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FarCry 1.2 patch preview


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ripped from UBBX Forums

 

Before I list the changes, I wanted to include a few caveats. For one, please keep in mind that the following list of changes is subject to change. This is not necessarily the final list -- some new fixes may end up being included, and some changes listed may not end up in the patch. However, since I believe you all would prefer *some* information to *none*, I am posting this tentative list. The second caveat is that the release date is not final. The patch is going into testing now, and if all goes well, it will be released soon. As soon as I get more infromation, I'll be sure to post it.

 

That said, here is the list of changes in Patch v1.2!

 

Patch 2 (v1.2) change log

 

Gameplay changes:

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)

 

Bug fixes

Investigated a number of serious issues with headshot detection

Various network improvements

Vehicle damage code cleaned and made more consistent for modders

Fixed some issues with ladder animations appearing odd to other players

Fixed a number of ladder related bugs

Added better quicksave state saving for single player (corrected around 100 bugs)

Fixed bug where players name tag didn't show up in multiplayer

Fixed bug where console would accept letters as variable states

Fixed error with warning message in connection dialogue

Fixed issue with connection dialogue error message

Fixed incorrect HUD message

Fixed server shutdown dialogue error message

Fixed a number of issues with the server listing not displaying correctly (greyed out)

Fixed UI bug that caused cancel button not to work

Fixed issue causing server create sessions not to be saved

Fixed issue with Radeon 9600 rendering issue

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

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been a slow work in progress in my free time... what little i have... but learning the sand box the engine impresses me more and more, Doom 3 lighting, fog lighted from windows moving light sources, bad ass ai and 6 km of mapping space with a billion of sprites on the screen form the bush as soon as i get that down and the scripting engine... farcry the rpg WOOT!! look for it in 200x "when its done" :rotfl:

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