<?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>2026-07-12T15:29:41Z</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=256</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=256"/>
		<updated>2026-07-05T14:09:11Z</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;
# &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;
#If you&#039;re running on Linux Weyland and don&#039;t get WASD key-presses, start the game with  &amp;lt;code&amp;gt;SDL_VIDEODRIVER=x11 ./UT2004&amp;lt;/code&amp;gt;&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#🎧_Sound_Configuration_Guide|🎧 Sound Configuration Guide for 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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=255</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=255"/>
		<updated>2026-07-05T14:08:41Z</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;
If you&#039;re running on Linux Weyland and don&#039;t get WASD key-presses, start the game with  &amp;lt;code&amp;gt;SDL_VIDEODRIVER=x11 ./UT2004&amp;lt;/code&amp;gt;&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#🎧_Sound_Configuration_Guide|🎧 Sound Configuration Guide for 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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=3374_preview_10%2B&amp;diff=254</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=254"/>
		<updated>2026-07-04T19:35:25Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Preview 22 (draft) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 22 (draft) ==&lt;br /&gt;
&lt;br /&gt;
A small set of high-impact fixes and improvements:&lt;br /&gt;
* We fixed a bug that crashed the game on maps with invalid MyLevel code (e.g., VCTF-ThermalPlayGround-2)&lt;br /&gt;
* You can now use the Core.Object.AllPackageFiles(out string FileName, optional string FileExt, optional string Prefix) iterator to iterate through all package files with the given prefix or extension&lt;br /&gt;
* We added the &amp;quot;FILECACHE REFRESH&amp;quot; and &amp;quot;FILECACHE LIST&amp;quot; console commands&lt;br /&gt;
* The webadmin now has a button that refreshes the file cache. This is useful if, e.g., you&#039;ve uploaded a new map while the server was running&lt;br /&gt;
* The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now, once again, work as expected&lt;br /&gt;
* The editor and UCC will now print a more detailed error message when they fail to save a package&lt;br /&gt;
* ALAudio will now play 2D sounds **without** HRTF and 3D sounds **with** HRTF by default. You can override this behavior by setting ForceHRTF to True or False in the [ALAudio.ALAudioSubsystem] section of the ini (this is still being worked on)&lt;br /&gt;
&lt;br /&gt;
== Preview 21 ==&lt;br /&gt;
&lt;br /&gt;
Another really small update. This fixes a problem in the UnrealScript compiler. It also fixes an issue that truncated crash logs.&lt;br /&gt;
&lt;br /&gt;
== Preview 20 ==&lt;br /&gt;
&lt;br /&gt;
This preview contains a few small bug fixes and improvements. &lt;br /&gt;
* AntiDrv and D3D11Drv now support two fullscreen scaling modes:&lt;br /&gt;
1. Stretch (default): stretches the rendered image to fill your entire screen but does not preserve the aspect ratio&lt;br /&gt;
2. Aspect ratio: stretches the rendered image as much as possible while preserving the aspect ratio&lt;br /&gt;
&lt;br /&gt;
You can enable aspect ratio scaling by adding the ScalingMode=AspectRatio setting to the [D3D11Drv.D3D11RenderDevice] or [AntiDrv.AntiRenderDevice] sections of your game ini. We will probably also make this setting configurable in the menu soon.&lt;br /&gt;
* AntiDrv, D3D11Drv, and OpenGLDrv now apply the same brightness, contrast, and gamma correction to screenshots as they do to the game&lt;br /&gt;
* We fixed a bug that prevented some maps from loading&lt;br /&gt;
* The mutant game mode now registers kills correctly (https://github.com/OldUnreal/UT2004Patches/issues/497)&lt;br /&gt;
&lt;br /&gt;
== Preview 19 ==&lt;br /&gt;
&lt;br /&gt;
Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser ([https://github.com/OldUnreal/UT2004Patches#481 OldUnreal/UT2004Patches#481])&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly ([https://github.com/UT2004-testing#182 UT2004-testing#182], [https://github.com/OldUnreal/UT2004Patches#477 OldUnreal/UT2004Patches#477])&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux ([https://github.com/UT2004-testing#185 UT2004-testing#185])&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box ([https://github.com/OldUnreal/UT2004Patches#484 OldUnreal/UT2004Patches#484])&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&gt;
&lt;br /&gt;
== Preview 17 ==&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;
&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;
&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;
&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;
&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;
&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 ==&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 ==&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 ==&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 ==&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 ==&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 ==&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 ==&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=253</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=253"/>
		<updated>2026-07-04T19:34:48Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 22 (draft) ==&lt;br /&gt;
&lt;br /&gt;
A small set of high-impact fixes and improvements:&lt;br /&gt;
* We fixed a bug that crashed the game on maps with invalid MyLevel code (e.g., VCTF-ThermalPlayGround-2)&lt;br /&gt;
* You can now use the Core.Object.AllPackageFiles(out string FileName, optional string FileExt, optional string Prefix) iterator to iterate through all package files with the given prefix or extension&lt;br /&gt;
* We added the &amp;quot;FILECACHE REFRESH&amp;quot; and &amp;quot;FILECACHE LIST&amp;quot; console commands&lt;br /&gt;
* The webadmin now has a button that refreshes the file cache. This is useful if, e.g., you&#039;ve uploaded a new map while the server was running&lt;br /&gt;
* The game now automatically refreshes the package cache when it loads a new map&lt;br /&gt;
* The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now, once again, work as expected&lt;br /&gt;
* The editor and UCC will now print a more detailed error message when they fail to save a package&lt;br /&gt;
* ALAudio will now play 2D sounds **without** HRTF and 3D sounds **with** HRTF by default. You can override this behavior by setting ForceHRTF to True or False in the [ALAudio.ALAudioSubsystem] section of the ini (this is still being worked on)&lt;br /&gt;
&lt;br /&gt;
== Preview 21 ==&lt;br /&gt;
&lt;br /&gt;
Another really small update. This fixes a problem in the UnrealScript compiler. It also fixes an issue that truncated crash logs.&lt;br /&gt;
&lt;br /&gt;
== Preview 20 ==&lt;br /&gt;
&lt;br /&gt;
This preview contains a few small bug fixes and improvements. &lt;br /&gt;
* AntiDrv and D3D11Drv now support two fullscreen scaling modes:&lt;br /&gt;
1. Stretch (default): stretches the rendered image to fill your entire screen but does not preserve the aspect ratio&lt;br /&gt;
2. Aspect ratio: stretches the rendered image as much as possible while preserving the aspect ratio&lt;br /&gt;
&lt;br /&gt;
You can enable aspect ratio scaling by adding the ScalingMode=AspectRatio setting to the [D3D11Drv.D3D11RenderDevice] or [AntiDrv.AntiRenderDevice] sections of your game ini. We will probably also make this setting configurable in the menu soon.&lt;br /&gt;
* AntiDrv, D3D11Drv, and OpenGLDrv now apply the same brightness, contrast, and gamma correction to screenshots as they do to the game&lt;br /&gt;
* We fixed a bug that prevented some maps from loading&lt;br /&gt;
* The mutant game mode now registers kills correctly (https://github.com/OldUnreal/UT2004Patches/issues/497)&lt;br /&gt;
&lt;br /&gt;
== Preview 19 ==&lt;br /&gt;
&lt;br /&gt;
Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser ([https://github.com/OldUnreal/UT2004Patches#481 OldUnreal/UT2004Patches#481])&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly ([https://github.com/UT2004-testing#182 UT2004-testing#182], [https://github.com/OldUnreal/UT2004Patches#477 OldUnreal/UT2004Patches#477])&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux ([https://github.com/UT2004-testing#185 UT2004-testing#185])&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box ([https://github.com/OldUnreal/UT2004Patches#484 OldUnreal/UT2004Patches#484])&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&gt;
&lt;br /&gt;
== Preview 17 ==&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;
&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;
&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;
&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;
&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;
&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 ==&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 ==&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 ==&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 ==&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 ==&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 ==&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 ==&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=252</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=252"/>
		<updated>2026-06-13T21:13:47Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Preview 19: Changes since Preview 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 19: Changes since Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Thank you all for your patience! The end of the semester is always a super busy period so this release took a while longer than expected. Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser ([https://github.com/OldUnreal/UT2004Patches#481 OldUnreal/UT2004Patches#481])&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly ([https://github.com/UT2004-testing#182 UT2004-testing#182], [https://github.com/OldUnreal/UT2004Patches#477 OldUnreal/UT2004Patches#477])&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux ([https://github.com/UT2004-testing#185 UT2004-testing#185])&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box ([https://github.com/OldUnreal/UT2004Patches#484 OldUnreal/UT2004Patches#484])&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18: Changes since Preview 17 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&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;
&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;
&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;
&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;
&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;
&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=3374_preview_10%2B&amp;diff=251</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=251"/>
		<updated>2026-06-13T20:20:54Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Preview 19: Changes since Preview 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 19: Changes since Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Thank you all for your patience! The end of the semester is always a super busy period so this release took a while longer than expected. Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could make bots think their destination was unreachable when it actually was&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser ([https://github.com/OldUnreal/UT2004Patches#481 OldUnreal/UT2004Patches#481])&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly ([https://github.com/UT2004-testing#182 UT2004-testing#182], [https://github.com/OldUnreal/UT2004Patches#477 OldUnreal/UT2004Patches#477])&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux ([https://github.com/UT2004-testing#185 UT2004-testing#185])&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box ([https://github.com/OldUnreal/UT2004Patches#484 OldUnreal/UT2004Patches#484])&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18: Changes since Preview 17 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&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;
&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;
&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;
&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;
&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;
&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=3374_preview_10%2B&amp;diff=250</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=250"/>
		<updated>2026-06-13T20:18:47Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Preview 19: Changes since Preview 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 19: Changes since Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Thank you all for your patience! The end of the semester is always a super busy period so this release took a while longer than expected. Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Engine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could make bots think their destination was unreachable when it actually was&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser ([[https://github.com/OldUnreal/UT2004Patches#481]])&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly ([[https://github.com/UT2004-testing#182]], [[https://github.com/OldUnreal/UT2004Patches#477]])&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux ([[https://github.com/UT2004-testing#185]])&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box ([[https://github.com/OldUnreal/UT2004Patches#484]])&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18: Changes since Preview 17 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&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;
&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;
&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;
&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;
&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;
&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=3374_preview_10%2B&amp;diff=249</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=249"/>
		<updated>2026-06-13T20:08:51Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preview 19: Changes since Preview 18 ==&lt;br /&gt;
&lt;br /&gt;
Thank you all for your patience! The end of the semester is always a super busy period so this release took a while longer than expected. Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:&lt;br /&gt;
&lt;br /&gt;
* We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd&lt;br /&gt;
* We fixed several bugs in the Cache Manager, including one where it would list all packages containing a &amp;quot;ut2&amp;quot; substring in their name as maps&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.TacticalMove.EngageDirection. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true&lt;br /&gt;
* We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups&lt;br /&gt;
* We fixed an AI bug that made the game find new enemies for dead bots&lt;br /&gt;
* We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies&lt;br /&gt;
* We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle&lt;br /&gt;
* We fixed a bug that made UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead&lt;br /&gt;
* We fixed a typo that made Engine.PlayerController.ReplicateMove() call Pawn.SetBase() unnecessarily&lt;br /&gt;
* We fixed typos that made SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() return false unconditionally&lt;br /&gt;
* We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10&lt;br /&gt;
* We fixed several bugs that made Engine.Controller.LineOfSightTo return the wrong result&lt;br /&gt;
* We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly&lt;br /&gt;
* We fixed a math bug in UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy()&lt;br /&gt;
* We fixed a pathing bug that made the game fail to find additional vehicle paths when Egine.GameInfo.bLiberalVehiclePaths was enabled&lt;br /&gt;
* We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise&lt;br /&gt;
* We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination&lt;br /&gt;
* We fixed a pathing bug that could make bots think their destination was unreachable when it actually was&lt;br /&gt;
* We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could&lt;br /&gt;
* We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks&lt;br /&gt;
* We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way&lt;br /&gt;
* We fixed a bug that made UnrealGame.SquadAI.CloseToLeader() return an incorrect result on maps with water volumes in the middle&lt;br /&gt;
* We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it&lt;br /&gt;
* We fixed typos in UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill(). Because of these typos, the game incorrectly set the skill level of the bots on the human player&#039;s team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable it, set bTeamBotsAsEpicIntended=True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini&lt;br /&gt;
* We fixed a bug that could crash the game while rendering a weapon without an owner, typically when importing an Unreal or Unreal Tournament (99) map into the UT2004 editor&lt;br /&gt;
