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Zork

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(#0) 05 décembre 2002 à 22h06
<b>Demo Recording:</b>
<br />
Demos can be recorded either on a server, or in single player.
<br />
Recording a demo as a client in a network game is not yet
<br />
supported.
<br />

<br />
<b>Recording:</b>
<br />
To record a demo on your server, start the server with the
<br />
?demorec URL parameter. For example:
<br />

<br />
ucc server dm-gael?game=xgame.xdeathmatch?demorec=mydemo
<br />

<br />
Will record the game to the demo file mydemo.dem. If you leave
<br />
off the "=mydemo.dem", the server will record a demo
<br />
with a unique filename starting at demo0001.dem, demo0002.dem
<br />
etc.
<br />
You can also use the "demorec" console command at the
<br />
server console to start recording a demo after a match has
<br />
started. For example, "demorec mydemo" or just
<br />
"demorec".
<br />

<br />
<b>Playback:</b>
<br />
Use the "demoplay" console command. For example,
<br />
"demoplay mydemo". During playback, pressing Fire will
<br />
cycle between the players in the game and a free spectator
<br />
camera. Pressing Alt-fire will switch between first and 3rd
<br />
person.
<br />

<br />
"demoplay mydemo?loop" will cause the demo to loop
<br />
infinitely until the "stopdemo" console command is
<br />
used.
<br />

<br />
Normally demos play back capped to the frame rate at which they
<br />
were recorded. To remove this cap, use "demoplay
<br />
mydemo?timedemo". This will play the demo back as fast as
<br />
possible and dump the average fps to the console at the end of
<br />
the demo. If a demo recorded at a higher framerate than your
<br />
computer is able to play it back, the demo will play in slow
<br />
motion.
<br />

<br />
<b>GamePlay:</b>
<br />
- friendly fire kills affect team scores
<br />
- made players a little brighter
<br />
- allow weapon throwing with weapon stay on (but can't pick up
<br />
thrown weapon if already have that weapon), plus added
<br />
configurable gameinfo property bAllowWeaponThrowing (default
<br />
true)
<br />
- don't spam "you are ready/not ready" messages to
<br />
console before game starts
<br />
- fixed FFA DM overtime end conditions
<br />
- Ability to have custom announcer voices. Make a new announcer
<br />
voice pack (with the same sound names as the original
<br />
AnnounceMain.uax), named NewPackName.uax (where NewPackName =
<br />
whatever you want to call it), and put it in the ut2003sounds
<br />
directory. Then, in the User.ini file (in the UT2003system
<br />
directory) change: [UnrealGame.UnrealPlayer]
<br />
CustomizedAnnouncerPack="NewPackName"
<br />
- fixed strafe toggle
<br />
- support longer playernames on scoreboard/HUD
<br />
- show FPH in scoreboard
<br />
- fixed flags sitting on ground in CTF-Citadel
<br />
- more minigun ammo
<br />
- really fixed 4 rocket bug
<br />
- Fixed DM-TokaraForest flags showing up
<br />
- fixed CTF-LostFaith KillZ
<br />
- spectating maintains view - when a player dies it continues to
<br />
view the player when they respawn.
<br />
- improved texture precaching, removing a few early hitches
<br />
- moved arena mutator config and maplists from user.ini to
<br />
ut2003.ini
<br />
- update .ini files without overwriting them! (except for
<br />
settings added or changed since we shipped)
<br />
- fixed bug when had more than 16 bots total on custom teams
<br />
- improved translocation (less failures)
<br />
- link alt no blood
<br />
- don't lose adrenaline if switch teams to team with less players
<br />
- added Gameinfo property bAllowBehindView, server option allows
<br />
behindview in net games if true (default false)
<br />
- made lightning gun recharge match up better recharge finish (it
<br />
was playing too long)
<br />
- reduced delays between allowed voice messages
<br />
- scaled weapon and powerup pickups down some to match player
<br />
size better
<br />
- spectators can go through doors/movers
<br />
- fixed catching weapons in mid air
<br />
- added DropFlag command
<br />
- adjusted distance fog in some levels to make them look
<br />
crisper/higher contrast
<br />
- if weapons are invisible, firing is centered
<br />
- added PipedSwitchWeapon exec function, to allow you to bind to
<br />
weapons to a single key by editing your user.ini, e.g.
<br />
"e=switchweapon 5 | switchweapon 7" allows you to
<br />
switch to and between the linkgun and the flakcannon.
<br />

