BF1942 Patch Update

The Battlefield 1942 Website (thanks Frans) has word on the upcoming version 1.6 patch. Here's the update. which is accompanied by screenshots of the two new maps:
Attention Soldiers! We're going to talk about a couple of things in todays update. First the upcoming 1.6 patch and then the Battlefield 1942 Map Making Contest. So without further ado...

1.6 Update Battlefield Command has busted butts to get the 1.6 patch done as quickly as possible. Our sincere hope was to release it before the December holidays. Unfortunately, our commitment to releasing clean patches means that we cannot release the patch in its current state. We still need some time to clear up a few glitches. So, you at least have something to look forward to in January when you've finished playing with all the toys and goodies you've received over the holidays!

Here's a short-list of some of the features you can look forward to:

  1. Punkbuster support
  2. New in-game GUI for map and kick-voting
  3. New game server allows hosting of different mods, maps and modes in the same server rotation
  4. Chat lag fixed
  5. Russian Ilyyushin IL-2 added to Kursk and Kharkov
  6. New Battlefield 1942 map
  7. New Battlefield 1942: Secret Weapons of WWII map
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31 Replies. 2 pages. Viewing page 1.
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1.
 
No subject
Dec 19, 2003, 19:35
1.
No subject Dec 19, 2003, 19:35
Dec 19, 2003, 19:35
 
Good bye battlefild i will miss you.
I have an nvidia card
Im Soupkin.
I hope i dont have aids.
http://users.ign.com/collection/Serious_Soup)
s{Postal 2 sucks.
2.
 
No subject
Dec 19, 2003, 19:40
2.
No subject Dec 19, 2003, 19:40
Dec 19, 2003, 19:40
 
is it just enemy territory suffering from the nvidia/punkbuster crash? i hope so because i would like to keep playing battlefield. it would be really embarrassing with EA's partnership with NVIDIA and the whole the way it's meant to played thing when the game constantly locks up the computer


------------
Love,
Mayor Danm{
ExcessDan
3.
 
Chat Lag Fixed!
Dec 19, 2003, 19:57
3.
Chat Lag Fixed! Dec 19, 2003, 19:57
Dec 19, 2003, 19:57
 
Great! It only took what, a year for them to fix this? I swore off BF1942 because of the refusal (or inability) to fix this problem in one of the many updates that have happened since. I can't belieeeeeeeeeeve it took this long to fix.

4.
 
Re: Chat Lag Fixed!
Dec 19, 2003, 20:05
4.
Re: Chat Lag Fixed! Dec 19, 2003, 20:05
Dec 19, 2003, 20:05
 
Yep, that is pretty sad. At least they are still supporting the game though. A GUI for voting is something I've wanted since the game was released & we're just getting that, too.

5.
 
No subject
Dec 19, 2003, 20:24
Bop
5.
No subject Dec 19, 2003, 20:24
Dec 19, 2003, 20:24
Bop
 
When are they going to fix the friggin issue with the netcode? The issue where they use all client-side effects on a server-side weapons prediction netcode. At least they could have gone all the way with client-side weapons prediction like SoF2 and HL but I guess they didn't have enough time to complete the netcode or something.

BTW people that means you will see guns firing instantly , you will see the bullets hit instantly and in older versions you would see blood coming out of enemies but they were not really being hit. Thats why you have to aim in front of someone right in front of you even though the bullets are showing him being shots/ bullets going right through them.

6.
 
No subject
Dec 19, 2003, 20:25
6.
No subject Dec 19, 2003, 20:25
Dec 19, 2003, 20:25
 
canadian forces will be awesome!

Supporter of "The Only Good fredster Is A Dead fredster" fan club

http://www.firingsquad.com
Supporter of "The Only Good fredster Is A Dead fredster" fan club
7.
 
No subject
Dec 19, 2003, 20:28
7.
No subject Dec 19, 2003, 20:28
Dec 19, 2003, 20:28
 
looks like they are adding a kettenkrad too...

which is that half-track bike thingymajig

Supporter of "The Only Good fredster Is A Dead fredster" fan club

http://www.firingsquad.com
Supporter of "The Only Good fredster Is A Dead fredster" fan club
8.
 
Re: No subject
Dec 19, 2003, 20:40
8.
Re: No subject Dec 19, 2003, 20:40
Dec 19, 2003, 20:40
 
Who would use the forceware drivers? Forceware is another name for virus-drivers.

9.
 
Re: No subject
Dec 19, 2003, 20:48
9.
Re: No subject Dec 19, 2003, 20:48
Dec 19, 2003, 20:48
 
#5
I'd abandon this game if it goes to client-side prediction. People shooting me after I've long gotten around a corner -- no thanks. It's easy enough to snipe people right now. Think of ping as all the natural variables in the science of ballistics like windage and gravity.

