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Beta Patch 3362 Changelog

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    Beta Patch 3362 Changelog

    This patch should be installed *after* installing the Epic ECE Bonus
    Pack, as it updates some of the game code included with the bonus pack.

    The patch change list is included in the patch. After installing the
    patch, you can find it at ut2004\help\readmepatch.int.txt. Here are the
    changes from 3355 to 3362:

    Thanks to John Barrett for a number of fixes. (way the go Shambler! :up: )

    General Gameplay:
    - Fixed DriverLeft() not be called when driver dies in vehicle without
    vehicle being destroyed. This fixes the vehicle not resetting, and
    fixes effects like the engine sound not being turned off.
    - Fixed some vehicle weapon effects staying around when bots stopped
    firing them.
    - Fixed spider mine layer incorrectly reducing mine count when a fired
    spider mine immediately explodes.
    - Fixed manta and raptor spinning sometimes when player enters
    - SPMA camera explodes if it hits water.
    - Don't allow SPMA camera view to go outside world.
    - Invasion HUD radar uses the viewed pawn's rotation rather than the
    spectator's rotation.
    - Fixed low gravity not working properly in second and successive rounds
    of onslaught.
    - Moved announcements for assault energycore to ASOBJ_EnergyCore_Spawn,
    and made them editable by level designers.
    - Fixed spawning multiple energycores in Assault.
    - Can now throw linkgun with 1 ammo left.
    - Fixed exploit where shieldgun could be used to protect against lava or
    slime volume damage.
    - Fixed CTF Flags not returning exploit

    Networking:
    - Various networking serialization optimizations.
    - Fixed issues where players would not properly be sent to the
    Spectating state on clients.
    - Fix for eyeheight getting screwed up on client
    - Server optimization - players don't do line of sight checks with each
    other
    - Don't replicate pawn.ViewPitch to netowner
    - Fixed CTF flag not properly attaching to vehicles on net clients.
    - Made CD key hashes sent by clients more secure.
    - Fixed various exploits.
    - Merged Michiel Hendrick's HTTP redirect code improvements.

    Engine:
    - Return rather than asserting in UCanvas::WrappedPrint() if no valid
    font.
    - Fixed -Mod= to support proper exporting of headers
    - Convert '|' to 'I' in player names.
    - Fixed cut and paste error in MidGamePanel.uc that could cause crashes
    on level changes. (thanks Wormbo)

    Sidenote: This patch is still beta, thus not being avail for public download, but only for server admins. (so dont go asking for the link )

    Sidenote 2:

    Originally posted by [NBS]Flak
    No bahs allowed, you're beta testing

    Don't anyone else who is testing be discouraged, it's very easy to roll back (just install 3355 over it) Just be sure to report the problems.

    #2
    Convert '|' to '_' in player names.
    Why?

    Comment


      #3
      Originally posted by slime73
      Why?
      Ye I wondered about that too. Kind of rapes my current Xe|Fusion clantag.

      Comment


        #4
        Quote from http://ina-community.com/forums/show...hreadid=453380 :
        - When you have a | in your name, it can cause problems like making a new line. This is sometimes abused by people that just have |||||||||||| as there name and making alot of spaces.

        I guess that's it?

        Comment


          #5
          Originally posted by slime73
          Why?
          I dont know, and I think its realy stupid, ruin clan tag and all sort of nick name. I would prefer not having the patch only for this.

          Comment


            #6
            The number of clans with a "|" in their tag is quite significant.

            Surely there must be some other way to fix it?

            Comment


              #7
              The patch is still beta, so I'm sure they'll come up with something.

              Comment


                #8
                They STILL haven't fixed the CTF flag inside of static meshes bug? :bulb:
                In case one of the Epic devs comes by: flags often end up inside of large static meshes when the FC dies near them, or translocates away to drop the flag while facing the static mesh with his back. This can seriously screw up a good flagrun.

                Comment


                  #9
                  Well is the problem I sometimes have of weapons disappearing from the HUD and not being able to fire, fixed?

                  Also when will the patch be available?

                  Comment


                    #10
                    Originally posted by NicAgent
                    Also when will the patch be available?
                    When it’s done™

                    Comment


                      #11
                      Two Weeks™

                      Comment


                        #12
                        WINpatch Oh Boy

                        Comment


                          #13
                          Originally posted by Boksha
                          They STILL haven't fixed the CTF flag inside of static meshes bug? :bulb:
                          In case one of the Epic devs comes by: flags often end up inside of large static meshes when the FC dies near them, or translocates away to drop the flag while facing the static mesh with his back. This can seriously screw up a good flagrun.
                          I did add some code to prevent flags from being intentionally dropped in to the world geometry. Can you give me a good reproduction case and I'll see if I can clean this up.

                          Comment


                            #14
                            Dr.Sin any word about the Linux Render-to-Texture Fix that was posted a while back by Ryan Gordon. Will it make it into the next patch?

                            http://www.bluesnews.com/plans/477/

                            Comment


                              #15
                              I love being ignored. It seems that I'm in good company though, since others are experiencing the same thing. :up:

                              (Fixing the Linux ogg player is long overdue. Most of my suggestions might be superfluous, but that one isn't. Make it work right or remove it, ffs.)

                              Comment

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