Version 1.52b of the Bombing Run mod The TRBP Team. This mod adds a new multiplayer game mode called Bombing Run.
An update to the UT3 Bombing Run mod by The Reliquary. See File/Full Details for the complete list of changes.
Readme File:
The Reliquary Proudly Presents To You ......
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BOMBING RUN 1.5b FOR UNREAL TOURNAMENT 3
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RELEASE DATE: 4/24/2008
WEBSITE: Relicsut.com
FORUM: Relic74.proboards98.com
DEVELOPERS: warhead@relicsut.com [Programming]
relic@relicsut.com [Map Design]
V°oi@Y [Beta Testing - Server/Client Testing]
Special thanks to ÈX3]ßùZzèdÄGâiÑ, Voi@y, {AW}Stretchinya, Bombingrun.org,
BayKt, f14help, cobraxp, and everyone else who helped test this mod...
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INSTALLATION:
NOTE: EPIC'S UT3 PATCH 1.2 RETAIL IS REQUIRED FOR MOD TO WORK CORRECTLY!
CAREFULLY copy the files to their respective folders. The file structure in UT3 can be quite confusing so
double check where you are copying these files else the mod will not work correctly!!!
If some folders do not exist, create them. Here's the file structure. If you previously installed an
earlier version of this mod, it is HIGHLY RECOMMENDED that you remove the old/duplicate files. The files
are to be copied as follows...
UTBombingRun.ini > My DocumentsMy GamesUnreal Tournament 3UTGameConfig
BombingRun.u > Program FilesUnreal Tournament 3UTGameCookedPC
BombingRunGraphics.upk > Program FilesUnreal Tournament 3UTGameCookedPC
BR-HeroesOfAnubis-Final.ini > My DocumentsMy GamesUnreal Tournament 3UTGamePublishedCookedPCCustomMaps
BR-HeroesOfAnubis-Final.ut3 > My DocumentsMy GamesUnreal Tournament 3UTGamePublishedCookedPCCustomMaps
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MAPPERS:
ONE VERY IMPORTANT NOTE:
DO NOT publish your bombing run maps. Doing so cooks the bombingrun.u file into the map, making
future upgrades to the mod impossible. After building your maps, simply copy them to the published
folder. We cannot express this precaution enough, and it must be followed.
After building your map, you may notice that the ballgoals have dropped from their original positions.
This is due to the editor's tendancy to snap navpoint objects to the floor. To fix this, use the
NavigationCylinderComponent property of the new bombingrun actors.
For additional assistance visit Relicsut.com
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Changelog for BombingRun Beta 1.5b:
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Changes for BombingRun Beta 1.5
Also includes 1.43 changelog. 1.43 was not a full release, just an emergency patch so not all things were implemented yet.
IMPORTANT NOTE: Ini settings file location has changed. You will need to update the new place with your
settings. See below for more details.
All Ini settings have been moved to UTBombingRun.ini.
It turns out epic does not support specifying an ini file on the server command line any more
so it makes more sense to have these settings in our own file, especially in light of the
fact that we can have map settings sections now.
See [Bombing Run Settings UTBRSettings] section.
>>>>>Any settings in UTGame.ini are no longer used. You will need to reenter your settings.<<<<<
>>>>>Run the game once to have the default settings automatically setup for you.
Added Mutator ini setting! Any mutators in this setting will be automatically loaded.
For example Mutators=UTGame.UTMutator_Instagib,UTGame.UTMutator_LowGrav
will loaded instagib low grav in the game.
This also works for map settings, so you can have different mutators for each map on a single server.
You can now have custom settings for each map on one server!
For example, put this in UTBombingRun.ini and this map and only this map will run Low Grav Quad Jump.
[BR-Voidy-TempleBurner UTBRSettings]
MaxMultiJump=3
Mutators=UTGame.UTMutator_LowGrav
Added game settings to the UTBRBallBase actor so that a mapper can setup the map with the game settings they want.
In actor properties in map editor drill down to UTBRBallBase > Settings > UTBRSettings
Added DisableGoalShootingScore ini setting to stop goals by shooting ball. Useful for maps where goals are in open and it's too easy to score by shooting
Added new ini vars for custom feel of game. Default will be UT2003 feel.
