Redeemer Insanity http://vm.n6nu.org/bbs/ |
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Other patch is out agian patch3270 http://vm.n6nu.org/bbs/viewtopic.php?f=3&t=1640 |
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Author: | Scify [ Sat Aug 07, 2004 4:30 pm ] |
Post subject: | Other patch is out agian patch3270 |
Yup, there's a new UT2004 patch. Here's the changelist: 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 - Fixed link projectiles not doing extra damage to vehicles when linked up - Fixed bots teleport looping in Onslaught 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 - MutNoSuperWeapons no longer in "arena" group. - Fixed CTF-TwinTombs wrong team playerstart 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. - Fixed various options in the filters menu not being set to read only. 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. - Adjusted Scripted textures to use the character 'Q' for height, not char #0 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. - fixed rare (mod only) karma physics crash download here http://www.planetunreal.com/ |
Author: | Hermskii [ Sat Aug 07, 2004 8:21 pm ] |
Post subject: | Got it! |
Thanks Scify! I got it. |
Author: | a nameless entity [ Sat Aug 07, 2004 9:15 pm ] |
Post subject: | |
Is there anywhere to get it besides FilePlanet? Those fuggers want to put some sort of IE plug-in onto my browser before I can have it. :doubt: :? According to GameServers.net this patch is a beta release. Is that right? :?: I got the patch from File Front, but be careful if you go there to get it. This is the second web site I've gone to this week that has tried to get me to accept a phone dialer piece of malware. The accept/reject dialogue box baldly stated that the program would bypass my ISP and take me straight to their "added value" domain, where I could access the internet via their telephone lines. :roll: I wonder what would happen if I let that stuff onto my system, seeing as I don't have a dial-up modem in this box? :shock: |
Author: | Hermskii [ Sat Aug 07, 2004 9:35 pm ] |
Post subject: | Answer? |
The IE plug in is just so you can see realtime how long it will be before your turn in line comes up. Then it shows you your download progress and lets you choose a default folder so you can put it anywhere when you get stuff from them. It also allows you to open the file from inside explorer and execute it. Granted that all of these are just ports to windows functions anyway but I rather like the GUI they used for it. It's better than that refreshing thing they used to have before where it told you where you were in line as they pumped adds at you the whole time. They might still do that as I walked away during this download which reminds me about another reason to use this plug in. It doesn't make you verify once it's your turn that you still want to download it. It automatically starts it without you which is sweet since you obviously wanted it or you wouldn't have clicked on it to get it in the first place. Beta? I don't know. I thouhgt it was the official release but I didn't read first so if I screwed it up, it's my fault. So far no probs. |
Author: | a nameless entity [ Sat Aug 07, 2004 9:40 pm ] |
Post subject: | |
Two other websites seem to say that the patch is the final version. I guess the GameServers.net site hasn't updated yet. Thanks for the heads up on File Planet. With all these phone dialers and etc out there getting easier and easier to stumble across, I'm getting paranoid again. :( |
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