Game Update Notes (31 MAR 2016)

TheTotsTheTots Posts: 2,279Player
This update focuses on fixing a number of bugs in the current public version. As always thank you to everyone who reports bugs and sends us suggestions on game improvements. As you can see, it’s a huge help!

User Made Map (UMM) Changes
  • The game no longer reads .metadata files from the UserMadeMaps folder. Instead, a new ini file — AASteamUGCManager.ini — stores the list of Item Ids to run on a server. For each map the server should host, add a new line:ServerSubscribedItems=(IdString=<ItemId>)The <ItemId> is the same as the PublishFileId in the map’s .metadata file, or can be found at the end of the URL when looking at the map in the Steam Workshop (e.g. http://steamcommunity.com/sharedfiles/filedetails/?id=<ItemId>;).
  • To emphasize, the UserMadeMaps folder is no longer used on the server (and putting maps there without realizing this could cause errors when starting a server), the game no longer recognizes maps in the UserMadeMaps folder.
  • Server providers no longer have to open a separate port to support sending the list of hosted UMMs to clients.
  • Fixed issue where the map download progress bar wouldn’t update until you downloaded the last map.
  • Fixed issue where the map download progress dialog would hang if there were a large number of maps to be downloaded.
  • Servers will now ignore maps that have been removed from the Steam Workshop (they’ll be removed from the vote/rotation/admin-map-switch list).
  • [DEV]Philbax has created a new and improved guide to hosting UMMs on a server: http://steamcommunity.com/sharedfiles/filedetails/?id=656041282

Server Browser
  • Server browser is now available via the ESC menu during an active game
  • Adjusted field alignment in the server info widget
  • Server Browser: Fixed an issue where stopping a refresh didn’t actually stop behind-the-scenes queries , causing you to be unable to refresh servers until the query fully completed.

Server Settings
  • Implemented a server setting to disable automatic reload on an empty magazine; set bDefaultDisableAutoReload to true
  • C4 secure server setting has been removed along with all related functionally
  • Vote-kick has been disabled on Official Servers

Teamspeak
  • Teamspeak port is properly replicated to all clients from the server if the default port was changed
  • For server admins, the Teamspeak port may now be overridden via commandline argument “voipport” (e.g. “-voipport=1234”)

UI/HUD
  • A kill feed icon is now displayed when a player dies from the out-of-bounds volume
  • Text fields within the UI (such as on the Crosshair menu) will no longer capture text chat commands
  • Scoreboard colors and objectives on the minimap update correctly when team colors are changed on the nameplate menu
  • Fixed an issue where text chat messages would sometimes not appear
  • Fixed an issue where some HUD messages would not always be cleared if they were up at the end of a round
  • The Last Man Standing message functionality should now be correct for all circumstances; it now appears when you are the last “active” player
  • Fixed an issue where the anti-aliasing video setting was not respecting the Restore Defaults button
  • Fixed an issue where warmup mode could put spectators into an incorrect UI state
  • The Weapon menu now displays the correct skin for all reward levels
  • Fixed an issue where multiple VOIP icons could become stuck on screen when a player joins a team from spectator while using VOIP

Objectives
  • Dropping the flag or C4 on moving objects such as the radar dish on Coldfront will no longer result in the objective sinking into the object
  • Defusing an armed C4 objective now counts towards the Objectives Completed stat
  • Bomb icon on the objective status widget is now colored correctly

DEMOREC
  • Fixed a crash that often occurred when using the demorec rewind function
  • When reviewing a demorec from a spectator’s point of view the name of the player being spectated now updates properly

Miscellaneous Bug Fixes
  • Various fixes for the door actors in the editor – door preview meshes no longer block projectiles, new doors correctly generate a preview mesh and various cleanup for better usability
  • Players no longer drop weapons when failing to switch teams
  • Shooting a teammate who is the target of a takedown no longer counts as friendly fire
  • Players can now pick-up weapons while they have a pistol or grenade equipped
  • The achievements Seasoned Warrior and Be All You Can Be were being awarded incorrectly; correct numbers are now in place
  • Fixed an issue where the game could pull an incorrect soldier name when changing soldier accounts
  • Fix for out-of-bounds audio continuing past the end of the round under some circumstances
  • Fixed an issue where some stats from a match could be duplicated
  • Fixed an issue where some non-weapon kills were incorrectly reported as M4 kills
  • Added a check to the vault & mantle system to insure enough overhead space is available prior to attempting to vault or mantle
  • The fire mode button is now disabled when spectating others
  • Tweaked the posture transition code to prevent the player’s view from clipping into objects
  • Fixed issue where shotgun and M67 shoothouse scores were frequently not saved to the backend correctly.
  • Greatly improved resolution of weapon sway, making a notable improvement when using high-powered scopes.
The game wasn't made exactly to my specifications, so I feel it's broken.

