Here’s a list of cool stuff you can download for Unreal Tournament 2004:
Some cool maps:
Useful link:
Bind/Tweak Guide:
Further update to this is that recent patches 3236, 3270 and 3339 have all removed the DX9 files making it impossible to use the DX9 part of the engine. There was issue with it causing a lot of a crashes which could be why it was pulled or maybe it was accidently let out in the first place. Who knows but basically it has been removed….
This does not mean you have to stop using it though. What you have to do is make a copy of the following file from the UT2004System folder:
D3D9Drv.dll
Apply the latest patch and then copy the file back in to the UT204System folder and make the alteration in the UT2004.ini as mentioned above and you can still use the D3D9 way.
DesiredRefreshRate=60
If you have VSync enabled then your refresh rate will be limited to whatever this setting is. However, to reduce monitor flickering and eyestrain, you should set this value to the highest refresh rate supported by your monitor at the desired resolution. For example, your monitor may support a maximum refresh rate of 85Hz (85FPS) at 1280×1024 resolution. This setting is at 60 by default, but you could set it to 85 to make full use of your monitor’s capabilities and ease the strain on your eyes.
OverrideDesktopRefreshRate=False
If set to true, this setting will allow you to exceed any refresh rate limitations your system may have for UT2004. If you already use a refresh rate fix, changing this setting will have no effect.
UsePrecaching=True
This precaches textures so the game doesnt appear to stutter during level changes or when new graphics appear on the screen. This will increase the load time but may help during games. This will also increase the memory useage quickly so lower end systems may want to disable (set to False) this to increase performance.
LevelOfAnisotropy=0
This will allow levels of anisotropy up to the max levels defined in your driving settings.
*IF these sections dont exist just copy paste all of the above.
Make the following changes to UT2004.ini:
[UnrealGame.DeathMatch]
bForceDefaultCharacter=True
bColoredDMSkins=True
bAllowPlayerLights=True
Add this section in the UT2004.ini:
[UnrealGame.DMMutator]
bBrightSkins=True
Patch Update Information:
For default skins to work, you must make sure your own skin matches that of the default skin you want to use otherwise it ignores the default skin and you see what people want you to see.
If you plan to use Gorge then you must make sure that the following is set in the user.ini under the heading [DefaultPlayer]
Character=Gorge
There are other possible default modles. Here is the ones I know of: Gorge, Rylisa, Jakob, Tamika, Malcolm, Rapier and Ophelia.
It is obvious that if you have been defaulting the skins in 3186 that there is no problems in doing so, however with the patch of 3204 onwards up to the present 3339 patch the skins do occasionally break. What I mean by break is that every so often under certain conditions a skin will revert to the default DM colours for the forced character model. This means they look neither red team nor blue team. After investigating the problem it is directly a client side problem only. If someone appears to be in a normal DM colourless skin on your view then your the only one likely to be seeing the problem.
The problem is so very random but killing the person, teleporting, getting in/out a vehicle and probably a few others too can cause the skin to right itself.
If this is a problem for you then I suggest you do not default the skins until the problem is fixed, however in a game like UT2004 you should already have a mental attitude of shoot first and ask questions later!
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| The Default DM Skin. | The Epic brightskin - Red. | The Epic brightskin - Blue. |
The one tip I should give is well as trying to find what suits you best try and find something that is clear to see in as many circumstances as possible. By that I mean if you in Onslaught looking at a bright yellow looking sky a yellow crosshair is not going to be the best colour to have. If your in a DM map with a lot of white lights having a white crosshair maybe bad for you. So even though you think you have it perfect you may find your revisiting to change the colour as your having problems in some maps you frequently play.
You will notice that there are no vehicle crosshairs in the list. By default they work using the default crosshair set as in the “Single Crosshair for all” method and their own crosshair set around it. This actually can be quite annoying as the crosshair can be rather large and off putting. While it is not possible to change the scale of the crosshair it is however possible to use a different crosshair or make your own styles up!
Before I explain how to do this I need to explain there are 2 levels of crosshair for a vehicle. This works as a inner and outer crosshair. The inner crosshair is the main focal point for aim while the outer makes it look far bigger (by default). When you edit it you can one of three setups which are:
Custom inner with no outer.
Custom outer with the inner hidden.
Custom outer and inner.
The First thing I will say is that the custom inner with no outer is basically the Single Crosshair setting. This means that it will be the same for every vehicle. Before I get in to the exacts of setting a crosshair for the vehicle. This also requires that no crosshair is set. It is however a way in which you can choose a crosshair and define a scale size that suits all the vehicles. I will cover the editing of vehicle crosshairs in a moment. Just delete the everything after the = sign and save.
