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Old 27th Apr 2004, 10:14 PM   #1
hal
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Unreal Tournament 2004 Changelog Partial List

Looks like the first details are out on what will be changed in patch number one for Unreal Tournament 2004. Keep in mind this is a partial list and subject to change. Click here for the full list.

Onslaught related:
Teams will now swap sides after each Onslaught round by default. This is configurable in the game settings menu.
Fixed flying Leviathan exploit where Leviathan can be based on another vehicle.
Fixed Leviathan pushing exploits by limiting the Leviathans max speed.
Fixed Tank pushing exploits by limiting max speed unless falling.
Node location names show up correctly in network games.
Fixed terrains with a negative scale not showing PowerNodes.
RadarMap can no longer be moved off-screen using the HUD configuration menu.
Fixed possibility of ion cannon volume in ONS-Severance killing someone entering it without giving them warnings first
Fixed bots getting stuck next to a vehicle because they didn't think they were close enough to enter
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Old 27th Apr 2004, 10:15 PM   #2
hal
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Onslaught related:
- Teams will now swap sides after each Onslaught round by default. This is configurable in the game settings menu.
- Fixed flying Leviathan exploit where Leviathan can be based on another vehicle.
- Fixed Leviathan pushing exploits by limiting the Leviathans max speed.
- Fixed Tank pushing exploits by limiting max speed unless falling.
- Node location names show up correctly in network games.
- Fixed terrains with a negative scale not showing PowerNodes.
- RadarMap can no longer be moved off-screen using the HUD configuration menu.
- Fixed possibility of ion cannon volume in ONS-Severance killing someone entering it without giving them warnings first
- Fixed bots getting stuck next to a vehicle because they didn't think they were close enough to enter

Invasion related:
- Fixed Invasion ammo not replenishing at end of wave
- Fixed Invasion's ScoreKill() not notifying GameRules when monster kills a player

General Game play:
- fixed which anim is played during sniper zoom (removes log warnings)
- fixed redeemer reticle being affected by HUD opacity setting
- fixed skaarj playing taunt anims
- make sure no wrap around on multikill numbers
- call takefallingdamage() on wall dodge to prevent it being used as an exploit for long falls
- fixed miscellaneous game code log spam.
- UTClassic Rocket fix for delay before can fire again after loading up 6 rockets

Single Player:
- added profile fix to unlock chars (where due) for "old" profiles

Map and Kick Voting:
- Fixed incorrect map voting gameconfig at startup
- Reenabled map, kick voting.
- Removed Voting filter combos on server filters page.
- Added "None" selection in the map voting web admin config.
- Edit only 1 line at a time in map voting web admin config.
- Cleaned up/ fixed map voting menus
- DefaultMapListLoader loads prefixes from GameConfig settings by default.
- Added UseMapList property to PlayInfo
- Disabled the MapListLoaderType PlayInfo property (disables MapListConfigPage - makes it simpler to configure)
- Fixed wrong map types showing for default selected game type in voting menu. Only happens if GameConfg.GameClass is not set with the same case.
- Implemented exec ShowVoteMenu
- Map voting defaults to ONLY server startup gametype and maps if not configured. (Auto-detect configuration)
- Added extra check for invalid gametype/maps votes.
- Sort maps in MC ListBox on map voting page by name by default
- Changed to descending sort order in vote count MC ListBox

Menus
- Fixed weapon custom crosshair menu problems, whiched caused you to sometimes lose crosshairs entirely.
- Fixed correctly displaying VOIP key bindings in control config menu.
- allow mouse sensitivity settings as low as 0.25 in menus
- made blue player text brighter in server browser player list box

Demo Recording
- Demo->AVI menu uses proper resolution settings
- Fixed auto demo recording
- fixed DIVx demo movies being recorded at too high a frame rate

