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Releases: OldUnreal/Unreal-testing

Unreal v227k_14

01 Mar 19:13
2ea5408

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This is a minor update primarily focused on regression bugs:

  • We fixed several bugs in the volumetric fog rendering code
  • We fixed a bug that made the server listenport change after switching maps, making it impossible to connect to the server again
  • We fixed a bug in the BSP surface copy-pasting code
  • The PhysX contact fallback should, once again, work as expected
  • The Linux patch tarball now contains the necessary symlinks for libSDL3 and libSDL3-ttf

Unreal v227k_13

19 Jan 09:30

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Unreal v227k_13 Pre-release
Pre-release

Patch Highlights

  • Our Linux and macOS clients now use SDL3
  • We replaced Unreal's (unmaintained) OpenGLDrv with the OpenGL renderer Higor/CacoFFF wrote for the Unreal Tournament 469 patches

Stability Improvements

Unreal Editor

  • We fixed a bug that made the editor crash while building lighting for static meshes

Networking and Netcode

  • We fixed a bug that made the game crash when executing the "CRACKURL" console command

Bug Fixes

Unreal Editor

  • We fixed a bug that broke rendering of skeletal weapon bones in the editor
  • We fixed a bug that could make other viewports glitch when switching away from an OpenGL renderer in one of the editor viewports

UnrealScript

  • We fixed a bug that made it impossible to import text into a map property

Physics and Player Movement

  • PhysX hinge joint motors should now rotate at the intended speed
  • PhysX movers should now spawn in the correct state when bStartupRigidBody is enabled

Audio and 3D Rendering

  • We fixed a memory leak in the terrain mesh code
  • We fixed an issue that resulted in bones having an incorrect orientation when playing a skeletal mesh animation
  • We fixed a bug that made the game crash when rendering an LE_CloudCast light
  • We fixed a bug that could make meshes disappear when they were partially behind the camera
  • ICBINDx11Drv will now render fog maps correctly

Miscellaneous

Enhancements

Unreal Editor

  • We added two new options to the [Editor.EditorEngine] section of the game's ini file:
  • bSaveMapConfirm (default: true): You can set this option to false to disable user confirmation dialogues warning about unsaved map changes
  • bSaveMiscConfirm (default: true): You can set this option to false to disable user confirmation dialogues warning about unsaved changes to other packages
  • The brush builder BSP error debugger now has next/prev buttons allowing you to scroll through the BSP errors
  • We added a new world grid size option that allows you to build much larger maps
  • The light builder now supports specular reflection
  • We fixed a bug that broke texture importing in the Linux and macOS versions of UCC

UnrealScript

  • The Engine.Actor.IsAnimating and Engine.Actor.FinishAnim functions now have an optional int parameter which allows you to specify the root bone you want to check or finish the current animation for.
    This new parameter has no effect for non-skeletal meshes
  • We added a new function, Engine.Actor.GetAnimChannel, which allows you to retrieve animation information from specific skeletal mesh bones
  • We added a new map variable, Engine.GameInfo.TravelMapData, in which you can store information that will persist across level changes
  • The mid-game actor cleanup mechanism will now also clean up deleted non-actor objects
  • We implemented several new actions for ScriptedAI: travel data, int bit flags, and level changes

Networking and Netcode

  • Network connections will now persist across map changes

Physics and Player Movement

  • We implemented wheel physics in the Engine.PX_VehicleWheel class
  • Bots can now navigate through pain zones
  • Rope physics and ground friction simulation should now work as expected

Audio and 3D Rendering

  • ICBINDx11Drv now supports 227's distance fog and custom Z-testing features
  • ICBINDx11Drv now supports various new texture types
  • ICBINDx11Drv will no longer apply alpha blending to tiles we render without PF_AlphaBlend

Input and Windowing

  • We added two new options to the [WinDrv.WindowsClient] section of the game's ini file:
  • StartupBorderless (default: false): You can set this option to true to make the game use a borderless window
  • UseDirectDrawBorderlessFullscreen (default: false): You can set this option to true to enable the StartupBorderless option when UseDirectDraw is enabled
  • The Windows client now has a "SetScreenMode" console command which you can use to switch to fullscreen mode (SetScreenMode Fullscreen), windowed mode (SetScreenMode Windowed), or borderless windowed mode (SetScreenMode Borderless)

