PDA

View Full Version : Patch 2225v UT2003!


rubex
23-04-2003, 12:19
Retail Patch v2225 Change List.


=========================================================
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 from version 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
- fixed weapon throwing on listen server clients
- projectiles can affect dead bodies in net games
- improved scoreboard support for long names
- 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
- fixed auto-slope. Since this wasn't functioning before, you may have it turned on accidentally.
- added configurable property to control screen flash brightness, with values between 0 and 1 (1 is the default). To modify this property, add the following line to the [Engine.PlayerController] section of your user.ini file. ScreenFlashScaling=+1.0
- 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

- added configurable properties to UTClassic to control double jumping. These are all enabled by default. To disable, add the following section to your UT2003.ini file: [UTClassic.MutUTClassic] bCanDoubleJump=true bCanWallDodge=true bCanDodgeDoubleJump=true

Setting bCanDoubleJump to false turns off all double jumping. Setting bCanWallDodge=false turns off wall dodging. Setting bCanDodgeDoubleJump=false turns off doublejumping after dodging.


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)
CustomCrosshairScale=1.0

where CustomCrosshair can have any value between 0 and 13, and the Crosshair color is in 8 bit RGBA format. You can also use your own custom textures (after importing them into a utx) by adding CustomCrosshairTextureName="package.texture" (where package is the name of the UTX package, and texture is the name of the texture in the package.

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
- fixed bots don't change weapon at end of match, and always play victory anim if winner

Performance/ Engine fixes:
- fixed xEmitter memory leak
- 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.
- no CD check!
- fix for name table corruption crash (which caused the reproduceable crash reported when AccessControlClass=XAdmin.AccessControlIni in ut2003.ini, as well as other intermittent crashes)

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
- fixed redirected download file size and percentage indicator
- fix for players falling of ledges client-side only (so the client thought they were in a different place than they actually were
- New Mutator function OverrideDownload giving servers the chance to override a redirect URL on a per-user basis, eg to give priority redirect access to your clanmates.
- 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,ReactionTime=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.
- fixed server browser having hidden filtering options still enabled when filters looked cleared.
- fixed disconnected/kicked players taking a long time to have their connection closed
- more networking improvements, particularly for higher ping clients

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:
- fixed adding multiple CustonKeyBinding bug
- 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 ReplicationViewer and ReplicationViewTarget to LevelInfo. These are valid during replication, showing for what viewer replication is currently occuring. Useful for creating more complex replication conditions.
- fixed not being able to do same taunt or othe AnimAction twice in a row
- fixed invisibility on pawns with more than 2 skins on their mesh (up to 4 skins now supported - they must all be referenced in the skins array).
- 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/OpenGL:
- Fixed fallback materials for DM-Rustatorium and DOM-Junkyard
- fixed OpenGL bug causing degrading performance after level changes with the NV_VAR/ APPLE_VAR codepath (thanks to Thomas Fortier @ ATI for pointing it out)
- fixed gamma for Editor if running on DX9 system
- fixed bug in D3DDrv which caused it to never release the D3D device
- added "nogamma" commandline option
- fixed "firstcoloredmips X" for DXT textures

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)
- fixed sound precaching bug


http://www.unrealtournament2003.com/?downloads

BYe

P.S.
No cd check!!(corretto)

pelindo
23-04-2003, 12:31
come no cd key?
:cry: io me lo sono dovuto comprare :cry:
:o non ci credo :o

Redvex
23-04-2003, 12:36
Là c'è scritto no cd check....non no cd key
e poi il cd key x giocare in internet?

ggnisci
23-04-2003, 12:37
come no cd-key ? :\

Hire
23-04-2003, 12:39
Gnurant' :D c'è scritto no cd check ! e nn no cd KEY

rubex
23-04-2003, 12:41
Scusate ho corretto,sa a che stavo pensando quando l'ho scritto... :)

