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Forfatter Emne: Ny UT3 patch snart klar?  (Læst 11775 gange)
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Geddeth
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« Dato: 27. Januar '09 kl. 14:00 »

Ny UT3 patch snart klar?

BeyondUnreal.com har fået fingrene i listen over ændringer til den kommende UT3 patch. Listen er massiv, men her er den korte version. Klik på "Læs videre" for at få hele listen.


  • SUMMARY OF MAJOR FEATURES:
  • Major enhancements to Server Browser
  • Visual and menu flow overhaul for improved useability of user interface.
  • Significant AI improvements, especially in vehicle gametypes.
  • Client-side demo recording support
  • Improved networking performance.
  • Midgame map, game type, and mutator voting support
  • Award system using Steam Achievements
  • Improved mod support
  • Improved Steam integration
  • Steam Achievement support for Steam installations of UT3.
  • Integrated Steam Authentication support.
  • 57 achievements mark your progress and mastery of UT.
  • Progress screen shows which awards you have earned, and completion progress on all awards.



  • Server Browser:
  • Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
  • Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
  • Now displays each servers IP in the server details box
  • Added 'Join IP' and 'Spectate IP' buttons to the join game menu
  • Added an 'Add IP' button to the favourites menu
  • Modified the main menu to return to the server browser after disconnecting
  • Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
  • Updated server browser code, so that custom gametypes are properly filtered.
  • Added a 'List All Game Modes' selection to the server filter menu.
  • Added more information to the server browser player list.
  • Fixed servers not being added to history, when following a friend to a server
  • You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
  • Show "+" for player counts that are populated by bots.


  • UI:
  • Major visual and menu flow overhaul for improved useability.
  • Made the instant-action and host-game menus keep their settings.
  • Scoreboard double click functionality for kicking, messages to specific players.
  • Enabled gamepad stick sensitivity setting in UI.
  • Improved gamepad support on PC.
  • Added support for a whole mess of options on Advanced video settings page.
  • Easier to click buttons by fixing cases where mouse went just past them.
  • Max player counts always fit on all scoreboards.
  • Modifier cards should take display priority in toasts over character unlocks.
  • Improved voice command menu positioning and offsets.
  • Fixed showing as teleport destinations on map nodes which could not be teleported to.
  • Added tooltip while deployed in stealth vehicles to show drop deployable button.
  • Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
  • Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
  • Show beacon with name of enemies in DM if they are close enough.
  • Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
  • Third position for powernode beacon, when just looking at base.
  • Added speaking icon to player beacons.
  • Portraits shown for player speaking with VOIP.
  • Fixed onslaught teleporter tooltip not always displayed correctly.
  • fixed toasts that don't shut down properly popping up later unexpectedly
  • More delay before going back to ambient music from action.
  • Fixed text being obscured after removing a friend from the friends list
  • Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
  • Fixed issue where playercard and friend message screens were disappearing.
  • Reduced chat log spam.
  • Fixed rules for showing "change team" button.


  • Vehicles:
  • Increased radius/volume of Manta, Raptor, and Viper engines.
  • Fixed scavenger legs disappearing in kill volumes.
  • Force occupied manta to rise if underwater.
  • Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
  • Increased water damage taken by vehicles.
  • Increased Goliath health.
  • Fixed nightshade beam weapon accuracy.
  • Fixed spidermines confused about nightshade that switches teams.
  • Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
  • Leviathan shield doesn't stay around after death.
  • Fixed leviathan passenger beacon positioning.
  • Fixed hoverboard rooster tail positioning when traveling over shallow water.
  • Fixed flag positioning on tracked turrets.
  • Fixed flying Manta exploit.
  • Fixed boost exploit with Fury vehicle


  • Weapons:
  • Added burn trail for link gun beam.
  • Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
  • Weapon throwing always enabled.
  • Improved force feedback for various weapon and pickup actions.
  • Simpler crosshair for instagib rifle.
  • Third person translocate sound.
  • Stinger now higher priority than flak cannon by default.
  • Back splatter decals for hits with sniper rifle, stinger, and enforcer.
  • Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
  • Fixed enforcer anim problems when become dual during initial loading.
  • No ammo display for instagib rifle.
  • Improved spidermine herding with Avrils.
  • Improved redeemer blast screen shake.
  • Spidermines work properly in deathmatch.
  • Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
  • Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
  • Fixed trans discs getting stuck on instigator's head.


