Version Notes 2015 05 01

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Unreal Tournament Release Notes

Version notes for build released 5/1/2015



TLDR: Major Changes This Build:

  • Enhanced Spectating System and Casting Guide.
  • Capture the Flag polish.
  • New Start Match flow.
  • Lots of level updates, particularly for CTF-BigRock and DM-Vortex.
  • Weapon balance and movement tweaks.
  • Improved support for code mods.
  • Bot AI and pathing improvements.
  • Hub redirect support for custom content hosted on Hubs.
  • Lots of animation improvements.

Levels

  • Added 10 spectator cameras to all CTF and DM maps.
  • Fixed KillZ issues on various maps.
  • Rebuilt paths in CTF-Blank and CTF-Dam.
  • CTF-Bigrock
    • Swapped bio/link on planetbuster side.
    • Rebuilt pathing.
    • Added some minor outdoor post process to help differentiate regular/low grav.
    • WeaponShield improvements: added outline to material, replication fixes, trigger ripple FX on pawn entry/exit.
    • Fixed Bigrock WeaponShield at high pings.
  • CTF-CrashSite
    • Removed boots.
    • Reworked ship flag room.
  • DM-Overlord
    • Rebuilt all.
  • DM-Outpost23
    • Added more health pickups.
    • Rebuilt paths.
  • DM-Vortex
    • Swapped keg for shield belt.
    • Added ramp above berserk and moved beserk near a ledge you can get shot off and killed.
    • Placement pass for ammo, moved it away from guns in most cases.
    • Tweaked redeemer/sniper elevator so it's a little easier to reach redeemer with lift jump.
  • DM-Focus
    • Fixed awkward forced slope dodge near stinger/ThighPads.
  • DM-Tuba
    • Removed rogue shock rifle.
  • BasicTraining
    • Fixed translocator course mouse indicator.
  • DM-Lea
    • Lighting updated.
    • Collision updated.
    • Misc. bug fixes.
  • Example Map
    • Added jumppad and lift sections to example map.
    • Replaced all hacky text actors with info frame bps which now support custom color.
  • Level Tutorial Map
    • Added missing level preview shot.
    • Added nav volume so bots behave properly.

Weapons

  • First pass hidden weapon support.
  • All weapon related traces are now per poly.
  • Impact Hammer switch times reduced.
  • Impact Hammer charge to full jump cut from 1.0 to 0.5 seconds.
  • Slightly increased impact hammer range.
  • Fixed impact hammer alt-fire inconsistently applying kill credit when a blocked projectile kills its shooter,
  • Link Gun beam pull pulse now costs an additional 2 ammo per activation.
  • Reduced link beam lockdown a little more.
  • Reduced Link Gun starting and max ammo.
  • Removed knockback on link primary.
  • Slightly reduced link beam ground friction/acceleration effect.
  • Slightly increased link beam ammo usage.
  • Improved visibility of link gun beam pulse effect.
  • Slightly reduced Shock ball damage.
  • Slightly reduced Stinger alt fire rate and reduced stinger shard imparted momentum.
  • Improved stinger shard visibility.
  • Fixed stinger shard not affecting ragdolls on clients.
  • Reduced Rocket Launcher crosshair size.
  • Reduced seeking rocket adjustment rate, but they now lead their target.
  • Loaded rockets seek target hit by lead rocket.
  • Fire all loaded rockets/grenades when feign death.
  • Fixed a few third person rocket launcher display issues.
  • Translocator was creating a MID every BringUp, only need to create one in construction script.

Capture the Flag

  • Now show in-world flag status indicator for players: shows enemy flag, enemy base, and your flag base (shows whether your flag is there or not).
  • Improved CTF overtime and halftime announcements.
  • Improved the CTF scoring Plays display.
  • Added CTF ELO skill rating support.
  • Fixed CTF flag denied message.
  • Fixed flag held icons flashing twice as fast if both flags held.
  • Added Assist reward announcement for players who assisted flag cap.
  • Hooked up flag pickup/dropped sounds.
  • Added scoring reward messages for CTF.
  • Adjusted flag offset on back to not clip into player mesh.
  • Red and Blue flag captures each have their own riff.
  • Fixed match status string at end of CTF match.
  • Fixed rare CTF bug checking for advantage at the end of a half.
  • Fixed gravity getting clamped on the flag.
  • Revised individual scoring for CTF (first pass).
  • Fixed flag returned messages when delayed because of "Denied" announcement.
  • CTF player scoring handled in its own object.

