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UT3 1.3 beta changelist

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    gumby check to make sure you found the 1.3 beta2 patch .... you can check when your logged in, im guessing you downloaded 1.1 beta 2...

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      is this usefull to anyone: 1.3beta3 changelog:

      This is the third patch for Unreal Tournament 3. Please provide any and all feedback on this patch at http://utforums.epicgames.com/forumdisplay.php?f=21.


      Gameplay:
      - Fixed overlay mesh showing up on hidden sniper rifle when un-zoomed.
      - UTGame.bNoCustomCharacters is now globalconfig.
      - Now hear own auto-taunts.
      - Fix for Liandri bots riding high in vehicles.
      - Fixed mutators disappearing between matches.
      - Fixed up PC DLC screenshots and player counts.
      - Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it.
      - Fixed announcements not playing properly in WAR-MarketDistrict during the campaign.
      - Fixed manta crouch exploit.
      - Fixed loaded RL switching away before releasing load on net clients.
      - Fixed occasionally getting stuck when getting up from ragdoll.
      - Fixed ending zoom when go into feign death.
      - Fixed giving proper stats credit for translocator telefrags.
      - Fixed giving proper suicide stat credit for certain environmental suicides.
      - Fixed Hoverboard foot placement when watching other client get on.
      - Improved the turret controls on the rail turret with analog controller.
      - Fixed friendly fire mutator showing up as option for Duel.
      - Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer.
      - Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set.
      - Fixed "missing required file for demo playback" error message.
      - Fixed redeemer explosion on client when shot down.
      - Fixed big head mutator head scaling popping out at distance.
      - End the match right away in duel if a player leaves.
      - Fixed not getting kismet node destroyed event when node captured by orb.
      - Fixed effect showing up for disabled weapon lockers.
      - Don't modify power core damage caused by kismet.
      - Fixed scavenger legs disappearing in kill volumes.
      - Deployables can no longer be deployed onto hover/flying vehicles.
      - Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn.
      - Fixed impact hammer impact camera shake for low gore clients.


      Engine/Rendering:
      - Added motion blur menu option for PC (defaults to off).
      - Fixed zero extent collision bug in octree code (finding nodes in Z axis).
      - LOD Hysteresis / LOD Decision making bug fix.
      - Fixed default mesh not having proper LOD settings.
      - Fixed rare darkwalker physics crash.


      User Interface:
      - Added player name list to server browser.
      - Added midgame map voting, with serverside config options in UTGame.ini:
      - bMidGameMapVoting: Enables/Disables midgame map voting
      - MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration;
      - NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage


      - MinMapVotes: The minimum number of players that must vote in order to initiate a map switch.
      - InitialVoteDelay: Delays the enabling of map voting for this many seconds
      - Fixed History being saved for servers joined via cmdline and console.
      - Fixed leading vote count indicator when map voting underway.
      - Don’t show muted talking player portraits on HUD.
      - Simple crosshair tweaks.
      - Added the number of files left to download to the package downloading message.
      - Fixed Krall portrait.
      - Fixed clipping vehicle HUD beacon when not visible.
      - Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer)
      - Fixed SPMA deploy icon offset.


      Networking:
      - Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues.
      - Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player.
      - Fixed gibs not showing for clients of low-gore listen server.
      - New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini:
      - TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned)
      - MaxDynamicBandwidth=7000
      - MinDynamicBandwidth=4000
      - Fixed "you have lost the match" messages to spectators at end of duel match.
      - Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame().
      - HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found.
      - Fixed erroneous "connection failed" error when performing non-seamless travelling.
      - Fixed hoverboard link failure sound playing in the world and being replicated.
      - Fixed low gore clients seeing gibbed players as headless if playing on full gore server.
      - Increased tracked turret net priority.
      - Fixed Hoverboard networking replication issues (hoverboard now smoother in net games).




