So since 1.4 is probably coming out sometime near 2142 will it be the last patch?
1.4 the last patch?
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Re: 1.4 the last patch?
As far as I know, it's the last planned patch.
I'm sure if something serious comes up, there will be a 1.41 or 1.5, but for the forseeable future this will be the final version of BF2.
This is why I'm not in a big rush to see it released. I'm hopinh they take their time and really wrap a lot up. -
Re: 1.4 the last patch?
hmm, out of curiosity-
In BF 1942 how many patches were there? and how many of those patches brought us new maps, and new vehicles
Now how many patches are there currently for BF2? and how much new stuff have we gotten- 2 new maps, and a crappy new game mode:hmm:
we got jacked
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Re: 1.4 the last patch?
BF1942 wasnt all that perfect upon release either....Originally posted by mrpoptart01yea but bf2 was rushed and had alot of bugs in the game engine unlike 1942
funny thing is that this "superior" engine wont even let you do the things that made BF42 so much fun, Ie walking ontop of moving objectsbecause the gameplay on that game is much easier to do unlike bf2 where you have engines missles and game play like that has much more code and so onComment
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Re: 1.4 the last patch?
We haven't been jacked... unless you want to say we've been jacked by the industry.Originally posted by zuiquan1hmm, out of curiosity-
In BF 1942 how many patches were there? and how many of those patches brought us new maps, and new vehicles
Now how many patches are there currently for BF2? and how much new stuff have we gotten- 2 new maps, and a crappy new game mode:hmm:
we got jacked
The sad truth is that things have changed a lot in the games industry over the last several years and most of that change has NOT been for the better.
Constant demands for better graphics, more content, extended features (like ranking and punkbuster), have all driven up the cost of bringing anything to the market. To compeat, you have to shell out big budgets.
With those big budgest at stake, game publishers are not at all thrilled by adding a bunch of *free* content to the mix. Since it's the publisher's that have/supply the money, they call the shots on what gets made.
Back in the day, it was the developers in the driver's seat. A top dev knew damned well that publisher's would all flock to them as soon as they had a workable demo. This also gave them a lot more freedom to do what they wanted to with their development time. Since most developer types are gamers at heart, what they wanted to do was add to their games 'n make fellow gamers happy.
That time is gone.
Devs now do as they're told and bid/pitch/bendover backwards franticly to draw publisher dollars. They're forced to do what the publisher says, because if they don't they don't get paid.
This is very much the same thing that happened to the film industry. In the early days, it was easy to make a movie. All you needed was some talent, a cammera, and something to shoot. As movies became a bigger and bigger deal, distributers were able to cash in and become the dominant force. Those distributers eventually took over the whole damned market. Only recently things have opened back up again with a handful of runaway smash hits done on very low budgets (I'd name Blair Witch as being the most notable leader) and movie goes demonstrated that they want to see more variaty than was being presented (think back to the 80s). Now things are getting a bit better... but it's still mostly a big fish industry.
In this specific case, Dice is now owned by EA. EA is a huge business. Most of EA's staff isn't what you'd call gamer focused. They tend to be accountants, paper pushers, check writers, office admins, salesmen, and the like. My personal dealings with EA (yeah, I was involved in some high level industry stuff) really turned me off. There simply wasn't much interest at all in why a project would be "really cool"... the question was always "how does it make us money?".
Just lately, EA seems to have smartened up a little. The market is getting tight. There's too much competion and PC gamers tend to be a fairly savie crowd. This led to a downturn for EA's bottom line that they seemed to be unable to address. I suspect that someone managed to point out that support, PR, and community relations are all things that can help 'em out. There's been an upsurge in EA's interest in looking at their games from a gamer's point of view. Still, they have a long way to go.
Bottom line: Until it can be proven that things like extra (free) content really does boost the publisher's bottom line (ie, overcomes the extra development costs), you can expect things to get worse before they get better in the industry as a whole.
* This is all opinion, speculation, and observation from my personal point of view/experiences.Comment
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Re: 1.4 the last patch?
mmhmm making a navy is a lot harder than in 42 :shakeheadOriginally posted by zuiquan1funny thing is that this "superior" engine wont even let you do the things that made BF42 so much fun, Ie walking ontop of moving objects
Just imagine if the aircraft carriers from BF42 were ingame and moving
carrier[teamkills]everyone on deck :laugh:Comment
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Re: 1.4 the last patch?