Movement

  • Reduced player capsule radius.
  • Lowered base eyeheight.
  • Reduced braking deceleration when walking.
  • Reduced GroundFriction.
  • Reduced auto sprint delay.
  • Fixed growing capsule too big if crouch right when coming out of slide.
  • Removed prototype water force code from character blueprint.
  • Added MaxRelativeSwimSpeed property to UTWaterVolume, specifies the max swimming speed relative to the water current.
  • Fixed character going into Falling after teleporting into water.
  • Fixed infinite recursion crash if dying by falling damage while in feign death.

Networking

  • Fixed lifts resetting to start position sometimes when landed on in net play.
  • Fixed client thinks another character is falling right on lip of ledge because of position replication precision issues.
  • Fixed other players looking crouched after they recover from feign death.
  • Process move acks during feign death so client move buffer doesn't overflow.
  • Fixed network mismatch with flags' falling state in some cases.
  • Allow pausing when no remote players are connected, even if technically in server mode.
  • Improved client-side smoothing of other players' positions.
  • Improved smoothness of player beacon positioning in net games.
  • Fixed server logspam when client sends an RPC referencing an object that the server destroys before the RPC arrives.

HUD and Scoreboards

  • Fixed player beacon opacity, font size and name positioning.
  • Player beacons now show health and armor.
  • Increased time spent reviewing end of match.
  • Show winner name at end of match.
  • HUD and scoreboard clocks show elapsed time of overtime.
  • ElapsedTime does not tick up during halftime.
  • Fixed FHudRenderObject_Text::GetSize() - Thanks TimEh
  • Tweaked pre-match ready up text.
  • Moved READY on CTF scoreboard to avoid overlapping names.
  • Can now un-ready by pressing fire again.
  • Fixed Setname not updating name shown on scoreboard right away.
  • Fixed ammo counter opacity.
  • Hooked up chat message sound.
  • Fixed a crash if you select a not-logged in player in the scoreboard.

Audio

  • Added new Announcer Audio.
  • Added kill stingers.
  • Fixed broken Powerup Ambient audio.
  • Fixed broken ambient on Invis pickup.
  • Added new ambient audio for UDamage.
  • Increased Armor impact volume.
  • Don't play armor hit sound if damage type is not blocked by armor.
  • Don't play regular pain sound if damage type doesn't cause blood (i.e. drowning).
  • Updated audio for Flak Pickup/Raise.
  • Moved UI sounds into appropriate sound group.
  • New UI audio.
  • Added stingers when other players' spree messages are displayed.

Hubs and Server Browser

  • Hub redirect support for custom content hosted on Hub.
  • When a network travel failure is detected, notify the hub so the player can be removed from the game they were trying to join.
  • Fixed server browser ignoring the gametype filter.
  • Fixed the server browser not updating the map that is playing.
  • Retry waiting on defunct linux processes every 60 seconds to clean up zombie hub server instances.
  • Added a right click menu to allow people to spectate hub matches as a temp solution until the live match menu is done.
  • Server Browser sorting fixed.
  • Fixed a potential hub UI crash.
  • Moved the basic Rcon access support to UTBasePlayerController so hubs can use it.
  • Added RconKick <UserName or UniqueId> <ban=true|false> <reason>.
  • Fix for Quickmatch.
  • Don't allow the player to change the game mode once they have launched an instance.
  • Fixed aborting a launching match.
  • Updated Instance beacons to support hub map lists.
  • Fix for quickmatch instances not shutting down right.

Effects

  • Added persistent jump boots foot effects while holding boots.
  • Loaded bio rifle globs don't cast shadows.
  • Updated shockcombo explosion to have a sphere instead of ring.
  • Tweaked combo fx to match effective radius.
  • Increased gib central blood effect scale.
  • Improved clarity on armor hit effect.
  • UTReplicatedEmitter uses Instigator for attachment if Owner not set, since blueprints can't set Owner on spawn.
  • Added UTPersistentReplicatedEmitter for replicated emitters that aren't fire and forget.
  • Polished JumpPad bounce FX & directional indicator.
  • New damage amp weapon effect,
  • Added fixed version of fresnel, updated shockball core to use new mf.
  • Large bio goo now spawns large decal.
  • Tweaked size and shape of landed goo and its collision (fixed the relative scaling issues).
  • Large landed goo now emits light.
  • Projectile explosions now set the particle parameters "DamageRadiusScalar" and "DamageRadiusVector" on their explosion effects so that any particle systems can be set to scale to the gameplay damage radius.
  • Combo FX now uses "DamageRadiusVector"
  • Improved visibility of armor hit effect when hitting with multiple hits within one server frame (commonly happens with flak).
  • Projectile light component LOD uses same function as projectile emitter lights for deciding whether to turn off.

