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Lots and lots of failure on the Ubisoft side, it's really weak to release a no-cd crack for your own product. I'm guessing you fired all your developers to have more sales peoples?
lols once more... -Kallisti |
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Mediocre Company.
This will never gonna be forget in the HISTORY of the GAMING INDUSTRY , Ubisoft"crappy" company have a BIG HUGE BLACK SPOT in it's name NOW. (oh should I say a RASH) UBISOFT as I told you before YOU ARE GOING DOWN and FAST !!! NOSEDIVE !!! The Media and Magazines are HAPPY to see this LOL. cheerios |
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Ubisoft really needs to clean up after themselves after this one. It's going to reek and reek for weeks and weeks (maybe even months and months)
They were talking about it at my local Gamestop today. People were surprised when they learned that I was neilthecellist (hahahahahaha) -+-+_ |
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Nice one Ubi. The hypocrisy (and ineptitude of your employees for not being able to solve these problems themselves) is staggering.
I begin to wonder if the reason there is so little feedback to these boards is not attributable to a lack of regard for the customers but rather because no one there knows what they're doing and are thus unable to speak with any authority on what's happening with their products. Red Sox Nation |
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The thing is that Ubisoft is (or at least gives off the impression) that they are a disorganized, inefficient bureaucracy. As with *most* bureaucracies, the speed, efficiency, and spread of date-sensitive knowledge is very slow.
HOWEVER, other game companies, such as 2K Games, or Epic Games, interacts with their customer community all the time. Take a look at this email/IRC correspondence between the community and the developers: Remember, this is ONLY for a beta! <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Jeff Morris <Jeff.Morris@epicgames.com> Wed, Jun 18, 2008 at 2:01 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Hi all. We've got second beta of the v1.3 UT3 patch ready to go. You can download it from: http://www.epicgames.com/download/UT3Patch3beta2.exe. This version addresses many of the issues identified in v1.3 beta 1. While we feel pretty good about this patch, we're calling it beta for the time being. Please don't distribute it beyond your own servers or make it generally available to the public. This patch can be applied to both a client and a dedicated server. Patched and non-patched clients and servers should be fully compatible. There are no known issues with applying this patch on a v1.1 or v1.2 patched client/server, but if stability is critical, it's safest to reinstall the retail client/dedicated server prior to installing. This patch includes all v1.1 and v1.2 fixes. Fix list: v1.3 Gameplay: - Fixed overlay mesh showing up on hidden sniper rifle when un-zoomed. - UTGame.bNoCustomCharacters is now globalconfig. - Now hear own auto-taunts. - Fix for Liandri bots riding high in vehicles. - Fixed mutators disappearing between matches. - Fixed up PC DLC screenshots and player counts. - Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it. - Fixed announcements not playing properly in WAR-MarketDistrict during the campaign. - Fixed manta crouch exploit. - Fixed loaded RL switching away before releasing load on net clients. - Fixed occasionally getting stuck when getting up from ragdoll. - Fixed ending zoom when go into feign death. - Fixed giving proper stats credit for translocator telefrags. - Fixed giving proper suicide stat credit for certain environmental suicides. - Fixed Hoverboard foot placement when watching other client get on. - Improved the turret controls on the rail turret with analog controller. - Fixed friendly fire mutator showing up as option for Duel. - Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer. - Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set. - Fixed "missing required file for demo playback" error message. - Fixed redeemer explosion on client when shot down. - Fixed big head mutator head scaling popping out at distance. - End the match right away in duel if a player leaves. - Fixed not getting kismet node destroyed event when node captured by orb. - Fixed effect showing up for disabled weapon lockers. - Don't modify power core damage caused by kismet. - Fixed scavenger legs disappearing in kill volumes. - Deployables can no longer be deployed onto hover/flying vehicles. - Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn. - Fixed impact hammer impact camera shake for low gore clients. Engine/Rendering: - Added motion blur menu option for PC (defaults to off). - Fixed zero extent