  • AI:
  • Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
  • Improved bot handling of navigation failures, don't stay stuck.
  • Bots understand ducking under obstacles with the Darkwalker.
  • Bots understand getting off hoverboard to use a lift.
  • Adjusted bot new enemy acquistion speed.
  • Low skill bots don't slow down if carrying flag.
  • Bots understand how to effectively use Orbs in Warfare much better.
  • Bots use the hoverboard more effectively.
  • Improved bot AI for using Translocator.
  • Improved AI for picking best weapon to use.
  • Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
  • Improved AI for using the Hellfire SPMA.
  • Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
  • Improved Manta/Viper AI for trying to run over enemy foot soldiers.
  • Improved stealth vehicle deployment AI.
  • Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
  • Fixed bots not able to get in Darkwalker secondary turret in some cases.
  • Fixed bot AI issues in secondary turrets.
  • Bots go after countdown nodes if core can't be attacked.
  • Fixed bots grabbing orb without getting all the way to orb spawner.
  • Improved AI for bots deciding whether to get out of vehicles and continue on foot.
  • Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
  • Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
  • Bots fully understand kismet disabled nodes.
  • Improved bot AI for fighting enemies in Slow Fields.
  • Improved bot understanding of targeting occluded powernodes.


  • Demo Recording:
  • Added support for clientside demo recording.
  • Demo playback is now delayed until precaching completes.


  • Networking:
  • Fixed localization of certain networking messages received from different language server.
  • Improved dynamic netspeed system based on player counts.
  • Improved hoverboard smoothness in net games.
  • Friend following now attempts to place friends on the same team.
  • Added team balancing between matches.
  • Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
  • Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
  • Networking bandwidth use optimizations.
  • Improved prioritization of actor replication.
  • Improved network pawn position update smoothing using mesh translation.
  • Tweaked finding floors for simulated falling pawns.
  • Yaw and pitch change smoothing for other players on clients.
  • Fixed character mesh not getting onto hoverboard right away in high player count games.
  • Improved turret replication in high player count games.
  • Fixed remaining cases where team color skins weren't being properly set.
  • Fixed clients auto-switching to better weapon when they stop firing.
  • Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
  • Make sure all audio components get cleaned up on seamless travel.
  • Fixed various exploits.


  • Server Administration:
  • Removed download speed limitations, when hosting LAN servers.
  • Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
  • Fixed buggy URL parsing function, which was breaking mutator advertising
  • Added code to recreate serveractors after seamless travel
  • Fixed case insensitivity issue with admin and game passwords
  • Added session banning, with the command: AdminSessionBan
  • Security fixes.
  • Added config variable 'SpawnProtectionTime' to UTGame.ini.
  • Optimized stats sending bandwidth.
  • Support `n as \n in MOTD.


  • Engine:
  • Collision Octree optimizations
  • Particle system optimizations
  • Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
  • Removed unnecessary profile saves, improved saving progress when player expects it.
  • Improved Garbage collection performance.
  • Optimized decals.
  • Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons). To enable, add the following to your UTGame.ini file
    • [UTOnslaughtNodeTeleporter]
    • bRealtimeCapture=true


  • Game:
  • Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
  • CTF flag is hidden for player carrying it.
  • Can no longer teleport to node that is under attack.
  • Improved victim death messages (precise cause of death).
  • In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
  • Fixed scoreboard issues during seamless travel.
  • Fixed lifts returning if you jump or get shot while on them.
  • Play taunts on upper body only for moving players.
  • Fixed black boxes on Leviathan shock balls.
  • Fixed lighting on first person spidermine death effect
  • Improved code for leaning players which are going around turns.
  • Reduced foot jittering on stairs.
  • No team change penalty for automatic swaps.
  • Improved lighting for characters.
  • Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
  • Fixed winner pawn rotating after round ends.
  • Fixed sender not hearing autotaunts.
  • Fixed krall missing footstep sound notifies.
  • Fixed bots leaving game affecting TDM team score.
  • Fixed bad low LOD meshes (spiky when feigning or dead).


