Unreal Tournament 2003 v2186 patch - Windows (old)
Author: Epic Games
This patch updates any version of Unreal Tournament 2003 to version 2186. Works for client and servers. Dedicated server admins should be able to rename the file to ut2003-winpatch2186.zip, open and extract it to a temporary location with winzip, and copy the system directory (subdirectory of UT2003patch) into the system subdirectory of your server installation.
GamePlay:Â
- now support left handed weaponsÂ
- fixed hidden weapons appearing occasionally on respawnÂ
- spectators don't show up on DM scoreboard at end of matchÂ
- FPH doesn't change after match endsÂ
- shock combos now work after going through static meshes, and at all angles.Â
- Fixed when entering a painzone you take double the damage/second in the first second and the correct amount thereafter.Â
- added exec function SwitchToLastWeapon (bound to E by default)Â
- fixed megaspeed DMMutator game option.Â
- improved bombing run AI (better AI reset between scores)Â
- fix for CTF flag can't be picked upÂ
- fixed showing flag icon on scoreboard even if holder not relevantÂ
- fixed throwing out minigun screwing up assault rifleÂ
- added server option bBrightSkins to [UnrealGame.DMMutator] (and in the game rules menu). Setting it to true makes player skins brighter.Â
- fixed rocketlauncher can lock onto invasion monsters (bonuspack)Â
- change weapon sound pitch when berserkÂ
- added bPreloadAllSkins config option to UT2003.ini, in the [UnrealGame.UnrealMPGameInfo] section. Its false by default.
If true, all skins and character models referenced in .upl files are preloaded. Only set this option to true if you have
a lot of system RAM (512 MB or more). This option reduces the hitch experienced when new players join a multiplayer game during gameplay.Â
- only allow restartgame() to be called once.Â
- added a GetWeaponStats exec function, which writes weapon info to the log for tracking down weapon problemsÂ
- Fixed VoiceMenu Acknowledgements to use the abbreviated versions if availableÂ
- other clients hear rockets being loadedÂ
- fixed local stats for instagibÂ
- fixed domination hud for spectatorsÂ
- added the exec command "specviewgoal" that will attempt to show the current goal (be it the flag/ball/dom point or the guy holding
it).Â
- made flak shell more visibleÂ
- dropflag works in net gamesÂ
Mod support:Â
- GameRules.NetDamage() always called in team games, and GameRules.ScoreKill() not called twiceÂ
- momentum is passed as an out (by reference) parameter in GameInfo.ReduceDamage() and GameRules.NetDamage()Â
- moved teammate momentum reduction to TeamGame.ReduceDamage()Â
- added ClientReceiveCombo() to xPlayer, to allow replication of mutator combos.Â
- Mod authors can now add keys to the config menu. See XInterface.GUIUserKeyBinding for info "how to".Â
- added support for pushing skins and meshes down from the server, with the PlayerRecordClassÂ
Use PlayerRecordClass to push down player skins and meshes from the server.Â
For example, if the Reaper clan was running a server, and had their own clan skin in ReaperSkin.utx, here's what they'd need to do:Â
Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with "mod" appended. Reaper is a subclass of PlayerRecordClass, withÂ
all the default properties set appropriately to setup up the character. Clan members will need to have a .upl file with the same character definition.Â
The server will need to have both ReaperSkin and ReaperMod in its serverpackages.Â
Networking:Â
- improved cheat protectionÂ
- spectating improvementsÂ
- single pass through actor list for first pass relevancy determination for all connections. Improves server CPU utilization by 20% to 30%
for servers with large numbers of playersÂ
- hide passwords in URLÂ
- added bAdminCanPause configurable property to GameInfo. It's true by default. To change it to false, addÂ
bAdminCanPause=false to the [Engine.GameInfo] section of your UT2003.ini file.Â
- fixed precision problems with ping calculationÂ
