destroy the "winch", not the "wench" in AS-rook description :)
fixed problem with landing bob damping on slow systems with high time dilations
fixed problem where client health gets set to zero (health was still correct on the server)
fixed spectators drowning in water outside of galleon
fixed problem with one of the 402 server optimizations causing pickups to be shown when they should be hidden if high packet loss
fixed fog rendering in software
fixed assertion line 714 network crash on slow connections
fixed PlayerReplicationInfos losing owner on client - symptom was teammate health not correctly shown on team huds
fixed bad poly on Ripper weapon model
fixed flag not dropped if killed by team cannon in CTF games
fixed server browser changing highlighted server bug
fixed gold players showing up in CTF
added BossSkins.int
fixed clients hearing ambient sound on dropped weapons in some cases
fixed picking up additional shieldbelt screwed up armor total if also had other armor types
fixed teamtriggers
fixed deathsounds and hit sounds from other players not being heard in net games
fixed demo playback crash
New features:
much louder warhead explosion
don't allow Turbo mode with assault
bigger blood cloud when gibbed
Menu and text formatting changes to support Japanese text
Added "AddIni" command for umods to add lines to ini files
Changed occurances of class'DeathMatchMessage' to DMMessageClass. Allows mod authors to use their own DMMessageClass in all situations.
Made ngWorldSecret a private variable. So you can't read it from GetPropertyText anymore.
Added CRT's query packet send improvements. Should improve grabbing server lists from master server.
Added ProcessKeyEvent to HUD. Allows mod authors to work with key input directly.
Moved hardcoded SPRITE_PROJECTION_FORWARD from UnSprite.cpp to Actor property SpriteProjForward.
Set Actor's default SpriteProjForward to 32.0
Checked in RegisterHUDMutator functions in Mutator. Allows mod authors to make mutators that self register as HUD mutators.
Integrated Enhanced Actor Rendering Interface. Allows programmers to render actors in just about any way they can think of.
Enabled RCI. (Except ClearScreen and RecomputeLighting) Allows programmers more control over what's rendered from a player's point
of view. Search for Render Control Interface in headers for information.
F4 brings the server browser up.
Performance improvements:
downloads from server are now rate controlled
reduced how long carcasses hang around on servers
Improved bit packing for network packets (server performance improvement)
Ability to turn fractal texture animation off: "Added the NoFractalAnim switch. When true, fractal textures are never
updated and the texture's bRealTime is set to false. This takes effect at a
package's loading/init time, so you'll have to restart a level to see it
take effect.
Admins can control downloading of packages from their server by editing the [IpDrv.TcpNetDriver] section of unrealtournament.ini:
AllowDownloads disables all autodownloads.
MaxDownloadSize=0 means allow autodownload of any sized file. Otherwise
the value is in BYTES. We recommend that rather than disabling all
downloads, you set the MaxDownload size to an appropriate value. For
example, MaxDownloadSize=100000 will allow mutators and other small packages to
be downloaded, but will not allow large files such as maps to be
downloaded. Turning off all downloads may make it hard for clients to get
on your server if you are using a lot of custom maps, mutators or other custom
packages.