Networking Related
- Fixed bug in UT2K4NetworkStatusMsg causing incorrect status message to be displayed
- Don't display join/leave messages for standard voice channels
- Listen servers pinged last?
- Security updates
- Server browser news page now supports clickable hyperlinks.
- If master server doesn't respond, still pings official servers
- Fixed projectiles don't have dynamic light on clients connected to dedicated servers
- give client correct kick message when kicked for idling
- improved and enabled speedhack detection
- send message to client warning about speed hack detection
- servers won't send more than 8 packets out to client before getting a response (DOS attack blunting)
- fixed netmode conditions for preloading player skins
- improved character skin precaching speed (less unnecessary skin precaching)

Server Admin Related
- Optimized webadmin initialization, noticable improvement in the time between map changes (if webadmin enabled)
- Fixed interface-related bug in gametype drop down
- In the Defaults - Map page, fixed bug with adding/removing multiple maps at the same time
- Webadmin no longer overwrites custom URL parmeters that have been manually added to maplist entries
- Fixed webadmin bots page layout & accessed nones
- Fixed bugs in SortedStringArray sorting (affects bots / admins / groups pages in webadmin)
- New map & mutator packages no longer require server restart to appear in webadmin mutator/map lists.
- fixed webadmin and menu idle kick time range
- added MaxTimeMargin, MinTimeMargin, TimeMarginSlack configurable properties for tweaking speedhack detection to [Engin.LevelInfo] section of UT2004.ini
- admins don't get kicked for idling
- To prevent DDOS attacks by UT2004 servers against subnets, added LimitConnPerIPRangePerMinute property to [IpDrv.TcpNetDriver].
- pkg_official packages can be downloaded, and guid must be matched for them
- Added bKickLiveIdlers to [Engine.LevelInfo]. If set true, players with pawns can also be kicked for idling.

Mod Author Related
- Impersonator support integrated (see http://www.oc3ent.com/home.htm for details). provides support lip synching to spoken phrases, with UnrealEd integration.
Tools and examples to come soon!
- Reorganized placement of webadmin functions to be more linear, easier to follow
- Added more comments to webadmin code
- Fixed crash in BatchExport commandlet when attempting to export .uc for packages which contain purely native classes
- Properties marked as 'noexport' will no longer be ignored when batchexporting .uc's
- Added Vehicle.Bulldog to CacheManager default packages (cacheexempt), and marked Bulldog cache exempt so that it isn't exported to .ucl file
- Fixed bug in classname matching which caused two classes that began with the same name (such as ClassBase & ClassBaseDerived) to be interpreted as the same class
- Automatically export to .ucl file when package is compiled.
- Automatically export to .ucl file when map is saved.
- Custom webadmin skins no longer required to provide every .inc file that webadmin uses
- Webadmin now searches main /ServerAdmin directory for .inc & .htm files that cannot be found in skin path
- GUIController now correctly cleans up custom styles that use the same keyname as default styles
- if .upl files exist in mod directory, ignores the .upl files in the system directory.
- INT files no longer have to be in UT2004\System\.
- UCC no longer gives an error when using -mod= switch with 'dumpint' and 'exportcache'.
- Can specify a Paths= for music (.ogg) and karma data (.ka) files, so they can be included in the mod's directory structure.
- Config variables properly save to UT2004\ModName\System\Whatever.ini instead of UT2004\System\Whatever.ini.
- No longer get "ERROR: Could not open whatever.u for reading!" in UT2004.log for mod packages.
- Gracefully handle lack of tooltips in mod menus.
- fixed USoundExporterWAV to not try to export procedural sounds and sound groups
- Added AddToPackageMap() native function to Actor. This function adds PackageName to the packagemap (as if it was in GameEngine's ServerPackages list), or, if omitted, adds the package of the actor it was called on. This function is only valid during initialization (between GameInfo::InitGame() and GameInfo::SetInitialState()) If called outside of that window, or anytime on a client, the function returns without doing anything.
- Fixed bAddToServerPackages mutator flag
- Mutator config menus:
-Fixed handling of arrays
-Support for advanced and multiplayer only options
- Fixed config class properties not being saved to .ini properly
- fixed BroadcastHandler AcceptBroadcastText() parameter
- Added IconFlashMaterial to Ammunition, to allow mod ammunition classes to work right on HUD.

