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View Full Version : Patch 1.01 Beta (Changelogs)


Grisu
24th Nov 2007, 07:33 PM
PLEASE DONT POST LINKS TO THE FILES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
PLEASE DONT POST LINKS TO THE FILES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
PLEASE DONT POST LINKS TO THE FILES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

:stop: :stop: :stop: :stop: :stop: :stop:

Changelog:

Beta1:
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 Network Address
Translators) 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 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.

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 GameConfig
- 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 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:
- 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.

Beta2:
- 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.

Beta3
Gameplay:
- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server.
- Disabled attenuation/spatialization on mission briefing sounds.

Server Browser:
- Implemented a Favorites tab page in the server browser.
- Fixed incorrect mutators appearing in server browser details if client & server are not using the same language

User Interface:
- Fixed up the GDF project for Vista

Networking:
- Fixed "open" console command when connecting to Internet servers
- 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 Admin:
- 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:
- Improved bot AI with Leviathan in Torlan.

Grisu
25th Nov 2007, 03:29 AM
---

Slaughter
25th Nov 2007, 07:00 AM
It has NOT been released. LEAKED, yes.

Grisu
25th Nov 2007, 07:06 AM
Well I thought if it was on gamershell, it should be official?!? :?

Slaughter
25th Nov 2007, 07:13 AM
No. If you can edit your post plz delete the link.

Scoob
2nd Dec 2007, 11:31 AM
heh, no love for links eh?

guess u just have to look in right spots... 8)

Cain
2nd Dec 2007, 11:57 AM
Hi Scoob, having a siggy that links folks to another server, and/or Clan without my permission is not allowed here.

Regarding the patch, we all know where to find it, but it has not been officially released yet, so I'm not allowing links to the BETA patch.

Take care,

-- Cain

Scoob
2nd Dec 2007, 12:09 PM
My apologies on the sig...have had it for a while, didn't know it was an issue.

Grisu
2nd Dec 2007, 12:12 PM
There's already news on the beta2 patch.

I have posted the release notes here but my post was deleted? :?

Scoob
2nd Dec 2007, 12:15 PM
yeah i linked to it directly, so i got your post deleted...sry gris :(

Grisu
2nd Dec 2007, 12:51 PM
No deal. Edited the #1 post and included them there.

Also put up warning signs for posting any links. :roll:

Scoob
5th Dec 2007, 04:14 PM
And now beta3 for Patch1

lolz :|

I now have a favorites tab in my browser, but no way to add favorites to it... sigh

Kronos[X]
6th Dec 2007, 12:22 AM
I think when you join a server it adds it to the favorites.

Slaughter
6th Dec 2007, 08:59 AM
When you join a server it puts it in History. When you go to the History view you can select one and click on Add to Favorites (or some similar verbiage).

Rand{CLR}
6th Dec 2007, 09:34 AM
When you join a server it puts it in History. When you go to the History view you can select one and click on Add to Favorites (or some similar verbiage).

This is not the most effective of things they could have done. Who's running their UI team, a couple of chimps?

-Rand

juneau
6th Dec 2007, 11:17 AM
When you join a server it puts it in History. When you go to the History view you can select one and click on Add to Favorites (or some similar verbiage).

This is not the most effective of things they could have done. Who's running their UI team, a couple of chimps?

-Rand

Probably just one chimp. :D

Grisu
6th Dec 2007, 12:26 PM
Probably just one chimp. :D

Let me guess: His name is Alpha Chimp? :twisted:

fuzzbunny
6th Dec 2007, 01:25 PM
anyone know the target release date for this patch?

also, is it still in closed beta?

Grisu
6th Dec 2007, 01:35 PM
It's still a private beta. So I'm not allowed to post a download link.

Realease date: When it's done... like the main game... :D

For me, the main issues aren't fixed with the patch, you can see a list here:
http://utforums.epicgames.com/showthread.php?t=590466

fuzzbunny
6th Dec 2007, 01:49 PM
wow what a mess, im glad im not experiencing any of those problems :x


is it just me or was more teams promised for the ut3 release?

for example, i thought thunder crash, Juggernauts, and The Corrupt were suppose to be in the final version. also it would of been nice to see a return for Black Legion (MISSSTER CROW!)

oh well :P i guess we'll have to wait for another ut2004 expansion pack to finally see a polished game.

Slaughter
6th Dec 2007, 02:11 PM
When you join a server it puts it in History. When you go to the History view you can select one and click on Add to Favorites (or some similar verbiage).

This is not the most effective of things they could have done. Who's running their UI team, a couple of chimps?

-Rand
Efficiency in the UI is certainly lacking. I've not seen any kind of pop-up window at all. Who knows why that ability either hasn't been built or won't be due to some console limitation. Hence, no easy method like right-click and add to favorites.

Scoob
6th Dec 2007, 05:04 PM
I honestly haven't seen a huge difference from beta2 to beta3...

I hope the final has a few additional fixes...

randatola
6th Dec 2007, 06:51 PM
From what I saw on the changelist, there wasn't much new in the Beta3 patch and what was new were little things. To me that suggests they are getting close to releasing it.
Changelist: http://utforums.epicgames.com/showthread.php?t=590487

Unfortunately nothing I saw in the combined Beta1/2/3 changelists suggest they fixed VOIP, which to me is probably the biggest disappointment in the game. I think it really hurts the uptake of the game when people are playing on a team but can't coordinate anything.

It's especially disappointing because, like the server browser and UI, it worked so wonderfully right out of the box back in March 2004. If they had just copied that code into UT3 they would have had a faster, cheaper, better solution.

No doubt that solution would have been incompatible with PS3 and 360 though, so here we are.

Grisu
9th Dec 2007, 04:24 AM
beta 4 is here:
- Fixed demo playback not working if the PlayerController didn't get recorded into the first frame
- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if
set lower.