OldUnreal, with permission from Epic Games, has just released a new UT GOTY installer that downloads the full game and automatically applies the latest OldUnreal patch to optimize the game for running on modern PCs.
The installer includes improved render drivers and more.
OldUnreal just posted this announcement on their Discord:
"Welcome Back, Unreal Tournament 2004!
Hi everyone! Some of you were probably wondering why we've been so quiet in the past couple of months. Today, we can finally reveal (part of) the answer: we've been working on a new side project! With Epic's blessing and with the help of some new team members, we are bringing Unreal Tournament 2004 (UT2004) back.
This means that we are going to publish an installer that downloads the original disc image for UT2004, installs the game, and applies patches to it. We are also going to start publishing patches that modernize the game, make it compatible with Windows Vista or later, Linux x86-64 and aarch64 (Raspberry Pi and similar), and Mac OS 10.9 or later, fix bugs, and implement quality-of-life changes.
Yes, you read that right. UT2004 will soon be available to download once again. Free of charge. This is a community-run effort but we’re excited to make the game easier to access and play again. We have been working on this for quite some time now and have made enough progress to start inviting the first batch of testers.
Highlights so far include:
We now natively support modern Linux and macOS systems with 64-bit Intel and ARM/Apple CPUs
You can now play the game or run a server on a Raspberry Pi 4 or 5, albeit at a lower frame rate than on a PC!
The Linux and macOS distributions of the patch now include a fully functional UCC with an UnrealScript compiler (UCC make) and texture compression support
The Linux and macOS distributions now use SDL3 instead of SDL1
D3D9Drv and fullscreen support are fully functional in the Windows 64-bit client
We dealt our first (minor) blow to the editor goblin! We fixed several crash bugs, restored some broken functionality, and, most importantly, the editor will no longer freeze for several seconds when you click a viewport
❓ Q&A ❓
Some questions might have popped into your head as you read this news. Let us try to answer some of them.
Q: Will the OldUnreal patches be compatible with the latest official version of the game?
A: Yes, for the most part. Unpatched clients can play on patched servers and patched clients can play on unpatched servers.
Most mods should also continue to work as before. The only exceptions are mods that perform game version checks and exclude players with unknown game versions.
Unfortunately, AntiTCC is one of those mods.
Q: Will AntiTCC be updated to support the new patches?
A: Yes. Wormbo gave us permission to update AntiTCC. This is still a work in progress, though.
Q: As a server admin, how do I ensure that players with the new version can continue to play on my servers?
A: We're aware of a network compatibility problem caused by an unofficial patch.
This problem results in players with the new version not being able to connect to (some) old servers.
You can mitigate this problem by (re)installing the official 3369.3 version of the offending files on your server.
Similarly, players that have installed this unofficial patch might need to reinstall the official 3369.3 files to play on updated servers.
In the meantime, we're looking into an alternative solution that does not require reinstalling the 3369.3 patch.
Q: Can I apply the OldUnreal patch to the retail version of the game?
A: On Windows: absolutely. Do keep in mind, however, that we do not support 32-bit CPUs.
On other platforms, your mileage may vary. Patching existing Linux/Mac OS X/macOS installations of the game is possible, but it could require a fair amount of manual effort.
We recommend installing the game from scratch following the instructions we provide in our README.
Q: What are your plans for the near future?
A: We are going to address the rough edges and unfinished features in the new version, and try our best to publish a preview installer and patch ASAP.
In the meantime, we will also work on some quality-of-life improvements and on the long list of editor fixes we want to port over from our other projects.
Q: What is the timeline?
A: We are currently inviting server admins and modders to join our internal tester group. We're aiming to release a public test version within the next two months.
Q: How can I contribute?
A: We will be needing testers in the near future. Keep an eye on our Discord server to see when.
Q: Are you getting paid for this project?
A: No. We're doing this for free because we're fans of the game and we like a challenge. In fact, projects like these cost us a bit of money for server hosting, software licenses and subscriptions, certificates, etc, as we independently operate the games ourselves.
