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Organisation de parties UT2004 + Team Inpact


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Eh, ho, j'ai dit que j'arretais, pas que je fermais le serveur :keskidit: Donc si il y a encore des gens qui veulent jouer ... Je vais attendre 15 minutes, si personne ne passe jusque la, je ferme pour ce soir ...

(dsl pour le triple, mais c'est pour la notification par mail pour ceux qui utilisent ...)

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Bon normalement je joue un peu ce soir (mais pas après 21h15...dodo=>BAC...)

Par contre, le nouveau patch, je le met ou pas?

Sinon qui joue ce soir?

(et g cat, stp ajoute le mode invasion au serveur stp, c'est terrible ce mod quand on met les monstre en niveau expert et qu'on en met 16)

Pour info générale, le mode invasion est un exelent mode d'entrainement pour peu que l'on mette les monstre suffisament fort: ca entraine a bouger beaucoup plus (pour survivre), et a mieux viser en mouvement (ben oui c'est pas le tout de bouger, faut aussi les tuer les monstres...)

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Ah non, j'étais sur un serveur allemand en last man standing alors ça peut po être moi :yes:

Sinon ben maintenant il me met que le fichier engine.u est pas compatible, ça c'est dû au patch 3236 (que j'ai installé). Bravo à Epic pour ce superbe patch 100% compatible avec les anciennes versions :ouioui:

D'façon, y a personne :keskidit:

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:non:  Je MAJ le 1er post avec le 2ème patch d'UT2k4...  :yes:

C'est fait !

Par manque de temps, j'ai mis le lien direct vers le site officiel d'UT. :keskidit:

ATTENTION : Le patch 3236 écrasera les fichiers ut2004.ini et user.ini.

Voici la liste des correctifs (dont ceux inclus dans le précédant patch) :

Attention, c'est très très long :ouioui: .

Voici le contenu du fichier readme accompagnant ce patch:

Onslaught related:

- Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates

between states

- Added bRepulseWater to KRepulsors and enabled this for Hovercraft

- Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation

should still be handled like PHYS_Flying

- SVehicleFactories now store a reference to their marker as MyMarker

- Added bCanHover to Vehicle to indicate a vehicle that can use HoverPathNodes

to fly over water.

- Added water damage support to Vehicle so that vehicles will take damage when

under water.

- Karma now collides correctly with inverted terrain - courtesy James Golding

;-)

- Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and

angular dampening from 0.1 to 0.4

- Moved RepulsorsShouldHit function to ONSVehicle where it should be.

- Added support for PowerCores and PowerNodes triggering events when created

and destroyed.

- Cleaned up PowerCore energy beam effect when PowerCores are not present in

the map.

- Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get

out of but instead will try to flip you upright when you press USE if the

vehicle is flipped.

- Added bNeverActivate to ONSVehicleFactory that can be set by mods that want

to use Onslaught maps but not factories.

- Fixed a bug in ONSWeapon that used the primary fire projectile class for

alt-fire instead of the alt-fire version.

- Moved daredevil code server-side to avoid horrible cheating and the ability

to mod/mutate features based on daredevil tricks.

- Reversable vehicle factories will work correctly when sides are swapped.

- Fixed midgame menu popping up when watching an Onslaught demo if the viewed

player dies

- Fixed camera rotation being changed when switching between first and third

person view in a manta

- Fixed target/ion painter ammo issues

- Fixed bug in stunt mutator where vehicles would be accelerated in their local

downward Z when holding the jump warmup while in air.

- Onslaught turrets cannot damage PowerCores or PowerNodes

- Onslaught vehicles take a very small amount of damage over time when on fire

and there is no driver

- Fixed players always spawning at own PowerCore after sides are swapped.

- Fixed problem where bots weren't spawning at the nodes they are defending.

