The Reliquary Proudly Presents To You ...... ============================================================================================================= BOMBING RUN 1.55b FOR UNREAL TOURNAMENT 3 ============================================================================================================= RELEASE DATE: 9/12/2008 WEBSITE: http://relicsut.com FORUM: http://relic74.proboards98.com/index.cgi DEVELOPERS: W@rhe@d [ Programming ] Relic [ Map Design ] OFFICIAL SERVERS: 166.82.197.73:7777 The Reliquary BR Test Server #1 Download ALL of the Bombing Run maps @ http://relicsut.com/ut3br.htm Special thanks to ÈX3]ßùZzèdÄGâiÑ, Voi@y, {AW}Stretchinya, Bombingrun.org, BayKt, f14help, cobraxp, and everyone else who helped test this mod... ============================================================================================================= INSTALLATION: NOTE: EPIC'S UT3 PATCH 1.3 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 Documents\My Games\Unreal Tournament 3\UTGame\Config [default-change extension to ini] BombingRun.u > Program Files\Unreal Tournament 3\UTGame\CookedPC BombingRunGraphics.upk > Program Files\Unreal Tournament 3\UTGame\CookedPC ============================================================================================================== NOTE CONCERNING INI FILES: You can have map specific BR settings for each map in your UTBombingRun.ini. An example of a map ini section: [Heroes Of Anubis UTBRSettings] AllowHoverboards=true Mutators=UTMutator_LowGrav To find out what the section title should look like, play the map and then look in the Logs\Launch.Log file for this line: ScriptLog: Loaded BR UTBombingRun.ini map settings from [Heroes Of Anubis UTBRSettings]. ============================================================================================================== SERVER SETUP: Please refer to our website for detailed server setup instructions !! http://www.relicsut.com/ut3br.htm ============================================================================================================== MAPPERS: *** VERY IMPORTANT NOTES: *** 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. The BRGoal actors have been fixed, and no longer snap to the floor when your map is built :) Make a copy of the BombingRunGraphics.upk file and paste it to your My Documents\My Games\....CookedPC folder if you have any problems adding the BR actors in Unreal Editor. For additional assistance visit http://www.relicsut.com/ut3br.htm ==================================== Changelog for BombingRun Beta 1.55b ==================================== Converted to UT3 Patch 1.3. UT3 Patch 1.3 is now required for BR. Totally revamped air straffing. Now bots will also navigate around vertical blockages as well as horizontal. In difficult places bots used to stumble around for a while before finding an exit. Now they do 360 degree horizontal and vertical traces to find exits and get out of tough spots more more quickly. Straffing navigation now also used to get around blockages when bot is walking to the front of goal to perform jumping goal shot. When routing to destinations other than goals, bot will no longer choose routes that take them through a br goal. choosing such routes were making bot go into a goal and dying or getting stuck inside goal. revamping ball seeking code to make bot get ball in more situations when bot is frozen at one location seeking ball. some situations include: -bot now gets ball when it freezes using hoverboards and translocators -bot now gets ball when ball is just a little above it's head if bot gets mid air interception of ball and are near goal they will now reroute to goal while still in air Bots now chase ball more aggressively, so that when ball is passed a lot they will keep following it. Wrote a new weapon seeking routine. Now when bot needs a weapon it will only seek out weapon pickups. This stops a continuous pickup hunt if bot can't find weapon, such as is the case for some custom weapon arena mutators. Now bots will go directly to weapons when needed and never go for a regular pickup. Rated Ammo and of currently held weapon to be more desirable so that bot will reload quickly, seeing as how ammo is usually easier to get than a new weapon. New ini setting CarryBallInVehicles (defaults to false) allows one to carry the ball in all vehicles. You can pass to teamates while they are in a vehicle and you can pickup the ball when in a vehcile. New vehicle driving code helps bot to hit the goal when driving. Bots will now use the straffing navigation logic to drive when they encounter blockages. Before, when a bot hit a blockage it would get stuck. Added code to help bots not get stuck when driving Added more soak checks so that when bot is taking too long to get somewhere, or gets stuck in a tight circle when driving, they will retask or exit vehicle. Added hot zone perimeter around objectives so that bot can perform special moves immediately upon entering the zone. This makes the bots more aggressive in scoring. When pathing is failing and bot first enters into the near area of goal, bot will now immediately attempt a special jump instead of continuing on to it's fallback position. this makes bot's score much more quickly than before. When far away from goal in