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    #16
    Originally posted by UT3sysop View Post
    Guess you have not been keeping up on your reading

    Mark Rein Stated DX10 Will be In UT3

    http://ve3d.ign.com/articles/news/11...-DirectX10-Nod

    More Recent

    http://games.kikizo.com/features/markrein_ut3_iv_p1.asp
    Did you read the DX 10 commentsin those two articles? there is no mention at all of new graphic features utilising DX10.. just mention of "support" which to me just means the game will run on it.

    Mark even mentions that there really were no great graphic improvements they could add with DX10, and dx 10 players are still a very small percentage of the gaming community.

    Since it's been proven already that ut3 runs faster under xp anyway, I don;t see a huge gamer advantage of moving to vista and dx10.

    Personally, I'd like to see dx10 officially made available for XP... then there would be a reason to really ustilize it's additional features.

    Comment


      #17
      I agree with about having DX10 on XP, vista is a steaming pile of horse ****, with some flecks of goat **** mixed in.

      There are no graphic improvements. There may be a small speed bump going from DX9 mode in vista to DX10 mode in vista, but then again, DX9 in XP is considerably faster than either versions of DX under vista

      Comment


        #18
        HDR in Multiplayer sucks, anyway. Take a look at CS: Source, they turn it off in Multiplayer...

        Comment


          #19
          Not going to happen.
          Microsoft have stated that dx10 is build around vista.

          There`s no way i could see them doing it for xp as xp prob req some recoding and there not going to do that when vista is allready out.
          Theres no money for them in xp anymore.

          Comment


            #20
            Everything I have heard is that DX10 with UT3 will use only some of DX10's rendering enhancements IE get more FPS, and will not change the overall graphics.

            GDF? Game defininition file.. erm, another MS proprietariness? Sounds more like game identification thingy.

            Comment


              #21
              Originally posted by UT3sysop View Post
              Guess you have not been keeping up on your reading

              Mark Rein Stated DX10 Will be In UT3

              http://ve3d.ign.com/articles/news/11...-DirectX10-Nod

              More Recent

              http://games.kikizo.com/features/markrein_ut3_iv_p1.asp
              At this rate it will just be like GOW. A tick box that does nothing by drop 20fps from your frame rate. There's no point in whining for it.

              Comment


                #22
                Originally posted by NiteX View Post
                I don't think
                Yep, you're not alone in this.

                Comment


                  #23
                  Originally posted by Grafy View Post
                  thank you but i still dont understand what it means exactly and if is useful for players like me who play on vista
                  It's just a file that holds information about the game to display it in Vista's "My Games" folder.

                  Basically an icon, a description, an age rating and some other stuff.

                  Oh yeah, and they messed it up on release by setting the age rating to "Early Childhood"... so I guess that's what they fixed...

                  np: Boxcutter - Silver Birch Solstice (Oneiric)

                  Comment


                    #24
                    Originally posted by Scheibenwischer View Post
                    HDR in Multiplayer sucks, anyway. Take a look at CS: Source, they turn it off in Multiplayer...
                    Well thats why you turn it off, if they could turn off the textures they would.

                    Comment


                      #25
                      Of course you turn many things off in MP games, for better framerate, visibility...

                      The difference between Source games and UT3 is if you max all out.
                      Source games look very nice with HDR, UT3 looks like you suffer from Cataract (blurry vision, blurry lights), bloomed by UT3

                      This is obviously not an Unreal Engine problem because Bioshock and Rainbow Six Vegas look even with all maxed out very nice.

                      Seems like it is intended, but why for a primary MP game?

                      Cheers

                      Comment


                        #26
                        Originally posted by upNsmokeISaGOD View Post
                        I am using the patch and the becomeactive does not work. It says you joined a team but are still in spectator mode and the favorites tab well heh thats nice if they add a way to add servers to the favorites. A tab with no way to add servers is still useless.
                        you add to favorites by click add to favorites on the history tab. You can only add what's in your history.

                        Comment


                          #27
                          I would like to see a add "IP to favorites".

                          Comment


                            #28
                            Originally posted by WarTourist View Post
                            That's correct, there is no DX10-only support in the upcoming patch, though of course UT3 runs fine if you have DX10 installed.
                            may i just sugest tough to be able fully tweak graphics.
                            like just turning on dx10 without dx10 only capable eye candy for example.
                            and to be able tweak all settings like
                            geometry
                            object detail
                            texture detail
                            model detail
                            etc etc ;>
                            ofc add option to high detail portals
                            and low detail for many i believe kills fps permantly would be great atleast to have an option for it
                            despite the fact it might get fixed the permanent drop in fps

                            Comment


                              #29
                              TOTAL OF ALL PATCHES COMBINED What else we need is in my sig

                              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 from 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.

                              - Players now stop moving when they fire the Redeemer guided warhead

                              - Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server.

                              - Disabled attenuation/spatialization on mission briefing sounds.



                              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.

                              - Fixed incorrect mutators appearing in server browser details if client & server are not using the same language



                              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).

                              - Filter settings are now saved to the .ini file

                              - Pure and Locked filter options now default to "Any"

                              - Fixed flickering when downloading files

                              - Fixed up the GDF project for Vista



                              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.

                              - Added the ability to specify custom simple crosshair coordinates for weapons, with new config properties bUseCustomCoordinates and CustomCrosshairCoordinates.

                              To change the crosshair used for all weapons, add the following lines to the [utweapon] section of the UTWeapon.ini file:

                              bUseCustomCoordinates=true
                              CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25 )

                              where the CustomCrosshairCoordinates have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL specify the size of the texture area to use.

                              To use a different crosshair for a specific weapon, simply add those two lines to the appropriate weapon specific section in UTWeapon.ini.



                              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.

                              - Fixed HTTP redirection for mod autodownloading

                              - Fixed autodownloaded mods not being loaded correctly in some cases

                              - Fixed orb rebuilding not being played correctly on clients if the orb was destroyed by an enemy player

                              - Implemented DUEL match stat reporting for gamespy ladder

                              - Fixed "open" console command not working when an Internet server address is specified

                              - Added "BecomeActive" exec to switch from spectator to player



                              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 Game\Config\

                              - 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

                              - Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server



                              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.

                              - Fixed various map collision bugs

                              - Improved bot AI with Leviathan in Torlan



                              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.

                              - Added support for custom gametypes showing up on their own in the server browser. The game class needs to implement UpdateGameSettings() and call GameSettings.SetStringSettingValue() to set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's menu .ini data, set GameSearchClass to "UTGameSearchCustom".

                              - Fixed cooking a map sometimes deleting all other mod files in the Published directory

                              - Fixed bPostRenderIfNotVisible flag

                              Comment


                                #30
                                Originally posted by UT3sysop View Post
                                Midway brought in some 'honeys' for the recent UT3 launch

                                Honey's ? Whoa, ugh, I'd hang a bag of oats on the "honey" in the middle. And the other two would scare the devil...

                                Comment

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