      Server administration:
      - UWeb fixes for WebAdmin.
      - Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time.
      - Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps.
      - Final fix for packagemap problem with going from DLC -> RTM maps.
      - Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server.
      - Fixed bug with PlayerID being reused for bots after a seamless travel.


      Mod support:
      - Added support for Interactions to have a PostRender call (to render to canvas).
      - Added support for Interactions to have exec functions be called on them.
      - Added cut/copy/paste support to the console.
      - Added Deproject() to canvas.
      - Fixed base InventoryManager implementation of GetWeaponRatingFor().
      - Fixed crash when placing a new UINumericEditBox in UI editor.
      - Fix for custom factions in the UI.
      - Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update.
      - Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
      - Improved system for getting camera death effect.
      - Implemented fix from Aegia for an NxFluid crash.
      - Fixed beams not rendering in Cascade.
      - Fixed crash when updating a UIPrefab.


      Map specific:
      - Fixed CTF-Searchlight black boxes before match starts.
      - Fixed CTF-Searchlight search lights.
      - Fixed CTF-Hydrosis collision issues.
      - Fixed DM-Morbias collision issues.
      - Fixed collision issue in DM-Deck.


      AI improvements:
      - Fixed bots not using link gun beam on enemies.
      - Better bot celebration management.
      - Fixed bots doing multiple end of match celebration taunts.
      - Improved impact hammer AI.
      - Improved darkwalker AI support for crouching under obstacles.
      - Improved bot hoverboard AI.
      - Fixed bots sometimes not picking up flags/orbs they dropped.
      - Fixed bots never spawning in if initially not enough playerstarts.


      --------------------------------------------------------------------------------------------------

      Just quickly checked this against the beta1... nothing new ...

      Comment


        uhm so its finallized and these will be the changes in the 1.3 patch? I didnt read throught it all just looked at the interface: I was hoping there would be some way to see both frags and deaths for your player on the scoreboard (in all gametypes) or better yet a "this matche's stats" display like F3 would bring up on UT2004. It is kind of annoying to be playing TDM and not knowing wether you have helped your team or not (Frags to Deaths ratio). But I guess my request is a little too late.

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          Can one of my associates please pm me

          Comment


            Did developpers forgot to update the change logs? Because i didn't see any changes listed from beta 1 to beta 2 and beta 2 to beta 3. Any info about improvments? Any idea when the final patch will be released?

            Comment


              Originally posted by xtremexp View Post
              Did developpers forgot to update the change logs? Because i didn't see any changes listed from beta 1 to beta 2 and beta 2 to beta 3. Any info about improvments? Any idea when the final patch will be released?
              Good question. Maybe they fixed the demo guy.

              Comment


                Nope ... Epic has not even officially acknowledged that bug yet ... the changelist for the patch is around these threads someplace or on BU and that did not make it in.

                Comment


                  are this still working on it ?

                  as in intending to bring 1.3 out ? (i need to know for my ut3.imix hosted cup )

                  Comment


                    Originally posted by Moloko View Post
                    Doesn't look like there is anything on the; Server not using Multithreading issue?

                    Also better Vista/64bit support? Has anyone actually play tested this game on Vista 64 at Epic?
                    I have Vista 64 bit home and it works just fine for me. No crashes, and no slow downs. It also runs smooth on my PC at well at my new LCD monitors 1680x1050 native resolution.

                    My system specs:

                    19 16:10 LCD Monitor: Native resolution 1680x1050
                    Intel Quad core CPU
                    Gforce8800GTX 512MB version
                    Windows Vista 64 bit Home

                    It runs just fine on my PC, even online I have no issues other then the ones that are part of the game code and not local PC related.

                    Comment


                      Originally posted by AnubanUT2 View Post
                      Nope ... Epic has not even officially acknowledged that bug yet ... the changelist for the patch is around these threads someplace or on BU and that did not make it in.
                      Please tell me your joking about the demo guy... I can easily go and recreate the problem on the same computer by running two instances at once with the ut2d mod and take a screenie. After that i can restart map and take another screenie. (that will mimic what happens over the network when someone joins midgame) That way they can see the problem clearly.

