*Unreal Tournament III*Thread :o) Game Pics & Performance.

Anyone else having a fiddle with the editor? Been watching the vids with my special edition.

I am aiming to get back into mapping with the new version and attempt some normal ctf maps as we need some for this game type, as 6 supplied with game will be the death knell for any ctf league.
 
I'm currently working on a CTF map to get back into the swing of things. Using pretty much just stock meshes and content at the moment, but in following maps once I've got the hang of some of the new features I'll be working on custom meshes and textures.

Will get a thread up with some pictures when I have a bit more to show of it :)
 
The good thing about instant action is the slomo on kills mutator ;). Got some good screenshots out of it as well (although you can also do that with demos I guess - not in first person though). Think I might write my own mutator to have it bound to a button, maybe a recharge meter so that it fills up when you kill someone etc. :D

i couldn't agree more, instagib and slomo death is actually awesome, i really need to move out of my halls to some where that doesn't block online gaming, i'm dying to play online :(
 
I'm currently working on a CTF map to get back into the swing of things. Using pretty much just stock meshes and content at the moment, but in following maps once I've got the hang of some of the new features I'll be working on custom meshes and textures.

Will get a thread up with some pictures when I have a bit more to show of it :)

I have been asked to look at remaking an old map into UT3 format for a clan so thats on my agenda for the next few weeks while i learn the new editor. After that it will either be similar remakes for clans or new maps from my own ideas just got to actually finish a map this time round, as usually get to 80% and run out of steam for bot routing/detailing in the maps.
 
Yeh I often get stuck at the same point, should happen a bit less this time around though.
Adding nice details seems easier to do due to a much nicer selection of meshes, plus most of the detail is through normal maps on the textures themselves + with the lighting.
I'm also going to be putting all the maps I make in my portfolio, so will want to be doing a good job.
 
Yeh I often get stuck at the same point, should happen a bit less this time around though.
Adding nice details seems easier to do due to a much nicer selection of meshes, plus most of the detail is through normal maps on the textures themselves + with the lighting.
I'm also going to be putting all the maps I make in my portfolio, so will want to be doing a good job.

Lighting of the map and texturing i was always fine with that was easy, just all the final details like crates, screens etc that made a map into something i was weak with plus the botting.

Still i have looked at the map my clan want me to remake and it's a complete rebuild from scratch, as seems you cant import old maps into the new editor unless everything is removed bar the wireframe layout. So rebuilding it from ground up will be quicker than having to go through all objects to make sure there isn't anything that needs removed before an export. As otherwise the new editor goes crash everytime.

SCM
 
Don't think so, I've heard that it actually causes another major issue and the patch has been withdrawn.

So many people have experienced freezing that I should be able to get a refund as it is a faulty product. Epic don't appear to be making any inroads on solving it either.
 
The thing is though it isnt affecting everyone and there are a lot of tweaks you can do to the ini file to reduce the loads or improve performance that could help a lot of people.

I managed to find a list of the tweaks someone posted on my clan forum and these are below

MotionBlur=False <-cuts out unnecessary blur fx
DepthOfField=False <-same
Bloom=False <-Disables the bloom effects
QualityBloom=False <-A toggle for the bloom quality, might aswell disable it if you have Bloom=False
Trilinear=False <-improves FPS by using Bilinear filtering instead of Trilinear
StaticDecals=False ; removes decals
DynamicDecals=False ; ditto
DynamicLights=False ; removes dynamic lights (lighting up with rl etc)
DynamicShadows=False ; shadows ? It improved my fps anyway
LightEnvironmentShadows=False ; Environment shadows (same as above)
Distortion=False ; dunno about this, I think it was default
DropParticleDistortion=False ; ditto ^
SpeedTreeLeaves=False ; default setting
SpeedTreeFronds=False ; default setting
OnlyStreamInTextures=False ; default setting
LensFlares=False ; disables lens flares (sunlight effect)
FogVolumes=False ; disables some fog
FloatingPointRenderTargets=False <- Removes the "foggy" look from the game

UNCAP FPS:

* Open UTEngine.ini
* Find the section [Engine.GameEngine]
* set bSmoothFrameRate to FALSE
* set MaxSmoothedFrameRate=XXX (think of an unreasonably high number)


In UTGame.ini

bViewAccelerationEnabled=True <- Setting to false disables mouse acceleration.

In UTGame.ini

bShowDamage=true < Setting to false disables the blurry / red effect

Forcing AA

Make sure you have the 163.71 drivers with the Bioshock profile.
Rename your ut.exe to bioshock.exe and use the nvidia profile in the control center to force AA.



these seem to be the popular settings that people on the ut3 forum are using, I haven't tried many of them out yet. If you fancy a tinker about with the ini settings, remember to back up the original file.

One other thing after making ini changes do NOT go back into the Video settings in the game as this resets the ini apparently.

Not sure any of these will help with freezing issues definitively but they might reduce the load on the engine which can only help.

SCM
 
Well I wouldnt be surprised it cuts out most of the ue3 features, btw id stick streamintextures to true as when i was experimenting and set it to false (mine defaulted to true) I got an unbelievable amount of hitching.
 
There is a beta 2 patch out now i believe but don't install it, many people have had servers removed off the master server list along with connection issues for clients.
 
Maxing out cpu.???

Anyone finding this game maxing out their cpu.?

Im running at 1024x768 everything on medium with rig in sig, and i just went into WTM to see what usage was like and its got my dual core solid at 100% :eek:
 
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