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Mr. Natural
July 1st, 2004, 01:28 pm
Below are details on the upcoming Far Cry patch v1.2. It isn't out yet, but sounds like it will be very soon. Keep an eye out here on the forums for the announcement.


Patch 1.2 is in its final stage of production: a nasty scoreboard bug and a CDkey security issue remain to be fixed, but otherwise a huge list of improvement/fixes have been implemented and tested successfully.

We're now localizing all the readme files, and the final candidate will be tested extensively later this week to make sure it is really solid - we don't want to rush in the last few days after such a long development time.

Thanks for your patience,

Matthieu Boulard - Far Cry UbiSoft Producer


Here's the changelog as of yesterday. Obviously features may change.

* Made the run speed about 15% faster
* Made sprint last 30% longer
* Adjusted damage to vehicles
* (vehicles now survive longer in multiplayer and behave consistently between weapon damage types) Bullet damage can be disabled by "g_vehicleBulletDamage" cvar: 0 = no bullet damage (default), 1 = bullet damage; this works only in MP.
* MP vehicles can get the same damage from every kind of bullet (no distinction between sniper rifle and the deagle), this value is set by 'dmgBulletMP' variable inside 'DamageParams' table of the vehicle.
* buggy, humvee and gunboat can be destroyed with one rocket.
* bigtruck can be destroyed with three rockets.
* buggy and gunboat can be destroyed with 100 bullets (if g_vehicleBulletDamage = 1)
* humvee can be destroyed with 150 bullets (if g_vehicleBulletDamage = 1)
* bigtruck can be destroyed with 500 bullets (if g_vehicleBulletDamage = 1)
* vehicle damage code cleaned and made more consistent.
* Fixed a number of serious issues with headshot detection
* Ported a number of sensitive routines into non SDK sources
* Fixed some issues with ladder animations appearing odd to other players
* Added quicksave support for single player (still in process)
* Fixed bug where players name tag didn't show up
* Fixed bug where console would accept letters as variable states
* Fixed a number of ladder related issues
* Fixed error with warning message in connection dialogue
* Fixed a significant number of bugs relating to quicksave (~100 bugs)
* Fixed a connection dialogue error
* Fixed an incorrectly localized HUD message
* Fixed bug with server shutdown dialogue error
* Addressed a number of issues with the server list UI
* Fixed bug causing cancel button to stop working
* Server create sessions are now saved
* Fixed a bug causing game freezes when player joins and player rotates
* Fixed a rendering issue with Radeon 9600 graphics cards
* Fixed Punkbuster crash when switching from punkbuster online server to hosting LAN server
* Fixed issue with punkbuster icon not showing up in the server listing
* Fixed random crash relating to punkbuster server listing info
* Fixed issue with punkbuster refusing connection to a server that is destroyed and then re-hosted
* Fixed a number of crash problems related to punkbuster server creation with non-dedicated servers
* Fixed issue with punkbuster enabled in multiple server profiles
* Disabled e_vegetation_min_size in multiplayer (used as cheat)
* Added optimizations for character effects including invulnerability shader
* Added optimizations for scoreboard performance. Scoreboard no longer updates fields that have not changed
* Fixed issue where radar would not be drawn correctly with certain game type changes
* Fixed framerate issue when player touched assault ammo pickups
* Fixed issue with password protected servers not removing password after restart
* Fixed issue with spectators not being able to hear ambient sounds
* Fixed message printout for multiplayer statistics (was only working with log_verbosity 1, not it works with 0 (default) as well)
* Fixed listplayer on the client (was only working on the server)
* Changed multiplayer scoreboard system for less bandwidth and easier extendibility
* Fixed bug in scoreboard that reported ping incorrectly by a factor of 2. Pings now appear correctly (half the old values). Note: ping is still the same, the output value was inaccurate)
* Fixed check in server/client version check (now you cannot connect to servers with old network code)
* Fixed bug in submitted Punkbuster ID causing random CD Key hash to be generated. Global ID unique to CD keys is now parsed correctly.
* Added MultiplayerUtils:OnChatMessage a script function which is called on the server for every chat message (to enable saving out chats)
* Made several changes to improve network packet scheduling
* Separated multiplayer and single player weapon code better functionality with mod developers and support for changes to MP balance without affecting single player.
* Made a number of changes to multiplayer weapon parameters, outlined below:
* All weapons - Increase accuracy while standing still by 25%
* Made the medic packs give 50% more health for the engineer class
* Reduced rocket launcher clip to 1, no change to lethality.
* Increased MP5 damage by 30% with full auto, 50% increase with semi-automatic
* Adjusted AG36 damage to head and torso.
* Reduced AG36 grenade radius.
* Increased OICW accuracy by 30% when zoomed.
* Reduced OICW grenade clip to 3 with max carry of 3 in the gun and 3 in reserve
* Increased Pancor damage slightly
* Reduced P90 damage by 10% and reduced max range by 25%
* Increased lethality of mounted weapons.
* Improved detection code for player name tags, fixed issue causing name tags not to appear if crosshair was on arms and legs
* Fixed collision detection on the dedicated server with different arm position because of different weapons. Hit detection is now more accurate.
* The record console variable was makred as protected because it opened up some cheat possibilities
* Fixed a bug that sometimes caused players hit by a buggy not to credit the driver with a kill
* Fixed a number of issues with discrepancies between player cameras in 1st and 3rd person

