Difference between revisions of "227 release notes"

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* Fixed if ghosting out of a mover (such as nali boat) you were still "bound" to it<br>
* Fixed if ghosting out of a mover (such as nali boat) you were still "bound" to it<br>
* Fixed Linux bug: new resolution setting was not saved in ini when using ubrowser console or setres command<br>
* Fixed Linux bug: new resolution setting was not saved in ini when using ubrowser console or setres command<br>
<br>
* Fixed some MasterServer issue with "Unknown Error Processing Port" <br>
* Fixed some MasterServer issue with "Unknown Error Processing Port" <br>
* Fix for old console causing "out of memory error" added. <br>
* Fix for old console causing "out of memory error" added. <br>

Revision as of 12:56, 14 April 2009

Oldunreal Patch Version 227

If you like those updates you can visit www.oldunreal.com and help me to keep it alive with a donation, its not easy for me nowadays, and with a little bit help you can help me improve these drivers, to buy new hardware for testing purposes, and it allows me to spend more time for it and the page itself. This package was created with knowledge and permission of Epic MegaGames, Inc. This package is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. These updates are made by Oldunreal, and are completely free. The package may be redistributed without the author's prior permission, and must remain unmodified, but if you offer them for download somewhere please refer to my page.

This package can be offered for download everywhere as long it is of no charge. This means especially those filesharing pages in which you have to register (and maybe pay) to get it. If you can't offer it for free don't put it on your page. The license for OpenAL (www.openal.org, made by Creative Labs, Inc, www.creativelabs.com) and the license for Fmod (FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2005, www.fmod.org) which are used and shipped with these patches forbid a commercial use in any way too.

Related Topics:

227 features

New features implemented in Oldunreal 227 patch - not complete yet, more features in the release notes below.

OpenAL

Feature details and settings in OpenAL Sound

FMOD

Feature details and settings in FMOD Sound

OpenGL / D3D8 / D3D9

Feature details and settings in the included renderer

[30.03.08] 227c release

  • quadshot accessed nones - fixed
  • Player "fell out of the world!" when walking over decorations - fixed
  • SoftwareRendering didnt work fullscreen - fixed
  • coop server item respawn bug - fixed
  • Cant find ByteProperty'VoicePitch' - fixed
  • Vortex2 Bug (Playerstart) - fixed
  • Sound pitch changes - fixed
  • ExtremeLab tubeportals (warpzones) are to slow - fixed
  • OldWeapons.u didnt make it into 227b although promised - fixed (sorry for that one)
  • The widescreen support is not being applied online - fixed
  • UMenu HUD no preview - fixed
  • Error handler not working - fixed.
  • UMenu - Playersetup - Teamcolor wasn't read out of user settings - fixed
  • error not being able to see PreLogin error on Mid-Screen (just as server is at capacity) - fixed
  • Fixed player spidering movement issues.
  • Fixed player spidering animations to better one.
  • Fixed NaliPlayer to use UT'99 NaliPlayer model (one which has weapon triangle).
  • Added EngineSubVer variable to LevelInfo to define version number (1=a, 2=b, 3=c).
  • Changed ServerQuery to add EngineSubVer for GameVersion number (227 + a/b/c/d etc..).
  • Added that older 227 clients (227a, 227b) can't join newer 227 version servers (227c).
  • Removed "SpawnPlayActor" and "Incoming travelling actor" logging.
  • UBrowser select input keys not working in linux - fixed
  • Console set to ";" key in linux
  • "shift" key not working by default in linux (ini setting) - fixed
  • fixed possible coopgame server crash when monster is attacking a player while leaving.
  • umenu player class selection mesh scale - adjusted to work for naliplayer as well.
  • OpenAL: some sounds not playing correctly - fixed.
  • some weird warpzones crashing Unreal when playing online - fixed.
  • fixed bug with skaarj not behaving correctly in vortex2
  • another few server fixes for reported crashes (details of these wouldn't help anyone here :) )
  • added / fixed SDLSoftDrv for Linux - Now there are OpenGL and Software rendering for Linux version.
  • fixed SDLGLDrv for Linux. Although maybe a bad idea to use it for playing (it lacks many features and is really not very

far advanced), it may be useful for debugging or for some low-end systems. To use it, you need to start it with "./UnrealLinux.bin -noforcesdldrv"

  • Enhanced the UWindow EditBox to make it possible to select text with mouse and Copy/Paste text in it.
  • Added a Music Player Menu (now default key to open it on F8), which lets you listen to custom musics while playing. Be

aware that many anti-cheat mods may not like the custom musics!

