UT:XMP Bug Fixes

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
Status
Not open for further replies.

IndianPsycho

Registered user
Feb 17, 2004
570
0
0
www.free-monkey.com
Since Public Beta 1

Code

Bug Fixes
  • Mantling if there's a ceiling above player
  • Mantling on BSP
  • Accessed nones related to DrawCustomBeacon
  • Accessed nones related to GetTeam
  • Accessed nones related to TeamMessage
  • Accessed nones related to AreSupplyPacksOnline
  • Accessed nones related to AllowFire
  • Don't draw driver's player name if in vehicle turret
  • Possible fix for Ninja Enemy Team Members Spawning In The Wrong Base (tm)
  • Possible fix for server lag spikes -- fixed UpdateDeployableCost accessed nones
  • Possible fix for players moving around after game end
  • Possible fix for Cloning Machines
  • DefaultFemaleAnnouncerA.RedCritical error
  • DefaultFemaleAnnouncerA.BlueCritical error
  • XMPArtifact Timer() polling in net games -- artifacts return after 25s
  • SetKillerController call on deployed XMPMineBase actors -- get points for destroying them
  • Headshot implemented
  • Errors related to vehicle_driving
  • Vehicle stamina replenishment on ClientKDriverEnter
  • 0.15s delay for Rocket Launcher AltFire lock
  • ServerUse call by dead players
  • Roundhouse Turret proxy removal while dead
  • Bugs related to XMPScoreKeeper
  • ServerChangeTeam call when rejoining game from spectating
  • ServerChangeTeam call when switching team in state WaitingToDeploy
  • NotifyDeployPointHacked call while player is alive
  • No Vehicle turret fire when out of energy
  • No Raptor boost effect when out of energy
  • Force wall energy drainig for appropriate team
  • Feature shutdown when below energy threshold
  • 3rd person pawn animation for assault rifle
  • Weapon fire spread calculation
  • Endgame accessed none related to controller selection
  • Resupply adds online weapons not already in inventory
  • Phantom force walls
  • Spectating HUD showing at odd times
  • Possible fix for Team select menu staying on-screen
  • Possible fix for Class select menu staying on-screen
  • Rocket launcher paint sounds
  • HUD opacity setting affecting concussion grenade whiteout
  • Vehicle turret view tilting after prolonged firing
  • Artifact particle effect display
  • Manned turret explosions online
  • Flamethrower effect while reloading
  • Resupply
  • NextWeapon/PrevWeapon selection through inventorygroup

Changes
  • Login menu not displayed
  • Kill messages XMP style -- Changed all DamageType classes
  • Say/TeamSay messages XMP Style
  • Reverted to UT2004 Team Beacons with longer range
  • Time remaining countdown
  • Removed UT2K4 end game annoucements
  • MVP Screen on game end
  • XMP EndGame announcements (energy, artifacts, timer)
  • Show carrying artifact message
  • Shotgun and AR spread calculated in spherical coordinates rather than rectangular
  • Added XMP's Vehicular Manslaughter voice message
  • Added XMP's MonsterKill voice message
  • Tripmine triggers if laser HitLocation changes
  • Increased range for Sniper Rifle
  • Decreased range for Assault Rifle, Shotgun Primary, and Pistol
  • Semiautomatic pistol, max firing rate 1 shot/0.2s
  • Shortened tracer lifespan
  • Support for custom crosshairs as in UT2004 (except for RocketLauncher)
  • PreMatchWait and RespawnDelaySeconds options in game settings page
  • AR altfire projectile flak spawns in a pentagram
  • Vehicle entry radii adjusted.
  • "Get in the vehicle!" voice message on AltFire in vehicle
  • Removed regular HUD for spectators
  • Added UT2004 spectating HUD for spectators
  • Location on HUD shows location of deploypoint currently being viewed instead of the location of locked deploypoint
  • Location via XMPLandmark updated from server and stored to GRI
  • PreMatchWait
  • Residual momentum from concussion blast
  • Keltare's XMP Crosshair pack integrated - original crosshairs by Legend Ent.
  • Defaulted all weapons to XMP crosshairs
  • Weapon settings stored in UTXMPUser.ini instead of UTXMP.ini
  • Show artifact carrier on radar if camping
  • XMP sound for Say message
  • XMP sound for TeamSay messages
  • XMP sound for Juggernaut projectile explosion
  • XMP sound for mine explosion
  • XMP sound for vehicle explosion
  • Notify sound for energy status messages
  • Automatically bind several UT:XMP specific aliases to their default keys if not bound.
  • Vehicle and Manned Turret rotation rate constraints
  • Random class selection for bots
  • Techs can pick up more than default number of deployables
  • Reduced Raptor wheel friction while braking

Maps

XMP-Rampant
  • Proper tags for TeamMesh Actors
  • Minor pathnode connections
  • Terrain visibility in Artifact Bases
XMP-CrashFlight
  • Blocking Volumes added to 'Green Wing' StaticMesh on Red Artifact Base
XMP-Alcazar
  • Minor Pathnode connections
  • Proper collision for 'Spire' StaticMesh added
  • DamageCausing Volume removed from clouds
  • JumpPads in tubes instead of physics volume
  • Increase in terminal velocity for proper JumpPad operation
XMP-NaKoja
  • Terrain visibility in Generator rooms
  • Forced paths on U2JumpPad to PathNodes for bot usage
Proper collision for 'Rock' StaticMeshes added. Affects maps
  • XMP-MurkyWoods
  • XMP-ValleyOfApes
  • XMP-Wonderwoods
 
Last edited:
Status
Not open for further replies.