2.1e release
Moderators: Jay2k1, DavidM, The_One
2.1e release
Deathball 2.1e
(patch from 2.1 to 2.1e)
http://www.deathball.net/files/deathball21eudpate.zip (2,9mb)
(just unzip it into /ut2004/ and delete your /deathball/system/deathball.ini if you are coming from 2.1, if you come from 2.1d keep it.)
Fixed from 2.1 to 2.1b
-Replay cam change working offline as well now
-Fixed hammer locking up in rare situations (report if it happens and also tell what you did to get it)
-added community-bots (names similar to community members, and they talk similar stuff in game, 150+ bots so far)
-You can now longer spam more than one line of text (not in teamsay either), so no more intentional lagging the server
-Attachments stay on model after dying
-General bot improvements
-Fixed remaining Crowd sound volume problems
-Fixed Spawning in wrong place problem (should also fix the UT2004 model problem, report if it's still there)
-Keeper weapon glowing
-Fixed Listen Server dude being invisible on maps with screen (Cube and Bowl)
2.1b to 2.1c
-Rapid fire spam was 0.5s by accident, its 0.05 now as intended. So teamsay "boost spam" should work again.
-Fixed "." at beginning from username crashing server (.:aov:. players can join with normal name again )
-Removed keeper weapon glowing in First person view
-Post sounds work again online
-Increased self volley power from 1000 to 1300 (last version it accidentally was 1000 instead of 1200; + 1000 to make some people a little happier )
2.1c to 2.1d
-Self volley restriction not active in Volley Only mode
-Added DB-SmallTouchdown (aimed for 3on3)
-Fixed "Can't hurt enemy in rare situations" bug that got introduced in 2.1c
-Maybe fixed hammer bugs (where it seems to keep on hammering for other players and maybe others) report when you got it
-Fixed spam protection fault when game was paused
-Maybe fixed: cannot be killed right after getting ball; report it if you get it or if not
-General Bot improvements + more bot talkage
2.1d to 2.1e
-Drastic performance increase (especially Radeon cards), about 100% performance increase. No big changes for Geforce expected.
-New crosshair (including inner circle for enemy kick radius)
-No more bugged when spawning in ball (except client on listen servers)
Bots:
- Bots more of less know left/right wing and centre position when attacking
- Fixed bad bug in ball prediction. Apparently it was totally messed up for v2.1...
- Bots shoot at center of goal less, more to sides.
- Prevented bots to pass bot next to them and reduced constant pass-spamming
- Reduced volley spamming
- Prevented bots to immediately volley spam team mate's pass
(patch from 2.1 to 2.1e)
http://www.deathball.net/files/deathball21eudpate.zip (2,9mb)
(just unzip it into /ut2004/ and delete your /deathball/system/deathball.ini if you are coming from 2.1, if you come from 2.1d keep it.)
Fixed from 2.1 to 2.1b
-Replay cam change working offline as well now
-Fixed hammer locking up in rare situations (report if it happens and also tell what you did to get it)
-added community-bots (names similar to community members, and they talk similar stuff in game, 150+ bots so far)
-You can now longer spam more than one line of text (not in teamsay either), so no more intentional lagging the server
-Attachments stay on model after dying
-General bot improvements
-Fixed remaining Crowd sound volume problems
-Fixed Spawning in wrong place problem (should also fix the UT2004 model problem, report if it's still there)
-Keeper weapon glowing
-Fixed Listen Server dude being invisible on maps with screen (Cube and Bowl)
2.1b to 2.1c
-Rapid fire spam was 0.5s by accident, its 0.05 now as intended. So teamsay "boost spam" should work again.
-Fixed "." at beginning from username crashing server (.:aov:. players can join with normal name again )
-Removed keeper weapon glowing in First person view
-Post sounds work again online
-Increased self volley power from 1000 to 1300 (last version it accidentally was 1000 instead of 1200; + 1000 to make some people a little happier )
2.1c to 2.1d
-Self volley restriction not active in Volley Only mode
-Added DB-SmallTouchdown (aimed for 3on3)
-Fixed "Can't hurt enemy in rare situations" bug that got introduced in 2.1c
-Maybe fixed hammer bugs (where it seems to keep on hammering for other players and maybe others) report when you got it
-Fixed spam protection fault when game was paused
-Maybe fixed: cannot be killed right after getting ball; report it if you get it or if not
-General Bot improvements + more bot talkage
2.1d to 2.1e
-Drastic performance increase (especially Radeon cards), about 100% performance increase. No big changes for Geforce expected.