Miscellaneous

  • Setup.exe can now handle command line arguments that contain spaces

Unreal 227k_12

30 Nov 09:19

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Unreal 227k_12 Pre-release
Pre-release

Unreal 227k_12 Patch Release Notes

Patch Highlights

  • Our Unreal patches now include Metallicafan212's ICBINDx11Drv. This is a great-looking Direct3D 11 renderer with lots of features!
  • The Linux patch is now available as a tarball

Stability Improvements

Unreal Editor

  • We fixed a bug that made the PNG exporter crash when exporting very small P8 textures
  • We fixed a bug that made Unreal Editor crash when you selected multiple actors and then examined their LightColor in the properties window

Audio and 3D Rendering

  • We fixed a bug that made SoftDrv crash when attempting to render a surface, mesh, or tile with a compressed texture
  • We fixed a bug that made the base renderer crash when it attempted to render a static mesh that was illuminated by a deleted light actor

Miscellaneous

  • We fixed a bug that made the game crash after pressing the reload button in the in-game video settings menu
  • We fixed a bug that could make the Linux and macOS clients crash while loading a saved game

Bug Fixes

Unreal Editor

  • The bottom bar button that disables vertex snapping should now work as expected
  • We fixed a bug that gave vertices of imported brushes incorrect UV coordinates
  • We fixed a bug that made Unreal Editor flag moveable light actors as static lights
  • We fixed a bug that made the BSP builder inadvertently form narrow void gaps
  • We fixed a bug that made TriggerLights not build static lightmaps

UnrealScript

  • We fixed a bug that could prevent sitting scripted pawns from flying when they focus on a new enemy
  • We fixed a bug that made servers restore inventory you had already lost/discarded
  • We fixed a bug that made inventory not travel if their owner had zero health
  • We adjusted some incorrect friction values for physics prop decorations

Audio and 3D Rendering

  • Skybox selection with the D3D9Drv and OpenGLDrv renderers should now work as expected
  • Vertical Sprites and Rope Sprites with scaled textures should now render correctly
  • The game will now automatically disable delete lights that are still refered to by the level (e.g., in Dug)
  • Dynamic Coronas should now render in the correct phase of the rendering pipeline

Miscellaneous

  • Array property importing should now work as expected
  • We restored several fonts that had mysteriously vanished from the UWindowFonts texture

Enhancements

Networking and Netcode

  • We added a new Engine.NetDriver.HibernateSeconds setting. When set to a non-negative value, the server will automatically pause the game after HibernateSeconds seconds have passed without any human players present
  • We added a new Engine.NetDriver.DeadlockSeconds settings. When set to a positive value, the server will automatically shut down if the game has not advanced for DeadlockSeconds seconds

Unreal Editor

  • The sheering tool will now permanently transform your selected brush after you finish the sheering operation. This allows you to then sheer again along a different axis
  • The Convert/Compress to context menu in the texture browser will now show you which format the texture is currently stored in
  • The in-editor texture conversion utilities will now correctly handle Masked and AlphaBlended textures
  • You can now open a persistent properties window from the actor right-click dropdown menu. These persistent properties windows remain attached to the originally selected actor, rather than the currently selected actor
  • By default, the brugh pivot will no longer move when you select vertices
  • Selecting vertices in an ortho viewport will now select all vertices that overlap with the viewport axis, rather than just one random overlapping vertex
  • We added a right-click menu option to snap selected vertices to the grid
  • You can now undo and redo vertex snapping operations
  • We added a single-viewport configuration to the viewport layout selection window
  • We added an "extractall" option to the UCC updateumod commandlet. This option will extract all files in the umod package
  • You can now see and edit individual PolyFlags in editor property menus
  • The Kismet editor now allows you to add specialized sccripted trigger types that filter out specific actions
  • The Kismet editor can now pre-setup some trigger sequences
  • UnrealScript defaultproperties can now import objects that cross-reference each other
  • You can now copy the current Kismet trigger to the clipboard
  • The Kismet editor can now visualize triggers declared in UnrealScript defaultproperties. You can customize the visualization by overriding the ScriptedAI.EditorDrawFrame event
  • FlashLightBeams should now be placeable in levels again
  • You can now place AntiPortal actors in your level, similar to the ones used in Unreal Engine 2 games
  • The Kismet editor now allows you to delete groups
  • The Kismet editor now allows you to choose a color for each group

