<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://miasma.rocks/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Piglet</id>
	<title>Unreal Tournament 2004 MiA Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://miasma.rocks/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Piglet"/>
	<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Special:Contributions/Piglet"/>
	<updated>2026-04-19T14:42:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=231</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=231"/>
		<updated>2026-04-05T21:55:16Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Trouble-Shooting (for Preview 17) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for Preview 17)==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;span id=&amp;quot;programfiles&amp;quot;&amp;gt;If you can&#039;t start the game on Windows and get a message like &amp;lt;code&amp;gt;Can&#039;t find &#039;ini:Engine.Engine.GameEngine&#039; in configuration file&amp;lt;/code&amp;gt; then you&#039;ve probably installed the game into &#039;Program Files&#039;. It needs to be installed somewhere else, or run as administrator.&lt;br /&gt;
#: [[File:Image for touble shooting -9.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
For anything else, first check the section below for Preview 9, and then come to discord and ask. I will update this page with anything we find.&lt;br /&gt;
&lt;br /&gt;
Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for previous Preview 9)==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Wormbo Wormbo&#039;s unfinished vehicles]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=230</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=230"/>
		<updated>2026-04-05T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Trouble-Shooting (for Preview 17) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for Preview 17)==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;span id=&amp;quot;programfiles&amp;quot;&amp;gt;If you can&#039;t start the game on Windows and get a message like &amp;lt;code&amp;gt;Can&#039;t find &#039;ini:Engine.Engine.GameEngine&#039; in configuration file&amp;lt;/code&amp;gt; then you&#039;ve probably installed the game into &#039;Program Files&#039;. It needs to be installed somewhere else, or run as administrator.&lt;br /&gt;
&lt;br /&gt;
For anything else, first check the section below for Preview 9, and then come to discord and ask. I will update this page with anything we find.&lt;br /&gt;
&lt;br /&gt;
Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for previous Preview 9)==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Wormbo Wormbo&#039;s unfinished vehicles]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=229</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=229"/>
		<updated>2026-04-05T21:53:55Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Trouble-Shooting (for Preview 17) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for Preview 17)==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;span id=&amp;quot;programfiles&amp;quot;&amp;gt;If you can&#039;t start the game on Windows and get a message like &amp;lt;code&amp;gt;Can&#039;t find &#039;ini:Engine.Engine.GameEngine&#039; in configuration file&amp;lt;/code&amp;gt; then you&#039;ve probably installed the game into &#039;Program Files&#039;. It needs to be installed somewhere else, or run as administrator.&lt;br /&gt;
&lt;br /&gt;
Come to discord and ask. I will update this page with anything we find.&lt;br /&gt;
&lt;br /&gt;
Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for previous Preview 9)==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Wormbo Wormbo&#039;s unfinished vehicles]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=228</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=228"/>
		<updated>2026-03-31T19:07:33Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Patching existing v3369 / earlier Preview installs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game from the OldUnreal website.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game: =&lt;br /&gt;
&lt;br /&gt;
====Before you start patching with the new patch: Things to do first====&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 / earlier Preview installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;patch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Patching existing v3369 / earlier Preview installs====&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=227</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=227"/>
		<updated>2026-03-27T17:40:17Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for Preview 17)==&lt;br /&gt;
&lt;br /&gt;
Come to discord and ask. I will update this page with anything we find.&lt;br /&gt;
&lt;br /&gt;
Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting (for previous Preview 9)==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Wormbo Wormbo&#039;s unfinished vehicles]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=226</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=226"/>
		<updated>2026-03-27T17:36:46Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game from the OldUnreal website.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game: =&lt;br /&gt;
&lt;br /&gt;
====Before you start patching with the new patch: Things to do first====&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 / earlier Preview installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
====Patching existing v3369 / earlier Preview installs====&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Wormbo&amp;diff=225</id>
		<title>Wormbo</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Wormbo&amp;diff=225"/>
		<updated>2026-03-25T21:53:53Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Wormbo&#039;s unfinished Vehicles ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I also have all the other original files for whatever vehicles I made before.&lt;br /&gt;
&lt;br /&gt;
I just don&#039;t remember what I actually released and what are just semi-functional prototypes.&lt;br /&gt;
&lt;br /&gt;
Pretty sure &amp;quot;Banshee&amp;quot; and &amp;quot;Drako&amp;quot; are vehicles I published at some point, but have I ever done so with vehicles called &amp;quot;Chameleon&amp;quot;, &amp;quot;Basilisk&amp;quot;, or &amp;quot;spider tank&amp;quot;? (the latter not just being a scaled-up spider mine model, but something that might look like it actually walks)&lt;br /&gt;
&lt;br /&gt;
Hmm, apparently not, or at least I did not package them with this UT2004 instance. No idea what state they are in.&lt;br /&gt;
&lt;br /&gt;
ah, nevermind, those aren&#039;t even functional&lt;br /&gt;
&lt;br /&gt;
Actually, the Basilisk might be usable. But the other two are more or less &amp;quot;source for inspiration&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Are there still any active developers left to potentially take over such projects?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfinished assets for the three vehicles:&#039;&#039;&#039; [https://oldunreal.miasma.rocks/oldunreal/downloads/WVPrototypes-sources.7z Spider tank, Chameleon, and Basilisk] &amp;quot;- sources for those three prototypes, for anyone interested &amp;quot;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=224</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=224"/>
		<updated>2026-03-25T21:06:01Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Wormbo Wormbo&#039;s unfinished vehicles]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Wormbo&amp;diff=223</id>
		<title>Wormbo</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Wormbo&amp;diff=223"/>
		<updated>2026-03-25T21:03:22Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Created page with &amp;quot;=== Wormbo&amp;#039;s unfinished Vehicles ===  &amp;quot;I also have all the other original files for whatever vehicles I made before.  I just don&amp;#039;t remember what I actually released and what are just semi-functional prototypes.  Pretty sure &amp;quot;Banshee&amp;quot; and &amp;quot;Drako&amp;quot; are vehicles I published at some point, but have I ever done so with vehicles called &amp;quot;Chameleon&amp;quot;, &amp;quot;Basilisk&amp;quot;, or &amp;quot;spider tank&amp;quot;? (the latter not just being a scaled-up spider mine model, but something that might look like it actua...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Wormbo&#039;s unfinished Vehicles ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I also have all the other original files for whatever vehicles I made before.&lt;br /&gt;
&lt;br /&gt;
I just don&#039;t remember what I actually released and what are just semi-functional prototypes.&lt;br /&gt;
&lt;br /&gt;
Pretty sure &amp;quot;Banshee&amp;quot; and &amp;quot;Drako&amp;quot; are vehicles I published at some point, but have I ever done so with vehicles called &amp;quot;Chameleon&amp;quot;, &amp;quot;Basilisk&amp;quot;, or &amp;quot;spider tank&amp;quot;? (the latter not just being a scaled-up spider mine model, but something that might look like it actually walks)&lt;br /&gt;
&lt;br /&gt;
Hmm, apparently not, or at least I did not package them with this UT2004 instance. No idea what state they are in.&lt;br /&gt;
&lt;br /&gt;
ah, nevermind, those aren&#039;t even functional&lt;br /&gt;
&lt;br /&gt;
Actually, the Basilisk might be usable. But the other two are more or less &amp;quot;source for inspiration&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Are there still any active developers left to potentially take over such projects?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfinished assets for the three vehicles:&#039;&#039;&#039; [https://oldunreal.miasma.rocks/WVPrototypes-sources.7z Spider tank, Chameleon, and Basilisk] &amp;quot;- sources for those three prototypes, for anyone interested &amp;quot;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=222</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=222"/>
		<updated>2026-03-25T09:58:53Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Preview 17: Changes since Preview 16 ==&lt;br /&gt;
&lt;br /&gt;
A small update with some important fixes that we want to have in the public preview:&lt;br /&gt;
&lt;br /&gt;
* Exception handling on Windows still had some corner cases where it didn&#039;t work as expected. This resulted in the game shutting down rather than showing a crash box when encountering a fatal error&lt;br /&gt;
* Fixed a UCC bug that caused unexpected type mismatches, making it impossible to compile certain packages on Linux platforms&lt;br /&gt;
* Added a new &amp;quot;Highest&amp;quot; world detail mode. This mode disables the dynamic detail reduction feature that disabled visual effects such as vehicle headlights when the frame rate (temporarily) dropped below the desired frame rate ([https://github.com/OldUnreal/UT2004-testing/issues/140 #140])&lt;br /&gt;
* Fixed a bug that crashed the game while receiving a voice message when you had voice chat disabled ([https://github.com/OldUnreal/UT2004-testing/issues/159 #159])&lt;br /&gt;
* Restored nearclip support in all renderers, but clamped the allowed nearclip values between 3 and 10 ([https://github.com/OldUnreal/UT2004-testing/issues/38 #38])&lt;br /&gt;
* Fixed an AntiDrv/OpenGL bug that made some weapons render on top of the HUD ([https://github.com/OldUnreal/UT2004-testing/issues/155 #155])&lt;br /&gt;
&lt;br /&gt;
== Preview 16: Changes since Preview 15 ==&lt;br /&gt;
&lt;br /&gt;
Another unwelcome surprise came up: our exception handling mechanism had a bug that made the game quit rather than show a crash box when encountering a fatal exception. We fixed the bug so we can now hopefully get to the bottom of some of the crash bugs we haven&#039;t resolved yet. Additional changes since preview 15 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that made maps like DM-HUT-Gephyrophilia crash clients connecting to dedicated servers ([https://github.com/OldUnreal/UT2004Patches/issues/382 OldUnreal/UT2004Patches#382])&lt;br /&gt;
* Fixed a bug that made long map lists crash servers upon startup ([https://github.com/OldUnreal/UT2004Patches/issues/384 OldUnreal/UT2004Patches#384])&lt;br /&gt;
* Added additional checks in the BodyGetDoubleRate function so we can hopefully figure out the root cause of a crash bug that has been reported in the public tracker (e.g., [https://github.com/OldUnreal/UT2004Patches/issues/387 OldUnreal/UT2004Patches#387])&lt;br /&gt;
* Tweaked the positioning and scaling of the main menu buttons, the Onslaught minimap, and the Onslaught grenade HUD to better accommodate ultra-widescreen monitors&lt;br /&gt;
* Fixed a particle emitter bug that made the BW 2.5 ViPER rifle magazine flicker at high frame rates ([https://github.com/OldUnreal/UT2004-testing/issues/139 #139])&lt;br /&gt;
&lt;br /&gt;
== Preview 15: Changes since Preview 14 ==&lt;br /&gt;
&lt;br /&gt;
* Added Hebrew fonts&lt;br /&gt;
* Fixed the center view bug in Onslaught [https://github.com/OldUnreal/UT2004Patches/issues/263 (#153)]&lt;br /&gt;
* Fixed an accessed none bug that broke the admin context menu&lt;br /&gt;
&lt;br /&gt;
== Preview 14: Changes since Preview 13 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 13:&lt;br /&gt;
&lt;br /&gt;
* Voice chat will now work on macOS&lt;br /&gt;
* Updated default Brightness/Gamma/Contrast settings for SDLDrv users&lt;br /&gt;
* Updated localization&lt;br /&gt;
* Fixed some minor bugs in the input settings menu&lt;br /&gt;
&lt;br /&gt;
== Preview 13: Changes since Preview 12 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 12 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed broken deco/description texts in the maps/player menus ([https://github.com/OldUnreal/UT2004Patches/issues/263 OldUnreal/UT2004Patches#263])&lt;br /&gt;
* The popup asking you if we can change your menu class to the widescreen menu will no longer appear when playing mods&lt;br /&gt;
* Implemented several performance optimizations that primarily benefit Onslaught&lt;br /&gt;
* Fixed a bug that made the game repeatedly try to activate the microphone even if the microphone is disabled in the system&#039;s privacy settings ([https://github.com/OldUnreal/UT2004-testing/issues/143 #143] [https://github.com/OldUnreal/UT2004-testing/issues/144 #144])&lt;br /&gt;
* Fixed a resource leak and potential rendering corruption problem in AntiDrv&lt;br /&gt;
&lt;br /&gt;
== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=221</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=221"/>
		<updated>2026-03-21T15:41:51Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Changes made to the game since Public Preview 9] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=220</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=220"/>
		<updated>2026-03-21T15:41:35Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Changes made to the game since Public Preview 9]==&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B Changes made to the game since Public Preview 9]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=219</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=219"/>
		<updated>2026-03-21T15:39:10Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 16: Changes since Preview 15 ==&lt;br /&gt;
&lt;br /&gt;
Another unwelcome surprise came up: our exception handling mechanism had a bug that made the game quit rather than show a crash box when encountering a fatal exception. We fixed the bug so we can now hopefully get to the bottom of some of the crash bugs we haven&#039;t resolved yet. Additional changes since preview 15 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that made maps like DM-HUT-Gephyrophilia crash clients connecting to dedicated servers ([https://github.com/OldUnreal/UT2004Patches/issues/382 OldUnreal/UT2004Patches#382])&lt;br /&gt;
* Fixed a bug that made long map lists crash servers upon startup ([https://github.com/OldUnreal/UT2004Patches/issues/384 OldUnreal/UT2004Patches#384])&lt;br /&gt;
* Added additional checks in the BodyGetDoubleRate function so we can hopefully figure out the root cause of a crash bug that has been reported in the public tracker (e.g., [https://github.com/OldUnreal/UT2004Patches/issues/387 OldUnreal/UT2004Patches#387])&lt;br /&gt;
* Tweaked the positioning and scaling of the main menu buttons, the Onslaught minimap, and the Onslaught grenade HUD to better accommodate ultra-widescreen monitors&lt;br /&gt;
* Fixed a particle emitter bug that made the BW 2.5 ViPER rifle magazine flicker at high frame rates ([https://github.com/OldUnreal/UT2004-testing/issues/139 #139])&lt;br /&gt;
&lt;br /&gt;
== Preview 15: Changes since Preview 14 ==&lt;br /&gt;
&lt;br /&gt;
* Added Hebrew fonts&lt;br /&gt;
* Fixed the center view bug in Onslaught [https://github.com/OldUnreal/UT2004Patches/issues/263 (#153)]&lt;br /&gt;
* Fixed an accessed none bug that broke the admin context menu&lt;br /&gt;
&lt;br /&gt;
== Preview 14: Changes since Preview 13 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 13:&lt;br /&gt;
&lt;br /&gt;
* Voice chat will now work on macOS&lt;br /&gt;
* Updated default Brightness/Gamma/Contrast settings for SDLDrv users&lt;br /&gt;
* Updated localization&lt;br /&gt;
* Fixed some minor bugs in the input settings menu&lt;br /&gt;
&lt;br /&gt;
== Preview 13: Changes since Preview 12 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 12 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed broken deco/description texts in the maps/player menus ([https://github.com/OldUnreal/UT2004Patches/issues/263 OldUnreal/UT2004Patches#263])&lt;br /&gt;
* The popup asking you if we can change your menu class to the widescreen menu will no longer appear when playing mods&lt;br /&gt;
* Implemented several performance optimizations that primarily benefit Onslaught&lt;br /&gt;
* Fixed a bug that made the game repeatedly try to activate the microphone even if the microphone is disabled in the system&#039;s privacy settings ([https://github.com/OldUnreal/UT2004-testing/issues/143 #143] [https://github.com/OldUnreal/UT2004-testing/issues/144 #144])&lt;br /&gt;
* Fixed a resource leak and potential rendering corruption problem in AntiDrv&lt;br /&gt;
&lt;br /&gt;
== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=218</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=218"/>
		<updated>2026-03-19T12:58:03Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Preview 15: Changes since Preview 14 ==&lt;br /&gt;
&lt;br /&gt;
* Added Hebrew fonts&lt;br /&gt;
* Fixed the center view bug in Onslaught [https://github.com/OldUnreal/UT2004Patches/issues/263 (#153)]&lt;br /&gt;
* Fixed an accessed none bug that broke the admin context menu&lt;br /&gt;
&lt;br /&gt;
== Preview 14: Changes since Preview 13 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 13:&lt;br /&gt;
&lt;br /&gt;
* Voice chat will now work on macOS&lt;br /&gt;
* Updated default Brightness/Gamma/Contrast settings for SDLDrv users&lt;br /&gt;
* Updated localization&lt;br /&gt;
* Fixed some minor bugs in the input settings menu&lt;br /&gt;
&lt;br /&gt;
== Preview 13: Changes since Preview 12 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 12 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed broken deco/description texts in the maps/player menus ([https://github.com/OldUnreal/UT2004Patches/issues/263 OldUnreal/UT2004Patches#263])&lt;br /&gt;
* The popup asking you if we can change your menu class to the widescreen menu will no longer appear when playing mods&lt;br /&gt;
* Implemented several performance optimizations that primarily benefit Onslaught&lt;br /&gt;
* Fixed a bug that made the game repeatedly try to activate the microphone even if the microphone is disabled in the system&#039;s privacy settings ([https://github.com/OldUnreal/UT2004-testing/issues/143 #143] [https://github.com/OldUnreal/UT2004-testing/issues/144 #144])&lt;br /&gt;
* Fixed a resource leak and potential rendering corruption problem in AntiDrv&lt;br /&gt;
&lt;br /&gt;
== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=217</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=217"/>
		<updated>2026-03-18T16:17:59Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
The content of this field in &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039; defines mouse acceleration to use, when either &amp;lt;code&amp;gt;UseDirectInput &amp;amp; DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;UseRawHIDInput &amp;amp; RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; are turned on. Note: For Preview 15+ this is likely to change to a single setting which is used by both &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; : &amp;lt;code&amp;gt;MouseAcceleration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPPCustomCurvePoints&#039;&#039;&#039; are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Output&lt;br /&gt;
^&lt;br /&gt;
|                                  *&lt;br /&gt;
|                            *&lt;br /&gt;
|                      *&lt;br /&gt;
|               *&lt;br /&gt;
|        *&lt;br /&gt;
|*&lt;br /&gt;
+---------------------------------------&amp;gt; Input Speed&lt;br /&gt;
&amp;lt;/pre&amp;gt;The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=216</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=216"/>
		<updated>2026-03-18T16:16:59Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
The content of this field in &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039; defines mouse acceleration to use, when either &amp;lt;code&amp;gt;UseDirectInput &amp;amp; DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;UseRawHIDInput &amp;amp; RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; are turned on. Note: For Preview 15+ this is likely to change to a single setting: &amp;lt;code&amp;gt;MouseAcceleration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPPCustomCurvePoints&#039;&#039;&#039; are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Output&lt;br /&gt;
^&lt;br /&gt;
|                                  *&lt;br /&gt;
|                            *&lt;br /&gt;
|                      *&lt;br /&gt;
|               *&lt;br /&gt;
|        *&lt;br /&gt;
|*&lt;br /&gt;
+---------------------------------------&amp;gt; Input Speed&lt;br /&gt;
&amp;lt;/pre&amp;gt;The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=215</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=215"/>
		<updated>2026-03-18T16:15:36Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Input Options for UT2004 on Windows ==&lt;br /&gt;
&lt;br /&gt;
The majority of these are best configured in the game GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Inputoptions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Notes about input settings:&lt;br /&gt;
&lt;br /&gt;
* If the game command line contains &amp;lt;code&amp;gt;safe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; are turned off&lt;br /&gt;
&lt;br /&gt;
* In UnrealEd, and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is set, it will switch to &amp;lt;code&amp;gt;RawHIDInput&amp;lt;/code&amp;gt; for the session - but only if &amp;lt;code&amp;gt;EnableEditorRawHIDInput&amp;lt;/code&amp;gt; is set. Otherwise it will drop to legacy input modes as noted below.&lt;br /&gt;
&lt;br /&gt;
=== Input system priority: ===&lt;br /&gt;
&lt;br /&gt;
If you edit the UT2004.ini file, &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; wins if set. You get Windows Raw Input- unfiltered device input directly from hardware.&lt;br /&gt;
#*&amp;lt;code&amp;gt;MouseAcceleration&amp;lt;/code&amp;gt;  - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is next priority. You get Windows DirectInput from DirectX 8&lt;br /&gt;
#*&amp;lt;code&amp;gt;MouseAcceleration&amp;lt;/code&amp;gt;  - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# If &amp;lt;code&amp;gt;UseLegacyCursorInput&amp;lt;/code&amp;gt; is set then drops to a Legacy Win32 Input Handler&lt;br /&gt;
# Otherwise, the game uses a Windows Win32 Input Handler&lt;br /&gt;
&lt;br /&gt;
Please note that the two EnhancedPointerPrecision flags are set/unset together from the GUI. &lt;br /&gt;
&lt;br /&gt;
===Other settings: ===&lt;br /&gt;
&lt;br /&gt;
* StartupBorderless - When &amp;lt;code&amp;gt;WindowedViewportX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;WindowedViewportY&amp;lt;/code&amp;gt; are set to your current desktop resolution, and &amp;lt;code&amp;gt;StartupFullscreen=False&amp;lt;/code&amp;gt; then the game window will be borderless taking up the entire screen size - however it is a window, not a full-screen session. Other windows can pop up in front of it. This probably only has any effect on Windows 7.&lt;br /&gt;
&lt;br /&gt;
Other settings that are not currently functional as at v3374p13.5: &lt;br /&gt;
&lt;br /&gt;
* InhibitWindowsHotkeys - does not appear to do anything on Windows 10. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen. This probably only has any effect on Windows 7.&lt;br /&gt;
&lt;br /&gt;
* WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work, as at this point in time windows are opened at the top left of the screen and cannot move. (Bug)&lt;br /&gt;
&lt;br /&gt;
Console command &amp;quot;SAVESCREENPOS&amp;quot; sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=File:Inputoptions.jpg&amp;diff=214</id>
		<title>File:Inputoptions.jpg</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=File:Inputoptions.jpg&amp;diff=214"/>
		<updated>2026-03-17T13:46:28Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Piglet uploaded a new version of File:Inputoptions.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Input options from Settings-&amp;gt;Input&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=213</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=213"/>
		<updated>2026-03-16T22:21:17Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Input Options for UT2004 on Windows ==&lt;br /&gt;
&lt;br /&gt;
The majority of these are best configured in the game GUI.&lt;br /&gt;
&lt;br /&gt;
[[File:Inputoptions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Notes about input settings:&lt;br /&gt;
&lt;br /&gt;
* If the game command line contains &amp;lt;code&amp;gt;safe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; are turned off&lt;br /&gt;
&lt;br /&gt;
* In UnrealEd, and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is set, it will switch to &amp;lt;code&amp;gt;RawHIDInput&amp;lt;/code&amp;gt; for the session - but only if &amp;lt;code&amp;gt;EnableEditorRawHIDInput&amp;lt;/code&amp;gt; is set. Otherwise it will drop to legacy input modes as noted below.&lt;br /&gt;
&lt;br /&gt;
=== Input system priority: ===&lt;br /&gt;
&lt;br /&gt;
If you edit the UT2004.ini file, &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; wins if set. You get Windows Raw Input- unfiltered device input directly from hardware.&lt;br /&gt;
#*&amp;lt;code&amp;gt;RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is next priority. You get Windows DirectInput from DirectX 8&lt;br /&gt;
#*&amp;lt;code&amp;gt;DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# If &amp;lt;code&amp;gt;UseLegacyCursorInput&amp;lt;/code&amp;gt; is set then drops to a Legacy Win32 Input Handler&lt;br /&gt;
# Otherwise, the game uses a Windows Win32 Input Handler&lt;br /&gt;
&lt;br /&gt;
Please note that the two EnhancedPointerPrecision flags are set/unset together from the GUI. &lt;br /&gt;
&lt;br /&gt;
===Other settings: ===&lt;br /&gt;
&lt;br /&gt;
* StartupBorderless - When &amp;lt;code&amp;gt;WindowedViewportX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;WindowedViewportY&amp;lt;/code&amp;gt; are set to your current desktop resolution, and &amp;lt;code&amp;gt;StartupFullscreen=False&amp;lt;/code&amp;gt; then the game window will be borderless taking up the entire screen size - however it is a window, not a full-screen session. Other windows can pop up in front of it. This probably only has any effect on Windows 7.&lt;br /&gt;
&lt;br /&gt;
Other settings that are not currently functional as at v3374p13.5: &lt;br /&gt;
&lt;br /&gt;
* InhibitWindowsHotkeys - does not appear to do anything on Windows 10. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen. This probably only has any effect on Windows 7.&lt;br /&gt;
&lt;br /&gt;
* WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work, as at this point in time windows are opened at the top left of the screen and cannot move. (Bug)&lt;br /&gt;
&lt;br /&gt;
Console command &amp;quot;SAVESCREENPOS&amp;quot; sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=File:Inputoptions.jpg&amp;diff=212</id>
		<title>File:Inputoptions.jpg</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=File:Inputoptions.jpg&amp;diff=212"/>
		<updated>2026-03-16T22:13:23Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Input options from Settings-&amp;gt;Input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Input options from Settings-&amp;gt;Input&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=211</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=211"/>
		<updated>2026-03-16T09:41:57Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Behavior of the Curve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
The content of this field in &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039; defines mouse acceleration to use, when either &amp;lt;code&amp;gt;UseDirectInput &amp;amp; DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;UseRawHIDInput &amp;amp; RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; are turned on.&lt;br /&gt;
&lt;br /&gt;
The custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPPCustomCurvePoints&#039;&#039;&#039; are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Output&lt;br /&gt;
^&lt;br /&gt;
|                                  *&lt;br /&gt;
|                            *&lt;br /&gt;
|                      *&lt;br /&gt;
|               *&lt;br /&gt;
|        *&lt;br /&gt;
|*&lt;br /&gt;
+---------------------------------------&amp;gt; Input Speed&lt;br /&gt;
&amp;lt;/pre&amp;gt;The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=210</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=210"/>
		<updated>2026-03-15T23:04:10Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If command line contains &amp;lt;code&amp;gt;safe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; are turned off&lt;br /&gt;
&lt;br /&gt;
In UnrealEd, and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is set, it will switch to &amp;lt;code&amp;gt;RawHIDInput&amp;lt;/code&amp;gt; for the session - but only if &amp;lt;code&amp;gt;EnableEditorRawHIDInput&amp;lt;/code&amp;gt; is set. Otherwise it will drop to legacy input modes as noted below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Input system priority:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; wins if set. You get Windows Raw Input- unfiltered device input directly from hardware.&lt;br /&gt;
#*&amp;lt;code&amp;gt;RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is next priority. You get Windows DirectInput from DirectX 8&lt;br /&gt;
#*&amp;lt;code&amp;gt;DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# If &amp;lt;code&amp;gt;UseLegacyCursorInput&amp;lt;/code&amp;gt; is set then drops to a Legacy Win32 Input Handler&lt;br /&gt;
# Otherwise, the game uses a Windows Win32 Input Handler&lt;br /&gt;
&lt;br /&gt;
Other settings: &lt;br /&gt;
&lt;br /&gt;
* StartupBorderless - When &amp;lt;code&amp;gt;WindowedViewportX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;WindowedViewportY&amp;lt;/code&amp;gt; are set to your current desktop resolution, and &amp;lt;code&amp;gt;StartupFullscreen=False&amp;lt;/code&amp;gt; then the game window will be borderless taking up the entire screen size - however it is a window, not a full-screen session. Other windows can pop up in front of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other settings that are not currently functional: &lt;br /&gt;
&lt;br /&gt;
* InhibitWindowsHotkeys - does not appear to do anything. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen?&lt;br /&gt;
&lt;br /&gt;
* WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work.&lt;br /&gt;
&lt;br /&gt;
Console command &amp;quot;SAVESCREENPOS&amp;quot; sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=209</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=209"/>
		<updated>2026-03-15T22:42:08Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If command line contains &amp;lt;code&amp;gt;safe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; are turned off&lt;br /&gt;
&lt;br /&gt;
In UnrealEd, and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is set, it will switch to &amp;lt;code&amp;gt;RawHIDInput&amp;lt;/code&amp;gt; for the session - but only if &amp;lt;code&amp;gt;EnableEditorRawHIDInput&amp;lt;/code&amp;gt; is set. Otherwise it will drop to legacy input modes as noted below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Input system priority:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; wins if set. You get Windows Raw Input- unfiltered device input directly from hardware.&lt;br /&gt;
#*&amp;lt;code&amp;gt;RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is next priority. You get Windows DirectInput from DirectX 8&lt;br /&gt;
#*&amp;lt;code&amp;gt;DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# If &amp;lt;code&amp;gt;UseLegacyCursorInput&amp;lt;/code&amp;gt; is set then drops to a Legacy Win32 Input Handler&lt;br /&gt;
# Otherwise, the game uses a Windows Win32 Input Handler&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* StartupBorderless - is intended to make the game open up a borderless window. It doesn&#039;t appear to do so.&lt;br /&gt;
&lt;br /&gt;
* InhibitWindowsHotkeys - does not appear to do anything. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen?&lt;br /&gt;
&lt;br /&gt;
* WinPosX and WinPosY - where to open a windowed screen - however this does not appear to work.&lt;br /&gt;
&lt;br /&gt;
Console command &amp;quot;SAVESCREENPOS&amp;quot; sets WinPosX and WinPosY to where the window is - however you do not appear to be able to move a window any longer&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=208</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=208"/>
		<updated>2026-03-15T22:40:53Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If command line contains &amp;lt;code&amp;gt;safe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; are turned off&lt;br /&gt;
&lt;br /&gt;
In UnrealEd, and &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is set, it will switch to &amp;lt;code&amp;gt;RawHIDInput&amp;lt;/code&amp;gt; for the session - but only if &amp;lt;code&amp;gt;EnableEditorRawHIDInput&amp;lt;/code&amp;gt; is set. Otherwise it will drop to legacy input modes as noted below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Input system priority:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;UseRawHIDInput&amp;lt;/code&amp;gt; wins if set. You get Windows Raw Input- unfiltered device input directly from hardware.&lt;br /&gt;
#*&amp;lt;code&amp;gt;RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# &amp;lt;code&amp;gt;UseDirectInput&amp;lt;/code&amp;gt; is next priority. You get Windows DirectInput from DirectX 8&lt;br /&gt;
#*&amp;lt;code&amp;gt;DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; - enables (True)/disables (False) mouse acceleration using Windows EPP - see [[EPPCustomCurvePoints]]&lt;br /&gt;
# If &amp;lt;code&amp;gt;UseLegacyCursorInput&amp;lt;/code&amp;gt; is set then drops to a Legacy Win32 Input Handler&lt;br /&gt;
# Otherwise, the game uses a Windows Win32 Input Handler&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
StartupBorderless - is intended to make the game open up a borderless window. It doesn&#039;t appear to do so.&lt;br /&gt;
InhibitWindowsHotkeys - does not appear to do anything. Intended to stop alt-escape. alt-tab, ctrl-escape and ctrl-tab from operating when full screen?&lt;br /&gt;
&lt;br /&gt;
WinPosX and WinPosY - where to open a windowed screen&lt;br /&gt;
Console command &amp;quot;SAVESCREENPOS&amp;quot; sets WinPosX and WinPosY to where the window is.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=207</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=207"/>
		<updated>2026-03-15T22:29:29Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
The content of this field in &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039; defines mouse acceleration to use, when either &amp;lt;code&amp;gt;UseDirectInput &amp;amp; DirectEnhancedPointerPrecision&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;UseRawHIDInput &amp;amp; RawEnhancedPointerPrecision&amp;lt;/code&amp;gt; are turned on.&lt;br /&gt;