BYe

ggnisci
23-04-2003, 12:50
ah, ho cpaito come funziona :D
in pratica all'avvio invece di controllare se il cd è originale controlla se la cd-key è originale :D

Redvex
23-04-2003, 12:52
No non controlla proprio niente.....è semplicemente una patch no cd stavolta ufficiale

ggnisci
23-04-2003, 13:07
invece controlla la cd-key
ho appena provato, se ho la cd-key original tutto ok, se la cambio mi dice che nn è originale e non si avvia il gioco

rubex
23-04-2003, 14:04
Alla grande sta patch!
Finalmente le skin sono belle colorate si distinguono benissimo ora.
Non so xche' ma mi fa' anche + fps,ottimo anche il fatto di avere l'arma + piccola.
Purtroppo sto scaricando e non posso vedere se il netspeed dynamic serve a qualcosa.
Postate le vostre impressioni magari.

BYe

Fred77
23-04-2003, 14:10
Una piccola curisità.

Per farla funionare bene bisogna installare anche la patch precedenti?

rubex
23-04-2003, 14:17
Originally posted by "Fred77"

Una piccola curisità.

Per farla funionare bene bisogna installare anche la patch precedenti?

No,devi solo installare questa.

BYe

Redvex
23-04-2003, 14:32
Originally posted by "ggnisci"

invece controlla la cd-key
ho appena provato, se ho la cd-key original tutto ok, se la cambio mi dice che nn è originale e non si avvia il gioco

Io ce l'ho non originale e codice non valido ma mi funziona lostesso

Fred77
23-04-2003, 14:48
[quote]No,devi solo installare questa.

BYe



Grazie grazie.

ggnisci
23-04-2003, 15:27
Originally posted by "Redvex"



Io ce l'ho non originale e codice non valido ma mi funziona lostesso

forse ho capito, tu usi un codice formulato dal keygenerator, io ivnece il mio originale cambiato di 1 lettera, ecco perchè :D

Grem
23-04-2003, 16:02
Ma, alla fine, come va con questa patch? :confused:

Marco2000
23-04-2003, 16:16
a me dice che "la chiave del mio cd non è valida"..... mah!

proverò a reinstallare.

Redvex
23-04-2003, 16:21
Bo io l'ho installata ma niente di nuovo

VirgoPro
23-04-2003, 16:38
Leggete ilpost UT2003 e LAN PARTY Problemi

datemi una mano UTatori

rubex
23-04-2003, 17:03
Originally posted by "VirgoPro"

UTatori

Ehm Uters ;)

BYe

Grem
23-04-2003, 17:34
Originally posted by "rubex"



Ehm Uters ;)

BYe

Ehm... al limite Unrealers, perchè UTers può sembrare qualcosa di... femminile... :p

ggnisci
23-04-2003, 17:47
:D :D :D :D

R@nda
23-04-2003, 18:20
Il mio ping all'estero (si gioca solo li ormai.... :rolleyes: ) è migliorato.
Dai 140 medi ai 110 medi....già meglio....che già così faccio na fatica....

Il No Cd è una figata.

Per il resto mi pare tutto come prima,forse un pochino più fluido nel gestire i frame....sta sparendo sempre di più quell'impressione di scattosità presente anche quando hai 80fps fissi.

Bene! :sofico:

Redvex
23-04-2003, 18:39
A prop..... del mod Assault se ne sa + niente?

rubex
23-04-2003, 19:58
Originally posted by "Grem"



Ehm... al limite Unrealers, perchè UTers può sembrare qualcosa di... femminile... :p

Sorry,ma in gergo si dice uters o quakers,se si gioca a quake,se non ci credete informatevi ;)


BYe

rubex
23-04-2003, 20:00
Originally posted by "R@nda"

Per il resto mi pare tutto come prima

Ma non hai visto le skin che sono tutte belle colorate adesso?

BYe

Grem
23-04-2003, 20:29
Originally posted by "rubex"



Ma non hai visto le skin che sono tutte belle colorate adesso?

