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Unreal Tournament 3 v1.1 Patch Download
After a few beta patches, Epic Games has issued the final version of the first v1.1 patch for Unreal Tournament 3. This patch
contains several gameplay tweaks, AI improvements and bugfixes, and
adds several changes to user interface, HUD, networking, server
administration. Word is:
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 for 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.
- - Fixed weapon crosshair incorrectly turning
red when hit enemy on the client, but not on the server.
- - Disabled attenuation/spatialization on mission
briefing sounds.
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.
- - Fixed demo playback not working if the PlayerController
didn't get recorded into the first frame
Server Browser:
- - Implemented History tab page in server browser,
with ability to "lock" favorites on that page.
- - Implemented a Favorites tab page in the server
browser.
- - 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).
- - 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.
Networking:
- - Implemented STUN support (Simple Traversal
of UDP Through Network Address Translators) to enable clients and servers
to connect from behind a NAT.
- - Fixed "open" console command when
connecting to Internet servers
- - 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.
- - Implemented DUEL match stat reporting for
gamespy ladder.
- - Fixed bugs and exploits associated with ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf()
being received after the server has already moved the PlayerController
out of the spectating state
- - Added "BecomeActive" exec to switch
from spectator to player
Server Administration:
- - 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 GameConfig
- - 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
- - Fixed IP addresses being reported in host
byte order instead of network byte order
- - 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.
- - 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:
- - Improved support for creating PS3 mods.
- - 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.
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