  • Mod support:
  • UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
  • Added support for stretching IK limbs (see SkelControlLimb.uc).
  • Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
  • Added spectator notification hooks to Mutator.uc:
    • AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
    • AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
    • NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
    • NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
  • Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
  • Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
  • Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
    • 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
    • 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings page, and the mid game menu settings
    • Added ClearConfig and StaticClearConfig functions to Object.uc
    • Added team change notification hooks to Mutator.uc
    • AllowChangeTeam: Allows mutators to prevent players from changing team
    • NotifySetTeam: Notifies mutators when a player successfully changes team
  • Added bCanRagdoll flag to UTPawn for mod authors.
  • Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
  • Made UIObject 'ResolveStyles' function accessible to script.
  • Added support for loading a Splash.bmp in a mod directory.
  • Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
  • Added code to reinitialize ServerActors after seamless travel
  • Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
    • 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
    • Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
    • Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'


  • Level specific:
  • Fixed redeemers not able to damage power cores in Islander.
  • Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
  • Fixed collision issues in VCTF-Suspense and Suspense_Necris.
  • Fixed real-time teleporter portal updates in WAR-Avalanche.


  • Maplists
  • The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
  • To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
  • Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
  • For example, Maps=("DM-Arsenal","DM-Biohazard") in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard")


  • Configuration options for [UTGame.UTMapListManager]:
  • GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
  • GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
  • GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
  • MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
  • Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
  • Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
  • ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
  • bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
  • MapReplayLimit: The number of matches which must pass before any one map can be played again
  • ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
  • PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
  • AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
  • AutoEmptyOptions: The same as 'AutoStripOptions', except these options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")


  • Configuration options for [UTGame.UTMapList]:
  • Maps: The list of maps used by the maplist, options:
  • Map: The filename of the map (minus the file extension)
  • ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
  • AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)
  • LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime


  • Voting
  • Added support for midgame voting for maps, game types, and mutators.
  • All vote related variables have been moved to UTVote.ini     
    • To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: 'bAllowMapVoting', 'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'), 'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now 'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and 'InitialVoteDelay'.
  • Added new configuration options 'InitialVoteTransferTime' and 'RushVoteTransferTime'; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu
  • Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through 'GameProfiles' under [UTGame.UTMapListManager]; configuration options in UTVote.ini:
    • bAllowGameVoting: Enable/Disable gametype voting
  • Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
  • bAllowMutatorVoting: Enable/Disable mutator voting
  • VotableMutators: The list used to determine which mutators should be votable, options include:
  • MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
  • MutName: The name that is displayed on the vote menu for this mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game will attempt to set this automatically
  • MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame
  • Added kick voting; configuration options:
  • bAllowKickVoting: Enable/Disable kick voting
  • bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
  • MinKickVotes: The minimum number of votes required in order to kick a player
  • KickVotePercentage: The percentage of votes required in order to kick a player

 
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« Svar #1 Dato: 27. Januar '09 kl. 14:43 »

Hej
Man skulle tro at det var et helt nyt spil med alle de ændringer
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« Svar #2 Dato: 27. Januar '09 kl. 15:19 »

Det var da en pænt overvældende liste....  Chokeret men vi vidste jo godt at det var noget skod... så det kan jo undre lidt at listen ikke var længere... Grin
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« Svar #3 Dato: 30. Januar '09 kl. 00:57 »

Tja, det ser da ud til at spillet snart er ved at være i den tilstand det burde have været i da det blev releaset. Men lad mig gætte, intet af dette her kommer til Linux serveren endnu?
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« Svar #4 Dato: 30. Januar '09 kl. 19:20 »

Tja, det ser da ud til at spillet snart er ved at være i den tilstand det burde have været i da det blev releaset. Men lad mig gætte, intet af dette her kommer til Linux serveren endnu?
Det har de ikke svaret på.
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« Svar #5 Dato: 4. Februar '09 kl. 15:40 »

Bonus info til Steam-interesserede:

UT3 patch'en aktiverer en masse Steam Achievements, som man kan få ved at opfylde/udføre forskellige krav/opgaver i UT3. Angiveligt kan alle indtaste deres UT3 CD-key i Steam og få adgang til disse Achievements.

