Unreal Tournament v3236 Patch for Mac Released
9:14 AM | Mike Apps | Comment on this story
Unreal fans waiting for the latest patch to Unreal Tournament 2004 need to wait no longer. The patch makes a large number of fixes and changes to the game, from changes to game types to fixes to weapons. Here's some of the fixes in the patch:
Onslaught related:For more information or to download the patch, follow the links below.
UT2004 v3236 Patch for Mac
- Added bSmoothKarmaStateUpdates to Actor to control whether Karma interpolates between states
- Added bRepulseWater to KRepulsors and enabled this for Hovercraft
- Added bFlyingKarma to Pawn to indicate PHYS_Karma is active but pawn rotation should still be handled like PHYS_Flying
- SVehicleFactories now store a reference to their marker as MyMarker
- Added bCanHover to Vehicle to indicate a vehicle that can use HoverPathNodes to fly over water.
- Added water damage support to Vehicle so that vehicles will take damage when under water.
- Karma now collides correctly with inverted terrain - courtesy James Golding ;-)
- Increased the extra linear dampening for Karma in water from 0.8 to 2.5 and angular dampening from 0.1 to 0.4
- Moved RepulsorsShouldHit function to ONSVehicle where it should be.
- Added support for PowerCores and PowerNodes triggering events when created and destroyed.
- Cleaned up PowerCore energy beam effect when PowerCores are not present in the map.
- Added bDriverCannotLeaveVehicle flag in ONSVehicle for vehicles you can't get out of but instead will try to flip you upright when you press USE if the vehicle is flipped.
- Added bNeverActivate to ONSVehicleFactory that can be set by mods that want to use Onslaught maps but not factories.
- Fixed a bug in ONSWeapon that used the primary fire projectile class for alt-fire instead of the alt-fire version.
- Moved daredevil code server-side to avoid horrible cheating and the ability to mod/mutate features based on daredevil tricks.
- Reversable vehicle factories will work correctly when sides are swapped.
- Fixed midgame menu popping up when watching an Onslaught demo if the viewed player dies
- Fixed camera rotation being changed when switching between first and third person view in a manta
- Fixed target/ion painter ammo issues
- Fixed bug in stunt mutator where vehicles would be accelerated in their local downward Z when holding the jump warmup while in air.
- Onslaught turrets cannot damage PowerCores or PowerNodes
- Onslaught vehicles take a very small amount of damage over time when on fire and there is no driver
- Fixed players always spawning at own PowerCore after sides are swapped.
- Fixed problem where bots weren't spawning at the nodes they are defending.
General Game play:
- More script warning fixes
- Fixed armor loop in GameInfo.ReduceDamage() properly handling armor getting destroyed while absorbing damage
- Invasion monsters never use default character mesh
- Fixed CTFSquadAI.FindHidePathFor()
- Make sure always add armor using Pawn.AddShieldStrength()
- Fixed ShieldAbsorb() armor damage absorption to produce consistent results in all situations
- Fixed spawning of physicsvolume entry and exit actors, as well as splash sounds, and made them client side.
- Added WaterSplash, used for projectiles and pawns
- Added SplashEffect property and CheckForSplash() function to WeaponAttachment, so instant hit weapons can cause splashes
- Added BulletSplash, used for trace weapons
- Landing sounds no longer stomp on splash sounds
- Added WaterRing - spawned while pawn is walking in water, or center of pawn enters water (new PawnEntryActor property in PhysicsVolume)
- Fixed pawn visible rotation lagging too far behind actual rotation (because of head/torso twist support)
- Fixed bots going after nearby dropped inventory that they couldn't pick up
- Fixed some dynamic uploads (which could cause occasional hitching during gameplay)
- Fixed getting proper ammo count when picking up dropped weapon and already have ammo but no weapon of that type
- Fixed SquadLeader getting set to none if everyone in squad is in a turret
- HUD weapon bar bShowMissingWeaponInfo now config, so is properly saved
- Fixed CTFSquadAI finding flagholder when holder is in vehicle
- Fixed "Use Map Defaults" for bots can result in uneven teams in some maps
- [USE] will only bring up the mid-game menu in ONS games
- Fix for custom models crashing the single player game.
- Fixed TracerProjectile location setting after near miss sound effect
- Fixed BR bomb trail position in multiplayer
- Added Instagib CTF as standalone gametype
- Allow chatting when the game is paused.
- No longer catch own weapon when thrown while running forward
- Fixed weapons checking if they were out of ammo when they weren't the active weapon (which was causing undesired switching to best weapon)
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MGF: Unreal Tournament 2004 3236
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