BF4 CTE
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#61
Final Stand BETA Ends

Today we shut down the BETA for the Final Stand maps on the CTE!
In a day or two the Teamplay Initiative will re-emerge into focus with a lot good fixes and improvements (and a surprise) included, so make sure you come back to the CTE!

We’d like to once again thank you guys for giving us this amount of really good feedback!

Thank you!

- Final Stand Dev & Live team @ DICE LA


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#62
Initiative #3: CTE Prototypes – Patch #1 (153785)

As Final Stand is going through the release certification and finaling, the CTE is back to “normal” again (approximately two releases a week).

This time however, we are going to enable some prototypes that we want to start testing right away!


CTE PROTOTYPES

In this release we have two prototypes enabled, a Prototype normally includes something we’d like to change that is a large and scary change.

Under normal circumstances where there is no CTE – we’d think both twice and thrice about before committing to something of this magnitude.

Now however, we feel it is time to start attacking some of these things head on. Initially we will be enabling two prototypes:

Prototype 1: Attack Helicopter Physics

GOAL: Improve manuverability while still maintaining an approachable flight model.

THIS RELEASE: The Z-10 Chinese attack helicopter has new and improved physics in this release.We have replaced the US attack helicopter with the Chinese one, which means you can test CH vs CH heli (new physics) on maps featuring Chinese and US factions.

Prototype 2: “Headglitch” fix

GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesnt shoot over certain objects in first person

THIS RELEASE: An initial prototype solution has been implemented for one weapon per class: M1014, M40A5, M4A1, MG4, QBU88, SCAR-H, DEAGLE, MPX.Try these weapons and get behind objects where only your head sticks up and give it a whirl!

As you can imagine, changes of this magnitude needs alot of tweaking to get right – and we might never get there.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.

We will however from now on include you guys in the process, and let you see things at an even earlier stage – as we value your feedback highly.


PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

FAC boats main cannon sound no longer loops 4-ever

Soldier camo now correctly persists between rounds

Lumphini Garden Fixes
Windows on trainstation no longer has green tint
Fixed several collision issues near valves and in between post levelution.
Fixed collision for EOD Bot near m-coms in Rush.
Fixed C4 & Grenade issue with windows not breaking on the center houses.
Fixed several clipping issues with post levelution
Fixed missing texture issue near south east corner of the map

Marketplace fixes
The rooftop sign now has its collision cleaned up
Fixed issue where the player could see through the worls after destroying part of building near CH base.
Fixed collision issue with scaffold near flag E

Zavod 311 Fixes
Fixed collision/raycast on various objects to fix: shooting on the top of the roof, floating c4 on servicelamp
Fixed grenades being blocked when thrown: http://cte.battlelog.com/bf4/forum/threa...233219718/
Fixed clipping issue on radio tower.
Fixed the collision for clipping into the ground after the collapse of the smoke tower
Fixed bad collision on the high roofs at D and C:
http://tinypic.com/r/2zxo2vl/8
Collection of bad collision(mostly near C, D and E): https://www.youtube.com/watch?v=rq8tbgr77Vo

Rogue Transmission Fixes
Fixed slopes on the radar dish before levelution: http://imgur.com/RTNFwxm
Fixed bad collision in the “standard” building on Rogue Transmission (repeated on other maps like Dawnbreaker) https://www.youtube.com/watch?v=ndIkROu0l2g, https://www.youtube.com/watch?v=b2_eJ3V2czI, https://www.youtube.com/watch?v=Es9H3vwVNBY
Fixed two indestructible poles that get vehicles stuck http://i.imgur.com/ImKitZ4.png
Fixed fence that cannot be destroyed or shot through http://i.imgur.com/AA4Nleq.png

Propaganda Fixes
Fixed collision issue near A Objective statue
http://imgur.com/hnOyfk1
Sunken Dragon
Fixed so you can run over this (on C flag)
http://de.tinypic.com/r/1568qdj/8
Fixed invisible extension from building (same as on Dawnbreaker)
https://www.youtube.com/watch?v=_8VLGlWC...e=youtu.be

Flood Zone Fixes
Fixed collision for crates on the ground (between B and A)
http://tinypic.com/view.php?pic=5bya38&s=8#.VBeGEvl_t8E
Fixed shooting up from the ground made you hit collision boxes (ground level B)
http://tinypic.com/view.php?pic=n1319w&s=8#.VBeGCPl_t8E
Fixed rails next to stairs have bad collision (seen at C)
https://www.youtube.com/watch?v=L7WUdXrCA9o

Lancang Dam Fixes
Fixed concrete support at B clipping issue
http://www.directupload.net/file/d/3452/...2i_jpg.htm
http://www.directupload.net/file/d/3452/...hl_jpg.htm

Operation Metro Fixes
Fix for C4 through roof kills from the subway on B https://www.youtube.com/watch?v=f3w98Nw_Fa4
Fixed collision issue in windows: https://www.youtube.com/watch?v=JPDr6ilE...e=youtu.be

Hainan Resort Fixes
Fixed bad collision post-levelution, both sides of C
http://www.gfycat.com/DirectSnivelingJackrabbit

Operation Locker Fixes
Fixed the collision on the pillar:
https://www.youtube.com/watch?v=nvik4SdBtvM

Kobra sight improvements
On popular demand (while still working against snow), the Kobra sights now have a more exact point and look closer to what they do in Fall Patch.