- fixed adminsay bringing up MOTD on clientsÂ
- fixed bots not properly losing player enemies when players log out of net games.Â
- Fixed LAN broadcast bug which caused problems in the LAN tab when multiple UT2003 servers were run on the same machineÂ
- TcpLink/UdpLink eventReceivedBinary fix.Â
- Fixed Bug in CheckIPPolicyÂ
- fixed port swapping bug.Â
- maxspectators can be passed on command lineÂ
- Fix for Admin's Managed GroupsÂ
- Fixed Admin names showing multiple times when in multiple groupsÂ
- Added several game options to Web AdminÂ
- Fixed Web Admin SetPlayInfo so that it won't be called twice on DMMutatorÂ
- Fixed MutatorFillPlayInfo so that it chains. Do not override MutatorFillPlayInfo, just override FillPlayInfoÂ
- Fixed MD5 package protection so that it would stop resetting all RevisionLevels to 0 on loadupÂ
- Fixed Web Admin Friendly Fire defaultsÂ
- Fixed Kick Command in AdminINIÂ
- Changed the seperator character for the in-game admin menu from | to ESCÂ
- Made Extended Console stop complaining when a MusicManagerClass wasn't defined.Â
- Fixed UTServerAdmin so it would pass PreQuery and PostQuery calls to modsÂ
- fixed banning someone in internet games bans all spectatorsÂ
Demo Recording:Â
- Fixed occasional (!Closing) crash on playbackÂ
- fixed shock beam on client-side demosÂ
- When recording demos on a client, listen server or single player, the demo file only records demo frames at the frame rate specified in
NetServerMaxTickRate in the [Engine.DemoRecDriver] section of UT2003.ini. This does not effect the frame rate, only the rate at which
frames are written to the demo recording file. This solves the problemÂ
of slow demo playback of client-side demos on machines which are not as fast as the recording machine.Â
- fixed bug where ?timedemo was accidentaly including the precaching timeÂ
Menus/Interface:Â
- LowSoundQuality option is saved properly.Â
- maps listed alphabeticallyÂ
- Added Map name to loading screenÂ
- fixed bug where menu mouse resolution was dependent on directionÂ
- added "MouseX/YMultiplier" to scale raw mouse input in [WinDrv.WindowsClient] in your UT2003.iniÂ
- added support for up to 8 mouse buttonsÂ
- Fixed some Accessed None spam in the UIÂ
- fixed 'half op" status for IRC clientÂ
- display channel topic for IRC clientÂ
- For custom game types, have seperate 'Custom' tab with combo box in the server browser.Â
OpenGLÂ
- fixed bug which caused game to reverted to D3DDrv after patchingÂ
- added code to disable specular if neither ATI_texture_env_combine3 nor NV_texture_env_combine4 are exposed (Linux DRI drivers)Â
- worked around fog related driver bug in older ATI driversÂ
- added code to switch back to desktop resolution at exit (Win98)Â
D3DÂ
- fixed bug related to OverrideDesktopRefreshRate optionÂ
- added workaround for HW bug on certain older NVIDIA cardsÂ
- changed code to handle D3DERR_DEVICELOST on initial device creationÂ
SoundÂ
- updated DefOpenAL32.DLL with latest version from CreativeÂ
Other:Â
- fixed big memory leak caused by garbage collection problem with certain levels (occurred on level change)Â
- fixed occasional crash which occurred during garbage collection on level changes, or when joining a serverÂ
- fixed sporadic karma physics crashÂ
- performance improvement: frame rate based culldistance for player shadowsÂ
- Benchmarked botmatches require ?attractcam=true to be appended on the command line
after ?quickstart=true to work like before
-------------------
2166 Changes
Demo Recording:
Demos can be recorded either on a server, or in single player, or as a client in a network game.For demos recorded as a client in a network game, you cannot cycle between
players in the match.
Recording:
To record a demo on your server, start the server with the ?demorec URL parameter. For example:
ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo
Will record the game to the demo file mydemo.dem. If you leave off the "=mydemo.dem", the server will record a demo with a unique filename
starting at demo0001.dem, demo0002.dem etc.
