New features and changes of upcoming patch 469f
-
Letylove49
- Adept
- Posts: 395
- Joined: Tue Feb 28, 2012 7:47 pm
- Personal rank: AK admin
- Location: suisse
Re: New features and changes of upcoming patch 469f
i would like to know if is possible to add LZMA compress sytem without to have to use XC-engine in the next patch ? i don't want to use xc engine because that break some stuff on MH2Gold for exemple-
-
Higor
- Godlike
- Posts: 1874
- Joined: Sun Mar 04, 2012 6:47 pm
Re: New features and changes of upcoming patch 469f
I intend to implement that for v470.
The version number is important here to avoid crashing all v469 (or below) clients.
Unfortunately it won't happen soon.
The version number is important here to avoid crashing all v469 (or below) clients.
Unfortunately it won't happen soon.
-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469f
9. Easy reset class default properties
In 469f you can easy reset (many or one) class default property to parent default (or to default value), by put "-" symbol in front of property name and paste properties back.
That allow modders fast and easy manage class default properties.
No more pain with attempt reset properties.
Before it be real problem, when you create new class and copy props from another one. Return back to defaults (or parent value) has been complicated task, especially if involved complicated structures with partial initialization.
In 469f you can easy reset (many or one) class default property to parent default (or to default value), by put "-" symbol in front of property name and paste properties back.
That allow modders fast and easy manage class default properties.
No more pain with attempt reset properties.
Before it be real problem, when you create new class and copy props from another one. Return back to defaults (or parent value) has been complicated task, especially if involved complicated structures with partial initialization.
-
Letylove49
- Adept
- Posts: 395
- Joined: Tue Feb 28, 2012 7:47 pm
- Personal rank: AK admin
- Location: suisse
Re: New features and changes of upcoming patch 469f
v470 will be retrocompatible with v436 and 469 ?
-
yurkapotam
- Average
- Posts: 37
- Joined: Wed Jul 19, 2023 4:21 pm
Re: New features and changes of upcoming patch 469f
not too much, but version 469f will exist, maybe even 469g
:barf:
-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469f
in some sort. You can open 469 stuff in 470, but can't play together.
And stuff which saved in 470 will not open in 469.
So you can use 469 content in 470 and basically all.
Auto merged new post submitted 1 minute later
Also no WinXP support for 470. Vista is min version.
And likely no Win32 builds. Only Win64.
-
OjitroC
- Godlike
- Posts: 3799
- Joined: Sat Sep 12, 2015 8:46 pm
Re: New features and changes of upcoming patch 469f
Sorry but not completely clear on what this means. Will one be able to play 436/469 content in 470?
It’s clear that anything made in 470 will not be able to be used in previous UT versions.
It’s clear that anything made in 470 will not be able to be used in previous UT versions.
-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
-
Letylove49
- Adept
- Posts: 395
- Joined: Tue Feb 28, 2012 7:47 pm
- Personal rank: AK admin
- Location: suisse
Re: New features and changes of upcoming patch 469f
thanks.Buggie wrote: ↑Thu Jun 19, 2025 12:26 amin some sort. You can open 469 stuff in 470, but can't play together.
And stuff which saved in 470 will not open in 469.
So you can use 469 content in 470 and basically all.
Auto merged new post submitted 1 minute later
Also no WinXP support for 470. Vista is min version.
And likely no Win32 builds. Only Win64.
i have windows 11 64 bits . i don't know who still under windows XP but i don't think many player.
my goal was to ensure players will still able to play on my server if i turn it on v470, because i don't want lost players.
-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469f
436/469 players will not able play on 470 servers. only 470 players will able play on 470 servers.
Auto merged new post submitted 17 hours 38 minutes later
10. 39 FPS into 841 FPS. Improved render dynamic lights in 21 times
In 469f greatly improved render dynamic lights, such as TriggerLight.
In video shown edge case - map with huge lightmaps and only TriggerLights as Light.
In pre-469f that lead to constantly recreate lightmaps every frame.
469f recreate them only if lights actually changes.
That explain such great difference between performance.
In real use difference will be less, but still noticeable.
Such change allow use more triggerable lights and similar on maps, without hurt FPS.
