***Changes from 2223 to 2199 are listed below: 
GamePlay: 
- allow several different default characters. Change the default character by 
adding the following line 
to the [xGame.xPawn] 
section of your user.ini file: 
PlacedCharacterName=“aname” 
where aname can be “Gorge” (the default), “Sapphire”, “Malcolm”. “Mokara”, 
“Rapier”, “Brutalis”, or “Roc” 
- fixed no instigator bug with goop and grenades if killer was blown up before 
making kill. 
- added new mutator “DelayedSpawn”. This mutator delays the initial spawning of 
superweapons and super 
powerups (like UDamage, superhealth, and supershield) 
- fixed sporadic problem with giving assist credit to players not involved in 
flag capture in CTF 
- fixed sporadic problem with pawns not animating on clients 
- Fix adding in an extra bot when you've chosen custom bots and are spectating. 
- custom bots stay on the teams they were put on, and ignore team balancing in 
standalone games. 
- The player who changes the color of the DDOM point scores the 5 points, not 
the last player. 
- fixed bug where could sometimes translocate into static meshes 
- spectators can only chat with spectators if bPartitionSpectators config option 
is true. This option is 
false by default, 
and can be made true by adding bPartitionSpectators=true to the 
[Engine.BroadCastHandler] section of your 
UT2003.ini file. 
- support for new brighter teamskins (set by bright skins option in the Game 
Rules tab). You must have 
BrightSkins patch downloaded for this to work. (brightskins is client-side 
only) 
- fixed displaying name of player who returned flag in flag return message 
- announce name of scorer in bombing run 
- “use map bot count” always adds at least 3 bots for team games 
- no time limits in LMS or Invasion 
- fixed joining LMS server as spectator after match has started not limited to 
only spectator slots 
- added configurable GameInfo property LateEntryLives. Defaults to 1. This is 
how many lives another 
player can have 
lost and you can still join, for a maxlives game like LastManStanding. 
- fixed IronDeity shield spawning 
- fixed CTF-DoubleDammage camouflage mesh 
- fixed weapon throwing on listen server clients 
- projectiles can affect dead bodies in net games 
- improved scoreboard support for long names 
- server side control for turning off weapon viewshake by adding the following 
line to the 
[engine.gameinfo] section 
of your UT2003.ini file: 
bWeaponShouldViewShake=false 
- new configurable property to prevent shield stacking of small shields. To 
disable shieldstacking, add 
the following line to the 
[UnrealGame.DeathMatch] section of your UT2003.ini file: 
bNeverShieldStack=true 
- zoom supershockrifle firing through multiple people now configurable (true by 
default). To change, add 
the following 
lines to your UT2003.ini (server side): 
[XWeapons.ZoomSuperShockBeamFire] 
bAllowMultiHit=false 
- no superweapons in mutant 
- fixed auto-slope. Since this wasn't functioning before, you may have it 
turned on accidentally. 
- added configurable property to control screen flash brightness, with values 
between 0 and 1 (1 is the 
default). 
To modify this property, add the following line to the [Engine.PlayerController] 
section of your user.ini 
file. 
ScreenFlashScaling=+1.0 
- added new mutator “UTClassic” ,with its own server browser icon. Modifies the 
weapons to feel more like 
the original UT's weapons: 
All weapons do more damage. 
Slower weapon switching. 
Shieldgun charges faster, slightly longer range, less self damage for impact 
jumping 
Minigun firing modes switched, no lockdown effect 
Shockrifle regular fire slower, does more damage. Combos take less ammo. 
Slowed down rocket firing rate. 
Sniper rifle faster firing, no secondary hit damage. 
Bio charged up damage relatively lower (countered general weapon damage 
increase). 
Flak alt fires up a little more. 
Translauncher more ammo, recharges faster, transbeacon fired up more 
FOV and eyeheight adjusted 
- added configurable properties to UTClassic to control double jumping. These 
are all enabled by default. 
To disable, add 
the following section to your UT2003.ini file: 
[UTClassic.MutUTClassic] 
bCanDoubleJump=true 
bCanWallDodge=true 
bCanDodgeDoubleJump=true 
Setting bCanDoubleJump to false turns off all double jumping. Setting 
bCanWallDodge=false turns off wall 
dodging. 
Setting bCanDodgeDoubleJump=false turns off doublejumping after dodging. 
Weapons 
- added option for visible centered weapons. 
- added option to have smaller first person weapons. Off by default. This 
option is found in the 
Settings|Player menu, or can be changed in the user.ini 
by adding bSmallWeapons=true to the [Engine.PlayerController] section. 