collision bug in octree code (finding nodes in Z axis). - LOD Hysteresis / LOD Decision making bug fix. - Fixed default mesh not having proper LOD settings. - Fixed rare darkwalker physics crash. User Interface: - Added player name list to server browser. - Added midgame map voting, with serverside config options in UTGame.ini: - bMidGameMapVoting: Enables/Disables midgame map voting - MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration; - NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage - MinMapVotes: The minimum number of players that must vote in order to initiate a map switch. - InitialVoteDelay: Delays the enabling of map voting for this many seconds - Fixed History being saved for servers joined via cmdline and console. - Fixed leading vote count indicator when map voting underway. - Don’t show muted talking player portraits on HUD. - Simple crosshair tweaks. - Added the number of files left to download to the package downloading message. - Fixed Krall portrait. - Fixed clipping vehicle HUD beacon when not visible. - Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer) - Fixed SPMA deploy icon offset. Networking: - Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues. - Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player. - Fixed gibs not showing for clients of low-gore listen server. - New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini: TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned) MaxDynamicBandwidth=7000 MinDynamicBandwidth=4000 - Fixed "you have lost the match" messages to spectators at end of duel match. - Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame(). - HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found. - Fixed erroneous "connection failed" error when performing non-seamless travelling. - Fixed hoverboard link failure sound playing in the world and being replicated. - Fixed low gore clients seeing gibbed players as headless if playing on full gore server. - Increased tracked turret net priority. - Fixed Hoverboard networking replication issues (hoverboard now smoother in net games). Server administration: - UWeb fixes for WebAdmin. - Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time. - Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps. - Final fix for packagemap problem with going from DLC -> RTM maps. - Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server. - Fixed bug with PlayerID being reused for bots after a seamless travel. Mod support: - Added support for Interactions to have a PostRender call (to render to canvas). - Added support for Interactions to have exec functions be called on them. - Added cut/copy/paste support to the console. - Added Deproject() to canvas. - Fixed base InventoryManager implementation of GetWeaponRatingFor(). - Fixed crash when placing a new UINumericEditBox in UI editor. - Fix for custom factions in the UI. - Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update. - Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc.. - Improved system for getting camera death effect. - Implemented fix from Aegia for an NxFluid crash. - Fixed beams not rendering in Cascade. - Fixed crash when updating a UIPrefab. Map specific: - Fixed CTF-Searchlight black boxes before match starts. - Fixed CTF-Searchlight search lights. - Fixed CTF-Hydrosis collision issues. - Fixed DM-Morbias collision issues. - Fixed collision issue in DM-Deck. AI improvements: - Fixed bots not using link gun beam on enemies. - Better bot celebration management. - Fixed bots doing multiple end of match celebration taunts. - Improved impact hammer AI. - Improved darkwalker AI support for crouching under obstacles. - Improved bot hoverboard AI. - Fixed bots sometimes not picking up flags/orbs they dropped. - Fixed bots never spawning in if initially not enough playerstarts. -------------------------------------------------------------------------------------------------- Changes from the first and second patches are also included. These changes are listed below: Gameplay: - Increased UTGame MaxPlayersAllowed to 64. - Fixed leviathan turret instant refire exploit. - Fixed errant lock on warnings when no longer in vehicle. - Fixed first person weapons in demo playback. - Fixed translocator telefrag victim message. - Fixed encouragement sounds not being randomly picked by bots. - Implemented viewobjective spectating system for Warfare. - Fixed berserk held by driver applying to all vehicle turrets. - Only force low gore on German versions that were low gore only before being patched. - Fix for unnecessary content staying in memory on seamless travel. - Fixed shaped charge node exploit. - Fixed Scavenger exploit. User Interface: - Clicking on the settings tab goes to directly to the full settings menu. - Added VOIP speaker portraits to HUD. - Fixed