UT2004 patch 3369 was recently released. This patch fixes (full change log here) many bugs that existed in gameplay, networking, and the Unreal engine. You can download the standard Windows version of the patch at FilePlanet or visit Ryan C. Gordons Icculus.org for the Linux, Mac, and Win64 versions.
Featured Article: Our UT2007 section has been updated to include all of the information that surfaced during E3. Everything that you could ever want to know or see is there!
UT2007 Media Analyzed
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12/13/06 22:16 PST - General UT2007 News A fan by the name of Henrik 'Bersy' Ryosa has gone to great lengths to analyze some existing UT2007 media (more specifically, videos). Bersy provides high resolution screenshots and describes exactly what they demonstrate. His goal is to dispel a lot of what's been circulating in the UT "rumor mill" which is, by and large, conjecture, by providing some solid proof of what is known about the game to date. Its a fairly lengthy read, but certainly a worthwhile one. Check it out!
MonkeyBuild Version 3.0 Released
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12/12/06 16:44 PST - General Unreal News Free Monkey Interactive has released version 3 of MonkeyBuild, which was originally created to speed up the process of building and testing new UnrealScript code (in both offline and network situations) while developing UTXMP. The appliction supports all Unreal Engine games with a standard Unreal
Engine 1/2 or Unreal Engine 3 directory structure, and is even able to
detect most installed Unreal Engine games.
MonkeyBuild allows you to create and execute sequences of actions that you might find yourself performing many times as you write and test UnrealScript code. Instead of manually opening a command prompt, typing commands in each time and then checking log files, just create a sequence in MonkeyBuild to suit your needs, and run it whenever you need to compile and test new code!
Steel Halo Released
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12/10/06 19:22 PST - UT2004 Modifications A new UT2004 mod by the name of Steel Halo has been released. This arena-style mod offers some unique weapons, an interesting back story, and plenty of other awesome features (see below). Do be sure to check it out.
Play with 7 Gravity Rifles, each with unique capabilities and teamplay interdependencies and strategic combos
Compete in a unique collection of arenas spread across the 1000 worlds of the Empire, each a strategic challenge designed to test competitors and teams alike
Select from a array of start positions on the playfield, from Blitz, Rush, Tandem or Face-off, and learn to dominate your opposition
Utilise score multiplier targets, deflection surfaces, and skill shot opportunities to increase the value of a goal - and use special teamplay combinations to boost goal scores even higher
Intuitive HUD elements assist with passing and communication between teammates, and navigation of the arenas
Revised KARMA collision system sees players being ragdolled if they run into walls, land too fast after using a jump pad, or even into each other
Experience new health, adrenaline and perceptual awareness systems designed to capture the bone-crushing brutality of non-lethal combat
Hourences' Book now Available
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12/8/06 21:31 PST - UnrealEd Editing/Levels Hourences level design book, The Hows and Whys of Level Design, is now available for any aspiring or current mappers who are interested. An official website provides what should be all the pertinent details (including samples, pictures, and pricing), in addition to some info at the Team Phalanx website. A big congratulation goes out to Hourences, whose hard work has finally come to fruition!