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jAkUp
09-12-04, 11:46 AM
Unreal Tournament 2004 Patch 4 v3323 Beta 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. This patch includes all changes made in Patches 1, 2, and 3.

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
- fixed Xan torso w/ invisibility
- have "?" portrait show up if no valid portrait on HUD

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 it's 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
- Server performance improvement (don't copy structs in NEQ replication comparisons)

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

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

Grab it here:
http://unreal.epicgames.com/files/ut2004-winpatch3323beta.exe

Skrot
09-12-04, 06:17 PM
Here's a link for the linux version.

http://0day.icculus.org/ut2004/ut2004-lnxpatch3323BETA.tar.bz2

aAv7
09-12-04, 07:18 PM
now were getting beta patches....interesting...thought it was a one time thing when id did it with doom 3...

superklye
09-12-04, 07:20 PM
now were getting beta patches....interesting...thought it was a one time thing when id did it with doom 3...

There has been at least one other beta patch for UT2k4...and it's been out a lot longer than Doom 3

aAv7
09-12-04, 09:44 PM
There has been at least one other beta patch for UT2k4...and it's been out a lot longer than Doom 3

you seem awfully bitter today...first toward hurricane coverage-now toward my missing the first beta patch =P Take a nap.

superklye
09-12-04, 10:04 PM
you seem awfully bitter today...first toward hurricane coverage-now toward my missing the first beta patch =P Take a nap.

do some research before posting :)

saturnotaku
09-12-04, 10:08 PM
Cool it - both of you.

aAv7
09-12-04, 11:25 PM
I didnt really think anything had heated up between us to "cool" us off...but hey-if u wanna strut your mod pow'a go for it. :spank: :bleh:

superklye
09-13-04, 02:26 AM
I didnt really think anything had heated up between us to "cool" us off...but hey-if u wanna strut your mod pow'a go for it. :spank: :bleh:

yeah, we're cool. i was under the impression it was some good natured sarcasm. :)

jbirney
09-13-04, 07:42 AM
now were getting beta patches....interesting...thought it was a one time thing when id did it with doom 3...

As you may know the last phase of the MSU contest for UT2k4 was this Friday. Part of the rules to sumbit a mod is to have it availble to the public. The issue here is that in order run some of these mods (ChaosUT2 for example) you need to have the patch. Epic told us that this patch was supposed to be out early last week. Epic wanted the mod teams to use this patch because it fixes a number of issues and they planned to break network compatibility with it. The only bad thing is they set the relase date at the same time as the MSU Phase4 deadline. Thus mod teams had to try to work it in their mod or face the chance of their mods' not being able to play on-line. It was really a loose-loose case for every one mod wise.

But once the patch is offical, it shold do much good to the UT2k4 community.

jbirney
09-13-04, 01:39 PM
Doh,

patch is now offical. But to make me look bad Epic decided to maintain compatiblity with older versions...grrr...oh well...patchy patchy you UT2k4 players!!!

saturnotaku
09-13-04, 01:46 PM
I didnt really think anything had heated up between us to "cool" us off...but hey-if u wanna strut your mod pow'a go for it. :spank: :bleh:

Check the forum leaders, ginga. I'm not a mod.

Back on topic - I can't imagine this patch addresses the Forceware 65.xx-66.xx BSOD on exit bug with DEP enabled does it?

aAv7
09-13-04, 02:37 PM
I know i'm being insulted....but exactly what is a ginga??