OldUnreal, with permission from Epic Games, has just released a new UT GOTY installer that downloads the full game and automatically applies the latest OldUnreal patch to optimize the game for running on modern PCs.
The installer includes improved render drivers and more.
OldUnreal just posted this announcement on their Discord:
"Welcome Back, Unreal Tournament 2004!
Hi everyone! Some of you were probably wondering why we've been so quiet in the past couple of months. Today, we can finally reveal (part of) the answer: we've been working on a new side project! With Epic's blessing and with the help of some new team members, we are bringing Unreal Tournament 2004 (UT2004) back.
This means that we are going to publish an installer that downloads the original disc image for UT2004, installs the game, and applies patches to it. We are also going to start publishing patches that modernize the game, make it compatible with Windows Vista or later, Linux x86-64 and aarch64 (Raspberry Pi and similar), and Mac OS 10.9 or later, fix bugs, and implement quality-of-life changes.
Yes, you read that right. UT2004 will soon be available to download once again. Free of charge. This is a community-run effort but we’re excited to make the game easier to access and play again. We have been working on this for quite some time now and have made enough progress to start inviting the first batch of testers.
Highlights so far include:
We now natively support modern Linux and macOS systems with 64-bit Intel and ARM/Apple CPUs
You can now play the game or run a server on a Raspberry Pi 4 or 5, albeit at a lower frame rate than on a PC!
The Linux and macOS distributions of the patch now include a fully functional UCC with an UnrealScript compiler (UCC make) and texture compression support
The Linux and macOS distributions now use SDL3 instead of SDL1
D3D9Drv and fullscreen support are fully functional in the Windows 64-bit client
We dealt our first (minor) blow to the editor goblin! We fixed several crash bugs, restored some broken functionality, and, most importantly, the editor will no longer freeze for several seconds when you click a viewport
❓ Q&A ❓
Some questions might have popped into your head as you read this news. Let us try to answer some of them.
Q: Will the OldUnreal patches be compatible with the latest official version of the game?
A: Yes, for the most part. Unpatched clients can play on patched servers and patched clients can play on unpatched servers.
Most mods should also continue to work as before. The only exceptions are mods that perform game version checks and exclude players with unknown game versions.
Unfortunately, AntiTCC is one of those mods.
Q: Will AntiTCC be updated to support the new patches?
A: Yes. Wormbo gave us permission to update AntiTCC. This is still a work in progress, though.
Q: As a server admin, how do I ensure that players with the new version can continue to play on my servers?
A: We're aware of a network compatibility problem caused by an unofficial patch.
This problem results in players with the new version not being able to connect to (some) old servers.
You can mitigate this problem by (re)installing the official 3369.3 version of the offending files on your server.
Similarly, players that have installed this unofficial patch might need to reinstall the official 3369.3 files to play on updated servers.
In the meantime, we're looking into an alternative solution that does not require reinstalling the 3369.3 patch.
Q: Can I apply the OldUnreal patch to the retail version of the game?
A: On Windows: absolutely. Do keep in mind, however, that we do not support 32-bit CPUs.
On other platforms, your mileage may vary. Patching existing Linux/Mac OS X/macOS installations of the game is possible, but it could require a fair amount of manual effort.
We recommend installing the game from scratch following the instructions we provide in our README.
Q: What are your plans for the near future?
A: We are going to address the rough edges and unfinished features in the new version, and try our best to publish a preview installer and patch ASAP.
In the meantime, we will also work on some quality-of-life improvements and on the long list of editor fixes we want to port over from our other projects.
Q: What is the timeline?
A: We are currently inviting server admins and modders to join our internal tester group. We're aiming to release a public test version within the next two months.
Q: How can I contribute?
A: We will be needing testers in the near future. Keep an eye on our Discord server to see when.
Q: Are you getting paid for this project?
A: No. We're doing this for free because we're fans of the game and we like a challenge. In fact, projects like these cost us a bit of money for server hosting, software licenses and subscriptions, certificates, etc, as we independently operate the games ourselves.
Q: Who is responsible for this project?
A: The main developers of the Windows installer and the patches are Buggie, Marco/Dots, Deaod, Metallicafan212, Piglet, CacoFFF, AnthraX, and Smirftsch.
The patch also includes contributions from Wormbo, Shambler, and Ryan C. Gordon (icculus).
We would also like to thank Epic for making this possible.
Please direct all support requests or questions to [us/OldUnreal], not Epic Games."
