Unreal Tournament 2004
is the built in cache manager. It takes files in your UT2004 cache folder and puts them into the proper folders so you can use them offline. The other great feature is the file compresser/decompressor. If you are a server admin this is a must have just for this feature. It allowes you to compress your maps, skins, etc. without having to do it through the dos prompt. It also allows you to decompress .uz2 files without using dos. And for all of you hardcore clans out there, it has a demo manager built in. So when you are reviewing the demo of your last clan match you can do it with ease.
proper folders maps/mutators/skins etc.
Unreal actors and settings so that "old timers" can easily pick it up and "newcomers" have lots of online reference documentation already available. It also includes a new story-driven singleplayer or cooperative gametype (OSM Adventure) with progressive objectives conquering puzzles, traps and monsters. The only real forseeable problem with this update is that it conflicts with the Invasion AI, and therefore is not compatible with that specific gametype. The v1.4 update adds a new ScriptedAction command, ACTION_SetEnemy, which can be used to force-select a specific monster's opponent. It also fixes the options display for OSM Adventure Server Rules and patches a small bug which caused the Brute to play sleeping sounds whether it was asleep or not. ~ Kouen
from within a zip or rar archive. Either by selecting \"open with...\" -> rK DemoWatcher in windows or changing the file type to \".demo4zip\" / \".demo4rar\". It will bring up a selection dialog where you can choose the one to watch(if more than one is inside).
Version 5.1: ------------------------------ |- Fixed Random sounds not working which needed an extra character at @ random |- Fixed 49 character chat limit |- Fixed where the Hidden=True did not hide the triggername |- Added RepeatDelay where sounds cannot be repeated for x seconds |- Replaced hello and byebye Triggernames with PlayerEnter and PlayerExit (hello and byebye Triggernames can still be used as secondary names)
think UT200X game designers don\'t really bother now because this looks way better than the default -------------------------- gothic knights altered vehicles also looks better than default that he did in a couple of hours and he is a semi noob coder
made from selfmade-phots and free internetpic (and UT2004 retail textures of course).
do a bunch of other stuff too. I just posted it so that some people out there can \"discover its true power\". Run the umod thingy then go to your system folder, then find the UDE folder and find the UT icon and select it to finish the installation. (>^_^)>
invoked with. It allows you to easily personalise settings for each map in a session, including Game Type, Mutators, Player Counts, Bot Skill and Bots, with optional rule and mutator randomisation. MapMixer provides it\'s own map list system which includes the ability to handle game types on a per map basis. It can be invoked as a standard mutator although it provides it\'s own hook into the game main menu and where you can launch the game session.
Vehicle DM Package - Version: 1.0 - Date: 23 06 2004 - Author: Ash (A.N.) - Brief Description: Package for Vehicle DM mappers - Included Files: Vehicle_DM_Package_CubeMap.ut2 readme.txt (this file) ------------------------------------------------------------------------------ -Full Description This embedded package for Vehicle DM mappers has two functions: 1) It changes the AI for \'Normal\' (not Team) DM to a modified one, so bots will use vehicles, just as in Team DM. It detects if you are actually playing a \'Normal\' DM game, and not other gametypes that are played on DM maps (Team DM, Invasion etc.), and it changes the AI *only* in that case. So there cannot be any problems with other gametypes, because it doesn\'t change the AI if you are not playing \'Normal\' Death Match. 2) It enables vehicles in the map (both ASVehicleFactories and ONSVehicleFactories). See below for instructions on how to put this in your Vehicle DM maps... ------------------------------------------------------------------------------ * IMPORTANT NOTE! READ CAREFULLY * This was tested with 3236 UT2004 patch. I cannot be held responsible in case a future Epic patch should make some changes to UT2004 code that could interfere with this code! I think I should warn you about this... looking at the code one could say that this is rather unlikely, but I cannot guarantee that it will be compatible with all future patches! Anyway, I put a line of code that tests if bAllowVehicles is True by default in DM. Up to now, (3236 patch) it is not. (it is true only for ONS, AS and VCTF). But, should they enable vehicles in DM in the future, they\'ll put that to true, and they should change the AI too. In this case, my package will recognize that bAllowVehicles is True by default, and it won\'t change the AI with mine...
