:D UT3 Patch 1 Beta 3
- kAoS-Druzilla
- kAoS.WarGod
- Posts: 2332
- Joined: 09 Oct 2003 01:00
- Location: Australia
Re: :D UT3 Patch 1 Beta 3
i'll download it when it has been posted on epic forums.
Re: :D UT3 Patch 1 Beta 3
wtf iz going on?
Why all these shit BETA patches, for crying out loud, get your fucking act together, gives us the Linux distro and stop hiding behind BETA's, you fucking lame ducks!

Why all these shit BETA patches, for crying out loud, get your fucking act together, gives us the Linux distro and stop hiding behind BETA's, you fucking lame ducks!

Long-Pig Chef and the Hairless Goat..
Re: :D UT3 Patch 1 Beta 3
Who are you talking to gammo? I don't think anyone from epic comes to these forums.
I once sent an email to mark rein asking for an autograph and he replied, "How did you get this email. NO, I can't do that." Not sure how that's related, but it's a good story. Would have been sweet to get a mark rein autograph.
All these beta patches are a little confusing. I installed the beta patch 1 last night. It gives you new servers but it also takes away some. So it's crazy with everyone on different patches or no patch at all. Silly epic.

-
kAoS-Wakko
- kAoS.OverLord
- Posts: 1875
- Joined: 28 Jan 2004 00:00
- Location: SideShowAlley
Re: :D UT3 Patch 1 Beta 3
kAoS-jazz";p="26544 wrote:::rolfio:: Who are you talking to gammo? I don't think anyone from epic comes to these forums.
I once sent an email to mark rein asking for an autograph and he replied, "How did you get this email. NO, I can't do that." Not sure how that's related, but it's a good story. Would have been sweet to get a mark rein autograph.
All these beta patches are a little confusing. I installed the beta patch 1 last night. It gives you new servers but it also takes away some. So it's crazy with everyone on different patches or no patch at all. Silly epic.
Are you fucking serious? You have his email? And he replied that? Classic!

Re: :D UT3 Patch 1 Beta 3
lol
I hope joooooos arrrre awere.. dat;
Demo recording is server side only. This includes instant action.
Neat feature they introduced in the first BETA Patch...... and now formalized by closing down every single threath that mentions DemoRec....
so wer like at 4 hot no-no topics..
Anti-Cheat
DemoRec
Linux Distro
WebAdmin
Oh and post alink to this site here and you get instantly slapped with a kick, band and don't come back notice...
http://www.cdkey-game.com/
.gif)
I hope joooooos arrrre awere.. dat;
Demo recording is server side only. This includes instant action.
Neat feature they introduced in the first BETA Patch...... and now formalized by closing down every single threath that mentions DemoRec....
so wer like at 4 hot no-no topics..
Anti-Cheat
DemoRec
Linux Distro
WebAdmin
Oh and post alink to this site here and you get instantly slapped with a kick, band and don't come back notice...
http://www.cdkey-game.com/
.gif)
Long-Pig Chef and the Hairless Goat..
-
kAoS-Wakko
- kAoS.OverLord
- Posts: 1875
- Joined: 28 Jan 2004 00:00
- Location: SideShowAlley
Re: :D UT3 Patch 1 Beta 3
where can i find beta patches? I want the latest one.
EDIT: Don't worry, I change the above link to a 4, instead of 3, and it worked.
TOo fuking easy.
EDIT: Don't worry, I change the above link to a 4, instead of 3, and it worked.
TOo fuking easy.

Re: :D UT3 Patch 1 Beta 3
Calm down all of joos with all these fucking BETA patches, you're NOT suppossed to install them, ffs...
There BETA's given out to server Admins and test groups, so as to bug fix the patch so as to release a stable 1st OFFICIAL Patch.
Wich will be released along with the Linux Server Distro. At any ime from now.
Having said that, if you have the first patch installed (1.1), LEAVE IT AT THAT!!!!!
Now it will be released very, very soon, so patience.
There is NO need what so ever to intall BETA patches, you're playing with fire if you.

There BETA's given out to server Admins and test groups, so as to bug fix the patch so as to release a stable 1st OFFICIAL Patch.
Wich will be released along with the Linux Server Distro. At any ime from now.
Having said that, if you have the first patch installed (1.1), LEAVE IT AT THAT!!!!!
Now it will be released very, very soon, so patience.
There is NO need what so ever to intall BETA patches, you're playing with fire if you.

