| The Offcial Release Notes for all of Epic's UT Patches |
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Unreal Tournament version 436 Release NotesVersion 436 clients are network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, 425, 428, and 432).Version 436 servers support only 432 and above clients. - fixed joystick button handling code (thanks Chris Carollo). - hack fix for bad playerstart in CTF-Coret. - fixed crash for servers with more than 255 characters worth of server packages. - fixed problems with single player ladder than cropped up in 432. - Server now report to clients whether or not they are password protected. - Fixed incompatibility in ChallengeHUD that caused problem for some mods. - In the editor, the "TextureLock" option should work 100% now. - Fixed the editor crash that some people were getting when docking a browser and getting a crash when trying to restart the editor. - Rewrote "UEditorEngine::polySelectMatchingBrush" because SHIFT+B was crashing at random times in the editor. Should be stable now. - Brush clipping was merging faces on the resulting brush in the editor. - May have fixed the random "WinMain/message pump" crash in the editor. - Pre-432 spectators not allowed to join 436 servers (because of incompatibility). Unreal Tournament version 432 Release NotesVersion 432 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, 425, and 428).- faster server browser initial pinging of servers. Added a new default property to [UBrowserServerPing], MaxSimBroadbandPing, which defines the max number of servers to simultaneously ping if your netspeed > 6000. - team scoreboard holds more players (no more names dropping off the bottom for 32 player games). - fixed grenade smoke in OpenGL - fixed some D3D compatibility issues - faster server ping response for servers with mutators. - admins lose cheats and die when they log out as admins. - fixed bug causing player team choice to be overriden (also cause maxteamsize not to work when 2) - fixed thrown weapons sinking into ground in net play - fixed listen server crashing with too many serverpackages - fixed server still sending data on disconnect - fixed server not allowing custom skins because of skin cheat fix - servers are now prioritized by version on the master server - improved map decompression time. - slight improvement to server CPU utilization. - prevent message spamming in net play. - centered admin messages - if logged in as an admin, start your message with a # to have it centered. - voice autotaunts not printed in net games. - fix for CTF AI. - limit translocator firing rate (max 2/sec) to prevent translocator spamming bind cheats. - suicides are counted as deaths. - admin spectators can use # to center print messages. - disallow setting of actor properties using the "set" command on clients. Prevents a whole class of cheats. - faster menu loading with mods. modmakers to make a small change to the way they add items to the Mod menu. Previously, mod menu items were created with an .int file entry something like this: Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem) To make your mod load quicker when UT starts up, you need to add a Description field on the end.
Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem, The stuff after the comma is the text that appears on the help bar at the
bottom of the screen. If you don't make the change to your int file, your
mod will still work with the next UT patch, but it won't load any faster -
so please make the change for the next release of your mod. Editor enhancements2D Shaper
"Vertex Editing" is also it's own mode now ("MODE VERTEXEDIT").
