Vilaskis
• Fix of Eduardovo offline player outside of Editor tag parent
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• Fix of Eduardovo offline player outside of Editor tag parent
Server performance improvements.
Changing/Creating/Leaving party during in session now update server side.
Picking MDX gives C4 fixed.
•Social tab update.
•Added a proper disconnect reason menu when client gets disconnected from the game server.
•Vehicle physics improvement
• Spawning players {non convex mesh vs point (closest surface)} improved.
• Exiting vehicles result players stuck inside walls or go under map fixed.
•Ability to bound scroll wheel up/down on keybinding settings
•Font optimization (Hopefully)
•Players above 200ms above players might be bugged out while walking around fast fixed.
•Some vehicle physics issues fixed.
•Vaulting over high obstacles results in player clipping above floor fixed.
•Vaulting over obstacles makes player stuck fixed.
Queue system wip
•Queue system finished.
•Master server; DNS cache against a case where DDOS attack could cause DNS to reject the server and make it unavailable.
•Fixed a bug on master server where it says you are not a member of discord server.
•Notifications bugs out fixed.
•Server queue bug fixes from yesterday's playtest.
•Queue bug fix on server side.
•Fixed a bug where player can't collide with ground when very close to wall or on edge of a wall.
•Weirdo aspect ratios can not click server browser on main menu fixed.
• Trees optimization
•Some lovely updates.
• Loading screen update.
• Chat rich text fix.
• Hitreg should not register if player was shot behind wall (when prone, legs are outside wall)
• Server deployment tool wip
•Master server socket performance improvements.
•Master server communication socket limit is now 512kb from 64kb.
•Server deployment tool wip.
•Server deployment tool finished.
• Bug fixes
•Minor bug fixes.
• Master server report - auto ban wip.
• Report system update.
• Translation file, heatshot misspelled fixed.
• Coupe of other bug fixes I forget what they were but I did fix something.
• Playtest in 1 day and 6 hours... That's not good. Can... can we delay it pls..
😭
• Report system finished.
•Rewrite queue system
•If server map changes during user loading the map, as soon as client is notified the map changed, client now loads the new map instead of returning to main menu.
•Queue system finished.
•User UI tick bugs out if user loads a new level while holding a button fixed.
•If user's microphone is not supported, game does not bug out anymore.
•Minor audio bug fix while syncing reload sounds over network.
• A fail safe added to pooling system in case something goes wrong, the issues get logged to log file and game continues running fine.
• Vehicles continues executing one frame after death fixed.
•If user connects to server while someone is just about to stop climbing a rope or ladder, client bugs out fixed. (Extreme rare case but it apparently happens lol)
When user starts climbing, the weapon tries to play undraw audio causes unnecessary logs fixed.
•Fixed an issue where some ISP (Internet Service Providers) being a bitch and does not allow UDP packages less than 6 bytes causes some users not able to receive reserved slot packages on server browser.
•Fixed a bug where player client bugs out while connecting to game where if a player spawns with a side rail and somehow side rail returns null from pool and causes entire game to bug out. (An issue I have been trying to fix over a year)
•Fixed a bug that I created while converting steam profile photos to gamma space to linear space when steam client gives access from steam client cache.
•Fixed an issue where if client does not receive slot reserve request in time (if package drops), client does not dispose the old request (tiny miny memory leak 👀)
• A rare case fixed where target animation on player models becomes empty when other thread sets it to null while game thread decides to play it.
•Possible bug fix of map bugs out while restarting game.
•Server throws 1 frame exception if player dies from fall damage fixed.
• Bush rendering better LOD at longer distance
• Eduardovo INF CONQ Big fix
•Server socket multithreaded.
Pooling fail safe.
• Server list UI update and UI logging.
•If user fails to retire ticket from steam, instead of giving error, client re-tries getting ticket from steam until receives.
• Rare case where while player dying, if thread job index resets first, character model throws exception fixed.
•Slot reserving some bug fixes.
•Server wasn't saving the stats of players if server was updating to new version of the game. ('F' for anyone who lost their stats because of this)
•While spawning on a friend, if friend has space behind them, you spawn behind them instead of on top of them.
•Friendly changes color on map if they are in combat. (Tried to make it with icons but looked bad)
•While determining if user is in combat, down enemies are no longer considered.
