github OldUnreal/UT2004Patches 3374-preview-23
UT2004 Patch 3374 - Preview 23

5 hours ago

This will be the last public preview before we move to the release candidate stage.

Most of the changes in preview 23 are listed in this commit.

Additional changes include:

  • ALAudio no longer applies HRTF to 2D sounds (#427)
  • The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS
  • Changes to the FOV setting will now persist after restarting the game
  • We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot (#446)
  • SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi
  • We implemented several optimizations for AntiDrv
  • If you enable the "reduce mouse lag" option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially
  • All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly (#471)
  • We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode (#469)
  • The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now work as originally intended

We also fixed a few regressions that were introduced by the 3374 patches:

  • We fixed a regression bug that broke scripted textures in online games (#405)
  • We fixed a crash bug in AntiDrv
  • We fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps
  • All keyboard keys should now work as expected when playing on Linux with Wayland
  • The editor lightmap builder will now ignore projectors, as intended
  • We fixed rendering glitches in AntiDrv and D3D11Drv caused by improper treatment of twosided materials
  • Fixed an accessed none error caused by the new custom voting handler mechanism

This build has a known issue. The numpad currently does not work for chat and text fields on Linux and macOS systems. The fix for this issue will be included in the first release candidate.

For information, here is detail of the fixes included in this release from previews 18 to 23:

UT2004 Patch 3374 - Preview 22

A small set of high-impact fixes and improvements:

  • We fixed a bug that crashed the game on maps with invalid MyLevel code (e.g., VCTF-ThermalPlayGround-2)
  • You can now use the Core.Object.AllPackageFiles(out string FileName, optional string FileExt, optional string Prefix) iterator to iterate through all package files with the given prefix or extension
  • We added the "FILECACHE REFRESH" and "FILECACHE LIST" console commands
  • The webadmin now has a button that refreshes the file cache. This is useful if, e.g., you've uploaded a new map while the server was running
  • The UWeb.WebRequest.Dump and UWeb.WebResponse.Dump functions should now, once again, work as expected
  • The editor and UCC will now print a more detailed error message when they fail to save a package
  • ALAudio will now play 2D sounds without HRTF and 3D sounds with HRTF by default. You can override this behavior by setting AutoHRTF to True or False in the [ALAudio.ALAudioSubsystem] section of the ini
  • All keyboard keys should now work as expected when playing on Linux with Wayland

UT2004 Patch 3374 - Preview 21

Another really small update. This fixes a problem in the UnrealScript compiler. It also fixes an issue that truncated crash logs.

UT2004 Patch 3374 - Preview 20

This preview contains a few small bug fixes and improvements. Hopefully, this will be our next public version:

  • AntiDrv and D3D11Drv now support two fullscreen scaling modes:
  1. Stretch (default): stretches the rendered image to fill your entire screen but does not preserve the aspect ratio
  2. Aspect ratio: stretches the rendered image as much as possible while preserving the aspect ratio

You can enable aspect ratio scaling by adding the ScalingMode=AspectRatio setting to the [D3D11Drv.D3D11RenderDevice] or [AntiDrv.AntiRenderDevice] sections of your game ini. We will probably also make this setting configurable in the menu soon.

  • AntiDrv, D3D11Drv, and OpenGLDrv now apply the same brightness, contrast, and gamma correction to screenshots as they do to the game
  • We fixed a bug that prevented some maps from loading
  • The mutant game mode now registers kills correctly (#497)

UT2004 Patch 3374 - Preview 19

Special thanks to YoYoBatty for contributing several of the bug fixes. Changes since preview 18 include:

