posted April 18, 2005 05:22 PM -------------------------------------------------------------------------------- Hello everyone, I thought you might to get a little update on the first DW patch. I know we haven't said a lot about it yet but we were busy working on it.
In a surprise move, a developer and publisher actually have some GOOD news about a patch. We have finished our primary testing of the patch and are just wrapping up the final Q-A on it. This process usually takes about a week or so. If everything goes to plan, you should have the patch in your hungry little hands shortly.
Now, this first patch (and yes, there will me more) was designed to address the most pressing issues related to Single and Multiplayer stability, game lockups and overall gameplay. Having said that, as you will see below, we packed a lot of other stuff into it.
Since you guys have been amazingly patient I wanted to go ahead and post the patch notes so you can see what's in store. The patch will also include John Steed's Sonar Profile document that was meant to go into the gold version but got omitted by mistake. This document lists all the naval units, the respective frequencies that they emit and their TPK and blade count. VERY useful resource to have on hand, believe me!
Okay, so below are the patch notes. And remember, this is just the first patch and we do listen and read all your comments here and on the other forums!
Dangerous Waters Update Version 101 Notes ========================================================
------- NOTES: ------- Save game files which were created with v1.00, will no longer be compatible with this verson of Dangerous Waters.
Attention Scenario Creators!: Even though mission editor will allow it, you cannot name a goal and a script by the same name.
------- FIXES: ------- - The FFG Towed Array Assign ATF method now checks the validity of all trackers.
- Nav UID's were changed to have a root number based on multiplayer ID. Waypoint-reached messages coming from the sim are now passed to all players in multiplayer.
- Fixed NavalSimEngine crash when aircraft re-emerged from hangar.
- Fixed NavalSimEngine crash when objects were dynamically removed from scenario (Sicilian Wedding)
- Improved the font blending algorithm to stop the mouse stuttering and increase overall frame rate.
- It is now possible to leave the FFG Missile Control Screen while unloading an SM-2 or a Harpoon and when you return, the rail will behave as expected.
- The DEMON speed in the FFG Towed Array Screen is now correct.
- The OTS buoy display is now independent of the loadout so that buoys will always launch.
- Corrected a string overrun in the Acoustic Display on the FFG and the P3.
- No longer allow charging HP Air while the emergency blow vents are open.
- Made the speed that a single diesel engine can achieve dependent on the depth of the KILO.
- Corrected a problem in the KILO where the user could not force the submarine to ignore waypoints.
- The TMA was improved to ensure that the newly created merged contacts always appear in the top of the drop down list.
- All Radars were using meters per second instead of knots when creating a solution. This was corrected.
- The diesel engines will now turn off if the snorkel mast is damaged.
- Sometimes Towed Array trackers do not get a valid sierra name and number, this was addressed.
- Campaign mission "Strait of Malacca" - 688's "MISSION COMPLETE" goal was referencing an incorrect goal that was not related to its mission.
- Campaign mission "South Korea" - Helo closest to ownship FFG will now recognize and follow ASTAC ordered waypoints.
- Removed any delays that were not allowing the STIR to go to CWI. This is an experimental fix since this bug could not be reproduced.
- TMA autocrew slowed to only change the selected solution every 5 seconds.
- Single Mission "Liberian Liberation" - Seals will now rescue the hostages.
- Single Mission "African Bees Nest" - Lookout autocrew will now identify the pier so it remains visible.
- The Collins was made to have a commensurate noise level.
- The MAD sensor range was shortened to allow very deep submarines to escape detection.
- In multiplayer, the client FFG could never control its own helo (while the server could).
- In the multiplayer mission, MP4-NGFS.mp, the second FFG's helo was defined before the helo itself was defined, so the Second FFG could never control its inflight helo.
- A Saved Game bug was fixed where the game crashed after load. If there was an aircraft on the deck of an aircraft carrier when the aircraft carrier was hit, the game would crash.
- Fixed a Multiplayer infinite loop which occured when the host tried to merge two solutions that were the same solution together.
- Altered the Quick Mission databases which was generating some missions with zero enemies present.
- Additional verifications added to ensure that entities "still exist" before attempting to reference them in the NavalSimEngine.
- Fixed the frequency alignment problem between the Frequency Waterfall and the NB profile display. Also added the ability for the profile display to report the frequency under the mouse.
- Fixed a logic error in all subs where damage to starboard tubes was processed on the port tubes and vice-versa.
- Fixed the infinite marking problem when playing in multi-station mode.