To answer your question about the BF42 patches here is the rundown followed by the complete BF42 Change Log. I did not include the complete BF2 Change Log because this is more readily available for you find where the BF42 change log is not. But BF2 has already been patched eleven times not counting the two Beta patches:
There were 10 patches in total and only two "new" maps released for regular BF42 (not including RTR (0 new maps through entire live cycle) and SW (1 new map (Raid on Agheila 1.6) again for the entire life cycle) as part of the patches. These maps included, Invasion of the Phillipnes (1.5), Liberation of Caen (1.6).
This information below was gathered from FileShack.
3/9/2004 - Dedicated Server Hot fix
This hotfix is intended to correct an exploit which is currently in the Battlefield 1942 dedicated server. This hotfix will only be effective for the DEDICATED SERVER.
9/4/2002 BF42 1.1 Patch
SERVER FIXES:
Improved server stability.
Fixed bug that caused server to say it was full when it wasn't.
Servers started from in-game now use settings from dedicated server tool if those settings are not in the in-game Create Game front-end.
LAN servers no longer report to Gamespy master server.
Limiting the bandwidth now works from the dedicated server.
CLIENT FIXES:
All Seeing Eye server browser support added.
Fixed refresh rate locked to 60 hz in Win2k and XP machines. We're working on getting this fix for Win98 and ME machines. To enable this on Win2k and XP machines do the following: Open the videodefault.con file found in Settings\VideoDefault.con Edit the line: renderer.allowAllRefreshRates # (where # can be replaced by 0 or 1)
Changing this value to one will allow you to select the refresh rates from the Options>Video section of the in-game frontend. NOTE: the game will default to 640x480.
Fixed bug that caused ammo-boxes and health-cabinets to not work occasionally.
Considerably faster internent in-game browser.
Added icon in the in-game browser for dedicated servers.
Added icon in the in-game browser for password protected servers.
Added icon in the in-game browser showing server CPU status, if it's doing well or if it's bogged down by too many players for it's capacity (this is dependant upon the CPU not the bandwidth).
Added server CPU info in the in-game browser under the server info>rules tab.
Chat text in-game has it's own color so it's easier to see.
Server version number will show correctly in server info> rules tab
Fixed some instances of the internet browser crashing when pressing yes to update to newer version on a 98 machine.
Fixed player ability to sink Jeeps and Kubelwagens into the ground.
Fixed free spectator camera does not turn off, even when unchecked in the server.
BF42 1.2 Patch 11/28/2002
Perhaps the most substantial of all the improvements is the improved close combat accuracy. DICE has been hard at work improving the way hand to hand combat is handled, and let me tell you, I've lost some sleep playing BF into the wee hours of the morning because of this patch – it's that good, and truly an awesome enhancement to the game.
-Low close combat hit accuracy due to network lag is much improved.
-Some Server CPU usage optimizations: Multiple server instances should perform better.
-Fixed currently connected players being dropped at map switch in favor of new connections.
-Remote Console application is now fixed.
-Release of bound sockets works correctly.
-Bug causing missing spawn points and Gray flags that do not change is fixed.
-Bug causing soldier animation states to be dropped is fixed.
-Reconnection problems fixed.
-The ASEHost.dll "Failed to execute ASEQuery_init()" error is fixed.
-No longer need to reissue the admin.enableRemoteConsole and enableRemoteAdmin commands every time the server restarts.
-Bug in Standalone Server causing "Corrupted Data" error when hosting CTF on Bocage is fixed.
-Added hit detection feedback: Client crosshairs blink with a small dot in the crosshair and additional cross-lines when the server registers a successful hit.
-Dedicated server settings are saved properly. (Note: if Friendly Fire checkbox is turned off, the next time the dedicated server is started the check box will be checked, but the percentages will all be at 0%)
-Remote Admin (admin connected to server as a player) does not have to authorize every time a new map starts anymore.
CLIENT FIXES
#Totally new file structure
-Ensures easy implementation of mods and expansion packs.
-There is a bf1942.pid file that includes the process id for the battlefield game running.
#Gameplay tweaks
-Jeeps more sensitive to shells (one shot equals one kill).
-Increased B17 rate of fire for better carpet bombing.
-Grenade damage versus tanks is 40% less powerful.
-AA Gun Damage vs Infantry is increased (1 shot equals 1 kill in torso/head). Also removed splash damage versus infantry.