Corrected the Estonian, Bulgarian flags on country dogtags

Fixed tracers showing through objects after hit
Most prominent on soldiers when shot in the head, now correctly masks the tracer effect on other side of head.

Implemented first pass of Squad Spawn 2.0
We are looking to change the way squad spawns work in the game to stop players from spawning into certain death/getting jumped by a full squad when fighting a single target.
We’ve initially tied this to supression, and the built in cooldown of said supression – which means you cannot spawn on a squadmate that is in combat until he/she is out of combat for a little while.
This is by no means the final implementation, but it is a start. We want specific feedback on this and how it plays in different settings!

Added vehicle occupancy and vehicle information to spawn screen
Also added optional Rank (per player) option to show that here – never enter a noob heli again! Wink

Enabled PC gamepad aim assist for testing purposes
Console users able to run PC game – please try this!

“New” Soldier Collision Fixes
As Introduced with Final Stand BETA – the new Soldier Collision system caused some bad follow up bugs where you could end up under the map and inside objects jumping backwards in specific places.
We believe this is now fixed – and need your help testing Soldier Collision all over the place!

Obliteration Competitive changes
Light on 1P model of the bomb now synced to when the bomb UI is visible (use as cue!)
Added No Squad Spawn volume functionality
Dawnbreaker: Implemented new layout with new cover, levelution triggered from the get go, changed bomb drop locations and removed quads
Golmud Railway: Added more cover to spawn areas, moved spawnpoints, moved a couple of the bomb locations from the road, added no squad spawn areas around bases, reduced combat area along the sides to reduce base camping


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#63
Initiative #3: CTE Prototypes – Patch #2 (153904)

As some have found out already, we got some fun Halloween things for you in today’s release.

I recommend everyone to try finding the things we’ve added again (it’s quite a different thing with sound Smile).

Happy Halloween from us here in LA!

PATCH CHANGES
This release has more than fun stuff however, here is the changes:

New Obliteration Competitive changes
New layout for Siege of Shanghai, disabled elevators & added more cover

Added nosquadspawn volumes on Operation Locker

Added nosquadspawn volumes on Giants of Karelia Rush

Added nosquadspawn volumes on Zavod

Squad Spawn 2.0 – tweaked the way occupied vehicles work

Fixed an issue with the new tracers
At very long ranges the tracer moved towards the origin, leaving a weird looking trail behind


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#64
Initiative #3: CTE Prototypes – Patch #3 (154091)

Tuesday means an update, and here is todays!

We are keeping the halloween experience active until thursday, so if you really like the nighttime map and CTF modifications I’d suggest you play it now!



PATCH CHANGES
These are the changes in this release:

Obliteration Competitive updates
New bomb will spawn after 2 minutes if noone picks it up.

Dawnbreaker:
Moved some bombspawn locations,
moved dropoff away from fire damage.

Golmud Railway:
Moved bomb spawns,
added forward spawns

Siege of Shanghai:
Disabled elevators,
added more cover for team2 spawn,
adjusted spawn points,
spread out bomb spawns,
disabled stair mesh on building near US spawn,
moved US base C, Opened up new path from US Spawn,
moved bombs closer to CH team,
adjusted combat area to reflect spawn change.

Operation Locker:
Redjusted spawns,
adjusted nosquadspawn areas,
adjusted sunken bomb spawns.

Hainan Resort:
New bomb dropoff layout,
same spawn locations,
new combat areas,
added nosquadspawn for each team,
added forward base for each team,
predestroyed building at team2 spawn area,
disabled elevators,
removed the jetskis

Fixed right line graphical error of the crosshair on scout helicopter HUD

Tracer rounds has new tweaked (slightly smaller) size

Operation Metro Fixes
Fix for users being able to get C4 through the roof at B (this time actually included in the patch)

Dawnbreaker Fixes
User was previously unable to deploy Radio Beacon, MAV and similar gadgets on the boardwalk north from the water and south from Objective C – no longer the case.
Fixed collision for bridge: http://i.imgur.com/Ojnyzct.png
Addressed collision for consolate office building near stairwell.

Tweaked the ranges of IRNV/FLIR Vehicle modes
Fixing this: https://www.youtube.com/watch?v=4n3R-2_T3DM

Soldier Movement updates
A new improved animation setup for side to side motion has been implemented to make the third person soldiers move more smoothly from side to side, making soldiers move in a more predictive way.

Squad Spawns 2.0: Lowered in combat timer from 5s to 2s
With this change we are hoping the time in combat feels more “right”.
Coming changes to this includes making “being knifed” count as in combat, and to improve Squadmember spawned on you bonus points.

Updated required minimum Nvidia driver version

Massive Guilin Peaks collision pass/improvements
We have gone through and fixed all the rocks in the problem areas of Guilin Peaks. We need alot of testing on this to make sure these are all good.
Here are some examples showing the change using our collision debug render mode so you can see the difference.


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#65
Initiative #3: CTE Prototypes – Patch #5 (154273)

CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.

Prototype 1: Attack Helicopter Physics

No update in this relase.


Prototype 2: “Headglitch” fix

GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesn’t shoot over certain objects in first person

THIS RELEASE: With this release we have added a sought after third person ADS stance, which means the long range head glitching now results in slightly taller players when ADS-ing, but also the fact that you always see the muzzle flash and tracers when getting shot at “from a head”.

