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mascaras
02-08-2008, 07:43 AM
Unreal Tournament 3 Patch 1.2 Coming Next Week

All Unreal Tournament 3 players will be flattered to know that new patch 1.2 of the game is in final stage of testing and should be up for downloads some time next week. The full list of changes is included under the "Read full story" marker.



Gameplay:
Increased UTGame MaxPlayersAllowed to 64.
Fixed leviathan turret instant refire exploit.
Fixed errant lock on warnings when no longer in vehicle.
Fixed first person weapons in demo playback.
Fixed translocator telefrag victim message.
Fixed encouragement sounds not being randomly picked by bots.
Implemented viewobjective spectating system for Warfare.
Fixed berserk held by driver applying to all vehicle turrets.
Only force low gore on German versions that were low gore only before being patched.
Fix for unnecessary content staying in memory on seamless travel.
Fixed shaped charge node exploit.
User Interface:
Clicking on the settings tab goes to directly to the full settings menu.
Added VOIP speaker portraits to HUD.
Fixed character portraits sometimes not showing up on HUD or not staying up long enough.
The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.
Fixed the CD key always prompting when the user has no network card
Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.
Added UI option to hide objective paths (the white arrows).
Added UI option to enable joystick support.
Added JOIN to midgame menu when spectating.
Added cancel button to "logging in" message box.
Added support for auto-updating UI with new options.
Improved language support for French, Spanish, Italian, and German.
Joystick key bindings in UI display properly.
Added game and UI support for customizing crosshair scaling.
Added "Add Favorite" button to Server Browser server list tab.
Fixed favorites Tab Page server details not updating.
Improvements to voice menu. Added "status" section.
Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads
Show "Change Team" button before the match has started.
Added support for localized "single score needed" string.
Tweaked some HUD message font sizes.
Favorites/History lists list servers that are currently offline.
Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.
Fix for end of round scoreboard displaying extra "Player" bots.
Fixed leviathan deploy icon positioning.
Networking:
Added support for autodownloading packages while in gameplay or while travelling.
Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
Fixed dedicated server memory leaks.
Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.
Fixed spectators being unable to move after a level transition.
Fixed track turrets being in the wrong position on clients in some cases after being destroyed.
ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.
Fixed HTTP download compression.
Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
Fixed a bug where in rare cases packages would get downloaded twice.
Fixed spectators able to enter as extra players in Duel.
Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.
Fixed bots not replicating their view pitch, so their animation looks better in net games.
Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.
Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.
Fixed client crash if the user disconnects while downloading a file during a seamless travel.
Server administration:
TCPLink and Webadmin functionality implemented.
Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.
Fixed being unable to kickban players with | in their names.
Added versioning information to the game settings
Dedicated servers don't require DirectX shader model 2.0
Fixed AdminForceTextMute and AdminForceTextUnmute.
Restored the compress and decompress commandlets.
Fixed AdminCmdOk() function not working properly if you were the listen server.
Banned IDs readability improved.
Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.
Mod support:
Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.
Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like. ScriptedTextures can more easily be used.
Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS
Weapons now take roll from player viewrotation.
Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.
Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.
Fixed Change Node Status Kismet action not working on fully constructed powernodes.
Merged ageia particle fixes.
Map specific:
Fixed DM-Deck get out of world exploit
Fixed DM-Gateway portals sometimes sending you back to your starting point.
Fixed CTF-Coret collision exploit.
Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.
AI improvements:
New orb carrier strategy AI.
Improved bot hoverboard use.
Reduced bot orb spawner camping.
Fixed bots stuck on orb spawner unable to grab flag.
Low skill bots use artillery properly.
Tweaked shooting at nodes vs shooting at enemies.
No human bonus to threat value.
Improved threat picking AI, taking into account effectiveness of bot's weapon.
Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
Bots tend to stay on same enemy more, and focus on key vehicles more.
Tweaked campaign auto skill adjust.
Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.
Tweaked rules for whether to attack node or enemy first.
Improved bot AI for defending nodes with an orb.
Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.
Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.
If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.
Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.
Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).
Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.
Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.
Adjusted bot reaction time to seeing new enemies.
Improved bot AI for dealing with lifts and hoverboards.
Bots taunt after winning a match.
Bots now can be fooled by feign death.
Sandstorm has more impact on bots being able to acquire/aim at enemies.