Enhanced Spectating System

  • NOTE: Using "Predict 0" (entered in the console) may improve your spectating experience for internet spectating.
  • New TacCom system for spectators, toggled by PageUp key..
    • See through walls player overlay.
    • Shows Powerup timers at any distance.
  • New player list slideout bound to numpad Plus.
    • Displays number bound to player view, player name, health, armor, powerups, and flag held.
    • Players flash if they are currently in action.
  • Spectator help menu, bound to Enter, show list of all available spectating binds.
  • Numpad number keys are now bound to world camera positions, using UTSpectatorCameras placed by level designers.
  • Lots of improvements to camera transitions.
  • Lots of improvements to following players.
  • Now shows the name of player you are spectating.
  • Added custom bind system for spectating binds.
  • Keyboard number keys are now each bound to viewing a different player (1-5 red team, 6-0 blue team).
  • Added ViewFlag exec. View red flag is bound to / and View blue flag is bound to * on numpad.
  • Added ViewProjectile exec, bound to PageDown. Views last projectile fired by currently viewed player.
  • Added ability to toggle behindview while spectating, bound to numpad Minus.
  • NextWeapon/PrevWeapon (bound to mousewheel by default) now change camera distance when spectating in third person, or movement speed when flying a spectator camera through the level.
  • Fixed spectator cameras getting frozen and reset at half time.
  • Replicate player armor for spectating, show it on first person HUD.
  • Spectator in free cam can now switch to watching closest visible player, bound to backspace.
  • Show all player beacons to spectator with separate max distance for spectator viewing player beacons.

Casting Guide

  • Casting Guide spectator shows labelled views (including keybind to access) of many cameras.
  • Use ?CastingGuide=1 on the command line to connect as a casting guide.
  • Spectating player commands use consistent IDs across all clients so that the casting guide's displays are consistent with other spectators.
  • Casting guide default views can be set in the client .ini, defaults views 5 and 6 to view the team flags.

New Start Match flow

  • Starting a game in the hub vs starting a single player or lan game now utilizes the same code path.
  • Game rule sets allow easy selection of common game rules configurations.
  • Hub admins can add their own game rule sets to their hubs.
    • LG IG CTF is an example in DefaultRules.ini so admins can see how to set their own rules.
  • Organized game rules into multiple tabs.
  • Added graphical map list creation interface as part of match creation flow.

Animation

  • Added new running for rifle with one handed versions and dual blendspaces, WIP.
  • Updated rifle idle pose and aimoffsets.
  • Added anims and support for running transitions while holding rifle. Start to stop, stop to start and change direction transitions.
  • Updated Run_Strafe_Bwd_Rif so leg doesn't overextend IK.
  • First pass IK added for female arm length.
  • Added footstep notifies to all running animations
  • Added upper body blend mode when in crouch idle state to allow pistol and dual pistol posing while crouched.
  • Changed Jump_Rt_Rif anims to take the left hand off the gun like all the other jumps to prep for IK rules.
  • Added IK for holding rifle with different arm proportions.
  • Changed blending values in run direction blendspace.
  • Some renames of running assets for organization with new dual blendspace run scheme.
  • Anim blueprint cleanup.
  • Deleted old out of date anim blueprints, blendspaces and animations that should no longer be in use.

Engine and Editor

  • Fixed splitscreen rendering.
  • Fixed multi-client PIE crash.
  • Back to Test config for everything.
  • Put LODBias in for textures, first pass, everything down to 2048 max.
  • Don't force path rebuild on save and instead show a warning if paths are out of date.
  • Fixed selecting 'build paths' in the editor menu not building jump paths right away
  • Fixed ingame "navmesh needs to be rebuilt" message not appearing in the proper situations.
  • Build geometry no longer triggers a navigation rebuild when auto update navigation is not enabled.
  • Fixed a case where path building was using blocking mode when it shouldn't.
  • Fixed some cases of pathing being built in inaccessible areas.
  • Fix editor build stripping non-pdbs.
  • Merged blueprint inherited component fixes.
  • Changed ModifyDamage() event signature to work around blueprint compiler bugs.
  • First pass at a mesh scatter tool.
  • Added an ApplicationStart and ApplicationStop analytic event.
  • Avoid stats operations while in PIE or standalone games.
  • Disabled obsolete non-uniform collision map warning.
  • Fixed rare debug mode crash.
  • Fixed a float precision issue that prevented some jump paths from being generated correctly.
  • Display a progress bar for jump path generation.
  • Deleted obsolete effects properties from UTProjectile.
  • Improved "show navigation" view in the editor to more clearly show node areas and individual connections.

