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  Click to see a larger image
"Alpha" and "Charlie" show off... umm.. well, I'm not quite sure, but Unreal Tournament and mummies are somehow involved.
The Dirt:
Say, you know what rocks? Deathball. This is by far my favorite UT2003 mod thus far and I wasted most of my day yesterday playing it. It's a little hard to get the hang of at first, but once you "get it" it's tons of fun. Try it!

Also, there's new maps over at CliffyB's Ownage. You can trust CliffyB because he wears brightly colored suits!

- Fragmaster



 Wed · Nov 20 · 2002 Submit News | Submit Pics
Rcon2k3 Released - redef -
11/20/02 15:35 PST - UT2003 Modifications
German website e.sports united has released a very useful tool called Rcon2k3. An English translation of the news post is available at SoGamed. This tool gives people the ability to run servers remotely using third party software, the use additional spectator controls, and the ability to create many more functions. With it anyone with programming knowledge could create some incredibly useful additions, such as a IRC admin interface.

USkaarj RTS Mod - redef -
11/20/02 15:23 PST - UT2003 Modifications
A talented moding team is hard at working creating a mod known as USkaarj. This mod is the first RTS total conversion to be developed for UT 2003. Their website is host to many details, which includes some in-game screenshots of their progress.

64-Bit UT2003 - Fragmaster -
11/20/02 9:54 PST - General UT2003 News
AMD sent along this huge press release about an upcoming 64-bit version of UT2003:
AMD AND EPIC DEMONSTRATE POWER OF 64-BIT GAMING

-First ever demo of x86-based, 64-bit game is proof-of-concept for AMD's strategy-

LAS VEGAS-NOVEMBER 20, 2002-At Comdex, AMD (NYSE: AMD) demonstrated a 64-bit developmental version of Unreal Tournament 2003 from Epic Games on a system based on the upcoming AMD Athlon(tm) 64 processor. The technology demonstration illustrates AMD's commitment to bringing next-generation, 64-bit computing to the desktop and consumer applications.

"Our goal is to be the driving force in providing solutions that will bring the power of 64-bit computing to PC users," said Ed Ellett, vice president of client business segment for AMD's Computation Products Group. "Gaming enthusiasts demand the highest performance systems, and we believe gaming will be the catalyst that brings 64-bit computing to mainstream PC users."

Unreal Tournament 2003, based on the latest generation Unreal Engine technology, is the recently released sequel to Epic Games' and Digital Extremes' award-winning Unreal Tournament. The Unreal Engine serves as the foundation upon which many other award-winning games have been built and has been licensed by top game developers for games in a variety of genres running on multiple platforms.

"We're extremely excited about the upcoming AMD Athlon 64 processor. It's designed to run today's 32-bit games and applications and will actually, clock-for-clock, boost their performance relative to 32-bit AMD Athlon processors. But when you add 64-bits to the picture you can get additional capabilities and other performance boosts," said Mark Rein, vice president, Epic Games Inc. "We're planning to ship a 64-bit update for Unreal Tournament 2003 at the same time the AMD Athlon 64 processors show up on retail shelves."

The upcoming AMD Athlon 64 processor is expected to be the industry's first and only 64-bit, x86-based PC processor for desktop and mobile computing. It is designed to provide unprecedented application performance for consumers and businesses by being able to run 64-bit applications at full performance, thus significantly expanding data capacity, and simultaneously run 32-bit software applications with no performance penalty.

The upcoming AMD Athlon 64 processor will include a number of technology innovations that provide these benefits. A highly scalable system bus using HyperTransport(tm) technology is designed to provide more than one and half times the throughput of other competing processors. And an integrated memory controller that will boost performance by directly connecting the processor to the memory and dramatically reducing memory latency.

In other news, the NES was an 8-bit system and the Sega Genesis was a 16-bit system.

