[bf1942] [ut2004servers] Beta patch 3362 (fwd)

Andre Lorbach alorbach at ro1.adiscon.com
Thu Oct 6 10:53:55 EDT 2005


For sure not ;)
If this was a "bf2rank at icculus.org" list maybe yes lol, I think 90% will
not go for the update unless there are ranked servers for all ;)

--
Regards,
delta 

> -----Original Message-----
> From: Jonty Bale [mailto:jbale at blue-sequoia.com] 
> Sent: Thursday, October 06, 2005 4:51 PM
> To: bf1942 at icculus.org
> Subject: RE: [bf1942] [ut2004servers] Beta patch 3362 (fwd)
> 
> 90% of the people on this list? :)
> 
> J.
> 
> > -----Original Message-----
> > From: Lee Latham [mailto:leeprivate at cgmlarson.com]
> > Sent: 06 October 2005 15:32
> > To: bf1942 at icculus.org
> > Subject: RE: [bf1942] [ut2004servers] Beta patch 3362 (fwd)
> > 
> > Yeah, but who the hell is going to buy an add-on for a game that 
> > doesn't work properly in the first place?
> > 
> > At 03:50 AM 10/6/2005, you wrote:
> > 
> > >The main difference is that Valve, Epic and iD etc sell
> > technology (e.g.
> > >their engines).  EA/DICE sell boxes and as such has a
> > different set of
> > >priorities as Paul states.  99% of their staff are working
> > like crazy in
> > >crunch mode to get titles out for the holiday sales season.
> > >
> > >I would expect nothing to improve between here and January -
> > we may see
> > >BF2 getting some love after that point however.  Possibly a little 
> > >sooner after special forces and modern combat are released
> > in November.
> > >
> > >J.
> > >
> > > > -----Original Message-----
> > > > From: Paul Bowsher [mailto:paul.bowsher at gmail.com]
> > > > Sent: 06 October 2005 09:40
> > > > To: bf1942 at icculus.org
> > > > Subject: Re: [bf1942] [ut2004servers] Beta patch 3362 (fwd)
> > > >
> > > > I think this just illustrates how EA are as big as they
> > are. They cut
> > > > corners, and mass produce. Just look at [Sport] [Year +
> > 1]. Of course
> > > > you CAN produce servers and clients that are
> > protocol-compatible, it
> > > > just takes more man hours that could be spent on the next
> > expansion
> > > > pack. PAtches don't make money, expansion packs do. And
> > of course, to
> > > > keep the shareholders happy, they want early releases. 
> > Shareholders
> > > > don't care that we're not happy with the product, they
> > only care that
> > > > we bought it.
> > > > On 10/6/05, ScratchMonkey
> > <ScratchMonkey at matureasskickers.net> wrote:
> > > > > This just came in, and shows what's possible from a company
> > > > that cares
> > > > > about server admins. Epic is currently my standard by which
> > > > I judge other
> > > > > game companies. (Valve has been doing a pretty good job on
> > > > the hlds_linux
> > > > > list, as well.) This also illustrates how you can update
> > > > servers without
> > > > > requiring a client update. We can only hope that EA is
> > taking notes.
> > > > >
> > > > > ------------ Forwarded Message ------------
> > > > > Date: Wednesday, October 05, 2005 6:36 PM -0400
> > > > > From: Steve Polge <Steve.Polge at epicgames.com>
> > > > > To: ut2004servers at udn.epicgames.com,
> > ut2004mods at udn.epicgames.com
> > > > > Subject: [ut2004servers] Beta patch 3362
> > > > >
> > > > > This patch is currently available for windows clients and
> > > > servers. You
> > > > > can get the patch from
> > > > > 
> http://unreal.epicgames.com/files/ut2004-winpatch3362BETA.exe  .
> > > > >
> > > > > Please mirror it. This patch is not intended for public
> > > > distribution,
> > > > > since it is a beta. What this means is - feel free to
> > distribute it
> > > > > informally to anyone that will help test it, but please
> > > > don't post it on
> > > > > public web sites. This patch is completely compatible with
> > > > the retail
> > > > > version and previous patches - 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 should be installed *after* installing the
> > Epic ECE Bonus
> > > > > Pack, as it updates some of the game code included with the
> > > > bonus pack.
> > > > >
> > > > > The patch change list is included in the patch. After
> > installing the
> > > > > patch, you can find it at ut2004\help\readmepatch.int.txt.
> > > > Here are the
> > > > > changes from 3355 to 3362:
> > > > >
> > > > > 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
> > > > >
> > > > > 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.
> > > > >
> > > > > Engine:
> > > > > - Return rather than asserting in UCanvas::WrappedPrint()
> > > > if no valid
> > > > > font.
> > > > > - Fixed -Mod= to support proper exporting of headers
> > > > > - Convert '|' to '_' in player names.
> > > > > - Fixed cut and paste error in MidGamePanel.uc that could
> > > > cause crashes
> > > > > on level changes. (thanks Wormbo)
> > > > >
> > > > >
> > > > --------------------------------------------------------------
> > > > --------------
> > > > > If you would like to be taken off this mailing list, please
> > > > send an email to
> > > > > majordomo at udn.epicgames.com and include the words 
> "unsubscribe 
> > > > > ut2004servers" in the BODY of the message.  Mail
> > > > udn at epicgames.com if you
> > > > > have trouble. Archive: 
> > http://udn.epicgames.com/lists/ut2004servers
> > > > > (ut2004servers/p7ng9s)
> > > > >
> > > > 
> > 
> http://udn.epicgames.com/lists/showpost.php?list=ut2004servers&id=6072
> > > > >
> > > > >
> > > > > ---------- End Forwarded Message ----------
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > Paul Bowsher
> > > > IT Systems Developer
> > > > Simply Stuck Ltd
> > > >
> > 
> > 
> 



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