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	<title>Urban Terror Forums</title>
	<description></description>
	<link>http://forums.urbanterror.info/index.php</link>
	<pubDate>Sun, 21 Mar 2010 00:17:40 +0000</pubDate>
	<ttl>10</ttl>
	<image>
		<title>Urban Terror Forums</title>
		<url>http://forums.urbanterror.net/public/style_images/1_newlogotop.png</url>
		<link>http://forums.urbanterror.info/index.php</link>
	</image>
	<item>
		<title>mappers keeping a changelog?</title>
		<link>http://forums.urbanterror.info/topic/21171-mappers-keeping-a-changelog/</link>
		<description><![CDATA[I've been asked 3 times this week if I have a change log for Facade.<br />
<br />
which made me think, If I kept a change log for all my maps who would be interested in it? and why?<br />
and do you think keeping a change log for maps would become a new "thing"?]]></description>
		<pubDate>Sun, 21 Mar 2010 00:17:40 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21171-mappers-keeping-a-changelog/</guid>
	</item>
	<item>
		<title><![CDATA[[Suggestion] Multiple team mode]]></title>
		<link>http://forums.urbanterror.info/topic/21131-suggestion-multiple-team-mode/</link>
		<description><![CDATA[I've thought it would be cool to have team games that had more than two teams for a while. Most of the people I've talked to have said it sounded like a fun change of pace. I'd love to be able to have a gametype where I could have 3 or 4 teams instead of just 2. This could make for some really interesting clan scrims with 3 clans... and some cool map ideas I think.]]></description>
		<pubDate>Sun, 21 Mar 2010 00:07:51 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21131-suggestion-multiple-team-mode/</guid>
	</item>
	<item>
		<title>Old School jumpers</title>
		<link>http://forums.urbanterror.info/topic/21105-old-school-jumpers/</link>
		<description><![CDATA[Hi all :) this is my new video : Old School jumpers. It's a jump video on frags maps, jumped by xSm3agol, k@mm!z, Arthas, Barbatos ( 1 jump :) ) and me. I used Sony Vegas Pro for editing.<br />
Comment please, and if you have questions, just ask :)<br />
<a href='http://www.youtube.com/watch?v=1ip-wYFXgIo' class='bbc_url' title='External link' rel='nofollow external'>http://www.youtube.com/watch?v=1ip-wYFXgIo</a>]]></description>
		<pubDate>Sun, 21 Mar 2010 00:07:09 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21105-old-school-jumpers/</guid>
	</item>
	<item>
		<title>Optimized .exe; builds of ioq3 engine</title>
		<link>http://forums.urbanterror.info/topic/18972-optimized-exe-builds-of-ioq3-engine/</link>
		<description><![CDATA[<div class='bbc_center'><span style='font-size: 9px;'>[<a href='http://www0.org/w/Ioq3-urt;_builds_of_ioq3_engine_for_urt' class='bbc_url' title='External link' rel='nofollow external'>project page</a>]</span><br />
</div><br />
This project offers builds of the latest source of the ioq3 engine with latest building tools to attempt to achieve optimal performance available. It also includes several new features and fixes. It does not require q3 and is compatible for online play.<br />
<br />
<strong class='bbc'><span style='font-size: 15px;'>Notable features:</span> </strong> <br />
<ul class='bbc'><li><strong class='bbc'>Surround audio on all Headphones</strong> with iKALiZER (hear audio coming from the back of the map differently!) (it has to be enabled manually on new configs).<br /></li><li>Funstuff, Radio Audio and part of other audio are pre-Loaded to <strong class='bbc'>avoid potential freezes of FPS</strong>. This was a q3-wide UrT issue that applied when someone else joins the game or funstuff is set on the fly, or when some audio files are heard for the 1st time. [Bug reports: <a href='http://forums.urbanterror.net/topic/19700-bug-report-and-fix-audio-files-in-need-of-pre-caching-to-avoid-their-playback-freezing-rendering-occasionally/' class='bbc_url' title='External link' rel='nofollow external'>1</a>, <a href='http://forums.urbanterror.net/topic/19717-bug-report-and-fix-funstuff-must-be-pre-loaded-before-gameplay-to-avoid-other-gamers-from-freezing-your-fps-when-they-join/' class='bbc_url' title='External link' rel='nofollow external'>2</a>]<br /></li><li>Quiet console; avoid seeing the same technical messages over and over or when on map change<br /></li><li><strong class='bbc'>Mumble </strong>Positional Audio (hear others in '3D') - 'to use it, start Mumble before you start ioq3, and run the game with +set cl_useMumble 1' [<a href='http://mumble.sourceforge.net/Games' class='bbc_url' title='External link' rel='nofollow external'>more info</a> at mumble]<br /></li><li><strong class='bbc'>/zoomsensitivity</strong>; avoid scripts by using a direct multiplier on your normal sensitivity only when zoomed. e.g. /zoomsensitivity 1.5 means sensitivity x 1.5 <br /></li><li>Anaglyph rendering with <strong class='bbc'>3D glasses</strong><br /></li><li><strong class='bbc'>/sysexec</strong>, execute any external program (in the path or using full path). This can be used to control external applications via controller utilities.<br /></li><li><strong class='bbc'>/totaltimerun</strong> - report the total time the client has run since its internal var was first saved plus the time run for current session.<br /></li><li><strong class='bbc'>autotimenudge</strong> set timenudge automatically - experimental feature - do not use when spectacting or right after round change - see notes below<br /></li><li>Stopwatch of millisecond accuracy<br /></li><li>'server is full and server is for low pings /reconnect' workaround; plus <em class='bbc'>no need to wait to hit /reconnect on a 'server is full' that may erroneously report 'for low pings'</em>. [Bug report: <a href='http://forums.urbanterror.net/topic/19912-bug-workaround-server-is-for-low-pings-reconnect-fine/' class='bbc_url' title='External link' rel='nofollow external'>1</a>]<br /></li><li>SDL system for accessing input, graphics and audio hardware; this may improve use of mice buttons and access to other input, audio and video hardware.<br /></li><li>Detailed meters for Ping, FPS, Snaps and Packets with statistics<br /></li><li>Alarm mechanism on clock<br /></li><li>Support for hardware than can produce HRTF, 5.1, 7.1, Dolby, etc. audio via OpenAL<br /></li><li><strong class='bbc'>Win64 binary support</strong> first developed for this client [with actual qvm compilation]</li></ul><br />
<span style='font-size: 17px;'><strong class='bbc'>Downloads:<br />
<ul class='bbc'><li><a href='http://www0.org/w/Ioq3-urt;_builds_of_ioq3_engine_for_urt#Downloads' class='bbc_url' title='External link' rel='nofollow external'><span style='font-size: 21px;'>List of files</span></a></strong> at its project page.</li></ul><br />
</span><span style='font-size: 15px;'><strong class='bbc'>Instructions: </strong></span><br />
<ul class='bbc'><li><strong class='bbc'>Unzip</strong> files into urt's .exe folder<br /></li><li><strong class='bbc'>Run</strong> ioq3-urt.exe<br />
(one can rename it to ioUrbanTerror.exe for convenience with other programs, though this is not a version of iourt, it only acts like it partly)</li></ul><br />
<strong class='bbc'><span style='font-size: 15px;'>Notable features in detail:</span> </strong><ul class='bbc'><li>ConsoleVars added (click 'Show' to view):<div class='bbc_spoiler'>	<span>Spoiler</span> <input type='button' class='bbc_spoiler_show' value='Show' />	<div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content' style="display:none;"><pre class='prettyprint'>
//&lt;variable or bind&gt;              &lt;default value or command&gt;           &lt;description&gt;

