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UT2004 Beta Patch 3321 Changes

Discussion in 'News & Articles' started by Raffi_B, Sep 3, 2004.

  1. Raffi_B

    Raffi_B Administrator

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    A new beta patch for Unreal Tournament 2004 is currently undergoing beta-testing. Notable changes in this version include several network enhancements, numerous AI improvements, vehicle collision fixes, and a loading time speedup.
    The complete changelog can be viewed here.
     
  2. Raffi_B

    Raffi_B Administrator

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    Onslaught related:
    - Fixed accessed none in mid-game GUI code
    - New, optimized Goliath shot hit effect
    - Fixed Raptor camera from clipping into the world
    - fixed collision hole in Goliath
    - vehicle splash rings
    - fixed daredevil message to only show the stats that made you a
    daredevil
    - Manta water spray effect
    - If two nodes are an equal number of links away from the enemy
    powercore, the autospawn system will now select the one physically
    closer to the core instead of randomly picking one.
    - Optimized some effects to improve client performance

    Onslaught AI:
    - greatly improved AI control of flying vehicles
    - fixed bot getting out of vehicle and instantly killed causing AI
    problems
    - bots in mantas and scorpions may jump out if about to be hit by avril
    - Improved Leviathan AI
    - improve Raptor firemode selection AI
    - bots like jumppads more in Onslaught
    - improved AI initial node rush
    - bots better at comboing with PRV side gun
    - improve AI vehicle route following (less backing up)
    - high skill bots jump out of mantas that have web projectile stuck to
    them
    - fixed occasional bot in vehicle getting stuck on inventoryspot
    - fixed bot avril locks when bot can't see target
    - fixed bots trying to heal node from too far away
    - fixed defenders staying in vehicle too long when node unpowered
    - PowerCores now block paths through them (need to rebuild paths for
    this to work)
    - bot Mantas more aggressive against foot enemies
    - bots smarter about navigationpoints blocked by vehicles
    - move as close as possible in vehicle if no path to dest (until
    currentpath isn't useable)
    - bots pick best side of vehicle to get out
    - Entering a vehicle turns off a pawn's and a pawn's weapon's
    AmbientSounds
    - bots keep manning tanks (and other "important" vehicles) when possible
    - bots do multiple dodges toward road pathnodes
    - improved bots staying focused on enemy attacking power core
    - if bot can't get out of vehicle turret, he tries to switch to driving
    vehicle if there's no driver
    - bots understand they can't shoot through powernode shields
    - bots don't toss spidermines into powernode shields
    - fixed bots in vehicles trying to use teleporters
    - improved bot use of handbraking for steering

    General game play:
    - removed log warnings when damagetype is none
    - fix for getplayerstart log spam in invasion
    - Fixed the single player not going to the SP_Main menu after showing
    the intro
    - fixed script warnings
    - Only allow suicides once every 10 seconds

    Demo Recording:
    - Added a hack so that demorecdrivers always convince the server that
    it's UTX files are Gen=1
    (fixes CTF flags not showing in demos recorded on dedicated server
    installs)

    Networking:
    - UT2K4 works with WinXP SP2 firewall
    - speed hack detection improvements (less problems for people with just
    bad connections)
    - Fixed Linux server crash when Master Server drops connection
    unexpectedly. (in 3270.1)
    - increased default ConnectionTimeout to 30 seconds
    - fixed cases where non-replicated emitters were being spawned server
    side (performance improvement)
    - Fix for server travel crash bug.
    - fixed destroyed vehicles disappearing so much on saturated connections
    - Properly handle the FailCode command coming from the server. This was
    what would cause a client to appear "locked solid" when 2 clients were
    trying to join the last slot.
    - "Only Official Maps" toggle in server browser now becomes disabled
    when mods are loaded.
    - Fixed the server browser Filters description overlap.
    - Fixed Classic Translocator Setting in net games.
    - The "Press F10 to" Connection Message makes its return.
    - Fixed vehicles looking flipped over on clients when they aren't
    - Servers recover if connection to master server fails during receive
    - Fixed HandleStream crash on server with some user Assault levels on
    connections with packet loss

    Editor:
    - added per layer detail settings for terrain deco layers
    - fixed particle editor crash

    Engine/General:
    - fix for proces****wall crash
    - fixed script assignment bug (assignment of deleted actors resulted in
    no change from the current value).
    - loading time speedup.
     
  3. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    :lol:

    The filter strikes again! Process Hit! :)
     
  4. Cigam

    Cigam UT2004 CTF CB supervisor

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    Yeess at least they will fix the ctf demoserver bug.

    But wtf!!! why limiting suicide at 1/10 sec, they should make that optional or someting you can set, but 10 sec is a lot imo!
     
  5. sweeny

    sweeny stick that in you phife and smoke it!!!

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    dose this mean i can now drive down clifs without getting stuck 5 times or am i thinking of sumthing else?

    ai inproovments sound good tho...bots see pritty stupid atm
     
  6. CEB

    CEB Guest

    I hope it means that the shell doesn't pass straight through the Goliath hull when it gets shot.
     
  7. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Ok, I just tested this and its broken!! :mad: :mad: Play CTF-Magma, you can jump into the lava more than 1 time every 10 seconds.
    WTF EPIC ITS BROEK PLZ FIX!!!
     
  8. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    I means typing suicide in the console/bind.
     
  9. SquirrelZero

    SquirrelZero New Member

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    :rolleyes:
     
    Last edited: Sep 4, 2004
  10. Bazzi

    Bazzi Wearing pink

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    :D "The way it's meant to be played"
     
  11. MachDelta

    MachDelta Haphazard Nobody

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    I wonder if its by a noticible amount...?
     
  12. dataangel

    dataangel New Member

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    The first thing that struck me about UT2K3 was how fast maps loaded compared to the original UT. UT2K4 maps mysteriously went back to loading sluggishly. Also -- is the load time speed up for ut2k4 exe or for maps?

    Can someone testing the patch give us some benchmarks?
     
  13. Destructive-Fly

    Destructive-Fly New Member

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    Nice touch.
    I like the speedhack optimizings.
     
  14. NeoNight

    NeoNight Lurker

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    yay about the bots stuff and whatever else.. maybe the bots won't be retards in ONS now.... It was like the either red or blue team was always meant to loose on certain maps or something.
     
  15. JaFO

    JaFO bugs are features too ...

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    It's nice to see that Epic is still working on the bot-AI :)
     
  16. Bazzi

    Bazzi Wearing pink

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    You dont seriously think they take Steve polge's toys away from him? :D

    Seriously, since they work on the new Engine there must be some space for the AI designers to care about UT04 since I dont estimate there's an awful lot to do yet in terms of AI....
     
  17. Freon

    Freon Braaaaiinss...

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    Sir_Brizz and SquirrelZero, you really need to work on your humour detection algorithms...
     
  18. Wowbagger

    Wowbagger Curing the infection...

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    At last they fixed the invisible flags in the serverside demos :tup:
     
  19. Loibisch

    Loibisch The Odd Member

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    Yeah, now all they have to do is release a linux patch so the dedicated servers will actually record demos correctly...as I understand this it's not a client-side fix that will work for demos already recorded...though I'm pretty sure they could hack that in as well...
     
  20. livingtarget

    livingtarget BulletCatcher

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    They probably thought to iron out some things, before releasing the EC edition.
    :)
     

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