&lt;br /&gt;
The custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPPCustomCurvePoints&#039;&#039;&#039; are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=206</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=206"/>
		<updated>2026-03-15T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
The content of this field in &#039;&#039;&#039;[WinDrv.WindowsClient]&#039;&#039;&#039; defines mouse acceleration to use, when either DirectEnhancedPointerPrecision or RawEnhancedPointerPrecision are turned on.&lt;br /&gt;
&lt;br /&gt;
The custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPPCustomCurvePoints&#039;&#039;&#039; are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=205</id>
		<title>EPPCustomCurvePoints</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=EPPCustomCurvePoints&amp;diff=205"/>
		<updated>2026-03-15T21:53:14Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Created page with &amp;quot;==EPPCustomCurvePoints==  In mouse acceleration systems, custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.  In UT2004.ini, EPPCustomCurvePoints are specified as 5 float pairs separated by &amp;#039;|&amp;#039; and a single space, e.g. &amp;lt;code&amp;gt;&amp;#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&amp;#039;&amp;lt;/code&amp;gt;  == Custom Curve Points (Mouse Acceleration) ==  These custom curve points define a response curve that maps mouse movement speed t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EPPCustomCurvePoints==&lt;br /&gt;
&lt;br /&gt;
In mouse acceleration systems, custom curve points define a response curve that maps mouse movement speed → sensitivity multiplier.&lt;br /&gt;
&lt;br /&gt;
In UT2004.ini, EPPCustomCurvePoints are specified as 5 float pairs separated by &#039;|&#039; and a single space, e.g. &amp;lt;code&amp;gt;&#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Curve Points (Mouse Acceleration) ==&lt;br /&gt;
&lt;br /&gt;
These custom curve points define a response curve that maps mouse movement speed to an output sensitivity multiplier. The curve determines how much the mouse input is scaled depending on how fast the mouse is moved.&lt;br /&gt;
&lt;br /&gt;
Each pair of floats represents a point on the curve in the form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
X Y&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;X&#039;&#039;&#039; – input mouse velocity (for example counts per millisecond or a normalized movement speed)&lt;br /&gt;
* &#039;&#039;&#039;Y&#039;&#039;&#039; – output scaling value applied to the mouse movement&lt;br /&gt;
&lt;br /&gt;
Points are separated by the character &#039;&#039;&#039;|&#039;&#039;&#039;. The system interpolates between these points to produce a smooth acceleration curve.&lt;br /&gt;
&lt;br /&gt;
== Explanation of the example Curve Points ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Input Speed (X)&lt;br /&gt;
! Output Value (Y)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.43 || 1.070267&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1.25 || 4.140625&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3.86 || 18.984375&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 40.0 || 443.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* When the mouse speed is &#039;&#039;&#039;0&#039;&#039;&#039;, the output is &#039;&#039;&#039;0&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;0.43&#039;&#039;&#039;, the output multiplier is approximately &#039;&#039;&#039;1.07&#039;&#039;&#039;.&lt;br /&gt;
* At speed &#039;&#039;&#039;1.25&#039;&#039;&#039;, the multiplier increases to approximately &#039;&#039;&#039;4.14&#039;&#039;&#039;.&lt;br /&gt;
* At higher speeds the multiplier grows rapidly, allowing fast turning when the mouse is moved quickly.&lt;br /&gt;
&lt;br /&gt;
== Interpolation Between Points ==&lt;br /&gt;
&lt;br /&gt;
When the current mouse speed falls between two defined points, the output value is calculated using linear interpolation.&lt;br /&gt;
&lt;br /&gt;
For example, if the mouse velocity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
v = 1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lies between the points:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0.43 1.070267&lt;br /&gt;
1.25 4.140625&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First compute the interpolation factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
t = (1.0 - 0.43) / (1.25 - 0.43)&lt;br /&gt;
t ≈ 0.695&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then compute the output value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
y = 1.070267 + t * (4.140625 - 1.070267)&lt;br /&gt;
y ≈ 3.21&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The resulting multiplier applied to the mouse movement would therefore be approximately &#039;&#039;&#039;3.21&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This allows a smooth and flexible curve while keeping configuration simple. The points represent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Point&lt;br /&gt;
! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Origin (no movement)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Slow micro-adjustments&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Medium aiming movement&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Fast turning&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Maximum flick speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows precise aiming during slow mouse movements while still enabling large rotations during rapid flicks.&lt;br /&gt;
&lt;br /&gt;
== Behavior of the Curve ==&lt;br /&gt;
&lt;br /&gt;
The example curve increases steeply as speed increases. This means:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slow movements&#039;&#039;&#039; provide high precision for aiming.&lt;br /&gt;
* &#039;&#039;&#039;Fast movements&#039;&#039;&#039; produce large rotations quickly.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Input&amp;diff=204</id>
		<title>Input</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Input&amp;diff=204"/>
		<updated>2026-03-15T21:43:39Z</updated>

		<summary type="html">&lt;p&gt;Piglet: ut2004 Input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
EPPCustomCurvePoints : float pairs separated by &#039;|&#039; and a single space, e.g. &#039;0 0|0.43 1.070267|1.25 4.140625|3.86 18.984375|40.0 443.75&#039;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=203</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=203"/>
		<updated>2026-03-15T09:14:43Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Preview 13: Changes since Preview 12 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 12 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed broken deco/description texts in the maps/player menus ([https://github.com/OldUnreal/UT2004Patches/issues/263 OldUnreal/UT2004Patches#263])&lt;br /&gt;
* The popup asking you if we can change your menu class to the widescreen menu will no longer appear when playing mods&lt;br /&gt;
* Implemented several performance optimizations that primarily benefit Onslaught&lt;br /&gt;
* Fixed a bug that made the game repeatedly try to activate the microphone even if the microphone is disabled in the system&#039;s privacy settings ([https://github.com/OldUnreal/UT2004-testing/issues/143 #143] [https://github.com/OldUnreal/UT2004-testing/issues/144 #144])&lt;br /&gt;
* Fixed a resource leak and potential rendering corruption problem in AntiDrv&lt;br /&gt;
&lt;br /&gt;
== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Scratchpad&amp;diff=202</id>
		<title>Scratchpad</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Scratchpad&amp;diff=202"/>
		<updated>2026-03-14T23:33:40Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	This is an overview of the server configuration settings for UT2004&lt;br /&gt;
&lt;br /&gt;
  * [[#url|URL]]&lt;br /&gt;
  * [[#firstrun|FirstRun]]&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;Core Engine Settings&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#coresystem|Core.System]]&lt;br /&gt;
      * [[#engineengine|Engine.Engine]]&lt;br /&gt;
      * [[#enginegameengine|Engine.GameEngine]] &lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;Network Settings &#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#ipdrvtcpnetdriver|IpDrv.TcpNetDriver]]&lt;br /&gt;
      * [[#ipdrvhttpdownload|IpDrv.HTTPDownload]]&lt;br /&gt;
      * [[#ipdrvmasterserverlink| IpDrv.MasterServerLink]]&lt;br /&gt;
      * [[#ipdrvmasterserveruplink| IpDrv.MasterServerUplink]]&lt;br /&gt;
      * [[#ipdrvudpgamespyuplink| IpDrv.UdpGameSpyUplink]]&lt;br /&gt;
      * [[#utv2004cutvreplication|UTV2004c.utvReplication]]&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;Query Related Settings &#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#ipserverudpserverquery|IpServer.UdpServerQuery]]&lt;br /&gt;
      * [[#ipdrvudpgamespyquery| IpDrv.UdpGameSpyQuery]]&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;GameTypes &#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#enginegameinfo|Engine.GameInfo]]&lt;br /&gt;
      * [[#unrealgameunrealmpgameinfo|UnrealGame.UnrealMPGameInfo]]&lt;br /&gt;
      * [[#unrealgamedeathmatch|UnrealGame.DeathMatch]]&lt;br /&gt;
      * [[#unrealgameteamgame|UnrealGame.TeamGame]]&lt;br /&gt;
      * [[#xgamexdeathmatch|XGame.xDeathMatch]]&lt;br /&gt;
      * [[#xgamexteamgame|XGame.xTeamGame]]&lt;br /&gt;
      * [[#xgamexctfgame|XGame.xCTFGame]]&lt;br /&gt;
      * [[#xgamexdoubledom|XGame.xDoubleDom]]&lt;br /&gt;
      * [[#xgamexbombingrun|XGame.xBombingRun]]&lt;br /&gt;
      * [[#bonuspackxlastmanstandinggame|BonusPack.xLastManStandingGame]]&lt;br /&gt;
      * [[#bonuspackxmutantgame|BonusPack.xMutantGame]]&lt;br /&gt;
      * [[#skaarjpackinvasion|SkaarjPack.Invasion]]&lt;br /&gt;
      * [[#ut2k4assaultasgameinfo|UT2K4Assault.ASGameInfo]]&lt;br /&gt;
      * [[#onslaughtonsonslaughtgame|Onslaught.ONSOnslaughtGame]]&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;Mutators&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#unrealgamedmmutator|UnrealGame.DMMutator]]&lt;br /&gt;
      * [[#bonuspackmutcratecombo|BonusPack.MutCrateCombo]]&lt;br /&gt;
      * [[#xweaponszoomsupershockbeamfire|XWeapons.ZoomSuperShockBeamFire]]&lt;br /&gt;
      * [[#xweaponsmutarena|XWeapons.MutArena]]&lt;br /&gt;
      * [[#unrealgamemutgamespeed|UnrealGame.MutGameSpeed]]&lt;br /&gt;
      * [[#unrealgamemutmovementmodifier|UnrealGame.MutMovementModifier]]&lt;br /&gt;
      * [[#utclassicmututclassic|UTClassic.MutUTClassic]]&lt;br /&gt;
      * [[#onslaughtmutlightweightvehicles|Onslaught.MutLightweightVehicles]]&lt;br /&gt;
      * [[#onslaughtmutonslaughtweapons|Onslaught.MutOnslaughtWeapons]]&lt;br /&gt;
      * [[#onslaughtfullmutvehiclearena|OnslaughtFull.MutVehicleArena]]&lt;br /&gt;
      * [[#xgamemutinstagib|XGame.MutInstaGib]]&lt;br /&gt;
      * [[#xgamemutzoominstagib|XGame.MutZoomInstaGib]]&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;Administration&#039;&#039;&#039; &amp;amp; General Server Settings.&lt;br /&gt;
    &lt;br /&gt;
      * [[#engineaccesscontrol|Engine.AccessControl]]&lt;br /&gt;
      * [[#uwebwebserver|UWeb.WebServer]]&lt;br /&gt;
      * [[#uwebwebconnection|UWeb.WebConnection]]&lt;br /&gt;
      * [[#xwebadminutserveradmin|XWebAdmin.UTServerAdmin]]&lt;br /&gt;
      * [[#enginegamereplicationinfo|Engine.GameReplicationInfo]]&lt;br /&gt;
      * [[#xvotingxvotinghandler|xVoting.xVotingHandler]]&lt;br /&gt;
      * [[#enginebroadcasthandler|Engine.BroadcastHandler]]&lt;br /&gt;
      * [[#enginevoicechatreplicationinfo|Engine.VoiceChatReplicationInfo]]&lt;br /&gt;
      * [[#enginegamestats|Engine.GameStats]]&lt;br /&gt;
      * [[#unrealgamecustombotconfig|UnrealGame.CustomBotConfig]]&lt;br /&gt;
      * [[#xgameteamredconfigured|XGame.TeamRedConfigured]]&lt;br /&gt;
      * [[#xgameteamblueconfigured|XGame.TeamBlueConfigured]]&lt;br /&gt;
      * [[#xgamedmrosterconfigured|XGame.DMRosterConfigured]]&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  * &#039;&#039;&#039;MapLists&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
      * [[#xinterfacemaplistdeathmatch|XInterface.MapListDeathMatch]]&lt;br /&gt;
      * [[#xinterfacemaplistteamdeathmatch|XInterface.MapListTeamDeathMatch]]&lt;br /&gt;
      * [[#xinterfacemaplistcapturetheflag|XInterface.MapListCaptureTheFlag]]&lt;br /&gt;
      * [[#xinterfacemaplistdoubledomination|XInterface.MapListDoubleDomination]]&lt;br /&gt;
      * [[#xinterfacemaplistbombingrun|XInterface.MapListBombingRun]]&lt;br /&gt;
      * [[#bonuspackmaplistmutant|BonusPack.MapListMutant]]&lt;br /&gt;
      * [[#bonuspackmaplistlastmanstanding|BonusPack.MapListLastManStanding]]&lt;br /&gt;
      * [[#skaarjpackmaplistinvasion|SkaarjPack.MapListInvasion]]&lt;br /&gt;
      * [[#onslaughtonsmaplistonslaught|Onslaught.ONSMaplistOnslaught]]&lt;br /&gt;
      * [[#ut2k4assaultasmaplist|UT2k4Assault.ASMaplist]]&lt;br /&gt;
    &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
   The INI File&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [URL]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Protocol=UT2004&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ProtocolDescription=Unreal Protocol&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Name=Player&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Map=Index.ut2&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LocalMap=NvidiaLogo.ut2&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NetBrowseMap=Entry.ut2&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Host=&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Portal=&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapExt=ut2&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    EXEName=UT2004.exe&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SaveExt=uvx&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Port=7777&lt;br /&gt;
    This is port the server will listen for connections on&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Class=Engine.Pawn&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Character=Gorge&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [FirstRun]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    FirstRun=3186&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Core.System]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     PurgeCacheDays=30&lt;br /&gt;
&lt;br /&gt;
      SavePath=../Save&lt;br /&gt;
&lt;br /&gt;
      CachePath=../Cache&lt;br /&gt;
&lt;br /&gt;
      CacheExt=.uxx&lt;br /&gt;
    client-side only&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    CacheRecordPath=../System/*.ucl&lt;br /&gt;
    The relative path to use for *.ucl files, which contain all gameinfo, mutator, weapon, etc. information. The game uses these files to determine which mutators, gametypes, etc. should appear in interface lists, such as webadmin or GUI. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MusicPath=../Music&lt;br /&gt;
    &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SpeechPath=../Speech&lt;br /&gt;
    &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     Suppress=DevLoad&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevSave&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevNetTraffic&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevGarbage&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevKill&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevReplace&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevCompile&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevBind&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevBsp&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevNet&lt;br /&gt;
&lt;br /&gt;
      Suppress=DevKarma&lt;br /&gt;
&lt;br /&gt;
      Suppress=RecordCache&lt;br /&gt;
&lt;br /&gt;
      Suppress=MapVoteDebug&lt;br /&gt;
&lt;br /&gt;
      Suppress=Init&lt;br /&gt;
&lt;br /&gt;
      Suppress=MapVote&lt;br /&gt;
&lt;br /&gt;
      Suppress=VoiceChat&lt;br /&gt;
&lt;br /&gt;
      Suppress=ChatManager&lt;br /&gt;
&lt;br /&gt;
      Suppress=Timer&lt;br /&gt;
    These lines control which types of log messages are written. Each name corresponds to the prefixes of each line in the server&#039;s log.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     Paths=../System/*.u&lt;br /&gt;
&lt;br /&gt;
      Paths=../Maps/*.ut2&lt;br /&gt;
&lt;br /&gt;
      Paths=../Textures/*.utx&lt;br /&gt;
&lt;br /&gt;
      Paths=../Sounds/*.uax&lt;br /&gt;
&lt;br /&gt;
      Paths=../Music/*.umx&lt;br /&gt;
&lt;br /&gt;
      Paths=../StaticMeshes/*.usx&lt;br /&gt;
&lt;br /&gt;
      Paths=../Animations/*.ukx&lt;br /&gt;
&lt;br /&gt;
      Paths=../Saves/*.uvx&lt;br /&gt;
    These lines tell the server which directories different files are located in. By adding directories using the same syntax, you can have multiple map, texture, sound, etc. directories.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.Engine]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    RenderDevice=D3DDrv.D3DRenderDevice&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ;RenderDevice=Engine.NullRenderDevice&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ;RenderDevice=OpenGLDrv.OpenGLRenderDevice&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AudioDevice=ALAudio.ALAudioSubsystem&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NetworkDevice=IpDrv.TcpNetDriver&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DemoRecordingDevice=Engine.DemoRecDriver&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Console=XInterface.ExtendedConsole&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GUIController=GUI2K4.UT2K4GUIController&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Language=int&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Product=UT2004&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GameEngine=Engine.GameEngine&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    EditorEngine=Editor.EditorEngine&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DefaultGame=XGame.XDeathmatch&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DefaultServerGame=XGame.XDeathmatch&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ViewportManager=WinDrv.WindowsClient&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Render=Render.Render&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Input=Engine.Input&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Canvas=Engine.Canvas&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.GameEngine]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     CacheSizeMegs=32&lt;br /&gt;