General Game play:

- More script warning fixes

- Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting

destroyed while absorbing damage

- Invasion monsters never use default character mesh

- Fixed CTFSquadAI.FindHidePathFor()

- Make sure always add armor using Pawn.AddShieldStrength()

- Fixed ShieldAbsorb() armor damage absorption to produce consistent results in

all situations

- Fixed spawning of physicsvolume entry and exit actors, as well as splash

sounds, and made them client side.

- Added WaterSplash, used for projectiles and pawns

- Added SplashEffect property and CheckForSplash() function to

WeaponAttachment, so instant hit weapons can cause splashes

- Added BulletSplash, used for trace weapons

- Landing sounds no longer stomp on splash sounds

- Added WaterRing - spawned while pawn is walking in water, or center of pawn

enters water (new PawnEntryActor property in PhysicsVolume)

- Fixed pawn visible rotation lagging too far behind actual rotation (because

of head/torso twist support)

- Fixed bots going after nearby dropped inventory that they couldn't pick up

- Fixed some dynamic uploads (which could cause occasional hitching during

gameplay)

- Fixed getting proper ammo count when picking up dropped weapon and already

have ammo but no weapon of that type

- Fixed SquadLeader getting set to none if everyone in squad is in a turret

- HUD weapon bar bShowMissingWeaponInfo now config, so is properly saved

- Fixed CTFSquadAI finding flagholder when holder is in vehicle

- Fixed "Use Map Defaults" for bots can result in uneven teams in some maps

- [uSE] will only bring up the mid-game menu in ONS games

- Fix for custom models crashing the single player game.

- Fixed TracerProjectile location setting after near miss sound effect

- Fixed BR bomb trail position in multiplayer

- Added Instagib CTF as standalone gametype

- Allow chatting when the game is paused.

- No longer catch own weapon when thrown while running forward

- Fixed weapons checking if they were out of ammo when they weren't the active

weapon (which was causing undesired switching to best weapon)

Menus:

- Server browser filters have been reworked to be easier to use.

- Localized "New News" message

- Added localized IRC channels for French and German.

- Added a flashing messages when there is new community news.

- Movie Panel.

Networking Related:

- Various Web Admin style fixes

- Don't load non-default voicepacks on dedicated server

- Fixed server enforcement of maxresponsetime, and make sure clients don't trip

it accidentally

- Fixed speedhack detection false positives

- Increased NetPriority of controlled ONSWeaponPawns

- Fixed client-side game time getting screwed up

- Improved jumping/dodging/etc. not getting lost when there's significant

packet loss

- Fixed Cheat protect to view most voicepacks as ok

- Fixed *hopefully* the ServerBrowser locking packages and tripping cheat

protection.

- Don't spawn votinghandler and votingreplicationinfos for servers which don't

have voting enabled (slight performance improvement for those servers)

- TeamInfo and SquadAI have lower netupdatefrequency (for server performance).

Set NetUpdateTime whenever a replicated property is updated to get it

replicated immediately.

- Make sure that mutators are properly reported to master server

- Made ServerShortTimeout() replicated function reliable

- MasterServerUplink now caches calls to GetServerInfo and GetServerDetails.

- Onslaught server performance improvements:

- vehicle packed state struct updates don't set bNetDirty

- don't update vehicle SoundPitch on dedicated servers

- improved WebProjectile net performance

- added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed

state replication

- Fixed replication conditions for a bunch of vehicle/projectile

properties, changed from bNetDirty to bNetInitial

- Fixed NetworkStatusMessages once and for all

- Reenabled temp. MD5 database generation for loaded packages on a server

- Fixed "flying player" exploit.

- Fixed keeping high translocator trajectory persistent across online level

changes.

Mod Author Related:

- Fix for the UCL not exporting bug.

- Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message.