- Fixed the strange character problem which was showing up in the 688/seawolf BB screen
- Removed the problem in the BB DDI where the ambiguous contact was showing up as the assigned Sierra.
- Fixed a problem with the trackers losing their identity after the contact was lost and regained.
- Fixed a problem where the periscope on/off switch on the 688 got out of sequence when the periscope was ordered raised by voice command.
- Fixed a problem where a non-ambiguous contact became orphaned when the TMA dropped the ambiguous contact.
- Fixed the problem of mirrored sierra numbers showing up under the cursor when the contact has not been resolved.
Találkozott már valaki olyannal, hogy magától folyamatosan parancsokat osztogat emberünk? Egy ismerõsnél akartunk játszani, de nála jelentkezett ez a probléma, és nem tudok rájönni miért. Joy nincs bedugva, az optionsban már átállította a keybindeket, hátha valami azokat hívja meg, de ettõl függetlenül még mindig fentáll ez a probléma. Van valakinek ötlete, mi lehet a probléma?
Érdekes, csak az 1.1-es patch után jelentkezik a probléma...
Én már végigtoltam a hadjáratot. A vége nem tetszett, a SeaWolf-al átvágtam magam az aknamezõn, és a végén egyetlen Tomahawk-om sem volt képes eltalálni a kikötõt, amit szét kellett lõni. Szerintem ezek a cirkálórakéták gyengén vannak modellezve. A SLAM-ER, és a TLAM találati pontossága a játékban nem éri el a 10%-ot... Nem hiszem, hogy a valóságban ennyire pontatlanok lennének. A Sub Command-ban sokkal jobban lehetett használni a TLAM-okat.
A subsim.com-on valakinek megint elszállt az agya :
1. Whenever the enemy fires a torpedo, you put pedal to the metal and head straight for the nearest exit. 2. Whenever you hear "Vampire, vampire! Incoming missiles!" you throw all kinds of junk out the window as a decoy. 3. You start using the "sprint-and-drift" technique (Actually this is not so far from the truth sometimes.) 4. You start thinking: That guy is signalling left, but I bet he's really going to turn right (à la Victor III). 5. You fix a floating wire to your car to improve reception in tunnels, underground parking lots etc. 6. You make a habit out of periodically performing a handbrake turn in order to clear the baffles. 7. You think the drivers honking their horns are stupid to reveal their presence like that. 8. You change lanes every six minutes or so to improve your TMA. 9. You buy a hybrid car because it's nearly silent when using the electric drive. 10. Finally, you paint the windscreen black and navigate using a map and a stopwatch.
" [DEMO] Dangerous Waters MP [2005-11-18 @ 18:54 - Mantis] (kommentek: 4) Újabb Dangerous Waters demó érkezett. Ezen kipróbálható verzió sorozatszáma 1.3-as, így némi újítás is helyet kapott a csomagban. Egy multis változatról van szó, amellyel akár egyidejûleg 30 játékos is nyomulhat. Irány a Strategy First oldala, letöltésre fel!"
"Ezt" az lelte, amit olvashatsz is: az SG-s linkelést letiltotta az Imageshack. (mert sok gyökér nem tartotta be az Imageshack linkelési szabályait...)
pedig ott volt 500yardra láttam a tengeralattrájó képérõl is a torpedó keresztül ment rajta a tengeralattjáró má nem :D elég érdekes az ütközés :) pattog egymáson a 2 csónak :)
A STEAM-et a Valve fejlesztette ki az on-line programterjesztés céljából, eredetileg a Half-Life 2-vel kapcsolatos terveik miatt (lásd még Valve és Vivendi per és szakítás). Mivel jelenleg ez az egyetlen, valóban mûködõ internetes programterjesztési és update rendszer, ezért egyre több fejlesztõcég fordul hozzájuk (nagyobb a haszon, hiszen nincsenek köztes terjesztõi szintek (nagyker-kisker) és egyszerûbb is a terjesztés, valamint a programok automata patchelése is megoldott).
Az, hogy nehéz feltörni, a Valve érthetõ ügyeskedése, miszerint folyamatosan figyeli a steam-töréseket, és egyre újabb és újabb STEAM frissitéseket ad ki, hogy ezen törések ne mûködhessenek tovább. Érthetõ, hiszen gyakorlatilag ettõl a kalózkodás-elleni lépéseitõl is függ, hogy a fejlesztõk igénybe veszik-e a STEAM-et. Ha könnyen lehetne feltörni, akkor a kutya se vinné oda a programját...
