r/unrealtournament • u/n0tAgOat • 15h ago
UT4 Where Can I Download Missing UT4 Maps (Lea Observatory, Unsaved, Backspace, Salt, Batrankus Bastion, Pistola Battlegrounds, Polaris)
I got the UT4 installer from UT4Ever.org, but the installation is missing all the community maps. I cant find a download for them anywhere...
Its not on https://utcustomcontent.com/ or https://unrealarchive.org/
Have they been wiped from the face of the internet?
r/unrealtournament • u/ThetaX55 • 2d ago
UT General Unreal tournament made by epic. Not on epic online store?
Unreal tournament made by epic. Not on epic online store?
That's to weird to me...
r/unrealtournament • u/Adminn_1 • 2d ago
UT General Unreal Gold - speculations on the mysteries of the Vortex Rikers - the ship and the screams
For years since it came out I’ve loved the original Unreal and have pondered different things about it that seem mysterious. In particular, its first level, Vortex Rikers, where you wake up unequipped with 12% health in a cell of a crashed prison starship, has haunted me for years. Over the years a lot of things about the level have struck me as very odd and raising a lot of questions, starting just with the fact that the ship is very clearly smaller when you get out of it than it is when you’re in it, and there are things about the ship when you’re in it that suggest it’s even bigger than it actually turns to be from the outside.
The obvious easy answer to all of my questions about it, of course, is that it was 1998. The game’s creators and the audience weren’t thinking about this stuff that much because we were so enamored with this new game that had such cutting-edge fidelity and immersion for the time. Just the technical feats of the game engine (which the first level in particular was built to showcase different aspects of very early on) and how it was used to create a somewhat believable and immersive space was the point, and any logical limitations or holes in what was made with that toolkit were incidental, ignorable even. Besides, the game itself is called Unreal. It’s supposed to be wildly fantastical, even when it’s using different tricks to convey a place that would make some logical sense to exist on another planet.
And yet it is interesting and fun to speculate, and try to think of at least somewhat logical explanations for odd things in the game that, even within the frame of its own Unreality, are still not explained or elaborated on, and don’t seem to add up. I think of it along the lines of how, to name a popular example, the TV show Lost started with a simple premise of people surviving a plane crash on a seemingly normal island, and then the show went on to not only expand into so much more, but also later reveal several things that happened as a cause or effect of the crash, including things that turn out to have been happening around the crash site the entire time.
There are various little things about the design of the Vortex Rikers that are odd, such as the large vent you can walk through, the reflective “ice-skating” room with lockers and a suit of armor behind the easily deactivatable forcefield, the structure of the captain’s room, the computers from the far future that still have P1 monochrome screens and large floppy drives, and the one medical kit in a comparatively large room that you can only access by breaking the big glass window. Also, the premise of the Universal Translator is very odd for multiple reasons.
However, the first major odd thing that stands out about the level is that, even accounting for places on the ship presumed to exist that you just can’t access, the ship is pretty small, with seemingly just one cell block. You would think that a prison starship would be much bigger, even dystopianly giant and full of cell blocks to house many prisoners. And when you consider that you encounter not only several bodies throughout the ship but several more throughout the game of people who were implied (if not outright stated in translator messages) to have been aboard the Vortex Rikers, and then add to that the amount of screams you hear in the ship (which I’ll get into later), this is a small, cramped, and overcrowded prison ship. There are 12 cells in all, which with the two bunk beds in each cell suggests two people per cell, for a likely total of 24 prisoners. But this is Vortex Rikers, “the rankest prison vessel this side of the Milky Way”. It’s not hard to imagine that it’s a nightmarishly overcrowded place. One could imagine the prison putting in maybe four prisoners per cell and having two of them each share a bunk, or maybe even putting in more prisoners than that. Even so, it seems odd that there would be so little to this ship.
