Unreal Tournament 2003
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Información nueva del proximo parche

Kyle Peschel, alias MkPezman, productor jefe online de infogrames Inc, ha comentado las caracteristicas del nuevo parche, y a la vez a dicho que estara disponible, si nada falla en 1 semana.

Caracteristicas nuevo parche

Recordar que para entrar en el foro oficial, hay que estar previamente registrado.

Caracteristicas.

Demo Recording:

Demos can be recorded either on a server, or in single player. Recording a demo as a client in a
network game is not yet supported.

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

De aqui a la salida del parche, pueden incorporarse nuevas modificaciones.

bueno y en cristiano???

anda que se han lucido con lo de las demos pero bueno.. a esperar al proximo entonces o a que mejoren este..

Comentario #2 por Predicador:
Yo creo que saldran los que haga falta.. cuantos mas saquen casi que mejor.. (claro que sin pasarse) porque asi el juego tendra muchos menos bugs…

Aparte no os quejeis que de momento solo hay un parche y este otro… que la peña se queja por vicio.. La prueba esta con las putas traducciones.. que si no mola en español y que lo dejen en ingles y cuando lo tienen en ingles la peña a tocar mas los webos pa que vuelva a estar en español… (si es tipical spanish.. el que mas toca los webos se siente mas realizado)

#10 Pues ya sabes.. entra en altavista y te lo traduces….

#11 Exagerau

#12 Tio… Se nota que no conociste el UT en su apogeo… Solo decirte que con los parches llegaron a la version 436.. asi que imaginate cada vez que ibamos actualizandolo… fueron un webo de parches.. y realmente valieron la pena.. y no se quejo nadie…

Deberiamos estar agradecidos a los de epic por tratar de currarselo tanto… Ademas, no pueden ponerlo todo en un parche.. Los parches los van sacando conforme se detectan bugs… Y no los van a ver todos de golpe…

Es una putada pero weno… como mínimo si haces tu de server podrás hacer demos, algo es algo.
En general me parece q han mejorado bastantes cosas….

“Friendly fire kills affect team scores” (TRADUCCIÓN CUTRE: los frags q hagas a gente de tu ekipo afectan al marcador del ekipo)
No kiero saber q resultados se harán en las ligas de TDM con friendly fire

sido , ya veras nosotros, -21903487239

Comentario #4 por SiDO:
#2 Es una putada pero weno… como mínimo si haces tu de server podrás hacer demos, algo es algo.
En general me parece q han mejorado bastantes cosas….

“Friendly fire kills affect team scores” (TRADUCCIÓN CUTRE: los frags q hagas a gente de tu ekipo afectan al marcador del ekipo)
No kiero saber q resultados se harán en las ligas de TDM con friendly fire

: El próximo partido con butano pa no matarnos

jajaja, abreme un query por msn q te tengo q pasar la lista esa de ayer…

nuevo parcheee weee controooo, cuantos parches saldran para este ut2003???

2004 parches

una semanita… a ver s es verda YeeaHHH

se agradeceria una traduccion, aunque fuese con el translator del altavista

si por cada parche hay noticia no llegaremos a leerlas todas

trankis, si llegaremos a leer todas, de aki a q saken este parche nos dan las uvas…xDDD, por dios, ya no saben q aser los de eopic, se aburren y ala a sakar parches…q pongan todo en uno y yasta, en el ut no habia tantos parches no??y este solo lleva meses…xD, y ya van a sakar..puf de parches..

Yo creo que saldran los que haga falta.. cuantos mas saquen casi que mejor.. (claro que sin pasarse) porque asi el juego tendra muchos menos bugs…

Aparte no os quejeis que de momento solo hay un parche y este otro… que la peña se queja por vicio.. La prueba esta con las putas traducciones.. que si no mola en español y que lo dejen en ingles y cuando lo tienen en ingles la peña a tocar mas los webos pa que vuelva a estar en español… (si es tipical spanish.. el que mas toca los webos se siente mas realizado)

Comentario #10 por MoAsT:
una semanita… a ver s es verda YeeaHHH

Pues ya sabes.. entra en altavista y te lo traduces….

Comentario #11 por GatoenCelo:
se agradeceria una traduccion, aunque fuese con el translator del altavista

Exagerau

Comentario #12 por APOCa:
si por cada parche hay noticia no llegaremos a leerlas todas

Tio… Se nota que no conociste el UT en su apogeo… Solo decirte que con los parches llegaron a la version 436.. asi que imaginate cada vez que ibamos actualizandolo… fueron un webo de parches.. y realmente valieron la pena.. y no se quejo nadie…

Deberiamos estar agradecidos a los de epic por tratar de currarselo tanto… Ademas, no pueden ponerlo todo en un parche.. Los parches los van sacando conforme se detectan bugs… Y no los van a ver todos de golpe…

yo no he llegado a conocer todos los parches del ut99, por eso no se cuantos sakaron..y como a juegos de pc solo juego a este..pues no toi acostumbrao de tantos parches…