character portraits sometimes not showing up on HUD or not staying up long enough. - The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now. - Fixed the CD key always prompting when the user has no network card - Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients. - Added UI option to hide objective paths (the white arrows). - Added UI option to enable joystick support. - Added JOIN to midgame menu when spectating. - Added cancel button to "logging in" message box. - Added support for auto-updating UI with new options. - Improved language support for French, Spanish, Italian, and German. - Joystick key bindings in UI display properly. - Added game and UI support for customizing crosshair scaling. - Added "Add Favorite" button to Server Browser server list tab. - Fixed favorites Tab Page server details not updating. - Improvements to voice menu. Added "status" section. - Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads - Show "Change Team" button before the match has started. - Added support for localized "single score needed" string. - Tweaked some HUD message font sizes. - Favorites/History lists list servers that are currently offline. - Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query. - Fix for end of round scoreboard displaying extra "Player" bots. - Fixed leviathan deploy icon positioning. Networking: - Added support for autodownloading packages while in gameplay or while travelling. - Auto team re-balancing before map transition if bPlayersBalanceTeams is set. - Fixed dedicated server memory leaks. - Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games. - Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client. - Fixed spectators being unable to move after a level transition. - Fixed track turrets being in the wrong position on clients in some cases after being destroyed. - ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long. - Fixed HTTP download compression. - Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time - Fixed a bug where in rare cases packages would get downloaded twice. - Fixed spectators able to enter as extra players in Duel. - Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes. - Fixed bots not replicating their view pitch, so their animation looks better in net games. - Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI. - Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting. - Fixed client crash if the user disconnects while downloading a file during a seamless travel. Server administration: - TCPLink and Webadmin functionality implemented. - Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile. - Fixed being unable to kickban players with | in their names. - Added versioning information to the game settings - Dedicated servers don't require DirectX shader model 2.0 - Fixed AdminForceTextMute and AdminForceTextUnmute. - Restored the compress and decompress commandlets. - Fixed AdminCmdOk() function not working properly if you were the listen server. - Banned IDs readability improved. - Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps. Mod support: - Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays. - Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used. - Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS - Weapons now take roll from player viewrotation. - Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files. - Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list. - Fixed Change Node Status Kismet action not working on fully constructed powernodes. - Merged ageia particle fixes. Map specific: - Fixed DM-Deck get out of world exploit - Fixed DM-Gateway portals sometimes sending you back to your starting point. - Fixed CTF-Coret collision exploit. - Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo. AI improvements: - New orb carrier strategy AI. - Improved bot hoverboard use. - Reduced bot orb spawner camping. - Fixed bots stuck on orb spawner unable to grab flag. - Low skill bots use artillery properly. - Tweaked shooting at nodes vs shooting at enemies. - No human bonus to threat value. - Improved threat picking AI, taking into account effectiveness of bot's weapon. - Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL. - Bots tend to stay on same enemy more, and focus on key vehicles more. - Tweaked campaign auto skill adjust. - Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console. - Tweaked rules for whether to attack node or enemy first. - Improved bot AI for defending nodes with an orb. - Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly. - Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec. - If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move. - Added FailedMoveTarget and MoveFailureCount to controller to track movement