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Patch teh First - what it will have...


Flitterkill

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Gameplay:

 

* - Fixed scaling of certain player meshes (increased in size some human and robot meshes).

* - Addresses meshes being smaller than collision box, as well as eyeheight issues.

* - Fixed feigning death into/through ForcedDirVolumes.

* - Fixed grenade effects in water.

* - Increased hellbender rear turret damage.

* - Reduced Goliath machine gun spread, plus slight damage increase.

* - Fixed warfare scoring for locking down a prime node not called "prime node".

* - Slightly increased momentum taken for damage by mantas and vipers.

* - Flak, Rocket, and Shock do slightly more damage to manta and viper.

* - Made sure Hellfire SPMA cannon can't fire through walls.

* - Increased incoming SPMA fire sound radius.

* - Fixed impact jumping with hoverboard.

* - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible

* - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring.

 

 

AI:

 

* - Improved bot AI with darkwalker.

* - Tweaked bot voice message frequencies.

* - Bot aiming tweaks.

* - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle.

* - Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle.

 

 

Demo playback:

 

* - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached.

* - Demos can now be paused.

* - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked

method is still available by passing ?disallowinterp. Timedemos are unaffected by this change.

* - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name

* - Added a "Delete Demo" button to the demo playback menu.

* - Demo playback now properly handles rotation when viewing a Pawn in first person.

* - Fixed looking around while spectating a vehicle.

 

 

Server Browser:

 

* - Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page.

* - Added 'Join as spectator' feature.

* - Server browser uses smaller font to display more servers.

* - Fixed custom mutators not appearing in server browser.

* - Fixed custom gametypes not displayed in server browser's window.

* - Fixed server browser's listed MaxPlayers being incorrect.

* - Added filter option for dedicated servers.

* - Fixed server browser showing an incorrect goal score and time limit when the

* .ini values were used.

 

 

User Interface:

 

* - Can now save settings/progress even if have never created a profile.

* - Added ping and connect time to scoreboard.

* - Removed annoying confirmation menu when starting a game.

* - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).

* - Added a Messages tab to the mid game menu.

* - Friends messages now saved until explicitly deleted.

* - Finer control over mouse sensitivity, using an edit box instead of a slider.

* - Added framerate smoothing and FOV options to the advanced video menu.

* - Increased max players/bots in menus to 32.

* - Fixed auto switching to vote menu at end of match.

* - Improved mid game menu performance (don't render world behind it).

* - Added version number to main menu.

* - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable

gamepads/joysticks).

 

 

HUD:

 

* - Added the killer weapon to victim messages.

* - Fixed flag and orb scaling in minimap at high resolutions.

* - Fixed node teleporter not showing "You can't teleport with orb" message on clients.

* - Fixed situations where "get in vehicle" pictograph wouldn't work correctly.

* - Still draw the clock on the scoreboard after the game is over.

* - Fixed Duel HUD issues.

 

 

Networking:

 

* - Implemented STUN support (Simple Traversal of UDP Through NAT) to enable clients and servers to connect from behind a NAT.

* - Fixed team scores very rarely not updating for a client.

* - Fixed bot faction option when running a listen server.

* - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default.

* - Fixed a case where Duel would place an incoming player on the wrong team when some players were still traveling.

* - Bullseye stats are now properly recorded.

* - Fixed clients not traveling to downloaded maps correctly.

* - Fixed the client and server getting into a loop sending each other close messages in some situations.

* - Quick match incorporates player rating into search decision.

* - Fixed issue where Vista clients would not receive all servers from a server browser search.

* - Applied proper fix to suppressing voice on dedicated servers.

* - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions.

* - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points

when those clients are in fact still loading)

* - Fixed losing your custom character mesh after changing teams during a match.

 

 

Server Administration:

 

* - Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers).

* - Dedicated servers do not require CD keys.

* - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\

* - Added QueryPort configuration and command line option.

* - Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the

client. This command will not override URL options. The change will take effect after the next map change.

* - Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the

client that used the command.

* - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser.

* - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others

* - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others

* - Updated AdminPlayerList to show the PlayerID of the players on the server.

* - Updated Kick/Ban to allow for using either the player name or the id

 

 

Map Specific

 

* - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.

* - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.

* - Fixed some VCTF-Suspense pathing issues.

* - Fixed issues with circular lift on DM-Deimos.

* - Fixed translucent mesh sorting issues in DM-Gateway.

 

 

Campaign/Co-op:

 

* - Fixed a bug that could cause too many bots to be added to co-op matches in some cases.

* - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission

before the clients have finished traveling to the mission selection level

* - Fixed extra copy of a character when a human player leaves a co-op game at the right time.

* - Changed network loss during single player to result in player signed in locally.

 

 

Aside from no webadmin yet, and unclear whether the ded server stuff is really fixed, I think rejoicing is in order.