  • Fixed "Never switch on pickup" option, so client can chose whatever they automatly switch to best weapon on pickup.
  • On UMenu.UnrealConsole, you can enable UWindow debug mode (Tools > Debug mode) to debug your own menus

while making them.

  • Fixed UWindow Win95 LookAndFeel some rendering errors (with menu backgrounds and buttons).
  • UMenu: Added Win 95 "LookAndFeel" as selectable GUI interface option now.
  • TraverseForm crash (on some maps) - fixed
  • fixed some problems with older clients and mods


[05.04.08] 227d release

  • Slithprojectile not vanishing on dedicated servers - fixed
  • Spawning many Skaarj Player Bots may crash Unreal - fixed
  • Translator message for hints - added
  • Server wandering port fixed - essential fix for server admin
  • DmRetrospective not showing gibs - fixed
  • Inventory HUD bug, charge being drawn from one side to another - fixed
  • Quadshot:

Pickup sound Switch to other weapon if 0 ammo Not being able to select/deselect when 0 ammo but still ammo loaded in the barrels - fixed and size adjusted

  • Changed console behavior to display messages without calling it once first
  • Black screen bug caused by division by 0 fixed, an obscure bug, will help a few mods.
  • Client not directly connecting after downloading a map – fixed


[19.07.08] 227e release

  • Fixed OpenAL in Linux version
  • Fixed loading savegames in Linux version crashed game
  • Fixed UBrowser Menu (classic) for Linux
  • Fixed Galaxy reverb crashes.
  • Fixed bleeding damage ignoring settings
  • Fixed slow download speed for server without redirect. Added a new option: AllowFastDownload:

True = Speed like older servers False = Reduced speed like pre 227e servers for low bandwidth connection Servers

  • Built-in ban manager has been changed to save all bans in a new file called "Security.ini"
  • Fixed so last jump dosent cause an "ghost" jump in online games.
  • Fixed support with multiple jumpboots (custom mods).
  • Fixed broken shield effect on online games.
  • Fixed UED2 crashed when using MyLevel
  • Fixed UED2 crashed when closing it
  • Fixed UED2 group browser checkbox was inverted
  • Fixed UED2 after you load script with longer name, with first letter of script with name you are trying to load you CANT

load it (for example, you cant loading Male after loading MaleOne)

  • Added support for playing special Nali/Male 1/Female 2 skins.
  • Added support for importing and playing Ogg Vorbis music files (in editor on Music Browser or in game as map music).

(For OpenAL and FMod use only!) FMod: Added in ALAudio alike "AStat Audio" and "AStat Detail" commands. Fixed the reveb issue with maps like QueenEnd. Added in a new option to enable Sound Attenuate (sounds that are played behind walls are heard in lower volume).

  • Added IP/Name/ID playerlogger for Servers and messaging it for server admins/server log which will stored in

Security.ini too if GameInfo bMessageAdminsAliases/bLogNewPlayerAliases are true. Like the banning system, this feature is only available for 227 clients.

  • Added Web-Administration support

A WebServer administration page. Features: -Restart map - Restart currently playing map. -Switch map - Switch map to selected map/game/mutators (note that maplists configure must be enabled to access maplist). -Current game - You see list of players (ID/Name/Ping/Score/IP) and controls to Kick/Ban them. -Server console - See a list of chat messages in server aswell a command line where you can chat with the players to execute a command on server. -Banlist - See a full list of all banned clients, also lets you unban them. -Defaults - Server configure page:

  • Main Game config - Lets you configure basic game rules (such as max players/server packages/server actors/redirecting

etc).

  • ServerInfo config - Lets you configure public server rules (such as server name/admin name/MOTD).
  • Maplists - lets you configure maplists (for DeathMatch based games, NOT for Coop).
  • Mod Configures - Custom mods configures page (by default it contains configures for DeathMatch, TeamGame,

Cooperative). -Changed to little better interface and added a config option for the new 227e "AllowFastDownload" flag. Read the included UWebReadme.txt for more info.

  • Added in an "OverridePrelogin" function for GameRules to modify prelogin allowance or something (its called directly

after GameInfo Prelogin).

  • Added in a new class 'PlayerClassManager' which allows custom mods to temporarly adding in to player settings some

new player classes/skins for that game only.

  • Actor:

Added a new variable "bNetNotify" and a new event "PostNetReceive", can be used by mod authors for notifing whenever a replicated variable has been changed on client (whenever bNetNotify is True).

  • UBrowser:

Added in a config option to set initial startup page (Advanced Options > Networking > UBrowser > InitialPage).

