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View Full Version : UTComp v1.6



legacy-Lotus
03-17-2005, 12:12 AM
Name: UTComp
Version: 1.6
Compatibility: UT2004
Description:
Comments:
Screenshot:
Credits:
Aaron 'Lotus' Everitt - Programming
Joel 'dnx3' Moffatt - Design/Testing
Adam 'Heywood' Booth - Original Team Overlay Design
Anthony 'Ono' Pilger - Scoreboard Design
Homepage: http://ut2004.gameamp.com/ut2004/viewUtcomp
Download: http://ut2004.gameamp.com/ut2004/viewUtcomp

There it is, UTComp 1.6 is now out of beta, and ready for release. For those who missed out on the beta phase, this release adds several new features, the biggest ones being an enhanced netcode to help even out gameplay on higher pings, and a built-in clan arena gametype. Note that unlike the betas, the enhanced netcode is not enabled by default on servers: server admins can either enable it manually (view readme for information on how to do that), or players can vote it in in the voting --> UTComp settings menu.

As always, please make sure to report bugs you find in the forums above. We're also open to any feedback players might have on any new or old features.

We want to give special thanks to all the server admins and players who've helped beta test this new UTComp version. Without you, none of this would have been possible.

Just a reminder, you *MUST* add utcompv16 to your serverpackages if you wish to record serverside demos.

Full Changelog From 1.5a:
-Added new Enhanced Netcode. (disabled server-side by default)
-Added Clan Arena Gametype.
-Added option to control the number of grenades players start with.
-Added average team pings to the scoreboard.
-Hitsounds will now play in first person spectator view.
-Flak primary hitsounds will now group together to form one hitsound if CPMA hitsounds are enabled.
-Colored names now show when targetting enemy players.
-Added RTS-Style actions per minute statistic to scoreboard.
-Added flood protection to Voting Yes/No messages.
-Voting failed message is now different if a vote timed out or voted no.
-UTComp Duel Mode servers now have a [Duel] tag in front of their name.
-Added getsensitivity console command.
-Added client and server options to enable/disable enhanced netcode.
-Added server side enhanced netcode vote to settings voting.
-Added Webadmin entries for Enhanced Netcode, Enhanced Netcode Voting and Grenades on Spawn.
-Added grenades on spawn to gametype voting page.
-Move timed overtime to gametype voting, now accepts numerical values. (as opposed to on/off)
-When selecting a gametype in gametype voting, the maxplayers box will automatically default to a reasonable number.
-Added options to toggle whether UTComp Duel and Clan Arena servers have their respective [Duel] and [CA] tags appearing in front of the server names.
-Added \\"Enhanced Netcode=Enabled\\" message to Onjoin Box if Enhanced Netcode is enabled.
-Red/Blue Team Score in the player list will no longer report a ping.
-Fixed bug which made it impossible for spectators to switch players and move around after a quick map restart.
-Fixed bug with Timed Overtime in which certain seconds were left out on the game clock.
-Fixed bug causing Warmup to cause choppyness with the Low gravity mutator.
-Fixed bug causing everyone to skin as enemy color when spectating if skins were set to enemy/teammate based.
-Fixed admin forced votes stopping further votes from being started
-Fixed bug causing UTComp to remove itself from the server on certain gametype votes.
-Fixed bug with Line of Sight hitsounds not playing with hitscan weapons in some situations.
-Fixed bug with Line of Sight hitsounds not playing when a player disabled all stats.
-Fixed bug in brightskins menu when selecting a model on a custom clanskin entry.
-Adrenaline taken stat now reports 2 as it should.
-Re-Fixed first blood not resetting after warmup is over.
-Fixed bug with using certain numbers in colored names breaking chat messages.
-GUI now grey outs warmup voting when warmup voting is disabled serverside.
-Minor GUI and Webadmin Changes.