                      Hopefully they'll suprise us for once and fix it with 1.3, although i think that's called wishful thinking.

                      Comment


                        Originally posted by xtremexp View Post
                        Because i didn't see any changes listed from beta 1 to beta 2 and beta 2 to beta 3.
                        That's correct. The feature list for the patch is pinned in the first beta, and each successful beta stabilizes that feature set. Adding new fixes would generate new instability, meaning more betas and delaying the release.

                        Comment


                          Originally posted by HideInLight View Post
                          Please tell me your joking about the demo guy... I can easily go and recreate the problem on the same computer by running two instances at once with the ut2d mod and take a screenie. After that i can restart map and take another screenie. (that will mimic what happens over the network when someone joins midgame) That way they can see the problem clearly.

                          Hopefully they'll suprise us for once and fix it with 1.3, although i think that's called wishful thinking.
                          Well I think WarTourist just gave you the answer to your question but its not the one you were hoping for. And no I am not joking unfortunately. Believe me you are not the only person who is surprised.

                          Comment




                            Top is the HOST

                            Bottom is the CLIENT

                            Both are suppose to be Reaper
                            In other words it seems to be the host that's seeing the client as the Demo Guy.

                            Don't know what'll happen if 3rd party joins. Computer giving too much trouble running multiple instances of the same application all the sudden so cant check it...So the folowing is just a guess, all i can renember is it bothered me when we lanned...

                            HOST computer
                            host model : Correct
                            client1 model : Demo
                            client2 model : Demo

                            CLIENT1 computer

                            host model : Correct
                            client1 model : Correct
                            client2 model : Demo

                            CLIENT2 computer
                            host model : Correct
                            client 1 model : Demo
                            client 2 model : Correct

                            Comment


                              Uhm, you guys realize why this demo guy "bug" exists, right?

                              It's basically an issue of preloading models.

                              When you join a game, all the current player models are loaded into your system. So if someone else then joins, you haven't loaded their model configuration, so he'll default to demo guy. In the above example, if the match would end, upon loading the new map, the host will have loaded the clients configuration, and would correctly see him. (This is the very basic principle; things are actually more complex than this, so there is no need to point out seemingly aberrant behavior [like the fact that they are both Reaper]).

                              The only way to fix this would be to preload all the various models while joining a game - which would take an eternity for us lower-end system users - or to stream them in as they join, which would cause hitching and slowdowns mid-game for us lower-end system users.

                              Comment


                                Originally posted by HideInLight View Post
                                HOST computer
                                host model : Correct
                                client1 model : Demo
                                client2 model : Demo
                                That makes sense from the host's perspective. Since it doesn't stop mid-gameplay for the host to load a character model, client 1 and 2 that joined mid-game will use the default character for other clients and the host.

                                Originally posted by HideInLight View Post

                                CLIENT1 computer

                                host model : Correct
                                client1 model : Correct
                                client2 model : Demo
                                That makes sense from client 1's perspective. Since client 1 joined after the host, it correctly loads the host model and client 1's model (the local one). If client 2 joined after client 1, client 1 will see the default character.

                                Originally posted by HideInLight View Post

                                CLIENT2 computer

                                host model : Correct
                                client 1 model : Demo
                                client 2 model : Correct
                                If client 1 joined after client 2, client 2 will see client 1 as the default character.

                                This doesn't take into account the maxcustomchar setting in the ini files, which when reached, will force all character joining to default to one already loaded. After a map rotation, it will correctly load the custom characters, within the maxcustomchar value.

                                Also, this is solely for the other clients, the player should always see their own character.

                                Hope that helps.

                                Originally posted by Rhykker View Post
                                It's basically an issue of preloading models.
                                Correct.

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