Jump to content
Sign in to follow this  
shadow

General about 1.85 patch

Recommended Posts

Topic says it all biggrin.gif

<span id='ME'><center>Shadow grabs glue and makes this a sticky</center></span>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

***** OPERATION FLASHPOINT: RESISTANCE Upgrade 1.85 README *****

This package will install RESISTANCE Upgrade 1.85 to your Operation Flashpoint directory.

REQUIRED:

=========

ORIGINAL VERSION OF OPERATION FLASHPOINT AND OPERATION FLASHPOINT: RESISTANCE.

You have to have OFP: Resistance installed before applying this upgrade.

More info about upgrades and patches can be found on www.codemasters.com/flashpoint or www.flashpoint1985.com.

WHAT'S NEW

==========

New weapons

-----------

* Hunting Rifle (HuntingRifle, HuntingRifleMag): civilian hunting rifle with optics. Very strong but a bit slow.

* G-17 - silenced version:  This is the silenced version of standard G-17 (but with less range).

* Revolver (Revolver, RevolverMag): very powerful yet very slow hand gun.

* M-10 : submachinegun used as handgun. Not the most accurate weapon but has a high rate of fire and clips that hold 30 bullets.

New units

---------

* Resistance / Sniper: Resistance soldier with a mask, Hunting Rifle and M-10.

* West / pilot with hand gun: Standard pilot with new revolver.

* West / silenced BlackOp: BlackOp with satchel charges and HK and hand gun, both silenced.

New vehicles

------------

* Bicycle: civilian bicycle.

* Small Car: small and fast.

New features

------------

* Hand guns have no tracers now.

* Hand guns are more inaccurate over longer distances.

* Hand gun types are more different now (The Tok is the strongest but the most inaccurate G-17 is the most accurate, etc.)

* Some new sounds added.

* Some better animations used

New MP Missions

---------------

* SectorControl.Noe: New version of old mission. Extensive fighting around a small bridge on the north.

* FlagFightHandGuns.Noe: Very fast and deadly mission. Deathmatch with flag on a very small area. Hand guns only.

BUG FIXES AND IMPROVEMENTS

==========================

1.85   - Fixed: Parachutes no longer smoke when destroyed.

1.85  - Fixed: While climbing ladder, player was immortal.

1.85  - Fixed: While climbing ladder with flag, flag was left on the ladder end.

1.85  - Fixed: Healing of dead unit sometimes ends in loop

1.85  - Fixed: Algorithm for removing bodies in MP game improved

1.85  - Fixed: More realistic side detection by AI, should make stealing enemy equipment easier.

1.85  - Fixed: AI often fired on empty targets.

1.85  - Fixed: AI units often looked backward.

1.85  - Fixed: Save/Send by e-mail did not change focus to e-mail application.

1.85  - Fixed: Allow captive to be in vehicle with enemies

1.85  - Fixed: When retrying mission, sometimes my group has other weapons than previously selected in briefing

1.85  - Fixed: Performance was very slow with large fovLeft values.

1.85  - Fixed: Some object ID for static objects on all islands were used twice.

1.85  - Fixed: When addWeapon was followed by addMagazine, AI did not reload weapon.

1.85  - Fixed: Backup units in Resistance mission Hostages often did not fire.

1.85  - Fixed: In some cutscenes in Cold War Crisis campaign soldiers "levitate" above surface

1.85   - Change: MGun recoil effect was still too strong.

1.85  - Fixed: Streaming sounds might loop infinitely on some hardware.

1.85  - New: Support for bicycle pedals animation.

1.85  - Added: CfgVehicles properties hideWeaponsDriver, hideWeaponsGunner, hideWeaponsCommander, hideWeaponsCargo

1.85  - New: Scripting: Added function onMapSingleClick <command-string>.

1.85   - Fixed: When NVG was dropped, it looked like binocular.

1.83  - Fixed: When seagull fly more than 100 m from dead player, simulation was suspended

1.83  - Fixed: When function disableUserInput true is called, forget all pressed keys

1.82  - Fixed: MP: Problems with get-in very quickly followed by get-out.

