## Re for Unreal Tournament 2004

Re adds reworked versions of the 3SPN Team ArenaMaster (ReTAM) and classic Team DeathMatch (ReTDM) game types to Unreal Tournament 2004.

Re adds several minor features such as event beacons to reveal the locations of campers and fallen allies, tracking damage indicators to quickly orient players, a new scoreboard and full match summary, new stats display, award sidebar as seen in Gears of War 3, consolidated action messages, adrenaline combo control for both players and server administrators, ally radar and metrics, more announcements, (...).

Re 1.0 Beta #2 - 2012-10-12 - rejecht

## Heads Up

### New

- Press [ESC] to access player settings such as Skins, Colors, Options.
- Use [AltFire] to toggle showing the Scoreboard while you are out or a spectator.
- Use the [Wheel Mouse] to zoom in or out while spectating other players.
- Use the [Wheel Mouse] to zoom out from first-person view to third-person view.
- Use the [Wheel Mouse] to zoom in to first-person view from third-person view.
- Use the movement keys to free a spectating camera if you are a spectator or a player who is logged in as an administrator.
- Use the new command UseCombo to keybind an adrenaline combo. Example usage to activate the Speed! adrenaline combo: UseCombo FFFF
- Use the new command DisableCombo to prevent an adrenaline combo from activating when pressing the movement keys. Example usage to disable the Speed! adrenaline combo: DisableCombo FFFF
- Use the new command EnableCombo to permit an adrenaline combo to be activated again when pressing the movement keys. Example usage to enable the Speed! adrenaline combo: EnableCombo FFFF
- Use the new command EnableCombo without any parameters to re-activate all adrenaline combos.
- The name of your current location is shown in the upper left part of the HUD.
- Player names are now hidden if players are invisible.
- When an enemy player is camping an event beacon will echo the last known position of the player on the HUD.
- When an ally is out of the match or round an event beacon will echo the last known position of the player on the HUD.
- The tracking damage indicators are color-coded based on your health; red is for normal health, purple is for super health; yellow is for shield. If a player has any shield remaining, the shield will mask the health.
- The game will detect a draw and reset the round if it finds that all players would die of overtime penalty damage.

## Metrics

Abbreviation | Description
--- | ---
EWD+ | Enemy Weapon Damage Done
EWD- | Enemy Weapon Damage Taken
TWD+ | Team Weapon Damage Done
TWD- | Team Weapon Damage Taken
SWD | Self-inflicted Weapon Damage
Aim | Accuracy (ReTAM Only)
HS | Head Shots
K+ | Kills Done
K- | Kills Taken (Deaths)
SK | Self-inflicted Kill (Suicides)
A+ | Adrenaline Gained
A- | Adrenaline Lost

World damage such as traps are logged but not displayed--many of these damage types use an arbitrarily large number and are often missing the damage type to use.

## Awards

### Achievements

Dark Horse

Survived three or more enemies alone.

- The player who is alone against three or more players get the Mark of the Dark Horse.
- To win the mark the player has to survive three or more players.
- If another player spawns because of modified game rules then the mark gets reset.

Last Man Standing

The last living player in a match.
First Blood

First kill in a match.

### Weapon Kills

Applies to enemy kills.

Flak Monkey

Scored 15 kills with the Flak Cannon.
Kemphler Fi

Scored five kills with the Shield Gun.
Small Moves

Scored five kills with Assault Rifle bullets.
Electric Six

Scored six kills with the Lightning Gun.
Sweating Bullets

Scored eight kills with the Minigun.
Seek and Destroy

Scored a kill with homing rockets.
Lighten Up

Scored ten kills with the Shock Beam.
Disruptor

Scored ten kills with the Link Gun shaft.
Plasmatic

Scored ten kills with Link Gun plasma.
Rocket Man

Scored five kills with the Rocket Launcher.
Hardball

Scored ten kills with the Flak Shell.
Bukkake

Scored five kills with the Bio Rifle.
Chunky

Scored ten kills with Flak Chunks.
Head Shot

Scored a kill by head shot with the Lightning Gun.
Head Shot

Scored a kill by head shot with the Sniper Rifle.
Headhunter

Scored 15 kills by head shot.
Purple Haze

Vaporized opponents using the Ion Painter.
Combo Whore

Scored 15 kills with the Shock Combo.

### Sprees

Killing Spree

Scored five kills without dying.
Rampage

Scored ten kills without dying.
Dominating

Scored 15 kills without dying.
Unstoppable

Scored 20 kills without dying.
Godlike

Scored 25 kills without dying.
Wicked Sick

Scored 30 kills without dying.
Wicked Sick!