Editor:
- Fixed bug with disappearing actors after lighting rebuild

Engine/General
- fixed memory leak in caching system
- fixed crash in GUIToolTip::Draw()
- fixed bug in cache loading for crosshairs (custom crosshairs now appear correctly in menus)
- removed temporary sanity checks in projector code and pathfinding code (small performance improvement)
- gracefully handle negative delta time
- properly set GCurrentTime in UTV
- fixed resource induced memory leak in PixoResource
- more debugging to track down infrequent FALVoiceModule::Decode crash
- bForceSkelUpdate no longer true by default for pawns (still true by default for vehicles). Performance improvement (especially for servers), but mod authors relying on this feature may need to change the value for their pawns.
- fixed memory leak in swiming physics code
- many spelling/grammar error fixes
- friendly error messages for file loading problems caused by overheating or corrupt installs
- don't crash if non-Emitter has DT_Particle
- removed some VOIP log spam
- fixed installing korean version on Windows 98

Linux
- fixed CacheRecords.ucl handling on Linux
- Various client and server crash fixes

Mac
- fixed Mac clients reporting incorrect MD5s for packages and tripping security checks.
- Make MacOS version prevent user from ejecting the game DVD while game is running.
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Old 27th Apr 2004, 10:31 PM   #3
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Quote:
Originally Posted by hal
General Game play:
- call takefallingdamage() on wall dodge to prevent it being used as an exploit for long falls
Personally, I thought that was a nice 'feature' :-/
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Old 27th Apr 2004, 11:00 PM   #4
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Question It's a start

It's a start.

I hope in a future patch they remove the need to have the gameplay CD in the drive.

Obviously this depends on their feeling on how much profit is enough as opposed to whether people start pirating the title.

I paid my money for this game, I love the game, but I don't want a future situation occcuring where the gameplay CD becomes damaged. In that possible scenario the game becomes unplayable.

I'm sure more bugs will be uncovered over time....
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Old 27th Apr 2004, 11:03 PM   #5
hal
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Quote:
Originally Posted by Manticore
It's a start.

I hope in a future patch they remove the need to have the gameplay CD in the drive.....
me too!
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Old 27th Apr 2004, 11:13 PM   #6
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The no-cd patch will happen, just need to give it some time. UT didnt get the no cd till v432 was it? UT2k3 didnt get it till 2225. So i imagine one more patch before we see the no cd crack. As far as that call takefallingdamage(), you should see all the atari folk ranting and raving over it. Hell someone even made a poll telling epic to leave it alone. Easy cures for this, dont fall off the stupid cliff/tower, and always bind your shield gun so when you do fall you can absorb some of the hit with the secondary. But i guess they are to to realize that.
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Old 28th Apr 2004, 12:08 AM   #7
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Another suggestion

It seems like the bots don't know what the "stunt vehicle" mutator does. I would suggest that a bot doesn't realize it is there and leave it to be used by human players. I love to mess around with trying to get some crazy stunts going. The bots will just sit there in one place like they are driving in a low-rider. Poor bots.
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Old 28th Apr 2004, 01:24 AM   #8
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Memory leak would be worth the patching. I play mostly cutom maps. But that may have nothing to do with it. After an hour or two I usually restart the game after clearing memory with Cashman. Been a pain in the but. Must say though this is a very clean build to begin with. I wasn't even aware of most of those bugs. Top notch product, well conceived and produced. I look forward to seeing lip sincked intro movies to some of the mods. The Attack Germania map has a fine intro movie. This feature may inspire other mappers as well. Bigger tool box makes better toys.
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Old 28th Apr 2004, 01:48 AM   #9
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I didnt even know pushing levithans/tanks was an exploit. I can understand the flying levithan, because thats just down right cheating, but pushing at least imho is a cool strategy to get your heaviest vehicles to the front faster, all in all it only makes sense, its like a tugboat pulling a larger boat, except thats its with ground vehicles... oh well damn.
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Old 28th Apr 2004, 02:15 AM   #10
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Read damnit.
They don't stop you from pushing a tank.
They just limit the maximum extra speed to something a little more sane ...

