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Unread 23rd April, 2003, 09:38 AM
Azazel's Avatar
Azazel Azazel is offline
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Join Date: Jul 2002
Location: UK
Posts: 2,408
Default UT2003 v2225 patch released

Epic games released the 2225 patch for UT2003. A lot of things have been fixed and added including:

UT-Classic mutator

Webadmin updates

CD-check removed

Changed DDOM scoring system
This patch has been released a few days ago as a beta patch already but is now official. Click readmore for the full list of changes.

Download Links
Windows: http://www.unrealadmin.org/modules.php?name=Downloads&d_op=getit&lid=178
Linux: http://www.unrealadmin.org/modules.php?name=Downloads&d_op=getit&lid=179GamePlay:

Allow several different default characters. Change the default character by adding the following line to the [xGame.xPawn] section of your user.ini file:

PlacedCharacterName="aname" where aname can be "Gorge" (the default), "Sapphire", "Malcolm". "Mokara", "Rapier", "Brutalis", or "Roc"
fixed no instigator bug with goop and grenades if killer was blown up before making kill.
added new mutator "DelayedSpawn". This mutator delays the initial spawning of superweapons and super powerups (like UDamage, superhealth, and supershield)
fixed sporadic problem with giving assist credit to players not involved in flag capture in CTF
fixed sporadic problem with pawns not animating on clients
Fix adding in an extra bot when you've chosen custom bots and are spectating.
custom bots stay on the teams they were put on, and ignore team balancing in standalone games.
The player who changes the color of the DDOM point scores the 5 points, not the last player.
fixed bug where could sometimes translocate into static meshes
spectators can only chat with spectators if bPartitionSpectators config option is true. This option is false by default, and can be made true by adding bPartitionSpectators=true to the [Engine.BroadCastHandler] section of your UT2003.ini file.
support for new brighter teamskins (set by bright skins option in the Game Rules tab). You must have BrightSkins patch downloaded for this to work. (brightskins is client-side only)
fixed displaying name of player who returned flag in flag return message
announce name of scorer in bombing run
"use map bot count" always adds at least 3 bots for team games
no time limits in LMS or Invasion
fixed joining LMS server as spectator after match has started not limited to only spectator slots
added configurable GameInfo property LateEntryLives. Defaults to 1. This is how many lives another player can have lost and you can still join, for a maxlives game like LastManStanding.
fixed IronDeity shield spawning
fixed CTF-DoubleDammage camouflage mesh
fixed weapon throwing on listen server clients
projectiles can affect dead bodies in net games
improved scoreboard support for long names
server side control for turning off weapon viewshake by adding the following line to the [engine.gameinfo] section of your UT2003.ini file: bWeaponShouldViewShake=false
new configurable property to prevent shield stacking of small shields. To disable shieldstacking, add the following line to the [UnrealGame.DeathMatch] section of your UT2003.ini file: bNeverShieldStack=true
zoom supershockrifle firing through multiple people now configurable (true by default). To change, add the following lines to your UT2003.ini (server side): [XWeapons.ZoomSuperShockBeamFire] bAllowMultiHit=false
no superweapons in mutant
fixed auto-slope. Since this wasn't functioning before, you may have it turned on accidentally.
added configurable property to control screen flash brightness, with values between 0 and 1 (1 is the default). To modify this property, add the following line to the [Engine.PlayerController] section of your user.ini file. ScreenFlashScaling=+1.0
added new mutator "UTClassic" ,with its own server browser icon. Modifies the weapons to feel more like the original UT's weapons: All weapons do more damage. Slower weapon switching. Shieldgun charges faster, slightly longer range, less self damage for impact jumping Minigun firing modes switched, no lockdown effect Shockrifle regular fire slower, does more damage. Combos take less ammo. Slowed down rocket firing rate. Sniper rifle faster firing, no secondary hit damage. Bio charged up damage relatively lower (countered general weapon damage increase). Flak alt fires up a little more. Translauncher more ammo, recharges faster, transbeacon fired up more FOV and eyeheight adjusted
added configurable properties to UTClassic to control double jumping. These are all enabled by default. To disable, add the following section to your UT2003.ini file: [UTClassic.MutUTClassic] bCanDoubleJump=true bCanWallDodge=true bCanDodgeDoubleJump=true

Setting bCanDoubleJump to false turns off all double jumping. Setting bCanWallDodge=false turns off wall dodging. Setting bCanDodgeDoubleJump=false turns off doublejumping after dodging.