Scored more than 30 kills without dying.
It Ends Here

Ended the killing spree of an opponent.

### Streaks

Double Kill

Two quick kills.
Multi Kill

Three quick kills.
Mega Kill

Four quick kills.
Ultra Kill

Five quick kills.
Monster Kill

Six quick kills.
Ludicrous

Seven quick kills.
Holy Shit

Eight quick kills.
Holy Shit!

More than eight quick kills.

### Deaths

Freckles

Fifth death by Flak Chunks.
Ride the Lightning

Electrocuted for the sixth time.

### Alerts

Confusion!

You killed a teammate!
Confusion!

Smile! You got killed by a teammate!
Last Man Out

Live and let die!

### ReTAM Awards

Ownage

Full team at the end of a round.

- The losing team and the spectators hear the announcement Red/Blue Team is Dominating.
- Is only awarded if the winning team had two or more participants at the start of a round.

Final Word

Scored the final kill in a match.
Hat-Trick

Scored three final kills in a match.

## Instant Action Setup

If you want to play local games or view demo recordings then follow these steps.

(Play) Start the game and choose Instant Action and find the game types ReTAM and ReTDM listed under Custom Game Types.

(View Demos) Make sure the demo files are placed in the C:\UT2004\Demos, then start the game, choose Community, and Demos.

## Dedicated Server Setup

If you want to host the Re mod on your Unreal Tournament 2004 server.

## Game Server

A game server handles gameplay and player communication.

Start or restart the server and use the WebAdmin page to configure the map list and game rules.

## Redirect Server

A redirect server is a web server which hosts game server files. The game server redirects connecting clients to download files via HTTP. It is highly recommended that you use a redirect server to avoid disrupting the traffic to the game server.

### Learn about redirect servers

- Redirection and Compression

## Changes

### Re 1.0 Beta #2 - 2012-10-12

66. (Adrenaline) Adrenaline would sometimes be wrongfully restored rather than reset when player died while in an adrenaline combo. @ajulo
67. (Uniform Crosshair) Defaults to disabled. @}TCP{Coco
68. (Custom Team Colors) Defaults to absolute colors for red and blue. @{New}Keiko
69. (UseCombo) Checking order was reverse. For example, BBFF would be checked as FFBB.
70. (ReTDM | ChangeTeam) The view will no longer be wrongfully forced to another player when changing teams while in the match.
71. (ReTDM | ChangeTeam) The player was not able to respawn because the PlayerController wrongly entered the spectating state.
72. (Adrenaline Combo) Statistics could be recorded even though an adrenaline combo had failed to spawn.
73. (WebAdmin) Settings are now grouped under ReTAM and ReTDM, respectively. @{New}Keiko
74. (WebAdmin | Server Browser) Prevented properties that are overridden or irrelevant from showing up.
75. (Player | Event Beacons) Added to Options.
76. (Take Scoreboard Screen Shot) Removed from Options. Not yet implemented.

