Thread: far cry 1.2
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08-07-2004, 20:40 #1Member
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far cry 1.2
waar blijft die 1.2 patch dat duurt hier nu al veel te lang.
no votes
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08-07-2004, 20:42 #2Member
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er is nog geen release date
PSN ID: Deletoss Xbox Live ID: D3L3T0Sno votes
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08-07-2004, 20:50 #3Member
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idd.
normaal was de release date een paar dagen geleden maar tis ni afgeraakt.
dus ik schat zo nog een maandje.PS3(750gb pal verkocht)
Nieuw:
ASUS eee 901 XP met: 16GB SDHC en 2gb ram. 1.8ghz intel atom
no votes
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08-07-2004, 21:10 #4
bwa...ze waren bezig met de patch te testen eb moesten nog 2 fixez adden dus prolly binnen een week of 2...!
Offtopic; Die nieuw ATI drivers zen de bom, zeker 10 fps boostno votes
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08-07-2004, 21:36 #5Member
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bij mij wel geen 10 fps boost.
welke 3D-kaart heb je ???no votes
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08-07-2004, 21:46 #6
geduld, die patch komt wel..
no votes
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08-07-2004, 22:27 #7Member
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oe bekijk je je fps in farcry
no votes
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08-07-2004, 22:37 #8PardonsGuest
download fraps ,
je vriend www.google.be
no votes
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08-07-2004, 23:03 #9
kheb nen 9800 pro. Kan ineens alles op very high spelen zonder mouse lag...Alleen in zware stukken nog een klein bekke vetraging (crosshair)
Res: 1024 x 768
fsaa: off
Anistropic: 4 x
vsync: off
water quality = !ultra! high (ma da beinvloed men perfomance ma me 2 fps ofzo
)
+- fps = altijd 45 + tot 120 =o
http://users.pandora.be/zizz/Farcryshowcae.WMVno votes
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08-07-2004, 23:38 #10Member
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kheb ook zoiets van fps buiten iets 35-60 en binnen 100-120
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08-07-2004, 23:43 #11Member
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ik speel buiten alles redelijk soepel op 1024 met detail medium maar van het moment ik gelijk waar binnen ben dan gaat ie plots naar 5 fps. normaal moet het binnen toch beter werken. plz help
p4 2.0 , 9700 pro 1 gig. ram DDR333no votes
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09-07-2004, 03:32 #12
yeah, Is omdat ze indoor nogal veel gebruik maken dx9 effecten zoals bloom, true lightning n physics ...Engine is imo niet optimaal wat performance betreft, zeker indoor niet!
Ma ge zou die dingen kunne afzette door shader 1.1 ipv 2.0 te gebruiken met 1 of andere command....Kan hem spijtig genoeg nergens vinden =/
Sommige mensen spelen deze game op very high met een gf 4 based card gwn omda al die funky effecten ni worden toegepast..(aan goede fps btw)
ANywayz: die laatste ati patch heeft veel opgelost =p (voor mij tog)
Baiz
no votes
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09-07-2004, 10:40 #13Member
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Ik speel met mijn 9800pro gemiddeld op 50fps. Tenzij er veel actie is: 18 fps
Ik speel enkele dinges op high, de meeste op medium.no votes
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09-07-2004, 10:45 #14Member
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Following requests for information about the 1.2 patch, here's a message [dated yesterday] from the producer regarding its status. Since this thread is for information only, it's already locked.
Patch 1.2 is in its final stage of production: a nasty scoreboard bug and a CDkey security issue remain to be fixed, but otherwise a huge list of improvement/fixes have been implemented and tested successfully.
We're now localizing all the readme files, and the final candidate will be tested extensively later this week to make sure it is really solid - we don't want to rush in the last few days after such a long development time.
Thanks for your patience,
Matthieu Boulard - Far Cry UbiSoft Producer
Here's the changelog as of yesterday. Obviously features may change.
* Made the run speed about 15% faster
* Made sprint last 30% longer
* Adjusted damage to vehicles
* (vehicles now survive longer in multiplayer and behave consistently between weapon damage types) Bullet damage can be disabled by "g_vehicleBulletDamage" cvar: 0 = no bullet damage (default), 1 = bullet damage; this works only in MP.
* MP vehicles can get the same damage from every kind of bullet (no distinction between sniper rifle and the deagle), this value is set by 'dmgBulletMP' variable inside 'DamageParams' table of the vehicle.
