Since Public Beta 1
Code
Bug Fixes
Changes
Maps
XMP-Rampant
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
- Blocking Volumes added to 'Green Wing' StaticMesh on Red Artifact Base
- 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
- Terrain visibility in Generator rooms
- Forced paths on U2JumpPad to PathNodes for bot usage
- XMP-MurkyWoods
- XMP-ValleyOfApes
- XMP-Wonderwoods
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