### Re 1.0 Beta #1 - 2012-10-07

1. (Game Type) ReTDM is added to Unreal Tournament 2004. ReTDM is a reworked version of the classic Team DeathMatch game type which adds many minor features and fixes.
2. (Game Type) ReTAM is added to Unreal Tournament 2004. ReTAM is a 98 % reworked version of the original and popular 3SPN TAM game type. ReTAM is based on ReTDM.
3. (User Interface) Players can now access the most relevant settings through the main login menu by pressing the [Esc] key. There are currently three new tabs called Colors, Options, and Skins.
4. (AltFire|Scoreboard Shortcut) [AltFire] is used to toggle showing the scoreboard. Only applies to spectators and players who are out of the match or round.
5. (Zoom In/Out) Use the wheel mouse to zoom in or out of first-person view when spectating other players.
6. (Free Camera) Use the movement keys to free the camera when spectating another player. Only applies to spectators and administrators.
7. (Adrenaline Icon) The adrenaline icon is grayed out when a player is out or when a player is spectating another player. Note that the adrenaline icon only reflects the adrenaline of the local player in networked games. This is because the adrenaline amount for other players are not sent over the network.
8. (Scoreboard|HUD) Your team information is consistently shown on the left side of the HUD. Enemy team information is always on the right. This applies to scores as well as scoreboards.
9. (Scoreboard|HUD) Your name is shown in a custom color of your choosing.
10. (Color Control) Players have better control over player names and symbols. For extensive color control, see the PlayerSettings section of the User.ini.
11. (Combat Typing Warning) Players receive a warning when typing during a match or active round.
12. (Scoreboard) The new scoreboard scales to fit at most 16v16 players at a 640x480 screen resolution. A horizontal scrolling field shows spectator names, along with the traditional 3SPN vertical spectator overview in the lower right corner. The scoreboard scales to font size, which scales to screen size.
13. (Scoreboard) The new scoreboard shows whether this is a Standalone Match, Ranked Match, or Unranked Match, and includes the match identifier.
14. (Awards) Awards have been consolidated into a single award, statistics and notification system. At most three awards are shown at a time. This is a shameless copy of the Gears of War style sidebar.
15. (Awards|HUD) Players are notified of awards using sidebars. The sidebars can be configured to show captions only. The awards also show how many adrenaline points are awarded and how many times the award has been triggered.
16. (Awards|Network Optimization) Award notifications that used to be sent to all players are now only sent to the player who gets the award.
17. (Status Announcement|Camper) Gets announced whenever you get killed by camping penalty damage.
18. (Status Announcement|Confusion) Gets announced for the player who got team killed as well as the player who scored the team kill.
19. (Status Announcement|Last Man Standing) Gets announced whenever you are the last player standing at the end of a match, but not in a 1-on-1 match.
20. (Status Announcement|Rage) Gets announced when it was determind that someone rage quit. This is a novelty announcement and should not be taken too seriously.
21. (Final Kill) Visual feedback and fanfare when a team scores.
22. (Final Kill Slow-Motion) When a player kills the last player on the other team, the level is told to do a slow-motion death, like that mutator that comes with the game, but only for this death. This is a bit experimental. It works, but some karma ragdolls don't like certain damage types.
23. (Status Announcement|x Team on Offence) Gets announced for your team if the other team scored the first kill of the round, but not in a 1-on-1 match.
24. (Status Announcement|x Team Fumbled) Gets announced whenever the accidental death of a player causes the other team to win the round or match.
25. (Tracking Damage Indicators) Players are more quickly oriented about the source of received damage. The damage indicators are color-coded red for normal health, purple for super health, and yellow for shield. Shield masks health. There is a separate type of damage indicator for self-inflicted, world, or game damage received.
26. (Points) The amount of points gained are shown on the HUD as they are awarded.
27. (BroadcastDeathMessage) This function now includes additional flags.
28. (Match Summary) Shows the reason for the match ending, such as Last Team Standing, Score Limit, Time Limit.
29. (Localization) It is now possible to translate game messages into other languages.
30. (Team Wins) Visual feedback and fanfare when a team wins the match.
31. (Player Adrenaline Combo Control) Players can now disable any adrenaline combo by using two new commands by simply passing them the adrenaline key combination. For example, DisableCombo FFFF would disable the Speed! adrenaline combo. Separate messages have been added to give players feedback when adrenaline combos are disabled.
32. (Server Adrenaline Combo Control) Server administrators may also disable adrenaline combos by passing the key combination. Separate messages have been added to give players feedback when adrenaline combos are disabled on a server.
33. (Rage Quit) This is a novelty announcement triggered when a player quits shortly after getting killed.
34. (Stats Recovery) Currently only covers the most basic stats.
35. (Connection Status) The HUD gives visual feedback when a connection goes bad or when it's waiting to receive game state from the server.
36. (Screen Fade-In) When a player spawns, the screen can fade in from black or the current team color.
37. (Action Messages) Most in-game action messages such as "You killed Player Name," "You were killed by Player Name," "PLAYER NAME IS OUT," "Overkill," and so on, have been consolidated into one part of the screen which allows the player to control the common font size, and whether or not to use symbols by the messages.
38. (Current Location Name) The current location name is shown in the upper left part of the HUD.
39. (Team Resources) The team symbols are replaced with a recycling icon to indicate the number of lives all players on each teams have left.
40. (Custom Skin Colors) The necessary resources are allocated only once the first time a player connects. In 3SPN TAM, the necessary resources would be allocated every time the player pawn became relevant, which can be many times in an online match.
41. (Custom Skin Colors) The spawn emitters also apply the custom skin color.
42. (Join from Spec) Spectators can now join using the Join button while a match is in progress in ReTAM.
43. (Short Death Messages) Quicker to read and follow a common format:.
    - Kills: PlayerName [Damage Type] PlayerName
    - Environmental/Suicides: [Damage Type] PlayerName
    - Team Kills: PlayerName [TK][Damage Type] PlayerName
    - Head Shots: PlayerName [HS][Damage Type] PlayerName
44. (Short Join/Leave)
    - Join as player: PlayerName JOINED
    - Join as spectator: PlayerName SPECTATOR
    - Become spectator: PlayerName SPECTATING
    - Leave: PlayerName LEFT
    - Leave shortly after dying: PlayerName RAGE QUIT
45. (Improved Pickup Feedback) The pickup logic has been improved to show how much ammunition you pick up, rather than saying "You got the Rocket Launcher" when you pick up a dropped weapon.
46. (Short Pickup Messages)
    - [Health] + 25
    - [Shield] + 50
    - [Link Ammo] x 30
    - [Rocket Launcher] x 10
47. (Weapon Switch Feedback) When switching weapons, the player gets a visual feedback on how much ammunition remains. The player may also to choose between using a fixed color or the default weapon color, as well as use the icon of the weapon instead of the name.
48. (Console Messages) The duration of a console message is now context sensitive such that messages are displayed longer while out of combat.
49. (Console Messages) A variety of format changes have been made with regards to player names in chat messages.
50. (Adrenaline Reset On Team Change) Added an option to reset adrenaline when a player leaves a smaller team for a bigger team. This is originally a hardcoded part of classic Team DeathMatch but has been made optional in ReTDM. In ReTAM it is always disabled.
51. (DeRez) The DeRez effect has been changed from green to a more neutral white with gold colored sparkles considering the custom colored skins.
52. (UT2004Fix) Sometimes team symbols would be the same. This has been fixed.
53. (UT2004Fix) When a player joined, the initial player start would not be respected with regards to the rotation of the view.
54. (UT2004Fix) When a player joined a match which was over, the player would not enter the GameEnded state.
55. (UT2004Fix) When a pawn was removed, it would sometimes leave lingering emitters. This has been corrected.
56. (UT2004Fix) Players can no longer change behindview at the end of a match or on dead players.
57. (UT2004Fix) Attempted fix for skeleton attachment log spam because attached effects were not removed at death.
58. (UT2004Fix) The ToggleScreenShotMode command now restores handedness.
59. (UT2004Fix) TakeDrowningDamage would get called from an orphaned pawn, thus resulting in minor none-access attempts.
60. (UT2004Fix) PlayTakeHit had an error when checking the damage type, causing some sounds not to be played.
61. (UT2004Fix) Corrected player state changes when player becomes active participant.
62. (UT2004Fix) ClientVoiceMessage did not check Player.
63. (UT2004Fix) When a spectated player got destroyed, the camera would just hang around.
64. (UT2004Fix) SetName strips bad color codes and handles reserved characters correctly. Both clients and the server do the same checks, to eliminate uncessary calls.
65. (UT2004Fix) If the time limit was 2 minutes, CheckCountdown would announce that 2 minutes remain, even though the match had yet to start.
66. (UT2004Fix) Various state changes and forced replications have been added.
67. (UT2004Fix) Sometimes, in matches that require a level reset, the player would get killed shortly after spawning, because clicking the left mouse button at a certain point would have the PlayerController enter a Spectating state, ignoring ClientRestart calls and killing the pawn in the process.

