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  • 1.4 released!

    Head on over to www.thieveryut.com to grab it!

    Changes include:

    General Fixes:
    • Visibility meter works properly.
    • Floating door handles fixed.
    • KOing an AI doesn't add more than 10 points to score.
    • Infinite flare exploit removed.
    • Invisible stalker exploit removed.
    • Uncrouching in vents bug is fixed.
    • Fixed misc bugs with the scouting orb.
    • Fixed a bug where fires and other damaging actors wouldn't hurt crouched thieves.
    • Added mutators button to the start multiplayer game screen.


    AI Fixes:
    • Bots can no longer open locked doors they do not have a key for
    • Bots try to pick alternate paths when they encounter locked doors
    • New Investigation code - thieves should be less magnetic to bots now
    • 1-hit death for unaware bots reimplemented
    • Bots light flares and investigate if they see a teammate die in shadows
    • Fixed that error that caused lots and lots and lots (and lots) of crashes
    • Slightly tweaked bot skill settings when combined with server skill setting
    • Bots can now use doors that need buttons pressed to be opened - note that the bot uses telekenesis to press the buttons, so don't be alarmed if it looks like they're cheating
    • Bot sight range limit when seeing doused torches raised from 512 to 768
    • Bots can fall off ledges when cracked or blinded
    • Bots are now less firebolt-happy
    • Bots are less accurate when tagging hidden snipers
    • Fixed bug that caused bots to think they were being sniped when they weren't
    • Accuracy when shooting at hidden thieves (i.e. not snipers) increased a bit
    • Lessened CPU usage of TSuspiciousThings
    • Fixed a bug with blood splats counting as pools when they weren't
    • Bots will investigate blood splats if there is a thief nearby, else they will be ignored - gives thieves an incentive to hide blood splats if they are gonna stick around (this is the same as bots' handling of corpses)
    • New patrol point type: TPatrolPointSplitter - lets the bots take different paths in the same route in a random or ordered fashion
    • Fixed bug with bots holding flare and weapon at the same time
    • Fixed bug that caused 'infinite loop' crashes with certain configurations of patrol routes



    EDIT:

    This link will be live circa 21:00 GMT:

    http://gamefiles.blueyonder.co.uk/bl...yUT-Beta14.exe

  • #2
    So, has anyone found a non map-specific bug yet?

    No?

    Comment


    • #3
      I haven't played it yet. There are a few from 1.3 that I'm guessing haven't been fixed yet, and I'm fairly confident I'll find new ones. I'll give it a try soon.
      Nearly all men can stand adversity -- if you want to test a man’s character, give him power.

      Comment


      • #4
        Originally posted by mOdEtWo
        So, has anyone found a non map-specific bug yet?

        No?
        Yes. When I switch form 16 bit to 32 bit rendering in OpenGL, TUT crashes to the desktop. But then, UT has always done that for me, too, and when I restart it, it restarts with no problem, in the new color depth. So really, no complaints.

        Comment


        • #5
          Originally posted by mOdEtWo
          So, has anyone found a non map-specific bug yet?

          No?
          Yes.

          There's bugs in spider, asylum, burgois, and more.
          The only constant is change.
          (And I wouldn't have it any other way.)

          Comment


          • #6
            Originally posted by CrouchingDork
            Originally posted by mOdEtWo
            So, has anyone found a non map-specific bug yet?

            No?
            Yes.

            There's bugs in spider, asylum, burgois, and more.
            OMG OMG A DM THIEF!

            I mean, uh, those are map specific

            Comment


            • #7
              Originally posted by CrouchingDork
              Originally posted by mOdEtWo
              So, has anyone found a non map-specific bug yet?

              No?
              Yes.

              There's bugs in spider, asylum, burgois, and more.
              Arachnids.

              Comment


              • #8
                Originally posted by Occam
                Originally posted by CrouchingDork
                Originally posted by mOdEtWo
                So, has anyone found a non map-specific bug yet?

                No?
                Yes.

                There's bugs in spider, asylum, burgois, and more.
                Arachnids.
                Shhhh.

                The only constant is change.
                (And I wouldn't have it any other way.)

                Comment


                • #9
                  The abridged dictionary.com definition #2 for bug: An insect or similar organism.

                  It could possibly be argued that spiders are little creepy crawly BUGS, and are therefore a similar organism. Is there really much external difference from any old insect to a spider except for the eight legs?

                  Comment


                  • #10
                    Originally posted by Salsa
                    The abridged dictionary.com definition #2 for bug: An insect or similar organism.

                    It could possibly be argued that spiders are little creepy crawly BUGS, and are therefore a similar organism. Is there really much external difference from any old insect to a spider except for the eight legs?
                    Insects have a thorax, spiders don't. All true spiders have silk glands and spinnerets, no insects do. Spiders' legs have four joints, insects' have fewer.

                    "Bug" also has a specific technical meaning in entymology. It refers to a specific family (or maybe order) of insects.

                    Comment


                    • #11
                      Originally posted by mOdEtWo
                      So, has anyone found a non map-specific bug yet?

                      No?
                      http://www.thieveryut.com/bb/viewtopic.php?t=1523
                      Hippopotomonstrosesquippedaliophobia, n. See also Irony.

                      Comment


                      • #12
                        Slept right through it but nevermind, good work devs, as usual.
                        How TuF are you?
                        League of Legends
                        Bloodbowl by Extensions

                        Comment


                        • #13
                          Thanks, I love you. :grin:
                          www.desertcrisis.com

                          Comment


                          • #14
                            The new link is active, fast and reliable, have fun.

                            Many thanks to the Guys and Gals over at http://www.bygames.com/
                            for hosting the FULL file for TUT.

                            Special thanks to Babyharpseal as well, from their quakenet net channel #bygames. :wink:
                            How TuF are you?
                            League of Legends
                            Bloodbowl by Extensions

                            Comment


                            • #15
                              Umm, Agg, could you stick the "http" in there to make the link valid?

                              Comment

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