Unreal Tournament version 428 Release Notes
Version 428 is completely network compatible with all previous public
releases of UT (versions 400, 402, 405b, 413, 420, and 425).
Bug fixes
- fixed 425's D3D problems
- improved client prediction of other players on slopes
- fixed 'killall bot' working on servers even if not admin
- fixed Unrealed2 problems with DirectInput (by disabling DirectInput
when using Unrealed2).
- fixed picked up weapons occasionally looping firing anim.
- fixed another case where server would keep sending data to client
after disconnect.
- fixed Unrealed2 mesh viewer problem.
- fixed Owner being passed to new actor in Mutator.ReplaceWith().
- fixed creeping ping problem with Win2K.
- fix for occasional accidental port changes on servers using NGStats:
These ini files are
used: [IpServer.UdpServerQuery] OldQueryPortNumber=0
bRestartServerOnPortSwap=True OldQueryPortNumber will get saved to the
current value of the query port number. If the port number changes,
the server will quit - and restart automatically if you are using an
appropriate batch file ( see http:\\unreal.epicgames.com\utservers.htm
).
Setting OldQueryPortNumber to 0 will cause it to save the current port
number again, so you should set this value to 0 when you want to
change the port number deliberately (ie you're running a second server
on the same machine).
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.
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