Unreal Tournament 2004 patch

Discussion in 'PC Gaming' started by Teddy, May 14, 2004.

  1. Teddy

    Teddy Boogie Nights...!

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    Location:
    London, UK
  2. RagnaroK

    RagnaroK Must be dreaming...

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    673
    Location:
    Australia
    w00t, finally! Thanks for the info, Teddy. :D
     
  3. PseudoKiller

    PseudoKiller Zug Zug

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    Location:
    Ice Crown Citadel
    am gonna wait till it shows up on Unreal Tournament's website...
     
  4. RagnaroK

    RagnaroK Must be dreaming...

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    673
    Location:
    Australia
    :D
     
  5. mooo

    mooo thecyberninja

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    886
    Location:
    earth
    so what does it change?

    nm saw at bottom of the 2nd link
     
  6. homesick1337

    homesick1337 Computer Lover

    Messages:
    129
    Location:
    Honolulu, Hawaii
    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

     
  7. ElementalDragon

    ElementalDragon The One and Only

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    Location:
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    heh. saw that one coming. lol

    also....

    hmm.... so they made it stop from ejecting the disc during play when the disc is no longer needed to play? *cough*waste of time*cough*