• Bug fixes on maps
•MTU header size changed to 100 bytes from 80 bytes.
• Server ticketing update.
• A bug in server ticketing fixed.
Jumbo Frames are supported.
https://en.wikipedia.org/wiki/Jumbo_frame
• News section added.
• Pistol running animation fixed.
•The bug that I created 2 hour ago has been fixed.
• Steam verification finished.
• Bug fixes on maps
•Getting revived inside walls should be better.
•Server deployer update.
•Unable to leave JetSkis fixed.
•Unable to swim fixed.
•Water impact particles were not visible fixed.
• Water shader.
• While connecting to server, if a player disconnects and another reconnects, the IDs overlap and overwrites causes game to bug out fixed.
•User's steam token fails to be verified while server is refreshing token verification keys.
•Map player icons rotations aren't interpolated changed.
• While jumping, the bullet comes out from barrel.
•Different shader for map borders.
• Discord verification API update.
•Discord user ID caching in master server. (Discord has limit per minute sadly)
•Some bug fixes on server browser (Already requesting, server version doesn't match while server restarting etc)
•I really believe this time I fixed people getting revived under map.
•Even if user's reserved slot expires, if server has empty space, server will accept it.
•Clamped play area positions. this was a major bug before causing some physics objects to bug out and break the entire physics of server and client until the spawned object disappears (Randomly falling under the map while just standing - unable to ads just from nowhere, etc)
• Network stability improved.
• Spawn protection.
•Network verify queue batched.
• Rewrite entire network transport layer.
• Fixed a bug where players would use cached packages from previous round and causes tons of weird bugs.
•Client socket reset (different NAT port) while reconnecting to server.
•Server browser already requesting bug fix.
•Minor bug fix on buildables.
•Client throws exception if an user disconnects while talking in voice chat fixed.
• District, Eduardovo , River , Azagor now support 128v128 INF CONQ gamemode.
•Map rotation is properly shuffled now.
• Fixed more networking bugs.
• Bug fixes on maps.
• The broken party system fixed
• Building stuff some polishing.
• Server browser cooldown update on server side.
• Some bug fixes on networking.
• A bug in voice chat batching (networking) fixed.
• Bug fixes on maps
• Server transport layer socket wasn't resetting properly fixed.
• Alt Tab fix.
• Network batching improvement
•Editor Plugins
• Experimental network improvements.
• More networking fixes.
• Player's spawns on top of friendlies changed.
• Climbing sometimes desyncs with server fixed.
• Master to game server communication improvements.
• While players spawning on friend, if player has a complex geometry behind them, player spawns inside that geometry fixed.
• Players falling under water fixed.
• Bunker had a missing collider on window that it was letting people go trough them.
•Ragdolls clipping trough ground and falling under map fixed.
• Shooting range Gadget RPCs not working fixed.
• AK15 Extended Magazine B had same ammo count as regular magazine fixed.
• Player ground detection improved.
• Shadow bounding boxes are clamped to terrain instead of world XZ plane on center (0,0,0). (Will improve performance both CPU and GPU when shadows are enabled and should fix the shadow popings hopefully)
• Out of terrain shadow bounds does not calculated properly fixed.
• Player unable to stand up or automatically proned when character on slope collision with convex mesh fixed.
• When a player pings you to revive/bandage/heal you and dies, the notification stays fixed.
• Player animation loops proning if you move and prone while crouching fixed.
• Thin, non convex roofs are not detected as solid object while grounding player on spawning fixed.
• While placing air drone, ghost model scale does not match with actual drone scale fixed.
• PP2000 bolt mesh was not using textures.
• Fixed bug on some ladders that was not allow you to do a climb on them
• When a language selected in main menu, the menu disappears immediately.
• Center of tree colliders does not match with visual when baked fixed.
• Signed Int64 was causing collision while hashing mesh generation for multithreaded rendering.
https://cdn.discordapp.com/attachments/669993736847228967/969154758373945424/texture.mp4
• Game will remember last chosen class and will always select it as soon as user enters a squad until user selects another class.
• Ability to build rally points on / in water disabled.
• Spawning on rally teleports you under map should be fixed (Need to be tested)
• Support class now builds sandboxes/hesco walls immediately and builds/unbuilds faster.
• Clicking right click now disables building stuff.
• Player holds the rope behind obstacles fixed.
