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09-05-2004, 02:52 PM
Aquí va el change log:

Onslaught related:
- Fixed accessed none in mid-game GUI code
- New, optimized Goliath shot hit effect
- Fixed Raptor camera from clipping into the world
- fixed collision hole in Goliath
- vehicle splash rings
- fixed daredevil message to only show the stats that made you a
- Manta water spray effect
- If two nodes are an equal number of links away from the enemy
powercore, the autospawn system will now select the one physically
closer to the core instead of randomly picking one.
- Optimized some effects to improve client performance

Onslaught AI:
- greatly improved AI control of flying vehicles
- fixed bot getting out of vehicle and instantly killed causing AI
- bots in mantas and scorpions may jump out if about to be hit by avril
- Improved Leviathan AI
- improve Raptor firemode selection AI
- bots like jumppads more in Onslaught
- improved AI initial node rush
- bots better at comboing with PRV side gun
- improve AI vehicle route following (less backing up)
- high skill bots jump out of mantas that have web projectile stuck to
- fixed occasional bot in vehicle getting stuck on inventoryspot
- fixed bot avril locks when bot can't see target
- fixed bots trying to heal node from too far away
- fixed defenders staying in vehicle too long when node unpowered
- PowerCores now block paths through them (need to rebuild paths for
this to work)
- bot Mantas more aggressive against foot enemies
- bots smarter about navigationpoints blocked by vehicles
- move as close as possible in vehicle if no path to dest (until
currentpath isn't useable)
- bots pick best side of vehicle to get out
- Entering a vehicle turns off a pawn's and a pawn's weapon's
- bots keep manning tanks (and other "important" vehicles) when possible
- bots do multiple dodges toward road pathnodes
- improved bots staying focused on enemy attacking power core
- if bot can't get out of vehicle turret, he tries to switch to driving
vehicle if there's no driver
- bots understand they can't shoot through powernode shields
- bots don't toss spidermines into powernode shields
- fixed bots in vehicles trying to use teleporters
- improved bot use of handbraking for steering

General game play:
- removed log warnings when damagetype is none
- fix for getplayerstart log spam in invasion
- Fixed the single player not going to the SP_Main menu after showing
the intro
- fixed script warnings
- Only allow suicides once every 10 seconds

Demo Recording:
- Added a hack so that demorecdrivers always convince the server that
it's UTX files are Gen=1
(fixes CTF flags not showing in demos recorded on dedicated server

- UT2K4 works with WinXP SP2 firewall
- speed hack detection improvements (less problems for people with just
bad connections)
- Fixed Linux server crash when Master Server drops connection
unexpectedly. (in 3270.1)
- increased default ConnectionTimeout to 30 seconds
- fixed cases where non-replicated emitters were being spawned server
side (performance improvement)
- Fix for server travel crash bug.
- fixed destroyed vehicles disappearing so much on saturated connections
- Properly handle the FailCode command coming from the server. This was
what would cause a client to appear "locked solid" when 2 clients were
trying to join the last slot.
- "Only Official Maps" toggle in server browser now becomes disabled
when mods are loaded.
- Fixed the server browser Filters description overlap.
- Fixed Classic Translocator Setting in net games.
- The "Press F10 to" Connection Message makes its return.
- Fixed vehicles looking flipped over on clients when they aren't
- Servers recover if connection to master server fails during receive
- Fixed HandleStream crash on server with some user Assault levels on
connections with packet loss

- added per layer detail settings for terrain deco layers
- fixed particle editor crash

- fix for proces****wall crash
- fixed script assignment bug (assignment of deleted actors resulted in
no change from the current value).
- loading time speedup

Entre más mejoran a UT2k4, más me gusta. =D

09-05-2004, 03:09 PM
Estoy de acuerdo. Por ejemplo en el parche 3270, se mejoraron bastante los bots. Ya parece que viniera incluido el superbots o el probot, entonces estoy esperando qeu salga este parche porque me imagino que quedarían bastante bien. Yo entreno con todos, humanos y bots. Entonces zukeft me gustaría que estuviera pendiente si llega a salir uno de estos parches, y pues estar pendiente para cuando salga este nuevo parche. Porque veo que casi todo es para onslaught. Otra cosa es que deberían sacar un mod de competición hecho por ellos mismos, incluido en el juego, para dejar de joder tanto con los ttm y los utcomp

09-05-2004, 07:21 PM
cuando nos vamos a retar perdedor

09-05-2004, 09:46 PM
Solid Snake]
cuando nos vamos a retar perdedor

Acabo de borrar 4 posts suyos donde dicen "loser" o "perdedor" en el foro de UT2k4. Si no tiene nada bueno que decir, no lo diga, así se simple. MIENTRAS YO SEA EL MODERADOR DE ESTOS FOROS, NO DEJARÉ QUE LOS ENSUCIEN. No sé qué fue la razón por la que ud. se resintió, pero sé que no fue para tanto. Madure.

En cuanto al reto, el domingo 12 está bien.