Seite 1 von 2 12 LetzteLetzte
Ergebnis 1 bis 15 von 21
Thema: Mega-Monster-Hyper-Extension-Pack! Alles wird gut! sagt schon eine uns nicht unbekannte Gestalt, wenn sie nicht danach gefragt wird ( )... Das habe ...
  1. #1
    Senior Member Avatar von JensusUT
    Registriert seit
    21.05.01
    Beiträge
    10.101

    Peinlich Mega-Monster-Hyper-Extension-Pack!

    Alles wird gut! sagt schon eine uns nicht unbekannte Gestalt, wenn sie nicht danach gefragt wird ()...

    Das habe ich bei UT3 auch ein paar Monate gedacht. Gehofft. Mir gewünscht.
    Das ist aber schon ein halbes Jahr her. Mindestens.

    Rettung naht? Eher nicht. Aber wer weiss, vielleicht ist ja die kommende Infusion wirklich eine, die den Patienten aus dem Wachkoma holt.

    Mehr Infos findet ihr hier.

    Das Changelog ist sooo laaaaannnng, dass ich es hier nicht posten kann, da es die Textlänge sprengt!
    Hier also nur ein Auszug (wer liest sich denn auch so einen Haufen durch )

    verborgener Text:
    SUMMARY OF MAJOR FEATURES:
    * Major enhancements to Server Browser
    * Visual and menu flow overhaul for improved useability of user interface.
    * Significant AI improvements, especially in vehicle gametypes.
    * Client-side demo recording support
    * Improved networking performance.
    * Midgame map, game type, and mutator voting support
    * Award system using Steam Achievements
    * Improved mod support

    * Improved Steam integration
    * Steam Achievement support for Steam installations of UT3.
    * Integrated Steam Authentication support.
    * 57 achievements mark your progress and mastery of UT.
    * Progress screen shows which awards you have earned, and completion progress on all awards.

    * Server Browser:
    * Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
    * Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
    * Now displays each servers IP in the server details box
    * Added 'Join IP' and 'Spectate IP' buttons to the join game menu
    * Added an 'Add IP' button to the favourites menu
    * Modified the main menu to return to the server browser after disconnecting
    * Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
    * Updated server browser code, so that custom gametypes are properly filtered.
    * Added a 'List All Game Modes' selection to the server filter menu.
    * Added more information to the server browser player list.
    * Fixed servers not being added to history, when following a friend to a server
    * You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
    * Show "+" for player counts that are populated by bots.

    * UI:
    * Major visual and menu flow overhaul for improved useability.
    * Made the instant-action and host-game menus keep their settings.
    * Scoreboard double click functionality for kicking, messages to specific players.
    * Enabled gamepad stick sensitivity setting in UI.
    * Improved gamepad support on PC.
    * Added support for a whole mess of options on Advanced video settings page.
    * Easier to click buttons by fixing cases where mouse went just past them.
    * Max player counts always fit on all scoreboards.
    * Modifier cards should take display priority in toasts over character unlocks.
    * Improved voice command menu positioning and offsets.
    * Fixed showing as teleport destinations on map nodes which could not be teleported to.
    * Added tooltip while deployed in stealth vehicles to show drop deployable button.
    * Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
    * Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
    * Show beacon with name of enemies in DM if they are close enough.
    * Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
    * Third position for powernode beacon, when just looking at base.
    * Added speaking icon to player beacons.
    * Portraits shown for player speaking with VOIP.
    * Fixed onslaught teleporter tooltip not always displayed correctly.
    * fixed toasts that don't shut down properly popping up later unexpectedly
    * More delay before going back to ambient music from action.
    * Fixed text being obscured after removing a friend from the friends list
    * Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
    * Fixed issue where playercard and friend message screens were disappearing.
    * Reduced chat log spam.
    * Fixed rules for showing "change team" button.

