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Death-Dude
12-06-2002, 02:51 AM
http://www.planetunreal.com/

Planet Unreal (http://www.planetunreal.com/)

Has a blurb, the new UT 2003 patch, 2153, is in Beta. Due to be released "real soon", of course, no solid date, but unless they see any major snags, I'd guess by Monday, or next weekend. Here's the fixes they list, a hefty list indeed. :o

Gameplay:
friendly fire kills affect team scores
made players a little brighter
allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon), plus added configurable gameinfo property bAllowWeaponThrowing (default true)
don't spam "you are ready/not ready" messages to console before game starts
fixed FFA DM overtime end conditions
Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the ut2003sounds directory. Then, in the User.ini file (in the UT2003system directory) change: [UnrealGame.UnrealPlayer] CustomizedAnnouncerPack="NewPackName"
fixed strafe toggle
support longer playernames on scoreboard/HUD
show FPH in scoreboard
fixed flags sitting on ground in CTF-Citadel
more minigun ammo
really fixed 4 rocket bug
Fixed DM-TokaraForest flags showing up
fixed CTF-LostFaith KillZ
spectating maintains view - when a player dies it continues to view the player when they respawn.
improved texture precaching, removing a few early hitches
moved arena mutator config and maplists from user.ini to ut2003.ini
update .ini files without overwriting them! (except for settings added or changed since we shipped)
fixed bug when had more than 16 bots total on custom teams
improved translocation (less failures)
link alt no blood
don't lose adrenaline if switch teams to team with less players
added Gameinfo property bAllowBehindView, server option allows behindview in net games if true (default false)
made lightning gun recharge match up better recharge finish (it was playing too long)
reduced delays between allowed voice messages
scaled weapon and powerup pickups down some to match player size better
spectators can go through doors/movers
fixed catching weapons in mid air
added DropFlag command
adjusted distance fog in some levels to make them look crisper/higher contrast
if weapons are invisible, firing is centered
added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g. "e=switchweapon 5 | switchweapon 7" allows you to switch to and between the linkgun and the flakcannon.
HUD/Menus:

added in-game personal stats (bound to F3)
Added Server Info which includes MOTD and Rules (bound to F2)
Added In-Game Chat Client (Similar to IRC)
made team section of HUD scaleable
Mouse acceleration threshold now in the menus
FOV settings 80 to 100 in menu
Press f10 to cancel added to connect message
"Blob shadows" option added to menus
Change "corrupted connection detected" to "incompatible game files"
Add name of weapon you are switching to to hud
Fixed DisplayProgressMessages to only show MOTD once
Added color codes to text messages
Fixed MOTD to be able to handle more than 4 lines
Add up/down key history to IRC input
Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.
Add colour to IRC (nicknames, join/leave messages, links etc.).
Ctrl-C in server browser copies selected server URL
Extra game-type tabs created automatically for installed game types (from .int file).
Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay.
fixed blue team preference not being saved
added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames
AI:

fixed bot aiming link shaft at crouched opponent
BR AI improvements
CTF AI improvements
improved skyline bot AI
improved bot use of ion cannon
Networking:

make sure ClientNetSpeed can't get set to 0
improved client ping measurement
fixed client location synchronization problem that could happen when you fell out of a crouching height only area
fixed bug where lost ability to fire
fixed weapon idle animations on net clients
fixed GetLocalPlayerController() on net clients
fixed BR-Skyline airship in netplay
improved smoothness for high ping clients
fixed minplayers+stats coexistence
admins can pause net games
fixed combo effects showing up in net games
*really* fixed redeemer firing bug
Fixed bug that caused garbage collection not to occur between level changes
Gamestats class is now configurable via ini
Security actor is now configurable via ini
Add ClientReplaceMenu in Playercontroller
Added Admin command NextMap
Applied fix for bug where some string checking in Web admin failed
Fix bug in Web admin that causes "WebAdmin:" to appear twice
Added security level checks to web admin's ServerChangeMap
Applied fix for linux Web Admin regard hard-coded IP addresses
Applied fix for Admin kicking via XAdmin
Closed security hole where admins could look/set security info
reduced ConnectionTimeout to 15 seconds
allow players to enter as spectators in games with maxlives>0 that have already started
replicate weapon reload sounds
allow admins and spectators to use behindview
Mod support:

added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but before it affects the Pawn's location.
added mutate() replicated function for use by mutators
fixed teamgame ReduceDamage() allows mutators to override even if instigator==None
added skeleton option to .upl player descriptions (for user created models with different skeletons)
Add -MainMenu= command line param
Fixed several internal hardcoded menu links
Fixed GUIController to always use the ini set MainMenuClass
Propagate LevelChange() through the interaction and gui system
Add MutatorFillPlayInfo to allow mutators to add web admin settings
Added bContactingLevel output variable to KarmaParamsCollision.
Engine:

Memory leak fixes: Explicitly destroy KarmaParams in Actor:ostScriptDestroy, and
'new' KarmaParamsSkel instead of using BeginObject
Fix for crash with per-tri karma collision with static meshes with no collision data
D3D/OpenGL:

fixed z- pixel fog and favored it over vertex fog
worked around vertex fog driver bug on ATI cards
added workarounds for S3 cards like the Savage 4
added OverrideDesktopRefreshRate option (defaults to false)
Audio

fixed occlusion if EAX 3.0 is enabled
That's a lot of good stuff!

OUTLAWS The Machine
12-06-2002, 02:51 AM
Cool! B)

Grimmy
12-06-2002, 02:55 AM
dam, they are all over everything there. Hope if and when sam 3 comes out, that they are the same way with that!

Death-Dude
12-06-2002, 10:46 PM
Originally posted by Grimmy@Dec 6 2002, 02:55 AM
dam, they are all over everything there. Hope if and when sam 3 comes out, that they are the same way with that!
I think they Unreal folks have been pretty good about addressing issues in patches, and putting out quality bonus packs of maps, models, and skins. They always seemed concerned about pleasing the customer, the Unreal community.

Sauron
12-06-2002, 10:56 PM
is it downwards combatible like the last patch?

Death-Dude
12-06-2002, 11:12 PM
I looked around to see what the word is on that, but can't find anything. I know some of the patches in the past have been backward compatible, but it depended on how much or what was changed. I'll guess that with that much stuff fixed, (changed?) that it might not be.

Sauron
12-06-2002, 11:17 PM
they fixed even more with the first patch

Death-Dude
12-11-2002, 07:46 PM
Let's see, I'm already WAY off on my prediction. I guess "when it's done" is when it's coming.

Haba
12-11-2002, 08:20 PM
AAAAAAAAAAAAAAAARRRRRRGHHHHHHHHH!!!

Planetunreal!!:wacko:

AAAAAAAAAAAAARRRRRRRGGGGGHHHHHHH!!!

BeyondUnreal 0wnz Planetunreal.

www.beyondunreal.com

It's THE UT 2003 place. It WAS Planetunreal before, but they did the same thing as Seriously! (which was also a GSI site before). They abandoned the evil Gamsepy network because it suxx0red too much. BU is free, it's not GSI, it has much more members (over 30, 000) and has been made with love. It's not a commercial site, it's a fansite! They run the site because they LOVE the game, but GSI runs its sites because they want MONEY.:P

:blink: :unsure: :wacko:

Death-Dude
12-11-2002, 08:52 PM
I'm taking a look...

Death-Dude
12-11-2002, 08:58 PM
I'm getting the 2153 beta2 patch right now, did we ever find out if it was backward compatible or not? :unsure:

Death-Dude
12-13-2002, 10:51 PM
This is the latest word on the UT 2003 patch:

Infogrames goon Pezman has posted a thread with the following update:
Well, it would appear that we are in the home stretch for the next patch release. With any luck it should be ready in less then a week (hopefully).
Huzzray. He also posts info about how demo recording works and reprints the big list o' changes.

http://www.ina-community.com/forums/showth...&postid=3150893 (http://www.ina-community.com/forums/showthread.php?&postid=3150893)

Mr Clean
12-14-2002, 07:56 AM
Grimmy, what game's patch are you beta-testing right now?

666vicious666
12-14-2002, 07:58 AM
Cool...Thanks Death-Dude!!!