// Cpt.Toilet.exe
It's not an exploit that's used to limit fall-damage if they're accidentaly fall of a tower.
It's an exploit that's used to create an alternate route that has no disadvantages compared to the standard-exits.
You don't trade fall-damage for a faster exit like you used to do in UT'99 ...
With a simple well-timed keypress you negate any falldamage you'd otherwise received.

All the fix seems to do is make sure you can't get away completely undamaged ...
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Old 28th Apr 2004, 03:32 AM   #11
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Quote:
Originally Posted by hal
me too!
me three!

I mean they did it for ut2k3 why not ut2k4? cd check or no cd check isn't gonna make a difference to pirates. Arrrg, ya land lubbers
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Old 28th Apr 2004, 04:29 AM   #12
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Request: Add the option the permanently remove the weapon "shadows" from the HUD, so you don't have to hit the ShrinkHUD key at the start of every match.

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Old 28th Apr 2004, 04:33 AM   #13
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Also, adding the option to disable the crosshair from pulsing when you pickup items would be good.
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Old 28th Apr 2004, 04:41 AM   #14
Eh!?!
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"Read damnit.
They don't stop you from pushing a tank.
They just limit the maximum extra speed to something a little more sane ..."

Eh, i did read spanktard, and by what the patch notes imply they've basically stopped people from pushing the tank/levithan because they won't be able to go past their own max speed now, yeah you can still push em but it doesnt look that will do jack crap now, meaning they've basically taken it out.
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Old 28th Apr 2004, 05:24 AM   #15
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Quote:
Originally Posted by GrimStar
Request: Add the option the permanently remove the weapon "shadows" from the HUD, so you don't have to hit the ShrinkHUD key at the start of every match.

Dumbest bug ever . I'd also like my custom hud-colour to save even when I play a game of ONS/TDM and come back to DM. As it is atm, it resets to default, annoying.
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Old 28th Apr 2004, 07:28 AM   #16
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How come ClanBase got this a full day before the Unreal news sites? I'm not judging, just saying that BU usually grabs the news out by the balls the instant they get a whiff of it.

Btw, nobody answered me about this on ClanBase, but is it alluded to on that list if the fix for VoIP using hardware sound is included? I didn't see it. (if you didn't already know, quite a few uses can't hear VoIP comms using hardware sound, we have to use crappy Software if we want to hear voice chat. Personally this doesn't bother me as most voicechat consists of people being annoying or singing, but other people are somewhat miffed by it)

And how about a fix for the singleplayer High Scores?
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Old 28th Apr 2004, 10:18 AM   #17
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Laughing

Quote:
Originally Posted by hal
Engine/General
- fixed memory leak in caching system
Thank God.
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Old 28th Apr 2004, 11:15 AM   #18
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I hope that they just FORGOT to mention a fix that stops the Server Browser being expanded too wide to return to normal. I use a monitor at 1280*1024 and its max res is 1600*1200 but even at that I can't resize the columns of the server browser so I can see all of them
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Old 28th Apr 2004, 12:46 PM   #19
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Quote:
Originally Posted by SirYawnalot
How come ClanBase got this a full day before the Unreal news sites? I'm not judging, just saying that BU usually grabs the news out by the balls the instant they get a whiff of it.
It was delivered by the mod & server mailing lists.

The BU folks are just lazy.
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Old 28th Apr 2004, 12:51 PM   #20
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Quote:
Originally Posted by SirYawnalot
How come ClanBase got this a full day before the Unreal news sites? I'm not judging, just saying that BU usually grabs the news out by the balls the instant they get a whiff of it.
the list was out 27-04-2004 05:33 CET, but I didn't see it untill 07:27 cause I was sleeping
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