Long-Pig Chef and the Hairless Goat..
-
kAoS-Wakko
- kAoS.OverLord
- Posts: 1875
- Joined: 28 Jan 2004 00:00
- Location: SideShowAlley
Re: :D UT3 Patch 1 Beta 3
yer i a m runing 1.3 and runs perfect :
PS I a m test groups boss...
PS I a m test groups boss...

Re: :D UT3 Patch 1 Beta 3
Here is the change list for BETA v4;
Q:
Is there an ETA on public release?
A:
While we feel pretty good about this patch, we're calling it beta for the time
being. Please don't distribute it beyond your own servers or
make it generally available to the public. Doing so will result in your removal from
this mailing list.
This patch can be applied to both a client and a dedicated server. Patched and
non-patched clients and servers should be fully compatible. There are no known
issues with applying this patch on a Beta 1 or Beta 2 patched client/server, but if
stability is critical, it's safest to reinstall the retail client/dedicated server
prior to installing.
This patch includes all Beta 1, Beta 2, and Beta 3 fixes.
Changelist:
Gameplay:
- Fixed scaling of certain player meshes (increased in size some human and robot
meshes). Addresses meshes being smaller than collision box, as well as eyeheight
issues.
- Fixed feigning death into/through ForcedDirVolumes.
- Fixed grenade effects in water.
- Increased hellbender rear turret damage.
- Reduced Goliath machine gun spread, plus slight damage increase.
- Fixed warfare scoring for locking down a prime node not called "prime node".
- Slightly increased momentum taken for damage by mantas and vipers.
- Flak, Rocket, and Shock do slightly more damage to manta and viper.
- Made sure Hellfire SPMA cannon can't fire through walls.
- Increased incoming SPMA fire sound radius.
- Fixed impact jumping with hoverboard.
- Fixed bot Pawns losing their PRI at the end of the match, causing them to, among
other things, be invisible
- Fixed being able to switch away from the rocket launcher in the delay between the
third rocket being loaded and the weapon autofiring.
- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but
not on the server.
- Disabled attenuation/spatialization on mission briefing sounds.
AI:
- Improved bot AI with darkwalker.
- Tweaked bot voice message frequencies.
- Bot aiming tweaks.
- Fixed bots attacking friendly player in rare cases when that player recently stole
an enemy vehicle.
- Fixed bots not handling the "Hold This Position" order correctly when the player
giving the order is in a multi-person vehicle.
Demo playback:
- Fixed demo playback not ending/looping correctly when the demo ends due to the
DemoRecSpectator being destroyed before the end of the file is reached.
- Demos can now be paused.
- By default, demo playback now runs at full speed and interpolates in between demo
frames using the normal client simulation code. The old frame-locked method is still
available by passing ?disallowinterp. Timedemos are unaffected by this change.
- Fixed demoplay URL parsing counting the options as part of the filename unless an
extension was specified in the demo name
- Added a "Delete Demo" button to the demo playback menu.
- Demo playback now properly handles rotation when viewing a Pawn in first person.
- Fixed looking around while spectating a vehicle.
- Fixed demo playback not working if the PlayerController didn't get recorded into
the first frame
Server Browser:
- Implemented History tab page in server browser, with ability to "lock" favorites
on that page.
- Implemented a Favorites tab page in the server browser.
- Added 'Join as spectator' feature.
- Server browser uses smaller font to display more servers.
- Fixed custom mutators not appearing in server browser.
- Fixed custom gametypes not displayed in server browser's window.
- Fixed server browser's listed MaxPlayers being incorrect.
- Added filter option for dedicated servers.
- Fixed server browser showing an incorrect goal score and time limit when the .ini
values were used.
- Fixed incorrect mutators appearing in server browser details if client & server
are not using the same language
User Interface:
- Can now save settings/progress even if have never created a profile.
- Added ping and connect time to scoreboard.
- Removed annoying confirmation menu when starting a game.
- Removed unnecessary top settings page (can use tabs at the top of the settings to
navigate).
- Added a Messages tab to the mid game menu.
- Friends messages now saved until explicitly deleted.
- Finer control over mouse sensitivity, using an edit box instead of a slider.
- Added framerate smoothing and FOV options to the advanced video menu.
- Increased max players/bots in menus to 32.
- Fixed auto switching to vote menu at end of match.
- Improved mid game menu performance (don't render world behind it).
- Added version number to main menu.
- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the
[WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).
- Fixed up the GDF project for Vista
HUD:
- Added the killer weapon to victim messages.
