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 Urban Terror 4.2

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KAS
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KAS


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Join date : 2011-08-20
Location : Germany/Bosnia

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PostSubject: Urban Terror 4.2   Urban Terror 4.2 EmptyTue May 29, 2012 6:36 pm

URBAN TERROR 4.2 RC ON LAN 2K12 IN PARIS


Frozen Sand is pleased to announce that we have decided to make your wait for Urban Terror HD a little easier by working on an update to Urban Terror 4.1.1 which will be called Urban Terror 4.2. The Release Candidate will be play tested at the French Community's Lan which will be held June 30th to July 1st.

Urban Terror 4.2 is not to be confused with Urban Terror HD.


Urban Terror 4.2 366.2

Urban Terror 4.2 changelog:

• new hit detection.
• new character animations.
• new game mode: Last Man Standing (LMS) g_gametype 1.
• bugfixed. "Follow The Leader bug, a subbed player can be chosen as a leader".
• bugfixed. "Server Listing - Misrepresented Gametypes Error".
• bugfixed. "Allowed Voting - Load up Time Dependency".
• bugfixed. "Mini map - Subbed players seeing Active Players".
• bugfixed. "Dropping nades/Going to Spectator".
• bugfixed. "Ready Command/ Role Swap Command Discontinuity".
• potentially fixed "999'ers hold up the game" in TS.
• colour tags don't shorten maximum server host name in server browser.
• fixed breathing sound when the game is paused.
• stamina regeneration frozen when the game is paused.
• fixed hotpotato time after a pause.
• sr8 drop exploit fixed.
• voting rcon exploit fixed.
• weapon reloading/switching bug fixed.
• going on a ladder with an armed nade will now put the pin back in.
• enable booting when bomb is held.
• no throwing of last knife.
• fixed g_teamautojoin when going to spectator.
• callvote kick/clientkick now enforces a reason as an additional argument.
• reload button to cycle backwards in spectator mode.
• fix for the master servers.
• locked r_intensity, cg_physics and r_smp.
• demo automatically starts recording when joining a game that has already started (with g_matchmode 1 and cg_autoRecordMatch 1).
• you can "steal" the captain status when his connection is interrupted.
• when a team mate requests a medic his name flashes on the mini scoreboard.
• demo stops recording at the end of a map (with g_matchmode 1 and cg_autoRecordMatch 1).
• added cg_drawKillLog 0/1/2 (0 = no kill log ; 1 = old log like in 4.1 ; 2 = new log: player 1 [Weapon] player 2).
• added g_ctfUnsubWait, if set to 1 someone who unsub in wave CTF mode will wait the next wave to spawn.
• added /rcon smite command, instantly kill a player.
• added /forcesub command (for captains in match mode), force a player of our team to become a substitute.
• added g_allowChat 3 - allow only the captains to talk during a match (only when both teams are ready).
• added cg_demoFov, it allows to change the fov from 70 to 140 when watching a demo.
• updated the UI.
• updated the cfg files.
• fixed team mate healbar with short names (eg. a dot).
• callvotes are now logged in the server logs.
• fixed ligthing on ut4_casa.
• selective weapon/item pickup (+button7) (see README-cg_autoPickup).
• increased the maximum number of demos.
• fixed weapon selection bug where the last weapon chosen was disappearing when selecting a team.
• fixed map arrows size on big maps.
• fixed the hands when holding a G36.
• now draw the name of the guy who planted the bomb.
• the SPAS has now 8 bullets instead of 6.

We are also including an auto-updater to make maintaining Urban Terror 4.2 easier !




Original Urban Terror Forums Link
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Laggi

Laggi


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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyWed May 30, 2012 9:24 pm

Barbatos:

1) The servers will have their special updater executable file that will run in console mode.

2) Yes, look at my github account where is the source code of the engine we will be maintaining for Urban Terror 4.2 (here). When updating the server it'll ask you if you want to install/update the "official" engine or continue to use your own.

3) Yes. You won't be able to connect to 4.2.x servers with older versions. Also you won't be able to connect to a server that has a newer/older version of 4.2 and it'll ask you to update your game.

4) We didn't work on the bots for 4.2. They might be still as unstable as they are in 4.1. I hope someday we will get some time to fix them, but atm it's not our #1 priority. Smile

5) You'll know more about that when 4.2 will be released!
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Laggi

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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyWed May 30, 2012 9:30 pm

This how he calls "New engine for servers" is a steal from other guys (Rambetter, Mission)

There will be nothing new in server binaries:

server side demos
exploit fixes
drdos fixes

Like you know drdos fix totally sucks.... They used a fix from Rambetter but ... they cut that before adding in the source....
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Laggi

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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyWed May 30, 2012 9:32 pm

when you say new hit detection, are you able to explain what the difference will be? it sounds very intriguing but it would be nice to know what to expect so that we dont build up our hopes and expect miracles Razz


Well improvements to hit detection is an understatement as the current system used in 4.1 has been totally rewritten and tested over and over again since 2010 when we first decided it needed a serious update.

The first major issue was the hit mesh in 4.1 is using a totally different animation system that was more MD5 in nature and used, shale we say, a separate channel that made it almost imposable to tell what was happening during no-hit type events.

Second due to the random nature as well as questions to the 100% first shot rule a few of the problems that was pointed out as being inaccurate were masked by the fact that a no-hit event had occurred that was not the fault of a given weapon.

There were a few other factors taken into consideration but after a few months it was decided to redo the system from scratch and put the hit detection on the same animation track (channel) as the current md3 player models. Basically this glues the hit mesh to the player model and cannot wander off no more than one of the two lod’s would.

What does make a big difference is it’s now comparatively easy to adjust the hit mesh to make them either easier to hit or tighten them up to make them less so and with the auto update in place we can update as needed based on real time play test.

Miracles?

Maybe not but with 4.2 we are going to aggressively deal with any hit detection problems as they come up and as per HD if any issues relating to hit detection can be proven by demo and can be repeated we will fix it and push an update.

What do we expect?

We expect a lot of players at first will claim no-hit but the demos we have seen to date indicate that they missed as they had yet to adjust to the “improvements”. Wink
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Radical
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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyMon Jun 04, 2012 2:36 am

Does that mean we will have to download 4.2?
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Shadow
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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyMon Jun 04, 2012 5:54 am

you'll have to download the update 4.2 Smile
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bi0
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bi0


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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyMon Jul 09, 2012 12:03 pm

Yes download a zpak may ! and place him in q3ut4
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Shadow
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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyFri Jul 13, 2012 8:33 pm

will be so i suppose Smile
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Laggi

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PostSubject: Re: Urban Terror 4.2   Urban Terror 4.2 EmptyFri Jul 13, 2012 8:58 pm

Not only zpak...
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» Urban Terror HD ALPHA
» Urban Terror 4.1.1 Update
» Urban Terror HD for Mac & Linux
» Urban Terror 4.2 release

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