Games PC UNREAL TOURNAMENT 2004 User Manual

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UNREAL TOURNAMENT 2004
MANUAL INTERIOR
FRONT COVER
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TABLE OF CONTENTS
First Things First . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Setup and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Keyboard Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Combat Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Single-Player Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Multiplayer Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Settings Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Saving and Loading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Heads-Up Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Text Messaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Voice Chat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Voice Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Team Commands and Taunts . . . . . . . . . . . . . . . . . . . . . . . . .23
Internet Chat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Mutators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Other Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Game Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
UT2004 Global Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Unreal Tournament®2004 Web Site . . . . . . . . . . . . . . . . . . . .57
Atari Web Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
End-User License Agreement . . . . . . . . . . . . . . . . . . . . . . . . .59
DivX Networks, Inc. End-User License Agreement . . . . . . . .61
FIRST THINGS FIRST
The Release Notes File
The Unreal Tournament
®
2004 game has a Release Notes file where
you can view both the License Agreement and updated information about the game. We strongly encourage you to read this file in order to benefit from changes made after this manual went to print.
To view this file, double-click on it in the
Unreal Tournament 2004
directory found on your hard drive (usually C:\UT2004). You can also view the Release Notes file by first clicking on the Start button on your Windows
®
taskbar, then on Programs, then on Atari, then on Unreal
Tournament 2004
, and then on the Release Notes file.
System Requirements
Operating System: Windows
®
98/Me/2000/XP/Linux (Linux version not
supported by Atari)
Processor: Pentium
®
III 1.0 GHz or AMD Athlon 1.0 GHz or
faster (1.2 GHz or faster recommended)
Memory: 128 MB RAM minimum
(256 MB recommended)
Hard Disk Space: 5.5 GB free CD-ROM Drive: 8X Speed (DVD-ROM drive required for DVD
Special Edition)
Video: 32 MB Windows
®
98/Me/2000/XP-compatible video
card (64 MB NVIDIA
®
GeForce 2 or ATI Radeon
Hardware T&L card recommended)*
Sound: Windows
®
98/Me/2000/XP-compatible sound card
(NVIDIA
®
nForce™or other motherboards/sound
cards containing the Dolby
®
Digital Interactive Content Encoder required for Dolby Digital audio. Sound Blaster
®
Audigy®2 ZS card recommended.)*
DirectX
®
: DirectX®version 9.0b (included) or higher
Modem: 33.6 Kbps modem for LAN/Internet play
(Broadband Internet connection recommended)
* Indicates device should be compatible with DirectX®version 9.0b or higher.
SETUP AND INSTALLATION
1. Start Windows®98/Me/2000/XP.
2. Insert the
Unreal Tournament 2004 CD-ROM CD1 Install Disc into
your CD-ROM drive. (Insert the Play Disc into your DVD-ROM drive if you have the
Unreal Tournament 2004 DVD Special Edition.)
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3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows
®
taskbar, then on Run. Type
D:\Setup and click on OK.
Note: If your CD-ROM or DVD-ROM drive
is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the
Unreal Tournament 2004 game. Installation of
Unreal Tournament 2004 requires a key code found on the outside
of the disc holder (inside the DVD case for the DVD Special Edition).
5. Once installation is complete, click on the Start button on the Windows
®
taskbar and choose Programs/Unreal Tournament
2004/Play UT2004 to start the game.
Note: You must have the Unreal Tournament 2004 Play Disc in your
CD-ROM or DVD-ROM drive to play.
Installation of DirectX
®
The Unreal Tournament 2004 game requires DirectX®9.0b or higher in order to run. If you do not have DirectX
®
9.0b or higher installed on
your computer, click “Yes” to accept the DirectX
®
9.0b License
Agreement. This will then launch the DirectX
®
9.0b Install.
KEYBOARD COMMANDS
Below is a list of the default controls. To change any of these, go to the Input menu (under Settings), then select Configure Controls. Click the box next to the function you want to change, then press the key you want to assign to it.
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MOVEMENT CONTROL
Fire Left Mouse Button
Alternate Fire Right Mouse Button
Move Forward Up Arrow (or W)
Move Backward Down Arrow (or S)
Strafe Left Left Arrow (or A)
Strafe Right Right Arrow (or D)
Jump/Up Spacebar
Crouch/Down Shift
Look Up Delete
Look Down Page Down
Center View End
HINTS CONTROL
Show Path to Red Base M
Show Path to Blue Base N
SPEECH CONTROL
Activate Microphone F
COMMUNICATION CONTROL
Say T
Team Say R
Show Speech Menu V
TAUNTS CONTROL
Point semicolon (;)
Pelvic Thrust J
Ass Smack K
Throat Cut L
WEAPONS CONTROL
Next Weapon Mousewheel Down or Number Pad Plus (+)
Previous Weapon Mousewheel Up or Number Pad Minus (–)
Switch to Last Weapon B
Switch to Best Weapon G
HUD DETAIL CONTROL
Shrink HUD Minus (–)
Grow HUD Equals (=)
MISCELLANEOUS CONTROL
Use E
Pause Pause
Screenshot F9
Menu Esc
Scoreboard F1
In-game Chat F2
Personal Stats F3
Show Playlist F11
Toggle Radar Map F12
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COMBAT MODES
There are 10 modes of combat in Unreal Tournament 2004.
Deathmatch
Players are pitted against each other in a balls-to-the-wall free-for-all. Anything goes. The one with the most kills wins.
Team Deathmatch
Join your teammates in the quest for battlefield supremacy. The team that kills the most enemy players is judged the winner.
Capture the Flag
Each level has two team flags. In order to score, one team must pene­trate the opposing team’s defenses, “Capture the Flag,” and return it to their home team’s flag. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team’s flag is taken, it must be returned before your team can capture the opposing team’s flag.
Double Domination
Each level has two Domination Points. In order to score, you must cap­ture both Domination Points (by running over them) and keep them in your team’s possession for 10 seconds. After scoring, the Domination Points reset to neutral and will become available to Dominate again after another 10 seconds.
Bombing Run
Each level has one ball in the middle of the map. The objective is to pick up the ball, deliver it to the enemy base and fire it through their goal. You must also defend your own goal to prevent the enemy from scoring. The ball is dropped when a player is killed and can then be picked up by anyone on either team.
Last Man Standing
All players start the game with all weapons when they respawn, but players have a limited number of lives. There’s an option to get health back when you kill someone. Also, if you stand in one place for too long, you get called out for camping and your location shows up on everyone else’s HUD.
Invasion
Band together and defend your position against waves of incoming enemies. Each wave lasts between 90 seconds and four minutes. You cannot respawn if you die during a wave. However, as long as one player makes it to the end of the wave alive, everyone respawns for the next attack. Monster difficulty is controlled by the bot difficulty option in the Settings Menu.
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Mutant
A Mutant game starts out as a free-for-all deathmatch. However, as soon as one player makes a kill, he becomes the Mutant. Everyone else stops fighting (you can’t hurt each other anymore), and guns for the Mutant instead. You score points by racking up kills while you’re the Mutant:
Normal Kill: 2 Points Double Kill: 3 Points Multi Kill (and above): 4 Points
Mutants get all (non-super) weapons, lots of ammo, and have invisibili­ty, agility and berserk. However, the Mutant’s health slowly runs down and can only be replenished by killing other players. Also, the Mutant’s position appears on everyone else’s HUD. If a player kills the Mutant, they become the new Mutant.
As an optional twist, the player with the lowest score is the Bottom Feeder — he can also go kill other players to score points. As soon
as the Bottom Feeder’s score isn’t the lowest, a new player becomes the Bottom Feeder. The Mutant gets five points for killing the Bottom Feeder.
Assault
Two teams (attackers and defenders) battle each other in the Unreal universe. Attackers must accomplish several objectives in order to win the round. Defenders must prevent the attackers from achieving those objectives in order to win. Teams can exchange roles after each round. You can set the number of rounds in a match, and the time limit for each round.
Accomplishing objectives for the attacking team may involve reaching a key location, using machinery or computers in the level, or destroy­ing a critical piece of hardware. The Show Path to Blue/Red Base hotkeys (default: M/N) will indicate where the next objective is during a match. Assault also features many useable vehicles and turrets.
Onslaught
We saved the best for last. Teams battle for control of the expansive map. You’ll need strategy, strength and an almighty arsenal to win. Each team starts the game with its own vehicles. You can’t steal an enemy vehicle unless the enemy unlocks it by first getting into the vehicle. But if your enemy leaves his tank to pick up some ammo, you can steal it.
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Power Core
Your team’s goal in Onslaught is to destroy the enemy Power Core. Usually found in the heart of your opponent’s base, the Power Core cannot be damaged unless your team has a link to it. Your team must link to the enemy Power Core by controlling the smaller Power Nodes on the map.
Power Links
The Power Links that connect the nodes and cores are very important. Each team can only attack or take control of Power Nodes connected to nodes already under team control. Teams start out at their base and take over node after node until they can establish a link to the enemy Power Core and attack it.
Neutral Power Nodes
Either team can take over neutral Power Nodes they have a link to by standing on the base of the node. Once a node is taken over, construc­tion of a team-colored Power Node begins. The Power Node becomes active once construction ends.
Active Power Nodes
Active Power Nodes function as mini-bases. If your team controls the node, you can get new vehicles, weapons, ammo and respawn. Once a Power Node is constructed for your team, it immediately spawns vehicles and players can respawn there.
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Attacking Power Nodes
If your team has a link to an enemy-controlled Power Node, you can attack the node and destroy it. This will return the node to a neutral state and eliminate spawning of enemy players at that node. You can then start the construction of a Power Node for your team. During construction, the node is vulnerable to enemy attack, so defend the node as if your life depended on it.
SINGLE-PLAYER GAME
Select Single Player from the Main Menu to enter the Tournament and begin your trip up the Tournament ladders. This is the single player section of
Unreal Tournament 2004 and is played solely on your
computer, not the Internet.
Profile
On the Profile screen you can create a new character and team, browse existing profiles, continue an in­progress season and check recorded high scores.
Select
CREATE NEW from the
Profile Screen to start a new career in the Tournament. Here you’ll be able to name your team and team
captain, select a difficulty level, choose a symbol to represent your team, and pick the appearance of you character in-game from a wide selection of tough customers.
Select the
HIGH SCORES button to view the top teams that have
competed in the Tournament. By selecting
LOAD you’ll continue
where the currently selected profiles team left off.
Tutorials
You can get an overview of four different game modes on the Tutorials screen. Here you can choose which orientation movie to view: Deathmatch, Capture the Flag, Double Domination and Bombing Run.
Qualification
This screen covers your first matches in the tournament. Here you compete through five deathmatches, each increasingly more challeng­ing. The sixth round has you hand pick potential teammates, and then attempt to prove your worth as a team captain by defeating them all. If you’re victorious, they’ll join you and you move onto the next qualifier.
