Version Notes 2015 07 29

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Unreal Tournament Release Notes

Version notes for build released 7/29/2015



TLDR: Major Changes This Build:

  • New Rocket Launcher WIP mesh.
  • Substantially improved scaling and FOV distortion for all first person weapons.
  • Reworked training missions with improved menu and levels.
  • Replay watching improvements, including the ability to take high res screenshots, and record and upload videos to YouTube.
  • Improvements to spectating and to spectator slide out.
  • Added Showdown - experimental round based duel prototype.
  • Stats improvements, including adding movement stats.
  • New kill feed in upper left corner of HUD.
  • Improved Player Cards, now including match stats.
  • Significant updates to CTF-Volcano and CTF-Lance.
  • Improved character animations, especially wall running.
  • BSP editing improvements.
  • Performance improvements.
  • Improved Quickmatch functionality, with streamlined UI and skill matching.
  • Improved match creation and map vote interfaces.
  • Improved custom content support for Hubs.

Levels

  • CTF-Volcano
    • No longer need to jump to get udamage.
    • Volcano redeemer moved behind and below the flag at bottom of magma chamber, safer firing position.
    • Moved shield belt to a more central position, as close to balanced as possible.
    • Moved keg on top of central cliff.
    • Each base now has a chest armor, commitment needed to get each of them.
    • Slightly adjusted rock materials for more clarity of movement speed and scale.
    • Fixed kill volume accuracy in volcano base.
    • Moved temple rocket launcher away from the flag room, now is located on the left entry door to help reduce splash spam
    • Gave temple team thigh armor in flag room, where rocket launcher used to be.
    • Opened up the main temple flag room a little, more room to dodge rocket spam!
    • Moved keg to left path to encourage its use.
    • Fixed 1 second additional delay when lava sinks back into floor after eruption, now it works as intended.
    • Added a little more cover to the left route.
  • DM-Vortex
    • Replaced lifts with generic mesh so pivot is correct for ai pathing.
    • Fixed the button blueprint used in Vortex to work for all projectiles and not needlessly call some RPCs.
    • Fixed bot paths.
  • DM-Column
    • Removed sniper ammo from top elevation, moved UDamage to a lower area and replaced it with a keg.
  • CTF-Lance
    • Increased height of tower by 400 units.
    • Raised water slide jump so it's inaccessible from ground below.
    • Brightened up lighting a bit
    • Layout/lighting polish.
    • Raised lower base up and reduced vertical distances, more space to dodge and less steep ramps.
    • Changed top of tower to single steep ramp, made steep glass surface on tower base slippery.

Weapons

  • Added WIP 40% complete Rocket Launcher prototype mesh, materials, & animations.
  • All first person weapons have panini distortion applied so they look consistent regardless of FOV
  • All first person weapons have better lighting since they can be drawn larger without clipping because of new material effect.
  • Adjusted positioning of all first person weapons.
  • Hooked up first person arms mesh; weapons can decide to use it or not by setting HandsAttachSocket.
  • Fixed starting with impact hammer incorrectly when auto switch on pickup is turned off (again).
  • Slightly reduced rocket damage radius.
  • Slightly reduced shock combo damage radius.
  • Guided redeemer temp HUD overlay.
  • Fixed detonating with weapon fire remote controlled redeemer missile.
  • Fixed redeemer missile not disappearing immediately when exploding.
  • Reduced shock beam imparted momentum.
  • Significantly reduced flak imparted momentum.
  • Slightly reduced rocket imparted momentum.
  • Tweaked flak shard impulse z momentum.
  • Slightly reduced main flak shard max bonus damage.
  • Increased flak shard damage attenuation at long distance.
  • Don't bounce flak shards after 1 second.
  • Fixed point blank flak not gibbing consistently on clients
  • Increased translocator disk health.
  • Translocator disk bounces off impact shields.
  • Made it easier to telefrag feigning death players.
  • Adjusted redeemer position when holstered.