&lt;br /&gt;
      UseSound=True&lt;br /&gt;
&lt;br /&gt;
      MainMenuClass=GUI2K4.UT2K4MainMenu&lt;br /&gt;
&lt;br /&gt;
      ConnectingMenuClass=GUI2K4.UT2K4ServerLoading&lt;br /&gt;
&lt;br /&gt;
      DisconnectMenuClass=GUI2K4.UT2K4DisconnectOptionPage&lt;br /&gt;
&lt;br /&gt;
      LoadingClass=GUI2K4.UT2K4SP_LadderLoading&lt;br /&gt;
&lt;br /&gt;
      DetectedVideoMemory=0&lt;br /&gt;
&lt;br /&gt;
      UseStaticMeshBatching=True&lt;br /&gt;
    (Client-side only)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    VoIPAllowVAD=False&lt;br /&gt;
    Determines whether this server allows voice activation for voice chat communication &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerActors=IpDrv.MasterServerUplink&lt;br /&gt;
&lt;br /&gt;
      ServerActors=UWeb.WebServer&lt;br /&gt;
    ServerActors will be spawned at the beginning of each game.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ServerPackages=Core&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=Engine&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=Fire&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=Editor&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=IpDrv&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=UWeb&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=GamePlay&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=UnrealGame&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=XEffects&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=XPickups&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=XGame&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=XWeapons&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=XInterface&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=Vehicles&lt;br /&gt;
&lt;br /&gt;
      ServerPackages=TeamSymbols_UT2003 &lt;br /&gt;
    ServerPackages are packages which any clients that connect are required to have on their system. If the client does not have one of these packages, the client will attempt to download it from the server. If a download is unsuccessful, the client will be unable to connect to the server.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerReadsStdin=False&lt;br /&gt;
    Only used for Linux servers. Specifies whether the server accepts input from stdin (console) &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.TcpNetDriver]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LogMaxConnPerIPPerMin=False&lt;br /&gt;
    Determines whether repeated connection attempts from an IP should be logged if more than MaxConnPerIPPerMinute has been exceeded for this IP. Generally, you should leave this set to false, as your server might experience lag under an attempted DDoS from all the logging. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxConnPerIPPerMinute=5&lt;br /&gt;
    Maximum number of connections to accept from a single IP address in one minute. Part of the DDoS protection. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LogPortUnreach=False&lt;br /&gt;
    Determines whether ICMP &amp;quot;Port Unreachable&amp;quot; events should be logged. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AllowPlayerPortUnreach=False&lt;br /&gt;
    False causes server to cease sending packets to clients upon receiving an ICMP &amp;quot;Port Unreachable&amp;quot; message from that client (normally means the client has disconnected from the server).&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DisableKSecFix=True&lt;br /&gt;
    Set to false to disable the security fixes added in 2199 (if your server is experiencing lag you feel is related to these security fixes)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxDownloadSize=0&lt;br /&gt;
    Limit (in bytes) of the file size that the server will be allowed to send to clients (ignored if AllowDownloads=False). This setting only applies to files downloaded from the server itself, i.e. it has no effect on files coming from a redirect. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AllowDownloads=True&lt;br /&gt;
    True allows clients to download files directly from server if redirect is not available.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NetServerMaxTickRate=20&lt;br /&gt;
&lt;br /&gt;
      LanServerMaxTickRate=35&lt;br /&gt;
    Thoroughly explained in [http://wiki.unrealadmin.org/Netspeed_Tutorial_%28UT%29 this tutorial]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxInternetClientRate=10000&lt;br /&gt;
    Maximum rate the server will transmit data to clients (applies to downloads as well).&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxClientRate=15000&lt;br /&gt;
    Maximum rate the server will transmit data to clients if server is in LAN mode (applies to downloads as well)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerTravelPause=4.000000&lt;br /&gt;
    Number of seconds to wait between sending the &amp;quot;mapchange&amp;quot; notification to clients, and actually changing the map&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SpawnPrioritySeconds=1.000000&lt;br /&gt;
    Number of seconds before a player is respawned after being fragged&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    RelevantTimeout=5.000000&lt;br /&gt;
    Timeout (in seconds) for non-relevant actor replication. In most cases, you should never need to modify this value. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    KeepAliveTime=0.200000&lt;br /&gt;
    Seconds of inactivity before server will send a &amp;quot;keep-alive&amp;quot; packet to clients, to maintain an open connection &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ConnectionTimeout=180.000000&lt;br /&gt;
    Number of seconds server will wait for response from client attempting to connect before closing the connection&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    InitialConnectTimeout=200.000000&lt;br /&gt;
    Number of seconds server wait for response from clients during the game before closing their connection&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DownloadManagers=IpDrv.HTTPDownload&lt;br /&gt;
&lt;br /&gt;
      DownloadManagers=Engine.ChannelDownload&lt;br /&gt;
    [http://wiki.unrealadmin.org/Redirection_and_Compression Redirection Tutorial]&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.HTTPDownload]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    RedirectToURL=&lt;br /&gt;
    URL of redirect server&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ProxyServerHost=&lt;br /&gt;
&lt;br /&gt;
      ProxyServerPort=3128&lt;br /&gt;
    If your redirect server is behind a proxy, you&#039;ll need to put the proxy&#039;s public IP address here&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    UseCompression=True&lt;br /&gt;
    If &amp;quot;True&amp;quot;, clients attempting to download files from the redirect server will add &amp;quot;.uz2&amp;quot; extension to the requested package, as well as perform decompression upon downloading.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.MasterServerLink]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LANPort=11777&lt;br /&gt;
    (Client-side) Specifies the port clients should use to broadcast LAN server queries&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LANServerPort=10777&lt;br /&gt;
    Specifies the query port for LAN servers&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MasterServerList=(Address=&amp;quot;ut2004master1.epicgames.com&amp;quot;,Port=28902)&lt;br /&gt;
&lt;br /&gt;
      MasterServerList=(Address=&amp;quot;ut2004master2.epicgames.com&amp;quot;,Port=28902)&lt;br /&gt;
    List of valid master servers &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.MasterServerUplink]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DoUplink=True&lt;br /&gt;
    Specifies whether the server should connect to the master server. If set to false, the server will not appear in the Internet server browser&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    UplinkToGamespy=True&lt;br /&gt;
    Specifies whether the server should send heartbeat information to gamespy&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SendStats=True&lt;br /&gt;
    Enable stats processing on this server&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerBehindNAT=False&lt;br /&gt;
    If server is running behind a firewall that performs network address translation, this value must be set to True or your server will appear in the Internet server browser with a ping of N/A. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DoLANBroadcast=False&lt;br /&gt;
    In 3186, this setting has no effect. Servers running in LAN mode will always broadcast to the LAN&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.UdpGamespyUplink]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    UpdateMinutes=1&lt;br /&gt;
    How often to send updates to gamespy&#039;s master server. The property name is misleading, however, as the value is multiplied by 60 - a value of 1 means that a heartbeat will be sent to the gamespy master server every 60 minutes. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MasterServerPort=27900&lt;br /&gt;
    Gamespy master server port. No need to modify this value&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerRegion=0&lt;br /&gt;
    Used by Gamespy servers to group servers according to region &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpServer.UdpServerQuery]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GameName=ut2&lt;br /&gt;
    Do not modify - query protocols use this to filter servers by game (UT, UT2, DE, Q)&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [IpDrv.UdpGamespyQuery]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MinNetVer=0&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    OldQueryPortNumber=7787&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bDebugPortSwaps=True&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bRestartServerOnPortSwap=True&lt;br /&gt;
    Generally, you should leave this value set to false. Setting this to true will cause the server to crash if a &amp;quot;portswap&amp;quot; is detected. Portswapping can will cause your server to not appear in the internet server browser, and if your server seems to be experiencing portswaps often, it&#039;s usually easier to use some sort of batch file to automatically restart the server after when this happens. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UTV2004c.utvReplication]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    UtvPackage=UTV2004c&lt;br /&gt;
    Description Here &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ViewMode=0&lt;br /&gt;
    Description Here &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ChatString=&lt;br /&gt;
    Description Here &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    wantBehindView=False&lt;br /&gt;
    Description Here &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.GameInfo]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bChangeLevels=True&lt;br /&gt;
    Obsolete in UT2004. Servers always performs mapchanges now. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bEnableStatLogging=True&lt;br /&gt;
    Enables stat collection and processing on your server&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowBehindView=False&lt;br /&gt;
    Controls whether players are allowed to use behindview during the match&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAdminCanPause=True&lt;br /&gt;
    True allows admins to pause network games (Set to false to prevent game from being paused by bringing up the menu as a logged in admin)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bWeaponShouldViewShake=True&lt;br /&gt;
     When enabled, some weapons cause view shaking while firing&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     GoreLevel=2&lt;br /&gt;
     Amount of gore displayed in the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     GameDifficulty=1.000000&lt;br /&gt;
     Difficulty of single player game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GameSpeed=1.000000&lt;br /&gt;
    Percentage of &amp;quot;normal speed&amp;quot; that game will be played. 1.0 represents 100% (This setting is ignored in UT2004 - gamespeed is now controlled by a mutator)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxSpectators=2&lt;br /&gt;
    Maximum number of spectator connections allowed&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxPlayers=32&lt;br /&gt;
    Maximum number of players allowed in the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AccessControlClass=Engine.AccessControl&lt;br /&gt;
    Name of class which will handle all admin authentication&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     MaplistHandlerType=&lt;br /&gt;
     Maplist manager classname. Usually only set in child classes.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GameStatsClass=IpDrv.MasterServerGameStats&lt;br /&gt;
    Class name of server stats manager&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SecurityClass=UnrealGame.UnrealSecurity&lt;br /&gt;
    Class name of server security manager&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     VotingHandlerType=xVoting.xVotingHandler&lt;br /&gt;
     Class name of mapvote/kickvote manager&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ServerSkillLevel=0&lt;br /&gt;
     Sets the skill level for the server. This value is used by the &amp;quot;Quick-Join&amp;quot; feature to find appropriate servers for the user&#039;s level of play. Valid ranges are from 0 - 2, where 0 stands for &amp;quot;Beginner&amp;quot;. Unless your server is a standard server (i.e. no changes to default settings), it cannot be considered a beginner server.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     MaxIdleTime=0.000000&lt;br /&gt;
     Controls how long a player that is sending no input remains on the server before they are kicked for being idle. Set to 0 to disable.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bWeaponStay=false&lt;br /&gt;
    Controls whether weapons that were part of the map will &amp;quot;disappear&amp;quot; when picked up by a player&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowWeaponThrowing=True&lt;br /&gt;
    Controls whether players are allowed to drop weapons&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ResetTimeDelay=0&lt;br /&gt;
     Number of seconds between the round resets (only used for gametypes which have more than one round, such as Assault or Onslaught).&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AutoAim=1.000000&lt;br /&gt;
    Amount of assistance in aiming (single-player only)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxLives=0&lt;br /&gt;
    Maximum number of lives players are given&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    TimeLimit=0&lt;br /&gt;
    Time limit for this game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GoalScore=0&lt;br /&gt;
    Game will end when this score is achieved&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.UnrealMPGameInfo]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bPreloadAllSkins=false&lt;br /&gt;
    Forces clients to preload all .upl files and skins&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MinPlayers=0&lt;br /&gt;
    Bots join the game until this number of players is reached&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bTeamScoreRounds=False&lt;br /&gt;
    Not currently used in the anywhere&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    EndTimeDelay=4.000000&lt;br /&gt;
    Maximum amount of time after the game has been won before all gameplay stops (sort of)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     BotMode=5&lt;br /&gt;
     This setting is only used in the GUI, and has no effect on dedicated servers. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     BotRatio=1.000000&lt;br /&gt;
     Determines the ratio of bots to humans. Only used if you also pass ?VsBots=True on the commandline. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bAllowPrivateChat=True&lt;br /&gt;
     Determines whether each player will have a private voice chatroom. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.DeathMatch]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo and UnrealMPGameInfo&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MinNetPlayers=1&lt;br /&gt;
    How many players must join before the game will start&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    RestartWait=30&lt;br /&gt;
    Amount of time to wait at the &#039;end of game&#039; screen before the server begins the mapswitch&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bTournament=False&lt;br /&gt;
    If enabled, game will not start until number of connected players if equal to the maximum number of players&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bColoredDMSkins=False&lt;br /&gt;
     Use team colored skins in deathmatch gametypes.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bPlayersMustBeReady=False&lt;br /&gt;
    Players must &amp;quot;click in&amp;quot; for match to begin&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bWaitForNetPlayers=True&lt;br /&gt;
     Wait until more than MinNetPlayers have joined before beginning match. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowPlayerLights=False&lt;br /&gt;
    Determines whether players have a team colored glow at great distances. Aids in visibility and determining which team a player is on when they are far away. Only used in team games or in deathmatch games if bColoredDMSkins is enabled. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bForceDefaultCharacter=False&lt;br /&gt;