Voodoo Extreme (http://ve3d.ign.com/articles/news/36570/Unreal-Tournament-3-Patch-1-2-In-Testing/p1/c1)

http://www.techpowerup.com/51978/Unreal_Tournament_3_Patch_1.2_Coming_Next_Week.htm l



regards

Tuvok-LuR-
02-08-2008, 07:51 AM
# Bots taunt after winning a match.
# Bots now can be fooled by feign death.
YEAH!

3NZ0
02-08-2008, 10:12 AM
Looks to be a good patch :)

Kai Robinson
02-08-2008, 11:05 AM
Does anyone play UT3? I was under the impression that interest in the UT franchise has waned rather considerably.

happychappy
02-08-2008, 11:10 AM
Does anyone play UT3? I was under the impression that interest in the UT franchise has waned rather considerably.

I know i play it..:p:

RPGWiZaRD
02-08-2008, 11:47 AM
I play it like minimum an hour or two a day. :p:

I see some important fixes here and there, I think patch 1.2 should have been 1.0 though.

But there's still probably quite a lot exploits to be fixed, such as getting over the barricades on Downtown with Tank without having to destroying it.

Gunslinger
02-08-2008, 11:52 AM
Is this game better than COD4?

trans am
02-08-2008, 12:07 PM
Is this game better than COD4?

It depends. If you are into vehicles then yes. If you are happier running around on your feet then COD4 is better. I love both games. If you love FPS games then You should have both.
I play as Bong Solo or ObeerBong Kenobi.

RPGWiZaRD
02-08-2008, 12:12 PM
Is this game better than COD4?

That's matter or preference, I have both but play UT3 way more but I've always been an UT fan and it's the fast paced action thingie I love about UT. The weapons are also a huge reason I like it as well, I rather fight with some sci-fi weapons than assault rifles etc as every weapon is too similiar. In UT you have to master every weapon in it's own way, you use different strategy with every weapon depending on situation and that's a VERY nice thing IMO.

And the hoverboard + vehicle grapple system adds so much to UT3, very nice addon to the series. If I go play UT2k4, I keep pressing Q button all the time as I'm so used to use the hoverboard now and get bored of only running around slowly lol.

RAMMAN
02-08-2008, 01:10 PM
YEAH!

i really dont see the point of feigning death in a ut match.in warfare/ctf/tdm your not helping your team, while in dm, your just giving your opponent time to get fully stacked while your on the ground with low health.

DilTech
02-08-2008, 04:18 PM
i really dont see the point of feigning death in a ut match.in warfare/ctf/tdm your not helping your team, while in dm, your just giving your opponent time to get fully stacked while your on the ground with low health.

It can give you a clear shot at your opponents back... they run right past you or turn around and depending on your current payload you can drop them before they know who, or what, hit them.

It makes for a nice flag defense in CTF as well... ;) Fake dead by the flag, after they grab it and go to run off with it BOOM! :D

RAMMAN
02-08-2008, 04:32 PM
It can give you a clear shot at your opponents back... they run right past you or turn around and depending on your current payload you can drop them before they know who, or what, hit them.

It makes for a nice flag defense in CTF as well... ;) Fake dead by the flag, after they grab it and go to run off with it BOOM! :D

only one problem, dont dead bodies usually disappear soon after they die?
note to self:fire rocket into all bodies :yepp:

kiwi
02-08-2008, 04:34 PM
When TAM, UT2k4 maps and dodge jump are back I will play :)

Swatrecon_
02-08-2008, 04:41 PM
When TAM, UT2k4 maps and dodge jump are back I will play :)

You can make your own maps, and I'm sure people will, and I'm pretty sure dodge jump is still there. Press over twice???

antari
02-08-2008, 07:36 PM
But there's still probably quite a lot exploits to be fixed, such as getting over the barricades on Downtown with Tank without having to destroying it.