Movement

  • Reduced max camera roll during wall slide.
  • Fixed bug that was causing players to engage wall slide trying to get out of water or mantle up.
  • Fixed issues with getting out of water.
  • Improved swimming movement behavior at water surface.
  • Clear falling state properties when fall into water. Fixes getting stuck in wall slide underwater, and various other jumping/dodging related bugs that occurred on first jump/dodge after falling into water.
  • Fixed ProcessLanded() not being called if went from falling to landed through a teleport. Fixes falling state properties not being cleared when translocate while falling.
  • Damp velocity when enter water fast.
  • Slightly increased floor slide speed, and decreased deceleration from initial floor slide speed.
  • Wall run starts earlier while still rising.
  • Slightly reduced how long player can wall run on sloped wall.
  • Make sure crouching players are limited to crouch walk speed.
  • Added new option to control settings allowing players to turn off slide from run (so crouch button makes your crouch rather than slide if you are moving on the ground).

Networking

  • Fixed rarely erroneously firing weapon client-side on bring up.
  • Fixed double combos in network games.
  • Don't mix client-side and server-side combo hit detection.
  • Fixed rare case where impact hammer alternate fire would persist forever on clients.
  • Don’t send clients to MatchState::LeavingMap so failed travels don't get stuck in the state.

HUD and Scoreboards

  • New Kill feed in upper left corner of HUD.
  • Added more fun self kill messages.
  • Now allow 3 death/reward messages to display, stack up rather than down.
  • Console death messages now start with killer name.
  • Desaturated health and armor numbers on HUD.
  • Fixed text scaling in DrawText() of UTHUDWidget.
  • Tweaked weapon bar ammo bar colors.
  • Don't show long binds on weapon bar.
  • Adjusted scoreboard header and footer to work better with mid game menu.
  • Clear scoreboard selection when bring up playercard.
  • Don't count replay capture spectator as a spectator in scoreboard.
  • Added jumpboot activation message.
  • Set the Scoreboards, Spectator and SpectatorSlideout widgets to ignore the hud scale.
  • Added the ability to change the scale of the powerup display.

Characters and Animation

  • Added additive base and rifle wall running that is directional so that the player faces where aiming while running on the wall (running backwards and forwards with aiming supported).
  • Fixed wall run not playing correctly on clients.
  • More running transition work, should have less spinning around now. Strafe is forced when crossing -180/180 threshold and run/backpedal have been separated into their own states with new rules.
  • Added footstep notifies to additive base runs.
  • Reduced angle to 140 from 160 needed to trigger backpedal as well as some anim bp changes for run transitions to reduce upper body spinning around.
  • Added animations for dual pistol wall run support.
  • Updating animations and anim blueprint to support additive crouching movement, currently only rifle pose is checked in.
  • Some improvements to feign death recovery.
  • Added new character variants to game (Thundercrash Taye, Picard, Riker, Deslok, Radcliff. Black Legion Sammael, Thannis, Grail, Judas).
  • Default character is now named "Taye".
  • First person arms for Malcolm and Necris.

Stats

  • First pass of movement stats:
    • Added stats for lift jumps, wall runs, and impact jumps.
    • Added stats tracking for slide and wall run distance.
  • Added stats tracking for telefrags.
  • Fixed page numbering for scoreboard stats pages.
  • Added individual and team stats for score per minute.
  • Fixed team stats replication.
  • Stats html page uses jquery toggle to tidy up display.
  • Replicate Inactive PRIs for match stats so top player who just left still gets credit.
  • Added GameState stats map to collect match stat totals
  • Now have stats for how many times a timed powerup is grabbed.
  • Moved inventory stats increment to the pickup base so you can still get a pickup credit even if you already have the inventory
  • Changed some gametypes into friendly names in stats view.
  • Fixed sprees not being recorded in stats properly
  • Fixed translocator image on stats page
  • Upload more match stats to the backend.

