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Κυκλοφόρησε διορθωτικό Patch για το Unreal II


georgeadams

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Δημοσ.

Όπως αναφέρθηκε χθες στο Forum της Infogrames (http://ina-community.com/forums/showthread.php?s=&threadid=281512) κυκλοφόρησε διορθωτικό Patch για το Unreal II: The Awakening

 

Το Patch μπορείτε να το κατεβάσετε μέσω του AutoUpdater του παιχνιδιού, ή κατευθείαν από εδώ: ftp://ftp.infogrames.net/patches/unreal2/U2_REATIL-031403.EXE

 

Οι αλλαγές που έγιναν είναι:

 

Unreal II Patch - Changes

Crash Fixes

· Updated DefOpenAL32.dll which should fix EAX-related PlaySound

crashes.

· Fixed VerifyImport crash (occurred when level changed after game

settings modified).

· Fix for IKey assertion (crash) due to "special" keys on some keyboards

(e.g. internet enabled keyboards).

· Fixed crash if some items used after they've been destroyed (fixes

crash in MM_Marsh if player destroys force field as squad leader tries

to disable it for example).

· Additional fix for decolayer density change for Sulferon Assault (and

other maps with corrupt terrain info's).

· Possible fix for DirectMusic-related "GetEventTool" crashes.

· Fixed bug report system sometimes crashing or silently failing due to

long URLs.

· Fixed GetOggDuration crash if nosound used.

· Fix for sound-related crash when exiting some levels with DirectX 9.

Performance

· 10% improvement in golem mesh rendering performance.

· Fixed unnecessary particle lighting overhead problem.

· For performance reasons, most carcasses are cleaned up more quickly

now.

· For performance reasons (mainly in marsh) dropped energy rifles are

cleaned up after 10 seconds.

· M08B: improved performance by making sure generator rotating movers

only rotate when they are visible.

· MM_Marsh: added field generator and turret to PreCacheList to avoid

hitches when these appear.

· M12: fixed particle overhead.

· Added new code/changes to limit overhead due to ragdoll deaths (see

"Advanced Tips for Improving Performance" in the readme for details).

Misc Fixes

· Sound fixes. Should reduce occurrences of sound "stuttering" that some

people have had due to sound overload / thrashing.

· Fixed player dodge speed and height. Can be modified via user.ini

settings (see DodgeXYVelocityScale and DodgeJumpZScale in the [u2Pawn]

section).

· M03A1: gave ammo to merc with grenade launcher.

· M08B: lowered carcasses, blood to floor.

· M09E: fix for 2 fems staying "inert" if the fem with the RL is killed

before being triggered.

· Fixed damage warnings (accessed nones) along with fix for damage

effects (blood) being spawned so far inside character's mesh that it

doesn't show up (currently only affects mukhoggs).

· Sunlight fix (flickering in waterfront and potentially other places).

· MM_Waterfront: fall out of world fix.

· M12: fixed sun disappearing in opening cutscene with

ParticleDensity=0. Also CS_Outro, PA_Acheron, PD_Acheron.

· Display gamma/brightness/contrast values when changed via F10/F11/F12

keys.

· Fix for inert skaarj lying prone on bank in M08B (skaarj will now

react to hearing the player even if player bypasses trigger).

· Fix for "Joe's" script breaking in M10_Avalon in some cases.

· Fixed changing actor detail level in-game could result in invisible

NPCs (in TutA).

· Made key bindings delete button more obvious (click on this to delete

key bindings).

· Fix from Jason Yu for bots sometimes not respawning after being killed

in botmatches.

· Added files needed to fix umod support. The umod registry settings

will also need to be modified for Unreal II umods to work. We're

working on making a separate downloadable installer for this but in

the meantime, people who installed the game in the default folder can

click on the .reg file in Unreal2\Help.

· Increased crawling spider damage by 3x.

· Fixed rammers not attacking properly.

· Fix for Golem references being lost resulting in invisible NPCs if

game saved/loaded prior to spawning in NPCs which use a mesh which is

no longer in the level.

· Fixed music not playing issue with some levels.

Misc Changes

· Added carcass cleanup particle effect.

· Added support for modifying player movement speed via Unreal2.ini

setting (for the duration of the game). For example, to increase the

player's movement speed by 50% set PlayerSpeedRatio=1.5 in the

[u2GameInfo] section.

· M08B: fixed trigger that player could avoid.

· Added 70 and 72 Hz to refresh rates options.

· Support for scaling the hud / ui to better support multiple monitor

setups. This can now be controlled via the ScaleX, ScaleY, OffsetX,

OffsetY properties in the [uI.UIConsole] section in Unreal2.ini. For

example, use ScaleX=0.333 and OffsetX=0.333 for three screen support.

· Added "mouse over" context information for the EAX check box. Warns

against enabling EAX on non-Audigy / Audigy 2 cards and warns about

possible performance issues.

AI

· Mod authors can once again enable script warnings / errors by setting

bDisableErrorMessages=false (by default all script warnings / errors

are silent). These were completely disabled for RC7 with the intent of

re-enabling these for the patch. Note that you have to enable the

Component=Console.MessageArea line in UIScripts\UI.ui (remove the ";")

to see debug messages in-game.

Editor

· Fix for not being able to paint on terrain in editor.

· Fix for terrain build crash if no terrain map in level.

· Fixed editor "first run" (UnrealEd.ini added to system folder).

· Fixed WBrowserStaticMesh::UpdateMenu crash.

· Fixed crash if you clicked on delete in the decolayer terrain tool,

without a decolayer actually being selected.

Testing / Stats

· Improved in-game profiling support / logging.

· Improved in-game stats. Added "stat lock".

Other

· Added Mike Lambert to in-game credits.

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