  • Added some new native functions to enhance UScripting:

Object:
native final function Object FindObject( Class ObjClass, string ObjectName );
-Find an object based on object name/class.
native final function Class GetParentClass( Class ObjClass );
-Get Parent class of a desired class.
native final iterator function AllObjects( class BaseClass, out Object Obj );
-Iterate through all objects in game.
native final iterator function AllFiles( string FileExtension, string FilePrefix, out string FileName );
-Iterate through all Unreal Package files (u, umx, utx, uax...).
Actor:
native final function Actor SpawnAct( Class ActClass, vector Loc, optional rotator Rota, optional name ActName, optional Actor Own, optional Pawn Instigat, optional Actor Template, optional bool bMayColFail );
-Spawn an actor class with some additional parameters.
native(1722) final function bool CanReachPoint( vector Start, vector End, float ColRadius, float ColHeight, float JumpZ, float XYSpeed );
-A point reachability function for AI use.
static native final function NativeExec( string Cmd );
-Pretty much same as 'ConsoleCommand' except it's static function.
LevelInfo:
static native final function byte GetConState( NetConnection Other );
-Get connection state out of a net connection.
static native final function string GetConIP( NetConnection Other, out int Port );
-Get net connection IP aswell as Port.
static native final function string GetConOpts( NetConnection Other );
-Get net connection options (?Name=(Leader)-Dante?Class=UnrealShare.Male3?etc...).
native final function bool HasDownloaders();
-Fast check if current game has some downloaders.
native final iterator function AllConnections( out NetConnection Connect );
-Iterate through all connections currently on server.
native final iterator function AllDownloaders( out NetConnection Connect, out string File, out int Sent, out int TotalSz );
-Iterate through all downloaders on server.
native final function PointRegion GetLocZone( vector Pos );
-Get the zone out of a desired location.
native final function Object AllocateObj( Class ObjClass );
native final function FreeObject( Object Obj );
-For storing temporarly objects/actors that can be reused later.
NavigationPoint:
native final function int GenReachSpec( Actor Start, Actor End, int Dist, int ColR, int ColH, int RchFlgs, bool bPruned );
-Generate reachspec for current map.
native final function bool EditReach( int Idx, optional Actor Start, optional Actor End, optional int Dist, optional int
ColR, optional int ColH, optional int RchFlgs, optional bool bPruned );
-Edit an excisting reachspec in current map.
native final function bool RemoveReachSpec( int Idx );
-Remove a reachspec from the current map.
Canvas:
native final function Draw2DLine( Color Col, vector Start, vector End );
-Draw a 2D line on the screen.
native final function Draw3DLine( Color Col, vector Start, vector End );
-Draw a 3D line in world.
native final function vector WorldToScreen( vector WorldPos );
-Convert world coordinates to screen coordinates.
native final function vector ScreenToWorld( vector ScreenPos );
-Convert screen coordinates to world coordinates.
native final function DrawPathNetwork( bool bOnlyWalkable );
-Render current map's path network (with 3D lines).
native final function coords GetCameraCoords();
-Get the current camera location and rotation.

  • Added a new command for server admins : admin UGetConnections it shows current connection ips, player names, and

downloading status

  • Added a new emitter particle system (Emitter.u/Emitter.dll) which is handeled 99 % in C++ scripts (giving a huge speed

boost), with realtime preview support in Editor.
For full features list, check Particle Emitter page.

[not officially released yet] 227f release

  • Added new options for renderers:

FullMeshRendering (True/False) - This solves the problem with disappearing meshes (like Trees if you are very close) - could be a heavy performance drain on low end machines, so it's optional.

  • Dynamic Array support has been fixed and improved:

Fixed dynamic array accessing bug: Code: local array<string> SomeArr; SomeArr[0] = "Value 0";
Added dynamic array length accessing functions:
native(640) static final function int GetArraySize( ArrayProperty ArProp );
native(641) static final function bool InsertArrayIdx( ArrayProperty ArProp, int Offset, optional int Count );
native(642) static final function bool RemoveArrayIdx( ArrayProperty ArProp, int Offset, optional int Count );

  • Added so server downloaders info is automatically broadcasted to all admins (+ all other players if enabled).
  • Added for GameRules modifier to desire whatever if client is allowed to download some file off server or not.

- Which can be used like this:
function TestFunction()
{
local array<int> TestArr;
Log(GetArraySize(ArrayProperty'MyMod.MyClass.TestFunction.TestArr'));
}

  • Added 3 new commandlets:

StripSource - strip the text buffers from script packages, and comes with a protected mod "-p" which will obfuscate variable/function names in the package.
DumpInt - generate a *.int file out of some desired package.
ExportPackage - export a package into *.uc files (as BatchExport is no longer available).