Nogle af dem er dybt uforståelige, men indikerer (vistnok) store ændringer i UT3:

Citat
Lock and Load: Complete Chapter 1.
Soldier's Blood: Complete Chapter 2.
Does Not Compute: Complete Chapter 3.
Not in Kansas Anymore: Complete Chapter 4.
I'm Not on a Holy War: Defeat Akasha and complete the campaign.
Just Business: Complete Chapter 2 in Insane.
Bag of Bolts: Complete Chapter 3 in Insane.
Open War: Complete Chapter 4 in Insane.
Fear the Reaper: Defeat Akasha and complete the campaign in Insane.
I Need Some Backup: Complete 1 mission in co-op.
Got Your Back: Complete 10 missions in co-op.
Thanks To All the Little People: Complete a campaign in co-op.
I See How It Is: Complete an Instant Action match in every game mode.
Untouchable: Reach 20 kills against a god-like bot in instant action without dying.
Like the Back of My Hand: Collect every power up on every map.
Spice of Life: Play a match with every mutator, using only 1 per match.
Brain Surgeon: Get the "Head Hunter" award in 10 matches.
Don't Taze Me Bro!: Get the "Combo King" award in 10 matches.
Goo God: Get the "Biohazard" award in 10 matches.
Pistolero: Get the "Gun Slinger" award in 10 matches.
Shard-o-matic: Get the "Blue Streak" award in 10 matches.
Hammerhead: Get the "JackHammer" award in 10 matches.
Strongest Link: Get the "Shaft Master" award in 10 matches.
Have a Nice Day: Get the "Rocket Scientist" award in 10 matches and "Flak Master" award in 10 matches.
Big Game Hunter: Get the "Big Game Hunter" award in 10 matches.
Armadillo: Get the "Roadkill" award in 10 matches.
Jack of All Trades: Kill an enemy with every vehicle (except hoverboard).
Ace: Get the "Top Gun" award in 20 matches.
Deathwish: Get "Bullseye" (self-destruct to destroy an enemy) award in 20 matches.
Seeing Red: Have over 20 minutes of "Berserk Time".
Never Saw It Coming: Have over 20 minutes of "Invisibility Time".
Survival of the Fittest: Have over 10 minutes of "Invulnerable Time".
Delivering the Hurt: Have over 20 minutes of "UDamage Time".
Hat Trick: Achieve a Hat Trick in 10 CTF or VCTF matches.
Being a Hero: Return 100 Orbs in Warfare matches.
Flag Waver: Completed 100 CTF matches played to at least 3 captures.
Thirty Minutes or Less: Complete 100 VCTF matches played to at least 3 captures.
Paint the Town Red: Complete 100 Deathmatch or Duel matches played to at least 20 kills.
Connect the Dots: Complete 100 Warfare matches played to at least 3 points.
Serial Killer: Get the "Killing Spree" award in 20 matches.
Sir Slays-a-Lot: Get the "Monster Kill" award in 20 matches.
Killjoy: End sprees in 20 matches.
Off To a Good Start: Get the "First Blood" award in 40 matches.
Let's Get It On: Complete a multiplayer match in every game type.
Around the World: Win a multiplayer match on every map.
Get a Life: Get 200 kills in multiplayer on 50 different days.
Online Champion: Win 500 online matches.
Can't Be Trusted: Grab 200 points worth of betrayal pots.
Avenger: 20 successful retributions against a betrayer.
Bag of Bones: Deliver 50 skulls in one score in Greed against adept or higher skilled bots.
Skull Collector: Score 500 skulls in Greed.
Titanic: Become a titan 20 times.
Behemoth: Become a Behemoth 10 times.
Unholy: 10 kills with every Titan weapon in one Titan transformation.
The Slow Lane: Use the Slow Field power-up for over 10 minutes total.
Eradication: Get 100 kills with the Eradicator.
Arachnophobia: Kill 10 people with spidermines in deathmatch.
Kilde: BeyondUnreal Forum
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« Svar #6 Dato: 8. Februar '09 kl. 17:20 »

Patch 1.4 er sluppet ud før tid:

Citat
Subject:    Re: [ut3servers] Patch 4beta1 ChangeLog?
Date:    Sun, 8 Feb 2009 09:46:19 -0500
From:    Steve Polge <Steve.Polge@EPICGAMES.COM>
To:    <UT3SERVERS@LIST.EPICGAMES.COM>

The beta patch is not out.  How are you getting it?