• Unable to hear other player's drone's engine sound fixed.
• Players can be stunned by flashbang in deploy screen while observing fixed.
• Depth buffer is now enabled in pipeline to support water and other shaders in future. (Sadly tiny GPU overhead for iGPUs)
• Water now looks like more water.
• Major bug fix: When a building is collapsing, rare cases client was sending packages like authoritative and getting network exceptions that was causing entire game loop to stop for 4-5 seconds (unable to kill, move, do something etc)
• If player gets killed while reloading or playing an animation and gets revived, the animation freezes until user reloads/fires or plays a new animation fixed.
• Blood overlay is shown while in drone screen fixed.
• Sandbags, rally points, ropes no longer stays after building collapses.
• Sandbags, rally points, ropes no longer stays after windmill falls.
• When enemy re-captures a flag while your team is capturing it, the UI doesn't update and shows like your team is capturing it.
• Client bugging out between server position and client position and rubber bending causes player to teleport back and forth for couple of seconds should be fixed (needs testing)
• Apparently pressing CTRL+Z on server console bugs the server. Now fixed. (CTRL+Z was causing IO steam [ReadLine()] to return null and the server code wasn't made for null inputs)
• Game server debug logging on db.
• Game server will start voting if fails to start a gamemode.
• If 'You have been kicked' package drops, server sends again if client continues sending packages to notify user that user was kicked, not timed out.
• Added a 'Don't show again' tick to beta page on main menu.
• Tap reload delay added to settings.
• Bug fixes on maps
• C4 can be thrown as soon as switched.
• C4 network movement improvement.
• Sniper glints no longer visible at night.
• Destroying friendly rally points will no longer give points/hit marker.
• Spawning on rallies no longer should spawn player under map.
• Buildables (sandbag, hesco wall etc), C4, claymore etc grounded detection improved. (When ground destroys, they should be destroy as well so they don't float in air)
• Possible fix of unable to retrieve depth buffer for water shader on some weird iGPUs.
•Console version of RCON client.
• Player will be revived at their ragdoll point unless there is an obstacle between.
• Player border, position clamping was causing player to stuck or teleport under map sometimes fixed.
• When player has high latency and when player uses ropes or ladders, sometimes rubberbends and teleports back/ stucks on ladder fixed.
• Party invite / join game keybinding (PageDown) was not working fixed.
• Ability to build hesco/sandbags while playing standing on top of it is now blocked to prevent people clipping through map/hesco wall.
• Wind Turbine's blades does not kill when fallen fixed.
• Game will remember which firemode you left on weapon so you don't have to change it every single spawn or game.
• Render queues for bullet impact particles fixed.
• Player armors does not sync with player body after player revived until player plays an animation (walk, stand up etc) fixed.
• User flagging system.
• Player cap should actually cap the player size now properly.
• Sandbag collider unalignment fixed.
• Air drone volume reduced.
• User no longer loses their reserved slot if they load wrong map.
• In case player unable to spawn and stuck on blackscreen, user returns to deploy screen in 5 seconds and it is reported to me so I can ask the person for further details.
• Pipe LODs fixed.
• Building LODs fixed.
• The gadget (tool) that player uses sometimes desyncs fixed.
•Rcon console update.
• It seems socket.sendto is not atomic so it is not thread safe. Extreme rare cases, 2 threads sends package at the same with same socket and buffers merge. This should be fixed now.
(Despite Microsoft claims .net sockets are thread safe, the case I mention here happened and sockets are thread safe only if one thread reads, one thread writes)
• Basra - fixed spawn at E on enemy safezone
• When player vaults, sometimes stuck on objects should be fixed (Needs testing)
• Climbing ladders should no longer makes you stuck around.
• Another network bug fix.
• Voice chat is now decoded outside game thread.
• Leaving vehicle, reviving, spawning, collision checks for moving player to safe point now considers destroyed vehicle's colliders.
• Border meshes are facing wrong direction + borders might get players stuck fixed.
• Shadows AABB are recalculated when sun's direction changes (When night map is being played, the shadow's AABBs were outdated).
• Compensator accuracy fixed.
• Water shader fixed.
• Maximum squad count per team changed to 64 squads from 25 squads.
• Now players can cut rope from any point to prevent people putting ropes front of doors and exploiting them.
• Tank spotter, unable to ping fixed.