I use that all the time. I really don't want that fixed.

Hockster
02-08-2008, 10:38 PM
It certainly took them long enough to implement a web admin.

Eastcoasthandle
02-08-2008, 10:49 PM
Everyone should buy this game :yepp:
Maybe I don't know but I thought they would have brought back those secret codes that gave you invisibility, speed, etc from Ut 2004 (xbox).

kiwi
02-09-2008, 01:46 AM
You can make your own maps, and I'm sure people will, and I'm pretty sure dodge jump is still there. Press over twice???

Yep, Ut2k4 maps are already in progress or even ready but I want TAM mod :) Dodge jumping (press "jump" key after dodge) and dodge are two things :) You could dodge jump up the ramp, make long/fast jumps etc

SafeFire
02-09-2008, 04:54 AM
When TAM, UT2k4 maps and dodge jump are back I will play :)

http://www.xtremesystems.org/forums/showthread.php?t=173969
Tam is out, it's just called LTS (Last Team Standing) :up:

At any rate, thanks for the heads up on the patch, got some good stuff in there.
I'm really happy to see that weapons are now rotated relative to the player holding it, looked super dodgy before.

disruptfam
02-09-2008, 05:34 AM
i play this game everyday i love it!

003
02-09-2008, 06:21 AM
When TAM, UT2k4 maps and dodge jump are back I will play :)

Dodge jump is in, double dodge jump is out. And for the better. After playing UT3, when you go back to 2k4 with it's double dodge jump it feels like you are playing with ultra low gravity enabled.

Smokin_Joe
02-09-2008, 07:51 AM
Are there a lot of deathmatch maps? I never really cared for the vehicles but loved dm in UT2K3 & 4. I'm thinking about buying this game.

blackdem0n
02-09-2008, 03:53 PM
finally out...:clap:

biohead
02-09-2008, 04:49 PM
I get lock-ups needing a hard reset or UT3.exe errors in the midst of playing. Tried several suggested fixes like disabling OpenAL but still no go. Bummer, the game's awesome until it crashes.

JoeBar
02-10-2008, 12:06 PM
Great game! :up:


Waiting for the patch to be released...

MarlboroMan
02-10-2008, 12:14 PM
I like all Unreal games, but this one still unfinished, beta-like;
They always made a good support for Mac and Linux OS, but this time they forgot us.

Monkeywoman
02-10-2008, 12:47 PM
i like the update but i wish there was a way to enable the advanced physics with out having a ppu :S

stm
02-10-2008, 02:19 PM
the game is great. but moving towards a console feel, like every other pc born game out there.

RaZz!
02-10-2008, 02:41 PM
I get lock-ups needing a hard reset or UT3.exe errors in the midst of playing. Tried several suggested fixes like disabling OpenAL but still no go. Bummer, the game's awesome until it crashes.

http://utforums.epicgames.com/member.php?u=1297123

do the ini-change which is in my sig @ut3forums :D

i bet your problems will be gone.

biohead
02-10-2008, 03:06 PM
http://utforums.epicgames.com/member.php?u=1297123

do the ini-change which is in my sig @ut3forums :D

i bet your problems will be gone.

thanks, but tried that to no avail.

the game always seems to be crashing when I'm busy polluting the place with a bio rifle, lol. I'll try to avoid that now, and see what happens.

Syn.
02-10-2008, 03:58 PM
I like all Unreal games, but this one still unfinished, beta-like;
They always made a good support for Mac and Linux OS, but this time they forgot us.

I made a post on their forums about a recent article about them on DailyTech, it has been deleted.

Epic is copying too many EA traits.

