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BF2 1.03 is here!

Posted: 2005-10-04 17:59
by Artnez
EDIT: The last entry in the changelist is particularly amusing :P

http://files.filefront.com/Battlefield_ ... einfo.html

Full changlist (GOOD FUCKING JOB EA!!!):

========================================================================
Patch v1.03
========================================================================


NEW FEATURES

- Wake Island Map

Included a remade version of this popular BF1942 map.
Battlefield 2 version includes a 64 player layout and is
configured for multiplayer only.

- Server Favorites / History

There is a new tab in the MULTIPLAYER menu that holds a list of
the last 20 internet servers you have connected to, plus a list
of servers you have selected as favorites.

* Added a button to the other multiplayer tabs that adds the
currently highlighted server to your favorites list.
* Added buttons in the in-game server info menu (press TAB to
access) that will add or remove the server you are currently
playing on to / from your favorites list.

- Account Login Welcome Screen

After you login to an online account, a message appears that
contains BF2 news and information which updates periodically.

- Stat Compare

By clicking the COMPARE button in BFHQ, you can search for another
players name and load their current stats into BFHQ. Using the
arrow buttons next to the name in the top-left corner of the menu,
you can toggle between your stats and their stats.

You can also load a player's stats by double-clicking on their
name in any leaderboard.

- Nickname Prefix

You can add a 6-character prefix (such as a clan tag) to your
account nickname which will be displayed in-game next to your
nametag in the score menu, in game messages, and above your player
in the game world.

* This prefix does not change your account name or statistic
information (e.g. the prefix does not appear next to your name
on the leaderboards).
* You can change this prefix at any time at the account login
menu.

- Server Reserved Slots

You can define a list of player nicknames that will act as a
"reservation list" for your server.

* The list is located in modsf2settingsReservedSlots.con
* You can add player names to the list by editing the file and
adding the following text for each player :

reservedSlots.addNick

where is the player's registered account name,
not including a nickname prefix (see above).
* You can define the number of slots to set aside for reserved
players in the dedicated server launcher, or with the setting
sv.numReservedSlots in your serverSettings.con file.
* The number of players on the list and the number of reserved
slots does not necessarily have to be the same.

- Mod Support

There are several new changes that improve support for mods.

* When connecting to a server that is running a mod that you have
installed but not activated, it will be automatically activated
and you will load into the server.
* Added a filter on the server browser for servers running the
currently activated mod.
* Fixed dedicated server launcher to properly handle launching mods.
* Improved support for mods sharing archives with bf2

- Improvements to in-game HUD / Map

* The viewable area of the spawn menu / commander map is now scaled
based on the out-of-bounds area so that only the playable area
takes up the majority of viewable map space.
* The names of CPs are now displayed on the spawn menu / commander
map and minimap
* The minimap zoom level now changes dynamically depending on the
type of vehicle you are in. If you zoom in or out manually, that
zoom level is remembered for that vehicle type next time you use
it.
* The names of players in your vehicle are displayed in the HUD
when someone enters the vehicle or switches positions.
* There is a new element in vehicle HUDs that displays the reload
time for countermeasures (smoke and flares).
* Flags for each team are now displayed below their ticket count
on the minimap to make it easier to tell what team you are assigned to.


GAMEPLAY CHANGES

- Many criteria for ranks and awards have changed. If you are immediately
eligible for a new promotion, unlock, badge, award, or ribbon, it will
be awarded the next time you receive points on a ranked server.
- Only 1 player in a vehicle will get credit for or speed up capturing
a flag at a CP. The other passengers must exit the vehicle to increase
the speed of capture or receive capture score.
- Commanders no longer accrue a TK when artillery hits
teammates.
- The commander's supply drop now has an icon on the minimap and a 3D-
map icon in the world.
- Auto team balance no longer moves players to the other team if they
are a team commander or a squad leader.
- The wrench repair rate on helicopters has been decreased.
- You now receive 1 support point for destroying an enemy commander's
artillery, UAV or Radar station.
- If you have received a point for healing, repairing, or resupplying
a teammate, you will not receive another point from them for the same
action for a set period of time.
- Singleplayer enemies use the knife more effectively.
- New engine sounds for the T98 tank.
- New engine sounds for the China/MEC light jeep.
- New cannon sounds on APCs.