  • Added a new menu "Admin menu" which lets server admins get an easier control over kicking/banning/listing.
  • Added "Grab", "AdminMenu" and "Toggle Behindview" keys in "configure keys" menus.
  • Server now reports server OS on serverinfo (Windows/Linux).
  • Added support for ALAudio/FMod to set Ogg music looping points.
  • Added UWindow menu kick message support (using clientmessage and message type 'Networking').
  • Fixed bugs in banning system and allowing IP-range banning.
  • Fixed additional crashes from AI navigation on maps with broken path network.
  • Added UScript preprocessor:

In order to use preprocessor you have to call ucc with following parameters:
ucc uengineppc.parse project=[<project_dir>/<project_file>] [-option...] [-globals...]
Details: UE1PreProcessorCommandlet

  • Added a new page to the setup wizard which allows to chose the sounddevice at first start (OpenAL/FMod/Galaxy)
  • Added "Change audio device" button to Unreal recovery mode (for windows), just in case some audio device causes trouble.
  • Dynamic Corona: a corona which can be spawned/moved/deleted in game aswell as has some additional properties (ideas from UT2004; such as directional corona, close/ranged distance colors, max size).
  • Sunlight Corona: another corona but it renders as sunlight corona, the direction of actor defines sun position in sky (only renders when you have direct contact with the sky. As in addition you can add lensflares with it.
  • ZoneInfo->ZoneTimeDilation: lets you slow down/speed up the actors locally within 1 zone only.
  • A new query method has been implemented to speed up serverbrowsing when multiple masterservers are used.
  • Added new admin command: uknownnames: prints out known and used names from players currently on server

since some string length limitation its not able to use it for ingame admin purposes (except directly on the server console), but for mods.

  • Added a "Dynamic" ZoneInfo actor, which is basicly a zoneinfo actor which can be spawned/destroy/moved in game. It works using simple zone shapes. This will allow mod authors to make some summonable lava/water blocks or mappers to make some rising water effect easy.
  • Fixed TeamChat messages to show sender player name aswell as show the message in yellow rather than white.
  • Fixed Volumetric lighting to not mess up when being "overused" (as example with Aura weapons).
  • Fixed a script warning that Fly and SinglePlayer(game) would sometimes cause.
  • Added distance fog support for mappers to use (you can simply define in ZoneInfo distance fog start/end distance and color).
  • Changed GameRules to have different flags for different functions to be called on it (in order to save server resources).
  • Upgraded banning/temp banning/client logger to be based on a dynamic array to support unlimited amount rather than some static amount (such as max 1024 log entires).
  • Fixed banning so its possible to ban older clients by IP address aswell as it supports IP range banning (i.e: 1.2.0.0-1.3.255.255).
  • Changed music menu musics list and favorites server list to be based on dynamic arrays as well for same reasons as above.
  • Changed music menu file browser, when you double click music file it will automatly load the package and search for musics in them.
  • Fixed a bug with player skin selection menus, when you have skeletal mesh skins and switch between 2 that have different animation sets, their animation sets could go wrong.
  • Added "OpenGL" into UED2 selection menu for rendering devices
  • Fixed OpenGL selection problems and S3TC support in UED2
  • Fixed if ghosting out of a mover (such as nali boat) you were still "bound" to it
  • Fixed Linux bug: new resolution setting was not saved in ini when using ubrowser console or setres command
  • Fixed some MasterServer issue with "Unknown Error Processing Port"
  • Fix for old console causing "out of memory error" added.
  • Fixed squid not attacking correctly
  • Fixed D3D in UED2 does not show Zoning or BSPCuts
  • Fixed ANIM NOTIFY for skeletal meshes