The custom outer is basically the same as Custom Crosshairs but has a fixed scale of approx 1.80. The advantage of this over the method above is that you can define custom crosshairs for each vehicle. Once again I will cover editing the outer in the section below so just follow the method for it there.
The Custom inner and outer give some pretty impressive styled crosshairs. For example after I suggested this within the clan it quickly developed into people using the dual format like Triad2 for the outer and the inner as the Dot also using the ability to change the colour from green to whatever you want certainly made the screenshots I was seeing really good. The basis for adding this to the tweak/bind guide. There is a downside to this in that the inner will be the same for all the vehicles as its based on the Single Crosshair for all so having crosshairs that go together is a must.
I will now go through what you have to do to get these crosshair styles.
Ok the first thing you have to do is open the user.ini in the UT2004System folder. Once open you need to locate the section headed [Engine.HUD] and within there you need to alter the following:
bCrosshairShow=True - This turns custom crosshairs on.
CrosshairScale=1.000000 - This sets the crosshair size, I will discuss this more shortly.
CrosshairOpacity=1.000000 - This is best left set to 1.000 as we alter the visability a differnt way.
CrosshairStyle=X - This sets the crosshair type. X is the number between -1 and 16 I’ll provide a list of them in a moment.
CrossHairColor=(B=255,G=0,R=0,A=255) - This sets the colour of the crosshair.
In the CrossHairColor you will notice 4 sets of figures.
B = Blue
G = Green
R = Red
A = Alpha
The figure range is 0 = none to 255 = full.
The Alpha is how you alter the transparency of the crosshair. For eg. A=0 would be fully transparent and A=255 fully visable.
To figure out colours like orange and so on your best bet is to either edit it in game by removing the cross in Custom Weapon Crosshair and then moving the RGB slider bars then closing the game. The other way would be to use a paint package. Something as simple as MS Paint is capable of showing you RGB values for colours when you go to use a custom colour. Simply take the values put them in the correct places.
The next thing you need to think about is whether you want to make a dual crosshair of inner and outer. This is the settings for the inner crosshair. If you plan on having a single crosshair for the vehicles then you need to set the CrossHairColour to A=0 while the other figures do not matter.
However if you are planning on using two crosshairs then you may want to play with all 4 of the figures to see what you like. Which leads on to what to set your inner crosshair too.
CrossHairStyle is exactly that. The X defindes a number of between -1 and 16. It is best not to put -1 in this part because although a valid range for the command it causes the HUD Weapon options to not display anything if you go to have a look. The numbers basically define a certain crosshair, these are:
-1 = hidden
0 = Crosshairs.HUD.Crosshair_Bracket1
1 = Crosshairs.HUD.Crosshair_Bracket2
2 = Crosshairs.HUD.Crosshair_Circle1
3 = Crosshairs.HUD.Crosshair_Circle2
4 = Crosshairs.HUD.Crosshair_Circle3
5 = Crosshairs.HUD.Crosshair_Circle4
6 = Crosshairs.HUD.Crosshair_Circle5
7 = Crosshairs.HUD.Crosshair_Cross1
8 = Crosshairs.HUD.Crosshair_Cross2
9 = Crosshairs.HUD.Crosshair_Cross3
10 = Crosshairs.HUD.Crosshair_Cross4
11 = Crosshairs.HUD.Crosshair_Cross5
12 = Crosshairs.HUD.Crosshair_Dot
13 = Crosshairs.HUD.Crosshair_Pointer
14 = Crosshairs.HUD.Crosshair_Triad1
15 = Crosshairs.HUD.Crosshair_Triad2
16 = Crosshairs.HUD.Crosshair_Triad3
Do remember that this is the default in game crosshairs. If you have custom downloaded crosshairs you will need to look in to what they are and how to set them. One way would be to assign them to weapons in the game, then look in the user.ini under thew weapon headings and copy the crosshair details from there.
Now you have set up the first and important section which will be the basis for either ALL weapons and inner crosshair of the vehicles it is now time to go to the next step and look at editing the vehicles. I will list each of the vehicle types so they are clear. It is also a good time to say that you can define a crosshair for not only the vehicle but for extra turrets on the vehicle. This means you can have a different crosshair for the Goliath cannon and for the Goliath minigun turret as well.
