ut99_notes

Unreal Tournament Release Notes

Version 402

Bug fixes:

Server performance improvements:

New features:

Version 405b

Bug fixes:

New features:

Performance improvements:

[IpDrv.TcpNetDriver]
AllowDownloads=True
MaxDownloadSize=0

AllowDownloads disables all autodownloads.
MaxDownloadSize=0 means allow autodownload of any sized file. Otherwise
the value is in BYTES. We recommend that rather than disabling all
downloads, you set the MaxDownload size to an appropriate value. For
example, MaxDownloadSize=100000 will allow mutators and other small packages to
be downloaded, but will not allow large files such as maps to be
downloaded. Turning off all downloads may make it hard for clients to get
on your server if you are using a lot of custom maps, mutators or other custom
packages.

Version 413

Version 413 is completely network compatible with all previous public releases of UT (versions 400, 402, and 405b).

Known Issues:

If you are using D3D and Unreal Tournament did not automatically detect D3D when you first installed (so you had to manually select it), you should change your video driver to D3D again after installing this patch. This will allow Unreal Tournament to optimize its settings for your video card. To reset your D3D driver, go to the Options->Preferences menu and select the Video tab. Then click on the change driver button to re-select D3D.

We have seen an instance of a GeForce 256 displaying many world polygons flashing and flickering. If this happens for you, press TAB type “preferences” to bring up the advanced options menu. Then set UseVideoMemoryVB to True in the Direct3D Render Device options.

Fixes and Improvements

Bug fixes:

New features (Gameplay):

New features (for Mod Authors):

New features (for Servers):

The settings to control downloads are in the server’s UnrealTournament.ini file. These are the settings for downloads sent directly from the UT server:

[IpDrv.TcpNetDriver]
AllowDownloads=True
MaxDownloadSize=0
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

Setting AllowDownloads to False disables all autodownloads sent directly from the UT server. This setting has no effect on redirected downloads. MaxDownloadSize=0 means allow autodownload of any sized file directly from the UT server. Otherwise the value is in BYTES. We recommend that rather than disabling all downloads, you set the MaxDownload size to an appropriate value. For example, MaxDownloadSize=100000 will allow mutators and other small packages to be downloaded, but will not allow large files such as maps to be downloaded. Turning off all downloads may make it hard for older clients to get on your server if you are using a lot of custom maps, mutators or other custom packages. This setting also has no effect on redirected downloads.

These are the settings for redirecting downloads to a remote website site:

[IpDrv.HTTPDownload]
RedirectToURL=http://www.website.com/full/path/to/directory/
UseCompression=True
ProxyServerPort=3128
ProxyServerHost=

To enable redirected downloads, you need to set the RedirectToURL variable to point to the website where the files will be autodownloaded from. If a client running 405b or earlier connects to your server, it will ignore the redirection and attempt to download the file directly from the server, so it is important to configure the non-redirected download options even if you intend use redirected downloads. If UseCompression is set to True, the files must be stored on the remote website as compressed .uz files. You can create a compressed .uz file by using the command ucc compress from the DOS prompt in the UnrealTournament\System directory. Typing ucc help compress will give you a list of supported options (currently this is only a list of filenames or wildcards to compress). If UseCompression is set to False, the custom package files should be put on the website as they are. Here are some examples of ucc compress:

C:\UnrealTournament\System> ucc compress ..\maps\dk*.unr
C:\UnrealTournament\System> ucc compress ..\textures\customskins1.utx ..\textures\customskins1.utx ..\maps\as-bridge.unr

Version 420

Version 420 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, and 413).

Bug fixes:

New features (thanks to Legend):

NEW EDITOR NOTES:

!! NOTE !!
Something to be aware of is that this version replaces the old UnrealEd.exe … It is STRONGLY recommended that you make a backup of your system directory so you can still run the old editor should you need to do something that the new editor doesn’t, or that is broken in the new editor.
!! NOTE !!