• Player model's heads does not reset rotation when revived fixed.
• Server side vehicle movement collider does not sync with vehicle when player leaves the vehicle while it's moving.
• Some spawn points would spawn you under map should be improved/fixed. (Needs testing)
• Players will no longer able to spawn if there are no room to spawn on rally points.
• Spawn protection UI will be disabled even player loses connection for a while and does not receive new packages from server about if player lost their spawn protection or not.
• If player gives up at same time as game ends, the screen stays black during voting screen fixed.
• Added new server option to hide votes while voting for next round. The default is true which means from this point, while voting for next round, the votes will be hidden until just before server switches map.
• When ESC is pressed while choosing for attachments, it will unselect instead of backing to deploy screen.
• Made it that lost team cannot vote for next map. This can be disabled by server settings however it should be interesting to experiment and see how it will go.
• Player spawning outside of border when spawned on friend fixed.
• Matchmaking now considers in queue players while deciding for server.
• Added ability to sort servers by their map size on server browser.
• Valley INF CONQ removed far spawns form B point (middle flag)
• Some spawn points on some maps weren't above terrain fixed.
•Dx11 force.
• High latency players may stuck on objects or inside walls while vaulting due to rubberbending should be fixed (needs testing)
• Terrain LOD adjustments.
• Player spawning inside obstacles when spawned on friend should be fixed (Needs testing.)
• Magazines clip through floor when dropped while played proned fixed.
• Compensator is disabled for Sniper rifles and DMRs.
• Reworked Sandy Sunset now support FrontLine gamemode
• Critical network bug fix.
Some ISPs or routers or one of hops between client and game server does not allow multiple NAT port to communicate between due to ISP restrictions (Sharing same IPv4 per multiple customer so reserved port per customer) or some kind of DDOS protection flags client as hostiles due to multiple different NAT ports in short time.
Client now allocates 1 NAT port and uses for entire game, never allocates more than one anymore.
This should fix the;
Thanks to Maquia uwu#2167 for being an experiment subject and helping me debugging this issue.
• All buildings disabled KillZones and Colliders in editor
• Spawn points alignment change.
• While server is counting down to start the game, players will spawn on top of them to prevent players spawning outside of countdown borders.
• When player spawns on friend, server will check the colliders between player's behind vs player it self according to it's standing state instead of checking always for standing up state.
• When server tries to spawn a player and if there are any obstacles touching to the spawn point, server will deny player's spawn request and notify user by saying 'There are no room to spawn'.
• DustyDew spawn points fix.
• Critical networking stability improvement. The timeout logic had a bug where even user did not timed out, at rare cases and huge latency cases, server would assume user as timed out.
• Spawning on rallies no longer should move player above roof.
• Some changes on networking.
• update of water material on maps that used old water shader
• If server can't find room to spawn the player on friend, will spawn on top of friend instead of saying can't spawn.
• Player stuck on some ladders while getting off should be fixed (needs testing)
• Player may spawn out of map borders when spawned on friend fixed.
• Unable to spawn on rallies when rally set on a slope.
• Some master server bug fixes.
• Some spawns fixes
• Fix of spawns on maps from provided logs
• Master server does not detect role changes on discord users should be fixed.
• MTU changed to 1380 from 1392.
• Server/Client socket 'DontFragment' flag set to false to allow people communicate who have less than 1380 MTU.
• Player collider ground offset increased to avoid numerical precision issues on some slope colliders.
• rectangle rocks collider tweak
• Client ticket requesting socket wasn't reusing the opened NAT port fixed.
• Editor spawn point debugging mode.
• Salhan, frontline, 8v8, 16vs16 Russian side unable to leave the base fixed.
• Tree and bushes are always visible regardless LOD settings to prevent people abusing LOD settings.
• Players and vehicles does not render until player spawns if player suicides while using observer seat on tank fixed.
• Players are no longer allowed to spawn on the flag if the flag is under attack. (We couldn't find a way to spawn player in safe point where we can guarantee there won't be spawn camping so we are disabling this)
• Bloom disabled for loadout scene
.
• Server will spawn player on top of player if behind of the player is not groundable to prevent players spawning on air.
• Vehicles pushing players under terrain or inside walls should be fixed (Needs extreme testing to verify this)
• Shadows will be forced at night maps. Low spec players will have low FPS but nothing else can be done. Disabling shadows at night give extreme advantage over players who have shadows enabled.