You can also use the "demorec" console command at the server console to start recording a demo after a match has started. For example, "demorec
mydemo" or just "demorec".
Playback:
Use the "demoplay" console command. For example, "demoplay mydemo". During playback, pressing Fire will cycle between the players in the
game and a free spectator camera. Pressing Alt-fire will switch between first and 3rd person.
"demoplay mydemo?loop" will cause the demo to loop infinitely until the "stopdemo" console command is used.
Normally demos play back capped to the frame rate at which they were recorded. To remove this cap, use "demoplay mydemo?timedemo". This
will play the demo back as fast as possible and dump the average fps to the console at the end of the demo. If a demo recorded at a higher
framerate than your computer is able to play it back, the demo will play in slow motion.
The frame rate dedicated servers use when recording demos is adjustable in UT2003.ini in the [Engine.DemoRecDriver] section. Change
NetServerMaxTickRate and LanServerMaxTickRate. The default values are 30 fps. Increasing these will increase your server CPU utilization.
GamePlay:
- friendly fire kills affect team scores
- made players a little brighter
- allow weapon throwing with weapon stay on (but can't pick up thrown weapon if already have that weapon),
plus added configurable gameinfo property bAllowWeaponThrowing (default true)
- don't spam "you are ready/not ready" messages to console before game starts
- fixed FFA DM overtime end conditions
- Ability to have custom announcer voices. Make a new announcer voice pack (with the same sound names as the original AnnounceMain.uax), named
NewPackName.uax (where NewPackName = whatever you want to call it), and put it in the
ut2003\\sounds directory. Then, in the User.ini file (in the UT2003\\system directory) change:
[UnrealGame.UnrealPlayer]
CustomizedAnnouncerPack="NewPackName"
- fixed strafe toggle
- support longer playernames on scoreboard/HUD
- show FPH in scoreboard
- fixed flags sitting on ground in CTF-Citadel
- more minigun ammo
- really fixed 4 rocket bug
- Fixed DM-TokaraForest flags showing up
- fixed CTF-LostFaith KillZ
- spectating maintains view - when a player dies it continues to view the player when they respawn.
- improved texture precaching, removing a few early hitches
- moved arena mutator config and maplists from user.ini to ut2003.ini
- update .ini files without overwriting them! (except for settings added or changed since we shipped)
- fixed bug when had more than 16 bots total on custom teams
- improved translocation (less failures)
- link alt no blood
- don't lose adrenaline if switch teams to team with less players
- added Gameinfo property bAllowBehindView, server option allows behindview in net games if true (default false)
- made lightning gun recharge match up better recharge finish (it was playing too long)
- reduced delays between allowed voice messages
- scaled weapon and powerup pickups down some to match player size better
- spectators can go through doors/movers
- fixed catching weapons in mid air
- added DropFlag command
- adjusted distance fog in some levels to make them look crisper/higher contrast
- if weapons are invisible, firing is centered
- added PipedSwitchWeapon exec function, to allow you to bind to weapons to a single key by editing your user.ini, e.g.
"e=pipedswitchweapon 5 | pipedswitchweapon 7" allows you to switch to and between the linkgun and the flakcannon.
- added configurable option bShowMessageText to TeamVoicePack, controls whether text of non-taunt voice messages is shown.
To change this value from its default of true, add the following lines to your user.ini file"
[UnrealGame.TeamVoicePack]
bShowMessageText=false
HUD/Menus:
- added in-game personal stats (bound to F3)
- Added Server Info which includes MOTD and Rules (bound to F2)
- Added In-Game Chat Client (Similar to IRC)
- made team section of HUD scaleable
- Mouse acceleration threshold now in the menus
- FOV settings 80 to 100 in menu - FOV defaults to 85, set it to 90 to feel more like UT
- Press f10 to cancel added to connect message
- "Blob shadows" option added to menus
- Change "corrupted connection detected" to "incompatible game files"
- Add name of weapon you are switching to to hud
- Fixed DisplayProgressMessages to only show MOTD once
- Added color codes to text messages
- Fixed MOTD to be able to handle more than 4 lines
- Add up/down key history to IRC input
- Allow double-clicking 'unreal://' and 'http://' URLs in IRC chat.