- fixed inaccurate replication of remaining translocator charge, causing players 
not to be able to fire 
when they seemed to still have charge 
- all projectiles and shock beam centered with hidden weapons 
- fixed shieldgun autofire misfires 
- added more weapon not firing debugging. If your weapon stops firing, type 
getweaponstats at the 
console. Then, continue trying to fire your 
weapon, so more stats can be gotten. Both client and server must be upgraded to 
this patch. 
- fixed shield gun fire effect when weapon hidden. 
- fixed transbeacon leaving flare behind when crushed by mover. 
- telefragging always gibs. 
- ion painter warms up a little faster 
- added configurable property to have translocator aim up more like original UT. 
This client-side option 
can be enabled by adding the following line to the [xGame.xPlayer] section of 
your user.ini file: 
bClassicTrans=true 
- fixed lightning gun muzzleflash positioning in third person 
- improved redeemer guiding 
- sniper rifle zoomed visible area expanded 
- custom weapon crosshairs: You can specify custom crosshairs and crosshair 
colors for each weapon. To 
do this, add the 
following lines to the appropriate weapon section in your User.ini file: 
CustomCrosshair=7 
CustomCrosshairColor=(R=255,G=255,B=255,A=255) 
CustomCrosshairScale=1.0 
where CustomCrosshair can have any value between 0 and 13, and the Crosshair 
color is in 8 bit RGBA 
format. You can also use your 
own custom textures (after importing them into a utx) by adding 
CustomCrosshairTextureName=“package.texture” (where package is the 
name of the UTX package, and texture is the name of the texture in the package. 
HUD/Scoreboard: 
- 4 digit fph 
AI: 
- fixed bot auto skill adjustment 
- added custom bot AI configuration menu 
- bots don't try to link with you if you are linking with them 
- only use bots with upl menu strings “SP”, “DUP”, or “UNLOCK” 
- performance improvement when trying to find path to dropped flags or bombs. 
Also added NotReachableBy() 
event to Decoration, so flags and 
other game objects can be notified if they aren't reachable. 
- improved bot AI for mutant game 
- fixed low-skill AI problems in DOM-Junkyard 
- fixed bots don't change weapon at end of match, and always play victory anim 
if winner 
Performance: 
- Improved bPreloadAllSkins for team games. 
- set bShouldPreload (in [Engine.LevelInfo] section of UT2003.ini) to true on 
initial configuration for 
systems with over 512 MB of memory. 
This makes these systems preload all skins, reducing hitches in network play. 
Networking/Servers: 
- fixed occasional crash when switching levels for servers with bots 
- vampire mutator shows up in server settings 
- dynamic netspeed adjust to deal with connections with variable effective 
bandwidth. Can be turned off 
in the settings|network menu. 
- fixed distance fog based network relevancy culling. 
- fixed addnamedbot exec function. This is used by web admin, so adding bots 
through web admin now works 
correctly as well. 
- fixed client upstream bandwidth not always capped properly by server 
- added -nocheat parameter to commandline to disable cheat prevention 
- added ability to disable the security fix in networking (for testing purposes) 
[IpDrv.TcpNetDriver] 
DisableKSecFix=True 
- only allow netspeed changes from console once every 15 seconds 
- server version displayed in server browser and ingame server info (F2). 
- fixed ghost players on server 
- fixed Invasion not ending if server side demo recording 
- fixed redirected download file size and percentage indicator 
- New Mutator function OverrideDownload giving servers the chance to 
override a redirect URL on a per-user basis, eg to give priority 
redirect access to your clanmates. 
- To customize bots without using the custom bot config menu, add a 
[UnrealGame.CustomBotConfig] section 
to your UT2003.ini. 
Then add lines like this one to the section: 
ConfigArray=(CharacterName=“Gorge”,PlayerName=“The_Reaper”,FavoriteWeapon=“xWeapons.RocketLauncher”,Aggres 
siveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000,Reactio 
nTime=0.000000,bJumpy=True) 
where 
CharacterName = the bot character you are modifying 
PlayerName = the name to override the character name with 
All the AI settings range from 0 to 1, with 0.5 as the default value. 
- fixed server browser having hidden filtering options still enabled when 
filters looked cleared. 
- fixed disconnected/kicked players taking a long time to have their connection 
closed 
- more networking improvements, particularly for higher ping clients 
Spectating: 
- moved “now viewing” in spectator mode to right side of HUD 
- show proper HUD color in first person view when spectating in network games 
- fixed link gun alt-fire obscuring view in spectate behindview 0 
- show proper score in DM network games in top left hand corner of HUD 
/behindview 0 
- fixed spectator showing up on scoreboard on server with no players 
- show flag messages in first person view when spectating another player 
- fixed invasion spectating when join as spectator 
Mod support: 
- Exposed many internal karma simulation constants for mod developers to 
tweak: Gamma (Relaxation Rate), Epsilon (Constraint Compliance), 
Penetration Offset and Scale, Contact Softness, Max Contact Penetration, 
Max Karma Timestep, Max Karma Speed and Max Ragdoll Speed. Use 
KSet/GetSimParams inside Actor to modify them. NOTE: Changes to these 
take affect until you quit the game! 