 

BETA (note I said BETA) patch here (not final!!!): http://www.epicgames.com/download/patch101.exe

 

Pics of the new interface here: http://ve3d.ign.com/articles/news/35520/UT...-UI-Screenshots

 

 

-Fk

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Thanks for the info. I saw UT3 in the Best Buy near my sister's house, so if they have it

it will be on the shelves at home :)

 

Interesting. At least it looks like they decided to fix some of the stuff that were issues.

Now the real question is how many more "fixes" there will be. At least they gt it in the stores for Tday....

Go figure.

 

Lookin forward to getting pwned.....

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Looks like UT3 Patch (beta 2) will become the 1st official patch release. BTW, no webadmin until 2nd official patch.

 

Here are the changes between beta 1 and beta 2:

 

- filter settings are now saved to the .ini file.

- fixed UTUIComboBox's editbox and list getting out of sync (editbox text

could end up not matching the list's selected item)

- fixed changing gametype via combobox on server browser tab causing filter

settings to be clobbered

- changed default value for "Pure Server" and "Locked Server" filter options

to be more lenient (show more servers by default)

- Fixed ping values shown in scoreboard

- Don't show ping for bots

- Fixed Miplevel spam when applying patch to dedicated server build.

- Fixed dedicated server getting removed from the master server list if the

first player to join fails authentication.

- Bringing up the midgame menu now pauses demo playback.

- Players now stop moving if they fire the Redeemer altfire.

- Fixed joining a passworded server via the server history tab not prompting

for the password.

- Fixed viper and scorpion self destruct death strings.

- Fixed when the player tries to cancel a "Delete Demo" the demo still gets

deleted.

- Fixed HTTP redirection

- Fixed download cache clobbering files that had just been written in some

cases

- Increased default download cache size

- Fixed FOV option when patching old .ini's

- Fixed crash when exiting the editor.

- Smaller/simpler simple crosshair.

- Added the ability to delete saved messages

- Implemented DUEL match stat reporting for gamespy ladder.

- Fixed an exploit in CTF-OmicronDawn that allowed players to get outside the

world.

- Fix for hole in WAR-Islander where players could get stuck

- Fixed orb rebuilding not being played correctly on clients if the orb was

destroyed by an enemy player.

- Fixed flickering when downloading files.

- Don't reduce tickrate when travelling with no players - fixes server hanging

for long durations on EnvyEntry.

- Fixed custom characters not working correctly when playing back demos

- Added the ability to specify custom simple crosshair coordinates for

weapons, with new config properties bUseCustomCoordinates and

CustomCrosshairCoordinates.

 

 

To change the crosshair used for all weapons, add the

following lines to the [utweapon] section of the UTWeapon.ini file:

bUseCustomCoordinates=true

CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25)

 

 

where the customcrosshaircoordinates have U and V as the

offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL

specify the size of the texture area to use.

To use a different crosshair for a specific weapon, simply add

those two lines to the appropriate weapon specific section in UTWeapon.ini.

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Who is this HWarrior and what's he doing on our forums?

 

Good to see ya again man! :boing: Where have you been?

 

work, work, work, sleep, rinse & repeat... :P

 

The official patch is gonna do wonders. Here are my impressions of the beta patch:

- Mouse sens, fov, & framerate smoothing is available from settings.

- History tab on server browser helps you find your favorite servers. Still not the best solution but works.

- Reducing bot message frequencies is very welcome. Almost information overload sometimes when playing with bots.

- Faster server browser. The font size may actually be a touch too small or I need a new prescription.

- The UI is faster. They also got rid of the annoying inbetween menus (reduced clicks).

- No UI slowdown inbetween rounds since they don't render the world in the background anymore. Really helps weaker systems.

- Weapon death messages help. Basically says "killed by noob (Flak Cannon)".

- Your custom character is kept when switching teams. Switching to balance teams would switch me to demo char instead of my droid with cool voice. :)

 

BTW, if you think about installing the beta patch keep in mind it is a BETA. If you have really changed your ini's a lot, the patch might bail on ya. So you may need to uninstall/reinstall UT3 and then apply patch. Or just wait for final version of 1st patch. :mwink:

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I was wondering---if the second patch is part of the first patch and beta patch is patching the first patch, then what happens when the socond patch co-insides with the beta patch on the first actual patch. :shrug03::bang:

 

If you ask me--- it all seems like its still alittle patchy. :lol2:

 

Oh ya one other thing, what the heck are you talking about with the crosshairs. :lol2:

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I think it's basically defining the coordinate area size to use to draw the crosshairs. For example, the shock crosshair is rediculously large. I need to make that one smaller, so I'd lower my UL and VL values as needed. Just need to make sure it's centred using U and V.

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Beta 2 of Patch 1 was pulled b/c it borked dedicated servers (including ours for a bit). These patches aren't publicly available so don't ask for them. Either way I wouldn't install until offical patch is available if you value system stability. :) I just want to keep you guys up to date with where they are.

 

Here is the list of changes for Beta 3 of Patch 1. This list includes all beta 1 and beta 2 fixes.

 

Gameplay:

- Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues.

- Fixed feigning death into/through ForcedDirVolumes.

- Fixed grenade effects in water.

- Increased hellbender rear turret damage.