1.82  - New: Scripting: Functions loadFile and preprocessFile added.

1.82  - Fixed: functions moveIn... can be called only for local soldiers now (ignored for remote soldiers)

1.82  - Fixed: initIntro.sqs didn't respond to saved variables

1.82  - Fixed: Unit in cargo space of vehicle can take / drop items even when vehicle moves

1.82  - Added: parameter "kickDuplicate" added to dedicated server config

1.82  - Fixed: Transfer of user defined animations through network in MP

1.82  - Fixed: Fire burning is synchronized in MP

1.82  - Fixed: Walking upstairs was very hard, almost impossible (bug introduced in 1.75).

1.82  - Fixed: Weapon pool lost after using Revert or Continue to start missions First Strike or Fireworks.

1.82  - Fixed: MP: If server had predefined mission cycle, mission sometimes started while first user was connecting.

1.82  - Fixed: Several fixes in radio submenu 0 - Reply.

- Custom radio key was the same as key for Repeat.

- Mission radio key was the same as key for Copy.

- Done could be issued only when some command was active.

- Negative could be issued only when some command was active.

1.82  - Improved: Editor: Vehicle classes (Armored, Car, ...) are now fully dynamic.

Any addon maker can now introduce his own classes.

1.82  - Fixed: Some empty objects could also be inserted as Civilian, using group slots

and causing confusion inside of the editor.

1.82  - New: Addons and scripting: Customizable event handlers for events:

Killed, Hit, Dammaged, GetIn, GetOut, Init,

Engine, Gear, Fuel, Fired, IncomingMissile.

1.82  - Fixed: Voting is echoed even to the player voting.

1.82  - Fixed: MP: Reason of disconnection was often not displayed on clients.

1.82  - New: Scripting: New functions addEventHandler, removeEventHandler, removeAllEventHandlers.

1.82  - Fixed: MP: Player could press OK before selecting role.

1.82  - Improved: MP: Minimal error to send updates across network can be now

adjusted by MinErrorToSend value in Flashpoint.cfg. Default value is 0.01.

Using smaller value can make units observed by binoculars or sniper rifle

to move smoother.

1.82  - New: Addon dependencies can be declared using requiredAddons[] section of CfgPatches.

1.82  - Fixed: Tanks no longer slide aside when standing on the hills.

1.82  - Fixed: Tanks jumping after getting in, especially on the hill.

1.82  - Fixed: Tank braking significantly faster.

1.82  - Fixed: Addon was not removed from addons[] list

when last unit using that addon was removed in the mission editor.

1.82  - Fixed: MP: When AI soldier was gunner in vehicle where driver was player who was not group leader,

turret movement was not visible on driver's computer.

1.82  - Fixed: MP: Fixed inconsistencies in determination of simulation precision,

which caused remote vehicle shaking.

1.82  - Fixed: MP: Remote grenades and bullet tracers are now visible.

1.82  - New: New userInfo.cfg entries fovLeft and fovTop to improved wide-screen support.

(Default values are fovLeft = 1, fovTop = 0.75. For three monitor view use fovLeft = 3).

1.81  - Fixed: Bug in functions addWeaponPool, addMagazinePool

1.81  - Fixed: MP: Ghost might be left after user disconnected.

1.80  - Added: functions missionName, missionStart, playersNumber

1.80  - Fixed: When replaying mission from campaign, weapon pool was not loaded.

1.80  - Fixed: MP - when admin logged in during select mission screen, no missions was listed

1.80  - New: Scripting: flyInHeight now affects not only helicopters, but also planes.

1.80  - Added: functions velocity, setVelocity

1.79  - Improved: Mission on dedicated server launched if all roles are assigned and confirmed even if some players remain

1.79  - Added: functions sliderPosition, sliderSetPosition, sliderRange, sliderSetRange, sliderSpeed, sliderSetSpeed

1.79  - Improved: Mission voting is finished once result is certain.

1.79  - Improved: Compression of sound dynamic range less aggressive.

