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Allgemein  UT 2003 Betapatch 2219   lara 27.03.2003
text (short)
Epic kann es nicht lassen: So ist heute wieder ein neuer Patch mit einigen Bugfixes und Änderungen zu Unreal Tournament 2003 erschienen. Dieser trägt die Versionsnummer 2219. Die Featureliste gibt es unter show more, zum Download gehts über den Link (aber Achtung der Download folgt auf eigene Gefahr, denn Epic und Infograms gewähren für BETA Patches keinen Support).

text (long)
quote:
Changes since 2218 include:

- fixed UTClassic rocket fires up to 3 rockets
- no weapon firing shake in UTClassic
- slow down weapon switching in UTClassic
- no small shield stacking in UTClassic
- adjust FOV, eyeheight in UTClassic
- sniper rifle zoomed visible area expanded
- projectiles can affect dead bodies in net games
- adjusted centered link gun effect position
- mutant bot AI - mutant bots don't go after powerups they can't use
- fixed lightning gun muzzleflash positioning in third person
- User logs now save to \UserLogs
- Add MusicSkip console command to skip tracks in OGGPlayer
- Fixed possible problems with OGGPlayer
- Add "Play List" button to player setup
- fixed ghost players on server
- improved redeemer guiding
- added unique sunlight actor icon (for editor)
- fixed Invasion not ending if server side demo recording
- fixed lastmanstanding ending when single player enters (patch bug)
-
- Big update to web admin
- fixed audio spatialization (thanks to Daniel Peacock @ Creative for the fix)
- The Loading Map screen is now configurable for mods (GameEngine.LoadingClass)
- added -USERLOGO=, .BMP must be in \Help
- 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
- 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 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!


=========================================================
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)

=========================================================
Full change list since 2199

GamePlay:
- 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
- projectiles can affect dead bodies in net games
- 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
- 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

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)

where CustomCrosshair can have any value between 0 and 13, and the Crosshair color is in 8 bit RGBA
format.

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

Performance:
- 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.

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
- 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",Aggres
siveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000,Reactio
nTime=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.

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:
- 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 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:
- Fixed fallback materials for DM-Rustatorium and DOM-Junkyard

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 Peacock @ Creative for the fix)


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