Redeemer Insanity http://vm.n6nu.org/bbs/ |
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other patch http://vm.n6nu.org/bbs/viewtopic.php?f=3&t=1617 |
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Author: | Scify [ Thu Jul 22, 2004 11:16 pm ] |
Post subject: | other patch |
junkyard magnet fixed in new patch 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 xDeathMatch.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. |
Author: | {§ÎR}à [ Fri Jul 23, 2004 6:58 am ] |
Post subject: | |
Whats the name of this patch?? is this the fixes from 3236- ( I think?? ) or is this a different, newer patch entirely? Thanks , Iron Chef |
Author: | Scify [ Fri Jul 23, 2004 8:15 am ] |
Post subject: | |
Sorry http://www.beyondunreal.com/ UT2004 Beta Patch 3264 Changelog by Sparky at 12:56 AM EDT (Unreal Tournament 2004) [ 13 Comments ] #6429 The latest beta patch for Unreal Tournament 2004 has been released for private testing. Here is a small portion of the gigantic changelog: 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 xDeathMatch.bCustomPreload is true Various script warning fixes Editor Integrated particle system editor (under the tools menu). http://www.beyondunreal.com/daedalus/im ... ge_id=2091 You can read the whole changelog here( link http://forums.beyondunreal.com/showpost ... ostcount=1), which I'd like to add is rather large. As always, be warned that this is a beta release and should be treated so. |
Author: | Hermskii [ Fri Jul 23, 2004 4:40 pm ] |
Post subject: | No way |
I'll wait till the official one comes out and I'll apply it then. The only thing I know is broken was fixed with the 3236 patch and that was the "SPeed Hack Detected" problem. It always said I was using a speed hack and would lock my player still for 10 seconds at a time. Very annoying but I haven't seen it since. |
Author: | Scify [ Fri Jul 23, 2004 6:45 pm ] |
Post subject: | |
Herm it not out yet.There are beta out for tester to test Quote: The latest beta patch for Unreal Tournament 2004 has been released for private testing
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