_deskira_ Transactions (3) |
Tous les derniers patchs et bonus pack sont dipo ici :
http://www.beyondunreal.com/main/u [...] ential.php
dispo ici : http://download.beyondunreal.com/f [...] ch3323.exe
on notera notamment le fix tant attendu (depuis la sortie du 2003 en fait !!) pour les flags invisibles en demoserver ctf... et tjrs des fixes pour l onslaught dont on se fout totalement
Citation :
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 processhitwall crash
- fixed script assignment bug (assignment of deleted actors resulted in no change from the current value).
- loading time speedup.
|
c est un pack de maps CTF, créées pour la compétition (et non pas des fps killer comme les cbp 1 et 2 ...), faites par de vrais joueurs et surtout testées par quelques clans assez reconnus (dont je fais parti ).
Au total, 11 maps CTF (dont la tutorial de UT99 pour les nostalgiques) et 2 maps DM.
le thread sur les forums ina (avec screens) : http://www.ataricommunity.com/foru [...] did=406203
link : http://www.utctf.de/index.php?acti [...] nload=2106 http://www.funkymonkeys.org/downlo [...] ck2004.zip http://www.badct.de/dlredir.php3?id=2294&type=file (ne marche pas encore)
si vous attendiez de vraies maps pour vous mettre au ctf, elles sont la !!
http://download.beyondunreal.com/f [...] ch3270.exe
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 |
http://download.beyondunreal.com/f [...] ch3236.exe
Onslaught related: - Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states - Added bRepulseWater to KRepulsors and enabled this for Hovercraft - Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying - SVehicleFactories now store a reference to their marker as MyMarker - Added bCanHover to Vehicle to indicate a vehicle that can use HoverPathNodes to fly over water. - Added water damage support to Vehicle so that vehicles will take damage when under water. - Karma now collides correctly with inverted terrain - courtesy James Golding
- Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4 - Moved RepulsorsShouldHit function to ONSVehicle where it should be. - Added support for PowerCores and PowerNodes triggering events when created and destroyed. - Cleaned up PowerCore energy beam effect when PowerCores are not present in the map. - Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped. - Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories. - Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version. - Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks. - Reversable vehicle factories will work correctly when sides are swapped. - Fixed midgame menu popping up when watching an Onslaught demo if the viewed player dies - Fixed camera rotation being changed when switching between first and third person view in a manta - Fixed target/ion painter ammo issues - Fixed bug in stunt mutator where vehicles would be accelerated in their local downward Z when holding the jump warmup while in air. - Onslaught turrets cannot damage PowerCores or PowerNodes - Onslaught vehicles take a very small amount of damage over time when on fire and there is no driver - Fixed players always spawning at own PowerCore after sides are swapped. - Fixed problem where bots weren't spawning at the nodes they are defending. General Game play: - More script warning fixes - Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage - Invasion monsters never use default character mesh - Fixed CTFSquadAI.FindHidePathFor() - Make sure always add armor using Pawn.AddShieldStrength() - Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations - Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side. - Added WaterSplash, used for projectiles and pawns - Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes - Added BulletSplash, used for trace weapons - Landing sounds no longer stomp on splash sounds - Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume) - Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support) - Fixed bots going after nearby dropped inventory that they couldn't pick up - Fixed some dynamic uploads (which could cause occasional hitching during gameplay) - Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type - Fixed SquadLeader getting set to none if everyone in squad is in a turret - HUD weapon bar bShowMissingWeaponInfo now config, so is properly saved - Fixed CTFSquadAI finding flagholder when holder is in vehicle - Fixed "Use Map Defaults" for bots can result in uneven teams in some maps - [USE] will only bring up the mid-game menu in ONS games - Fix for custom models crashing the single player game. - Fixed TracerProjectile location setting after near miss sound effect - Fixed BR bomb trail position in multiplayer - Added Instagib CTF as standalone gametype - Allow chatting when the game is paused. - No longer catch own weapon when thrown while running forward - Fixed weapons checking if they were out of ammo when they weren't the active weapon (which was causing undesired switching to best weapon) Menus: - Server browser filters have been reworked to be easier to use. - Localized "New News" message - Added localized IRC