* We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs&lt;br /&gt;
* We fixed a security bug that allowed players to call replicated functions without the necessary permissions&lt;br /&gt;
* We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser (OldUnreal/UT2004Patches#481)&lt;br /&gt;
* We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly (UT2004-testing#182, OldUnreal/UT2004Patches#477)&lt;br /&gt;
* We fixed a regression bug that broke the server browser on Linux (UT2004-testing#185)&lt;br /&gt;
* We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names&lt;br /&gt;
* We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, etc.) to the wrong sounds&lt;br /&gt;
* We fixed a bug that made UnrealEd crash after right-clicking an item box (OldUnreal/UT2004Patches#484)&lt;br /&gt;
* The UnrealEd actor browser now has a function to export selected packages only&lt;br /&gt;
* The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes Alt+Tab and resolution switching much faster and more reliable&lt;br /&gt;
* The Windows client now detects when you try to open the game window at an incorrect position (for example, if you had the window on a different monitor the last time you played but that monitor is now powered off)&lt;br /&gt;
&lt;br /&gt;
== Preview 18: Changes since Preview 17 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&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;
&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;
&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;
&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;
&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;
&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=Benchmarking&amp;diff=248</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=248"/>
		<updated>2026-06-10T19:01:19Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 -ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
N.B. The scripts provided here update any &amp;quot;RenderDevice=&amp;quot; lines in ini files to flip between renderers. The one that is used by the testing is in the  `[Engine.Engine]` section, but the Unrealed `[Editor.EditorEngine]` one is also updated. Please don&#039;t use this ini in unrealed without first resetting the value here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N.B. These benchmarking scripts run through 11 different maps for each of the available renderers. It could take a considerable time to complete.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=247</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=247"/>
		<updated>2026-06-10T18:59:39Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 -ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
N.B. The scripts provided here update any &amp;quot;RenderDevice=&amp;quot; lines in ini files to flip between renderers. The one that is used by the testing is in the  `[Engine.Engine]` section, but the Unrealed `[Editor.EditorEngine]` one is also updated. Please don&#039;t use this ini in unrealed without first resetting the value here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
N.B. These benchmarking scripts run a number of maps against each of the available renderers. It could take a considerable time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&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=246</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=246"/>
		<updated>2026-05-19T20:59:13Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Configuring game audio */&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#🎧_Sound_Configuration_Guide|🎧 Sound Configuration Guide for 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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=245</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=245"/>
		<updated>2026-05-19T20:59:06Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Hints and tweaks to configuration */&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#🎧_Sound_Configuration_Guide|🎧 Sound Configuration Guide for 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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=244</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=244"/>
		<updated>2026-05-19T20:58:29Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Configuring game audio */&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|🎧 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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=Installing_a_new_copy_of_UT2004&amp;diff=243</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=243"/>
		<updated>2026-05-19T20:56:15Z</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;
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=3374_preview_10%2B&amp;diff=242</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=242"/>
		<updated>2026-05-12T16:21:11Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Preview 18: Changes since Preview 17 ==&lt;br /&gt;
&lt;br /&gt;
Changes since preview 17 include:&lt;br /&gt;
&lt;br /&gt;
* Fixed a regression bug that broke scripted textures in online games ([https://github.com/OldUnreal/UT2004Patches/issues/405 OldUnreal/UT2004Patches#405])&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash bug in AntiDrv&lt;br /&gt;
&lt;br /&gt;
* Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps&lt;br /&gt;
&lt;br /&gt;
* ALAudio no longer applies HRTF to 2D sounds ([https://github.com/OldUnreal/UT2004Patches/issues/427 OldUnreal/UT2004Patches#427])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true ([https://github.com/OldUnreal/UT2004Patches/issues/420 OldUnreal/UT2004Patches#420])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor ([https://github.com/OldUnreal/UT2004-testing/issues/170 #170])&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could crash the editor when selecting a list box ([https://github.com/OldUnreal/UT2004Patches/issues/435 OldUnreal/UT2004Patches#435])&lt;br /&gt;