failures. - Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first). - Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb. - Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now. - Adjusted bot reaction time to seeing new enemies. - Improved bot AI for dealing with lifts and hoverboards. - Bots taunt after winning a match. - Bots now can be fooled by feign death. - Sandstorm has more impact on bots being able to acquire/aim at enemies. -------------------------------------------------------------------------------------------------- Gameplay: - Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues. - Fixed feigning death into/through ForcedDirVolumes. - Fixed grenade effects in water. - Increased hellbender rear turret damage. - Reduced Goliath machine gun spread, plus slight damage increase. - Fixed warfare scoring for locking down a prime node not called "prime node". - Slightly increased momentum taken from damage by mantas and vipers. - Flak, Rocket, and Shock do slightly more damage to manta and viper. - Made sure Hellfire SPMA cannon can't fire through walls. - Increased incoming SPMA fire sound radius. - Fixed impact jumping with hoverboard. - Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible - Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring. - Players now stop moving when they fire the Redeemer guided warhead - Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server. - Disabled attenuation/spatialization on mission briefing sounds. - Fixed stats being recorded for spectators AI: - Improved bot AI with darkwalker. - Tweaked bot voice message frequencies. - Bot aiming tweaks. - Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle. - Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle. Demo playback: - Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached. - Demos can now be paused. - By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change. - Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name - Added a "Delete Demo" button to the demo playback menu. - Demo playback now properly handles rotation when viewing a Pawn in first person. - Fixed looking around while spectating a vehicle. Server Browser: - Implemented "Server History" tab page in server browser, with ability to "lock" favorites on that page. - Added 'Join as spectator' feature. - Server browser uses smaller font to display more servers. - Fixed custom mutators not appearing in server browser. - Fixed custom gametypes not displayed in server browser's window. - Fixed server browser's listed MaxPlayers being incorrect. - Added filter option for dedicated servers. - Fixed server browser showing an incorrect goal score and time limit when the .ini values were used. - Fixed incorrect mutators appearing in server browser details if client & server are not using the same language User Interface: - Can now save settings/progress even if have never created a profile. - Added ping and connect time to scoreboard. - Removed annoying confirmation menu when starting a game. - Removed unnecessary top settings page (can use tabs at the top of the settings to navigate). - Added a Messages tab to the mid game menu. - Friends messages now saved until explicitly deleted. - Finer control over mouse sensitivity, using an edit box instead of a slider. - Added framerate smoothing and FOV options to the advanced video menu. - Increased max players/bots in menus to 32. - Fixed auto switching to vote menu at end of match. - Improved mid game menu performance (don't render world behind it). - Added version number to main menu. - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks). - Filter settings are now saved to the .ini file - Pure and Locked filter options now default to "Any" - Fixed flickering when downloading files - Fixed up the GDF project for Vista HUD: - Added the killer weapon to victim messages. - Fixed flag and orb scaling in minimap at high resolutions. - Fixed node teleporter not showing "You can't teleport with orb" message on clients. - Fixed situations where "get in vehicle" pictograph wouldn't work correctly. - Still draw the clock on the scoreboard after the game is over. - Fixed Duel HUD issues. - - Added the ability to specify custom simple crosshair coordinates for weapons, with new config properties bUseCustomCoordinates and CustomCrosshairCoordinates. To change the crosshair used for all weapons, add the following lines to the [utweapon] section of the UTWeapon.ini file: bUseCustomCoordinates=true CustomCrosshairCoordinates=(U=276,V=84,UL=22,VL=25) where the CustomCrosshairCoordinates have U and V as the offsets into the crosshair texture (UI_HUD.HUD.UTCrosshairs), and UL and VL specify the size of the texture area to use. To use a different crosshair for a specific weapon, simply add those two lines to the appropriate weapon specific section in UTWeapon.ini. Networking: - Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT. - Fixed team scores very rarely not updating for a client. - Fixed bot faction option when running a listen server. - Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default. - Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling. - Bullseye stats are now properly recorded. - Fixed clients not travelling to downloaded maps correctly. - Fixed the client and server getting into a loop sending each other close messages in some situations. - Quick match incorporates player rating into search decision. - Fixed issue where Vista clients would not receive all servers from a server browser search. - Applied proper fix to suppressing voice on dedicated servers. - Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions. - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading) - Fixed losing your custom character mesh after changing teams during a match. - Fixed HTTP redirection for mod autodownloading - Fixed autodownloaded mods not being loaded correctly in some cases - Fixed orb rebuilding not being played correctly on clients if the orb was destroyed by an enemy player - Implemented DUEL match stat reporting for gamespy ladder - Fixed "open" console command not working when an Internet server address is specified - Added "BecomeActive" exec to switch from spectator to player Server Administration: - Reduced tick rate for dedicated servers with no clients (saves CPU on idle servers). - Dedicated servers do not require CD keys. - Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\ - Added QueryPort configuration and command line option. - Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change. - Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command. - Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser. - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others - Updated AdminPlayerList to show the PlayerID of the players on the server. - Updated Kick/Ban to allow for using either the player name or the id - Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server - Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower. Map Specific - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs. - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section. - Fixed some VCTF-Suspense pathing issues. - Fixed issues with circular lift on DM-Deimos. - Fixed translucent mesh sorting issues in DM-Gateway. - Fixed various map collision bugs - Improved bot AI with Leviathan in Torlan Campaign/Co-op: - Fixed a bug that could cause too many bots to be added to co-op matches in some cases. - Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level - Fixed extra copy of a character when a human player leaves a co-op game at the right time. - Changed network loss during single player to result in player signed in locally. Modding: - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array. - Fixed custom gametype midgame menus not being used correctly. - Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work. - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy. - Added support for custom gametypes showing up on their own in the server browser. The game class needs to implement UpdateGameSettings() and call GameSettings.SetStringSettingValue() to set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM. Then, in the gametype's menu .ini data, set GameSearchClass to "UTGameSearchCustom". - Fixed cooking a map sometimes deleting all other mod files in the Published directory - Fixed bPostRenderIfNotVisible flag Jeff Morris Senior Producer Epic Games www.epicgames.com --------------------- TO LEAVE THE LIST --------------------- Write to LISTSERV@LIST.EPICGAMES.COM and, in the text of your message (not the subject line), write: SIGNOFF UT3MODS Nuky <tehnuky@gmail.com> Wed, Jun 18, 2008 at 2:32 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Nice European mirror as always: http://nuky.geektips.org/UT3/UT3Patch3beta2.exe [Quoted text hidden] pbg Admin <pbg.admin@gmail.com> Wed, Jun 18, 2008 at 5:12 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Awesome thanks! [Quoted text hidden] -- www.poweredbygas.net www.greenmechanic.com [Quoted text hidden] Sir Brizz <sir.brizz@gmail.com> Wed, Jun 18, 2008 at 8:13 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com What exactly was fixed? The changelists are identical. Brizz [Quoted text hidden] Jeff Morris <Jeff.Morris@epicgames.com> Wed, Jun 18, 2008 at 9:01 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Things that weren't as fixed as we thought :-). Jeff [Quoted text hidden] Amigos <omihazer@gmail.com> Thu, Jun 19, 2008 at 8:24 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Beta 1 released: 3 june 2008 Beta 2 released: 19 june 2008 After 2 weeks, no changes. Only minor errors that thought that eliminated. Since the mind can get off. After a couple of years will be fine to play this game, but in the meantime, some mistakes! 