channels for French and German. - Added a flashing messages when there is new community news. - Movie Panel. Networking Related: - Various Web Admin style fixes - Don't load non-default voicepacks on dedicated server - Fixed server enforcement of maxresponsetime, and make sure clients don't trip it accidentally - Fixed speedhack detection false positives - Increased NetPriority of controlled ONSWeaponPawns - Fixed client-side game time getting screwed up - Improved jumping/dodging/etc. not getting lost when there's significant packet loss - Fixed Cheat protect to view most voicepacks as ok - Fixed *hopefully* the ServerBrowser locking packages and tripping cheat protection. - Don't spawn votinghandler and votingreplicationinfos for servers which don't have voting enabled (slight performance improvement for those servers) - TeamInfo and SquadAI have lower netupdatefrequency (for server performance). Set NetUpdateTime whenever a replicated property is updated to get it replicated immediately. - Make sure that mutators are properly reported to master server - Made ServerShortTimeout() replicated function reliable - MasterServerUplink now caches calls to GetServerInfo and GetServerDetails. - Onslaught server performance improvements: - vehicle packed state struct updates don't set bNetDirty - don't update vehicle SoundPitch on dedicated servers - improved WebProjectile net performance - added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed state replication - Fixed replication conditions for a bunch of vehicle/projectile properties, changed from bNetDirty to bNetInitial - Fixed NetworkStatusMessages once and for all - Reenabled temp. MD5 database generation for loaded packages on a server - Fixed "flying player" exploit. - Fixed keeping high translocator trajectory persistent across online level changes. Mod Author Related: - Fix for the UCL not exporting bug. - Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message. - Call PostRender2D() on own pawn as well (mod authors can decide not to render custom beacon) - Added LevelInfo native function GetPhysicsVolume() - returns the physics volume at a specified location - Added actor property bTraceWater. If true, trace() by this actor returns collisions with water volumes - Added support for strafing while on ladders, if the LadderVolume property bAllowLadderStrafing is set true (still false by default) - Fix for log files and -MOD= switch - Fix for cache manager exporting ucl files when it shouldn't - Fixed LoadDecoText - Use CrouchedPct instead of WalkingPct for crouched pawns - Vehicle function NumPassengers() now simulated so it can be called on clients - Made Destroy() function call in ONSVehicle state code indirect (for debugger) - Fixed localization for mod support - Now support multiple music directories - Save Games fixed, with the following limitations: - ragdolls aren't serialized - animations aren't serialized (but uses simanim to save channel 0) - must run UT2004 with -makenames option, or set bSupportSaveGames true in LevelInfo - added Actor events PreSaveGame() and PostLoadSavedGame() - Render hud overlays[] on DM_Low clients also Editor: 3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check out their UT2004 mod author video tutorials at http://sv3.3dbuzz.com/vbforum/unr_main.php ) - Maximize Viewports fixed - Static Mesh Create From Selected added - Splitter bar between Viewport and props in SM viewer fixed. - Button to snap view to frame the current mesh added - Option to auto-snap view on mesh change - Added realtime preview to the SM browser. - New Array tool for quickly adding actors. Engine/General: - Fogging is based on camera position rather than pawn head position (important for third person camera while pawn is submerged) - Removed D3D9Drv.dll and default.ini from patch - Fixed bug reporting address for Italian, Spanish, and French localized versions. - Fixed "Intersect Function" crash from first patch. - Fixed mousewheel input on Win64. - Removed some pre-release debugging that was still enabled |
http://download.beyondunreal.com/f [...] ch3204.exe
========================================================================
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. |
Les tests :
PC.IGN : 94%
http://pc.ign.com/articles/497/497764p1.html
Citation :
9.5 Presentation
Slick, revamped menus, a polished HUD, easy game set up, and a just-helpful-enough manual make it easy to get into the action. 9.0 Graphics
Perhaps not mindblowing any longer, the Unreal engine is still drop-dead beautiful by any reasonable standard. With decent hardware, the gorgeousness is like buttah. 8.0 Sound
Servicable music, nice effects, and digital surround support and great, but the infernal announcer and repetitive taunts just need to go. 9.5 Gameplay
Match the tight, responsive, inviting controls of classic UT with the balanced brilliance of the new vehicles and weapons, and you've got big, big happiness. 10.0 Lasting Appeal
Assault and Onslaught's endless possibilities will keep you happy for a long time. But add new maps and mods, and the fun could never end.