Here are the vehicles:
[Onslaught.ONSHoverBike] - Manta
[Onslaught.ONSAttackCraft] - Raptor
[OnslaughtBP.ONSDualAttackCraft] - Cicada
[OnslaughtBP.ONSDualACGatlingGunPawn] - Cicada Turret
[Onslaught.ONSRV] - Scorpion
[Onslaught.ONSPRV] - Hellbender
[Onslaught.ONSPRVSideGunPawn] - Hellbender Plasma Turret
[Onslaught.ONSPRVRearGunPawn] - Hellbender Laser Turret
[OnslaughtBP.ONSArtillery] - SPMA
[OnslaughtBP.ONSArtillerySideGunPawn] - SPMA Plasma Turret
[OnslaughtBP.ONSShockTank] - Paladin
[Onslaught.ONSHoverTank] - Goliath
[Onslaught.ONSTankSecondaryTurretPawn] - Goliath MiniGun Turret
[OnslaughtFull.ONSHoverTank_IonPlasma] - Ion Plasma Tank (used in Assault)
[OnslaughtFull.ONSTankSecondaryTurretPawn_IonPlasma] - Ion Plasma Tank MiniGun Turret (used in Assault)
[OnslaughtFull.ONSMobileAssaultStation] - Leviathan
[OnslaughtFull.ONSMASSideGunPawn] - Leviathan plasma turrets
They’re the headings for each vehicle in UT2004 and under each of those headings in the user.ini we are interested in:
CrossHairColor=(B=0,G=255,R=0,A=255)
CrosshairTexture=Texture’ONSInterface-TX.tankBarrelAligned’
As you can see that is the default green large outer crosshair used on the vehicles. As I have already explained the colours and how to edit them that should be very simple. Do ignore the colours though if you plan to not use the outer crosshair.
The important part is the CrosshairTexture= and to edit this is very simple. I have already listed the crosshairs that come with the game so here is a few examples on how to use them:
CrosshairTexture=Texture’Crosshairs.HUD.Crosshair_Triad1′
CrosshairTexture=Texture’Crosshairs.HUD.Crosshair_Cross4′
CrosshairTexture=Texture’Crosshairs.HUD.Crosshair_Bracket1′
As I mentioned earlier if you do not want an outer crosshair simply delete everything after the CrosshairTexture=
I have now given you a deep insight in to customising your crosshair setup the possible colours, combinations and the ability to download even more means you can have your own personal settings.
pressing W makes player say “affirmative” and changes the bind for W
pressing W a second time makes player say “roger” and reverts back
For those who want to bind speech commands I will provide the full list at the end of this.
up=helpme
down=newcar
left=flaggone
right=gotflag
end=revert
contents of onsloc.gou:
set input up teamsay enemy base
set input down teamsay our base
set input left teamsay my location
set input right teamsay our node
set input up teamsay high route
set input down teamsay low route
set input left teamsay left route
set input right teamsay right route
set input up helpme
set input down newcar
set input left flaggone
set input right gotflag
pressing the “end” key in this example sets the arrow keys back to the original bindings so they can be used again.
You will have noticed the use of the | in the alias, this just basically allows a further command to be set. You cannot use an | inside an external file. If you do you will find it gives you complications or creates odd binds. What I think happens is that it reads a | in an external file in much the same way as it uses it in the MOTD of a server. It thinks of it as a new line. That would mean binds end up partially done or simply do not work.
Further to this external files can set anything you want so read the next section.
What if the command you want to alter is not related to a bind but a setting change?
Once again this has to be done in the correct in game method of:
set class command variable
eg: set OnslaughtBP.ONSDualAttackCraft TPCamDistance 450
There are still further limitations to this as well. The fact you can not alter most of the commands during a NETWORK game unless cheats are enabled. For security reasons Epic decided to make sure the game commands could not be exploited for cheating or big advantage reasons. So altering the command above to say 5000 is possible but not during a game. You could bring down the console while in the main menu and type exec ons.ini and it would change from 450 to 5000 and then load the game to use this setting. So do not expect to be able to do some:
F1=exec ons.ini
F2=exec ctf.ini
with the above some changes, typically key bindings, will alter as required other settings will not. You do also have to take in to effect the | rule as well that when doing exec ctf.ini after a default load of ons.ini any command/bind with a | in it will not work as for the reason mentioned further up.
This means that you can customise settings in part or full for each game type, graphics settings, mouse settings, key configuration or anything you want. The only thing not possible is multiple commands or aliases. These do not have to be limited to an external file either. Should you want your main user.ini file to have an alias that say changes between two mouse sensitivity settings to help when sniping for example.
Aliases[27]=(Command=”set Engine.PlayerInput MouseSensitivity 1.0 | set input E snipe2″,Alias=”snipe”)
Aliases[28]=(Command=”set Engine.PlayerInput MouseSensitivity 0.5 | set input E snipe”,Alias=”snipe2″)
A simple explanation and example of how to change the mouse sensitivity during a game and reset to normal using a single key.