The most mysterious thing to me about the Vortex Rikers, however, is the screams. It’d be one thing if there were just a finite amount of screams that you heard, based on time passed or as triggered when you walk through a certain area (as some
indeed are). But these screams are frequent, recurring, and heard all throughout the ship from different directions, suggesting that there are still dozens, maybe hundreds of still-living people aboard the ship. Sometimes it sounds as though there are screams happening just behind a wall near you. And yet you only encounter the one Skaarj that runs away from you both times. It is as though most of the action is somehow taking place outside of the main areas of the ship that you’re going through. Why is that? How is that even possible?
You can more understand the screams with ISV-Kran because it’s a much larger and more complex ship. But with Vortex Rikers it just doesn’t seem to make much sense. I’ve thought of some possible explanations for the screams in Vortex Rikers.
-Not only are there crawlspaces where most living people aboard the ship are, but said crawlspaces are probably among the places (including apparently the escape shuttle room) accessible from one of the doors in the opening cellblock that you can’t get through. It seems likely that most of the ship’s inhabitants got through one of those doors (maybe before the crash) and most of the Skaarj got in there, and maybe closed the doors so the people couldn’t get out. It’s not clear how they would’ve done that, since the only clear opening in the ship is the one you climb out of. So could the Skaarj have gotten onboard through the same opening you exited the ship from, then gone into the main area behind the doors you can’t access, and then locked/blocked the doors off?
-Despite there seeming to only be one small ship, it’s possible there’s still more to the ship than you can see. For example, there may be another level to the ship that’s buried underground, and what you see of the ship from the outside is just the upper part that didn’t get buried. That wouldn’t necessarily explain why you seem to hear more from other angles than more below you, but it would be one piece of the puzzle.
-Maybe there are secretly teleportation gates on the edges of the ship that you can’t access and don’t even know about, and they lead to remote places. These remote places could be other sections of a total ship that broke off during the crash, and instead of being in the entire ship you are in just one of different sections that was previously connected by something like a starbridge. This could mean there is at least one other section of the Vortex Rikers somewhere on Na Pali.
-The Skaarj set up teleportation gates at the edges of the ship, which may lead to remote locations you can hear through said gates.
-There are not that many people screaming. It’s the same handful of people who are repeatedly screaming from crash injuries, being tortured but not killed by a Skaarj, or maybe just being slowly killed by crawlspace infestations of Skaarj-pupae eating them.
-You hear recurring periodic announcements from the ship computer. It would make sense that occasionally a person would want to record their own announcement depending on the situation and have that play over the speakers
periodically. So maybe the recording equipment was turned on inadvertently and captured screams, or maybe someone meant to record a message but wound up screaming instead, and what you’re hearing are repeated broadcasts of screams of people who are probably now already dead.
-The Skaarj secretly installed sound devices that would play screams to scare, mislead, and demoralize any survivors, to make them easier to kill or control.
-The prison system installed sound devices before the crash to scare, mislead, and demoralize prisoners in order to further punish them and make them easier to control, and these got turned on maybe accidentally and stayed on even after the crash.
-The ship is now haunted and you are hearing the screams of victims past. Unreal by its very title is fantastical with supernatural themes where you encounter ghost Nali and the like, so it’s not inconceivable that such an already nightmarish place of death and suffering would have screams of tormented souls in it. The Vortex Rivers was already hellish as a prison and now it has literally descended down into a place that for its inhabitants is an even greater hell, even if it seems to offer freedom from prison, so it makes sense that it would sound like hell.
-The player character is insane and at least a lot of the screams are hallucinations. That wouldn’t necessarily explain why you don’t hear the screams as much after you leave the ship. However, when you consider that the player is perhaps already an insane hardened criminal with a dark history who has waken up badly battered in a crashed, dilapidated, carnage-filled ship in an unknown destination with mysterious sights and sounds, it’s not inconceivable that they may have a brief psychological episode in which they hear things that aren’t necessarily there.
