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