Obscure UT sites

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UnrealGGecko
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Re: Obscure UT sites

Post by UnrealGGecko »

While looking for FCommandoAsia.zip (one of Fileplanet's dead files) I found it in a pretty awesome page over here:

http://gamesurf.tiscali.it/giochi/unrea ... nload.html

EDIT: OK, it takes a while to load up a page (used Google Chrome), but it's still a nice italian site over there. :tu:
P.S. Anyone want to vote for this thread to be sticky? ;)
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Re: Obscure UT sites

Post by EvilGrins »

Don't think this one's here yet, and it's more the file side of another forum (mostly dead) I frequent periodically.

http://uttexture.com/UT/Downloads/Maps/
http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by UnrealGGecko »

Thought for sure it's in this thread somewhere. :noidea
Found this one today, has almost over 17gigs of custom content!
http://www.lonebullet.com/games/unreal- ... t-6723.htm
It seems to have some our ut99.org UTR pack :tu:
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Re: Obscure UT sites

Post by EvilGrins »

Found this, looking for something else:
http://skinmaker.tripod.com/

Most of the links are dead, but it's interesting.
http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by papercoffee »

EvilGrins wrote:Found this, looking for something else:
http://skinmaker.tripod.com/

Most of the links are dead, but it's interesting.
You must be new here...
viewtopic.php?f=13&t=4487
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Re: Obscure UT sites

Post by EvilGrins »

And you must not be paying attention...
papercoffee wrote:
EvilGrins wrote:Found this, looking for something else:
http://skinmaker.tripod.com/
Most of the links are dead, but it's interesting.
You must be new here...
viewtopic.php?f=13&t=4487
...there's a lot more at that dead site than just the skin editor.

What was there that interested me were the skins, and the dead links to other skinning & modeling sites.
http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by papercoffee »

EvilGrins wrote:And you must not be paying attention...
papercoffee wrote:
EvilGrins wrote:Found this, looking for something else:
http://skinmaker.tripod.com/
Most of the links are dead, but it's interesting.
You must be new here...
viewtopic.php?f=13&t=4487
...there's a lot more at that dead site than just the skin editor.

What was there that interested me were the skins, and the dead links to other skinning & modeling sites.
Still... my argument is valid, it's the same page...
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Re: Obscure UT sites

Post by noccer »

Hmmmm

It is the same site but another page.... ^^
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>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<
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Re: Obscure UT sites

Post by EvilGrins »

http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by Wises »

found a small gem from 1998 here;
http://www.hypercoop.tk/infobase/archiv ... erTips.htm

there's actually quite a bit of info on this site from back in the day which is surprisingly interesting;

i started with the chimeric tutorial and then proceeded to here :
http://www.koregaming.com/downloads/Unr ... Script.htm

from there I searched for Stevenpolges stuff;
http://www.hypercoop.tk/infobase/archiv ... /UT_AI.htm

then just started searching for other posts and content on this site.
http://www.hypercoop.tk/infobase/archiv ... dnews1.htm
Spoiler
Creating the Navigation Network