We feel that this change, in combination with the (still unimplemented) lowering of the weapon + the current changes to the weapons will give us a solution that if tweaked correctly will “fix” headglitching alltogether!

This is what it looks like:

[Image: uPebHvY.png]

[Image: j7nIg79.png]

We’re really happy with how this prototype is shaping up, and would love to hear your renewed feedback – and if you find any issues/bugs connected to this change!



Prototype 3: Casual Competitive Matchmaking

No update in this release – a larger update planned for thursday!



PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

Casual Competitive Matchmaking
Added support for resettable servers

Updated Sniper Tracers to match regular ones

Spawn Screen Improvements
Made the full vehicles with squad mades onboard selectable and VEHICLE FULL message shown in the CCTV
New color scheme for the squadmate list – all green = can spawn on him; icon green, name gray = can’t spawn because in combat or vehicle full; all gray = can’t select because not on the screen portion of the map; all dark gray = guy dead
Added advanced options to select whether to show vehicle occupants, player ranks and vehicle loadout on the deploy screen

IFV Scout Chopper HUD improvements
Fixed “overheat” and “wait” messages
Overheat now triggers for IFV and Scout choppers
“Wait” is now displayed when ammo is fully depleated, not just when actively reloading
“Overheat” text box expaneded on scout chopper HUD so text isn’t cut off.

Gulf of Oman fixes
Fixed issue where lights are still intact once building is destroyed

Caspian Border 2014 fixes
Rock at the end of US runway has bad collision / raycast update – now fixed.

Spawn exploit fixes

Obliteration Competitive
Siege of Shanghai: Lowered MCOM B on Siege, Added more cover to streets, Brought in domination cover
Zavod 311: Moved Mcom A on OBL Comp
Hainan Resort: Moved two bomb spawns so they’re inside the hotel, Added more cover around bomb drop offs, Brought in infantry mode cover objects
Prototype bomb drop. Hold the jump button for 3 seconds to drop the bomb (this was incorrectly stated as being part of last update)


NETCODE IMPROVEMENTS UPDATE
We are renewing our efforts on the netcode side of things. The top issues looked at currently (which will get released in the future are):



Wrecks & Ragdolls persisting through the round
We need help reproducing this – when does it start happening? What causes this to start happening?

Soldier bursts damage
When hit by packetloss, the client currently retries to send the damage/bullets again, collecting damage which eventually get’s sent in one update. This is something we wish to change: A players bad connection should not end up making the experience for another player inconsistent or worse.
As seen in this excellent video by Battle(non)sense: https://www.youtube.com/watch?v=42oF0OlnH0k

Projectile “dusting”
When shooting a rocket for example, and the client believes the rocket hit a helicopter, it explodes – eventhough the helicopter might not in actuality have been hit at all.Our proposed “solution” is to at the very least make these on-hit explosions and effects only trigger _after_ the server acknowledges a hit.This means you’d only see explosions for actual hits (clarifying immensly). The secondary goal here is to look at improving the High Frequency Bubble handling and prioritization to make these occurances happen less often.

Network status communication improvements
We will look at communicating the network status in a clearer, faster and more correct way to tell the player he is lagging behind the server. It should be obvious when a bad connection or server experience is causing issues for a player.


TESTING EFFORTS
Today we will be starting to change how we handle longer term testing, feedback gathering, bug reports and your ideas.

This work will start crystallizing during the coming weeks, and probably result in a big change in how the forums is used in general.

I’d like to introduce you all to our QA liason Tyler (TheAntiCake) who is heading up our testing efforts!


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#66
Initiative #3: CTE Prototypes – Patch #6 (154444)

CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.


Prototype 1: Attack Helicopter Physics

No update in this relase.


Prototype 2: “Headglitch” fix

No update in this relase.



Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.



THIS RELEASE: In this release we have a bunch of really good changes to get the Conquest Double Assault game mode to a place where we can start testing it for real.

These are the changes in this release:

Reduced number of flags to 3.

Tickets should start to bleed faster when one team control no flags.

Vehicle experimentation
Added a tank and jeep to flags A & C
Vehicles cannot be entered from the deploy menu only by foot.
Vehicles only spawn for one team. Flag A –Will only spawn vehicles if team 1 owns it. Flag C – Will only spawn vehicles if team 2 owns it.

Removed in-game round restart.
Fixes the issue where tickets don’t bleed. I’ll have a new implementation of round restarts next week.

Added support for tie breakers.
Team that captures the first flag will win tied games.

[Image: 3JgzS4X.png]
Current Map layout

COMING UPDATES: We are going to look at implementing “base spawns” that are not connected to a flag – but which gets disabled once the enemy team holds all flags on the map (only the squad spawns available then).

[Image: k13rDca.png]
An example view of coming map update/layout

PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

Removed the Halloween Fun data
We are still investigating night mode maps and how we can enable this for proper release in the future!

Fixed the issue that caused Aim assist on PC not to work as expected
Gamepads connected now should mimic console play.
The next step is to start tweaking this with the goal to improve the player experience for noob and veteran alike.
For feedback related to this, please refer to this forum: Open Aim assist testing forum


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#67
Initiative #3: CTE Prototypes – Patch #7 (154536)

Prototype 1: Attack Helicopter Physics

No update in this relase.