You have some control over which map you play for each of these matches. Should you feel that the odds are stacked against you on the default map, select
CHANGE ARENA to see if the alternative is an
improvement. It’ll cost you, and you’ve only got one new choice, but it can sometimes make the difference between victory and defeat.
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Details
On many of the Tournament screens you can select Details to get additional information about your own performance, as well as how your competitors are doing. The Last Match Played tab will show you the stats of both your team and your opponent, how long the match lasted, and what the prize was. The Other Tournament Matches tab will show you the results of the other contender matches that took place during your match. The last tab, Opponent Teams, shows details about your opponents, including history, roster, and stats. If you want to view your stats outside of
Unreal Tournament 2004, select the
EXPORT button to create an HTML file with this information.
Instant Action
In Instant Action games, you choose any type of combat on any of the available maps. You’ll see the various combat modes listed, and the names of the arenas available for each. Use the menus to change Player settings and Game Rules and choose which Mutators to activate. (See “Mutators” on page 22 for details.)
Customizing Bots
Before starting an Instant Action game, you can customize both the bots on your team and those on the enemy team. Select “Use Bot Roster” for the Bot Mode setting in the Game Rules tab, and then select which bots to use under the Bot Config tab. Each bot can be individually customized by clicking on the Customize button for the selected bot.
MULTIPLAYER GAME
Simple Server Administration System
The simple administration system is enabled by default. In the simple administration system there is only one server administrator password. This can be set in the “Server Rules” menu. To use Match Setup, play­ers must know the administrator password. This password gives the user full admin control of the server. Instead, you may want to enable the advanced server administration system.
Multiplayer Match Setup
In multiplayer games you have the option to allow certain players to modify the server settings remotely. This becomes necessary when two clans want to battle each other. This feature is disabled by default. To enable it, check the “Allow Match Setup” setting in the “Server Rules” tab of the “Host Game” menu.
Team Qualification
Similar to the Qualification screen, here you and your team slug it out across four arenas in team deathmatch. Like with the Qualification lad­der, you can change the arena if you wish.
Team Roster
Prior to entering an arena in all non-Qualification matches, you can setup your crew. On the Team Roster screen, choose which teammates to bring and what tactics they should employ.
Ladder
After completing the Team Qualification matches, it’s time to start working your team up the Tournament Ladder. On this screen you can select from four game mode ladders, starting with Double Domination. After a two victories within each game mode ladder, the next ladder will be come available.
You may challenge opposing teams of comparable skill on the Ladder screen to matches solely for fun and profit. There are two challenge types, each with their own risks and rewards. Bloodrites allow you recruit players away from an opposing team (assuming victory of course). Mano-e-Mano allows you to wager cash on who will win a one-on-one deathmatch.
Team Management
At any time between matches you
can adjust the composition and con-
dition of your team. On the Team
Management screen you can hire and
fire teammates as you see fit (and
your balance sheet supports). New
free agents become available as you
work your way up the ladder, so be
sure to revisit the talent pool from
time to time. Select a free agent to
see information about them, such as their skill percentages, weapon preferences, and historical details.
As your team works its way through the Tournament, it is inevitable that some will sustain injuries. If your cash reserves prevented you from tending to their wounds after the match, you can address their health by selecting from the two medical options on the Team Management screen. Select a specific teammate to heal and choose Treat Injuries, or just click on Treat All to take care of all teammates at once.
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Advanced Server Administration System
To enable the advanced server administration system:
1. Stop/Exit
Unreal Tournament 2004.
2. Edit the \UT2004\System\UT2004.ini file with a text editor.
3. Find the section that starts with “[Engine.GameInfo]”.
4. Below this find the line that contains
“AccessControlClass=Engine.AccessControl”.
5. Change this to line to
“AccessControlClass=XAdmin.AccessControlINI”.
6. Find the section that starts with “[UWeb.WebServer]”.
7. Below this find the line that contains “bEnabled=False”.
8. Change this line to “bEnabled=True”.
9. Save the changes.
Match Setup User Accounts
With the advanced server administration system enabled, you can now add user accounts for Match Setup. To create Match Setup user accounts, do the following:
1. Set the “AdminPassword” to a password of your choice.
2. Start an
Unreal Tournament 2004 server.
3. Open your favorite Internet web browser.
4. Navigate the web browser to
http://yourserver.domain.ext/ServerAdmin where yourserver.domain.ext is the Internet address of your server. You could also use the IP Address in place of this. If the
UT2004 server is
on the same computer then you can use http://localhost/ServerAdmin.
5. You will be prompted for a UserID, Password and Domain. Enter
“admin” for the UserID and the AdminPassword (set previously in the “Server Rules”) for the Password. Leave the Domain blank.
6. This takes you the
Unreal Tournament 2004 web administration
page.
7. Click the “Users & Admin” link at the top.
8. Click the “Add Users” link to the left.
9. Enter a UserID and Password for the new user.
10. At the bottom (you may have to scroll down) select “Match Setup”
in the Initial Group list.
Note: This will allow this user to use Match
Setup and nothing else. He/she will only be able to view and modify configuration setting that have a security level of 240 or lower.
(The security levels are shown beside each setting in the “defaults” section of the UT Server Admin web page.)
11. Click the “Add Admin” button.
12. Now this user can use Match Setup.
Using Match Setup
Follow the steps below to use the Match Setup interface while connected to a multiplayer server.
1. Press the
Esc key and click the “Match Setup” button.
2. Enter your Match Setup UserID and Password.
3. It will take a few seconds to download all of the settings from the server.
4. You can select server settings in the list on the left by clicking the item. The items that have a “+” preceding them may be clicked to show sub settings under them.
5. Once you select a setting, the value for that setting will show on the right. You may change the setting here.
6. After making a change, click the “Save” button. This will send the new value to the server and to any other MatchSetup users for noti­fication.
7. After you’re finished modifying settings, you need to click the “Accept” button to implement the changes on the server. If there are any other MatchSetup users logged in, they will also have to click the “Accept” button to implement the changes.
Default Profile
The server administrator may save a set of settings (called a profile) as the default profile. To do this, the administrator must open the Match Setup interface, login with an Admin level UserID, modify the settings, then click the “Save Default” button. Any Match Setup user can load this Default Profile by clicking the “Load Default” button on the Match Setup interface.
Multiplayer Voting
In multiplayer games, you can vote for maps and to kick other players from the server.
Map Voting
To enable map voting on a server, check the “Enable Map Voting” option in the “Server Rules” tab of the “Host Game” menu. This is dis­abled by default. At the end of each game, the map voting interface appears on each player’s screen. Each player can to choose a game type (combat mode) and a map. Double-click the map name to submit a choice. The interface also shows a list of maps that have been voted on, along with chat messages from other players. Players can send messages from this interface also.
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Kick Voting
Check the “Enable Kick Voting” option in the “Server Rules” tab of the “Host Game” menu to enable the removal of players from the server. This option is only available if Advanced Options is checked. This is disabled by default. At any time during a game, players can open the Kick Voting interface by pressing the
Esc key and clicking the
“Kick Voting” button. The player can then submit a choice by double­clicking one from the list of players. The interface also shows a list of players that have been voted against. Players can send and receive messages from this interface. By default, if more than 51% of the play­ers vote against a single player, that player is kicked from the server and will not be able to rejoin until the current map is over.
SETTINGS MENU
Display
Configure the look of the game here.
Render Device: Alternate rendering
devices. May offer better performance on your machine.
Resolution: Select the video resolu-
tion at which you wish to play.
Color Depth: Select the maximum
number of colors to display at one time.
Full Screen: Check this box to run the game full-screen. Brightness: Use the slider to adjust the Brightness to suit your monitor. Gamma: Use the slider to adjust the Gamma to suit your monitor. Contrast: Use the slider to adjust the Contrast to suit your monitor. Texture Detail: Changes how much world detail will be rendered. Character Detail: Changes how much character detail will be rendered. World Detail: Changes the level of detail use for optional geometry
and effects.
Physics Detail: Changes the physics simulation level of detail. Dynamic Mesh LOD: Adjusts how aggressive character and vehicle
details are reduced at distance.
Decal Stay: Changes how long weapon scarring effects stay around. Character Shadows: Enables character shadows. Decals: Enables weapon scarring effects. Dynamic Lighting: Enables dynamic lights.
Detail Textures: Enable high-resolution detail textures. Coronas: Enables coronas. Trilinear Filtering: Enable Trilinear filtering, recommended for high-
performance PCs.
Projectors: Enables Projectors. Foliage: Enables grass and other decorative foliage. Weather Effects: Enable weather effects like raindrops and lightning. Fog Distance: Relative scaling of distance fog. Higher values increase
performance.
Audio
Modify the game’s sound configuration here.
Unreal Tournament 2004 uses Creative’s EAX
®
3.0 ADVANCED HD
Environmental Audio technology to accurately simulate sonic effects such as reflections, occlusion, and advanced reverberation in real time. The EAX ADVANCED HD acoustic models are dynamically updated as you move around, providing the most lifelike audio experience ever. The additional audio detail, especially played back through a multi­speaker surround system such as Inspire
or Gigawork™7.1 speakers, enhances the way the player connects with the game’s environment, leading to a more immersive gaming experience.
Music Volume: Adjust the volume of the background music. Audio Mode: Changes the audio system mode. Low Sound Detail: Lowers quality of sound. System Driver: Use system installed OpanAL driver. Reverse Stereo: Reverse the left and right audio channels. Effects Volume: adjusts the volume of all in-game sound effects. Play Voices: Defines the types of voice messages to play. Mature Taunts: Enables off-color commentary. Auto-Taunt: Enables your in-game player to automatically taunt oppo-
nents.
Message Beep: Enables a beep when received a text message from
other players.
Announcer Volume: Adjusts the volume of all in-game voice mes-
sages.
Announcements: Adjusts the amount of in-game announcements. Status Announcer: The Status announcer relays important informa-
tion about the game to the tournament players and spectators.
Reward Announcer: Each tournament player is linked to a Reward
announcer that informs you when you’ve demonstrated excep­tional combat skills.
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Text to Speech Volume: Adjusts the volume of Text to Speech mes-
sages.
Text to Speech: Enables Text to Speech message processing. IRC Text to Speech: Enables Text to Speech processing in the IRC client
(only messages from active tab is processed).
Voice Chat: Enable the voice chat system during online matches. Voice Options: Permits the customization of voice-related features.
Voice Chat Volume: Adjusts the volume of other players’
voice chat communication.
Auto-join Public Channel: Automatically join the Public
channel upon connecting to a server.
Auto-join Local Channel: Automatically join the Local chan-
nel upon connecting to a server.
Auto-join Team Channel: Automatically join the Team chan-
nel upon connecting to a server.
Auto-select Active Channel: Automatically set an active
channel when you join.
Chat Password: Set a password on your personal chat room
to limit who is allowed to join.
Internet Quality: Determines the codec used to transmit
voice chat to and from Internet servers.
LAN Quality: Determines the codec used to transmit voice
chat to and from LAN servers.
