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Sujet : Unreal Tournament 3
Muageto
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Message du 17-12-2007 @ 13:45   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Je rejoins un peu l'avis d'Aquillon, ça dépend des réglages de jeu (sur le serveur donc), parce que tu peux faire du bien speed aussi sur UT (99 comme 3) et sans ajout de mods particuliers.

[message édité le 17-12-2007 @ 13:46 Par Muageto]
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Soulmanto
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Message du 17-12-2007 @ 13:47   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

ha, je viens de me rappeler que je réglais toujours la vitesse du jeu sur 130% dans UT, ceci expliquant celà! :siffle:
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Enfin!! 300 au bowling sur Wii Sports :classe:
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Pascal_TTH
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Message du 17-12-2007 @ 16:28   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Aquillon a écrit



Ba à 20 en ctf instagib sur une map pour 10 quoi :D
Après c'est vrai que les persos sont peut être plus lent à se bouger mais pour peu que la vitesse de jeu soit à 200% ça speed bien quand même.



Je parle des jeux sans mod. Avec des mods, on peut changer tout donc on peut discuter 107 ans... Enfin, UT3, je n'adhère pas. Et c'est bien le premier... Pour moi, ça illustre la médicroté des jeux actuels. Vu les ventes, je ne dois pas être le seul : http://www.revioo.com/news/crysis-ut3-n10917.html
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Pascal_TTH
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Message du 20-12-2007 @ 12:35   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Après avoir taxé le jeu chez Antares, je confirme... Useless Tournament 3 n'est pas pour moi. C'est mortellement lent, on s'emmerde sur les maps, les armes tirent/chargent trop lentement, il n'y a plus les bonnus, les persos sont moches (et ce n'est pas les quelques trucs customisables qui relèvent le niveau), le temps de chargement du jeu est pénible, il n'y a même pas d'AA, des pilotes Aegia à la con à installer (et le jeu installe aussi .net), etc.

Bref, un jeu qui me plait encore moins que Crysis. :yeux:
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nico42
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Message du 22-02-2008 @ 9:25   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Patch 1.2 est disponible ici ou (236 Mo)

Citation

The final patch changelist is:

V1.2

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.
- Fix for unnecessary content staying in memory on seamless travel.
- Fixed shaped charge node exploit.
- Fixed the Scavenger exploit.

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.
- Fix for end of round scoreboard displaying extra "Player" bots.
- Fixed leviathan deploy icon positioning.

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.
- Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.
- Fixed client crash if the user disconnects while downloading a file during a seamless travel.

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.
- Merged ageia particle fixes.

Map specific:

- Fixed DM-Deck get out of world exploit
- Fixed DM-Gateway portals sometimes sending you back to your starting point.
- Fixed CTF-Coret collision exploit.
- Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.

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.
- Bots now can be fooled by feign death.
- Sandstorm has more impact on bots being able to acquire/aim at enemies.


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Message du 20-03-2008 @ 17:14   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

patch correctif pour PS3 dispo

Citation

EURO AND US

- Mods now on root of memory device, can download easier from PS3 web browser
- Fixed VOIP quality issues- Fixed some headset connection issues
- Added support for full character mods (heads/premade whole characters)
- No longer need to reboot after importing a character mod to see it in menus
- DLC no longer acts like a user mod (being listed in MyContent and causing disable mod crash dialog)
- Fix for bootup and import slowdown with many mods installed
- Add a VOIP icon when VOIP is active (button held down)- Fixes for corrupted the auto-mod-download cache
- Fix for flickering auto-download text
- Fix for getting stuck in multiplayer menu if you get in before gamespy connects
- Fixed a mod problem with switching between mod and shipping maps with clients teleporting randomly
- Fixed a mod problem with multiple gametype mods installed, only first one imported would work
- Fixed Leviathan deploy icon
- Bots now respect players feigning death (depending on bot skill level)
- Bots now respect sandstorm "blindness"
- Fix for bots picking linkgun mode



source : forum Epic Games
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nico42
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Message du 27-03-2008 @ 18:57   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Bonus Pack 1 est disponible ici ou (160 Mo)
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Pascal_TTH
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Message du 31-03-2008 @ 19:23   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Finalement, ça pourra servir comme bench avec cet utilitaire : http://www.revioo.com/download/dld209.html


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nico42
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Message du 26-06-2008 @ 10:22   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Community Bonus Pack : Vol. 1 est disponible ici ou (289 Mo)
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nico42
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Message du 13-08-2008 @ 13:29   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