RaZz!
02-11-2008, 01:02 AM
I made a post on their forums about a recent article about them on DailyTech, it has been deleted.

Epic is copying too many EA traits.

they not only forgot linux/mac, they betrayed all computer plattforms - the ones that made epic what it is today. and that's what makes me angry.
it's all about consoles nowadays and this, ladies and gentlemen, is totally p*ssing me off! :down:

;)

@biohead: meh, yeah, just realized that you have an ati gfx. these ini-"hacks" only work for nvidia cards. but without a nvidia card you shouldn't have any problems the ini-changes solve.
so, yeah, looks like there is another problem, d'oh.

biohead
02-11-2008, 06:48 AM
@biohead: meh, yeah, just realized that you have an ati gfx. these ini-"hacks" only work for nvidia cards. but without a nvidia card you shouldn't have any problems the ini-changes solve.
so, yeah, looks like there is another problem, d'oh.

i noticed that the types of crashes differ from map to map, or atleast from gametype to gametype. when playing instant action DM i get UT3.exe errors. I was able to finish a few campaign games though, in windowed mode (fullscreen would freeze after a few minutes of playing). But now I'm at the 3rd or 4th game ("destroy the core-something") and whatever I try, it keeps freezing.

Sucks. :down:

RPGWiZaRD
02-11-2008, 07:05 AM
No freezing here, hasn't happened once except when having too high GPU clocks. :D

I noticed this game is very picky about GPU clocks despite using low quality settings (to avoid eye-bleeding & to get a lot clearer vision), I could play all my other games at slightly higher clocks but this game requires these clocks (in sig) to be stable.

biohead
02-11-2008, 07:12 AM
No freezing here, hasn't happened once except when having too high GPU clocks. :D

I noticed this game is very picky about GPU clocks, I could play all my other games at slightly higher clocks but this game requires these clocks (in sig) to be stable.

tried 800/1170 (stock) and 850/1200. same thing. 850 core seems atitool stable but very rarely I do get a VPU Recover message with UT3, usually when I'm in the menus when I've just fired it up.

edit: clocked down to 2.9ghz and it ran fine. guess orthos stable isn't so stable afterall. it seems we've found a new stress tester.

cantankerous
02-11-2008, 08:52 AM
I always backup my Prime runs with OCCT for full stability. OCCT will crash much sooner than prime as well. When I do prime I do it a minimum of 10h, most of the time 30h plus just be sure problems like above don't creep up on me.

RPGWiZaRD
02-11-2008, 10:05 AM
tried 800/1170 (stock) and 850/1200. same thing. 850 core seems atitool stable but very rarely I do get a VPU Recover message with UT3, usually when I'm in the menus when I've just fired it up.

edit: clocked down to 2.9ghz and it ran fine. guess orthos stable isn't so stable afterall. it seems we've found a new stress tester.

Yea it's VERY picky about CPU stability. How I know that? OCCT passed with my E8400 4GHz @ 1.34v (idle) 1.32v (load) but seems it was only sometimes and when I tested another time it crashed when it was like 5 mins left but UT3 crashed regularly always after played it for a while and I upped the voltage one step and it has been good. xD

I'm using low quality settings (as I don't like all the bloom and stuff) and running constant 100 FPS too so that might make things harder on the CPU too.

Of course while I was using E6750 and 7900GTO then it didn't seem to be THAT CPU intensive due to GPU becoming the bottleneck when trying to play at 100 FPS as it often hovered depending on map and position in the 70~100 FPS range so not quite full speed which should lower the CPU utilization a bit probably but now with a 8800GT playing it in low quality it seems a lot more CPU intensive. :D And checking your signature, it seems to be the same thing, you have a great gfx card compared with a "slower" in comparision CPU (don't get mad :p) so therefore it becomes rather cpu intensive.

