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Old 8th Feb 2005, 10:05 PM   #1
Bleeder
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New UT2004 Patch: Hopefully doesn't break anything...

http://forums.beyondunreal.com/showthread.php?t=154002
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Old 8th Feb 2005, 10:56 PM   #2
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It'll break everything. I'm sure someone will claim that it crashed their windows, too.
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Old 9th Feb 2005, 05:29 AM   #3
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HAHA I love those "new game patch hosed my system" stories
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Old 9th Feb 2005, 12:22 PM   #4
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That's not funny, actually. I forget what game, but one of its patches messed up the monitor refresh rate settings, and hosed a good number of players monitors by setting the refresh rate way high. This was a few years back. Nowadays, most newer monitors will display an "out of sync" message instead of trying to set the rate too high.
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Old 9th Feb 2005, 02:53 PM   #5
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Quote:
Originally Posted by Bleeder
That's not funny, actually. I forget what game, but one of its patches messed up the monitor refresh rate settings, and hosed a good number of players monitors by setting the refresh rate way high. This was a few years back. Nowadays, most newer monitors will display an "out of sync" message instead of trying to set the rate too high.

I remember that incident but can't remember which game it was.
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Old 9th Feb 2005, 03:42 PM   #6
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actually thats even more funny
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Old 9th Feb 2005, 04:17 PM   #7
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is it?
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Old 9th Feb 2005, 05:41 PM   #8
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Yar! New patch on it's way. This is good news and bad news. I sure hope FMI get a ahold this patch to see if compatible with UT:XMP. Our at least make patch 1b compatible.
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Old 9th Feb 2005, 07:43 PM   #9
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is it?
yes.
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Old 9th Feb 2005, 11:06 PM   #10
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Quote:
Originally Posted by Xaero
It'll break everything. I'm sure someone will claim that it crashed their windows, too.
Not if you use linux
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Old 10th Feb 2005, 04:34 AM   #11
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It'll probably have a special linux hack that makes it run at uber speed and have built-in wallhax
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Old 10th Feb 2005, 01:30 PM   #12
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Here are the changes from 3399 to 3353

General Gameplay:
- Fixed stuttering/snagging/sinking into static meshes in some places on clients in net games
- Improved getting out of water
- Fixed FaceClassic teleporter exploit
- The Cicada hud indicators should now show up in all game modes.
- Fixed SPMA causing damage at world origin.

Networking:
- Server performance improvements
- Cheating detection improvements, with shorter time for master server band detection
- Integration of UTAN bans with UT2004 master server. Admins can opt out by adding bIgnoreUTANBans=true to [IpDrv.MasterServerUplink]
- Fixed potential garbage collection crash when changing levels during network games
- Improved caching of server data for when you can't connect to the master server.
- UTV updated (netspeed fix).
- Better Client->Server->MS Error Messages

Engine:
- Improved level loading speed, especially on network clients
- Fixed calling SetBase(NULL) on all attached actors when an actor is destroyed

Editor:
- Fix for importing static meshes

Menus:
- Model select page now properly selects the current char when you open it.
- Updated Korean localization

- Fixed FaceClassic teleporter exploit
- Integration of UTAN bans with UT2004 master server. Admins can opt out by adding bIgnoreUTANBans=true to [IpDrv.MasterServerUplink]


Here are the changes from 3353 to 3354:

- Fixed another cause of sticky meshes in netplay.
- Fixed not being able to exit raptor when it's on the ground.
- Minor text fixes
- VCTF now appears in server browser, even if you don't already have any VCTF maps installed.
- Added code to sync the Stream (MP3) volume with normal music volume.
- Added bIgnoreUTAN to web admin
- Fixed (for assault) the energy core always showing on the HUD even if it not the current objective (thanks AngelMapper)
- Added code to insure StopDemo is executed before a map change or game exit
- Remove 8x from the demo playback menu. The engine has problems with that speed.
- Fixed bug in Demo Playback menu that caused the Play/Pause button to be out of sync
- Added Demo playback jog keys to the console.
- Left Cursor slows down playback (1/4x -> 1/2x)
- Right cursor speeds ups playback (2x -> 4x)
- Up/Down cursor resets to 1x
- Disable by settings bDemoJogKeys=false in [XInterface.ExtendedConsole]

Greetz

Dragunov
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