Unzip this patch into your \Unreal\System directory, overwriting any existing files.
The first time you run the upgraded version of Unreal, you will be asked to put your
Unreal CD in the drive. This step is required because files must be loaded off the
CD during the patching process. Make sure you have your original Unreal retail CD
handy before installing the patch.
After installing the patch, you will need to reconfigure your Unreal settings such as
your keyboard configuration, 3D hardware, and resolution. However, your savegames
will not be lost; savegames from previous versions will work properly.
- Player movements are now compressed with a predictor-corrector scheme, allowing for
smoother movement of enemies.
- New multiplayer game styles, including Classic, Hardcore, and Turbo, can be selected
from the game options menu.
- Fixed player and spectator counts.
- Fixed becoming ghost when killed while starting to feign death.
- Spectators can now see the scoreboard.
- Spectators can cycle through other player views by pressing fire, and return to their
own view using the alt-fire button.
- Spectators can go through portals.
- Fixed support for multiple skin .int files (now can add user skins in new utx files
without breaking compatibility).
- Improved team scoreboard.
- Skin and mesh selection always remembered.
- Spectators not shown in the scoreboard.
- Skaarj player swimming and dodge roll animations played correctly.
- In team games, players properly start at appropriate playerstarts in levels where
playerstarts are marked for specific teams.
- Fixed King of the Hill gameplay bugs.
- Fixed jumpboot respawning problem.
- Improved bandwidth usage for temporary effects like projectiles.
- Player movements are now compressed with a predictor-corrector scheme, allowing for
smoother movement of enemies.
- Movers are simulated client-side, and players based on movers have their location
updated by the server relative to the mover position. This allows smooth mover
movement prediction on the client.
- Optional game password can be set to limit access to a server. Clients can enter
the administrator or game password from the player selection menu.
- Fixed "little chess piece" cheat and some other security holes..
- Fixed remote administration (see Server Tips for
- Remote administrators can finally execute console commands on the server.
- The "AllowAdmin" setting is no longer used. To make your server remotely
manageable, just set the "AdminPassword" in "Advanced Options / Game
- "TIMEDEMO 1" command provides frames-per-second statistics at any time. If
started during the flyby sequence, it provides statistics for exactly one loop of the
flyby, for comparison to other systems. "TIMEDEMO 0" turns it off. Thanks
to Jack "Mek" Porter for integrating the code.
- FOV snaps back to modified value.
- Optional mouse smoothing.
- GetWeapon console command can be used to bind any key to a specific weapon.
- Added weapon flash effects, and option to turn them off.
- Fixed centerview problem.
- Fixed problem where splashes didn't play on some levels.
- Fixed problem where a healing zone reduced your health to 100 if it was above 100.
- Fixed problem where pickups like the shieldbelt were de-activated after a level change.
- Improved the "Advanced Options" screen.
- Fixed problem with scuba gear interfering with armor.
- Crucified nali is solid.
- Bots have greatly improved understanding of how to use lifts, and how to use triggered
doors and lifts.
- Bots never get frozen after dying.
- Fixed bug where bots would disappear from the game.
- Bots have a better understanding of how to do the ASMD combo move and other weapon
- Improved navigation code for swimming, jumping up onto ledges.
- Listen server player weapons travel from level to level.
- Fixed weird movement problem in open areas on fast machines during coop play.
- Translocator works properly in coop play, and everyone gets one.
Level Designer Changes and Improvements
- Added bHumansOnly to specify whether only "human" player pawns are allowed in
- Added bNoCheating to specify whether certain client actions, like turning lighting off
or using a non-standard console, are allowed.
- Added bNoInventory to specify whether inventory is allowed to exist in this zone.
If true, then any inventory in this zone not being carried by a pawn is destroyed.
- Added "LiftTrigger" variable to LiftCenter and LiftExit.
- Added "ExtraCost" to NavigationPoint.
- Added "bOneWayPath" to navigationpoint.
Script Programmer Changes and Improvements
- When defining a class that contains configurable variables, you can now specify whether
the configuration should be stored in Unreal.ini or User.ini:
- class MyClass expands SuperClass config(System); // Class should use system
configuration (Unreal.ini) -- the default.