Note: if you not need power of TriggerLights (able turn on/off) - always use regular Light instead. When in this scene used regular Lights, FPS goes be 1400.
Auto merged new post submitted 17 hours 38 minutes later
10. 39 FPS into 841 FPS. Improved render dynamic lights in 21 times
In 469f greatly improved render dynamic lights, such as TriggerLight.
In video shown edge case - map with huge lightmaps and only TriggerLights as Light.
In pre-469f that lead to constantly recreate lightmaps every frame.
469f recreate them only if lights actually changes.
That explain such great difference between performance.
In real use difference will be less, but still noticeable.
Such change allow use more triggerable lights and similar on maps, without hurt FPS.
Note: if you not need power of TriggerLights (able turn on/off) - always use regular Light instead. When in this scene used regular Lights, FPS goes be 1400.
Last edited by Buggie on Fri Jun 20, 2025 9:21 am, edited 1 time in total.
-
Barbie
- Godlike
- Posts: 3224
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: New features and changes of upcoming patch 469f
Oww, that's a no-go for servers.
"If Origin not in center it be not in center." --Buggie
-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469f
Up to server admins. PUG servers likely will switch to 470. At least one community admin already want do so. That is bunch of servers.
In general 470 will gain a lot benefits for competitive play, so I expect all competitive servers and players switch to it.
Casual players/servers possible stay on 469.
In general 470 will gain a lot benefits for competitive play, so I expect all competitive servers and players switch to it.
Casual players/servers possible stay on 469.
-
Barbie
- Godlike
- Posts: 3224
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: New features and changes of upcoming patch 469f
Some statistics of main server "BarbiesWorld" for the last 180 days. Every login is counted so it does not show the version per client (but it gives an idea).
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
-
Deepu
- Adept
- Posts: 398
- Joined: Mon Nov 11, 2013 7:56 am
- Personal rank: Average
- Location: India
Re: New features and changes of upcoming patch 469f
I'm waiting for v470, I don’t want to stick with old patches. Let’s improve the engine. how about the mesh collision?

-
Buggie
- Godlike
- Posts: 3446
- Joined: Sat Mar 21, 2020 5:32 am
Re: New features and changes of upcoming patch 469f
11. 6.7 FPS into 200 FPS. Even better handle Dynamic light
In previous video I show how 39 FPS become 850 FPS.
Since then we made it even better. ON test map from previous video we reach 1300 FPS. Which is just 7% lower from theoretical maximum when all lights static - 1400 FPS.
Now I want show more real case. In video appear EhactoraFour map from Fifth Vortex map.
That map use 200+ TriggerLights for make transition effect to next map.
I just rebuild light on it and rise lightmap quality to maximum.
Also it will cost increase cache meg size in INI. I set it to 256 MB, since map use near 200 MB on this setup. And if cache not enough, all be slow, once cache exhausted.
Anyway, back to video.
First I show 436. Not great. 5 FPS. Also I show FPS without light. 170 FPS.
Next one is 469e. 6.7 FPS with light. 208 without light.
Last one 469f. 205 FPS with light. 211 without light.
And for final just little fly over level for show how stable FPS is.
Such change allow use even ridiculous good lightmaps together with things like TriggerLight.
In previous video I show how 39 FPS become 850 FPS.
Since then we made it even better. ON test map from previous video we reach 1300 FPS. Which is just 7% lower from theoretical maximum when all lights static - 1400 FPS.
Now I want show more real case. In video appear EhactoraFour map from Fifth Vortex map.
That map use 200+ TriggerLights for make transition effect to next map.
I just rebuild light on it and rise lightmap quality to maximum.
Also it will cost increase cache meg size in INI. I set it to 256 MB, since map use near 200 MB on this setup. And if cache not enough, all be slow, once cache exhausted.
Anyway, back to video.
First I show 436. Not great. 5 FPS. Also I show FPS without light. 170 FPS.
Next one is 469e. 6.7 FPS with light. 208 without light.
Last one 469f. 205 FPS with light. 211 without light.
And for final just little fly over level for show how stable FPS is.
Such change allow use even ridiculous good lightmaps together with things like TriggerLight.