Prototype 2: “Headglitch” fix

No update in this relase.

Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.

THIS RELEASE
: In this release we have a couple of changes to the Conquest Double Assault game mode.

These are the changes in this release:

Added homebases to ConquestDA
Homebase spawning turns off when all flags have been captured by other team

Added combatareas for team 1/2

Added basic halftime/fulltime EOR screens

Fast ticket bleed if no one is on the field and flags have been captured


PATCH CHANGES
This release has more than prototype updates:

Obliteration Competitive

Fixed bug where objects hidden for Obl Comp were also hidden in other gamemodes

Siege of Shanghai Updates
Added stair cover near MCOM B for US.

Hainan Resort Updates
More cover around MCOMS
Swapped out destructible crates for non-destructible ones


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#68
been neglecting updating this so time to pick it back up :  Todays Update

CTE Prototypes – Patch #29 (157317)

Today we have some really good looking (in our internal testing) netcode improvements – I can’t wait to see how these hold up on the CTE!


NETCODE IMPROVEMENTS


Today we have a bunch of really good improvements on the netcode side for you. We really need to test these thoroughly, so I urge you all to keep an eye out and keep your videos recording!

These are the specific changes:

Reduce impact of rubberbanding and improve messaging
Track proper stalls on server and handle them more gracefully.
Better values for corrections on foot and in vehicles.

Improved jitter correction – Smoother gameplay when not on awesome connections
A fix for visual jitter for soldiers and vehicles during frameinterpolation while correcting updates

Removed the Network Smoothing Option
New model does not use this option any more – should be a much better experience for all.

Reduced max extrapolation time for soldiers to reduce shot around corner issue

Improved soldier stance changes to improve behind cover damage
Much less time is now needed between clients to sync stance changes!

Improved hit indicator update timing
Previously was not affected by HFU, is now added and much more expedient!

Moved networking options to a separate section to the bottom of the advanced gameplay options


PATCH CHANGES

These are changes in this patch:

Removed destruction state from stairs
Should prevent the stairs from disappearing when players are revived on them.

Infiltration of Shanghai
Fixed some lights that was not indestructible – let us know if you find any that isn’t still!
Returned vehicle layout to previous with fewer tanks and more quads again


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#69
CTE Prototypes – Patch #30 (157514)

Todays release includes a potential fix for the top 1 crash on PC. Please let us know if you experience less crashes on the CTE this weekend!

We also have two new nightmap prototypes to play on (will be added to the playlists): Golmud and Zavod at night!

PATCH CHANGES
These are changes in this patch:

Crash fix: Integrated fix for our top crash issue (all platforms, sound related)
Potential fix for a lot of the crashes we are seeing, specifically on PC. Please let us know if stability increases or not!

Added network performance graph support on XB1 Console platform (new option)
Activation is now via advanced gameplay options (both on PC/XBOne)

Removed the auto defib switch and revive on interaction button press
Was causing inconsistent behavior, we chose to remove this feature.

“Netcode”: Synced 1P ADS Stand -> Crouch animation with 3P dito length
3P version also has a 4 frame accellerated start to handle the base delay over the network gracefully.

Thanks battle(non)sense for finding this! (https://www.youtube.com/watch?v=qcGowxywZTU)


NIGHT MAPS PROJECT

For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Added Golmud Railway (First draft)
Added new moon
Tweaked mountain clouds
Hooked up destruction of light in houses to turn off when destroyed
No night name yet – suggest one!

Added Zavod 311 (First draft)
Implemented first lighting pass
No night name yet – suggest one!

[Image: Q32PvsO.png]
Zavod 311 at night (first draft)


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#70
CTE Prototypes – Patch #31 (157632)

Today we have a pretty big update in store for you – and our first poll result from the Community Map Project!

THE COMMUNITY MAP PROJECT

If you haven’t heard already, we are building a map for Battlefield 4, from scratch – with you guys here on the CTE!

Make sure you check out the project goals and other tidbits here: http://www.reddit.com/r/Battlefield_4_CTE/wiki/index

Leave feedback for the Community Map Projects here: http://cte.battlelog.com/bf4/forum/view/...687597166/

Current Status & Poll #2

We have the result of the first high-level setting for the Community Project! This means we are one step closer to nailing down our concept and start testing the map with you here on the CTE!

[Image: pMGmMOr.png]
Jungle was a clear winner in our first poll!

The next poll is already published – and this time we are asking about something called Points Of Interest – or POIs. For more information, see the poll!

This time the voting period only extends until thursday this week - so hurry up and vote for your top 5 favorite Point of Interests of our Jungle map!

Hurry up and Vote in Community Map Poll #2!

NEW THERMAL OPTICS

With this CTE patch, thermal optics on vehicles have had a pretty major rework. This is the first step in making night vision scopes actually work in the darkness, and should make them more consistent from map to map. It also removes a lot of things that were appearing hot, but should not have been, like the “burning eye” billboards in Pearl Market for example.

The goal for thermals is to dramatically improve mid-range target acquisition, at the cost of diminished (but not removed) spatial awareness and reduced long-range visibility. What this means is that the environment is dimmer with reduced contrast, while players and vehicles are very bright.

As always, feedback on this is welcome.