- Fixed flag and orb scaling in minimap at high resolutions.
- Fixed node teleporter not showing "You can't teleport with orb" message on clients.
- Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
- Still draw the clock on the scoreboard after the game is over.
- Fixed Duel HUD issues.
Networking:
- Implemented STUN support (Simple Traversal of UDP Through Network Address
Translators) to enable clients and servers to connect from behind a NAT.
- Fixed "open" console command when connecting to Internet servers
- Fixed team scores very rarely not updating for a client.
- Fixed bot faction option when running a listen server.
- Fixed link setup not reset correctly when going from a map with a custom link
setup to one using the default.
- Fixed a case where Duel would place an incoming player on the wrong team when some
players were still travelling.
- Bullseye stats are now properly recorded.
- Fixed clients not travelling to downloaded maps correctly.
- Fixed the client and server getting into a loop sending each other close messages
in some situations.
- Quick match incorporates player rating into search decision.
- Fixed issue where Vista clients would not receive all servers from a server
browser search.
- Applied proper fix to suppressing voice on dedicated servers.
- Fixed issues with players not getting on right team in Duel and Duel+Survival if a
player leaves in certain timing windows during map transitions.
- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
client travels (making it look like players have already scored lots of points when
those clients are in fact still loading)
- Fixed losing your custom character mesh after changing teams during a match.
- Implemented DUEL match stat reporting for gamespy ladder.
- Fixed bugs and exploits associated with
ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after
the server has already moved the PlayerController out of the spectating state
- Added "BecomeActive" exec to switch from spectator to player
Server Administration:
- Dedicated servers do not require CD keys.
- Added -configsubdir= command line option to cause .ini files to be loaded/saved
from the specified subdirectory of Game\Config\
- Added QueryPort configuration and command line option.
- Added an "AdminChangeOption [option] [value]" console command for server admins.
This allows changing most simple .ini values (e.g. GoalScore) from the client. This
command will not override URL options. The change will take effect after the next
map change.
- Added an "AdminPublishMapList" console command for server admins. This overrides
the server's map list for the current game type with the one on the client that used
the command.
- Uses GameReplicationInfo.ServerName if set for the name of the server on the
server browser.
- Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player
from sending voip to others
- Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from
send text messages to others
- Updated AdminPlayerList to show the PlayerID of the players on the server.
- Updated Kick/Ban to allow for using either the player name or the id
- Fixed servers advertising as the wrong gametype if the gametype is changed without
restarting the server
- Fixed IP addresses being reported in host byte order instead of network byte order
- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set,
IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce
server CPU utilization when 0 players. Reported ping will increase if set lower.
Map Specific
- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.
- Fixed some VCTF-Suspense pathing issues.
- Fixed issues with circular lift on DM-Deimos.
- Fixed translucent mesh sorting issues in DM-Gateway.
- Improved bot AI with Leviathan in Torlan.
Campaign/Co-op:
- Fixed a bug that could cause too many bots to be added to co-op matches in some
cases.
- Added support for seamless travel interrupting a travel to start another travel.
This fixes single player breaking if the host selects the next mission before the
clients have finished travelling to the mission selection level
- Fixed extra copy of a character when a human player leaves a co-op game at the
right time.
- Changed network loss during single player to result in player signed in locally.
Modding:
- Improved support for creating PS3 mods.
- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are
in this array, the mutator will only be visible in the menus if the selected
gametype is found in the array.
- Fixed custom gametype midgame menus not being used correctly.
- Shipping script compiler now allows localized/config defaultproperties because
otherwise autodownloaded mods have no way for their localized/config variables to
work.
- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that
can be modified without creating a dependancy.
Jeff Morris
Producer
Epic Games
www.epicgames.com
---------------------
When they say 'While we feel pretty good about this patch', they mean it's just about ready, so expect official notice in the next couple of days.....

