UT3 Beta Patch Changelist

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hal

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Details on the latest private beta patch for Unreal Tournament 3 have been published. The patch will be made public in its final form.

  • Gameplay:
  • Fixed overlay mesh showing up on hidden sniper rifle when un-zoomed.
  • UTGame.bNoCustomCharacters is now globalconfig.
  • Now hear own auto-taunts.
  • Fix for Liandri bots riding high in vehicles.
  • Fixed mutators disappearing between matches.
  • Fixed up PC DLC screenshots and player counts.
  • Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it.
  • Fixed announcements not playing properly in WAR-MarketDistrict during the campaign.
  • Fixed manta crouch exploit.
  • Fixed loaded RL switching away before releasing load on net clients.
  • Fixed occasionally getting stuck when getting up from ragdoll.
  • Fixed ending zoom when go into feign death.
  • Fixed giving proper stats credit for translocator telefrags.
  • Fixed giving proper suicide stat credit for certain environmental suicides.
  • Fixed Hoverboard foot placement when watching other client get on.
  • Improved the turret controls on the rail turret with analog controller.
  • Fixed friendly fire mutator showing up as option for Duel.
  • Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer.
  • Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set.
  • Fixed "missing required file for demo playback" error message.
  • Fixed redeemer explosion on client when shot down.
  • Fixed big head mutator head scaling popping out at distance.
  • End the match right away in duel if a player leaves.
  • Fixed not getting kismet node destroyed event when node captured by orb.
  • Fixed effect showing up for disabled weapon lockers.
  • Don't modify power core damage caused by kismet.
  • Fixed scavenger legs disappearing in kill volumes.
  • Deployables can no longer be deployed onto hover/flying vehicles.
  • Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn.
  • Fixed impact hammer impact camera shake for low gore clients.
  • Engine/Rendering:
  • Added motion blur menu option for PC (defaults to off).
  • Fixed zero extent collision bug in octree code (finding nodes in Z axis).
  • LOD Hysteresis / LOD Decision making bug fix.
  • Fixed default mesh not having proper LOD settings.
  • Fixed rare darkwalker physics crash.
  • User Interface:
  • Added player name list to server browser.
  • Added midgame map voting, with serverside config options in UTGame.ini:
  • bMidGameMapVoting: Enables/Disables midgame map voting
  • MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration;
  • NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage
  • MinMapVotes: The minimum number of players that must vote in order to initiate a map switch.
  • InitialVoteDelay: Delays the enabling of map voting for this many seconds
  • Fixed History being saved for servers joined via cmdline and console.
  • Fixed leading vote count indicator when map voting underway.
  • Don't show muted talking player portraits on HUD.
  • Simple crosshair tweaks.
  • Added the number of files left to download to the package downloading message.
  • Fixed Krall portrait.
  • Fixed clipping vehicle HUD beacon when not visible.
  • Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer)
  • Fixed SPMA deploy icon offset.
  • Networking:
  • Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues.
  • Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player.
  • Fixed gibs not showing for clients of low-gore listen server.
  • New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini:
  • TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned)
  • MaxDynamicBandwidth=7000
  • MinDynamicBandwidth=4000
  • Fixed "you have lost the match" messages to spectators at end of duel match.
  • Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame().
  • HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found.
  • Fixed erroneous "connection failed" error when performing non-seamless travelling.
  • Fixed hoverboard link failure sound playing in the world and being replicated.
  • Fixed low gore clients seeing gibbed players as headless if playing on full gore server.
  • Increased tracked turret net priority.
  • Fixed Hoverboard networking replication issues (hoverboard now smoother in net games).
  • Server administration:
  • UWeb fixes for WebAdmin.
  • Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time.
  • Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps.
  • Final fix for packagemap problem with going from DLC -> RTM maps.
  • Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server.
  • Fixed bug with PlayerID being reused for bots after a seamless travel.
  • Mod support:
  • Added support for Interactions to have a PostRender call (to render to canvas).
  • Added support for Interactions to have exec functions be called on them.
  • Added cut/copy/paste support to the console.
  • Added Deproject() to canvas.
  • Fixed base InventoryManager implementation of GetWeaponRatingFor().
  • Fixed crash when placing a new UINumericEditBox in UI editor.
  • Fix for custom factions in the UI.
  • Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update.
  • Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
  • Improved system for getting camera death effect.
  • Implemented fix from Aegia for an NxFluid crash.
  • Fixed beams not rendering in Cascade.
  • Fixed crash when updating a UIPrefab.
  • Map specific:
  • Fixed CTF-Searchlight black boxes before match starts.
  • Fixed CTF-Searchlight search lights.
  • Fixed CTF-Hydrosis collision issues.
  • Fixed DM-Morbias collision issues.
  • Fixed collision issue in DM-Deck.
  • AI improvements:
  • Fixed bots not using link gun beam on enemies.
  • Better bot celebration management.
  • Fixed bots doing multiple end of match celebration taunts.
  • Improved impact hammer AI.
  • Improved darkwalker AI support for crouching under obstacles.
  • Improved bot hoverboard AI.
  • Fixed bots sometimes not picking up flags/orbs they dropped.
  • Fixed bots never spawning in if initially not enough playerstarts.
 