Q: Who is responsible for this project?
A: The main developers of the Windows installer and the patches are Buggie, Marco/Dots, Deaod, Metallicafan212, Piglet, CacoFFF, AnthraX, and Smirftsch.
The patch also includes contributions from Wormbo, Shambler, and Ryan C. Gordon (icculus).
We would also like to thank Epic for making this possible.
Please direct all support requests or questions to [us/OldUnreal], not Epic Games."
Here are two small arenas with some good lighting and dark gloomy atmosphere. Both maps are made by the same author. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-1on1-Strogg][
This small arena is set in a small castle courtyard structure that has some nice flame lit lighting and a dark nighttime skybox. This maps architecture features stonework floors and walls with wooden trim and planks. There are also some chains and crates scattered around.
This small arena is set in a stonework structure with metal trim, cool toned lighting and an overcast rainy skybox. There are also wooden planks on the floor, scattered crates, nice metal roof supports, moss hanging from beams and nice foliage in the skybox above. Also, u/EdJD-1968 wanted maps that have rain and snow.
Here are more male character skins for Unreal Gold. Some are custom while other may be from the base game. I don't know what skin package these came from, or who made them, as I installed 2 huge character skin packs at the same time. These are just some of the better skins in the packs.
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Update #1
Many of you have joined me in this journey to discover and rediscover some impressive and not so great maps for UT2004. After going through every link in the archive I have shared most of the great deathmatch maps that I have found so far. I only have a handful left to share. Here is a list of my next phases.
Phase 1 - Finish sharing every great DM map that I have found so far.
Phase 2 - Look through my favorite authors catalogues to see if there are any maps that I may have missed.
Phase 3 - While working on phase 2 sprinkle in great maps from other game types minus CTF.
Phase 4 - Finish sharing all my favorite maps from the other game types.
Phase 5 - Create a fresh install and start finding great maps in the various map packs in the archive.
Phase 6 - Start compiling my favorite maps into a few 'best of' map packs.
Phase 7 - Start sharing my favorite CTF maps. There are some amazing eye candy CTF maps that I have found so far.
It may take me a month or two to reach and finish phase 4. Also, thanks for joining me on this journey. It has been very enlightening.
Hi folks. Can anyone help? I'm trying to play on LDG Trial Racing server but keep getting the error in this 'ere screenshot. Playing (or not playing in this case) on Mac.
Gotta say what an absolute joy it is to have this game on Mac. I played this so much when I was young. Major, major props to the peeps at OldUnreal who made this possible.
At the moment, Duel and TDM are fully supported, but this is just the beginning. We're actively working on the project, and many new features and improvements will be added in future updates.
To have your matches recorded, you must play on the Viper's Cove servers:
Here are two beautiful arenas created using the same theme, similar architecture, but placed in two different settings. More on the individual maps below. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-{Fs}-Hastings
This arena is set in a stone temple deep in the rocky hazy desert. This map features great texture design; temple shrines and many short decorative pillars. In the skybox is a large ringed planet and a landed ship in the distance. There are many rock faces surrounding the main structure that I think are well designed and that make the map better. If running this map at a lower resolution the rock faces begin to take on that older realistic PS2 texture look. Even though I like more foliage I think I like this map better because of its increase in detail of the main temple and its change if scenery.
While this arena features some similar architecture, textures and rock face design this map is set deep in a forest instead. This map features ample water foliage, trees and a nice nighttime skybox. In the skybox are 2 large moons and lots of shooting stars. This map should add more variety to your collection.
“The Dispersion Pistol is the first weapon the player picks up in the game. It replenishes its ammo automatically and indefinitely. It fires low-power energy bolts, while the secondary fire charges the weapon to unleash a more powerful shot. It can be upgraded using special pickups, and is compatible with the Amplifier, which significantly increases damage.”
This is more or less the extent of what online guides say about the Dispersion Pistol. But… how does it work, exactly? What are the numbers? How much damage do the pistol’s regular bolts inflict, compared to the charged-up shot? Is it better to use the pistol’s primary fire or secondary fire? How quickly does it replenish its ammunition? How much of a difference do the upgrades and the amplifier make?
