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This & That >> This & That >> Patch 2225? http://www.falconfly.de/cgi-bin/yabb2/YaBB.pl?num=1064260466 Message started by Simpson on 22.09.03 at 21:54:26 |
Title: Patch 2225? Post by Simpson on 22.09.03 at 21:54:26
Hey joh!
I´m new here; just wonder if I can patch my UT2003 v 2136 with the newest 2225 or do I need all the other patches inbetween!? Greetings, Ha. ;-) |
Title: Re: Patch 2225? Post by FalconFly on 22.09.03 at 22:05:48
Luckily not, you just need the latest Patch, that's it :)
PS. Welcome old friend :D |
Title: Re: Patch 2225? Post by Boiu_Andrei on 23.09.03 at 11:15:41
What does this patch bring?
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Title: Re: Patch 2225? Post by FalconFly on 23.09.03 at 17:01:12
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. |
Title: Re: Patch 2225? Post by FalconFly on 23.09.03 at 17:02:34
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. |
Title: Re: Patch 2225? Post by FalconFly on 23.09.03 at 17:02:47
- 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 |
Title: Re: Patch 2225? Post by Boiu_Andrei on 24.09.03 at 13:56:02
Thanks for the "Patience" to bring so much information in here, a good and usefull deal of novelty.
So, after reading this, a conclusion shapes: lots of changes, unfortunatlely none is targeting the not so awsome graphics problems with several video cards, mainly Voodoo, but also with other cards that are not so old but still have some "glitches": ATI. |
Title: Re: Patch 2225? Post by Simpson on 24.09.03 at 20:37:47
::) Thanx for the answer; I might be calling you soon to get rid of some hardware...when I´m approved to update my system! ;D
It´s always nice having friends to help you out with those problems! |
Title: Re: Patch 2225? Post by FalconFly on 25.09.03 at 01:29:20 wrote on 24.09.03 at 13:56:02:
I'm sorry, but you're "a bit" off track with that statement. I run both an ATI Radeon 9700pro, and a Radeon 7500 Ultra : No Problems noted (?) UT2003 has not had any serious Graphic Problem with any Card recently; in the end it usually was a screwed up System. And 3dfx + UT2003 : It was a sheer wonder that those received any support at all. All there is in form of 3dfx-support was done based on a 3rd Party Driver, Win2k only, and nobody for the company (namely : Bernd Vogel) to talk to for serious and qualified advice. It's not UT2003 that's the Problem with (some) 3dfx Users, it's the 3dfx Drivers that are the Problem ::) |
Title: Re: Patch 2225? Post by Boiu_Andrei on 25.09.03 at 09:28:03
And what about S3 support?
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Title: Re: Patch 2225? Post by FalconFly on 25.09.03 at 15:40:21
You mean the original S3 Savage (the Card?), or the Company itself ?
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Title: Re: Patch 2225? Post by Boiu_Andrei on 25.09.03 at 16:14:11
The original Savage 4 or Savage 2000 support!
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Title: Re: Patch 2225? Post by FalconFly on 25.09.03 at 17:16:14
Well, it is supported just like all Cards that the majority considers obsolete...
Limited, I'd say ::) I played the classic UT with a Savage4 Pro (tested both OpenGL and S3 Metal), and it already received a hard workout... (Originally, it the Game was scheduled not to even run on anything below GeForce2) In short, UT2003 simply isn't designed for such old Cards, they received support basically "last chance" unexpectedly. They figured the Users should get at least a chance to have a tiny look of what it is (mainly its potential), and upgrade quickly afterwards. |
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