  • We fixed a regression bug that made it impossible to (re)load certain maps in UnrealEd
  • We fixed several bugs in the Cache Manager, including one where it would list all packages containing a "ut2" substring in their name as maps
  • We fixed a typo in the UnrealGame.Bot.TacticalMove.EngageDirection function. Because of the typo, bNotifyApex and bTacticalDoubleJump were not set to true if Pawn.Weapon.SplashJump() returned true
  • We fixed an AI bug that made bots unnecessarily prioritize searching for ammo pickups
  • We fixed an AI bug that made the game find new enemies for dead bots
  • We fixed an AI bug that could make bots ignore potential enemies if another bot had already selected them as enemies
  • We fixed a squad balancing bug caused by an incorrect distance calculation in Onslaught.ONSSquadAI.BotEnteredVehicle
  • We fixed a bug that made the UnrealGame.DomTeamAI.GetLeastDefendedObjective() return the most defended objective instead
  • We fixed a typo that made the Engine.PlayerController.ReplicateMove() function call Pawn.SetBase() unnecessarily
  • We fixed typos that made the SkaarjPack.MonsterController.ClearShot() and UnrealGame.Bot.ClearShot() functions return false unconditionally
  • We fixed a pathing bug that made bots dodge fearspots incorrectly. We also increased the maximum number of fearspots from 2 to 10
  • We fixed several bugs that made the Engine.Controller.LineOfSightTo function return the wrong result
  • We fixed a math bug that made the game determine if a bot could hear an enemy behind a wall incorrectly
  • We fixed a math bug in the UT2k4Assault.AssaultSquadAI.ShouldSuppressEnemy() function
  • We fixed a pathing bug that made the game fail to find additional vehicle paths when Egine.GameInfo.bLiberalVehiclePaths was enabled
  • We fixed a bug that could make the game remember the wrong noise in Engine.Actor.MakeNoise
  • We fixed a pathing bug that made bots always go for the last detour they found rather than the best detour they found when they could not move directly to their desired destination
  • We fixed a pathing bug that could cause bots to incorrectly believe their destination was unreachable
  • We fixed a pathing bug that made bots sometimes think they could not reach their destination by jumping when they actually could
  • We fixed a pathing bug that made bots constantly trigger computationally expensive ledge checks
  • We fixed bugs in SkaarjPack.MonsterController.NotifyBump() and UnrealGame.Bot.NotifyBump(). These bugs made camping bots move out of the way when a different player bumped into them, even if that bot was not actually blocking the way
  • We fixed a bug that made the UnrealGame.SquadAI.CloseToLeader() function return an incorrect result on maps with water volumes in the middle
  • We fixed a bug that could make bots try to grab a super pickup when another bot was already much closer to it
  • We fixed typos in the UT2k4Assault.ASGameInfo.TweakSkill() and UnrealGame.DeathMatch.TweakSkill() functions. Because of these typos, the game would incorrectly set the skill level of the bots on the human player's team. Since this bug fix has the potential to change the game balance in single-player mode, the bug fix is optional and disabled by default. To enable the fix, you can set bTeamBotsAsEpicIntended to True in the [UT2k4Assault.ASGameInfo] and [UnrealGame.DeathMatch] sections of the game ini
  • We fixed a bug that could crash the game while trying to render a weapon without an owner. These crashes typically happen when you import an Unreal or Unreal Tournament (99) map into the UT2004 editor
  • We fixed a D3D11Drv bug that crashed the game when compiling a shader without texture coordinate inputs
  • We fixed a security bug that allowed players to call replicated functions without the necessary permissions to do so
  • We fixed several bugs that could crash UnrealEd when trying to play, export, delete, or rename a sound when no sound was selected in the sound browser (#481)
  • We fixed D3D11Drv, AntiDrv, and OpenGLDrv bugs that made certain scripted textures render incorrectly (https://github.com/OldUnreal/UT2004-testing/issues/182, #477)
  • We fixed a regression bug that broke the server browser on Linux (https://github.com/OldUnreal/UT2004-testing/issues/185)
  • We fixed an UnrealEd bug that could make the sound browser export sounds using the wrong file names
  • We fixed several UnrealEd sound browser bugs that could make it apply actions (play, delete, ...) to the wrong sounds
  • We fixed a bug that made UnrealEd crash after right-clicking an item box (#484)
  • The UnrealEd actor browser now has a function to export selected packages only
  • The Windows client will now use borderless windows rather than exclusive fullscreen mode. This makes alt+tabbing and resolution switching much faster and more reliable
  • The Windows client now detects when you try to open the game window at an incorrect position (e.g., if you had the window on a different monitor the last time you played, but that monitor was now powered off)