//bind x                          sysexec                              //execute any external program which is in the path or using full path

zoomsensitivity                   "1"                                  // sensitivity * &lt;multiplier&gt; only when zoomed
cl_zoomsensitivityfovthreshhold   "90"                                 // internal. fov below which zooming is considered  to occur

cl_quiet                          "1"                                  // remove technical messages, especially on map change
cl_quietuglyhack                  "1"                                  // remove even more stemming from the game code - requires cl_quiet

//bind KEY                        totaltimerun                         // print total time run since cl_totaltimerunsave was first saved, plus total time run for current session
                                                                       // no need to bind it. 

cl_totaltimerunsave               "0"                                  // internal. save total time run in seconds up to 32bit unsigned (136.2 years).
                                                                       // it can only be altered manually on the config
//////////////////
//*experimental* auto-timenudge 
//bind KEY                        autotimenudge                        // On-demand auto-timenudge - do not use right after round change or when spectating
cl_autotimenudge                  "1"                                  // turn on collection of autotimenudge data, very minimal gain if off
cl_autotimenudgeinterval          "1"                                  // interval in secs for calculation of standard deviation 
cl_autotimenudgecommand           "ut_timenudge"                       // game's command for timenudge

cl_autotimenudgelive              "0"                                  // live autotimenudge - *VERY* experimental: expect hell on round change
                                                                       // or spectating, plus it periodically causes config write
                                                                       // may be bearable on non-round-based gametypes.
cl_autotimenudgefloodprotsec      "5"                                  // flood protection seconds for live autotimenudge
/////////////////

//bind KEY                        minimize                             //explicitly minimize; fixes a gamma bug with alt+tab since alt+tab's job real job is not to minimize but to bring up a list.
cl_alttabminimize                 "1"                                  //0 to remove SDL's explicit minimize on alt+tab

cl_nologo                         "0"                                  // don't show the logo video (off by default). the 'normal' "+nosplash on shortcut" way
                                                                       // was only a workaround, +nosplash doesn't really exist, any +whatever would stop it

cl_recordfontsize                 "8"                                  // recording notification font size. 0 will disable the notification so be careful.

cl_drawclockcolor                 "7"                                  // color of clock
cl_drawclockfontsize              "6"                                  // size of clock
cl_drawclock12                    "1"                                  // 24 or 12h clock
cl_drawclockshowseconds           "0"                                  // seconds on/off
cl_drawclockposx                  "2"                                  // position of clock on the screen X dimension
cl_drawclockposy                  "42"                                 // position of clock on the screen Y dimension

cl_drawclockalarm24               "0"                                  // Turn on the alarm clock in HH:MM in 24h format
cl_drawclockalarmcmd              "play music/mainmenu"                // alarm clock command. what happens when alarm goes off


//bind KEY                        cl_utradio                           // Print radio commands available - no need to bind it
  
cl_stopwatch                      "0"                                  // Stopwatch On/Off
//bind KEY                        cl_stopwatchstartpause               // Stopwatch Start/Pause - Bind it to a key
//bind KEY                        cl_stopwatchreset                    // Stopwatch Reset - Bind it to a key
cl_stopwatchposx                  "8"                                  // Stopwatch Position X
cl_stopwatchposy                  "23"                                 // Stopwatch Position Y
cl_stopwatchsize                  "12"                                 // Stopwatch Size

cl_drawping                       "0"                                  // Ping Statistics On/Off
cl_drawpingfontsize               "7"                                  // Ping Font size
cl_drawpingfirstinterval          "2"                                  // Ping First Interval - collect info for &lt;seconds&gt;
cl_drawpingsecondinterval         "10"                                 // Ping Second Interval
cl_drawpingposx                   "0"                                  // Ping Position X
cl_drawpingposy                   "14"                                 // Ping Position Y

cl_drawfps                        "0"                                  // FPS Stats On/Off
cl_drawfpsfontsize                "7"                                  // FPS Font size
cl_drawfpsfirstinterval           "2"                                  // FPS First Interval
cl_drawfpssecondinterval          "10"                                 // FPS Second Interval
cl_drawfpsposx                    "0"                                  // FPS Position X
cl_drawfpsposy                    "11"                                 // FPS Position Y

cl_drawpackets                    "0"                                  // Client Packets per Second Stats On/Off
cl_drawpacketsfontsize            "7"                                  // PPS Font size
cl_drawpacketsfirstinterval       "2"                                  // PPS First Interval
cl_drawpacketssecondtinterval     "10"                                 // PPS Second Interval
cl_drawpacketsposx                "16"                                 // PPS Position X
cl_drawpacketsposy                "2"                                  // PPS Position Y