    * Vehicles:
    * Increased radius/volume of Manta, Raptor, and Viper engines.
    * Fixed scavenger legs disappearing in kill volumes.
    * Force occupied manta to rise if underwater.
    * Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
    * Increased water damage taken by vehicles.
    * Increased Goliath health.
    * Fixed nightshade beam weapon accuracy.
    * Fixed spidermines confused about nightshade that switches teams.
    * Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
    * Leviathan shield doesn't stay around after death.
    * Fixed leviathan passenger beacon positioning.
    * Fixed hoverboard rooster tail positioning when traveling over shallow water.
    * Fixed flag positioning on tracked turrets.
    * Fixed flying Manta exploit.
    * Fixed boost exploit with Fury vehicle

    * Weapons:
    * Added burn trail for link gun beam.
    * Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
    * Weapon throwing always enabled.
    * Improved force feedback for various weapon and pickup actions.
    * Simpler crosshair for instagib rifle.
    * Third person translocate sound.
    * Stinger now higher priority than flak cannon by default.
    * Back splatter decals for hits with sniper rifle, stinger, and enforcer.
    * Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
    * Fixed enforcer anim problems when become dual during initial loading.
    * No ammo display for instagib rifle.
    * Improved spidermine herding with Avrils.
    * Improved redeemer blast screen shake.
    * Spidermines work properly in deathmatch.
    * Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
    * Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
    * Fixed trans discs getting stuck on instigator's head.

    * Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
    * Bots fully understand kismet disabled nodes.
    * Improved bot AI for fighting enemies in Slow Fields.
    * Improved bot understanding of targeting occluded powernodes.

    * Demo Recording:
    * Added support for clientside demo recording.
    * Demo playback is now delayed until precaching completes.

    * Networking:
    * Fixed localization of certain networking messages received from different language server.
    * Improved dynamic netspeed system based on player counts.
    * Improved hoverboard smoothness in net games.
    * Friend following now attempts to place friends on the same team.
    * Added team balancing between matches.
    * Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
    * Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
    * Networking bandwidth use optimizations.
    * Improved prioritization of actor replication.
    * Improved network pawn position update smoothing using mesh translation.
    * Tweaked finding floors for simulated falling pawns.
    * Yaw and pitch change smoothing for other players on clients.
    * Fixed character mesh not getting onto hoverboard right away in high player count games.
    * Improved turret replication in high player count games.
    * Fixed remaining cases where team color skins weren't being properly set.
    * Fixed clients auto-switching to better weapon when they stop firing.
    * Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
    * Make sure all audio components get cleaned up on seamless travel.
    * Fixed various exploits.

    * Server Administration:
    * Removed download speed limitations, when hosting LAN servers.
    * Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
    * Fixed buggy URL parsing function, which was breaking mutator advertising
    * Added code to recreate serveractors after seamless travel
    * Fixed case insensitivity issue with admin and game passwords
    * Added session banning, with the command: AdminSessionBan
    * Security fixes.
    * Added config variable 'SpawnProtectionTime' to UTGame.ini.
    * Optimized stats sending bandwidth.
    * Support `n as \n in MOTD.

    * Engine:
    * Collision Octree optimizations
    * Particle system optimizations
    * Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
    * Removed unnecessary profile saves, improved saving progress when player expects it.
    * Improved Garbage collection performance.
    * Optimized decals.
    * Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).
    To enable, add the following to your UTGame.ini file
    [UTOnslaughtNodeTeleporter]
    bRealtimeCapture=true

    * Game:
    * Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
    * CTF flag is hidden for player carrying it.
    * Can no longer teleport to node that is under attack.
    * Improved victim death messages (precise cause of death).
    * In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
    * Fixed scoreboard issues during seamless travel.
    * Fixed lifts returning if you jump or get shot while on them.
    * Play taunts on upper body only for moving players.
    * Fixed black boxes on Leviathan shock balls.
    * Fixed lighting on first person spidermine death effect
    * Improved code for leaning players which are going around turns.
    * Reduced foot jittering on stairs.
    * No team change penalty for automatic swaps.
    * Improved lighting for characters.
    * Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
    * Fixed winner pawn rotating after round ends.
    * Fixed sender not hearing autotaunts.
    * Fixed krall missing footstep sound notifies.
    * Fixed bots leaving game affecting TDM team score.
    * Fixed bad low LOD meshes (spiky when feigning or dead).

    * Mod support:
    * UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
    * Added support for stretching IK limbs (see SkelControlLimb.uc).
    * Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
    * Added spectator notification hooks to Mutator.uc:
    - AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
    - AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
    - NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
    - NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
    * Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
    * Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
    * Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
    - 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
    - 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
    page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
    - Added team change notification hooks to Mutator.uc
    - AllowChangeTeam: Allows mutators to prevent players from changing team
    - NotifySetTeam: Notifies mutators when a player successfully changes team
    * Added bCanRagdoll flag to UTPawn for mod authors.
    * Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
    * Made UIObject 'ResolveStyles' function accessible to script.
    * Added support for loading a Splash.bmp in a mod directory.
    * Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
    * Added code to reinitialize ServerActors after seamless travel
    * Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
    - 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
    - Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
    - Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'

    * Level specific:
    * Fixed redeemers nopt able to damage power cores in Islander.
    * Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
    * Fixed collision issues in VCTF-Suspense and Suspense_Necris.
    * Fixed real-time teleporter portal updates in WAR-Avalanche.

