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Allgemein  UT2003 Patch 2181 Beta da!   lara 18.01.2003
text (short)
Und schon wieder ist einer neue Version des UT2003 Beta Patches aufgetaucht. Grosse Änderungen gab es aber dieses mal nicht, es wurde hauptsächlich Bugs ausgebessert und an der Stabilität gearbeitet. Und wie immer bei Beta Patches: Achtung auch bei diesem Patch handelt sich wieder um eine eine BETA Version, also eher eine Version zum testen. Zudem gewähren Epic und Infograms für BETA Patches auch keinen Support.

text (long)
quote:
UT2003 Patch Version 2181 Features

GamePlay

now support left handed weapons
fixed hidden weapons appearing occasionally on respawn
spectators don?t show up on DM scoreboard at end of match
FPH doesn?t change after match ends
shock combos now work after going through static meshes, and at all angles.
Fixed when entering a painzone you take double the damage/second in the




first second and the correct amount thereafter.
added exec function SwitchToLastWeapon (bound to E by default)
fixed megaspeed DMMutator game option.
improved bombing run AI (better AI reset between scores)
fix for CTF flag can?t be picked up
fixed showing flag icon on scoreboard even if holder not relevant
fixed throwing out minigun screwing up assault rifle
added server option bBrightSkins to [UnrealGame.DMMutator] (and in the






game rules menu). Setting it to true makes player skins brighter.
fixed rocketlauncher can lock onto invasion monsters (bonuspack)
change weapon sound pitch when berserk
added bPreloadAllSkins config option to UT2003.ini, in the


[UnrealGame.UnrealMPGameInfo] section. Its false by default. If true, all skins and character models referenced in .upl files are preloaded. Only set this option to true if you have a lot of system RAM (512 MB or more). This option reduces the hitch experienced when new players join a multiplayer game during gameplay.
only allow restartgame() to be called once.
added a GetWeaponStats exec function, which writes weapon info to the log

for tracking down weapon problems
Fixed VoiceMenu Acknowledgements to use the abbreviated versions if
available
other clients hear rockets being loaded

Mod Support

GameRules.NetDamage() always called in team games, and
GameRules.ScoreKill() not called twice
momentum is passed as an out (by reference) parameter in

GameInfo.ReduceDamage() and GameRules.NetDamage()
moved teammate momentum reduction to TeamGame.ReduceDamage()
added ClientReceiveCombo() to xPlayer, to allow replication of mutator

combos.
Mod authors can now add keys to the config menu. See
XInterface.GUIUserKeyBinding for info "how to".
added support for pushing skins and meshes down from the server, with the
PlayerRecordClass

Networking

improved cheat protection
spectating improvements
single pass through actor list for first pass relevancy determination for all

connections. Improves server CPU utilization by 20% to 30% for servers with large numbers of players
hide passwords in URL
added bAdminCanPause configurable property to GameInfo. It?s true by

default. To change it to false, add bAdminCanPause=false to the [Engine.GameInfo] section of your UT2003.ini file.
fixed precision problems with ping calculation
fixed adminsay bringing up MOTD on clients
fixed bots not properly losing player enemies when players log out of net


games.
Fixed LAN broadcast bug which caused problems in the LAN tab when
multiple UT2003 servers were run on the same machine
TcpLink/UdpLink eventReceivedBinary fix.
Fixed Bug in CheckIPPolicy
fixed port swapping bug.
maxspectators can be passed on command line
Fix for Admin?s Managed Groups
Fixed Admin names showing multiple times when in multiple groups
Added several game options to Web Admin
Fixed Web Admin SetPlayInfo so that it won?t be called twice on DMMutator
Fixed MutatorFillPlayInfo so that it chains. Do not override








MutatorFillPlayInfo, just override FillPlayInfo
Fixed MD5 package protection so that it would stop resetting all
RevisionLevels to 0 on loadup
Fixed Web Admin Friendly Fire defaults
Fixed Kick Command in AdminINI
Changed the seperator character for the in-game admin menu from | to ESC
Made Extended Console stop complaining when a MusicManagerClass



wasn?t defined.
Fixed UTServerAdmin so it would pass PreQuery and PostQuery calls to
mods

Demo Rec

Fixed occasional (!Closing) crash on playback
fixed shock beam on client-side demos
When recording demos on a client, listen server or single player, the demo

file only records demo frames at the frame rate specified in NetServerMaxTickRate in the [Engine.DemoRecDriver] section of UT2003.ini. This does not effect the frame rate, only the rate at which frames are written to the demo recording file. This solves the problem of slow demo playback of client-side demos on machines which are not as fast as the recording machine.
fixed bug where ?timedemo was accidentaly including the precaching time

Menus/Sound

LowSoundQuality option is saved properly.
maps listed alphabetically
Added Map name to loading screen
fixed bug where menu mouse resolution was dependent on direction
added "MouseX/YMultiplier" to scale raw mouse input in




[WinDrv.WindowsClient] in your UT2003.ini
added support for up to 8 mouse buttons
Fixed some Accessed None spam in the UI

Open GL

fixed bug which caused game to reverted to D3DDrv after patching
added code to disable specular if neither ATI_texture_env_combine3 nor



NV_texture_env_combine4 are exposed (Linux DRI drivers)
worked around fog related driver bug in older ATI drivers
added code to switch back to desktop resolution at exit (Win9

D3D

fixed bug related to OverrideDesktopRefreshRate option
added workaround for HW bug on certain older NVIDIA cards
changed code to handle D3DERR_DEVICELOST on initial device creation

Sound

updated DefOpenAL32.DLL with latest version from Creative

Other

fixed big memory leak caused by garbage collection problem with certain



levels (occurred on level change)
fixed occasional crash which occurred during garbage collection on level changes, or when joining a server
fixed sporadic karma physics crash
performance improvement: frame rate based culldistance for player shadows

Use PlayerRecordClass to push down player skins and meshes from the server. For

example, if the Reaper clan was running a server, and had their own clan skin in ReaperSkin.utx, here?s what they?d need to do:

Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with "mod" appended. Reaper is a subclass of PlayerRecordClass, with all the default properties set appropriately to setup up the character. Clan members will need to have a .upl file with the same character definition.

The server will need to have both ReaperSkin and ReaperMod in its serverpackages.


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