1.79  - Fixed: Multiplayer setup display - sometimes bad message appears for server (or admin)

1.79  - New: MP: Player who is disconnected from server cannot fire.

1.79  - Added: Elimination of "disconnect cheat"

1.79  - New: MP: Player who is disconnected from server cannot activate actions.

1.79  - Fixed: Multiplayer session list: bad title appears when open the screen and Internet sessions was selected last

1.78  - Fixed: Random crash during program startup.

1.78   - Fixed: Green smoke shell has its picture in the gear

1.78  - Added: MP respawn in base - enable several respawn markers for each side / vehicle

1.78  - Fixed: Better usage of already transferred multiplayer missions (cache added)

1.78  - Fixed: Behaviour of AI in Capture the flag or Flag Fight missions

(sometimes flag was placed on wrong unit)

1.78  - Improved: AI: Smarter target selection, especially for planes.

1.78  - Fixed: Cursor movement orientation was wrong when camera was banked.

This made plane mouse controls difficult.

1.78  - Added: function (nular) dialog

1.78  - Fixed: MP: Missile direction was not transferred to other clients.

1.78  - Fixed: MP: Fired flares were not transferred to other clients.

1.78  - Fixed: Texts in various dialogs were sometimes invisible or dimmed.

1.78  - Fixed: setObjectTexture often did not work when repeating mission.

1.78  - Fixed: AH1 cannon was aiming, but not moving (wrong animation).

1.78  - Fixed: AI pilot was sometimes unable to land AH 64 helicopter.

1.78  - Fixed: AI Helicopter pilot no longer climbs high when preparing to stop or land.

1.78  - Added: functions (nular) sideEnemy, sideFriendly

1.78  - Fixed: User dialog doesn't disappear when mission end

1.78  - Improved: AI Airplane mgun engaging improved.

1.78  - Fixed: Silent processing of radio messages sometimes freeze

1.78   - Fixed: Russian Mine Picture

1.78   - Fixed: A10 cannon adjusted to cause more damage.

1.78  - Fixed: Dedicated server crashed when unregistered addon was used.

1.78  - Fixed: In briefing weapon disappear if trying to assign where doesn't fit

1.78  - Added: Radio commands India & Juliet

1.77  - Fixed: Mission editor - after load mission from other island object labels was not updated

1.76  - Fixed: Scripting command nearestObject (pos,typeName) does not work.

1.76  - Optimized: Memory usage during save-game further lowered.

1.76  - Optimized: Dedicated server CPU load improved, especially when many players are connected.

Known Issues

------------

1.00 - If you are still playing through the Red Hammer campaign you should be aware that upgrades to some A.I. routines are not compatible with the RedHammer mission 06-Defend. This will cause Operation Flashpoint to quit to your desktop when starting this mission.

To run Red Hammer without this problem, locate the folder you installed Operation Flashpoint to (by default C:\Program Files\Codemasters\OperationFlashpoint) and run 'OperationFlashpoint.exe'. Make sure you have the original 'Cold War Crisis' CD in your CD-ROM drive. You will now be able to complete the above mission successfully.

2.00 - Occasionally you may not be able to finish Single Mission 02 Ambush. When you board the helicopter at the end of the mission it may just circle the island indefinitely. This is due to improvements to Pilot A.I. which conflict with the game play scripting of this older mission.

<span id='postcolor'>

EDIT: This post has been edited to update it with the "complete and official list of changes" as given by Suma smile.gif

Share this post


Link to post
Share on other sites

Important Notice:

You can´t connect to 1.75 Servers with 1.85!

And BIS isn´t sure if they can release Dedicated Server Patch today:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Viktor Bocan: I hope it will be today.<span id='postcolor'>

He´s the Lead Designer @BIS

Share this post


Link to post
Share on other sites

Personally I think the new additions are great. However, I think that the new sounds and guns are somewhat bad, except for the hunting rifle. The new sounds for the pistols are still HORIBBLE, like someone hitting a box or wooden table. The ingram is not an ingram, it is too small and it has that wierd butt on it.  confused.gif i was hoping for the sounds to be [far] better, not just louder versions of the old pistol sounds. One more thing, there is NO recoil on the handguns!!  mad.gif This is just plain stupid, the gun barely moving up! The Smith and Wesson was said to be powerful but its not! Now I have to hack O.pbo and change the sounds and recoil again!  mad.gif  The improvements (to the code) are great, but the new weapons and sounds shouldnt have been changed, and made the handguns and SMG's even worse!