Player
Here is where you modify how your opponents perceive your character.
Name: Changes the alias you play as. Voice Type: Choose how your character’s voice will sound in the game. Default FOV: This value will change your field of view while playing. Preferred Team: Changes the team you will play on by default. Weapon Hand: Change how your weapon is displayed. Small Weapons: Makes your first-person weapon smaller. Skin Preview: Show how the model looks using the selected skin. Portrait: Toggle between 3D view and a portrait of your character. Change Character: Changes the character you play as.
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Game
Here you can customize visual elements of the game.
Weapon Bob: Prevent your weapon from bobbing up and down while
moving.
Gore Level: Configure the amount of blood and gore you see while
playing the game.
Dodging: Turn this option OFF to disable special dodge moves. Auto Aim: Enabling this option will activate computer-assisted aiming
in single-player games.
High Beacon Trajectory: Enable to use traditional-style high
translocation beacon toss trajectory.
Weapon Switch on Pickup: Automatically change weapons when you
pick up a better one.
Landing Viewshake: Enable view shaking upon landing. Connection: How fast is your connection? Dynamic Netspeed: Dynamically adjust your netspeed on slower
connections.
Track Stats: Enables this option to join the online ranking system. Stats UserName: The selected name to use for UT Stats. Stats Password: The selected password that will secure your UT Stats. View Stats: Click to launch the UT stats website. Speech Recognition: Enables speech recognition. Preload all player skins: Preloads all player skins, increasing level load
time but reducing hitches during network games. You must have at least 512 MB of system memory to use this option.
Input
Here you can adjust input device options and configurations.
Configure Controls: Assign keys to different game functions like
movement, weapons and taunts. For example, you can reassign the “Next Weapon” function to your mousewheel, as well as general mouse functions. Click on the box next to the function you want to change, then press the key you want to assign to that function.
Speech Binder : Set the controls to play phrases within the game. Auto Slope: When enabled, your view will automatically pitch
up/down when on a slope.
Invert Mouse: When enabled, the Y-axis of your mouse will be inverted. Mouse Smoothing: Enable this option to automatically smooth out
movements in your mouse.
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Reduce Mouse Lag: Enable this option will reduce the amount of lag
in your mouse.
Enable Joystick: Enable this option to enable joystick support. Mouse Sensitivity (Game): Adjust mouse sensitivity. Mouse Sensitivity (Menus): Adjust mouse speed within the menus. Mouse Smoothing Strength: Adjust the amount of smoothing that is
applied to mouse movements.
Mouse Accel. Threshold: Adjust to determine the amount of accelera-
tion.
Dodge Double-Click Time: Determine how fast you must double-tap
the movement keys to dodge.
Weapon Effects: Turn this option ON/OFF to feel the weapons you fire
with TouchSense Force Feedback devices.
Pickup Effects: Turn this option ON/OFF to feel the items you pick up
with TouchSense Force Feedback devices.
Damage Effects: Turn this option ON/OFF to feel the damage you take
with TouchSense Force Feedback devices.
GUI Effects: Turn this option ON/OFF to feel the GUI with TouchSense
Force Feedback devices.
Weapons
Adjust settings that influence your interaction with weapons.
Weapon Priority: Select the weapon auto-switch order. Custom Weapon Crosshairs: Enable this option to use weapon-
specific crosshairs.
Crosshair: Select the style of crosshair you will be using. Red: Change the color of your crosshair. Green: Change the color of your crosshair. Blue: Change the color of your crosshair. Opacity: Changes how transparent your crosshair is. Crosshair Scale: Changes the crosshair scale. Swap Fire Mode: Check this box to swap the firing mode on the
selected weapon.
HUD
Here you can adjust the appearance and information displayed on your HUD
Hide HUD: Check to hide the HUD when playing. Show Enemy Names: Display enemies’ names above their heads. Weapon Bar: Select whether the weapons bar should appear on the
HUD.
Show Weapon Info: Show current weapon ammunition status. Show Personal Info: Display health and armor on the HUD. Show Score: Check to show scores on the HUD. Show Portraits: Display player portraits when receiving a chat
messages.
Show VoIP Portraits: Display player portraits when voice chat mes-
sages are received.
No Console Death Messages: Turn off reporting of death messages
in console.
Max. Chat Count: Number of lines of chat to display at once. Chat Font Size: Adjust the size of the chat messages. Message Font Offset: Adjust the size of game messages. HUD Scaling: Adjust the size of the HUD. HUD Opacity: Adjust the transparency of the HUD. Custom HUD Color: Use configured HUD color instead of team colors. Red: Adjust the amount of red in HUD when Custom HUD Color
enabled.
Green: Adjust the amount of green in HUD when Custom HUD Color
enabled.
Blue: Adjust the amount of blue in HUD when Custom HUD Color
enabled.
Configure: Opens the custom HUD configuration menu for the speci-
fied gametype.
SAVING AND LOADING
Unreal Tournament 2004 uses a profile system to save and load game
data. Prior to starting or loading a single-player game you are asked to select a profile or create a new one. This is so that data (game pro­gression and options) can be saved to the correct profile. Once you create a profile (pick your character, choose a team, enter your name), that profile is stored. Any matches won are automatically saved.
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HEADS-UP DISPLAY
During the game, a variety of on-screen indicators, status meters, icons and messages will keep you abreast of important information and situ­ations. Together, these informational aids comprise your Heads-Up Display (HUD). Keep an eye on your HUD to stay in touch with the small details that may end up saving your life. Remember, an aware player is a living player.
1. Rank/Spread
The first Rank number indicates your position in the current competi­tion; the second number tells you how many players are participating. The Spread is how many places behind the leader you currently are, or (if you’re in first place) how many frags ahead of second place you are.
2. Team Score
Shows how your team is performing.
3. Game Messages
Displays important game info (ball/flag status, kills, etc.).
4. Message Window
Messages from your enemies and teammates will appear here.
5. Adrenaline
Shows how much adrenaline you have.
6. Ammo Indicator
This icon shows how much ammo the active weapon contains.
7. Health Level
This number indicates how much health you have.
8. Weapon Selection
These icons display the currently selected weapons as well as ammo counts.
9. Armor Level
Indicates how much armor you have.
TEXT MESSAGING
Unreal Tournament 2004 supports in game text messaging through
the “say” (default
T key) and the “teamsay” (default R key) com-
mands. The “say” command broadcasts your comments to everyone in the game while the “teamsay” command sends them only to team­mates.
Unreal Tournament 2004 also supports several text messaging
% macro commands that can be used to detail information about yourself. They are:
%A Displays the current Adrenaline amount
%S Displays the current Shield strength
%H Displays the current Health amount
%W Displays the current weapon
%L Attempts to display a location for using game objectives
and inventory
%% Displays a % symbol
For example, “I’m %L holding the %W with %H and %A” might dis­play “I’m near the Red Flag holding the Rocket Launcher with 100 Health and 50 Adrenaline”.
VOICE CHAT
Overview
Voice chat allows you to communicate with other players during a match by speaking into a microphone connected to your sound card. Other players with voice chat enabled can hear your transmissions and respond. Voice chat greatly enhances team play and coordination in
UT2004 games by making it much easier to communicate. By com-
municating directly to your teammates (“
There’s an enemy ambush
waiting just outside our door on the left side!
”), you can give more
specific information to others than was possible in previous
Unreal
games.
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3
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5
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9
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Voice chat is managed on the server via channels. All players that are members of a voice chat channel can hear any voice chat transmissions sent through that channel. You can join (and receive voice communica­tions from) as many voice chat channels as you’d like, but you may only transmit to one channel at a time. In order to transmit to a particular channel, you must be a member of that channel.
Each
UT2004 game contains a several standard voice chat channels:
Public — All players on the server may join and transmit. Local — All players on the server may join and transmit to this channel.
The local channel is a new concept in voice chat technology. Any transmissions sent to this channel will be “broadcasted” from your
player’s location in the current match. All players within range of your player’s location in the map can hear your transmission. The further away another player is from you, the lower your voice will sound. Local broadcasts are fully supported by 3D audio systems, meaning you are able to discern from which direction a player’s voice came.
Team — Only hear transmissions from your teammates. This is a cas-
cading channel, meaning that any communication sent to this channel will also be heard in the Offense and Defense channels.
In addition to the standard channels on every
UT2004 server, a person-
al chatroom is created when you join the server. Other players may join your personal chat room to speak in private. To prevent unautho­rized persons from joining your personal chat channel, you have the option of protecting your personal chat channel with a password. You can set the password in the Voice Chat configuration page of the Settings menu.
Enabling Voice Chat
Voice chat is disabled by default. To use voice chat online, you must first enable it. Voice chat is enabled in the Voice Chat settings menu. To access the Voice Chat settings menu, start UT2004, click the “Settings” menu, then select the “Audio” tab. Check the “Voice Chat” checkbox to enable voice chat during online games.
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Configuration
Client Options Voice Chat Auto Join
— Choose which public channels you would like
to join upon connecting to a server.
Chat Password — You may set a password on your personal chat
channel. Only players that know your password may join your per­sonal channel.
Server Options Enable Local Channel
— Configure whether the “Local” channel will
be enabled on the server.
Enable Voice Chat — This setting determines whether the server will
permit players to use voice chat in game.
Usage
Basic Commands
Basic voice chat commands are performed using the Voice Chat sub­menu in the Speech Menu (see the Speech Menu section for instruc­tions on how to use this menu). Bring up the Speech Menu by either pressing the Speech Menu quickbind key (by default the
V key) or by
entering the Speech Menu command at the Game Console. Channel names drawn in white indicate channels of which you are a member. Channel names drawn in gray indicate channels of which you are not a member. Channel names drawn in green indicate your active channel. Your Active Channel is the channel to which you are currently sending your voice chat transmissions. A list of channel members will be drawn to the right of the menu for whichever voice chat channel is highlight­ed by the selection indicator.
The Voice Chat menu contains three options:
Join — Selecting this option presents a list of voice chat channels
that exist on the server to which you are connected. This list will only contain channels of which you are not a member. Select the channel you'd like to join. The Speech Menu is closed, and you are added as a member to the selected channel. You will begin receiv­ing voice communication on this channel.
Leave — Selecting this option presents a list of voice chat channels
that exist on the server to which you are connected. This list will only contain contain channels of which you are a member. Select the channel you'd like to leave. The Speech Menu is closed, and you are removed as a member to the selected channel. You will no longer receive voice communication from this channel.
Talk — Selecting this option presents a list of voice chat channels
that exist on the server to which you are connected. This list will contain all channels on the server that you are allowed to join.
Only players who are members of your Active Channel will hear your voice chat transmissions.
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If you already have an Active Channel, selecting a different channel from the “Talk” menu will change your Active Channel to that channel. If you are not a member of that channel, you will auto­matically be added as a member.
Selecting the same channel as your current Active Channel will make that channel no longer your Active Channel, and will not assign any other channel as your new Active Channel. When you don't have an Active Channel, other players on the server will not be able to hear any of your voice transmissions.