    True forces all players models to the default character model (Gorge)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NetWait=5&lt;br /&gt;
    Time to wait for players in net games&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bForceRespawn=False&lt;br /&gt;
    Enabled automatically respawns players when they are fragged. Otherwise, players do not respawn until they press Fire.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAdjustSkill=False&lt;br /&gt;
    Controls whether bots will adjust their skill to match the player &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowTaunts=True&lt;br /&gt;
    Taunt animations are allowed during the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowTrans=True&lt;br /&gt;
    Allow translocator in the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    SpawnProtectionTime=2.000000&lt;br /&gt;
    Number of seconds players are invulnerable after respawning&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LateEntryLives=1&lt;br /&gt;
    How many lives can be lost by any player before new players are no longer allowed to join (LMS)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     LoginMenuClass=GUI2K4.UT2K4PlayerLoginMenu&lt;br /&gt;
     This will be the menu players see when they first login, as well as during the game, when the press escape&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NamePrefixes[0]=Mr_&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[1]=&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[2]=The_Real_&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[3]=Evil_&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[4]=&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[5]=Owns_&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[6]=&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[7]=Evil_&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[8]=&lt;br /&gt;
&lt;br /&gt;
      NamePrefixes[9]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[0]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[1]=_is_lame&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[2]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[3]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[4]=_sucks&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[5]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[6]=_OwnsYou&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[7]=&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[8]=_jr&lt;br /&gt;
&lt;br /&gt;
      NameSuffixes[9]=&#039;s_clone&lt;br /&gt;
    These values are used to prevent bots from having the same name. Whenever a bot is added to the game and it has the same name as another bot, the game will add one of the prefixes, suffixes, or both, to ensure that all bots have different names. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.TeamGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, and DeathMatch&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bBalanceTeams=True&lt;br /&gt;
    Bots will be placed on the team with the least number of players upon joining the game.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bPlayersBalanceTeams=True&lt;br /&gt;
    Players joining the game will be placed on teams according to team size, ignoring the players configured team.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    FriendlyFireScale=0&lt;br /&gt;
    Amount of damage inflicted when shot by teammates (1.0 represents 100%) &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bAllowNonTeamChat=False&lt;br /&gt;
     Sets whether members of opposing teams are allowed to join each other&#039;s private voice chatrooms&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.xDeathMatch]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, and DeathMatch&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.xTeamGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.xCTFGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.xDoubleDom]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    TimeToScore=10&lt;br /&gt;
    Number of seconds that both points must be held by one team before a point is awarded&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    TimeDisabled=10&lt;br /&gt;
    Number of seconds after a point is awarded that control points cannot be captured&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.xBombingRun]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame &lt;br /&gt;
  &lt;br /&gt;
     bBallDrainsTransloc=True&lt;br /&gt;
     Players must wait a few seconds after throwing the ball before they are able to translocate. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [BonusPack.xLastManStandingGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and xDeathMatch&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    CampThreshold=600.000000&lt;br /&gt;
    Area (in UU) that a player must move to not be considered camping. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ReCamperWarnInterval=10&lt;br /&gt;
     How often a camper receives the warning message. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bHealthForKill=False&lt;br /&gt;
     Players receive health for fragging other players &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bAllowSuperweapons=False&lt;br /&gt;
     Super Weapons allowed &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bCamperAlarm=True&lt;br /&gt;
     Enables camper protection &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bAllowPickups=False&lt;br /&gt;
     Pickups allowed &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bAllowAdrenaline=False&lt;br /&gt;
     Whether adrenaline is allowed in the match &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bFullAmmo=True&lt;br /&gt;
     Players start the match with full ammo in all weapons.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [BonusPack.xMutantGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and xDeathMatch &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bEnableBottomFeeder=True&lt;br /&gt;
    The lowest-scoring player is considered the bottom-feeder, and is allowed to shoot other players. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [SkaarjPack.Invasion]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     WaveConfigMenu=GUI2K4.UT2K4InvasionWaveConfig&lt;br /&gt;
     Menu used in the GUI for invasion wave configuration &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    InitialWave=0&lt;br /&gt;
    Index of wave game should start on when new map is loaded&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     FinalWave=16&lt;br /&gt;
     Essentially, the number of waves in the game. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    FallbackMonster=Class&#039;SkaarjPack.EliteKrall&#039;&lt;br /&gt;
    This is the monster class the game will spawn if it cannot spawn one of the more advanced monsters (how this would occur, I don&#039;t really know) &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Waves[0] - Waves[15]&lt;br /&gt;
&lt;br /&gt;
        WaveMask=20491&lt;br /&gt;
&lt;br /&gt;
        WaveMaxMonsters=16&lt;br /&gt;
&lt;br /&gt;
        WaveDuration=90&lt;br /&gt;
&lt;br /&gt;
        WaveDifficulty=0.000000&lt;br /&gt;
&lt;br /&gt;
        &lt;br /&gt;
    See [[#wavesettings|this section]] for a more detailed explanation of these settings &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UT2k4Assault.ASGameInfo]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     RoundLimit=1&lt;br /&gt;
     Number of rounds in the match &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     RoundTimeLimit=10&lt;br /&gt;
     Time limit for each round &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     PracticeTimeLimit=60&lt;br /&gt;
     Practive round is played at the beginning of every game, and is generally used to give all players a chance to load the map &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ReinforcementsFreq=7&lt;br /&gt;
     Maximum number of seconds between respawns.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Onslaught.ONSOnslaughtGame]&lt;br /&gt;
    Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     OvertimeCoreDrainPerSec=20&lt;br /&gt;
     The amount of health taken from each core every second during overtime &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     bRandSetupAfterReset=False&lt;br /&gt;
     Randomly select a new link setup after a round has been won &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.DMMutator]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bMegaSpeed=False&lt;br /&gt;
    Obsolete (does nothing). These settings have been moved to [[#unrealgamemutmovementmodifier|a mutator]].&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AirControl=0.350000&lt;br /&gt;
    Obsolete (does nothing). These settings have been moved to [[#unrealgamemutmovementmodifier|a mutator]].&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bBrightSkins=True&lt;br /&gt;
    Enables brightskins&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [BonusPack.MutCrateCombo]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowCamouflage=True&lt;br /&gt;
    Camouflage combo enabled &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowPint=True&lt;br /&gt;
    Pint-size combo enabled &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XWeapons.ZoomSuperShockBeamFire]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowMultiHit=True&lt;br /&gt;
    Sets whether the instagib beam will stop when it hits players &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XWeapons.MutArena]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ArenaWeaponClassName=XWeapons.RocketLauncher&lt;br /&gt;
    Only weapon in the game is the weapon specified by ArenaWeaponClassName. See [http://wiki.unrealadmin.org/FAQ:UT2004 this FAQ] for a list of valid values for this setting. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.MutGameSpeed]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    NewGameSpeed=1.000000&lt;br /&gt;
    Modifies the gamespeed (this is now the only way to modify the gamespeed). &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.MutMovementModifier]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bMegaSpeed=False&lt;br /&gt;
    All pawns move 1.5 times faster than other objects in the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AirControl=0.350000&lt;br /&gt;
    Amount of control players have while in the air (1.0 represents 100%) &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UTClassic.MutUTClassic]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bCanDoubleJump=True&lt;br /&gt;
    Enables/disables double-jumping.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bCanWallDodge=True&lt;br /&gt;
    Enables/disables wall dodging.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bCanDodgeDoubleJump=True&lt;br /&gt;
    Enables/disables double-dodge jumps. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bModifyWeaponDamage=True&lt;br /&gt;
    Makes weapon damage closer to UT1 values. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bClassicTranslocator=True&lt;br /&gt;
    Translocation behaves like the UT1 translocator. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Onslaught.MutWheeledVehicleStunts]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxForce=200000.000000&lt;br /&gt;
    Maximum force that can be applied to stunts &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxSpin=80.000000&lt;br /&gt;
    Maximum spin that can be acheived by vehicles &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    JumpChargeTime=1.000000&lt;br /&gt;
    Number of seconds jump must be held to fully &amp;quot;charge&amp;quot; a vehicle jump.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Onslaught.MutLightweightVehicles]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    VehicleMomentumMult=3.000000&lt;br /&gt;
    Damage received by vehicles is multiplied by this amount. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Onslaught.MutOnslaughtWeapons]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bConfigUseOnslaughtWeapon0=False&lt;br /&gt;
&lt;br /&gt;
    bConfigUseOnslaughtWeapon1=True&lt;br /&gt;
&lt;br /&gt;
    bConfigUseOnslaughtWeapon2=True&lt;br /&gt;
    Enables/disables replacement of the corresponding weapon with an onslaught equivalent.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ReplacedWeaponClassNames0=XWeapons.RocketLauncher&lt;br /&gt;
&lt;br /&gt;
    ReplacedWeaponClassNames1=XWeapons.BioRifle&lt;br /&gt;
&lt;br /&gt;
    ReplacedWeaponClassNames2=XWeapons.FlakCannon&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    Weapon classes to replace with onslaught weapons. See [http://wiki.unrealadmin.org/FAQ:UT2004 this FAQ] for a list of valid values to use here. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [OnslaughtFull.MutVehicleArena]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ArenaVehicleClassName=Onslaught.ONSRV&lt;br /&gt;
    Only weapon in the game is the vehicle specified by the ArenaVehicleClassName setting. See [http://wiki.unrealadmin.org/FAQ:UT2004 this FAQ] for a list of valid values for this setting. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.MutInstagib]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowTranslocator=True&lt;br /&gt;
    Enables / disables translocator in instagib matches &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowBoost=False&lt;br /&gt;
    Determines whether friendly fire transfers momentum (team boosting). &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.MutZoomInstagib]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowTranslocator=True&lt;br /&gt;
&lt;br /&gt;
    bAllowBoost=False&lt;br /&gt;
    Overrides value for identical setting in MutInstaGib &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.AccessControl]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AdminPassword=&lt;br /&gt;
    Admin password (single administrator system only) &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    GamePassword=&lt;br /&gt;
    If a value is specified, clients must provide a password to connect to the game. (Server will also accept any valid admin password)&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LoginDelaySeconds=0.00000&lt;br /&gt;
    How many seconds must pass after an unsuccessful login attempt before the admin may attempt to login again. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bBanByID=True&lt;br /&gt;
    Bans will be enforced using a hash of the client&#039;s CD key and the server&#039;s CD key. Enable this to prevent banned players with dynamic IP addresses from bypassing the ban&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    IPPolicies=ACCEPT;*&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    BannedIDs=&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    PrivClasses=XAdmin.xKickPrivs&lt;br /&gt;
&lt;br /&gt;
      PrivClasses=XAdmin.xGamePrivs&lt;br /&gt;
&lt;br /&gt;
      PrivClasses=XAdmin.xUserGroupPrivs&lt;br /&gt;
&lt;br /&gt;
      PrivClasses=XAdmin.xExtraPrivs&lt;br /&gt;
&lt;br /&gt;
    PrivClasses are loaded by the server when using the advanced administration system. They contain information about which privileges are available for admins &amp;amp; groups.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UWeb.WebServer]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ServerName=&lt;br /&gt;
     This should really be called ServerAddress. This is the value that the webserver will use to convert relative URLs into absolute URLs. If this value is left blank, the webserver will attempt to fill it with the IP address of the server. Generally, this should be left blank, unless you are running the server behind NAT or using a multihome server. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    &lt;br /&gt;
	  Applications[0]=xWebAdmin.UTServerAdmin&lt;br /&gt;
      ApplicationPaths[0]=/ServerAdmin&lt;br /&gt;
      Applications[1]=xWebAdmin.UTImageServer&lt;br /&gt;
      ApplicationPaths[1]=/images&lt;br /&gt;
    The value of each Applications line is the name of the class responsible for handling connections to the path specified in the corresponding ApplicationPaths entry (Connections to //server.ip/ServerAdmin are handled by Applications[0], since that is the value for ApplicationPaths[0])&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    DefaultApplication=0&lt;br /&gt;
    Specifies the application that will handle connections which provide no subpath (http://server.ip/ )&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bEnabled=True&lt;br /&gt;
    Enables the UT webserver&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ListenPort=80&lt;br /&gt;
    This is the port that the webserver will listen for connections on&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     MaxConnections=30&lt;br /&gt;
     Maximum number of open connections allowed to the webserver at the same time. If you find that you are getting lots of missing images or pages, try increasing this value.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     ExpirationSeconds=86400&lt;br /&gt;
     Much of the webadmin content is cached client-side to speed up processing of each request. This setting determines how long (in seconds) browsers should use the cached content before it is considered &amp;quot;stale&amp;quot;. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UWeb.WebConnection]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxValueLength=512&lt;br /&gt;
    Maximum length of variable value passed in a URL. There should never be any need to change these values &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxLineLength=4096&lt;br /&gt;
    Maximum length of a single line passed in the URL. There should never be any need to change these values &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XWebAdmin.UTServerAdmin]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ActiveSkin=&lt;br /&gt;
    Currently active webadmin skin &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AdminRealm=UT Remote Admin Server&lt;br /&gt;
    AdminRealm is used by some browsers to track cached username/passwords.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    QueryHandlerClasses=&lt;br /&gt;
