THE END OF A cunning Intel plan to develop an X86-64 microprocessor is not yet nigh, according to sources a micron away from the chip giant. The secret project first revealed here in the INQUIRER and codenamed "Yamhill" has however, metamorphosed since the early days, with some Intel politics muddying the water.
Those particular politics led to Intel positioning its future "Prescott" processor as a sort of consumery desktop Clawhammer killer at the Developer Forum held in San Jose in February. The project is now, according to sources, codenamed *T that's right, with an asterisk, with a secret chip developed straight from the X86-64 specification.
This is kind of an insurance policy on Intel's behalf. AMD's current troubles which can be summed up in the phrase "no cash", have given Chipzilla a breathing space, and it hopes that Hector and his gang won't be able to pull the proverbial Clawhammer-Rabbit out of its magic hat. Intel's insurance policy remains firmly in place, however, but the one thing it definitely wants is to distance any project like this from its beloved Itanium platform, which will chug on regardless.
News source: The Inq
Those particular politics led to Intel positioning its future "Prescott" processor as a sort of consumery desktop Clawhammer killer at the Developer Forum held in San Jose in February. The project is now, according to sources, codenamed *T that's right, with an asterisk, with a secret chip developed straight from the X86-64 specification.
This is kind of an insurance policy on Intel's behalf. AMD's current troubles which can be summed up in the phrase "no cash", have given Chipzilla a breathing space, and it hopes that Hector and his gang won't be able to pull the proverbial Clawhammer-Rabbit out of its magic hat. Intel's insurance policy remains firmly in place, however, but the one thing it definitely wants is to distance any project like this from its beloved Itanium platform, which will chug on regardless.
Performance
10% improvement in golem mesh rendering performance.
Fixed unnecessary particle lighting overhead problem.
For performance reasons, most carcasses are cleaned up more quickly now.
For performance reasons (mainly in marsh) dropped energy rifles are cleaned up after 10 seconds.
M08B: improved performance by making sure generator rotating movers only rotate when they are visible.
MM_Marsh: added field generator and turret to PreCacheList to avoid hitches when these appear.
M12: fixed particle overhead.
Added new code/changes to limit overhead due to ragdoll deaths (see Advanced Tips for Improving Performance in the readme for details).
Misc Fixes
Sound fixes. Should reduce occurrences of sound stuttering that some people have had due to sound overload / thrashing.
Fixed player dodge speed and height. Can be modified via user.ini settings (see DodgeXYVelocityScale and DodgeJumpZScale in the [U2Pawn] section).
M08B: lowered carcasses, blood to floor.
M09E: fix for 2 fems staying "inert" if the fem with the RL is killed before being triggered.
Fixed damage warnings (accessed nones) along with fix for damage effects
(blood) being spawned so far inside character's mesh that it doesn't show up
(currently only affects mukhoggs).
Sunlight fix (flickering in waterfront and potentially other places).
MM_Waterfront: fall out of world fix.
M12: fixed sun disappearing in opening cutscene with ParticleDensity=0. Also CS_Outro, PA_Acheron, PD_Acheron.
Display gamma/brightness/contrast values when changed via F10/F11/F12 keys.
Fix for inert skaarj lying prone on bank in M08B (skaarj will now react to hearing the player even if player bypasses trigger).
Fix for Joes script breaking in M10_Avalon in some cases.
Fixed changing actor detail level in-game could result in invisible NPCs (in TutA).
Made key bindings delete button more obvious (click on this to delete key bindings).
Fix from Jason Yu for bots sometimes not respawning after being killed in botmatches.
Added files needed to fix umod support. The umod registry settings will also need to be modified for Unreal 2 umods to work. Were working on making a separate downloadable installer for this but in the meantime, people who installed the game in the default folder can click on the .reg file in Unreal2Help.
Increased crawling spider damage by 3x.
Fixed rammers not attacking properly.
Misc Changes
Added carcass cleanup particle effect.
Added support for modifying player movement speed via unreal2.ini setting (for the duration of the game). For example, to increase the player's movement speed by 50% set PlayerSpeedRatio=1.5 in the [U2GameInfo] section.
M08B: fixed trigger that player could avoid.
Added 70 and 72 Hz to refresh rates options.
Support for scaling the hud / ui to better support multiple monitor setups. This can now be controlled via the ScaleX, ScaleY, OffsetX, OffsetY properties in the [UI.UIConsole] section in Unreal2.ini. For example, use ScaleX=0.333 and
OffsetX=0.333 for three screen support.
Added mouse over context information for the EAX check box. Warns against enabling EAX on non-Audigy / Audigy 2 cards and warns about possible performance issues.
AI
Mod authors can once again enable script warnings / errors by setting
bDisableErrorMessages=false (by default all script warnings / errors are
silent). These were completely disabled for RC7 with the intent of
re-enabling these for the patch. Note that you have to enable the Component=Console.MessageArea line in UIScriptsUI.ui (remove the ;) to see debug messages in-game.
Editor
Fix for not being able to paint on terrain in editor.
Fix for terrain build crash if no terrain map in level.
Fixed editor "first run" (UnrealEd.ini added to system folder).
Fixed WBrowserStaticMesh::UpdateMenu crash.
Fixed crash if you clicked on delete in the decolayer terrain
tool, without a decolayer actually being selected.
Testing / Stats
Improved in-game profiling support / logging.
Improved in-game stats. Added stat lock.
Other
Added Mike Lambert to in-game credits.

Last edited by 23592 on 27 Mar 2003 - 17:01
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