BUG FIXES

- Fixed physics of vehicles against soldiers so that soldiers are not
killed so easily by moving vehicles.
- Fixed a physics issue that can cause you to be stuck when falling into
shallow water
- Fixed an issue with soldier armor when spawning on a squad leader in a
vehicle
- Fixed some objects that caused vehicles to take massive collision damage
- Fixed erroneous message stating that you punished a TK when auto-
punish is OFF on the server.
- When a vehicle explodes due to external forces, the driver is no longer
mis-credited for the kills.
- Added turret movement sounds to several vehicles.
- Fixed an issue that caused crosshairs to stay on the screen when
switching camera views.
- Fixed an issue that caused the time limit status of the server not to be
sent to clients when it is changed by the server.
- Fixed server setting sv.allowExternalViews. Setting this to 0 will
disallow external views.
- Added setting for interfaceIP to the server launcher
- Changed automatic TK banning to ban by cd-key instead of IP address
- Improved the stability of secondary position turrets to reduce jerkiness
during movement.
- Fixed spawning on squad leaders to prevent players from spawning where
they should not.
- Fixed issue with auto team balance not sending new players to the team
with less players.
- Set T90 top hatch armor to "Front Armor".
- Set some wheels on jets and helpcopters to stronger armor to prevent
them from being destroyed instantly by AT missiles.
- Adjusted wheeled vehicle engines on hills to improve climbing.
- Changed the Commo-rose behavior so that player does not leave crouch
when using it.
- Passwords entered to join password protected servers are now cleared
after use.
- Improved PLAY NOW functionality.
- Fixed some memory usage issues in the front end.
- Fixed an issue allowing color changes in player name text.
- When you click on a server in the server browser, the information
from that server is updated to be more accurate.
- Fixed a crash in the Ranked Linux server when communication with stats
back-end ceased.
- Improved the behavior of AA missiles when locked on an enemy.
- Fixed an issue where parachuting soldiers could not be healed.
- Added the server port to the SERVER INFO tab.
- Removed the SERVER INFO tab when playing singleplayer
- Fixed an issue causing some soldier & vehicle control keys to be used
for in-game menus.
- Added new soldier artwork in BFHQ
- Added name of video director to credits

Posted: 2005-10-04 18:14
by Xeres
PRMM DEVS: Please, please, please get 0.2 quickly as i need to be able to fire the guns and be able to hit somthing smaller than a bus (if sniper insert BOOM! Headshot! here).

p.s. please :P

Posted: 2005-10-04 18:41
by Drew
ok

Posted: 2005-10-04 18:44
by Wolfmaster
`Singleplayer enemies use the knife more effectively.´

I thought that one was the most amusing, considering the fact they keep coming at me with knives instead of guns...

Posted: 2005-10-04 20:10
by Beckwith
Wolfmaster wrote:`Singleplayer enemies use the knife more effectively.´

I thought that one was the most amusing, considering the fact they keep coming at me with knives instead of guns...
that was an attempt to recreate the "pubby" tendancies

Posted: 2005-10-04 20:13
by DAWG
Yeah. The AI seems intent on getting the most knife or shock paddle kills in a game. However, let us be grateful for small mercies. With any luck EA/Dice have fixed the problems correctly this time, instead of taking a broken game and breaking it further. Still don't like the no TK on friendly artillery, that is going to cause some problems on the pubs.

Posted: 2005-10-04 20:18
by Beckwith
Commanders no longer accrue a TK when artillery hits
teammates.
that still troubles me

Posted: 2005-10-04 21:01
by Schlumpfy
Why's that Beck? That's a fucking good thing. Why should it trouble you?

Posted: 2005-10-04 21:15
by BrokenArrow
how so? it means commanders can throw around arty without worrying about hurting their score when they waste a team member.

