
Epicgames hat zum kommenden Unreal Tournament 2004 Patch einige Details veröffentlicht. Der Patch updated das Spiel auf Version 3227. Ein genauer Releasetermin wurde, wie man es ja von Epic gewöhnt ist, nicht genannt. Kenner rechnen aber mit einem Release noch in diesem Monat.
Unter Read More findet ihr detaillierte Angaben zu den Veränderungen.
Onslaught related:
Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states
Added bRepulseWater to KRepulsors and enabled this for Hovercraft
Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying
SVehicleFactories now store a reference to their marker as MyMarker
Added bCanHover to Vehicle to indicate a vehicle that can use HoverPathNodes to fly over water.
Added water damage support to Vehicle so that vehicles will take damage when under water.
Karma now collides correctly with inverted terrain - courtesy James Golding ;-)
Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4
Moved RepulsorsShouldHit function to ONSVehicle where it should be.
Added support for PowerCores and PowerNodes triggering events when created and destroyed.
Cleaned up PowerCore energy beam effect when PowerCores are not present in the map.
Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped.
Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories.
Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version.
Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks.
Reversable vehicle factories will work correctly when sides are swapped.
Fixed midgame menu popping up when watching an Onslaught demo if the viewed player dies
Fixed camera rotation being changed when switching between first and third person view in a manta
Fixed target/ion painter ammo issues
Fixed bug in stunt mutator where vehicles would be accelerated in their local downward Z when holding the jump warmup while in air.
General Game play:
More script warning fixes
Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage
Invasion monsters never use default character mesh
Fixed CTFSquadAI.FindHidePathFor()
Make sure always add armor using Pawn.AddShieldStrength()
Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations
Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side.
Added WaterSplash, used for projectiles and pawns
Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes
Added BulletSplash, used for trace weapons
Landing sounds no longer stomp on splash sounds
Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume)
Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support)
Fixed bots going after nearby dropped inventory that they couldn't pick up
Fixed some dynamic uploads (which could cause occasional hitching during gameplay)
Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type
Fixed SquadLeader getting set to none if everyone in squad is in a turret
HUD weapon bar bShowMissingWeaponInfo now config, so is properly saved
Fixed CTFSquadAI finding flagholder when holder is in vehicle
Fixed "Use Map Defaults" for bots can result in uneven teams in some maps
[USE] will only bring up the mid-game menu in ONS games
Fix for custom models crashing the single player game.
Fixed TracerProjectile location setting after near miss sound effect
Fixed BR bomb trail position in multiplayer
Added Instagib CTF as standalone gametype
Allow chatting when the game is paused.
Menus:
Server browser filters have been reworked to be easier to use.
Localized "New News" message
Added localized IRC channels for French and German.
Added a flashing messages when there is new community news.
Movie Panel.
Networking Related:
Various Web Admin style fixes
Don't load non-default voicepacks on dedicated server
Fixed server enforcement of maxresponsetime, and make sure clients don't trip it accidentally
Fixed speedhack detection false positives
Increased NetPriority of controlled ONSWeaponPawns
Fixed client-side game time getting screwed up
improved jumping/dodging/etc. not getting lost when there's significant packet loss
Fixed Cheat protect to view most voicepacks as ok
Fixed hopefully the ServerBrowser locking packages and tripping cheat protection.
Don't spawn votinghandler and votingreplicationinfos for servers which don't have voting enabled (slight performance improvement for those servers)
TeamInfo and SquadAI have lower netupdatefrequency (for server performance). Set NetUpdateTime whenever a replicated property is updated to get it replicated immediately.
Make sure that mutators are properly reported to master server
Made ServerShortTimeout() replicated function reliable
MasterServerUplink now caches calls to GetServerInfo and GetServerDetails.
Onslaught server performance improvements:
o vehicle packed state struct updates don't set bNetDirty
o don't update vehicle SoundPitch on dedicated servers
o improved WebProjectile net performance
o added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed state replication
o Fixed replication conditions for a bunch of vehicle/projectile properties, changed from bNetDirty to bNetInitial
Mod Author Related:
Fix for the UCL not exporting bug.
Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message.
Call PostRender2D() on own pawn as well (mod authors can decide not to render custom beacon)
Added LevelInfo native function GetPhysicsVolume() - returns the physics volume at a specified location
Added actor property bTraceWater. If true, trace() by this actor returns collisions with water volumes
Added support for strafing while on ladders, if the LadderVolume property bAllowLadderStrafing is set true (still false by default)
Fix for log files and -MOD= switch
Fix for cache manager exporting ucl files when it shouldn't
Fixed LoadDecoText
Use CrouchedPct instead of WalkingPct for crouched pawns
Vehicle function NumPassengers() now simulated so it can be called on clients
Made Destroy() function call in ONSVehicle state code indirect (for debugger)
Editor:
3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check out their UT2004 mod author video tutorials at
http://sv3.3dbuzz.com/vbforum/unr_main.php )
Maximize Viewports fixed
Static Mesh Create From Selected added
Splitter bar between Viewport and props in SM viewer fixed.
Button to snap view to frame the current mesh added
Option to auto-snap view on mesh change
Added realtime preview to the SM browser.
New Array tool for quickly adding actors.
Engine/General:
Fogging is based on camera position rather than pawn head position (important for third person camera while pawn is submerged)
Removed D3D9Drv.dll and default.ini from patch
Fixed bug reporting address for Italian, Spanish, and French localized versions.
Fixed "Intersect Function" crash from first patch.
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Joined at: October, 2002
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