Operation Flashpoint Dragon Rising Update 2 Full Rip
Monday, February 1, 2010
Operation Flashpoint Dragon Rising Update 2 Full
Rip
PC Games | English | Action | 2010 | 254 MB
#
Support added for 2 new PvP game modes included in DLC Pack 2
# The
host is now able to press "Start" button to ready up and begin the 10
second countdown into game irrespective of whether all players are ready
or not.
# Improved multiplayer stability.
# Online
synchronisation has been improved mitigating various issues such as
shots fired not being registered and missing animations
# Improved
bullet hit detection on clients
# Medics no longer become unable to
move if the player they are trying to heal attempts to heal themselves
at the same time.
# The corpse looting inventory now appears
appropriately when characters are killed
# The corpse looting
inventory updates appropriately when swapping weapons.
# Tweaks and
amends to enemy and friendly AI.
# The damaged vehicle icon no longer
becomes stuck on screen if the player is spawned into a vehicle just as
it becomes critically damaged.
# Fly in camera at the start of the
Lumber Yard Infiltration mission now behaves appropriately
# alt
tabbing when in the lobby no longer causes graphical corruption on
ground texture
# Speed hack checking has been activated to block 3rd
party speed hacks during online games.
# Anti-cheat measures
implemented to combat leaderboard hacking
# Ammo counter for Fire
team leaders in PvP matches now counts down the remaining ammo
correctly.
# Vehicle control responsiveness improved for clients,
with input lag reduced
# Sessions that you cannot join such as those
that contain DLC not present on the players machine appear as greyed out
on the browse server screen.
# If someone without DLC is invited to a
game that requires DLC content they will receive a message explaining
this and the game can still be started. They no longer take up a space
in the lobby.
# Improved On & Offline stability
# Player
positioned appropriately after exiting a vehicle.
# Players are no
longer able to access a locked vehicle by using an unlocked vehicle
#
Mines are no longer triggered by neutral (inactive) vehicles
# Death
cam view behaves correctly if the player dies whilst in a vehicle and
swapping between 3rd & 1st person camera views
# It is no longer
possible to enter aimed view mode while the weapon select OSD is open.
#
Binocular functionality no longer impaired by previously selected
inventory item.
# Weapon torches now turn off properly when swapping
out the current weapon via ammo crates with the torch light switched on.
#
Players stance is now correctly maintained after operating an emplaced
weapon
# The player is now able to order a fire team under their
control to operate an emplaced weapon
# "Move To" orders now
correctly issued to the pilot rather than individual fire team members
when mixed fire teams occupy the crew seats in helicopters.
#
Helicopter chain guns no longer jam
# Weapons rotations for a.i.
gyrostablised weapons are no longer updated if they've not got a target
set.
# Weapon OSD for the M134 Minigun in the AH-6J Helicopter now
displays the correct number of rounds loaded (9999).
# Helicopters no
longer make inappropriate wheel contact surface sounds sound when
flying over grassland.
# "Live Link" feature in the Mission Editor
should now default to launch the game in Windowed mode
# The mission
editor should now be able to read multiple databases so text strings can
be easily added.
# Unavailable Bradley and ZBD200 squad references
removed from Mission editor
# Mouse look sensitivity for mounted
weapons is now aligned with other weapons
# Respawn timer now
displayed in all game modes.
# Fixed crash using empty string with
OFP:displaySystemMessage
# Fixed rare crash in AI input. Unchecked
possible invalid cast in AI input.
# Changed client prediction code
for extrapolating positions, based on how far in the past there is
accurate server data. (Optimisation)
# getVelocities bug fix for
helicopter suspension. Refactor removed getVelocities usage.
# Audio
Feedback Manager can search blocked speakers list by name as well.
(Optimisation)
# Destructor of commands is always called in the
CommandPool. Prevents possible memory leaks.
#
walkEchelonControlledSubUnits now recurses through only controlled
units. Now processes correct sub units.
# Friendly fire feedback will
revert to root echelon if no fireteam members are still alive.
Processes feedback case correctly.
# Fixed clients showing low LOD
back weapon between their feet after looting ammo crates.
# The
player can now add custom audio and modify further AI parameters (Weapon
usage values and dispersion system).
# Added OFP:getTerrainHeight(
x, z ) script cmd to return height of terrain, suitable as a Y value in
cmds such as OFP:spawnAtLocation
# Can issue AI fireteam a Defend
order to unmounted/neutral vehicles.
# Multiplayer arena bugfixes in
ME
# Multiplayer arena size limit changed to include warning zone in
ME
# New objective & territory icons for DLC2 added to ME
#
Multiplayer arena warning zone size clamped to 500m
# Fixed
CampaignEditor not starting on 64bit systems
# Added export of
attacking army to multiplayer data
# Supremacy and Blindside
gamemodes added to ME
# Sea level is now configurable through Map.xml
file
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