Advanced Voice Chat Commands
Banning
You may ban other players from your personal chat channel. When you ban another player, they are immediately removed from your per­sonal chat channel, if they are currently a member, and are unable to re-join. You also have the option to no longer hear their voice trans­missions in any other channels of which you are member (this feature can be enabled from the Voice Chat configuration page, in the Settings menu). Banning a player is global, which means that even if you are playing on a different server, the ban against that player would remain in effect, and that player would be unable to join your personal chat room on the different server.
Password
You may password protect your personal chat channel. This limits who can join your personal chat room to only those to whom you give your password.
HUD Indicators
While you are making a voice transmission, a small meter will appear on the left side of your screen to indicate the volume at which you are transmitting. The higher the meter goes, the louder your voice. Use this meter to determine whether your voice transmission is too low or too high.
When you hear another player’s voice chat transmission, a portrait of that player’s character, along with the player’s name, will appear on the left side of your screen for a few seconds to indicate which player is speaking (this option can be configured from the HUD configuration page of the “Settings” menu).
Tips & Tricks
Console Commands
The following is a list of voice chat related console commands. These can be entered at the Game Console.
Join <channel name> — Receive any voice transmissions sent to this
channel.
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Leave <channel name> — Stop receiving any voice comm sent to this
channel.
Speak <channel name> — Toggles whether to transmit to this channel. SetChatPassword <new password> — Set, change, or clear your per-
sonal channel's chat password.
BanPlayer <player name> — Ban another player (see section titled
“Banning” under Advanced Voice Chat Commands).
UnBanPlayer <player name> — UnBan another player (see section
titled “Banning” under Advanced Voice Chat Commands). While a player is logged in as admin, their voice is transmitted to all
players. After a map change, you will automatically re-join whichever channels
you were a member of during the last map.
VOICE COMMAND
Bots can be commanded with your voice. Press the “Activate Microphone” key, and clearly speak your command. To specify which bot to use, you must say the callsign, such as Bravo or Charlie, which shows up in the scoreboard or in the beacon that is displayed over their head. After the callsign, speak the appropriate phrase for the order. For example “Bravo, cover me.”
Supported commands include:
DEFEND: Defend the base. ATTACK: Attack the enemy base. COVER ME: The bot will protect you. FREELANCE: The bot acts as a rover. HOLD POSITION: The bot comes over and holds your current position. STATUS: The bot provides its current status. GIMME: The bot gives you their current weapon.
There are also some hidden voice commands that you will have to dis­cover for yourself. Only English voice recognition is supported.
TEAM COMMANDS AND TAUNTS
While you’re playing the game, you can select from a menu of mes­sages that you can say during the game. Press the V key while playing to open the Voice menu, then click on a category. When you see the message you wish to say, click on it to broadcast it. Note that different characters have different taunts available to them.
The following is a list of the categories and their respective messages:
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WEAPONS
Assault Rifle
Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.
Flak Cannon
Trident Defensive Technologies Series 7 Flechette Cannon has been taken to
the next step in evolution with the production of the Mk3 “Negotiator.” The ionized flechettes are capable of delivering second- and third-degree burns to organic tissue and cauterizing the wound instantly. Payload delivery is achieved via one of two methods: ionized flechettes launched in a spread pattern directly from the barrel; or via fragmentation grenades that explode on impact, radiating flechettes in all directions.
Lightning Gun
The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon’s learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton ‘patch’ on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge dif­ferential and annihilates the target.
Sniper Rifle
This high-muzzle velocity sniper rifle with a 10x scope is a lethal weapon at any range, especially if you can land a headshot.
Minigun
The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high­velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuver­able, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the dis­cerning soldier.
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INTERNET CHAT
An Internet chat function has been provided to allow UT2004 players to set up matches or have online discussions. This feature uses the Internet Relay Chat (IRC) protocol.
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are con­cerned about any chat you receive.
MUTATORS
You can customize any game using Mutators. To use a Mutator in a multiplayer game or Instant Action game, click on the Mutators tab, and move the Mutators you wish to use to the list box on the right.
Acknowledgements
Got it! Roger! On my way!
Friendly Fire
Hey! Same team! On your team!
Orders
Attack. Cover me. Defend. Freelance. Hold this position
Other Messages
Base is uncovered. Get our flag! Got the flag.
Got your back. I’m hit! Under attack!
Voice Taunts
Eat that! You like that? Sucker! Boom! You suck! Die, bitch! Man down! Loser!
Animated Taunts
Point Pelvic Thrust Ass Smack
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Page 16
Rocket Launcher
The Trident Tri-barrel Rocket Launcher is extremely popular among competi­tors who enjoy more bang for their buck. The rotating rear-loading barrel design allows for both single- and multi-warhead launch­es, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.
Shieldgun
The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming pro­jectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pul­verizing organs and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arse­nal.
Shock Rifle
The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. This com­bination attack is achieved when the weapon operator uti­lizes the secondary fire mode to deliver a charge of seeded plasma to the target. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plas­ma core, releasing the explosive energy of the anti-photons contained within the plasma’s EM field.
Ion Painter
The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later, a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon. Once the Ion Painter has been used to designate a target, it is highly recommended that the user put considerable distance between themselves and the weapon’s area of effect.
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Ion Cannon
The highly effective Variable Altitude Phased Output Remote Weapons Platform (VAPOR WeP) led to a dramatic decrease in incidents of mob violence within colonial boundaries. Hovering high above the terrain, the VAPOR scans the visible countryside for the activation of rifle-mounted targeting lasers. When a beam is located, the plat­form moves into position and unleashes two terawatts of ionized plasma streams directly onto the target, vaporizing any agitators and bystanders within 50 meters.
Mine Layer
Deriving technology from Izanagi Corporation's Micro-spy military line, the minelayer is a deadly combination of cutting-edge high explosives, A.I., and robotics. Carrying thermite encased within it’s fragmenting Duranium shell these drones will sit qui­etly until a vehicle is within range, then charge and detonate on contact. If an on-foot enemy is within range, the mines will chase them down and leap onto them, detonating. Alt-fire activates a guidance laser from the Minelayer itself, causing all launched drones to flock toward the paint­ed point. Although each clip can only hold four drones, the minelayer is deadly for both infantry and vehicles alike.
AVRiL
Designed to be used strictly against vehicles, the Avril allows infantry a fighting chance. Once the Avril has aquired lock, it fires a solid­fuel missile which will track the target as long as the reticle is held on the vehicle. The missile tracks it’s intended target when fired, able to pull 4 G’s and 2 ninety degree turns in 100 feet. Alt-fire allows the player view to hold and zoom on the locked target. Armed only milliseconds before impact, the missile explodes on contact, delivering the full force of a shaped PolyDiChlorite charge into the delivery point. slow to recharge, the Avril must be used with caution, but can turn the tide in a pitched battle.
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Biorifle
The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that the delayed detonation of the mutagenic sludge, coupled with the ability to quickly carpet an area with the highly toxic substance, has reduced the weapon to the equivalent of a minefield, a barbaric and cowardly weapon employed during past human conflicts. Proponents of the weapon argue that it enhances the tactical capabilities of defensive combatants, allowing participants to cover multiple choke points more efficiently. Despite the debate, the weapon remains historically accu­rate, providing rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman’s terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.
Link Gun
Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, com­monly known as the Link Gun, or simply the Link. While the primary firing mode of the Link remains the same as its plasma-firing prede­cessor, the secondary cutting torch has been replaced with an active-scanning, switchable energy matrix. This matrix enables the weapon to register friend or foe upon contact with the swirling green beam and change properties accordingly. When the beam comes into contact with an opponent it can inflict serious injury and death within seconds. Upon contacting a teammate, it reverts to a harmless carrier stream. The carrier stream offloads energy from the onboard cells, boosting the output of any targeted player who is also using the Link. Two players may Link to one another at any time, boosting the power output of the weapon significantly, but it should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.
Target Painter
Emitting a solid state laser for the Phoenix Bomber to target, the single­shot Target Painter allows the autonomous dropping of a massive payload of conventional ordnance on a general area. After holding and locking the targeting beam on a specified ground point, the Phoenix will call in and commence surface bombardment.
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Grenade Launcher
Easily one of the most diverse weapons in current use, the Grenade Launcher can fire up to eight grenades at a time, either seeding an entire area for later detona­tion, or directly targeting enemies. Lined with electrostatic emitters, each grenade adheres to both enemy vehicles and infantry, the detonation of which lies completely in the hands of the weapon holder. When employed with creativity and timing, the Grenade Launcher can be a very powerful weapon.
Translocator
The Translocator was originally designed by Liandri Corporation’s R&D sector to facilitate the rapid recall of miners during tunnel collapses and other emergencies. The technology has saved countless lives, but not without cost. Rapid deresolution and reconstitution of the subject organism can have several unwel­come effects, including increases in aggression and paranoia, as well as increased probabilities of respiratory and cardiac arrest. Artifacts of synaptic disruption accumulate in the biological snapshot of the individual, leading to Teleportation Related Dementia (TReDs), an incurable disease that has stricken some of our greatest champions. In order to prolong the careers of today’s contenders, limits have been placed on Translocator use in the lower-ranked leagues. This was deemed necessary to prevent new recruits from becoming too reliant on the device, thereby sealing their own doom. The latest iter­ation of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera’s surveillance output, the user is effectively blind to his immediate surroundings.
Redeemer
The first time you witness this miniature nuclear device in action, you’ll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you’re out of the Redeemer’s impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket’s-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer’s projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.
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VEHICLES
In an Onslaught game vehicles spawn at bases and active Power Nodes. When a vehicle spawns for the first time it is locked, and enemy players are unable to control it. Once a vehicle is used for the first time, the vehicle is unlocked and can be hijacked by the enemy team if left unattended. Enter a vehicle by pressing the Use key when next to it. Press the Use key to flip an upside-down vehicle. All vehicles have a driver position and some vehicles can carry passengers that can fire the vehicle-mounted weapons. If a vehicle is destroyed, all passen­gers and the driver will also be killed unless they exit beforehand. It is also possible for the driver and passengers to be killed by incoming fire even before the vehicle has been destroyed.
Additionally there are new vehicle based reward voices:
Roadkill: Run an opponent over with a vehicle. Pancake: Crush an opponent under the Manta.
There are many, many, more for the player discover.
Goliath
Recently replaced by a newer model, the Goliath tank served as a front-line offensive weapon for two decades. Protected by a double-plate carbon-durani­um shell, the Goliath lacks top speed, but makes up for it with endurance and brute force. Four synchronized stabilizers let the turret rotate independently from the chassis, allowing the tracking of enemies at medium and long-range. The Goliath’s main cannon delivers a massive 140mm depleted-uranium round at over a mile a second. A second teammate can enter the tank and provide cover fire with the dual .50-caliber machine guns. Working in tan­dem, these weapons offer provide a strong defense against both air and ground attacks.
