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Patch Log - September 8th

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  • Patch Log - September 8th

    -New maps (Commissar's House, Station, Spartanovka, Pavlov's House)
    -Client Performance Optimizations
    -Client and Server crash fixes
    -Improvements to hit detection
    -Punkbuster Anti-Cheat can now be used by servers and is on by default
    -Added enable PunkBuster setting and PunkBuster disabled warning in Server Browser
    -Removed the ability to swap teams from the class select menu. Instead, there is now a button to open the team select menu. This will reduce some confusing 'Role is taken' messages.
    -Adjustments to weapon unlocks for each class. Veteran marksman now unlock semi auto sniper rifles, veteran anti-tank now unlock satchels, and more.
    -RO1 players will now get automatic bayonet upgrades for the Kar98 and Mosin rifle without needing to level these weapons first.
    -Mid-game map voting will now immediately change maps if enough players vote.
    -Fixed some reloading issues for weapons with stripper clips (G41, Kar98, etc)
    -Fixed problems with enemy spotted from inside a tank
    -Fixed occasionally seeing your dead self with no head or arms
    -Fixed an exploit with cover allowing super speedy firing for rifles
    -Fixed getting stuck inside geometry in some places when mantling
    -Fixed glitchy camera view when rotating into a wall while prone
    -Fixed an issue with map boundaries during Firefight sudden death
    -Several spawning bugs squashed
    -Fixed some issues with player progression
    -Added sorting by column to the Server Browser
    -Fixed server crashing due to Steamworks not being properly cleaned up
    -Fixed server crashing when using PunkBuster UCON system
    -Fixed Ranked vs. Unranked issues. It really works this time. Really Really
    -Fixed some Spawning and Role Selection issues
    -Fixed VOIP notifications not appearing and often crossing Public/Team channels
    Video Settings menu refinement
    -Added ability to cancel changes
    -Exposed Ultra texture quality settings to only machines that have enough memory
    -New Occlusion Culling Graphical Setting - higher setting will have less object "pop-in" but be slow (original default in previous beta), normal setting will run better but have a bit more object "pop-in" (New default). Will provide significantly better frame rates on normal setting.
    -The maximum video setting a system will be assigned on startup is high.
    -Added MaxAnisotropy of 16 to Ultra texture settings
    -Added 'stat perfdump' console command to get better information about poor performance people are seeing.
    -Memory Optimization for 32 bit machines.
    -Fixed exploit of glowing characters on low shadow settings
    -Ping now shows in the scoreboard
    -Fixed binoculars not working properly when a non-standard ironsights FOV was set on rifles
    -Modified network relevancy checking to reduce characters popping in
    -Added the ability to enable and disable VAC for servers on the commandline (overrides what is in the ini files). To enable VAC add the switch -VACSECURED to your commandline. To disable VAC add -NOVAC to your commandline.
    -Added the ability to override the automatically calculated Steam query port. Use SteamPort= on your commandline. Note: Has not been heavily tested, use at your own risk
    -Fixed an issue with AI swapping positions while a player was dead and waiting to take over positions in a tank. This made it appear that some positions were "coming back to life"
    -Fixed some vehicle AI bugs
    -Fixed not being able to kill the hull MGer or tank gunner in the Panzer IV if they were a human player
    -Created an intelligent system to grab bullet from partial clips before moving on to whole clips. This prevents you from ending up with all of your clips having just a few rounds missing.
    -Fixed getting bullet whizzed by guys that are not even facing you (I.e. shooting away from you). Also fixed double replication of some hit impacts/bullet whizzes.
    -Refined speedhack detection to have less false positives
    I see some nice changes, and new maps!


  • #2
    Re: Patch Log - September 8th

    http://forums.tripwireinteractive.co...2&postcount=55

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    • #3
      Re: Patch Log - September 8th

      Undocumented change: Overtime is now enabled, it's finally possible to win at the end as attackers!

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      • #4
        Re: Patch Log - September 8th

        Awesome progress it seems. Tell me if the voip fix works well as I can't test with my damned epileptic pc aaarghh!

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        • #5
          Re: Patch Log - September 8th

          These new maps are HUGE, they offer tons of room for 64 players. Definitely think these will be the most popular out of the bunch so far.

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          • #6
            Re: Patch Log - September 8th

            Are they out already?!?:(

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            • #7
              Re: Patch Log - September 8th

              Fixes and new maps in time for the weekend Booyah!

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              • #8
                Re: Patch Log - September 8th

                Originally posted by Jeepo View Post
                Are they out already?!?:(
                Yup.

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                • #9
                  Re: Patch Log - September 8th

                  I didn't have time to play around with the new update until this morning and even now, just had time to load into a couple empty maps. It would appear that the optimizations for performance are working.. well, at least as far as I can tell without going into Barracks, which was the one map that I got bad fps on.

                  I loaded into Station first (on a pub server as our server is still on the previous revision of the beta), on Ultra settings and was getting 30-66 FPS, which is definitely playable for me. I exited the server, set the graphics to High settings and then rejoined the server to find myself in Commissar's House and never dipped below 50 FPS. I then typed into the console "umbra culling" (without the quotes), which I had heard would give you a +10 FPS boost and it seemed to work, 60 FPS. Unfortunately, I have to go help my brother move into a new house and have no more time for testing.

                  I did have one crash during my 20 minutes of testing and it was in the server browser.

                  BTW, umbra culling is some sort of graphic optimizing middleware. Here's a video that shows what it does. Again, I didn't have much of a chance to do any actual testing on this, so my perceived FPS boost may have just been wishful thinking. I will do more testing later today when I have time and encourage others to try it as well and post up their results.

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                  • #10
                    Re: Patch Log - September 8th

                    got kicked for pb, downloaded pbsetup v3.4, even though I had that before, the new v3.4 pbsetup had RO2 in the game list and it updated the pb files

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                    • #11
                      Re: Patch Log - September 8th

                      Originally posted by Exploding_Silver View Post
                      got kicked for pb, downloaded pbsetup v3.4, even though I had that before, the new v3.4 pbsetup had RO2 in the game list and it updated the pb files
                      Good to know. Thanks Silver!

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                      • #12
                        Re: Patch Log - September 8th

                        Umbra culling works. I was having major stuttering issues in game (MSI 5770), found the command in another forum and typed in umbra culling and the stuttering immediately went away.

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                        • #13
                          Re: Patch Log - September 8th

                          Ok, I found a post by [TW]redeye where he explains what "umbra culling" is, where it's included in the options, etc. Quoted from here

                          Originally posted by [TW]redeye

                          Just to clear up some confusion regarding this setting.

                          1. Umbra culling affects how objects that are not visible to you are culled out before they are sent to the GPU for rendering. This is a draw call optimization, but just figuring out whether something should be rendered or not is not a cheap calculation, and can at times prove more expensive than just going ahead and drawing the object itself. This is why you were seeing the performance hit.

                          2. The setting the game used before the last update was performance intensive. You no longer need to type 'umbra culling' on the console anymore. In the video settings menu, there is a occlusion quality setting. The game will default it to Normal, and you should not put it to high unless you are ok with the performance hit.

                          3. The difference between normal and high is basically - in normal if you get to very low frame rates you might see stuff pop in if you rotate your camera very quickly. High will ensure that this never happens but at a consistently higher runtime cost as you've noticed. Otherwise, there is no difference between them, and I'd recommend you keep the default setting which is normal.

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