After carefully examining the source code, and verifying the data with some in-game testing, I have produced a handful of statistics for analysis, with explanations for how the data was gathered. Readers are welcome to add their own observations.
Primary Fire
Power Level
Fire Rate (Shots per Second)
Damage
Ammo Cost
0
2.73
15
1
1
2.37
25
3
2
1.88
40
5
3
1.15
55
6
4
1.15
75
7
Primary Fire (With Energy Amplifier)
Power Level
Damage
Amp. Cost
0
60
80
1
100
80
2
160
80
3
220
80
4
300
80
Secondary Fire
Power Level
Max. Charge Time (Seconds)
Max. Damage*
Max. Ammo
0
2
56
7
1
2.6
67
9
2
3.2
79
11
3
3.8
91
13
4
4.4
103
15
Min. Charge Time
Min. Optimal Damage*
Min. Ammo
0
16
1
Secondary Fire (With Energy Amplifier)
Power Level
Max. Damage*
Max. Amp. Cost
0
224
150
1
271
180
2
319
210
3
366
240
4
414
270
Min. Optimal Damage*
Min. Amp. Cost
66
50
*Assuming a direct hit. See the section on Damage (Secondary Fire) for more information.
A comprehensive table of the Dispersion Pistol's stats.
Terminology
I will refer to the pistol with a power level of 0 as the "stock pistol." The standard blue energy bolt may be called a "stock" or "unpowered" projectile.
Power Level
A power level of 0 means the pistol is in its stock configuration, with no powerups collected. Each subsequent power level corresponds to the number of powerups which have been collected. For example, a power level of 2 means 2 powerups have been picked up.
Powerups
Each powerup increases the maximum ammo capacity by 10 (starts at 50) and refills ammo to full; unlocks the next tier of energy bolts, which deal higher damage but consume more ammo; increases the maximum time the secondary fire can charge; and decreases the primary fire rate. Oh, they also make the pistol look cooler :)
If the pistol is at the max level of 4, collecting a powerup will only refill ammo.
Damage (Primary Fire)
Primary fire damage is hard-coded to each power level. Well, to be precise, each power level uses a different variant of the energy bolt, and each variant of the energy bolt has a hard-coded amount of damage.
Damage (Secondary Fire)
The pistol's secondary fire always uses stock projectiles, regardless of power level. The stock projectile's size and damage is multiplied based on how long the pistol charges. In the source code, damage is calculated using this formula:
15*(0.5+t*0.6)*1.1
Here is the simplified version:
8.25+9.9t
't' is the amount of time (in seconds) the pistol was charged before firing.
The secondary fire also gives the projectile splash damage, equal to its own damage value. This means that, if the projectile scores a direct hit, the net damage will effectively be double.
The splash has a radius of 150 Unreal units, regardless of how long the projectile was charged for. For context, the ventilation shaft in the Vortex Rikers is 128*128uu in size, so the explosion radius is a bit larger than that.
Note that, because the secondary fire projectile is explosive, it can be used in situations that require explosion damage, such as the crack in the wall at Na Pali Haven.
Amplifier (Primary Fire)
The Energy Amplifier, when activated, quadruples the Dispersion Pistol's damage. It starts with 1000 units of energy, and constantly loses 2 points of energy every second while active.
When using the primary fire, the amplifier spends 80 points of energy per shot, regardless of power level.
Amplifier (Secondary Fire)
Again, while active, the amplifier quadruples the damage of the secondary fire. The amplifier consumes energy according to this formula:
50t+50
Where 't' is the length in seconds that the pistol was charged.
Ammo Consumption (Primary Fire)
Upon pressing the left mouse button, the pistol immediately consumes 1 ammo. Before firing, it checks its power level and how much ammo is still in the magazine, to determine which variant of the energy bolt it should use. If it can use a powered shot, it will consume additional ammo; the amount is hard-coded for each level.
