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[UT2004] Patch #3 is er : officieele versie UT2k4 = 3270

Anoniem
=def=appelseal
27 antwoorden
  • *update* 5-8-2004 : patch #3 is er.
    Je hebt alleen de laatste patch nodig.
    Grootte is nog steeds +/- 12 Mb
    Locatie voor de mirrors van de Windows-versie is hier.

    // in patch # 3 :
    [quote:6dd02423fe]
    Onslaught related:
    - Onslaught Map window clearly shows what team you are on
    - The green vehicle crosshair no longer off centered from the main crosshair.
    - Drivers don't take drowning damage while driving vehicle
    - Made Vehicle.tick() functionality native (for performance).
    - Added LockWarningInterval property to Vehicle.
    - Fixed vehicles taking water damage when their driver gets out while they are in the water
    - Fixed Onslaught Vehicles so their reset time is reset to at least 10 seconds when healed
    - fixed AVRiL fired by bot sometimes changing to target vehicle bot is getting into.
    - reduced bot accuracy with the Onslaught turret
    - limited how far Scorpion web projectiles can fall before dissipating, to prevent them being used for spamming
    - Fixed link projectiles not doing extra damage to vehicles when linked up
    - Fixed bots teleport looping in Onslaught

    General Game play:
    - Fixed low skill bots using lifts
    - CTF defender AI improvements (pursuing flag)
    - Optimized splash effects
    - Junkyard magnet now works again
    - Fixed AS-Junkyard exploit
    - Don't preload skins with botuse=0
    - Only precache Epic skins unless xDeathMatch.bCustomPreload is true
    - Various script warning fixes
    - SkipMatch cheat gives you credits as well
    - MutNoSuperWeapons no longer in "arena" group.
    - Fixed CTF-TwinTombs wrong team playerstart

    Menus:
    - "Movie" tab is no longer empty in other languages
    - Fixed some script warnings in UT2K4Tab_OnslaughtMap
    - Fixed alignment bug in the Filters menu
    - Fixed manually adding a favorite server overwriting the selected favorite.
    - Fixed various options in the filters menu not being set to read only.

    Demo Recording:
    - Fixed Onslaught turrets so that their weaponmesh doesn't get hidden in demo playback
    - Fixed Onslaught 2nd/3rd weapon orientation craziness during demo play back
    - Fixed behindview resetting when preview another player in 3rd person during demo playback
    - Fixed the Onslaught mini-map so it appears in demo playback (but not 100% functional)
    - Fixed Auto-Demo Recording

    Server Admin:
    - Fixed setting spaces in MOTD via webadmin

    Networking:
    - Fixed "weapon not firing" bug, caused by reliable bunches from client getting queued up on server under certain packet loss conditions.
    - Improved low net bandwith (modem) client net performance:
    - improved vehicle turret replication at low net bandwidths
    - improved old pawn replication at low net bandwidths
    - Added bWasSaturated flag to PlayerController - set on server side when connection was saturated the previous tick
    - if connection saturated and low bandwidth, use terrain traces for determining relevancy
    - Lowered netpriority and netupdatefrequency for onsweaponpawns
    - Made super shock beams not bNetTemporary (so you always see your shots even w/ packet loss)
    - Added MaxClientFrameRate configurable property to LevelInfo. Add MaxClientFrameRate=xx to the [Engine.LevelInfo] section
    of your UT2004.ini to change this property. It only works if your netspeed is above 10000 (LAN games, or as negotiated between
    server and client - increase the servers MaxInternetClientRate above 10000 to use this feature in internet games). Increasing
    this value will increase upstream bandwidth use, possibly causing problems for ADSL and cable modem users with low bandwidth
    upstream pipes, and will also increase server CPU utilization.
    - Improved server performance by removing some expensive (and never tripped) checks
    - Fixed speaking beacon to be green if have link out
    - Fixed network jitter at low game speeds (gamespeed mutator)
    - Speed hack checks enabled when flying redeemer
    - Colored names exploit fixed again
    - Fixed Web Response exploit
    - Fixed server crash exploit
    - Improved handling of packet loss of initial actor replication bunch