Use WorldGravityZ, MultiJumpBoost, MaxMultiJump, AllowDodgeJumping to customize feel.
Use StandardUTFeel to get standard UT3 feel regardless of above settings.
Use GameSpeedMultiplier to adjust game speed.
Fixed issue when player was standing on ball base when ball was returned, they would not pick up ball
Stopped ball glow from showing up at ball base at end of round
Pass lock was not being released when feigning death
When successfully passing to a pass locked teammate, you would still hear the pass lock lost sound
BRVersion console command was not working in net play
Version console message was not showing up in net play when player logged in
Fixed net play problem where sometimes you would see ball carrier's rings sitting by themselves rather than on carrier
Fixed problem where ball carrier bots could still use weapons in net play. Humans could do this also by pounding on a numeric key when picking up ball.
In rare cases, the ball would not get positioned at the ball base when returned to ball base.
The AllowBallCarrierWeapons setting was not getting set properly in net play
Stopped ball running bot from shopping for pickups when it is getting near enemy base
In low grav ball was floating up a bit when shooting, making it hard to score by shooting
Fixed issue where certain kinds of goal visuals were blocking a bot's vision so they could not find goal for shooting a score
Fixed 3d tracing problems which made bots sometimes try to shoot a score when the shot was obvisouly impossible because something was in the way.
Added bot support for super high goals. Bots will use combinations of jumping and shooting to score on a goal which is high in the air.
Fixed bot navigation problems for high goals. For goals high in the air, map pathing is broken and would make bot break down and just stand still. The issue was in the ut3 engine. Had to adjust jump variables to get pathing in general to work, and then
employ a backup scheme if that didn't work, wherein the bot will just go to a random place on the floor near the goal.
Bots will now take advantage of quad jump and low gravity.
Bots will now pursue ball or ball carrier in the air. Will shoot at runner while in the air.
Made bot defense better. Defending bots were not always taking a good position near the home base but instead wandering.
For high goals, attacking bots will attempt to jump and intercept ball for the score
Bots will boost now as a means of getting to ball or when running with ball
Bots will now use forward passing more and not be ball hogs
In instagib bots will shoot ball more
Fixed issue where bots would just go to the ball base and stand there instead of pursuing ball.
Fixed issue where bot would wait for an enemy to come into view before it would try to score.
Made rings on ball bigger
Changes to ball physics to be more like UT2003. Used in conjunction with UT2003 feel ini settings,
which include adjustments to world gravity.
Made collision radius on ball bigger so that you can boost the ball by hitting the rings
Fixed last second save message, was not displaying when you killed runner near your base, but rather when near his base.
Enabled Warmup round in instant action
Fixed issue where sometimes warmup round wouldn't start
Fixed warmup round issue where at end of warmup round the ball does not get sent back to ball base.
Fixed warmup round issue where if player is standing on base at round end, they pickup ball.
Fixed issue where you could boost a ball which was sitting still into goal for score.
Fixed issue where you could kill an opponent near his goal and the ball would hit his goal and score for him.
Fixed issue where if you died trying to score and dropped ball hit goal it would score.
Now deleting all translocators beacons at start of new round
Fixed issue where game would crash if playing with 5 or more bots
Fixed problem where chat would not work after a while in net play
Added red and blue team ball glow
Added a little more ambient glow to ball because in dark places the ball surface looked too dark
Adjusted ball point lighting to be more even all the way around ball
Fixed issue where bot would just stand at ball and not pick it up
Fixed problem where someone feigning death would not respawn at start of new round
Made bot get off hoverboard when very near enemy base
Fixed problem where sometimes bot wanted to shoot a score but wouldn't because body was not lined up towards goal properly
Ball carrier rings were staying visible in the spot carrier died if they changed teams
Ball launcher has a visible gun model now
Fixed issue where in net play with lots of bots the ball would become disabled
Changed icons on minimap to better looking icons.
Minimaps now use Epic's Full Detail feature. This makes players and vehicles to show up on minimap.
Made ball to bounce off vehicles
Fixed problem where ball could not be passed to a pass locked teammate in certain areas.
For example, base areas in HerosOfAnubis and MatrixLobby in general had this problem.
New enhanced spectator mode! Camera is now freely positionable by spectator and will follow the spectated player's
path and rotation.
