Thread: 4de patch onderweg
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05-09-2004, 21:52 #1
4de patch onderweg
Ergens volgende week zal de 4de patch uitkomen:
Onslaught related:
- Fixed accessed none in mid-game GUI code
- New, optimized Goliath shot hit effect
- Fixed Raptor camera from clipping into the world
- fixed collision hole in Goliath
- vehicle splash rings
- fixed daredevil message to only show the stats that made you a
daredevil
- Manta water spray effect
- If two nodes are an equal number of links away from the enemy
powercore, the autospawn system will now select the one physically
closer to the core instead of randomly picking one.
- Optimized some effects to improve client performance
Onslaught AI:
- greatly improved AI control of flying vehicles
- fixed bot getting out of vehicle and instantly killed causing AI
problems
- bots in mantas and scorpions may jump out if about to be hit by avril
- Improved Leviathan AI
- improve Raptor firemode selection AI
- bots like jumppads more in Onslaught
- improved AI initial node rush
- bots better at comboing with PRV side gun
- improve AI vehicle route following (less backing up)
- high skill bots jump out of mantas that have web projectile stuck to
them
- fixed occasional bot in vehicle getting stuck on inventoryspot
- fixed bot avril locks when bot can't see target
- fixed bots trying to heal node from too far away
- fixed defenders staying in vehicle too long when node unpowered
- PowerCores now block paths through them (need to rebuild paths for
this to work)
- bot Mantas more aggressive against foot enemies
- bots smarter about navigationpoints blocked by vehicles
- move as close as possible in vehicle if no path to dest (until
currentpath isn't useable)
- bots pick best side of vehicle to get out
- Entering a vehicle turns off a pawn's and a pawn's weapon's
AmbientSounds
- bots keep manning tanks (and other "important" vehicles) when possible
- bots do multiple dodges toward road pathnodes
- improved bots staying focused on enemy attacking power core
- if bot can't get out of vehicle turret, he tries to switch to driving
vehicle if there's no driver
- bots understand they can't shoot through powernode shields
- bots don't toss spidermines into powernode shields
- fixed bots in vehicles trying to use teleporters
- improved bot use of handbraking for steering
General game play:
- removed log warnings when damagetype is none
- fix for getplayerstart log spam in invasion
- Fixed the single player not going to the SP_Main menu after showing
the intro
- fixed script warnings
- Only allow suicides once every 10 seconds
Demo Recording:
- Added a hack so that demorecdrivers always convince the server that
it's UTX files are Gen=1
(fixes CTF flags not showing in demos recorded on dedicated server
installs)
Networking:
- UT2K4 works with WinXP SP2 firewall
- speed hack detection improvements (less problems for people with just
bad connections)
- Fixed Linux server crash when Master Server drops connection
unexpectedly. (in 3270.1)
- increased default ConnectionTimeout to 30 seconds
- fixed cases where non-replicated emitters were being spawned server
side (performance improvement)
- Fix for server travel crash bug.
- fixed destroyed vehicles disappearing so much on saturated connections
- Properly handle the FailCode command coming from the server. This was
what would cause a client to appear "locked solid" when 2 clients were
trying to join the last slot.
- "Only Official Maps" toggle in server browser now becomes disabled
when mods are loaded.
- Fixed the server browser Filters description overlap.
- Fixed Classic Translocator Setting in net games.
- The "Press F10 to" Connection Message makes its return.
- Fixed vehicles looking flipped over on clients when they aren't
- Servers recover if connection to master server fails during receive
- Fixed HandleStream crash on server with some user Assault levels on
connections with packet loss
Editor:
- added per layer detail settings for terrain deco layers
- fixed particle editor crash
Engine/General:
- fix for proces****wall crash
- fixed script assignment bug (assignment of deleted actors resulted in
no change from the current value).
- loading time speedup.no votes
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05-09-2004, 21:56 #2Approved 9liver
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tof, een goeie patch dus
no votes
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05-09-2004, 22:53 #3Member
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no votes
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05-09-2004, 23:06 #4
als ze nu nekeer iets zouden doen aan de crashes die ik om de 5 minuten heb als ik insta speel
sapere audeno votes
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06-09-2004, 00:11 #5Member
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no votes
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06-09-2004, 00:16 #6no votes
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06-09-2004, 00:20 #7Member
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dat viel mij ook meteen op..
WTF @ that? wille ze daar wel is met hun poten van af blijven? da's een tactisch bijzonder handig ding dat ongeveer het enigste is waarmee ge vantijd massdef kunt breken?tette.no votes
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06-09-2004, 00:52 #8
- Only allow suicides once every 10 seconds
omfg
ja, viel mij ook direct op... serieus jong kutpatch :f:: =MP3=TrackerC :: ~*}BE.TrackerC{*~ :: «]R[TrackerC» :: .xL.TrackerC :: <~}P{~>TrackerC ::
:: Veni Vidi Pwned! :: Retired from UT2004 <o/ ::
no votes
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06-09-2004, 01:04 #9Member
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laten we epic spamme
da ze da daar maar uit halen O_°\/ erwtjes \/no votes
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06-09-2004, 01:22 #10
-geen insta spele voor die crash te fixe, nogal logisch
-die suicides, ja das tactisch, ma ik denk toch ni da ge om de 10 seconde tactvol moet gaan zijn ?
as ge ne keer verkeerd spawned ofzo, ok kill uwzelf, of as ge op weg zijt om in lava te valle maak uwzelf dan af zoiets doede toch ni om de 10 sec...
das om die kutnoobs te stoppe die zo om te minste frags wille hale, -900 ofzo
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06-09-2004, 01:33 #11
mor gij kieken :f
da ge 2x achter elkaar slecht spawnt zijde geneukt eh
en n00bs dan -900 willen halen? laat ze doen eh :f
+ in ne war gaat dur niemand -900 willen halen zu
man man... zwijg mor al gij, zu ne stomme post, da suiciden is massa's belangrijk, en Epic moeten dur mee ulder poten van blijven.:: =MP3=TrackerC :: ~*}BE.TrackerC{*~ :: «]R[TrackerC» :: .xL.TrackerC :: <~}P{~>TrackerC ::
:: Veni Vidi Pwned! :: Retired from UT2004 <o/ ::
no votes
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06-09-2004, 09:11 #12
kvin da persoonlijk nogal lame da suiciden... goeie aanpassing imo
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Old Age Pensioners :: OAP IRC Channel :: XFire Profile :: Public CS:S Serverno votes
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06-09-2004, 10:59 #13
ah gaan we zo beginne

woow 2 keer na 1 verkeerd spawne, en dan wilde suicide, ja idd, nu da ni meer ga is -heel- da spel verneukt, kei kut !
ff relativere en minder ernstig neme allemaal zou helpe wete
en anders code ge ff ne mutator om trug oneindig te make, uw servers draaie toch al vol allerhande mutator junk dus der kan der nog wel 1 bij
tis epic hun spel, as gij ne auto hebt moet ik ook ni voor uw gaan staan keihard brulle GIJ MOET MET UW POTE VAN UW AUTO BLIJVE
eh
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06-09-2004, 11:10 #14Member
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Oe kunde nu verkeerd spawnen? OK, in ONS maybe, maar dan nog...
no votes
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06-09-2004, 12:04 #15
Sja die iCTF'ers wille natuurlijk direct aan de andere hun vlag spammen

Van mij mogen ze dat commando er zelf uithalen ...no votes