L'Extreme NVIDIA PhysX mod pack est disponible ici (477 Mo)
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Message du 14-08-2008 @ 13:28   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Patch 1.3 est disponible ici ou (258 Mo)

Citation

The final patch changelist is:

Gameplay:
- Fixed overlay mesh showing up on hidden sniper rifle when un-zoomed.
- UTGame.bNoCustomCharacters is now globalconfig.
- Now hear own auto-taunts.
- Fix for Liandri bots riding high in vehicles.
- Fixed mutators disappearing between matches.
- Fixed up PC DLC screenshots and player counts.
- Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it.
- Fixed announcements not playing properly in WAR-MarketDistrict during the campaign.
- Fixed manta crouch exploit.
- Fixed loaded RL switching away before releasing load on net clients.
- Fixed occasionally getting stuck when getting up from ragdoll.
- Fixed ending zoom when go into feign death.
- Fixed giving proper stats credit for translocator telefrags.
- Fixed giving proper suicide stat credit for certain environmental suicides.
- Fixed Hoverboard foot placement when watching other client get on.
- Improved the turret controls on the rail turret with analog controller.
- Fixed friendly fire mutator showing up as option for Duel.
- Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer.
- Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set.
- Fixed "missing required file for demo playback" error message.
- Fixed redeemer explosion on client when shot down.
- Fixed big head mutator head scaling popping out at distance.
- End the match right away in duel if a player leaves.
- Fixed not getting kismet node destroyed event when node captured by orb.
- Fixed effect showing up for disabled weapon lockers.
- Don't modify power core damage caused by kismet.
- Fixed scavenger legs disappearing in kill volumes.
- Deployables can no longer be deployed onto hover/flying vehicles.
- Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn.
- Fixed impact hammer impact camera shake for low gore clients.

Engine/Rendering:
- Added motion blur menu option for PC (defaults to off).
- Fixed zero extent collision bug in octree code (finding nodes in Z axis).
- LOD Hysteresis / LOD Decision making bug fix.
- Fixed default mesh not having proper LOD settings.
- Fixed rare darkwalker physics crash.

User Interface:
- Added player name list to server browser.
- Added midgame map voting, with serverside config options in UTGame.ini:
- bMidGameMapVoting: Enables/Disables midgame map voting
- MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration;
- NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage

- MinMapVotes: The minimum number of players that must vote in order to initiate a map switch.
- InitialVoteDelay: Delays the enabling of map voting for this many seconds
- Fixed History being saved for servers joined via cmdline and console.
- Fixed leading vote count indicator when map voting underway.
- Don’t show muted talking player portraits on HUD.
- Simple crosshair tweaks.
- Added the number of files left to download to the package downloading message.
- Fixed Krall portrait.
- Fixed clipping vehicle HUD beacon when not visible.
- Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer)
- Fixed SPMA deploy icon offset.

Networking:
- Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues.
- Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player.
- Fixed gibs not showing for clients of low-gore listen server.
- New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini:
- TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned)
- MaxDynamicBandwidth=7000
- MinDynamicBandwidth=4000
- Fixed "you have lost the match" messages to spectators at end of duel match.
- Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame().
- HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found.
- Fixed erroneous "connection failed" error when performing non-seamless travelling.
- Fixed hoverboard link failure sound playing in the world and being replicated.
- Fixed low gore clients seeing gibbed players as headless if playing on full gore server.
- Increased tracked turret net priority.
- Fixed Hoverboard networking replication issues (hoverboard now smoother in net games).
- Fixed network vulnerability.


Server administration:
- UWeb fixes for WebAdmin.
- Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time.
- Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps.
- Final fix for packagemap problem with going from DLC -> RTM maps.
- Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server.
- Fixed bug with PlayerID being reused for bots after a seamless travel.

Mod support:
- Added support for Interactions to have a PostRender call (to render to canvas).
- Added support for Interactions to have exec functions be called on them.
- Added cut/copy/paste support to the console.
- Added Deproject() to canvas.
- Fixed base InventoryManager implementation of GetWeaponRatingFor().
- Fixed crash when placing a new UINumericEditBox in UI editor.
- Fix for custom factions in the UI.
- Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update.
- Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
- Improved system for getting camera death effect.
- Implemented fix from Aegia for an NxFluid crash.
- Fixed beams not rendering in Cascade.
- Fixed crash when updating a UIPrefab.