### ReTDM Changes

1. (Pickup Notifications) A server can optionally notify all players when a weapon or powerup gets picked up and by whom.
2. (Feedback|Respawns Depleted) In a match where players have a limited number of lives, the player will be notified once respawns have been depleted when spawning on its last life. Assumes a match where players have two or more lives.

## Known Issues

### Unreal Tournament 2004

1. (Inventory Lost) Sometimes a player will spawn without an inventory.

### Re

1. (Coloring) Shield colors are not configurable and remain red or blue regardless of the desired relative team colors chosen.
2. (Match Over) If a player is the last on a team and choses to forfeit/leave to become a spectator, the match will end, but the camera will not change to the last player.
3. (Award Icons) There are no icons associated with awards.
4. (Round Over) TK+ or TK- still counted at the end of a round.
5. (Score Recovery) None
6. (Camper Draw Detection) There is no draw detection should remaining players receive penalty damage that would result in both teams losing the round.
7. (Ownage) Awarded with one player on the winning team.
8. (Fumbled) Not triggered if a teamkill causes the other team to win the round.
9. (Spectating) If you view a particular player, the view gets reset between rounds as usual, but it won't lock on to the last player you viewed. (Marwin)
10. (Rather Be Dead Than Cool) Wrongfully announced when you get killed and you are the only one on your team.
11. (Final Word) Wrongfully announced when you kill the last player on the other team and you were the only player on your team from the duration of that round.
12. (Last Man Standing) Not yet triggered.

## Credits

### Re | ReTAM | ReTDM

- (Developer) [2011-09, 2012-10] - Created and developed by rejecht
- (Contact) rejecht at outlook dot com
- (Web Site) Re - rejecht's notes

### 3SPN | 3SPN TAM

- [2004, 2005] - The 3SPN Team