UT2004 for x86 and amd64 Linux patch 3369.2
3369.2 has a server exploit fixed for both architectures, and compiler optimizations reenabled for amd64 (they got turned off by accident in 3369.1).
UT2004 for x86 and amd64 Linux patch 3369.1
3369.1 is a "hotfix" patch to correct some issues in the 3369 patch.
Changes over stock 3369:
- Linux: Fixed large memory usage.
- x86 Linux: Reenabled Pixomatic renderer ("PixoDrv").
- Mac OS X: game will now run on Mac OS X 10.2.8 ("Jaguar") again.
- Mac OS X: 3D audio now correctly spatializes, other OpenAL fixes.
The Linux version can be applied as usual; it's the 3369 patch with updated binaries. The Mac version requires a 3369 install, so the whole ECE Bonus Pack doesn't need downloading again. There is no Win32 or Win64 3369.1, as these issues were specific to Linux/Mac.
UT2004 for x86 and amd64 Linux patch 3369
Please install the Editors' Choice bonus pack FIRST, and then 3369
Patch 3369 contains several important fixes, but Linux users might be most excited about the availability of render-to-texture support (detailed shadows, motion blur, headlights, the DM-Morpheus scoreboard, etc).
The package contains both the client and dedicated server, and x86 and amd64 binaries. This will only patch the retail version (either the original UT2004 or the Editors' Choice Edition), and not the demo.
To install: download, unpack, and copy the contents of the newly-created "UT2004-Patch" directory over your ut2004 installation, allowing it to overwrite files. That's all.
--icculus.
===============
Unreal Tournament 2004 Patch 7 Release notes.
===============
This patch is completely compatible with the retail version - servers and clients of any flavor can connect with each other.
This patch will not overwrite your ut2004.ini and user.ini files, except to update settings as necessary. This patch includes all changes made in Patches 1, 2, 3, 4, 5, and 6.
This patch should be installed *after* installing the Epic ECE Bonus Pack, as it updates some of the game code included with the bonus pack.
Thanks to John Barrett for a number of fixes.
General Gameplay:
- Fixed DriverLeft() not be called when driver dies in vehicle without vehicle being destroyed. This fixes the vehicle not resetting, and fixes effects like the engine sound not being turned off.
- Fixed some vehicle weapon effects staying around when bots stopped firing them.
- Fixed spider mine layer incorrectly reducing mine count when a fired spider mine immediately explodes.
- Fixed manta and raptor spinning sometimes when player enters
- SPMA camera explodes if it hits water.
- Don't allow SPMA camera view to go outside world.
- Invasion HUD radar uses the viewed pawn's rotation rather than the spectator's rotation.
- Fixed low gravity not working properly in second and successive rounds of onslaught.
- Moved announcements for assault energycore to ASOBJ_EnergyCore_Spawn, and made them editable by level designers.
- Fixed spawning multiple energycores in Assault.
- Can now throw linkgun with 1 ammo left.
- Fixed exploit where shieldgun could be used to protect against lava or slime volume damage.
- Fixed CTF Flags not returning exploit
- Fixed stats tracking when a player switches between a spectator and active player (or vice-versa)
Networking:
- Various networking serialization optimizations.
- Fixed issues where players would not properly be sent to the Spectating state on clients.
- Fix for eyeheight getting screwed up on client
- Server optimization - players don't do line of sight checks with each other
- Don't replicate pawn.ViewPitch to netowner
- Fixed CTF flag not properly attaching to vehicles on net clients.
- Made CD key hashes sent by clients more secure.
- Fixed various exploits.
- Merged Michiel Hendrick's HTTP redirect code improvements.
- Merged Fix for Map Vote Bug that cut off some chat text
- Merged Fix for Map Vote Bug that caused the window to open twice
- Prevent crash exploit (which was fixed) from being propagated to unpatched clients.
Engine:
- Return rather than asserting in UCanvas::WrappedPrint() if no valid font.
- Fixed -Mod= to support proper exporting of headers
- Convert '|' to 'I' in player names.
- Fixed cut and paste error in MidGamePanel.uc that could cause crashes on level changes. (thanks Wormbo)
- Fix and optimization for projector rendering.
- Various changes to support 64 bit version.
- Scripted texture changes so they don't render upside down on OpenGLDrv.
- Fixed weather effects on OpenGLDrv.
============
Here is the full change list for Patch 6:
General Gameplay:
- Fixed stuttering/snagging/sinking into static meshes in some places on clients in net games
- Improved getting out of water
- Fixed FaceClassic teleporter exploit
- The Cicada hud indicators should now show up in all game modes.
- Fixed SPMA causing damage at world origin.