    Mod Author Related:
    - Fixed compile error/warnings with -mod= to point to the right directory.
    - Made manifest transient, so it doesn't prevent saving games
    - Fix for bInstantRotation weapons so they support having the same yaw and pitch bone.
    - Added 2 commands to the security actor to return all aliases and bindings, and added example code to XPlayer showing how to use them.
    - Pawns using PHYS_Spider play walking anims
    - Added dumpframes command for dumping raw frames as a movie. In the console, type "dumpframes start" to begin the process, and
    "dumpframes stop" to end the process. It should be using the current screenshot mask.
    - Adjusted Scripted textures to use the character 'Q' for height, not char #0

    Editor:
    - Integrated particle system editor (under the tools menu).

    Engine/General:
    - Fixed NaNs in model render data (caused rendering issues on some hardware).
    - Fixed crash bug in USkeletalMesh::GetCollisionBoundingBox()
    - 64-bit fix.
    - Fixed corrupt maps crashing upon .UCL generation
    - MoveActor() performance optimization (avoid going through attachment list if possible)
    - Don't write "xx moved without proper hashing" warning to client logs.
    - fixed rare (mod only) karma physics crash
    [/quote:6dd02423fe]

    // —
    // in patch 2 :
    [quote:6dd02423fe]
    Onslaught related:
    - Teams will now swap sides after each Onslaught round by default. This is configurable in the game settings menu.
    - Fixed flying Leviathan exploit where Leviathan can be based on another vehicle.
    - Fixed Leviathan pushing exploits by limiting the Leviathans max speed.
    - Fixed Tank pushing exploits by limiting max speed unless falling.
    - Node location names show up correctly in network games.
    - Fixed terrains with a negative scale not showing PowerNodes.
    - RadarMap can no longer be moved off-screen using the HUD configuration menu.
    - Fixed possibility of ion cannon volume in ONS-Severance killing someone entering it without giving them warnings first
    - Fixed bots getting stuck next to a vehicle because they didn't think they were close enough to enter

    Single Player:
    - added profile fix to unlock chars (where due) for "old" profiles

    [/quote:6dd02423fe]

    Meer info hier
    Verder schijnt men de cd-check er bij deze patch al te verwijderen.
    :)
  • [quote:14c29d3b4f="JaFO"][quote:14c29d3b4f]
    Onslaught related:
    - Teams will now swap sides after each Onslaught round by default. This is configurable in the game settings menu.
    - Fixed flying Leviathan exploit where Leviathan can be based on another vehicle.
    - Fixed Leviathan pushing exploits by limiting the Leviathans max speed.
    - Fixed Tank pushing exploits by limiting max speed unless falling.
    - Node location names show up correctly in network games.
    - Fixed terrains with a negative scale not showing PowerNodes.
    - RadarMap can no longer be moved off-screen using the HUD configuration menu.
    - Fixed possibility of ion cannon volume in ONS-Severance killing someone entering it without giving them warnings first
    - Fixed bots getting stuck next to a vehicle because they didn't think they were close enough to enter

    Single Player:
    - added profile fix to unlock chars (where due) for "old" profiles

    [/quote:14c29d3b4f]

    Meer info hier
    Verder schijnt men de cd-check er bij deze patch al te verwijderen.
    :)[/quote:14c29d3b4f]

    spelen zonder dvd erin zou wel lekker zijn!! :D
  • wat is daar de reden van dan dat die cd-check er uitgaat?
  • Misschien dat ze er achter zijn hoe weinig dat onding helpt tegen het echte tuig ?
    Bij de UT-serie is het zo'n beetje standaard dat de cd-check na een aantal patches verdween.
    Enige verschil is dat het nu dus al bij de eerste patch schijnt te gebeuren …
    Met een beetje geluk zijn ze de volgende keer zo slim om daar helemaal niet meer aan te beginnen.
  • De patch is officieel !