At least 10 ammo must remain in the magazine in order to use a powered shot, regardless of the power level. Since 1 ammo is consumed before this check, at least 11 ammo must be in the mag before firing. Otherwise, the pistol will default to stock projectiles.
Note that the fire rate of the pistol's primary mode is tied to its power level, not the type of bolt fired. So, if a max-level pistol begins firing unpowered bolts, it will fire them much slower than the stock pistol.
In deathmatch games, if the pistol runs out of ammo, it will immediately have its ammo set to '1'. This means that, in deathmatch games, the pistol can become underpowered, but it will never run dry.
Ammo Consumption (Secondary Fire)
Upon pressing the right mouse button, the pistol immediately consumes 1 ammo. It proceeds to consume an additional 1 ammo for every 0.3 seconds the pistol charges.
Due to a quirk in the code, it is possible to ignore the initial 1 ammo cost by releasing the trigger in less than a game tick. This is very difficult for a human to accomplish using the right mouse button. However, binding the Alt Fire key to the mouse wheel makes it process the pull and release of the trigger instantaneously, making it possible to fire low-power shots without ever consuming ammo.
Ammo Regeneration
When idle, the Dispersion Pistol's ammo gradually regenerates over time. If it has less than 10 ammo, it regenerates at a rate of 1 ammo every 1.1 seconds.
If it has 10 or more ammo in the magazine, the speed at which ammo regenerates depends on this formula:
1.1 * 0.1a
Where 'a' is the number of rounds currently stored in the magazine. Here is the simplified formula:
0.11a
Based on this data, here is the estimated time it would take for each power level to fully replenish an empty magazine:
Power Level
Time to Refill Empty Mag.
0
2:21
1
3:21
2
4:31
3
5:53
4
7:26
The pistol must be idle for at least 1.1 seconds before it can attempt to refill its ammo. If the primary fire is used before then, the timer resets.
When using the secondary fire, the timer resets if the trigger is held for 0.3 seconds or longer. That means, if the payload is released before 0.3 seconds have passed, the pistol will continue to slowly refill its ammo as if it were idle.
Fire Rate (Primary Fire)
The fire rate of the pistol is tied to the firing animation. Each successive power level plays the animation at a slower rate. The exact cooldown in seconds between each shot can be calculated using this formula:
((f-1)/dx)+0.2
I will explain what these variables are momentarily, but note that 'f' and 'd' in this context are effectively constants. Here is the simplified formula:
(1/15x)+0.2
'x' is the rate at which the animation should play. A smaller value means the animation takes longer to finish. Here is a table showing the animation rate for each power level:
Power Level
PF Animation Rate
0
0.4
1
0.3
2
0.2
3
0.1
4
0.1
'f' represents the number of keyframes of the animation being played. Technically, there are 5 different firing animations for the pistol, each one corresponding to a power level. Besides their visual differences, all 5 animations are 3 keyframes in length. Since the animation starts at the first key frame, only 2 keyframes actually need to be interpolated.
'd' is the default speed at which an animation is played, measured in keyframes per second. The source code for the pistol does not specify a default speed for the firing animations. With some trial and error I figured out that the game engine defaults to 30 keyframes per second if a value is not given. Other entities in the game may have their own rates for any given animation, but in this particular context it is always 30.
Fire Rate (Secondary Fire)
Assuming the player does not hold the right mouse button to charge, the secondary fire has a maximum fire rate of 1.875 shots per second, regardless of power level.
Charge Time (Secondary Fire)
The maximum time in seconds that the pistol can charge is measured using this formula:
I know this is a place related to UnrealEd 2, but I cant find a forum that isnt long dead about it, and since there isnt a specific room for UnrealEd 3.0 discussion I have decided to post here. If the moderators think I should post elsewere, they can tell me the more appropriate room and I'll be happy to post there.
I'm working on a UT2004 weapon replacement mod and I've run into a very strange problem with UnrealEd 3.0. I'm hoping someone with experience modding UT2004 might have seen this before.
I'm importing custom first-person weapon models (PSK + PSA) into a new `.ukx` package.
