1.2 Beta Patch Changelog Released

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1.2 Beta Patch Changelog Released

Post by gämmö »

The changelog for the latest beta of the next patch has been released by Steve Polge. Click "Read More" to check out the latest changes in store for the game.

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.

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.

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.

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.

Map specific:
- Fixed DM-Deck get out of world exploit
- Fixed DM-Gateway portals sometimes sending you back to your starting point.

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.
ETA; Unkown
::pisspot::
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Re: 1.2 Beta Patch Changelog Released

Post by kAoS-2k »

Fixed first person weapons in demo playback --- I can check out my monstar kills demos now .
Fixed berserk held by driver applying to all vehicle turrets. ---  cool
Added UI option to hide objective paths (the white arrows). ---  ohh yer
Added JOIN to midgame menu when spectating. ---  no more going beck to maniu
TCPLink and Webadmin functionality implemented. ---  tcplink means reporterbots, anticheat possibilites scriptedtextures means new interface possibilities ,if they implement udplink aswell you can have UTV!

Auto team re-balancing before map transition if bPlayersBalanceTeams is set. ----  err don't know but this
Fixed being unable to kickban players with | in their names. --- gamo will love this one
Fixed DM-Deck get out of world exploit ---   may be I wont lag out so much in this map




NICE one   ;;errrOneMoreP::
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Re: 1.2 Beta Patch Changelog Released

Post by kAoS-gades »

- Added game and UI support for customizing crosshair scaling. (good)

- Added support for autodownloading packages while in gameplay or while travelling. (hmm, dunno about that...)

- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads (at least there's that)

- Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile. xD

- No human bonus to threat value. (relating to bots, this should have been done 4 years ago. Better late then never...)

- Improved threat picking AI, taking into account effectiveness of bot's weapon. (so, bots won't be "sniping" me with link or stinger..?)

- Adjusted bot reaction time to seeing new enemies. (that's better)

Onlt 2 things I think this patch missed. Being able to scale crosshairs individually (maybe it already does this). And more AimError for bots.
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Re: 1.2 Beta Patch Changelog Released

Post by kAoS-Wakko »

So is there a download redirector yet?
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Re: 1.2 Beta Patch Changelog Released

Post by gämmö »

Epic have released the BETA patch of their Patch.



From: UT3 Servers On Behalf Of Jeff
Morris
Sent: Thursday, February 07, 2008 1:44 PM
To: ------
Subject: [ut3servers] UT3 v1.2 Beta 1 Now Available
Importance: High





We've separated the webadmin application from the core game patch to permit
faster iteration and updates to this critical feature.



     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.



     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 v1.1 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 v1.1 fixes.



Fix list:



V1.2



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.
Please DO NOT d/l and install this patch, it will NOT make you l33t. In fact it will wreak havoc onto you, because it truly is a BETA mess.
Jeff

Not sure if you know.

When a player that is not patched and running 1.1 goes into our Server that
is now patch 1.2, they crash the server.

I know you do not want to distribute this patch, But I hope you have a fix
soon.
here we go.....

Server has crashed loads

also i can not read text from un patched players

There's dozens of errors on it. It's buggier then the original game.

So don't d/l this please, just wait for the real thing.
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Re: 1.2 Beta Patch Changelog Released

Post by kAoS-2k »

ok
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Re: 1.2 Beta Patch Changelog Released

Post by gämmö »

Well our server has not exactly crashed but it has hung a couple times
not allowing players to join.

We have seen some issues while playing patched and unpatched clients.
Strange thing is that it effected lift operation in levels for patched
players while unpatched (non-beta) players could use lifts ok. This was
on default maps as well as custom.

Also this morning during our weekly Coffee Club Frag several of our
members all patched crashed to desktop. this is what we got for an error...

General protection fault!

History: Address = 0xb8ca2a   (filename not found)
Address = 0xb8048f   (filename not found)

All players at this time were running Beta patch and had played through
4 or 5 levels before crashing to desktop.

Have also been running compression and redirect which I have to say has
been running great with this beta patch.
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Re: 1.2 Beta Patch Changelog Released

Post by gämmö »

By Jeff Morris:

Hi all. We've got second beta of the v1.2 UT3 patch ready to go.

               This version is substantially the same as the last, with two
important fixes: Server compatability with v1.1 clients and a fix
for the TCPLink crash.

[hr]

That means it's almost ready for public release.
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Re: 1.2 Beta Patch Changelog Released

Post by Tri-angles »

gämmö";p="27387 wrote:By Jeff Morris:

Hi all. We've got second beta of the v1.2 UT3 patch ready to go.

               This version is substantially the same as the last, with two
important fixes: Server compatability with v1.1 clients and a fix
for the TCPLink crash.

[hr]

That means it's almost ready for public release.
Woot  :D .
Wish they'd fix the glitch when you load up rockets get on your hoverboard and shoot yourself wif rockets tho  ::wtf2:: that can get really annoying.
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Re: 1.2 Beta Patch Changelog Released

Post by gämmö »

There is NO linux patch version 1.2 Beta. It's getting ported by an independent/3rd party, same fellow who did the original Linux Server port.

When it will be out, is anyones guess. Also the Windows patch will come out first. As Epic have to support Windows before Linux, in accordance with the deal they made with the devil.

So do not expect anything on our server until the BETA tag is well and truly gone.

Also fyi... the Current 1.2 patch is up to version BETA 4.

::wataWanker::
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