- Call PostRender2D() on own pawn as well (mod authors can decide not to render

custom beacon)

- Added LevelInfo native function GetPhysicsVolume() - returns the physics

volume at a specified location

- Added actor property bTraceWater. If true, trace() by this actor returns

collisions with water volumes

- Added support for strafing while on ladders, if the LadderVolume property

bAllowLadderStrafing is set true (still false by default)

- Fix for log files and -MOD= switch

- Fix for cache manager exporting ucl files when it shouldn't

- Fixed LoadDecoText

- Use CrouchedPct instead of WalkingPct for crouched pawns

- Vehicle function NumPassengers() now simulated so it can be called on

clients

- Made Destroy() function call in ONSVehicle state code indirect (for

debugger)

- Fixed localization for mod support

- Now support multiple music directories

- Save Games fixed, with the following limitations:

- ragdolls aren't serialized

- animations aren't serialized (but uses simanim to save channel 0)

- must run UT2004 with -makenames option, or set bSupportSaveGames true in

LevelInfo

- added Actor events PreSaveGame() and PostLoadSavedGame()

- Render hud overlays[] on DM_Low clients also

Editor:

3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check

out their UT2004 mod author video tutorials at

http://sv3.3dbuzz.com/vbforum/unr_main.php )

- Maximize Viewports fixed

- Static Mesh Create From Selected added

- Splitter bar between Viewport and props in SM viewer fixed.

- Button to snap view to frame the current mesh added

- Option to auto-snap view on mesh change

- Added realtime preview to the SM browser.

- New Array tool for quickly adding actors.

Engine/General:

- Fogging is based on camera position rather than pawn head position (important

for third person camera while pawn is submerged)

- Removed D3D9Drv.dll and default.ini from patch

- Fixed bug reporting address for Italian, Spanish, and French localized

versions.

- Fixed "Intersect Function" crash from first patch.

- Fixed mousewheel input on Win64.

- Removed some pre-release debugging that was still enabled

========================================================================

Here is the full change list for Patch 1:

Onslaught related:

- Teams will now swap sides after each Onslaught round by default. This is

configurable in the game settings menu.

- Fixed flying Leviathan exploit where Leviathan can be based on another

vehicle.

- Fixed Leviathan pushing exploits by limiting the Leviathans max speed.

- Fixed Tank pushing exploits by limiting max speed unless falling.

- Node location names show up correctly in network games.

- Fixed terrains with a negative scale not showing PowerNodes.

- RadarMap can no longer be moved off-screen using the HUD configuration menu.

- Fixed possibility of ion cannon volume in ONS-Severance killing someone

entering it without giving them warnings first

- Fixed bots getting stuck next to a vehicle because they didn't think they

were close enough to enter

- fixed players getting out of vehicles into water

Invasion related:

- Fixed Invasion ammo not replenishing at end of wave

- Fixed Invasion's ScoreKill() not notifying GameRules when monster kills a

player

General Game play:

- fixed which anim is played during sniper zoom (removes log warnings)

- fixed redeemer reticle being affected by HUD opacity setting

- fixed skaarj playing taunt anims

- make sure no wrap around on multikill numbers

- call takefallingdamage() on wall dodge to prevent it being used as an exploit

for avoiding damage on long falls

(can still use wall dodging anywhere you could before, you just take damage if

you are falling too fast).

- fixed miscellaneous game code log spam.

- UTClassic Rocket fix for delay before can fire again after loading up 6

rockets

- fixed zoom instagib beam positioning

- improved hidden lightning gun beam positioning

- fixed bioammo positioning

- force correct default character, even if PRI hasn't been replicated yet

- force same character as player is using - players using

bForceDefaultCharacter must use a valid forced character as their own model

- improved team balancing in network games

Single Player:

- added profile fix to unlock chars (where due) for "old" profiles

Map and Kick Voting:

- Fixed incorrect map voting gameconfig at startup

- Reenabled map, kick voting.

- Removed Voting filter combos on server filters page.

- Added "None" selection in the map voting web admin config.

- Edit only 1 line at a time in map voting web admin config.