- Fixed not being able to exit raptor when it's on the ground
- Fixed (for assault) the energy core always showing on the HUD even if it not the current objective (thanks AngelMapper)
Networking:
- Server performance improvements
- Cheating detection improvements, with shorter time for master server ban detection
- Integration of UTAN bans with UT2004 master server. Admins can opt out by adding bIgnoreUTANBans=true to [IpDrv.MasterServerUplink]
- Fixed potential garbage collection crash when changing levels during network games
- Improved caching of server data for when you can't connect to the master server.
- UTV updated (netspeed fix).
- Better Client->Server->MS Error Messages
Demo Recording:
- Added code to insure StopDemo is executed before a map change or game exit
- Remove 8x from the demo playback menu. The engine has problems with that speed.
- Fixed bug in Demo Playback menu that caused the Play/Pause button to be out of sync
- Added Demo playback jog keys to the console.
- Left Cursor slows down playback (1/4x -> 1/2x)
- Right cursor speeds ups playback (2x -> 4x)
- Up/Down cursor resets to 1x
- Disable by settings bDemoJogKeys=false in [XInterface.ExtendedConsole]
Engine:
- Improved level loading speed, especially on network clients
- Fixed calling SetBase(NULL) on all attached actors when an actor is destroyed
Editor:
- Fix for importing static meshes
Menus:
- Model select page now properly selects the current character when you open it.
- Korean localization updates.
- VCTF now appears in server browser, even if you don't already have any VCTF maps installed.
- Added code to sync the Stream (MP3) volume with normal music volume.
=============
Here is the full change list for Patch 5:
Onslaught related:
- Added a gunner indicator for the Cicada.
- Onslaught low skill bot AI tweaks
- Max lifespan for shot down ONSMortarCamera
- Fixed regular dust showing when Manta jumps over water
- Fixed Cicada staying above StallZ if driver switches to gunner position
- Fixed SPMA engine sound volume
- Tweaked powercore destruction and electricity sounds
- Improved artillery explosion effect
- Don't call destroyed powercore "green powercore" in scoreboard (after round ends)
General Gameplay:
- Fixed Berserk combo (properly turns client side weapon changes on and off)
- Fixed quadjump mutator in multiplay (was only allowing regular double jump on first jump)
- Fixed gamespeed mutator "sticking" in instant action games
- Don't let Cicada passengers carry flag (for VCTF)
- Added OnslaughtBP.UCL to patch so bonus pack mutators will show up
- Fixed problem with landing view shake sometimes not working at very low frame rates
- Fixed bug where not all actors got NotifyTeamChanged() when client team changed
- Assault objective announcements can come from packages other than AssaultAnnouncer
- IonCannonKillVolume bug fixes
- Don't allow players to change teams if team sizes are equal if bPlayersBalanceTeams is true
- Fixed team balancing code bug
- Fixed footstep sounds playing while in vehicle where driver isn't visible if enter while running
- Removed obsolete weapon debugging code
- Localization fixes for Italian, French, German, and Spanish
- No log or console message when player enters or leaves team. public, or local channels
- Fixed Dom.xml for bot voice command in DDOM
- Fixed F3/F8 stats now shows all players in list
- Don't limit suiciding to 10 second interval in standalone games
Demo recording:
- Fixed client-side demo recording of vehicles
Networking:
- Fix for clients unable to connect with "Incompatible Games Files" message
- Fixed WebAdmin play list and mid game menu to report the proper ping.
- Fixed resetting initial position of saved move when moves are combined
- Increased min idle kick time to 30 seconds
- Never idle kick player if only human in game
- Moved gamespeed option in URL parsing to after mutator spawning, so gamespeed can be set from URL
- More speedhack detection tweaks (less false positives)
- Server CPU use improvements relative to last patch
- Consider CPU saturation in determining whether to do extra work on server to reduce bandwidth use for low
bandwidth clients
- Don't allow clients <3320 to connect to servers with OnslaughtBP.
- Fixed server crash when using bonus vehicles mutator.
- Fix for client-side crash caused by DynamicLoadObject problem uncovered by interaction of AntiTCC with
certain other mutators.
- Fix for annoying server browser bug (not showing correct initial game type).
- Fix for team VOIP channels in large games
Menus:
- Fixed map list menu problems with bonus vehicles and custom link setups.
Editor:
- Fixed Unrealed working with Windows 98 (See note below)
Mod Author Related:
- New script profiling tool.
- Added (slow) full dangling reference checking option.
Logs dangling references which could cause a crash during gameplay or on GC. Use only for testing, as it
is very slow, by adding bSlowRefChecking=true to the [Engine.Engine] section of UT2004.ini. I'd recommend
running a dedicated server with bots with this option enabled, connect to it to start the match, and let the
bots do the testing for you.
- Fixed spider physics view direction setting bug
- Added RotateSoundThreshold to ONSWeapon to allow mod authors control over when RotateSound is played
- Moved BaseMutator.ModifyLogin() to the beginning of GameInfo.Login().
- Fix for UParticleEmitter::UpdateParticles crash in SkeletalMeshGet