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    news on patch

    i found this looking for a fix for the ut3.exe error when i hit launch after install

    Posted by John JCal Callaham on Thursday November 22, 2007 - 05:24 PM

    (Post a comment)
    ยป First Unreal Tournament 3 Patch Details

    The first patch for Epic Games' sci-fi shooter Unreal Tournament 3 is in development and Beyond Unreal has a lengthy list of what will be contained in the patch. The patch is said to be in beta testing now but there's no word yet on when it will be released.

    #2
    some more... but doesnt say anything about the install problems

    Unreal Tournament 3 Patch In Testing; Changes Detailed
    Nov 22, 2007 at 11:07 AM - Andrew Burnes - 12 Comments
    Epic today released a beta version of patch 1.01 for Unreal Tournament 3 to a select group of people, and with it attached the huge list of changes included with the 181MB update. Here are the UI alterations, with the rest available to read in the comments.

    # Can now save settings/progress even if have never created a profile.
    # Added ping and connect time to scoreboard.
    # Removed annoying confirmation menu when starting a game.
    # Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).
    # Added a Messages tab to the mid game menu.
    # Friends messages now saved until explicitly deleted.
    # Finer control over mouse sensitivity, using an edit box instead of a slider.
    # Added framerate smoothing and FOV options to the advanced video menu.
    # Increased max players/bots in menus to 32.
    # Fixed auto switching to vote menu at end of match.
    # Improved mid game menu performance (don't render world behind it).

    Comment


      #3
      http://www.beyondunreal.com/daedalus...t.php?id=11262

      http://www.beyondunreal.com/daedalus...t.php?id=11265

      Comment


        #4
        what about the exe fix?

        New UT3 Beta Patch 101 Contains Crapload of Fixes [ 4 Comments ]
        Thursday, 22 November, 2007 at 11:05 PST | RaptoR | Print News
        Epic's Jeff Morris provided a new UT3 beta patch (version 101) to the UT3Servers mailing list for testing. We can't post the patch publicly yet, but we can reveal it weighs 181MB and contains a changelist as long as your arm, including a bunch of UI fixes.

        Not to jump the gun, but I think these changes will make a lot of people happy .

        Beta Patch 101 Changelist

        Gameplay:
        - Fixed scaling of certain player meshes (increased in size some human and
        robot meshes). Addresses meshes being smaller than collision box, as well as
        eyeheight issues.
        - Fixed feigning death into/through ForcedDirVolumes.
        - Fixed grenade effects in water.
        - Increased hellbender rear turret damage.
        - Reduced Goliath machine gun spread, plus slight damage increase.
        - Fixed warfare scoring for locking down a prime node not called "prime
        node".
        - Slightly increased momentum taken for damage by mantas and vipers.
        - Flak, Rocket, and Shock do slightly more damage to manta and viper.
        - Made sure Hellfire SPMA cannon can't fire through walls.
        - Increased incoming SPMA fire sound radius.
        - Fixed impact jumping with hoverboard.
        - Fixed bot Pawns losing their PRI at the end of the match, causing them to,
        among other things, be invisible
        - Fixed being able to switch away from the rocket launcher in the delay
        between the third rocket being loaded and the weapon autofiring.

        AI:
        - Improved bot AI with darkwalker.
        - Tweaked bot voice message frequencies.
        - Bot aiming tweaks.
        - Fixed bots attacking friendly player in rare cases when that player recently
        stole an enemy vehicle.
        - Fixed bots not handling the "Hold This Position" order correctly when the
        player giving the order is in a multi-person vehicle.

        Demo playback:
        - Fixed demo playback not ending/looping correctly when the demo ends due to
        the DemoRecSpectator being destroyed before the end of the file is reached.
        - Demos can now be paused.
        - By default, demo playback now runs at full speed and interpolates in between
        demo frames using the normal client simulation code. The old frame-locked
        method is still available by passing ?disallowinterp. Timedemos are unaffected
        by this change.
        - Fixed demoplay URL parsing counting the options as part of the filename
        unless an extension was specified in the demo name
        - Added a "Delete Demo" button to the demo playback menu.
        - Demo playback now properly handles rotation when viewing a Pawn in first
        person.
        - Fixed looking around while spectating a vehicle.

        Server Browser:
        - Implemented "Server History" tab page in server browser, with ability to
        "lock" favorites on that page.
        - Added 'Join as spectator' feature.
        - Server browser uses smaller font to display more servers.
        - Fixed custom mutators not appearing in server browser.
        - Fixed custom gametypes not displayed in server browser's window.
        - Fixed server browser's listed MaxPlayers being incorrect.
        - Added filter option for dedicated servers.
        - Fixed server browser showing an incorrect goal score and time limit when the
        .ini values were used.

        User Interface:
        - Can now save settings/progress even if have never created a profile.
        - Added ping and connect time to scoreboard.
        - Removed annoying confirmation menu when starting a game.
        - Removed unnecessary top settings page (can use tabs at the top of the
        settings to navigate).
        - Added a Messages tab to the mid game menu.
        - Friends messages now saved until explicitly deleted.
        - Finer control over mouse sensitivity, using an edit box instead of a
        slider.
        - Added framerate smoothing and FOV options to the advanced video menu.
        - Increased max players/bots in menus to 32.
        - Fixed auto switching to vote menu at end of match.
        - Improved mid game menu performance (don't render world behind it).
        - Added version number to main menu.
        - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in
        the [WinDrv.WindowsClient] of your UTEngine.ini to enable
        gamepads/joysticks).