Flashback: Star Trek DS9: The Fallen - Fragmaster -
11/20/02 9:32 PST - Elsewhere on the Web
HomeLAN takes another look at an older Unreal engine game in their "Cult Action Game" piece on Star Trek DS9: The Fallen:
The Collective made a large number of modifications for The Fallen, including switching to a third person view for the game and Hare admits the modifications causes some challenges. "Although Unreal was, and still is, an excellent tools and technology suite, it wasn't particularly well suited to making the game we had in mind. This switch with its attendant learning curve for new the new tools and engine and subsequent reengineering to support a navigation intensive 3rd person action/adventure was definitely the biggest challenge that we faced." Hare is still pleased with the final version of The Fallen with only missions or parts of missions ending up on the cutting room floor. "That said, we're still happy with the longevity and variety of the gameplay experience we managed to get into The Fallen," he said.

 Tue · Nov 19 · 2002 Submit News | Submit Pics
Defence Alliance Help Needed - redef -
11/19/02 19:03 PST - UT2003 Modifications
The Defence Alliance team is looking to add a talented coder to their team. They’ve sent in an email to describe their situation:
Defence Alliance is currently looking for a coder, to code Defence Alliance 2003... What we are looking for is someone who has past experience with Unreal Tournament, has a copy of UT2003 and is able to code in the UT2003 engine. Once we have chosen our coders they will need to start work ASAP coding the Defence Alliance 2003 game play.

Past experience of the UT Engine is crucial and you must have enough time on your hands to help work. Your presence in our mIRC channel is a needed so make sure you can get online regularly. And prior knowledge of Defence Alliance will help in understanding how the game works but is not important

Email all applications here to aBsOlUt and FluXs.

Deathball League - redef -
11/19/02 19:00 PST - UT2003 Modifications
Deathball teams can now sign-up for a league! The Official Deathball League has opened registration for the first season. Sign-up immediately!

Unreal Engine + GeForce FX - redef -
11/19/02 18:58 PST - Elsewhere on the Web
GameSpot has scored themselves a screenshot of some improved Unreal tech that makes use of the up and coming GeForce FX graphics card. Give the shot a look and stare in awe.

NVidia Unreal II Shots - Fragmaster -
11/19/02 16:11 PST - General Unreal II News
NVidia is using shots of Unreal II to demonstrate the capabilities of their new GeForceFX card. Scroll down to the bottom of that page for the screens, and look here for more info on the GeForceFX.

Unreal Championship Reviews - Fragmaster -
11/19/02 15:57 PST - General Unreal Championship News
Unreal Championship reviews are popping up all over the place. Here's a quote from GameSpot's review:
Unreal Championship is a great game that is filled with action-packed, bloody shootouts that are especially fun online, but it lacks polish in a few spots. The frame rate issues are frequent enough to get in the way, and the laggy network play in higher-capacity games is another unfortunate blemish. It's certainly worth owning and playing, especially for anyone looking for an alternative to MechAssault, but anyone with a PC powerful enough to run Unreal Tournament 2003 would be better served by that installment in the series.

And from IGN's review:

The game is flat out fun like a good online shooter should be, it's as simple as that. Putting together your own well crafted taunts over the Communicator --with the voice-masking off please-- is a joy I didn't expect to taste so sweet. I can't recommend Unreal Championship to gamers who aren't going to get on Xbox Live even though the bot-play and system link games are still enjoyable because that's just not the strength of this game. For any of you looking for that final reason to get Xbox Live, this should definitely be one of them.

And Next Level's review:

After getting some extensive time in with Unreal Championship over the weekend, my opinion of the game went from mildly dissapointed to extremely impressed. One map isn't going to break this game. It's very much what I was looking for, and I've had a blast so far playing it. In fact, this review is over! I'm headed back to the field for some more Bombing Run! Go get this game, then come find me.

So, have you played Championship yet? What do you think?