    http://download.beyondunreal.com/fileworks.php/official/ut2004/ut2004-winpatch3204.exe

    Grootte : 12,11 Mb

    De lijst met fixes in de patch :
    [quote:8bf4ee9a8c]
    ========================================================================
    Unreal Tournament 2004 Patch 1 Release notes.
    ========================================================================

    This patch is completely compatible with the retail version - servers and clients of any flavor can connect with each other.
    This patch will not overwrite your ut2004.ini and user.ini files, except to update settings as necessary.

    Here is the full change list:

    Onslaught related:
    - Teams will now swap sides after each Onslaught round by default. This is configurable in the game settings menu.
    - Fixed flying Leviathan exploit where Leviathan can be based on another vehicle.
    - Fixed Leviathan pushing exploits by limiting the Leviathans max speed.
    - Fixed Tank pushing exploits by limiting max speed unless falling.
    - Node location names show up correctly in network games.
    - Fixed terrains with a negative scale not showing PowerNodes.
    - RadarMap can no longer be moved off-screen using the HUD configuration menu.
    - Fixed possibility of ion cannon volume in ONS-Severance killing someone entering it without giving them warnings first
    - Fixed bots getting stuck next to a vehicle because they didn't think they were close enough to enter
    - fixed players getting out of vehicles into water

    Invasion related:
    - Fixed Invasion ammo not replenishing at end of wave
    - Fixed Invasion's ScoreKill() not notifying GameRules when monster kills a player

    General Game play:
    - fixed which anim is played during sniper zoom (removes log warnings)
    - fixed redeemer reticle being affected by HUD opacity setting
    - fixed skaarj playing taunt anims
    - make sure no wrap around on multikill numbers
    - call takefallingdamage() on wall dodge to prevent it being used as an exploit for avoiding damage on long falls
    (can still use wall dodging anywhere you could before, you just take damage if you are falling too fast).
    - fixed miscellaneous game code log spam.
    - UTClassic Rocket fix for delay before can fire again after loading up 6 rockets
    - fixed zoom instagib beam positioning
    - improved hidden lightning gun beam positioning
    - fixed bioammo positioning
    - force correct default character, even if PRI hasn't been replicated yet
    - force same character as player is using - players using bForceDefaultCharacter must use a valid forced character as their own model
    - improved team balancing in network games

    Single Player:
    - added profile fix to unlock chars (where due) for "old" profiles

    Map and Kick Voting:
    - Fixed incorrect map voting gameconfig at startup
    - Reenabled map, kick voting.
    - Removed Voting filter combos on server filters page.
    - Added "None" selection in the map voting web admin config.
    - Edit only 1 line at a time in map voting web admin config.
    - Cleaned up/ fixed map voting menus
    - DefaultMapListLoader loads prefixes from GameConfig settings by default.
    - Added UseMapList property to PlayInfo
    - Disabled the MapListLoaderType PlayInfo property
    (disables MapListConfigPage - makes it simpler to configure)
    - Fixed wrong map types showing for default selected game type in voting
    menu. Only happens if GameConfg.GameClass is not set with the same case.
    - Implemented exec ShowVoteMenu
    - Map voting defaults to ONLY server startup gametype and maps if not
    configured. (Auto-detect configuration)
    - Added extra check for invalid gametype/maps votes.
    - Sort maps in MC ListBox on map voting page by name by default
    - Changed to descending sort order in vote count MC ListBox

    Menus
    - Fixed weapon custom crosshair menu problems, whiched caused you to sometimes lose crosshairs entirely.
    - Fixed correctly displaying VOIP key bindings in control config menu.
    - allow mouse sensitivity settings as low as 0.25 in menus
    - made blue player text brighter in server browser player list box
    - fixed menu range for idle kick timer
    - Add bFixedMouseSize to lock the size of the cursor
    - Fixed GUIPage closing issue (Thank Wormbo)
    - Fixed Sorting issue with Map Lists
    - Fixed issues with the OwnageMap page and older clients.

