“This is the third patch for Unreal Tournament 3. Please provide any and all feedback on this patch at http://utforums.epicgames.com/forumdisplay.php?f=21.
Gameplay:
-
Fixed
overlay mesh showing up on hidden sniper rifle when un-zoomed.
- UTGame.bNoCustomCharacters is now globalconfig.
- Now hear own auto-taunts.
- Fix for Liandri bots riding high in vehicles.
- Fixed mutators disappearing between matches.
- Fixed up PC DLC screenshots and player counts.
- Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it.
- Fixed announcements not playing properly in WAR-MarketDistrict during the campaign.
- Fixed manta crouch exploit.
- Fixed loaded RL switching away before releasing load on net clients.
- Fixed occasionally getting stuck when getting up from ragdoll.
- Fixed ending zoom when go into feign death.
- Fixed giving proper stats credit for translocator telefrags.
- Fixed giving proper suicide stat credit for certain environmental suicides.
- Fixed Hoverboard foot placement when watching other client get on.
- Improved the turret controls on the rail turret with analog controller.
- Fixed friendly fire mutator showing up as option for Duel.
- Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer.
- Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set.
- Fixed "missing required file for demo playback" error message.
- Fixed redeemer explosion on client when shot down.
- Fixed big head mutator head scaling popping out at distance.
- End the match right away in duel if a player leaves.
- Fixed not getting kismet node destroyed event when node captured by orb.
- Fixed effect showing up for disabled weapon lockers.
- Don't modify power core damage caused by kismet.
- Fixed scavenger legs disappearing in kill volumes.
- Deployables can no longer be deployed onto hover/flying vehicles.
- Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn.
- Fixed impact hammer impact camera shake for low gore clients.
Engine/Rendering:
- Added motion blur menu option for PC (defaults to off).
- Fixed zero extent collision bug in octree code (finding nodes in Z axis).
- LOD Hysteresis / LOD Decision making bug fix.
- Fixed default mesh not having proper LOD settings.
-
Fixed
rare darkwalker physics crash.
User
Interface:
-
Added
player name list to server browser.
-
Added
midgame map voting, with serverside config options in UTGame.ini:
-
bMidGameMapVoting:
Enables/Disables midgame map voting
-
MapVotePercentage: The percentage
of votes required to initiate a map switch, counts down based upon VoteDuration;
-
NOTE:
When VoteDuration=0, votes for a single map must
exceed this percentage, but when VoteDuration is not
0, the number of players voting must exceed this percentage
-
MinMapVotes: The minimum
number of players that must vote in order to initiate a map switch.
-
InitialVoteDelay: Delays the
enabling of map voting for this many seconds
-
Fixed
History being saved for servers joined via cmdline
and console.
-
Fixed
leading vote count indicator when map voting underway.
- Don’t show muted talking player portraits on HUD.
- Simple crosshair tweaks.
- Added the number of files left to download to the package downloading message.
- Fixed Krall portrait.
- Fixed clipping vehicle HUD beacon when not visible.
- Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer)
- Fixed SPMA deploy icon offset.
Networking:
-
Always
sort relevant actors by priority. Should
fix the weird actors/properties never getting replicated issues.
-
Fixed
gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player.
-
Fixed
gibs not showing for clients of low-gore listen
server.
- New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini:
- TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned)
- MaxDynamicBandwidth=7000
- MinDynamicBandwidth=4000
- Fixed "you have lost the match" messages to spectators at end of duel match.
- Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame().
- HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found.
- Fixed erroneous "connection failed" error when performing non-seamless travelling.
- Fixed hoverboard link failure sound playing in the world and being replicated.
-
Fixed
low gore clients seeing gibbed players as headless if
playing on full gore server.
- Increased tracked turret net priority.
-
Fixed
Hoverboard networking replication issues (hoverboard now smoother in net games).
-
Fixed
network vulnerability.
Server
administration:
-
UWeb fixes for WebAdmin.
-
Fixed
downloaded cooked maps not being loaded correctly in some cases when requested
by the server at initial connect time.
- Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps.
- Final fix for packagemap problem with going from DLC -> RTM maps.
- Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server.
- Fixed bug with PlayerID being reused for bots after a seamless travel.
Mod
support:
-
Added
support for Interactions to have a PostRender call
(to render to canvas).
-
Added
support for Interactions to have exec functions be called on them.
- Added cut/copy/paste support to the console.
- Added Deproject() to canvas.
- Fixed base InventoryManager implementation of GetWeaponRatingFor().
- Fixed crash when placing a new UINumericEditBox in UI editor.
- Fix for custom factions in the UI.
- Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update.
- Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
- Improved system for getting camera death effect.
- Implemented fix from Aegia for an NxFluid crash.
- Fixed beams not rendering in Cascade.
- Fixed crash when updating a UIPrefab.
Map
specific:
-
Fixed
CTF-Searchlight black boxes before match starts.
-
Fixed
CTF-Searchlight search lights.
- Fixed CTF-Hydrosis collision issues.
- Fixed DM-Morbias collision issues.
- Fixed collision issue in DM-Deck.
AI
improvements:
-
Fixed
bots not using link gun beam on enemies.
-
Better
bot celebration management.
- Fixed bots doing multiple end of match celebration taunts.
- Improved impact hammer AI.
- Improved darkwalker AI support for crouching under obstacles.
- Improved bot hoverboard AI.
- Fixed bots sometimes not picking up flags/orbs they dropped.
- Fixed bots never spawning in if initially not enough playerstarts.
--------------------------------------------------------------------------------------------------
Changes from the first and second patches are also included. These changes are listed below:
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 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. 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.
--------------------------------------------------------------------------------------------------
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 from 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.
-
Players
now stop moving when they fire the Redeemer guided warhead
-
Fixed
weapon crosshair incorrectly turning red when hit enemy on the client, but not
on the server.
-
Disabled
attenuation/spatialization on mission briefing
sounds.
-
Fixed
stats being recorded for spectators
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.
Server Browser:
- Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page.
-
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).
-
Filter
settings are now saved to the .ini file
-
Pure
and Locked filter options now default to "Any"
-
Fixed
flickering when downloading files
-
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.
-
-
Added the ability to specify custom simple crosshair coordinates for weapons,
with new config properties bUseCustomCoordinates
and CustomCrosshairCoordinates.
To change the crosshair used for all weapons, add
the following lines to the [utweapon] section of the
UTWeapon.ini file:
bUseCustomCoordinates=true
CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25)
where the CustomCrosshairCoordinates
have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs),
and UL and VL specify the size of the texture area to use.
To use a different crosshair for a specific
weapon, simply add those two lines to the appropriate weapon specific section
in UTWeapon.ini.
Networking:
- Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT.
-
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.
-
Fixed
HTTP redirection for mod autodownloading
-
Fixed
autodownloaded mods not
being loaded correctly in some cases
-
Fixed
orb rebuilding not being played correctly on clients if the orb was destroyed
by an enemy player
-
Implemented
DUEL match stat reporting for gamespy ladder
-
Fixed
"open" console command not working when an Internet server address is
specified
-
Added
"BecomeActive" exec to switch from
spectator to player
Server Administration:
- Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers).
-
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
-
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.
-
Fixed
various map collision bugs
-
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:
- 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.
-
Added
support for custom gametypes showing up on their own
in the server browser. The game class needs to implement UpdateGameSettings()
and call GameSettings.SetStringSettingValue() to set
CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's
menu .ini data, set GameSearchClass
to "UTGameSearchCustom".
-
Fixed
cooking a map sometimes deleting all other mod files in the Published directory
-
Fixed
bPostRenderIfNotVisible flag