• In case if player gets inside of a collider or falls under map, the player will be teleported to closest collider's surface.
• Vehicle exiting collision checks improved.
• Hiding UI button is no longer assigned to 'PageUp' by default. (Had to make this because there are so many people pressing it wrongly and reporting it as bug report that they can't see the HUD, I need to keep my sanity)
• Personal mines model height increased to prevent people hiding it on staircases.
• Inpatients players rapidly clicking into game while game is loading map and triggering the window's report says 'Application stopped responding' and instead of waiting couple of more seconds, choosing the 'Close application' choice and reporting as 'CRASH BUG' should be NO LONGER A CASE.
Async map baking / loading added.
• Gun game UI does not show up until user opens the scoreboard fixed.
• Spawns deep check on all maps
• Grappling hook does not attach into radio tower fixed.
• When game loads, user will be asked for their preference of region to play in.
• Major bug fix; Game server can not pull steam names after failing verifying certificate of 1 web request results in no one can join server.
• Swimming bug fixed.
• Game server demand API for client / master server.
• Server deployer update + master server scaling update.
• Major progress on server scaling system.
• First prototype of server scaling finished. (Needs extreme testing)
• Game server would send a lot of requests if it would lose connection to master server and reconnect fixed.
• Server scaling update.
• Salhan invisible roof collider above RU base was fixed
• While exiting vehicle, other vehicle's colliders aren't considered fixed.
• Vehicles stays spotted should be fixed.
• Quick match disabled until I somehow managed to get it right.
• The building that makes player teleport on top of door fence fixed.
• Bug fixes on Eduardovo,DustyDew,River
• Main exit of Bunker (B flag) on Basra was changed a direction from facing south to West. USA players should have better capture flags flow.
• Painfully slow scrolling speed in squad list in deploy screen fixed.
• C4 sticking logic sometimes tries to normalize a empty vector and logs into logs fixed. C4 sticking logic optimized in server side.
• The killer's gadget name text will be aligned from left of the screen to prevent text clipping from screen.
• Game would throw exception if user would join a server and while joining the server, receives the server list from master server (due to latency) fixed.
• Player would able to send slot reserve request while joining a server fixed.
• User would keep dragging the player if user downed while dragging another player after revived fixed.
• Player mouse look vertical is clamped to -89 degrees to +89 degrees when down.
• Player teleporting above surfaces should no longer be abusable.
• Valley Frontline 127vs127 double Charlie flag fixed.
• Basra Frontline 127vs127 has double D points fixed.
• Vehicle exit points are a little farther than the vehicle itself.
• Unable to leave vehicles fixed.
• Steam friends shows as playing 'null' and unable to join your friends fixed.
• Bugfixes on maps (Basra,Azagor,Salhan,Eduardovo,DustyDew )
• Brightness setting clamped to minimum 50 because people are setting it to 0 and complaining about not able see in game.
• Brightness setting will no longer affect in loadout screen.
• Party squads will be longer locked by default.
• If squad leader is in party and if there is almost no space for your party members to join into squad, the squad leader will automatically lock to squad so there will be space for your party members to join to the squad.
• Rate limit for spotting the vehicles (5 seconds)
• When user leaves the clan, the profile does not update until user restarts their game fixed.
• Added a notification on top of deploy button when user tries to spawn without selecting a point.
• Player LOD does not update hands should be fixed.
• BB_Tree_Pine_02 colliders are now better. (The tree collider issue on District)
• Players will be properly notified when player tries to join a server with wrong version.
• MTU discovery API for master server.
• MTU discovery implementation to client. (Still has to be implemented to connection class)
• Game socket connection now supports different MTU sizes.
• MTU of 1024, 293kB is sent via 304-316 packages.
• MTU of 1454, 293kB is sent via 220-230 packages.
• Master server connection now supports multiple MTU sizes.
• Players can't create clan bug fixed. (This was an issue regarding to variety of MTU sizes)
• Possible fix of players can't receive proper stats in main menu (MTU issue should fix this as well)
• Bug fix on MTU discovery. (MTU path was only considering 'server to client', but wasn't considering 'client to server' MTU. This was resulting in packages client sending being fragmented however server's packages are not being fragmented)
• Another possible bug fix of MTU discovery help of 'Two-Faced#0700'.