* buggy, humvee and gunboat can be destroyed with one rocket.
* bigtruck can be destroyed with three rockets.
* buggy and gunboat can be destroyed with 100 bullets (if g_vehicleBulletDamage = 1)
* humvee can be destroyed with 150 bullets (if g_vehicleBulletDamage = 1)
* bigtruck can be destroyed with 500 bullets (if g_vehicleBulletDamage = 1)
* vehicle damage code cleaned and made more consistent.
* Fixed a number of serious issues with headshot detection
* Ported a number of sensitive routines into non SDK sources
* Fixed some issues with ladder animations appearing odd to other players
* Added quicksave support for single player (still in process)
* Fixed bug where players name tag didn't show up
* Fixed bug where console would accept letters as variable states
* Fixed a number of ladder related issues
* Fixed error with warning message in connection dialogue
* Fixed a significant number of bugs relating to quicksave (~100 bugs)
* Fixed a connection dialogue error
* Fixed an incorrectly localized HUD message
* Fixed bug with server shutdown dialogue error
* Addressed a number of issues with the server list UI
* Fixed bug causing cancel button to stop working
* Server create sessions are now saved
* Fixed a bug causing game freezes when player joins and player rotates
* Fixed a rendering issue with Radeon 9600 graphics cards
* Fixed Punkbuster crash when switching from punkbuster online server to hosting LAN server
* Fixed issue with punkbuster icon not showing up in the server listing
* Fixed random crash relating to punkbuster server listing info
* Fixed issue with punkbuster refusing connection to a server that is destroyed and then re-hosted
* Fixed a number of crash problems related to punkbuster server creation with non-dedicated servers
* Fixed issue with punkbuster enabled in multiple server profiles
* Disabled vegetation size setting in multiplayer (used as cheat)
* Added optimizations for character effects including invulnerability shader
* Added optimizations for scoreboard performance. Scoreboard no longer updates fields that have not changed
* Fixed issue where radar would not be drawn correctly with certain game type changes
* Fixed framerate issue when player touched assault ammo pickups
* Fixed issue with password protected servers not removing password after restart
* Fixed issue with spectators not being able to hear ambient sounds
* Fixed message printout for multiplayer statistics (was only working with log_verbosity 1, not it works with 0 (default) as well)
* Fixed listplayer on the client (was only working on the server)
* Changed multiplayer scoreboard system for less bandwidth and easier extendibility
* Fixed bug in scoreboard that reported ping incorrectly by a factor of 2. Pings now appear correctly (half the old values). Note: ping is still the same, the output value was inaccurate)
* Fixed check in server/client version check (now you cannot connect to servers with old network code)
* Fixed bug in submitted Punkbuster ID causing random CD Key hash to be generated. Global ID unique to CD keys is now parsed correctly.
* Added MultiplayerUtils:OnChatMessage a script function which is called on the server for every chat message (to enable saving out chats)
* Made several changes to improve network packet scheduling
* Separated multiplayer and single player weapon code better functionality with mod developers and support for changes to MP balance without affecting single player.
* Made a number of changes to multiplayer weapon parameters, outlined below:
* All weapons - Increase accuracy while standing still by 25%
* Made the medic packs give 50% more health for the engineer class
* Reduced rocket launcher clip to 1, no change to lethality.
* Increased MP5 damage by 30% with full auto, 50% increase with semi-automatic
* Adjusted AG36 damage to head and torso.
* Reduced AG36 grenade radius.
* Increased OICW accuracy by 30% when zoomed.
* Reduced OICW grenade clip to 3 with max carry of 3 in the gun and 3 in reserve
* Increased Pancor damage slightly
* Reduced P90 damage by 10% and reduced max range by 25%
* Increased lethality of mounted weapons.
* Improved detection code for player name tags, fixed issue causing name tags not to appear if crosshair was on arms and legs
* Fixed collision detection on the dedicated server with different arm position because of different weapons. Hit detection is now more accurate.
* The record console variable was makred as protected because it opened up some cheat possibilities
* Fixed a bug that sometimes caused players hit by a buggy not to credit the driver with a kill
* Fixed a number of issues with discrepancies between player cameras in 1st and 3rd personno votes
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09-07-2004, 11:07 #15Member
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ja daar zin we wel ff zoet mee
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