cl_drawsnaps                      "0"                                  // Server Snaps per second Stats On/Off
cl_drawsnapsfontsize              "7"                                  // SPS Font size
cl_drawsnapsfirstinterval         "2"                                  // SPS First Interval
cl_drawsnapssecondinterval        "10"                                 // SPS Second Interval
cl_drawsnapsposx                  "0"                                  // SPS Position X
cl_drawsnapsposy                  "7"                                  // SPS Position Y</pre><br />
</div></div></div><br /></li><li>iKALiZER is a software library that can provide <strong class='bbc'>real 3D Headphones sound to all gamers</strong> regardless of hardware (yes, you can hear players differently if they are behind you with it, even on stereo). <strong class='bbc'>It has to be enabled manually</strong> on new configs (because it's an FPS deterrent on older and especially single-core CPUs) with /s_useikalizer 1 and restart game. It is developed by christophe_d13 and more information is in <a href='http://forums.urbanterror.net/topic/8709-ikalizer-new-audio-engine-surround-sound-urbanterror-v02200b-newpatch/' class='bbc_url' title='External link' rel='nofollow external'>this thread</a>. Headphone HRTF mode is enabled by default (other modes are available (such as 5.1 or holographic headphones, see /ikalizer_channelmode) but this should be the main needed by most gamers). If you need its <strong class='bbc'>replacement sounds</strong> (nades sound great), download the <a href='http://www.ikalizer.com/public/ikalizer-0-22-00b-iqs.zip' class='bbc_url' title='External link' rel='nofollow external'>20MB file</a> (from <a href='http://forums.urbanterror.net/topic/8709-ikalizer-new-audio-engine-surround-sound-urbanterror-v02200b-newpatch/' class='bbc_url' title='External link' rel='nofollow external'>its thread</a>) and place only q3ut4&#092;<em class='bbc'>iqs </em>dir in %appdata%&#092;Quake3&#092;q3ut4 (not in .exe dir&#092;q3ut4). If OpenAL was enabled, it has to be disabled with s_useopenal 0 before using this; /s_info should report which sound system is in use.<br />
<br /></li><li><strong class='bbc'>/totaltimerun</strong> - report the total time the client has run since its internal var was first saved (cl_totaltimerunsave), plus the time run for current session. (up to 136.2 years).<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/ttr.png' alt='Posted Image' class='bbc_img' /><br />
<br /></li><li><strong class='bbc'>Anaglyph rendering</strong> (with 3D glasses)<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/3d.png' alt='Posted Image' class='bbc_img' /><br />
It is available in the latest ioq3 versions; detailed information on its use is <a href='http://ioquake3.org/2008/05/04/stereoscopic-viewing-in-ioquake3/' class='bbc_url' title='External link' rel='nofollow external'>here</a> (lengthy details on its operation and vars <a href='http://wiki.ioquake3.org/Stereo_Rendering' class='bbc_url' title='External link' rel='nofollow external'>here</a>). Notice that it may need /r_anaglyphMode (e.g. 1) and not r_stereoEnabled which may require special hardware or not be functional yet. I tested it on a common pair of red/cyan glasses and I suspect for someone to have proper gaming with it (other that just for brief fun) he would need a proper glass-type pair of glasses because quality of viewing may degrade considerably otherwise (with cheap paper, bendable ones). Also red/cyan may not be the ideal mode according to some information I stumbled into.<br />
<br /></li><li><strong class='bbc'>Stopwatch</strong> (millisecond accuracy)<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/sw3.png' alt='Posted Image' class='bbc_img' /><br />
use /cl_stopwatch 1 to show it; bind a key to cl_stopwatchstartpause to start/pause it; cl_stopwatchreset to zero it. Similarly with the meters described below, its position can change with cl_stopwatchposx/y and its size with cl_stopwatchsize. It supports /timescale.<br />
<br /></li><li><strong class='bbc'>Auto-timenudge</strong> is an <strong class='bbc'>experimental</strong> feature (do not use when spectacting or right after round change): <br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/auto.png' alt='Posted Image' class='bbc_img' /> <br />
It attempts to set timenudge based on the standard deviation of ping, e.g. 5 to 14 standard deviation attempts to set timenudge to 10. /autotimenudge attempts to set it on-demand according to the collected data. A <strong class='bbc'>very experimental</strong> feature is cl_autotimenudge<strong class='bbc'>live</strong> which attempts to do it periodically automatically; it is very quirky since hell may commence after round-change or when spectating since at that time ping data is unreliable or nonsensical (however, it may be bearable on non-round-based gametypes). Another undesireable beh&#097;vior is that config is updated each time though on the on-demand version this can be considered normal. Other cvars incluce cl_autotimenudgecommand for setting the timenudge command of the game (ut_timenudge on urt), cl_autotimenudgeinterval for the interval it collects data to calculate standard deviation and cl_autotimenudgefloodprotsec for setting flood protection delay in the case of live. cl_drawping described below can be used to observe standard deviation directly according to certain intervals (data are not connected between them).<br />
<br /></li><li>Detailed Meters: cl_<strong class='bbc'>drawping</strong>, cl_<strong class='bbc'>drawfps</strong>, cl_<strong class='bbc'>drawpackets</strong> and cl_<strong class='bbc'>drawsnaps</strong>:<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/ms.png' alt='Posted Image' class='bbc_img' /> <img src='http://i214.photobucket.com/albums/cc17/arxeio/fps.png' alt='Posted Image' class='bbc_img' /> <img src='http://i214.photobucket.com/albums/cc17/arxeio/sps22.png' alt='Posted Image' class='bbc_img' /> <img src='http://i214.photobucket.com/albums/cc17/arxeio/pps2.png' alt='Posted Image' class='bbc_img' /> <br />
They show base value of Ping, FPS, Snapshots per second (from server to gamer) or Packets per second (from gamer to server); there is also mean value for two intervals (in seconds) set by the user via vars. There is max spike or drop of those values in the intervals set as well as mean spike or drop and most importantly, standard deviation. Standard deviation shows in general 'the common difference of most values from the mean'. This means it's a very good approximation of stability in a single number. A (direct) use of it might be to set ut_timenudge according to the standard deviation of ping but that may be debatable. Their size can change, their position can change too according to vars you can easily find out by typing the vars and hitting tab (to not flood this page unnecessarily). In the case of snaps/sec delayed packets are also shown, referring to those throttled by rate/sv_maxrate and extrapolated ones (which may have a different meaning from extrapolation shown on net meter); the packets/per second meter (client-&gt;server) demonstrates how depended is cl_maxpackets on FPS.<br />
<br /></li><li>cl_<strong class='bbc'>drawclock</strong> has an <strong class='bbc'>alarm</strong> mechanism, it can be a 12h clock on choice and it can be set whether to show seconds.<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/alarm.png' alt='Posted Image' class='bbc_img' /><br />
cl_drawclockshowseconds shows seconds (off by default); cl_drawclock12 makes it become a 12h clock and cl_drawclockalarm24 can set its alarm time in the form of HH:MM (in 24h format). It alarms (by default) by playing the main urt audio theme. The alarm command (what happens when alarm time comes) can change with cl_drawclockalarmcmd (e.g. it can quit the client on alarm if set to 'quit'). It is not in operation when clock isn't shown to save cpu cycles (granted, it has minuscule importance but the principle of optimization stands) and it's not in operation when not in a map. Positional vars are similar to meters'; cl_drawclockcolor alters the main clock's color.<br />