• Some MTU discovery adjustments.
• Game server will request user data and cache it as soon as user reserves slot to reduce queue times while massive amount of players joining to game server.
• Instead of playing dying instantly after second revive, player will have less time to give up on each revive.
• While playing is climbing top of obstacles, player will no longer stuck for a moment (will be smoother) and the player's head will not clip thought above floor.
• Vehicles moving them self while rolled state should be fixed.
few little bug fixes on maps
• Game port and Query port is separated to reduce work on single port.
• Game server will indicate if server is recently started on server browser.
• When new server opens, user's server browser will be forced refreshed.
• In server browser, while sorting for players, the queued players will be considered.
• Valley INFCONQ - added little more cover
• Bug fixes on server deployer.
• Server deployer - master server updates on scaling system.
• Bug fixes on maps (Shooting Range, Salhan, Multu Islands, Lonovo, Basra
• Friend tab, playing servers would show as 'null' fixed.
• Further improvements on server scaling system.
• White screen while joining a friend from party system should be fixed.
• Sometimes voice chat will bug out the player fixed.
• Screen Blood overlay will be disabled when user inside tank/apcs/turrets.
•APC's 60hz label moved away from left bottom of the screen to prevent overlapping with squad points.
• Players will stop extrapolating if player loses connection to the server.
• Ability to vault inside some obstacles should be fixed. (Needs further testing)
• Spotted vehicle will be reset when respawned and using different timer. (Hopefully this fixes the issue of vehicle spawning as spotted)
• Player being teleported to above surface should be fixed (You guys will find more spots that bugs you out and I will have to fix again but I guess this is how it works)
• Invisible metal wall at distance was fixed
• If game fails to synchronize the user will be back to main menu and logs will be sent to us.
• Master server, server deployer and game server updates.
• The Europe servers lagging when huge amount of players gets in should be fixed. (We will see in next playtest)
• Critical bug fix on game server - master server connection.
If game server would lose connection while it has more than 1 request and lose connection while sending the first request, game server would bug out.
• Player teleporting random places fixed.
• Cliff 05 slight changes
• Critical bug fixes on master server - client communication sockets.
• Players will no longer teleport random points when clipped into a vehicle.
• Added another system that will try to prevent players clipping inside vehicles when a vehicle pushes the player.
• Not sure how it happened in first place but server should no longer scale down to 8v8 from 127vs127 directly. (Needs testing)
• Wrong socket were being used while sending handshake package to players fixed. (Game socket supposed to be used instead of query socket).
• Players won't able to spawn on the flags while they are being attacked by enemy team anymore.
• Rarely float precision error causes players to unable to reach full health and let's players heal them infinitely should be fixed.
• When server's network interface restarts, existing client's sockets would no longer able to communicate should be fixed.
• If client fails to communicate with game server, will try another NAT port.
• If client fails to communicate with master server, will try another NAT port (same as game server)
• If MTU discovery fails, will try to use another NAT port.
• Server browser, if client fails to receive ping from one server, NAT port will be changed until successfully communicated.
• Added 1.5 seconds cooldown on refreshing servers on server browser.
• Critical bug fix on server side that rarely listener thread would abort.
• Server side and client side, if network interface is being restarted, the socket will rebound.
• Master server, server browser update logic changed.
• Server browser rework completely from ground up.
• Client now sends 'KEEP ALIVE' packages to router to keep the port open.
• Server pinging logic changed.
• Client will ask game server for which map is being played to load the level instead of using cached data from server browser or party.
• Client will no longer timeout while waiting in queue. (The connection would be considered dead if user would spend longer time than 16 seconds in queue)
• Server and client would disconnect the user if user would send a ticket request or receive a delayed ticket response.
• Server would reconnect the user if user's accepted package would drop and user wouldn't able to be notified about they actually joined the server changed, now, server will keep notifying the user about they have connected and won't disconnect them.
• Fixed rare cases where client would unable to connect to game server until restarts their game.
• Improved stability of connection handshake communication against package loss.
• If user would not able to retrieve their stats after they return to main menu from game server, client will apply last known stats instead of placeholder stats.
• Latency caching per region added (The solution BF4 did)
• DB backup.
• All languages updated.
• Moderator tools for our staff.
• Blood screen would not show up until player dies fixed.