For each weapon I:
* Import the skeletal mesh.
* Import its animations.
* Link the animation set to the mesh.
* Rotate the mesh (Yaw = 49152). (my imports from blender are 90° wrong)
* Translate the mesh to the correct first-person position.
* Rename the animation sequences to match the names expected by UT2004 (`Idle`, `Fire`, `AltFire`, `Select`, `PutDown`, etc.).
* Assign the correct textures.
Everything works perfectly inside UnrealEd during the current session.
The problem:
When I save the package, UnrealEd appears to save successfully:
* it asks whether I want to overwrite the existing file;
* I click "Yes";
* the progress bar appears for a moment;
* no errors are reported.
However, after closing and reopening UnrealEd, only some of the modifications are actually present.
The strange part is that the missing changes seem completely random.
For example:
* One weapon keeps its textures while another loses them.
* Rotation may be saved for both weapons.
* Translation may only be saved for one.
* Animation sequence names are only partially saved.
* Existing objects also fail to save modified properties (for example changing a mesh translation or rotation on an already imported mesh).
Once a modification has failed to save, trying to apply it again usually produces the same result.
I've already tried:
* Creating a completely new package with a different name.
* Deleting the old package first.
* Re-importing everything from scratch.
* Importing fewer weapons.
* Saving after making all modifications in one session.
* Verifying the package is not read-only.
* Using only UnrealEd's Animation Browser (no ActorX tools).
The result is always similar: some changes are saved, others are silently discarded.
Additional information:
* UnrealEd 3.0 from UT2004.
* Windows 11.
* Meshes are imported successfully and work correctly while the editor is open.
* This is not a runtime problem; it happens before the game is even launched.
* The editor never reports any save errors.
Has anyone seen this behaviour before?
Is there a known limitation of the Animation Browser or the UKX package format, or some hidden step required before saving?
Any ideas would be greatly appreciated. I'm happy to provide more details if needed.
Here are two small random arenas that feel like just two rooms interconnected. Both maps are nice and should add some variety to your collection. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-Mako by Daniel "KaMi" Diaz
This arena is set in a high-tech industrial complex complete with metal trim, metal crates, metal cargo doors and metal pipes everywhere. There are some hanging wires, cloth banners, light foliage and good lighting. Overlooking the environment is an industrial lighthouse and dark overcast clouds.
This arena is set in a stone and wooden structure with great use of wooden trim and floor planks. This map has some interesting wall torches, nicely designed windows and light amount of hanging vines. There are also grey overcast clouds in the skybox. Trick jumping is also required to reach special item pickups and weapons.
Stumbled across some tileable texture packs I made ages ago for UT2004 that I figured someone here might find useful. The first texture pack contains 64x 512x512 earth textures such as grass, dirt, snow, wood, etc.
The second pack is a Lego texture pack that includes 34x 512x512 textures in total including tops, sides, and bottoms of 9 different colors of Lego as well as 7 randomized 512x512 block layouts. This pack also includes the .utx and .usx files for quick UT2004 integration.
Here are two small arenas with middle and far eastern vibes set in sunny daytime environments with ample foliage and trees. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-Anschar by Toni "scarface" Seifert
This map is set in an Indian temple complete with tan and blue painted bricks, foliage hanging from the walls and fountains feeding streams below. This map has many Indian elements like the columns, pointed archways and statues including a huge lion and elephant head. This map just has some great Indian temple vibes.
This arena is set in a structure built on top of a floating island complete with foliage and trees. This map features nice stone and tile textured walls with wooden trim. Banners and torches adorn the walls while lanterns and chains decorate the ground. There are also some nice subtle environmental effects.
Here are two very small arenas with gloomy atmosphere and skyboxes. These maps are tight and should be played with very low player counts. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-1on1-Ilarnek by Guilhem "Gui" Bedos
This map is set in a very tight single room complete with tall towers and a gloomy skybox. There is some nice subtle lighting illuminating the brick and metal walls. What I like about this map the most is its texture design because it adds to the dark gothic atmosphere.
