Unreal Tournament 3 v1.2 Patch & Server Download
Epic Games has released a new patch for Unreal Tournament 3, updating their multiplayer first-person shooter to version 1.2. This patch contains several gameplay tweaks, AI improvements and bugfixes. Word is:
Changes
from 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.
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Other news about Unreal Tournament III:
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| Downloads (2) |
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234.33 MB |
08:48 - 22 02 2008 |
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247.03 MB |
08:48 - 22 02 2008 |
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