<br /></li><li><strong class='bbc'>config</strong> files, <strong class='bbc'>demos</strong>, <strong class='bbc'>screenshots</strong>, and <strong class='bbc'>videos</strong>. are auto-saved in %appdata%&#092;Quake3&#092;q3ut4 to allow for<strong class='bbc'> multiple users</strong> and to avoid security system issues on Vista/7 (%appdata% is a shortcut to &lt;drive&gt;&#092;Users&#092;&lt;Username&gt;&#092;AppData&#092;Roaming in Vista/7 or &lt;drive&gt;&#092;Documents and Settings&#092;&lt;user name&gt;&#092;Application Data in XP). An autoexec or a demo already in the old location still works fine. The priority is "read %appdata% first, app dir second; if a cfg appears in both, only read the one in %appdata%". The autogenerated q3config is being saved in %appdata%.<br /></li><li><strong class='bbc'>Mouse keys </strong>for Logitech and potentially other mice can be differently mapped here - even on the same filename - because ioq3 uses the SDL library to access input. The good news is that previously disabled keys may now work.<br /></li><li>The mess of technical messages each time a map changes is removed with <strong class='bbc'>cl_quiet</strong>; On by default. Some messages that are controlled by the game code (and not engine code fully accessed by this) are removed with an ugly hack via ..cl_quietuglyhack.<br /></li><li><strong class='bbc'>/minimize</strong> (also on a bind) explicitly minimizes the client, plus alt+tab explicitly directs SDL to minimize it (rather than relying on the windows manager). Use of /minimize can<strong class='bbc'> fix a gamma bug</strong> that may appear on windows if one minimizes it with alt+tab (since alt+tab's real job is to bring up a list, not to minimize).<br /></li><li><strong class='bbc'>OpenAL</strong> provides a framework for card manufacturers to support their audio features (on hardware); alternatively, software outputs can be supported. Audio cards that have OpenAL support on their drivers (such as Creative, Nvidia, and Realtek's) can provide forms of "Surround Headphone sound" (like Ikalizer) or Surround Speakers setups (via methods such as HRTFs, Dolby 5.1 Simulation, CMSS-3D, 5.1/7.1 Speakers etc.). To use it, install openal from its website and enable it with s_useopenal 1 (after disabling ikalizer with s_useikalizer 0). Driver status for OpenAL is't perfect even for Creative. For the reason it requires certain hardware currently for binaural audio, and it's not widely supported, ikalizer should be more suited for most gamers. A software implementation called OpenAL-Soft, while promising, it does not have rich binaural audio features yet, hence it's not as useful as Ikalizer to a gamer, yet.<br /></li><li>cmd buffer has been increased to support<strong class='bbc'> larger config files (of 128KB)</strong><br /></li><li>console text length is increased 10-fold and console history is supposed to be holding 512 entries instead of 16.<br /></li><li>an interesting support feature from ioq3 is that in case of crash, the game presents the user with a choice to start with safe settings (e.g. video resolution).<br /></li><li>a +vstr bug (involving locking of key-down event in the case of using a second +vstr bind) has been workarounded.</li></ul><br />
<span style='font-size: 15px;'><strong class='bbc'>Additional information:</strong></span><br />
<ul class='bbc'><li>Ikalizer has heavy CPU needs especially on old and single-core systems hence it has to be enabled manually to avoid serious FPS reductions in those systems. However, in the case of modern multi-core CPUs ikalizer impact should be minimal since ikalizer not only is operated on a newer CPU but it also supports multiprocessing. In any case, one could balance their requirements and set it up appropriately; no relevant option is locked. Also, certain settings listed in <a href='http://forums.urbanterror.net/topic/8709-ikalizer-new-audio-engine-surround-sound-urbanterror-v02200b-newpatch/' class='bbc_url' title='External link' rel='nofollow external'>its thread</a> may help even for older processors. <br /></li><li>people who use Xfire could rename the executable to ioUrbanTerror.exe, for xfire to detect it is running (for people to join your games, see your server info, talk to you in-game, etc), or otherwise set it up appropriately.<br /></li><li>What is in the zip files:<br />
<ul class='bbc'><li>ioq3-urt.exe - Engine executable <br /></li><li>ikalizer.aei - Ikalizer library for audio processing (only in win32 builds)<br /></li><li>SDL.dll - SDL library; only on gcc32 build; included statically on others<br /></li><li>openal32.dll - optional OpenAL-soft library (only in win64 build)</li></ul><br /></li><li>The main and non-SSE builds are based on Visual C++ Express 2010 beta 2 (MS C/C++ Compiler 16.00.21003.01). The options are the default for fastest code plus any other that could squeeze more 'power' out of it; only difference of the first zip with the second is the use of SSE (though it is a noticeable difference in performance). The gcc build (made with safe optimizations) is meant for an alternative approach since it uses an entirely different compiler. Therefore, it may provide a completely different beh&#097;vior in certain aspects on certain systems (better or worse beh&#097;vior). It is not the main build since it is noticed that it is about 4-5% slower in FPS (or potentially slightly higher if using sse and cpu-specific options but that would make a mess of different builds without being the best in overall). However, it shouldn't be ignored completely since certain issues might be resolved by it; many ioq3 developers use gcc and not all players have the same hardware, making it a viable alternative or tech support build.<br /></li><li>The source is based on latest ioq3 engine source. It has been modified to run UrT directly, to be standalone, to have UrT's icon, to include the modifications listed above, as well as a patch and minor modifications mentioned below.<br /></li><li>SDL is a library for calling APIs related to graphics, audio and input, hence it might provide a better beh&#097;vior to several areas compared to builds without having it (e.g. it may solve issues related to bringing up 3D rendering, it may make some mouse keys work that didn't work previously, etc.). A recent SDL 1.2.x svn is being used for headers, libraries and DLL (dll only needed on gcc build) to avoid a cursor issue with the official release and potentially getting better beh&#097;vior by being on a new code base.<br /></li><li>OpenAL may be theoretically better (than Ikalizer) for those wanting to support hardware features on high-end cards such as Creative X-Fi PCI models (being among those with rich Binaural audio). It does however refer to a minority group of players and drivers may not even be good at supporting OpenAL, at least on all Windows versions; hence Ikalizer is on by default here. Also, there is future possibility for Binaural audio on OpenAL-soft (a rich software implementation of OpenAL) but it's nowhere near it yet.<br /></li><li>Server compilation is possible though untested.<br /></li><li>If you have an NVIDIA or other settings panel directing to specific settings, such as <strong class='bbc'>SLI </strong>configuration or mouse key binds on a Logitech panel, you may have to rename the .exe or add a new entry for those settings.<br /></li><li>Recording notification has been modified to only show the first 10 characters of the filename to not flood the screen (similarly to iourt); cl_recordfontsize will change its font size; 0 will disable the notification so be careful.<img src='http://i214.photobucket.com/albums/cc17/arxeio/rec-2.png' alt='Posted Image' class='bbc_img' /><br /></li><li>The 'Server is for low pings' -&gt; /reconnect workaround plus 'Server is full -&gt; Server is for low pings' bug workaround works as follows: "If you see a 'Server is for low pings, attempt to reconnect, up to three times only. If you see a 'server full' reset the 'twice' counter". A nice side-effect of this is that one doesn't have to wait on the client to hit /reconnect on 'server is full' either. As a bonus, it also includes a "Reconnect on 'No or bad challenge for address'" method, since that error may be simply overcome that way, though it again has a limit (attempting it only twice) to no spam on legitimate cases.<br /></li><li><strong class='bbc'>+vstr</strong> is backported; the 'run different things on key press and release' method.