To find the commands you wish to alter simply look in your user.ini or ut2004.ini for the command. That will be under a heading in [ ] brackets. You now know everything you need to attempt a bind.
Unfortunately there is not a way round this I know of. However you can bind exact weapons to keys by using the following:
E=getweapon XWeapons.FlakCannon
The Weapons are as follows:
XWeapons.Redeemer
XWeapons.Painter (Ion Painter)
OnslaughtFull.ONSPainter (Target Painter)
XWeapons.RocketLauncher
XWeapons.FlakCannon
XWeapons.SniperRifle
Onslaught.ONSGrenadeLauncher
XWeapons.Minigun
UTClassic.ClassicSniperRifle
Onslaught.ONSAVRiL
XWeapons.LinkGun
XWeapons.ShockRifle
Onslaught.ONSMineLayer
XWeapons.BioRifle
XWeapons.AssaultRifle
XWeapons.ShieldGun
XWeapons.Translauncher
There is a use for both of the weapon select commands. For eg the following:
Enter=getweapon Onslaught.ONSGrenadeLauncher | altfire | onrelease switchtolastweapon
This is a clever binding (alias39) I use. As you are aware you need to explode the grenades using the alternate fire after you have shot them. OK so you are thinking so what. I use the grenades on vehicles that are on their spawn spots and walk off. The common sense would be not to destroy the vehicle but cripple it or place it in a state where you will destroy it with players inside it. Destroying a vehicle on its spawn is silly as seconds later it will respawn with full health and not give you an advantage. Ok so now I have my grenades attached to a Goliath and have been off fighting. There is two things that could happen now, you could be killed in which the grenades explode anyway. The clever way is you see the vehicle in motion you press your clever alias key.
So why is it clever? Well as you have been off fighting you will not be on the Grenade Launcher. You have to switch to it before pressing the alternate fire. Then switch back to another weapon to carry on fighting. My alias does all that for me.
This is how it is used and what it does if it is not already obvious.
Pressing and holding Enter Switches direct to the Grenade Launcher, explodes the grenades and then when u release the key it goes back to using whatever weapon was last in use.
Aliases[39]=(command=”switchweapon 4 | switchweapon 3 |switchweapon 7 | switchweapon 8 | switchweapon 6″,Alias=”rubattle”)
End=rubattle
This alias is a simple best weapon script. Yes I know the game has a best weapon facility already but it does it with ALL weapons in the order of how you have them set. My script does it with a few weapons I like to use in battles. I have three keys with various settings which suit different maps. I also have a few for situations like taking out a raptor, shooting vehicles and so on.
will give names like ut2004-joyrider-dmsomething-26-3-04-1.bmp
will give names like ut2004-joyrider-dmsomething-26-3-04-2.bmp
will give names like ut2004-joyrider-dmsomething-26-3-04-3.bmp
%t gives time, but it is not in a common format.
You can of course expiriment I kinda have mine set to:
ShotMask=Unreal tournament 2004 %d %p %m (%c)
wich gives names like:
Unreal tournament 2004 3-26-2004 joyrider Grendelkeep (1).bmp
In much the same way you can alter screenshots you can do the same for demo recording too.
[DemoRecording]
DemoMask=Demo %d %p %m (%t)
If you just type demorec instead of demorec filename in console u’ll get filenames like:
demo_2004-03-26_Joyrider_dm-raighar (156850).demo4
%t is needed here, even though it doesn’t tell u much. This is because demorec will overwrite filenamesthe so the %t gives u the time in a long format to stop this from happening.
%c doesn’t exist with demomask.