Goliath Driver Controls
Mouse: Aim Forward / Backward: Accelerate / Reverse Strafe Left / Strafe Right: Steering Fire: Fire main cannon Alt-Fire: Zoom
Goliath Machine Gunner Controls
Mouse: Aim Fire: Fire Minigun Alt-Fire: Zoom
OTHER ITEMS
Health
Each health vial gives you five health points, up to a maximum of 199.
Health Pack
Replenishes 25 health points, up to a maximum of 100.
Keg O’ Health
A new lease on life, for 100 health points.
Shield Pack
Protects you with 50 armor points.
Super Shield Pack
Gives you 100 armor points, up to a maximum of 150.
Double Damage
Doubles the power of all weapons. The Double Damage effects last for 30 seconds.
Adrenaline
Tasty and nutritious, Adrenaline provides you with the extra energy needed to execute special Adrenaline abilities.
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Manta
Lightweight and diminu­tive, the Manta is a fearsome sight in battle. Created for marsh and swamp warfare, the Manta has proven itself over all types of terrain. The Manta combines a small overall target area and superior ground­speed to bring a lethal mix of strengths to the battlefield. Constructed almost exclusively from laminated Alumex polymer, the Manta’s agility is unmatched by any other craft. The Manta floats on a cushion of air provided by twin Magneto-impelled props. The tri-blades can be instantly pitched, allowing the pilot to leap two stories into the air to avoid enemies or obstacles. The Manta brings its two multi-stage plasma casters very quickly to enemy territory. Manta pilots must be wary of enemy fire, and outright attacks against heavier vehicles in close quarters rarely succeed.
Manta Controls
Mouse: Steering Forward / Backward: Accelerate / Reverse Strafe Left / Strafe Right: Strafe Jump: Ascend Crouch: Descend
Fire: Fire Plasma Caster Alt-Fire: Slam
Hellbender
The Hellbender offers strong maneuverability, heavy armor and power­ful weaponry. Both neu­tron-induction-powered weapons on the Hellbender deliver a con­siderable punch. The rear turret sports dual 40­megawatt plasma projec­tors, which despite their slower reload rate inflict considerable damage to enemy vehicles. The side turret fires EMP quanta projectiles, similar to the ASMD shock rifle. You can detonate these highly unstable spheroids with a properly placed secondary-fire. It is not uncommon to see a group of dismount­ed enemies devastated by this spectacular weapon, and it should be approached with caution.
Hellbender Driver Controls
Mouse: Camera Forward / Backward: Accelerate / Reverse Strafe Left / Strafe Right: Steering Jump: Handbrake turn Fire: Horn Alt-Fire: Horn
Hellbender Rear Turret Controls
Mouse: Aim Fire: Fire Turret (Hold button to charge) Alt-Fire: Zoom
Hellbender Side Turret Controls
Mouse: Aim Fire: Launch EMP Projectile Alt-Fire: Detonate EMP Projectiles
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Raptor
The Raptor maintains a stranglehold on combat air superiority. Constructed of tritanium­ceramic alloys, the air­frame allows fast response and high dura­bility. A grid array of mag­neto-conducting cells cov­ers its wings, powered by dual phase-induction plas­ma turbines. The grid array vectors gravity away from whichever direction the pilot chooses, allowing the Raptor to accelerate. Armed with two solid-state plasma projectors and a homing missile mount, the Raptor can decimate specific targets very quickly, although Raptor pilots must be cautious of guided rockets or Stationary Turret attacks from the ground.
Raptor Controls
Mouse: Steering Forward / Backward: Accelerate / Reverse Strafe Left / Strafe Right: Strafe Jump: Ascend Crouch: Descend Fire: Fire Plasma Projector Alt-Fire: Fire Homing Missile (Locks on to Mantas and Raptors only)
Scorpion
Offering little in the way of armor, the Scorpion is effective against infantry and as a light, fast combat support vehicle. A rear­attached plasma ribbon emitter fires a string of plasma cores bound together by cohesive magnetic force. These cores wrap around ene­mies or vehicles and det­onate. The Scorpion is fit­ted with twin sling arms embedded with three industrial-grade steel shears with zero-G forged edges only an atom’s width in thickness. The sling arms snap out on command and effortlessly cleave through any body armor with ease, leaving perfectly severed heads and torsos in its wake. Being so small and lightly armored, the Scorpion is vulnerable to most other vehicles, and heavy infantry fire.
Scorpion Controls
Mouse: Aim Forward / Backward: Accelerate / Reverse Strafe Left / Strafe Right: Steering Jump: Handbrake turn Fire: Hold to charge, Release to fire ribbon projectile Alt-Fire: Hold to deploy blades
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Phoenix
As an autonomous remote-bombing device, the Phoenix is capable of delivering staggering amounts of ordnance to a specific target. Hold the Target Painter beam on an object or ground point until it signals tar­get lock. An immediate airstrike follows with the Phoenix releasing its payload directly, if indis­criminately. Held aloft by four pulse-ramdrive engines, and plated in Duranium armor, the heavily armored Phoenix is ponderous, but effective in combat. The Phoenix makes its presence felt on the battlefield briefly, although a vigilant Raptor pilot or Stationary Turret gunner has been known to take them down.
Leviathan
Originally designed for urban pacification, the Leviathan found its greatest deployment near the end of the Human/Skaarj wars. The Leviathan represents the ultimate in mobile mili­tary force projection, able to carry one driver and four passengers. Each passenger mans an anti-vehicular turret at the corners. The pilot can target enemies with the rear-mounted rocket pack while driving, firing a continuous swarm of projectiles. When the pilot needs to hold a position, the main weapon can be deployed. This will immobilize the Leviathan for stabilization. Powered by two quantum-fusion impulse reactors, the main gun projectile creates a negative singularity at the point of impact, drawing all energy and matter out of the immediate area. Exploding outward with devastating force, the shockwave can annihilate everything within its radius. There are documented cases of Leviathans single-handedly leveling entire cities, and lone attacks against a fully manned Leviathan are suicide.
Leviathan Driver Controls
Mouse: Aim Forward / Backward: Accelerate / Brake / Reverse Strafe Left / Strafe Right: Steering Fire (Undeployed): Fire Rockets Fire (Deployed): Fire main weapon Alt-Fire: Deploy / Undeploy
Leviathan Turret Controls
Mouse: Aim Fire: Fire Turret Alt-Fire: Zoom
36
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Skaarj Spacefighter
Few details are available on these rarely seen Spacefighters, as they appeared and disap­peared during the final battle against the Skaarj that ended the Seven­Day Siege over a century ago. Military Intelligence suspects the Skaarj had stolen a new source of energy to power these state of the art crafts (codenamed “Black Scorpions”). Light weight and armored, the “Black Scorpions” are armed with a dual plasma projectors and homing missile mount. The adaptive wing flaps and engine exhaust system provide the Black Scorpions with a great top speed, aggressive accel­eration and high movement range. Exact replicas, as found during the Human/Skaarj war, are used in the Tournament.
Skaarj Space Fighter Controls
Mouse: Steering Forward / Backwards: Accelerate / Decelerate Strafe Left / Strafe Right: Strafe Jump + Strafe Left / Right: Roll Crouch: Reset roll (stabilizer) Previous / Next Weapon: Target cycle Use: Reset target and switch on Automatic Targeting (closest visible
enemy)
Fire: Instant hit lasers Alt-Fire: Homing Missile
Human Spacefighter
In service for over half­century, the Human Spacefighters (known as “Eagles”) were the main choice for military inter­ception, sabotage and infiltration missions. Although outdated, the Eagle is very reliable. The Tournament uses exact replicas of the Eagle used during the Human / Skaarj war a century ago. Armed with two laser projectors and a homing missile mount, they can take down any type of light- or medium-armored targets. The powerful single barrel engine provides a strong acceleration to escape enemy fire, as well as a slow velocity “approach” mode. Along with dual strafing controllers, the Eagles are extremely aggressive in space.
Human Space Fighter Controls
Mouse: Steering Forward / Backwards: Accelerate / Decelerate Strafe Left / Strafe Right: Strafe Jump + Strafe Left / Right: Roll Crouch: Reset roll (stabilizer) Previous / Next Weapon: Target cycle Use: Reset target and switch on Automatic Targeting (closest visible
enemy)
Fire: Instant hit lasers Alt-Fire: Homing Missile
38
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41
Link Turret
Built by the same compa­ny, the Link Turret is just like its little brother, the Link Gun. Primary fire features plasma projec­tiles and Alt-Fire a beam. Beams can be linked to other turrets to increase their firepower, or heal teammates. The Turret also features basic auto­pilot and energy shield.
Controls
Use: Enter / Exit (Entered through a Turret Control Panel) Fire: Plasma Alt-Fire: Beam Forward / Backward: Zoom F4: Switch between first-person view and third-person view. Prev / Next weapon: Prev / Next turret
Ion Cannon
An exact replica of the Ion Cannons used during the Skaarj War battles. During the 10 days siege, Ion Cannons were placed in the heart of major cities as a last hope to slow the Skaarj progress. While providing huge firepower, Ion Cannons also caused many human casualties with their large blast radius.
Controls
Use: Enter / Exit Fire (Hold): Ion Plasma Beam Alt-Fire: Zoom F4: Switch between first-person view and third-person view.
TURRETS
Minigun Turret
Very noisy and polluting, the Minigun Turret is no longer in production but still widely used and maintained. The high­power turbine gives the turret a high RPM rate and great range. The tur­ret’s weakest points are its very low accuracy and effectiveness at close range.
Controls
Use: Enter / Exit Fire: Fire Alt-Fire: Zoom F4: Switch between first-person view and third-person view.
Mothership Turret
Main stationary defenses on the outside of the Skaarj Mothership. It’s primary fire features two high-velocity plasma pro­jectiles, and a high-energy shield alt-fire.
Controls
Use: Enter / Exit (Entered
through a Turret Control Panel)
Fire: Plasma Alt-Fire: Shield F4: Switch between first-person view and third-person view. Prev / Next weapon: Prev / Next turret
40
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GLOBAL STATS
Unreal Tournament 2004 supports for the freely available
UT2004stats service. UT2004stats can track and display your scoring and provide statistical gameplay analysis for Internet games. To read up on this information you will need a web browser, such as the latest version of Netscape Navigator
or Internet Explorer™, installed on your
computer. UT2004stats organizes and tracks the scoring and statistical gameplay
information from your multiplayer on-line
Unreal Tournament 2004
games. UT2004stats only tracks human players that have stats tracking turned on. AI computer opponents (Bots) are ignored in stats. This is how it works:
Turning on stats tracking in
Unreal Tournament 2004 logs all play
information. Every kill, death, suicide, special event, point scored, etc. is sent to Epic Games’ Master Server. UT2004stats interprets the infor­mation and stores it. You can look up your personal stats in the form of HTML-based pages via a Web browser.