To BIS: I was wondering if you can release a quick patch just to address the recoil and sounds, I doubt anyone will like those adjustements. Good Patch though, finally we can make Harriers.  biggrin.gif

Dont say I double posted in another thread, someones gonna lock the other one.

Share this post


Link to post
Share on other sites

Are there still no recoil on the handguns?

ouch sad.gif (still at work here)

Handguns should have much more recoil than rifles, especially upwards.

Share this post


Link to post
Share on other sites

Yeah, the guns dont even move now when fired. sad.gif Really, they should fly up alot, since there no way to get a grip on the barrel.

The sounds too have to be greatly changed, they are about the worse pistol and SMG sounds I have ever heard, no more than a "thump" or "bump" noise.

I am not trying to put down BIS, the majority of the patch is terrific, the changes to the code and AI. wink.gif

Share this post


Link to post
Share on other sites

I love the Hunting rifle smile.gif

Finally the Drop ladder action works smile.gif I've been annoyed by it not working for so many versions now, hehe.

Gonna test 1.85 later tonight and then make my new coop. smile.gif

Btw, did they improve the AI Sniper?

Share this post


Link to post
Share on other sites

Last saturday I tried firing my Beretta 92FS without ear-protection. I shot a single round. Quickly safety'ed my weapon and put my ear-protection on.

That has to be the loudest bang I've ever experienced. I was allmost def for a minute there and I heard these squeeky noises in my ear for the next 5 minutes. Don't try that at home, children tounge.gif

What I'm trying to say is that any game is far from reallistic when it comes to gun-sounds (and you don't want it to be 100% reallistic in that area) biggrin.gif ....and I doubt anyone got a stereo and speakers capable of delivering 160-170db either wink.gif

Share this post


Link to post
Share on other sites

Whohoooo! This is great news. smile.gifsmile.gif

The bike is really cool, and I like the new small car too. The huntingriflle and silenced gun are incredible too!. I haven't noticed much of the other improvements and bugfixes, but that'll turn out later on after some more intense testing.

The only problem I crossed was that you don't get tired from cycling. I can go 2 times around the island, and don't notice a bit of tiredness. confused.gif

Share this post


Link to post
Share on other sites

Im jsut saying at least make them sound better, not necessarilly louder. smile.gif I didnt even notice the bike and mini car! gonna give 'em a try!

Share this post


Link to post
Share on other sites

I would like to know if BIS could implement a Spectator mode for players who join in the middle of games. Many players quit to play OFP just because they can't play the time they connect, and stay frozen in the lobby screen don't help. If at least they could see the action, maybe them they would wait for next game. I believe someday we will have this or, best yet, a JIP (join in progress) mode biggrin.gif

Share this post


Link to post
Share on other sites

Any news on the server patch? Now that a lot of us have the new client patch it sure would be nice to get the server patch so we can try out the new netcode.(or at least play on the server wink.gif

Share this post


Link to post
Share on other sites

How can you not just LOVE the little bicycle? wink.gif

edit: But something really bothers me, though: the bicycle consumes FUEL! Air in the tyres, perhaps?

Share this post


Link to post
Share on other sites

Err... what about Polish version of OFP?

There was no "US/EU only" in readme, but patch didn't work with Polish 1.75 confused.gif

So, will BIS will release 1.85 PL separatly, or we have to wait for our lazy Polish pulisher CANEGA ?

Share this post


Link to post
Share on other sites

Great, now I can finally proceed in the Red Hammer campaign after having been stuck on Under Fire because of the freeze bug... =)

One thing though - although not a critical "bug", I did laugh a lot when I saw the cutscene after Under Fire, where Dmitri escapes from the truck just before the M60 shoots it to pieces... this time, the driver of the truck also escaped and ran away, while Dmitri was shot when running away. Just looked weird since the game proceeded as usual afterwards wink.gif

-- zenzelezz

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1.78 - Fixed: AI Helicopter pilot no longer climbs high when preparing to stop or land.