<br /></li><li>The way /<strong class='bbc'>sysexec</strong> works on Windows is with some acrobatics using CreateProcess() to avoid the new program stealing focus. For non-Windows it assumes system() will be enough by letting the user use some userland magic to avoid such stealing of focus. It is generally a raw method - especially on non-WIN32 - that may need proper care on what is being fed to it. e.g. Winamp (initial launching) or even ioq3 itself (a new one) will steal focus from it by force even if they are instructed not to. This can be considered 'normal'. On non-windows it may require a shell method that exits right after execution since system() itself halts the program until exit. Theoretically, even windows can be left requiring a userland program doing any focusing/unfocusing business but it allowed some handholding.<br /></li><li>in case game console can't be brought down, force it with shift+esc.<br /></li><li>to uninstall this, only remove the files that were extracted; for complete cleanup %appdata%&#092;Quake3 can be removed<br /></li><li>for vbo patches by twentyseven, it's most probably better to wait for 4.2 release, because they appear to be at an internal dev stage, maps may not support certain features properly yet, and it might be unstable or not give a performance improvement yet.<br /></li><li>There is virtually no effect in performance if the ping/snaps/fps etc. meters added here are set to not be shown on the screen; if they are not shown, their calculations are not performed either; however, even if all of them are drawn, the performance decrease is minimal (this notion is similar for default 2d tools in the game such as the net meter).<br /></li><li>It includes a hack to have clients have a <strong class='bbc'>dynamic port</strong> (to not interfere with NAT gaming (same IP)); dedicated servers (if anyone compiles one from this, I doubt it), still stays on 27960. Slight problem is that this is a quick workaround so if you start a server from the UI you may want to set net_port beforehand to 27960 if you need that port. (It would I guess be complete if the UI had a net_port option (and /net_port didn't report 'the default' but that's nothing)).<br /></li><li>Internal <strong class='bbc'>VoIP</strong> is not included since it would be mostly a waste of space, as voip is not utilized UrT-wide, yet. (it will be in 4.2)<br /></li><li>SDL doesn't lock caps and num lock anymore; they work as normal keys as before.<br /></li><li>if /totaltimerun loses its time saved, one can just convert any duration into seconds and manually write it in q3config on cl_totaltimerunsave<br /></li><li>cl_nologo (off by default) hides the logo video; the "normal" "+nosplash on shortcut" way was only a workaround; +nosplash doesn't really exist; +whatever just hijacks the command line options stopping the video; this var just does it normally.<br /></li><li>cvar list limit has been doubled.<br /></li><li>SDL Keyboard speed/delay being static respects Windows settings. It will update itself each time a new input method is requested or when console is brought down.<br /></li><li>To print the urt radio commands available use /cl_utradio:P</li></ul><br />
<div class='bbc_center'><span style='font-size: 9px;'>[<a href='http://www0.org/w/Ioq3-urt;_builds_of_ioq3_engine_for_urt' class='bbc_url' title='External link' rel='nofollow external'>project page</a>]</span><br />
</div><br />
<div class='bbc_center'><br />
<span style='font-size: 17px;'><br />
<strong class='bbc'>First replies below this are highly outdated.</strong></span></div>]]></description>
		<pubDate>Sun, 21 Mar 2010 00:02:14 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/18972-optimized-exe-builds-of-ioq3-engine/</guid>
	</item>
	<item>
		<title>Optimized .app; builds of ioq3 engine</title>
		<link>http://forums.urbanterror.info/topic/21169-optimized-app-builds-of-ioq3-engine/</link>
		<description><![CDATA[<span style='font-size: 13px;'>Hi all,</span><br />
 <br />
<span style='font-size: 13px;'>I was inspired by mitsubishi and grabbed his sources and compiled for Mac (after much jumping through hoops with SDL, cUrl and such).</span><br />
 <br />
<span style='font-size: 13px;'>You will probably want to save your old version before trying this out, there is at least one issue with the brightness being higher at the same settings, and the image loading for the menus and splash screens seems overly dithered.</span><br />
 <br />
<span style='font-size: 13px;'>When you replace the app, it seems that you also lose your favorites list, but I guess I am used to that. ;)</span><br />
 <br />
<span style='font-size: 13px;'>There may be more problems, but I haven't run into any.</span><br />
 <br />
<span style='font-size: 13px;'>It does, however have all the features (sans ikalizer =( ), that are posted in this thread: <a href='http://forums.urbanterror.info/topic/18972-optimized-exe-builds-of-ioq3-engine/' class='bbc_url' title='External link' rel='nofollow external'>http://forums.urbant...of-ioq3-engine/</a></span><br />
 <br />
<span style='font-size: 13px;'>You can find the .app here:</span><br />
 <br />
<span style='font-family: verdana, helvetica, arial, sans-serif'><span style='font-size: 13px;'><a href='http://www.voidref.com/pub/ioUrbanTerror.zip' class='bbc_url' title='External link' rel='nofollow external'>http://www.voidref.c...UrbanTerror.zip</a></span></span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'> </span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'><span style='font-size: 13px;'>Just save your old ioUrbanTerror.app and unzip this into your /Applications/UrbanTerror dir.</span></span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'> </span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'><span style='font-size: 13px;'>If enough people are interested, I'll clean up the source (had to hack some mac specific stuff in there), and make the sources available too)</span></span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'> </span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'> </span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'><span style='font-size: 9px;'><span style='color: #91A5CD'> </span></span></span><br />
<span style='font-family: verdana, helvetica, arial, sans-serif'><span style='font-size: 9px;'><span style='color: #91A5CD'> </span></span></span>]]></description>
		<pubDate>Sat, 20 Mar 2010 23:05:01 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21169-optimized-app-builds-of-ioq3-engine/</guid>
	</item>
	<item>
		<title>ut4_shipwreck</title>
		<link>http://forums.urbanterror.info/topic/21160-ut4-shipwreck/</link>
		<description><![CDATA[Hello everyone!<br />
I introduce a new small map: Shipwreck<br />
My first idea with this map is to test the parallax mapping (see<br />
<a href='http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/).' class='bbc_url' title='External link' rel='nofollow external'>http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/).</a> That explains why this map is small and simple. But if it can make a new map for the community, why not.  <img src='http://forums.urbanterror.info/public/style_emoticons/urbanterror/happy.gif' class='bbc_emoticon' alt=':happy:' /> <br />
I don't have a lot of time to update this map but I think publish the .map. I hope that will help all aspiring mappers.<br />
<br />
Download BETA 1 : <a href='http://www.merkatup.com/ut/ut4_shipwreck_beta1.pk3' class='bbc_url' title='External link' rel='nofollow external'>http://www.merkatup.com/ut/ut4_shipwreck_beta1.pk3</a><br />
<br />
<object type="application/x-shockwave-flash" height="355" width="425" data="http://www.youtube.com/v/1mlLCfKqVbk"><param name="movie" value="http://www.youtube.com/v/1mlLCfKqVbk"><param name="allowScriptAccess" value="sameDomain"><param name="quality" value="best"><param name="bgcolor" value="#FFFFFF"><param name="scale" value="noScale"><param name="salign" value="TL"><param name="FlashVars" value="playerMode=embedded" /><param name="wmode" value="transparent"/></object><br />
<br />
More info : <a href='http://et-si-on-jouait.blogspot.com/' class='bbc_url' title='External link' rel='nofollow external'>http://et-si-on-jouait.blogspot.com/</a> (french version)<br />