2008/6/19 Jeff Morris <Jeff.Morris@epicgames.com>: [Quoted text hidden] Anthony McCulley <amcculley@gmail.com> Thu, Jun 19, 2008 at 9:02 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com This list isn't the time nor the place for that sort of criticism. - Ant [Quoted text hidden] Bob Chatman <bob.chatman@gmail.com> Thu, Jun 19, 2008 at 11:22 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com UT3 Crashes out when im conducting local host vctf games when, usually when attempting to fire a vehicles weapon - notoriously on the Raptor, Goliath main gun and the Hellfire SPMA, I have not been playing anything else, and they reproduce on multiplayer games without AI. Bob [Quoted text hidden] deus immortius <immortius@gmail.com> Thu, Jun 19, 2008 at 2:55 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Amigos - It would be retarded to start introducing new fixes into a patch you are trying to release during the beta stage - the idea is to fix issues with the patch, not to introduce new ones. [Quoted text hidden] Wormbo <worm-iu@online.de> Thu, Jun 19, 2008 at 10:56 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Bob Chatman schrieb: UT3 Crashes out when im conducting local host vctf games when, usually when attempting to fire a vehicles weapon - notoriously on the Raptor, Goliath main gun and the Hellfire SPMA, I have not been playing anything else, and they reproduce on multiplayer games without AI. Bob Some additional details (logs and more precice instructions, for example) would certainly help the guys at Epic fixing that issue. Wormbo [Quoted text hidden] scott coxhead <scott.1990@gmail.com> Fri, Jun 20, 2008 at 5:22 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Two bugs. In Patch 1.2 If i typed an ip 'open xxx.xxx.xxx.xxx:xxxx' into the console and it needed a password i would be given a message, this game required you to enter a password. Or im sure it did. If i forget the password now, i get nothing and go back to the main menu. Also i tried to follow a player in my friends list yesterday, only each and everytime to be directed back to the main menu! Maybe they don't have 1.3 or the server didn't run 1.3, but would that really cause me such an issue? [Quoted text hidden] Bob Chatman <bob.chatman@gmail.com> Fri, Jun 20, 2008 at 9:20 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com I sent them through. =) Thx [Quoted text hidden] Jeff Morris <Jeff.Morris@epicgames.com> Fri, Jun 20, 2008 at 10:44 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Hi Bob. Are you saying these instabilities were introduced in v1.3? In other words, you never experienced these kinds of crashes on v1.0-v1.2, but only since applying v1.3? Thanks. Jeff From: UT3 Mods [mailto:UT3MODS@LIST.EPICGAMES.COM] On Behalf Of Bob Chatman Sent: Friday, June 20, 2008 12:20 PM To: UT3MODS@LIST.EPICGAMES.COM Subject: Re: [ut3mods] UT3 v1.3 Beta 2 Now Available I sent them through. =) Thx [Quoted text hidden] Bob Chatman <bob.chatman@gmail.com> Fri, Jun 20, 2008 at 11:06 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com To be fair, i didnt play VCTF until about a month ago after upgrading my computer to quad core, so i didn't test it out too heavily before then, but yes, this instability is since i added the beta patches. It usually occurs about 8 minutes into gameplay, if that helps, although its occured promptly (within the first minute) of joining the game. The issues may be system related, but no other OpenGL or DirectX games have issues on my system. It may be important to also note that the issues are intermittent. I was able to play, the other night, after it crashed 4 times in a row, for a full hour before it resumed crashing. The server has no mods/mutators and changed maps alternating between suspense, sandstorm, and containment. Computer Specs: AMD Phenom 9500+ XP SP2 2GB DDR2 800mhz RAM BFG 8800 gtx oc .: Bob [Quoted text hidden] Jeff Morris <Jeff.Morris@epicgames.com> Fri, Jun 20, 2008 at 12:08 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Thanks Bob, we’ll try to repro it locally. Can you do it solely offline with bots or does it need to be online? Jeff From: UT3 Mods [mailto:UT3MODS@LIST.EPICGAMES.COM] On Behalf Of Bob Chatman Sent: Friday, June 20, 2008 2:07 PM [Quoted text hidden] [Quoted text hidden] Bob Chatman <bob.chatman@gmail.com> Fri, Jun 20, 2008 at 12:30 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com The Logs i sent you are from last night offline with bots. [Quoted text hidden] scott coxhead <scott.1990@gmail.com> Sun, Jun 22, 2008 at 7:22 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Another issue, when entering a game via ip in console i get redirected to the main menu, it makes no attempt