Unreal II: The Awakening Patch Released

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Craig Lafferty, associate producer at Legend Entertainment, has just announced on the Infogrames community forums that the highly anticipated patch for Unreal II: The Awakening is now available for download. To update select the autoupdater in the start menu. The file is about 4MByte in size. A manual download is being set up at the moment. Crash Fixes

· Updated DefOpenAL32.dll which should fix EAX-related PlaySound
crashes.
· Fixed VerifyImport crash (occurred when level changed after game
settings modified).
· Fix for IKey assertion (crash) due to "special" keys on some keyboards
(e.g. internet enabled keyboards).
· Fixed crash if some items used after they've been destroyed (fixes
crash in MM_Marsh if player destroys force field as squad leader tries
to disable it for example).
· Additional fix for decolayer density change for Sulferon Assault (and
other maps with corrupt terrain info's).
· Possible fix for DirectMusic-related "GetEventTool" crashes.
· Fixed bug report system sometimes crashing or silently failing due to
long URLs.
· Fixed GetOggDuration crash if ?nosound used.
· Fix for sound-related crash when exiting some levels with DirectX 9.

Performance

· 10% improvement in golem mesh rendering performance.
· Fixed unnecessary particle lighting overhead problem.
· For performance reasons, most carcasses are cleaned up more quickly
now.
· For performance reasons (mainly in marsh) dropped energy rifles are
cleaned up after 10 seconds.
· M08B: improved performance by making sure generator rotating movers
only rotate when they are visible.
· MM_Marsh: added field generator and turret to PreCacheList to avoid
hitches when these appear.
· M12: fixed particle overhead.
· Added new code/changes to limit overhead due to ragdoll deaths (see
"Advanced Tips for Improving Performance" in the readme for details).

Misc Fixes

· Sound fixes. Should reduce occurrences of sound "stuttering" that some
people have had due to sound overload / thrashing.
· Fixed player dodge speed and height. Can be modified via user.ini
settings (see DodgeXYVelocityScale and DodgeJumpZScale in the [U2Pawn]
section).
· M03A1: gave ammo to merc with grenade launcher.
· M08B: lowered carcasses, blood to floor.
· M09E: fix for 2 fems staying "inert" if the fem with the RL is killed
before being triggered.
· Fixed damage warnings (accessed nones) along with fix for damage
effects (blood) being spawned so far inside character's mesh that it
doesn't show up (currently only affects mukhoggs).
· Sunlight fix (flickering in waterfront and potentially other places).
· MM_Waterfront: fall out of world fix.
· M12: fixed sun disappearing in opening cutscene with
ParticleDensity=0. Also CS_Outro, PA_Acheron, PD_Acheron.
· Display gamma/brightness/contrast values when changed via F10/F11/F12
keys.
· Fix for inert skaarj lying prone on bank in M08B (skaarj will now
react to hearing the player even if player bypasses trigger).
· Fix for "Joe's" script breaking in M10_Avalon in some cases.
· Fixed changing actor detail level in-game could result in invisible
NPCs (in TutA).
· Made key bindings delete button more obvious (click on this to delete
key bindings).
· Fix from Jason Yu for bots sometimes not respawning after being killed
in botmatches.
· Added files needed to fix umod support. The umod registry settings
will also need to be modified for Unreal II umods to work. We're
working on making a separate downloadable installer for this but in
the meantime, people who installed the game in the default folder can
click on the .reg file in Unreal2Help.
· Increased crawling spider damage by 3x.
· Fixed rammers not attacking properly.
· Fix for Golem references being lost resulting in ?invisible? NPCs if
game saved/loaded prior to spawning in NPCs which use a mesh which is
no longer in the level.
· Fixed music not playing issue with some levels.

Misc Changes

· Added carcass cleanup particle effect.
· Added support for modifying player movement speed via Unreal2.ini
setting (for the duration of the game). For example, to increase the
player's movement speed by 50% set PlayerSpeedRatio=1.5 in the
[U2GameInfo] section.
· M08B: fixed trigger that player could avoid.
· Added 70 and 72 Hz to refresh rates options.
· Support for scaling the hud / ui to better support multiple monitor
setups. This can now be controlled via the ScaleX, ScaleY, OffsetX,
OffsetY properties in the [UI.UIConsole] section in Unreal2.ini. For
example, use ScaleX=0.333 and OffsetX=0.333 for three screen support.
· Added "mouse over" context information for the EAX check box. Warns
against enabling EAX on non-Audigy / Audigy 2 cards and warns about
possible performance issues.

AI

· Mod authors can once again enable script warnings / errors by setting
bDisableErrorMessages=false (by default all script warnings / errors
are silent). These were completely disabled for RC7 with the intent of
re-enabling these for the patch. Note that you have to enable the
Component=Console.MessageArea line in UIScriptsUI.ui (remove the ";")
to see debug messages in-game.

Editor

· Fix for not being able to paint on terrain in editor.
· Fix for terrain build crash if no terrain map in level.
· Fixed editor "first run" (UnrealEd.ini added to system folder).
· Fixed WBrowserStaticMesh::UpdateMenu crash.
· Fixed crash if you clicked on delete in the decolayer terrain tool,
without a decolayer actually being selected.

Testing / Stats

· Improved in-game profiling support / logging.
· Improved in-game stats. Added "stat lock".

Other

· Added Mike Lambert to in-game credits.
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