Game Update 12-17-15

This update fixes some input issues with the UI, adds a few new UI features, adds army facts and trivia to the AAR screen, fixes a few audio issues and closes a few memory leaks. If you haven't heard already, we are hosting a map building competition where we will select 3 maps as winners and include them with the game as an official map. The early review date has passed, but there is still time to get your map in by the Feb 1 submission deadline. There are several servers running the maps submitted for early review, so be sure to check them out and leave the authors your feedback on the workshop or our forums!


UI Enhancements
* Much of the UI and input systems have been reworked. This fixes numerous issues where the two systems would step on one another, such as when using text chat at the end of the round.
* A Last Man Standing message will be displayed when no other teammates are alive or can be revived
* Players may disable challenge and achievement notifications via the Scoring Notification toggle in the settings
* Server Info toggle added to the HUD settings; this removes the server info on the scoreboard - this is intended to be used by streamers who might not want this information shown
* Your name on the scoreboard is always bold
* Ping is color coded white, yellow or red to reflect worsening latency
* Added confirmation box when "Restore Defaults" is used within the settings
* Round swap notification added to the loadout screen
* Auto-Balance and Scramble Teams logic adjusted
* Auto-balance now takes all players into consideration before moving players as needed; previously early joiners were highly unlikely to be moved
* Scramble teams now takes player scores into account when scrambling

Army Facts & Trivia
* Players will now be displayed an Army fact or (less often) prompted to answer an Army trivia question on the AAR screen
* These are the same facts & trivia used on the webpage, https://www.americasarmy.com
* Answering the trivia is optional, but much appreciated :)

Audio
* Major ambient audio events timed to occur at the same time across all clients
* Your own footsteps no longer pan left to right under some circumstances
* Leaning and shuffling no longer creates "ghost" footsteps off to your side
* Crouch and tactical footstep volume increased slightly on some surfaces

Numerous Bug Fixes
* Fix for exploit where players could spam prone attempts in order to become de-synced from the server
* Clean Sweep and Pacifist are now awarded correctly (revivng a downed player doesn't go around the achievements anymore)
* Bug report hotkey (F6) now opens a window in the default browser
* Several memory leaks on the client and the server located and closed
* Fixed a rare client crash
* Admins no longer required to re-login following a map rotation
* Players are now able to choose any role when playing in single player mode
* Fixed several lighting issues on Checkout
* Fixed various incorrect physmats in Checkout (wrong decal/no decal)
* Put in a new cubemap texture on Checkout that does not include the spawn barrier in the image (oops)
* Few more signs/decals added to Checkout
* Fixed several spots in Checkout where players could reach unintended areas
* Removed an invisible volume in Intercept that would block some grenade throws
* Images on the Training menu no longer vanish when scrolling
* Server log streamlined slightly
* The low stamina camera sway no longer occurs upon the end of round
* The Kismet match start event now correctly occurs only at the start of a match (fixes some minor ambient sound issues on some maps)
* Fixed an issue where if you cancel or abort downloading a UMM from the server browser it would incorrectly prompt you to download the maps again
* Fixed an issue where players could change stance while reviving
The game wasn't made exactly to my specifications, so I feel it's broken.

«1345

Comments

  • Keebler750Keebler750 Posts: 3,530Beta Tester
    Sounds great!
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • Twitchr.Carbon8Twitchr.Carbon8 Posts: 286Player
    Question on the ping...... does that mean that we can no longer see our ping? If so, what do the colors mean? White= 0<50 , Yellow= 50<100 etc. Or is this so we can see other peoples ping as colored, and still view our own as a number?

    Thanks
  • CaterPCaterP Posts: 190Developer
    Question on the ping...... does that mean that we can no longer see our ping? If so, what do the colors mean? White= 0<50 , Yellow= 50<100 etc. Or is this so we can see other peoples ping as colored, and still view our own as a number?

    Thanks

    Your ping is still visible, it has just been colored when it gets rather high to draw attention to it.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,116Beta Tester
    Thank you for the patch. :+1:
  • Twitchr.Carbon8Twitchr.Carbon8 Posts: 286Player
    Question on the ping...... does that mean that we can no longer see our ping? If so, what do the colors mean? White= 0<50 , Yellow= 50<100 etc. Or is this so we can see other peoples ping as colored, and still view our own as a number?

    Thanks

    Your ping is still visible, it has just been colored when it gets rather high to draw attention to it.

    Ohh gotcha, Thanks CaterpillaR.
    Appreciate these patch notes by the way. Its good to see the progression of this game.
  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,411Player
    What time is the patch out uk time please.
  • CaterPCaterP Posts: 190Developer
    Typically we get the patch up and active by 9 AM CST.
  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,411Player
    Will servers need to be updated?
  • CaterPCaterP Posts: 190Developer
    They will.
  • MaclobsterMaclobster Posts: 214Beta Tester
    Thank you for the update :+1: :smile:
    (\/) (',,') (\/)
    Pipeline
    HonorTown
  • At least the high ping players will get pretty colors to ignore.
  • Bam4DBam4D Posts: 976Player
    edited December 2015
    What about NAMES on the FULL MAP TOGGLE? aghhh I'm thinking a simple addition? is it harder than I think? Give some love to people that play No HUD, thanks.. Just want to know who i'm rolling with in game :)

    _________________________

    ********Bam4D********

    BE ALL (THAT) YOU CAN BE!

    ________Army 1980_________


  • TrIn@dOr^SuRTrIn@dOr^SuR Posts: 215Player
    Server Version: 180442, up & running thanks!!
  • [Xlll]-=$k!zo=-[Xlll]-=$k!zo=- Posts: 2Player
    edited December 2015
    thx for the update,
    but for me always same bug :
    after go settings / audio & change somethibg, i lost my mic ..


    edit: after go settings / audio, i lost my mic .. without changing anything

  • L0rdDamianL0rdDamian Posts: 703Player
    edited December 2015
    Good patch, finally a fix on the 'de-synced' issues.
    thx for the update,
    but for me always same bug :
    after go settings / audio & change somethibg, i lost my mic ..

    By doing 'reconnect' in the console it's instantly fixed, just don't change it while playing :3
  • IO_i_OIIO_i_OI Posts: 1,107Player
    edited December 2015
    Nice patch. Lots of fixes!

    And thanks for my gift next to the Xmas Tree! I'm protecting it so no one else can open it! :p
    googley avatar aapg


  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,176Player
    Happy Xmas! :mrgreen:

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






  • IO_i_OIIO_i_OI Posts: 1,107Player
    I found enemy footsteps more pronounced which is a plus. Nade-cooking seems more consistent; I got 2 in 1 by flipping a nade over them. Vaulting seems a bit slower but only played one match. Never tried supported position yet.
    googley avatar aapg


  • L0rdDamianL0rdDamian Posts: 703Player
    Scratch the "nice" part, since there is an insane FPS drop. I went from a steady 124 to 60/70.. -.-'..
  • IO_i_OIIO_i_OI Posts: 1,107Player
    Scratch the "nice" part, since there is an insane FPS drop. I went from a steady 124 to 60/70.. -.-'..

    Did you set Max Frame Rate to 62?
    googley avatar aapg


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