Patch due

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old.KW

Guest
Taken from the ingame news, posted for the folks at work



KW


--------
Dynamix and Sierra will release an optimization patch for Tribes 2 tomorrow morning (approx. 6am PST on 6/13) that will significantly improve game performance on all systems, including ones with Voodoo video cards. Overall performance should improve for everyone across the board.

We knew that creating the kind of gameplay we envisioned would push the limits of current hardware. Starsiege Tribes pioneered organized team combat and Tribes 2 continues to define cooperative multiplayer games, in terms of community, vehicles, gameplay, or even in raw action. In some cases, the best way to improve performance is still with a hardware upgrade. Tribes 2 is specifically designed to take advantage of advanced processor and video power, so the better the system, the better the performance.

Finally, some may have noticed that Dave Georgeson is not participating in community forums. He has not forsaken you. The Tribes community is a passion for Dave. He works all day and then spends the few remaining hours before sleep reaching out to the players. But as passionate as he is about the community, he is even more passionate about the game itself. Right now he will be focusing his time on the future of Tribes. He says he'll come out to play as soon as he is able and sends his regards. The rest of us will continue to monitor the boards to receive your input and provide you with the latest game information.
<sbreak>
 
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old.Aaad

Guest
Cheers Muchly.

Any idea if this is all of the information they're giving, or, is there more in patchmessage.txt (or whatever it is) ?

Looks like I'll be able to hold onto my Voodoo for a little while yet. Phew... :D
 
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old.Zaccix

Guest
Patch 23115 is out

It's out, and waiting for you on your next login :)
 
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old.Aaad

Guest
I really wish I didn't have a job.

Yay! I quit in less than four weeks! :clap:
 
M

Moving Target

Guest
The last few patches didnt seem to make a difference :mad:
 
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old.Zaccix

Guest
Here's the update list for 23115, to give you lot at work something to read ;) :

----
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.

- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.

- (bug fix) Fixed a bug that could reset your Shape Detail setting to max

- (bug fix) Client join message name correction

- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).

- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.

- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.

- (bug fix) Found a particle crash issue and plugged it up good.

- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.

- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.

- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.

- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.

- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.

- (optimization) The following missions were refined in order to optimize framerate:
Alcatraz
Caldera
Flashpoint
Gauntlet
IceBound
Insalubria
Overreach
Respite
Sirocco

- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.

- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.

- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?

- (optimization) Missile sound script calls moved from script into code for faster processing.

- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.

- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:

- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.

- (memory leak) Fixed a memory leak involving memory use and resource allocation.

- (improvement) Targeting laser prediction should be better now.

- (improvement) You can specify a server's IP address manually at the join screen

- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.

- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.

- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).

- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).

- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.

- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.

- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.

- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.

- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.

- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).

- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.

- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.

- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
----

I just had a runaround offline on Sanctuary and Riverdance, and the player movement is definitely a bit faster. The jetpack also lasts for a touch longer as well, not a huge amount but it's noticeable.

The instant teleport into a vehicle when you create it has also made it in. It doesn't matter how far you run from the vehicle station, as soon as the vehicle is created, it'll teleport you into it. You can jump out as soon as you get in though.

The real test will come tonight, online :)
 
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old.addario

Guest
yea, i did miss the old jet-pack effect
 
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old.Hobbes^^

Guest
- (optimization) The following missions were refined in order to optimize framerate:


Oh dear god... NOT MORE FOG.

- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.

Considering with the fog your average sniper has to be within 100km to actually even see a target they are really sticking it to the snipers :)
 
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old.addario

Guest
i cant snipe, if i zoom in, the ppl become see through and all i see is a red triangle, buildings get white and transparent squares all over it
 
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old.Amything

Guest
use 32 bit textures, should go away with that, happened to me before
 
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old.Rockster870

Guest
I think they should get the game to work, and then worry about the fps.
 

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