Unreal Tournament bots use a system of waypoints to navigate the level. Using waypoints allows UT to minimize the CPU cycles used by the AI, and gives level designers maximum control over how the AI navigates their levels.
These waypoints are defined by placing actors which are subclassed from NavigationPoint in the level. This includes actors such as PlayerStarts and Teleporters which designers will place to make their level playable. Certain NavigationPoints, such as InventorySpots and WarpZoneMarkers are automatically placed when the designer "defines" the paths (described below). Other NavigationPoints are intended for Unreal I style single player situations and are not used at all in UT. These include AlarmPoints, ButtonMarkers, PatrolPoints, QueenDests, SpawnPoints, Transporters, and TriggerMarkers.
Once the level geometry is complete, the level designer should fully map the level into the navigation network using PathNodes. Place PathNodes at intersections and turns so that there is as much clearance as possible from corners (at least 50 world units if possible). Paths need a line of sight to each other, clear to the width of the maximum width (2 * collisionradius) of creatures which will use this path. PathNodes should not be placed more than 700 units apart. Since PlayerStarts and Inventory will be placed on the navigation network, the designer can (and should) not place PathNodes where these other NavigationPoints can substitute. On stairs and ramps, the PathNodes should only be 350 units apart. The objective should be to use a minimum number of PathNodes to completely cover a level.
Version 402 of Unreal Tournament has an automatic PathNode generator which will do part of the work of placing paths automatically. It will attempt to cover the level with paths, but will not place special NavigationPoints such as playerstarts, liftcenters, etc.. To use the automatic PathNode generator, open your level in UnrealEd. Select the Window menu, and from it the log. At the prompt type 'Paths Build' (no quotes). This will take 5 to 10 minutes for a typical level.
To navigate around the level, bots will first find the nearest reachable NavigationPoint, and move to it. They will then move toward their destination, going from NavigationPoint to NavigationPoint. It is important that some NavigationPoint is reachable (there are no obstructions in the way) from any location a bot may reasonably get to in the level. If a bot can't find a valid path, either because it can't find a way to get on the network, or there is no valid way to get from the network to its destination, or the path on the network is broken, then the bot will wander (walking) around its current area.
The final step in setting up the navigation network is performing a PATHS DEFINE. This can be done by typing PATHS DEFINE into the UnrealEd console, or pressing the "Paths Define" button in the lighting section of the rebuild window. The designer can examine the network generated in any of the UnrealEd world view windows by selecting "Show Paths" from that window's "View" menu. NavigationPoints which are successfully connected will have either blue or red lines between them. Bots will use either blue or red paths, but blue paths are preferable - they indicate a cleaner, more obstruction free path. Each time geometry is changed or NavigationPoints are added or moved (including inventory, since paths are generated from inventory items), a PATHS DEFINE should be performed.
There are several common problems that result from assumptions and approximations made by the AI to minimize CPU overhead. Make sure that all NavigationPoints are separated by at least 50 world units. If two pathnodes are too close together, a bot may get stuck on them. The editor log window will display warnings during a PATHS DEFINE if paths are too close together. This problem commonly occurs with InventorySpots, which are automatically placed near all inventory items. Don't place PathNodes too near to inventory.
In some situations, bots may get stuck on the edge of a ledge where it runs into a wall. This occurs because of a threshold problem. Bots won't jump off ledges until the angle of their destination is greater than 45 degrees from the ledge direction. If they run into a wall right around this threshold, they may get confused. The solution is to adjust the NavigationPoint they were trying to reach, or add an intermediate PathNode.
Bots will have problems if the NavigationPoints are too high off the ground. Make sure that the NavigationPoint is no more than 1.5x the bot's collisionheight off the ground. This will normally be the case automatically, but in a few situations (such as very steep ramps), the level designer may need to manually adjust the Z position of the NavigationPoint.
PathNodes for the bots to use while swimming must be in the water. Placing paths above the water's surface will result in bots bobbing at that spot, attempting unsuccessfully to levitate to the PathNode's location.
WarpZones should be at least 70 units deep to allow the AI to handle them properly.
Unreal Console Commands
Tim Sweeney
Epic MegaGames, Inc.
http://www.epicgames.com/
Audience: Advanced Users, Server Administrators, Programmers.
Last Updated: 07/21/99
http://www.hypercoop.tk/infobase/archiv ... onsole.htm
http://www.hypercoop.tk/infobase/archiv ... /UT_AI.htm
http://www.hypercoop.tk/infobase/archiv ... andlet.htm
http://www.hypercoop.tk/infobase/archiv ... dnews3.htm
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Re: Obscure UT sites

Post by Hellkeeper »

If you like these old Epic articles, there are a few stored on the OldUnreal wiki
You must construct additional pylons.
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Re: Obscure UT sites

Post by EvilGrins »

http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by EvilGrins »

This may be already here...
http://rusut.ru/
...but i'm not sure.
http://unreal-games.livejournal.com/
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Re: Obscure UT sites

Post by papercoffee »

EvilGrins wrote:This may be already here...
http://rusut.ru/
...but i'm not sure.
search.php?t=4005 :wink:
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Re: Obscure UT sites

Post by UnrealGGecko »

found this one, but it seems to host a UT install with the nodelta patch...
http://ftpsearch.lostclus.kiev.ua/serve ... ournament/
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