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View Full Version : Far Cry Patch 1.2 coming !!!


mikechai
05-25-04, 08:22 AM
Ubisoft Community Manager djnogg dropped by the Ubisoft Far Cry forums to alert everyone to the fixes and new features of the upcoming 1.2 patch.
Though there was no exact word on the patch itself, we now know Crytek will make an announcement on the patch and many other Far Cry topics, this coming Wednesday morning.

Patch 1.2 will offer a variety of fixes and Pixel Shader 3.0 support for hardware capable of it. A notable new shader addition in this patch is virtual displacement mapping .

Here's a quote:


Below is some infromation about the next Far Cry patch, which you all have been very patiently waiting for.

Before I list the changes, I wanted to include a few caveats. For one, please keep in mind that the following list of changes is subject to change. This is not necessarily the final list -- some new fixes may end up being included, and some changes listed may not end up in the patch. However, since I believe you all would prefer *some* information to *none*, I am posting this tentative list. The second caveat is that the release date is not final. The patch is going into testing now, and if all goes well, it will be released soon. As soon as I get more infromation, I'll be sure to post it.

That said, here is the list of changes in Patch v1.2!

Patch 2 (v1.2) change log

Gameplay changes


Made the run speed about 15% faster
Made sprint last 30% longer
Adjusted damage to vehicles
Vehicles now survive longer in multiplayer and behave consistently between weapon damage types
Bullet damage can be disabled by "g_vehicleBulletDamage" cvar: 0 = no bullet damage (default), 1 = bullet damage; this works only in MP.
MP vehicles can get the same damage from every kind of bullet (no distinction between sniper rifle and the deagle), this value is set by 'dmgBulletMP' variable inside 'DamageParams' table of the vehicle.
Buggy, humvee and gunboat can be destroyed with one rocket.
Bigtruck can be destroyed with three rockets.
Buggy and gunboat can be destroyed with 100 bullets (if g_vehicleBulletDamage = 1)
Humvee can be destroyed with 150 bullets (if g_vehicleBulletDamage = 1)
Bigtruck can be destroyed with 500 bullets (if g_vehicleBulletDamage = 1)

Bug fixes

Investigated a number of serious issues with headshot detection
Various network improvements
Vehicle damage code cleaned and made more consistent for modders
Fixed some issues with ladder animations appearing odd to other players
Fixed a number of ladder related bugs
Added better quicksave state saving for single player (corrected around 100 bugs)
Fixed bug where players name tag didn't show up in multiplayer
Fixed bug where console would accept letters as variable states
Fixed error with warning message in connection dialogue
Fixed issue with connection dialogue error message
Fixed incorrect HUD message
Fixed server shutdown dialogue error message
Fixed a number of issues with the server listing not displaying correctly (greyed out)
Fixed UI bug that caused cancel button not to work
Fixed issue causing server create sessions not to be saved
Fixed issue with Radeon 9600 rendering issue
Fixed Punkbuster crash when switching from punkbuster online server to hosting LAN server
Fixed issue with punkbuster icon not showing up in the server listing
Fixed random crash relating to punkbuster server listing info
Fixed issue with punkbuster refusing connection to a server that is destroyed and then re-hosted
Fixed a number of crash problems related to punkbuster server creation with non-dedicated servers
Fixed issue with punkbuster enabled in multiple server profiles
Disabled e_vegetation_min_size in multiplayer (used as cheat)
Added optimizations for character effects including invulnerability shader
Added optimizations for scoreboard performance. Scoreboard no longer updates fields that have not changed
Fixed issue where radar would not be drawn correctly with certain game type changes
Fixed framerate issue when player touched assault ammo pickups

SH64
05-25-04, 08:44 AM
Finally quicksave ! & DM ! this patch is going to kick a$$ .

Mullins1060
05-25-04, 09:32 AM
what is displacement mapping?

ricercar
05-25-04, 01:02 PM
In displacement mapping, the surface is actually modified, in contrast to bump mapping where only the surface normal is modified. This means that displacement mapped surfaces will show the effect even at the silhouette.

http://www.siggraph.org/education/materials/HyperGraph/mapping/displace.htm

In other words, the surface is bumpy in displacement mapping, compared to a bump map's smooth surface with only visual texture.

saturnotaku
05-25-04, 01:22 PM
Finally quicksave ! & DM ! this patch is going to kick a$$ .

And it will probably be a 90 mb download. Oh well, that's why the good Lord invented Broadband and Al Gore invented the Internet. :D

fivefeet8
05-25-04, 01:27 PM
Unfortunately, the 1.2 Far Cry patch doesn't use True Displacement Mapping. It uses Virtual displacement mapping which doesn't modify surfaces. It only mimics it's behavior with shadows and lighting. You can see it by getting close to the surface. It will appear flat with VDM, but will look bumpy when with TDM.

|JuiceZ|
05-25-04, 01:32 PM
...Oh well, that's why the good Lord invented Broadband and Al Gore invented the Internet. :D

ROFL! :lol2:

Nutty
05-25-04, 01:47 PM
Unfortunately, the 1.2 Far Cry patch doesn't use True Displacement Mapping. It uses Virtual displacement mapping which doesn't modify surfaces. It only mimics it's behavior with shadows and lighting. You can see it by getting close to the surface. It will appear flat with VDM, but will look bumpy when with TDM.


What you described is just bump mapping. Virtual displacement mapping is an extension of bump-mapping, that perturbs the base texture coordinates to give the impression of parallax and occlusion when viewing bumpy surfaces side on.

Bump-mapping effects are only really seen with moving lights, whereas virtual displacement mapping effects can be seen just by moving the players view relative to the surface. So its a good chance that you'll notice it alot more.

Also called parallax mapping. You can do it even on a Geforce3, but its alot easier in SM2.0 and above.

fivefeet8
05-25-04, 01:48 PM
What you described is just bump mapping. Virtual displacement mapping is an extension of bump-mapping, that perturbs the base texture coordinates to give the impression of parallax and occlusion when viewing bumpy surfaces side on.

Also called parallax mapping. You can do it even on a Geforce3, but its alot easier in SM2.0 and above.

So what is the difference between Parallax Mapping and Displacement Mapping?

Nutty
05-25-04, 01:49 PM
So what is the difference between Parallax Mapping and Displacement Mapping?


Parallax mapping is a material effect done at the pixel level, true displacement mapping happens at the polygon/vertex level.

Parallax mapping can give the impression of similar details to ultra high poly meshes or true displacement mapping without the huge polygon costs. You can make a brick wall for example look like it has real depth with just a single polygon representing the wall.

Mullins1060
05-25-04, 04:55 PM
http://www.siggraph.org/education/materials/HyperGraph/mapping/displace.htm

In other words, the surface is bumpy in displacement mapping, compared to a bump map's smooth surface with only visual texture.


thanks

Vash
05-26-04, 10:32 AM
Well, it's cool that they're adding more run speed and time - that will definitely be useful. I don't have a GF6800, but I still think that adding PS 3.0 is neat. Now if I could just beat that SOB in the helicopter, I might actually enjoy playing the game again.

Or I could start all over again... :)

XP_GUN
05-26-04, 01:55 PM
I just hope that they fixed the graphics lag that I get.