Jagndeke
July 1st, 2004, 04:11 pm
Whew... that's one big list of bugs fixed! :eek: Funny, I can't remember hitting a serious bug the whole time I played through although I didn't spend much time on MP. I guess it just means that the game was in pretty good shape to begin with and just got a little bit better. :shades:

SupaTroopa
July 1st, 2004, 04:17 pm
I like the run speed/endurance fix more than anything! Carver must've been a pack-a-day smoker with no exercise routine considering how quickly he ran out of breath, one of my first complaints about the game.

I will certainly get back into FC once this patch is out.

RHooks
July 1st, 2004, 04:21 pm
Awesome game. Picked it up last week. It's been very stable for me. A few sound glitches and the occasional graphical bug I've come to expect in any game these days. I would like to see some improvement to the sniper rifle. Way to much movement when looking through the scope.

OldsterHolster
July 1st, 2004, 07:46 pm
Of course, I just play single player; but I played through it twice without any problems worth mentioning. I remembered SupaTroopa's complaint and agree with him, but it wasn't that bad; and I thought the sniper scope was pretty realistic. (Its why snipers are always prone. Heh, heh.)

Anyway, the game was so good that I'll probably play it a third time sometime in the future; so maybe I'll get the patch. Edward.

Fzoulcmbyl
July 1st, 2004, 09:31 pm
Hey RHooks, what level are you on?..where are you at in the game?

Just curious.

:D:


Fzoul

RHooks
July 1st, 2004, 11:47 pm
Just started the control level.

Quantum Ninja
July 2nd, 2004, 12:02 am
Awesome game. Picked it up last week. It's been very stable for me. A few sound glitches and the occasional graphical bug I've come to expect in any game these days. I would like to see some improvement to the sniper rifle. Way to much movement when looking through the scope.

You are remembering to either crouch or go prone and hold your breath while you snipe, right?

RHooks
July 2nd, 2004, 09:43 am
I tried again last night from the prone position and it was rock steady. I could swear I tried that when I first picked up the sniper rifle and it was still all over the place.

SupaTroopa
July 2nd, 2004, 10:24 am
I remembered SupaTroopa's complaint and agree with him, but it wasn't that bad

Yeah it wasn't a game breaker by any means, just a bit too unrealistic. 30% seems like a good increase though, anxiously awaiting patch, also willing to try MP for the heck of it soon.

Mr. Natural
July 2nd, 2004, 12:21 pm
Here (http://techreport.com/etc/2004q3/farcry/index.x?pg=1) is a report on the new shader improvements in the upcoming patch. Apparently a number of sites have had the patch and have been checking out the improvements.