Q:
Is there an ETA on public release?
A:
While we feel pretty good about this patch, we're calling it beta for the time
being. Please don't distribute it beyond your own servers or
make it generally available to the public. Doing so will result in your removal from
this mailing list.
This patch can be applied to both a client and a dedicated server. Patched and
non-patched clients and servers should be fully compatible. There are no known
issues with applying this patch on a Beta 1 or Beta 2 patched client/server, but if
stability is critical, it's safest to reinstall the retail client/dedicated server
prior to installing.
This patch includes all Beta 1, Beta 2, and Beta 3 fixes.
Changelist:
Gameplay:
- Fixed scaling of certain player meshes (increased in size some human and robot
meshes). Addresses meshes being smaller than collision box, as well as eyeheight
issues.
- Fixed feigning death into/through ForcedDirVolumes.
- Fixed grenade effects in water.
- Increased hellbender rear turret damage.
- Reduced Goliath machine gun spread, plus slight damage increase.
- Fixed warfare scoring for locking down a prime node not called "prime node".
- Slightly increased momentum taken for damage by mantas and vipers.
- Flak, Rocket, and Shock do slightly more damage to manta and viper.
- Made sure Hellfire SPMA cannon can't fire through walls.
- Increased incoming SPMA fire sound radius.
- Fixed impact jumping with hoverboard.
- Fixed bot Pawns losing their PRI at the end of the match, causing them to, among
other things, be invisible
- Fixed being able to switch away from the rocket launcher in the delay between the
third rocket being loaded and the weapon autofiring.
- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but
not on the server.
- Disabled attenuation/spatialization on mission briefing sounds.
AI:
- Improved bot AI with darkwalker.
- Tweaked bot voice message frequencies.
- Bot aiming tweaks.
- Fixed bots attacking friendly player in rare cases when that player recently stole
an enemy vehicle.
- Fixed bots not handling the "Hold This Position" order correctly when the player
giving the order is in a multi-person vehicle.
Demo playback:
- Fixed demo playback not ending/looping correctly when the demo ends due to the
DemoRecSpectator being destroyed before the end of the file is reached.
- Demos can now be paused.
- By default, demo playback now runs at full speed and interpolates in between demo
frames using the normal client simulation code. The old frame-locked method is still
available by passing ?disallowinterp. Timedemos are unaffected by this change.
- Fixed demoplay URL parsing counting the options as part of the filename unless an
extension was specified in the demo name
- Added a "Delete Demo" button to the demo playback menu.
- Demo playback now properly handles rotation when viewing a Pawn in first person.
- Fixed looking around while spectating a vehicle.
- Fixed demo playback not working if the PlayerController didn't get recorded into
the first frame
Server Browser:
- Implemented History tab page in server browser, with ability to "lock" favorites
on that page.
- Implemented a Favorites tab page in the server browser.
- Added 'Join as spectator' feature.
- Server browser uses smaller font to display more servers.
- Fixed custom mutators not appearing in server browser.
- Fixed custom gametypes not displayed in server browser's window.
- Fixed server browser's listed MaxPlayers being incorrect.
- Added filter option for dedicated servers.
- Fixed server browser showing an incorrect goal score and time limit when the .ini
values were used.
- Fixed incorrect mutators appearing in server browser details if client & server
are not using the same language
User Interface:
- Can now save settings/progress even if have never created a profile.
- Added ping and connect time to scoreboard.
- Removed annoying confirmation menu when starting a game.
- Removed unnecessary top settings page (can use tabs at the top of the settings to
navigate).
- Added a Messages tab to the mid game menu.
- Friends messages now saved until explicitly deleted.
- Finer control over mouse sensitivity, using an edit box instead of a slider.
- Added framerate smoothing and FOV options to the advanced video menu.
- Increased max players/bots in menus to 32.
- Fixed auto switching to vote menu at end of match.
- Improved mid game menu performance (don't render world behind it).
- Added version number to main menu.
- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the
[WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).
- Fixed up the GDF project for Vista
HUD:
- Added the killer weapon to victim messages.
- Fixed flag and orb scaling in minimap at high resolutions.
- Fixed node teleporter not showing "You can't teleport with orb" message on clients.
- Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
- Still draw the clock on the scoreboard after the game is over.
- Fixed Duel HUD issues.
Networking:
- Implemented STUN support (Simple Traversal of UDP Through Network Address
Translators) to enable clients and servers to connect from behind a NAT.
- Fixed "open" console command when connecting to Internet servers
- Fixed team scores very rarely not updating for a client.