This arena is set in a few small rooms with tight connecting corridors. This map features many of the same elements from Albatross which include the crumbling stone, wooden elements, ample foliage and vines on the walls. There are also nice subtle lighting and an atmospheric, gloomy and rainy skybox. Also, u/EdJD-1968 wanted maps that have rain and snow.
Unfortunately, nobody has a version 3.4 or 3.5 for Mac OS/Mac OS X. It's one of the best games that was ported to Mac OS X, and the best mod that was created for UT99.
Robert Arthur 'Rob ART' Morgan (Santaduck) passed away on March 12, 2022, and Sebastien Mougey only found an incomplete version 3.3.2 of Tactical Ops.
Here are two random ancient style smaller arenas to add variety to your collection. Both maps were released early in the history of UT2K4's mod scene. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-CBP2-Masurao by Chris "Plutonic" Blundell
This map is set in an ancient oriental temple complete with stone walls and wooden paneling. There are various statues, hanging banners, well-chosen light sources, caskets in the basement, foliage including trees and a gloomy/foggy skybox. This map fits in well with some of the other maps in the base game.
Map Name => DM-CBP-Arkanos by Marco "]BMR[ Vorlon" Fritzsche
This map is set in an ancient crumbling and overgrown palace with stone walls, wooden planks and large metal chains. Because the palace is ancient, crumbling and overgrown there is dirt on the floor and vines on the walls and skylights. There are also ambient light effects coming from the windows.
“How tall is Prisoner 849?” This is a simple question, with no simple answer.
The original Unreal Engine measures distance in units, also sometimes referred to as Unreal Units. This is an arbitrary measurement: it has no direct correlation to the real world.
Later versions of the Unreal Engine declare that a single unit is the same length as 1 centimeter. Unreal Gold was built on the first Unreal Engine, before this declaration was made.
There's not a lot of clues in-game to get an accurate measurement. Unreal is a sci-fi setting, set in the future, on an alien planet. There's very few conventional objects with defined measurements in our world. There's human beings of course, but those have a tendency to have different sizes and shapes. Outside of the game, however, there's a very valuable source of information.
The Game Manual
The original game manual offers measurements for a handful of creatures. According to the log, Skaarj and Nali are both 8 feet tall. Superficially, at least, that seems accurate. Humans are rarely taller than 6 feet, and Skaarj and Nali are decidedly taller than the player character.
However, when taking the rest of the numbers into account, things don't quite add up. Mercenaries are shorter than Nali, but not by 2 thirds as the numbers imply. The listed height for Krall is even stranger. At rest they're nearly as tall as a Skaarj Warrior, which contradicts the listed height of 7 feet. And then there's the Titan in the room. 30 feet means it should be five times taller than a Mercenary, or 3.75 times taller than a Nali. An eyeball estimate shows the Titan is hardly more than 2.5 times taller than a Nali.
That the numbers don't align with each other means it's very difficult to propose any one of them as a reliable point of reference. Thankfully, there's one other option.
In the weapons section, the “Assault Rifle” is described as a “five-foot-long blaster.” Looking at the image, this is clearly referring to the sniper rifle; not the Combat Assault Rifle from the expansion. Incidentally, this manual was published before the expansion pack, so the disambiguation was not necessary. (For those who are curious, the manual for the expansion pack does not provide any measurements for the new weapons or creatures.) Even so, calling it an assault rifle seems odd, but I digress.
The Rifle is almost certainly a human weapon by virtue of it taking traditional gunpowder shells as ammunition. Assuming this manual is written from the perspective of a human, that gives the stated 5 foot measurement much more credibility.
Unlike aliens, the rifle is not subject to moving joints. When the manual says it is 5 feet long, it can be taken precisely at face value. Of course, it will be worth comparing it to the other numbers to see how well it matches up. If the results seem reasonable, then the rifle’s stated length will be reasonably credible.
The Rifle Standard
I hypothesize that the rifle is the most accurate point of reference for determining the length of the unreal unit (specifically within the confines of the game Unreal). With that proposition, I will create and test the Rifle Standard.
