1.41 Patch Notes!
Release Notes Raven Shield Patch 1.4.1
PunkBuster
Starting with this patch, Raven Shield supports the PunkBuster anti-cheat software from Even Balance, Inc. The use and installation of PunkBuster is optional; PunkBuster will be available as a separate install. Please note that PunkBuster is only available in English, but don't worry, it is compatible with Raven Shield 1.4.1 and up in any language.
GameSpy Arcade
This should have been mentioned in the release notes for patch 1.4. Raven Shield was already compatible with The All-Seeing Eye game service and is now also compatible with the GameSpy Arcade gaming service.
Translation Fixes
The previous Italian, German, Spanish, and French patches inadvertently introduced some minor translation errors where some texts were displayed in English instead of the game's language. They have been fixed.
Immediate Firing Animation Toggle
In response to the massive feedback, positive and negative, received from the players concerning the trigger lag, a toggle was added to make it optional. The new toggle, called "Immediate Firing Animation", lets the player select when the firing animation will be played: Immediately when the mouse button is pressed, or when the server confirms that a bullet has been fired. Please note that this animation is only cosmetic.
Custom Mission Maps
Patch 1.4 introduced a bug, making it impossible to play previously unlocked maps in Custom Game mode. This has been fixed.
Memory Leak
Patch 1.4 introduced a small memory leak each time a new map is started. When this small leak accumulates for many hours on dedicated servers, it can grow large enough to cause system slow-downs or crashes. The leak has been fixed.
--Geiger out.
Note that several WOF players have already patched to 1.40 over the weekend; since the only difference between 1.40 and 1.41 is the fix for the campaign map unlocking, I assume that we will be patching to 1.41 as soon as it is available. Let's hope that it fixes the trigger lag that plagues Raptor and Kodiak.
1.41 Patch due out 8/26/03
Moderator: RLG MGMT Team
1.41 Patch due out 8/26/03
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
well, if I read it correctly, the trigger lag is ACTUAL lag between the client and the server. The fix they mention in the notes above only makes the person that is pulling the trigger see the animation associated with the trigger pull even if there is lag for when the server actually confirms the trigger pull. This FIX will only hide the fact that there is lag from the trigger puller. If the user is actually lagging, they'll still be lagging. It just won't feel like it from an animation standpoint.
At least that's how I read it.
Now, if they optimize the net-code (if that is indeed possible), that will fix the actual lag.
Or, we could all get T1's put in.
-B
At least that's how I read it.
Now, if they optimize the net-code (if that is indeed possible), that will fix the actual lag.
Or, we could all get T1's put in.
-B
Silence is golden - Duct Tape is silver
I read it the same way Gator, except that they claim that they also improved the code to "eliminate" or "reduce" the actual lag between the client and host.
Time will tell.
Time will tell.
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]