- Cleaned up/ fixed map voting menus

- DefaultMapListLoader loads prefixes from GameConfig settings by default.

- Added UseMapList property to PlayInfo

- Disabled the MapListLoaderType PlayInfo property

(disables MapListConfigPage - makes it simpler to configure)

- Fixed wrong map types showing for default selected game type in voting

menu. Only happens if GameConfg.GameClass is not set with the same case.

- Implemented exec ShowVoteMenu

- Map voting defaults to ONLY server startup gametype and maps if not

configured. (Auto-detect configuration)

- Added extra check for invalid gametype/maps votes.

- Sort maps in MC ListBox on map voting page by name by default

- Changed to descending sort order in vote count MC ListBox

Menus:

- Fixed weapon custom crosshair menu problems, whiched caused you to sometimes

lose crosshairs entirely.

- Fixed correctly displaying VOIP key bindings in control config menu.

- allow mouse sensitivity settings as low as 0.25 in menus

- made blue player text brighter in server browser player list box

- fixed menu range for idle kick timer

- Add bFixedMouseSize to lock the size of the cursor

- Fixed GUIPage closing issue (Thank Wormbo)

- Fixed Sorting issue with Map Lists

- Fixed issues with the OwnageMap page and older clients.

Demo Recording:

- Demo->AVI menu uses proper resolution settings

- Fixed auto demo recording

- fixed DIVx demo movies being recorded at too high a frame rate

Networking Related:

- Fixed bug in UT2K4NetworkStatusMsg causing incorrect status message to be

displayed

- Don't display join/leave messages for standard voice channels

- Listen servers pinged last?

- Security updates

- Server browser news page now supports clickable hyperlinks.

- If master server doesn't respond, still pings official servers

- Fixed projectiles don't have dynamic light on clients connected to dedicated

servers

- give client correct kick message when kicked for idling

- improved and enabled speedhack detection

- send message to client warning about speed hack detection

- servers won't send more than 8 packets out to client before getting a

response (DOS attack blunting)

- fixed netmode conditions for preloading player skins

- improved character skin precaching speed (less unnecessary skin precaching)

Server Admin Related:

- Optimized webadmin initialization, noticable improvement in the time between

map changes (if webadmin enabled)

- Fixed interface-related bug in gametype drop down

- In the Defaults - Map page, fixed bug with adding/removing multiple maps at

the same time

- Webadmin no longer overwrites custom URL parmeters that have been manually

added to maplist entries

- Fixed webadmin bots page layout & accessed nones

- Fixed bugs in SortedStringArray sorting (affects bots / admins / groups pages

in webadmin)

- New map & mutator packages no longer require server restart to appear in

webadmin mutator/map lists.

- fixed webadmin and menu idle kick time range

- added MaxTimeMargin, MinTimeMargin, TimeMarginSlack configurable properties

for tweaking speedhack detection to [Engin.LevelInfo] section of UT2004.ini

- admins don't get kicked for idling

- To prevent DDOS attacks by UT2004 servers against subnets, added

LimitConnPerIPRangePerMinute property to [ipDrv.TcpNetDriver].

- pkg_official packages can be downloaded, and guid must be matched for them

- Added bKickLiveIdlers to [Engine.LevelInfo]. If set true, players with pawns

can also be kicked for idling.

Mod Author Related:

- Impersonator support integrated (see http://www.oc3ent.com/home.htm for

details). Provides support lip synching to spoken phrases, with UnrealEd

integration.

Tools and examples to come soon!

- Reorganized placement of webadmin functions to be more linear, easier to

follow

- Added more comments to webadmin code

- Fixed crash in BatchExport commandlet when attempting to export .uc for

packages which contain purely native classes

- Properties marked as 'noexport' will no longer be ignored when batchexporting

.uc's

- Added Vehicle.Bulldog to CacheManager default packages (cacheexempt), and

marked Bulldog cache exempt so that it isn't exported to .ucl file

- Fixed bug in classname matching which caused two classes that began with the

same name (such as ClassBase & ClassBaseDerived) to be interpreted as the same

class

- Automatically export to .ucl file when package is compiled.