Resistance & Liberation Weapons - redef -
11/19/02 15:29 PST - UT2003 Modifications
Five new model renders at the Resistance & Liberation site shot off their MP-40 Machine Pistol, M1 Carbine, and the German Flak 88mm Cannon. All of them are fully textured and loking beautiful.

Atlantis' Spas-15 Render - redef -
11/19/02 15:25 PST - PlanetUnreal Exclusive
A look at the Atlantis Mod’s recently completed Franchi Spas-15 shotgun is now available. JackOneill kindly provided us with an exclusive render of the weapon. More in-game screenshots of this great looking UT2003 mod are due out soon.

Jungle Warfare Update - Fragmaster -
11/19/02 9:41 PST - UT2003 Modifications
Jungle Warfare has got some new map shots from the UT2003 version of their mod, some new weapon renders, and a couple of swell wallpapers.

Unreal Championship Launch Party - Fragmaster -
11/19/02 9:39 PST - General Unreal Championship News
UnrealOps has a short writeup and some pics from Digital Extremes' Unreal Championship launch party. They got to eat UT cake!

 Mon · Nov 18 · 2002 Submit News | Submit Pics
Future UT2003 Patch Changes - Fragmaster -
11/18/02 16:45 PST - General UT2003 News
Epic's Steven Polge has let loose a big list of changes we'll see in the next UT2003 patch:

GamePlay:

  • friendly fire kills affect team scores
  • allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true)
  • don't spam "you are ready/not ready" messages to console before game starts
  • fixed FFA DM overtime end conditions
  • Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the ut2003\sounds directory. Then, in the User.ini file (in the UT2003\system directory) change: [UnrealGame.UnrealPlayer] CustomizedAnnouncerPack="NewPackName"
  • fixed strafe toggle
  • support longer playernames on scoreboard/HUD
  • show FPH in scoreboard
  • fixed flags sitting on ground in CTF-Citadel
  • made team section of HUD scaleable
  • more minigun ammo
  • really fixed 4 rocket bug
  • Fixed DM-TokaraForest flags showing up
  • fixed CTF-LostFaith KillZ
  • spectating maintains view - when a player dies it continues to view the player when they respawn.
  • improved texture precaching, removing a few early hitches
  • moved arena mutator config and maplists from user.ini to ut2003.ini
  • update .ini files without overwriting them! (except for settings added or changed since we shipped)
  • fixed bug when had more than 16 bots total on custom teams
  • improved translocation (less failures)
  • link alt no blood
  • don't lose adrenaline if switch teams to team with less players

    HUD/Menus:

  • added in-game personal stats (bound to F3)
  • Added Server Info which includes MOTD and Rules (bound to F2)
  • Added In-Game Chat Client (Similar to IRC)
  • Mouse acceleration threshold now in the menus
  • FOV settings 80 to 100 in menu
  • Press f10 to cancel added to connect message
  • "Blob shadows" option added to menus
  • Change "corrupted connection detected" to "incompatible game files" or something similar
  • Add name of weapon you are switching to to hud
  • Fixed DisplayProgressMessages to only show MOTD once
  • Added color codes to text messages
  • Fixed MOTD to be able to handle more than 4 lines
  • Add up/down key history to IRC input
  • Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.
  • Add colour to IRC (nicknames, join/leave messages, links etc.).
  • Ctrl-C in server browser copies selected server URL
  • Extra game-type tabs created automatically for installed game types (from .int file).
  • Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay, no bots.