Complete and total statistics include:
• Personal in-depth statistics for each player, lookup via unique
PlayerID
• Detailed Match Stats for the most recent matches played
• Ranking for Deathmatch and team-based games
• Tracking for pure (mutator-free) official game types: Deathmatch,
Team Deathmatch, Capture the Flag, Double Domination, Bombing Run, Assault, Onslaught, Last Man Standing, Mutant and Invasion.
• Tracking for the above game types with mutators turned on
• Custom mod tracking
• Global statistics — worldwide stats overview
• Powerful built-in search function
• “Best Of” pages
• Details on maps, servers and mods
• Extensive online help: FAQ and site map For a detailed breakdown of weekly, monthly and all-time stats, visit
UT2004stats at:
http://ut2004stats.epicgames.com
All of your stats will be accumulated in a permanent database that keeps track of exactly how many frags, deaths and more has happened to you in online games. It does not matter on what server you play — your data will be tracked.
GAME TIPS
Be sure to learn how to order your teammates around by using the Voice menu (the
V key). Telling some of your buddies to attack while
some defend or cover you proves invaluable in the Tournament. At the start of a match you are in spectator mode. You are free to fly
around the map and explore to your heart’s content. Make sure you note the locations of the big guns, pickups and health, so you’re not going into battle blind!
The moment a match starts, you are equipped with the Shieldgun and an Assault Rifle. These are good guns to start with, but there are much more effective weapons strategically placed throughout the battle arenas! Go and grab one before your foes do!
Remember to keep moving, because a moving target is harder to hit than a stationary one. Strafing is a great way to avoid getting shot (the left and right arrow keys will make you strafe side-to-side) while keeping your crosshair on your enemy. Use it or lose it!
Some weapons, such as the Rocket Launcher, cause an explosion that creates “splash damage.” Use splash damage to hurt your enemies by aiming near them or on the ground in front of them. A couple of good splashes will take out your opponent in no time.
Many weapons are great for close combat, while others are better suited for long distance play. For instance, the Flak Cannon is great in close quarters, while the zoom of the sniper rifle makes it the ultimate long-range gun.
Many of the weapons that explode and cause splash damage will damage you if they explode too close to you. Be careful where you shoot, or you could lose points!
Sprees
If you manage to kill five or more opponents without dying yourself, you will be on a Killing Spree. You’ll get a verbal notice and your ene­mies will receive a warning telling them that you’re doing well. If you kill 10 or more foes, you are on a Rampage. There are many Spree lev­els — see how high you can get!
Dodging
In Unreal Tournament 2004, you can dodge by tapping a movement key twice in any direction. Turn this feature on in the Settings > Game menu. If you do not like this feature, you can turn it off, but be advised that many great players who learn this technique become
Unreal masters.
Headshots
If you take someone out by taking their head off, you’ll get a message letting you know that you nailed a headshot!
42
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NOTES
UT2004stats — Registration, turning on Stats
tracking
UT2004stats does not require pre-registration to participate, and extensive measures for player uniqueness and security have been included. Registration is easy via an in-game menu: Settings>Network>UT2004 Global Stats. Turn on UT2004stats tracking by clicking the Track Stats button. You must then choose a Stats Username and Stats Password. Try to make the combination of user­name and password unique by choosing a cryptic password that contains letters and numbers. Keep the password to yourself and remember it — the information is not available from Epic Games.
Note: You can pick any player name (nickname) you want, and change
it as often as you want. Only the Stats Username and Stats Password should stay the same. The latter combination will assign a unique PlayerID to you. You can find your stats under this PlayerID.
44
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NOTES
46
47
NOTES
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NOTESNOTES
48
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NOTESNOTES
50
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Advanced gaming features in Sound Blaster Audigy 2 ZS include:
Atari
®
and
Creative
®
Present a Brand New Experience in
7.1 Gaming!
Sound Blaster®Audigy®2 ZS blurs the line between gaming
and reality. The unprecedented realism of EAX
®
ADVANCED
HD
gaming audio will immerse you in a 7.1 audio world that
you’ll find almost impossible to leave.
• 7.1 Audio Output
• 24-bit/192kHz
• 108dB SNR Clarity
• THX®Certified and new THX Set-up Console
• EAX ADVANCED HD
To learn more about Sound Blaster Audigy 2 ZS, visit us at
http://www.soundblaster.com
Creative GigaWorks 7.1 S750 features:
• 7.1 Speaker System
• 700 Watts Total RMS
• 210 Watts Subwoofer
• THX
®
Certified
• 2-way Speakers with Titanium Supertweekers
• DTS
®
- ES and Dolby
®
Digital EX Playback
E
VERY
H
ERO
N
EEDS
A
P
ARTNER
Combine Sound Blaster Audigy 2 ZS and Creative GigaWorks
7.1 S750 Multi-channel speakers to experience an audio world
that you never had experienced before. With the combination
of audio hardware, it will definitely brings Unreal
®
Tournament
2004 experience to life!
To learn more about Creative GigaWorks 7.1 S750, visit us at
http://www.creative.com/speakers
© 2004 Creative Technology Ltd. All rights reserved. The Creative logo is a registered trademark of Creative Technology Ltd. in the United States and/or other countries. All brands and product names listed are trademarks or registered trademarks and are property of their respective holders.
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55
Additional Concept Art & Miscellaneous Works
Additional Textures
Christian Bradley
Models & Art
Evelyn Eekels
Voice Talent
Shannon Ewing
Concept Art & Character Models
Brian Griffith
Art Direction, Character Art, Additional Art
Martin Murphy
Atari
Executive Producer
Steve Ackrich
Senior Producer
Peter Wyse
Producers
Tim Hess David T. Brown
V.P. of Brand Marketing
Steve Allison
Directors of Brand Marketing
Chris Mollo Jean Raymond
Brand Managers
Scott McCarthy Richard Iggo
Director of Marketing Communications
Kristine Keever
Director of Creative Services
Steve Martin
Senior Art Director
David Gaines
Director of Editorial & Documentation Services
Elizabeth Mackney
Documentation Specialist
Chris Dawley
Copywriter
Norm Schrager
Director of Publishing Support
Michael Gilmartin
I.T. Manager/Western Region
Ken Ford
Manager of Technical Support
Michael Vetsch
Senior Q.A. Testing Manager
Dave Strang
Lead Tester
Mark Huggins Jeff Loney
Assistant Lead Tester
Scott Bigwood Paul Phillips
Testers
Phil Allers Brett Casta Joe Faulstick Mark Florentino Tim Higgins Erik Jeffery Jason Johnson Clif McClure Mike Murphy Tim Lang Milton Laureano Andrew LeMat Conor Sullivan Carl Vogel Stephan Wenninger Jeremiah Williams Mark Alibayan Jason Pope Mark Baylon
Compatibility Lab Supervisor
Dave Strang
Compatibility Test Lead
Randy Buchholz
Compatibility Analysts
Jason Cordero Mark Florentino Chris McQuinn Cuong Vu Patricia-Jean Cody
Director, New Business Development
Tim Campbell
Content Manager
Mark T. Morrison
Senior PR Manager
Matt Frary
Director, Online
Jon Nelson
Senior Producer, Online
Kyle Peschel
Senior Programmer, Online
Gerald “Monkey” Burns
Senior Web Designer, Online
Richard Leighton
Special Thanks
Kurt Akeley Drew Angeloff Ben Ashbaugh Dave Bartolomeo Brian Benincasa Chris Bentley Bob Beretta Jim Black Mike Burrows Aaron Burton Liam Byrne Cem Cebenoyan Sam Charchian Keith Charley Sean Costello Tony Cox Matt Craighead Scott Currie Will Damon John David Joe Deng Sim Dietrich Eric Dmers Beth Doherty Chris Donahue Mike Drummelsmith Kenneth Dyke Atom Ellis Steve Engelbrecht Cass Everitt Matthew Formica Thomas Fortier Ken Fowles Kang Su Gatlin Alan Gerrard Jeff Golds Juan Guardado Syed Aqueel Hamdani Rick Hammerstone Ted Hase Jerad Heck Jeff Herbst Richard Hernandez Garin Hiebert Aron Ho Stephen Holmes
CREDITS
Epic
Producers
Cliff Bleszinski Jeff Morris
Programming
Bruce Bickar Dr. Michael Capps Michel Comeau Erik De Neve Laurent Delayen James Golding Ryan C. Gordon Michiel Hendriks Christoph A. Loewe Warren Marshall Matt Oelfke Steve Polge Jack Porter Ron Prestenback Andrew Scheidecker Tim Sweeney Daniel Vogel Joe Wilcox
Art & Level Design
Ben Beckwith Cliff Bleszinski Chris Blundell Christopher Buecheler Shane Caudle Phil Cole Sjoerd De Jong Paul Fahss Cedric Fiorentino Stuart Fitzsimmons Steve Garofalo Jeff Geis Jeremy Graves Alexander Lehmann Jack Luttig Warren Marshall John Mueller Rogelio Olguin Nathan Overman Chris Perna Lee Perry Sidney Rauchberger Peter Respondek Doug Schramm David Sirmons Teddie Tapawan Joe Wilcox Alan Willard
Animation
Alan Cruz John Root Chad Schoonover
Biz
Mark Rein Jay Wilbur
Office Manager
Anne Dube
Music
Will Nevins Kevin Riepl
Audio
Lani Minella, Audio Godz Jamey Scott Tommy Tallarico Studios
Scion Studios
Studio Director
Dr. Mike Capps
Art/Level Design
Jim Brown Ryan Brucks Ed Duke-Cox
Programming
Joe Graf
Psyonix Studios
Programming
Dave Hagewood Per Vognsen
Art/Design
Eric Evans Streamline Studios David Sirmons Robert Horvat Sjoerd De Jong
Audio
Lani Minella, AudioGodz Jamey Scott, Dramatic Audio Kevin Riepl Will Nevins, Sound Design Group
Digital Extremes
Programming
Adriano Bertucci Jeff Jam Glen Miner Tony Pilger Steve Sinclair Justin Smith
Character Models & Animation
James Edwards Steve Jones
Art & Models
Mike Bastien Geoff Crookes Pancho Eekels Dave Ewing Bastiaan Frank Mike Leatham Scott McGregor Tony Pilger Everton Richards Dan Sarkar James Schmalz Cassidy Scott Mat Tremblay Mario Vazquez
PR Director
Meridith Braun
Level Design
Mike Bastien Pancho Eekels Dave Ewing Bastiaan Frank
Scott McGregor Jean Rochefort James Schmalz Cassidy Scott
Sound & Music
Starsky Partridge
Writer & Localization
Mike Wagner
Voice Actors for UT2003
Mike Devine Leanne Dixon Christine Langos Tim McClew Yolande McLean Mark Staedler
Streamline Studios
Adrian Banninga Renier Banninga Stephan Baier Jeroen Leurs Hector Fernandez Alexander Fernandez
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57
WEB SITE
For more information on Unreal Tournament 2004, tips and tricks, access to the Unreal Tournament community, and the latest updates and downloads, go to:
http://www.unrealtournament.com
ATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept respon­sibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are con­cerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
TECHNICAL SUPPORT (U.S. & CANADA)
Help Via the Internet
Up-to-the-minute technical information about Atari products is gener­ally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our
FTP (File Transfer Protocol) area where you
can download patches if needed, our
Hints/Cheat Codes if they’re
available, and an
E-Mail area where you can get help and ask ques-
tions if you do not find your answers within the
FAQ.