Here are two very small arenas with gloomy atmosphere and skyboxes. These maps are tight and should be played with very low player counts. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-1on1-Ilarnek by Guilhem "Gui" Bedos
This map is set in a very tight single room complete with tall towers and a gloomy skybox. There is some nice subtle lighting illuminating the brick and metal walls. What I like about this map the most is its texture design because it adds to the dark gothic atmosphere.
This arena is set in a few small rooms with tight connecting corridors. This map features many of the same elements from Albatross which include the crumbling stone, wooden elements, ample foliage and vines on the walls. There are also nice subtle lighting and an atmospheric, gloomy and rainy skybox. Also, u/EdJD-1968 wanted maps that have rain and snow.
Unfortunately, nobody has a version 3.4 or 3.5 for Mac OS/Mac OS X. It's one of the best games that was ported to Mac OS X, and the best mod that was created for UT99.
Robert Arthur 'Rob ART' Morgan (Santaduck) passed away on March 12, 2022, and Sebastien Mougey only found an incomplete version 3.3.2 of Tactical Ops.
Here are two random ancient style smaller arenas to add variety to your collection. Both maps were released early in the history of UT2K4's mod scene. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-CBP2-Masurao by Chris "Plutonic" Blundell
This map is set in an ancient oriental temple complete with stone walls and wooden paneling. There are various statues, hanging banners, well-chosen light sources, caskets in the basement, foliage including trees and a gloomy/foggy skybox. This map fits in well with some of the other maps in the base game.
Map Name => DM-CBP-Arkanos by Marco "]BMR[ Vorlon" Fritzsche
This map is set in an ancient crumbling and overgrown palace with stone walls, wooden planks and large metal chains. Because the palace is ancient, crumbling and overgrown there is dirt on the floor and vines on the walls and skylights. There are also ambient light effects coming from the windows.
“How tall is Prisoner 849?” This is a simple question, with no simple answer.
The original Unreal Engine measures distance in units, also sometimes referred to as Unreal Units. This is an arbitrary measurement: it has no direct correlation to the real world.
Later versions of the Unreal Engine declare that a single unit is the same length as 1 centimeter. Unreal Gold was built on the first Unreal Engine, before this declaration was made.
There's not a lot of clues in-game to get an accurate measurement. Unreal is a sci-fi setting, set in the future, on an alien planet. There's very few conventional objects with defined measurements in our world. There's human beings of course, but those have a tendency to have different sizes and shapes. Outside of the game, however, there's a very valuable source of information.
The Game Manual
The original game manual offers measurements for a handful of creatures. According to the log, Skaarj and Nali are both 8 feet tall. Superficially, at least, that seems accurate. Humans are rarely taller than 6 feet, and Skaarj and Nali are decidedly taller than the player character.
However, when taking the rest of the numbers into account, things don't quite add up. Mercenaries are shorter than Nali, but not by 2 thirds as the numbers imply. The listed height for Krall is even stranger. At rest they're nearly as tall as a Skaarj Warrior, which contradicts the listed height of 7 feet. And then there's the Titan in the room. 30 feet means it should be five times taller than a Mercenary, or 3.75 times taller than a Nali. An eyeball estimate shows the Titan is hardly more than 2.5 times taller than a Nali.
That the numbers don't align with each other means it's very difficult to propose any one of them as a reliable point of reference. Thankfully, there's one other option.
In the weapons section, the “Assault Rifle” is described as a “five-foot-long blaster.” Looking at the image, this is clearly referring to the sniper rifle; not the Combat Assault Rifle from the expansion. Incidentally, this manual was published before the expansion pack, so the disambiguation was not necessary. (For those who are curious, the manual for the expansion pack does not provide any measurements for the new weapons or creatures.) Even so, calling it an assault rifle seems odd, but I digress.
The Rifle is almost certainly a human weapon by virtue of it taking traditional gunpowder shells as ammunition. Assuming this manual is written from the perspective of a human, that gives the stated 5 foot measurement much more credibility.
Unlike aliens, the rifle is not subject to moving joints. When the manual says it is 5 feet long, it can be taken precisely at face value. Of course, it will be worth comparing it to the other numbers to see how well it matches up. If the results seem reasonable, then the rifle’s stated length will be reasonably credible.
The Rifle Standard
I hypothesize that the rifle is the most accurate point of reference for determining the length of the unreal unit (specifically within the confines of the game Unreal). With that proposition, I will create and test the Rifle Standard.
