Unreal Tournament version 402 is now
available. It improves server CPU utilization, fixes the D3D
detection problems, as well as many other improvements listed below.
Bug fixes:
D3D detection works properly
Fixed NT crash on exit
removed log warnings for players
ghosting out of the level
fixed saving last start spot for
players
timemessage sounds play correctly if
viewing another player
don't allow spaces in names when
using console name or setname commands
suicide can now end overtime of tied
game
fixed stuck animation if killed
while coming out of feign death
no connect time on team scoreboards
in single player
attach decals in post begin play
when zone is properly setfixed player sounds appearing to change
location when using 3d sound
turn fog off by default for D3D -
was causing texture thrashing w/ D3D drivers
fixed CTF-coret alternate path
problem
fixed guided warhead blowing up if
no client response with 300 msec after spawning
players can no longer switch to
illegal team if server is full and force team balance
fixed bots not always playing take
hit sounds
don't kill spectators in the
pressure chamber!!!
Server performance improvements:
Don't replicate actor properties of
GameReplicationInfo
Don't replicate actor properties of
ZoneInfo
Less frequent visibility checks for
currently relevant actors
don't keep checking visibility of
optional effects
less frequent checks for temporary
actors after 0.2 seconds
reduced playerreplicationinfo update
frequency from 5/sec to 4/sec
inventory class-specific scripted
replication only done if bNetOwner
native replication for weapon,
pickup, levelinfo, and ammo classes
don't spawn decals on dedicated
server
don't spawn non-replicated effects
actors on dedicated server
sort static actors so can ignore
non-replicated static actors when testing for replication
New features:
Cache.ini file records all packages
in your cache (whatever packages are auto-downloaded from servers)
added flesh hit sound to bullets
automatic path builder (documented
in updated UT_AI.htm)
postnetbeginplay() called for actors
spawned on network clients
Pawns use PostNetBeginPlay() to make
sure they have a valid skin and mesh
improved D3D texture pool allocation
when world and actor texture detail is medium
Pawns add momentum to velocity after
effects of damage mutator