Note: In the event we must send you a Hint Sheet, FAQ document,
patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
®
Beatriz Hubert Gareth Hughes Aki Jarvilehto Anantha Kancherla Jenny Keily Mark Kenworthy Scott Kephart Mark Kilgard Dave Kirk Kent Knox Joe Kreiner Kristoffer Larson Jon Leech Terry Leeper Barthold Lichtenbelt Gary Lusk Scott MacDonald Rob Mace Dean Macri Herb Marselas Matt McClellan Skip McIlvaine Max McMullen Andy Mecham Jason Mitchell Alan Modra Jack Moffit, Derek Moore Sameer Nene David Notario Kim Pallister Sanjay Patel Daniel Peacock Derek Perez Emmett Plant Bimal Poddar Wallace Poulter Kan Qiu Bill Rehbock Guennadi Riguer Thomas Roell Daniel Rohrer Ian Romanick Randi Rost Jeff Royle Sanford Russell Sarah Sarmeinto Jason Schellenberg John Schimpf Phil Scott Jeffery Seaman Anand Lal Shimpi Rex Sikora Connie Siu Elias Slater John Smith Michael Smith
Lori Solomon Geoff Stahl John Stauffer Micah Stroud Iouri Tarassov Philip Taylor Nicolas Thibieroz Nick Triantos Jon Trulson Matt Tullis Joe Valenzuela Jean-Marc Valin Dan Vivoli Carlo Vogelsang Mike Walk Karen Wilder Steve Willett Timothy Wilson Matthew Witheiler David Yackley Wei-Wei Yin Dave Zenz Monty
VTM Development Team
CEO/President of 3D Buzz, Inc.
Jason Busby
CTO of 3D Buzz, Inc.
Logan Frank
3D Buzz Instructor
Joel Van Eenwyk
3D Buzz Instructor
Zak Parrish
3D Buzz Instructor
Derek Stevens
3D Buzz Instructor
David Aguilar
DivX is a registered trade­mark of DivXNetworks, Inc. in the USA and other countries.
DivX® Video provided by DivXNetworks, Inc. COPY­RIGHT © 2000-2003.
Karma Physics Library Copyright 2003 Criterion Software Limited. Karma is a trademark of Criterion Software Limited, used under license.
Microsoft Speech Software Development Kit, Version
5.1 Copyright 2003 Microsoft.
Ogg Vorbis Copyright 2001-2003, Xiph.Org Foundation
Speex Copyright 2002­2003, Jean-Marc Valin/ Xiph.Org Foundation
Uses Miles Sound System. Copyright © 1991-2003 by RAD Game Tools, Inc.
MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc. MPEG Layer-3 audio compression technology licensed by Fraunhofer IIS and THOM­SON multimedia.
Simple DirectMedia Layer library is used under the terms of the LGPL License. The LGPL License may be found on the CD.
Linux and Mac version of OpenAL are used under the terms of the LGPL License. The LGPL License may be found on the CD.
BSDish Copyright © 2002 Jorge Acereda <jacereda@users.source­forge.net> & Peter O’Gorman <ogorman@users.source­forge.net>
Unreal2004_ManInt.qxd 2/2/04 4:34 PM Page 56
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58
END-USER LICENSE AGREEMENT
PLEASE READ CAREFULLY. BY USING OR INSTALLING THIS SOFTWARE, OR BY PLACING OR COPY­ING THIS SOFTWARE ON YOUR COMPUTER HARDWARE, COMPUTER RAM OR OTHER STORAGE MEDIUM, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE TO THESE TERMS, PROMPTLY DISCONTINUE THE INSTALLATION PROCESS AND CEASE ALL USE OF THIS SOFTWARE.
1. Thanks.
Congratulations and thank you for licensing our software. We’re sorry to cramp your style, but out lawyers tell us that if we want to keep control and ownership of the cool stuff we’re developing, we have to make sure you understand and agree that you are just buying a right to use it and that that right is limited in certain ways. So what follows is what you need to know and agree to.
2. License. The software accompanying this license and the related documentation (the “Software”) are licensed for your use and gaming enjoyment, subject to terms and limitations in this license agreement. The license fee you paid gives you the right to use the Software. If the Software is configured for loading onto a hard drive, you may only load the Software onto the hard drive of a single computer and only run the Software off that hard drive, however you may participate in a multiplayer configuration (such as in an Internet gaming room) with other players who also have valid licenses; in other words, your friends must license their own copies of the Software. There is an editor incorporated into the Software which, if you use it, is subject to Section 10 below.
3. Commercial Exploitation. You may not use this game, or any Mods created for this game or using the tools provided with this game, for any commercial purposes without the prior written consent of Epic Games Inc. including, but not limited to, the following rules: 1. If you are the proprietor of an Internet café or gaming room, you may operate the Software in a “pay for play” environment provided that all computers used have validly licensed Software installed, such Software having been purchased at a retail store or other similar provider (we do not offer volume discounts or multi-install licenses). 2. You may not, without prior written consent from Epic, operate the Software in any gaming contest where (a) the cash value of all winnings and prizes paid throughout the entire competition is equal to or greater than US$5,000.00 OR (b) the name of the event, or any individual contest therein, incorporates or approximates the name of a company, product or commercial service OR (c) any company has provided, whether donated or as spon­sorship, prizes, or otherwise, products or services worth with a fair market value of over US$5,000.00.
4. Use Restrictions. We want you to enjoy our products for years to come, and we want to be able to continue to make awesome games, so you need to be aware that there are some things you cannot do with the Software. The Software contains copyrighted material, trade secrets and other proprietary material. You may not decompile, modify, reverse engineer, publicly display, prepare derivative works based on the Software (except as permitted in Section 10, below), disassemble or otherwise reproduce the Software. Except as set forth herein, you may not rent, sell, lease, barter, sublicense or distribute the Software. You may not delete the copyright notices or any other proprietary leg­ends on the original copy of the Software. You may not offer the Software on a pay-per-play basis or otherwise com­mercially exploit the Software or use the Software for any commercial purpose except as described in this agreement. You may not electronically transmit the Software from one computer to another or over a network. You may not ship or export the Software to any country other than where you bought it, in violation of the U.S. Export Administration Act (or any other law governing such matters) and you will not utilize and will not authorize anyone to utilize the Software in violation of any applicable law. The Software may not be downloaded or otherwise exported into (or to a national or resident of) any country to which the U.S. has embargoed goods or to anyone or into any country who/which are prohibited by applicable law from receiving it.
5. Termination. This license is effective until one of us terminates it. You may terminate this license at any time by destroying the Software and related documentation. In the unlikely event that you are naughty and fail to comply with any provision of this license, this license will terminate immediately without notice from us. Upon termination, you must destroy the Software and related documentation. Please don’t wait for us to come after you; it would not be pleas­ant for either of us. If we do have to come after you, we’re going to expect you to pay us for our troubles, including the cost of our lawyers.
6. Disclaimer of Warranty on Software. You are aware and agree that use of the Software and the media on which it is recorded is at your sole risk. The Software, related documentation and the media are provided “AS IS”. Unless otherwise provided by applicable law, Atari, Inc. (“Atari”) warrants to the original purchaser of this product that the Software storage medium will be free from defects in material and workmanship under normal use for ninety (90)
Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-7106. Our Interactive Voice Response system is generally available 24/7, pro­viding automated support solutions immediately.
Great News! We’ve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product’s
Part # when prompted to do so. This will
take you directly to all of our known issues and solutions for this title. The product’s
Part # is located in several places (on the CD label, pack-
age and/or plastic disc case) and is usually identified by a number such as
04-12345. When prompted by the Automated System, enter the
last five digits of your product’s Part #. (For example, Part # 04-12345
would require that you enter the “12345” portion of the number for that product.)
Note: Some products simply feature a five-digit Part #
without an “04-” prefix. Live support is generally available Monday through Friday, 8:00 AM
until 6:00 PM (Pacific Time).
Note: We may be closed on major holi-
days. Before making your call, we ask that you be at your computer, have
the following information available, and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows
®
98; Windows®Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7106 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging.
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laws, international treaty provisions, an army of clones, and all applicable law, such as the Lanham Act. You must treat the Software like any other copyrighted material, as required by 17 U.S.C. section 101 et seq. and other applicable law. Please do not make unauthorized copies. The program you’ve licensed was produced through the efforts of many peo­ple who earn their livelihood from its lawful use. These people like to eat, so don’t make copies for others who have not paid for the right to use it. To report copyright violations to the Software Publishers Association, call 1-800-388­PIR8 or write: Software Publishers Association, 1101 Connecticut Ave., Suite 901, Washington, D.C. 20036.
12. Enjoyment Requirements. We are aware that there are rumblings and grumblings within the gaming com­munity about heavy handed, legally onerous license agreements. You have our word that this one is as fair and even handed as it gets and, as you have read this far, you know it to be true. Now, be gone from this screen and enjoy the Software, including the UnrealEd.
Microsoft Speech Software Development Kit, Version 5.1
Redistributable Code
The Redistributable Code is the property of Microsoft Corporation and its suppliers and is protected by copyright law and international treaty provisions. You are authorized to make and use copies of the Redistributable Code either as part of the application in which you received the Redistributable Code, or in conjunction with the application for which its use is intended. Except as expressly provided in the foregoing sentence, you are not authorized to reproduce and distribute the Redistributable Code. Microsoft reserves all rights not expressly granted. You may not reverse engineer, decompile, or disassemble the Redistributable Code, except and only to the extent that such activity is expressly per­mitted by applicable law notwithstanding this limitation.
THE REDISTRIBUTABLE CODE IS PROVIDED TO YOU "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE.YOU ASSUME THE ENTIRE RISK AS TO THE ACCURACY AND THE USE OF THE REDISTRIBUTABLE CODE.MICROSOFT SHALL NOT BE LIABLE FOR ANY DAMAGES WHATSOEVER ARISING OUT OF THE USE OF OR INABILITY TO USE THE REDISTRIBUTABLE CODE, EVEN IF MICROSOFT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Redistributable Code
Redistributable Code is identified as the following files and all of the files can be found at the following location:
http://www.microsoft.com/speech/download/licensing/
DIVXNETWORKS, INC. END-USER LICENSE AGREEMENT
YOU SHOULD CAREFULLY READ THE FOLLOWING TERMS AND CONDITIONS BEFORE USING THIS PRODUCT. IT CONTAINS SOFTWARE, THE USE OF WHICH IS LICENSED BY DIVXNETWORKS, INC., TO ITS CUSTOMERS FOR THEIR USE ONLY AS SET FORTH BELOW. IF YOU DO NOT AGREE TO THE TERMS AND CONDITIONS OF THIS AGREEMENT, DO NOT USE THE SOFTWARE. USING ANY PART OF THE SOFTWARE INDICATES THAT YOU ACCEPT THESE TERMS.
