Fixed errant lock on warnings when no longer in vehicle.
Fixed first person weapons in demo playback.
Fixed translocator telefrag victim message.
Fixed encouragement sounds not being randomly picked by bots.
Implemented viewobjective spectating system for Warfare.
Fixed berserk held by driver applying to all vehicle turrets.
Only force low gore on German versions that were low gore only before
being patched.
Fix for unnecessary content staying in memory on seamless travel.
Fixed shaped charge node exploit.
Fixed Scavenger exploit.
User Interface:
Clicking on the settings tab goes to directly to the full settings menu.
Added VOIP speaker portraits to HUD.
Fixed character portraits sometimes not showing up on HUD or not staying
up long enough.
The Host server menus will no longer disable internet options if
CheckNatTypeDisplayError returns true. It's just a warning now.
Fixed the CD key always prompting when the user has no network card
Added support for commandline log in -login=xxx -password=xxx. This also
allows Gamespy comrade and other external applications to be used to
launch network clients.
Added UI option to hide objective paths (the white arrows).
Added UI option to enable joystick support.
Added JOIN to midgame menu when spectating.
Added cancel button to "logging in" message box.
Added support for auto-updating UI with new options.
Improved language support for French, Spanish, Italian, and German.
Joystick key bindings in UI display properly.
Added game and UI support for customizing crosshair scaling.
Added "Add Favorite" button to Server Browser server list tab.
Fixed favorites Tab Page server details not updating.
Improvements to voice menu. Added "status" section.
Leave "Disconnect" and "Exit Game" on the mid game
menu when seamlessly travelling so that players have a way to abort
lengthy downloads
Show "Change Team" button before the match has started.
Added support for localized "single score needed" string.
Tweaked some HUD message font sizes.
Favorites/History lists list servers that are currently offline.
Favorites/History lists don't stop working as the number of servers in
them crosses max threshold for GS query.
Fix for end of round scoreboard displaying extra "Player"
bots.
Fixed leviathan deploy icon positioning.
Networking:
Added support for autodownloading packages while in gameplay or while
travelling.
Auto team re-balancing before map transition if bPlayersBalanceTeams is
set.
Fixed dedicated server memory leaks.
Force client state synchronization when in spectating state. Fixes
sporadic issues with players not being able to join games.
Fixed sounds not being heard correctly by clients if the sound location
is the Actor's location and the Actor is not relevant to that client.
Fixed spectators being unable to move after a level transition.
Fixed track turrets being in the wrong position on clients in some cases
after being destroyed.
ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses
both clients failing connection because they take too long to load a
level, and initial connections staying open too long.
Fixed HTTP download compression.
Fixed a bug where download during seamless travel would break because
the downloader was keeping a pointer into the package map's list, which is
unsafe while the game is in progress because that list could have more
items added to it (and thus the memory rearranged) at any time
Fixed a bug where in rare cases packages would get downloaded twice.
Fixed spectators able to enter as extra players in Duel.
Fixed issue where CTF, vCTF, and WAR maps are listed in the server
browers when searching for a DM game when server changed gametypes.
Fixed bots not replicating their view pitch, so their animation looks
better in net games.
Strip OwningPlayerName= from the URL, as this is determined elsewhere
and was breaking dedicated internet servers launched from the UI.
Fixed package downloading not moving on to the next download method if
it successfully downloads the file, but that file is not the version that
the server is requesting.
Fixed client crash if the user disconnects while downloading a file
during a seamless travel.
Server administration:
TCPLink and Webadmin functionality implemented.
Banning is now based on CD key hash, so players can’t circumvent bans
by creating a new profile.
Fixed being unable to kickban players with | in their names.
Added versioning information to the game settings
Dedicated servers don't require DirectX shader model 2.0
Fixed AdminForceTextMute and AdminForceTextUnmute.
Restored the compress and decompress commandlets.
Fixed AdminCmdOk() function not working properly if you were the listen
server.
Banned IDs readability improved.
Added MaxClientTravelTime config option to GameInfo. If set, clients are
kicked if they take longer than this many seconds to travel between maps.
Mod support:
Added ScriptedTexture, a type of render to texture that gives Canvas
access to script/C++ for rendering custom overlays.
Added a version of DrawTile() to Canvas that takes a Texture instead of
Texture2D so render to texture stuff like ScriptedTextures can more easily
be used.
Added Timestamp function to UObject, returns a string in the format
YYYY/MM/DD
HH:MM:SS
Weapons now take roll from player viewrotation.
Fixed custom character DLC not applying until the next time the game is
run because the default object was not updated after combining the .ini
files.
Added a ModFamilies array to UTCustomChar_Data to allow mod authors to
add families to the list.
Fixed Change Node Status Kismet action not working on fully constructed
powernodes.
Merged ageia particle fixes.
Map specific:
Fixed DM-Deck get out of world exploit
Fixed DM-Gateway portals sometimes sending you back to your starting
point.
Fixed CTF-Coret collision exploit.
Fixed kismet spawned key vehicles not showing on host minimap. Fixes
tank showing on host minimap in VCTF-Kargo.
AI improvements:
New orb carrier strategy AI.
Improved bot hoverboard use.
Reduced bot orb spawner camping.
Fixed bots stuck on orb spawner unable to grab flag.
Low skill bots use artillery properly.
Tweaked shooting at nodes vs shooting at enemies.
No human bonus to threat value.
Improved threat picking AI, taking into account effectiveness of bot's
weapon.
Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
Bots tend to stay on same enemy more, and focus on key vehicles more.
Tweaked campaign auto skill adjust.
Possible safe fix for bot navigation issues with staticmeshcollections
on console. Also a performance improvement on PC and console.
Tweaked rules for whether to attack node or enemy first.
Improved bot AI for defending nodes with an orb.
Fixed pathing issues that were causing bots to get stuck in some places.
When a move fails, force a route refresh. Add cost to reachspecs when bot
fails repeatedly.
Improved AI code for adjusting around obstacles. If adjust left and
right fail, try moving to center of reachspec.
If previous move failed, don't allow "advanced tactics"
(serpentine, etc.) for next move.
Added FailedMoveTarget and MoveFailureCount to controller to track
movement failures.
Added bForceNoDetours to UTBot. Don't allow detours when bot is
approaching a neutral node (more important to touch node first).
Fixed bots thinking they've reach the orb spawner without quite getting
there and touching the orb.
Fixed cases where bots could get stuck failing to translocate over and
over
bots know to give up now.
Adjusted bot reaction time to seeing new enemies.
Improved bot AI for dealing with lifts and hoverboards.
Bots taunt after winning a match.
Bots now can be fooled by feign death.
Sandstorm has more impact on bots being able to acquire/aim at enemies.
Program Information Category:
Games and patches Type:
Free Version: 2.0 Size: 234MB Works on: Windows