Re: ◄► Unreal Tournament v469a Patch Release ◄►
Posted: Thu Oct 08, 2020 7:12 am
I'm really like whatever about this. Yea native mods etc also broke with the oldunreal 227 patch and still are broken/half working like mcoop's native side (there was meant to be an update to mitigate that in fact I even got permission from Winged but this is so long ago and I didn't know how to support the "227" side properly in ways like jcoopz did so I dropped the update for the time being because it was becoming too much, but if anyone is interested in reinstating that then please contact me.
Some mods indeed have just exe being different with new icon and plus it removes the need of a batch file as such executable will by default take the name of the exe as ini. Of course there might be another behavior tacked in but majority o the new exes are just simple hacks like that so indeed renaming unrealtournament's executable will most likely do the trick. You can also rename it to unreal.exe and have unreal.ini with the unreal paths and settings to play unreal without oldskool etc and use unreal's playerpawns. Hell the ubrowser console is updated as long as the ini is updaed with its entries and it will even feature the irc feature. Just interesting tips.
But either way, some people expected that the patch will remove the download cap that is in place if you don't use redirect and some people can't. Even though connections are way more capable and original Unreal doesn't suffer from the download cap. Some people also want the nontournament weapons to work again online without needing to subclass tournamentweapon, that the support at least should be there and should work online (now it only works if you fast switch through weapons). But I knew this would less likely be fixed, but maybe for next time someone can post/suggest this on github.
EDIT: I'd suggest against removing the timedilation thing though because you cannot fix broken maps anymore if they have been previously set so.
Instead there should be a warning never to use it for mappers as it has no actual effect beause it will always be reset when game starts anyway except of course on net games it will get clients desynced and confused because server reports one thing and client the other. NOT GOOD.
Some mods indeed have just exe being different with new icon and plus it removes the need of a batch file as such executable will by default take the name of the exe as ini. Of course there might be another behavior tacked in but majority o the new exes are just simple hacks like that so indeed renaming unrealtournament's executable will most likely do the trick. You can also rename it to unreal.exe and have unreal.ini with the unreal paths and settings to play unreal without oldskool etc and use unreal's playerpawns. Hell the ubrowser console is updated as long as the ini is updaed with its entries and it will even feature the irc feature. Just interesting tips.
But either way, some people expected that the patch will remove the download cap that is in place if you don't use redirect and some people can't. Even though connections are way more capable and original Unreal doesn't suffer from the download cap. Some people also want the nontournament weapons to work again online without needing to subclass tournamentweapon, that the support at least should be there and should work online (now it only works if you fast switch through weapons). But I knew this would less likely be fixed, but maybe for next time someone can post/suggest this on github.
EDIT: I'd suggest against removing the timedilation thing though because you cannot fix broken maps anymore if they have been previously set so.
Instead there should be a warning never to use it for mappers as it has no actual effect beause it will always be reset when game starts anyway except of course on net games it will get clients desynced and confused because server reports one thing and client the other. NOT GOOD.