UT2004 Beta Patch 3321 Changes

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Raffi_B

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Oct 27, 2002
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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.
 

Raffi_B

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Oct 27, 2002
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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.
 

Cigam

UT2004 CTF CB supervisor
May 7, 2004
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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!
 

sweeny

stick that in you phife and smoke it!!!
Nov 29, 2002
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Raffi_B said:
- fixed collision hole in Goliath

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
 
C

CEB

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

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

dataangel

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Apr 11, 2004
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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?
 

NeoNight

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Feb 3, 2003
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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.
 

JaFO

bugs are features too ...
Nov 5, 2000
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It's nice to see that Epic is still working on the bot-AI :)
 

Bazzi

Wearing pink
Apr 22, 2001
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JaFO said:
It's nice to see that Epic is still working on the bot-AI :)

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....
 

Loibisch

The Odd Member
Jan 3, 2000
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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...