    Demo Recording
    - Demo->AVI menu uses proper resolution settings
    - Fixed auto demo recording
    - fixed DIVx demo movies being recorded at too high a frame rate

    Networking Related
    - Fixed bug in UT2K4NetworkStatusMsg causing incorrect status message to be displayed
    - Don't display join/leave messages for standard voice channels
    - Listen servers pinged last?
    - Security updates
    - Server browser news page now supports clickable hyperlinks.
    - If master server doesn't respond, still pings official servers
    - Fixed projectiles don't have dynamic light on clients connected to dedicated servers
    - give client correct kick message when kicked for idling
    - improved and enabled speedhack detection
    - send message to client warning about speed hack detection
    - servers won't send more than 8 packets out to client before getting a response (DOS attack blunting)
    - fixed netmode conditions for preloading player skins
    - improved character skin precaching speed (less unnecessary skin precaching)

    Server Admin Related
    - Optimized webadmin initialization, noticable improvement in the time between map changes (if webadmin enabled)
    - Fixed interface-related bug in gametype drop down
    - In the Defaults - Map page, fixed bug with adding/removing multiple maps at the same time
    - Webadmin no longer overwrites custom URL parmeters that have been manually added to maplist entries
    - Fixed webadmin bots page layout & accessed nones
    - Fixed bugs in SortedStringArray sorting (affects bots / admins / groups pages in webadmin)
    - New map & mutator packages no longer require server restart to appear in webadmin mutator/map lists.
    - fixed webadmin and menu idle kick time range
    - added MaxTimeMargin, MinTimeMargin, TimeMarginSlack configurable properties for tweaking speedhack detection to [Engin.LevelInfo] section of UT2004.ini
    - admins don't get kicked for idling
    - To prevent DDOS attacks by UT2004 servers against subnets, added LimitConnPerIPRangePerMinute property to [IpDrv.TcpNetDriver].
    - pkg_official packages can be downloaded, and guid must be matched for them
    - Added bKickLiveIdlers to [Engine.LevelInfo]. If set true, players with pawns can also be kicked for idling.

    Mod Author Related
    - Impersonator support integrated (see http://www.oc3ent.com/home.htm for details). Provides support lip synching to spoken phrases, with UnrealEd integration.
    Tools and examples to come soon!
    - Reorganized placement of webadmin functions to be more linear, easier to follow
    - Added more comments to webadmin code
    - Fixed crash in BatchExport commandlet when attempting to export .uc for packages which contain purely native classes
    - Properties marked as 'noexport' will no longer be ignored when batchexporting .uc's
    - Added Vehicle.Bulldog to CacheManager default packages (cacheexempt), and marked Bulldog cache exempt so that it isn't exported to .ucl file
    - Fixed bug in classname matching which caused two classes that began with the same name (such as ClassBase & ClassBaseDerived) to be interpreted as the same class
    - Automatically export to .ucl file when package is compiled.
    - Automatically export to .ucl file when map is saved.
    - Custom webadmin skins no longer required to provide every .inc file that webadmin uses
    - Webadmin now searches main /ServerAdmin directory for .inc & .htm files that cannot be found in skin path
    - GUIController now correctly cleans up custom styles that use the same keyname as default styles
    - if .upl files exist in mod directory, ignores the .upl files in the system directory.
    - INT files no longer have to be in UT2004\System\.
    - UCC no longer gives an error when using -mod= switch with 'dumpint' and 'exportcache'.
    - Can specify a Paths= for music (.ogg) and karma data (.ka) files, so they can be included in the mod's directory structure.
    - Config variables properly save to UT2004\ModName\System\Whatever.ini instead of UT2004\System\Whatever.ini.
    - No longer get "ERROR: Could not open whatever.u for reading!" in UT2004.log for mod packages.
    - Gracefully handle lack of tooltips in mod menus.
    - fixed USoundExporterWAV to not try to export procedural sounds and sound groups
    - Added AddToPackageMap() native function to Actor. This function adds PackageName to the packagemap (as if it was in GameEngine's ServerPackages list),
    or, if omitted, adds the package of the actor it was called on. This function is only valid during initialization (between GameInfo::InitGame() and
    GameInfo::SetInitialState()) If called outside of that window, or anytime on a client, the function returns without doing anything.
    - Fixed bAddToServerPackages mutator flag
    - Mutator config menus:
    -Fixed handling of arrays
    -Support for advanced and multiplayer only options
    - Fixed config class properties not being saved to .ini properly
    - fixed BroadcastHandler AcceptBroadcastText() parameter
    - Added IconFlashMaterial to Ammunition, to allow mod ammunition classes to work right on HUD.
    - AdrenalinePickup amount no longer hard coded
    - Added support for a mod based \KarmaData directory