-New crosshair (including inner circle for enemy kick radius)
-No more bugged when spawning in ball (except client on listen servers)
Bots:
- Bots more of less know left/right wing and centre position when attacking
- Fixed bad bug in ball prediction. Apparently it was totally messed up for v2.1...
- Bots shoot at center of goal less, more to sides.
- Prevented bots to pass bot next to them and reduced constant pass-spamming
- Reduced volley spamming
- Prevented bots to immediately volley spam team mate's pass
-
- Posts: 137
- Joined: 07-10-2003 20:54
BuD servers are updated and clear of the Crosshairs mismatch problem.
To get around this problem on your server use this file to replace the existing Crosshairs.utx, 2K4Menus.utx and UT2004Thumbnails.utx files in ../ut2004/textures
THIS IS FOR THE SERVER ONLY!!!
http://bud.recongamer.com/deathball/multimod.zip
edit: These are the original Epic dedicated server textures. The only modification I did was set packageflags of +ClientOptional and +ServerSideOnly to allow for different versions on the client. Being textures, these are just visuals only and the version mismatches do not affect gameplay.
To get around this problem on your server use this file to replace the existing Crosshairs.utx, 2K4Menus.utx and UT2004Thumbnails.utx files in ../ut2004/textures
THIS IS FOR THE SERVER ONLY!!!
http://bud.recongamer.com/deathball/multimod.zip
edit: These are the original Epic dedicated server textures. The only modification I did was set packageflags of +ClientOptional and +ServerSideOnly to allow for different versions on the client. Being textures, these are just visuals only and the version mismatches do not affect gameplay.
Last edited by Imaginos on 06-09-2004 18:03, edited 1 time in total.
-
- Posts: 346
- Joined: 09-03-2003 01:01
after clicking ready in a botmatch
UT2004 Build UT2004_Patch_[2004-07-27_14.28]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2165 MHz with 511MB RAM
Video: RADEON 9800 PRO (6414)
General protection fault!
History: UObject::StaticAllocateObject <- (Package None) <- UObject::CreatePackage <- UObject::ResolveName <- UObject::StaticLoadObject <- (Core.Class None..:AoV:.Morning*Starmod..:AoV:.Morning*Star NULL) <- UObject::execClassContext <- (DB_PawnRed DB-Cube.DB_PawnRed @ Function Deathball.DB_Pawn.updateskins : 00BA) <- UObject::ProcessEvent <- (DB_Player DB-Cube.DB_Player, Function UnrealGame.UnrealPlayer.PlayerWaiting.Fire) <- UObject::ScriptConsoleExec <- (DB_Player DB-Cube.DB_Player) <- UPlayer::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- ExecAlias <- UInput::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- UInput::Process <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Cube V3.5 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
UT2004 Build UT2004_Patch_[2004-07-27_14.28]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2165 MHz with 511MB RAM
Video: RADEON 9800 PRO (6414)
General protection fault!
History: UObject::StaticAllocateObject <- (Package None) <- UObject::CreatePackage <- UObject::ResolveName <- UObject::StaticLoadObject <- (Core.Class None..:AoV:.Morning*Starmod..:AoV:.Morning*Star NULL) <- UObject::execClassContext <- (DB_PawnRed DB-Cube.DB_PawnRed @ Function Deathball.DB_Pawn.updateskins : 00BA) <- UObject::ProcessEvent <- (DB_Player DB-Cube.DB_Player, Function UnrealGame.UnrealPlayer.PlayerWaiting.Fire) <- UObject::ScriptConsoleExec <- (DB_Player DB-Cube.DB_Player) <- UPlayer::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- ExecAlias <- UInput::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- UInput::Process <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Cube V3.5 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
- Holy_Surfing
- Posts: 195
- Joined: 19-03-2003 14:51
- Holy_Surfing
- Posts: 195
- Joined: 19-03-2003 14:51
- Holy_Surfing
- Posts: 195
- Joined: 19-03-2003 14:51