Le canyon des Confrontations sert de terrain d'entrainement pour les forces Axon, améliorant la réactivité des unités en procurant un entrainement très réaliste d'un conflit mécanisé ou d'infanterie. Il s'agit d'une installation de choix pour l'entrainement en armure lourde, et toutes les forces doivent compléter leur cursus ici avant d'être assignées à une unité Léviathan.

Cold Harbor
La Division de Recherche sur l'invisibilité Axon a réussi à se procurer certaines caractéristiques du véhicule Nécris Nightshade et a tenté d'adapter cette technologie à la leur. Les Necris sont intervenus pour stopper cette recherche. Et malgré le blocus qui scellait le port lorsque le NEG a forcé l'armistice, ils ont conservé une base et travaillent avec ferveur à détruire toutes les recherches Axon restantes.

Downtown Necris
Les Necris envahissent des territoires à travers Taryd, infectant les zones conquises par du Nanoblack pour les terraformer et les adapter à leurs propres besoins. Vous devez repousser les forces Necris et restaurer l'ordre dans ce secteur.




DEUX ARMES, DEUX "DEPLOYABLES", DEUX NOUVEAUX MODELS, UN VEHICULE, UN POWER-UP



Dans l'ordre d'apparition :

La Tourelle Stinger et le Canon d'Artillerie "Eradicator", pour lesquels nous n'avons pour l'instant pas d'information.

Le Champ à Rayons X et la Station Link, pour lesquels nous n'avons pour l'instant pas d'information.

Nova, qui vient renforcer l'équipe Liandri, et Kana, qui s'ajoute aux Ronins.



Le StealthBender, qui permet de disposer sur le champ de bataille  des spider-mines, EMP mines et les tous nouveaux déployables sus-cités.

Le Slow-Field, qui serait une version "portable" du "déployable" du même nom




ET DE NOMBREUX AUTRES RAFFINEMENTS...



57 récompenses qui correspondent aux achievements sur Steam, ou aux Trophées sur PS3.
Des améliorations dans l'Interface, dont un grand nombre d'options graphiques, un menu de recherche de serveur repensé, un nouveau système de vote, un nouveau système de maplist, le support de l'écran partagé, un système de lancement de mod, etc...

* Avarice en anglais
** Trahison en anglais






Au niveau du patch : les informations importante à retenir sont :

amélioration du server browser (enfin depuis le temps que je l'attendais)
équilibrage d'armes et de véhicules
corrections de bugs en pagaille.
Plus anecdotique, le patch ajoutera 57 achievements dans la version Steam d'UT3. cependant pour ceux qui d'habitude regarde ça de plus pret (comme moi), je vous donne le change log complet. ATTENTION IL EST ENORME

Citation:

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 moddir\config or moddir.
- Now autofinds localization files in moddir\localization.
- Now finds splash image in moddir\splash.
- 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 (ModDir\Movies)
- 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


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MessagePosté le: Jeu 5 Mar - 12:42 (2009)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
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MessagePosté le: Jeu 5 Mar - 12:44 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

Voici les liens pour télécharger tout cela :

Patch 2.0 (309.42 mb)

http://download.beyondunreal.com/fileworks.php/official/ut3/ut3patch4.exe

Titan pack (916.10mb)

http://download.beyondunreal.com/fileworks.php/official/ut3/UT3TitanPack.ex…

Bon moi là c'est entrain de dl, aprés je teste tout ça et je vous ferais un petit retour^^ (pk pas avec des screen si possible)

LE TEST :

je n'ai pas encore tester les maps nouvelles étant donné que cela prend du temps pour se rendre compte de la qualité réelle d'une map. par contre j'ai testé le reste. voici mon verdict :

protocole de test :

pour etre sur que tout ce passe bien, j'ai désisntallé le jeux, fait une défragmentation, puis installe UT3 + patch + titan pack et j'ai refait une défrag. ensuite j'ai lancé le jeu.

bonne nouvelle tjrs la précense du nocd d'origine^^

la création des .ini est bien plus rapide qu'avant. deux fois plus rapide qu'a l'époque en sachant que j'ai un giga de moins en ram...

bon la le jeu ce lance. il y a tjrs ce petit problème de jeux qui se lance en 800*600 avec une partie droite légèrement bouffé. mais rien de grave.

