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  Click to see a larger image
UT2007...has big guns.
The Dirt:
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. Gordon’s Icculus.org for the Linux, Mac, and Win64 versions.

Headlines:
More On Hourences' Book
Piglet's UT2004 Server Monitor
UETF Chronicles Beta Testing Spots
Ranked UT2007 Servers?
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!

 Sat · Dec 2 · 2006 Submit News | Submit Pics
More On Hourences' Book - redef -
12/2/06 20:44 PST - General Unreal News
Hourences has updated the Team Phalanx site with more details concerning his book: The Hows and Whys of Level Design. He is providing two excerpts from a pair of chapters (see the links below), an official release date of December 8th, and prices of $39.50 US for the print version and $18.50 US for the PDF version.
  • Lighting: The theory behind level lighting and things to do and not to.
  • Gameplay: Talks about the universal basics of level gameplay and floorplans in multiplayer.

Piglet's UT2004 Server Monitor - redef -
12/2/06 18:34 PST - UT2004 Modifications
Piglet is offering version 1.1 of his UT2004 Server Monitor. This tool creates a webpage displaying all sorts of nifty details concerning a specified server. You can see a live example here, as well as get additional details in this forum post.

 Thu · Nov 30 · 2006 Submit News | Submit Pics
UETF Chronicles Beta Testing Spots - redef -
11/30/06 19:57 PST - UT2004 Modifications
Iterative Games has announced that they’re seeking beta testers for the latest incarnation of UETF Chronicles (thanks Evil Avatar). A total of 500 players are needed to evaluate this multiplayer co-op UT2004 mod. Here’s some extra info:
I’d like to publicly announce the next step in the development of the yet un-released “UETF Chronicles: Full Company” - the 500 slot closed Beta. Our current internal beta has a total of 10 accounts, leaving 490 slots to fill by the end of the year. It’s not going to be easy; there is a lot of work that still needs to happen, but it’s a critical step to supporting a real public release. Plus, it gives anyone who is reading this post an exclusive chance to get their name early to reserve a sl

Ranked UT2007 Servers? - redef -
11/30/06 19:49 PST - General UT2007 News
The UT2004 servers mailing list has erupted in conversation as spurred on by Epic’s Steve Polge response to a conversation. Steve is seeking suggestions for a ranked servers and players system for UT2007. Here’s the original email:
I'd be interested in more thoughts from the server admin community on this. We want stats and player ranking to be a more important part of the next UT. Particularly, we want to be able to use player ranking to help players find servers which match their skill level, to avoid the issues with wide skill disparities you often see in UT2K4 pub servers. However, it's easy to game the rankings if you control the server.

What alternatives to EA's approach can you suggest? We know our admin community is important to the success of UT, and we don't want to do anything to shut any of you out. In any case, it's quite possible to game the rankings even without controlling the server, if the players band together.

 Tue · Nov 28 · 2006 Submit News | Submit Pics
Jeff Morris on UT2007 Vehicles - redef -
11/28/06 18:08 PST - General UT2007 News
A lengthy interview with Epic’s Jeff Morris has appeared at the OC Gamer website. The interview concerns itself specifically with the vehicles of UT2007. There’s a lot of awesome info, and it’s nice to (finally) see some UT2007 goodies! Here's an excerpt:
PCG: How do you think UT diehards will feel about all the new machines in their midst?

JM: By far, the favorite feature of 2K4 was Onslaught, and its big feature was the vehicles, so we definitely felt the lessons we learned about how to make maps for vehicles in Onslaught would allow us to make really good maps this time around, because we learned a lot of the hard lessons before. At the same time, you look at other games out there and there aren’t a lot of pure deathmatch or CTF games out there anymore. We definitely want to be the premiere CTF, on-foot, deathmatch skill kind of game.


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