parche beta cambios log (v3223)
Onslaught related:
.-Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states
.-Added bRepulseWater to KRepulsors and enabled this for hovercraft
.-Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying
.-SVehicleFactories now store a reference to their marker as MyMarker
.-Added bCanHover to Vehicle to indicate a vehicle that can use .-HoverPathNodes to fly over water.
.-Added water damage support to Vehicle so that vehicles will take damage when under water.
.-Karma now collides correctly with inverted terrain - courtesy James Golding ;-)
.-Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4
.-Moved RepulsorsShouldHit function to ONSVehicle where it should be.
.-Added support for PowerCores and PowerNodes triggering events when created and destroyed.
.-Cleaned up PowerCore energy beam effect when PowerCores are not present in the map.
.-Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped.
.-Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories.
.-Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version.
.-Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks.
General Game play:
.-More script warning fixes
.-Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage
.-Invasion monsters never use default character mesh
.-Fixed CTFSquadAI.FindHidePathFor()
.-Make sure always add armor using Pawn.AddShieldStrength()
.-Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations
.-Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side.
.-Added WaterSplash, used for projectiles and pawns
.-Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes
.-Added BulletSplash, used for trace weapons
.-Landing sounds no longer stomp on splash sounds
.-Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume)
.-Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support)
.-Fixed bots going after nearby dropped inventory that they couldn't pick up
.-Fixed some dynamic uploads (which could cause occasional hitching during gameplay)
.-Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type
.-Fixed SquadLeader getting set to none if everyone in squad is in a turret
Menus:
.-Server browser filters have been reworked to be easier to use.
.-Localized "New News" message
.-Added localized IRC channels for French and German.
.-Added a flashing messages when there is new community news.
.-Movie Panel.
Networking Related:
.-Various Web Admin style fixes
.-Don't load non-default voicepacks on dedicated server
.-Fixed server enforcement of maxresponsetime, and make sure clients don't trip it accidentally
.-Fixed speedhack detection false positives
.-Increased NetPriority of controlled ONSWeaponPawns
.-Fixed client-side game time getting screwed up
.-Improved jumping/dodging/etc. not getting lost when there's significant packet loss
.-Fixed Cheat protect to view most voicepacks as ok
.-Fixed *hopefully* the ServerBrowser locking packages and tripping cheat protection.
.-Don't spawn votinghandler and votingreplicationinfos for servers which don't have voting enabled (slight performance improvement for those servers)
.-TeamInfo and SquadAI have lower netupdatefrequency (for server performance). Set NetUpdateTime whenever a replicated property is updated to get it replicated immediately.
.-Make sure that mutators are properly reported to master server
Onslaught server performance improvements:
.-vehicle packed state struct updates don't set bNetDirty
.-don't update vehicle SoundPitch on dedicated servers
.-improved WebProjectile net performance
.-added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed state replication
.-Fixed replication conditions for a bunch of vehicle/projectile properties, changed from bNetDirty to bNetInitial
Mod Author Related:
.-Fix for the UCL not exporting bug.
.-Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message.
.-Call PostRender2D() on own pawn as well (mod authors can decide not to render custom beacon)
.-Added LevelInfo native function GetPhysicsVolume() - returns the physics volume at a specified location
.-Added actor property bTraceWater. If true, trace() by this actor returns collisions with water volumes
.-Added support for strafing while on ladders, if the LadderVolume property bAllowLadderStrafing is set true (still false by default)
.-Fix for log files and -MOD= switch
.-Fix for cache manager exporting ucl files when it shouldn't
.-Fixed LoadDecoText
.-Use CrouchedPct instead of WalkingPct for crouched pawns
.-Vehicle function NumPassengers() now simulated so it can be called on clients
Editor:
.-3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check out their UT2004 mod author video tutorials at http://sv3.3dbuzz.com/vbforum/unr_main.php )
.-Maximize Viewports fixed
.-Static Mesh Create From Selected added
.-Splitter bar between Viewport and props in SM viewer fixed.
.-Button to snap view to frame the current mesh added
.-Option to auto-snap view on mesh change
.-Added realtime preview to the SM browser.
.-New Array tool for quickly adding actors.
Engine/General:
.-Fogging is based on camera position rather than pawn head position (important for third person camera while pawn is submerged)
.-Removed D3D9Drv.dll and default.ini from patch
.-Fixed bug reporting address for Italian, Spanish, and French localized versions.
.-Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states
.-Added bRepulseWater to KRepulsors and enabled this for hovercraft
.-Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying
.-SVehicleFactories now store a reference to their marker as MyMarker
.-Added bCanHover to Vehicle to indicate a vehicle that can use .-HoverPathNodes to fly over water.
.-Added water damage support to Vehicle so that vehicles will take damage when under water.
.-Karma now collides correctly with inverted terrain - courtesy James Golding ;-)
.-Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4
.-Moved RepulsorsShouldHit function to ONSVehicle where it should be.
.-Added support for PowerCores and PowerNodes triggering events when created and destroyed.
.-Cleaned up PowerCore energy beam effect when PowerCores are not present in the map.
.-Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped.
.-Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories.
.-Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version.
.-Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks.
General Game play:
.-More script warning fixes
.-Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage
.-Invasion monsters never use default character mesh
.-Fixed CTFSquadAI.FindHidePathFor()
.-Make sure always add armor using Pawn.AddShieldStrength()
.-Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations
.-Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side.
.-Added WaterSplash, used for projectiles and pawns
.-Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes
.-Added BulletSplash, used for trace weapons
.-Landing sounds no longer stomp on splash sounds
.-Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume)
.-Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support)
.-Fixed bots going after nearby dropped inventory that they couldn't pick up
.-Fixed some dynamic uploads (which could cause occasional hitching during gameplay)
.-Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type
.-Fixed SquadLeader getting set to none if everyone in squad is in a turret
Menus:
.-Server browser filters have been reworked to be easier to use.
