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j0j081
01-24-08, 05:21 PM
Looks good folks. The first patch improved a lot, this looks to take care of the rest. It's not out yet but a public beta should be within a few days.

Gameplay:

- Increased UTGame MaxPlayersAllowed to 64.

- Fixed leviathan turret instant refire exploit.

- Fixed errant lock on warnings when no longer in vehicle.

- Fixed first person weapons in demo playback.

- Fixed translocator telefrag victim message.

- Fixed encouragement sounds not being randomly picked by bots.

- Implemented viewobjective spectating system for Warfare.

- Fixed berserk held by driver applying to all vehicle turrets.

- Only force low gore on German versions that were low gore only before being patched.



User Interface:

- Clicking on the settings tab goes to directly to the full settings menu.

- Added VOIP speaker portraits to HUD.

- Fixed character portraits sometimes not showing up on HUD or not staying up long enough.

- The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.

- Fixed the CD key always prompting when the user has no network card

- Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.

- Added UI option to hide objective paths (the white arrows).

- Added UI option to enable joystick support.

- Added JOIN to midgame menu when spectating.

- Added cancel button to "logging in" message box.

- Added support for auto-updating UI with new options.

- Improved language support for French, Spanish, Italian, and German.

- Joystick key bindings in UI display properly.

- Added game and UI support for customizing crosshair scaling.

- Added "Add Favorite" button to Server Browser server list tab.

- Fixed favorites Tab Page server details not updating.

- Improvements to voice menu. Added "status" section.

- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads

- Show "Change Team" button before the match has started.

- Added support for localized "single score needed" string.

- Tweaked some HUD message font sizes.

- Favorites/History lists list servers that are currently offline.

- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.



Networking:

- Added support for autodownloading packages while in gameplay or while travelling.

- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.

- Fixed dedicated server memory leaks.

- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.

- Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.

- Fixed spectators being unable to move after a level transition.

- Fixed track turrets being in the wrong position on clients in some cases after being destroyed.

- ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.

- Fixed HTTP download compression.

- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time

- Fixed a bug where in rare cases packages would get downloaded twice.

- Fixed spectators able to enter as extra players in Duel.

- Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.

- Fixed bots not replicating their view pitch, so their animation looks better in net games.

- Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.



Server administration:

- TCPLink and Webadmin functionality implemented.

- Banning is now based on CD key hash, so players canít circumvent bans by creating a new profile.

- Fixed being unable to kickban players with | in their names.

- Added versioning information to the game settings

- Dedicated servers don't require DirectX shader model 2.0

- Fixed AdminForceTextMute and AdminForceTextUnmute.

- Restored the compress and decompress commandlets.

- Fixed AdminCmdOk() function not working properly if you were the listen server.

- Banned IDs readability improved.

- Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.



Mod support:

- Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.

- Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.

- Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS

- Weapons now take roll from player viewrotation.

- Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.

- Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.

- Fixed Change Node Status Kismet action not working on fully constructed powernodes.



Map specific:

- Fixed DM-Deck get out of world exploit

- Fixed DM-Gateway portals sometimes sending you back to your starting point.



AI improvements:

- New orb carrier strategy AI.

- Improved bot hoverboard use.

- Reduced bot orb spawner camping.

- Fixed bots stuck on orb spawner unable to grab flag.

- Low skill bots use artillery properly.

- Tweaked shooting at nodes vs shooting at enemies.

- No human bonus to threat value.

- Improved threat picking AI, taking into account effectiveness of bot's weapon.

- Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.

- Bots tend to stay on same enemy more, and focus on key vehicles more.

- Tweaked campaign auto skill adjust.

- Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.

- Tweaked rules for whether to attack node or enemy first.

- Improved bot AI for defending nodes with an orb.

- Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.

- Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.

- If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.

- Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.

- Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).

- Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.

- Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.

- Adjusted bot reaction time to seeing new enemies.

- Improved bot AI for dealing with lifts and hoverboards.

- Bots taunt after winning a match.

SH64
01-24-08, 05:25 PM
:cool:

nutcrackr
01-24-08, 05:36 PM
couple of good fixes in there, sounds good

wonder if they will makes some more maps?

methimpikehoses
01-24-08, 05:41 PM
wonder if they will makes some more maps?

Does anyone make new maps anymore, other than expansions?

nutcrackr
01-24-08, 05:46 PM
Does anyone make new maps anymore, other than expansions?
Valve with cs:s and tf2

Quake 4 got some

BF2 got some sponsored ones, BF2142 too

Did ut2k4 get any down the track?

Guild Wars got some extra zones

COD 4 got the xmased up map

Crysis got some maps

cnc 3 patch added a map

methimpikehoses
01-24-08, 05:48 PM
Valve with cs:s and tf2

Quake 4 got some didn't it?

BF2 got some sponsored ones, BF2142 too

Did ut2k4 get any down the track?

Q4 is ancient history...

I didn't realize tf2 did. Free?

nutcrackr
01-24-08, 05:52 PM
Q4 is ancient history...

I didn't realize tf2 did. Free?
well tf2 new maps aren't out yet, but yes they are coming free. Well coming CTF variety, New gamemode with new map.

Valve is not really the norm for the industry though (wish it was)

Bman212121
01-24-08, 05:57 PM
2k4 got the ECE bonus pack. There will more than likely be another bonus pack with maps later. Either way, the unreal community has already made some maps and will make plenty of good maps to add.