&lt;br /&gt;
* The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS ([https://github.com/stijn-volckaert/ut2004new/pull/249 stijn-volckaert/ut2004new#249])&lt;br /&gt;
&lt;br /&gt;
* Changes to the FOV setting will now persist after restarting the game&lt;br /&gt;
&lt;br /&gt;
* Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates ([https://github.com/OldUnreal/UT2004Patches/issues/445 OldUnreal/UT2004Patches#445] [https://github.com/OldUnreal/UT2004Patches/issues/448 OldUnreal/UT2004Patches#448])&lt;br /&gt;
&lt;br /&gt;
* We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot ([https://github.com/OldUnreal/UT2004Patches/issues/446 OldUnreal/UT2004Patches#446])&lt;br /&gt;
&lt;br /&gt;
* The in-game server details panes will now show the server&#039;s current and configured tickrate ([https://github.com/OldUnreal/UT2004Patches/issues/457 OldUnreal/UT2004Patches#457])&lt;br /&gt;
&lt;br /&gt;
* The game now supports reading localization files with UTF-16BE encoding ([https://github.com/OldUnreal/UT2004Patches/issues/460 OldUnreal/UT2004Patches#460])&lt;br /&gt;
&lt;br /&gt;
* The news tab in the community menu now shows news hosted on the OldUnreal domain&lt;br /&gt;
&lt;br /&gt;
* We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window&lt;br /&gt;
&lt;br /&gt;
* The editor browsers now refresh after opening a map&lt;br /&gt;
&lt;br /&gt;
* The game will now fail to load (rather than crash) packages with invalid package headers&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would increase the package size every time you rebuilt code&lt;br /&gt;
&lt;br /&gt;
* D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the editor when trying to render projectors after importing t3d data&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) ([https://github.com/OldUnreal/UT2004Patches/issues/465 OldUnreal/UT2004Patches#465])&lt;br /&gt;
&lt;br /&gt;
* When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line&lt;br /&gt;
&lt;br /&gt;
* We increased the hardcoded limit of 32 players to 255 ([https://github.com/OldUnreal/UT2004Patches/issues/442 OldUnreal/UT2004Patches#442])&lt;br /&gt;
&lt;br /&gt;
* We fixed a bug that made the editor stop responding after closing modal dialogs&lt;br /&gt;
&lt;br /&gt;
* SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi&lt;br /&gt;
&lt;br /&gt;
* We implemented several optimizations for AntiDrv&lt;br /&gt;
&lt;br /&gt;
* If you enable the &amp;quot;reduce mouse lag&amp;quot; option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially&lt;br /&gt;
&lt;br /&gt;
* Added Polish localization&lt;br /&gt;
&lt;br /&gt;
* Updated German localization&lt;br /&gt;
&lt;br /&gt;
* We reduced UnrealEd&#039;s idle CPU consumption&lt;br /&gt;
&lt;br /&gt;
* We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs ([https://github.com/OldUnreal/UT2004Patches/issues/434 OldUnreal/UT2004Patches#434])&lt;br /&gt;
* The roaming energy effect on Onslaught power nodes now works correctly when players switch teams ([https://github.com/OldUnreal/UT2004Patches/issues/476 OldUnreal/UT2004Patches#476])&lt;br /&gt;
&lt;br /&gt;
* All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly ([https://github.com/OldUnreal/UT2004Patches/issues/471 OldUnreal/UT2004Patches#471])&lt;br /&gt;
&lt;br /&gt;
* We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode ([https://github.com/OldUnreal/UT2004Patches/issues/469 OldUnreal/UT2004Patches#469])&lt;br /&gt;
* The Windows patch now includes a Direct3D 11 renderer&lt;br /&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;
&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;
&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;
&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;
&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;
&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=Benchmarking&amp;diff=241</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=241"/>
		<updated>2026-05-11T12:05:15Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* BenchMarking UT2004 renderers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 -ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
N.B. The scripts provided here update any &amp;quot;RenderDevice=&amp;quot; lines in ini files to flip between renderers. The one that is used by the testing is in the  `[Engine.Engine]` section, but the Unrealed `[Editor.EditorEngine]` one is also updated. Please don&#039;t use this ini in unrealed without first resetting the value here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=240</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=240"/>
		<updated>2026-05-11T11:47:21Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* BenchMarking UT2004 renderers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
N.B. The scripts provided here update any &amp;quot;RenderDevice=&amp;quot; lines in ini files to flip between renderers. The one that is used by the testing is in the  `[Engine.Engine]` section, but the Unrealed `[Editor.EditorEngine]` one is also updated. Please don&#039;t use this ini in unrealed without first resetting the value here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&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=239</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=239"/>
		<updated>2026-05-10T21:06:26Z</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;
# &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;
==Benchmarking renderers in all versions of UT2004 ==&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=238</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=238"/>