UT2004 Patch 3374 - Preview 18

Changes since preview 17 include:

  • Fixed a regression bug that broke scripted textures in online games (#405)
  • Fixed a crash bug in AntiDrv
  • Fixed a major performance regression that made CPU utilization on servers gradually increase and that could make the server hang for a very long time when switching maps
  • ALAudio no longer applies HRTF to 2D sounds (#427)
  • Fixed a bug that crashed the game when invoking the garbage collector from actor state code. This made maps such as AS-Convoy crash if you launched them with the quickstart parameter set to true (#420)
  • Fixed a bug that crashed the editor when you moved the fade in/out sliders in the particle editor (https://github.com/OldUnreal/UT2004-testing/issues/170)
  • Fixed a bug that could crash the editor when selecting a list box (#435)
  • The game should now retain the -nohomedir command line parameter when relaunching on Linux and macOS (https://github.com/stijn-volckaert/ut2004new/pull/249)
  • Changes to the FOV setting will now persist after restarting the game
  • Rotating skyboxes, such as those on AS-Convoy and CTF-DE-LavaGiant2, will now animate correctly at high frame rates (#445 #448)
  • We fixed a typo in UnrealGame.Bot.Hunting.FindViewSpot (#446)
  • The in-game server details panes will now show the server's current and configured tickrate (#457)
  • The game now supports reading localization files with UTF-16BE encoding (#460)
  • The news tab in the community menu now shows news hosted on the OldUnreal domain
  • We fixed a crash that would occur when the game attempted to register an anti portal in a zone without zone info
  • We fixed a bug that would crash Unreal Editor when scrolling in an empty scene manager window
  • The editor browsers now refresh after opening a map
  • The game will now fail to load (rather than crash) packages with invalid package headers
  • We fixed a bug that would increase the package size every time you rebuilt code
  • D3D9Drv, OpenGLDrv, and AntiDrv now correctly illuminate geometry when there is no valid LitSphere
  • We fixed a bug that would crash the editor when trying to render projectors after importing t3d data
  • We fixed a bug that would crash the game when it failed to open a voice channel (e.g., while switching maps) (#465)
  • When pasting text into the in-game console using CTRL+V, the pasted text will now be inserted at the cursor position rather than at the end of the current text line
  • We increased the hardcoded limit of 32 players to 255 (#442)
  • We fixed a bug that made the editor stop responding after closing modal dialogs
  • SDLDrv will now attempt to change the display mode when changing the fullscreen resolution on Linux/arm64. This change dramatically improves performance on the raspberry pi
  • We implemented several optimizations for AntiDrv
  • If you enable the "reduce mouse lag" option when using AntiDrv on Windows, the renderer will now attempt to use a DXGI swapchain on supported devices. This type of swapchain reduces input latency substantially
  • Added Polish localization
  • Updated German localization
  • We reduced UnrealEd's idle CPU consumption
  • We fixed a D3D9Drv bug that made projected textures too bright on systems with nvidia GPUs (#434)
  • The roaming energy effect on Onslaught power nodes now works correctly when players switch teams (#476)
  • All renderers now have their UseStencil setting set to false by default. This is necessary because the BSP stencil builder code does not handle portals correctly (#471)
  • We fixed an AntiDrv bug that made certain combiner materials render incorrectly if they used the CO_Use_Color_From_Material1 or CO_Use_Color_From_Material2 color combining mode (#469)
  • The Windows patch now includes a Direct3D 11 renderer

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