English version : <a href='http://translate.googleusercontent.com/translate_c?hl=fr&sl=fr&tl=en&u=http://et-si-on-jouait.blogspot.com/&rurl=translate.google.fr&twu=1&usg=ALkJrhhjskpNqxKPiO8mRvhjL2nZsZcgTQ' class='bbc_url' title='External link' rel='nofollow external'>http://translate.googleusercontent.com/translate_c?hl=fr&sl=fr&tl=en&u=http://et-si-on-jouait.blogspot.com/&rurl=translate.google.fr&twu=1&usg=ALkJrhhjskpNqxKPiO8mRvhjL2nZsZcgTQ</a>]]></description>
		<pubDate>Sat, 20 Mar 2010 22:16:06 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21160-ut4-shipwreck/</guid>
	</item>
	<item>
		<title>Weapon Survey</title>
		<link>http://forums.urbanterror.info/topic/20381-weapon-survey/</link>
		<description><![CDATA[Here is a quick survey:<br />
<br />
Q: DE or Beretta?<br />
<br />
A: <br />
<br />
Q: Do you jump with knife, or with gun?<br />
<br />
A: <br />
<br />
Q: What do you do after running out of bullets?(Run and reload, pull out secondary or sidearm...etc.)<br />
<br />
A: <br />
<br />
Q: Where do you aim for?<br />
<br />
A: <br />
<br />
Q: Is SR8 unscope useful, annoying, or can you kill with an unscoped rifle?<br />
<br />
A:<br />
<br />
Q: Throwing knives?<br />
<br />
A:<br />
<br />
Q: Will you use Akimbo's?<br />
<br />
A: <br />
<br />
Q: Laser or Silencer?<br />
<br />
A:<br />
<br />
Q: Is the PSG1 and HK69 really useless?<br />
<br />
A:<br />
<br />
Q: Do you move while shooting to make it harder for enemies to hit you, or do you stay still for better accuracy?<br />
<br />
A:<br />
Questions will be changed/added depending on discussion.]]></description>
		<pubDate>Sat, 20 Mar 2010 22:01:36 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/20381-weapon-survey/</guid>
	</item>
	<item>
		<title><![CDATA[[Suggestion] Katana]]></title>
		<link>http://forums.urbanterror.info/topic/20712-suggestion-katana/</link>
		<description><![CDATA[Some thought I'm not serious but I am. Hence I'm going to post a [Suggestion] thread about it.<br />
<br />
<strong class='bbc'>KaTanA in urt.<br />
<br />
inspired by Kill Bill's Uma Thurman character</strong><br />
<br />
hollywood in urt, directly.<br />
<br />
<img src='http://i214.photobucket.com/albums/cc17/arxeio/kb.png' alt='Posted Image' class='bbc_img' /><br />
(<em class='bbc'>the screenshot is also pivotal in what the 'feel' of it will be.</em>)<br />
<br />
<br />
So imagine: the player gets in with a Katana as primary weapon; he probably can't get any other weapon - like the negev - because it's so awesome in itself.<br />
<br />
So you take it out and slash players in front of you and if you hit them, bang, 50% off at least (every 1.5 secs). (it could be refined of course according to weapon experts on balance).<br />
<br />
Now, what'd be spectacularly awesome would be to be able to slash multiple players in front of you; so you get like 50% + 50% + 50% on all the losers being unfortunate to be sliced [that means they get the change to survive since it's only 50% every 1.5 seconds, but get out fast or die or don't be close to a katana <br />
<br />
nerds can think of it as 'spas, but confined to 2 yds front'.<br />
<br />
<br />
It's the powerful awesomeness of powersliding coupled with katana slashing while sliding down casa that would bring 2000 users to urt each time that youtube video'd be watched.]]></description>
		<pubDate>Sat, 20 Mar 2010 21:53:11 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/20712-suggestion-katana/</guid>
	</item>
	<item>
		<title>Flagzilla, get the flag!</title>
		<link>http://forums.urbanterror.info/topic/21164-flagzilla-get-the-flag/</link>
		<description><![CDATA[During my tag games, we invented a new gametype called "flagzilla". It's all about killing the guy with the flag.<br />
<br />
Server settings?<br />
<ul class='bbc'><li>g_gametype 7 (capture the flag)<br /></li><li>timelimit 15<br /></li><li>g_suddendeath 0<br /></li><li>g_friendlyfire 2<br /></li><li>sv_floodprotect 0<br /></li><li>g_matchmode 0<br /></li><li>g_deadchat 1<br /></li><li>sv_pure 1<br /></li><li>g_waveRespawns 0<br /></li><li>g_respawnProtection 2<br /></li><li>g_flagReturnTime 0<br /></li><li>g_hotpotato 1</li></ul><br />
<br />
How to start?<br />
Everyone on the server joins blue side, but since you can't shoot than, one guy has to go red untill the game has started and than switch to blue again. <br />
<br />
Amount of players?<br />
6 or more. How more there are, how easier and funnier it is.<br />
<br />
How to play?<br />
Everyone is playing with knife(slash/throw). If you take the enemy flag, you can use all weapons and have to kill your teammates, and your teammates have to kill you with knife. So it will be a 1(allweapons, flag carrier) versus 6+ (knife only). The idea of the game is that you have to get the flag to get as many minus points possible.<br />
<br />
How to win?<br />
The person with the most minus points wins, so you have to get the flag to get easy kills.<br />
<br />
What kind of maps?<br />
I suggest you play maps where the enemy flag is close to your spawn, like turnpike, abbey, prague, dressingroom etc.<br />
<br />
Opinion?<br />
I've played this game with some random people from UrT and we all love it! It's just a massive killing terminator gametype, real fun! #]Vz[ @ quakenet for other fans!]]></description>
		<pubDate>Sat, 20 Mar 2010 21:45:09 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21164-flagzilla-get-the-flag/</guid>
	</item>
	<item>
		<title><![CDATA[[Suggestion] Stop it!]]></title>
		<link>http://forums.urbanterror.info/topic/21135-suggestion-stop-it/</link>
		<description><![CDATA[I have seen a huge upsurge lately of people going into the suggestion threads ONLY to say "Urban terror is fine" or "Urban terror isn't COD"... like that is some mandate from on high that us lowly mortal dare not question. A few people made some valid points that Urban Terror is different from other games of it's genre... and the neophytes have latched onto the bright red catchphrase without thinking about it.<br />
<br />
We have a suggestion forum for a reason. If people are making suggestions... then those are things that they must think are a good idea. I can see being annoyed if people are asking for the same thing... but that's an issue of double posting... those threads could be merged to keep discussion on topic. Just because someone suggests a feature that other games might have doesn't make it wrong. Urban Terror isn't CoD... true... maybe there are some things that UrT can learn from CoD... it's not like it's hugely popular... it's not like it hasn't sprung from years and years of game evolution. Every time I see one of those giant red "Urban Terror is not COD" banners... I wonder if there was some quake 3 forum back in the day saying "noob! Quake3 isn't Counterstrike!!" If the naysayers had prevailed, we wouldn't even HAVE UrT. lol<br />
<br />
I've seen a lot of suggestions lately that had some merit and could be explored and have useful things taken from them shut down by several people coming in saying "urban terror isn't cod.... why don't you go play something else noob". No actual refutation, no actual constructive criticism, nothing. <br />
<br />
<span style='font-family: Impact'><span style='font-size: 26px;'><span style='color: #ff0000'><strong class='bbc'>Urban Terror is NOT a fascist state!!</strong></span></span></span><br />
<br />
UrT is, at it's heart, a labor of love from both the developers and the players. Without input from both sides of that, it would have withered and died long ago like most of the other quake / unreal / whatever mods did. Instead it became a community effort that has continued for a decade.<br />
<br />
/rant<br />
<br />
$0.02]]></description>
		<pubDate>Sat, 20 Mar 2010 21:42:36 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21135-suggestion-stop-it/</guid>
	</item>
	<item>
		<title>Dirty hacker seeks help</title>
		<link>http://forums.urbanterror.info/topic/21157-dirty-hacker-seeks-help/</link>
		<description><![CDATA[OK, so I thought I'd come up with something deviously clever: a dirty, slimy script, the likes of which only a filthy scumbag would use (I'm preempting the predicted responses), to turn the laser on only when I fire. It works offline, but not online. Any idea why? Or should I commit suicide for even considering anything so despicable?  <img src='http://forums.urbanterror.info/public/style_emoticons/urbanterror/unsure.gif' class='bbc_emoticon' alt=':unsure:' />  <img src='http://forums.urbanterror.info/public/style_emoticons/urbanterror/laugh.gif' class='bbc_emoticon' alt=':laugh:' /> <br />