    Each of these classes handles a specific type of webadmin query. Default values correspond to the Current, Default &amp;amp; Admin areas of webadmin.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.GameReplicationInfo]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerName=&lt;br /&gt;
    This is what will appear in the server browser as the name of your server&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ShortName=&lt;br /&gt;
    Currently not used for anything&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ServerRegion=0&lt;br /&gt;
    Used to indicate which area of the world the server was located in for the GameSpy Query protocol, but seems to be unused now&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AdminName=&lt;br /&gt;
    Specifies the value that will appear in the Server Browser and the MOTD as the name of the admin of this server&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    AdminEmail=&lt;br /&gt;
    Email address that will appear in the server browser and MOTD as the admin&#039;s email address&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MessageOfTheDay=&lt;br /&gt;
    The Message Of The Day appears for a few seconds when clients connect to your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [xVoting.xVotingHandler]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    VoteTimeLimit=70&lt;br /&gt;
&lt;br /&gt;
    ScoreBoardDelay=5&lt;br /&gt;
&lt;br /&gt;
    bAutoOpen=True&lt;br /&gt;
&lt;br /&gt;
     MidGameVotePercent=50&lt;br /&gt;
&lt;br /&gt;
     bScoreMode=False&lt;br /&gt;
&lt;br /&gt;
     bAccumulationMode=False&lt;br /&gt;
&lt;br /&gt;
     bEliminationMode=False&lt;br /&gt;
&lt;br /&gt;
     MinMapCount=2&lt;br /&gt;
&lt;br /&gt;
     MapVoteHistoryType=xVoting.MapVoteHistory_INI&lt;br /&gt;
&lt;br /&gt;
     RepeatLimit=4&lt;br /&gt;
&lt;br /&gt;
     DefaultGameConfig=0&lt;br /&gt;
&lt;br /&gt;
     bDefaultToCurrentGameType=True&lt;br /&gt;
&lt;br /&gt;
     bMapVote=False&lt;br /&gt;
&lt;br /&gt;
     bKickVote=False&lt;br /&gt;
&lt;br /&gt;
     bMatchSetup=False&lt;br /&gt;
&lt;br /&gt;
     KickPercent=51&lt;br /&gt;
&lt;br /&gt;
     bAnonymousKicking=True&lt;br /&gt;
&lt;br /&gt;
     MapListLoaderType=xVoting.DefaultMapListLoader&lt;br /&gt;
&lt;br /&gt;
     ServerNumber=1&lt;br /&gt;
&lt;br /&gt;
     CurrentGameConfig=0&lt;br /&gt;
&lt;br /&gt;
     GameConfig=(GameClass=,Prefix=,Acronym=,GameName=,Mutators=,Options=)&lt;br /&gt;
&lt;br /&gt;
     AccInfo=(Name=,VoteCount=0)&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    Thoroughly explained in [http://wiki.unrealadmin.org/Commandline_Parameters_%28UT2004%29 this tutorial.] &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.BroadcastHandler]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bMuteSpectators=False&lt;br /&gt;
    Enabling this prevents specs from chatting during the game&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bPartitionSpectators=False&lt;br /&gt;
    Enable to prevent spectator&#039;s messages from being seen by players&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.VoiceChatReplicationInfo]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bEnableVoiceChat=True&lt;br /&gt;
    Enables / disables voice chat on the server &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bAllowLocalBroadcast=True&lt;br /&gt;
    Enables / disables the &amp;quot;Local&amp;quot; chatroom. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MaxChatters=0&lt;br /&gt;
    Maximum players allowed in a single chatroom. 0 for unlimited. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     LocalBroadcastRange=1000.000000&lt;br /&gt;
     The maximum distance (in Unreal Units) at which a broadcast sent to the &amp;quot;Local&amp;quot; chatroom can be heard.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     DefaultBroadcastRadius=20.000000&lt;br /&gt;
     The distance (in Unreal Units) at which broadcasts sent to the &amp;quot;Local&amp;quot; channel begin to attenuate (fade). Set this value higher than LocalBroadcastRange to disable attenuation.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     VoIPInternetCodecs=CODEC_48NB&lt;br /&gt;
     Voice chat codecs allowed in internet games. 48 is a lower quality codec that takes less bandwidth, while 96 is a higher quality codec but requires more bandwidth. 96 should only be allowed on LAN, unless your server has LAN-like bandwidth. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    	VoIPLANCodecs=CODEC_48NB&lt;br /&gt;
    VoIPLANCodecs=CODEC_96WB&lt;br /&gt;
     Voice chat codecs allowed in LAN games. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Engine.GameStats]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    bLocalLog=False&lt;br /&gt;
    Enables / disables local stats logging. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    LogFileName=Stats_%P_%Y_%M_%D_%H_%I_%S&lt;br /&gt;
    Determines how the filename for each stats log will be generated. Valid values and their meanings are as follows:&lt;br /&gt;
      &lt;br /&gt;
        &lt;br /&gt;
          %P&lt;br /&gt;
          Server Port &lt;br /&gt;
          %H&lt;br /&gt;
          Current Hour &lt;br /&gt;
        &lt;br /&gt;
        &lt;br /&gt;
          %N&lt;br /&gt;
          Server Name &lt;br /&gt;
          %I&lt;br /&gt;
          Current Minute&lt;br /&gt;
        &lt;br /&gt;
        &lt;br /&gt;
          %Y&lt;br /&gt;
          Current Year &lt;br /&gt;
          %W&lt;br /&gt;
          Day of the Week &lt;br /&gt;
        &lt;br /&gt;
        &lt;br /&gt;
          %M&lt;br /&gt;
          Current Month &lt;br /&gt;
          %S&lt;br /&gt;
          Current Second &lt;br /&gt;
        &lt;br /&gt;
        &lt;br /&gt;
          %D&lt;br /&gt;
          Current Date &lt;br /&gt;
           &lt;br /&gt;
           &lt;br /&gt;
        &lt;br /&gt;
      &lt;br /&gt;
    &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.CustomBotConfig]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    	  ConfigArray=( See below for parameters )&lt;br /&gt;
&lt;br /&gt;
      CharacterName=&amp;quot;Gorge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      PlayerName=&amp;quot;The_Reaper&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      FavoriteWeapon=&amp;quot;xWeapons.RocketLauncher&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      Aggressiveness=0.400000&lt;br /&gt;
&lt;br /&gt;
      Accuracy=0.000000&lt;br /&gt;
&lt;br /&gt;
      CombatStyle=0.400000&lt;br /&gt;
&lt;br /&gt;
      StrafingAbility=0.765789&lt;br /&gt;
&lt;br /&gt;
      Tactics=0.000000&lt;br /&gt;
&lt;br /&gt;
      ReactionTime=0.000000&lt;br /&gt;
&lt;br /&gt;
      bJumpy=True&lt;br /&gt;
&lt;br /&gt;
      &lt;br /&gt;
    These parameters are very similar to the paramaters for the bot configuration sections in the original UT&#039;s user.ini file.&lt;br /&gt;
      Each &amp;quot;Config Array&amp;quot; entry must be one complete line, with each parameter seperated by commas.&lt;br /&gt;
      For each custom bot, you must have one ConfigArray entry in your server&#039;s ini under this section. Here is an example entry.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.TeamRedConfigured]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
    Characters that should be on the red team (only used in single player). &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.TeamBlueConfigured]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
    Characters that should be on the blue team (only used in single player). &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XGame.DMRosterConfigured]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
&lt;br /&gt;
    Characters=&lt;br /&gt;
    Characters that should be in DeathMatch games (only used in single player).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XInterface.MapListDeathMatch]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DM-Antalus&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XInterface.MapListTeamDeathMatch]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DM-Antalus&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XInterface.MapListCaptureTheFlag]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=CTF-Chrome&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XInterface.MapListDoubleDomination]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DOM-SunTemple&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [XInterface.MapListBombingRun]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=BR-Anubis&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [BonusPack.MapListMutant]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DM-Antalus&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [SkaarjPack.MapListInvasion]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DM-Antalus&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [BonusPack.MapListLastManStanding]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=DM-Antalus&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [Onslaught.ONSMapListOnslaught]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=ONS-Torlan&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UT2K4Assault.ASMapList]&lt;br /&gt;
     &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    MapNum=0&lt;br /&gt;
    Index of last played map for this maplist&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    Maps=AS-Convoy&lt;br /&gt;
    These sections determine the map rotation for your server&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Invasion Wave Settings &lt;br /&gt;
There are 16 waves possible in the Invasion gametype. Each waves&#039; settings are determined by the Waves[x] parameter in the SkaarjPack.Invasion section of the ini. The following is a more detailed explanation of those settings:&lt;br /&gt;
&lt;br /&gt;
  WaveMask&lt;br /&gt;
  This parameter is used for random number generation, and really shouldn&#039;t be modified.&lt;br /&gt;
  WaveMaxMonsters&lt;br /&gt;
  The maximum number of monsters spawned during a wave is determined as follows. Let&#039;s assume that WaveMaxMonsters is set at 16. If more than 4 players are connected, then the value of WaveMaxMonsters is multiplied by 2, or the number of players divided by 4, whichever is lower. This means that if 4 players were connected, for instance, then the actual max number of mosters for this wave would be (16 * (4 / 4)) or 16 * 1, which is 16. If 12 player are connected, the the max number of monsters in this wave would be (16 * 2), since 2 is less than (16 / 4). The actual maximum number of monsters that could be spawned during this wave would then be 32. You can use this formula to tweak exactly monsters you&#039;d like players to be up against based on how many connections you allow on your server&lt;br /&gt;
  WaveDuration&lt;br /&gt;
  Number of seconds the wave will last. If the maximum number of monsters for this wave have not been exterminated by the time this duration expires, all of the remaining monsters will be spawned immediately. Once this happens, any monsters that cannot be seen by any player are killed off, leaving players to finish up what&#039;s left.&lt;br /&gt;
  WaveDifficulty&lt;br /&gt;
  Determines the difficulty (effectively which monsters are spawned) during this wave. Very similar to the bots&#039; difficulty setting.&lt;br /&gt;
&lt;br /&gt;
Custom Bot Configuration&lt;br /&gt;
Each additional custom bot parameter must follow a fairly rigid syntax, which is given in the following line. For each custom bot that you&#039;d like to customize, you&#039;ll need to have a seperate ConfigArray line in the server&#039;s ini file under the UnrealGame.CustomBotConfig section.&lt;br /&gt;
[UnrealGame.CustomBotConfig] ;The following text should be on a single line &lt;br /&gt;
&lt;br /&gt;
  ConfigArray=(CharacterName=&amp;quot;Gorge&amp;quot;,PlayerName=&amp;quot;The_Reaper&amp;quot;,FavoriteWeapon=&amp;quot;xWeapons.RocketLauncher&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
  Aggresiveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000,&lt;br /&gt;
&lt;br /&gt;
  ReactionTime=0.000000,bJumpy=True)&lt;br /&gt;
An explanation of the inner values is as follows:&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
    [UnrealGame.CustomBotConfig]&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    CharacterName=&amp;quot;Gorge&amp;quot;&lt;br /&gt;
    Name of character. Must match a character name in the .upl file.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    PlayerName=&amp;quot;The_Reaper&amp;quot;&lt;br /&gt;
    Enter whatever you like here. This will be the bot&#039;s name.&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    FavoriteWeapon=&amp;quot;xWeapons.RocketLauncher&amp;quot;&lt;br /&gt;
    Class name of the bot&#039;s preferred weapon. I will create a list of valid classnames for this parameter as time allows.&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=201</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=201"/>
		<updated>2026-03-14T15:47:35Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=10 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=12 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=7 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=200</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=200"/>
		<updated>2026-03-14T15:46:08Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Berserk vCTF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Click [https://miasma.rocks/mon4.php?s=11 here for the server monitor] that shows you the IP address and details if whatever is currently playing.&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=199</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=199"/>
		<updated>2026-03-14T15:11:03Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Trouble-Shooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to [https://miasma.rocks/discord Discord] and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=198</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=198"/>
		<updated>2026-03-14T15:10:20Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Getting a new copy of the full game, or updating an existing copy to the latest patch: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* Click on this link if you are: [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Click on this link if you are getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to Discord and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key&amp;diff=197</id>
		<title>Before you upgrade: What to do if you are already using a pirate/warez or GOG key</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key&amp;diff=197"/>
		<updated>2026-03-14T15:09:17Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* If you are running Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warez Game Keys ==&lt;br /&gt;
&lt;br /&gt;
We&#039;re aware that there are a number of warez/torrent/pirate copies of UT2004 on the internet. We have seen these game keys being widely used in the past.&lt;br /&gt;
&lt;br /&gt;
Some people bought the game from GOG and never asked for their own unique CD key.&lt;br /&gt;
&lt;br /&gt;
We also see cracked copies of the game using the Demo key on live servers.&lt;br /&gt;
&lt;br /&gt;
We have found that when cheats or problem players are banned they will often start to use any keys they can find online. Where a problem player or cheat starts to cause problems on one of our servers we will ban the key they are using.&lt;br /&gt;
&lt;br /&gt;
You can now get your own copy of the game for free, but first there are a couple of things you may need to do:&lt;br /&gt;
&lt;br /&gt;
===If you are running the 64 bit version of the game on Windows:===&lt;br /&gt;
&lt;br /&gt;
# Back up your copy of the game and the two registry keys below, if they exist&lt;br /&gt;
# Use regedit to rename or delete the old key you will find present in: &lt;br /&gt;
##Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Unreal Technology\Installed Apps\UT2004\CDKey  or &lt;br /&gt;
##Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technology\Installed Apps\UT2004\CDKey  &lt;br /&gt;
# Continue to upgrade your copy of the game as detailed [https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version on this page].&lt;br /&gt;
&lt;br /&gt;
===If you are running Linux ===&lt;br /&gt;
&lt;br /&gt;
# Back up your copy of the game and the contents of ~/.ut2004&lt;br /&gt;
# Delete your cdkey file which will be either in ~/.ut2004/System/cdkey or in the System folder of your UT2004 installation directory&lt;br /&gt;
# Continue to upgrade your copy of the game as detailed [https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version on this page].&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=196</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=196"/>
		<updated>2026-03-14T15:08:12Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game from the OldUnreal website.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game: =&lt;br /&gt;
&lt;br /&gt;
====Before you start patching with the new patch: Things to do first====&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
====Patching existing v3369 installs====&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=195</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=195"/>
		<updated>2026-03-14T15:07:08Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game from the OldUnreal website.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game =&lt;br /&gt;
&lt;br /&gt;
Before you start patching with the new patch: Things to do first&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Patching existing v3369 installs:&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=194</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=194"/>
		<updated>2026-03-14T15:05:34Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game from the OldUnreal website.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game =&lt;br /&gt;
&lt;br /&gt;
== Before you start patching with the new patch: Things to do first ==&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