- class MyClass expands SuperClass config(User); // Class should use user configuration
- class MyClass expands SuperClass config(MyMod); // Class should use a mod-specific
configuration file named "MyMod.ini".
- Default "System" variables are stored in Default.ini.
- Default "User" variables are stored in the new file DefUser.ini.
- You can now refer to literal objects by by their package name, for example
texture'UnrealI.Skins.MySkin' -- this used to cause a compiler error.
- Added bNetTemporary for temporary, simulated actors like projectile: Improves bandwidth
usage. If you set bNetTemporary=true for any of your projectiles or special-effects
actors, you need to destroy the actor on the client side, either by setting a LifeSpan, or
destroying it in a simulated function. In 219, all actors were destroyed
automatically by the server. In 220, bNetTemporary=true actors must be
destroyed by the client.
- Use bNetOptional for purely gratuitous effects that can be skipped if not enough
bandwidth is available, such as smoke puffs. bNetOptional=true actors are only sent
to the client if there is spare bandwidth; they never suck bandwidth away from
- Use bAlwaysRelevent to force an actor to always be sent to the client. For
example, we have bAlwaysRelevent=true on our PlayerReplicationInfo actors, so they are
always replicated to the client.
- Fixed PreLogin function being passed just the ?option=value strings rather than the full
- Fixed TravelPreAccept/TravelPostAccept not being called.
- You can now place "exec" functions in GameInfo subclasses, and Inventory
subclasses. "exec" functions are searched for in the following order, with
the first match called and the others ignored: The PlayerPawn actor itself, then all the
items in the player's inventory, then Level.GameInfo. In addition, you can use
GameInfo "exec" commands through the Unreal server console.
- The menu lists for available game classes, player classes, bot classes, and weapon
classes are now loaded each time the menu is opened from the .int files. To add new
items to these lists, reference them in a .int file associated with your mod.
- The GetNextInt() intrinsic function is used to read entries from the .int files.
- Mod makers can now import Windows fonts for use in HUDs. This only works well for
true-type fonts. Use an exec command with this syntax: #exec Font ImportTTF Name=MyFont
Font="Arial" Height=12 . When the package file is rebuilt with Unreal
-make, a new font Texture'MyFont' which is 12 pixels high will be available. The font
is monochrome and can be set to any color when it is drawn on the HUD. Questions on this
- You can now have a custom .ini file for your mod's configuration; see the "Script
Compiler" notes above.
Separation of player and system configuration
- The new User.ini now contains all user-specific Unreal settings such as the keyboard and
- Unreal.ini only contains system-wide options.
- Default.ini contains default values for everything in both User.ini and Unreal.ini.
- If you're going to a LAN party and want to bring your configuration with you, just bring
Heads Up Display
- The HUD is now responsible for drawing its owner's weapon. A local player's HUD
RenderOverlays() function is called every tick. It calls the RenderOverlays()
function for its owner's weapon (and potentially other actors). RenderOverlays() is
called before the view flash and fog is applied, unlike PostRender(). As a result,
InvCalcView() was no longer needed and was removed from Inventory.
- ClientMessage has been rewritten to take an optional message type and optional message
beep boolean. The message type can be used to determine how the message is displayed
on the screen. See Engine.Console.PostRender for information.
- Engine.Console.PostRender has been moved from C++ to UnrealScript.
- The console now asks the gameinfo object to handle messages before it displays them.
A GameInfo class can employ DisplayMessages(Canvas C) to paint messages instead of
the default Console.
- There are now weapon based death messages. Weapon deathmessages are coded strings
that take the form:
%k killed %v with the %w.
- %k is replaced with the killer's name.
- %o is replaced with the victim's name.
- %w is replaced with the killer's weapons name.
- The actual order of the % codes in the deathmessage is irrelevant.
- The scoreboard has been rewritten to take advantage of PlayerReplicationInfo. It
will now obtain score information as it is replicated by each client.
- Fixed several localization problems with menus, including support for localized yes/no
- The menus have been restructured to increase code reuse.
- New functions for fading in strings of text are available in UnrealShortMenu.
- The VisNoReachPaths array in NavigationPoint provides a list of NavigationPoints which
are visible but not directly reachable from the current NavigationPoint.
