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View Full Version : Beta Patch v3200



legacy-Shuri
05-05-2004, 01:42 PM
New beta patch went out, didn't see a post about it. Here's differences in the changelog from 3197 (some of this was in 3197, but not in the changelog):


Gameplay

- fixed zoom instagib beam positioning
- improved hidden lightning gun beam positioning
- fixed bioammo positioning

Menus

- 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.

Mod Author Related

- AdrenalinePickup amount no longer hard coded
- Added support for a mod based \KarmaData directory

Editor

- Sped up ALAudio initialization in editor by not precaching sounds

Engine

- CD/DVD not required to play

Full changelist:


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

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

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.


Again, this is a beta for server admins/mod teams/testers... don't ask for links.

PointlesS
05-05-2004, 01:44 PM
- CD/DVD not required to play


YAY!

legacy-K.Rool
05-05-2004, 01:47 PM
Engine

- CD/DVD not required to play


:heart: EPIC :heart:

legacy-rochin
05-05-2004, 02:03 PM
Patch me up Scotty!!

T@F
05-05-2004, 02:05 PM
Nice but still no news on the dom.xml file getting fixed,also the assault.xml file missing...

But great job epic :up:

legacy-BTCOMM
05-05-2004, 02:08 PM
- Add bFixedMouseSize to lock the size of the cursor


What exactly does that mean? Lock the size of the crosshair? I wasn't aware it needed to be locked. Does that mean the crosshair won't get bigger when you get an item in the map?

sure
05-05-2004, 02:15 PM
Very nice but /me gonna wait for the final one. :up:

legacy-ThePerfectCore
05-05-2004, 02:15 PM
- CD/DVD not required to play

Yay.


What exactly does that mean? Lock the size of the crosshair? I wasn't aware it needed to be locked. Does that mean the crosshair won't get bigger when you get an item in the map?

I imagine this means the cursor won't shrink/expand on certain parts of the menu, like it does now on a stock installation.

legacy-Shuri
05-05-2004, 02:19 PM
Originally posted by ThePerfectCore
I imagine this means the cursor won't shrink/expand on certain parts of the menu, like it does now on a stock installation.

That would be my guess.

legacy-Happy_Hamburger
05-05-2004, 02:19 PM
Nice changelist, but where is this Match Setup feature that needs enabling

Kr4zed
05-05-2004, 02:21 PM
I'll misuse this thread and ask -- is the UT2003 Style mutator not being "exactly" UT2003 style considered a bug or is there nothing going to happen about that (i.e. it's supposed to behave like that) ?

Just curious...

Oh, and thanks for the heads-up, Shuri. :):up:

legacy-MandyLifeboats
05-05-2004, 02:24 PM
I wonder if they know about the bug in the DX9 renderer that makes UTComp bright skins totally useless (there is next to no colour and no glow). It's probably the same thing that makes the DD pickup look like crap. (or it could just be my DX8 card :D )

ML :cool:

legacy-BTCOMM
05-05-2004, 02:28 PM
Not sure what you are talking about...

UTcomp brightskins work just fine and I have directx 9 installed.

I do have a directx 9 card but this is a directx 8 game, did you configure your brightskins in f5?

legacy-MandyLifeboats
05-05-2004, 02:34 PM
Originally posted by BTCOMM
Not sure what you are talking about...

UTcomp brightskins work just fine and I have directx 9 installed.

I do have a directx 9 card but this is a directx 8 game, did you configure your brightskins in f5?

Yeah, I'm using the D3D9Drv.DLL that came with the first beta patch, and the skins are all kinda dull green :( , if I switch back to the DX8 renderer, everything works again.

I would have assumed it was a problem with the mod itself, were it not for the fact that the DD pickup looks all washed out as well.

ML

legacy-BTCOMM
05-05-2004, 02:37 PM
Originally posted by MandyLifeboats
Yeah, I'm using the D3D9Drv.DLL that came with the first beta patch, and the skins are all kinda dull green :( , if I switch back to the DX8 renderer, everything works again.