== Patching existing v3369 installs ==&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Installing_a_new_copy_of_UT2004&amp;diff=193</id>
		<title>Installing a new copy of UT2004</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Installing_a_new_copy_of_UT2004&amp;diff=193"/>
		<updated>2026-03-14T13:19:29Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New installs ==&lt;br /&gt;
&lt;br /&gt;
For a new full install, use [https://github.com/OldUnreal/FullGameInstallers/releases the downloaders you can find here].&lt;br /&gt;
&lt;br /&gt;
* For Windows use the installer &amp;quot;UT2004.exe&amp;quot;&lt;br /&gt;
* For Linux (x86 and ARM) see the &amp;quot;install-ut2004.desktop&amp;quot; installer [https://github.com/OldUnreal/FullGameInstallers/tree/master/Linux here].&lt;br /&gt;
&lt;br /&gt;
N.B. For Windows install you should not install to &amp;quot;My Programs&amp;quot;. It won&#039;t launch from there.&lt;br /&gt;
&lt;br /&gt;
N.B. For the ARM install preview 9, you should copy Default.ini and DefUser.ini from System/ to SystemARM64/ before the first run.&lt;br /&gt;
&lt;br /&gt;
See more information [https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#game-downloads see here].&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=192</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=192"/>
		<updated>2026-03-14T13:15:05Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Getting a new copy of the full game, or updating an existing copy to the latest patch: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* Getting and [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to Discord and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=191</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=191"/>
		<updated>2026-03-14T13:14:31Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Getting a new copy of the full game, or updating an existing copy to the latest patch: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* [[Getting and Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to Discord and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=190</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=190"/>
		<updated>2026-03-14T13:13:01Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can either patch an existing version of UT2004 or install an entirely new copy of the game OldUnreal.&lt;br /&gt;
&lt;br /&gt;
= Get new copy of the game =&lt;br /&gt;
&lt;br /&gt;
To get an entirely new copy of the game, see [https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki#Getting_a_new_copy_of_the_full_game,_or_updating_an_existing_copy_to_the_latest_patch: here].&lt;br /&gt;
&lt;br /&gt;
= ...or update an existing copy of the game =&lt;br /&gt;
&lt;br /&gt;
== Before you start patching with the new patch: Things to do first ==&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
== Patching existing v3369 installs ==&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=189</id>
		<title>Patching an existing copy of UT2004 to the latest version</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Patching_an_existing_copy_of_UT2004_to_the_latest_version&amp;diff=189"/>
		<updated>2026-03-14T13:07:59Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Before you start patching with the new patch: Things to do first ==&lt;br /&gt;
&lt;br /&gt;
#If you are already using a pirate/warez or GOG key: [https://miasma.rocks/wiki/index.php?title=Before_you_upgrade:_What_to_do_if_you_are_already_using_a_pirate/warez_or_GOG_key  Follow these instructions first].&lt;br /&gt;
#If you have newly installed from a disk, or are running an existing install with version earlier than v3369&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1194 Update first using this if you&#039;re on Linux] or&lt;br /&gt;
#*[https://utzone.de/forum/downloads.php?do=file&amp;amp;id=1195 Update first using this if you&#039;re on Windows]&lt;br /&gt;
#If you are on Linux, and your &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt; directory is named &amp;lt;code&amp;gt;sounds&amp;lt;/code&amp;gt; then rename it to &amp;lt;code&amp;gt;Sounds&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Continue from &amp;quot;Patching existing v3369 installs&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
== Patching existing v3369 installs ==&lt;br /&gt;
&lt;br /&gt;
# Make a backup of your System directory.&lt;br /&gt;
# If this is a server update, back up your Web directory if you use any custom web page content or are using mods to menus such as Piglet&#039;s [https://miasma.rocks/downloads/TitanAdminSM1_029j.zip TitanAdminSM1]&lt;br /&gt;
# Once you have a safe backed up copy of the System directory, delete all executables and, (if on Linux) any .u files in the System directory which have different capitalisation to the ones in the patch - e.g. the files in this list from System/:&lt;br /&gt;
#:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;rm Bonuspack.u Gui2K4.u Gameplay.u Ipdrv.u Skaarjpack.u StreamLineFX.u UT2K4Assault.u UT2K4AssaultFull.u XVoting.u xWebAdmin.u&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
# [https://github.com/OldUnreal/UT2004Patches/releases Grab the latest patch.]&lt;br /&gt;
# Extract it over your install.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;updating-existing-client-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Client Installations====&lt;br /&gt;
&lt;br /&gt;
[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file#updating-existing-client-installations Update your UT2004.ini].&lt;br /&gt;
# To point to the new main menu, which adjusts better to wide-screen layout, in section &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; update from &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenu&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;MainMenuClass=GUI2K4.UT2K4MainMenuWS&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Configure for the available master servers: In section &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; configure with:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902,Group=0)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902,Group=1)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you need to revert to v3369 for an AntiTCC server, rename System, rename your System backup to System.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;updating-existing-server-installations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Last steps in Updating Existing Server Installations ====&lt;br /&gt;
&lt;br /&gt;
The server executable is named &amp;lt;code&amp;gt;UCC&amp;lt;/code&amp;gt; on Linux and &amp;lt;code&amp;gt;UCC.exe&amp;lt;/code&amp;gt; on Windows.&lt;br /&gt;
&lt;br /&gt;
If you are currently using any mutator or server actor to report to multiple master servers, remove them. They are unlikely to work any longer due to changes in class &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt;, and should not be necessary. You should, however, make the following changes to your server configuration file (e.g., UT2004.ini):&lt;br /&gt;
&lt;br /&gt;
# In &amp;lt;code&amp;gt;[Engine.GameEngine]&amp;lt;/code&amp;gt; section, replace &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerUplink&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ServerActors=IpDrv.MasterServerLauncher&amp;lt;/code&amp;gt;&lt;br /&gt;
# In &amp;lt;code&amp;gt;[IpDrv.MasterServerLink]&amp;lt;/code&amp;gt; section, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; have at least one entry in the MasterServerList, whether or not you want to be actively listed ([IpDrv.MasterServerUplink]-&amp;gt;DoUplink=True/False). Populate the list with each master server you may wish to report to. It does not hurt to add all of them:&lt;br /&gt;
#:&amp;lt;syntaxhighlight copy&amp;gt;&lt;br /&gt;
MasterServerList=(Address=&amp;quot;utmaster.openspy.net&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.333networks.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.errorist.eu&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;ut2004master.gonespy.com&amp;quot;,Port=28902)&lt;br /&gt;
MasterServerList=(Address=&amp;quot;master.frag-net.com&amp;quot;,Port=28902)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
#*N.B. Even if you don&#039;t want to advertise to any master server you must have at least one entry in this list. See [https://miasma.rocks/wiki/index.php?title=Masterserveruplink here] for more information.&lt;br /&gt;
#Re-apply any Web content changes you want to keep. For example, if you use Piglet&#039;s TitanAdminSM1 for player management then bring back the &amp;lt;code&amp;gt;Web\ServerAdmin\current_players.htm&amp;lt;code&amp;gt; from your backed up web directory as the patch will have overwritten it&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=188</id>
		<title>Masterserveruplink</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=188"/>
		<updated>2026-03-13T16:30:59Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need to specify any master server even if you want to run a server that is not advertised?!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
class MasterServerLauncher extends Info; //[3369] Issue #1&lt;br /&gt;
 &lt;br /&gt;
function BeginPlay()&lt;br /&gt;
{&lt;br /&gt;
    local MasterServerUplink M;&lt;br /&gt;
    local int i;&lt;br /&gt;
&lt;br /&gt;
    for(i = 0; i &amp;lt; class&#039;MasterServerLink&#039;.default.MasterServerList.Length; i++)&lt;br /&gt;
    {&lt;br /&gt;
        Log(&amp;quot;Creating master server uplink for&amp;quot; @ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Address $ &amp;quot;:&amp;quot; $ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Port, &#039;MasterServerLauncher&#039;);&lt;br /&gt;
        M = Spawn(class&#039;MasterServerUplink&#039;);&lt;br /&gt;
        M.myMasterServer = i;&lt;br /&gt;
        //This must only be called on one master server link&lt;br /&gt;
        if (i == 0)&lt;br /&gt;
            M.UplinkAndStats();&lt;br /&gt;
        M.Reconnect();&lt;br /&gt;
&lt;br /&gt;
        if (! class&#039;MasterServerUplink&#039;.default.DoUplink) break;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    Destroy();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt; object isn&#039;t solely for reporting information to a master server. It has multiple functions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Establishing network play&#039;&#039;&#039;&lt;br /&gt;
# Starting up the link to GameSpy, if &amp;lt;code&amp;gt;UplinkToGamespy&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to GameStats if &amp;lt;code&amp;gt;SendStats&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to a master server, if &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt; is requested&lt;br /&gt;
&lt;br /&gt;
The reason one of these objects is always required is for activity &#039;&#039;&#039;1&#039;&#039;&#039;, even if things &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039; and &#039;&#039;&#039;4&#039;&#039;&#039; are configured off.&lt;br /&gt;
&lt;br /&gt;
In the code above there is a call to &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; which performs steps &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;3&#039;&#039;&#039; from the list above. Here it is (cut down) so you can follow the logic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
function UplinkAndStats()&lt;br /&gt;
{&lt;br /&gt;
    local class&amp;lt;UdpLink&amp;gt; LinkClass;&lt;br /&gt;
&lt;br /&gt;
    NetworkConnect();  // this is my point 1 above&lt;br /&gt;
&lt;br /&gt;
    if( DoUplink )&lt;br /&gt;
    {&lt;br /&gt;
        if( UplinkToGamespy )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to gamespy&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if( SendStats )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to stats server&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next line after &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; in the code you quoted is a call to the C++ engine code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M.Reconnect();&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within that engine function there is a check on &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;. If it is set to true, it starts up a master server link. If not, it does not establish that link and instead outputs this line in the log:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
MasterServerUplink: DoUplink is False, not connecting to master server(s)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=187</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=187"/>
		<updated>2026-03-13T16:29:49Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* [[Before you upgrade: What to do if you are already using a pirate/warez or GOG key]]&lt;br /&gt;
* [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to Discord and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Masterserveruplink Why do you need to specify any master server if you want to run a server that is not advertised?!]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=186</id>
		<title>Masterserveruplink</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=186"/>
		<updated>2026-03-13T16:28:04Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need to specify any master server if you want to run a server that is not advertised?!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
class MasterServerLauncher extends Info; //[3369] Issue #1&lt;br /&gt;
 &lt;br /&gt;
function BeginPlay()&lt;br /&gt;
{&lt;br /&gt;
    local MasterServerUplink M;&lt;br /&gt;
    local int i;&lt;br /&gt;
&lt;br /&gt;
    for(i = 0; i &amp;lt; class&#039;MasterServerLink&#039;.default.MasterServerList.Length; i++)&lt;br /&gt;
    {&lt;br /&gt;
        Log(&amp;quot;Creating master server uplink for&amp;quot; @ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Address $ &amp;quot;:&amp;quot; $ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Port, &#039;MasterServerLauncher&#039;);&lt;br /&gt;
        M = Spawn(class&#039;MasterServerUplink&#039;);&lt;br /&gt;
        M.myMasterServer = i;&lt;br /&gt;
        //This must only be called on one master server link&lt;br /&gt;
        if (i == 0)&lt;br /&gt;
            M.UplinkAndStats();&lt;br /&gt;
        M.Reconnect();&lt;br /&gt;
&lt;br /&gt;
        if (! class&#039;MasterServerUplink&#039;.default.DoUplink) break;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    Destroy();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt; object isn&#039;t solely for reporting information to a master server. It has multiple functions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Establishing network play&#039;&#039;&#039;&lt;br /&gt;
# Starting up the link to GameSpy, if &amp;lt;code&amp;gt;UplinkToGamespy&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to GameStats if &amp;lt;code&amp;gt;SendStats&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to a master server, if &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt; is requested&lt;br /&gt;
&lt;br /&gt;
The reason one of these objects is always required is for activity &#039;&#039;&#039;1&#039;&#039;&#039;, even if things &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039; and &#039;&#039;&#039;4&#039;&#039;&#039; are configured off.&lt;br /&gt;
&lt;br /&gt;
In the code above there is a call to &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; which performs steps &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;3&#039;&#039;&#039; from the list above. Here it is (cut down) so you can follow the logic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
function UplinkAndStats()&lt;br /&gt;
{&lt;br /&gt;
    local class&amp;lt;UdpLink&amp;gt; LinkClass;&lt;br /&gt;
&lt;br /&gt;
    NetworkConnect();  // this is my point 1 above&lt;br /&gt;
&lt;br /&gt;
    if( DoUplink )&lt;br /&gt;
    {&lt;br /&gt;
        if( UplinkToGamespy )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to gamespy&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if( SendStats )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to stats server&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next line after &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; in the code you quoted is a call to the C++ engine code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M.Reconnect();&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within that engine function there is a check on &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;. If it is set to true, it starts up a master server link. If not, it does not establish that link and instead outputs this line in the log:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
MasterServerUplink: DoUplink is False, not connecting to master server(s)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=185</id>
		<title>Masterserveruplink</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Masterserveruplink&amp;diff=185"/>
		<updated>2026-03-13T16:27:41Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Created page with &amp;quot;Why do you need so specify any master server if you want to run a server that is not advertised?!  &amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt; class MasterServerLauncher extends Info; //[3369] Issue #1   function BeginPlay() {     local MasterServerUplink M;     local int i;      for(i = 0; i &amp;lt; class&amp;#039;MasterServerLink&amp;#039;.default.MasterServerList.Length; i++)     {         Log(&amp;quot;Creating master server uplink for&amp;quot; @ class&amp;#039;MasterServerLink&amp;#039;.default.MasterServerList[i].Address $ &amp;quot;:&amp;quot; $ class&amp;#039;Ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need so specify any master server if you want to run a server that is not advertised?!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
class MasterServerLauncher extends Info; //[3369] Issue #1&lt;br /&gt;
 &lt;br /&gt;
function BeginPlay()&lt;br /&gt;
{&lt;br /&gt;
    local MasterServerUplink M;&lt;br /&gt;
    local int i;&lt;br /&gt;
&lt;br /&gt;
    for(i = 0; i &amp;lt; class&#039;MasterServerLink&#039;.default.MasterServerList.Length; i++)&lt;br /&gt;
    {&lt;br /&gt;