<br />
<pre class='prettyprint'>set attackon "ut_itemuse; +attack"
set attackoff "-attack; ut_itemuse"
bind MOUSE1 "+vstr attackon attackoff"</pre>]]></description>
		<pubDate>Sat, 20 Mar 2010 20:16:20 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21157-dirty-hacker-seeks-help/</guid>
	</item>
	<item>
		<title>FPS drops issue - I tried everything...</title>
		<link>http://forums.urbanterror.info/topic/21147-fps-drops-issue-i-tried-everything/</link>
		<description><![CDATA[Hi guys.<br />
<br />
I thought I was done with fps issues, but since few weeks, its back.<br />
<br />
<strong class='bbc'>Here my config :</strong><br />
- Core 2 Duo E4400 (Conroe)<br />
- Nvidia 9600 GT<br />
- 2 Go RAM<br />
- Mobo Gigabyte 965P-DS3<br />
- ADSL 8Mo with CPL adaptator<br />
- Windows XP Pro Corporate SP3 32 bits<br />
- com_maxfps on <span class='bbc_underline'>125</span><br />
- ut_timenudge	"0"	<br />
- cl_packetdup	"3"<br />
- cl_maxpackets	"42" <br />
- rate 		"25000"<br />
<br />
<strong class='bbc'>Here things I tried :</strong><br />
- Antialiasing off<br />
- Anisotropic filter off<br />
- Threaded optimization off<br />
- Single display performance mode ON<br />
(in nvidia panel)<br />
- Affinity for the io processus on 1 core<br />
- Medium settings in urt (with my hardware, I don't want to low my settings even more)<br />
- Motherboard / ethernet / graphic card drivers updated<br />
<br />
<br />
<br />
I have trop issues on several maps, especially when there are a lot of people.<br />
During pcw, it drops from 126 to 120 / 110 or even 100, not to say 90 sometimes.<br />
But the most interesting is that its significant only when im playing online. <span class='bbc_underline'><strong class='bbc'>When I watch the demo of the match, I have (almost) NO drops.</strong></span><br />
<br />
Reading the mitsubishi's guide, I learnt FPS are tied up with connection settings. But I couldn't find out more about it.<br />
<br />
<br />
So if you have any ideas about what I could do, thank you in advance. :)]]></description>
		<pubDate>Sat, 20 Mar 2010 19:53:57 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21147-fps-drops-issue-i-tried-everything/</guid>
	</item>
	<item>
		<title>display names vs nicknames etc</title>
		<link>http://forums.urbanterror.info/topic/20956-display-names-vs-nicknames-etc/</link>
		<description><![CDATA[So when I registered with the passport originally, I used my original account name thinking I'd be able to make a different display/nickname to match my current in-game name. Now apparently I can't change my displayname beyond minor adjustments in spaces etc, and there are now nicknames. What are the nicknames for exactly, and if I want to be known as merely Pheonix as opposed to pheonix7117, should I create a whole new account or what?<br />
<br />
Thanks in advance.]]></description>
		<pubDate>Sat, 20 Mar 2010 19:49:56 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/20956-display-names-vs-nicknames-etc/</guid>
	</item>
	<item>
		<title>fake callvote</title>
		<link>http://forums.urbanterror.info/topic/21167-fake-callvote/</link>
		<description><![CDATA[95.152.73.77 is the ip /player ho try and stel rcon password  to my server<br />
i d ont now how but 1 friend ho play in that moment on server told me  somthing<br />
like fake callvote metod the hacker use to broke server and kick and ban evrybody<br />
what i set in servers.cfg to stop this allow vote disabled? programs ?]]></description>
		<pubDate>Sat, 20 Mar 2010 19:12:40 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21167-fake-callvote/</guid>
	</item>
	<item>
		<title>Offset window when maximizing from alt-tab</title>
		<link>http://forums.urbanterror.info/topic/21166-offset-window-when-maximizing-from-alt-tab/</link>
		<description><![CDATA[I've seen a few people with problems when they minimize and maximize the Urban Terror window; however, my problem is a little different. I can minimize/maximize just fine, but when I maximize the window (or alt-tab, or windows-tab to it) the actual game screen is offset maybe half a screen to the left and half a screen down, so I can't see the bottom left of the window at all, to the top right is just gray screen. Doing a vid_restart (or from the menu going to System then Apply) fixes the problem.<br />
<br />
I can play Urban Terror in windowed mode just fine... but windowed mode is no way to play Urban Terror.<br />
<br />
My computer specifications are:<br />
<br />
Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.091208-0542)<br />
           Language: English (Regional Setting: English)<br />
System Manufacturer: ASUSTeK Computer Inc.        <br />
       System Model: G1Sn                <br />
               BIOS: Default System BIOS<br />
          Processor: Intel&reg; Core&#153;2 Duo CPU     T5550  @ 1.83GHz (2 CPUs), ~1.8GHz<br />
             Memory: 4094MB RAM<br />
<br />
Card name: NVIDIA GeForce 9500M GS<br />
     Manufacturer: NVIDIA<br />
        Chip type: GeForce 9500M GS<br />
         DAC type: Integrated RAMDAC<br />
       Device Key: Enum&#092;PCI&#092;VEN_10DE&DEV_0405&SUBSYS_15D21043&REV_A1<br />
   Display Memory: 2289 MB<br />
 Dedicated Memory: 497 MB<br />
    Shared Memory: 1791 MB<br />
     Current Mode: 1280 x 800 (32 bit) (60Hz)<br />
          Monitor: Generic PnP Monitor<br />
      Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um<br />
   Driver Version: 8.15.0011.8631 (English)<br />
      DDI Version: 10<br />
   BGRA Supported: Yes<br />
Driver Attributes: Final Retail<br />
 Driver Date/Size: 7/2/2009 00:59:00, 9480192 bytes<br />
<br />
Edit: Maybe half a screen was a bit of an exaggeration... but<br />
<img src='http://i38.photobucket.com/albums/e121/drodeghero/Offsetwind&#111;w.jpg' alt='Posted Image' class='bbc_img' />]]></description>
		<pubDate>Sat, 20 Mar 2010 17:58:54 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21166-offset-window-when-maximizing-from-alt-tab/</guid>
	</item>
	<item>
		<title>Sys_SendPacket: bad address type</title>
		<link>http://forums.urbanterror.info/topic/21155-sys-sendpacket-bad-address-type/</link>
		<description><![CDATA[Just recently (within the last 3-5 days) I've been unable to look at my Favorites within the server browser. I can browse Internet and Local just fine, but when I try to switch to Favorites the game hangs, repeating the same sound over and over again, until the game crashes. I can bypass the crash by clicking the change twice (I'm viewing Internet and if I click twice, it will hang momentarily, then switch to Local).<br />
<br />
I was able to make the game view favorites (forgot how now), but every server would show the IP address, and as soon as I click any button it hangs, then crashes.<br />
<br />
I saw this problem in another post, but the post was almost two years old with no replies, so I'm hoping I can get some help. I really DO NOT want to have to uninstall, delete, and reinstall everything (that means I lose all my settings and what not); besides, this isn't a particularly pressing matter, and I'm patient. That and I'd really like to find a fix for this, that way I'll know what to do should the problem ever arise again.<br />
<br />
I did try just installing Urban Terror over the same folder, but that did not work.<br />
<br />
When the game crashes, I get this:<br />
ioQ3 1.35urt win-x86 Dec 20 2007<br />
----- FS_Startup -----<br />
Going through search path...<br />
<br />
----------------------<br />
17720 files in pk3 files<br />
execing default.cfg<br />
execing q3config.cfg<br />
execing autoexec.cfg<br />
Hunk_Clear: reset the hunk ok<br />
...detecting CPU, found Intel Pentium III<br />
----- Client Initialization -----<br />
----- Initializing Renderer ----<br />
-------------------------------<br />
QKEY found.<br />
----- Client Initialization Complete -----<br />
----- R_Init -----<br />
Initializing OpenGL subsystem<br />
...initializing QGL<br />
...calling LoadLibrary( 'C:&#092;Windows&#092;system32&#092;opengl32.dll' ): succeeded<br />