Changelog from 1.6 Beta8:
- Enhanced netcode now defaults off serverside.
- Added \\"Enhanced Netcode=Enabled\\" message to Onjoin Box if Enhanced Netcode is enabled.
- Fixed bug in Enhanced Netcode causing projectiles to not collide with static meshes at very close ranges.
- Fixed GetWeapon binds not working with standard binds when using enhanced netcode.
- Colored names on enemy targetting disabled by default.
- Adrenaline taken stat now reports 2 as it should.
- Red/Blue Team Score in the player list will no longer report a ping.
- Voting failed message is now different if a vote timed out or voted no.
- GUI now grey outs warmup voting when warmup voting is disabled serverside.

Bort
03-17-2005, 12:23 AM
w00t!!! :up:

legacy-Oreo
03-17-2005, 12:34 AM
Hey lotus. Saw the gravity and x6 match in golitah on gameamp. Such bs. You guys shoulda owned!

Frogger
03-17-2005, 02:27 AM
looks juicy... good work..:cool: :up:

legacy-3pyon
03-17-2005, 03:05 AM
Jesus has returned

legacy-eviL<3
03-18-2005, 07:43 AM
So What does this do excactly? Thanks, i don't know all this stuff so well yet :noob:

legacy-Zentak
03-18-2005, 06:51 PM
Many improvements since 1.4 :)

Evil > UTComp basically allows you to higlight ennemies, force models, draw info on your team status, has hitsounds.
You should try it to make your opinion : some love it, others hate it and others (like me) think it's sometimes usefull and well designed

While I'm at it. Am i the only one who can't play recorded demos ? I turned on server-side demo recording and played 2 instant action matches to test this new version, along with the CTF version of Utronic, which I had just downloaded.
I'm able to run the demos, but the players don't show (I see the items, the combos, flak cannon projectiles but not a single player).

Bort
03-18-2005, 07:57 PM
Originally posted by Zentak
While I'm at it. Am i the only one who can't play recorded demos ? I turned on server-side demo recording and played 2 instant action matches to test this new version, along with the CTF version of Utronic, which I had just downloaded.
I'm able to run the demos, but the players don't show (I see the items, the combos, flak cannon projectiles but not a single player).


Originally posted by Lotus
...Just a reminder, you *MUST* add utcompv16 to your serverpackages if you wish to record serverside demos.

:up:

legacy-eviL<3
03-19-2005, 06:37 AM
Originally posted by Zentak
Evil > UTComp basically allows you to higlight ennemies, force models, draw info on your team status, has hitsounds.
You should try it to make your opinion : some love it, others hate it and others (like me) think it's sometimes usefull and well designed

Thanks, Zentak. I will try it... but how do i set it up? Oh, i think i'll read the ReadMe.txt :D

legacy-Zentak
03-19-2005, 10:23 AM
Originally posted by Bort Simpson
:up:
*cough*i'm a tard*cough* :confused:
(what is even more stupid is that 1.4 was in my serverpackages for this exact reason)

Evil > Most of the stuff, you set it up ingame by pressing "F5"

legacy-T1Cybernetic
03-20-2005, 06:20 AM
Thats great news but has someone got a mirrow site? as the main site appears to
be down unfortunately and i like many others would really like to get this one running.

legacy-eviL<3
03-20-2005, 06:48 AM
Originally posted by Zentak
Evil > Most of the stuff, you set it up ingame by pressing "F5"

Oooh, coloured names :eek::up:

legacy-Zentak
03-21-2005, 11:34 AM
Originally posted by T1Cybernetic
Thats great news but has someone got a mirrow site? as the main site appears to
be down unfortunately and i like many others would really like to get this one running.
Seems to be up, right now.
Here's a mirror, though :
http://www.macrea-file.com/file/1944.php

I maybe spotted a bug.
I started a clan match with bots (just to see what it was). I set bots to default number. After a few rounds, I notice that, even though I killed what seemed to be the whole opposite team, they're still 3 blue fellas shooting at me. I don't pay any attention to it : "Maybe this is not designed to work with bots", and quit match.
Then, I start an iCTF match with 4 blue bots. A few minutes later, there were 6 of them (and 2 more in my team, to keep balance).
My idea is that UTComp messes with the botcount in some gametypes. Any idea of what could be causing this ? (First match was on campgrounds, second one on Utronic, both without other mutators).

legacy-Felerian
03-22-2005, 07:33 AM
What is this?