Mainly for ease of use reasons. It's also got all of the dragging
weirdness worked out of it. It will still crash if you drag vertices on
top of other vertices on the same brush. This is by design. It will
be handled in a future version through an option to weld vertices. Unreal Tournament version 428 Release NotesVersion 428 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, and 425).Bug fixes- fixed 425's D3D problems- improved client prediction of other players on slopes - fixed 'killall bot' working on servers even if not admin - fixed Unrealed2 problems with DirectInput (by disabling DirectInput when using Unrealed2). - fixed picked up weapons occasionally looping firing anim. - fixed another case where server would keep sending data to client after disconnect. - fixed Unrealed2 mesh viewer problem. - fixed Owner being passed to new actor in Mutator.ReplaceWith(). - fixed creeping ping problem with Win2K. - fix for occasional accidental port changes on servers using NGStats: These ini files are used: [IpServer.UdpServerQuery] OldQueryPortNumber=0 bRestartServerOnPortSwap=True OldQueryPortNumber will get saved to the current value of the query port number. If the port number changes, the server will quit - and restart automatically if you are using an appropriate batch file ( see http:\\unreal.epicgames.com\utservers.htm ). Setting OldQueryPortNumber to 0 will cause it to save the current port number again, so you should set this value to 0 when you want to change the port number deliberately (ie you're running a second server on the same machine). Unreal Tournament version 425 Release NotesVersion 425 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, and 420).Note that with the new version, when you are connecting to a passworded server, you will see a "Connection Failed" message, and then successfully connect. The client first tries to connect without using a password, and then tries again with the password. Bug fixes- fixed another mixed skin cheat- fixed creeping pings problem - especially prevalent with passworded servers - fixed problems with passwords with spaces - improved server CPU utilization - improved prioritization of network traffic for low bandwidth users - fixed ActorLineCheck() crash again - no really this time - fixed clearing base on client in netplay - thanks Mongo - fixed suicide spamming - Last Man Standing now can have time limit - fixed spriteballexplosion sounds playing client side - faster translocation effect in software mode - fixed collision bug which cropped up in 420 (overlord) - fixed D3D 32 bit zbuffer allocation - lowered NGStats thread priority on dedicated servers, so NGStats doesn't hold up level changes. - Added bExternalBatcher configuration option to [Engine.GameInfo]. If true, the game doesn't try to run the NGStats world log batch process. - The 'Use32BitZBuffer' switch in the advanced Direct3D options, which is disabled by default, will force the use of a 32-bit Z buffer even in 16-bit color display modes. This can be used to fix flickering world surfaces and similar visual corruption when running in 16-bit mode on several cards, like the Matrox G400 Editor:* Forced code to compile to oldest possible version of COMCTL32.DLL ... should eliminate surface properties dialog not showing up, and actor browser being empty* Editor is now able to handle pathnames with spaces in them * fixed "Can't find 'ini:Engine.Engine.EditorEngine' in configuration file" error - code now uses unrealtournament.ini instead of unreal.ini * added "reset" menu to main brush menu * when importing textures, the texture browser would jump back the first package/group instead of to the newly created ones * GUI updated with changes to get it closer to final design * Editor viewports can now be put into "Direct3D" rendering mode (right click on viewport toolbar and select from menu options) * importing textures/sounds will now allow for empty group names * exporting all/changed scripts will now work correctly * controls on bottom bar are left justified now, instead of right * the surface properties dialog will now show the complete name of the texture that appears on the selected poly (package/group/name) * when creating a new texture, the browser will now select the correct package/group and automatically call up the new texture for editing. * 2D shape editor now has the ability to "extrude to bevel" and "extrude to point" * edit controls can accept formulas again (precede formula with an "=" sign. i.e. "=256+128") * the "add special" dialog will now remember it's settings if you close it, and re-open it. It will also stay on the screen until you manually close it. * music browser will now properly import/export files * added a new button on left hand bar for changing camera speed * the combobox on the bottom bar will now keep an MRU list of recently entered commands * editor shouldn't crash or give weird messages when shutting down anymore * on the alignment tab, the scaling combobox is now able to have values typed directly into it * on the alignment tab, there are seperate "apply" buttons for each set of scaling values (one for the edit controls and one for the combobox) * the left hand toolbar now has sections so you can hide/show the commands you want * the left hand toolbar