-Slightly increased knife damage distance.
-Slightly decreased deviation when walking and shooting with side arms.
-Increased damage for Machine Gun 42 and browning versus infantry.
-Increased damage for Plane Machine Guns versus other planes.
-Tiger tank health increased by 25%.
-Fixed M10 being treated as a jeep for splash damage.
-Slightly increased damage for MP40, MP18 and Thompson versus infantry.
#Cheats removed
-"Long View Distance" cheat fixed.
-"Wireframe" cheat fixed.
-"Turning Off Fog" cheat fixed.
#Sound improvements and optimizations
-Irregular looping sounds and/or loss of sounds bug has been fixed.
-Redundant sound state changes removed.
#Memory usage optimizations.
#Physics engine improvements
-Mine placed on jeep causing jeep to sink through ground no longer possible.
#AI optimization
-Bots do not jump in and out of vehicles anymore.
-Bots have improved mobility and behavior while sitting in tanks: close range enemies now make the AI drive further away and fire from distance instead of just hopelessly circling around the enemy.
-Several small tweaks and improvements for bot control
*Major improvements to artillery.
*Improved path selection (less prone to go on rough terrain).
*Major improvement of the fire behavior.
*Fixed bug in SAI's bot ordering update.
*Fixed AI handgun sound effect.
*AI will not favor planes on a runway which is blocked by other vehicles.
*Decreased AI view distance.
*Several tweaks of .con-files for more accurate description of the game elements.
#Menu
-New Button "Custom Game" lets the player play a custom made mod game or Expansion Pack games.
-Server browser "Backfire" setting displays properly in server details window.
-The in-game console stays in front of game text and is less transparent for improved visibility.
-Improved In-game server browser filters.
-TAB button works so players can see their own score even if they didn't make the top-3.
-The Minimap arrow yellow flash lasts longer when a teammate uses a voice or radio command.
-Dedicated Server menu has an added function called "Automatic Restart". When checked the server will automatically restart if it crashes or is turned off any other way than pressing the stop server button.
#Rendering optimization
-Billboard trees for GeForce 3-4.
-Hardware shadows on all cards (GeForce 1-4).
-Hardware skinning on animated meshes (wheels, flags, soldiers)
(GeForce 3+ and hw vertexshaders cards).
*New option to put into videoDefault.con (if wanted) renderer.forceSwSkinning 1 (default is 0 = use hardware if available.)
-Tri-stripping (optimizing meshes to improve FPS).
-GeForce4 MX support fix that eliminates desktop crashes occurring on some computers.
3/7/2003 1.31
Network/Server Fixes
- We fixed a crash in co-op mode when restarting the map - this crash was known to occur right after a map switch
- We removed the default Remote Admin Password for servers - there was a default password in place that could be used as an exploit
- We changed the object collision system to prevent exploits involving players hiding inside of objects - more widely known as the “Coral Sea” bug
Client Fixes
- We locked out an exploit to prevent users from seeing through walls.
Sound Fixes
- We modified several attributes of the sound system to provide better sound performance. If you still experience problems, be sure to consult our guide below.
1.3 Fixes NETWORK/SERVER FIXES
-Optimization of server priorities to improve Net Performance
-Smoother object movements
-Text strings are sent to the server instead of ascii, resulting in smoother text entry.
-No Lag prediction if soldier is sitting in vehicle. This fixes the problem of pilots getting shot out of the cockpit when in a plane.
CLIENT FIXES
#Sound improvements and optimizations
-New and improved Sounds in 1st person view for the following weapons:
*Bar 1918
*Thompson
*MG42
*Browning
-New streamed sound implementation increases performance and decreases memory usage.
-Problems with SoundBlaster Live on WinXP and Win2000 systems are solved
#Graphical Improvements
-New and improved fire animations in 1st person view for the following weapons:
*stg44
*bar1918
*mp18
*mp40
-New and improved models in 1st person view for the following weapons:
*stg44
*bar1918
#Gameplay tweaks
-Damage to airplanes from the following has been decreased by 50%:
*BAR
*StG44
*Thompson
*MP40
*AA GUNS
-Spreading when walking and shooting increased on the following weapons:
*BAR
*StG44
-Reloading time on sniper and engineer rifles reduced by 33%.
-Rate of ticket decay when a team holds more than half of the command points has been increased on Head-on maps
-Rate of ticket decay when Attacker holds all the control points on Assault Maps has been reduced by 40%, leaving a better chance for the defender to retake a CP.
