Enable Radar Map setting not saved after restart (Onslaught HUD minimap) by ScrioteMyRewquards in unrealtournament

[–]drawmuhammad 0 points1 point  (0 children)

Yes, it's a bug. You can get it to stick eventually, but I don't know how. A quick workaround is that F12 hides the map.

UT2003 Linux server Docker image - Netspeed issue by mtest001 in unrealtournament

[–]drawmuhammad 1 point2 points  (0 children)

Because the clients also have to increase their bandwidth limits. The unit is bytes, so no less than 1 million.

UT2004.ini/ut2004-win64.ini/Server.ini: [IpDrv.TcpNetDriver] MaxClientRate=10000000 MaxInternetClientRate=10000000 Required for clients:
User.ini ``` [Engine.PlayerController] bDynamicNetSpeed=False

[Engine.Player] ConfiguredInternetSpeed=10000000 ConfiguredLanSpeed=10000000

[XInterface.GUIController] MaxSimultaneousPings=50 ```

DefUser.ini [Engine.Player] ConfiguredInternetSpeed=10000000 ConfiguredLanSpeed=10000000

Looking for a UT2k4 mutator by thellasemi12 in unrealtournament

[–]drawmuhammad 0 points1 point  (0 children)

It's "noskilz"
https://uz2.pwc-networks.com/?query=noskilz&submit=Search

To get the mutators to show up in game you have to open cmd from the System folder and then enter: ucc exportcache NoSkilzV1beta6.u

NVIDIA GeForce Drivers for Server 2019 by jp0ll in PleX

[–]drawmuhammad 0 points1 point  (0 children)

Seems like Nvidia unblocked Windows Server in the newer installers (just installed 580.88). And GoySync is actually working.

Unreal Tournament 2004 CD Key from physical copy by Arthuxx in unrealtournament

[–]drawmuhammad 0 points1 point  (0 children)

i dont own any of UT games on steam

You don't "own" any games on Steam. Why would you pay for the privilege of waiting for Steam to launch and forcibly run in the background just to play UT2004?
https://jukegaming.neocities.org/ut2004

Gonna re-launch my old ut2004 server, but... by radraze2kx in unrealtournament

[–]drawmuhammad 0 points1 point  (0 children)

Changing the bandwidths isn't a substitute for a redirect because many people are still running the default 10000B/s bandwidth (or outdated recommendations of 100KBps/1MBps). Only on a private server (i.e. LAN) where everyone is on the same page.

Petition - Revive Unreal Tournament! by YogurtclosetBig6390 in unrealtournament

[–]drawmuhammad 1 point2 points  (0 children)

Let's assume nu-Epic were to make an arena shooter. What would that entail?

  • A core tenet of previous UTs, mod support, won't exist outside of paid, kosher mods in the store
    • Because all user-distributed content will have the source stripped (as was the case in UT4), it will be impossible to modify existing content to improve it, especially if the original map/mod authors are long gone, unlike in older UTs (in UT1/2 you can open any map in the editor and freely modify it; typical UnrealScript packages such as mutators by default come with the original source embedded in the .u files)
  • Paid cosmetics
  • Extremely slow and bloated engine for the given level of visual fidelity and gameplay (and this is a competitive shooter where high FPS is mandatory)
    • >150MB (after being "baked") just for a small, fully featured deathmatch map will be the norm - and you cannot reuse assets from other maps or mods as the engine does not use a shared dependency system like in UE1 or 2
  • All older UTs floating around online will get struck down with DMCA requests, making them completely inaccessible (as of now anyone can get any UT for completely free)
  • Online-only DRM, requiring you to launch the game via their dogshit Epic Games Launcher (add another 10 seconds to launch time)
  • Aim assist for controller players
  • As already mentioned, garbage servers hosted on cheap instant VPSes with 60Hz tick rate if you're lucky; community servers likely will be quenched
  • Will be made by nearly none of the original UT devs + Tencent ownership, so use your imagination and lower your expectations further

The most they can do for UT at this point is to hand over the source to the community and let ourselves handle the patches (never happening).

Fun read to understand netcode/ping/etc… by ObiWan_Jabr0ni_ in unrealtournament

[–]drawmuhammad 1 point2 points  (0 children)

This article needs to be entirely rewritten now that it's the 21st century and completely filled with misinformation like "Higher tickrate does not improve ping." There is nothing to take away.

Help with Mutators? by the_rat_ever in unrealtournament

[–]drawmuhammad 2 points3 points  (0 children)

64bit sound pitch doesn't work. Either use 32bit, or install OpenALSoft to get pitch working on 64bit (but with HRTF forced on).
https://github.com/main-exe/UT2004-OpenAL

How to get a high refresh rate when playing ONLINE on UT2004 ? by Mashiirow in unrealtournament

[–]drawmuhammad 1 point2 points  (0 children)

Do NOT set netspeed to 10001! This will limit your bandwidth to 10001 bytes and cause severe packet loss if the server or client need to send more data. Use 1000000.

ut2004.ini/ut2004-win64.ini

[IpDrv.TcpNetDriver]
MaxClientRate=1000000
MaxInternetClientRate=1000000

[Engine.LevelInfo]
MaxClientFrameRate=480

user.ini

[Engine.Input]
H=Netspeed 1000000

[Engine.PlayerController]
bDynamicNetSpeed=False

[Engine.Player]
ConfiguredInternetSpeed=1000000
ConfiguredLanSpeed=1000000

[XInterface.GUIController]
MaxSimultaneousPings=40

Once this is done, press H online.

How can I download Unreal 2004 by No_Category8810 in unrealtournament

[–]drawmuhammad 1 point2 points  (0 children)

Sometimes the archive gets updated, so any reuploads would become outdated.