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page_white_copy Contents: Contact the Team Urban Terror History The Dev Team Website credits Urban Terror HD changes log  

Urban Terror HD changes log


Alpha 1.0.3 - January 2011, 5

Bugs:
* Fixed the UI problem
* Fixed the server browser

Features:
* Adjusted the magnum

Alpha 1.0.2c - December 2010, 31

Bugs:
* Set fs_game to "urthdalpha1", this should make it slightly easier to set up a dedicated server
* Changed hitlocations from VEST->Vest etc.

Features:
* Optimized MD5 Loading a fair bit (15 seconds down to about 3-4)
* Added MD5 surface merging (faster on faster cards)
* Added support for r_md5accel 0 / Software Skinning

Notes:
Only set r_md5accel to less then 3 if you cannot get the game to run at all, or the player models are corrupt.
Otherwise, use r_md5accel 3, and the engine will (barring drivers lying about problems...) use the best your machine can run.
Forced Software MD5 Skinning is incredibly slow right now (r_md5accel 0), this might make the game just about unplayable if you are forced to use it. We'll be adding lower-poly player models in an upcoming alpha that will help FPS on older machines alot.

Alpha 1.0.2b - December 2010, 29

Bugs:
* Fixed Mandolins missing bmodel (uninitialized variable with new malloc)
* Patched the /callvote ";" set of exploits

Features:
* Reworked ut_weaptoggle to actually be a custom weapon cycle.

----------------------
NEW UT_WEAPTOGGLE
----------------------

/UT_WEAPTOGGLE $param1 {$param2} {$param3} {$param4} {$param5} {$param6}

Lets players define a custom weapon cycle. Valid params are primary,secondary,grenade,knife,sidearm,bomb

example usage: "/bind N ut_weaptoggle primary knife grenade"
N will switch between your primary, then knife, then grenade (Order is obeyed!)

If you have more then one of a given item, eg: two secondarys, or two grenades, it will cycle through all of them.
If you have no primaries (eg: two secondaries) it will treat both secondaries as primaries.

Alpha 1.0.2 - December 2010, 28

Bugs:
* Fixed the cg_armbandrgb stuff (minimap arrow rgbs)
* Fixed the scoreboard issue/team free issue, I think. Am 100% sure what causes it, but fix needs testing.
* Fixed the demo playback
* Removed a couple cvars we dont use r_fullbright, cl_timenudge
* Fixed the red handskins on blue FFA models
* Fixed the Magums rate of fire (HUGE NERF)
* Standing too close to a flashbang will cause you to get blinded (Buff)

Balance:
* Lowered the Benelli damage a bit (legs and arms especially) (Nerf)
* Lowered the P90's damage a bit (Nerf)
* Increased the P90's recoil during long bursts (Tiny Nerf)
* Increased the spas12 rate of fire a bit (Buff)
* Increased the ump12 rate of fire a bit (Buff)
* Increased the Ump12s damage a bit (Buff)
* Lowered the Ak103s vertical recoil component a tiny bit (Tiny Buff)
* Increased the Magnums damage (HUGE BUFF)
* Taking damage causes flashbang to clear (Nerf)
* Reduced sprinting stamina spend rate slightly (BUff.. hopefully puts us back in line with 4.1)

Alpha 1.0.1 - December 2010, 25

Initial release


keylevel_none by - By Frozen Sand  -  Thursday, 06 January 2011  -  viewed by 147 members and 5261 visitors


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