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Thread: Unreal Tournament 3 Patch 1.2 is out!

  1. #1
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    Thumbs up Unreal Tournament 3 Patch 1.2 is out!

    And it´s 234.33MB big

    download: http://download.beyondunreal.com/fil.../ut3patch2.exe

    Quote Originally Posted by changelog
    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.

    - Fixed the Scavenger 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. Its 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 dont 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 Actors 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 maps 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 dont 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 bots 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, dont allow "advanced tactics" (serpentine, etc.) for next move.

    - Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.

    - Added bForceNoDetours to UTBot. Dont allow detours when bot is approaching a neutral node (more important to touch node first).

    - Fixed bots thinking theyve 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.
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  2. #2
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    Im waiting linux binaries to install the game...
    me and many ppl on Epic Games Forums are disappointed about the HUGE delay on linux and mac binaries.
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  3. #3
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    nonetheless, there are A LOT of nice fixes in this release.

    the only things i'm still requesting are:
    - weapondrop should be possible in all modes and should be independent from weaponstay/weapon respawn. atm weapondrop is only available when weapon respawn mutator is activated - whoever had that idea needs to get a slap in the face. this totally kills ctf and ffa gaming as you can't drop weapons.
    - overhaul the consolized menu and add more options, if possible reintroduce uwindows. this could be a nice feature in an upcoming bonus pack... i still have hope
    - faster weaponswitch / shorter delay between shots

    that's it.
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  4. #4
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    Tnx for news

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  5. #5
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    I'd want the "disappearing sound" bug to be fixed and would be nice with some slight orb spawn delay too but I guess that won't happen.
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  6. #6
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    The netcode/networking changes sound really good to me. Maybe now, with webadmin and TCP link (allows for IRC reporter bots), servers will actually end up decent.

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  7. #7
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    Is there a way of turning off the disorienting death cam?

  8. #8
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    Quote Originally Posted by SafeFire View Post
    The netcode/networking changes sound really good to me. Maybe now, with webadmin and TCP link (allows for IRC reporter bots), servers will actually end up decent.
    i've been told the guys from #ut3.coverage (irc.quakenet.org) are about to programme an irc reporter bot.
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  9. #9
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    yeah, I posted this yesterday and my thread got one reply...
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  10. #10
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    Quote Originally Posted by RaZz! View Post
    nonetheless, there are A LOT of nice fixes in this release.

    the only things i'm still requesting are:
    - weapondrop should be possible in all modes and should be independent from weaponstay/weapon respawn. atm weapondrop is only available when weapon respawn mutator is activated - whoever had that idea needs to get a slap in the face. this totally kills ctf and ffa gaming as you can't drop weapons.
    - overhaul the consolized menu and add more options, if possible reintroduce uwindows. this could be a nice feature in an upcoming bonus pack... i still have hope
    - faster weaponswitch / shorter delay between shots

    that's it.
    Completely agree with you here. That's one thing I'd have to start bug them about over @ epic forums so MAYBE it MIGHT be fixed for next patch. Especially stinks that I cannot drop the empty avril and pick up a new one, 5 ammo ain't nearly enough on some maps.

    The weapons do change awfully slow, I'd prefer weaponswitching to be relatively fast as UT is all about using right weapon in right place and having a slowass weapon switch just encourages to not switch weapon in middle of a fight. It should be the opposite.

    And disappearing sound is also perhaps the most vital thing that should be fixed, happens like once a day within a 2hr session or so for me almost.

    And an orb spawn delay would be good because currently it doesn't really award you a lot by destroying the node orb camping dude, a few secs later it's there again and meanwhile your own node is being attacked and perhaps destroyed already. It can quickly go from prime node to team controlling enemy prime node and vice versa as it's mostly about who's running the orb fastest. It's also very hard to make a comeback once core is vulnerable. Introducing an orb spawn delay like other power ups would significantly help against all that.
    Last edited by RPGWiZaRD; 02-22-2008 at 02:20 PM.
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  11. #11
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    dunno about warfare (orbs etc.) as i'm playing ctf and tdm only, so i can't comment on that. hehe.

    but what's about this "disappearing sound" you mentioned? never noticed anything like that.
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  12. #12
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    Quote Originally Posted by RaZz! View Post
    dunno about warfare (orbs etc.) as i'm playing ctf and tdm only, so i can't comment on that. hehe.

    but what's about this "disappearing sound" you mentioned? never noticed anything like that.
    Happens only sometimes on vCTF and Warfare when vehicles explode near you, especially Fury so the map that it most likely to happen is Sandstorm cuz there Fury is used like all the time. I'm playing these modes mostly myself and sometimes also TDM. Then it eventually comes back for a few secs but usually goes off for a while again and keeps doing so until you restart the game.
    Last edited by RPGWiZaRD; 02-22-2008 at 05:08 PM.
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  13. #13
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    the sound issue was apparently fixed by
    "- Fixed sounds not being heard correctly by clients if the sound location is the Actors location and the Actor is not relevant to that client."

  14. #14
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    Quote Originally Posted by stm View Post
    the sound issue was apparently fixed by
    "- Fixed sounds not being heard correctly by clients if the sound location is the Actors location and the Actor is not relevant to that client."
    Nah that's not it, I had the sound disappearing once already.
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  15. #15
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    DL'ed it but I dont see it on the UT3 website under patches.
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