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About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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Unreal 2 XMP - Update Patch Available NOW

by Rainier on Jan. 20, 2004 @ 11:50 a.m. PST

The anticipated patch for Atari's Unreal 2 XMP free multiplayer addon has been released. This patch brings your retail game to v7710 and helps to reduce server CPU usage, fixes a variety of bugs, adds a number of new features such as in-game server browser, a modified version of the Harbinger vehicle and plenty more. Read more for details and download links ...

Get the Unreal 2 XMP v7710 patch off worthplaying (3mb)

Get the Unreal 2 XMP v7710 dedicated server off worthplaying (70mb)

Changes from version 6497-7710 of Unreal II XMP...

+ Fixed the Retry button when disconnected from a server - i.e. if it's shut down.

+ If you type disconnect or press the leave button, the dialog will still come up (as designed), hitting ok will bring you back to the browser, or retry will reconnect you.

+ The same dialog pops up if you have package mismatches, or the server is full with the appropriate message (this is where the retry button comes in particularly handy).

+ Fixed some caching issues with the browser. The first time you bring it up, it'll request a new server list from the master server. If you can't connect to the master server, a dialog pops up notifying of this, and then it'll use the last cached version of the list to ping all the servers.

+ It is always safe to hit reget as your cached server list won't get cleared until the first new server listing comes in from the master server.

+ Servers are no longer all repinged every time you open the browser -- this keeps you from having to wait for the list to fill up every time you want to join a new server -- or particularly when you fail to join a selected server that was full, etc.

+ bMuteSpectators does exactly that.

+ bPartitionSpectators will true will only allow spectators to talk to spectators. Spectators will still be able to hear all public messages from people playing. Spectators are always partitioned for team messages (meaning they can't hear playing people's team messages, and playing people can't hear spectator's team messages, but spectators on the same team can still talk to each other via team messages).

+ removed log message, minor ui fix.

+ made u2xmp.com master server links initial ones in case of legendent domain problems
web admin :
bMuteSpectators, bPartitionSpectators, bClearBanned added to settings page.
Mutators listed by FriendlyName rather than Description.
Set U2ServerAdminSpectator bAdmin=true. AllowsBroadcast should handle it
properly now.
WebAdmin Console echoes ReceiveLocalizedMessage; toggle with
bLocalizedMessages.
Cleaned up FormatMessage and generalized color parsing to include non-say
messages (eg. via ReceiveLocalizedMessage)

+ Changed spectators so they can publically say unless bMuteSpectators is on.
Potential for exploit (yelling to all where someone is hiding), but for most people it makes it less fun not to be able to talk, so exploiters will need to be muted in important games.
Teamsay still goes only to same team spectators and with bMuteSpectators set to true, spectators can only say to other spectators.

+ Pop up a dialog if you can't connect to the master server... which happens all the time for me currently. Why is our network down?

+ Don't clear the server list until we're sure we can actually connect to the master server.
(Untested due to the fact that I CAN"T CONNECT TO THE MASTER SERVER!!!1!)

+ Only ping 10 servers every 1 second (seems to help with all the 9999 servers we were seeing).
Fixed some weird selection issues with MultiColumnLists.
Unless people report any further problems, I'm done. Ship it!

+ Fix for FireToJoin message bug.
Fix for ToggleUI exploit (you can still toggleUI while spectating, but not while playing)
Fix for GameMessage bug.

+ Extract and display passworded and listen status of servers. Added additional filters for these.

+ Update ping when you click on a server.

+ update x's when clearing all favorites.

+ Hooked scroll wheel up to server browser.

+ Spec cam fix where camera distance doesn't return to the default.

+ Dialog screen when connection fails -- tells you why, hitting okay brings you right back to the server browser, hitting retry allows you to easily reconnect to the same server. Need to test out in lots of different situations.

+ !!OMG SERVER BROWSER FIXES OMG!!

+ Added spectator cam. When spectating, fire rotates through spectator sources, alt-fire detaches camera at current position.

+ fix for access none

+ LowLands : fix for vehicles falling into ground outside landlocked generator

+ Alcazar : KillZ outside for if someone somehow gets below terrain

+ potential fix for gardenturret bug

+ NaKoja: fix for particle idletimes

+ Potential fix for servers showing FreeFall not showing up in server browser.

+ Fix for artifact carriers showing up on radar when the are in vehicles.

+ Changed Artifact camping icons from artifact icons to triangles.
Your team color and triangle pointing up => friend
Enemy team color and triange point down => enemy.