Have to say that this patch sounds pretty good. Here's hoping it will be thoroughly tested before release.

10.
 
Re: No subject
Dec 19, 2003, 21:04
10.
Re: No subject Dec 19, 2003, 21:04
Dec 19, 2003, 21:04
 
your entire post is complete wrong . First off , there was no blood in the first versions and there was actually no way to tell if you were actually hitting someone at all. B Secondly the reason you have to lead people so much is NOT lag. It's because bullets in the game are actually objects that travel, unlike CS or SoF bullets which use hitscan detection. If I see one more person saying they have to lead ppl. alot and blame it on , lag I'm gonna pull my hair out. Blood is a MOD if it doesn't work correctly don't blame it on the DEV.

11.
 
Re: No subject
Dec 19, 2003, 22:16
11.
Re: No subject Dec 19, 2003, 22:16
Dec 19, 2003, 22:16
 
If I see one more person saying they have to lead ppl. alot and blame it on , lag I'm gonna pull my hair out.

Even better: why don't we both join forces and pull their hair out?


This comment was edited on Dec 19, 22:16.
-----
I'm not even angry. I'm being so sincere right now, even though you broke my heart and killed me.
12.
 
Re: No subject
Dec 19, 2003, 22:50
Jow
12.
Re: No subject Dec 19, 2003, 22:50
Dec 19, 2003, 22:50
Jow
 
Uh, yeah, actually, it IS lag that causes you to have to lead people, vehicles, and planes. Before you go off, yeah, I know it makes sense to have to lead targets to hit them, and I'm used to that. There may be some built-in "travel time" for bullets and other projectiles, but I've hosed down enough planes with pieces flying off with no actual damage inflicted and nailed so many vehicles in the ass or sides with antitank weapons but watched them drive away unscathed to know that there ARE network issues on top of the so-called "travel time" and that these network issues are so inherent to the engine design that they're not gonna change. I'm hoping they do something with the network code in BF: Vietnam but I'm not holding my breath.

13.
 
No subject
Dec 19, 2003, 22:54
Bop
13.
No subject Dec 19, 2003, 22:54
Dec 19, 2003, 22:54
Bop
 
They actually introduced blood in 1.4 go install the patch and see for yourself, YOUR the one who is wrong. After they realised what happened they took it out in the next patch.

I've took this discussion to the planet battlefield forums awhile ago and explained the whole thing, it IS lag and if you want the proof go to www.planetbattlefield.com and search for my old post about the netcode. After I took the time to explain it everyone there understood the issue. Sry but I can't recall the exact topic name right now but search for post from BopC.O.P if you want to know the actual truth of the issue instead of assumptions that you think are right.

In the current state the game's netcode is in, id rather die half a second after im shot than lead my targets 5 ft when they are 20ft in front of me when im getting 35 ping.

14.
 
Re: No subject
Dec 19, 2003, 22:57
Jow
14.
Re: No subject Dec 19, 2003, 22:57
Dec 19, 2003, 22:57
Jow
 
It's much worse in planes too, dude. You have to lead aircraft a ridiculous amount to get hits or kills, such that unless they're flying in a straight line it's near impossible to get quick kills via engine shots.

15.
 
Re: No subject
Dec 19, 2003, 23:12
15.
Re: No subject Dec 19, 2003, 23:12
Dec 19, 2003, 23:12
 
1.6 Update Battlefield Command has busted butts to get the 1.6 patch done as quickly as possible

They busted ass? I knew I smelled something

This comment was edited on Dec 19, 23:12.
16.
 
WTF?
Dec 19, 2003, 23:21
16.
WTF? Dec 19, 2003, 23:21
Dec 19, 2003, 23:21
 
Great! Another decent shooter that's going to get screwed because of Punkbuster! Goddamn, can one games developer out there put together some anti-cheat technology of their own specifically for their game? PB causes a hell of a lot more problems than it solves and it doesn't work any better than semi-frequent patching by the developer that eliminates the cheats (which DICE has been doing a great job of with BF1942). So what's the freakin' point with PB? It's just going to screw the player base just like it screwed the player base in Enemy Territory and Raven Shield. It's no good having a game based on online play if no one can actually connect to the server to play against you!

17.
 
Re: WTF?
Dec 19, 2003, 23:28
17.
Re: WTF? Dec 19, 2003, 23:28
Dec 19, 2003, 23:28
 
And how exactly is BF goin to get screwed??? I recall ET had punkpuster and there were no problems there. Me; I just think your upset because you'll no longer be able to cheat.