<span id='postcolor'>

but instead the choppers (atleast the Kiowa) miss the 'H' by around 5 meters (flying past the H-pad)

But I guess some (me for instance) will never get totally satisfied tounge.gif

Great Work, BIS

Share this post


Link to post
Share on other sites

Well I just played around with 1.85 OFP for a while. Some feedback:

-the supposedly 'less accurate' pistols don't seem to be any less accurate than they were before, or at least they're only a tiny bit inaccurate at long ranges - I noticed almost no difference. confused.gif

-I can't really tell if the choppers land faster, but one thing I DID notice is that when they do land they are almost always several hundred metres away from the land waypoint, which isn't good.

-I like the new hunting rifle and the bike is fun although it has an engine noise which is strange, and as stated above it has fuel! biggrin.gif

-the Mini is okay although personally I think the effort could have been spent on something much more useful what with the mass of car addons available now.

-the Ingram has a very weak sound effect and seems to fire far too slowly compared to the real thing (although I may be wrong here - I'm just going off what I remember).

I haven't played with the tanks yet so I can't comment on the improved handling.

Anyway, this all sounds really negative which wasn't the intent; just constructive feedback. Any patch is a good patch as far as I'm concerned, and helps make my favourite game of all time more perfect. smile.gif

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Munger @ Oct. 14 2002,19:27)</td></tr><tr><td id="QUOTE">W-the Ingram has a very weak sound effect and seems to fire far too slowly compared to the real thing (although I may be wrong here - I'm just going off what I remember).<span id='postcolor'>

The real MAC-10 should be able to empty it's clip in less than 2 seconds (1100 rds/min! ), but for OFP MAC-10 it takes nearly 5 seconds. This is something to be addressed, for sure.

Share this post


Link to post
Share on other sites

I'm Just Glad the Ghosting bug is fixed ... no more waiting for the server to re-appear after ghosting out twhile still being able to hear another 6 people plating happily away on RW ..

Now all I need is to finish work and get home try out all the MP Fixes ..

Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Share this post


Link to post
Share on other sites

Anyone tried SetVelocity yet?  biggrin.gif

Make a trigger activated by radio alpha.

In the On Activation field:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50];p=Random 20;An="Jeep" camcreate [getpos Player select 0,getpos Player select 1,5];An setvelocity [(1000)+p,(1)+p*5,50]<span id='postcolor'>

Now thats a sight you dont see every day  biggrin.gif

Share this post


Link to post
Share on other sites

wow.gif0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Oct. 14 2002,20wow.gif0)</td></tr><tr><td id="QUOTE">Anyone tried SetVelocity yet?  biggrin.gif

Make a trigger activated by radio alpha.

In the On Activation field:<span id='postcolor'>

LMAO!  biggrin.gif  biggrin.gif

That's friggin' excellent! wink.gif

It's raining Jeeps, Hallelujah!

Share this post


Link to post
Share on other sites

I would have liked to see something like an auto-change to 3rd person for a split second and then back to first person every time you enter a vehicle to minimize the via+sblive bug. This would have not been noticeable by the eye, but would have most likely helped to partly get rid of that sound disturbance. I have tried everything now, from mainboard bios updates to the latest 4in1 via chipset drivers, but still that sound crackling is there. The only thing I fear which I have to hope for is some partly fix from BIS. *sigh*

..but the rest of the fixes listed in the readme are pretty good, I'd only wished they would have concentrate more on things that affect gameplay like suggested in the Constructive Criticism thread...

Share this post


Link to post
Share on other sites

Where is the Polish version of OFP:R 1.85 !

(edited by Shadow: now, calm down Tysiek)

Share this post


Link to post
Share on other sites

i absolutely LOVE the mini!!!!!! tried it out and without noticing made a 2 hour ride around nogova.....

and, well the bike cool too, though the sound is quite strange

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×