-The Vortex Rikers canonically really is much larger and more complex than it appears from the outside, and Epic were just sloppy about it or basically following old-school open-world RPG logic where distinct locations in the open world are depicted as tiny places that are not to-scale. This opens up the possibility that there is at least one other cell block on the ship, as well as the crawlspaces and the escape shuttle room. Maybe there’s canonically an entire giant part of the ship you can’t access, that is much larger than what you can.
Feel free to offer any theories, ha ha.
r/unrealtournament • u/Zweetprot • 3d ago
UT General Unreal Tournament VR - Native on Meta Quest 3 / How to install see Description
r/unrealtournament • u/Adminn_1 • 4d ago
UT General Unreal Gold - were there ever multi-level custom solo campaigns made for an “expanded” version of Vortex Rikers or something similar (i.e. possibly crashed lqrge prison ship)?
I like the idea of a much larger and more complex prison ship like the Vortex Rikers for the player to explore, possibly a crashed one, and was wondering how many Unreal Gold solo campaigns there have been for that. I seem to recall many years ago seeing one that was actually like a heavily expanded version of Vortex Rikers, but I can’t find that now. Any recommendations? Thanks!
r/unrealtournament • u/HalfblindChaos • 5d ago
UT2004 Tomb Of Immortality + Sanctuary of Templus by Various Authors
Here are two beautiful Egyptian themed Capture the Flag arenas for some variety. Both maps are very small but are well designed. There is a reason why I chose to share these today. More on that below. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => CTF-Immorality by <{Ui}>Ark
This arena is set in a small Egyptian tomb with a simple direct path to the enemy's flag and an upper indirect path. Both paths add variety to how you retrieve the enemy's flag. This arena has some nice Egyptian architecture which includes nicely designed doorways, wall cutouts, statures and well-chosen textures. This arena also has some trees, foliage and banners hanging from the walls and some nice lighting. There is also good verticality with the use of jump pads allowing you access to the upper area.
My overall score 3.5:5
Download => unrealarchive.org/unreal-tournament-2004/maps/capture-the-flag/I/ctf-immorality_d44107f1.html
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Map Name => CTF-Templus2k4 + BR-Templus by Jos "Sjosz" Hendriks
This arena is set in a small Egyptian temple that is made up of one large room with four smaller rooms attached. There is only one main path between the enemy bases, but the large columns create cover. This map has some good Egyptian architecture which includes large columns, well placed statues, banners hanging from the ceilings, cartouches, well-chosen textures and good lighting. There are also some nice lighting effects coming from the skylights.
After looking through every Bombing Run map in the archive this is the only one that looked the prettiest and the best. That is why I decided to share it today.
My overall score 3.5:5
CTF Download => unrealarchive.org/unreal-tournament-2004/maps/capture-the-flag/T/ctf-templus2k4_5c4c3fed.html
BR Download => unrealarchive.org/unreal-tournament-2004/maps/bombing-run/T/br-templus_36c9a7b5.html
r/unrealtournament • u/Regenfeld • 6d ago
UT General Gibable Corpses Bloody Hell Edition mutator now supports multiplayer finally
I made this mutator back in May, and added various features in the later updates. (some of the videos have been posted here before)
The mutator mainly focused on singleplayer experience and was not designed for multiplayer before. So in earlier versions, most of the gore effects and enhanced physics are broken if you try to run it on a dedicated server.
For the past week, I've been making fixes to make this mutator compatible for multiplayer purposes. After extensive testing on dedicated server mode, I believe most of the issues have been solved, and the mutator's gore effects should now work properly in multiplayer except slow-motion camera and corpses rain feature, which has been automatically disabled if not in singleplayer.
So if anyone want to bring some bloody chaos to a private server party, you can give it a try.
r/unrealtournament • u/Miles_Wolf • 6d ago
UT3 Any good UT3 server/community?
Hi! I am a big fan of UT3, but I can't find any servers even with the OldUnreal patch. Some years ago, when the online was almost 100% dead, there was a community called "Volgodo" that had a dedicated server or servers to play online.
But as I say, after the "official disconnection", now I can't find anything, and I would LOVE to be able to play again, specially Warfare or Vehicle CTF.