|
GameSpy : 5/5
http://www.gamespy.com/reviews/mar [...] ndex.shtml
- UT2004 : les différents versions.
Citation :
Hey everyone, I dropped in so I can help to end the confusion. So with no further ado, here's the situation. Currently there are going to be 3 versions of the game available (more or less), please let me explain. 1) 6CD version (main version for North America, rest of the world, Asia, and some parts of Europe) 2) DVD (Main version for Europe, Germany will be DVD only, not North America) 3) DVD Special Edition (w/bonus DVD and a headset, this should be available pretty much everywhere but in LIMITED QUANTITIES. I cannot discuss the amount we are creating so please don't ask) I hope that clears thing up.
|
dc si vous voulez la version collector (:love, va falloir vous depecher
On parle de seulement 60 000 copies de la version Collector, dont 40 000 pour les USA. Donc ca fait 20 000 pour le reste du monde, donc très très peu (avec de la chance 700 ou 800 en France).
Version DVD : http://www.amazon.fr/exec/obidos/A [...] 04-6699426
Version 6 CDs : http://www.amazon.fr/exec/obidos/A [...] 04-6699426
liens pour la télécharger :
http://www.unrealtournament.com/ut2004/downloads.php
ou plus simplement ici : http://www.badct.de/dlredir.php3?id=1991&type=file (209Mo)
Unreal Tournament 2004
Config Minimale requise :
OS: Windows® 98/Me/2000/XP
Processeur: Pentium® III or AMD Athlon 1.0 GHz ou plus (1.5 GHz recommandé)
Ram: 128 Mo minimum (256 Mo recommandé)
Espace disque: 3.5 Go de libre
Vidéo: NVIDIA Geforce 2 ou ATI Radeon avec au moins 64 mo de mémoire.
DirectX®: DirectX® version 8.1(inclus)ou plus
LE JEU
Avant de commencer, sachez qu'Unreal Tournament 2004 intégrera le contenu de la version 2003 dans son intégralité ainsi que les Bonus Packs d'Epic et de DE. Les mods, mutators, modèles, skins... créés par la communauté pour UT2003 seront compatibles avec UT2004 (l'inverse n'étant pas vrai). Modes de jeu
Assault
Le retour tant attendu de ce mod déjà présent dans Unreal Tournament premier du nom. Mais il ne nous arrive pas à l'identique, il a même subit pas mal de transformations :
Assaut est un mode basé sur des objectifs à atteindre en équipe. Pendant qu'une équipe attaque, la seconde doit défendre les différents objectifs pendant un temps imparti (et configurable). Si les attaquants atteignent leur but, le round s'achève et les rôles s'inversent, l'équipe adverse doit alors atteindre ces mêmes objectifs dans un temps plus court. Le respawn ne pourra se faire que toutes les x secondes, ce qui devrait permettre aux joueurs de ne pas se retrouver seul après avoir été tué..
Les objectifs sont divers et variés : atteindre un endroit stratégique, pirater un ordinateur, détruire une batterie de défense...
Pour cela vous aurez à votre disposition un tout nouvel arsenal (mine, lance-roquettes anti-véhicule...) ainsi que des véhicules (vaisseau spatial, tank, jeep, tourelle de défense...).