Map specific:
- Fixed CTF-Searchlight black boxes before match starts.
- Fixed CTF-Searchlight search lights.
- Fixed CTF-Hydrosis collision issues.
- Fixed DM-Morbias collision issues.
- Fixed collision issue in DM-Deck.

AI improvements:
- Fixed bots not using link gun beam on enemies.
- Better bot celebration management.
- Fixed bots doing multiple end of match celebration taunts.
- Improved impact hammer AI.
- Improved darkwalker AI support for crouching under obstacles.
- Improved bot hoverboard AI.
- Fixed bots sometimes not picking up flags/orbs they dropped.
- Fixed bots never spawning in if initially not enough playerstarts.


----------
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nico42
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Message du 21-10-2008 @ 15:01   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Une extension est prévue pour le jeu, franchement ça ne leur a pas suffit que le jeu n'est pas si bien marché que ça :o ;)
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chris_lo
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Message du 21-10-2008 @ 15:26   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

c'est pas non plus le gros bide de l'année... mais c'est clair que passer après CoD4, ça l'a un peu tué le UT3 (surtout sur console) :(
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Soulmanto
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Message du 13-11-2008 @ 12:20   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

bon bah après plus d'un an d'hésitation et surtout quelques parties sur le jeu complet j'ai fini par craquer (pas cracker), j'ai acheté le jeu en download, 19,95 € ! A ce prix, je pense que c'est pas trop pénalisant. A moi les 8 Go à DL, ce sera terminé quand je rentrerai à la maison ce soir! Miam! :faim:
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Core 2 Duo E8500 | Asrock Conroe 1333-D667 | 2 Go DDR-II 667 | Radeon HD 4870 | Acer X192W (qui marche bien, sisi spook' :p )
Dell Inspiron 6400 | Core2Duo T5500 | 1 Go DDR-II | ATI X1300 128 Mo

Enfin!! 300 au bowling sur Wii Sports :classe:
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Soulmanto
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Message du 25-11-2008 @ 2:07   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

bon ben ce soir après plus de 4h de frags ininterrompus, je confirme que UT3 est vraiment top! :eek: :bien: Rapide, furieux, violent, l'essence même du FPS, ce que je ne trouvais plus depuis UT premier du nom. n'en déplaise à Pascal, l'action est beaucoup plus soutenue (à mon goût évidemment) et pour ce qui est des graphismes, ben, je trouve pas que ça fasse si console que ça... Ne serait-ce que par la résolution et la physique qui sont largement au-dessus! :bave: bon, évidemment, faut "réguler" le bloom et la rapidité du jeu (110% mini), mais en matière de FPS "brut de décoffrage" j'ai pas vu mieux depuis un sacré bout de temps! et p'tain, y'a qu'à voir la diff entre deck16 sur UT et deck sur UT3 et la vache, on prend un sacré bout de conitnuum espace-temps dans la gueule! :amoche:
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Core 2 Duo E8500 | Asrock Conroe 1333-D667 | 2 Go DDR-II 667 | Radeon HD 4870 | Acer X192W (qui marche bien, sisi spook' :p )
Dell Inspiron 6400 | Core2Duo T5500 | 1 Go DDR-II | ATI X1300 128 Mo

Enfin!! 300 au bowling sur Wii Sports :classe:
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Dante47
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Message du 25-11-2008 @ 9:44   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Perso, jlai bien aimé ce petit jeu, mais ne pouvant pas encore jouer en ligne lorsque j'ai commencé le jeu, la dernière mission m'a posé problème : les bot alliés sont abrutis.
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A moi : Intel C2D E8500 @ 3.8Ghz + Gigabyte GA-X38-DS5 + Kingston HyperX PC8500 4*1Go+ Sapphire HD4870@775/930 + Noctua NH-U12F + Antec P180

Pourquoi le monde est-il si injuste avec ceux qu'ont pas un PC puissant?
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nico42
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Message du 05-03-2009 @ 15:03   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Patch 4 (2.0) est disponible ici ou (311 Mo)

Le Titan Pack est disponible ici ou (920 Mo)

