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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.

-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…

Comentario #7 por Pedruskal:
funciona tambien directamente de la primera a esa sin pasar por la 3204 no ?

Comentario #8 por XaSeR:
#17: tmpoco te flipes …… k va a estar mas currada el agua del U1 anda k ….

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

#

Comentario #13 por MaLTreS:
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

Comentario #14 por MaLTreS:
no se me viene a la cabeza ningun mapa en el k se pueda bucear :S

pero en ut99 sí / vehículos no calro /

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 la cosa es q las animaciones de “buceo” si están incluidas

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:

Comentario #17 por IceFran:
#7 #8 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

: 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 ?

Comentario #19 por IceFran:
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
¬¬

sí

coño q mal hecha está el aguaaaa mejor como estaba antes eh por lo menos a la hora de caminar sobre ella

y si meto el nuevo parche, me echaran las tcc de tos laos o es compatible con las otras versiones o algo?

Comentario #21 por MaLTreS:
-Removed D3D9Drv.dll and default.ini from patch

espera k salga el parche

weno me referia ala beta del parche ¬¬    

Comentario #23 por iLINK:
eso es la putada del menu en español?

me refiero a ke no lo meterán a los servers hasta k no salga el final x lo k no debes instalarlo…

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