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Old 25-11-2007, 05:35   #1 (permalink)
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Default Inhoud eerste patch Unreal Tournament III bekend gemaakt

Unreal Tournament 3 is nog maar net een dag uit en er is al nieuws over een patch. Gameplayperikelen, AI-storingen, server browser, interface etc.: alles moet er aan geloven.

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 Game\Config\
  • - 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.
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Old 25-11-2007, 16:47   #2 (permalink)
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En wanneer komt ie dan wel niet uit?
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