    AI:

  • fixed bot aiming link shaft at crouched opponent
  • BR AI improvements
  • CTF AI improvements
  • improved skyline bot AI
  • improved bot use of ion cannon

    Networking:

  • make sure ClientNetSpeed can't get set to 0
  • improved client ping measurement
  • fixed client location synchronization problem that could happen when you fell out of a crouching height only area
  • fixed bug where lost ability to fire
  • fixed weapon idle animations on net clients
  • fixed GetLocalPlayerController() on net clients
  • fixed BR-Skyline airship in netplay
  • improved smoothness for high ping clients
  • fixed minplayers+stats coexistence
  • admins can pause net games
  • fixed combo effects showing up in net games
  • *really* fixed redeemer firing bug
  • Fixed bug that caused garbage collection not to occur between level changes
  • Gamestats class is now configurable via ini
  • Security actor is now configurable via ini
  • Add ClientReplaceMenu in Playercontroller
  • Added Admin command NextMap
  • Applied fix for bug where some string checking in Web admin failed
  • Fix bug in Web admin that causes "WebAdmin:" to appear twice
  • Added security level checks to web admin's ServerChangeMap
  • Applied fix for linux Web Admin regard hard-coded IP addresses
  • Applied fix for Admin kicking via XAdmin
  • Closed security hole where admins could look/set security info

    Mod support:

  • added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but before it affects the Pawn's location.
  • added mutate() replicated function for use by mutators
  • fixed teamgame ReduceDamage() allows mutators top override even if instigator==None
  • added skeleton option to .upl player descriptions (for user created models with different skeletons)
  • Add -MainMenu= command line param
  • Fixed several internal hardcoded menu links
  • Fixed GUIController to always use the ini set MainMenuClass
  • Propagate LevelChange() through the interaction and gui system
  • Add MutatorFillPlayInfo to allow mutators to add web admin settings

    Engine:

  • Memory leak fixes: Explicitly destroy KarmaParams in Actor: FPRIVATE "TYPE=PICT;ALT=" estroy, and - 'new' KarmaParamsSkel instead of using BeginObject
  • Fix for crash with per-tri karma collision with static meshes with no collision data

    D3D/OpenGL:

  • fixed z-pixel fog and favored it over vertex fog
  • worked around vertex fog driver bug on ATI cards
  • added workarounds for S3 cards like the Savage 4

    Audio

  • fixed occlusion if EAX 3.0 is enabled
  • Identity Crisis Updates - redef -
    11/18/02 15:39 PST - UnrealEd Editing/Levels
    SabbathCat has joined the Identity Crisis crew as a reviewer. His first order of business was reviewing Jer's Centauress model. He has nothing but positive words, so be certain to download it.

    Huge SAS Update - Fragmaster -
    11/18/02 10:31 PST - UT Modifications
    There's a big ol' update over at SAS - Into the Lion's Den with a current status report and bunches of super nifty in-game screens. SAS could use some skilled animators, skinners, sound engineers and voice actors, so if you're interested, contact Assault9.

    GameSpy Store


    Site Updates
     TTM:
     TTM2003 v2 features list
     11/20/02, 7:40
     Death Ball:
     Sign up for league
     11/19/02, 2:18
     Identity Crisis:
     New stuff
     11/18/02, 12:44
     The Nucleus:
     You didn't help me so...
     11/18/02, 5:10
     DanielS's Maps:
     map screens!!!
     11/17/02, 10:49
     Ulukai's Maps:
     CTF Map Preview
     11/17/02, 4:16
     alexander lehman...:
     Deathball V1.2 Released!
     11/17/02, 2:47
     DavidM:
     Deathball V1.2 Released!
     11/17/02, 2:45
     Team Vortex:
     Deathball V1.2 Released!
     11/17/02, 2:45
     Unreal Badlands:
     New I.R. ver.24 Released......
     11/16/02, 2:06

    Featured Mod

    Click for feature!

    Xidia Gold
    A great UT single-player conversion by Team Phalanx!

    Featured Site

    Click for the featured site!

    The Third Reich
    A sure to be excellent UT World War II conversion. Check out their new trailer!

    Featured Map

    Click for featured map!

    CTF-Firenze
    Capture the Flag in purdy temple. Amazing lighting!


    Plan Updates

    Cliff Bleszinski 11/14
    Brandon Reinhart 11/8
    George Broussard 11/7
    Aaron Leiby 10/16
    Matthias Worch 10/16


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