PATCH CHANGES
These are changes in this patch:

Netcode Improvements
Several small improvements related to faster vehicles.
Fix stuttering in multiplayer when biasing the interpolation time nudge.
Handle PlayerView ghosts being split across multiple frames.
Reduces kill exchange and delay when getting shot fatally (reduces the delay of the damage indicator when getting shot fatally, and also reduces high frequency update bandwidth usage)
A fix for a server crash related to network replication (ghosts)
Various small spectator mode improvements.

Enabled third person soldier bullet impact sounds

Added sounds to bullet impacts on soldiers:
- System supports separate sounds for Limbs, torso & head hits (future implementation might also include kevlar/armor hits)Our approach to these sounds within the Battlefield soundscape is to keep these sounds pretty subtle, and we are basing them off of impacts to flesh. You should notive a slight variation between limb/torso & headshots.
Sniper bullet impacts have an additional layer added, where the distant hit should be clearly audible at longer ranges, but really hard to hear at close ranges as the rifle fire sound will overshadow the hit.Listen to the current implementation in our video here:
Open video example of 3P soldier bullet impact sounds

Known issues in current build:

- Sniper distant bullet impact (>100m) will be heard by everyone currently (not only by the person firing the weapon).

Night Map Updates

Golmud Railway Night:
- Hooked up lights so they hide and turn off when buildings are destroyed containing them
- Updated Moon
- Updated ambient lighting
- Added lots of destructible lights

Zavod 311 Night:

- Removed godrays from Moon
- Updated ambient lighting
- Added lots of destructible lights

NIGHT MAPS PROJECT

For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Golmud Railway Night
Added new moon
Tweaked mountain clouds
Hooked up destruction of light in houses to turn off when destroyed
No night name yet – suggest one!

Zavod 311  Night

Implemented first lighting pass
No night name yet – suggest one!


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#71
CTE Prototypes – Patch #32 (157775)

Todays update is of the smaller kind, we are hunting for some very specific bugs. If you have issues (kill cam bug etc) after todays patch – make sure you make this known in this reddit thread: Open Reddit Patch Feedback Thread


PATCH CHANGES
These are changes in this patch:

Fix for crash that occurs when exiting the game client (AMD cards)

Fix for inconsistencies with healthstate updates

This could _potentially_ address parts of the kill-cam issue! Please let us know if you get the killcam issue post patch in the feedback thread: Open Reddit Patch Feedback Thread

Added extra debugging to look for hard to reproduce crash (sound related)

Thermal Scopes
Brought IRNV in line with the changes to Thermal
PLD IRNV can now see vehicles at a larger distance, but can only see soldiers at the same distance as weapon-mounted IRNV
Please visit this thread with feedback

Netcode Improvements
Potential fix for a netcode related crash

NIGHT MAPS PROJECT

For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Golmud Railway Night

New Moon (again)
Map re-enabled!
Created new destructible LampExteriorWall object
No night name yet – suggest one!

Zavod 311  Night

Slimmed down shadow casting lights so they pop less
Fog change in Zavod.. trying out ground fog
Sky fixes to help fog meld with sky better
No night name yet – suggest one!


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#72
CTE Prototypes – Patch #34 (158124)

Today we have our first pass at new spotting settings/mechanic. Our hope is that we can find a good set of settings for the main game, that can also be scaled for nighttime and other occluding things like the oman storm.



TOP 1 CRASH - WE NEED YOUR HELP (again)!
With a successful fix for the Killcam/revive bug found and fixed with the help from you guys – we are once again asking for your help.

We are now on the hunt for the top crash (all platforms) which is _really_ hard to reproduce: the elusive sound crash.

For more information on how you can help, check this Reddit thread: http://www.reddit.com/r/Battlefield_4_CT...orms_help/

PATCH CHANGES
These are changes in this patch:

Temporarily Disabled footstep sounds
To rule out this change causes the sound crash to happen more frequently, we have disabled footstep sounds in this build temporarily. Don’t worry – they are coming back!

Server crash fix (ghost sorting)

Squad Obliteration: Removed ForceSquad flag
You can now freely setup squads

Thermal Scopes
More tweaking of visuals
Brighter soldiers, less bloom
Laser and flare lens flares react to thermal

Integrated Killcam/Revive bugfix (already out with yesterdays server release)

Currently highlighted objective retained when commorose gets active so it is easier to select Attack/Defend for it

SPOTTING 2.0 – FIRST PASS
Our goal is to improve on how spotting works, making spotting at a distance need much more accuracy, and multiple activations to cover many enemies – while maintaining closer range spotting ease.
Our secondary goal is to change passive spotting to represent more what most players would call “this enemy is clearly visible to me”.


The way we are doing this is by adding a second angle for long range: One close range angle (wider angle), one long range angle (narrower angle) and a max range value (used for long range angle and end of spotting range). A combination/morph of these are used between the shorter range and the longer range do calculate the area to test – kinda shaped like a streamlined teardrop (fitting eh?).

[Image: Spotting2.0-618x207.png?v=1426626222.97]

a represents the “close range angle”
b represents the “long range angle ”
c represents the max range
Combined, these values give us an area used for spotting (the blue area, anything within this shape will get spotted using active spotting).
The max distance © cuts off spotting from that point outwards. this line will be what we use to shorten spotting distances on night maps and in Oman storms etc – moving it closer to the player.