- The NavigationPoint function DescribeSpec() is now a useful way of getting information
about a reachspec ( which describes the conditions for movement between two actors).
- The RouteCache array in Pawn provides a list of the NavigationPoints along the best
path determined by the most recent FindPathTo() or FindPathToward() call. The first
NavigationPoint is the one returned by the function call, followed by the successive
waypoints toward the goal.
- TransientSoundRadius is a new Actor attribute which specifies the default radius for
sounds played by a given actor using PlaySound()
- ConsoleCommand() intrinsic function implemented for Actor, allowing scripts to call
console commands even when there is no local playerpawn (e.g. a dedicated server).
- FellOutOfWorld() is a new event called by the physics if a falling actor's location
becomes invalid (outside of the level).
- intrinsic final function string GetNextInt( string ClassName, int Num);
- Use bGameRelevant to specify if an actor class is always relevant for a given game.
- When an actor becomes the ViewTarget of a player, its BecomeViewTarget() function is
- The string representation of actors now includes their package prefix, i.e.
"Engine.PlayerPawn" rather than "PlayerPawn". The GetItemName()
function returns the a string with the package prefixes removed.
- The localized GameInfo attribute GameName contains a human readable string
representation of the game type's name.
- The GameInfo function PlayerJumpZScaling() is used to modify the player's jumping
ability for a specific game type.
- The GameSpy protocol code now calls GameInfo GetRules() to ask for gametype specific
rules that should be sent to the querying client. This will allow mod authors to add
new fields to GameSpy. For more information, see GetRules() and the GameSpy Open
- GameInfo information that is regularly replicated to the client has been consolidated
within a GameReplicationInfo class. This class contains information regarding the
server's administrator, gamespy information, message of the day information, and so forth.
Much of this information is configurable from Advanced Options.
- Pawn information that is regularly replicated to the client has been consolidated within
PlayerReplicationInfo. All bots and human players have a related
PlayerReplicationInfo class. This contains information such as the player's name,
score and so forth. All PlayerReplicationInfo classes are bAlwaysRelevant to all
clients. This means that each client in a netgame has a subset of information
regarding all players in the game. (Used in scoreboard and enhanced HUDs.)
- The bIsHuman attribute of pawns specifies whether a pawn class should be considered
human (for game types which care about whether a pawn is human or not).
- The localized Pawn attributes MenuName and NameArticle contain the human readable name
of the pawn type.
- The UpdateURL() function updates the current URL with the new option and value, and
optionally also updates the saved DefaultPlayer config.
- The ClientInstantFlash() can be used to cause a one frame screen flash.
- The Sniper rifle zoom has been moved to PlayerPawn. StartZoom() begins a zoom,
StopZoom() stops zooming, and EndZoom() unzooms.
- The PlayerRestartState attribute specifies the initial state for players when they enter
a level or restart after dying..
- The localized Inventory attributes ItemName and ItemArticle contain the human readable
name of the inventory type.
- The ProjectileClass and AltProjectileClass attributes are now configurable.
C++ Changes And Improvements
I'm incrementally adding support for Unicode to the engine. The TCHAR definition
is CHAR when compiling in ANSI mode, and WORD when compiling in Unicode mode. The
TEXT("str") macro emits a string either in Unicode or ANSI depending on the
compilation mode. See UnBuild.h for various Unicode-related definitions.
Unreal doesn't yet run successfully under Unicode yet, because the string
serialization needs improving, and Windows calls need to thunk down to ANSI on Win95/98,
and UFont objects don't support multiple pages yet. We expect full Unicode support
to come together over the coming months.
Cleanup of Core
I'm improving the portability of the code by more cleanly separating functions with
dependencies on the ANSI C library (in UnFile.cpp) and Windows (in UnPlat.cpp).
Multiple player configurations
Separating User.ini out of Unreal.ini is the first step in evolving Unreal towards
supporting multiple player configurations. The goal is to eventually allow storing
mutiple users' settings by name.
Unreal™ 1998 Epic Games, Inc. Created by Epic Games, Inc.
Unreal™ Mission Pack I™ Return to Na Pali™ © 1998, 1999
Legend Entertainment, an Infogrames, Inc. Company.
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