| Group1: | ||
| Class: | character: | |
| MetalGuard | Barktooh Karag |
|
| Necris | Kargoth Thannis |
|
| ThunderClash | Malcolm Jackob Othello Riker Aryss Tamika Azure Annika |
|
| Mercenary | Brock Wraith Romulus Torch Remus Lauren Prism Sapphire Blackjack Satin |
|
| Egyptian | Scarab Roc Horus Hyena Diva Asp Memphis Cleopatra |
|
| Nightmare | Lilith Domina Fate Subversa |
|
| Hellion | Garrat Baird Kane Outlaw Greith Zorina Ophelia Kaela Rae |
|
| Group2: | ||
| Class: | character: | |
| Robots | Thorax Widowmaker Cobalt Corrosion Mandible Syzygy Rapier Renegade |
|
| Cybernetic | Virus Xan Cyclops Axon Enigma Cathode Divisor Matrix |
|
| Group3: | ||
| Class: | character: | |
| Nightmare | Brutalis Mr Crow Ravage Harlequin Abaddon |
|
| Group4: | ||
| Class: | character: | |
| Gen Mo`Kai | Damarus Mokara Motig Faraleth Komek Makreth Selig Nebri |
|
| Group5: | ||
| Class: | character: | |
| Skaarj | Mekkor Skrilax Dominator Drekorig Skakruk Guardian Clanlord Kraargod Gkublok |
|
| Group1: | ||
| Command: | Description: | |
| taunt idle_character01 | A special taunt that lowers the gun and does some sarcasm. | |
| taunt Gesture_Taunt01 | Perfection kiss to the air. | |
| taunt Gesture_Point | Points in the facing direction. | |
| taunt Gesture_halt | Holds up in a halt/stop signal. | |
| taunt Gesture_Cheer | A special cheer for your character. | |
| taunt Gesture_Beckon | Waves arm in a come over here way. | |
| taunt ThroatCut | Hand to throat and pulls hand across throat. | |
| taunt AssSmack | Puts hand to arse and smacks it. | |
| taunt PThrust | Thrusts sexually. | |
| taunt Specific_1 | A special taunt for your character. | |
| Group2: | ||
| Command: | Description: | |
| taunt Gesture_Taunt01 | Up yours arm punch. | |
| taunt Gesture_Point | Points in the facing direction. | |
| taunt Gesture_halt | Holds up in a halt/stop signal. | |
| taunt Gesture_Cheer | A special cheer for your character. | |
| taunt Gesture_Beckon | Waves arm in a come over here way. | |
| taunt ThroatCut | Hand to throat and pulls hand across throat. | |
| taunt AssSmack | Puts hand to arse and smacks it. | |
| taunt PThrust | Thrusts sexually. | |
| taunt Specific_1 | A special taunt for your character. | |
| Group3: | ||
| Command: | Description: | |
| taunt Idle_Character03 | A special taunt that lowers the gun and does some sarcasm. | |
| taunt Gesture_Taunt03 | Kiss my ass! | |
| taunt Gesture_Point | Points in the facing direction. | |
| taunt Gesture_halt | Holds up in a halt/stop signal. | |
| taunt Gesture_Cheer | A special cheer for your character. | |
| taunt Gesture_Beckon | Waves arm in a come over here way. | |
| taunt ThroatCut | Hand to throat and pulls hand across throat. | |
| taunt AssSmack | Puts hand to arse and smacks it. | |
| taunt PThrust | Thrusts sexually. | |
| taunt Specific_1 | A special taunt for your character. | |
| Group4: | ||
| Command: | Description: | |
| taunt idle_character01 | Reloads Gun | |
| taunt idle_character02 | Jumps 360deg and then waves arms in a TADA! way. | |
| taunt Gesture_Taunt01 | Turns around and wiggles arse in your face. | |
| taunt Gesture_Taunt02 | Waves as in go away noob. | |
| taunt Gesture_Point | Points in the facing direction. | |
| taunt Gesture_halt | Holds up in a halt/stop signal. | |
| taunt Gesture_Cheer | A special cheer for your character. | |
| taunt Gesture_Beckon | Waves arm in a come over here way. | |
| taunt ThroatCut | Hand to throat and pulls hand across throat. | |
| taunt AssSmack | Puts hand to arse and smacks it. | |
| taunt PThrust | Thrusts sexually. | |
| taunt Specific_1 | Does a 2 leg kick from 1 leg to the other. | |
| Group5: | ||
| Command: | Description: | |
| taunt idle_character01 | 1 hand in the air and 1 hand on hip. | |
| taunt idle_character03 | reloads gun. | |
| taunt Gesture_Taunt01 | kiss to the air. | |
| taunt Gesture_Taunt02 | Waves as in go away noob. | |
| taunt Gesture_Taunt03 | Waves Swipes violently. | |
| taunt Gesture_Point | Points in the facing direction. | |
| taunt Gesture_halt | Holds up in a halt/stop signal. | |
| taunt Gesture_Cheer | A special cheer for your character. | |
| taunt Gesture_Beckon | Waves arm in a come over here way. | |
| taunt ThroatCut | Hand to throat and pulls hand across throat. | |
| taunt AssSmack | Puts hand to arse and smacks it. | |
| taunt PThrust | Thrusts sexually. | |
| taunt Specific_1 | A special taunt for your character. | |
Aliases[35]=(Command=”speech taunt 9 | taunt specific_1 | set input k speechanim2″,Alias=”speechanim”)
Aliases[36]=(Command=”speech taunt 7 | taunt ptthrust | set input K speechanim”,Alias=”speechanim2″)
k=speechanim