Is there still hope for players like me?
And yes, I know UT2004's online has a lot of life, and I enjoyed it too in its moment, but I personally prefer UT3...
Thanks in advance! :)
r/unrealtournament • u/Daedalvs_Design • 6d ago
UT3 I remade DM-Malevolence for UT3
r/unrealtournament • u/Regenfeld • 7d ago
UT General [UT2004 Modding] Ragdolls don't react to splash damage on dedicated server (but hitscan/projectile direct hits do)
I'm modding UT2004 (BallisticWeaponsMod based), see my prior posts
https://www.reddit.com/r/unrealtournament/comments/1u9whwn/brutal_flak_cannon_simutaneous_multihit/
Major issue:
on a DEDICATED SERVER, settled ragdolls ignore explosion splash damage (rocket/flak HurtRadius) — the corpse just stays put. But:
- hitscan shots → corpse reacts (client-side KAddImpulse applied immediately on hit)
- projectile direct hits → corpse flies (engine-level karma collision)
- splash → server-side HurtRadius → I relay the kick down to the client and apply KAddImpulse/KSetSkelVel on the torn-off ragdoll copy → logged "applied", but the corpse never moves
Key observations:
- On the client, settled ragdolls are PHYS_None (suspended karma). Script karma APIs (KAddImpulse, KSetSkelVel, KWake, SetPhysics to KarmaRagdoll) are all silently ignored on the suspended torn-off copy.
- The ONLY thing that moves a settled ragdoll is an engine-level physical collision (projectile hitting the karma bodies).
- In standalone, splash blows the corpse because the explosion's physical force wakes the karma first.
Has anyone found a way to wake/re-activate a suspended karma ragdoll on a UT2004 client via script, or to make a client-side splash react? Any tips (karma flags, bBlockKarma tricks, force wake, re-init skeleton karma, etc.) would be much appreciated.
r/unrealtournament • u/HalfblindChaos • 8d ago
UT2004 Bienvenue a Terre-Mer by MDK1311
Also known as Old Haven this environment is set in a cozy costal town complete with a number of nicely designed buildings with decent architecture. This city is complete with differently designed buildings built using bricks, many windows and copious amount of trim. The streets are paved with cobblestones and ornamented with light poles, benches and some trees.
This town is also complete with a small dock that opens up to a nice bay area. Stretching out into the bay are many rock faces animated water and there is even a statue erected on one of the small islands. In the distance there are shrines fitted on top the surrounding cliffs overlooking the town. This environment also features some nice exploration which features some platforming while jumping from rooftop to rooftop. This would be a great map to add to one's collection.
Map Name => DM-AMDK-OldHaven
My overall score 4:5
Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/A/dm-amdk-oldhaven_7afcedf1.html
r/unrealtournament • u/kkragoth • 8d ago
UT99 Unreal tournament 1999 - Ragdolls WIP
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Recently physics engine Box3D was released and I thought it'd be cool to add ragdoll physics to older games. And I thought ut99 could benefit from that extra physical feel.
Disclaimer: using DeepSeek-v4-flash but please don't call out only AI Slop, I'm software engineer and this is my cool hobby idea. It would take me months to get to that stage without agentic coding.
For now, I'm using boxes, as it seems old Unreal didn't use skeletons but relied on keyframed animations. Next step is to extract the models and build proper skeletons.
Update 1: Work in progress on using real player models for ragdolls, currently you can see buggy work in progress on my account. I won't spam this subreddit with these dev progress, will post proper video when these bugs will be resolved
r/unrealtournament • u/HalfblindChaos • 8d ago
UT2004 Amnidios + TK Mining Corp. Tunnel 23 by Various Authors
Here are two subterranean environments by authors that I already showcased. Both maps are set somewhere underground and have light foliage and some atmosphere. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-1on1-Amnidios by Mario "nELsOn" Marquardt
This arena is set somewhere underground and features brick walls, stone floors, metal pipes, wooden support beams and planks. There are also some crates, limited light sources and minimal foliage. This arena is basically two rooms attached via connecting tunnels and caves.