I would have assumed it was a problem with the mod itself, were it not for the fact that the DD pickup looks all washed out as well.

ML

Where is the option to use d3d9dr.dll? Also was it an issue before you got the patch?

Kr4zed
05-05-2004, 02:48 PM
Originally posted by BTCOMM
Where is the option to use d3d9dr.dll? Also was it an issue before you got the patch?

The option is in the UT2004.ini file, but there was no D3D9dr.dll prior to the patch.

legacy-catphile
05-05-2004, 02:54 PM
Okay, so this one's going to be free of issues and we'll get our grubby hands on it... ? :clenching with hope:

legacy-Resurrecter
05-05-2004, 02:55 PM
Someone should start a new thread on the size of this patch.

legacy-MandyLifeboats
05-05-2004, 03:05 PM
Originally posted by BTCOMM
Where is the option to use d3d9dr.dll? Also was it an issue before you got the patch?

I taken a couple of screenies to show what I mean, but I'll just put up links :)

First, using the default DX8 driver DX8 (http://geordie69.users.btopenworld.com/DX8.jpg)

And now changing to the DX9 driver included in the first patch DX9 (http://geordie69.users.btopenworld.com/DX9.jpg)

Using the DX9 driver seems to remove all team colour, ( I was wrong about the models being dull green, it's just their default skins)

ML :weird:

.:vVv:.Fluffy
05-05-2004, 03:50 PM
Although i don't suggest anyone try this until the non-Beta version gets released, those of you experiancing problems MAY get some solutions from the beta patch.

Boksha
05-05-2004, 03:54 PM
Originally posted by MandyLifeboats
First, using the default DX8 driver DX8 (http://geordie69.users.btopenworld.com/DX8.jpg) That implementation of brightskins has been buggy since UT2k3 tbh.
Either way, seems the DX9 one is still missing some features...

legacy-Shuri
05-05-2004, 03:56 PM
Originally posted by Boksha
Well those certainly aren't default skins either.

Well he was talking about UTComp bskins.

Boksha
05-05-2004, 03:57 PM
Originally posted by Shuri
Well he was talking about UTComp bskins. Yeah, I found out. Edited my post, but too late apparently. ;)

legacy-SealClubber
05-05-2004, 04:00 PM
Originally posted by PointlesS
- CD/DVD not required to play


YAY!

http://tst6.free.fr/GS_b26d5f00066548970896c012aa2b233e.png

THANK YOU!

Now if they would offically put in jumpboots... hmmmm :p

legacy-xpguy
05-05-2004, 04:31 PM
Well still did not see anything for a team balancing fix hehehe Unfreaking Believable . Not too smart for a Teams Base game roflmfao :haha: :haha: :haha: :haha: :haha:

Looks like we as users still have to depend on "AWESOME" 3rd party devleoper fixes like from T-Bones UAdmin 095b To get the job done right that the devleopers of UT2004 should had in the game in the first place.

Unfreaking Believable :down: :down:

virax
05-05-2004, 04:54 PM
/me downloads it and installs it out of boredom

legacy-Ghost_Freeman
05-05-2004, 04:55 PM
...and Epic owes you this for what reason?

Just tell the admin to run UAdminMod.

legacy-zer0kewl
05-05-2004, 04:56 PM
hmmm can some one pm me link so i can test

legacy-Xipher
05-05-2004, 04:58 PM
Originally posted by xpguy
Well still did not see anything for a team balancing fix
Whats the problem? I havent seen any problems myself.

Frogger
05-05-2004, 04:59 PM
Originally posted by xpguy
Well still did not see anything for a team balancing fix hehehe Unfreaking Believable . Not too smart for a Teams Base game roflmfao :haha: :haha: :haha: :haha: :haha:

Looks like we as users still have to depend on "AWESOME" 3rd party devleoper fixes like from T-Bones UAdmin 095b To get the job done right that the devleopers of UT2004 should had in the game in the first place.