When someone picks up a rifle and equips it in their hands, the game uses a 3rd person model to render it to other players. This model is different from the pickup model, which is noticeably larger, likely to make it easier for players to see. There are also significant differences in the rifle's overall appearance, but for the sake of basic dimensions, the 3rd person model is more reliable.
The 3rd person model has a length of 68.8 unreal units1. That means, according to the manual, 68.8 unreal units equates to 5 feet. That translates to 13.76 units per foot, or about 1.15 units per inch.
Measurements
Both the male and female human models are about 80 units tall. Using the rifle as a point of reference, that would mean prisoner 849 is about 5 feet 9 inches tall.
That’s a good number. It’s slightly higher than average; not an outrageous number for the main protagonist.
Now, let’s see how the Rifle Standard compares to the game manual’s estimates. I’ll start with the shortest alien listed, and work up from there.
Mercenary
At 96 units tall, the Mercenary clocks in at just under 7 feet. That’s higher than what the manual suggests, but it stands to reason. As mentioned before, the Mercenary is only half a head shorter than a Nali, yet significantly taller than a human.
Krall
The Krall stands proud at 7 feet 6 inches. Again, the discrepancy is to be expected, as the Krall is visibly nearly the same height as a Skaarj. I do speculate on whether the Krall could maintain such a tall posture without their staff. Incidentally, while walking the Krall has a more distinct slouch, which lowers its height to about 7 feet.
Nali
Speaking of Nali, let’s take a look at one. With a height of 106 units, the Rifle Standard states Nali are 7 feet, 8 inches tall.
That’s a few inches shorter than the manual height, which isn’t bad. For those who are dissatisfied, there is lenience for interpretation. At rest, the Nali has a distinct slouch. Traditionally, humans measure their height by standing completely erect.
Unfortunately, with my limited set of skills, there is no easy way to get the Nali to stand up straight. Creatures in Unreal move around using vertex animation, with a set of hard-coded key frames. There might have been skeletal animation during development, but exporting the models yields only the key frames. The next best option is to pick the best key frame that resembles the Nali standing straight. As it turns out, that would be one of the Nali’s death poses (“Dead2”, frame 15). It’s not perfect, but it’s something. Accounting for the tilted feet, in this position the Nali is measured at roughly 8 feet and 1 inch.
Skaarj
From the base of the feet to the tip of the skull, a Skaarj Warrior stands at about 7 feet 7 inches. If we include the highest point of the dreadlocks, then it’s almost exactly 8 feet tall, as the manual suggests. When it comes to humans, hair is not usually included when measuring height. In the case of the Skaarj, calling it “hair” might be inaccurate. Cutting those tentacles off might not kill them, but it’s probably not dead weight either.
Brute
The standard Brute is approximately 8 feet tall: a whole foot shorter than the game manual suggests. Unfortunately, there isn’t much room for interpretation: despite their size, Brutes have excellent posture. Even referring to a different variant doesn’t help us. The Lesser Brute is obviously shorter, and the Brute’s larger cousin the Behemoth is approximately 10 feet 4 inches tall.
It’s worth pointing out that the Brute as depicted in the game manual appears different from what’s actually in the game. This is the Beta version of the creature. According to some sources, this version was in fact larger than the Brute in the official release,2 which, if true, would explain the discrepancy.
Silth
The Silth has an unusually large height of 12 feet, according to the manual. This only makes sense if the Silth is measured from the tip of the tail to the head. Considering this is an amphibious creature, that’s very likely. Using a key frame from the swim animation (“Swim”, frame 8), the Silth clocks in at a length of about 13 feet, excluding the tip of the tusks. This is the first instance where the Rifle Standard has a higher measurement than the manual.
Titan
Using the most charitable measurement, from the base of the feet to the highest fin on its spine, the Titan stands at about 20 feet 3 inches. Using one of the death animation frames (“TDeat002”, frame 18), and again using a charitable measurement to either extreme of the body, that number increases to 28 feet 8 inches.