Weapons

added option for visible centered weapons.
added option to have smaller first person weapons. Off by default. This option is found in the Settings|Player menu, or can be changed in the user.ini by adding bSmallWeapons=true to the [Engine.PlayerController] section.
fixed inaccurate replication of remaining translocator charge, causing players not to be able to fire when they seemed to still have charge
all projectiles and shock beam centered with hidden weapons
fixed shieldgun autofire misfires
added more weapon not firing debugging. If your weapon stops firing, type getweaponstats at the console. Then, continue trying to fire your weapon, so more stats can be gotten. Both client and server must be upgraded to this patch.
fixed shield gun fire effect when weapon hidden.
fixed transbeacon leaving flare behind when crushed by mover.
telefragging always gibs.
ion painter warms up a little faster
added configurable property to have translocator aim up more like original UT. This client-side option can be enabled by adding the following line to the [xGame.xPlayer] section of your user.ini file: bClassicTrans=true
fixed lightning gun muzzleflash positioning in third person
improved redeemer guiding
sniper rifle zoomed visible area expanded
custom weapon crosshairs: You can specify custom crosshairs and crosshair colors for each weapon. To do this, add the following lines to the appropriate weapon section in your User.ini file:
CustomCrosshair=7
CustomCrosshairColor=(R=255,G=255,B=255,A=255)
CustomCrosshairScale=1.0
where CustomCrosshair can have any value between 0 and 13, and the Crosshair color is in 8 bit RGBA format. You can also use your own custom textures (after importing them into a utx) by adding CustomCrosshairTextureName="package.texture" (where package is the name of the UTX package, and texture is the name of the texture in the package.

HUD/Scoreboard:

4 digit fph

AI:

fixed bot auto skill adjustment
added custom bot AI configuration menu
bots don't try to link with you if you are linking with them
only use bots with upl menu strings "SP", "DUP", or "UNLOCK"
performance improvement when trying to find path to dropped flags or bombs. Also added NotReachableBy() event to Decoration, so flags and other game objects can be notified if they aren't reachable.
improved bot AI for mutant game
fixed low-skill AI problems in DOM-Junkyard
fixed bots don't change weapon at end of match, and always play victory anim if winner

Performance/ Engine fixes:

fixed xEmitter memory leak
Improved bPreloadAllSkins for team games.
set bShouldPreload (in [Engine.LevelInfo] section of UT2003.ini) to true on initial configuration for systems with over 512 MB of memory. This makes these systems preload all skins, reducing hitches in network play.
no CD check!
fix for name table corruption crash (which caused the reproduceable crash reported when AccessControlClass=XAdmin.AccessControlIni in ut2003.ini, as well as other intermittent crashes)

Networking/Servers:

fixed occasional crash when switching levels for servers with bots
vampire mutator shows up in server settings
dynamic netspeed adjust to deal with connections with variable effective bandwidth. Can be turned off in the settings|network menu.
fixed distance fog based network relevancy culling.
fixed addnamedbot exec function. This is used by web admin, so adding bots through web admin now works correctly as well.
fixed client upstream bandwidth not always capped properly by server
added -nocheat parameter to commandline to disable cheat prevention
added ability to disable the security fix in networking (for testing purposes) [IpDrv.TcpNetDriver] DisableKSecFix=True
only allow netspeed changes from console once every 15 seconds
server version displayed in server browser and ingame server info (F2).
fixed ghost players on server
fixed Invasion not ending if server side demo recording
fixed redirected download file size and percentage indicator
fix for players falling of ledges client-side only (so the client thought they were in a different place than they actually were
New Mutator function OverrideDownload giving servers the chance to override a redirect URL on a per-user basis, eg to give priority redirect access to your clanmates.
To customize bots without using the custom bot config menu, add a [UnrealGame.CustomBotConfig] section to your UT2003.ini. Then add lines like this one to the section: ConfigArray=(CharacterName="Gorge",PlayerName="The_Reaper",FavoriteWeapon="xWeapons.RocketLauncher",Aggressiveness=0.400000,Accuracy=0.000000,CombatS tyle=0.400000,StrafingAbility=0.765789,Tactics=0.0 00000,ReactionTime=0.000000,bJumpy=True)
where CharacterName = the bot character you are modifying PlayerName = the name to override the character name with All the AI settings range from 0 to 1, with 0.5 as the default value.
fixed server browser having hidden filtering options still enabled when filters looked cleared.
fixed disconnected/kicked players taking a long time to have their connection closed
more networking improvements, particularly for higher ping clients

Spectating:

moved "now viewing" in spectator mode to right side of HUD
show proper HUD color in first person view when spectating in network games
fixed link gun alt-fire obscuring view in spectate behindview 0
show proper score in DM network games in top left hand corner of HUD /behindview 0
fixed spectator showing up on scoreboard on server with no players
show flag messages in first person view when spectating another player
fixed invasion spectating when join as spectator

