Friday, February 22nd 2008

Unreal Tournament 3 v1.2 Update Patch

The v1.2 Patch is 234MB, and includes multiple changes to the gameplay, user interface, networking, server administration, mod support, AI, and a few map-specific tweaks as well.

Patch can be downloaded here.

Changes in 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.
- Fixed the 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.
Source: Internode
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70 Comments on Unreal Tournament 3 v1.2 Update Patch

#26
WhiteLotus
just make sure you run it on low settings, to be honest i got the game for the needless killing and blowing things up than for the graphics. I mean running around shooting flacs at some poor guy is very fun.
Posted on Reply
#27
Triprift
Sounds good to me mate is Hayley into gaming or is she like Bec who hates it?
Posted on Reply
#28
WhiteLotus
she plays on need for speed. i think that's about it though. we two different people in that respects. I love metal, she likes r'n'b although we both like House, M.D and some other tv shows and we do have other things in common, so we always have something to talk about
:)
Posted on Reply
#29
Stinger_PY
I can play UT3 at 35-50 fps, resolution of 1600x1200, all settings on High, and I have an AMD X2 3800 @ 2700MHz, Ati X1900XTX (no OC), 2GB PC4000 @ 540MHz.
I can play that way using either XP or Vista.
In Win XP, I used the latest AMD Processor Driver and the Dual Core Optimizer.
After switching to Vista (32bits) I didn't install those since it fully supports multicore processors.
Posted on Reply
#30
flashstar
I'm running XP with the latest AMD driver and the dual core optimizer with cool n' quiet off.
Posted on Reply
#32
Triprift
Got it yesterday and love it.
Posted on Reply
#33
Solaris17
Super Dainty Moderator
YES we have a winner welcome friend to this amazing game hooked yet?
Posted on Reply
#34
Triprift
Yep took a few goes no rehab for me never :D
Posted on Reply
#37
WhiteLotus
any one else? some one got t set it up or get onto the same one together

im Blacksycthe. might try creating a whitelotus though
Posted on Reply
#38
erocker
*
I put TPU for my "clan" name. I'll be on after dinner.:D
Posted on Reply
#39
WhiteLotus
screw going to bed.

i'll make a new account up if you search for whitelotus that me, if not blackscythe.
Posted on Reply
#40
Solaris17
Super Dainty Moderator
whats the server name etc...im game


ok well ill just search for your name or something
Posted on Reply
#41
Solaris17
Super Dainty Moderator
i cant find you guys wtf hopw do you search whats the server name?
Posted on Reply
#42
Triprift
I set one up in deathmach under name tpu hopefully ya can find me name Triprift
Posted on Reply
#43
Solaris17
Super Dainty Moderator
kk ill look
Posted on Reply
#44
erocker
*
Oh, I'm CaptainRocker btw.;)
Posted on Reply
#45
Solaris17
Super Dainty Moderator
ya just got that im connecting to triprift's server now
Posted on Reply
#46
Triprift
its in biohazard if that helps
Posted on Reply
#47
Solaris17
Super Dainty Moderator
whats teh name of your server guys just noticed the one called triprift is offline
Posted on Reply
#49
Solaris17
Super Dainty Moderator
no..i saw it but i waited like 5min and it still said connectin i just refreshed and you atill dont show...:(
Posted on Reply
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