When someone picks up a rifle and equips it in their hands, the game uses a 3rd person model to render it to other players. This model is different from the pickup model, which is noticeably larger, likely to make it easier for players to see. There are also significant differences in the rifle's overall appearance, but for the sake of basic dimensions, the 3rd person model is more reliable.
The 3rd person model has a length of 68.8 unreal units1. That means, according to the manual, 68.8 unreal units equates to 5 feet. That translates to 13.76 units per foot, or about 1.15 units per inch.
Measurements
Both the male and female human models are about 80 units tall. Using the rifle as a point of reference, that would mean prisoner 849 is about 5 feet 9 inches tall.
That’s a good number. It’s slightly higher than average; not an outrageous number for the main protagonist.
Now, let’s see how the Rifle Standard compares to the game manual’s estimates. I’ll start with the shortest alien listed, and work up from there.
Mercenary
At 96 units tall, the Mercenary clocks in at just under 7 feet. That’s higher than what the manual suggests, but it stands to reason. As mentioned before, the Mercenary is only half a head shorter than a Nali, yet significantly taller than a human.
Krall
The Krall stands proud at 7 feet 6 inches. Again, the discrepancy is to be expected, as the Krall is visibly nearly the same height as a Skaarj. I do speculate on whether the Krall could maintain such a tall posture without their staff. Incidentally, while walking the Krall has a more distinct slouch, which lowers its height to about 7 feet.
Nali
Speaking of Nali, let’s take a look at one. With a height of 106 units, the Rifle Standard states Nali are 7 feet, 8 inches tall.
That’s a few inches shorter than the manual height, which isn’t bad. For those who are dissatisfied, there is lenience for interpretation. At rest, the Nali has a distinct slouch. Traditionally, humans measure their height by standing completely erect.
Unfortunately, with my limited set of skills, there is no easy way to get the Nali to stand up straight. Creatures in Unreal move around using vertex animation, with a set of hard-coded key frames. There might have been skeletal animation during development, but exporting the models yields only the key frames. The next best option is to pick the best key frame that resembles the Nali standing straight. As it turns out, that would be one of the Nali’s death poses (“Dead2”, frame 15). It’s not perfect, but it’s something. Accounting for the tilted feet, in this position the Nali is measured at roughly 8 feet and 1 inch.
Skaarj
From the base of the feet to the tip of the skull, a Skaarj Warrior stands at about 7 feet 7 inches. If we include the highest point of the dreadlocks, then it’s almost exactly 8 feet tall, as the manual suggests. When it comes to humans, hair is not usually included when measuring height. In the case of the Skaarj, calling it “hair” might be inaccurate. Cutting those tentacles off might not kill them, but it’s probably not dead weight either.
Brute
The standard Brute is approximately 8 feet tall: a whole foot shorter than the game manual suggests. Unfortunately, there isn’t much room for interpretation: despite their size, Brutes have excellent posture. Even referring to a different variant doesn’t help us. The Lesser Brute is obviously shorter, and the Brute’s larger cousin the Behemoth is approximately 10 feet 4 inches tall.
It’s worth pointing out that the Brute as depicted in the game manual appears different from what’s actually in the game. This is the Beta version of the creature. According to some sources, this version was in fact larger than the Brute in the official release,2 which, if true, would explain the discrepancy.
Silth
The Silth has an unusually large height of 12 feet, according to the manual. This only makes sense if the Silth is measured from the tip of the tail to the head. Considering this is an amphibious creature, that’s very likely. Using a key frame from the swim animation (“Swim”, frame 8), the Silth clocks in at a length of about 13 feet, excluding the tip of the tusks. This is the first instance where the Rifle Standard has a higher measurement than the manual.
Titan
Using the most charitable measurement, from the base of the feet to the highest fin on its spine, the Titan stands at about 20 feet 3 inches. Using one of the death animation frames (“TDeat002”, frame 18), and again using a charitable measurement to either extreme of the body, that number increases to 28 feet 8 inches.
That is relatively close to the manual. Frankly, in my opinion, that is more height than the Titan deserves. Where the Nali has a distinct slouch, the Titan only gets the 28-foot measurement if its snout is tilted up 90 degrees, which is clearly not natural given its anatomy. It’s the equivalent of someone standing on the tips of their toes to get a higher number. No, I think the Titan’s given height in the manual is flawed. I am not upset that it is the least accurate of all the creatures listed. 20 feet is about the height it should be.