New UnrealScript native functions
- Native(643) Final Function AppSeconds(Out Float OutTime);
Returns how long the application has been running in seconds, ie 1.1 = 1.1 seconds. This can be useful for server uptime, I could see that being used in a gametype. Usage is as follows: AppSeconds
- native(197) static final function float Acos ( float A );
The missing Acos function, also known as "ArcCos".
- native(126) static final function int InStr ( coerce string S, coerce string t , optional int Start );
If Start is not defined, less or equal 0 or greater then number of characters in S, then standard InStr is performed (if the string T is found inside S, the number of characters in S before the first occurance of T is returned). If Start is greater then 0 and less then number of characters in S then function will try to find T in S after first Start characters. If function fails to find T in S, then -1 is returned. It will not break backward compatibility.
- native(1718) final function bool AddToPackagesMap( optional string PackageName, optional bool bSkipSecurityCheck );
Adds some package to sandbox (server packages) temporarly for current map only (very much alike UT2004' one).
- native(1719) final function bool IsInPackageMap( optional string PackageName );
Check if some package is current available in sandbox (server packages).
- native(1720) final function vector GetVertexPos( int iVert, bool bAnimatedFrame );
Return world position of a single vertex on meshed actor.
- native(1721) final function int GetVertexCount();
Return the amount of vertexes in single mesh actor.
- native(1722) final iterator function AllFrameVerts( out vector iVertex, bool bAnimatedFrame );
Iterate through whole frame of vertexes in a mesh actor.
- native(1723) final function int GetClosestVertex( vector CheckPos, bool bAnimatedFrame, out vector ResultVert );
Get the closest vertex to some point in world position.
- native(1724) final function int GetBestTraceLineVertex( float MinDot, vector CheckPos, vector CheckDir, bool bAnimatedFrame, out vector ResultVert );
Check for best vertex result in line check.
- native(1725) final function bool MeshTrace( vector Start, vector End, out vector HitNormal, out vector HitLocation );
Perform a 3D mesh line check, returns False if did not hit.
- native(636) static final iterator function AllLinkers( out name PackageName, out string FileName, out string GUID, out int NmCount, out int ImpCount, out int ExpCount, out int FileSize );
Iterate through all linkers and get some general information about the packages (very much alike 'Obj Linkers' but in a faster method).
- native(637) static final function Object GetDefaultObject( Class<Object> ObjClass );
Get the default object of some object/actor.
- native(635) static final function int Ceil( float f );
Returns f rounded off to the next higher whole number.
- native static final function bool Divide( coerce string Src, string Divider, out string LeftPart, out string RightPart );
Divides a string and returns the two parts.
- native static final function bool ExtractString(string Src, string LeftDivider, string RightDivider, out string MidString, optional bool bAdvanced);
Returns a string from between Left and Right Divider:
if bAdvanced is false:
Src = string1(string2)string3
LeftDivide = (
RightDivider = )
result MidString = string2

if bAdvanced is true it takes occurance of LeftDivider into account:
Src = string1(string2(string3)string4)string5
LeftDivide = (
RightDivider = )
result MidString = string2(string3)string4
- native(257) static final function bool LoadPackageContents( string PackageName, Class<Object> ListType, out array<Object> PckContents );
Load an enitre package and give out the contents of it (returns false if package failed to load).

Special Thanks

Here is a small list with people that helped me in this project (no special order, without any single person of them It would have been much harder if not impossible). Please forgive me and gimme a notice if I missed someone, but over all the time my tortured brain is maybe failing...

  • Epic for giving me this chance!
  • UTPG for their work in UT which helped me very much
  • Shambler - native coding, anticheat, many things more and being patient with my stupid questions :)
  • .:..: Script fixes, lots of native Coding additions (such as native Particle-Emitter), bug hunting, bug fixing many other additions
  • Wolf - Anticheat and help in Uscript, help in adding features, advices and being there for me and this project anytime
  • Smpdev for his great OpenGL, D3D8 and D3D9, and advices in native coding.
  • Kerilk for FMOD and helping me with OpenAL and being patient with my stupid questions also :)
  • Asgard12000 for tons of script fixes
  • Zombie for script-fixes, security issues
  • []KAOS[]Casey Script fixes, blood Effects, testing, bug hunting
  • Bozo, for tons of fixed meshes- maybe not that obvious as other things, but must have been a hell a lot of work, and can be seen if you watch all the lovely details.
  • Raven for nice addons and new features like script based ParticleEmitter and UE1PreProcessorCommandlet
  • Krull for his 227 map DMRetrospective
  • SA-Digimes for hosting my Oldunreal-Serpentine server, which I needed badly for testing
  • DieHard for his great High-Resolution Textures, which make 227 more beautiful than ever
  • HyperNL for his Enhanced ServerBrowser and for his intense server testing
  • Turboman for his skeletal mesh testing and UMenu background
  • My ex-girl for helping me with decals and especially for being patient
  • Shivaxi for bughunting, some footstepsounds
  • Pitbull for a nice chat in the night
  • All friends who offered me mirroring
  • The community here which helps me to find and fix the bugs
  • And of course all I may forgot now and all who donated to Oldunreal, helping me to pay and maintain Oldunreal

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