- Add colour to IRC (nicknames, join/leave messages, links etc.).
- Ctrl-C in server browser copies selected server URL
- Extra game-type tabs created automatically for installed game types (from .int file).
- Add extra fields to server browser filter - 'dont want this mutator', translocator, weaponstay.
- fixed blue team preference not being saved
- added configurable HUD option to not display enemy names under your crosshair HUDbDeathMatch.bNoEnemyNames
AI:
- fixed bot aiming link shaft at crouched opponent
- BR AI improvements
- CTF AI improvements
- improved skyline bot AI
- improved bot use of ion cannon
Networking:
- make sure ClientNetSpeed can't get set to 0
- improved client ping measurement
- fixed client location synchronization problem that could happen when you fell out of a crouching height only area
- fixed bug where lost ability to fire
- fixed weapon idle animations on net clients
- fixed GetLocalPlayerController() on net clients
- fixed BR-Skyline airship in netplay
- improved smoothness for high ping clients
- fixed minplayers+stats coexistence
- admins can pause net games
- fixed combo effects showing up in net games
- *really* fixed redeemer firing bug
- Fixed bug that caused garbage collection not to occur between level changes
- Gamestats class is now configurable via ini
- Security actor is now configurable via ini
- Add ClientReplaceMenu in Playercontroller
- Added Admin command NextMap
- Applied fix for bug where some string checking in Web admin failed
- Fix bug in Web admin that causes "WebAdmin:" to appear twice
- Added security level checks to web admin's ServerChangeMap
- Applied fix for linux Web Admin regard hard-coded IP addresses
- Applied fix for Admin kicking via XAdmin
- Closed security hole where admins could look/set security info
- reduced ConnectionTimeout to 15 seconds
- allow players to enter as spectators in games with maxlives>0 that have already started
- replicate weapon reload sounds
- allow admins and spectators to use behindview
Mod support:
- added ModifyVelocity() event to Pawn, to allow mods to modify physics behavior - its called by the physics code after the velocity is updated, but
before it affects the Pawn's location.
- added mutate() replicated function for use by mutators
- fixed teamgame ReduceDamage() allows mutators to override even if instigator==None
- added skeleton option to .upl player descriptions (for user created models with different skeletons)
- Add -MainMenu= command line param
- Fixed several internal hardcoded menu links
- Fixed GUIController to always use the ini set MainMenuClass
- Propagate LevelChange() through the interaction and gui system
- Add MutatorFillPlayInfo to allow mutators to add web admin settings
- Added bContactingLevel output variable to KarmaParamsCollision.
- fixed umod installer
Engine:
- Memory leak fixes: Explicitly destroy KarmaParams in Actor::PostScriptDestroy, and
- 'new' KarmaParamsSkel instead of using BeginObject
- Fix for crash with per-tri karma collision with static meshes with no collision data
D3D/OpenGL:
- fixed z- pixel fog and favored it over vertex fog
- worked around vertex fog driver bug on ATI cards
- added workarounds for S3 cards like the Savage 4
- added OverrideDesktopRefreshRate option (defaults to false)
Audio
- fixed occlusion if EAX 3.0 is enabled
- play own footstep sounds with weaponbob false unless set [UnrealGame.UnrealPawn] bPlayOwnFootSteps=false in user.ini
- more sound prioritization improvements
| Filename: | ut2003-winpatch2186release.exe |
| Size: | 12.51 MB |
| Post Date: | Jan 31, 2003 11:09am PST |
| Last Updated: | Sep 23, 2010 6:55pm PDT |
| Downloads: | 23,702 |
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