    Editor:
    - Fixed bug with disappearing actors after lighting rebuild
    - Sped up ALAudio initialization in editor by not precaching sounds

    Engine/General
    - fixed memory leak in caching system
    - fixed crash in GUIToolTip::Draw()
    - fixed bug in cache loading for crosshairs (custom crosshairs now appear correctly in menus)
    - removed temporary sanity checks in projector code and pathfinding code (small performance improvement)
    - gracefully handle negative delta time
    - properly set GCurrentTime in UTV
    - fixed resource induced memory leak in PixoResource
    - more debugging to track down infrequent FALVoiceModule::Decode crash
    - bForceSkelUpdate no longer true by default for pawns (still true by default for vehicles). Performance improvement (especially for servers),
    but mod authors relying on this feature may need to change the value for their pawns.
    - fixed memory leak in swiming physics code
    - many spelling/grammar error fixes
    - friendly error messages for file loading problems caused by overheating or corrupt installs
    - don't crash if non-Emitter has DT_Particle
    - removed some VOIP log spam
    - fixed installing korean version on Windows 98
    - CD/DVD not required to play

    Linux
    - fixed CacheRecords.ucl handling on Linux
    - Various client and server crash fixes

    Mac
    - fixed Mac clients reporting incorrect MD5s for packages and tripping security checks.
    - Make MacOS version prevent user from ejecting the game DVD while game is running.


    [/quote:8bf4ee9a8c]
  • Het lijkt wel een Windows service pack :lol:
  • Met dit verschil dat het geen honderden megabytes groot is ;)
  • Ik las dat er een experimentele dx9 renderer inzat ? Die kan je zeker aanzetten in de ut2004.ini?
  • Ik zag idd een Dx9.dll in de system-directory staan.

    Het ding aan zetten zal dus best lukken, maar of het ook echt wat oplevert (voor Dx9-kaarten) ???

    Zelf ben ik meer benieuwd naar dit nieuwe feature :
    [quote:eeea961546]convert audio files into realistic animations …[/quote:eeea961546]

    // – edit –
    In deze link zou je tips moeten vinden van mensen die met de beta-patch hebben ge-experimenteerd met dit ding :
    http://forums.beyondunreal.com/showthread.php?t=134246
  • Interessant, gaan we eens even doen.
  • En ?
    Enige verbetering of bugs te melden ?
    // —
    Ondertussen heeft de patch enige info over een mogelijk Epic-bonuspack opgeleverd …

    Aan xPlayers.int zijn drie nieuwe beschrijvingen toegevoegd.
    Eentje is er voor Kragoth en een ander beschrijft een lid van de MetalGuard … (kenners weten dan al genoeg denk ik ;))
  • Meer info :

    http://www.ataricommunity.com/forums/showthread.php?s=&threadid=386485&perpage=30&pagenumber=1