Passive spotting
Passive spotting is what we call the automatic minimap spotting of enemies in the game. When you turn towards an enemy in the retail game, any enemy within the spotting cone will be shown on the minimap for your whole team. The retail value for this cone is set to 3 degrees and 1200m (sharing values with the regular _active_ spotting cone).
We are changing this now, adding the ability to tweak these values separately.

SPOTTING CHANGES
Here are today’s changes, note that they are all first pass, and we have been pretty conservative in our changes so far. We want to dial these numbers in starting close to where retail is now to make sure we don’t overdo it!
  • Active spotting: Close range angle set to 3 degrees at (same as retail)
  • Active spotting: Long range angle set at 0.15 degrees at 1200m (max distance)
  • Active spotting: Max distance is set to 1200m
  • Passive spotting: Max-distance reduced from 1200m to 100m
NOTE: we have only touched the soldier spotting so far. The vehicle system has not been touched yet – but it will be!

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Golmud Railway Night
First pass on color correction. Map should now be much darker.

Zavod 311  Night
Worked on new sky
Fixed godrays inside factory
Adjusted height fog inside factory
Worked on the grad and height fog
Added some lights to the underground corridor between C and D


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#73
CTE Prototypes – Patch #35 (158267)

Today we have a large patch for you, needing lots of testing and sanity checking with your help!

Please report any issues and any weirdness occuring (videos welcome!) in the official thread: https://www.reddit.com/r/Battlefield_4_C..._patch_35/


NETCODE UPDATE

In todays update (brought to you in collaboration with the Hardline netcode team) we are enabling framerate based updates on bullets. This means that depending on your client framerate, you will update at that rate – to the server.
An example: Your game is running at 60fps, you will be updating the server on your bullets at 60hz (compared to 30hz now).

These changes _should_ improve significantly on the out of region burst issue, and we will be monitoring this specifically.

Detail oriented players notice that we have not changed the server to client update frequency (the high frequency update) – this is the next step once we know we can trust this new system works as intended.

PATCH CHANGES

These are changes in this patch:

Night Vision changes:
This update is focused on countermeasures to night vision.
  • Flares, flashlights, lasers and thermal grenades are now significantly more blinding to night vision
  • Flash lights are blinding at a larger angle than before
  • Lasers are blinding at a longer distance than before
  • Thermal grenade smoke  and vehicle IR Smoke now blocks thermal signatures
  • This change introduces a bug that makes more smoke/dust/fog visible through night vision scopes. This is being addressed.
  • Additionally, the black ring (vignette) has been removed from both scopes. This increases the viewing angle or each, but makes the blinding effects fill more of the screen.
  • As always, leave feedback on the Official Thread!

Netcode Changes:


Here are the actual changes to enable the new netcode. For feedback or issues you think is related to this, please post them in this thread: http://www.reddit.com/r/Battlefield_4_CT..._feedback/

Hit mismatch related fixes (essentially bullet changes)

Remove the arbitrary 1cm bullet hit correction on the server of subsequent bullet hits

Removed network input move values which introduced errors
These were particularly bad for pitch/yaw which is used to determine the direction all bullets

Disabled bullet damage for non local shooter (Basically all of AI and MP players) except for when hitting client only physics objects
Basically the shot fired event is issued on the client matching the simulated server time.
Includes several changes to how precision is handled, and how effects related to bullets are handled.
Shot fire events are ghosted/networked and run matching the simulated server time on the client, the resulting part destruction is also sent based on time which means, all destruction happens in sync with the simulated client bullets (for non local shooters)
Any destruction/part health state change which was not issued by the client, is now corrected by the server.
This means: if you see anything weird or off with bullets, effects syncing, tracers etc – let us know in the netcode reddit thread!

Implemented the same pre-simulation updater on client as on server to match processing order of bullets.
On the server, all bullets were previously processed in the order they were added through spawning, as many weapons spawn more than 1 bullet, the processing order is absolutely vital as one bullet may change a health state which affects the next processed bullet. This order mismatch was a huge source of mismatches for the local shooter.
We’ve also made sure that physics sync better between server and client for bullets.

Other netcode changes

[*]Clientside banger performance changes (effects playing on the client)
Lowering physics and synchronization/bandwidth costs
[*]Implemented instant networking for damage tunneling
Speeds up damage updates.
[*]Various other low level tweaks and changes


Other changes:

Second Iteration Pass on Team Callouts
Adjustment (anyone can now hear any 3p “soldierfire/fire” callouts, for more info: http://www.reddit.com/r/Battlefield_4_CT..._feedback/)

Major sound crash fix
[*]
Fixes a problem where an audio stream was stopping before it had finished playing, potentially leading to audio data corruption. (Potentially the “screeeeeech” issue comes from this).
This showed up as a problem when running a stress test with audio data redirected through a stomp arena – and we think it might also be related to our top 1 sound crash.It is _very_ important that you report crashes and eventual sound issues after this patch is released!

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Vehicle lights
Placing lights on all vehicles along with a proper emissive material for the lights


COMMUNITY MAP PROJECT
The community map project poll #2 results will be posted with the next poll. This poll will have you guys voting for the top concept based on a combination of the high level framework, the jungle setting and the POI’s you voted for.