UnrealScript

  • We removed the password selection option from the classic game menu. Instead, you will now see a password popup when trying to join a passworded server
  • The game will now show you more descriptive error messages when it fails to connect to a game server
  • We backported the high-resolution GUI scaling options from the Unreal Tournament 469 patches. With these options, the game menu will look much better on high-resolution displays
  • The game now shows an error message when it fails to save a game
  • The game now calls the Engine.Actor.SkeletalRootMotion event when the Actor is about to perform a root motion while playing a skeletal animation
  • We added a FontScale option to ScriptedAI.HUD_DrawText
  • CreatureCarcasses will now use all MultiSkins of their dying pawns
  • MaterialTriggers now warn you if they have no sequence assigned to them

Physics and Player Movement

  • PhysX repulsors now use contact constraints instead of custom forces
  • Bots will no longer consider paths with an ExtraCost of over 1 million

Audio and 3D Rendering

  • We improved the accuracy of light maps for static mesh actors that have a custom ScaleGlow value
  • Most renderers will no longer apply gamma correction to screenshots that are not saved to disk (e.g., save game previews)

Unreal 227k_11

08 Mar 13:01
13c6198

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Unreal 227k_11 Pre-release
Pre-release

This is a pre-release version of Unreal 227k.

Notes from anth:

Epic finally gave us permission to release Unreal on macOS. We already had a partial port up and running internally, but it wasn't really playable. SDLDrv was extremely broken, our PhysX code didn't work, the game crashed randomly, XOpenGLDrv had major performance issues, and OpenGLDrv downright didn't work. Obviously, we did what all sensible developers would do: we went on a good ol' debugging spree to fix all stability problems, backported a bunch of fixes from Unreal Tournament 469, and we improved the rendering performance by writing a new Apple Metal-based renderer from scratch. The result is a highly experimental, but feature-complete patch that should work on all Intel and Apple Silicon Macs running macOS 10.9 or later.

Since this is the first time native Mac build of Unreal in a long long time, you should expect lots of issues. Please use our GitHub issue tracker to report them and be patient while we fix your problems. We have a lot on our plate :)

macOS Update - 6 APR 2024

We have uploaded a new macOS build that fixes a couple of issues:

  • Screenshots should now work properly with the metal renderer
  • Save game preview images should now also show up properly
  • The game should no longer crash when loading a save game
  • The game should no longer crash when clicking the "Restart" button in the settings menu
  • Fixed an issue that could cause the game to crash mid-game randomly
  • The metal renderer should now work on slightly older mac systems

macOS Update - 7 APR 2024

We have uploaded a new macOS build that fixes even more issues:

  • Flickering and Strobing lights should now flicker at a framerate-independent rate. This change should reduce (or even eliminate) the weird black bars some people were seeing at high frame rates
  • The Metal renderer will now suspend itself when the game window is forced to the background while it was in fullscreen mode. This fixes a problem where the entire system would lock up just a few seconds after Cmd+Tab'ing out of the game
  • Fixed an issue that made the Metal renderer crash when trying to render a mesh with a detail or macro texture on it. This crash also occurred when starting the Return To Na Pali campaign

macOS Update - 9 APR 2024

We have uploaded a new macOS build that includes the following changes:

  • If you play with the Metal renderer, you can now disable gamma correction by setting UseGammaCorrection to False in the [FruCoRe.FruCoReRenderDevice] section of ~/Library/Application Support/Unreal/System/UnrealOSX.ini
  • The ShinySurfaces option is now true by default for users of the Metal renderer. If you have already played with the Metal renderer, you will have to set this option to true manually (in the same in section mentioned above)
  • We have fixed an issue that made the Metal renderer fill the entire screen with violet pixels when zooming in with the Sniper Rifle or when opening the player setup menu with the UseAA option set to True

macOS Update - 10 APR 2024

We have uploaded a new macOS build that fixes the following issues:

  • We fixed a bug that made the shiny surfaces (such as the bridge in one of the intro maps) render incorrectly with the Metal renderer
  • We fixed a bug that made the Metal renderer use incorrect viewport dimensions after resizing the game window