UT2004 Patch 3369 Beta Test

  • 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.

hal

Dictator
Staff member
Nov 24, 1998
21,409
19
38
55
------->
www.beyondunreal.com
The latest Unreal Tournament 2004 beta patch has been circulated on the server admin list. Here's what's new:

The patch change list is included in the patch. After installing the patch, you can find it at ut2004\help\readmepatch.int.txt. Here are the changes from 3355 to 3369:

Thanks to John Barrett for a number of fixes.


General Gameplay:
Fixed DriverLeft() not be called when driver dies in vehicle without
vehicle being destroyed. This fixes the vehicle not resetting, and
fixes effects like the engine sound not being turned off.
Fixed some vehicle weapon effects staying around when bots stopped
firing them.
Fixed spider mine layer incorrectly reducing mine count when a fired
spider mine immediately explodes.
Fixed manta and raptor spinning sometimes when player enters
SPMA camera explodes if it hits water.
Don't allow SPMA camera view to go outside world.
Invasion HUD radar uses the viewed pawn's rotation rather than the
spectator's rotation.
Fixed low gravity not working properly in second and successive rounds
of onslaught.
Moved announcements for assault energycore to ASOBJ_EnergyCore_Spawn,
and made them editable by level designers.
Fixed spawning multiple energycores in Assault.
Can now throw linkgun with 1 ammo left.
Fixed exploit where shieldgun could be used to protect against lava or slime volume damage.
Fixed CTF Flags not returning exploit
Fixed stats tracking when a player switches between a spectator and active player (or vice-versa)


Networking:
Various networking serialization optimizations.
Fixed issues where players would not properly be sent to the Spectating state on clients.
Fix for eyeheight getting screwed up on client
Server optimization - players don't do line of sight checks with each
other
Don't replicate pawn.ViewPitch to netowner
Fixed CTF flag not properly attaching to vehicles on net clients.
Made CD key hashes sent by clients more secure.
Fixed various exploits.
Merged Michiel Hendrick's HTTP redirect code improvements.
Merged Fix for Map Vote Bug that cut off some chat text
Merged Fix for Map Vote Bug that caused the window to open twice
Prevent crash exploit (which was fixed) from being propagated to
unpatched clients.


Engine:
Return rather than asserting in UCanvas::WrappedPrint() if no valid
font.
Fixed -Mod= to support proper exporting of headers
Convert '|' to 'I' in player names.
Fixed cut and paste error in MidGamePanel.uc that could cause crashes
on level changes. (thanks Wormbo)
Fix and optimization for projector rendering.
Various changes to support 64 bit version.
Scripted texture changes so they don't render upside down on OpenGLDrv.
Fixed weather effects on OpenGLDrv.
Fix for dynamic projectors not working with OpenGL
 

hal

Dictator
Staff member
Nov 24, 1998
21,409
19
38
55
------->
www.beyondunreal.com
zynthetic said:
# Merged Fix for Map Vote Bug that cut off some chat text

Hopefully this means MapVote popup doesn't cancel message typing

Yes! The most annoying thing ever!

Also glad to see that you'll be able to ditch the link.
 

AntiMatter

[Ci]
Mar 17, 2004
234
0
0
# Merged Fix for Map Vote Bug that cut off some chat text

Hopefully this means MapVote popup doesn't cancel message typing

yeh, that is really annoying, its great that they have fixed it :)
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
zynthetic said:
# Merged Fix for Map Vote Bug that cut off some chat text

Hopefully this means MapVote popup doesn't cancel message typing

Yes of course, it was always cuting the first letter for me.
 

Taleweaver

Wandering spirit
May 11, 2004
2,630
0
36
43
Off course
Some nice changes indeed. It even seems as if my manta spins every time I enter it, so I'm glad it'll be fixed. :)
hal said:
Yes! The most annoying thing ever!
That cutting is annoying indeed, but it's no match for...those TV commercial breaks where terrible actors praise washing powder :chainsaw:
 

livingtarget

BulletCatcher
Mar 15, 2002
226
0
0
Aberdeen
Talking about that vote menu, how about the right click vote for this map that never ever works. You have to double click not right click or be screwed.
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
36
Richmond, VA
The map vote screen popping up at all is annoying to me. If I want to vote, I'll hit the right button. And even more annoying is when it pops up another vote screen when I've already voted on my own or have a vote screen up currently.
 

zeep

:(
Feb 16, 2001
1,741
1
36
Visit site
Server optimization - players don't do line of sight checks with each other
This is bad.

In UT99 this means hillbugging, ducking behind crates=invisible, attackers see you before you see them.. etc. You do the math. Yes it optimizes the server but costs players relevancy.


mmm Thinking some more, this could also mean that the server does check for relevancy and not the clients. I hope so.
 
Last edited: