Main topics:
Other pages of interest:
Publications, and a list of personnel in the lab, can be found here.
As part of our ongoing effort to port our ModSAF translation system to the new Unreal Tournament 2003, I am working on a port of Gamebots to the new game. Keep watching here for updates.
You can get the patches for the old Gamebots here.
EditPackages=BotAPI
[Botpack.DeathMatchPlus] MinPlayers=0 InitialBots=0
[Botpack.DeathMatchPlus] MinPlayers=0 AirControl=0.350000 bChangeLevels=False bHardCoreMode=False bMegaSpeed=False bAltScoring=False bTournament=False NetWait=2 RestartWait=15 InitialBots=0
When running UT2003 on Windows, to prevent it from capturing your mouse when running in a window, change (in UT2003.ini):
CaptureMouse=True
to false.
By default you can press the F9 key to take a screenshot. The screen capture is saved in the Unreal Tournament\System folder & is named shot00x.bmp, where x is a number from 0 - 9. These numbers are determined based on how many shots you currently have taken in the System directory.
To add a mutator to your UT command line, simply use the following syntax:
ucc server dm-Serpentine?game=BotAPI.BotDeathMatch?mutator=BotAPI.PathMarkerMutator
If you're a die-hard Linux user like myself, you are generally out of luck when building UT code. The UnrealEd editor only runs on Windows, and the compiler tool, while command line, has never been ported from Windows either.
You can, however, run the Windows dedicated server version of UT 2003 on Linux, using the Wine utility. This not only gives you access to the "make" commandlet, but you can even run the entire server if you really wanted (you don't, trust me).
Therefore, download and unzip the Windows dedicated server. Then, you can 'cd' into the System directory and run UCC like so:
wine UCC.exe make
And your UT packages will be compiled. Email me if you want more information.
If you're using Linux, you can keep your copies of both the full version and the dedicated server version of UT 2003 up to date mostly automatically. Simply run the ut2003/updater/update program, as the user who installed the game. The program is pretty easy to follow, and will automatically download patches, checksum them, and install them. Be sure to rub this bit of information into the noses of any Windows UT 2003 fans you may encounter :-)
If you're using UT 2003, stay up to date with the patches. I cannot stress this enough, as the many bugs in the game are slowly being addressed by Epic. For example, the Gamebots originally spawned with no weapons, which caused me all sorts of grief, but this is fixed now.
When using UnrealEd, you may notice that right click no longer gives you a menu when you click on the viewports. If you open the UnrealEd log window, you'll see a lot of "Fire" and "AltFire" lines when you left and right click, respectively, as seen here. After much grief, I finally traced down a tip on the Unreal Engine Wiki that said to turn off 3D anti-aliasing. For my NVIDIA drivers, I was able to use the system tray applet, like this. You don't need to restart UnrealEd for this to work either.
To turn off the annoying "Player entered the game" type messages when running a deathmatch, go to the UT 2003 settings and turn on "No Console Death Messages" under the "Game" tab. Here is a screenshot.
If you want to secure your UT 2003 server against dorm room losers, but don't want to bother with passwords and that kind of junk, there is an easy fix. Provided that you use packages that are not distributed with UT 2003 by default, you can simply edit the UT2003.ini file to prevent people from being able to download packages from the server on connect. In the [IpDrv.TcpNetDriver] section of the file, change the first line from:
AllowDownloads=True
To:
AllowDownloads=False
If you're tired of the spinning NVIDIA logo when you start UT2003, get rid of it by modifying your UT2003.ini file:
LocalMap=NvidiaLogo.ut2
To:
LocalMap=Entry.ut2
This will give you a black screen on startup. Hit Esc to get a menu.
To automatically connect to a server as a spectator, use the command:
ut2003 127.0.0.1?spectatoronly=true?quickstart=true
To take movies of your Unreal sessions, try the Fraps utility.
This is a port of Jeff Jacobson's CaveUT to Linux. CaveUT is a modification to the Unreal Tournament video game, which allows you to use multiple screens attached to a single Unreal Tournament instance, to simulate 3D immersion.
ModSAF is "an interactive, high resolution, entity level simulation that represents combined arms tactical operations up to the battalion level." Basically, it is a simulation system that lets the military play with their toys, without actually killing anybody in the process.
My research group is interested in making Unreal Tournament a viewer into a ModSAF simulation. This would allow anyone with a PC running the game to watch a simulation unfold, from any viewpoint. The eventual goal is to also allow Unreal Tournament to control entities in the ModSAF simulation.
I have written a proof of concept for the idea. It makes use of Gamebots, a package written to explore artificial intelligence using Unreal Tournament, and a collection of java classes from DIS-Java-VRML Working Group.
We're currently porting this to the Retsina agent system, in an effort to consolidate the work from several different research groups spread around a few universities.
Most of the models used come from the wonderful AirFight UT mod. These guys are just amazing!
View some screenshots.
View our local mirror of the DIS data dictionary, and the DIS PDU entity type listing.