- Automatically export to .ucl file when map is saved.

- Custom webadmin skins no longer required to provide every .inc file that

webadmin uses

- Webadmin now searches main /ServerAdmin directory for .inc & .htm files that

cannot be found in skin path

- GUIController now correctly cleans up custom styles that use the same keyname

as default styles

- if .upl files exist in mod directory, ignores the .upl files in the system

directory.

- INT files no longer have to be in UT2004\System\.

- UCC no longer gives an error when using -mod= switch with 'dumpint' and

'exportcache'.

- Can specify a Paths= for music (.ogg) and karma data (.ka) files, so they can

be included in the mod's directory structure.

- Config variables properly save to UT2004\ModName\System\Whatever.ini instead

of UT2004\System\Whatever.ini.

- No longer get "ERROR: Could not open whatever.u for reading!" in UT2004.log

for mod packages.

- Gracefully handle lack of tooltips in mod menus.

- fixed USoundExporterWAV to not try to export procedural sounds and sound

groups

- Added AddToPackageMap() native function to Actor. This function adds

PackageName to the packagemap (as if it was in GameEngine's ServerPackages

list),

or, if omitted, adds the package of the actor it was called on. This function

is only valid during initialization (between GameInfo::InitGame() and

GameInfo::SetInitialState()) If called outside of that window, or anytime on

a client, the function returns without doing anything.

- Fixed bAddToServerPackages mutator flag

- Mutator config menus:

-Fixed handling of arrays

-Support for advanced and multiplayer only options

- Fixed config class properties not being saved to .ini properly

- fixed BroadcastHandler AcceptBroadcastText() parameter

- Added IconFlashMaterial to Ammunition, to allow mod ammunition classes to

work right on HUD.

- AdrenalinePickup amount no longer hard coded

- Added support for a mod based \KarmaData directory

Editor:

- Fixed bug with disappearing actors after lighting rebuild

- Sped up ALAudio initialization in editor by not precaching sounds

Engine/General:

- fixed memory leak in caching system

- fixed crash in GUIToolTip::Draw()

- fixed bug in cache loading for crosshairs (custom crosshairs now appear

correctly in menus)

- removed temporary sanity checks in projector code and pathfinding code (small

performance improvement)

- gracefully handle negative delta time

- properly set GCurrentTime in UTV

- fixed resource induced memory leak in PixoResource

- more debugging to track down infrequent FALVoiceModule::Decode crash

- bForceSkelUpdate no longer true by default for pawns (still true by default

for vehicles). Performance improvement (especially for servers),

but mod authors relying on this feature may need to change the value for

their pawns.

- fixed memory leak in swiming physics code

- many spelling/grammar error fixes

- friendly error messages for file loading problems caused by overheating or

corrupt installs

- don't crash if non-Emitter has DT_Particle

- removed some VOIP log spam

- fixed installing korean version on Windows 98

- CD/DVD not required to play

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Bon, je verrais a mettre le patch pour demain soir, mais Wildbear, j'ai le droit a un "[iNVALID PACKAGE] Ver. : 3204" pour toi, donc :yes::ouioui:

:non: c'est génial ce jeu, il est même pas capable de reconnaître les versions.

Bon, tout ça mis à part, j'ai peut-être bien un fichier différent (cat2k4menus.utx).

C'est un mod permettant de changer son interface graphique, le problème c'est que parfois il est installé sur certains serveurs (alors qu'un serveur, hein franchement, il a pas besoin de ça :keskidit: ) et que ça cause une incompatibilité a priori, suffit de reconnecter pour que ça fonctionne en général (qu'est-ce qu'on ferait pas pour enlever les images fluos de l'interface :pleure: )

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