UT2004 BetaPatch v3264
La nueva actualización para ut2004 esta cada más cerca. Por ello, Epic a sacado a la luz este betapatch para que los usuarios lo vayan probando.
No recomendado si se juega mucho por Internet por incompatibilidades.
La lista de cambios es:
Onslaught related:
- Onslaught Map window clearly shows what team you are on
- The green vehicle crosshair no longer off centered from the main
crosshair.
- Drivers don't take drowning damage while driving vehicle
- Made Vehicle.tick() functionality native (for performance).
- Added LockWarningInterval property to Vehicle.
- Fixed vehicles taking water damage when their driver gets out while
they are in the water
- Fixed Onslaught Vehicles so their reset time is reset to at least 10
seconds when healed
- Fixed AVRiL fired by bot sometimes changing to target vehicle bot is
getting into.
- Reduced bot accuracy with the Onslaught turret
- Limited how far Scorpion web projectiles can fall before
dissipating,
to prevent them being used for spamming
General Game play:
- Fixed low skill bots using lifts
- CTF defender AI improvements (pursuing flag)
- Optimized splash effects
- Junkyard magnet now works again
- Fixed AS-Junkyard exploit
- Don't preload skins with botuse=0
- Only precache Epic skins unless
eathMatch.bCustomPreload is true
- Various script warning fixes
- SkipMatch cheat gives you credits as well
Menus:
- "Movie" tab is no longer empty in other languages
- Fixed some script warnings in UT2K4Tab_OnslaughtMap
- Fixed alignment bug in the Filters menu
- Fixed manually adding a favorite server overwriting the selected
favorite.
Demo Recording:
- Fixed Onslaught turrets so that their weaponmesh doesn't get hidden
in demo playback
- Fixed Onslaught 2nd/3rd weapon orientation craziness during demo
play
back
- Fixed behindview resetting when preview another player in 3rd person
during demo playback
- Fixed the Onslaught mini-map so it appears in demo playback (but not
100% functional)
- Fixed Auto-Demo Recording
Server Admin:
- Fixed setting spaces in MOTD via webadmin
Networking:
- Fixed "weapon not firing" bug, caused by reliable bunches from
client
getting queued up on server under certain packet loss conditions.
- Improved low net bandwith (modem) client net performance:
- improved vehicle turret replication at low net bandwidths
- improved old pawn replication at low net bandwidths
- Added bWasSaturated flag to PlayerController - set on server side
when connection was saturated the previous tick
- if connection saturated and low bandwidth, use terrain traces for
determining relevancy
- Lowered netpriority and netupdatefrequency for onsweaponpawns
- Made super shock beams not bNetTemporary (so you always see your
shots even w/ packet loss)
- Added MaxClientFrameRate configurable property to LevelInfo. Add
MaxClientFrameRate=xx to the [Engine.LevelInfo] section
of your UT2004.ini to change this property. It only works if your
netspeed is above 10000 (LAN games, or as negotiated between
server and client - increase the servers MaxInternetClientRate above
10000 to use this feature in internet games). Increasing
this value will increase upstream bandwidth use, possibly causing
problems for ADSL and cable modem users with low bandwidth
upstream pipes, and will also increase server CPU utilization.
- Improved server performance by removing some expensive (and never
tripped) checks
- Fixed speaking beacon to be green if have link out
- Fixed network jitter at low game speeds (gamespeed mutator)
- Speed hack checks enabled when flying redeemer
- Colored names exploit fixed again
- Fixed Web Response exploit
- Fixed server crash exploit
- Improved handling of packet loss of initial actor replication bunch
Mod Author Related:
- Fixed compile error/warnings with -mod= to point to the right
directory.
- Made manifest transient, so it doesn't prevent saving games
- Fix for bInstantRotation weapons so they support having the same yaw
and pitch bone.
- Added 2 commands to the security actor to return all aliases and
bindings, and added example code to XPlayer showing how to use them.
- Pawns using PHYS_Spider play walking anims
- Added dumpframes command for dumping raw frames as a movie. In the
console, type "dumpframes start" to begin the process, and
"dumpframes stop" to end the process. It should be using the
current
screenshot mask.
Editor:
- Integrated particle system editor (under the tools menu).
Engine/General:
- Fixed NaNs in model render data (caused rendering issues on some
hardware).
- Fixed crash bug in USkeletalMesh::GetCollisionBoundingBox()
- 64-bit fix.
- Fixed corrupt maps crashing upon .UCL generation
- MoveActor() performance optimization (avoid going through attachment
list if possible)
- Don't write "xx moved without proper hashing" warning to client
logs.
Fuente:AtariForums
Unreal Tournament 2004
TomWithTheWeather
Die Paper Robots!
Posts: 1,801
Join Date: May. 8th, 2001
Location: NC/TX Quote:
Originally Posted by Stigmata
so with the particle emitter being added, does this mean that dynamic lighting will finally be turned on in-game?
…………… ………….
No. The new particle editor has nothing to do with the lighting system. UnrealED has always had particle emitters, but you had to create them by editing their properties in the (press F4) properties menu. This new emitter editor is just an easier/more descriptive way of editing those same options. This particle editor has been around for a while (since UT2k3 I think), but until now it has only been available to Unreal Engine licensees
porcierto el tom este es de epic
Parece que ya van solucionando las cosillas que provoca el packet loss. Lo mas importante, que en insta siempre se ve el tiro
Fixed “weapon not firing” bug, caused by reliable bunches from
client
Optimized splash effects
Made super shock beams not bNetTemporary (so you always see your
shots even w/ packet loss)
Colored names exploit fixed again
niostamal la lista de cambios
si0q
aes !
[ quiero los smiles ]