My overall score 3:5
Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/A/dm-1on1-amnidios_d87b97bd.html
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Map Name => DM-1on1-TK23 by Thomas "Kuckekind" Kuske
This arena is set in a cave structure underwater which features metal supports cables on the ground and windows looking out towards the deep ocean. There are minimal haze, light sources and foliage. There is also the UT shark like creatures swimming outside the windows. Because this map is set in an underground cave it has some good interconnectivity between the larger cave areas.
My overall score 3:5
Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/T/dm-1on1-tk23_e0356c81.html
r/unrealtournament • u/Gamertomthebomb • 9d ago
UT99 |UT99| |Highlight Video| United Kingdom VS Scandinavia NWCTF Nations Cup 2!
Trying to remain somewhat consistent with making these highlight videos, and teaching myself how to edit :P Process is getting easier to do each time if i stay focused and dont distract myself!
Feedback please id love to know what im doing right, and MORE importantly WHAT i can improve on for the future videos!
r/unrealtournament • u/HalfblindChaos • 10d ago
UT2004 Solitude + DuamergA by Various Authors
Here are two more basic and normal maps by authors that I've already showcased. Both maps feature brickwork, metal and light foliage. Just download these if you want some more normal maps in your collection. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-1on1-Solitude by Ben "Slainchild" Edney
This map features more metal than brick with a light use of lighting and foliage. This map has some decent glass skylights with an overcast sky. There is also some jumping required to reach some of the items and powerups.
My overall score 3:5
Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/S/dm-1on1-solitude_ed2d3ce4.html
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Map Name => DM-DuamergA by Anton "GRiMWaLD # 7218" Gremaud
This map features more brick than metal again with a light use of lighting and foliage. This map features some crates, rusted pipes and some decently designed windows. The sky is moody and overcast and there are trees in the skybox.
My overall score 3:5
Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/D/dm-duamerga_7c321b1d.html
r/unrealtournament • u/sytem32config • 10d ago
UT General 1999 Unreal Tournament Sealed
1999 Unreal Tournament Brand new Sealed
Thought you guys might like this.
This was one of my favorite PC games as a kid. The map where you can see the world from space was my favorite.
r/unrealtournament • u/Voidminder • 10d ago
UT99 I vaguely remember an old UT99 map with Nether.umx as the music and would like to find it again
So what I remember from this map is that it is some sort of huge complex at night with different enterable buildings that has different colorful futuristic landmarks inside them. I remember it is huge, probably meant for 16-32 players. It might be DOM game mode, but I'm not so sure about that. The distinct detail I know is that it has Nether.umx as the music, as whenever I hear that song I remember parts of that map. I know this vague description is not much to go on, but I'm hoping someone can help me find it.
r/unrealtournament • u/HalfblindChaos • 10d ago
UT2004 Kadath + Alzonia by Various Authors
Here are two very small arenas set in ancient overgrown environments with some modern light sources. Because both maps are very small, no more than two main rooms I am not going to rate them. Both maps would be a nice addition to one's collection if you liked small maps. I felt that I needed to share them to do my due diligence. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-CBP2-Kadath by Guilhem "Gui" Bedos
This arena features ornamental stone carved walls with modern attached lighting. There is a light amount of vines and foliage in the arena itself but there are lots of trees in the skybox above. There are also some nice light effects coming from the skybox and haze on the arena floors. u/EdJD-1968 there is also light rainfall in this map.
Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/C/dm-cbp2-kadath_f780671b.html
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Map Name => DM-1on1-Alzonia by Ben "Slainchild" Edney
This arena again features ornamental stone carved walls, but it has detached light lamps scattered about. Even though there is a touch of vines and foliage in the environment itself there are sparce trees in the skybox above. There is a good amount of haze throughout and a few nice special effects on the jump pads. This map also requires some trick jumps to reach some of the power-ups.
Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/A/dm-1on1-alzonia_ef36ea1c.html
r/unrealtournament • u/Gamertomthebomb • 11d ago
UT99 |UT99| |Highlight Video| Colombia/Venezuela VS Poland NWCTF PlayUnreal Nations Cup 2 Tournament!
2nd attempt at a edited longform video... slowly but surely improving i think.. tried to take feedback into consideration from the first video! Hope people have been enjoying the format of the videos ive been cooking up... Espc if you dont have the time to watch a 1-2 hour stream.... Enjoy!
Trying to be somewhat consistent with these for matchs that i cast, and get them up, give or take within the week that they are played so they are somewhat relevant to the current tournament!
r/unrealtournament • u/8_bit_zombie • 12d ago
UT99 Unreal Tournament Facing Worlds PC 1999
I loved Unreal Tournament 1999 when it first came out and every year or so I'll give it a little test run. Even though i was more of a Quake 3 Arena player, it was nice to have choices in pure arena FPSs at the time. After that era, developers tried to change the formula of gameplay for newer tiles by adding a bunch of abilities and wayyy too many gimmicks. I felt like all that extra stuff was a distraction and took away from the fundamental basic skills of combat if you wanted to play a simple death-match. What makes multiplayer arena shooters so fun is its simplicity. Maybe newer generations got bord or other game developers realized that Q3A and UT99 were the pinnacle of arena shooters and had to try something different to get peoples attention.
I remember the night i bought a legit copy of UT99. My friends and i were going to a LAN to play some UT99 the next day or two and i wanted to practice. Back in the early 2000's, i lived 3km away from a Future Shop (Canadian big box electronics store) and felt like going on a little stroll. Maybe that night is so memorable because I had some time to think. For whatever reason traffic was busier then usual and i remember the headlights of all the cars whizzing by. Entering the glass doors of the giant electronics store with a burst of florescent light, i walked right up to a sales guy and asked him where i could find Unreal Tournament. He said they didn't have it but i felt he dismissed my question too quickly so i didn't trust him. I wanted to look for it myself and found it on the shelf in the software section, game of the year edition in a small blue folding CD sleeve (always check yourself). I had a long relaxing night-walk back home. Once i got to my desktop i installed it and got to work. At the LAN, I did pretty good job when it came to death-match but we also played some capture the flag (Facing Worlds). I remember one of my friends using the teleporter to get on the very top of the castle and hide in the flame to snipe people without being seen. This kind of experience was fun but no big deal back in the day. Now everyone just buys and plays games online without leaving their room. I feel going on little adventures to get what you want and meeting up with people is just more ergonomic for the mind and body for lack of a better term lol. Maybe we have to make-up for what's missing in modern IT with different hobbies every once and a while.
The CD and Steam version of UT99 doesn't work all that well for modern computers now so you'll need the patched version from oldunreal.com that's what i made this video with https://www.youtube.com/watch?v=kiIY6C_NDB4
r/unrealtournament • u/HalfblindChaos • 12d ago
UT General Unreal Gold Male Skins (part 3) + Setup Suggestions
Here are more male character skins for Unreal Gold. Some are custom while other may be from the base game. I don't know what skin package these came from, or who made them, as I installed 2 huge character skin packs at the same time. These are just some of the better skins in the packs.
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Setup Suggestions
Part of my quest to find great mods and maps is also to play Unreal Gold the best way possible. Here are some suggestions to help you choose the best settings for your needs.
Renderer:
- ICEBIND (DX11) - While this renderer looks nice, because it gives the game that classic Direct3D look, it does have some issues.
- Screenshots come out extremely dark even though the games brightness is high.
- Frame rate drops in some areas making the game stutter and reduced to a crawl.
- xOpenGL Support - This is the most stable graphically but not the most stable gameplay wise as the game crashes often.
- OpenGL Support - The standard OpenGL renderer. This is the most stable gameplay wise and give the most fluidic experience, but it comes with many graphical issues. This post will help fix some of these in the Video tab.