Disclaimer & Conclusion
I must confess that, in the end, I do not fully trust the Rifle Standard, for the simple reason it’s too good to be true. All the measurements listed in the manual are in exact feet, which I find to be implausible out of principle. You mean to tell me all these creatures fit neatly into Imperial units? No, these are approximations, and the rifle is no different. That being said, I find the Rifle Standard good enough for my own purposes.
The most common method I’ve seen online is to use the player character as the point of reference. However, since there is no exact height attributed to the player, how tall or how short they are depends largely on personal preference. Despite its flaws, the Rifle Standard has the credibility of being based on an actual number, given by an official source, rather than simply going off vibes.
I present the Rifle Standard as a grounded yet imperfect way to determine real-world measurements of objects in Unreal: Gold Edition. By this standard, Prisoner 849 is 5 feet 9 inches tall.
Notes
A bit of trial and error was required to get the precise length. I exported the 3rd person rifle model as a .3DS file, then exported that to Blender. The Unreal Engine shrinks most of the meshes from a base scale, so I undid the rifle's scaling in the Unreal Editor, to where each vertex adhered to the unit grid. From there I adjusted the unit of measurement in Blender until no precision was lost and a clean conversion rate was found ("Metric" at a unit scale of 1000 yields a 125:1 ratio).
Here are some male character skins for Unreal Gold. Some are custom while other may be from the base game. I don't know what skin package these came from, or who made them, as I installed 2 huge character skin packs at the same time. These are just some of the better skins in the packs.
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Custom Resolution Question:
I've noticed that between Unreal Gold and Unreal Tournament there are completely different resolution settings. Though I can set both games to my PC's full resolution of 1920x1080 I prefer to play windowed mode at a smaller resolution because it makes the game feel more nostalgic and cozier. While Unreal Tournament has some great lower 16:9 resolutions Unreal Gold does not. I wish that both games had the same settings so that I can play them at the same resolution across the board. If there is a way to assign a custom resolution, please let me know, thank you.
I'm having this problem with some specific modded characters where they crash the game when turned into a skeleton, such as dying to the Link Gun's secondary fire. I even tried editing the upl file by adding Skeleton= whatever their mesh name is but that didn't work. Any ideas why this happens and how can it be fixed?
Here are a couple well-designed small arena maps best used for small tight matches. Both maps have well-chosen textures and good atmosphere. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
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Map Name => DM-Ladders2004 by Orion + AKA Francois
Ladders feature a small circular arena with multiple levels, great verticality, a circular hallway surrounding the center arena and well-chosen stylized tech architecture and textures. This map has some good lighting, and I personally like the transparent bluish purple transparent floors. This map will add good variety to your collection.
Sobek features a well-designed small Egyptian temple with a few hallways on the perimeter and some great atmosphere. This map though small is screaming great Egyptian architecture and design with great atmosphere. There are some great Egyptian elements like columns, statures, and the nice lighting effect coming from the skylight in the middle. This is a nice little map indeed.
I've been looking for a tool that will randomly select maps (DM, CTF, DOM) from my library to play. I spent a lot of time trying to get VoteSys to work, but it doesn't seem to work with Tactical Ops weapons. Map Randomizer works but for a single game type. Are any of you aware of something that would work?
Here is a normal style arena that uses some of the Albatross textures. Even though it is underwhelming for my taste I wanted to share it because it contains the Albatross textures like the stone walls, floors, wooden planks and vines of foliage. There are large trees overlooking the arena and I like the moon in the skybox. I also like the blue lighting in the final shot.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
"You are on Blue", "Use options-> Player Setup to change teams", "Press Fire to start".
Found Unreal Tournament 1999, on a demo disc inside PC Magazine (I was 13 years old). And now 2026 (39 years old) I share them with fellow UT enthusiasts. Here's a little something from one of the best maps of all times!!! CTF-Facing Worlds
Here is a more realistic environment set in Venice, Italy that almost has it all. Because this map is set in Venice it has a labyrinth of canals, with floating boats and lots of little places to explore. There are a lot of great Italian architecture complete with shops, kitchens, bedrooms, balconies, storage areas, and churches in the distance.
