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UT3 bekommt ein FETTES Update....more inside ^^
#2
  • Weapons:
  • Added burn trail for link gun beam.
  • Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
  • Weapon throwing always enabled.
  • Improved force feedback for various weapon and pickup actions.
  • Simpler crosshair for instagib rifle.
  • Third person translocate sound.
  • Stinger now higher priority than flak cannon by default.
  • Back splatter decals for hits with sniper rifle, stinger, and enforcer.
  • Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
  • Fixed enforcer anim problems when become dual during initial loading.
  • No ammo display for instagib rifle.
  • Improved spidermine herding with Avrils.
  • Improved redeemer blast screen shake.
  • Spidermines work properly in deathmatch.
  • Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
  • Fixed deployable exploit (run over deployable while firing weapon,
    get in vehicle while still firing, and never switch to deployable).
  • Fixed trans discs getting stuck on instigator's head.
  • AI:
  • Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
  • Improved bot handling of navigation failures, don't stay stuck.
  • Bots understand ducking under obstacles with the Darkwalker.
  • Bots understand getting off hoverboard to use a lift.
  • Adjusted bot new enemy acquistion speed.
  • Low skill bots don't slow down if carrying flag.
  • Bots understand how to effectively use Orbs in Warfare much better.
  • Bots use the hoverboard more effectively.
  • Improved bot AI for using Translocator.
  • Improved AI for picking best weapon to use.
  • Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
  • Improved AI for using the Hellfire SPMA.
  • Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
  • Improved Manta/Viper AI for trying to run over enemy foot soldiers.
  • Improved stealth vehicle deployment AI.
  • Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
  • Fixed bots not able to get in Darkwalker secondary turret in some cases.
  • Fixed bot AI issues in secondary turrets.
  • Bots go after countdown nodes if core can't be attacked.
  • Fixed bots grabbing orb without getting all the way to orb spawner.
  • Improved AI for bots deciding whether to get out of vehicles and continue on foot.
  • Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
  • Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
  • Bots fully understand kismet disabled nodes.
  • Improved bot AI for fighting enemies in Slow Fields.
  • Improved bot understanding of targeting occluded powernodes.
  • Demo Recording:
  • Added support for clientside demo recording.
  • Demo playback is now delayed until precaching completes.
  • Networking:
  • Fixed localization of certain networking messages received from different language server.
  • Improved dynamic netspeed system based on player counts.
  • Improved hoverboard smoothness in net games.
  • Friend following now attempts to place friends on the same team.
  • Added team balancing between matches.
  • Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
  • Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
  • Networking bandwidth use optimizations.
  • Improved prioritization of actor replication.
  • Improved network pawn position update smoothing using mesh translation.
  • Tweaked finding floors for simulated falling pawns.
  • Yaw and pitch change smoothing for other players on clients.
  • Fixed character mesh not getting onto hoverboard right away in high player count games.
  • Improved turret replication in high player count games.
  • Fixed remaining cases where team color skins weren't being properly set.
  • Fixed clients auto-switching to better weapon when they stop firing.
  • Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
  • Make sure all audio components get cleaned up on seamless travel.
  • Fixed various exploits.
  • Server Administration:
  • Removed download speed limitations, when hosting LAN servers.
  • Implemented auto-reconnect code for Gamespy uplink and advertising.
    Servers now continuously try to advertise to the master server upon
    failure.
  • Fixed buggy URL parsing function, which was breaking mutator advertising
  • Added code to recreate serveractors after seamless travel
  • Fixed case insensitivity issue with admin and game passwords
  • Added session banning, with the command: AdminSessionBan
  • Security fixes.
  • Added config variable 'SpawnProtectionTime' to UTGame.ini.
  • Optimized stats sending bandwidth.
  • Support `n as \n in MOTD.
  • Engine:
  • Collision Octree optimizations
  • Particle system optimizations
  • Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
  • Removed unnecessary profile saves, improved saving progress when player expects it.
  • Improved Garbage collection performance.
  • Optimized decals.
  • Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).

    To enable, add the following to your UTGame.ini file

    [UTOnslaughtNodeTeleporter]

    bRealtimeCapture=true
  • Game:
  • Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
  • CTF flag is hidden for player carrying it.
  • Can no longer teleport to node that is under attack.
  • Improved victim death messages (precise cause of death).
  • In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
  • Fixed scoreboard issues during seamless travel.
  • Fixed lifts returning if you jump or get shot while on them.
  • Play taunts on upper body only for moving players.
  • Fixed black boxes on Leviathan shock balls.
  • Fixed lighting on first person spidermine death effect
  • Improved code for leaning players which are going around turns.
  • Reduced foot jittering on stairs.
  • No team change penalty for automatic swaps.
  • Improved lighting for characters.
  • Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
  • Fixed winner pawn rotating after round ends.
  • Fixed sender not hearing autotaunts.
  • Fixed krall missing footstep sound notifies.
  • Fixed bots leaving game affecting TDM team score.
  • Fixed bad low LOD meshes (spiky when feigning or dead).
post 2.teil....squint
Zitieren


Nachrichten in diesem Thema
[Kein Betreff] - von jongE - 30.01.2009, 19:05
[Kein Betreff] - von jongE - 30.01.2009, 19:08
[Kein Betreff] - von Oucheady - 30.01.2009, 20:30
[Kein Betreff] - von Satorius - 31.01.2009, 09:08
[Kein Betreff] - von jongE - 31.01.2009, 09:35
[Kein Betreff] - von Oucheady - 31.01.2009, 09:46
[Kein Betreff] - von Maneater - 31.01.2009, 22:30
[Kein Betreff] - von Oucheady - 01.02.2009, 09:08

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