...setting mode 4: 800 600 FS<br />
...using colorsbits of 16<br />
...calling CDS: ok<br />
...registered window class<br />
...created window@0,0 (800x600)<br />
Initializing OpenGL driver<br />
...getting DC: succeeded<br />
...GLW_ChoosePFD( 16, 16, 0 )<br />
...80 PFDs found<br />
...hardware acceleration found<br />
...PIXELFORMAT 4 selected<br />
...creating GL context: succeeded<br />
...making context current: succeeded<br />
Initializing OpenGL extensions<br />
...ignoring GL_S3_s3tc<br />
...using GL_EXT_texture_env_add<br />
...using WGL_EXT_swap_control<br />
...using GL_ARB_multitexture<br />
...using GL_EXT_compiled_vertex_array<br />
...WGL_3DFX_gamma_control not found<br />
...ignoring GL_EXT_texture_filter_anisotropic<br />
<br />
GL_VENDOR: NVIDIA Corporation<br />
GL_RENDERER: GeForce 9500M GS/PCI/SSE2<br />
GL_VERSION: 3.0.0<br />
GL_MAX_TEXTURE_SIZE: 8192<br />
GL_MAX_ACTIVE_TEXTURES_ARB: 4<br />
<br />
PIXELFORMAT: color(16-bits) Z(24-bit) stencil(0-bits)<br />
MODE: 4, 800 x 600 fullscreen hz:60<br />
GAMMA: hardware w/ 0 overbright bits<br />
CPU: Intel Pentium III<br />
rendering primitives: single glDrawElements<br />
texturemode: GL_LINEAR_MIPMAP_NEAREST<br />
picmip: 2<br />
texture bits: 16<br />
multitexture: enabled<br />
compiled vertex arrays: enabled<br />
texenv add: enabled<br />
compressed textures: disabled<br />
Initializing Shaders<br />
----- finished R_Init -----<br />
------ Initializing Sound ------<br />
Initializing DirectSound<br />
----- Sound Info -----<br />
    1 stereo<br />
32768 samples<br />
   16 samplebits<br />
    1 submission_chunk<br />
22050 speed<br />
095F0050 dma buffer<br />
No background file.<br />
----------------------<br />
Sound initialization successful.<br />
--------------------------------<br />
Sound memory manager started<br />
Loading vm file vm/ui.qvm...<br />
VM file ui compiled to 737597 bytes of code<br />
ui loaded in 33931488 bytes on the hunk<br />
UI menu load time = 638 milli seconds<br />
UI menu load time = 382 milli seconds<br />
16 bots parsed<br />
13 crosshairs parsed<br />
--- Common Initialization Complete ---<br />
Winsock Initialized<br />
Opening IP socket: localhost:27960<br />
Hostname: ARFWYCG3JGD<br />
IP: 192.168.1.101<br />
Working directory: C:&#092;Program Files (x86)&#092;UrbanTerror<br />
Can't use keys or values with a '&#092;': hostname = i‡¾š¢mL _m9ÉØÏám9[y©XmAX£O`m8Ð§ôzm8&gt;’m8B‡4Cm8&#092;m8Um8ÏmDËªøÔm8Âa¤Zm8v[m[y_ÇnýÙO¾ m9<br />
Can't use keys or values with a '&#092;': mapname = Ð§ôzm8&gt;’m8B‡4Cm8&#092;m8Um8ÏmDËªøÔm8Âa¤Zm8v[m[y_ÇnýÙO¾ m9<br />
----- CL_Shutdown -----<br />
RE_Shutdown( 1 )<br />
Shutting down OpenGL subsystem<br />
...wglMakeCurrent( NULL, NULL ): success<br />
...deleting GL context: success<br />
...releasing DC: success<br />
...destroying window<br />
...resetting display<br />
...shutting down QGL<br />
...unloading OpenGL DLL<br />
-----------------------<br />
Sys_SendPacket: bad address type]]></description>
		<pubDate>Sat, 20 Mar 2010 17:01:55 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21155-sys-sendpacket-bad-address-type/</guid>
	</item>
	<item>
		<title><![CDATA[[suggestion] server config parser]]></title>
		<link>http://forums.urbanterror.info/topic/21159-suggestion-server-config-parser/</link>
		<description><![CDATA[I have a suggestion to allow organizations be it the UAA etc. or competitive leagues to have the ability to have certain standardized commands/cvars. Now this will have to be incorporated into the passport system from within the league page.<br />
<br />
So for example the FTWGL wants to make sure certain elements of their match config cannot be modified, lets say one element is g_antiwarp '1'. Allow the FTWGL to enter certain commands within their <span style='color: #FF0000'>"config section"</span> which will not be modifiable.<br />
<br />
So when <em class='bbc'>sv_cfgparse</em> is set to "ftwgl" the server will sync with the cvars in the FTWGL <span style='color: #FF0000'>"config section"</span>. This will be the command that FTWGL enters into their match config.<br />
<br />
In order to verify the server is 'sync' with the certain organizations "config setting" a sort of verification tag can be displayed. Now these tags would have to be unique to the organization as the current in game names are. Ofcourse if this tag is displayed the server can be "verified" if the server is not "verified" the tag could be displayed in red instead of green?<br />
<img src='http://img534.imageshack.us/img534/5084/vers.jpg' alt='Posted Image' class='bbc_img' />   <img src='http://img30.imageshack.us/img30/1630/notver.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
As soon as the sv_cfgparse is set to 0 the verification tag will be removed from the HUD.<br />
<br />
It could be managed/viewed via the league page within the passport system -- modified by only admins within a text box.<br />
<img src='http://img294.imageshack.us/img294/7373/manag.jpg' alt='Posted Image' class='bbc_img' /><br />
<br />
What do you think? I feel this will allow leagues to better verify clans are using the proper config.<br />
<br />
Anyways share your ideas.  <img src='http://forums.urbanterror.info/public/style_emoticons/urbanterror/biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />]]></description>
		<pubDate>Sat, 20 Mar 2010 16:11:26 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21159-suggestion-server-config-parser/</guid>
	</item>
	<item>
		<title>Flash bang grenades</title>
		<link>http://forums.urbanterror.info/topic/21162-flash-bang-grenades/</link>
		<description>How about flash bang grenades, in urban terror?</description>
		<pubDate>Sat, 20 Mar 2010 16:01:48 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21162-flash-bang-grenades/</guid>
	</item>
	<item>
		<title>Respawn gods</title>
		<link>http://forums.urbanterror.info/topic/21107-respawn-gods/</link>
		<description><![CDATA[You hit XY, but he is currently protected by the respawn gods.<br />
You were hit in the head by XY for 100% damage.<br />
<br />
Isn't this cute... Especially if I am camping in upper elevator room with my SR8 and killing the lucky blue's. <br />
<br />
Cheers <br />
<br />
fl00dy]]></description>
		<pubDate>Sat, 20 Mar 2010 15:43:59 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21107-respawn-gods/</guid>
	</item>
	<item>
		<title><![CDATA[Tag, you're it!]]></title>
		<link>http://forums.urbanterror.info/topic/21136-tag-youre-it/</link>
		<description><![CDATA[I've been playing UrbanTerror for 7 years and I love it. But after so many public and war games you need something new. Together with my ]Vz[ mates, we started playing a game of Tag in UrT. It's a very fun game and I would like to share with you guys how to play it, so you can enjoy this game with your mates.<br />
<br />
Server settings?<br />
<ul class='bbc'>g_gametype 2 (free for all)<br />
g_armbands 2 (armband colors will be forced, important)<br />
timelimit 15 <br />
fraglimit 0<br />
sv_floodprotect 0<br />
g_respawnProtection 0 (protection is for weaklings)<br />
g_respawndelay 0</li></ul> <br />
<br />
Other settings?<br />
Everyone needs to have a different armband color, thats why g_armbands 2 is the best option. Put the color of your armband behind your nickname, for example: rYuuJiN@GREEN. So it's easy to recognize others because everyone is red skinned in free for all.<br />
<br />
Amount of players?<br />
4 or more.<br />
<br />
How to play?<br />
No weapons allowed, only boot. One random guy will start as the "Tagger". He is the only one that can use a knife(slash mode, no throw). He needs to slice someone to death. Once you have been slayen, you are the new "Tagger". The idea is: there is always only one tagger in the game, and the rest has to run away from him. When you get caught, you are the new tagger.<br />
<br />
Other ways of becoming the tagger?<br />
Lemming, fire etc or get booted to death.<br />
<br />
How to win? <br />
When timelimit reaches, the winner is the player with the least deaths on the scoreboard. If it's a tie, the player with more kills has won.]]></description>
		<pubDate>Sat, 20 Mar 2010 15:43:14 +0000</pubDate>
		<guid>http://forums.urbanterror.info/topic/21136-tag-youre-it/</guid>
	</item>
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