Once we know which concept you guys prefer – we will start testing the map on the CTE!

More info here: https://www.reddit.com/r/Battlefield_4_C..._3_update/


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#74
CTE Prototypes – Patch #36 (158680)

Hi everyone!  We’ve got a small list of changes mostly centered around thermal scopes and visuals for the night map.

Please report any issues and any weirdness occurring in the official thread:  http://www.reddit.com/r/Battlefield_4_CT..._patch_36/

PATCH CHANGES
These are changes in this patch:

Added helicopter spot lights


Thermal Scopes – Reduced opacity on:
Tank/LAV smoke
Shell/HMG impacts
Tank ground pulse
Tank Smokescreen

Fixed MTAR tactical light


NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Golmud Railway Night
Fixed flares on red factory lights

Zavod 311  Night
Tuned red chimney lights


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#75
CTE Prototypes – Patch #37 (158927)

We’ve got another patch for you today.  This patch contains a lot more debug logging and information to help us track down that elusive sound crash.  We’ll need more of your help to gather information so please jump in.

Please report any issues occurring in the official thread:  http://www.reddit.com/r/Battlefield_4_CT..._patch_37/

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CT...night_maps

Zavod 311  Night
Added new ground dust and leaves


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#76
I installed this a good couple of months ago, i've still yet to get around to playing it.


[Image: 76561198042289061.png]

"I see now the circumstances of ones birth is irrelevant, it is what you do with the gift of life that determines who you are."

CYKA BLYAT

(☞゚ヮ゚)☞ ☜(゚ヮ゚☜)
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#77
CTE Prototypes – Patch #39 (159267)

In todays release we are enabling the new Spring patch content – our first Weapons Crate Alpha on the CTE!

This means our five new weapons (available to all players) will be testable on the CTE – and so will the “new” game mode: Gunmaster!

We want your feedback on particularly the game mode, the new weapons and the balance changes – please direct them to these threads on reddit respectively:
  • Gunmaster feedback: Official Gunmaster Feedback
  • Weapon feedback: Official Weapons Crate Weapon Feedback
  • New Weapon Balance/Falloff model feedback: Official Spring Weapons feedback
  • Night Vision Feedback (especially during day time): Official Night Vision feedback
This is as early as we’ve ever shown content to you guys – keep in mind that we are still finishing animations, sound and models/textures on the weapons, and Gunmaster playareas and presets have not been locked in stone yet!
Help us nail these by playing and feedbacking as much as you can!


NIGHTMAPS DISABLED – NETCODE RISK ASSESMENT
As outlined in April’s sticky on our subreddit: https://www.reddit.com/r/Battlefield_4_C...cte_april/ - all night maps, and all “private” testing servers will be turned off during our Spring patch testing.

The reasons for this are twofold:
  • We need to focus feedback around the new content so we find any issues and can polish up these items as much as possible
  • We are still assessing the risk of the new netcote/hitregistration – and we need telemetry based on players playing what the Spring release will contain only. For more details on what this new hitregistration/netcode is, see these excellent videos by Battle(non)sense:
    New netcode/hitregistration: https://www.youtube.com/watch?v=7q3ZS_PxTSk
    Comparison to CS:GO: https://www.youtube.com/watch?v=B40u12etY_U
We _REALLY_ want this new netcode out in the Spring patch – but we need alot of players to fill our servers to the brim, and gather telemetry data on what (if any) differences there is between retail BF4 and CTE with the latest hit-registration fixes to feel safe including these in our Spring release.
I urge you all to play as much as you can!

PATCH CHANGES
These are changes in this patch:
  • Enabled Gun Master game mode
  • Enabled 5 new weapons
    Play to see which they are! All but one has white textures (focus on the gunplay for now!)
  • Weapon Balance Changes
    Weapon Damages, headshot multiplier, falloff and suppression distances have been changed. We would like feedback on if headshot deaths feel bad. General headshot feedback and general suppression feedback is what we are looking for at this point
    (Feedback here: http://www.reddit.com/r/Battlefield_4_CT..._patch_39/)
  • Fix for claymore kill stats not being counted for recon
  • Night vision
    Adjusted HeightFog settings in thermal scopes
    Fixed XM25 scope in thermal
    Adjusted thermal scope HUD colors
    Adjusted environmental effects for Thermal in Abandoned, AbandonedNight
  • Night maps
    Added new loading screens (drafts) – not final
  • Fix long-standing issue where the player would sometimes not see the correct damage screen effects if they had regenerated health recently
  • A multitude of various fixes integrated from our Spring patch line
    Expect less crashes and better stability



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#78
CTE Prototypes – Patch #41 (159481)

PATCH CHANGES
These are changes in this patch:

3P bullet sound update
Fix for an issue with missing sounds causing some asserts (and potentially crashes)

Night Vision Updates
Adjusting weapon FX for thermal scopes
Vehicles are visible farther away through FLIR
Fix for rangefinder numbers being too small. Caused when IRNV scopes were stabilized. This means that IRNV/FLIR scopes are stabilized, and rangefinder HUD/attachment HUDs are not.