Now displaying objective name of objectives when spectating
Spectator mode now can view players by clicking mouse
Bots will now boost ball to score and defend
Added PlayMovie console command. Available when you have the ball.
Can pass a movie name or number 1-8 for the campaign movies, for example, PlayMovie 1 for the intro movie.
Bots will now cover the general area of the objective, not just the objective.
This means defenders/attackers can cover courtyards and not just goal rooms,
bots holding a position will hold the general area (Hold This Position bots would crowd together in one place), etc.
Covering bots would run back and forth between two points and if they tried to get a super pickup would
not get it and then stop covering you and roam. Now they'll cover a wider area using a wide variety
if covering spots and stay covering you.
Bots will not only cover wide area but also make use of UTDefensePoints. They will prefer them but not always
use them. In regular ut game bots exclusive use of defense points made them easy predictable targets.
Defending and attacking bots were jumping into goals and dying.
Bots had tendancy to run back and forth between two points when covering an objective.
Bots will camp an appropriate amount of time instead of running around so much.
Bots will no longer attempt to defend from high places, not so good to defend from
a place where they tend to get stuck in and can't easily move out to chase the runner down.
Attacker bots will form front line with ball runner and move in with runner as runner gets nearer goal.
Attacker bots will understand if ball is under team's control and attack base instead of getting ball.
Allow player to call over ball runner bot using the Hold This Position or Cover Me commands.
Streamlined ai so that core ai always gets evaluated. This allows bots to be smarter about
getting weapons, vehicles and pickups as they are going to objective. This is the only UT game
type that does this. Even standard games are faulty in this area.
Bots will now take a path which puts them between base and ball, so they are attacking along a defensive line.
Fixed so that defending bots will now use all appropriate vehicles.
They wouldn't use certain vehicles. For example, in Heros defending bots would not use the Scavengers.
Fixed bug where bot would just stand there trying to reach a vehicle. The case the for scavenger in Heros,
because it's in a place which is only reachable with excellent jumping skills (way beyond a bot's lol).
Fixed bug where if you were in a vehicle bot would come up to you and hump your leg begging you to get out.
Bots will now reset the ball and also lob it far away when it's near home goal.
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Changelog for BombingRun Beta 1.43b:
====================================
Fixed issue when player was standing on ball base when ball was returned, they would not pick up ball
Stopped ball glow from showing up at ball base at end of round
Pass lock was not being released when feigning death
When successfully passing to a pass locked teammate, you would still hear the pass lock lost sound
BRVersion console command was not working in net play
Version console message was not showing up in net play when player logged in
Fixed net play problem where sometimes you would see ball carrier's rings sitting by themselves rather than on carrier
Fixed problem where ball carrier bots could still use weapons in net play. Humans could do this also by pounding on a numeric key when picking up ball.
In rare cases, the ball would not get positioned at the ball base when returned to ball base.
The AllowBallCarrierWeapons setting was not getting set properly in net play
Stopped ball running bot from shopping for pickups when it is getting near enemy base
In low grav ball was floating up a bit when shooting, making it hard to score by shooting
Fixed issue where certain kinds of goal visuals were blocking a bot's vision so they could not find goal for shooting a score
Fixed 3d tracing problems which made bots sometimes try to shoot a score when the shot was obvisouly impossible because something was in the way.
Added bot support for super high goals. Bots will use combinations of jumping and shooting to score on a goal which is high in the air.
Fixed bot navigation problems for high goals. For goals high in the air, map pathing is broken and would make bot break down and just stand still. The issue was in the ut3 engine. Had to adjust jump variables to get pathing in general to work, and then
employ a backup scheme if that didn't work, wherein the bot will just go to a random place on the floor near the goal.
Bots will now take advantage of quad jump and low gravity.
Bots will now pursue ball or ball carrier in the air. Will shoot at runner while in the air.
Made bot defense better. Defending bots were not always taking a good position near the home base but instead wandering.
For high goals, attacking bots will attempt to jump and intercept ball for the score
Bots will boost now as a means of getting to ball or when running with ball
Bots will now use forward passing more and not be ball hogs
In instagib bots will shoot ball more
Added DisableGoalShootingScore ini setting to stop goals by shooting ball. Useful for maps where goals are in open and it's too easy to score by shooting
Fixed issue where bots would just go to the ball base and stand there instead of pursuing ball.
