UT2004 Patch 3321 (Beta) Changelog


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I don't have anywhere to host the beta patch but who knows, maybe it will appear here sometime for you guys to download :)

Here are the changes from 3270 to 3321:

Onslaught related:

- Fixed accessed none in mid-game GUI code

- New, optimized Goliath shot hit effect

- Fixed Raptor camera from clipping into the world

- fixed collision hole in Goliath

- vehicle splash rings

- fixed daredevil message to only show the stats that made you a daredevil

- Manta water spray effect

- If two nodes are an equal number of links away from the enemy powercore, the autospawn system will now select the one physically closer to the core instead of randomly picking one.

- Optimized some effects to improve client performance

Onslaught AI:

- greatly improved AI control of flying vehicles

- fixed bot getting out of vehicle and instantly killed causing AI problems

- bots in mantas and scorpions may jump out if about to be hit by avril

- Improved Leviathan AI

- improve Raptor firemode selection AI

- bots like jumppads more in Onslaught

- improved AI initial node rush

- bots better at comboing with PRV side gun

- improve AI vehicle route following (less backing up)

- high skill bots jump out of mantas that have web projectile stuck to them

- fixed occasional bot in vehicle getting stuck on inventoryspot

- fixed bot avril locks when bot can't see target

- fixed bots trying to heal node from too far away

- fixed defenders staying in vehicle too long when node unpowered

- PowerCores now block paths through them (need to rebuild paths for this to work)

- bot Mantas more aggressive against foot enemies

- bots smarter about navigationpoints blocked by vehicles

- move as close as possible in vehicle if no path to dest (until currentpath isn't useable)

- bots pick best side of vehicle to get out

- Entering a vehicle turns off a pawn's and a pawn's weapon's AmbientSounds

- bots keep manning tanks (and other "important" vehicles) when possible

- bots do multiple dodges toward road pathnodes

- improved bots staying focused on enemy attacking power core

- if bot can't get out of vehicle turret, he tries to switch to driving vehicle if there's no driver

- bots understand they can't shoot through powernode shields

- bots don't toss spidermines into powernode shields

- fixed bots in vehicles trying to use teleporters

- improved bot use of handbraking for steering

General game play:

- removed log warnings when damagetype is none

- fix for getplayerstart log spam in invasion

- Fixed the single player not going to the SP_Main menu after showing the intro

- fixed script warnings

- Only allow suicides once every 10 seconds

Demo Recording:

- Added a hack so that demorecdrivers always convince the server that it's UTX files are Gen=1 (fixes CTF flags not showing in demos recorded on dedicated server

installs)

Networking:

- UT2K4 works with WinXP SP2 firewall

- speed hack detection improvements (less problems for people with just bad connections)

- Fixed Linux server crash when Master Server drops connection unexpectedly. (in 3270.1)

- increased default ConnectionTimeout to 30 seconds

- fixed cases where non-replicated emitters were being spawned server side (performance improvement)

- Fix for server travel crash bug.

- fixed destroyed vehicles disappearing so much on saturated connections

- Properly handle the FailCode command coming from the server. This was what would cause a client to appear "locked solid" when 2 clients were trying to join the last slot.

- "Only Official Maps" toggle in server browser now becomes disabled when mods are loaded.

- Fixed the server browser Filters description overlap.

- Fixed Classic Translocator Setting in net games.

- The "Press F10 to" Connection Message makes its return.

- Fixed vehicles looking flipped over on clients when they aren't

- Servers recover if connection to master server fails during receive

- Fixed HandleStream crash on server with some user Assault levels on connections with packet loss

Editor:

- added per layer detail settings for terrain deco layers

- fixed particle editor crash

Engine/General:

- fix for proces****wall crash

- fixed script assignment bug (assignment of deleted actors resulted in no change from the current value).

- loading time speedup.

Below is a screenshot of 2x visual differences (Goliath's improved hit effect, and the radar has visible numbers this time)

post-78-1094299492.jpg

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I would, but I don't know of any maps that has water :-(

When I get back from work tonight (9:30pm UK Time) I'll have a look around. In the meantime, enjoy this new screenie (Bonus Vehicles) - although I can't seem to find these new vehicles, I have emailed the man behind the update patches so I'll hopefully receive a reply tonight.

P.S.

These bonus vehicles 'could' be the 3 new ones as mentioned in previous posts "UT2004 Editor's Choice Edition".

post-78-1094301062.jpg

This patch is already released to a few of us who have ties. The reason we're not posting links is because it's a BETA patch, meaning unofficial. We've been instructed not to post links to sites hosting the update patch, but there's nothing wrong with us releasing the changelog for it (just so all you guys know the progress rate of fixes & enhancements and more importantly the EDE version with those 3 new vehicles we can't wait for).

In regard to the "Bonus Vehicles" I've received an email informing me that it appears to be a bug, in other words - the vehicles haven't been included in this patch (accidents happen). So it seems that this "Editor's Choice Edition (EDE)" might be included in the next beta patch as opposed to a seperate package altogether.

The next beta patch should enlighten us more on this subject.

This patch is already released to a few of us who have ties. The reason we're not posting links is because it's a BETA patch, meaning unofficial. We've been instructed not to post links to sites hosting the update patch, but there's nothing wrong with us releasing the changelog for it (just so all you guys know the progress rate of fixes & enhancements and more importantly the EDE version with those 3 new vehicles we can't wait for).

In regard to the "Bonus Vehicles" I've received an email informing me that it appears to be a bug, in other words - the vehicles haven't been included in this patch (accidents happen). So it seems that this "Editor's Choice Edition (EDE)" might be included in the next beta patch as opposed to a seperate package altogether.

The next beta patch should enlighten us more on this subject.

Thanks (Y) for the info. :yes:

I think flurry has water.

ONS-Flurry doesn't have any water unfortunately. Mind you, saying that - my graphics card is set to it's lowest setting (GeForce 2 Pro)...so maybe there is water, but I don't have access to it :(

In 3-4 weeks I'll have the GeForce 6800 GT (I'll be able to know for sure then)

Just In:

This patch will be official soon, and required for everyone, according to Steve Polge:

This patch (or a slight variation thereof) will become official very quickly (definitely next week), as it has already had extensive internal testing.

This patch prevents the hacks that people were using to get around Epic's definition of "standard" servers. If you have a mutator that doesn't affect gameplay which you would like whitelisted, please submit it.

We are going to require everyone to upgrade to this patch, so reverting to an older patch to make your servers appear standard isn't going to be a solution.

Beta 3323 Has Been Released To Beta Testers

Here are the changes from 3321 to 3323:

- server performance improvement (don't copy structs in NEQ replication comparisons)

- fixed Xan torso w/ invisibility

- have "?" portrait show up if no valid portrait on HUD

- Adjusted the map lists to respect bECEEdition and not create bonus vehicle entries on non-ECE versions.

- Removed "not broken" debug log spam

I hope this patch fixes the problem I'm having after I installed service pack 2. I haven't been able to play in weeks. :cry:

SP2 conflict? didn't know of any problems. In the 3321 updates is a fix called:

- UT2K4 works with WinXP SP2 firewall

So maybe that's what you're after.

If not, then it's a case of reinstalling the game (maybe a DirectX 9.0c problem occured during installation of SP2, because UT2004 is based upon the DX API's).

question: if we PM the beta testers for a link will u give it to us or have u been instructed not to give it to ANYONE not even if they r willing to try it?

Quote from email:

This patch is not intended for public distribution, since it is a beta. What this means is - feel free to distribute it informally to anyone that will help test it, but please don't post it on public web sites.

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