only UT200X related files are in this folder) and follow the steps in the program and it should install anything for you into the games. Note: Sorry, but no readme for the program is available as of yet, unless you can read German (the included English readme has nothing in it). I might play with this file and come up with my own readme if you are having trouble using this program. Killer_Kyle
decompressed state. TinyUZ2 is a completely stand alone program, so you don\'t need to have a UnrealEngine2 game installed. This version of TinyUZ2 only depends on zlib version 1.1.4
a poor way to end an energized session of animating, so I devised this solution to automate the task. Besides mass exporting your animations & meshes, the script will automatically determine your animation length as well. whether the animation loops to prevent stutters, as well as whether your mesh is static or skinned. NOTE:I have not rated it because I do not use maya or any other alike program so if someone can rate it for me that would be great
the bitmaps to JPG and move them optionaly to another directory. All this is done in the background so you wont notice a thing. And it doesn\'t interfere with the game since it only does any work when ut 2004 is closed down!
structure displaying where each file should go. .. UT2004 folder --- System VSOverride.u Vehicle Setting Override.txt 2. Vehicle Setting Override? Yep. Plonk this placeable actor into your map (it\'s just under Actor) and you can spawn vehicles in any map, in any gametype, from vehicle factories or other actors. Unfortunately, you can\'t just place the vehicle classes down from the start, you have to use factories. Still, though, you don\'t need any independent gametypes or mutators to run, you can just have vehicles in your map regardless. In the actor, under the properties, there\'s an option called bRespawnVehicles. When this is set to true (it\'s true by default), your vehicle factories (as long as it\'s ONSVehicleFactory or ASVehicleFactory) will churn out the vehicle of your choice rapidly, but only one will become available at the time, of course. So you can still have vehicles from the start, technically. Just set that property to true, put your vehicle factory actors in and the vehicle will appear when you start the map and be replaced when you drive the vehicle away from its spawning point. Got all that? Phew! ;-) - Enjoy! 3. Who made this? How can I contact them? Parser bashed this out, find him at http://fraghouse.beyondunreal.com Enjoy!
]here[/url]. Read the included Readme.txt for more info.
Instructions in enclosed ReadME). So for UT2004 UED and for the KF Unrealed version 2.5 --- there are 2 maps enclosed: 1/ DM-asnipes_Meshes.ut2 2/ KF-asnipes_MeshesV2.ut2 If you want the .ase files / textures, maybe because you're using a different mod with a different UED, I'll upload them. I'm not sure what people want... so I'll try it this way.
SOM_KickBestSPM and SOM_KickWorstSPM slot open methods (SPM = score per minute) ReservedSlots: added bSilentAdmin option to hide admin logins ReservedSlots: added bProtectAdmins option to protect admins from being kicked RSS: Added ability to edit the feed content through the webadmin ChatFilter+Stats chat log: Added workaround for UT2Vote\'s broken broadcast handler
UnrealEd. Frankly, can't say I'm proficient enough in UnrealEd to use these myself, but they may be handy to you guys. There's two smoke effects, a jumppad effect, and a teleporter effect. Nifty stuff. In other news... Woot! Our very first file in the Resource Packs category. :)
client\'s game upon connect. (Sorry about the weird filename, but this tool wouldn\'t work with a different name.)\" -Author (>^_^)>
instructions on how to use it. Only some small changes have been made to the mod since v2.17.
any gametype. In this version all the vehicle factories should be working just like they would in their native gametypes. Changes: 1) Assault Factories nolonger spawn within themselves. 2) Onslaught stationary weapons are always powered. 3) Onslaught Factories MaxVehicleCount is adhered to so you can limit the amount of vehicles present on your map at any one time. [/quote]
myLevel package instead of having to use the .
which team is attacking. Be sure to give me credit if you use this in your map.
right? Be warned that the server will alert the player that they\'re downloading, so you might want to try [url=http://homepage.eircom.net/~JBarrett847/MutatorRenamerBetaF.zip]this[/url] to rename the mutator, thus making it harder for clients to detect. It\'s straightforward enough, not much else to say. The readme is in .pdf format, though, so you\'ll need Acrobat Reader in order to read it. ~ Kouen