la première chose qui frappe ce sont les menus! ils sont totalement différent des précédents.  + jolie, + fonctionnel et image de fond change. a note que le rouge criard à fait place à un gris du plus bel effet.

les menus ne réagissent plus de la même manière. fini le style console, youpi c'est le retour du style pc (bien qu'hélas les menu soit tjrs un peu trop gros). bref now il faut cliquer sur setteing par exemple pour que l'arborescence se mette sur setting. bref aujourd'hui on a plus peur de bougé la sourie (surtout si on est en 2000dpi) au risque de choisir un autre menu que voulu.

hélas, j'ai eu droit au menu anglais d'origine... bon bé la pour le coup retour à la méthode qui valait sur le ut3 non patché. direction fichier ini pour changer la langue.

Allez on va visiter un peu ces menu. direction donc setting.

enfin, toute les options graphiques! alors qu'avant il fallait trafiqué le .ini pour avoir le jeu graphiquement comme on le voulait, là on peu enfin géré tout les paramètre graphique rien que d'aprés les menus du jeu. Aprés j'avoue je n'ai pas regardé si il y avait tout les paramètres, mais il y en a déja largement assez pour config nickel son jeu du point de vue graphique. enfin presque, un petit bémol, le picmic n'est tjrs pas activable. mais bon il faut dire c'est une option trés peu utilisé (je ne l'ai utilisé que deux fois en match donc bon...)

allons faire un tour du coup du online pour voir...

A bé là aussi y a du changement. il y a enfin un vrai browser^^. ce n'est pas encore le must de la version 2k4 mais ça s'en rapproche largement. enfin on pourra vraiment trouvé les serveurs qui valent le coup.

Au niveau du chargement des maps, je ne l'ai pas trouvé plus long ou plus lent. Par contre, j'ai l'impression que le jeux a bien été optimisé. comparé à l'époque ou je joué avec 2 giga de ram, now je tourne qu'avec 1 giga de ram et a paramètre graphique identique, le jeux tourne aussi bien voir mieux a certain endroit^^ (bon pas encore testé les maps vctf ou warfare)

sinon pour les deux mode de jeux, j'ai joué un peu dessus, mais avec les bot. donc sans teamplay il est un peu dur de se faire un vrai avis dessus.

je vous ferais une critique des maps et des mods quand j'y aurais joué un peu plus longtemps.

conclusion :

des amélioration qu'on attendait plus! enfin! rien que pour ça le patch et le titan pack valent le coup. Je ne regrette qu'une chose... c'est que le jeux comme je l'ai maintenant est génial, mais qu'il aurait du etre comme ça dès le début et pas une version buggé et fini à la truelle pour les consoles... car now je ne sais pas si c'est add on amènera bcp plus de joueur. en tout cas pour ce qui ont déja ut3 dl vite ce patch et ad on, et au autre, c'est le moment d'acheter ut3 il est enfin mur et abouti Wink


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MessagePosté le: Jeu 12 Mar - 12:08 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

petite info importante :

debut avril ut3 + le dernier patch + le titan pack sera dispo en magazin à 10 euro, et vous pouvez tjrs l'avoir en attendant à 12euro 99 sur steam

honnetement pour la qualité qu'est devenu le jeu ce n'est vraiment pas cher


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MessagePosté le: Ven 13 Mar - 17:26 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

télécharge le titan pack + le patch mais pas joué encore, d'ailleur j'y vais de suite ^^

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MessagePosté le: Dim 31 Mai - 09:42 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

Juste pour vous dire que : Unreal Tournament 3 est gratuit ce week-end, toujours sur steam et que le jeu est proposé à 11,99€ au lieu de 19.99€.


( Edit Manu: Aucun rapport, mauvais topic, flood Snow, pas bien, y'a un sujet sur UT3 Smile

Edit (snOw) : J'ai déplacé mon message, haha Razz )

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MessagePosté le: Dim 31 Mai - 21:04 (2009)    Sujet du message: [UT3] patch 2.0 + titan pack ! Répondre en citant

petit rappel il est a 10 euro en version boite et vous pouvez ensuite l'installé par steam grace à la clé ^^ (option que j'ai choisi lol)

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MessagePosté le: Aujourd’hui à 12:35 (2018)    Sujet du message: [UT3] patch 2.0 + titan pack !

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