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unrealbeta218.exe
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ReadMe218.txt
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1998-10-25
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======================================================================
Unreal Beta Patch Notes
======================================================================
Unreal Beta Version 218
Developed by: Epic MegaGames & Digital Extremes
Published by: GT Interactive
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Installing
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You should have unzipped these files into your \Unreal\System
directory, replacing the ones that are currently there.
--------------
Reporting Bugs
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Report bugs to this email address: unreal218@epicgames.com
If you're experiencing a crash, please attach a copy of your
log file: \Unreal\System\Unreal.log to help us troubleshoot.
Thanks.
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Important
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1. Unreal 218 is NOT network-compatible with previous versions
of Unreal. You can only connect to servers and other players
running Unreal 218 or later!
2. Quality network play totally depends on Unreal knowing how much
bandwidth is available on your Internet connection. There are two
ways to set your bandwidth:
A. In the "Join Game" menu, select "28K Internet", "56K Internet"
or "LAN".
B. At any time during gameplay, use the NETSPEED command. For
example, for a 28.8K connection:
* Press TAB to bring up the console
* Type the following: NETSPEED 2600
* Press ENTER
Our testing has found the following NETSPEED settings ideal:
Modem Speed Excellent ISP Good ISP Poor quality ISP
----------- ------------- ------------- ----------------
28.8K NETSPEED 2600 NETSPEED 2400 NETSPEED 2100
33.6K NETSPEED 3000 NETSPEED 2800 NETSPEED 2400
56.6K+ NETSPEED 3500 NETSPEED 3000 NETSPEED 2600
If you see any of the following symptoms happen repeatedly
while playing Internet Unreal, you should lower your NETSPEED
setting:
A. You experience delays of 1 second or more between when you
press the FIRE button and you see your shot fire.
B. The message "Bandwidth Saturated, Lower Your Net Speed" appears.
C. You appear to "teleport" around haphazardly, rather than move
smoothly through the level.
D. Your PING time (displayed in STAT NET) starts increasing, or
becomes unreasonably large.
The following PING times can be expected:
* Modem connection: 200-350.
* ISDN or cable modem connection: 100-200.
* T1 connection (not saturated): 50-150.
* LAN: 30-80.
Some modem connections are considerably worse.
Add 100-200 msec if server is in another country.
You tend to get 30% best ping times at night than day, because
the Internet is less saturated then.
3. While playing Internet Unreal, press TAB, type "STAT NET", and
press ENTER to bring up network statistics. You can use these
statistics to diagnose problems with your connection:
PING: Lag caused by Internet connection, in milliseconds. Lower=Better.
CHANNELS: Number of actors the server is sending you.
UNORDERED: Number of out-of-order packets received. If this
number is not zero, you likely have a bad Internet connection.
PACKET LOSS: Percentage of packets lost. The lower the number,
the better your connection. If this number is frequently
above 10%, try lowering your NETSPEED.
PACKETS/SEC: Number of packets sent and received.
BUNCHES/SEC: Number of actor updates sent and received.
BYTES/SEC: Number of bytes sent and received.
NETSPEED: Your current NETSPEED setting.
4. For gameplay to perform acceptably, administrators running
dedicated Unreal servers need to use the following settings in
Advanced Options / Networking / TCPIP Network Play / MaxTicksPerSecond:
For Internet servers: 15 to 25
For LAN servers: 25 to 35
The higher the number, the more frequently the server updates
the game world--resulting in smoother gameplay, but also more
network traffic.
5. While this version should improve Internet play, we have more work
to do in this area before it's perfect. There will be several more
patches.
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Latest News
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See http://unreal.epicgames.com/ for the latest news about this
and other patches.
------------------------------
Improvements & Fixes Since 217
------------------------------
Hardware Support
Improved Glide support: Voodoo2 Dual-TMU, more stable Voodoo Rush & Banshee support.
Thanks to Jack Mathews @ 3dfx for the engineering help!
Updated OpenGL support.
New Direct3D support (alpha-test).
Networking
More detailed "STAT NET" display
Loss-free packet sequencing and retransmission (fixes disappearing weapon problems)
Bitstream packet compression
Optimized file downloading
Now handles packet loss much more gracefully
Fixed potential forced replication and forced RPC cheat
Added "NETSPEED ####" command
Added "Bandwidth Saturated" detection during gameplay
Clamp server MaxTicksPerSecond to reasonable 15-60 range
Fixed servers not being recognized when more than one network adapter
installed (especially a problem with network cards and dial-up adapters
conflicting).
Audio
Fixed sound cutting out sometimes when switching fullscreen resolutions
UnrealScript
The "reliable" and "always" keywords are ignored for replicated variables,
because the network code guarantees eventual delivery.
UnrealEd
Fixed script recompile possibly crashing on Scout.uc
Fixed texture not being applied when adding/subtracting brush
Fixed "rebuild lighting" creating weird colored shadow maps on maps with movers
Fixed "rebuild geometry" potential for crashing
Fixed broken .t3d map importer
Fixed broken music and sound exporting
GameSpy
New GameSpy Lite from http://www.gamespy.com/
Now shows server game type and ping time
------------------------------
Improvements & Fixes Since 216
------------------------------
Fixed ESC in intro level crashing games in the software renderer on some machines.
Eliminated chance of server crashing when player limit is exceeded.
Disabled CD check, which was causing problems for some users.
Fixed problems with 3dfx Voodoo Rush cards under some versions of Glide.
------------------------------
Improvements & Fixes Since 209
------------------------------
Hardware support
Kickass Creative Labs Sound Blaster Live support.
Latest Unreal OpenGL support
More AMD K6-2 / 3DNow! optimizations
Intellimouse support on Win95
Networking
Improved play on low-bandwidth connections (still not the ultimate, but it's a step in the right direction).
Better, faster GameSpy support.
General
Shaved a couple megs off the memory usage
Further improved the loading time
If Unreal is already running in the background, clicking on a web browser
link now redirects the existing copy of Unreal rather than launching
a new one
Bug fixes: Server memory leak when switching levels, sporadic dynamic
lighting crash, sporadic file loading crash on low-memory machines.
Server
New server querying interface.
Server now runs quietly in the background by default (a tray icon)
Network statistics display & log to help us track down performance problems that people report
Unreal.ini ServerActors can now have parameters sent to them, i.e. for launching
multiple master server uplinks pointing to different IP addresses.
Far lower memory usage (over 2X less memory in typical levels)
UnrealScript
C style 'continue' keyword
Java style "new" function for creating new objects
Improved TcpLink, UdpLink support for Internet mods
UnrealEd
Faster loading time
Significantly lower memory usage
Misc UnrealEd improvements from Mark Poesch @ Legend Entertainment
Improved "undo" support
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The End
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