Friday, March 6, 2009

UT3 Titan Pack media gallery

This time it is all about eye candy and new features of Titan Pack. One of two new game types is Greed. To how it is meant to be played and goals watch the video below.

Here are the screenshots you may missed from BeyoundUnreal site.

And for the end a short video of what you could find in Make Something Unreal  contest.


Unreal Tournament 3 Patch 2.0 and Titan Pack released!

Epic has released 2 new and exciting downloads: Patch 2.0 and Titan Pack. In my previous post I wrote about the details of Titan Pack. Now you can download it from Beyond Unreal Fileworks. It is a moderately sized (309 MB) but it packs a lot of changes to UT 3.

One of most required changes was the UI and this patch addresses it among the long list of other changes. Here is a complete list:


Gameplay:


  • Increased UTGame MaxPlayersAllowed to 64.
  • Fixed leviathan turret instant refire exploit.
  • Fixed errant lock on warnings when no longer in vehicle.
  • Fixed first person weapons in demo playback.
  • Fixed translocator telefrag victim message.
  • Fixed encouragement sounds not being randomly picked by bots.
  • Implemented viewobjective spectating system for Warfare.
  • Fixed berserk held by driver applying to all vehicle turrets.
  • Only force low gore on German versions that were low gore only before being patched.



User Interface: 


  • Clicking on the settings tab goes to directly to the full settings menu.
  • Added VOIP speaker portraits to HUD.
  • Fixed character portraits sometimes not showing up on HUD or not staying up long enough.
  • The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.
  • Fixed the CD key always prompting when the user has no network card
  • Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.
  • Added UI option to hide objective paths (the white arrows).
  • Added UI option to enable joystick support.
  • Added JOIN to midgame menu when spectating.
  • Added cancel button to "logging in" message box.
  • Added support for auto-updating UI with new options.
  • Improved language support for French, Spanish, Italian, and German.
  • Joystick key bindings in UI display properly.
  • Added game and UI support for customizing crosshair scaling.
  • Added "Add Favorite" button to Server Browser server list tab.
  • Fixed favorites Tab Page server details not updating.
  • Improvements to voice menu. Added "status" section.
  • Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads
  • Show "Change Team" button before the match has started.
  • Added support for localized "single score needed" string.
  • Tweaked some HUD message font sizes.
  • Favorites/History lists list servers that are currently offline.
  • Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.



Networking: 


  • Added support for autodownloading packages while in gameplay or while travelling.
  • Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
  • Fixed dedicated server memory leaks.
  • Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
  • Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.
  • Fixed spectators being unable to move after a level transition.
  • Fixed track turrets being in the wrong position on clients in some cases after being destroyed.
  • ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.
  • Fixed HTTP download compression.
  • Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
  • Fixed a bug where in rare cases packages would get downloaded twice.
  • Fixed spectators able to enter as extra players in Duel.
  • Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.
  • Fixed bots not replicating their view pitch, so their animation looks better in net games.
  • Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.



Server administration: 

  • TCPLink and Webadmin functionality implemented.
  • Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.
  • Fixed being unable to kickban players with | in their names.
  • Added versioning information to the game settings
  • Dedicated servers don't require DirectX shader model 2.0
  • Fixed AdminForceTextMute and AdminForceTextUnmute.
  • Restored the compress and decompress commandlets.
  • Fixed AdminCmdOk() function not working properly if you were the listen server.
  • Banned IDs readability improved.
  • Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.


Mod support: 

  • Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.
  • Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.
  • Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS
  • Weapons now take roll from player viewrotation.
  • Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.
  • Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.
  • Fixed Change Node Status Kismet action not working on fully constructed powernodes.



Map specific: 

  • Fixed DM-Deck get out of world exploit
  • Fixed DM-Gateway portals sometimes sending you back to your starting point.


AI improvements: 

  • New orb carrier strategy AI.
  • Improved bot hoverboard use.
  • Reduced bot orb spawner camping.
  • Fixed bots stuck on orb spawner unable to grab flag.
  • Low skill bots use artillery properly.
  • Tweaked shooting at nodes vs shooting at enemies.
  • No human bonus to threat value.
  • Improved threat picking AI, taking into account effectiveness of bot's weapon.
  • Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
  • Bots tend to stay on same enemy more, and focus on key vehicles more.
  • Tweaked campaign auto skill adjust.
  • Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.
  • Tweaked rules for whether to attack node or enemy first.
  • Improved bot AI for defending nodes with an orb.
  • Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.
  • Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.
  • If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.
  • Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.
  • Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).
  • Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.
  • Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.
  • Adjusted bot reaction time to seeing new enemies.
  • Improved bot AI for dealing with lifts and hoverboards.
  • Bots taunt after winning a match.


I am more excited about the second download - the Titan Pack. It is also available for download from BeyounUnreal Fileworks page. This one is almost a 1 GB download (916 MB).

To give you the taste king folks from BeyondUnreal have posted some screenshots.

Enjoy!




Sunday, March 1, 2009

New monster in Diablo III - The Unburied

Blizzard has slowed down in releasing information about new games - Starcraft II and Diablo III. Amount of released information could be an indication that they are focusing on getting the game finished (at least that's what I keep telling to myself) and surprize us with early release date.

The new monster Unburied looks like a big ugly conjoined twins (or triplets).

The Unburied are composed or combined on number of disfigured rotting corpses. They may appear if there is a number of bodies dumped together unceremoniously. The puzzle is why do they appear instead of "normal" zombies?
Here they are in game setting
Abd al-Nzair desribes them as:
He was a law officer of sorts, a local guard out looking into the depraved handiwork of a crazed individual, the sort we seem to be seeing more and more of in these dark days. When the guard happened upon a mass grave dug by this sick fool, a massive, horned, disgusting behemoth was digging itself out. The dying traveler described this loathsome beast – or, as he termed it, the unburied – as being comprised of bloated parts from many fetid, rotting corpses, with a multitude of disfigured heads and slobbering fanged mouths. He was fortunate that day, but when he returned with several men to help him deal with the creature, they found to their horror that the undead spawn was too much for even their combined efforts. They fought valiantly to the last man, sacrificing themselves to keep the beast from rampaging across the countryside and taking who knows how many innocent lives. He was the last survivor, and before he passed on, he proudly told me that they were successful in eradicating the foul unburied creature.
This last screenshot is definetly something that gives me goosebumps... If I have to face 7 of these beasts I do hope that is later in the game when I will have some good spells and really strong armor.

Zerg's rumble scores 7.2

I was pleasently surprized on Friday when I got an e-mail from editors of Blogged.com. The e-mail says:

Dear Zerg's rumble author,


Our editors recently reviewed your blog and have given it a 7.2 score out of (10) in the recreation category of Blogged.com.


This is quite an achievement!

http://www.blogged.com/directory/technology/computers

We evaluated your blog based on the following criteria: Frequency of Updates, Relevance of Content, Site Design, and Writing Style.


After carefully reviewing each of these criteria, your site was given its 7.2 score.

We’ve also created Blogged.com score badges with your score prominently displayed. Simply visit your website’s summary page on Blogged.com:
 
If you would like to rate this blog please go here but i can't tell you on what page it is. On Friday it was number 417 on page 20. 
A big thank to you all and blogged.com editors. It took me a while to decide and create a blog and I am glad you like reading it.