-Rate of ticket decay when the defender holds the map reduced by 40% on assault maps.
-Attacker / Defender ticket ratio changed slightly to defenders favor on assault maps
-When going outside of the map boundaries, soldiers will take 20% of their full health of damage per second (after being warned)
#Optimizations.
-Decreased Loading times for the game and map changes.
-SafeDisk check only when starting game and not when changing maps
#AI optimization -The AI in single player mode is much improved. Bots now focus on close range enemies over long ones, especially when their current weapon is not suited for long-range
-Radio and voice command display now have a 'greyed out' look for commands that the bots do not respond to.
#Menu -Message window has been modified and is now separated into three parts:
1) User generated chat (radio and chat text) - 4 rows
2) Game Info (capture control point etc.) - 2 rows
3) Kills (x killed y) - 3 rows
The number of lines for each message window can be changed as long as it is at least 1 line and the total amount of lines for all message windows do not exceed 12.
These chat windows can be manipulated through new console commands (where 'int' is any number between 1 and 12)
chat.setChatMessageSize
No. of lines for chat messages display
chat.seGameInfoMessageSize
No. of lines for game info display
chat.setKillMessageSize
No. of lines for kills info display
chat.setChatHistory
Sets the no of lines for all 3 message displays at once
chat.chatInfo
Returns status on how many lines each message window in using.
chat.OldChatListStyle <0 or 1>
If set to 1, the the old (v1.2) message window model is used.
chat.OldChatListHistory
No. of rows used if the old message window model is used
-New Ignore input Commands
You can ignore radio messages, radio sounds and also ignore specific players using the following commands:
chat.ignoreRadioText <0 or 1>
If 1, No radio text is printed.
chat.ignoreRadioAudio <0 or 1>
If 1, No radio sounds are played.
chat.setIgnoreRadioAudioAndText <0 or 1>
If 1, both radio sounds and radio text is supressed
chat.getIgnoreRadioAudioAndText
Prints status for these settings
chat.addToIgnoreList
Ignores a specific user's chatting.
chat.removeFromIgnoreList
Stop ignoring a specific user's chatting
chat.ignoreList
Returns the list of ignored players
NOTE: you can find a user's ID by using the 'game.listPlayers' command in the console
-Implemented TK Forgive and Punishment system.
By default, players have to wait 1 extra spawn wave for every TK they commit and when they have made 5 TK's that are not forgiven they will get kicked from the server.
By default, the server is in forgive mode.
There are 2 modes:
1) If you are killed by a teammate, you can forgive the killer.
The forgive options expires when you die again (auto-punish)
2) If you are killed by a teammate, you can punish the killer.
The punish options expires when you die again. (auto-forgive)
Admin Console Commands:
admin.spawnDelayPenaltyForTK
The number of extra spawn waves applied
(1.0 = wait 1 spawn wave,
1.5 = wait 1.5 spawn wave.. and so on)
admin.banPlayerOnTKKick <0 or 1>
When set to 1, players are also banned when kicked for TK
admin.nrOrTKToKick
The number of punished TK's before being kicked
admin.tkPunishMode <0 or 1>
0 : Punish Mode - Players are punished by default, until the victim forgives the TK
1 : Forgive Mode - Players are forgiven by default, until the victim punishes the TK
Client Console Commands:
game.TKPunish
Punish a TK (works only in Forgive Mode).
game.TKForgive
Forgive a TK (works only in Punish Mode).
-Vote announcement has new text color and icon.
-Added the possibility to tag specific players as a 'buddy' and make them more visible in the minimap
Client Console Commands:
game.addPlayerToBuddyList
Add a user with to the buddy list
game.removePlayerFromBuddyList
Removes a user from the buddy list
game.buddyList
Prints a list of your current buddies.
#Rendering optimization
-You can disable tri-linear filtering by adding the line
"renderer.useTrilinearFiltering 0" to your
Settings/VideoDefault.con
-SiS Xabre support
-Stripping and vertex-cache optimizing terrain patches. Increases performance for vertex cache enabled T&L cards that are vertex transform bound in BF. I.e. it reduces slowdown somewhat when lots of objects are displayed on screen.
-Optimization of the font writer, decreasing memory usage.
-Possibility to add lightmaps on ships and boats which can highly increase the visual effect
6/11/2003 1.4 Patch
New Features
-Support for Q-Tracker.