		<updated>2026-05-10T21:06:08Z</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;
# &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;
==Benchmarking renderers in all versions of UT2004 ===&lt;br /&gt;
&lt;br /&gt;
See here: [[Benchmarking]]&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=Benchmarking&amp;diff=237</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=237"/>
		<updated>2026-05-09T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Automation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=236</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=236"/>
		<updated>2026-05-09T21:01:54Z</updated>

		<summary type="html">&lt;p&gt;Piglet: /* Linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=235</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=235"/>
		<updated>2026-05-09T21:01:19Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=234</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=234"/>
		<updated>2026-05-09T20:59:37Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; option&lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Put these ini files in &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; and edit for the screen resolution you want to test:&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkLow.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkHigh.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=233</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=233"/>
		<updated>2026-05-09T19:35:26Z</updated>

		<summary type="html">&lt;p&gt;Piglet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= BenchMarking UT2004 renderers =&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Put these ini files in &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; and edit for the screen resolution you want to test:&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkLow.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkHigh.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piglet</name></author>
	</entry>
	<entry>
		<id>https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=232</id>
		<title>Benchmarking</title>
		<link rel="alternate" type="text/html" href="https://miasma.rocks/wiki/index.php?title=Benchmarking&amp;diff=232"/>
		<updated>2026-05-09T19:34:37Z</updated>

		<summary type="html">&lt;p&gt;Piglet: Created page with &amp;quot;== BenchMarking UT2004 renderers ===  Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.  e.g.   &amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;  * For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8 * Maps fps2 and fps 3 are stand-alone maps with no  * Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results. * Output is put into...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BenchMarking UT2004 renderers ===&lt;br /&gt;
&lt;br /&gt;
Download the files linked below. Put the maps into your Maps directory and you can run maps from the command line.&lt;br /&gt;
&lt;br /&gt;
e.g. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./UT2004 fps1?map=2 ini=UT2004.ini log=MyLog.log&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* For fps1, &amp;lt;code&amp;gt;map=&amp;lt;/code&amp;gt; is between 0 and 8&lt;br /&gt;
* Maps fps2 and fps 3 are stand-alone maps with no &lt;br /&gt;
* Unless you use the &amp;lt;code&amp;gt;?quit=1&amp;lt;/code&amp;gt; parameter the map will keep running in the background with the console showing results.&lt;br /&gt;
* Output is put into the log you specify.&lt;br /&gt;
* You can specify any configuration in the &amp;lt;code&amp;gt;ini=&amp;lt;/code&amp;gt; file you select. The pack comes with high and low detail defaults to try.&lt;br /&gt;
&lt;br /&gt;
== Downloads==&lt;br /&gt;
&lt;br /&gt;
Get the files you need from [http://oldunreal.miasma.rocks/downloads/Benchmarking.7z this link]&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark\scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[WinDrv.WindowsClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# From PowerShell, navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
powershell.exe -ExecutionPolicy Bypass -File &amp;quot;..\Benchmark\scripts\Benchmark.ps1&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
# Extract the 7z zip into your ut2004 directory. The maps should end up in your Maps directory. The scripts to automate runs should be in your &amp;lt;code&amp;gt;Benchmark/scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
# Put the &amp;lt;code&amp;gt;BenchmarkLow.ini&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BenchmarkHigh.ini&amp;lt;/code&amp;gt; files from &amp;lt;code&amp;gt;Benchmark/scripts/ini&amp;lt;/code&amp;gt; in to your  &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; directory and edit them for the screen resolution you want to test in this section of each file:&lt;br /&gt;
#:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
[SDLDrv.SDLClient]&lt;br /&gt;
FullscreenViewportX=3440&lt;br /&gt;
FullscreenViewportY=1440&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
# Put these ini files in &amp;lt;code&amp;gt;~/.ut2004/System&amp;lt;/code&amp;gt; and edit for the screen resolution you want to test:&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkLow.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
#* &amp;lt;code&amp;gt;./ini/BenchmarkHigh.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to your UT2004 executable &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
../Benchmark/scripts/Benchmark.sh&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You should see the game starting multiple times and running a flyby through a map each time.&lt;br /&gt;
# Output is saved into &amp;lt;code&amp;gt;benchmark_results.txt&amp;lt;/code&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=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>
</feed>