        Log(&amp;quot;Creating master server uplink for&amp;quot; @ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Address $ &amp;quot;:&amp;quot; $ class&#039;MasterServerLink&#039;.default.MasterServerList[i].Port, &#039;MasterServerLauncher&#039;);&lt;br /&gt;
        M = Spawn(class&#039;MasterServerUplink&#039;);&lt;br /&gt;
        M.myMasterServer = i;&lt;br /&gt;
        //This must only be called on one master server link&lt;br /&gt;
        if (i == 0)&lt;br /&gt;
            M.UplinkAndStats();&lt;br /&gt;
        M.Reconnect();&lt;br /&gt;
&lt;br /&gt;
        if (! class&#039;MasterServerUplink&#039;.default.DoUplink) break;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    Destroy();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;MasterServerUplink&amp;lt;/code&amp;gt; object isn&#039;t solely for reporting information to a master server. It has multiple functions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Establishing network play&#039;&#039;&#039;&lt;br /&gt;
# Starting up the link to GameSpy, if &amp;lt;code&amp;gt;UplinkToGamespy&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to GameStats if &amp;lt;code&amp;gt;SendStats&amp;lt;/code&amp;gt; is requested in addition to &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;&lt;br /&gt;
# Starting up the link to a master server, if &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt; is requested&lt;br /&gt;
&lt;br /&gt;
The reason one of these objects is always required is for activity &#039;&#039;&#039;1&#039;&#039;&#039;, even if things &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039; and &#039;&#039;&#039;4&#039;&#039;&#039; are configured off.&lt;br /&gt;
&lt;br /&gt;
In the code above there is a call to &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; which performs steps &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;3&#039;&#039;&#039; from the list above. Here it is (cut down) so you can follow the logic:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
function UplinkAndStats()&lt;br /&gt;
{&lt;br /&gt;
    local class&amp;lt;UdpLink&amp;gt; LinkClass;&lt;br /&gt;
&lt;br /&gt;
    NetworkConnect();  // this is my point 1 above&lt;br /&gt;
&lt;br /&gt;
    if( DoUplink )&lt;br /&gt;
    {&lt;br /&gt;
        if( UplinkToGamespy )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to gamespy&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        if( SendStats )&lt;br /&gt;
        {&lt;br /&gt;
            // set up link to stats server&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next line after &amp;lt;code&amp;gt;M.UplinkAndStats();&amp;lt;/code&amp;gt; in the code you quoted is a call to the C++ engine code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M.Reconnect();&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within that engine function there is a check on &amp;lt;code&amp;gt;DoUplink&amp;lt;/code&amp;gt;. If it is set to true, it starts up a master server link. If not, it does not establish that link and instead outputs this line in the log:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
MasterServerUplink: DoUplink is False, not connecting to master server(s)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=184</id>
		<title>MiA UT2004 Wiki</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=MiA_UT2004_Wiki&amp;diff=184"/>
		<updated>2026-03-11T22:06:33Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MiA UT2004 Wiki}}&lt;br /&gt;
=MiA UT2004 Wiki.=&lt;br /&gt;
&lt;br /&gt;
==Getting a new copy of the full game, or updating an existing copy to the latest patch:==&lt;br /&gt;
&lt;br /&gt;
* [[Before you upgrade: What to do if you are already using a pirate/warez or GOG key]]&lt;br /&gt;
* [[Patching an existing copy of UT2004 to the latest version]]&lt;br /&gt;
* [[Installing a new copy of UT2004]]&lt;br /&gt;
&lt;br /&gt;
==Trouble-Shooting==&lt;br /&gt;
&lt;br /&gt;
See here if you have any issues - hopefully there will be a solution. Otherwise, come to Discord and ask - we might be able to help you there&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting v3374 Preview 9]]&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
At MiA we play a range of different game-types. You can find links to each of our game servers, and a summary of who is currently playing there on the [https://miasma.rocks front page of our forums]&lt;br /&gt;
&lt;br /&gt;
Two of the most popular here are Freon and Berserk vCTF. You may find that these servers are full. &lt;br /&gt;
&lt;br /&gt;
===Freon===&lt;br /&gt;
[[File:Freon.png|thumb|https://miasma.rocks/freon/]]&lt;br /&gt;
This is a freeze-tag game-type. There&#039;s more information about how to play it [https://miasma.rocks/freon/ on this link]. We run the game at 1.1 speed, so things happen a little faster than on some other servers.&lt;br /&gt;
&lt;br /&gt;
You may find that some of the players on this server are really tough to frag. Some of them have been playing this game every day for 20 years - so don&#039;t worry about that. Enjoy the teamwork, and someone from your team is likely to be along very shortly to defrost you when you get frozen. Remember: You can be an extremely valuable member of your team by finding and thawing your teammates by being close to them even if you find it hard to hit any enemy players!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=mia+freon have a look here].&lt;br /&gt;
&lt;br /&gt;
===Berserk vCTF===&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;Capture the Flag&amp;quot; game-type, with a mix of custom vehicles. All players have &amp;quot;berserk&amp;quot; active all the time, which means there are shots flying everywhere. It gets hectic! When there are a lot of players it can get a little laggy as there is so much going on in a small amount of space. Embrace the spam :)&lt;br /&gt;
&lt;br /&gt;
Some of our regular players have recorded game-play on this server, so if you want to see what it&#039;s like there feel free to browse their recordings on YouTube:&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@Hell_Fire_Back/videos?view=2&amp;amp;sort=dd&amp;amp;live_view=503&amp;amp;shelf_id=1 Hell_Fire_Back&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 M0rph1n3&#039;s content].&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLOg56M8hdYSKNtk2L-sIbCVNPb6lJBeu7 Wish Nix&#039;s content].&lt;br /&gt;
&lt;br /&gt;
===InstaGib Capture the flag - with pills!===&lt;br /&gt;
&lt;br /&gt;
With this game mode a hit with a shot is a kill. Capture the flag. Pick up pills that give a randomised effect. It may be a help but it may be a hindrance! It does get quite silly. Enjoy!&lt;br /&gt;
&lt;br /&gt;
There are a number of videos on YouTube of game play on this server. If you want to see what it&#039;s like there, [https://www.youtube.com/results?search_query=rezq+ictf have a look here].&lt;br /&gt;
&lt;br /&gt;
===Playing the game on a Pi?===&lt;br /&gt;
[https://miasma.rocks/pages/pi.php You can run UT2004 on a Raspberry Pi!]&lt;br /&gt;
&lt;br /&gt;
We appreciate that the Raspberry Pi isn&#039;t as powerful as a modern gaming PC - but you can still have fun playing the game on it. We&#039;ve set up a game server specifically for people using a Pi to try out new maps and game types where only other people on a Pi are likely to join. Unlike on other servers online it&#039;s most likely the people playing will have similar frame-rates to you.&lt;br /&gt;
&lt;br /&gt;
[https://miasma.rocks/mon4.php?s=7 See here for details of the server IP address].&lt;br /&gt;
&lt;br /&gt;
==Hints and tweaks to configuration==&lt;br /&gt;
&lt;br /&gt;
=== Configuring game audio ===&lt;br /&gt;
[[Sound#5️⃣ Recommended Settings by Player Type|🎧 Sound Configuration Guide - What Changed in 3374?]]&lt;br /&gt;
&lt;br /&gt;
==Come and chat with us on Discord:==&lt;br /&gt;
&lt;br /&gt;
We&#039;re a friendly group of people. Come and [https://discord.gg/xjvMaNBh53 join us on this link]&lt;br /&gt;
&lt;br /&gt;
==Other links:==&lt;br /&gt;
&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=UT2004_3374_Preview_Versions Information about the announcement for v3374, and change log]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches?tab=readme-ov-file Link to Oldunreal patch information on GitHub]&lt;br /&gt;
*[https://github.com/OldUnreal/UT2004Patches/issues Where to log issues seen in the patched game]&lt;br /&gt;
*[https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging Unrealscript debugging with UTrace, UTrack, and UProfile]&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=183</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=183"/>
		<updated>2026-03-10T21:19:16Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the [https://miasma.rocks/wiki/index.php?title=Unrealscript_Debugging UTrace, UTrack, and UProfile] console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=182</id>
		<title>3374 preview 10+</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=3374_preview_10%2B&amp;diff=182"/>
		<updated>2026-03-10T19:37:13Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 12: Changes since Preview 11 ==&lt;br /&gt;
&lt;br /&gt;
* We backported the UTrace, UTrack, and UProfile console commands from UT99&lt;br /&gt;
* The Linux and macOS clients now use SDL 3.4.2&lt;br /&gt;
* The macOS client will no longer show the IME menu when holding down a key ([https://github.com/OldUnreal/UT2004Patches/issues/161 OldUnreal/UT2004Patches#161])&lt;br /&gt;
* We fixed some accessed none errors in Onslaught&lt;br /&gt;
* The 9.6Kbit/s voice codec now works in internet games ([https://github.com/OldUnreal/UT2004Patches/issues/46 OldUnreal/UT2004Patches#46])&lt;br /&gt;
* Auto-joining voice channels should now work reliably&lt;br /&gt;
* The client should now correctly inform the server about its voice chat status&lt;br /&gt;
* We fixed another AntiDrv bug that could cause player model glitches&lt;br /&gt;
* We fixed an AntiDrv bug that made the shield gun&#039;s shield effect fully opaque and white when hit by a lightning bolt&lt;br /&gt;
* We added support for stereo sound effects in ALAudio&lt;br /&gt;
* D3D9Drv should now gracefully handle textures that are missing mipmap data. This fix will make the flames on ONS-Frostbite render correctly&lt;br /&gt;
* D3D9Drv should now render materials with multiple passes correctly. This change fixes several issues where material layers were missing ([https://github.com/OldUnreal/UT2004Patches/issues/363 OldUnreal/UT2004Patches#363] [https://github.com/OldUnreal/UT2004Patches/issues/337 OldUnreal/UT2004Patches#337] [https://github.com/OldUnreal/UT2004Patches/issues/317 OldUnreal/UT2004Patches#317] [https://github.com/OldUnreal/UT2004-testing/issues/109 #109] [https://github.com/OldUnreal/UT2004-testing/issues/137 #137] [https://github.com/OldUnreal/UT2004-testing/issues/134 #134] [https://github.com/OldUnreal/UT2004-testing/issues/133 #133] [https://github.com/OldUnreal/UT2004-testing/issues/108 #108])&lt;br /&gt;
* The Linux patch is now available for powerpc64le platforms&lt;br /&gt;
* ALAudio now supports EAX spatial audio on Linux&lt;br /&gt;
* OpenGLDrv should now render vehicle headlights correctly&lt;br /&gt;
* The game will now only turn on your microphone when you&#039;re in a multiplayer game with voice chat enabled&lt;br /&gt;
* Fixed a bug that made ALAudio reduce the sound volume if you had voice chat enabled on the previous map ([https://github.com/OldUnreal/UT2004Patches/issues/374 OldUnreal/UT2004Patches#374])&lt;br /&gt;
&lt;br /&gt;
== Preview 11: Changes since Preview 10 ==&lt;br /&gt;
&lt;br /&gt;
* Another fix for the issue where you couldn&#039;t alttab when using OpenGLDrv/AntiDrv in a fullscreen window on Windows&lt;br /&gt;
* Fixed a regression in AntiDrv that made weapon effects such as the shock coil render unlit&lt;br /&gt;
* Restored voice chat support and fixed several bugs and security vulnerabilities in the voice chat code&lt;br /&gt;
* Implemented Hor+ FoV support ([https://github.com/OldUnreal/UT2004-testing/issues/33 #33] [https://github.com/OldUnreal/UT2004Patches/issues/286 OldUnreal/UT2004Patches#286] [https://github.com/OldUnreal/UT2004Patches/issues/185 OldUnreal/UT2004Patches#185] [https://github.com/OldUnreal/UT2004Patches/issues/200 OldUnreal/UT2004Patches#200] [https://github.com/OldUnreal/UT2004Patches/issues/194 OldUnreal/UT2004Patches#194])&lt;br /&gt;
* Fixed rubber-banding/movement desync when playing online with high fps ([https://github.com/OldUnreal/UT2004Patches/issues/81 OldUnreal/UT2004Patches#81])&lt;br /&gt;
* Fixed a bug that made AntiTCC crash after changing your audio settings&lt;br /&gt;
* Increased the maximum framerate for editor viewports to 200 FPS&lt;br /&gt;
* Improved the AntiDrv fix for corrupted player models&lt;br /&gt;
* Overhauled fullscreen handling on macOS and Linux. Fullscreen viewports now render at the desktop resolution at all times, but the game will render at the resolution the player selected internally&lt;br /&gt;
* Fixed a crash that would happen when joining online games while recording a demo&lt;br /&gt;
* Removed the Windows XP firewall authorization code that generated firewall warning popups&lt;br /&gt;
* Implemented a new mechanism mutators can use to present custom map voting menus to 3374 clients. This mechanism adds a &amp;quot;CustomMapVotingMenu&amp;quot; string variable to the XInterface.GUIController class. You can set this variable using SetPropertyText. If the SetPropertyText call succeeds, the client will open the map voting menu using this variable. If the call fails, you are dealing with an older client, and your custom menu loader will need to revert on such clients to using &amp;quot;MapVotingMenu&amp;quot; ([https://github.com/OldUnreal/UT2004Patches/issues/335 OldUnreal/UT2004Patches#335])&lt;br /&gt;
* Fixed a bug that made it impossible to load localized sound packages ([https://github.com/OldUnreal/UT2004Patches/issues/240 OldUnreal/UT2004Patches#240])&lt;br /&gt;
&lt;br /&gt;
== Preview 10: Changes since Preview 9 ==&lt;br /&gt;
&lt;br /&gt;
* Adjusted AntiDrv lighting code to better match D3D9Drv&lt;br /&gt;
* Fixed a crash in the Karma logging code ([https://github.com/OldUnreal/UT2004-testing/issues/105 #105])&lt;br /&gt;
* Added support for https links in the URL parsing code&lt;br /&gt;
* Added additional information to crash logs&lt;br /&gt;
* Fixed a bug that made unlit meshes flicker occasionally&lt;br /&gt;
* Made AntiDrv&#039;s handler for combiner materials with the CO_Use_Color_From_MaterialX color op emulate D3D9Drv (this fixes an issue in KFMod 1.x)&lt;br /&gt;
* The SystemARM64 folder in the Linux patch now contains the correct Default.ini and DefUser.ini ([https://github.com/OldUnreal/UT2004Patches/issues/209 OldUnreal/UT2004Patches#209])&lt;br /&gt;
* Fixed a bug that made it impossible to assign advanced textures to surfaces using the texture browser ([https://github.com/OldUnreal/UT2004Patches/issues/203 OldUnreal/UT2004Patches#203])&lt;br /&gt;
* Removed some spammy editor commands from the editor log output&lt;br /&gt;
* The game now flushes the log file when it closes or crashes&lt;br /&gt;
* Reverted a fix that made it impossible to load certain Onslaught maps and mods&lt;br /&gt;
* Fixed an editor bug that duplicated projected texture layers during build operations ([https://github.com/OldUnreal/UT2004Patches/issues/201 OldUnreal/UT2004Patches#201])&lt;br /&gt;
* Removed CTF-BP2-Concentrate from the single-player ladder&lt;br /&gt;
* Fixed a crash caused by d3d9drv trying to set an unsupported display mode&lt;br /&gt;
* Fixed an editor bug that made assets without a group invisible in the various assets browsers ([https://github.com/OldUnreal/UT2004Patches/issues/237 OldUnreal/UT2004Patches#237])&lt;br /&gt;
* Fixed a bug that made team symbols invisible on flags ([https://github.com/OldUnreal/UT2004Patches/issues/233 OldUnreal/UT2004Patches#233])&lt;br /&gt;
* Fixed a bug that made the progress bars blink during slow editor operations&lt;br /&gt;
* Removed the MaxClientRate cap that would be enforced when the server had more than 16 players ([https://github.com/OldUnreal/UT2004Patches/issues/264 OldUnreal/UT2004Patches#264])&lt;br /&gt;
* The Linux patch should now replace outdated binaries such as ucc-bin-amd64 with symlinks to the updated binaries&lt;br /&gt;
* Fixed a bug that could make AntiDrv render player models incorrectly on UTComp servers&lt;br /&gt;
* Fixed several bugs that broke game relaunching on Linux and macOS&lt;br /&gt;
* Fixed a bug that broke mod support on Linux systems&lt;br /&gt;
* When you alt+tab out of the game and back in on a Windows system running one of the OpenGL renderers in fullscreen mode, the game window should now restore the game window to fullscreen mode&lt;br /&gt;
* When you alt+tab out of the game, the game window will now get minimized instead of rendering over all other windows&lt;br /&gt;
* Fixed a bug that broke the web admin on Windows servers&lt;br /&gt;
* Fixed several vulnerabilities in the ut2004:// URI handler (Thanks Hacker Fantastic for the advisory!)&lt;br /&gt;
* Made some minor adjustments to OpenGL/AntiDrv color correction. The new default color correction values in Default.ini are Brightness=0.5, Contrast=0.5, Gamma=1.0. We also updated OpenGLDrv and AntiDrv so they match D3D9Drv exactly at these values ([https://github.com/OldUnreal/UT2004Patches/issues/238 OldUnreal/UT2004Patches#238])&lt;br /&gt;
* Fixed a bug that made the editor hang when you compiled changed scripts if no scripts had changes ([https://github.com/OldUnreal/UT2004Patches/issues/268 OldUnreal/UT2004Patches#268])&lt;br /&gt;
* Backported several bug fixes and optimizations for the log window&lt;br /&gt;
* Improved FPS limiter ([https://github.com/OldUnreal/UT2004Patches/issues/293 OldUnreal/UT2004Patches#293])&lt;br /&gt;
* The video settings menu will no longer warn you about using an unsupported resolution when the game is in windowed mode&lt;br /&gt;
* The game will now prompt you to upgrade to the widescreen-friendly version of the menu&lt;br /&gt;
* Fixed duplication of favorites when added by IP address and then updated by FQDN ([https://github.com/OldUnreal/UT2004Patches/issues/92 OldUnreal/UT2004Patches#92 (comment)])&lt;br /&gt;
* Added functionality for colored server names using HTML-like notation&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
</feed>