UT2004 Beta Patch 3264 Full Changelog

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Sparky

Retired Administrator
Dec 6, 1999
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Onslaught related:
- Onslaught Map window clearly shows what team you are on
- The green vehicle crosshair no longer off centered from the main
crosshair.
- Drivers don't take drowning damage while driving vehicle
- Made Vehicle.tick() functionality native (for performance).
- Added LockWarningInterval property to Vehicle.
- Fixed vehicles taking water damage when their driver gets out while
they are in the water
- Fixed Onslaught Vehicles so their reset time is reset to at least 10
seconds when healed
- Fixed AVRiL fired by bot sometimes changing to target vehicle bot is
getting into.
- Reduced bot accuracy with the Onslaught turret
- Limited how far Scorpion web projectiles can fall before dissipating,
to prevent them being used for spamming

General Game play:
- Fixed low skill bots using lifts
- CTF defender AI improvements (pursuing flag)
- Optimized splash effects
- Junkyard magnet now works again
- Fixed AS-Junkyard exploit
- Don't preload skins with botuse=0
- Only precache Epic skins unless xDeathMatch.bCustomPreload is true
- Various script warning fixes
- SkipMatch cheat gives you credits as well

Menus:
- "Movie" tab is no longer empty in other languages
- Fixed some script warnings in UT2K4Tab_OnslaughtMap
- Fixed alignment bug in the Filters menu
- Fixed manually adding a favorite server overwriting the selected
favorite.

Demo Recording:
- Fixed Onslaught turrets so that their weaponmesh doesn't get hidden
in demo playback
- Fixed Onslaught 2nd/3rd weapon orientation craziness during demo play
back
- Fixed behindview resetting when preview another player in 3rd person
during demo playback
- Fixed the Onslaught mini-map so it appears in demo playback (but not
100% functional)
- Fixed Auto-Demo Recording

Server Admin:
- Fixed setting spaces in MOTD via webadmin

Networking:
- Fixed "weapon not firing" bug, caused by reliable bunches from client
getting queued up on server under certain packet loss conditions.
- Improved low net bandwith (modem) client net performance:
- improved vehicle turret replication at low net bandwidths
- improved old pawn replication at low net bandwidths
- Added bWasSaturated flag to PlayerController - set on server side
when connection was saturated the previous tick
- if connection saturated and low bandwidth, use terrain traces for
determining relevancy
- Lowered netpriority and netupdatefrequency for onsweaponpawns
- Made super shock beams not bNetTemporary (so you always see your
shots even w/ packet loss)
- Added MaxClientFrameRate configurable property to LevelInfo. Add
MaxClientFrameRate=xx to the [Engine.LevelInfo] section
of your UT2004.ini to change this property. It only works if your
netspeed is above 10000 (LAN games, or as negotiated between
server and client - increase the servers MaxInternetClientRate above
10000 to use this feature in internet games). Increasing
this value will increase upstream bandwidth use, possibly causing
problems for ADSL and cable modem users with low bandwidth
upstream pipes, and will also increase server CPU utilization.
- Improved server performance by removing some expensive (and never
tripped) checks
- Fixed speaking beacon to be green if have link out
- Fixed network jitter at low game speeds (gamespeed mutator)
- Speed hack checks enabled when flying redeemer
- Colored names exploit fixed again
- Fixed Web Response exploit
- Fixed server crash exploit
- Improved handling of packet loss of initial actor replication bunch

Mod Author Related:
- Fixed compile error/warnings with -mod= to point to the right
directory.
- Made manifest transient, so it doesn't prevent saving games
- Fix for bInstantRotation weapons so they support having the same yaw
and pitch bone.
- Added 2 commands to the security actor to return all aliases and
bindings, and added example code to XPlayer showing how to use them.
- Pawns using PHYS_Spider play walking anims
- Added dumpframes command for dumping raw frames as a movie. In the
console, type "dumpframes start" to begin the process, and
"dumpframes stop" to end the process. It should be using the current
screenshot mask.

Editor:
- Integrated particle system editor (under the tools menu).

Engine/General:
- Fixed NaNs in model render data (caused rendering issues on some
hardware).
- Fixed crash bug in USkeletalMesh::GetCollisionBoundingBox()
- 64-bit fix.
- Fixed corrupt maps crashing upon .UCL generation
- MoveActor() performance optimization (avoid going through attachment
list if possible)
- Don't write "xx moved without proper hashing" warning to client logs.
 

Nemephosis

Earning my Infrequent Flier miles
Aug 10, 2000
7,711
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Awesome, they still haven't fixed the crosshair disappearing when you go to the settings menu. I'm starting to think they're incompetent or something.
 

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
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planetunreal.com
w00t!

I'm liking all the networking fixes. I've lost count of the times I've got all nerfed up or worse, speedhack warned from packetloss. :(

Here's hoping my 1meg connection will be a bit more competitive across the water with the new patch. :)!
 
It's not really an "in" thing. It's just I happen to be good friends with CliffyB and Steve Polge. ;)

BTW here's the changelist from 3264->3270:
- Fixed the CacheManager not releasing the file handle correctly in
some cases (was causing "file may be read only" editor map saving
problem)
- MutNoSuperWeapons no longer in "arena" group.
- Fixed CTF-TwinTombs wrong team playerstart
- Particle editor exported script extend Emitter, not UCEmitter.
- Reverted Canvas.DrawBox() function parameter list
- Instagib beam brighter, and also shows up with old servers
- Fixed the CacheManager not finding maps in mod subdirs.
- Adjusted Scripted textures to use the character 'Q' for height, not
char #0
- Fixed various options in the filters menu not being set to read only.
- Fixed link projectiles not doing extra damage to vehicles when linked
up
- Fixed rare (mod only) karma physics crash
- Fixed bots teleport looping in Onslaught
 
E

[EH]Binary

Guest
The junkyard exploits involve the later checkpoint gate objective (I'm sure that's one of the fixed ones) and likely a way to bypass having to ride the magnet, but still complete the magnet objective.

If possible, poke them about fixing grenades on turrets in Assault. This is an AS only bug: No matter how many grenades you stick to the turrets (Minigun turrets in junk, ion cannon and plasma turrets in Robot Factory) they always do only one grenade's worth of damage on detonation.

I've seen recent posts over at ataricommunity hoping to see ONS hijacked vehicles forced to respawn, to prevent them being dumped at the enemy power core near a turret and thus being unusable for the rest of the match.

Don't know what contacts you may have, but if you could verify they're at least aware of these things...that's enough to suit me :) (I figure if they know about them, they're the best equipped to decide how to deal with them)