GRANT OF LICENSE:
DivXNetworks, Inc. (the "Licensor") grants to you this personal, limited, non-exclusive, non­transferable, non-assignable license solely to use in a single copy of the Licensed Works on a single computer for use by a single concurrent user only, and solely provided that you adhere to all of the terms and conditions of this Agreement. The foregoing is an express limited use license and not an assignment, sale, or other transfer of the Licensed Works or any Intellectual Property Rights of Licensor.
ASSENT: By opening the file package containing this software, you agree that this Agreement is a legally binding and valid contract, agree to abide by the intellectual property laws and all of the terms and conditions of this Agreement, and further agree to take all necessary steps to ensure that the terms and conditions of this Agreement are not violat­ed by any person or entity under your control or in your service.
days from the date of purchase. By the way, Atari provides this end-user warranty as the publisher of the Software. This warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. ATARI AND EPIC GAMES, INC. (“EPIC”) EXPRESSLY DISCLAIM ALL OTHER WARRANTIES. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PUR­POSE. WE DO NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET YOUR REQUIRE­MENTS. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY US OR ANY OF OUR AUTHORIZED REPRE­SENTATIVES SHALL CREATE A WARRANTY OR IN ANY WAY INCREASE THE SCOPE OF THIS WARRANTY. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS MAY NOT APPLY TO YOU.
7. Limitation of Liability. UNDER NO CIRCUMSTANCES, INCLUDING WITHOUT LIMITATION, NEGLIGENCE, SHALL ATARI, EPIC OR ANY OF THEIR RESPECTIVE OFFICERS, EMPLOYEES, DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES OR ASSIGNS BE LIABLE FOR ANY INCIDENTAL, SPECIAL OR CONSEQUENTIAL DAMAGES THAT RESULT FROM THE USE OR INABILITY TO USE THE SOFTWARE OR RELATED DOCUMENTATION, EVEN IF SUCH PARTIES HAVE BEEN ADVISED OF THE POSSIBILITY OF THOSE DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. In no event shall Epic and Atari’s total liability to you for all damages, losses, and causes of action (whether in contract, tort or otherwise) exceed the amount paid by you for the Software.
8. Controlling Law and Severability. This license is governed by and construed in accordance with the laws of the State of North Carolina, USA. Exclusive venue for all litigation shall be in Wake County, North Carolina. If any provision of this license is unenforceable, the rest of it shall remain in effect.
9. Complete Agreement. This license constitutes the entire agreement between the parties with respect to the use of the Software and the related documentation. However, Atari and Epic reserve the right to modify the terms of this license from time to time and will post notice of material changes somewhere within www.epicgames.com.
10. Editor and End-user Mods.
(a) The Software includes an editor and associated tools and utilities (the “UnrealEd”). UnrealEd is a really cool fea­ture which allows you to modify the Software or to construct new variations for use with it. These modifications and variations can be both playable and non-playable. UnrealEd is NOT shareware. You may not freely distribute it to any BBS, CD, floppy or any other media. You may not sell it or repackage it for sale.
(b) Using UnrealEd, you may create modifications or enhancements to the Software, including the construction of new levels (collectively referred to as “Mods”), subject to the following restrictions:
i. Your Mods must only work with the full, registered copy of the Software, not independently or with any other soft-
ware.
ii. Your Mods must not contain modifications to any executable file(s).
iii. Your Mods must not contain any libelous, defamatory, or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party, nor may your Mods contain, or be used in conjunction with, any trademarks, copyright-protected work, or other recognizable property of third parties, nor may your Mods be used by you, or anyone else, for any commercial exploitation including, but not limited to, advertising or marketing for a company, product or service.
iv. Your Mods shall not be supported by Atari, Epic or any of such parties’ affiliates and subsidiaries, and if distrib­uted pursuant to this license your Mods must include a statement to such effect.
v. Your Mods must be distributed solely for free, period. Neither you, nor any other person or party, may sell them to anyone, commercially exploit them in any way, or charge anyone for receiving or using them without prior written con­sent from Epic Games Inc. You may exchange them at no charge among other end-users and distribute them to oth­ers over the Internet, on magazine cover disks, or otherwise for free.
vi. The prohibitions and restrictions in this section apply to anyone in possession of the Software or any of your Mods.
11. Copyright. The Software and all copyrights, trademarks and all other conceivable intellectual property rights related to the Software are owned by Atari, Epic or such parties’ licensors and are protected by United States copyrights
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GUARANTEE, REPRESENTATION, AND/OR CONDITION SHALL BE TO PROVIDE YOU WITH A NEW COPY OF THE LICENSED WORKS.
IN NO EVENT SHALL LICENSOR OR ITS SUPPLIERS BE LIABLE TO YOU OR ANY THIRD PARTY FOR ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING, WITHOUT LIMITATION, THOSE RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER OR NOT LICENSOR HAD BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, AND ON ANY THEORY OF LIA­BILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OF THE LICENSED WORKS. SOME JURISDICTIONS PROHIBIT THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF ESSENTIAL PURPOSE OF ANY LIMITED REMEDY.
SEVERABILITY: In the event any provision of this License Agreement is found to be invalid, illegal or unenforceable, the validity, legality and enforceability of any of the remaining provisions shall not in any way be affected or impaired and a valid, legal and enforceable provision of similar intent and economic impact shall be substituted therefore.
ENTIRE AGREEMENT: This License Agreement sets forth the entire understanding and agreement between you and DivXNetworks, Inc., supersedes all prior agreements, whether written or oral, with respect to the Software, and may be amended only in a writing signed by both parties.
DivXNetworks, Inc. 10350 Science Center Drive Building 14, Suite 140 San Diego, California 92121 3 September 2002
Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries.
Dolby and the double-D symbol are trademarks of Dolby Laboratories.
Unreal® Tournament 2004 © 2004 Epic Games, Inc. Unreal is a registered trademark of Epic Games, Inc. ALL RIGHTS RESERVED. All other trademarks are the property of their respective owners. Manufactured and Marketed by Atari, Inc., New York, NY.
02024
OWNERSHIP OF SOFTWARE: The Licensor and/or its affiliates or subsidiaries own certain rights that may exist from time to time in this or any other jurisdiction, whether foreign or domestic, under patent law, copyright law, pub­licity rights law, moral rights law, trade secret law, trademark law, unfair competition law or other similar protections, regardless of whether or not such rights or protections are registered or perfected (the "Intellectual Property Rights"), in the computer software and hardware, together with any related documentation (including design, systems and user) and other materials for use in connection with such computer software in this package (collectively, the "Licensed Works"). ALL INTELLECTUAL PROPERTY RIGHTS IN AND TO THE LICENSED WORKS ARE AND SHALL REMAIN IN LICENSOR.
NO COMMERCIAL USE: This License Agreement grants you the right to use the Software for personal use only. Commercial use of the Software or of the work products resulting from its use is not permitted under this License Agreement.
RESTRICTIONS:
(a) You are expressly prohibited from copying, modifying, merging, selling, leasing, redistributing, assigning, or transferring in any matter, Licensed Works or any portion thereof.
(b) You may take a single copy of materials within the package or otherwise related to Licensed Works only a required for backup purposes.
(c) You are also expressly prohibited from reverse engineering, decompiling, translating, disassembling, deciphering, decrypting, or otherwise attempting to discover the source code of the Licensed Works as the Licensed Works contain proprietary material of Licensor. You may not otherwise modify, alter, adapt, port, or merge the Licensed Works.
(d) You may not remove, alter, deface, overprint or otherwise obscure Licensor patent, trademark, service mark or copyright notices.
(e) You agree that the Licensed Works will not be shipped, transferred or exported into any other country, or used in any manner prohibited by any government agency or any export laws, restrictions or regulations.
(f) You may not publish or distribute in any form of electronic or printed communication the materials within or oth­erwise related to Licensed Works, including but not limited to the object code, documentation, help files, examples, and benchmarks.
TERM: This Agreement is effective until terminated. You may terminate this Agreement at any time by uninstalling the Licensed Works and destroying all copies of the Licensed Works. Upon any termination, you agree to uninstall the Licensed Works and return or destroy all copies of the Licensed Works, any accompanying documentation, and all other associated materials.
WARRANTIES AND DISCLAIMER:
EXCEPT AS EXPRESSLY PROVIDED OTHERWISE IN A WRITTEN AGREEMENT BETWEEN LICENSOR AND YOU, THE LICENSED WORKS ARE NOW PROVIDED “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, OR THE WARRANTY OF NON-INFRINGEMENT. WITHOUT LIMITING THE FOREGOING, LICENSOR MAKES NO WARRANTY THAT (i) THE LICENSED WORKS WILL MEET YOUR REQUIREMENTS, (ii) THE USE OF THE LICENSED WORKS WILL BE UNINTERRUPTED, TIMELY, SECURE, OR ERROR-FREE, (iii) THE RESULTS THAT MAY BE OBTAINED FROM THE USE OF THE LICENSED WORKS WILL BE ACCURATE OR RELIABLE, (iv) THE QUALITY OF THE LICENSED WORKS WILL MEET YOUR EXPECTATIONS, (v) ANY ERRORS IN THE LICENSED WORKS WILL BE CORRECTED, AND/OR (vi) YOU MAY USE, PRACTICE, EXECUTE, OR ACCESS THE LICENSED WORKS WITHOUT VIOLATING THE INTELLECTUAL PROPERTY RIGHTS OF OTHERS. SOME STATES OR JURISDIC­TIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES OR LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY MAY LAST, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU. IF CALIFORNIA LAW IS NOT HELD TO APPLY TO THIS AGREEMENT FOR ANY REASON, THEN IN JURISDICTIONS WHERE WARRANTIES, GUARAN­TEES, REPRESENTATIONS, AND/OR CONDITIONS OF ANY TYPE MAY NOT BE DISCLAIMED, ANY SUCH WARRAN­TY, GUARANTEE, REPRESENATION AND/OR WARRANTY IS: (1) HEREBY LIMITED TO THE PERIOD OF EITHER (A) THIRTY (30) DAYS FROM THE DATE OF OPENING THE PACKAGE CONTAINING THE LICENSED WORKS OR (B) THE SHORTEST PERIOD ALLOWED BY LAW IN THE APPLICABLE JURISDICTION IF A THIRTY (30) DAY LIMITATION WOULD BE UNENFORCEABLE; AND (2) LICENSOR’S SOLE LIABILITY FOR ANY BREACH OF ANY SUCH WARRANTY,
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UNREAL TOURNAMENT 2004
MANUAL INTERIOR
BACK COVER
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