to join the game. [Quoted text hidden] Alexander R <unreal436@googlemail.com> Sun, Jun 22, 2008 at 11:59 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com yea i noticed that too. this happens all the time when the server is already full. 2008/6/22 scott coxhead <scott.1990@gmail.com>: [Quoted text hidden] [Quoted text hidden] scott coxhead <scott.1990@gmail.com> Sun, Jun 22, 2008 at 1:51 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Its happening to me on empty and half filled servers though :/ 2008/6/22 Alexander R <unreal436@googlemail.com>: [Quoted text hidden] [Quoted text hidden] Miles Asvachin <MrEvil@blueyonder.co.uk> Sun, Jun 22, 2008 at 3:34 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com This is happening to me too, but all the time, not just when joining by IP address. This error appears in the log: Log: Pending connect to 'xxx.xxx.xxx.xxx/UTFrontEnd?name=Player?team=1?Class=' failed; Server is already at capacity. so it happens when there previously would have been a "server full" message displayed. Miles. [Quoted text hidden] scott coxhead <scott.1990@gmail.com> Tue, Jun 24, 2008 at 7:26 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Log: Browse: 85.236.100.217:10577/UTFrontEnd?Name=Cr4zyB4st4rd.jW?team=255?Class= Init: WinSock: Socket queue 32768 / 32768 NetComeGo: Close TcpipConnection_0 85.236.100.217:10577 06/24/08 15:23:35 Log: -->"No connection" error ScriptLog: UTEntryPlayerController::QuitToMainMenu() - Quitting to main menu. ScriptLog: UTPlayerController::QuitToMainMenu() - Cleaning Up OnlineSubsystem, ControllerId: 0 ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. ScriptLog: ------ QUIT TO MAIN MENU -------- Log: Pending connect to '85.236.100.217:10577/UTFrontEnd?Name=Cr4zyB4st4rd.jW?team=255?Class=' failed; You need to enter a password to join this game. The logs show me i forgot to enter a password, but the game itself when i do. Doesn't show any error. [Quoted text hidden] Miles Asvachin <MrEvil@blueyonder.co.uk> Thu, Jul 3, 2008 at 10:14 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Here are some bugs that are still present in 1.3. I can't remember if these have been mentioned before: * When picking up armour, both armour and ammo counts on the HUD are pulsed instead of just armour count, and picking up ammo pulses nothing (UTHUD.DisplayAmmo uses ArmorPulseTime instead of AmmoPulseTime). * A multiplayer game with no bots and one human player will gain one bot when the player leaves. * Can hammer-jump over gates behind flag in blue base of VCTF-Kargo to get outside map. * Log spam when locking a node with the orb. Always happens when the round ends, and sometimes during the round too. ScriptWarning: UTOnslaughtPowernode_Content WAR-Islander_Necris.TheWorld:PersistentLevel.UTOnslaughtPowernode_Content_1 (Function UTGame.UTOnslaughtPowernode:VerifyOrbLock:0056) Accessed None 'CheckedFlag' * No "back" button in favourites menu. And a new one that didn't exist before 1.3: * Can no longer grab hoverboard in multiplayer games (i.e. pressing fire while jumping). It may only happen with high ping or when playing on 1.2 servers, because it works offline and when I try it on a local server. Miles. [Quoted text hidden] Michael _Lynx Sokolkov <unreal-pz@narod.ru> Thu, Jul 3, 2008 at 2:00 PM Reply-To: Michael _Lynx Sokolkov <unreal-pz@narod.ru> To: UT3MODS@list.epicgames.com Hello, Miles. > And a new one that didn't exist before 1.3: > * Can no longer grab hoverboard in multiplayer games (i.e. pressing fire > while jumping). It may only happen with high ping or when playing on 1.2 > servers, because it works offline and when I try it on a local server. This was confirmed in servers' list before as being the incompatibility issue between 1.2 servers and 1.3 clients. Epic modified the hoverboard netcode and it results in that issue. It shouldn't pose a problem when 1.3 will be released. -- Best regards, Michael "_Lynx" Sokolkov mailto:unreal-pz@narod.ru [Quoted text hidden] Steve Polge <Steve.Polge@epicgames.com> Thu, Jul 3, 2008 at 2:13 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com > And a new one that didn't exist before 1.3: > * Can no longer grab hoverboard in multiplayer games (i.e. pressing fire > while jumping). It may only happen with high ping or when playing on 1.2 > servers, because it works offline and when I try it on a local server. >This was confirmed in servers' list before as being the incompatibility issue between 1.2 servers and 1.3 clients. Epic modified the hoverboard netcode and it results in that issue. It shouldn't pose a problem when 1.3 will be released. It's an unavoidable side effect of a fix which will make hoverboarding significantly smoother in net games on 1.3. - Steve [Quoted text hidden] Sir Brizz <sir.brizz@gmail.com> Thu, Jul 3, 2008 at 