Citation

Included in the Titan Pack will be a total of :
- 16 environments - 4 Warfare, 3 vCTF, 6 Deathmatch, and 3 CTF maps – that are new to the PC and PS3 versions
- Three bonus pack maps, CTF-Face, CTF-Searchlight and DM-Morbias (with preview pics)
- The namesake Titan mutator, which lets players overwhelm opponents as a 15 foot tall titan, or crush them as a 30 foot tall Behemoth
- Greed and Betrayal, two gametypes that breed new-found fervor throughout the competitive UT3 arena
- Two powerful weapons, the Stinger Turret and Eradicator Cannon artillery
- Two valuable deployables, the X-Ray Field and Link Station
- The Slow Field power-up, a portable version of the Slow Field deployable
- Stealthbender, a new vehicle that carries two spidermine trap deployables, one EMP mine, and one each of the new Link Station and X-Ray Field deployables
- Two new characters, Nova and Kana (Liandri and Ronin, respectively)
- 57 awards attainable as Steam Achievements and PS3 Trophies
- Broad improvements for PC and PS3: Significant AI enhancements, especially in vehicle gametypes; networking performance upgrades; greatly improved menu flow and UI usability; better mod support
- Client-side demo recording, highly improved Server Browser, a new maplist system, plus mid-game mutator and gametype voting functionality for PC
- High demand PS3 features including PS3 Trophy support, two-player split-screen support, and mod browsing


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PC de Bureau : Asus P5Q Pro, Intel Q9650 + Noctua NH-U12P, 2*2 Go G-Skill F2-6400CL4D-4G PIB, Zotac Geforce 8800 GTS 512 Mo, WD Velociraptor 150 Go et WD Caviar SE16 640 Go.
Ordinateur Portable : Inspiron 6400 : Intel Core Duo T2050 1.6Ghz 2*2 Go Ati X1300 et Samsung 120 Go 7200 tours.
http://nico42tth.labrute.fr/ niveau 26 http://testnico42n.labrute.fr/ niveau 24 et http://trucnicoplus.labrute.fr/ niveau 24
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nico42
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Message du 06-03-2009 @ 13:55   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Unreal Tournament 3 pourra être essayé gratuitement ce week-end à partir de Steam.

[message édité le 06-03-2009 @ 13:55 Par nico42]
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PC de Bureau : Asus P5Q Pro, Intel Q9650 + Noctua NH-U12P, 2*2 Go G-Skill F2-6400CL4D-4G PIB, Zotac Geforce 8800 GTS 512 Mo, WD Velociraptor 150 Go et WD Caviar SE16 640 Go.
Ordinateur Portable : Inspiron 6400 : Intel Core Duo T2050 1.6Ghz 2*2 Go Ati X1300 et Samsung 120 Go 7200 tours.
http://nico42tth.labrute.fr/ niveau 26 http://testnico42n.labrute.fr/ niveau 24 et http://trucnicoplus.labrute.fr/ niveau 24
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chris_lo
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Message du 02-04-2009 @ 17:19   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Epic a présenté les améliorations apportées au moteur 3D Unreal Engine 3

voici la vidéo de démonstration :
http://www.jeuxvideo.fr/video-unreal-engine-demonstration-gdc-actu-268148.html ;)

la guerre est lancée contre Crytek :D

[message édité le 02-04-2009 @ 17:19 Par chris_lo]
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Notebook Asus M51SN | 15,4" WXGA+ | Core2Duo T8100 | 2+1Go PC5200 | SATA Seagate 250Go | GeForce 9500M-GS 512Mo | DVD Super-Multi | Wifi a/b/n + BT | Vista HP
Consoles PSP-1004 CF5.00M33, PS3 CECHC04 320Gb, ID chris_lo | X360 Falcon 60Gb, GT chrislo56
HC Hitachi 42PD7200 | Sony HX825, XA5400ES | Onkyo TX-SR805 | Celestion F-Series 5.0
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Spooky
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Message du 02-04-2009 @ 17:26   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Cool. Il y a encore plus d'endroits pour se cacher lors des fights...J'ai mes chances pour flinguer le survivant (dans le dos hein, pas con le mec). :D
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Dans le monde virtuel, personne ne vous entend crier.

Acerophobe...allez comprendre.
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chris_lo
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Message du 02-04-2009 @ 18:06   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

tu profiteras de l'amélioration sur les "shadows", personne ne te verra lancer une grenade tapis dans l'ombre :p
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Notebook Asus M51SN | 15,4" WXGA+ | Core2Duo T8100 | 2+1Go PC5200 | SATA Seagate 250Go | GeForce 9500M-GS 512Mo | DVD Super-Multi | Wifi a/b/n + BT | Vista HP
Consoles PSP-1004 CF5.00M33, PS3 CECHC04 320Gb, ID chris_lo | X360 Falcon 60Gb, GT chrislo56
HC Hitachi 42PD7200 | Sony HX825, XA5400ES | Onkyo TX-SR805 | Celestion F-Series 5.0
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nico42
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Message du 05-05-2009 @ 13:18   Site personnel   Afficher le profil   Envoyer un message privé   Editer le message   Citer le message      Afficher l'adresse IP   Alerter les modérateurs   

Le Patch 2.1 est disponible ici ou (329 Mo)

Citation

UI:
- Disabled wrap for options lists on PC.
- Split out player and bot counts on mixed servers in server browser.
- No longer require double clicking on main menu.
- Fixed problem with vote menu, where list positions and scrollbar get reset after the menu updates
- Fixed issue with 'no password' connection error not asking for a password, when in online play
- Fixed issue with dialog boxes, where button positions are not updated correctly after resolution or message length changes
- Made the Instant Action and Host Game menus properly recover the saved mutator list, when the Mutator menu is not opened.
- Fixed an incorrect call to WorldInfo.TravelFailed, and fixed the 'Incorrect Password' dialog not asking for a password.

Game:
- No longer disable achievements for mods that don't contain code (maps and custom characters).
- Fixed issues with weapons respawning with Duel and with WeaponsRespawn mutator.
- Reduced visibility of DM beacons in darkmatch.
- Fixed greed exploit with redeemer.
- Updated russian localization. Thanks Michael Sokolkov.
- Removed os helper workaround for Windows 2003 server, now that we have a better fix.
- Fixed low gore issue with Titans.
- Fix for wrong team shader in rare cases.
- Fixed dropflag command not working. Also fixes a CTF exploit.
- Fixed excessive link beam decals for listen servers.
- Fixed warfare orb not showing up on minimap on second and subsequent rounds on map where teams switch sides.
- Reduced damage to nodes/cores from dead Titan explosion.
- Reduced damage Titans do to nodes/core with weapons.
- Titan melee doesn't knock down spawn protected players.

Server Administration:
- Fixed problem where maplist entries contain unwanted whitespace, and move invalid maplist entries to a separate 'BadMaps' list,
instead of just deleting them
- Fixed bug where the advertised game was wrong after switching gametypes, but only for the startup gametype
- Fixed bug with password being removed from URL, during non-seamless travel on the same server
- Fixed bug where the current game profiles mutators would be carried over into other gametypes
- Added 'MapReplayLimit' to UTMapList; this overrides the same value in UTMapListManager, unless set to -1
- Added code to trim down the size of server details results when they become too large, fixes problem where servers would not be advertised
- Adjusted vote code to end vote rounds early, when all players have voted, and to switch map immediately instead of respecting the
'EndTimeDelay' and 'RestartWait' settings
- In endgame votes, forcibly extend the first vote round by 16 seconds (i.e. the time it takes for the vote menu to popup)
- Added admin-only buttons to the vote menu, which allow admins to force a winning vote
- Fixed non-seamless travel client timeout disconnects.
- Now consider server "pure" with same rules as achievements (custom maps, characters, and Epic mutators + webadmin allowed).
- Adjusted mutator voting to properly account for mutators in the game profile settings (both added and excluded mutators)

Mod support:
- Fixed problem with cooking with -mod and ModShaderCache
- Fixed map makers unable to cook when using Titan Pack assets.
May need to delete GlobalPersistentCookerData.upk from My Games\Unreal Tournament 3\UTGame\Published\CookedPC
- Added mutator hook for blocking team changes

Level specific:
- Fixed WAR-Confrontation raptor exploit.
- Possible fix for darkmatch memory leak.
- Added refshadercache to patch, so titan content will have shaders compiled.
- Fix for reported rare WAR-Floodgate crash.


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PC de Bureau : Asus P5Q Pro, Intel Q9650 + Noctua NH-U12P, 2*2 Go G-Skill F2-6400CL4D-4G PIB, Zotac Geforce 8800 GTS 512 Mo, WD Velociraptor 150 Go et WD Caviar SE16 640 Go.
Ordinateur Portable : Inspiron 6400 : Intel Core Duo T2050 1.6Ghz 2*2 Go Ati X1300 et Samsung 120 Go 7200 tours.
http://nico42tth.labrute.fr/ niveau 26 http://testnico42n.labrute.fr/ niveau 24 et http://trucnicoplus.labrute.fr/ niveau 24
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