.-Localized "New News" message
.-Added localized IRC channels for French and German.
.-Added a flashing messages when there is new community news.
.-Movie Panel.
Networking Related:
.-Various Web Admin style fixes
.-Don't load non-default voicepacks on dedicated server
.-Fixed server enforcement of maxresponsetime, and make sure clients don't trip it accidentally
.-Fixed speedhack detection false positives
.-Increased NetPriority of controlled ONSWeaponPawns
.-Fixed client-side game time getting screwed up
.-Improved jumping/dodging/etc. not getting lost when there's significant packet loss
.-Fixed Cheat protect to view most voicepacks as ok
.-Fixed *hopefully* the ServerBrowser locking packages and tripping cheat protection.
.-Don't spawn votinghandler and votingreplicationinfos for servers which don't have voting enabled (slight performance improvement for those servers)
.-TeamInfo and SquadAI have lower netupdatefrequency (for server performance). Set NetUpdateTime whenever a replicated property is updated to get it replicated immediately.
.-Make sure that mutators are properly reported to master server
Onslaught server performance improvements:
.-vehicle packed state struct updates don't set bNetDirty
.-don't update vehicle SoundPitch on dedicated servers
.-improved WebProjectile net performance
.-added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed state replication
.-Fixed replication conditions for a bunch of vehicle/projectile properties, changed from bNetDirty to bNetInitial
Mod Author Related:
.-Fix for the UCL not exporting bug.
.-Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message.
.-Call PostRender2D() on own pawn as well (mod authors can decide not to render custom beacon)
.-Added LevelInfo native function GetPhysicsVolume() - returns the physics volume at a specified location
.-Added actor property bTraceWater. If true, trace() by this actor returns collisions with water volumes
.-Added support for strafing while on ladders, if the LadderVolume property bAllowLadderStrafing is set true (still false by default)
.-Fix for log files and -MOD= switch
.-Fix for cache manager exporting ucl files when it shouldn't
.-Fixed LoadDecoText
.-Use CrouchedPct instead of WalkingPct for crouched pawns
.-Vehicle function NumPassengers() now simulated so it can be called on clients
Editor:
.-3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check out their UT2004 mod author video tutorials at http://sv3.3dbuzz.com/vbforum/unr_main.php )
.-Maximize Viewports fixed
.-Static Mesh Create From Selected added
.-Splitter bar between Viewport and props in SM viewer fixed.
.-Button to snap view to frame the current mesh added
.-Option to auto-snap view on mesh change
.-Added realtime preview to the SM browser.
.-New Array tool for quickly adding actors.
Engine/General:
.-Fogging is based on camera position rather than pawn head position (important for third person camera while pawn is submerged)
.-Removed D3D9Drv.dll and default.ini from patch
.-Fixed bug reporting address for Italian, Spanish, and French localized versions.
Activos en UT2004
Los más activos en General
Subforos
-
Unreal Tournament 2004
- Ayuda
- Competiciones
- Comunidad
- General
Unreal Tournament 2004
-Fixed bug reporting address for Italian, Spanish, and French localized versions. ¬¬
eso es la putada del menu en español?
no, lo de enviar los errores del ut al servicio tecnico online
, k staba ekivocada la dirección 
-Removed D3D9Drv.dll and default.ini from patch
diox k lol no
, parchecitos de gole y sopeton, estos de epic van a destajo ahora o k¿
por favor q algiuen haga un resumen de lo más importante si s elo ha leído q tengo to las ganas de leerme to eso
¬¬
-Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume)

.-Added water damage support to Vehicle so that vehicles will take damage when under water.
Added WaterSplash, used for projectiles and pawns .-Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes .-Added BulletSplash, used for trace weapons
we parece que el agua al meterte dentro ahora si que va a moverse
7#es k ya les vale,ese efecto estaba en el unreal…
totalmente de acuerdo
además no solo estaba en el unreal si no en la mayoría de los juegos y con motores mucho peores
no se como coño sacan esto 2 años después… tiene huevos. El efecto del agua está ien hsata que te metes q parece un plástico to raro
si y ademas mientras buceas parece que no haya friccion. en el Ut recuerdo que el movimiento debajo del agua estaba mas logrado
10#si hubeiran puesto el as-oceani (era asi no?) el agua se la hubieran currado mas
no se me viene a la cabeza ningun mapa en el k se pueda bucear :S
no se me viene a la cabeza ningun mapa en el k se pueda bucear :S y menos meterse con los vehiculos
#
mierda fallo mio..perdon
pero en ut99 sí
/ vehículos no calro
/
la cosa es q las animaciones de “buceo” si están incluidas 
si hay mapas en los que se pueda bucear en el ut2004 prero oson oficiales aunq ya hay tantos oficiales q ya no se si habrá alguno
unreal.epicgames.com/files/ut2….ETA.exe
Joder ya era hora que arreglaran el agua, esque manda webos los de epic, hasta en el u1 estaba mas currada:nono:
: tmpoco te flipes ……
k va a estar mas currada el agua del U1
anda k ….
funciona tambien directamente de la primera a esa sin pasar por la 3204 no ?
sí
por lo menos a la hora de caminar sobre ella 
coño q mal hecha está el aguaaaa mejor como estaba antes eh
y si meto el nuevo parche, me echaran las tcc de tos laos o es compatible con las otras versiones o algo?
espera k salga el parche
weno me referia ala beta del parche ¬¬
me refiero a ke no lo meterán a los servers hasta k no salga el final x lo k no debes instalarlo…