    * Maplists
    * The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
    - To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
    Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
    For example, Maps=("DM-Arsenal","DM-Biohazard" in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal" Maps=(Map="DM-Biohazard"
    * Configuration options for [UTGame.UTMapListManager]:
    - GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
    o GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch"
    o GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs"
    o MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList"
    o Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60"
    o Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib"
    o ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo"
    o bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
    o MapReplayLimit: The number of matches which must pass before any one map can be played again
    o ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
    o PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
    o AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup"
    - bAllowKickVoting: Enable/Disable kick voting
    - bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
    - MinKickVotes: The minimum number of votes required in order to kick a player"]


    Download:
    UT3 Patch 2.0 (309 MB)
    UT3 Titan Pack (916 MB)

    Was ist neu?
    Titan Pack Reveal
    Geändert von JensusUT (05.03.09 um 13:14 Uhr) Grund: Download-Links eingefügt

  2.   Anzeige

     
  3. #2
    Senior Member Avatar von Feroxx
    Registriert seit
    21.06.01
    Ort
    Pandora
    Beiträge
    3.791

    AW: Mega-Monster-Hyper-Extension-Pack!

    Spontan:

    Zitat Zitat von JensusUT Beitrag anzeigen
    * Major visual and menu flow overhaul for improved useability.
    * Increased radius/volume of Manta, Raptor, and Viper engines.
    * Increased Goliath health.
    * Weapon throwing always enabled.
    * In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
    * Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
    Good job, klingt gut. Ich werd's dann wohl nochmal versuchen, das klingt nach dem Spiel das sie hätten ausliefern sollen.

    Aber... "CTF flag is hidden for player carrying it." Och nööö. Das war cool.

  4. #3
    Senior Member Avatar von Gorkon
    Registriert seit
    19.08.02
    Ort
    Kiel
    Beiträge
    1.493

    AW: Mega-Monster-Hyper-Extension-Pack!

    WTF...

    Was lange gährt, wird endlich gut? Hoffens wirs mal...ich hätt mal weider Luscht auf ein bissi VCTF³.

  5. #4
    Moderator Avatar von Bio-logisch
    Registriert seit
    03.02.03
    Beiträge
    12.985

    AW: Mega-Monster-Hyper-Extension-Pack!

    Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
    Jo, das war der größte Witz von allen - wenn jemand mitten im Sandsturm auf der Brüstung saß und Headshots verteilte...

  6. #5
    Senior Member Avatar von JensusUT
    Registriert seit
    21.05.01
    Beiträge
    10.101

    AW: Mega-Monster-Hyper-Extension-Pack!

    So, weitere Details zum Thema auf UTZone, hier in Kürze:

    Was wird alles dabei sein:

    2 neue Gametypes, Betrayal und Greed
    1 neuer Mutator: TITAN
    16 neue Maps: 6 Deathmatch, 3 CTF, 3 VCTF, 4 Warfare
    2 neue Waffen: Stinger Turret, Eradicator Cannon
    2 neue "Geräte" : X-Ray Field, Link Station
    1 neues Powerup: portable Slow Field
    2 neue Character: Kana (Ronin), Nova (Liandri)
    1 neues Fahrzeug: Axon Stealthbender
    57 Auszeichnungen erreichbar, wie Steam Leistungen und PS3-Trophäen

    Erscheinungstermin: 5. März 2009

    Der Download wird ca. 800 MB gross werden und soll angeblich nur in Verbindung mit einem "Patch 2.0", ergo kann man ihn (den Patch) gleichzeitig mit dem Pack am 5.März 2009 erwarten.

    Das wird ein Download...

    Wer zu den Muts und Gametypen genaueres wissen will, schaut bei UTZone nach, die haben dazu ein wenig übersetzt, was ich nicht einfach so abkupfern möchte...