Onslaught
Onslaught est un mod de jeu par équipe prenant place sur de vastes terrains. Pour parcourir ces énormes distances, de nombreux véhicules seront mis à votre disposition. Ces véhicules serviront aussi à détruire vos ennemis et un nouvel arsenal sera donc également disponible pour équilibrer le tout. Le but est de contrôler certains points de votre environnement. Un gameplay se rapprochant de PlanetSide et Battlefield 1942.
Les véhicules seront propres à chaque équipe. Vous ne pouvez par exemple pas dérober, ou plutôt ouvrir, un tank adverse à moins que le conducteur n'en sorte sans le fermer derrière lui.
L'objectif principal dans Onslaught est de détruire le "Noyau de Puissance" des ennemis. Le point faible est généralement situé au coeur de la base ennemie. Simple, non ? Voici comment ça se présente : un "Noyau de Puissance" ne peut être endommagé tant que votre équipe n'a pas de lien vers ce noyau. Et comment obtient-on ce lien ? En contrôlant les petits "Noeuds de Puissance" disséminés sur la map qui permettent d'établir une connexion entre votre propre "Noyau de Puissance" et celui de l ennemi. Ces petits "Noeuds de Puissance" sont au départ dans un état neutre et il suffit à une équipe de le toucher pour commencer la construction et ainsi en prendre possession. Pendant ce laps de temps, l'équipe adverse peut attaquer et détruire votre petit "Noeud de Puissance" pour le neutraliser et en tenter ensuite d'en prendre possession. Si vous réussissez la construction, vous gardez le contrôle de ce premier Noeud il vous faut alors partir prendre possession du suivant et ainsi de suite pour établir la liaison de votre base jusqu'à la base ennemie pour pouvoir la détruire.
Il est très important de noter que le contrôle d'un Noeud n'est possible QUE si vous contrôlez un Noeud adjacent. Vous devez parcourir la map progressivement, l'occuper point par point, afin de pouvoir faire un assaut efficace sur le Noyau ennemi.
De la même façon, vous ne pourrez détruire les Noeuds aux mains de l'adversaire (construits) que dans un certain ordre.
Etant donné les grandes distances parcourues entre chaque Noeud, vous pouvez choisir de réapparaître (respawn) devant le Noeud de votre choix.
Maps
Le point le plus critiqué par les Pro Gamers. UT2003 était pourvu de très belles maps mais qui manquaient cruellement de gameplay selon eux. Leurs plaintes n'auront pas étaient vaines puisque Epic affirme que le développement de maps pour UT2004 passe avant par une étude de gameplay pour se pencher ensuite sur le visuel. On nous promet aussi un bon fonctionnement des ascenseurs ainsi que des Jump Pads.
En tout le jeu contiendra 90 maps :
- 37 maps d'UT2003
- 16 maps des bonus packs
- 40 maps nouvelles
L'ambiance de ces nouvelles maps devrait se rapprocher de celle d'Unreal Tournament. On retrouvera notamment quelques suites comme DM-Morpheus, mais aussi des univers totalement différents comme CTF-MoonDragon, gigantesque jardin japonais, et CTF-BridgeOfFate tout droit sortie du Seigneur des Anneaux.
Technologies
Moteur graphique
Il y aura bel et bien une évolution du moteur graphique mais par évolution il faut comprendre optimisation puisque la compatibilité matérielle sera considérablement augmentée grâce à l'implémentation du software rendering en plus des diverses autres améliorations du moteur qui permettront d'obtenir de meilleures performances sur l'ensemble des machines.
De nouveaux modes de détails seront disponibles suite à l'arrivé des cartes vidéo 256Mo. Nous auront peut être droit à quelques nouvelles fonctions graphiques (correction des impacts de tirs sur les murs...), mais toujours pas de Bump Mapping.
UnrealTV
UTV permet de "broadcaster" un match, ce qui permet d'avoir beaucoup de spectateurs sans saturer le serveur. Il permet aussi de transmettre le match avec juste quelques secondes de retard (direct différé). L'intérêt ? Le Voice Chat (entre un joueur et un spectateur) devient alors inefficace pour tricher ^^.