-Support for XML event logging (described in its own readme file).
-Improved CRC content checking which allows the server administator the option to include client side modifications but still block client side cheats.
-Added ability to reserve slots with a password.
-Added spawn points for some airfields.
Bug Fixes
-Support to use the same remote console port on two different BF1942 servers.
-Remote console now works on Windows98/Me.
-The free camera is now predicted on the client to give better control.
-Underscores now work for remote commands executed from the in-game console.
CLIENT FIXES
New Features
-The console command Soldier.CameraShakeFactor 1.0> toggles the camera shake in 1st person on/off.
-Two new weapons replacing earlier weapons used in the game
* Type 99- Japanese Assault rifle
* DP 1928- Russian Assault rifle
Improvement of game feeling
-Slight delays when turning, jumping and pulling out new weapons for a smoother and tighter experience.
-Recoil animations changed.
-Improved Death Cam: can now be configured to disable `Reveal Killer' mode.
Gameplay Fixes
-AA Guns do not cause splash damage when hitting sandbags.
-Mines now detonate when vehicles go in reverse over them.
-Infantry can now aim a full 180 degrees up and down in the 1st person view.
-Camera shakes when firing weapons mounted on vehicles.
-A pixel added to the center of the cross hair (server option).
-Disabled ability to repair land-based vehicles in hangars.
-Rear gunner for Stuka/SBD/Ai-chi-val now have cross hair.
-Default mouse sensitivity raised for air controls (You need to revert to default input settings once for this to take effect.)
-Added friendly mine indicators to HUD and mini-map.
-Increased bayonette damage to cause instant kill.
-Machine guns on Japanese destroyers don't run out of ammo anymore.
-Deviation time goes back to normal after running faster.
-Archival in Wake Island CTF spawns in with full health again.
-Less damage to planes from stationary machineguns.
-Road to Rome bombers re-balanced.
Physics improvements
-The collision bug where you could push another player into an object or building as been looked over and fixes has been added.
Graphical Improvements
-New and improved parachute landing animation in 1st person view.
-Lightmaps on ships implemented.
-Increased visual effect for AA-gun airplane hits.
-Improved hit particle effect when shooting at infantry.
-Road to Rome british soldiers get the Sten Gun.
-Faulty Defgun death effect fixed.
-Fixed a bug with B17 flaps that caused them not to appear on clients.
-Bazooka/Panzerschrek smoke trails changed.
Optimizations
-Improved precaching when loading maps, reducing stalls when new objects are loaded in during game.
Sound improvements and optimizations
-New and improved Sounds in 1st person view
*Increased volume of impacts
*Louder explosions for grenades
*New Sound for the Axis Assualt rifle STG44
Menu
-Scoreboard now shows current server's name, IP address and Map name.
-Scoreboard now lists player ID for all players.
-Buddylist is now saved to profile and retained between maps.
-Text messages and kill messages from buddies are color coded green.
-Bug causing the display of text messages and playing of radio messages when map start in a MP game fixed.
-Screenshots can now also be taken of the score board.
-Paste (Ctrl-V) in 'Add Server' box added.
-Voting system feedback improvements
09/05/2003 1.45 - SW Expansion
Patch 1.45 has introduced 3 new AIR controls, located under CONTROLS in the OPTIONS menu, on the 2nd page of the AIR tab. If you have applied the 1.45 patch to an existing, previously played install of Battlefield 1942, you will need to define keys for these controls in order for them to work while playing.
For reference, if you apply the 1.45 patch to an installation of Battlefield 1942 that has not been previously played, the keys are setup by default as follows :
AIR Control ---------- Default Key
GO TO POSITION 4 -- Key 4
GO TO POSITION 5 -- Key 5
GO TO POSITION 6 -- Key 6
NETWORK/SERVER FIXES
game.listPlayers will now display client IP addresses when run from the server console
CLIENT FIXES
Support for Battlefield 1942: Secret Weapons of WWII expansion pack Land vehicles will not respawn if player is too close to spawnpoint.
Def Gun now has shell icon instead of rocket.
Fixed issue with using the mouse wheel as a control.
AI skill no longer resets to EASY when browsing menus.
Dropped kits stay on static objects such as bridges, houses, etc.
Fixed issue with disappearing buttons after activating a custom game.
Tooltips added for Def Gun, stationary MG42 and stationary Browning.
