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Spiele Rat & Tat bei Problemen mit Spielen |
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#1 |
Meisteroptiker
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![]() AI:
- bots supporting player will grab nearby pickups - fixed bots rotating to acquire targets too fast - added ReactionTime parameter for bots - fixed bots stuck in corners wanting to go to paths above - bots go after adrenaline more Editor: - fixed editor crash when rebuild paths with new pickupbase - UnrealEd works on Win98 Networking: - added option to cap framerate in netplay (on by default). This improves client smoothness by keeping client physics updates more in sync with server. Its controlled in your UT2003.ini file in the [Engine.LevelInfo] section by bCapFramerate. - improved ping measurement shown in scoreboard - F6 bound to "stat net" again - improved client movement on jumppads - Buddy list wildcards - Master server cheat protection MD5 support - Removed server connect() 10054 warning - servers no longer don't reconnect to master server on authentication failure - Show server ip in server browser - Remove ICMP logspam by default - IRC client under 'Chat' tab in Server Browser. - Added 'Server Browser' button in-game so you can view servers/chat without leaving game. - Remove spurious qhull-related warnings at the console eg. when running a server. - Removed a lot of server log spam - added AdminSay function which works from log window - overtime ends if no one left on server - stats compatible with minplayers > 0 (stats start when number of bots drops to 0) - fixed bug allowing bots to be added by admins in stats enabled games - dedicated servers don't need to load skins/meshes/voices - server CPU improvements (don't find actor channel reference twice) - fixed server memory leak Compatibility: - fixed CD check problems on some machines D3D - fix for SiS 315 and other TnL cards only exposing one vertex stream - better debug output for certain fatal failures - better handling of running out of memory in default pool - possible fix for UD3DRenderDevice::Unlock crash - fix for "CreateVertexBuffer failed (D3DERR_INVALIDCALL)" crash - made code respect D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR caps bit - fixed case that led to an invalid stage setup in certain scenarios - more Voodoo 3/5 & G400 workarounds (never sending more than 2 texcoords) - better error message for UnSetRes - changed error message for crash inside D3D8: ![]() - now tries system memory pool if allocation in default pool fails even after evicting all managed resources - made FAuxRenderTarget destructor flush rendering resources - added AvoidHitches" option to the D3D renderer which might be useful for people with 64 MByte cards that play on high detail settings. It significantly reduces the occurrence of substantial hitches, but slightly reduces average framerate. OpenGL - replaced 8x8 dummy texture with 1x1 texture - increased VARSize from 20 to 32 - added code to correctly fill in GMachineVideo - implemented DesiredRefreshRate - implemented ReduceMouseLag - friendly error message when trying to run the Editor - implemented missing case where neither NV_texture_env_combine4 nor ATI_texture_env_combine3 are exposed - changed VAR code to try smaller VAR ranges before giving up
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