I think I'm going to get the dedicated server once 1.2 comes out and set it up. I've been waiting for the webadmin to come out before I bothered with running a test server. It sounds like they might actually have a full game now. ;)

t3hl33td4rg0n
01-25-08, 02:28 AM
ut2k4 had several official bonus packs didnt they?I know there was ECE and cbp vol 2. There was also a port from ut2k3 cbp vol 1 and added them to ut2k4 as well. ut2k4 has nearly 200 maps when all the bonus packs are installed I believe.

Bokishi
01-25-08, 02:51 AM
Hey this looks reinstall-worthy

j0j081
01-25-08, 03:42 AM
2k4 got the ECE bonus pack. There will more than likely be another bonus pack with maps later. Either way, the unreal community has already made some maps and will make plenty of good maps to add.

I think I'm going to get the dedicated server once 1.2 comes out and set it up. I've been waiting for the webadmin to come out before I bothered with running a test server. It sounds like they might actually have a full game now. ;)
I am getting a server to soon. Any ideas where you are getting yours from? I'm trying to figure out the best place.

Bman212121
01-25-08, 07:09 AM
ut2k4 had several official bonus packs didnt they?I know there was ECE and cbp vol 2. There was also a port from ut2k3 cbp vol 1 and added them to ut2k4 as well. ut2k4 has nearly 200 maps when all the bonus packs are installed I believe.

Yes there were several, but the one was a community bonus pack so I didn't really count it, since it wasn't made by the devs.

@j0j081: Right now I've just been surfing the unreal forums. http://forums.epicgames.com/forumdisplay.php?f=335

I really wish that UT200xhq were still around because it would make it really easy to find everything you want.

ViN86
01-25-08, 09:13 AM
ill be dling this when i get home :D

LordJuanlo
01-25-08, 09:25 AM
Don't think you will, it's not out yet

ViN86
01-25-08, 09:41 AM
Don't think you will, it's not out yet
then i will be dling it when it's released :D

FastRedPonyCar
01-25-08, 10:42 AM
Still no fix for the splash screen desktop crash when trying to launch the game I see.... (bs)

3DBrad
01-25-08, 12:09 PM
UT2k4 has a very active mod community still, I recently played on a server that had you flying in an interesting-looking spaceship through some weird Star-Wars-like ship, with a bunch of other custom vehicles.

It's funny they upped the player count to 64 on UT3, when there's only about 64 people playing online at any given time. :p

(j/k)

Destroy
01-25-08, 04:41 PM
When they come out with a high res texture pack, that's when I'll maybe think about playing this game.

Sabadin
01-25-08, 05:02 PM
It's funny they upped the player count to 64 on UT3, when there's only about 64 people playing online at any given time. :p

(j/k)

They can all play on one server now and cut hosting costs in half ;)

Bman212121
01-25-08, 11:26 PM
When they come out with a high res texture pack, that's when I'll maybe think about playing this game.

IMO if your playing on a server where you have time to enjoy the scenery then you need to switch servers. If you play Instagib on good old barnburner no one lives for more than 10 seconds at a time and as soon as you spawn you better get moving or else you'll become cannon fodder. :)

I'm sure that we'll see some pretty detailed maps made by the modding community, so if that's your thing you'll be able to find something to fit your needs. I can think of a few maps for 2k3 that would still look great even today, the only problem is they aren't really playable. on a 6800GT if your looking across the map we're talking 9fps. An 8800 could probably run that map no problem now, but once you up the graphics level considerably then your losing out on performance. In larger vehicle game modes it's not really a big deal but to have smooth gameplay in close quarters combat you will have to give up a little for a fast paced game.


@spoudazo: Last time I checked the sad part is that for some game modes you're not lying. There were about 1000 total players and some modes could have had all of their players on one server.

j0j081
01-28-08, 03:33 AM
I like this game more and more everytime I play it. My only real gripes are the game probably should have come out with the fixes included in patch 1.1 at the least and that there aren't many people online but I am starting to see more each day.

dxx
01-28-08, 05:33 AM
Still no fix for the splash screen desktop crash when trying to launch the game I see.... (bs)

I think I've found the cause of that bug. It seems to be sound card related.

For me, with onboard realtek audio and my Emu 0404 USB soundcards enabled, it would crash after the splash screen. Physically remove the 0404, issue would remain. Uninstall its drivers, disable the onboard audio, uninstall its drivers, install an Emu 1212m in their place, and game works for the first time.

It may be an idea to try messing around with your own configuration to see if the same effect can be acheived.*


*also, in small text, I managed to get myself banned from the UT3 forum by telling them that if they could not fix the bug by the game's official release, there's no way I could justify handing over cash as a means to get my copy. Suffice to say, it's good to know thatthey're aware of the issue, that they do read every post about it and that they're refusing to comment on the matter because they can't figure out a way to fix it, because that makes me feel much better about seeding for such a long time.

Greg
01-28-08, 06:21 AM
I like this game more and more everytime I play it. My only real gripes are the game probably should have come out with the fixes included in patch 1.1 at the least and that there aren't many people online but I am starting to see more each day.
I've really enjoyed the game most times I've played it. Biggest gripes for me are 1) Need better voice chat 2) Need better server browser (remember last pref, All game types) 3) Some kind of team balancing if possible. Otherwise, the weapons and vehicles feel superb.

LordJuanlo
01-28-08, 06:41 AM
The game had a difficult start, but it's getting better and better with patches. I hope this new 1.2 is released soon

i SPY
01-28-08, 01:38 PM
Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.

Lmao:D

Anyway, looks good...