Kits can no longer be picked up from a distance.
Fixed force from explosions on vehicles which were sometimes wrong, and caused vehicles to roll over.
AI players don't count when voting in COOP.
Possible to select position 4, 5 and 6 in aircrafts.
Console background does not disappear after switching to main menu.
Changing camera view while shooting or leaving water works.
CO-OP briefing text now displays the specific conquest type for each map (Assault, Head-On or Hybrid)
Names with line-feeds are now valid.
Fixed floating exploit.
Fixed first person animations, which sometimes stopped prematurely.
Fixed crash when changing camera view under certain conditions.
10/30/2003 1.5
CLIENT FIXES
-No more swapping CD's. Any installed Battlefield 1942 expansion pack or community mod can be played using any Battlefield CD.
-Fixed an issue that would cause severe lag when going from a vehicle ladder directly into a vehicle position. This was especially prevalent with the MG positions on Destroyers.
-Fixed Omaha Beach ammobox-bunker exploit.
NEW FEATURES
-New map - Invasion of the Philippines, complete with all new Patrol Boats.
-A new US Marines skin replaces the USA army skin in the Pacific theatre.
-US Marines Engineer is equipped with the M1 Garand.
-Japanese Engineer has been retrofitted with the Type 5 semi-automatic rifle.
-Kubelwagen replaced with the Black Medal Scout Car for the Japanese forces.
-Hanomag replaced with the Ho Ha APC for the Japanese forces.
1/30/2004 1.6
This patch updates version 1.5 of Battlefield 1942 to version 1.6. Includes new maps and Punkbuster support among other things.
ADMINS TAKE NOTICE
The 1.6 patch radically changes the format for the maplist.con file. The 1.6 README has all the necessary details, but note that your current maplists will not work when you update to the 1.6 patch.
New Map - Liberation of Caen
Liberation of Caen is a new map for BF1942 owners. It includes a whole new army, the Canadians. The army includes the Sexton SPA and the Lynx scout car, as well as new skins, flags, voice overs, and a new Assault rifle and the Johnson M1941 LMG. The Germans in this map are also equipped with a new scout vehicle, the Kettenkrad.
New Map - Raid on Agheila
Raid on Agheila is a new map playable for owners of the Secret Weapons of WWII expansion pack. This exciting map adds a bevy of new vehicles, including mobile spawn points, stationary rocket launchers, a new tank, new self-propelled artillery, and the Flettner, an experimental helicopter.
Modifications to Existing Maps
The Russian dive bomber, Ilyushin IL-2, has replaced one of the Yak 9 fighters in Kursk and Kharkov.
Battle of Britain can now be played using Objective Mode. Secret Weapons of WWII expansion pack is NOT required to play Battle of Britain in this mode.
Invasion of the Philippines has been slightly revised. The Japanese Destroyer has been rotated to face North, giving the Japanese a better chance at the start. The out of bounds area has been pushed back, and ticket bleeds have been slightly reduced.
Client Specific Changes/Bug Fixes
Added support for Punkbuster anti-cheat software
Visit www.evenbalance.com for more information.
In-game HUD Player and Map Voting Interface Via Scoreboard
To access the new scoreboard features either enter the spawn interface and click the Scoreboard button, or press TAB. (NB- clicking the right mouse button while holding down TAB will give you a cursor- clicking on the 'lock' button will lock the scoreboard onscreen.)
Features of the new scoreboard:
Add buddies.
Vote to kick players.
Vote to kick a player on your team (only your team can vote).
Vote for maps.
All players can be seen through scrolling the score list.
Integrated vote dialog to respond to vote requests.
Added two new key bindings map to Yes and No for the vote response dialog (default: Yes: 7 and No: 8).
Added a new key binding for quick access to the map vote dialog (default: INSERT).
Please note that if you already have these keys bound in your custom profile you will need to assign these functions to other keys or use for them to work.
Improved Server Browser
Support for favorite servers as a separate list accessible from the filters pane. NOTE: The favorite servers list must be refreshed manually to reflect the latest information from these servers.
Added button to place server in favorites list.
Much better filters and updated performance.
Added new filter buttons:
Populated only.
Favorites.
Pure Servers (Content Check).
PunkBuster only
Server Information pane will now detail which mods are present in the server rotation - Fixed the "Add server" button in the in-game server browser- now works for servers that use the standard GameSpy BF1942 ports.