Az, hogy ki van adva CD-n, még nem jelent semmit. Most kiadják majd STEAM-en keresztül, és lesz két külön verziója a játéknak. A STEAM-es magát fogja frissiteni a neten keresztül, a CD-hez meg majd továbbra is le kell tölteni a netrõl a patcheket. Azt kétlem, hogy a CD-s verziót átkonvertálnák egy patchel STEAM-esre, bár végülis az sem elképzelhetettlen.
A STEAM-el egyébként nagyszerûen lehet net nélkül is játszani, csak a beszerzéshez, letöltéshez illetve a patchek letöltéséhez szükséges a net.
nem tudjátok az 1. pályán hogy kell kilõni a hajógyárat? :D vagy mit kell azzal csinálni kiirtottam a pályát és csak a 2 hajógyár maradt azokkal nem tudok mit kezdeni kifogyok mindenbõl mire lesebezhetném az 1iket is
Multi ellenfelet keres 3 kapitánynak álcázott matróz Az ai elleni küldiket már unalomig nyuztuk. Kizárolag full realistikban. Akit érdekel küldjön privit.
full real nem igazán megy még :) meg sok idõ is...
Üdv! régen mi játszottunk együtt multiban, nemde? én most megint elkezdtem néhanapján multizni a hyperlobbyn... Ebben a változatban van benne: http://il2fb-bellum.com.ar/download/hlpro3897.zip Jöjjetek minél többen, hátha sikerül feltölteni.
Megpróbáltam az alább linkel hyperlobby client-sel összehozni egy multi gamét. Sehogy sem sikerül. Ha host vagyok és jönnének rám akkor is no session meg ha én akarok más hostjára join-olni akkor is no session. A host ip-je még beirodik a játékba de utánna nem találja meg a hoston a gamét. Firewall, router switch minden lótúró kiiktatva és akkor sem. pingelni tudtuk egymást. Lehet hogy ez biztonsági másolattal nem fog mûködni multiban? Vagy ennek ehhez semmi köze... Valakinek sikerült már multizni vele bizt. másolattal?
Szerintem nem függ össze azzal, hogy nem eredeti. Negwar-ék játszottak már vele multiban, náluk érdeklõdj, hátha tudnak segíteni (#308)
3) SCS-DW attempts to determine which network adapter your computer is using when connecting in Multiplayer games. Sometimes this default selection is incorrect and can prevent connections to/from other players in Multiplayer games. In order to determine if this default selection is causing problems, first start SCS-DW and "Host" a game. At the Gameroom screen, the adapter that was chosen by SCS-DW will be displayed in the chat window. It is suggested that you write this down. It may look similar to the following:
"Local Area Connection - IPv4 - 192.1.168.69"
Then using Windows Explorer, browse to the directory where SCS-DW was installed (DEFAULT: C:\Program Files\Sonalysts Combat Simulations\Dangerous Waters) and open the file "adapters.txt".
The following is an example "adapters.txt" file:
This file contains all adapters found on this system: Local Area Connection - IPv4 - 192.1.168.69
The adapter that SCS-DW will pick is the "Local Area Connection" adapter, but in some case there can be two adapters on a given system:
This file contains all adapters found on this system: Broadcom Ethernet Adapter - 68.132.123.45 Local Area Connection - IPv4 - 192.1.168.69
In order to force SCS-DW to pick the "Broadcom Ethernet Adapter" you need to edit the file "dangerouswaters.ini" as follows:
Scroll down inside the "dangerouswaters.ini" file to find the keyword .AdapterName "IPv4".
In the example "adapters.txt" file above, the .AdapterName keyword would need to be changed to .AdapterName "Broadcom Ethernet Adapter".
After making the change, save the "dangerouswaters.ini" file. Next time Dangerous Waters is run it will use the adapter that you specified.
It is recommended that the numerical address portion of an adapter be left out of the .AdapterName. This will allow SCS-DW to still connect successfully if your ISP changes the IP address being used. (This is common with cable/DSL Internet connections.)
Köszi! Mûködik. Engem is zavart hogy a hálókártyám ip címe jött fel a játékban mindig nem az amit az ISP-tõl kapok, de nem találtam ezt a readme-t sehol eddig.
nekem még nincs meg eredetibe csak warezbe, mindíg terveztem hogy megrendelem a dobozosat, de nem jött sose össze mert ugye elég nehézkes ide küldetni isten országából most ez a steam pont kapóra jött