regular gravity and pathing breaks, bot will no longer do special jump, as such a jump doesn't do much and can result in bot continuously hoping like a bunny towards goal instead of acting more civilized and heading for a fallback position. Fixed bug for when using translocators bot ball runner was trying to get to places only reachable by translocator Added support for standalone Warfare power nodes Fixed problem where Zoom on sniper rifles would not work if ut setting to switch to weapon on pickup was turned off Fixed defensive positioning logic so that bot will fallback to points on the floor beneath an objective instead of points around the objective. What had happened was that sometimes for a goal high above floor, bot was trying to fall back to some place on the roof of a building near the goal, instead of the floor below the goal. ==================================== Changelog for BombingRun Beta 1.54b ==================================== Fixed air straffing to not strafe if bot can go directly up or down to target Made enemy goal logic to also be available for the home goal, so that when resetting ball bot can use all that logic to use smart jumping, jump pads, ball boosting, special pathing, etc. Fixed teleporters to not cause ball to be dropped when player enters If Bot is falling back to a place near ball in order to reach ball after pathing failure, and bot passes by ball, bot will now reroute and go directly to ball Fixed problem where sometimes bot would miss when resetting ball when jumping off jump pad Fixed problem where bot was not taking any random jumps when near goal Bot will now only reroute to objective off a jumppad if it is generally facing objective Bot will now only reset ball if it can see the home goal ==================================== Changelog for BombingRun Beta 1.53b ==================================== Fixed various issues with instant action Spectate console command. Now it works like Online spectate. Bots will now use the map's global kill zone to reset ball, such as on Sanctuary. For kill zones behind goals, bots will reset ball by aiming at the goal instead if the zone. This reduces rim bounces when resetting in such cases. Bots now do floor checks when jumping after the ball to help reduce chance of falling off ledges. Attacking Bots will now set up a small defense perimeter around enemy goal. They won't camp so much right around goal, so that they can be in good position to help runner when runner comes. When they see runner, they will get closer to goal to clear it or receive pass. Bots will use forward dodge now when taking the center defense path after spawning Fixed bug where sometimes after a forward dodge bot would turn around and go somewhere else Fixed bug where sometimes just after picking up ball and enemies are around, bot freezes Reduced bot shopping when ball and bot are near home goal. An example is when bot should be getting ball and resetting it and they run out of ammo, they should still reset ball rather than looking for a weapon or pickup. Loosened up and generalized goal seeking pathing logic to be applicable to other types of pathing difficulties, so that bots can have better ball seeking logic, reach points where pathing is failing, etc Fixed bug where sometimes when trying to reset ball bot would get confused and run around aimlessly If pathing to ball fails then bot will seek a place near ball they can reach and from there go on to ball. this solves a multitude of situations where bot could not find ball. If bot which had ball died then sometimes would not go and get ball again when it should If bot was trying to reach ball but couldn't, and then ball got knocked down to reachable place, bot would just circle around ball and not pick it up. If bot tries to reach ball but can't, and starts falling back to another position, if ball's position then changes then bot will now immediately abort the fallback and start pursuing ball again. if bot fails to reset ball within time limit then bot will abort attempt and instead move ball away from goal implemented extra air navigation to navigate bots around blockages like walls and pillars. now bots can find ball even if it fell in a tight nook which normal pathing can't reach. if bot is in difficult spot to move out of and pathing out fails then bot will try to jump out. with the extra jump blockage navigation, bots can now get out of and to places they could not get out of or to before. When trying to reach objective, bot will not fall back to a place for a jump if place has blockage above it ==================================== Changelog for BombingRun Beta 1.52b ==================================== Removed UTBRBallBase Settings object. Turns out this did not work because UT was writing these settings to the BombinRun.U file instead of the map file. Made it so that when Map specific settings are in UTBombingRun.ini file, they will always override the standard game settings. Before they were only overriding if they were different from default value. Put the [UTGame.UTGame] section back into UTGame.ini. It turns out certain settings such as GameSpecificMapCycles were not operating properly when in another ini file. If you had any custom UTGame settings in UTBombingRun.ini, then you will need to