- Steve


Citat
Subject:    Re: [ut3servers] Patch 4beta1 ChangeLog?
Date:    Sun, 8 Feb 2009 15:24:54 +0000
From:    Scott Coxhead <scott.1990@GMAIL.COM>
To:    <UT3SERVERS@LIST.EPICGAMES.COM>

I think you best check your FTP sometime.

https://www.epicgames.com/download/UT3Patch4beta1.exe

Scott.


Der er dog angiveligt problemer med den stadigvæk, så det kan næppe anbefales at installere den endnu.
Nogen har dog gjort det, og smidt en masse info om nye gametypes, maps og screenshots i forummet hos BeyondUnreal.

-G.
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« Svar #7 Dato: 9. Februar '09 kl. 10:47 »

Der er dog angiveligt problemer med den stadigvæk, så det kan næppe anbefales at installere den endnu.
Nogen har dog gjort det, og smidt en masse info om nye gametypes, maps og screenshots i forummet hos BeyondUnreal.
Undskyld, sagde du "nye gametypes"? Spørgsmålstegn

Linket virker iøvrigt ikke. Jeg tror tråden er blevet slettet Sørgelig
« Sidste ændring: 9. Februar '09 kl. 10:51 af Wishbone » Logget

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« Svar #8 Dato: 9. Februar '09 kl. 10:57 »


Ja, der blev nævnt 3-4 nye gametypes, bl.a. en som hed "Titans". Der var også 8-10 screenshots fra nye maps, og diverse andre observationer.
Men vi må vist vente lidt til der kommer en officiel udmelding med at blive klogere på det.
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"Maybe if we build a giant, wooden badger..."


« Svar #9 Dato: 9. Februar '09 kl. 17:58 »


Ja, der blev nævnt 3-4 nye gametypes, bl.a. en som hed "Titans". Der var også 8-10 screenshots fra nye maps, og diverse andre observationer.
Men vi må vist vente lidt til der kommer en officiel udmelding med at blive klogere på det.
Well, lidt research på nettet fortalte mig at det er ikke en del af patchen. Det er derimod en del af Epic's Titan Pack, som skulle være den største bonus pack de nogensinde har lavet. Den kommer på et tidspunkt i 2009, dog efter patchen.
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« Svar #10 Dato: 25. Februar '09 kl. 16:03 »

Patchen er ude i lukket beta for 2. gang. Her er ændringerne i UT3Patch4Beta2.exe:

Kode:
- Fixed number of combatants slider range.
- Fixed redeemer bug where redeemers impacting ceiling sometimes had explosion center imbedded in ceiling, affecting damage dealt.
- Fixed stinger alt-fire stops with 1 ammo.
- Added John Barrett (programming contractor), Michiel Hendriks (programming contractor), and Pancho Eekels (level design contractor) to credits.
- Fixed spectator choppiness when camera is following a player.
- Reduced non-warfare teleporter update range if bRealTimeCapture is false.
- Fix for rare stinger shard crash when shard tries to impale two overlapping dead bodies at the same time.
- Various localization fixes in all languages.
- Fixed flying manta exploit.
- Fixed duel match rules in scoreboard.
- Fixed exploit to damage own core/nodes with rocket turret.
- Fixed fast avril firing exploit.
- Fixed vehicle turret replication in demos.
- Fixed first person weapon display in demos.
- Fixed incorrect strings displayed in rare cases in friends interaction menu.
- Fixed player information on server browser history page not refreshing correctly.
- Fixed UT3 crash on Windows Server 2003 and XP 64.
- Fixed UT3 not shutting down properly when run as Steam application on Windows XP.
- Fixed choppiness when viewing client-side demo playback.
- Don't allow input processing during playback of client-side demos.
- Fixed SPMA camera crash during demo playback.
- Fixed demo playback log spam.
- Added DemoFF and DemoSlomo console commands.  Can be bound to a key in UTInput.ini.
                DemoFF toggles between 1x, 3.3x, and 10x fast forward.
                DemoSlomo takes a float between 0.1 and 10 which adjusts playback speed by that factor.
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« Svar #11 Dato: 25. Februar '09 kl. 16:15 »