-Tony!!!;)
-Tony!!!;)
my 360 user name is Robo Pop
18.
 
Re: No subject
Dec 20, 2003, 00:38
18.
Re: No subject Dec 20, 2003, 00:38
Dec 20, 2003, 00:38
 
#14
the problem with planes is bullets have the same rate of travel regardless of how fast the plane is traveling. here's an example
When you press fire the bullet is spawned out of the planes gun and you EXPECT the bullet to have the planes speed in addition to the bullets speed. This is the way the real world functions. That's not how games function though. The bullet's actual speed is whatever the base bullet velocity is regardless of the plane's velocity. This is why you have to lead even more. The bullet is going roughly half of the normal speed relative to the target. This is assuming both planes at traveling at the same speed of course. Bf1942 treats projectiles as actual objects just like a jeep or tank.
In regards to Bf1942 netcode. it is a bandwidth hog . It's also a CPU hog. Start modding Battlefield and you will quickly find out the it is a very detailed physics simulator. get on a full 60 player server on wake island and wait till there's one flag left & every player is trying to attack the last one. It will bring any server I've seen so far to a stutter . When you have 60 ppl. blowing off 100's of bullets in a tight area , the game engine is computing every possible interaction with every poly. For everything that the engine is doing (even computing drag on the bullets!) it's netcode is great.
FYI the Bf1942 engine is the same engine used by Rallisport Challenge. I'd say it has fairly detailed physics.

This comment was edited on Dec 20, 00:40.
19.
 
LAg
Dec 20, 2003, 01:10
Vek
19.
LAg Dec 20, 2003, 01:10
Dec 20, 2003, 01:10
Vek
 
Actually a mixture of both posts is correct.

Firstly, bullets in BF42 have travel time. This is apparent in single player, on a lan, anywhere.

HOWEVER, there is the first bug - even tho bullets have travel time, DAMAGE-wise... graphically, the bullet 'puff' of dust hitting the ground or whatever is rendered INSTANTLY as you fire. No travel time. It appears instantly. Even miles away. A few seconds later the invisibile 'bullet' hits that spot.

SECONDLY
When you have latency (ping, lag, whatever), they still draw the puff of dust, play the guns sound effect (BLAM!) and the muzzle flash -INSTANTLY- even though the packet takes some time to reach the server. In fact, they even play the puff of dust or sparks or whatever on the ground or vehicle you're shooting at, INSTANTLY, again, with no travel time.

HOWEVER

The server only creates the invisible 'bullet' of actual DAMAGE when your packet arives, some time later. And -that- has travel time, compounding the problem.

This is why you can press the muzzle of your gun AGAINST SOMEONES CHEST (negating any travel time whatsoever), keep it there while they circle around you (Try it on an internet game with ~100 ping), have a friend circle around you slowly enough for you to keep pointed at him... or just have him move across your field of vision...
... and you can empty a clip at him. What happens? The gun 'appears' to fire instantly. In fact, puffs appear on his BODY, etc...

Yet by the time the invisible bullet of actual damage, not just graphic effect is created on the server, he has moved on. and it misses. No damage caused.

THIS is what makes it feel so flakey and broken.

Games with PROPER netcode like Half-Life's CounterStrike, etc, when it comes time to create the invisible 'bullet' of damage, actually project it back in time, seeing 'where eveyrone was' when you pulled the trigger, and score a hit or miss appropriately so the graphical blood or puff matches with what people see.

In other words, BF42 is half assed when it comes to one of the most important things in a shooter - lagcomp + hit detection.

Its actually WORSE to play effects on the client side that do not match whats really happening, than it is to not predict effects at all.

20.
 
Re: WTF?
Dec 20, 2003, 01:30
20.
Re: WTF? Dec 20, 2003, 01:30
Dec 20, 2003, 01:30
 
Checked the ET servers lately? There was a time when there were a lot of servers packed with players (I mean c'mon, it's a free game). Then PB updated their client and a lot of Nvidia owners suddenly couldn't run the game anymore. Overnight it was like ET lost a huge chunk of it's playerbase. Same thing happened to Raven Shield during it's PB client update.

Moreover PB doesn't keep you from cheating, it just stops the most obvious and easy to pull off game hacks. The cheats that are truly good are circulated among a quiet few players and they work fine regardless of whether PB is running on the server or not. Evenbalance tries to spin it like there is no cheat they can't detect and they're delusional. Patching the game is a much better way to derail cheaters and DICE has been doing that fantasticly so what's the need for PB?

I don't have an Nvidia card but I know a lot of players do and I would hate to log on to BF1942 one day and have to work to find a decent server with enough people for the game to be fun. When it shafts 1/2 your players it's not a good thing.

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