330tdx2 Deal with it mofo Transactions (0) | Y a un nouveau patch pour UT mais il est en version bétâ pour le moment v.3223
Le lien -->http://unreal.epicgames.com/files/ [...] 23BETA.exe
Attention ce n'est qu'une BETA
Et le changelog :
Code :
- ========================================================================
- Unreal Tournament 2004 Patch 2 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 Patch 1.
- Here is the full change list for Patch 2:
- 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.
- 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
- 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
- - 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
- 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
- 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.
- ========================================================================
- Here is the full change list for Patch 1:
- 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.
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Message édité par 000GREG000 le 04-06-2004 à 18:12:10
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