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    #31
    Re: Another Patch In The Works?

    Originally posted by CyberManX.com
    (list of bugs)
    Should add this: If you try to exit the SPMA while the spotting camera is deployed, your view is stuck on the camera until it is either destroyed or until you get back into the SPMA

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      #32
      FIX GETTING OUT OF WATER/LAVA ETC
      FIX DEMO RECORDING
      FIX EAX AND VOiP
      HURRY PLZ EPIC

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        #33
        Welp, I guess there is not a current patch in the works since no one is beta testing one and no word from Epic/Atari. =(

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          #34
          go read, http://forums.beyondunreal.com/showp...79&postcount=2

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            #35
            Originally posted by CyberManX.com
            Welp, I guess there is not a current patch in the works since no one is beta testing one and no word from Epic/Atari. =(
            Wrong, just got an email with a change list.

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              #36
              Woo woo! Here's the list:

              Onslaught related:
              Added a gunner indicator for the Cicada.
              Onslaught low skill bot AI tweaks
              Max lifespan for shot down ONSMortarCamera
              Fixed regular dust showing when Manta jumps over water
              Fixed Cicada staying above StallZ if driver switches to gunner position
              Fixed SPMA engine sound volume
              Tweaked powercore destruction and electricity sounds
              Improved artillery explosion effect

              General Gameplay:
              Fixed Berserk combo (properly turns client side weapon changes on and off)
              Fixed quadjump mutator in multiplay (was only allowing regular double jump on first jump)
              Fixed gamespeed mutator "sticking" in instant action games
              Don't let Cicada passengers carry flag (for VCTF)
              Added OnslaughtBP.UCL to patch so bonus pack mutators will show up
              Fixed problem with landing view shake sometimes not working at very low frame rates
              Fixed bug where not all actors got NotifyTeamChanged() when client team changed
              Assault objective announcements can come from packages other than AssaultAnnouncer
              IonCannonKillVolume bug fixes
              Don't allow players to change teams if team sizes are equal if bPlayersBalanceTeams is true
              Fixed team balancing code bug
              Fixed footstep sounds playing while in vehicle where driver isn't visible if enter while running
              Removed obsolete weapon debugging code

              Demo recording:
              Fixed client-side demo recording of vehicles

              Networking:
              Fixed WebAdmin play list to report the proper ping.
              Fixed resetting initial position of saved move when moves are combined
              Increased min idle kick time to 30 seconds
              Never idle kick player if only human in game
              Moved gamespeed option in URL parsing to after mutator spawning, so gamespeed can be set from URL
              More speedhack detection tweaks (less false positives)
              Server CPU use improvements relative to last patch
              Consider CPU saturation in determining whether to do extra work on server to reduce bandwidth use for low bandwidth clients

              Menus:
              Fixed map list menu problems with bonus vehicles and custom link setups.

              Mod Author Related:
              Fixed spider physics view direction setting bug
              Added (slow) full dangling reference checking (server side only) option. Logs dangling references which could cause a crash during gameplay or on GC. Use only for testing, as it is very slow, by adding bServerRefChecking=true to the [Engine.Engine] section of UT2004.ini. Run a dedicated server with bots, connect to it to start it up, and let them go at it.

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                #37
                WOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!
                make a new thread with this list

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