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Unreal Version 221 Release Notes

Useful Information

Fixes and Improvements

General

  • Fixed new problem in 220 where users who had performed a partial install of Unreal (with maps kept on the CD) didn't see any maps listed in the Deathmatch/BotMatch menus.
  • "FOV #" command now takes effect permanently.
  • Minigun and stinger sounds are now properly replicated to all clients.
  • Botmatch skill bug in 220 fixed.
  • Lookspring fixed.
  • Kevlar vest pickup sound and dead guy in Vortex Rikers sound fixed.
  • Bubbles now float properly on clients.
  • Fixed projectiles not appearing on client side because local player ran into them.
  • Carcasses are now simulated for smoother death animations, and all the nali and skaarj gibs are properly replicated.
  • Fixed bug where quick taps of fire button didn't register in network games.
  • Slightly reduced damage multiplier in Hardcore mode (150% instead of 170%), and rocket damage radius in Classic mode is back to the old value.
  • Fixed razorjack sound crash problem with 3D sound.
  • Fixed problem where the editor light torches were showing up in some levels in network play.
  • Fixed client prediction going through portals.

Video

  • Fixed menu bar disappearing when switching from Glide to the software renderer.
  • Fixed potential crash while taking screenshots on 3dfx.

Networking

  • Fixed remote administration (didn't accept password).
  • Fixed administrator "Kick <playername>" crash.
  • Fixed dedicated server potential crash when player limit is reached.
  • Added "userini=<inifilename>" command-line parameter to set user configuration file.

Scripting

  • Fixed "Unreal -make" lockup with class names over 32 characters.
  • The new keyword "native" is now synonymous with "intrinsic", and the Unreal 1 scripts have been updated to reflect this.
  • In network play, on the client side, static functions are always called locally and never sent across the network, regardless of the calling actor's replication statements.
  • Fixed compiler logic error which caused bool variables within structs to appear to always be zero.
  • Removing "abstract" keyword from a class and recompiling now works.
  • Player classes with no mesh no longer hard-coded to use name "Spectator" in mesh menu.  Instead, the pawn MenuName attribute is used as the string representation for all playerpawn classes.

Patch Installer

  • Reduced virtual memory usage (was unreasonably high).
  • Progress window is now updated as the patch installs.
  • New standalone installer.

C++ Changes

  • Changed "INTRINSIC" macro to "DECLARE_FUNCTION", and "AUTOREGISTER_INTRINSIC" to "IMPLEMENT_FUNCTION" (to follow the convention set by DECLARE_CLASS and IMPLEMENT_CLASS).
  • Changed all occurances of "intrinsic" to "native" (moving toward the Java convention).

End