• AK15's magazines fixed.
• AK15's magazines fixed.
• Players spawning outside border fixed.
• Bug fixes on maps
• MTU discovery for game servers. User will discover their MTU for the game server that they are connecting to make sure they can communicate properly.
Bug fixes on maps
• Major bug fix on database. (Database would not cleanup playing players if game server would disconnect and connect back resulting in unable to connect back again)
• Server browser would not sort by selected sorting type when refreshed fixed.
• Typo when a friend joins to party fixed.
• Construction spawn points are more safe now
• A rare bug where package read order would corrupt when game server/client send very small package fixed.
• Bug fixes on maps
• Tools for moderator
• The second LOD version of buildings will no longer have backface culling.
• Server will not switch weapons/gadgets while user is sitting in vehicle seat fixed. (Unable to bandage your self or do action with gadgets bug)
• Unable to change microphone device fixed.
• While choosing a place to spawn, clicking same objective/point will no longer unselect it.
• Unable to reload / cock the bolt while there is an obstacle front of player removed.
• Possible fix of players teleporting back and forth.
• Bug fixes on maps
• If socket receive func would fail twice on loop, it would exit from the loop fixed.
If user is missing Microsoft Visual C++ 2015, they will be notified that they are missing it on intro screen instead of them being unable to load anti cheat and stuck on 'make sure you launched bla bla'
• DontFragment flags are always set on all sockets due to some firewalls does not allow fragmented IPv4 packages.
• Support for MSS size of 786 and 508.
• Cursor will be locked in game window when cursor is enabled.
• Player hitting them self when aiming downwards with RPG fixed.
• Running animation would bug out if user would run with pistol and vault over obstacles fixed.
• Player gets teleported random position when a vehicle overruns them fixed.
• Float pointing error was allowing players to heal infinitely when player's HP is extremely close to 100 but not 100 fixed. (I thought I fixed this before but it seems I was wrong)
• Rendering optimization.
• Further CPU optimization. (LOD - Frustum caching)
• The purple cells are the areas that we do individual AABB vs Frustum check for all objects inside it, all objects inside green, their frustum check is skipped since we definitely can see parent cell.
• All objects inside purple are check every frame, however all objects inside green checked less frequent (per 2-5 frames) since they are likely going to be visible in next frame as well. (Same logic applies to LODs as well)
• Further CPU optimization on rendering, dedicated rendering buffers instead of pooled which increases memory usage slightly however decreases the overhead on main loop.
• Unable to hear voice chat in deploy screen fixed.
• Players will no longer able to ping enemy player unless they can see their head to prevent players abusing pinging feature.
• 'Enemies planted the bomb' typo fixed.
• If user would send invalid token to game server, it would try to connect wrong port in second attempt fixed.
• If user had expired token, it would clear the cached tokens and renew them.
• If user tries to join their friend via party or steam, they will wait in queue until server has an empty slot instead of retuning to main menu in loading screen.
• Player teleports to underfloor on shooting range fixed.
• Eduardovo Map bug fixes
• Map Bug Fixes (Wakistan,Eduardovo,DustyDew )
• Objects bigger than frustum cell would not register all cells in AABB of the object fixed.
• Unable to climb ladders fixed.
• MP5 damage buffed.
• MP7 damage buffed.
• Inability to vote when your team lost disabled for now. (Server admin can enable/disable)
• Bug fixes on maps
• Game will not consistently try to initialize mic if it fails.
• Third person controller thread update would access a variable from main thread and cause rare case exceptions fixed..
• Fixed an issue where client would fail to connect master server when a lot users would login at same time.
• Fallen trees would cause server side to throw exception and not execute the explosion fixed.
• Namak, rendering issues fixed.
• Map survey system.
• Fixed a bug where if server would bind wrong local EP when not specified.
• Bug fixes on 32vs32 backend issues.
• User will automaticlly join party leader's game when in main menu in party.
• User will automaticlly join a squad if they aren't in a squad.
• Player would teleport under floor on certain places when vaulted fixed.
• Fixed a critical bug where user would fail to join to game server if server had a clan squad and user did not have the cached data for the clan.
• Server will switch server in 60 seconds instead of 40 seconds to give more time to user to fill the map feedback.
• Layout tweaks Valley,Salhan,River,Eduardovo,DustyDew,Azagor
• Scrollable scoreboard.