U

Unregistered

Guest
cool, but pls new User Interface (server browser, other fonts), and vehicle zoom
 

toniglandyl

internal data fragmentation : 62203480%
Jan 20, 2006
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Added cut/copy/paste support to the console.

YAAAAAY !
thanks ! keep those coming ! I hope there's even more in the final version of the patch
oh and the motionblur option is a nice addition.
 

os][ris

New Member
May 10, 2006
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# User Interface:
# Added player name list to server browser.
# Added cut/copy/paste support to the console.
------------------------------------------------

there IS a god.
 
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Emmet Otter

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May 26, 2003
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Not impressed for an instant action player. People need a "variable" game speed adjustment, customizable bots, fully customizable xhairs, active mutators lists to be saved when exiting game, full video setting tweaks, spectate mode, weapon drop and so on............:mad:
 

Bersy

New Member
Apr 7, 2008
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Okay.. it is nice to see a changelog, and it was nice of Epic to reveal it to us even before a beta.

I have to be honest. I really want to be able to get into UT3, it's a game that I felt sure would do it right, I would enjoy more than UT2004, which even while being modelled after UT2003, managed to hold my interest for 4 years, on top of the 2-3 I spent playing UT.. I put more feedback into the development of UT3 than probably most people.. so I don't want to write something that comes off like I don't care about the game. But this is the first time I've uninstalled one of the UT's for 2-3 months because I thought it lacked something. I've awaited patch 1.3 to give me an excuse to reinstall the game and have it finally feel "right", for lack of a better term.

Perhaps that is an unrealistic (koff) expectation to have, and too individualized a thing to ever happen.. but I don't think so. I've made suggestions in the past that the majority of the community got behind, and I think that there are certain issues that nearly everyone can agree on. I would really like to see this change implemented, and it's not in the list yet, but I realize it's still early in the process.

I also feel there are some good changes in the list, such as mapvote, player names in the server browser, and various other things but there seems to be a lack of focus on issues that would help address the problem of consistently low online player numbers. If I were among the Epic team this would be my focus and I've done what I can from the sidelines. I feel that as patch 1.3 comes to final public release, as it stands now the situation is really not going to change in this regard.. but I feel it could. I just hope that Epic really pays attention to trends among what people are saying in their own forums, in or out of the patch 1.3 thread.
 

JaFO

bugs are features too ...
Nov 5, 2000
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Details on the latest private beta patch for Unreal Tournament 3 have been published. The patch will be made public in its final form.

  • Gameplay:
  • Now hear own auto-taunts.
    ...
  • Added support for Interactions to have a PostRender call (to render to canvas).
  • Added support for Interactions to have exec functions be called on them.
  • Added cut/copy/paste support to the console.
  • Added Deproject() to canvas.
  • Fixed base InventoryManager implementation of GetWeaponRatingFor().
  • Fixed crash when placing a new UINumericEditBox in UI editor.
  • Fix for custom factions in the UI.
    ...
  • Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
    ...

Finally some good news.
It's good to see that Epic still is willing to fix things for the game.
Although there are quite a few items that needed fixing which will make Mod-teams very happy ...
 

skullkrusher101

New Member
Jan 21, 2008
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didnt epic say something about a built in mod browser being in the works? Or is that something separate from the patch?
 

Sijik

Snagged an item.
Aug 27, 2004
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Not impressed for an instant action player. People need a "variable" game speed adjustment, customizable bots, fully customizable xhairs, active mutators lists to be saved when exiting game, full video setting tweaks, spectate mode, weapon drop and so on............:mad:

I'm an IA player. Some of that is already there, just not as directly, and I don't necessarily see an absolute need for the rest of it. Bots can be customized via the ini file, spectating can be done via console command. Saving mutators and settings would be nice. Between .ini files, UT Tweaker and console commands I don't feel I'm horribly lacking in video options.
Weapon drop, variable game speed and cross hairs don't matter at all to me.
Doesn't UTComp allow for customizeable cross hairs, anyway?

Sure it'd be nice to have UI options for all of it, but there's too much cool stuff to discount it all over a few UI options.

I think the only thing I'd request would be a better system for dealing with named bots.
...............

I hope the faction support fix does what I think it does.
Going to miss putting spider mines on my Viper, but it's for the best.

Wonder how many more iterations there'll be before release.
 

Capt.Toilet

Good news everyone!
Feb 16, 2004
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I didn't see any mention of the demo guy. D:

[rumor] I remember reading somewhere on this forum or Epics that they dont even acknowledge that the bug exists.. so probably no fix[/rumor]

Added player name list to server browser.
Added midgame map voting, with serverside config options in UTGame.ini:
Added cut/copy/paste support to the console.
Simple crosshair tweaks.

:crazydance:
 

Sijik

Snagged an item.
Aug 27, 2004
516
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All Hallows Sunset
I wonder if, "Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues." might have something to do with it, unless I'm misunderstanding the tech speak, which is entirely possible.

[rumor] I remember reading somewhere on this forum or Epics that they dont even acknowledge that the bug exists.. so probably no fix[/rumor]

I suspect that was just someone being fed-up with it. It doesn't seem like something they can pretend doesn't exist.
 
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-=WolverinE=-

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Apr 16, 2006
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Awesome news. Now if we can only have that chat box in a separate (and small) window...and an option to turn off the taunts...and an option custom names (I hate gamespy)...