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8 septembre 2004, 12h34 Icone Doom 3

Bêta patch pour Doom 3

id Software vient de délivrer le premier bêta patch pour Doom 3. Mais comme Robert Duffy l'explique dans son .plan, ce patch n'est pas pour le grand public mais pour ceux qui veulent le tester un peu. Quand il sera arrivé à maturité, tout le monde pourra en profiter.

D'ailleurs, la sortie du patch sera accompagnée par la sortie du SDK et du serveur Linux et précédera la sortie du logiciel Punkbuster. Il est aussi question de la démo solo que l'on nous avait promis il y a bien longtemps. Il y aura trois niveaux de la campagne solo et elle est presque terminée.

Pour ce qui est du bêta patch, on peut le télécharger, pour 18 Mo, sur les liens suivants :
GENERAL
- Querying a cvar (typing name with no value on the console) now also prints out help text
- Updated some cvar docs

STABILITY
- Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote
Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes

INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down) - Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time. - Fixed g_voteFlags so that spectator and nextmap could be individually toggled - Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english
versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (gui list boxes).

NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made r_skipNewAmbient, r_skipSpecular, r_skipBump, and r_shadows cheat protected
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during network games
- Changed idClass::PostEventArgs to allow script threads to post events during network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney - Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons - Fixed Frag Chamber doors killing player if they're moving towards them just as they
open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard - Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them

RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter. SOUNDS
- Fixed weapon sounds always playing the first sound in a sound shader instead of randomly picking one.
- Fixed bullet ricochet sound when punching glass.

LOCALIZATION
- Localized key names in bind menus
- Localized multiplayer text
* warmup text
* spectator text
- "QuickSave" name in save / load menu is now localized
- Fixed key binding issues with European (Italian, French, Spanish) keyboards
* all keys should be bindable now
* this includes modifying scan tables
- Fixed pickup items not being localized. Not fixed in MP, as this would require
including the .map files in the update. Any user maps created with update code should have the correct string id required for localization, however.
- Fixed "General Access" not being localized on PDAs.
- Added pure exclusions for all files that were causing pure server connection problems between mixed languages.
- Localized "Press any key..." in binding menus.
- Localized messages that client receives from the server when kicked or the server
shuts down.
- Localized "Server Full" message.
- Fixed Huffman encoding in decl manager so all characters have a minimum frequency
of one. This allows an optimal bit code length and fixes a memory overrun assert
and crash when loading Russian decls.
- Map names in Save / Load menu are now localizable.
- Removed hard coded english text from "Player is ready" message in MP.
- Fixed Italian accented i showing up as ^ and vice versa
par Bibi 4 commentaires, dernier par Xpierrot
Partager | Source : NoFrag

Commentaires

Cocio_16

Membre
Nb msg : 163
(#1) 08 septembre 2004 à 13h19
Pourquoi sa prend autant de temps sortir une demo?
Dans ma tête, tu copie les fichier des tableau, sellui du générique et de la page d'acceuil. Tu modifie quelques petites choses pour que sa ce suive corectement, tu met des un "multijoueur" transparent non cliqueable pour faire hot, tu ajoute quelques petites pubs "avalaibe now!" quand on quitte, et ut me le tout au téléchargement.
Mister G.

Ex-Rédacteur
Nb msg : 370
(#2) 08 septembre 2004 à 19h39
Je suppose qu'il faut reprogrammer le moteur pour qu'il puisse tenir sur quelques centaines de mo.
Mister G.
ghost-gamer

Nouveau
Nb msg : 1
(#3) 10 septembre 2004 à 23h54
en tout cas j'espère que ce patch corrigera le bug du multi qui se tranforme en anglais lorsque on relance le jeu ...
Xpierrot

Responsable Hardware de Zeden
Nb msg : 1496
(#4) 11 septembre 2004 à 08h20
Une demo pour la faire, en fait, il faut virer plein de chose (car va expliquer aux gens que la demo fait la meme taille que le jeu, mais que t'as pas le jeu complet). (les crackers sortiraient vite un patch pour passer de la demo a la complete)
Il faut donc refaire tout les packages de son, de texture, de modèle, etc, afin de n'y inclure que ce qui est nécessaire dans les niveau fournis dans la démo.
Et puis si un boss d' ID dit : "on rajoute un niveau", ou meme "le bout de couloir avec le gros monstre au bout", ben faut tout refaire... donc ca peut prendre du temps...Surtout qu'il faut faire pas mal de test, pour etre sur que rien n'a été enlevé en trop lors des coupes sauvages qu'ils ont fait dans les packages au debut ;-)
Marchez doucement car vous marchez sur mes rêves
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