Weapon Updates
AN-94 side muzzle smoke tweaks for size, color, and transparency
Update to muzzle effects and optics.
All optics should now be aligned
All the magnifiers should now be aligned
The variable zoom on the Mare’s leg should now be aligned
Fixed issue with L86A1 listed twice for chinese soldiers
Iron sight FOV has been adjusted to make them easier to use (Intention is to make iron sights a viable choice, and the fastest draw)
Fix for auto spotter and laser visible in 1P zoom
NOTE: laser pointers on the new weapons are are currently “properly” aligned, they will be “off” close to an object like a wall when ADS’ing – as the laser comes from the attachment on the gun and not the barrel – give us feedback on this approach!


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#79
CTE Staging – Spring Patch #1 (159629)

Today we commence the client side telemetry/performance testing of our Spring patch. We are doing this to make sure client stability and performance is good – but also to finally decide on the new hitregistration/netcode’s fate and if we can push this new netcode out with the Spring patch.

In todays release we have turned off the new hit registration netcode. We will run the servers for 24 hours this way – and I urge as many of you to play as much as possible to help us in this.

Tomorrow, we will release another update, which will include the new hit registration netcode - but that being the _only_ difference. Collect data for 24 hours again, and then compare the results – and decide on the fate of our newest netcode.

So please – make sure you play as much as possible this coming 48 hours! It will make our data much more correct and our decisions are based on that!

For more info about this process, see this thread: http://bit.ly/CTESPRING1


PATCH CHANGES
These are changes in this patch:

Known issue: Version Watermark says “FINAL STAND BETA”

Please disregard Smile


Gunmaster Updates
Adjusted deploy screen and HUD positions for the scoring info widget
Updated spectator mode so it works correctly with Gunmaster
Hide gunmaster progress bar when switching to in-game scoreboard or bigmap
Switched Friendly highlight color to Team1 iconstate so Spectator mode stops spamming
Fixed music so it plays correctly at the last kill
Disabled weapon pickups

Weapon Updates
Detail oriented players will notice that the new weapons now have textures – these are still being worked on (they are not final or final polish yet). It’s getting closer though.
Fix for UGL on AN94.
Fix to prevent users from using magnifier and variable zoom with incorrect optics on Saddlegun.
Lowered rate of fire on the Groza-1
Reduced delay between bursts on the AN94
Removed duplicate grip modifier from Groza-4
Adjusted reload timing
Small tweaks to accuracy
Adjusted ironsight positions on Grozas and L86A2
Changed default optic on mare’s leg to ironsights instead of 8x optic

Netcode: FrameHistoryTime back to 1.0 from 0.7
We are with this build reverting the framehistorytime tweaks made for fall patch, we do this because the new hitregistration handles the issues of out of region kills behind cover in a much better way.
This means however that in todays build, you will get killed behind cover more – but you will also get less “dusting” on soldiers with high ping.

Night Vision Changes
Updated ambient and Levolution FX for night vision on Siege
Applied thermal process to Metro Levolution and ambient FX
Fix for EOD bot killcard bug
The user received inaccurate kill details if he gets killed by EOD bot.

CPU/Performance graph now movable (PC only)
Applied same method as the network performance overlay graph uses to manipulate screen location.


REMOVED ITEMS IN SPRING PATCH
To make sure we don’t end up with features (or parts of features) still in the Spring patch that shouldn’t be there (I am looking at you tracer from Winter Patch) – we are also now listing the features and items that are _not_ supposed to be in this build, which previously have been available in the prototypes branch. If you see any of these – or anything else you think should NOT be in the Staging/Spring Patch build – please report this as a bug on Reddit!

New jet physics
Jets should play like they do in the winter patch retail game

Night maps
All of them

Skill based team balancer
No more Swiss teams for you!

Vehicle lights & Spotlights
Should not be visible on the vehicles!


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#80
CTE Staging – Spring Patch #2 (159747)

Today we update CTE build to include the new hitregistration  - and play for another 24 hour period to gather data to compare against yesterday. We are doing this to make sure client stability and performance is good – but also to finally decide on the new hitregistration/netcode’s fate and if we can push this new netcode out with the Spring patch.

In todays release we have turned on the new hit registration netcode. We will run the servers for 24 hours this way – and I urge as many of you to play as much as possible to help us in this and get us good comparasion values.

So please – make sure you play today if you played yesterday! It will make our data much more correct and our decisions are based on that!

For more info about this process, see this thread: http://bit.ly/CTESPRING1


PATCH CHANGES
These are changes in this patch:

New Hitregistration code added to the Staging build
With this hit registration we have delays for bullets and damage rivaling the best in class multiplayer games. If you haven’t already, check out these videos:
https://www.youtube.com/watch?v=CFkkcInAIMY
https://www.youtube.com/watch?v=7q3ZS_PxTSk
https://www.youtube.com/watch?v=B40u12etY_U

Added extra logging for a crash we are hunting – should not affect performance


REMOVED ITEMS IN SPRING PATCH


To make sure we don’t end up with features (or parts of features) still in the Spring patch that shouldn’t be there (I am looking at you tracer from Winter Patch) – we are also now listing the features and items that are _not_ supposed to be in this build, which previously have been available in the prototypes branch. If you see any of these – or anything else you think should NOT be in the Staging/Spring Patch build – please report this as a bug on Reddit!

New jet physics
Jets should play like they do in the winter patch retail game

Night maps
All of them

Skill based team balancer
No more Swiss teams for you!

Vehicle lights & Spotlights
Should not be visible on the vehicles!


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