Fixed issue where bot would wait for an enemy to come into view before it would try to score.
Made rings on ball bigger
Made collision radius on ball bigger so that you can boost the ball by hitting the rings
Fixed last second save message, was not displaying when you killed runner near your base, but rather when near his base.
Enabled Warmup round in instant action
Fixed issue where sometimes warmup round wouldn't start
Fixed warmup round issue where at end of warmup round the ball does not get sent back to ball base.
Fixed warmup round issue where if player is standing on base at round end, they pickup ball.
Fixed issue where you could boost a ball which was sitting still into goal for score.
Fixed issue where you could kill an opponent near his goal and the ball would hit his goal and score for him.
Fixed issue where if you died trying to score and dropped ball hit goal it would score.
Now deleting all translocators beacons at start of new round
Fixed issue where game would crash if playing with 5 or more bots
Fixed problem where chat would not work after a while in net play
Added red and blue team ball glow
Added a little more ambient glow to ball because in dark places the ball surface looked too dark
Adjusted ball point lighting to be more even all the way around ball
Fixed issue where bot would just stand at ball and not pick it up
Fixed problem where someone feigning death would not respawn at start of new round
Made bot get off hoverboard when very near enemy base
Fixed in-game crash when using chat
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Changelog for BombingRun Beta 1.4b:
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Added goal explosions when score is made, and end game explosion sequence.
Fixed ball launcher to not get deleted by arena mutators such as instagib
Added BRVersion console command and version logging
Moved held ball back because it obscured player view when looking up
End game focus will now change to next highest scorer if current focused player dies or leaves game.
Slowed ball speed down to be like ut2004
Added UTGame.ini BallSpeed setting
Fixed issue with goals dropping down when rebuilding ai paths.
Added NavigationCylinderComponent with the proper CollisionHeight to stop this behavior for HeroesOfAnubis map.
Added Yellow materials to neutral ball.
Fixed dynamic lighting on ball. Mesh surface was very dark before.
Added point lights to ball to give it a nice shine
Fixed ball base ball positioning. Ball was sitting too low on base.
Fixed pivot point and collision properties on ball base. Base position would rise alter when building ai paths.
Changed editor mesh on goals to a plain disk (before was using a pickup base and looked poor)
Changed UTGame.ini AllowOrbCarrierWeapons setting to AllowBallCarrierWeapons
Added UTGame.ini DisplayMiniMap setting to allow turning off of mini map on hud
Fixed problem where ball taken messages were not getting sent when ball is picked up at home base
Fixed voice messages which said "near the blue base" when in it should be "near the red base"
Fixed ball launcher issues where fire events were not being called properly, resulting in issues such as
not being able to continue firing by keeping fire button pressed after launching ball
In net play when ball was pass seeking and hit a wall, it would bounce infinitly
Fixed issue where bot would fire at teammate when passing ball
Fixed issue that if player died while shooting a score, points would not get awarded
fixed issue where sometimes bots would say they have the flag instead of orb
fixed issue where bots said "enemy flag carrier" instead of "enemy orb carrier"
fixed online server browsing to filter for all custom game types. GameMode=6 must be in server command line. epic is coming out with a patch to allow searching for specific game types.
made hud so that runner icon only shows if ball is held
source code cleanup
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FEEDBACK:
We need the BR community's feedback on this release. Any
bugs / issues discovered can be posted on our forum.
================================================================
Legal:
Copyright / Permissions:
This modification is copyright 2007-2008, by the Reliquary Dev Team.
Authors may NOT use this archive as a base to build additional content
without explicit permission from the original author(s). You may NOT
use the resources from this mod without explicit permission. You are
NOT allowed to commercially exploit this mod. You MAY distribute this
mod through any electronic network, provided you include this
documentation - and leave the original archive intact.
UNREAL TOURNAMENT 3 (c)2007 Epic Megagames, Inc.
All Rights Reserved. Distributed by Midway Software, Inc.
UNREAL TOURNAMENT 3 and the UNREAL TOURNAMENT 3 Ulogo are
registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective
owners.
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EOF