Hubs and Servers

  • Made ServerName and ServerMOTD GlobalConfig.
  • Updated hub gametype descriptions.
  • Fixed crash in SUWGameSetupDialog::BuildCategories().
  • Added code to force kill a find session when launching into an instance.
  • Fixed disconnected client respawn crash.
  • Made UI a little more robust to bad ruleset data.
  • First pass at new map lists for game rules sets.
  • Fixed Dedicated instances not getting the proper GameInstanceGUID.
  • Fixed DM-Lea not showing up on hubs for selection by players who have the entitlement for it.
  • Added ServerRefreshCheckpoint and set it default to 24hours. This will cause a hub to refresh itself if 100% empty after 24 hours.
  • Fixed server not sending their flags to the MCP.
  • Added additional code to check if a match is full for both players and spectators in a hub.
  • Fixed custom matches in the hub not properly setting the bTeamGame flag.
  • Fixed crash in a client that doesn't have a map that is selected in a hub.
  • Fix for instances not timing out.
  • Game rules now have manually controlled map lists with a set # of slots.
  • Custom games still offer all available maps in a given game type.
  • Rules are more configurable (admins can now remove Epic rules from their hubs).
  • Changed the style on the map selection button to be more visible.
  • Made the LAN and Password server icons white to match the colors.
  • Added -LAN to denote a lan server.

Training

  • New training UI, with persistent storage of best training mission runs.
  • Visual pass on training levels.
  • Training map flow improvements.
  • Ghost character system to support showing players exactly how to perform training tasks. Will also be useful for machinima.

Player Cards

  • Added current match stats to player card.
  • Player card information now organized into tabbed pages.
  • Add country flag to player card.
  • Added buttons for cycling through player cards of players in the match.
  • EpicID is shown on the player card.
  • Don't show kick button on playercard of bots and yourself.

Chat

  • Limit max chat message frequency to stop aggressive users.
  • Moved the clickable chat icon from the right end of the chat bar to the left end.
  • Added some solid background colors to make friend’s chat window easier to see.
  • Removed player name from System and MOTD chat destinations.
  • Allow chat in standalone games.
  • Fix for Friends and Chat invite crash.

QuickMatch

  • Initial implementation of assessing beginner status for quickmatch (using skill rating and number of matches played).
  • Beginners quickmatch into beginner hubs, non-beginners into non-beginner hubs.
  • Faster Quickmatch without joining a hub first..
  • Adjusted quickmatch tradeoff between ping and matched players.
  • Fixed Quickmatch going south when it attempted to connect you into an instance that was still starting up.
  • Added a delay so that you can't abuse the quickmatch system.
  • Fixed the quickmatch dialog opening in the wrong place.
  • Fixed Quickmatch with passworded servers.
  • Fixed cancelling a quickmatch that is waiting for the match to start.

Replay System

  • Added button to take 4K screenshots to the replay UI.
  • Added UI for recording videos from replays.
    • Videos are compressed to WebM format.
    • Videos can be automatically uploaded to YouTube.
  • Added annotations to replays, with bookmarks on the replay slider.
    • First pass of kill data indexing on the replay bar.
    • Add flag caps, returns, and denials replay events.
    • Added multi kills to replay events.
    • Drop down on replay slider that lets you choose a bookmark set
    • Filter kills and multikill bookmarks by current viewed player.
    • Add spree kill bookmarks to replays
  • Made first person replay spectator work.
  • Fixed some instances of scoreboard showing up during replay spectating.
  • Fixed crash when opening a replay while in a replay.
  • Fixed replay to replay transition not opening a new time slider.
  • Fixed replay crash when pressing tab to view scoreboard.
  • Fixed mouse not interacting with spectator slideout
  • Scale the replay bar for different resolutions.
  • Fixed Replay bar, player name, and camera list overlap.
  • Fixed taken pickups vanishing when scrubbing replays.
  • Show halftime scoreboard in replay.
  • Set proper end game focus and show scoreboard at the end of the match while watching a replay.
  • Hide replay bar when opening menu.
  • Fixed replay scrubbing interaction with time dilation and clocks.
  • Smooth harder on replay first person camera.
  • Hide menu when opening a replay.
  • Return to menu before showing the replay error dialog to avoid lockup.
  • No longer auto-start replays when loaded.
  • Show/hide replay time bar on menu open/close.
  • Auto hide replay time bar. Move mouse to the bottom of the screen to show.
  • Moved replay time bar to the bottom and extended width for better time precision.
  • Added replay time slider tooltip.
  • Don’t play messages while the replay is fast forwarding, to get rid of the kill message spam.
  • Fixed losing which player was being followed by replay spectator when scrubbing.
  • Include the HTTP response code in the logs if an HTTP request to the replay service fails.