        HUD:
        - Added the killer weapon to victim messages.
        - Fixed flag and orb scaling in minimap at high resolutions.
        - Fixed node teleporter not showing "You can't teleport with orb" message on
        clients.
        - Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
        - Still draw the clock on the scoreboard after the game is over.
        - Fixed Duel HUD issues.

        Networking:
        - Implemented STUN support (Simple Traversal of UDP Through Network Address
        Translators) to enable clients and servers to connect from behind a NAT.
        - Fixed team scores very rarely not updating for a client.
        - Fixed bot faction option when running a listen server.
        - Fixed link setup not reset correctly when going from a map with a custom
        link setup to one using the default.
        - Fixed a case where Duel would place an incoming player on the wrong team
        when some players were still travelling.
        - Bullseye stats are now properly recorded.
        - Fixed clients not travelling to downloaded maps correctly.
        - Fixed the client and server getting into a loop sending each other close
        messages in some situations.
        - Quick match incorporates player rating into search decision.
        - Fixed issue where Vista clients would not receive all servers from a server
        browser search.
        - Applied proper fix to suppressing voice on dedicated servers.
        - Fixed issues with players not getting on right team in Duel and
        Duel+Survival if a player leaves in certain timing windows during map
        transitions.
        - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
        client travels (making it look like players have already scored lots of points
        when those clients are in fact still loading)
        - Fixed losing your custom character mesh after changing teams during a
        match.

        Server Administration:
        - Reduced tick rate for dedicated servers with no clients (saves CPU on idle
        servers).
        - Dedicated servers do not require CD keys.
        - Added -configsubdir= command line option to cause .ini files to be
        loaded/saved from the specified subdirectory of GameConfig
        - Added QueryPort configuration and command line option.
        - Added an "AdminChangeOption [option] [value]" console command for server
        admins. This allows changing most simple .ini values (e.g. GoalScore) from the
        client. This command will not override URL options. The change will take
        effect after the next map change.
        - Added an "AdminPublishMapList" console command for server admins. This
        overrides the server's map list for the current game type with the one on the
        client that used the command.
        - Uses GameReplicationInfo.ServerName if set for the name of the server on the
        server browser.
        - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a
        player from sending voip to others
        - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player
        from send text messages to others
        - Updated AdminPlayerList to show the PlayerID of the players on the server.
        - Updated Kick/Ban to allow for using either the player name or the id

        Map Specific
        - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
        - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city
        section.
        - Fixed some VCTF-Suspense pathing issues.
        - Fixed issues with circular lift on DM-Deimos.
        - Fixed translucent mesh sorting issues in DM-Gateway.

        Campaign/Co-op:
        - Fixed a bug that could cause too many bots to be added to co-op matches in
        some cases.
        - Added support for seamless travel interrupting a travel to start another
        travel. This fixes single player breaking if the host selects the next mission
        before the clients have finished travelling to the mission selection level
        - Fixed extra copy of a character when a human player leaves a co-op game at
        the right time.
        - Changed network loss during single player to result in player signed in
        locally.

        Modding:
        - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some
        entries are in this array, the mutator will only be visible in the menus if
        the selected gametype is found in the array.
        - Fixed custom gametype midgame menus not being used correctly.
        - Shipping script compiler now allows localized/config defaultproperties
        because otherwise autodownloaded mods have no way for their localized/config
        variables to work.
        - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values
        that can be modified without creating a dependancy.

        More Planet Unreal

        Comment


          #5
          Patch did not fix the .exe problem

          Comment


            #6
            Originally posted by Grifflyman View Post
            Patch did not fix the .exe problem
            well i hope they fix it.

            Comment


              #7
              well tried downloading the patch but said the majority of stuff would not extract because its corrupted and to re download and try again. man all these problems just to play the game.

              Comment


                #8
                What is the exe problem?

                Comment


                  #9
                  Originally posted by Patarak View Post
                  What is the exe problem?
                  after install it says complete but when i hit launch or the icon or autoplay it says "ut3.exe has encountered an error" and on vista it says "ut3.exe is not working" ive tried 3 different computers

                  Comment


                    #10
                    Maybe try again? the patch just worked successfully on my working game system.. gonna try it on the one with the launch error next.

                    Comment


                      #11
                      I hope every patch following this one is as comprehensive and useful as this.

                      Comment


                        #12
                        I would suggest removing the link. Admins not happy with it being posted as it isnt supposed to be a public beta patch.

                        But as for the patch itself, Its great. fixed my crash woes. Have been playing for the last 1hr without a problem . Hopefully the patch will be officially released soon as i have only seen a few problems listed with it.

                        Comment


                          #13
                          didnt fix my problem

                          Comment


                            #14
                            This 1.01 patch caused a lot of crashing when running/loading Deck. Go figure, other maps are fine (havent tried them all though)

                            am i the only one having this problem ??
                            Was on a server with a map cycle of 5 maps but only deck kept crashing.

                            Comment


                              #15
                              Don't get me wrong, I love Epic, and I love this game, but come on! Did anyone beta test this game? Sending a game to retail shelves with this many bugs is inexcusable. I'm sure a team of 5 people testing this game could have at least brought these issues to the dev team for fixing. I just feel that epic knew this game was not complete and said, "Screw it. We'll patch it up." I would have been fine with a few weeks of delay in turn for a finished product.

                              Comment

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