So to me it seems it will do just as fine as a CPU stress test as OCCT lol. If you can play UT3 fine for 30 mins+ you're probably CPU stable. xD

biohead
02-11-2008, 11:05 AM
Yea it's VERY picky about CPU stability. How I know that? OCCT passed with my E8400 4GHz @ 1.34v (idle) 1.32v (load) but seems it was only sometimes and when I tested another time it crashed when it was like 5 mins left but UT3 crashed regularly always after played it for a while and I upped the voltage one step and it has been good. xD

I'm using low quality settings (as I don't like all the bloom and stuff) and running constant 100 FPS too so that might make things harder on the CPU too.

Of course while I was using E6750 and 7900GTO then it didn't seem to be THAT CPU intensive due to GPU becoming the bottleneck when trying to play at 100 FPS as it often hovered depending on map and position in the 70~100 FPS range so not quite full speed which should lower the CPU utilization a bit probably but now with a 8800GT playing it in low quality it seems a lot more CPU intensive. :D And checking your signature, it seems to be the same thing, you have a great gfx card compared with a "slower" in comparision CPU (don't get mad :p) so therefore it becomes rather cpu intensive.

So to me it seems it will do just as fine as a CPU stress test as OCCT lol. If you can play UT3 fine for 30 mins+ you're probably CPU stable. xD

'slow' cpu or not, it runs fine 1680x1050 all maxed out with "intense" PP and 4xAA 16xAF ;) love this card.

Now that I'm aware that this cpu can't actually do 3ghz on air - BOO! - this chip is going to get a cold treatment me thinks :shrug:

SafeFire
02-11-2008, 02:43 PM
i like the update but i wish there was a way to enable the advanced physics with out having a ppu :S
There isn't actually anything in there that gets disabled when you run the game without a ppu, so you're technically not missing anything but an extra 10 fps.
I did some digging around, nothing in the levels gets changed, it all stays the same whether or not you have a ppu or not.
The preciseness of the physics calculations might get upscaled when hardware acceleration is enabled though, but I haven't been able to dig that out of the game code (a large amount of the code behind unreal engine games is available through the use of the UnrealEd, as the engine is written in C++, with open source Uscript on top of it).

simri
02-12-2008, 06:08 AM
So to me it seems it will do just as fine as a CPU stress test as OCCT lol. If you can play UT3 fine for 30 mins+ you're probably CPU stable. xD

Agree with you
UT3 is perfect to test CPU/Mem and GPU/Mem OC

TigerFury
02-13-2008, 07:41 AM
Try vCTF map "Sandstorm", when the storm kicks in, your PC will go bananas if any OC isnt stable LOL :yepp:

Papu
02-13-2008, 07:47 AM
its a Meh game , using a tweaked config i get 90fps stable with sig rig.

My clan and i still play far more Ut2004. Ut3 just feels broken , its lacking somthing? ( soul)?

i dunno....

SafeFire
02-13-2008, 08:46 AM
It's definitely lacking something.
To me it's the lack of Assault, and overall content, feels like UT2003 all over again.

I hope that epic will saddle up get things sorted out soon, there's still time.

RPGWiZaRD
02-13-2008, 10:21 AM
I'm liking UT3 more than UT2k4. It's bugged and has too little content but the content that is there is good. I just love hoverboard, that's something I will always miss in UT2k4. I understand there's sucky menu, few maps, some bugs here and there etc. but the gameplay is really great.

Eastcoasthandle
02-13-2008, 04:59 PM
Enabling Adaptive AA seems to clean up the game a tad bit while still keeping it above 62 FPS at 1680x1050. The difference is minimal though.

MrChubz
02-13-2008, 06:44 PM
I own this game, and I love it. I also encourage and recomend people who don't have it to buy it.

My only complain is that Epic, who were always likable" are moving towards the dark side (consoles that give them big bucks fast) and aren't really looking back. If they keep it up, they'll have pretty much turned their backs on the people who got them started (the PC players who consider UT 99 the mother of all FPS's).