30.01.2009, 19:08
- Mod support:
- UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
- Added support for stretching IK limbs (see SkelControlLimb.uc).
- Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
- Added spectator notification hooks to Mutator.uc:
- AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
- AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
- NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
- NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented) - Added two new functions to Object.uc, 'IsNetScript' which returns
true if the current code was remotely executed, and 'GetNetFuncName'
which returns the name of the replicated function where script
execution began - Added a new function flag, 'DemoRecording', which replicates the
function into the demo file when recording demos NOTE: Implicitly flags
the function as simulated - Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
- 'ModGameSettingsScene', allows mods to specify a custom settings
scene which is accessible through a 'Mod Settings' button in the
Instant Action and Host Game menus
- 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
- Added team change notification hooks to Mutator.uc
- AllowChangeTeam: Allows mutators to prevent players from changing team
- NotifySetTeam: Notifies mutators when a player successfully changes team - Added bCanRagdoll flag to UTPawn for mod authors.
- Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
- Made UIObject 'ResolveStyles' function accessible to script.
- Added support for loading a Splash.bmp in a mod directory.
- Fixed server browser not being able to filter custom gametypes; in
the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom - Added code to reinitialize ServerActors after seamless travel
- Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
- 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
- Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
- Mouse boundaries can be changed during runtime using 'UIScene:etMouseBounds' and 'UIScene::ResetMouseBounds'
- Level specific:
- Fixed redeemers nopt able to damage power cores in Islander.
- Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
- Fixed collision issues in VCTF-Suspense and Suspense_Necris.
- Fixed real-time teleporter portal updates in WAR-Avalanche.
- Maplists
- The old maplist system has been replaced with an entirely new one,
which is configured through UTMapLists.ini, this allows mods using
custom .ini files to have map cycles setup from the ingame menus
- To recover the old server maplist settings, you need to open
UTGame.ini and go to the [UTGame.UTGame] section, then for each
'GameSpecificMapCycles' entry you need to find (or create) an entry in
'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which
has a 'GameClass' value that matches the 'GameClassName' value in
'GameSpecificMapCycles'.
Then you need to find the maplist in UTMapLists.ini which is specified
by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList
UTMapList]), and then you must manually transfer each map name in
'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
For example, Maps=("DM-Arsenal","DM-Biohazard") in
'GameSpecificMapCycles' would become: [DMMapList UTMapList]
Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard") - Configuration options for [UTGame.UTMapListManager]:
- GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:- GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
- GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
- MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
- Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
- Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
- ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
- bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
- MapReplayLimit: The number of matches which must pass before any one map can be played again
- ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
- PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
- AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
- AutoEmptyOptions: The same as 'AutoStripOptions', except these
options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")
- Configuration options for [UTGame.UTMapList]:
- Maps: The list of maps used by the maplist, options:- Map: The filename of the map (minus the file extension)
- ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
- AutoLoadPrefixes: Maps with the prefixes defined here will be
automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF) - LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime
- Voting
- Added support for midgame voting for maps, game types, and mutators.
- All vote related variables have been moved to UTVote.ini
- To recover the old vote configuration values, you need to open
UTGame.ini and go to the [UTGame.UTGame] section, then manually
transfer the vote configuration values to the [UTGame.VoteCollector]
section in UTVote.ini; the affected values are: 'bAllowMapVoting',
'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'),
'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now
'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and
'InitialVoteDelay'. - Added new configuration options 'InitialVoteTransferTime' and
'RushVoteTransferTime'; the first slows down the speed at which vote
related data (e.g. maps, game info) is transferred, to spread out
bandwidth usage and prevent lag; the second speeds up the remaining
transfers, for when the client opens the vote menu - Added gametype voting, allowing players to vote in a different game
type before voting for a map (if map voting is enabled). Gametype
configuration is setup in UTMapLists.ini, through 'GameProfiles' under
[UTGame.UTMapListManager]; configuration options in UTVote.ini:
- bAllowGameVoting: Enable/Disable gametype voting - Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
- bAllowMutatorVoting: Enable/Disable mutator voting
- VotableMutators: The list used to determine which mutators should be votable, options include:
- MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
- MutName: The name that is displayed on the vote menu for this
mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game
will attempt to set this automatically
- MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame
- Added kick voting; configuration options:
- bAllowKickVoting: Enable/Disable kick voting
- bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
- MinKickVotes: The minimum number of votes required in order to kick a player
- KickVotePercentage: The percentage of votes required in order to kick a player
-jongE-
Quelle: http://www.beyondunreal.com/view_story.php?id=12466