Unfreaking Believable :down: :down:

both of these points were discussed in context with the patch..it seems 3rd party is still in charge of this...UTSecure seems to be the main focus right now..

virax
05-05-2004, 05:00 PM
Originally posted by zer0kewl
hmmm can some one pm me link so i can test

Done. :)

Frogger
05-05-2004, 05:02 PM
Originally posted by Virax
Done. :)

This patch is not intended for public distribution, since it is a beta. What this means is - feel free to distribute it informally to anyone that will help test it, but please don't post it on public web sites.


;)

legacy-zer0kewl
05-05-2004, 05:04 PM
Originally posted by Virax
Done. :)

ty

virax
05-05-2004, 05:04 PM
Originally posted by frogger187
This patch is not intended for public distribution, since it is a beta. What this means is - feel free to distribute it informally to anyone that will help test it, but please don't post it on public web sites.


;)

I know that, that's why I PM'd it. :)

legacy-xpguy
05-05-2004, 05:04 PM
Originally posted by frogger187
both of these points were discussed in context with the patch..it seems 3rd party is still in charge of this...UTSecure seems to be the main focus right now..

Thanks God Frooger for 3rd party developers like T-Bones UAdmin 095b To the the job done right :up: :up: :up:

legacy-zer0kewl
05-05-2004, 05:06 PM
to bad they gone fix the manta bug also was fun!
to drive with 2 persons

Frogger
05-05-2004, 05:07 PM
Originally posted by xpguy
Thanks God Frooger for 3rd party developers like T-Bones UAdmin 095b To the the job done right :up: :up: :up:

yuppers...it should be run on every ONS server..

legacy-diluted_doug
05-05-2004, 05:10 PM
someone needs to PM a brotha and hook him up :O

<---- me

Frogger
05-05-2004, 05:12 PM
btw..those of you asking for the patch...there are several known bugs with it so you may not want to install it.. just a heads up

legacy-Instant_Soldier
05-05-2004, 05:14 PM
Originally posted by PointlesS
- CD/DVD not required to play


YAY!

legacy-xpguy
05-05-2004, 05:16 PM
Originally posted by frogger187
btw..those of you asking for the patch...there are several known bugs with it so you may not want to install it.. just a heads up

hummm..... then it looks like you will have to have a patch to fix the patch :haha:


.............. Ya i know it a beta :haha:

Cya :D

legacy-Anti
05-05-2004, 05:17 PM
Originally posted by zer0kewl
hmmm can some one pm me link so i can test Umm I don't think you can get PM's.

Edit: At least it wouldn't let me when I tried to PM you back. Which wasn't to long ago. Sorry I didn't even know I had any.:bulb:

legacy-zer0kewl
05-05-2004, 05:17 PM
quistion about this beta patch i notice'd i can connect old vision servers with out beta

will this be a problem if i connect to a ut secure or antitcc server?



Originally posted by Anti
Umm I don't think you can get PM's.

to late some one already sended me link :p

legacy-Xipher
05-05-2004, 05:20 PM
Originally posted by zer0kewl
quistion about this beta patch i notice'd i can connect old vision servers with out beta

will this be a problem if i connect to a ut secure or antitcc server?
I don't think you can connect to older versions, or at least ones running the cheat protection. This is what I read concering the last patch at least.

legacy-catphile
05-05-2004, 05:26 PM
Originally posted by frogger187
btw..those of you asking for the patch...there are several known bugs with it so you may not want to install it.. just a heads up

That's sad to hear. Problems with this beta means we have to wait through another beta before final release, which pushes 4-5 days again. I've been hoing for "today" since about Saturday. Get that feedback in quick, testers!

legacy-MASTAblast
05-05-2004, 05:35 PM
somebody pm me linky please.:D :up:

Apathy
05-05-2004, 05:53 PM
Virax needs to clear his PM box:(

legacy-Redhouse
05-05-2004, 06:33 PM
Has the in-game menu communication tab navigation problem been fixed?