Enhanced Spectating System

  • Fixed showing wrong DM score in first person when spectated player is dead.
  • Smaller text for camera binds on spectator slide out.
  • Moved name of viewed player to right side of screen.
  • Spectator player slide out layout improvements.
  • Moved slide out down so can always show kill messages.
  • Fixed unwanted messages displaying for spectators in freecam mode
  • Interpolate third person camera over larger distances that have line of sight - makes translocating a little less jarring for spectators.
  • Added button to bring up playercard in spectate view
  • Reduced color saturation on spectator slide out.
  • Fixed first person spectating not showing weapon when it was picked up off the ground instead of a pickup base.
  • Announcement messages only to spectators identifying player who picks up powerup or armor.
  • Fixed spectating in hubs.
  • Allow weapons to customize behaviour of rep FiringInfo for first person spectating.
  • Pack the Firemode in top 4 bits of FlashCount to prevent misfires when alternating projectile shots.
  • Let spectator weapons handle their own effects.
  • Replicate weapon zoom so spectators can see zoom when first person spectating.
  • Fixed first person spectating for various weapon states:
    • Impact Hammer charge.
    • Rocket Launcher alt-fire.
    • Bio Rifle alt charge.
    • Enforcer.
    • Link Gun beam.
    • Shock Combo effects.

Announcer

  • Fixed 'Shredded' message being triggered incorrectly.
  • Added pancake reward for killing someone by landing on their head.
  • HatTrick reward announcement for 3 flag caps.
  • Fixed incorrect time and announcer audio when transitioning into overtime from advantage time.

Engine and Editor

  • Added Panini projection material expression for use in distorting weapon meshes to counteract distortion caused by FOV.
  • Area shadowing for precomputed shadows from stationary lights.
  • New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
  • Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now
  • G8 is used for shadowmaps when only one channel is needed, like in the case of a single stationary directional light, which reduces the shadowmap memory by 4x.
  • BSP editing fixes.
  • Fixed bug where BSP surface textures might become broken when building geometry.
  • Fix editor changing game user scalability settings to max.
  • Re-added some graphics scalability code that got lost in the upgrade to UE4.8. Improves performance of default settings for lower end systems.
  • Fixed crashes due to empty string.

Custom content download support

  • Fixed downloading content.
  • Restored the content exists check
  • Fixed the % display while downloading content
  • Made reconnect after downloading content keep all previous url options.
  • Fixed Redirects not being found properly in lobby matches.
  • Cleaned up the custom map redirects to be easier to use.
  • Made sure we don't check for local entitlements on a dedicated server.

Mod support

  • Made ScorePickup, ScoreDamage, ScoreKill, ScoreObject and CheckScore Blueprint native events.
  • Made TravelToNextMap() blueprintable.
  • Added a blueprint event to UTCharacter to allow disabling feign death.
  • Added AddDefaultInventory() blueprint function to mutator.
  • Made ghost character events extendable for modders to use.
  • Exposed FOV scaling to blueprints.
  • Moved UT specific network version code to initialize from StartupModule() instead of UUTGameInstance so it works for cooking.
  • Make UTCharacter OverlayMesh blueprint accessible for mods.
  • Added bCanPickupItems and OverrideFellOutOfWorld() to UTCharacter for blueprints.