will now allow scrolling if the screen gets too small to hold all the buttons * at the bottom of the lefthand toolbar is a section for user defined buttons. These are defined through the unrealed.ini file. * texture browser will no longer crash if it is resized to be smaller than the width of one texture Unreal Tournament version 420 Release NotesVersion 420 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, and 413).Bug fixes- fixed actorlinecheck() crash- fixed findrandomdest() - fixed D3D driver - combined best performance with widest compatibility of previous iterations, improved Voodoo 4 D3D support - fixed installer problem with certain directory structures - fixed security holes with ServerRestartGame() SwitchLevel() and SwitchCoopLevel() - removed ability to use bad skins - fixed ADDINI for editing .ini files for patch and umod installation New features (thanks to Legend)- New editor! (see editor notes below) - note that the editor is still called unrealed.exe- various other under the covers features and fixes merged in by Mark Poesch of Legend NEW EDITOR NOTES: !! NOTE !! Something to be aware of is that this version replaces the old UnrealEd.exe ... It is STRONGLY recommended that you make a backup of your system directory so you can still run the old editor should you need to do something that the new editor doesn't, or that is broken in the new editor. !! NOTE !! The editor included with this patch is the current version of the C++ UnrealEd. You'll find it as "unrealed.exe". This is an *EXPERIMENTAL* version ... If you want to use it, you can, but be aware that certain things are broken or lacking. If you click on something and it doesn't work, it's probably not implemented yet. A quick list that I know of ... - Vertex editing will sometimes do weird things with drag distances and brush clipping - Finding/Replacing text in the UnrealScript editor is broken - Clicking on tabs in some windows doesn't seem to work right. The wrong tab will come up or no tab at all. To fix it, click on the first tab, and then each one in order until you get to the one you wanted. This version has a mix of the old and new UI ... so if it looks weird, that's why. :) If you want to send me feedback on this version ... requests for features you want, things you like, things you don't, etc., send them to unrealed2@epicgames.com ... I may or may not respond depending on the volume of email I get ... so don't get offended if I don't. ;) A quick rundown of the new features and how to use them follows. Thanks to Scott Dalton at Legend for his help in compiling the majority of this! Bear in mind, the editor is still very heavily under development and these features -should- work ... but you'll run into weird situations and stuff. Be prepared. Configurable Viewports ====================== To add new viewports go to the View -> Viewport -> New Viewport menu option. Up to 8 editing viewports are allowed, and the size and positioning will be saved upon exiting the editor. Floating Browsers are equally resizable and all viewports can be used with dual monitor support. You can also use the "Config" option to choose from preset configurations. In this release, this is your best bet. There are also options for having viewports as "floating" or "fixed". "Floating" means you have a caption bar and resizing bars. "Fixed" means ... you don't! Drag Box Selection ================== A group of brushes/actors can be selected in any 2d viewport using this dragbox command. Hold Control and Alt and left-click-drag the mouse to create a red drag box. Any brush or actor whose pivot point is within this box will be selected. Brush Clipping ============== Brush clipping creates a 2d or 3d clipping plane using 2 or 3 definition points to establish the position and angle. Certain commands will need to be bound to keys to properly use this feature. This feature can be used both on the active brush and on previously placed brushes. NOTE : Brushes MUST be transformed permanently in order to be clipped properly. To place clipping points hold control and right-click within a 2d editing viewport. This will place one control point. Click again to place a second point. With 2 points, you can perform a 2d clip. A red line will be drawn between the points indicating the plane of the clip, with the normal of the clip (the red perpendicular line to the clip plane) indicating the part of the brush that will be clipped away (destroyed) by the clip. Focus must be in the desired 2d viewport for the 2d clipping to work correctly. 