put them in UTGame.ini. Delete the [UTGame.UTGame] out of your UTBombingRun.ini. UTBombingRun.ini is still the place for [Bombing Run Settings UTBRSettings] and Map specific settings. Fixed problem with goal dropping when ai paths rebuilt in editor. No longer need to use goal's NavigationCylinder property to adjust for this. Changed "You can not enter this vehicle carrying the flag" message to "orb" Bot will no longer jump or forward dodge towards goal or ball if it might jump off a ledge Bot will not back up to setup goal jump if goal is low enough to ground Bots will now use custom instagib weapon to boost ball is "instagib" and "rifle" is in the weapon's name Bot will now try a goal jump immediately instead of wandering if it sees there is no other way to get closer to goal. Made ball return timer to be 30 seconds instead of 25 Made ball to return home no matter what unless ball is picked up Improved bot's choosing of a place to jump from to goal. Bot's will now seek out a proper place to jump from based on their jumping ability and the position of goal. They now are not so dependant on path nodes to get them to goal. Proper pathnode placement however is still needed to get the best performance out of the bots. The general rule of thumb is for mapper is place a final path node in front of goal at a good jump spot. Bots now do a floor check to make sure they won't fall into a pit when trying to position for a goal jump. Now when a bot fails a goal jump, they generally will fall back to another position before atempting another jump, even if they had released the ball and had to first pick it up again after a failed jumping goal shot. If a bot fails a goal jump but determines that the jump put them in a better postion to reach the goal, they will immediately attempt a second goal jump. As long they their position keeps improving, they will press forward instead of falling back. This is especially helpful for situations where the goal is just out of reach but the rim is in reach and they can first land on the rim and then jump into the goal. Enabled bots to make the decision if they want to attempt a goal jump from where they are curently at, or move to a better position. Decision based on if they think they can jump high enough to reach goal from where they are, and also if there is good floor or not to move to another place. Added console Spectate command which can be used to go into spectate mode in instant action. ==================================== Changelog for BombingRun Beta 1.51b ==================================== Changes for BombingRun Beta 1.51 Ball taken message will only play now when ball changes teams Created utbombingrun.ini.default for new installations Game now sets utbombingrun.ini UTUIDataProvider_GameModeInfo section defaults Added more jumppad support. Bot wasn't using jumppads when it should, for example, in Sanctuary. Default epic pathing wasn't enough to do this. Fixed problems with bot shooting score for horizontal goals Bot will not forward pass unless there is floor in front of them, otherwise they were losing ball off of ledges Made rings on ball wider radius Ball now collides with meshes on a per poly level so there is tight collision. Before, ball was bouncing in mid air near goal ring. Ball will no longer collide with ForcedDirVolumes and other things which aren't supposed to stop projectiles New ini settings ShowEnemyTeamOnMiniMap(defaults false) and ShowHomeTeamOnMiniMap(defaults true). Fixed MiniMap issues. Icons were not always showing. Player rotation indicators pointing wrong direction. Ball not showing for spectator. Rings on player when holding ball are no longer visible in first person view to ball holder. Fixed problem where if bot wanted to pass ball and they were on hoverboard, ball would just drop Fixed probelms displaying Necris theme in net play Fixed problem when hoverboards used the log would fill with lots and lots of null pawn errors in BotDesirability function. This would be a cause of server lag and crashes. Bots will now pass to each other. Before they were only passing to humans players. Improved bot air navigation. Before, they had trouble reaching nav points on ledges, sometimes missed the goal, had serious trouble navigating off a jump pad. Bots will now not continue jumping if they have enough height to move down to their target. Fixed bug where in net play bots would say 'Enemy flag carrier' rather than 'Enemy Orb carrier' ==================================== Changelog for BombingRun Beta 1.5b ==================================== 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. ==================================== 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 =================================== Changelog for BombingRun Beta 1.4b =================================== 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 ================================================================ FEEDBACK: We need the BR community's feedback on this release. Any bugs / issues discovered can be posted on our forum. http://relic74.proboards98.com/index.cgi ================================================================ 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. ================================================================ EOF