Intégré au browser de serveurs il ne devrait pas avoir beaucoup d'impact sur les performances des serveur. UT TV Studio et UTV (proxy broadcast) seront disponibles.
Démos
Parmis les nouvelles fonctionnalités, on pet entre autre avancer rapidement et faire pause (a noter que les démos UT 2003 ne seront pas compatibles UT 2004, et inversement).
Système de vote intégré
Cet outil vous permet de voter à la fin de chaque match pour le mode de jeu, la map, le ou les mutators.. mais aussi virer (kicker) un ou plusieurs joueurs du serveur.
Un code réseau amélioré
Jusqu'à 40% plus efficace.
Système de téléchargement intégré
Avec UT2003, si il vous manque un fichier pour rejoindre un serveur, l'URL pour le téléchargement est spécifié coté serveur.
Pour UT2004, ce sytème sera complètement revu :
- plusieurs redirections pourront être spécifiées coté client ([IpDrv.TcpNetDriver] ClientRedirectURLs= array).
- les téléchargements seront tentés dans cet ordre : URL(s) coté client, URL(s) coté serveur et enfin directement sur le serveur.
- si l'URL donne une mauvaise version du fichier, le téléchargement reprendra sur la suivante.
- si vous possédez déjà le fichier mais dans une version différente, le téléchargement se fera de nouveau, évitant les problèmes de connections.
Tout ceci facilitera notamment le visionnage des démos puisque les fichiers nécessaires devraient être automatiquement téléchargés. De plus, cela devrait accélérer la vitesse de transfert des fichiers de façon significative.
Chat animations UT2004 réintégrera le système de chat animations (petite animation de votre personnage lorsque vous tapez un message), mais sans Lipsync (technique permettant de faire bouger les lèvres d'un modèle donné de façon concordante à ces propos). Aspect du jeu déjà présent avec UT premier du nom mais oublié dans sa version 2003, il permet, selon le fairplay des joueurs, de dialoguer sans se soucier de sa santé.
Donner des ordres vocaux aux bots
En complément au système de communication décrit ci dessous, vous pourrez diriger les bots de votre équipe au son de votre voix (à supposer que vous possédiez un microphone évidemment ^^). Mais il n'est pas encore certain que vous puissiez interpeller un seul bot en prononçant son nom.
- Configuration du Voice Chat (micro) :
Citation :
- Ds les params audio :
Activer "Voice Chat".
Ds les options de "voice" (configure) :
* Activer "AutoJoin Public Channel"
* Activer "Autoselect Active Channel"
* Tous le reste décoché ou vide
- Ds les inputs :
* Mettre une touche pour "Activate Micro"
* Mettre une touche pour "Speak in Public Chatroom" (style P)
* Mettre une touche pour "Speak in Team Chatroom" (style T)
- Ds le jeu :
Reste appuyer sur la touche Micro et parle (tu as une jauge qui t'indique si ça marche bien à gauche).
Par défaut tu risque de causer ds le channel Team, si tu veux passer en channel Public appuies sur P, quand tu veux repasser en Team appuies sur T
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La version serveur Linux sera disponible lors du passage en Gold du jeu.
Merci http://www.ut2k3.fr pour les infos Unreal Tournament 2003
PATCH 2225 Dispo :
http://unreal.epicgames.com/ut2003patchlinks.htm
Bonus Pack DE et Bonus Pack Epic:
http://www.unrealtournament2003.com/?downloads
MODS
- TTM : http://www.planetunreal.com/ttm/downloads.html
- Deathball : http://www.deathball.net/
- pour voir les fps : stat fps ds la console
Gameplay
- adrenaline
pour gagner de l adrenaline :
Code :
- Name Frags Adrenaline Score
- Pickup Pills 0 3 0
- Normal Kill/Headshot 1 2 0
- First Blood 1 12 0
- Killing Spree 1 12 0
- Return Flag 3 5 0
- Capture Flag 15 25 1
- Kill Flag Carrier 2 12 0
- Shot Bomb through Portal 6 25 3
- Drop Bomb through Portal 12 25 7
- Suicide -1 0 0
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une fois arrivé a 100 :
4X avant -> speed
4X arriere -> booster (+5 de vie par seconde, puis 5 d armure une fois arrivé a 200 de vie)
2X droite puis 2X gauche -> invisible
2X avant puis 2X arriere -> berserk (plus de degats, et un peu plus rapide)
- mouvements speciaux:
- Double jump : Sautez, puis au point le plus haut du saut, sautez à nouveau - Dodge ( esquive) : Appuyez deux fois - très rapidement - sur gauche, droite, avant ou arrière. - Dodge jump : Faites un dodge, puis sautez avant d'aterrir. - Wall jump : Courez vers un mur et sautez dessus. Appuyez sur sauter en strafant à l'opposé quand vous le touchez
( exemple, si le mur est à droite, sautez et strafez à gauche) - Shield Jump : Chargez le shield gun à fond et lâchez sa force à vos pieds - attention cela peut faire mal ^^ - Lift Jump : Qd vous etes sur un ascenseur, sautez avant d'arriver tout en haut, vous sauterez beaucoup plus haut que normalement. A combiner avec le Shield Jump pour aller encore plus haut - Boost Dodge (uniquement pour le 2003) : l ultime saut, tres tres hard a maitriser. il s agit en fait d un wall jump parfait. contre un mur, appuyer sur la direction opposée au mur (doite si le mur est a gauche), puis saut, puis re cette direction. vous ferez ce qu on appelle un boost dodge, dc plus loin et plus haut qu un dodge normal. a combiner avec le reste : double jump ... vous pouvez donc faire un boost puis un double jump en haut du du boost pour aller encore plus loin ! ou bien faire un saut normal puis qd vous arrivez sur un mur enchainer avec un boost, ou bien un boost qd vous ete sur un lift ... bonne chance pour maitriser tout ca
- camera avec le teleport
une fois que vous avez lance le teleport, appuyez sur la touche correspondant au teleport et vous aurez une vision de l interieur du teleport, tres utile pour eviter de se teleporter ds le vide
- modifier l angle de vue:
fov XXX ds la console (tab par defaut la console rapide), la valeur par defaut est 85
- liste des recompenses
sans se faire tuer
5 frags : killing spree
10 frags : rampage
15 frags : dominating
20 frags : unstoppable
25 frags : godlike
30 frags : wicked sick
frags consecutifs et en peu de temps
2 frags : double kill
3 frags : multi kill
4 frags : mega kill
5 frags : ultra kill
6 frags : monster kill
7 frags : ludicrous
8 frags : holy shit
Tweaks Graphs
- renderer opengl
ds le ut2003.ini du rep system, ds la section [Engine.Engine] : mettre un ; devant la ligne avec direct3d et retirer celui devant la ligne opengl
- jeu en 16 bits :
tjrs ds le ut2003.ini, changez les lignes suivantes ds [D3DDrv.D3DRenderDevice] :
Use16bit=False
Use16bitTextures=False
en Use16bit=True
Use16bitTextures=True
voir les fps :
stat fps ds la console
ameliorer les fps :
- ReduceMouseLag=False ds le ut2003.ini, section d3d ou opengl suivant ce que vous utilisez
- mettre le world detail en normal, textures en normal ... virez tous les details sauf le dynamic lightning
- désactiver le preload des skins (uniquement pour le 2004).
- désactiver le speech recognition (uniquement pour le 2004).
- jeu en anglais :
au meme endroit que pour l opengl, remplacer Language=frt par Language=int
Ports a ouvrir derriere un firewall :
7777, 7778, 7779, 27902 (28902 pour le 2003)
Les meilleurs Sites UT2k3 FR :
http://www.ut2k3.fr/
http://www.link2klans.com/
Les meilleur Sites UT2k3 US :
http://www.ut2003hq.com/
http://www.ut2k3maps.com/
http://www.planetunreal.com/
http://www.beyondunreal.com/ Message édité par _deskira_ le 14-04-2005 à 19:23:11
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