• Users will be sorted by most score (top to bottom) in scoreboard.
• Added ability to change scoreboard type.
• Party members would not automatically join to the leader's server fixed.
• Backend issues fixes (server deployers on dedicated machines)
• Fix of another fix that I fixed 2 days ago. (The squads with clans would cause unable to join to server issue)
• On server side, if server websocket would throw exception, entire web thread would stop and new players would not able to join to server fixed.
• Possible fix for when user gives up, stuck on black screen. (I am assuming this was float pointing issue on HP, let's hope it was)
• Map bug fixes and layers adjust (Wine Paradise, SandySunset,Salhan,River,Lonovo,DustyDew,District,Construction)
• Concrete_House_08 hole fix
• Map Valley: added extra forest around inf fight zone as cower against snipers on hills.
• Map Azagor: Adjust terrain to add more natural cover.
• Map Basra: dropped more containers around ship to provide more cover.
• Sandy Sunset : Add more cliffs to hills around fight area to make vehicle drive harder and less comfortable on hills. Players will have to follow roads for fast travel.
• Players are not goat anymore. Will not able to climb steep walls as same as before where it really doesn't make sense.
• Fixed a critical bug on master server when there are a lot connections would connect suddenly and master server would allocate resources and fails to connect database while allocating and crashes.
• Improved master server's performance.
• Scoreboard is no longer 0.02 fps.
• Scoreboard sorting is now persistent when 2 users scores are same.
• Couple more FPS improvements to scoreboard.
• Master server, Brazil region deployers update.
• If user would choose to spawn on a deploy point where it requires user to hold and user would use mouse instead of 'Space' to deploy, it would not reset and deploy them instantly as soon as they return back to deploy screen if the last selected point is still valid point to spawn.
*Fixed (It was the case but no longer anymore)
• Game server web sockets would not reset when server's network interface resets fixed.
• Server browser would no longer clear / rebuild entire list, instead, update the ones that exist and add the new servers to list.
• Server browser will force update every 10seconds.
• Server browser, ping caching will sample 6 pings and display the best ping instead of pinging once and caching.
• Unable to walk on fence fixed.
• Possible to fix to some keys would not register while playing randomly. (Needs to be tested, unsure)
• Toggle keys will reset when player is down.
• More detailed game statistics on server side.
• Server queue would be accessed by 2 threads at same time and cause exception fixed.
• Unable to use ammo box fixed.
• All squad names shows same squad should be fixed.
• Crash fix on server deployers.
• Player interpolation movement improvement.
• More server authoritative movement.
• Muzzle flashes will be more noticeable, giving away enemy's position.
• Muzzle flashes will be synced over network.
• Proper particle effects will be played when user is shot.
• Smokes will properly cover all sides without leaving gap to prevent players abuse it and see players thought smoke.
• Friendly players will be little more brighter than enemies to give a little more difference between enemies and friendlies.
Hmm, too much? Or... just fine? uhg.
• Improvement on projectile visuals and performance.
• Projectile visuals will no longer pass obstacles as it might look like bullets passing through walls dispute they actually aren't.
-> Before
-> After the fix
After the update to projectile's visuals
• Now you will able see who is shooting at you and from where much more clearer.
• rock collision bug fix
In current net code, very laggy player's hit registers were being accepted, this was resulting in laggy players getting kills and allowing lag switches such as shown in the video.
Planetside 2 is having same similar issue to this.
https://www.youtube.com/watch?v=sCX_LaGUWIM&t=89s&ab_channel=H
Last compiled 10 May 2021 http://fumacrom.com/IUe6
Yes, it is very easy to rage in Planetside 2. How to cheat in this game? Plug out your Ethernet cable, shoot some TRs, VSs or NCs and plug it again. That's called lagswitch. This is one of cheats for Planetside 2. Well, it is not even hack for Planetside 2, because you are not doing anything bad...
And here is the update.
• Anti lag switch & very laggy player's hits will no longer register.
See the video above
• Package loss indicator would not be displayed until user enables the network stats fixed.
• All weapon's bullet speed reduced 25%.
• Ping limit of 200ms. Players that has more than 200ms ping will be kicked from servers after 1 minute.
• Rubberbanding will no longer allow client side movement to exceed 200ms error to reduce Peekers Advantage.