Newest patch for Mac. This finally brings it up to par with the windows version.
Patch to the UT2004 MacOS X retail version. Brings it in line with the PC version. Onslaught related: -Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states -Added bRepulseWater to KRepulsors and enabled this for Hovercraft -Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying -SVehicleFactories now store a reference to their marker as MyMarker -Added bCanHover to Vehicle to indicate a vehicle that can use HoverPathNodes to fly over water. -Added water damage support to Vehicle so that vehicles will take damage when under water. -Karma now collides correctly with inverted terrain courtesy James Golding ;-) -Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4 -Moved RepulsorsShouldHit function to ONSVehicle where it should be. -Added support for PowerCores and PowerNodes triggering events when created and destroyed. -Cleaned up PowerCore energy beam effect when PowerCores are not present in the map. -Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped. -Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories. -Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version. -Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks. -Reversable vehicle factories will work correctly when sides are swapped. -Fixed midgame menu popping up when watching an Onslaught demo if the viewed player dies -Fixed camera rotation being changed when switching between first and third person view in a manta -Fixed target/ion painter ammo issues -Fixed bug in stunt mutator where vehicles would be accelerated in their local downward Z when holding the jump warmup while in air. -Onslaught turrets cannot damage PowerCores or PowerNodes -Onslaught vehicles take a very small amount of damage over time when on fire and there is no driver -Fixed players always spawning at own PowerCore after sides are swapped. -Fixed problem where bots weren't spawning at the nodes they are defending. General gameplay: -More script warning fixes -Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage -Invasion monsters never use default character mesh -Fixed CTFSquadAI.FindHidePathFor() -Make sure always add armor using Pawn.AddShieldStrength() -Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations -Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side. -Added WaterSplash, used for projectiles and pawns -Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes -Added BulletSplash, used for trace weapons -Landing sounds no longer stomp on splash sounds -Added WaterRing spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume) -Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support) -Fixed bots going after nearby dropped inventory that they couldn't pick up -Fixed some dynamic uploads (which could cause occasional hitching during gameplay) -Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type -Fixed SquadLeader getting set to none if everyone in squad is in a turret -HUD weapon bar bShowMissingWeaponInfo now config, so is properly saved -Fixed CTFSquadAI finding flagholder when holder is in vehicle -Fixed "Use Map Defaults" for bots can result in uneven teams in some maps [USE] will only bring up the mid-game menu in ONS games -Fix for custom models crashing the single player game. -Fixed TracerProjectile location setting after near miss sound effect -Fixed BR bomb trail position in multiplayer -Added Instagib CTF as standalone gametype -Allow chatting when the game is paused. -No longer catch own weapon when thrown while running forward -Fixed weapons checking if they were out of ammo when they weren't the active weapon (which was causing undesired switching to best weapon) Menus: -Server browser filters have been reworked to be easier to use. -Localized "New News" message -Added localized IRC channels for French and German. -Added a flashing messages when there is new community news. -Movie Panel. Networking Related: -Various Web Admin style fixes -Don't load non-default voicepacks on dedicated server -Fixed server enforcement of maxresponsetime, and make sure clients don't trip it accidentally -Fixed speedhack detection false positives -Increased NetPriority of controlled ONSWeaponPawns -Fixed client-side game time getting screwed up -Improved jumping/dodging/etc. not getting lost when there's significant packet loss -Fixed Cheat protect to view most voicepacks as ok -Fixed *hopefully* the ServerBrowser locking packages and tripping cheat protection. -Don't spawn votinghandler and votingreplicationinfos for servers which don't have voting enabled (slight performance improvement for those servers) -TeamInfo and SquadAI have lower netupdatefrequency (for server performance). Set NetUpdateTime whenever a replicated property is updated to get it replicated immediately. -Make sure that mutators are properly reported to master server -Made ServerShortTimeout() replicated function reliable -MasterServerUplink now caches calls to GetServerInfo and GetServerDetails. Onslaught server performance improvements: -Vehicle packed state struct updates don't set bNetDirty -Don't update vehicle SoundPitch on dedicated servers -Improved WebProjectile net performance -Added bIsAwake and bHasBeenAwake flags to ONSVehicle, used for packed state replication -Fixed replication conditions for a bunch of vehicle/projectile properties, changed from bNetDirty to bNetInitial -Fixed NetworkStatusMessages once and for all -Reenabled temp. MD5 database generation for loaded packages on a server -Fixed "flying player" exploit. -Fixed keeping high translocator trajectory persistent across online level changes. -Mod Author Related: -Fix for the UCL not exporting bug. -Fix for .INT files in mod hierarchy, Removed Temp MD5 Warning Message. -Call PostRender2D() on own pawn as well (mod authors can decide not to render custom beacon) -Added LevelInfo native function GetPhysicsVolume() -Returns the physics volume at a specified location -Added actor property bTraceWater. If true, trace() by this actor returns collisions with water volumes -Added support for strafing while on ladders, if the LadderVolume property -bAllowLadderStrafing is set true (still false by default) -Fix for log files and -MOD= switch -Fix for cache manager exporting ucl files when it shouldn't -Fixed LoadDecoText -Use CrouchedPct instead of WalkingPct for crouched pawns -Vehicle function NumPassengers() now simulated so it can be called on clients -Made Destroy() function call in ONSVehicle state code indirect (for debugger) -Fixed localization for mod support -Now support multiple music directories -Save Games fixed, with the following limitations: -Ragdolls aren't serialized -Animations aren't serialized (but uses simanim to save channel 0) -Must run UT2004 with -makenames option, or set bSupportSaveGames true in LevelInfo -Added Actor events PreSaveGame() and PostLoadSavedGame() -Render hud overlays on DM_Low clients also Editor: -3D Buzz Editor Enhancements (Thanks to our friends at www.3dbuzz.com ! Check out their UT2004 mod author video tutorials at http://sv3.3dbuzz.com/vbforum/unr_main.php ) -Maximize Viewports fixed -Static Mesh Create From Selected added -Splitter bar between Viewport and props in SM viewer fixed. -Button to snap view to frame the current mesh added -Option to auto-snap view on mesh change -Added realtime preview to the SM browser. -New Array tool for quickly adding actors. Engine/General: -Fogging is based on camera position rather than pawn head position (important for third person camera while pawn is submerged) -Removed D3D9Drv.dll and default.ini from patch -Fixed bug reporting address for Italian, Spanish, and French localized versions. -Fixed "Intersect Function" crash from first patch. -Fixed mousewheel input on Win64. -Removed some pre-release debugging that was still enabled
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