Mod support:

fixed adding multiple CustonKeyBinding bug
Exposed many internal karma simulation constants for mod developers to tweak: Gamma (Relaxation Rate), Epsilon (Constraint Compliance), Penetration Offset and Scale, Contact Softness, Max Contact Penetration, Max Karma Timestep, Max Karma Speed and Max Ragdoll Speed. Use KSet/GetSimParams inside Actor to modify them. NOTE: Changes to these take affect until you quit the game!
use %20 in URL redirects for files with spaces
umod installer AddIni fix
added bNeverSever property for DamageType
added PreventSever() to gamerules
weapon config menu uses actor skin if different from default weapon skin
User logs now save to UserLogs
Added force feedback support for devices other than mice (thanks Jason Fleming of Immersion).
* Gamepads, sticks, wheels and mice usable as force feedback devices
* Wheels (1-axis) devices can play 2-axis effects, rather than failing (IFC23.DLL)
* Feedback device not initialized if all feedback settings disabled at startup
* Shutdown feedback system by unchecking all feedback settings in menu
* Start feedback system when first feedback setting checked in menu
added unique sunlight actor icon (for editor)
The Loading Map screen is now configurable for mods (GameEngine.LoadingClass)
added -USERLOGO=, .BMP must be in Help
added ReplicationViewer and ReplicationViewTarget to LevelInfo. These are valid during replication, showing for what viewer replication is currently occuring. Useful for creating more complex replication conditions.
fixed not being able to do same taunt or othe AnimAction twice in a row
fixed invisibility on pawns with more than 2 skins on their mesh (up to 4 skins now supported - they must all be referenced in the skins array).
Added PokeTerrain function to TerrainInfo.
PokeTerrain( vector WorldLocation, int Radius, int MaxDepth ) All values are in world units. It pushes a squashed sphere into the terrain at the location specified. Negative MaxDepth values will raise the terrain at the specified location.
Note that you should perform a trace first and ensure a TerrainInfo is returned. Call the function at the trace's hit location. Static projectors such as tree shadows have their data precomputed and the shadow will not move if you dig a hole in terrain beneath them. Sorry!



WebAdmin:


Added check to prevent webserver from being spawned on client
Addressed some cleanup issues with QueryHandlers
Fixed bug with special characters in game settings (&, , etc.)
Added reverse sorting to player listing
Fixed bug with sorted lists that caused new items that were added to be dropped under certain circumstances
Fixed bug that only allowed a managed group to be removed from a user if the user was a member of that group
Fixed bug with IP Policies not reflecting whether policy was "Accept" or "Deny" policy
Fixed bug with webadmin not allowing IP addresses containing wildcards to be added to the banned IP list
Fixed bug that allowed IP addresses with more than 4 octets to be added to the banned IP list
Fixed links in webadmin remaining active if admin does not have any privileges applicable to that Query Handler
Addressed webadmin textboxes not allowing values longer than the width of the textbox
Added support for custom skins for webadmin (documentation coming soon)
Added fix to prevent admin privileges from "leaking" across threads (very very rare)
Added support for creating outgoing connections from within webadmin (to easily include remote content in webadmin)
Fixed bug with giving users privilege to change bot skill level
Updated bot page so that you can add bots with stats enabled if there are still bots in the game
Implemented "Kick Bots", "Change WebAdmin Skin", and "Game Status" privileges
Added Game Status readout to Current Game page

D3D/OpenGL:

Fixed fallback materials for DM-Rustatorium and DOM-Junkyard
fixed OpenGL bug causing degrading performance after level changes with the NV_VAR/ APPLE_VAR codepath (thanks to Thomas Fortier @ ATI for pointing it out)
fixed gamma for Editor if running on DX9 system
fixed bug in D3DDrv which caused it to never release the D3D device
added "nogamma" commandline option
fixed "firstcoloredmips X" for DXT textures

Sound/Music:

updated DefOpenAL32.dll
Add MusicSkip console command to skip tracks in OGGPlayer
Fixed possible problems with OGGPlayer
Add "Play List" button to player setup
fixed audio spatialization (thanks to Daniel Pea***** @ Creative for the fix)
fixed sound precaching bug

UT Classic:

Making the game feel more like the original UT:

upgrade to this patch, and install the bonuspack
use the UTClassic mutator
use small weapons (Settings|Player menu)
set FOV to 90 (Settings|Player menu)
use the Evil Announcer from the bonus pack (set the announcer voice in the Settings|Audio menu)
install the BrightPlayerSkins mod (client side only)
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