Mod support

  • UNREALTOURNAMENT_API for everything.
  • Fixed redirector crashes.
  • Send map checksum when cloud sharing maps.
  • Don't add Content/Paks to cloud share array.
  • Moved blueprint replicated property handling to UBlueprintGeneratedClass instead of an inaccessible static (mod/plugin support).
  • Exposed some game rules to blueprint defaults.
  • Mutators default to Game.ini.
  • bForceRespawn make EditDefaultsOnly and config file accessible

UI

  • Allow ESC to close the login dialog.
  • Fixed a crash with people spaming ESC while starting match.
  • Changed "return to main menu" UI to invoke console command "disconnect" so it uses a non-hardcoded default map and correctly discards existing URL options.
  • Fixed being able to open duplicate mutator config menus from the create game panel.
  • Added a socal settings menu.
  • Added the ability to suppress toasts when in an online game.
  • You can now change the enable/disabled state of UTDialog buttons.
  • Made the GameSetup dialogs disable their Ok/Play/Lan buttons until a ruleset is picked.
  • Fixed the input password dialog box.
  • Restored the HUD Settings dialog and updated it to the proper styles.
  • Moved FOV setting to player settings; it is now saved in the profile.
  • Fixed attachment preview on player mesh in player settings UI.
  • Added Taunt preview to player settings UI.
  • When launching a lan match from within the UI shut down any existing lan matches before starting.
  • Removed HUD Settings from the HUB lobby menu since it doesn't apply.
  • Updated SUTButton to support setting the Pressed/UnPressed state

Misc. Gameplay

  • Different rules for telefragging by teleporter and translocator - if teleporter, no min overlap, and shieldbelt doesn't block telefrags.
  • Don't give kill credit for environment kills caused by teammates.
  • Only allow one physics constraint on a ragdoll at a time to avoid breaking the physics.
  • Fixed drowning giving the "fell to death" message.
  • Fixed characters continuing to take drowning damage after they are dead.
  • Fixed player restart not respecting MinRespawnDelay.
  • Jump boots respawn time increased to 45 seconds.
  • Instagib mutator no longer removes jump boots.
  • Arena mutator spawn protection reduced to 0.5 seconds.
  • Added cylindrical lift variant.
  • Don't throw enforcer on feign death
  • Fixed another crash when playing wrong gametype for map.
  • Fix crash on exit if touching a jump pad.
  • Fix for jump pad touching crashing garbage collection.
  • Fixed spree ended message not displayed if the player reached a spree level of rampage or higher.
  • Fixed taunt2 not checking entitlements.
  • Suicide on changing player character while feigning death due to physics issues (and really, why would you do that).
  • Fixed a case where you could evade fall damage recovering from feign death at just the right moment.
  • Player visual changes (team skin, player mesh, etc) don't affect prior corpses.
  • Make sure health is 0 before death handling.
  • Skill token persistently saved during basic training
  • Tweaked SkillToken ambient sound.
  • Skill Tokens destroy properly on clients.

Bots

  • Fixed offensive bots not correcting returning the friendly flag when it is dropped.
  • Fixed bots getting confused after halftime of asymmetric CTF maps.
  • Fixed bots dodging off the world in some edge cases.
  • Fixed case where bots would get stuck near the end of a squad alternate route.
  • Improved bot handling of teleporting objects.
  • Improved bot pathing through and around jump pads.
  • Mark bots ready to play immediately.
  • Fixed bots' bio rifles showing the 1p bio glob effect.
  • Fixed multiple bot aiming bugs that prevented them from properly applying aim error in various situations.
  • Fixed bot crash when trying to play CTF on an unsupported map.
  • Fixed bots not consistently targeting the correct spot on players who are feigning death.
  • Fixed bots requested by name not readying up.

Cosmetic Items

  • Now have fall-back default leader hat for leaders to use if they haven't selected a hat.
  • Fix cosmetic crash if they don't have a primitive component.
  • Can remove hat during game using player settings menu.
  • Hair morph target support.

Stats

  • Save score in stats
  • Fixes to avoid writing blank stats.
  • Revamped the way that dropped players get stats written so they will do ELO calculations.

Previous Version Notes