- Fixed bot faction option when running a listen server.
- Fixed link setup not reset correctly when going from a map with a custom link
setup to one using the default.
- Fixed a case where Duel would place an incoming player on the wrong team when some
players were still travelling.
- Bullseye stats are now properly recorded.
- Fixed clients not travelling to downloaded maps correctly.
- Fixed the client and server getting into a loop sending each other close messages
in some situations.
- Quick match incorporates player rating into search decision.
- Fixed issue where Vista clients would not receive all servers from a server
browser search.
- Applied proper fix to suppressing voice on dedicated servers.
- Fixed issues with players not getting on right team in Duel and Duel+Survival if a
player leaves in certain timing windows during map transitions.
- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
client travels (making it look like players have already scored lots of points when
those clients are in fact still loading)
- Fixed losing your custom character mesh after changing teams during a match.
- Implemented DUEL match stat reporting for gamespy ladder.
- Fixed bugs and exploits associated with
ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after
the server has already moved the PlayerController out of the spectating state
- Added "BecomeActive" exec to switch from spectator to player
Server Administration:
- Dedicated servers do not require CD keys.
- Added -configsubdir= command line option to cause .ini files to be loaded/saved
from the specified subdirectory of Game\Config\
- Added QueryPort configuration and command line option.
- Added an "AdminChangeOption [option] [value]" console command for server admins.
This allows changing most simple .ini values (e.g. GoalScore) from the client. This
command will not override URL options. The change will take effect after the next
map change.
- Added an "AdminPublishMapList" console command for server admins. This overrides
the server's map list for the current game type with the one on the client that used
the command.
- Uses GameReplicationInfo.ServerName if set for the name of the server on the
server browser.
- Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player
from sending voip to others
- Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from
send text messages to others
- Updated AdminPlayerList to show the PlayerID of the players on the server.
- Updated Kick/Ban to allow for using either the player name or the id
- Fixed servers advertising as the wrong gametype if the gametype is changed without
restarting the server
- Fixed IP addresses being reported in host byte order instead of network byte order
- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set,
IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce
server CPU utilization when 0 players. Reported ping will increase if set lower.
Map Specific
- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.
- Fixed some VCTF-Suspense pathing issues.
- Fixed issues with circular lift on DM-Deimos.
- Fixed translucent mesh sorting issues in DM-Gateway.
- Improved bot AI with Leviathan in Torlan.
Campaign/Co-op:
- Fixed a bug that could cause too many bots to be added to co-op matches in some
cases.
- Added support for seamless travel interrupting a travel to start another travel.
This fixes single player breaking if the host selects the next mission before the
clients have finished travelling to the mission selection level
- Fixed extra copy of a character when a human player leaves a co-op game at the
right time.
- Changed network loss during single player to result in player signed in locally.
Modding:
- Improved support for creating PS3 mods.
- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are
in this array, the mutator will only be visible in the menus if the selected
gametype is found in the array.
- Fixed custom gametype midgame menus not being used correctly.
- Shipping script compiler now allows localized/config defaultproperties because
otherwise autodownloaded mods have no way for their localized/config variables to
work.
- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that
can be modified without creating a dependancy.
Jeff Morris
Producer
Epic Games
www.epicgames.com
---------------------
When they say 'While we feel pretty good about this patch', they mean it's just about ready, so expect official notice in the next couple of days.....

Long-Pig Chef and the Hairless Goat..
Re: :D UT3 Patch 1 Beta 3
Beta 4 is fine and worth going up to if you haven't already.
Re: :D UT3 Patch 1 Beta 3
kAoS-jazz";p="26544 wrote:::rolfio:: Who are you talking to gammo? I don't think anyone from epic comes to these forums.
I once sent an email to mark rein asking for an autograph and he replied, "How did you get this email. NO, I can't do that." Not sure how that's related, but it's a good story. Would have been sweet to get a mark rein autograph.
All these beta patches are a little confusing. I installed the beta patch 1 last night. It gives you new servers but it also takes away some. So it's crazy with everyone on different patches or no patch at all. Silly epic.
get his autograph what for? to hax his bank accounts.