+ Fix for artifact campers disappearing when getting into (manned/vehicle) turrets which were not net-relevant.
Fix for artifact camping time being off (was replicating server local time)
Artifact campers show up for both teams and display colored artifact icons instead of the generic icon.

+ camper artifact icons

+ Fixed Spectators being able to teamchat / speech / teamspeech to players.
Fix for "Pick a team" and "Fire to Join" messages not showing up when they should.
Players that get forced from spectating to playing will obey auto balancing of teams when it's enabled.

+ Fix for artifact campers that are in turrets from showing up on the radar.
Vehicles remove themselves from the radar list more gracefully.

+ Fix for a spectator being able to join a team that already had one more player than the other team.

+ Artifact camp cheat fix.

+ Fix for getting stuck in the spectator state once the game started.

+ Artifact radar fixes.

+ Fix for clone bug with new spectator changes.
Fix for radar crash when a player gets out of vehicles.

+ Bug fixes as a result of the spectator changes:
Fix for spectators being able to talk when they shouldn't.
They should only now (team)say amongst themselves.
Fix for Fire to Join msg not showing up on clients
Fix for PID icons no longer showing up for spectators
Fix for jumpjet failed beeps being heard by others on listen servers.

"Artifact campers" now show up on the enemies' radars. Current setting is 2 minutes and it's measured from the time that the artifact leaves the icon node.
DumpRadar exec command for debugging

+ "Server connection failed" localization fix.

+ "Spectator" mode to help in switching teams while autobalancing is enabled.
Spectators don't bias energy use.
Spectators can't say/teamsay once the game has started
Spectators show up at the bottom of the scoreboard, indicated as such.
Turned off team shuffling between maps by default (there's a config var bAutoShuffleTeams that can be set to re-enable it)

+ lowlands roundhouse turret collision modified

+ potential fix for lowlands roundhouse turret barrel getting offset

+ fixes for Access Nones which came out of the patch testing

+ Fix for ViewShake affecting player from elsewhere in level after exiting a vehicle.

+ fix for vehicles driving around after the end of the game.
Increased size of Raptor gut-blow activation zone.

+ Browser updates - save size

+ Option for enabling scrollwheel for selecting class/team. (defaults to off to maintain current functionality, but maybe should default to on?)

+ Minor ui fix: don't register null events (EVENT_None).

+ Minor fix for multiple EVENT_None's in the UI system.

+ Web admin fixed from Jason Yu, untested.

+ editor changes to add the ability to set karma primitive collision for skeletal meshes (probably should have done this months ago!)

+ fix for tire smoke staying on

+ lowlands, nakoja, rampant, and sirocco - fixed misc. places where you could get stuck or enter an antiportal.

+ autoturrets now use scott's new low-particle version of their muzzleflash. If the user is seeing a lot of them, this should significantly improve performance.

+ optimized particles for autoturrets

+ fix for one special case that might potentially cause vehicle turrets to be misplaced (though I have never seen it happen because of this)

+ improvements to stationary turret replication and accuracy.

+ fix for roundhouseturret not taking radiusdamage sometimes.
Another small optimization that reduces calls to moveautonomous.

+ further optimization of vehicle tick

+ optimization to calculate team energy drain

+ potential improvement to moveautonomous

+ Shotgun - more minor visual tweak - brighter, slightly larger - makes impacts easier to see at a distance

+ another change for turret accuracy

+ potential improvement to stationary turret aiming

+ Performance (and functionality) improvement to HurtRadius. This should work quite a bit better than the old way and is much faster, but requires TESTING

+ extremely minor optimization (removed one divide operation from tick function)

+ very hopefully the FINAL fix for vehicle parts getting messed up.

+ fix for small bug I introduced while optimizing (driver camera locked)

+ another potential fix for the misplaced turret bug (not sure if this bug still exists, even, since we haven't tested my last 5 fixes)

+ fix for stationaryturret getting moved by forcewalls

+ one more small change to potentially fix the misplaced turret bug

+ same fix for turrets, just forgot to add it in two places (in PostNetBeginPlay)

+ Flatter carcass colllision cylinder

+ more vehicle optimizations
- Turrets only rotated on postnetreceive on a per-turret basis
- cleaned up a lot of the stuff with vehicle dust, smoke and skidmarks

+ Fix for access none in GetNearestLandmark.

+ Minor ui optimization of the deployable counts next to the team energy bar.