Posted: 2005-10-04 21:47
by DAWG
Schlumpfy wrote:Why's that Beck? That's a fucking good thing. Why should it trouble you?
Are you suggesting you are one of the n00bs that toss arty around without thought? lol

There are indeed 2 sides to this debate -

1. The n00by commander, throws artillery into an area regardless of team mates, because he wants points and is too dumb to realise he will get punished severely. These fuck ups don't deserve to be protected by the game, why should they be rewarded for fucking others fun.

2. The competent commander, with n00by players. This commander warns people of a strike and makes judgements to better the team. He is unfortunate enough to have a bunch of muppets, who think they are bullet ( arty ) proof charging around, he calls a strike and 5 arse holes in a jeep, knowing artillery is about to strike an area, charge the flag. They die he is 40 points down, that's unfair.

Unfortunately, the new fix helps option 1 more than option 2. If they were going to do this, it should be proximity activated, that is if a commander launches an attack with arty into an area which includes friendlies he is open for punishment. However if the commander launches a strike on a point and no friendlies are within the set radius of the strike when called, then the n00bies, who new it was coming should not be able to punish him, because they charged the flag like muppets.

The game shouldn't make it easy for arse holes to play, especially when becoming the commander is more about in game rank ( time spent playing ) than actual ability. Most if not all the people here could probably runs rings around most of the tossers with rank in BF2. I consider myself a competent commander and on the occasion I do get the commander role in pub servers have been complemented on my ability, yet 999 times out of a 1000 I spend the game dodging shit that my own commander or team mates are throwing at me and you think it's a good thing that it has been made easier for these muppets to wreck your game?

Posted: 2005-10-04 22:33
by Schlumpfy
Oh well done EA. I've got the patch on. But when i want to go to my favourite multiplay.co.uk server by searching 'multi' like usual, nothing happens.

Posted: 2005-10-04 22:36
by BrokenArrow
looks like we need another patch... give it a few months.

Posted: 2005-10-04 22:48
by Dre
Yea! My browser works!

Yea! I'm a Gunnery Sargeant!

Boo! I have to play Wake again.

That about sums up my views of the patch. Good day.

Posted: 2005-10-04 23:28
by Artnez
Um...

If the n00bs keep running into artillery on purpose, commanders would get votekicked. That would people would try to stay away from commander if they dont want to get kicked.

It's better to have no commander than to have a commander who spends the entire round teamkilling people.

And I can't wait for the non-legit votekicks to kick in. Now, half the server to votekick you is enough. We all know that on a given pub server, about 80% are freaking smacktards... so much for that then.

Posted: 2005-10-05 00:28
by Scoggs117
hehe im a gunny now...

Posted: 2005-10-05 04:51
by Figisaacnewton
My opinion: Yay wake island in good graphics (makes no sense for china to invade wake island... but whatever...does that island DICE modeled look like a strategic supply line to you?) yay you have to go about 30 mph to kill somebody instead of .3 yay browser FINNALY works.

Well, they've almost got it to the state it should have been released in.

Only took, what, 4 extra months? I'll remember that next time I buy an EA game...

Anyways... grenades are still pathetically weak, guns still shoot like bb guns , and like bullet hoses instead of things with kick...

still a pain to play after player singleplayer PRMM...

Posted: 2005-10-05 13:01
by Schlumpfy
I wish bigger bullets would go through walls like in DoD:S where the bullets will pound through walls.

Posted: 2005-10-05 17:26
by Acidcrash
ah but then could you imagine the cheat accusations which would be thrown around then? and those armchair generals who claim no rifle round will penetrate anything thicker than a piece of paper!

I remember when DoD first modled rounds going through walls... wallhacking accusations were being thrown around left right and center! :(

Posted: 2005-10-05 17:31
by Enforcer1975
It was so much fun watching the enemy commander his teammates time after time, at least he made it possible for my squad to cap one flag after another :D And they couldnt kick him for TKs
All the other "improvements" are not so good, and they could have made an complete new map instead of warming up an old one. Wake is great, but imo it should have been another one.

And do i only think the arty is coming in faster and with more shots than before or is it??

Posted: 2005-10-05 17:37
by GABBA
I wasnt sure at first, but now i think the parch is great...

Should have more WW2 map's...