Effects

  • Shock combo visual tweaks
  • Fixed forcing high LOD for own shock combos.
  • Adjusted gibbing thresholds/enabling for various damage types.
  • Added Gold rim effect on character for hits blocked by armor.
  • Display armor flash instead of regular hit flash if damage taken > 90 or final health+armor > 90.
  • Show blue hit flash for players with super health if damage taken is > 90 or remaining health > 90.
  • Show pickup timers for weapons even if weapon stay is on.
  • Pickup holograms no longer cast shadows.
  • Removed big colliding rocks from redeemer explosion effect.
  • Fixed weapon powerup overlay sometimes being visible with hidden weapons.
  • Only set CustomDepth on main mesh for spectator tac-com overlay as it causes the character to render always which breaks various optimizations and gameplay features.

UI

  • Fixed messages boxes not wrapping correctly at anything but 1920x1080.
  • Don't reopen menu when switching maps with the console open.
  • Ignore all input that occurred during loading.
  • Force UI to close on level transition.
  • Show HUD settings in the Main Menu.
  • Add HUD UI options for Kill feed and death messages
  • Fixed the UI not working correctly at various aspect ratios.
  • Reduced lens flare off Shock rifle in character select menu
  • Grey out Weapon Priority arrows when selection is at top/bottom of list.
  • Better handling of input focus with dialogs.
  • Allow widgets to be added to the ViewportWidget without aspect scaling
  • Improved Map vote.
    • Fixed most flickering issues.
    • Fixed crash.
    • Game status text for when map vote is occuring.
  • Organized character names by team in character select menu.
  • Fixed the bot config menu to not have a scrollbar.
  • Attempt at fixing the focus issues between Slate/Console/Viewport.

Misc. Gameplay

  • Added Showdown - experimental round based duel prototype.
  • Damage caused by world doesn't get scaled if player affected is holding UDamage.
  • ThrowWeapon bind no longer works while the weapon is firing
  • Don't score kills that occur during mapvote.
  • No feigning when match not in progress
  • Kill any upward Z momentum and don't add additional velocity to flag dropped by translocation.
  • Fixed dropped pickups not working if they are overlapped in their initial spawn position.
  • Slightly increased weapon pickup radius
  • Added a mutator which adds a translocator to the players' default inventory.
  • Added a game rules set for iCTF with translocators.
  • Increased instagib boosting based on Raxxy’s recommendation.
  • Force uncrouch when entering ragdoll.
  • Fixed various actions still being possible while in cinematic mode.
  • Allow match start and resume from half-time to be controlled by a caster, using ?CasterControl=1 on server command line and ?Caster=1 on client command line.
  • Don't allow view bob above default.
  • Hide eyewear when invisible.
  • Put last team player was on in the URL so it will be maintained on travel.
  • Balance teams doesn't prevent players' initial team selection (in HUB or from previous match) unless the game starts and teams are still unbalanced.
  • Persistent inventory system WIP.
  • Stop player camera at KillZ.

Audio

  • Added music to DM-Outpost (Mekalopolis2015), DM-Spacer and CTF-Bigrock (Dissolution).
  • Don't play exit sound for projectiles leaving water or pain volumes.
  • Fixed playing splash sound when dodge sliding into water.
  • Fixed audio spam of translocator disk slide.
  • Moved Slime audio into Character Sound Class to fix attenuation.
  • Increased volume/radius of rocket ambient audio.

Bots

  • More fixes for bots on jump pads, including when they're trying to do combat moves and hit one accidentally.
  • Fixed bots' use of bio rifle altfire.
  • Fixed bots prediction of enemy going behind a wall when using splash or lob weapons.
  • Gave each archetype bot a unique appearance (all Thundercrash males and Black Legion males).
  • Improved bot use of impact hammer in combat.
  • Bots more likely to select enforcer when have dual enforcers.
  • Arena mutator modifies arena weapon AI rating so bots understand that's the best they're going to get.
  • Fixed crouch paths not building correctly in some cases, and; use a darker green for crouch path debug display.
  • Fixed old character sizes still be used for path building in some cases.
  • Path building checks lift jumps for ceilings a bot might bump its head on and marks the path to adjust jump trajectory accordingly.

Skill Ranking

  • Adjusted ELO levels for badges.
  • Fixed issue with unplayed gametypes causing issues with average rank calculations.
  • Added debug logging to average rank function so power users can decipher their rank calculation.

Previous Version Notes