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Comments

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited March 2016
    Implemented a server setting to disable automatic reload on an empty magazine; set bDefaultDisableAutoReload to true

    First supported now Auto reload.. if this is your way of checking off comp mode features into the game, it will work.....but a "mod" would be better

    none the less.. yay .. however at this rate (1 per patch) its going to take a while :confounded:
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • ={101st}=Whiplash27={101st}=Whiplash27 Posts: 1,991Player
    edited March 2016
    C4 secure server setting has been removed along with all related functionally
    What does this mean? Is C4 secure no longer in the game or is the ability to turn it off no longer in game? Or is it just up to the mapper?
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • CaterPCaterP Posts: 190Developer
    The option to secure a dropped C4 charge is now removed; it was an ini setting which defaulted to off. We decided to no longer support this option as it resulted in extra code maintenance for negligible gain.
  • TrIn@dOr^SuRTrIn@dOr^SuR Posts: 215Player
    Nice!!
  • SumTingWong?SumTingWong? Posts: 79Player
    Voip ingame aint working. Even after a restart.
    Settings are fine, they are set to true.
    2n8rncy.png
  • -Flops--Flops- Posts: 354Player
    edited March 2016
    Nevermind all sorted
  • ddra-ddra- Posts: 453Player
    Excited for the update Devs, many thanks.

    Particularly happy about the demorec fixes and auto reload off option. The server list being viewable from within game is also a nice touch.

    Question, after all these UMM changes, do we still need to subscribe/download all maps when joining a server? Or can we join and play just the current one.
    image
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  • RedBaron64(ITA)RedBaron64(ITA) Posts: 173Player
    The option to secure a dropped C4 charge is now removed; it was an ini setting which defaulted to off. We decided to no longer support this option as it resulted in extra code maintenance for negligible gain.

    +1
  • iNv|roKis-iNv|roKis- Posts: 419Player
    So why was auto reload an issue again?
    Bhop is a string of jumps with no interruptions.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    iNv|roKis wrote: »
    So why was auto reload an issue again?

    Adds a very small but what could be a costly awareness mistake.. minor detail
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • {4F}DeadlyGrouse{4F}DeadlyGrouse Posts: 277Player
    lots of good things. Really like the browser addition. Also being able to shoot through a friendly that's getting choked is great.
  • [B.O.B.]MatusPL[B.O.B.]MatusPL Posts: 7Player
    VOIP is not working on our server at IP 62.21.98.157:7778

    I hate your updates, everytime something is worse and all settings are gone !!
  • JoGaryJoGary Posts: 220Player
    Can we shoot through friendlies while they getting choked or as I read it we can shoot the friendly while killing the enemy without it being registered as a friendly fire incident but friendly will still take damage??
  • TheTotsTheTots Posts: 2,279Player
    The friendly soldier will still take damage, you just will not get the ROE points.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,165Player
    I was wondering about the possibility of an update this month (since you guys said you were shooting for monthly updates) and we are right on the end of the month so I was kinda dubious too.. I just didn't want to say anything or risk getting any hopes up.

    Nice suprise.. Thanks :)
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • PhilBaxPhilBax Posts: 43Developer
    VOIP is not working on our server at IP 62.21.98.157:7778

    The name of the Teamspeak port setting changed. If you're trying to use an old ini file, make sure you update the Teamspeak section.
  • [B.O.B.]MatusPL[B.O.B.]MatusPL Posts: 7Player
    |PhilBax| wrote: »
    VOIP is not working on our server at IP 62.21.98.157:7778

    The name of the Teamspeak port setting changed. If you're trying to use an old ini file, make sure you update the Teamspeak section.

    what is the new port?
  • JoGaryJoGary Posts: 220Player
    edited March 2016
    Any port you want I believe. Should update clients automatically. it explained in the change list :awesome:
  • PhilBaxPhilBax Posts: 43Developer
    edited March 2016
    what is the new port?

    In AAEngine.ini, under the [TeamSpeakDefaults] section, the setting name was changed from "DefaultPortPrimary" to "TeamspeakPort". It defaults to port 8765, but you can now change it to whatever you like. (Previously, if you changed it, VOIP wouldn't work)

    If you want to preserve old settings during an update, I highly recommend doing a "diff" against the new ini's using a tool like WinMerge. When the inis change, it's often because we're adding, removing, or changing settings that are important.

    For example, if you're using an old AAEngine.ini and you're hosting a server with User Made Maps, you'll want to make sure to grab the change to "NetConnectionClassName" under the [IpDrv.TcpNetDriver] section.

    If it would be helpful to server hosters, I can try to make sure we better document changed/added/removed ini settings in our change notes.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,114Beta Tester
    Thank you.
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