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Thread: Battlefield 4 CTE?
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05-16-14, 12:27 AM #12
Re: Battlefield 4 CTE?
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05-22-14, 11:56 AM #15
Re: Battlefield 4 CTE?
I've spent 44 hours on cte so far, 5th patch was released last night/ this morning. It has many improvements over the retail version to the point that its not even worth playing retail atm.I had quick go on TPG CQ64 last night, was the first time I've played retail game since the release of cte and it felt absolutely awful.
Patch notes so far for those who are interested:
Patch 1:
PATCH CONTENTS
This patch includes:
- Fix for explosion packs not being shootable sometimes
- Fix for reducing damage mismatch between client/server
- Fix for third person player orientation mismatch
- Character collision improvements
- Improvements for client side packet loss
- Various server performance improvements
- High Frequency/High Priority update (“Tickrate” improvements)
A new network update for high priority second to second gameplay (damage states, player position, projectiles, player stance etc). This update is per client specific and updates an area around each player. Initially we will test running this update at 30hz for everyone. This update runs on top of the current update run in the game today as a complement.
Patch 2:
PATCH CONTENTS
This patch includes:
- Hi-Frequency Network Update client option You now have the option to turn off or lower the amount of “tickrate” your internet connection can handle – everyone with constant packetloss (due to low bandwidth) on the current CTE should try the options and make sure it works properly. The current default is “HIGH” so everyone else can just ignore this one
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- Dampened explosive camera shake (give us feedback on everything from grenades to levolution shakes)
- Possible fix for PC chat delay
- New maps: Operation Metro 2014, Wave Breaker (enabled later)
- Hainan Resort: Under-terrain exploit fix
- Some other tweaks too small to mention
Patch 3:
PATCH CONTENTS
This patch includes:
- Changed the FrameHistoryTime from 1.5s to 1.0s
This value is used in determining how much “slack” the server allows a client with packetloss to have. With this number lowered a bit to match the 30hz server send frequency – we should see even less deaths behind cover. - Deathshield fix
The Deathshield fix was not part of the CTE environment yet – now it is. - Obliteration Competitive mode
Added support for the Obliteration small competitive mode (servers coming) - Operation Metro 2014 exploit fix
- PC-Client stability improvement
- High Altitude Jet fix
A fix for the much reported jet altitude bug is in this patch (server side fix) as well.
Patch 4:
PATCH CONTENTS
This patch includes:
- Added netcode high frequency kill switches to disable feature if server performance goes below a certain limit
- Changed the way FOV slider option works – the UI now correctly displays vertical FOV
- Improved the Uniform Soldier aiming based on CTE player feedback
- Added Jet 3P rear view camera
- Implemented FOV slider for vehicle 3P chase camera (option)
- Potential fix for Hardcore killcard not showing up properly
- Visual fix for weapon sticking out of ragdoll and rotating wierdly
- Save file location has been separated from BF4 folder
Previous loadouts are now reset – you will have to set them up on the CTE again. The setting used on the CTE will not overwrite the retail game settings anymore. - Obliteration Competitive fixes
Fixed an issue where on some maps players would be invulnerable, tweaked some map layouts, and now the round won’t end if a bomb is planted and time has expired.
I think the new ToS allow us to talk about cte, not to sure about directly copy and pasting patch notes though (I'll take my chances)
CTE has gone some way towards restoring my faith in DICE.
Patch 5:
PATCH CONTENTS
This patch includes:
- Jet rear-view camera on separate button (Free look)
- Russian Stealth jet ECM visual effect fix
- Uniform Soldier Aiming improvements (Based on CTE player feedback)
Apparently thats the end of the "netcode" initiative, I find it a little concerning considering at times the netcode still feels bad.
END OF INITIATIVE?
This patch concludes the first initiative on the CTE. The end of an initiative will not necessarily mean we won’t be working on additional fixes and tweaks in this area – it will just not be the focus of the full team.
For instance, we are working on automating the client side High frequency update option (and removing the option), as well as other tweaks and fixes to the netcode in general.
In the coming days we will switch to the natural follow up to network/”netcode” issues – Core Gameplay. More information about next initiative will be posted soon!
PATCH – NEXT RELEASE
The next release in the retail game will include a bulk of the changes and fixes made on the CTE. We think this collection of changes to the game, which were tested through the CTE is significant enough to warrant its own release as early as possible.
INCLUDED FEATURES
The upcoming release will contain the following features and fixes (PC, see coming patch notes for detailed list per platform):
- Fix for explosion packs not being shootable sometimes
- Fix for reducing damage mismatch between client/server
- Fix for third person player orientation mismatch
- Character collision improvements
- Improvements for client side packet loss
- Various server performance improvements
- High Frequency Bubble
Server to client “tickrate” improvements for damage, position, rotation, projectiles and stance (infantry/vehicle) - High Frequency Bubble: Added client option to set frequency of server to client update rate (OFF/LOW/MED/HIGH, default: OFF)
- High Frequency Bubble: Added server kill switches to disable feature for rest of round based on low server performance
- Dampened explosive camera shake
- Reduced FrameHistoryTime by 33% (less time for a client to inflict damage to enemy during packet loss)
- Various server side network improvements and fixes
FUTURE FEATURES
The following fixes and improvements did not make this release – and will continue to be tested on the CTE for upcoming releases.
Not all fixes and improvements are guaranteed a release however – some will not meet our quality demands or are simply tests for the CTE environment.
- Possible fix for PC chat delay (unconfirmed)
- Hainan Resort: Under-terrain exploit fix
- Deathshield fix (already live, CTE integration)
- Obliteration Competitive mode
- Operation Metro 2014 exploit fix (partial)
- PC-Client stability improvement
- High Altitude Jet fix (Released separately very soon)
- Changed the way FOV slider option works – the UI now correctly displays vertical FOV
- Improved the Uniform Soldier aiming based on CTE player feedback
- Added Jet 3P rear view camera
- Implemented FOV slider for vehicle 3P chase camera (option)
- Visual fix for weapon sticking out of ragdoll and rotating weirdly
- Fix for Hardcore killcard not showing up properly
I should mention not all these fixes/ improvements are guaranteed to make it into the retail game.
Last edited by Voodoo_S3; 06-01-14 at 10:31 AM.
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