I øvrigt er der screenshots af det nye interface her:

https://www.beyondunreal.com/view_story.php?id=12525
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« Svar #12 Dato: 26. Februar '09 kl. 08:23 »

Og jeg fortsætter med lidt flere citater fra Epics UT3SERVERS mailingliste:

Citat fra: Sioux
Josh,

Heres a completely left field question relates to this... With the changes
in loading custom characters, does this in any way allow us to now push
custom models from the server to the client if they don't have that
character installed? Or is that just wishful thinking? Smiley

Thanks,
Sioux
www.UnrealGrrl.com

Citat fra: Josh
The client knows all the indices necessary to make the custom character, but
without the custom packages on their machine there already, they won't get
the custom character.  There is no plans to change this behavior.

Josh

Citat fra: Sioux
Why not? Is there a reason to not allow players to download custom player
models from the server? It sounds like the functionality is already there
and that the package download is just being blocked. We used to be able to
download player models from the server in previous UTs and we can still send
custom maps and vehicles and weapons. Why not player models?

Citat fra: Josh
The characters are sent from server to client as a string not as object pointers, which allows the client to load it or use instead a best match instead - due to the max number of custom chars allowed.

The game can't make a character without .ini sections to turn the string into a char made out of merged pieces - and .ini files are not transferred as objects are.

So, characters are handled in a very special way to handle the customization, etc. This is hy they are treated differently than other objects.

Josh

Så altså ingen automatisk push af modeller i UT3 :-/
Der var jo dog også problemer med de mere avancerede UT2004-modeller - deres KarmaData blev ikke pushet, og derfor måtte man alligevel downloade dem til klienterne. Men det er surt, de ikke engang har tænkt sig at overveje det til UT3.
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« Svar #13 Dato: 26. Februar '09 kl. 09:52 »

Så altså ingen automatisk push af modeller i UT3 :-/
Der var jo dog også problemer med de mere avancerede UT2004-modeller - deres KarmaData blev ikke pushet, og derfor måtte man alligevel downloade dem til klienterne. Men det er surt, de ikke engang har tænkt sig at overveje det til UT3.
Tjo, det ville da være rart, forudsat at man fra klienten selv kunne vælge om man ville bruge funktionen eller ej. Spawn-modellen f.eks., fylder 152MB (selvom det nok også er én af de største der er), og hvis der på en server er eksempelvis 10 spillere med hver sin custom model, så er det pludselig i omegnen af 1GB man skal hente før man kan komme ind i kampen. Det er selvfølgelig fint at de har givet mulighed for at lave über-detaljerede modeller, men med den datamængde er automatisk push af modeller muligvis ikke den mest fantastiske idé i verden. Kunne man lave funktionen så man kunne vælge kun at hente modeller under en vis størrelse, ville det selvfølgelig være fint.
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« Svar #14 Dato: 27. Februar '09 kl. 22:50 »

Tjo, det ville da være rart, forudsat at man fra klienten selv kunne vælge om man ville bruge funktionen eller ej. Spawn-modellen f.eks., fylder 152MB (selvom det nok også er én af de største der er), og hvis der på en server er eksempelvis 10 spillere med hver sin custom model, så er det pludselig i omegnen af 1GB man skal hente før man kan komme ind i kampen. Det er selvfølgelig fint at de har givet mulighed for at lave über-detaljerede modeller, men med den datamængde er automatisk push af modeller muligvis ikke den mest fantastiske idé i verden. Kunne man lave funktionen så man kunne vælge kun at hente modeller under en vis størrelse, ville det selvfølgelig være fint.
Well, som jeg har forstået det, så kan alt andet indhold pushes, inklusive mods, som kan være pænt store. Men måden modeller er skruet sammen på i UT3 (med .ini-filer) gør det åbenbart umuligt.
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« Svar #15 Dato: 27. Februar '09 kl. 23:06 »

Derudover ser det ud til at netværkskoden virkelig har fået en overhaling:

Citat
Date:    Thu, 26 Feb 2009 09:28:55 +0000
From:    Steve Lynch <neophyte@MULTIPLAY.CO.UK>

On a different note, the game feels a lot more responsive now than previously.  Sniper shots seem to register more accurately, previously the sniper was clunky and seemed to miss - but maybe that was my skill level Smiley


Citat
Date:    Thu, 26 Feb 2009 08:03:55 -0700
From:    Sir Brizz <sir.brizz@GMAIL.COM>


Netcode performance does seem to be much improved, shots register much better now and general online "feel" is incredible.


Citat
Date:    Thu, 26 Feb 2009 08:19:23 -0700
From:    Sir_Brizz - BeyondUnreal <sir_brizz@BEYONDUNREAL.COM>

I'm positive they did something. I had somebody play on a Listen server with me, they had a 150ms ping, and they coudn't believe how smooth it felt even at that. I tried joining someone else's listen server and had the same experience. It really feels like hitscan shots register better, that "pulling" your shots (something that worked in all previous UTs but not UT3 for some reason) now works.

Sir_Brizz
Administrator - BeyondUnreal.com
sir_brizz@beyondunreal.com


Citat
Date:    Thu, 26 Feb 2009 11:34:43 -0500
From:    Steve Polge <Steve.Polge@EPICGAMES.COM>

Bandwidth improvements were all “lossless” in terms of information.

I also made some improvements to the code that predicts and interpolates player positions based on the data received from the server, and fixed a number of bugs in how this data was interpreted by clients.

- Steve
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« Svar #16 Dato: 28. Februar '09 kl. 11:20 »

Det lyder fandeme godt at der er blevet strammet op på netværkskoden. Jeg glæder mig til at prøve skidtet.
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« Svar #17 Dato: 28. Februar '09 kl. 20:38 »

De er i gang med at teste beta 3 af patch 2.0 nu:

Citat
This beta contains the changes from the previous beta, along with the following additional changes:

- Fix a midgame UI crash
- Fixed Engine.* localization files being in the wrong location
- Localized nvidia driver warning
- Fixed bug with removal of map prefixes in the vote menu
- Fixed stealth vehicle invisibility toggling in client-side demos.
- Fixed Fury, Manta, and Scavenger animation issues in client-side demos.
- Fixed bug where game profile options in UTMapLists.ini didn't override options already in the URL
- Fixed AVRiL rare case where it dealt double damage on hit.
- Fixed another avril fast firing exploit
- Improved detection of XP64
- Removed spurious VEHICLE NOT FOUND printout
- Supports compiling script code in -mod, as well as publishing within -mod
- Fixed not being able to publish default (startup) map
- No longer copies RefShaderCache files when publishing
- Supports Bink movies in -mod dir (ModDir\Movies)
- Fixed problem with completely overriding UTCustomChar.ini in the mod config directory
- OSHelper process will now time out after 15 minutes of getting no communication
- Added -solomod option to restrict game looking in non-loaded .ini files for maps/gametypes/etc
 
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« Svar #18 Dato: 28. Februar '09 kl. 22:02 »

Citat
This beta contains the changes from the previous beta, along with the following additional changes:
- Supports Bink movies in -mod dir (ModDir\Movies)
Ah, så man skal bare købe en Bink Video licens for at kunne lave mods? Fantastisk Vred
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« Svar #19 Dato: 28. Februar '09 kl. 23:47 »

Ah, så man skal bare købe en Bink Video licens for at kunne lave mods? Fantastisk Vred

Eh? Så vidt jeg ved er Bink gratis at bruge ...

Derudover står der jo ikke, at det er det eneste format man kan bruge. Bare at det nu også er understøttet.
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