- use %20 in URL redirects for files with spaces 
- umod installer AddIni fix 
- added bNeverSever property for DamageType 
- added PreventSever() to gamerules 
- weapon config menu uses actor skin if different from default weapon skin 
- User logs now save to \UserLogs 
- Added force feedback support for devices other than mice (thanks Jason Fleming 
of Immersion). 
* Gamepads, sticks, wheels and mice usable as force feedback devices 
* Wheels (1-axis) devices can play 2-axis effects, rather than failing 
(IFC23.DLL) 
* Feedback device not initialized if all feedback settings disabled at startup 
* Shutdown feedback system by unchecking all feedback settings in menu 
* Start feedback system when first feedback setting checked in menu 
- added unique sunlight actor icon (for editor) 
- The Loading Map screen is now configurable for mods (GameEngine.LoadingClass) 
- added -USERLOGO=, .BMP must be in \Help 
- added ReplicationViewer and ReplicationViewTarget to LevelInfo. These are 
valid during replication, 
showing for what 
viewer replication is currently occuring. Useful for creating more complex 
replication conditions. 
- fixed not being able to do same taunt or othe AnimAction twice in a row 
- fixed invisibility on pawns with more than 2 skins on their mesh (up to 4 
skins now supported - they 
must all be 
referenced in the skins array). 
- Added PokeTerrain function to TerrainInfo. 
PokeTerrain( vector WorldLocation, int Radius, int MaxDepth ) 
All values are in world units. It pushes a squashed sphere into the 
terrain at the location specified. Negative MaxDepth values will raise 
the terrain at the specified location. 
Note that you should perform a trace first and ensure a TerrainInfo is 
returned. Call the function at the trace's hit location. Static 
projectors such as tree shadows have their data precomputed and the 
shadow will not move if you dig a hole in terrain beneath them. Sorry! 
WebAdmin: 
- Added check to prevent webserver from being spawned on client 
- Addressed some cleanup issues with QueryHandlers 
- Fixed bug with special characters in game settings (&, , etc.) 
- Added reverse sorting to player listing 
- Fixed bug with sorted lists that caused new items that were added to be 
dropped under certain 
circumstances 
- Fixed bug that only allowed a managed group to be removed from a user if the 
user was a member of that 
group 
- Fixed bug with IP Policies not reflecting whether policy was “Accept” or 
“Deny” policy 
- Fixed bug with webadmin not allowing IP addresses containing wildcards to be 
added to the banned IP list 
- Fixed bug that allowed IP addresses with more than 4 octets to be added to the 
banned IP list 
- Fixed links in webadmin remaining active if admin does not have any privileges 
applicable to that Query 
Handler 
- Addressed webadmin textboxes not allowing values longer than the width of the 
textbox 
- Added support for custom skins for webadmin (documentation coming soon) 
- Added fix to prevent admin privileges from “leaking” across threads (very very 
rare) 
- Added support for creating outgoing connections from within webadmin (to 
easily include remote content 
in webadmin) 
- Fixed bug with giving users privilege to change bot skill level 
- Updated bot page so that you can add bots with stats enabled if there are 
still bots in the game 
- Implemented “Kick Bots”, “Change WebAdmin Skin”, and “Game Status” privileges 
- Added Game Status readout to Current Game page 
D3D/OpenGL: 
- Fixed fallback materials for DM-Rustatorium and DOM-Junkyard 
- fixed OpenGL bug causing degrading performance after level changes with the 
NV_VAR/ APPLE_VAR codepath (thanks to Thomas Fortier @ ATI for pointing it 
out) 
- fixed gamma for Editor if running on DX9 system 
- fixed bug in D3DDrv which caused it to never release the D3D device 
- added “nogamma” commandline option 
- fixed “firstcoloredmips X” for DXT textures 
Sound/Music: 
- updated DefOpenAL32.dll 
- Add MusicSkip console command to skip tracks in OGGPlayer 
- Fixed possible problems with OGGPlayer 
- Add “Play List” button to player setup 
- fixed audio spatialization (thanks to Daniel Peacock @ Creative for the fix) 
- fixed sound precaching bug <br><br>
UT2003= [SoS]Lalli 
UT= SoS-Death Knight
CS= ]MU[“hvað sem er”
“Life is hell, enjoy it”
(my philoshopy)