    Wat dachten jullie van het volgende nieuwtje :
    [img:4959550cbd]http://max2.tradingsystems.net/biosplashy.jpg[/img:4959550cbd]

    [img:4959550cbd]http://www.nbsnipers.com/screenies/splash/Shot00522.jpg[/img:4959550cbd]
  • [quote:99e88b5e47="JaFO"]Met dit verschil dat het geen honderden megabytes groot is ;)[/quote:99e88b5e47]

    ut serie kennende zal die nog wel komen (de update van de 100 mb)
  • … die mensen in dat topic van je weten echt niet waar ze het over hebben (en jij ook niet met je leuke verglijking

    [quote:dd5ba7395d]a Dx7-card running a game with Dx9.dll ?
    Isn't that something like putting racingstripes & a Ferrari-logo on a Beetle ?
    What's the framerate like in those shots ?[/quote:dd5ba7395d]

    lol)

    fx5600 is bijvoorbeeld al een directx8.1 kaart als ik het goed heb :wink: .
    Ook heel handig om de resultaten te verglijken met comprimeerde jpg's :roll:

    (over de cd check die weggehaald zou zijn :roll: ik heb hem nog nooit met dvd in me dvd-rom gespeeld of ligt dat aan mij dan :P ).
  • Een FX5600 is anders gewoon een directx 9 kaart… Er zijn blijkbaar ook mensen op dit forum die niet weten waar ze het over hebben :roll: .
  • [quote:38c91b3891="Hu'uruun"]Een FX5600 is anders gewoon een directx 9 kaart… Er zijn blijkbaar ook mensen op dit forum die niet weten waar ze het over hebben :roll: .[/quote:38c91b3891]
    lol idd hoe kom ik er op, lol zal wel de alcohol zijn zoals nu.
  • Officieel antwoord van Epic over die Dx9.dll (uit de IRC-chat van gisteren) :
    - het ding is slechts beta …
    - er zijn geen voordelen tov de 'normale' Directx-interface

    Vandaar dat het in patch 2 straks verdwijnt.

    link : http://www.beyondunreal.com/staff/raptor/IGNUnrealChatLog_BURaptoR.txt
  • [quote:7875c56274="Hu'uruun"]Een FX5600 is anders gewoon een directx 9 kaart… Er zijn blijkbaar ook mensen op dit forum die niet weten waar ze het over hebben :roll: .[/quote:7875c56274]

    niet dat dit er iets toe doet… je moet soms ff verder kijken dan je neus lang is (erg lang op je avatar :P ). In post stond dat fx5600 een directx 7 kaart was en dat was ie niet… dat was het hele punt.
  • *eh* SDK … je zou die eerste post eens goed moeten lezen.
    Hij had een *GeForce 2 Mx 400 32MB* geprobeerd met de Dx9-dll …
    Dus geen FX5600 (die Dx9 is) of wat dan ook.

    Bovendien heeft Epic officieel al gezegd dat enig verschil tussen de officieele Dx-interface en de Dx9-interface nihil is.
    Als de Dx9 sneller is dan is dat hoogst waarschijnlijk doordat enkele features nog niet actief zijn (het is een buggy BETA versie … )
    // —
  • [quote:7e2b1a28d0="JaFO"]*eh* SDK … je zou die eerste post eens goed moeten lezen.
    Hij had een *GeForce 2 Mx 400 32MB* geprobeerd met de Dx9-dll …
    Dus geen FX5600 (die Dx9 is) of wat dan ook.

    Bovendien heeft Epic officieel al gezegd dat enig verschil tussen de officieele Dx-interface en de Dx9-interface nihil is.
    Als de Dx9 sneller is dan is dat hoogst waarschijnlijk doordat enkele features nog niet actief zijn (het is een buggy BETA versie … )
    // —[/quote:7e2b1a28d0]

    lijkt me niet dat directx verschil te zien is op zo'n static screen. Denk eerder aan verbeterde ontploffings effecten en wat shaders enz.

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