The problem prevents you from being able to scroll down the list of names so you can select a name to block voice or text from. This happens when the list of names exceeds the given space of course. I know for certain that on 32 player servers i'm not able to even use the up/down keys for navigation of this list.

legacy-blurredvision
05-05-2004, 06:42 PM
I'd like a PM as well to help test the patch. I have nothing better to do. Where to send out any bugs found?

legacy-zer0kewl
05-05-2004, 06:47 PM
plays good the patch screenflashes=false dunno but i think they fixed :D

legacy-SEALsTroyN
05-05-2004, 09:59 PM
Hmmm....would anyone mind PM'ing me a link too? Thanks in advance.

legacy-Ninetysix
05-06-2004, 01:27 AM
Nice list of fixes. But the #1 question is: Will it stop the aimbots?

Frogger
05-06-2004, 01:28 AM
Originally posted by Ninetysix
Nice list of fixes. But the #1 question is: Will it stop the aimbots?

for the first 4 days its out..yes.

legacy-Ninetysix
05-06-2004, 01:30 AM
Originally posted by frogger187
for the first 4 days its out..yes.

Cool :up: Epic just needs to release a patch every 5 days...woo woo

ggs

legacy-Mosh83
05-06-2004, 02:58 AM
If I install this patch, will I be able to play online? Even on servers that haven't upgraded?

Also, will the FINAL patch be able to install correctly if I install a beta patch in between?

Thanks..

Flak
05-06-2004, 03:06 AM
Originally posted by Mosh83
If I install this patch, will I be able to play online? Even on servers that haven't upgraded?

Not on all servers, Not on anti tcc server that don't have the latest beta patch. Then there are also some bugs and you can't download some maps.


Also, will the FINAL patch be able to install correctly if I install a beta patch in between?

Thanks..

Yup, always good to keep backups though! Oh, and no complaining in the forums when things don't work right. ;)

legacy-Mosh83
05-06-2004, 04:06 AM
I suppose I won't dload it today then, I have a clangame today and Sunday. It would be sort of a bummer if I can't connect to those games, or get kicked out and get accused of cheating :P

I'll just have to wait. I'm just so sick of freezing for 10 seconds every now and then :D

legacy-MarZer
05-06-2004, 04:18 AM
I'm down for giving it a whizz. PM anyone?

EDIT

Google managed to find it yay

legacy-blurredvision
05-06-2004, 07:29 AM
Originally posted by MarZer
Google managed to find it yay
Did it find the v3200 beta patch? I can find the 3197 pretty easily, but no 3200.

legacy-BEASTY
05-06-2004, 10:25 AM
I would like to try this patch if anyone can help me out thx? my email johnbodally@hotmail.com

legacy-Xerofighter
05-06-2004, 12:17 PM
i shouldnt install the patch, it does not even work on my pc, i got a message from the new protection, that my cdkey was invalid and the game wouldnt start

legacy-Janez_Blond
05-06-2004, 12:45 PM
@Guys testing the beta:
How is the performance with the patch? Better than patchless?

legacy-UTC-Underbyte
05-12-2004, 09:28 PM
i would love to test out the new beta patch if anyone would give it to me


(im a experienced beta tester, right now im testing out Gmail- googles new email)

plz? it would be great!

legacy-Anti
05-13-2004, 02:26 AM
Originally posted by UTC-Underbyte
i would love to test out the new beta patch if anyone would give it to me


(im a experienced beta tester, right now im testing out Gmail- googles new email)

plz? it would be great!
Then you should know how to use google right? lmao :haha: Spreken sie Duetch? (sorry it's been a long time since German 101)
Hint: ut2004 beta patch
Sorry couldn't pass that one up. :D