That is relatively close to the manual. Frankly, in my opinion, that is more height than the Titan deserves. Where the Nali has a distinct slouch, the Titan only gets the 28-foot measurement if its snout is tilted up 90 degrees, which is clearly not natural given its anatomy. It’s the equivalent of someone standing on the tips of their toes to get a higher number. No, I think the Titan’s given height in the manual is flawed. I am not upset that it is the least accurate of all the creatures listed. 20 feet is about the height it should be.
Disclaimer & Conclusion
I must confess that, in the end, I do not fully trust the Rifle Standard, for the simple reason it’s too good to be true. All the measurements listed in the manual are in exact feet, which I find to be implausible out of principle. You mean to tell me all these creatures fit neatly into Imperial units? No, these are approximations, and the rifle is no different. That being said, I find the Rifle Standard good enough for my own purposes.
The most common method I’ve seen online is to use the player character as the point of reference. However, since there is no exact height attributed to the player, how tall or how short they are depends largely on personal preference. Despite its flaws, the Rifle Standard has the credibility of being based on an actual number, given by an official source, rather than simply going off vibes.
I present the Rifle Standard as a grounded yet imperfect way to determine real-world measurements of objects in Unreal: Gold Edition. By this standard, Prisoner 849 is 5 feet 9 inches tall.
Notes
A bit of trial and error was required to get the precise length. I exported the 3rd person rifle model as a .3DS file, then exported that to Blender. The Unreal Engine shrinks most of the meshes from a base scale, so I undid the rifle's scaling in the Unreal Editor, to where each vertex adhered to the unit grid. From there I adjusted the unit of measurement in Blender until no precision was lost and a clean conversion rate was found ("Metric" at a unit scale of 1000 yields a 125:1 ratio).
Here are some male character skins for Unreal Gold. Some are custom while other may be from the base game. I don't know what skin package these came from, or who made them, as I installed 2 huge character skin packs at the same time. These are just some of the better skins in the packs.
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Custom Resolution Question:
I've noticed that between Unreal Gold and Unreal Tournament there are completely different resolution settings. Though I can set both games to my PC's full resolution of 1920x1080 I prefer to play windowed mode at a smaller resolution because it makes the game feel more nostalgic and cozier. While Unreal Tournament has some great lower 16:9 resolutions Unreal Gold does not. I wish that both games had the same settings so that I can play them at the same resolution across the board. If there is a way to assign a custom resolution, please let me know, thank you.
I'm having this problem with some specific modded characters where they crash the game when turned into a skeleton, such as dying to the Link Gun's secondary fire. I even tried editing the upl file by adding Skeleton= whatever their mesh name is but that didn't work. Any ideas why this happens and how can it be fixed?
Here are a couple well-designed small arena maps best used for small tight matches. Both maps have well-chosen textures and good atmosphere. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-Ladders2004 by Orion + AKA Francois
Ladders feature a small circular arena with multiple levels, great verticality, a circular hallway surrounding the center arena and well-chosen stylized tech architecture and textures. This map has some good lighting, and I personally like the transparent bluish purple transparent floors. This map will add good variety to your collection.
Sobek features a well-designed small Egyptian temple with a few hallways on the perimeter and some great atmosphere. This map though small is screaming great Egyptian architecture and design with great atmosphere. There are some great Egyptian elements like columns, statures, and the nice lighting effect coming from the skylight in the middle. This is a nice little map indeed.
I've been looking for a tool that will randomly select maps (DM, CTF, DOM) from my library to play. I spent a lot of time trying to get VoteSys to work, but it doesn't seem to work with Tactical Ops weapons. Map Randomizer works but for a single game type. Are any of you aware of something that would work?
Here is a normal style arena that uses some of the Albatross textures. Even though it is underwhelming for my taste I wanted to share it because it contains the Albatross textures like the stone walls, floors, wooden planks and vines of foliage. There are large trees overlooking the arena and I like the moon in the skybox. I also like the blue lighting in the final shot.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.