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My CommunityForumGamingOther gamesTopic: Battlefield: Bad Company 2
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DeadlyAvenger
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« Reply #885 on: June 29, 2010, 12:40:59 PM »

Hopefully they'll make it so I can play it again...
Still that, tried it again the other night and got about 7fps...

Does WDG have a BFBC2 server now btw.... just asking?
Not an offical one, deadly might still have his though...

No - no-one played on it so I didn't renew it.
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« Reply #886 on: June 29, 2010, 01:16:32 PM »

Are favourites implemented yet? Or is that just a beautiful dream?
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« Reply #887 on: June 29, 2010, 01:29:51 PM »

(DICE have already said its something EA needs to fix so that'll get fixed never).

Mhm, the friendslist breaks when you scroll down and they blame the backend? I'm calling BS on that.
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« Reply #888 on: June 29, 2010, 01:35:45 PM »

brahms favourites have been working for years. I blame your pessimism for not trying harder.
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« Reply #889 on: June 30, 2010, 06:42:25 AM »

Quote
Server - Some potential sources for lag/rubberbanding have been eliminated
Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
Server - Log file for server admins: all remote admin interface commands/events are logged
Server - Log file for server admins: major server events + all chat messages are logged
Server - Idle kick is controllable
Server - Profanity filter can be disabled
Server - Teamkill-kick system is controllable
Server - Ticket counts and bleed rate are controllable per-level
Server - Infantry only mode available per-level
Server - Initial spawn delay and respawn delay are adjustable
Server - Server description can be up to 400 characters, and use "|" for line breaks
Server - Banlist can contain up to 10.000 entries
Server - reduced latency in packet handling

Admin Interface - fixed the player.onKill spam that occasionally happened
Admin Interface - ensured that player.onJoin events always report the player name
Admin Interface - events triggered when people spawn
Admin Interface - much more info on kills
Admin Interface - detailed stats are reported at end-of-round

Gameplay - Various minor level bugfixes
Gameplay - Helicopter handling has been tweaked
Gameplay - Weapon tweaks have been implemented based on PC public feedback
Gameplay - Tracer dart gun speed has been changed from 300 m/s to 200 m/s
Gameplay - Fixed technical hang when a crate was armed outside of the combat area
Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed
Gameplay - Countermeasures can be fired when driving a helicopter
Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
Gameplay - Advanced Spotting scope works better
Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)
Gameplay - Hit box for moving targets expands based on the speed of the targets movement
Gameplay - G36 now has crosshair when in Hardcore mode

Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser - Added support for retrieving update progress
Server Browser - Now refreshes information
Server Browser - Join queue system when attempting to join a full server
Server Browser - All settings are automatically saved between sessions
Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well

Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
Client - Fixed some crashes
Client - Toggle/hold crouch is user controllable
Client - Toggle/hold zoom is user controllable
Client - Vsync bugfixed for DX10/DX11
Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen
Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
Client - Improved Play Now functionality
Client - Removed K/D ratio and Skill Level filters in the leaderboards
Client - Any points you get while being dead will be added to your score
Client - Reduced negative mouse acceleration
Client - Increased health on the Cobra to match other vehicles
Client - More informative disconnection/kick reasons
Client - Support for Map Packs so PC gets future VIP maps at the same time as consoles

The Balance tweaks are as follows:

Slightly increased the damage of the UZI at long range.
The AKs74u now has more felt recoil when aiming.
The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.
The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
Increased the damage of the MG3 to bring it in line with the rest of the LMGs.
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
Fixed a bug where the SVU would do too little damage at long range.
Fixed a bug where M95 rounds would not kill armored targets with headshots
.

It's out now.

No F2000 buff, no M60 nerf... But the AN94 gets buffed???
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« Reply #890 on: June 30, 2010, 06:47:55 AM »

Aha! Someone is up same time as me!

N1 Brahms
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« Reply #891 on: June 30, 2010, 07:39:34 AM »

I figured if I'm not sleeping well, why sleep?
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« Reply #892 on: June 30, 2010, 08:10:05 AM »

I'm awake tooo!
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« Reply #893 on: June 30, 2010, 08:10:51 AM »

Fixed a bug where the Saiga12 with slugs would do too much damage at long range.

Noooooooooooooooooooooooooooooooooooooooooooo
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Hzza
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« Reply #894 on: June 30, 2010, 08:28:04 AM »

Fixed a bug where the Saiga12 with slugs would do too much damage at long range.

Noooooooooooooooooooooooooooooooooooooooooooo
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« Reply #895 on: June 30, 2010, 11:14:11 AM »

details on the delays will ready it myself later

http://forums.electronicarts.co.uk/battlefield-bad-company-2-pc/1199353-software-engineering-file-formats-build-processes-packaging.html
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« Reply #896 on: June 30, 2010, 12:00:35 PM »

To sum it up...these are the points I got from it (it's a very long and in-depth post):

Frostbite engine was made for consoles. It wasn't designed to be patched/updated.
Raw BC2 data is about 80Gb
It needs to be about 7Gb (and fit compressed on a DVD)

How do you do this?
Cook the game files into archives. They said this takes about 2 days.
One problem - the cooking of the game files isn't deterministic (i.e. you could cook exactly the same game files and get a different result at the end)

What does this mean?
You can't just patch the cooked archives by comparing them with one another. If you want to edit or add a file in the archive (e.g. models/textures/shaders etc. mostly) you have to re-download the ENTIRE archive.
This makes patching incredibly difficult to change anything except the main game executable. Instead they have to add additional archives that contain the extra files.
= Smaller patch sizes (1Gb instead of 7Gb) but it makes fixing bugs difficult in existing files.

How could it be resolved?
- New patching system that can open the archives and update the individual files
- New deterministic method of cooking the files (allowing differential patching) which they say would take way too much development time (even though they're probably going to run into the same problems with MoH and BF3)
- Use a less-rigid game engine (but open yourself up to modding, hax, stealing of game resources)

And finally - the summation point:
Quote
I think that we have a proper Client R8 patch ready for release, but the approach we have been using thus far has been taken as far as it can go. (A bit too far, considering the delays.) We want to continue supporting the game, but if we want to change anything else than the game executable itself, we will need to spend time on figuring out how to do so with a less error-prone patch generation procedure ... and preferably without generating as large patches.
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« Reply #897 on: June 30, 2010, 12:08:13 PM »

Question: Why doesn't the console version have this problems?
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« Reply #898 on: June 30, 2010, 12:17:10 PM »

Well as said its made for consoles, atleast the first Bad Company, where the Frostbite Engine debuted was a consoleonlygame and purely designed for those. Thats why its so difficult for them to now port all that stuff to PC.
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« Reply #899 on: June 30, 2010, 12:19:09 PM »

Question: Why doesn't the console version have this problems?

As abda said - it was designed for consoles, so the developers who know the console version best find it easier to debug the code/patches.

Plus you have only 1 set of hardware to attend to - unlike DX9, DX10 and DX11 variants for the PC version.

Also - there have only been 2 patches released for the Xbox version, unlike 8 for the PC version.
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