3d clipping works in the same way, but an additional point must be added. These points must then be aligned using either 2d or 3d viewports to create the proper 3d plane. Adding a 4th clipping point will reset the clipper and destroy all clip markers. There are UI controls for brush clipping, but if you are more comfortable using hot keys, you can bind - BRUSHCLIP - performs the brush clipping operation BRUSHCLIP FLIP - flips the normal of the cutting plane BRUSHCLIP SPLIT - retains the clipped off portion as a second brush (will not work on the builder brush) BRUSHCLIP DELETE - removes all current clipping points from the world Multiple Vertex Editing ======================= This command allows multiple vertices to be selected and moved. This allows face/edge manipulation and other vertex editing operations. Some caution must be exercised with multiple vertex editing (as with single vertex manipulation which is still available) to avoid creating invalid shapes by moving a vertex from a 4+ vertex face off plane with the other vertices on that face. These situations are easily avoidable if you understand what you are doing, but if you are confused by that concept, you may be better off avoiding this feature. To use multiple vertex editing, turn on the "Vertex Editing" button under "Modes" on the button bar. This will highlight the vertices on the selected brush/es. (Note : you can change the color of the vertices to your preference by changing your editor Advanced Options->Editor->Color->C_BrushVertex Color. It is best to set it to something bright like pure white.) Multiple vertices may then be selected, as other actors would be, by using control and clicking or by using Drag Box Selection. Selected vertices may then be dragged to the desired position in any 2d viewport. The following commands may be bound to keyboard keys for vertex editing - MODE SHOWVERTICES -1 : This will toggle "Vertex Editing" button on and off. New Brush Factory Options ========================= Several new brush factory options are available. These can be combined with other new features (Read - Vertex editing) to create new shapes. Tessellated Cube Builder ------------------------ Under Cube options, turning Tessellated to True will create the cube out of triangles instead of quads. As triangles can be freely vertex edited into a variety of shapes, this is handy for quickly creating simple rock-like structures or the like. Terrain Builder --------------- This is *NOT* in any way related to Epic's new terrain engine under development. This will create a cube with a single highly tessellated face. The desired number of width and depth segments can be defined within the builder. This brush may then be edited via multiple vertex editing to create terrain or other similar brushes. UnrealScript Editing Support ============================ To quickly switch between open scripts by using a listbox - double click the name to switch to a new script. Exporting packages works from a multiple selection listbox in the actor browser - select the packages you want, and with one mouse click, they are all saved to disk (easier than saving each on separately using a that old combobox). Misc/Convenience Features ========================= There are a variety of small features which have been added for editing convenience. Actor Search/Align ------------------ To search for actors, select "Search for Actors" under the edit menu. You can search by name, tag, or event. Double clicking on an actor in the search window will center all viewports on that actor. Alternatively, you can bind a key using the command "CAMERA ALIGN" ... this will align all viewport cameras on the selected actor. This is VERY nice for finding an area in one view, clicking something there, and aligning all views on it. Fast navigation. Texture Relative Scaling ------------------------ Textures may be scaled by either absolute or relative values. To turn on relative scaling, click on the "relative?" checkbox. Texture Browser Filter ---------------------- To use a text-string filter on textures in the browser, simply enter the string to filter in the "Filter" dialog at the bottom of the window Light Color Selection --------------------- To select a light color using the standard windows color picker, click on the "color" button the actor’s LightColor preferences. Light Brightness Scaling ------------------------ Selected lights can be scaled by absolute or relative values. To use this option, select "Scale Lights" under the edit window. Good for lightening or darkening an area that has lights of different brightness values. Make Selected Actor the Current Actor ------------------------------------- This command takes the currently selected in-level actor, and sets the actor browser to the same type of actor. To use this command, right click on the actor in any viewport and select "Make Current." So if you want to place more pathnodes in a level, you can right click one of the existing ones, choose "Make Current" and start placing them without using the actor browser window. Again, this version is under development and this release is mainly to gather feedback. To reiterate ... If you want to send me feedback on this version ... requests for features you want, things you like, things you don't, etc., send them to unrealed2@epicgames.com ... I may or may not respond depending on the volume of email I get ... so don't get offended if I don't. Have fun! =) 420 also includes all the fixes and improvements in the 413 patch (listed below) version 413 Release NotesVersion 413 is completely network compatible with all previous public releases of UT (versions 400, 402, and 405b).Known Issues
Fixes and ImprovementsBug fixes:
413 also includes all the fixes and improvements in the 405 patch (listed below) Bug fixes:
The NoFractalAnim variable sits at the [WinDrv.WindowsClient] section in the 405 also includes all the fixes and improvements in the 402 patch 402 Bug fixes:
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