Soeben ist ein neuer Patch erschienen der viele neuerungen und auch teilweise Demorec mit sich führt.Folgende neuerungen gibt es:
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
Wenn man demos aufnimmt sollte TTM deaktiviert sein weil es damit probleme gibt.
Den Patch könnt ihr herunterladen