<br />
<b>HUD/Menus:</b>
<br />
- added in-game personal stats (bound to F3)
<br />
- Added Server Info which includes MOTD and Rules (bound to F2)
<br />
- Added In-Game Chat Client (Similar to IRC)
<br />
- made team section of HUD scaleable
<br />
- Mouse acceleration threshold now in the menus
<br />
- FOV settings 80 to 100 in menu
<br />
- Press f10 to cancel added to connect message
<br />
- "Blob shadows" option added to menus
<br />
- Change "corrupted connection detected" to
<br />
"incompatible game files"
<br />
- Add name of weapon you are switching to to hud
<br />
- Fixed DisplayProgressMessages to only show MOTD once
<br />
- Added color codes to text messages
<br />
- Fixed MOTD to be able to handle more than 4 lines
<br />
- Add up/down key history to IRC input
<br />
- Allow double-clicking 'unreal://' and 'http://' URLs in IRC
<br />
chat.
<br />
- Add colour to IRC (nicknames, join/leave messages, links etc.).
<br />
- Ctrl-C in server browser copies selected server URL
<br />
- Extra game-type tabs created automatically for installed game
<br />
types (from .int file).
<br />
- Add extra fields to server browser filter - 'dont want this
<br />
mutator', translocator, weaponstay.
<br />
- fixed blue team preference not being saved
<br />
- added configurable HUD option to not display enemy names under
<br />
your crosshair HUDbDeathMatch.bNoEnemyNames
<br />

<br />
<b>AI:</b>
<br />
- fixed bot aiming link shaft at crouched opponent
<br />
- BR AI improvements
<br />
- CTF AI improvements
<br />
- improved skyline bot AI
<br />
- improved bot use of ion cannon
<br />

<br />
<b>Networking:</b>
<br />
- make sure ClientNetSpeed can't get set to 0
<br />
- improved client ping measurement
<br />
- fixed client location synchronization problem that could happen
<br />
when you fell out of a crouching height only area
<br />
- fixed bug where lost ability to fire
<br />
- fixed weapon idle animations on net clients
<br />
- fixed GetLocalPlayerController() on net clients
<br />
- fixed BR-Skyline airship in netplay
<br />
- improved smoothness for high ping clients
<br />
- fixed minplayers+stats coexistence
<br />
- admins can pause net games
<br />
- fixed combo effects showing up in net games
<br />
- *really* fixed redeemer firing bug
<br />
- Fixed bug that caused garbage collection not to occur between
<br />
level changes
<br />
- Gamestats class is now configurable via ini
<br />
- Security actor is now configurable via ini
<br />
- Add ClientReplaceMenu in Playercontroller
<br />
- Added Admin command NextMap
<br />
- Applied fix for bug where some string checking in Web admin
<br />
failed
<br />
- Fix bug in Web admin that causes "WebAdmin:" to
<br />
appear twice
<br />
- Added security level checks to web admin's ServerChangeMap
<br />
- Applied fix for linux Web Admin regard hard-coded IP addresses
<br />
- Applied fix for Admin kicking via XAdmin
<br />
- Closed security hole where admins could look/set security info
<br />
- reduced ConnectionTimeout to 15 seconds
<br />
- allow players to enter as spectators in games with
<br />
maxlives>0 that have already started
<br />
- replicate weapon reload sounds
<br />
- allow admins and spectators to use behindview
<br />

<br />
<b>Mod support:</b>
<br />
- added ModifyVelocity() event to Pawn, to allow mods to modify
<br />
physics behavior - its called by the physics code after the
<br />
velocity is updated, but before it affects the Pawn's location.
<br />
- added mutate() replicated function for use by mutators
<br />
- fixed teamgame ReduceDamage() allows mutators to override even
<br />
if instigator==None
<br />
- added skeleton option to .upl player descriptions (for user
<br />
created models with different skeletons)
<br />
- Add -MainMenu= command line param
<br />
- Fixed several internal hardcoded menu links
<br />
- Fixed GUIController to always use the ini set MainMenuClass
<br />
- Propagate LevelChange() through the interaction and gui system
<br />
- Add MutatorFillPlayInfo to allow mutators to add web admin
<br />
settings
<br />
- Added bContactingLevel output variable to KarmaParamsCollision.
<br />

<br />
<b>Engine:</b>
<br />
- Memory leak fixes: Explicitly destroy KarmaParams in
<br />
Actor: ostScriptDestroy, and
<br />
- 'new' KarmaParamsSkel instead of using BeginObject
<br />
- Fix for crash with per-tri karma collision with static meshes
<br />
with no collision data
<br />

<br />
<b>D3D/OpenGL:</b>
<br />
- fixed z- pixel fog and favored it over vertex fog
<br />
- worked around vertex fog driver bug on ATI cards
<br />
- added workarounds for S3 cards like the Savage 4
<br />
- added OverrideDesktopRefreshRate option (defaults to false)
<br />

<br />
<b>Audio</b>
<br />
- fixed occlusion if EAX 3.0 is enabled
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