- Reduced Goliath machine gun spread, plus slight damage increase.

- Fixed warfare scoring for locking down a prime node not called "prime node".

- Slightly increased momentum taken for damage by mantas and vipers.

- Flak, Rocket, and Shock do slightly more damage to manta and viper.

- Made sure Hellfire SPMA cannon can't fire through walls.

- Increased incoming SPMA fire sound radius.

- Fixed impact jumping with hoverboard.

- Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible

- Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring.

- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server.

- Disabled attenuation/spatialization on mission briefing sounds.

 

 

AI:

- Improved bot AI with darkwalker.

- Tweaked bot voice message frequencies.

- Bot aiming tweaks.

- Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle.

- Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle.

 

 

Demo playback:

- Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached.

- Demos can now be paused.

- By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change.

- Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name

- Added a "Delete Demo" button to the demo playback menu.

- Demo playback now properly handles rotation when viewing a Pawn in first person.

- Fixed looking around while spectating a vehicle.

 

 

Server Browser:

- Implemented History tab page in server browser, with ability to "lock" favorites on that page.

- Implemented a Favorites tab page in the server browser.

- Added 'Join as spectator' feature.

- Server browser uses smaller font to display more servers.

- Fixed custom mutators not appearing in server browser.

- Fixed custom gametypes not displayed in server browser's window.

- Fixed server browser's listed MaxPlayers being incorrect.

- Added filter option for dedicated servers.

- Fixed server browser showing an incorrect goal score and time limit when the .ini values were used.

- Fixed incorrect mutators appearing in server browser details if client & server are not using the same language

 

 

User Interface:

- Can now save settings/progress even if have never created a profile.

- Added ping and connect time to scoreboard.

- Removed annoying confirmation menu when starting a game.

- Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).

- Added a Messages tab to the mid game menu.

- Friends messages now saved until explicitly deleted.

- Finer control over mouse sensitivity, using an edit box instead of a slider.

- Added framerate smoothing and FOV options to the advanced video menu.

- Increased max players/bots in menus to 32.

- Fixed auto switching to vote menu at end of match.

- Improved mid game menu performance (don't render world behind it).

- Added version number to main menu.

- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).

- Fixed up the GDF project for Vista

 

 

HUD:

- Added the killer weapon to victim messages.

- Fixed flag and orb scaling in minimap at high resolutions.

- Fixed node teleporter not showing "You can't teleport with orb" message on clients.

- Fixed situations where "get in vehicle" pictograph wouldn't work correctly.

- Still draw the clock on the scoreboard after the game is over.

- Fixed Duel HUD issues.

 

 

Networking:

- Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT.

- Fixed "open" console command when connecting to Internet servers

- Fixed team scores very rarely not updating for a client.

- Fixed bot faction option when running a listen server.

- Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default.

- Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling.

- Bullseye stats are now properly recorded.

- Fixed clients not travelling to downloaded maps correctly.

- Fixed the client and server getting into a loop sending each other close messages in some situations.

- Quick match incorporates player rating into search decision.

- Fixed issue where Vista clients would not receive all servers from a server browser search.

- Applied proper fix to suppressing voice on dedicated servers.

- Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions.

- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading)

- Fixed losing your custom character mesh after changing teams during a match.

- Implemented DUEL match stat reporting for gamespy ladder.

- Fixed bugs and exploits associated with ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after the server has already moved the PlayerController out of the spectating state

- Added "BecomeActive" exec to switch from spectator to player

 

 

Server Administration:

- Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers).

- Dedicated servers do not require CD keys.

- Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\

- Added QueryPort configuration and command line option.

- Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change.

- Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one

on the client that used the command.

- Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser.

- Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others

- Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others

- Updated AdminPlayerList to show the PlayerID of the players on the server.

- Updated Kick/Ban to allow for using either the player name or the id

- Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server

- Fixed IP addresses being reported in host byte order instead of network byte order

 

 

Map Specific

- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.

- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.

- Fixed some VCTF-Suspense pathing issues.

- Fixed issues with circular lift on DM-Deimos.

- Fixed translucent mesh sorting issues in DM-Gateway.

- Improved bot AI with Leviathan in Torlan.

 

 

Campaign/Co-op:

- Fixed a bug that could cause too many bots to be added to co-op matches in some cases.

- Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level

- Fixed extra copy of a character when a human player leaves a co-op game at the right time.

- Changed network loss during single player to result in player signed in locally.

 

 

Modding:

- Improved support for creating PS3 mods.

- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array.

- Fixed custom gametype midgame menus not being used correctly.

- Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work.

- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy.

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Nice patch... but no help on the flickering issue.

 

I wonder if it's associated to Quantum Mechanics? Fourier Transfer? Maybe I need a DNA-based computer to help solve the flickering issue. J/K. How's everyones Christmas shopping going? Anyone know of any deals on tech gadgets?

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Anyone know of any deals on tech gadgets?

 

I got some of those 90DB alarm things for doors/windows at the DOLLAR STORE for xmas presents :P Not really a tech gadget but they're a buck.

Edited by Wentz
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