  7. #6
    Senior Member Avatar von JensusUT
    Registriert seit
    21.05.01
    Beiträge
    10.101

    AW: Mega-Monster-Hyper-Extension-Pack!

    Die Jungs bei Epic/Midway scheinen tatsächlich Gas zu geben

    Sollte der kommende Donnerstag tatsächlich als Wiedergeburt von UT3 in die Geschichte eingehen?

    Wohlwollend nehmen wir die letzten beiden Beta-Changelogs zum oben erwähnten Patch 2.0 zur Kenntnis:

    Beta 2 (25.02.):

    - Fixed number of combatants slider range.
    - Fixed redeemer bug where redeemers impacting ceiling sometimes had explosion center imbedded in ceiling, affecting damage dealt.
    - Fixed stinger alt-fire stops with 1 ammo.
    - Added John Barrett (programming contractor), Michiel Hendriks (programming contractor), and Pancho Eekels (level design contractor) to credits. Endlich...
    - Fixed spectator choppiness when camera is following a player.
    - Reduced non-warfare teleporter update range if bRealTimeCapture is false.
    - Fix for rare stinger shard crash when shard tries to impale two overlapping dead bodies at the same time.
    - Various localization fixes in all languages. Da bin ich ja mal gespannt
    - Fixed flying manta exploit. Watt? Fliegende Mantas? Sollen sie doch drin lassen
    - Fixed duel match rules in scoreboard.
    - Fixed exploit to damage own core/nodes with rocket turret.
    - Fixed fast avril firing exploit. Hm? Weiss jemand was davon aus der Praxis?
    - Fixed vehicle turret replication in demos.
    - Fixed first person weapon display in demos.
    - Fixed incorrect strings displayed in rare cases in friends interaction menu.
    - Fixed player information on server browser history page not refreshing correctly.
    - Fixed UT3 crash on Windows Server 2003 and XP 64.
    - Fixed UT3 not shutting down properly when run as Steam application on Windows XP.
    - Fixed choppiness when viewing client-side demo playback.
    - Don't allow input processing during playback of client-side demos.
    - Fixed SPMA camera crash during demo playback.
    - Fixed demo playback log spam.
    - Added DemoFF and DemoSlomo console commands. Can be bound to a key in UTInput.ini.
    DemoFF toggles between 1x, 3.3x, and 10x fast forward.
    DemoSlomo takes a float between 0.1 and 10 which adjusts playback speed by that factor.
    - No spectating bar when spectating in first person.
    - Fixed ping display in client-side demos
    - Force vehicle physics updates during client-side demo playback


    Beta 3 (28.02.):

    - Fix a midgame UI crash
    - Fixed Engine.* localization files being in the wrong location
    - Localized nvidia driver warning
    - Fixed bug with removal of map prefixes in the vote menu
    - Fixed stealth vehicle invisibility toggling in client-side demos.
    - Fixed Fury, Manta, and Scavenger animation issues in client-side demos.
    - Fixed bug where game profile options in UTMapLists.ini didn't override options already in the URL
    - Fixed AVRiL rare case where it dealt double damage on hit.
    - Fixed another avril fast firing exploit Noch einer?
    - Improved detection of XP64
    - Removed spurious VEHICLE NOT FOUND printout
    - Supports compiling script code in -mod, as well as publishing within -mod
    - Fixed not being able to publish default (startup) map
    - No longer copies RefShaderCache files when publishing
    - Supports Bink movies in -mod dir (ModDir\Movies)
    - Fixed problem with completely overriding UTCustomChar.ini in the mod config directory
    - OSHelper process will now time out after 15 minutes of getting no communication
    - Added -solomod option to restrict game looking in non-loaded .ini files for maps/gametypes/etc


    Ohkeh... Die Changelogs machen Mut. Wenn sie sich zur Zeit so sehr auf Client-seitige Problembehebung einschiessen, scheint es keine größeren Bugs mehr zu geben, die echt wichtig sind ...

    Wie sieht es aus, bekommen wir am 5.3. ein UT3-Abend hin? Natürlich mit Patch und Titanpack und NicNacs und Jever...

    Gruß
    Jensus

  8. #7
    Senior Member Avatar von Gorkon
    Registriert seit
    19.08.02
    Ort
    Kiel
    Beiträge
    1.493

    AW: Mega-Monster-Hyper-Extension-Pack!

