UT2003 Dedicated Server v2166


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These files allow anyone to run a dedicated UT2003 server, even if they do not own a retail copy of UT2003. Once installed, it will occupy around 780MB of disk space, significantly smaller than the 2.4GB required for a retail installation. Server admins wanting to advertise their server to the official master server list, and be included in UT2003 stats will require a dedicated server key. Go to this site to generate a dedicated server key:


List of new features offered in v2166:

Demo Recording:

Demos can be recorded either on a server, or in single player. Recording a demo as a client in a network game is not yet supported.


To record a demo on your server, start the server with the ?demorec URL parameter. For example:
ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo

Will record the game to the demo file mydemo.dem. If you leave off the "=mydemo.dem", the server will record a demo with a unique filename starting at demo0001.dem, demo0002.dem etc.
You can also use the "demorec" console command at the server console to start recording a demo after a match has started. For example, "demorec mydemo" or just "demorec".


Use the "demoplay" console command. For example, "demoplay mydemo". During playback, pressing Fire will cycle between the players in the game and a free spectator camera.
Pressing Alt-fire will switch between first and 3rd person.
"demoplay mydemo?loop" will cause the demo to loop infinitely until the "stopdemo" console command is used.
Normally demos play back capped to the frame rate at which they were recorded. To remove this cap, use "demoplay mydemo?timedemo". This will play the demo back as fast as possible and dump the average fps to the console at the end of the demo. If a demo recorded at a higher framerate than your computer is able to play it back, the demo will play in slow motion.
The frame rate dedicated servers use when recording demos is adjustable in UT2003.ini in the [Engine.DemoRecDriver]
section. Change NetServerMaxTickRate and LanServerMaxTickRate. The default values are 30 fps. Increasing
these will increase your server CPU utilization.


friendly fire kills affect team scores
made players a little brighter
allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that
weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true)
don't spam "you are ready/not ready" messages to console before game starts
fixed FFA DM overtime end conditions
Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names
as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to
call it), and put it in the ut2003sounds directory. Then, in the User.ini file (in the UT2003system
directory) change:

fixed strafe toggle
support longer playernames on scoreboard/HUD
show FPH in scoreboard
fixed flags sitting on ground in CTF-Citadel
more minigun ammo
really fixed 4 rocket bug
Fixed DM-TokaraForest flags showing up
fixed CTF-LostFaith KillZ
spectating maintains view - when a player dies it continues to view the player when they respawn.
improved texture precaching, removing a few early hitches
moved arena mutator config and maplists from user.ini to ut2003.ini
update .ini files without overwriting them! (except for settings added or changed since we shipped)
fixed bug when had more than 16 bots total on custom teams
improved translocation (less failures)
link alt no blood
don't lose adrenaline if switch teams to team with less players
added Gameinfo property bAllowBehindView, server option allows behindview in net games if true
(default false)
made lightning gun recharge match up better recharge finish (it was playing too long)
reduced delays between allowed voice messages
scaled weapon and powerup pickups down some to match player size better
spectators can go through doors/movers
fixed catching weapons in mid air
added DropFlag command
adjusted distance fog in some levels to make them look crisper/higher contrast if weapons are invisible, firing is centered
added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g. "e=pipedswitchweapon 5 | pipedswitchweapon 7" allows you to switch to and between the linkgun and the flakcannon.
added configurable option bShowMessageText to TeamVoicePack, controls whether text of non-taunt
voice messages is shown. To change this value from its default of true, add the following lines to
your user.ini file"



added in-game personal stats (bound to F3)
Added Server Info which includes MOTD and Rules (bound to F2)
Added In-Game Chat Client (Similar to IRC)
made team section of HUD scaleable
Mouse acceleration threshold now in the menus
FOV settings 80 to 100 in menu - FOV defaults to 85, set it to 90 to feel more like UT
Press f10 to cancel added to connect message
"Blob shadows" option added to menus
Change "corrupted connection detected" to "incompatible game files"
Add name of weapon you are switching to to hud
Fixed DisplayProgressMessages to only show MOTD once
Added color codes to text messages
Fixed MOTD to be able to handle more than 4 lines
Add up/down key history to IRC input
Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.
Add colour to IRC (nicknames, join/leave messages, links etc.).
Ctrl-C in server browser copies selected server URL
Extra game-type tabs created automatically for installed game types
(from .int file).
Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay.
fixed blue team preference not being saved
added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames


fixed bot aiming link shaft at crouched opponent
BR AI improvements
CTF AI improvements
improved skyline bot AI
improved bot use of ion cannon


make sure ClientNetSpeed can't get set to 0
improved client ping measurement
fixed client location synchronization problem that could happen when you fell out of a crouching height only area
fixed bug where lost ability to fire
fixed weapon idle animations on net clients
fixed GetLocalPlayerController() on net clients
fixed BR-Skyline airship in netplay
improved smoothness for high ping clients
fixed minplayers+stats coexistence
admins can pause net games
fixed combo effects showing up in net games
*really* fixed redeemer firing bug
Fixed bug that caused garbage collection not to occur between level changes
Gamestats class is now configurable via ini
Security actor is now configurable via ini
Add ClientReplaceMenu in Playercontroller
Added Admin command NextMap
Applied fix for bug where some string checking in Web admin failed
Fix bug in Web admin that causes "WebAdmin:" to appear twice
Added security level checks to web admin's ServerChangeMap
Applied fix for linux Web Admin regard hard-coded IP addresses
Applied fix for Admin kicking via XAdmin
Closed security hole where admins could look/set security info
reduced ConnectionTimeout to 15 seconds
allow players to enter as spectators in games with maxlives>0 that have already started
replicate weapon reload sounds
allow admins and spectators to use behindview

Mod support:

added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the
physics code after the velocity is updated, but before it affects the Pawn's location.
added mutate() replicated function for use by mutators
fixed teamgame ReduceDamage() allows mutators to override even if instigator==None
added skeleton option to .upl player descriptions (for user created models with different skeletons)
Add -MainMenu= command line param
Fixed several internal hardcoded menu links
Fixed GUIController to always use the ini set MainMenuClass
Propagate LevelChange() through the interaction and gui system
Add MutatorFillPlayInfo to allow mutators to add web admin settings
Added bContactingLevel output variable to KarmaParamsCollision.
fixed umod installer


Memory leak fixes: Explicitly destroy KarmaParams in Actor::PostScriptDestroy, and 'new' KarmaParamsSkel instead of using BeginObject
Fix for crash with per-tri karma collision with static meshes with no collision data


fixed z- pixel fog and favored it over vertex fog
worked around vertex fog driver bug on ATI cards
added workarounds for S3 cards like the Savage 4
added OverrideDesktopRefreshRate option (defaults to false)


fixed occlusion if EAX 3.0 is enabled

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