The editor included with this patch is the current version of the C++ UnrealEd. You’ll find it as “unrealed.exe”. This is an EXPERIMENTAL version … If you want to use it, you can, but be aware that certain things are broken or lacking. If you click on something and it doesn’t work, it’s probably not implemented yet.

A quick list that I know of …

This version has a mix of the old and new UI … so if it looks weird, that’s why. :)

If you want to send me feedback on this version … requests for features you want, things you like, things you don’t, etc., send them to [email protected] … I may or may not respond depending on the volume of email I get … so don’t get offended if I don’t. ;)

A quick rundown of the new features and how to use them follows. Thanks to Scott Dalton at Legend for his help in compiling the majority of this! Bear in mind, the editor is still very heavily under development and these features -should- work … but you’ll run into weird situations and stuff. Be prepared.

Configurable Viewports

To add new viewports go to the View -> Viewport -> New Viewport menu option. Up to 8 editing viewports are allowed, and the size and positioning will be saved upon exiting the editor. Floating Browsers are equally resizable and all viewports can be used with dual monitor support. You can also use the “Config” option to choose from preset configurations. In this release, this is your best bet. There are also options for having viewports as “floating” or “fixed”. “Floating” means you have a caption bar and resizing bars. “Fixed” means … you don’t!

Drag Box Selection

A group of brushes/actors can be selected in any 2d viewport using this dragbox command. Hold Control and Alt and left-click-drag the mouse to create a red drag box. Any brush or actor whose pivot point is within this box will be selected.

Brush Clipping

Brush clipping creates a 2d or 3d clipping plane using 2 or 3 definition points to establish the position and angle. Certain commands will need to be bound to keys to properly use this feature. This feature can be used both on the active brush and on previously placed brushes. NOTE : Brushes MUST be transformed permanently in order to be clipped properly. To place clipping points hold control and right-click within a 2d editing viewport. This will place one control point. Click again to place a second point. With 2 points, you can perform a 2d clip. A red line will be drawn between the points indicating the plane of the clip, with the normal of the clip (the red perpendicular line to the clip plane) indicating the part of the brush that will be clipped away (destroyed) by the clip. Focus must be in the desired 2d viewport for the 2d clipping to work correctly. 3d clipping works in the same way, but an additional point must be added. These points must then be aligned using either 2d or 3d viewports to create the proper 3d plane. Adding a 4th clipping point will reset the clipper and destroy all clip markers. There are UI controls for brush clipping, but if you are more comfortable using hot keys, you can bind -

BRUSHCLIP - performs the brush clipping operation
BRUSHCLIP FLIP - flips the normal of the cutting plane
BRUSHCLIP SPLIT - retains the clipped off portion as a second brush (will not work on the builder brush)
BRUSHCLIP DELETE - removes all current clipping points from the world

Multiple Vertex Editing

This command allows multiple vertices to be selected and moved. This allows face/edge manipulation and other vertex editing operations. Some caution must be exercised with multiple vertex editing (as with single vertex manipulation which is still available) to avoid creating invalid shapes by moving a vertex from a 4+ vertex face off plane with the other vertices on that face. These situations are easily avoidable if you understand what you are doing, but if you are confused by that concept, you may be better off avoiding this feature. To use multiple vertex editing, turn on the “Vertex Editing” button under “Modes” on the button bar. This will highlight the vertices on the selected brush/es. (Note : you can change the color of the vertices to your preference by changing your editor Advanced Options->Editor->Color->C_BrushVertex Color. It is best to set it to something bright like pure white.) Multiple vertices may then be selected, as other actors would be, by using control and clicking or by using Drag Box Selection. Selected vertices may then be dragged to the desired position in any 2d viewport. The following commands may be bound to keyboard keys for vertex editing - MODE SHOWVERTICES -1 : This will toggle “Vertex Editing” button on and off.

New Brush Factory Options

Several new brush factory options are available. These can be combined with other new features (Read - Vertex editing) to create new shapes.