+ fix for turret barrels not updating their yaw properly

+ Changelist descibing Jason Yu's web admin changes:

Tweaks to HTML templates
Javascript workaround for console log refresh
Colored text parsing clamps color to known values
HTML encoding screens out potentially troublesome ASCII; possible fix for font tag maiming
IPPolicy saves properly (or, don't code at 4AM)
Fixed player list sort by score or team

+ fix for improper placement on some auto-generated karma collision hulls

+ Fix for multiple mutators (thanks to feedback from Alex Dobie)

+ the components of a vehicle (or turret) can't collide with each other.
Vehicle turrets/barrels don't check for encroachment when doing setrelativerotation.
Karma timestep is more aggressive if server tick is very slow (this causes _more_ CPU usage when the server's CPU is already pegged, but it should make vehicles much less "poppy" in those conditions. (this may be reverted, subject to testing)

+ Web admin changes from Jason Yu

+ Fixed team damage (was broken when set to zero and didn't change dynamically)

+ fix for using the wrong passengernumber when entering via juggernaut front turret

+ More net connection timeout testing

+ Easy reader voice chat color.

+ lowlands - removed unused vehicle spawn (caused spawn effect for no vehicle at start of match)

+ na koja - fixed a little spot where you could get stuck

+ reversion of usability changes

+ flamethrower minor tweak

+ Debug statements that might help debug connection timeouts

+ Potential fix for Sniper Rifle kill hitch (ScoreKeeper optimizations)
Added a config var for the class of ScoreKeeper to make it a little easier to mod.

+ Fix for had to read teamsay text (changed from red/blue to green).
Teamsay/Say uses colored brackets around the player's name to indicate team, regardless of whether they have custom colored names.

+ Fix for incorrect death message and scoring when a player is telefragged by a force wall.

+ potential fix for turrets getting "misplaced". Also, fix for vehicle parts not showing up as unusable or usable properly (this still needs a fix for useprojector not getting reset without looking away)

+ added alcazar to credits

+ Custom menu support from Aaron

+ further tweaks to backturret (possible fix for getpath crash)

+ Alcazar - fixed spot where you get stuck

+ Potential trace optimization as suggested on UnProg.

+ performance optimizations to:
XMPSVehicle.Tick
Actor.SetRelativeLocation (stopped calling it so much)
XMPSVehicle.SpecialCalcView (1st person)
Vehicle.SpecialCalcView (3rd person)
XMPVehicleTurret.RotateTurret

+ Let the number of ForceWall beams be control via the ParticleDensity menu setting.

+ Added comments.

+ Fix for 2 issues:
#1 force fields (the part between the field generators) can intersect with vehicles and not destroy them
#2 you can successfully drop turrets or field generators into a vehicle (and ground level) and destroy the vehicle
Fixed both of these by adding a "pseudo" collision cylinder to vehicles and changing the code to use this instead of the given pawn to test against the collision for the force field / deployable inventory test.

+ Reduced Force Wall beam count from 6 down to 4 as a minor optimization.

+ burning energy death for harby

+ upped damage radius on Harbinger multirocket

+ Added per deployable cost for force walls.
Refactored the code a tiny bit to make it easier to put in per-unit costs for other deployables.

+ Fix for Scott's dumb particles. [ed:Scott - they're not dumb, they're advanced]

+ some vehicle and turret tweaks (optimization for swingarm and harby improvements)

+ increased collision radius on lowlandsroundhouseturret

+ MD5s for german blood packages.

+ Fix for invulnerability bug.

+ When Louis fixed some DXT stuff he forgot to set LOD_Playerskin (skins were world - doh!)

+ Fix for stationary turrets failing to kill someone standing on their respawn point.

+ Fix for scoring bugs found by Tantalus:
Made it so that most kill bonuses don't apply to self-kills. The artifact carrying bonus still applies.

+ potential fix for two people trying to use the same vehicle/turret/stationary turret simultaneously

+ fix for memory leak on dedicated server (thanks Tantalus!)

+ Corrected the text of the "Enemy has all the artifacts" message

+ XMPGame -> XMPGameDemo (keeps servers separate/hidden from non-demo servers).

+ fix for vehicle locations occasionally getting out of sync between clients and server

+ Fix for trace flag that broke the editor - forwarding to Tantalus.

+ Localization for XMP-Alcazar.

+ Fixed editactor / editobject / editdefault from crashing when used on dedicated servers (was helpful even at this late stage of the game).
Added lightning actor for marsh.
Fixed access none in UI accessor for the pawn class.
Fixed score bug where players were getting headshot and artifact carrying bonuses when the deployables killed another player.

+ Removed the space from "Factory Unreal".

+ New MD5s.

+ Potential fix for "team has all artifacts" messages not playing at the approporiate times.

+ Accessed none warning fix for broadcast messages.

+ Access none fix for when tossing deployables on jump pads.

+ potential fix for being able to pass through some blocking volumes when exiting a vehicle

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