Added button which takes you to the server rental service website.
Added LEGEND button (looks like question mark). This details what the main icons represent in the Server Browser Interface.
Other Fixes / Changes
The game.listPlayers command shows the cd key hash of the local player.
Slightly improved loading speed of maps.
Fixed sinking destroyer bug.
Changed APC exit point to minimize certain exploits.
Fixed an exploit involving damage to Aircraft Carriers.
Fixed crash bug when a dead bot was thrown through a window or door.
Dedicated Server Specific Changes / Bug Fixes
Added Support for Punkbuster Anti-Cheat Software
Visit www.evenbalance.com for more information
Win32 Dedicated Server Implemented Through Back-port of the Linux Dedicated Server
Runs in console mode displaying a status monitor with an interactive console.
The server uses a different binary than the game (bf1942_w32ded.exe).
Status monitor changes (compared to Linux server 1.5):
Added chat feedback.
Added number of tickets and current round number.
Added game state (playing, paused, etc.).
Added Support for Mixing Mods, Maps and Game Modes in the Maplist.
(NOTE: This is only supported from the dedicated server GUI)
IMPORTANT NOTICE ABOUT NEW SERVER FUNCTIONALITY
Please note that all old maplists are incompatible with this new feature and will have to be created again. Running the server with an old map list will not work.
As a result of this the game.serverGamePlayMode command in the ServerSettings.con file and the +game command line argument are now obsolete for dedicated servers and should not be used.
The Maplist.con was changed to allow three arguments:
game.addLevel < mapname > < game mode > < mod >, e.g.
game.addLevel Gazala GPM_CQ bf1942 ** NOTE : the following commands now also use this functionality:
admin.changeMap
admin.setNextLevel
Updated the DedicatedServer.exe launcher program to allow for creation of maplists with the new functionality.
Updated Chat System
Fixed "chat lag" by streaming messages over a high-priority channel.
Added basic flood protection which prevents players from taking to much chat bandwidth by "spamming".
Added chat text as messages to the status monitor console.
GameSpy/ASE Host Reporting Changes
Added (kills/deaths) to ASE score format.
Added roundTimeLeft to GameSpy keys.
Added reporting of cd key hashes to GameSpy keys.
Added active_mods key showing all mods in map cycle.
Added content_check key showing content checking mode.
Converted GameSpy reporting keys to lowercase and replaced spaces with underscores to facilitate filtering in external browsers.
Upgraded XML Logging Format to 1.1
Added support for CD key hashes for players.
Fixed a few spelling errors for keys.
Fixed a bug where compressed XML logs where sometimes being corrupted.
Escapes non-printable characters as bf:nonprint tags.
Added chat text messages to the XML stream.
Updated Banning System
Bans can be set on CD key hashes as well as IP addresses.
Timeouts can be specified in these ways:
admin.banPlayerKey [timeout]
Where timeout can take one of these formats:
Omitted or 'perm' meaning that the ban is permanent
An integral number meaning the number of seconds the ban will be active (i.e. 3600 means one hour) 'round', meaning the ban is active until the next map
An integral number prepended by a colon (i.e. :1234567), meaning the epoch exporation time of the ban (number of seconds since 1 Jan 1970). This option is most usable by external tools.
IP address bans continue to work as earlier but include the new timeout options as well.
Bans are stored as absolute times in banlist.con. Existing bans in banlist.con will be interpreted as permanent bans.
Updated Content CRC Generation
Generation bat files are now created only for the mods you select. The new bat files are named getcrc-.bat.
Updated Remote Console Output
The remote console now mirrors text written to the main console by prepending each mirrored line by a hash character (#). This is useful to capture chat text from external tools that periodically send commands to the remote console.
Please note that if several remote connections are made, the state of the mirroring is cleared so that mirrored console lines can easily be lost. Thus if you plan to use this feature in a tool, please only connect with one remote console connection at a time to ensure that you will get the correct results.
Other Fixes/Changes
Added installation sanity checking that will tell you about common installation errors such as missing files. The sanity checking is done automatically at startup.
Added more readable error messages for common errors such as misspelled level names.
The game.listPlayers command lists cd key hashes of connected players when running in internet mode.
The game.showPorts console command can be invoked to display the ports currently used by the server.