BYe

Solo se scarichi ed applichi il pacco con le Bright Skin. ;)

R@nda
23-04-2003, 22:19
Originally posted by "Grem"



Solo se scarichi ed applichi il pacco con le Bright Skin. ;)

Tra l'altro per quanto lo odi preferisco giocare con il TTM.....tanto le skin colorate le puoi usare solo nei giochi di suqdra.....quindi,meglio TTM.

Psiche
23-04-2003, 22:33
Originally posted by "Redvex"

A prop..... del mod Assault se ne sa + niente?
Progress (for the 1.0 release)

Modelling 76 %
Coding 90 %
Mapping 70 %
Texturing 95 %
Music 95 %

Note: We have no release date because we don't know how much
free time we will have, and how much work it will need to be done.
When the mod is close to be released only then will we be able to tell.

Updated 04/03-2003
--RoAR team

preso dal sito del MOD
;)

grey.fox
23-04-2003, 23:38
Io ho appena installato la 2225,e da ora quando gioco in rete il mio 56k dopo un po' si sconnette dando un errore. Penso sia a causa della patch perchè prima non è mai successo,e anche adesso si sconnette solo se stò giocando a UT2003. E molto seccante!! :mad: A qualcuno oltre me succede??

rubex
24-04-2003, 00:03
Originally posted by "grey.fox"

Io ho appena installato la 2225,e da ora quando gioco in rete il mio 56k dopo un po' si sconnette dando un errore. Penso sia a causa della patch perchè prima non è mai successo,e anche adesso si sconnette solo se stò giocando a UT2003. E molto seccante!! :mad: A qualcuno oltre me succede??


Prova a togliere l'opzione netspeed dinamic che trovi nel setting della linea.

BYe

Redvex
24-04-2003, 11:33
Originally posted by "ggnisci"



forse ho capito, tu usi un codice formulato dal keygenerator, io ivnece il mio originale cambiato di 1 lettera, ecco perchè :D

No non centra con la patch.....ora ke ricordo se cambi il codice con tutte le versioni non ti si avvia ut2003

OT Ho scaricato overload x ut2003 ma ho un file ut2mod come faccio x farlo funzionare?

Filippo75
24-04-2003, 13:19
Originally posted by "rubex"



Ma non hai visto le skin che sono tutte belle colorate adesso?

BYe

Sono molto meglio le skin del TTMv2, quelle Epic sono una scopiazzatura, e poi si possono usare solo nelle modalità a squadre, che assurdità.

grey.fox
24-04-2003, 20:42
Originally posted by "R@nda"

Il mio ping all'estero (si gioca solo li ormai.... :rolleyes: ) è migliorato.
Dai 140 medi ai 110 medi....già meglio....che già così faccio na fatica....

Il No Cd è una figata.

Per il resto mi pare tutto come prima,forse un pochino più fluido nel gestire i frame....sta sparendo sempre di più quell'impressione di scattosità presente anche quando hai 80fps fissi.

Bene! :sofico:
Super OT
Non ti ho più visto nel server del JFF.... Vieni a farti un giro ogni tanto,dai!!

R@nda
24-04-2003, 21:43
Originally posted by "grey.fox"


Super OT
Non ti ho più visto nel server del JFF.... Vieni a farti un giro ogni tanto,dai!!

Wee e mi sono pure divertito^_^

Solo che dal serverbrowser non lo vedo sempre online....cmq se mi capita ci entro.

mtitone
25-04-2003, 09:20
Ho installato la patch......è incredibile la maggiore fluidità rispetto a prima.....ma voi non l'avete notata? Forse è in particolare per chi ha la 9700?

Redvex
25-04-2003, 09:21
sisi dato ke alla epic non sapevano cosa fare si sono detti: Ma facciamo una patch x rendere + fluido ut2003 con le 9700 :rolleyes: