Friday, February 22nd 2008

Unreal Tournament 3 v1.2 Update Patch

The v1.2 Patch is 234MB, and includes multiple changes to the gameplay, user interface, networking, server administration, mod support, AI, and a few map-specific tweaks as well.

Patch can be downloaded here.

Changes in V1.2

Gameplay:
- Increased UTGame MaxPlayersAllowed to 64.
- Fixed leviathan turret instant refire exploit.
- Fixed errant lock on warnings when no longer in vehicle.
- Fixed first person weapons in demo playback.
- Fixed translocator telefrag victim message.
- Fixed encouragement sounds not being randomly picked by bots.
- Implemented viewobjective spectating system for Warfare.
- Fixed berserk held by driver applying to all vehicle turrets.
- Only force low gore on German versions that were low gore only before being patched.
- Fix for unnecessary content staying in memory on seamless travel.
- Fixed shaped charge node exploit.
- Fixed the Scavenger exploit.

User Interface:
- Clicking on the settings tab goes to directly to the full settings menu.
- Added VOIP speaker portraits to HUD.
- Fixed character portraits sometimes not showing up on HUD or not staying up long enough.
- The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.
- Fixed the CD key always prompting when the user has no network card
- Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.
- Added UI option to hide objective paths (the white arrows).
- Added UI option to enable joystick support.
- Added JOIN to midgame menu when spectating.
- Added cancel button to "logging in" message box.
- Added support for auto-updating UI with new options.
- Improved language support for French, Spanish, Italian, and German.
- Joystick key bindings in UI display properly.
- Added game and UI support for customizing crosshair scaling.
- Added "Add Favorite" button to Server Browser server list tab.
- Fixed favorites Tab Page server details not updating.
- Improvements to voice menu. Added "status" section.
- Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads
- Show "Change Team" button before the match has started.
- Added support for localized "single score needed" string.
- Tweaked some HUD message font sizes.
- Favorites/History lists list servers that are currently offline.
- Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.
- Fix for end of round scoreboard displaying extra "Player" bots.
- Fixed leviathan deploy icon positioning.

Networking:
- Added support for autodownloading packages while in gameplay or while travelling.
- Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
- Fixed dedicated server memory leaks.
- Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
- Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.
- Fixed spectators being unable to move after a level transition.
- Fixed track turrets being in the wrong position on clients in some cases after being destroyed.
- ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.
- Fixed HTTP download compression.
- Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
- Fixed a bug where in rare cases packages would get downloaded twice.
- Fixed spectators able to enter as extra players in Duel.
- Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.
- Fixed bots not replicating their view pitch, so their animation looks better in net games.
- Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.
- Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.
- Fixed client crash if the user disconnects while downloading a file during a seamless travel.

Server administration:
- TCPLink and Webadmin functionality implemented.
- Banning is now based on CD key hash, so players can't circumvent bans by creating a new profile.
- Fixed being unable to kickban players with | in their names.
- Added versioning information to the game settings
- Dedicated servers don't require DirectX shader model 2.0
- Fixed AdminForceTextMute and AdminForceTextUnmute.
- Restored the compress and decompress commandlets.
- Fixed AdminCmdOk() function not working properly if you were the listen server.
- Banned IDs readability improved.
- Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.

Mod support:
- Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.
- Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.
- Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS
- Weapons now take roll from player viewrotation.
- Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.
- Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.
- Fixed Change Node Status Kismet action not working on fully constructed powernodes.
- Merged ageia particle fixes.

Map specific:
- Fixed DM-Deck get out of world exploit
- Fixed DM-Gateway portals sometimes sending you back to your starting point.
- Fixed CTF-Coret collision exploit.
- Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.

AI improvements:
- New orb carrier strategy AI.
- Improved bot hoverboard use.
- Reduced bot orb spawner camping.
- Fixed bots stuck on orb spawner unable to grab flag.
- Low skill bots use artillery properly.
- Tweaked shooting at nodes vs shooting at enemies.
- No human bonus to threat value.
- Improved threat picking AI, taking into account effectiveness of bot's weapon.
- Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
- Bots tend to stay on same enemy more, and focus on key vehicles more.
- Tweaked campaign auto skill adjust.
- Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.
- Tweaked rules for whether to attack node or enemy first.
- Improved bot AI for defending nodes with an orb.
- Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.
- Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.
- If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.
- Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.
- Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).
- Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.
- Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.
- Adjusted bot reaction time to seeing new enemies.
- Improved bot AI for dealing with lifts and hoverboards.
- Bots taunt after winning a match.
- Bots now can be fooled by feign death.
- Sandstorm has more impact on bots being able to acquire/aim at enemies.
Source: Internode
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70 Comments on Unreal Tournament 3 v1.2 Update Patch

#2
1c3d0g
Good to see another update to a great game. :cool:
Posted on Reply
#4
MilkyWay
woah i cant wait to buy this game been wanting it for ages dunno why i dont have it yet
Posted on Reply
#5
Solaris17
Super Dainty Moderator
dude its amazing!! get it!
Posted on Reply
#6
Corrosion
yeah, get it! you comp will run it perfectly.
Posted on Reply
#7
erocker
*
With the patch the game runs perfectly. I am still waiting for the POV scroll.
Posted on Reply
#8
HaZe303
This patch is great, now I can play with my 360 controller(working perfectly) on my HDTV instead of sitting infront of my "small" 22" lcd. Really nice "feature".
Posted on Reply
#9
flashstar
I still get 25 fps average with a 2900pro/xt. If you have an AMD CPU, STAY AWAY!! Even with the 1.2 patch, the game runs 50% faster on Intel systems for no apparent reason. UT3 will be a $50 brick for me until I upgrade my system in June...
Posted on Reply
#10
HaZe303
flashstarI still get 25 fps average with a 2900pro/xt. If you have an AMD CPU, STAY AWAY!! Even with the 1.2 patch, the game runs 50% faster on Intel systems for no apparent reason. UT3 will be a $50 brick for me until I upgrade my system in June...
Hmm strange. Maybe the game has some SSE coding in it that amd cant run well?? Or maybe its the ATI drivers/coding??
Posted on Reply
#11
erocker
*
It played great with my Opteron 170 and 8800GTS 640mb. Well over 30fps. Yeah, this Intel rig I have now is putting it to shame.
Posted on Reply
#12
ChillyMyst
now wheres excessive overkill for ut3?
Posted on Reply
#13
eidairaman1
The Exiled Airman
HaZe303Hmm strange. Maybe the game has some SSE coding in it that amd cant run well?? Or maybe its the ATI drivers/coding??
Perhaps its sort of like how COD4 is on a Athlon XP System, it wont run unless if you change mssmp3.asi to .bak, after that the game runs perfectly on my rig, i guess the creators werent expecting AGP systems as old as mine having a 1950 Pro or 3850.
Posted on Reply
#14
Solaris17
Super Dainty Moderator
flashstarI still get 25 fps average with a 2900pro/xt. If you have an AMD CPU, STAY AWAY!! Even with the 1.2 patch, the game runs 50% faster on Intel systems for no apparent reason. UT3 will be a $50 brick for me until I upgrade my system in June...
intresting mine gets mad crazy frame rates
Posted on Reply
#15
flashstar
Solaris17intresting mine gets mad crazy frame rates
It might be an AMD/AMD issue. With my 7800gtx, I would get about 40 fps (albeit at lower settings).

No matter how low I put the graphics settings though, I can't ever do much better than 25 fps.
Posted on Reply
#16
Solaris17
Super Dainty Moderator
possability..hmm intresting.. it does have a big nvidia intro movie maybe they juast optimized it for the game.....?
Posted on Reply
#17
ChillyMyst
runs fine on my amd system, 1600x1200 crankedup, cant wait for the phsyics drivers to be testable :P
Posted on Reply
#18
Wile E
Power User
flashstarI still get 25 fps average with a 2900pro/xt. If you have an AMD CPU, STAY AWAY!! Even with the 1.2 patch, the game runs 50% faster on Intel systems for no apparent reason. UT3 will be a $50 brick for me until I upgrade my system in June...
Did you install the Dual Core Optimizer from AMD? Many games have issues on AMD chips if you don't.
Posted on Reply
#19
ChillyMyst
WileE is correct!!!

oh and WileE dosnt like online gaming, he prefers AI to real people, the ai are more predictable i think :P
Posted on Reply
#20
Wile E
Power User
ChillyMystWileE is correct!!!

oh and WileE dosnt like online gaming, he prefers AI to real people, the ai are more predictable i think :P
No, I just hate people. lol.
Posted on Reply
#21
ChillyMyst
/me thinks we need to get WileE to play some Dreamlords with us :D
Posted on Reply
#22
EviLZeD
flashstarI still get 25 fps average with a 2900pro/xt. If you have an AMD CPU, STAY AWAY!! Even with the 1.2 patch, the game runs 50% faster on Intel systems for no apparent reason. UT3 will be a $50 brick for me until I upgrade my system in June...
i run it fine maxed at 1280-1024 the fps varies from 50 to 80 even higher depending on the level or area
Posted on Reply
#23
Triprift
Would it run alright on my lappy not sure of min specs?
Posted on Reply
#24
WhiteLotus
should do on a lower settings

i'm downloading the patch now, and it runs fine on my set up. no issue with it really. although loading a level it sometimes stutters a bit, but gameplay itself is fine.
Posted on Reply
#25
Triprift
Cool thanx for that wl will get it next week. :toast:
Posted on Reply
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