Added overlayPath feature to support running multiple server instances from the same installation directory. To set up an instance, please follow these steps:
Create a new, empty directory to hold the instance, for instance C:\Server1
Copy the mods\bf1942\Settings directory from the main installation to the new directory
Create a new, empty Logs directory in the instance directory
Start the server with the overlayPath argument in a shortcut:
bf1942_w32ded.exe +overlayPath C:\Server1
Please note that the working directory for the server must still be set to the main installation directory.
Also please note that if your overlayPath contains spaces you will need to quote the path in the arguments in one of these ways:
bf1942_w32ded.exe +overlayPath 'c:\path with spaces\server1' (single quotes)
bf1942_w32ded.exe +overlayPath """c:\path with spaces\server1""" (note that these are three double quotes)
12/1/2004 1.61
This update for Battlefield 1942 v1.6 addresses an undisclosed exploit.
I hope you found this helpful.
RadarComment
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Re: 1.4 the last patch?
This is just the sort of thing I was talking about in my above post.Originally posted by zuiquan1funny thing is that this "superior" engine wont even let you do the things that made BF42 so much fun, Ie walking ontop of moving objects
If it wasn't for our inflated expectations for current games, then big low detail battle ships that might not look as hot, but would be fully functional would be possible within the bugetary restrants of the all mighty bottom line.
A good example would be this interesting little game I tripped over recently called "Mount and Blade". It's a fully independant project and thus has no real budget to speak of. It's got fairly ugly graphics, no multi-player, and story-line is almost absent. Still, it's one of the most interesting games I've seen in a long time. What it does is simulate medivel combat WAY better than anything I've seen. If it was a big business game, it would be an utter failure, but since it's independant, they've been free to do things that a big company wouldn't touch with a 16 foot lance.
Ultimatly, the industry needs some big changes. Bioware is looking to do some groundbreaking with their upcoming "Dragon Age" since their conflicts with Atari drove them away from EVER doing another D&D game (NwN2 was outsourced, BTW). They're going to attempt to self-publish and cut the big biz publishers right out of the loop.
I don't know how many of you know Bioware, but they are probably the brightest shining example of a game dev house made up of gamers. When their devs were told by Atari that they weren't allowed to work on Cloak models for Never Winter Nights, their art guys went home and did in in their free time. How much does that rock?
Unfortunatly, Dice can never see the amount of freedom to do what they want again as they did with BF42. They're owned now and subject to EA's whims. Hopefully (and I do believe this can happen) EA will take a good look at the game's industry and figure out that they need to follow the model of the little guys... give their Dev's more room to play, support the communities, and bring real content to the market.Comment
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Re: 1.4 the last patch?
You make good points in this (and the above) posts. (as always. Do you never make an error!?!). Hopefully Flames of war:frontlines (or is it the other way around? cant remember right now.) can be a little breath of fresh air (BTW, for anyone who doesnt know, the team behind this are those wonderful designers who made desert combat for BF1942)Originally posted by WargimpThis is just the sort of thing I was talking about in my above post.
If it wasn't for our inflated expectations for current games, then big low detail battle ships that might not look as hot, but would be fully functional would be possible within the bugetary restrants of the all mighty bottom line.
A good example would be this interesting little game I tripped over recently called "Mount and Blade". It's a fully independant project and thus has no real budget to speak of. It's got fairly ugly graphics, no multi-player, and story-line is almost absent. Still, it's one of the most interesting games I've seen in a long time. What it does is simulate medivel combat WAY better than anything I've seen. If it was a big business game, it would be an utter failure, but since it's independant, they've been free to do things that a big company wouldn't touch with a 16 foot lance.
Ultimatly, the industry needs some big changes. Bioware is looking to do some groundbreaking with their upcoming "Dragon Age" since their conflicts with Atari drove them away from EVER doing another D&D game (NwN2 was outsourced, BTW). They're going to attempt to self-publish and cut the big biz publishers right out of the loop.
I don't know how many of you know Bioware, but they are probably the brightest shining example of a game dev house made up of gamers. When their devs were told by Atari that they weren't allowed to work on Cloak models for Never Winter Nights, their art guys went home and did in in their free time. How much does that rock?
Unfortunatly, Dice can never see the amount of freedom to do what they want again as they did with BF42. They're owned now and subject to EA's whims. Hopefully (and I do believe this can happen) EA will take a good look at the game's industry and figure out that they need to follow the model of the little guys... give their Dev's more room to play, support the communities, and bring real content to the market.Comment
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