2:19 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Steve, I know you wrote about this somewhere else, but I simply cannot find it anymore. Can you explain the two "Demo Guy" problems that exist so I can at least tell people what the cause of it is? Thanks Brizz [Quoted text hidden] zero one <ndpzero@gmail.com> Tue, Jul 8, 2008 at 4:57 PM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com Crosshair scaling is broken when using CustomCrosshairCoordinates. By broken I mean the crosshair stops down scaling half way on the slider. It's not scaling the crosshairs small enough. For example I like a very small ring, not a dot but a ring "O". In 1.2, I could scale it down to the perfect size. However in 1.3, it's way to big and the scaling property won't let me downsize it enough. For some reason the LinkGun still scales like it should be, like it did in 1.2. Thanks. [Quoted text hidden] Amigos <omihazer@gmail.com> Wed, Jul 9, 2008 at 2:49 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com How use CustomCrosshairCoordinates for a Super shock? In my config don't exists this line [Quoted text hidden] paul dalessi <paul_dalessi@hotmail.com> Mon, Jul 14, 2008 at 10:27 AM Reply-To: UT3 Mods <UT3MODS@list.epicgames.com> To: UT3MODS@list.epicgames.com i'm not sure if this is specific to this version, or if this even a bug, and i'm just being a mongloid here, but i'm missing the dropdown box where i can select animsets in the skeletal mesh editor. right now, every single skeletalmesh i import and want to edit gets dumped into the orb dispenser animations. if i want to import animations via that window, i get an error telling me i can't perfo -+-+_ |
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neil, your post is kind of a double edged sword....one might wonder why epic released a game which needed so many fixes in the first place. Of course sum of all those problems fixed are anywhere near as bad as the soundloop is itself.
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If you compare Ubisoft to Epic, Ubisoft is pretty pathetic. I always supported them but i cant really cover their @$$ here. To me, they seem lazy, like they barely want to do any work other than release another "would-be-great-IF-it-was-finished game".
They are starting to look like a joke, I only hope more developers take notice so that they point the finger at Ubi and insult them on their pathetic way of business. I wish this cause i think it might be the only thing other than near bankruptcy that will make Ubi get their **** together. |
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UT3 might have complaints (and I know it does, believe me) But Ubisoft vs. Epic? PLEASE!
Epic totally wins at tech support. Does Ubisoft release beta patches weekly? I didn't think so. Does Ubisoft offer IRC chatrooms for gamers to post problems about their custom content and have AT LEAST TWO (sometimes even THREE) Epic Inc. developers come in and offer REAL advice to its customers? Does Ubisoft apologize for its inconvenience? Well, yeah it does. Does Epic apologize for its inconvenience? Nope, Epic gives you FIXES IMMEDIATELY instead! :P -+-+_ |
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Viva La Unreal Tournament!
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You know that Epic has done the exact same thing in the last UT2004 patch?
The pirate hack is property of UBISoft so if they want to take it and release it they can legally do it. Could you give me the cliff notes version of the newsgroup copy/paste. ------------------------------ http://www.squadgames.com Home of the PC Rainbow Six prize Tournaments. Vegas 2 tournament TBA. |
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What really ****es me off is that it makes Montreal look bad.(I live here as does Ubi hq).
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Ubi headquarters are actually in France (same with Vivendi). Small and upstart companies like Stardock and BFS are gonna wipe the floor with big companies though. While they might not sell millions and millions of copies of their games, they listen to their fans and create games that their fans want and at least Stardock doesn't include BS copyright protection schemes, but they do not fix it so pirates can play easily. "Do not build your community around a game.... Build your game around a community" "Wearing a cup won't help either" Hatchetforce Staff GhostRecon.net | Aggression WhiteKnight77 | Blackfoot Studios |
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UK Forum Manager |
This subject has already been raised and discussed at length and Ubi Vigil has stated that the matter is under investigation.
Please do not re post threads which have already been locked. Thanks |
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