    - Fixed AVRiL rare case where it dealt double damage on hit.
    Damit gehören hoffentlich die Onehit-Raptorkills der Vergangenheit an. Die waren alles andere als rar...
    Wie sieht es aus, bekommen wir am 5.3. ein UT3-Abend hin? Natürlich mit Patch und Titanpack und NicNacs und Jever...
    - Patch + Pack - hoffen wir auf ausreichend Mirrors
    - Jever - vorhanden
    - NicNacs - Nope, nehm ich halt Käsebällchen

    Bleibt die Frage...wie aufwendig ist es, den Server auf 2.0 zu bringen? Bzw. kommt der Patch überhaupt für Linux?

  9. #8
    assimiliert Avatar von Vordack
    Registriert seit
    18.07.07
    Ort
    Hamburg
    Beiträge
    4.273

    AW: Mega-Monster-Hyper-Extension-Pack!

    Ich hätte heute Abend Zeit (und Lust) ;-)

    @Gorkon

    guter Biergeschmack^^

  10. #9
    Senior Member Avatar von Feroxx
    Registriert seit
    21.06.01
    Ort
    Pandora
    Beiträge
    3.791

    AW: Mega-Monster-Hyper-Extension-Pack!

    Es lädt, ich hab zwar kein Jever da (dafür noch 'n bischen Flens glaub ich), Fresskrams hol' ich mir noch, aber sonst...

  11. #10
    assimiliert Avatar von Vordack
    Registriert seit
    18.07.07
    Ort
    Hamburg
    Beiträge
    4.273

    AW: Mega-Monster-Hyper-Extension-Pack!

    Ab wann würdet ihr denn zocken? Ich muss so ab 20:00 weg...

  12. #11
    Senior Member Avatar von JensusUT
    Registriert seit
    21.05.01
    Beiträge
    10.101

    AW: Mega-Monster-Hyper-Extension-Pack!

    Schön, dass er lädt . Und woher?

    Na, hierher...
    UT3 Patch 2.0 (309 MB)
    UT3 Titan Pack (916 MB)

    Was ist neu?
    Titan Pack Reveal

  13. #12
    nicht mehr wegzudenken Avatar von Lumpatz
    Registriert seit
    02.07.07
    Ort
    Rura Pente
    Beiträge
    319

    AW: Mega-Monster-Hyper-Extension-Pack!

    Denke heute gibt das nix, bin grad erst nach Haus und habe den Download eben erst gestartet. Schau mal wie er so läuft...

  14. #13
    B.Ohlsen der alte Schwede Avatar von SoKoBaN
    Registriert seit
    17.06.03
    Ort
    Soliraffenland
    Beiträge
    4.484

    AW: Mega-Monster-Hyper-Extension-Pack!

    Bei uns ganz sicher nicht, es gibt keine Linux Version des Servers.

  15. #14
    Senior Member Avatar von JensusUT
    Registriert seit
    21.05.01
    Beiträge
    10.101

    AW: Mega-Monster-Hyper-Extension-Pack!

    Zitat Zitat von Vordack Beitrag anzeigen
    Ab wann würdet ihr denn zocken? Ich muss so ab 20:00 weg...


    So ab 20:30? Früher wird's nichts... Ich schau mal, was Feroxx und Gorkon so für Server gefunden haben, sie tauchen noch als meine Freunde auf

  16. #15
    Moderator Avatar von Bio-logisch
    Registriert seit
    03.02.03
    Beiträge
    12.985

    AW: Mega-Monster-Hyper-Extension-Pack!

    Update geladen und installiert - funktioniert so weit alles.
    Bin auch auf unseren Server gekommen, wir können also dort spielen.

Seite 1 von 2 12 LetzteLetzte

Ähnliche Themen

  1. Hyper Text Coffee Pot Control Protocol (HTCPCP/1.0)
    Von Brummelchen im Forum Comedy & Spiele
    Antworten: 0
    Letzter Beitrag: 03.02.03, 13:46
  2. Reademmer Monster
    Von Fragger im Forum Unreal Tournament [SNC] - Forum
    Antworten: 70
    Letzter Beitrag: 22.12.02, 17:43
  3. Mega Download
    Von RollerChris im Forum Comedy & Spiele
    Antworten: 0
    Letzter Beitrag: 30.07.02, 20:24

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •  

Search Engine Friendly URLs by vBSEO ©2011, Crawlability, Inc.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55