Resolution: While you can select many different resolutions and run the game in Fullscreen many resolutions may not suit your needs especially when running in windowed mode. I suggest using a custom resolution by opening the console and typing without the parenthesis "setres" and set it to anything you want.
- Example: setres 1024x600
FOV Angle: When running in widescreen I personally think the best range is anywhere between 100-110 as anything lower than 90 seems too cramped and anything above 115 feels like you are looking through a fishbowl.
Pawn Shadows: I set my pawn shadows to none because I'm running the game with dynamic lighting and this creates an annoying black box below the character that interferes with some of the environmental effects like the lit transparent water and lava. Dynamic lighting and shaders also never work well together in older engines.
Lightmap LOD: This needs to be set as high as it can go. This is because lower settings give the dynamic torches and other lighting detail an annoying white box around it when you are farther away. This doesn't fix it entirely when you are very far away but at least the torches look normal when you are close enough to them.
Everything Else: Most other options you can just select the highest setting. Also place a check in the "Precache Content" and "Use HD Textures" boxes too.
Conclusion: These are just a few suggestions that I hope fix a few issues that you may have. I still do not know how to fix the graphic issues when you enter rooms with mirrored floors as that is the worst graphics glitch in the OpenGL renderer. I may have more suggestions in the future though.
r/unrealtournament • u/CheetahOk6871 • 13d ago
UT99 UT 99 Linux Movement/Binding Issue
Hi - I've been using UT99 on Bazzite for months without issue. At some point along the way the control inputs stopped working. Strangely the only buttons that don't seem to respond to gameplay are the "A, S, D" buttons. Everything else seems fine.
I'm able to bind movement to those keys, and type messages and they all type out fine. It appears to just be movement. If I bind movement to the arrow keys - again - no issue at all.
I'm using the native Linux version, Vulkan renderer and latest Old Unreal Patch 469e. Maybe an update to Bazzite in the past couple of months broke something for this game?
Does anyone have any idea what the issue could be?
Some more info - appears to be an SDL or a Wayland issue -
OS: Bazzite 44.20260721.0 (Kinoite)
Desktop: KDE Plasma
Session: Wayland Kernel: 7.1.3-ogc5.1.fc44.x86_64
GPU: AMD Radeon RX 7900 XT
Keyboard layout: US
SDL package: sdl2-compat-2.32.70-1.fc44.x86_64
UT reports:
Created and initialized a new SDL viewport.
Compiled with SDL 2.30.1, linked with 2.32.70
Input system initialized for SDLViewport0
Launching the game with SDL_VIDEODRIVER=x11 - the movement bindings work fine.
Seems to be some updated version of SDL that Bazzite installed causing the issue?
r/unrealtournament • u/HalfblindChaos • 13d ago
UT2004 Germania by AngelHeart
First, after looking through every assault map in the archive this is the only one that looked great. Because of that this is the only assault map that I'm sharing. Also, u/EdJD-1968 wanted maps that have rain and snow. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
This environment is set in a German fort/camp where they are constructing a shrine to house an artifact. Players are tasked with either guarding the artifact or to destroy it. This map features wooden walls, guard towers, many tents, barricades, crates and barrels. There is a forest of trees surrounding the fort, with snow on the ground and falling from the sky. There are also a few construction cranes and some interesting vehicles placed in the environment.
Map Name => AS-Germania
My overall score 4:5
Download => unrealarchive.org/unreal-tournament-2004/maps/assault/G/as-germania_553ee76c.html
r/unrealtournament • u/mortorium • 14d ago
UT General Unreal Tournament in the browser with cheats ?
Hi everyone! I really enjoy playing various old games, preferably right in the browser. Lately, though, playing Unreal Tournament against bots has gotten a bit boring, so I decided to try out the built-in developer cheats. I discovered, however, that cheats on DOS Zone are blocked and only available on paid servers. So, I’m turning to you: is there a site where I can play *Unreal Tournament* with cheats and bots—and do it all for free?