This map feels lived in and is complete with many furnishing with include fruit stands, couches, cabinets, bookcases, beds, dressers, stoves, storage containers, wine barrels, ceramic pots, planters, hanging cloths lines, various bushes, vines, trees and many, many more. The author did a really good job with the architecture and furnishings.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
Here is an island chain themed environment that is based upon a Far Cry multiplayer map. This map features wooden docks, some trees and foliage, some unusable aircrafts, working turrets, a nice sunny blue skybox and lots of water and sand. Swimming is not the optimal way to go from island to island as it is slow, tedious and leave you vulnerable to attack. To curb this issue there are working teleporters throughout that make traversal a lot easier. Also, u/Holiday_Masterpiece4 wanted more island and summer themed maps.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
It was indoors I think. Each flag had a big monster from Unreal 1 guarding it. They would trash talk each other through the in-game chat. I loved this map, but it's been 20 some years.
Here is a nice arena with ancient temple vibes and good lighting effects coming from the above canopy. This map features ancient stonework with metal rings on the walls, creaking wooden planks, and many archeologists dig furnishings like scaffolding. There is also water on the ground in the cave areas. This map has some nice foliage in the canopy above with light effects coming through the openings and the sounds of birds in the distance. There is also an interesting jump pad when jumping through a broken wall.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
I've been reading online that Unreal Tournament III had their servers shut down for good back in 2023. I also read it has been delisted (perhaps from Steam and elsewhere) but I went to the Microsoft Store on Xbox and it's still purchasable for \~$10 USD, so it can still be purchased as of July 2026 in the USA if you don't already own it (unlike other delisted games like Marvel's Ultimate Alliance)
Anyway, I was looking into it and wanted to play an online match and was discouraged since I heard about the servers shutting down and whatnot, but I continued to dabble a bit and looked into the Multiplayer settings and apparently you can still play online matches natively without any 3rd party apps or backdoor methods.
Here's the quick rundown: I went to Multiplayer>Host Match, then once you get to the "Server" Tab, if you select "Match Type > Player Match" , "Server Type > Listen" , and set your Max/Min players as desired, you can still play online matches! Apparently the "Listen" server effectively uses your Xbox to act as the Host Server, which doesn't require you to find an existing one (especially since they are all obsolete now)
I initially was trying to figure out if I could do a wireless LAN setup with my two xbox's and couldn't figure it out and accidentally figured this out instead once I learned that my xbox was picking up the match through Xbox Live and not LAN (which is still troubling since I still don't know how to do a proper LAN).
It is also worth noting, to join these servers, go to Multiplayer>Custom Games then select the same Match Type and Game Mode as the Host did when they set it up. Also make sure "Pure Server" is set to "Any" and it should work just fine.
Perhaps this is old news but this was big news for me as I loved this game growing up and am saddened by all the delisted games and games with no more servers.
Here is a lost island themed map with lots of trees and foliage. This map features a dock, a rope bridge, lots of sand, trees and foliage. There is also a crashed airplane adding to the lost island vibe. The skybox is a mix of sunny blue on one side with dark stormy clouds on the other.
This map features a custom music track which may get on someone nerves if you don't like that type of music. Some players may also find it hard to stay on the rope bridge while crossing it. Also, u/Holiday_Masterpiece4 wanted more island and summer themed maps.
Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.
Here is a cool player skin and a couple of mutators that I found in the archive for Unreal Gold.
When looking for cool and new player skins I have 3 main criteria.
I don't use joke nor novelty skins. This could mean most skins inspired from other francizes.
I don't use clan skins because I am not part of those clans nor have, I ever interacted with them.
I like skins that look like they could fit into the game's universe with the design and the art style.
When looking for mutators I don't really have an established criterion. I just don't prefer anything that changes the games balance in a negative way nor any weapon and projectile skin changers.
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Skin Name => Zhal by Unknown
I really like this little guy because he has character and looks like he can fit into the Unreal universe really well. This character may be able to jump higher than other characters too.
This mutator is supposed to give QoL balances to weapons and Items for single player. I haven't tested it out myself, but I could be good if you want to play the with a different balance.
Hey, I was thinking about starting my UT2004 multi journey, so far i was playing against bots. Is it worth it? Is there enough players to support multi? If yes, then how do I find proper, non-botted servers? thanks in advance.
Looking for a UT99 map (played around 2008–2010 on a low-gravity server, possibly sniper). Entire map was covered in $100 bill textures. Dollar bills rained constantly. A song about money played. In the center was a square building with static car models inside. Four hallways led to separate rooms. Each room had a large painting you could walk through to reach hidden weapons. It was definitely for UT99.
Hi, i tried installing the mod but when I start the game the colors are weird and ingame the game runs at like 10 fps. No idea if anyone knows anything that could help so I'm asking? I reinstalled and same thing.
I'm running the OldUnreal version of Unreal Gold btw.