Farcry patch 1.2 released.

  • Thread starter Thread starter Mike
  • Start date Start date
Dodgy said:
/me faints


Didnt believe ya till I looked (only checked an hour or two ago and nada).
Thanks Mike.

People already moaning about bugs in the Ubi Forums I see. Shaun
 
Didnt believe ya till I looked (only checked an hour or two ago and nada).
Thanks Mike.

People already moaning about bugs in the Ubi Forums I see. Shaun

I wasted all my rockets on a bloody big monster the other night
(1.1)... I crept closer and closer so I could throw a grenade,
expecting any time he would rip my arms off, only to find I could
actually walk right up to him safely. He was dead, but standing...
Grrrr! I could have done with those rockets 2 minutes later!

D0d6y.
 
Dodgy said:
I wasted all my rockets on a bloody big monster the other night
(1.1)... I crept closer and closer so I could throw a grenade,
expecting any time he would rip my arms off, only to find I could
actually walk right up to him safely. He was dead, but standing...
Grrrr! I could have done with those rockets 2 minutes later!

D0d6y.

Lol, excellent.
 
Didnt believe ya till I looked (only checked an hour or two ago and nada).
Thanks Mike.

People already moaning about bugs in the Ubi Forums I see. Shaun

Well... I'm already regretting installing it. :-((( Appears to work to some
degree if I start again from the start and then will lockup. I cannot load any
of my current levels... it locks or drops me back to the desktop. Not good,
especially as I stupidly did'nt copy the game directory, and whats worse is the
1.1 wont now re-install... thowing up an error in the process of installation.
:-(((((((((((( Not a happy bunny!

So word to the wise. Backup your 1.1 installation before installing this
patch!

Mike
 
Mike said:
Well... I'm already regretting installing it. :-((( Appears to work to some
degree if I start again from the start and then will lockup. I cannot load any
of my current levels... it locks or drops me back to the desktop. Not good,
especially as I stupidly did'nt copy the game directory, and whats worse is the
1.1 wont now re-install... thowing up an error in the process of installation.
:-(((((((((((( Not a happy bunny!

So word to the wise. Backup your 1.1 installation before installing this
patch!

Mike

I guess setting an XP restore point would do it? Any problems just roll
back to pre-install? Ta, Shaun
 
Mike said:
I guess setting an XP restore point would do it? Any problems just roll
back to pre-install? Ta, Shaun

Easiest way is just to copy the game directory elsewhere until your've tested
the 1.2 patch. Assuming you have a bit of hard0drive space of course.

Setting a restore point in XP may not necessarily do the trick.

Mike
 
Mike said:
Easiest way is just to copy the game directory elsewhere until your've tested
the 1.2 patch. Assuming you have a bit of hard0drive space of course.
Setting a restore point in XP may not necessarily do the trick.

Sometimes patches tend to make some registry changes,
so just copying old files back won't necessarily work and
will screw up things even more. But I guess it's quite rare.
 
Aki Peltola said:
Sometimes patches tend to make some registry changes,
so just copying old files back won't necessarily work and
will screw up things even more. But I guess it's quite rare.

So far so good. Played through two levels from existing save games and
everythings fine - a little smoother but no great difference. Hoping
they've fixed the sound problem - OK so far. Shaun
 
Tim said:
Thanks Shaun. BTW, have they finally added a quicksave feature? If so,
what key?

If they have I aint found it yet. TBH I havent messed with it too much yet.
Shaun
 
Just incase you need to see whats been changed b4 you patch.

Spence


Patch 2 change log



Current changes:



a.. Made the run speed about 15% faster
b.. Made sprint last 30% longer
c.. 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.





a.. If punkbuster is not installed the "punkbuster enable" togglebox will not be disabled
b.. Fixed a number of serious issues with headshot detection
c.. Ported a number of sensitive routines into non SDK sources
d.. Fixed some issues with ladder animations appearing odd to other players
e.. Added quicksave support for single player (still in process)
f.. Fixed bug where players name tag didn't show up
g.. Fixed bug where console would accept letters as variable states
h.. Fixed a number of ladder related issues
i.. Fixed error with warning message in connection dialogue
j.. Fixed a significant number of bugs relating to quicksave (~100 bugs)
k.. Fixed a connection dialogue error
l.. Fixed an incorrectly localized HUD message
m.. Fixed bug with server shutdown dialogue error
n.. Addressed a number of issues with the server list UI
o.. Fixed bug causing cancel button to stop working
p.. Server create sessions are now saved
q.. Fixed a bug causing game freezes when player joins and player rotates
r.. Fixed a rendering issue with Radeon 9600 graphics cards
s.. Fixed Punkbuster crash when switching from punkbuster online server to hosting LAN server
t.. Fixed issue with punkbuster icon not showing up in the server listing
u.. Fixed random crash relating to punkbuster server listing info
v.. Fixed issue with punkbuster refusing connection to a server that is destroyed and then re-hosted
w.. Fixed a number of crash problems related to punkbuster server creation with non-dedicated servers
x.. Fixed issue with punkbuster enabled in multiple server profiles
y.. Disabled e_vegetation_min_size in multiplayer (used as cheat)
z.. Added optimizations for character effects including invulnerability shader
aa.. Added optimizations for scoreboard performance. Scoreboard no longer updates fields that have not changed
ab.. Fixed issue where radar would not be drawn correctly with certain game type changes
ac.. Fixed framerate issue when player touched assault ammo pickups
ad.. Fixed issue with password protected servers not removing password after restart
ae.. Fixed issue with spectators not being able to hear ambient sounds
af.. Fixed message printout for multiplayer statistics (was only working with log_verbosity 1, not it works with 0 (default) as well)
ag.. Fixed listplayer on the client (was only working on the server)
ah.. Changed multiplayer scoreboard system for less bandwidth and easier extendibility
ai.. 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)
aj.. Fixed check in server/client version check (now you cannot connect to servers with old network code)
ak.. Fixed bug in submitted Punkbuster ID causing random CD Key hash to be generated. Global ID unique to CD keys is now parsed correctly.
al.. Added MultiplayerUtils:OnChatMessage a script function which is called on the server for every chat message (to enable saving out chats)
am.. Made several changes to improve network packet scheduling
an.. Separated multiplayer and single player weapon code better functionality with mod developers and support for changes to MP balance without affecting single player.
ao.. 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 marked 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

· Fixed a crash relating to Rcon commands with dedicated server

· Fixed bug with FarCry MOD version number being incorrectly displayed as 1.0

· Reworked a number of installer issues

· Fixed a number of bugs relating to Linux dedicated server porting

· Fixed bug causing mercenary reinforcements to behave incorrectly
 
Just incase you need to see whats been changed b4 you patch.


Added quicksave support for single player (still in process)

Sounds like they're saying "we added it, but it's still not done". So we
can't use it but it's there.
 
Yes guys its been released at last!
What the hell does this mean?

"High System Requirements

- Computer: A 3 GHz AMD processor or better is recommended."

So one of the system requirements to run at High is a processor that
doesn't exist?
Has anyone ever heard of an Athlon actually hitting 3 GHz? I might have
read something about some super cooling set-up on an Athlon64.

My point here is, I'm assuming they're actually referring to a PR 3000
Athlon, I just effin' hate the fact that FarCry labels my machine
"medium", I know it's not bleeding edge but it's better than "medium".

--
"You keep using that word. I do not think it means what you think it means."

- Inigo Montoya
Steve [Inglo]
HES PORN
 
Inglo said:
On 7/21/2004 10:28 AM Mike brightened our day with:

My point here is, I'm assuming they're actually referring to a PR 3000
Athlon, I just effin' hate the fact that FarCry labels my machine
"medium", I know it's not bleeding edge but it's better than "medium".
I have a Athlon64 3500+ with a 9500 Pro and 2 gigs of memory and the
auto detect on Far Cry selected medium for my system. Now I'm not sure
if it simply puts every system at medium, but I was still a bit
disappointed that it put my new system there.
 
If they have I aint found it yet. TBH I havent messed with it too much yet.
Shaun

This is what I use for "quicksave". I hope I'm not stating the
bleeding obvious here:)

1. Hit the "~" key to bring down the console.
2. Type in (without the quotes) " \save_game ". DO NOT PRESS
"ENTER" YET!
3. Hold down the SHIFT key and press the HOME key.
4. Hold down the CONTROL key and press the "C" key.
5. Now press ENTER.
6. Now when you need to "quick save" just press the ~ key and
hold down CONTROL and press the "V" key, then release both keys and
press ENTER.

It's a kludge, I know, but beats nothing.

Villain

"Bravery is not a function of firepower"
-J.C. Denton-
 
I have a Athlon64 3500+ with a 9500 Pro and 2 gigs of memory and the
auto detect on Far Cry selected medium for my system. Now I'm not sure
if it simply puts every system at medium, but I was still a bit
disappointed that it put my new system there.

I guess it must be your video card it didn't like.

I have a 3Ghz P4, 1gig ram running dual channel and an AIW 9800SE
(pipeline unlocked, so it's a 9800pro really), and it auto detected me
to high.

Your system should have more ooomph than mine on every count except
the video card.

D0d6y.
 
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