Tessellated Cube Builder

Under Cube options, turning Tessellated to True will create the cube out of triangles instead of quads. As triangles can be freely vertex edited into a variety of shapes, this is handy for quickly creating simple rock-like structures or the like.

Terrain Builder

This is NOT in any way related to Epic’s new terrain engine under development. This will create a cube with a single highly tessellated face. The desired number of width and depth segments can be defined within the builder. This brush may then be edited via multiple vertex editing to create terrain or other similar brushes.

UnrealScript Editing Support

To quickly switch between open scripts by using a listbox - double click the name to switch to a new script. Exporting packages works from a multiple selection listbox in the actor browser - select the packages you want, and with one mouse click, they are all saved to disk (easier than saving each on separately using a that old combobox).

Misc/Convenience Features

There are a variety of small features which have been added for editing convenience.

Actor Search/Align

To search for actors, select “Search for Actors” under the edit menu. You can search by name, tag, or event. Double clicking on an actor in the search window will center all viewports on that actor. Alternatively, you can bind a key using the command “CAMERA ALIGN” … this will align all viewport cameras on the selected actor. This is VERY nice for finding an area in one view, clicking something there, and aligning all views on it. Fast navigation.

Texture Relative Scaling

Textures may be scaled by either absolute or relative values. To turn on relative scaling, click on the “relative?” checkbox.

Texture Browser Filter

To use a text-string filter on textures in the browser, simply enter the string to filter in the “Filter” dialog at the bottom of the window

Light Color Selection

To select a light color using the standard windows color picker, click on the “color” button the actor’s LightColor preferences.

Light Brightness Scaling

Selected lights can be scaled by absolute or relative values. To use this option, select “Scale Lights” under the edit window. Good for lightening or darkening an area that has lights of different brightness values.

Make Selected Actor the Current Actor:

This command takes the currently selected in-level actor, and sets the actor browser to the same type of actor. To use this command, right click on the actor in any viewport and select “Make Current.” So if you want to place more pathnodes in a level, you can right click one of the existing ones, choose “Make Current” and start placing them without using the actor browser window.

Again, this version is under development and this release is mainly to gather feedback. To reiterate … If you want to send me feedback on this version … requests for features you want, things you like, things you don’t, etc., send them to [email protected] … I may or may not respond depending on the volume of email I get … so don’t get offended if I don’t.

Have fun! =)

Version 425

Version 425 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, and 420). Note that with the new version, when you are connecting to a passworded server, you will see a “Connection Failed” message, and then successfully connect. The client first tries to connect without using a password, and then tries again with the password.

Bug fixes:

Editor:

Version 428

Version 428 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, and 425).

Bug fixes:

Users of S3 Savage 4 chipset and Viper II/Savage2000 cards should try using the latest S3 MeTaL drivers specific to their card to obtain the best performance. New Metal .dlls are available from S3’s support site. Note: after applying our latest UT patch, you should only need to put the appropriate Metal.DLL file for your particular S3 card into your UnrealTournament\system folder, while keeping the MetalDrv.dll that comes with the UT patch.

Version 432

Version 432 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, 425, and 428).

Bug fixes:

Version 432 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, 425, and 428).

Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu .UMenuModMenuItem)

To make your mod load quicker when UT starts up, you need to add a Description field on the end.

Object=(Name=ChaosUT.ChaosUTModMenuItem,Class=Class,MetaClass=UMenu .UMenuModMenuItem,Description=”ChaosUT Config,Configure ChaosUT”)

The stuff after the comma is the text that appears on the help bar at the bottom of the screen. If you don’t make the change to your int file, your mod will still work with the next UT patch, but it won’t load any faster - so please make the change for the next release of your mod.

Version 436

Version 436 is completely network compatible with all previous public releases of UT (versions 400, 402, 405b, 413, 420, 425, 428, and 432).
Version 436 servers support only 432 and above clients.

Bug fixes: