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GRAW - 1st patch today
Posted: 11 May 2006, 08:48
by Buffalo Six
Ubi_Marc the german Ubisoft Community Manager announced a few minutes ago that the first Patch for GRAW (PC) is going to come out in about 2 hours. The Patch will contain the following bugfixes:
- Client no longer receives "CD key rejected" message when server dies in coop.
- Crosscom border now correctly disappears when spawning into AI ghost in coop.
- Fixed issues with leaving mission area in coop.
- Fixed in-mission inventory issues that could cause double gun objects.
- Player nicknames are now correctly shortened to fit Ghost leader HUD in coop.
- A memory leak occurring in certain situations when playing Domination has been sealed.
- Ghost AI is now less likely to stare at the walls when taking cover.
- Adjusted map settings and glitches on missions 3, 4 and 10.
- Certain animations have been corrected.
- Adjusted sounds for certain objects.
- Some text strings have been added or corrected.
Source: Ubisoft Germany
Posted: 11 May 2006, 12:45
by Mooseman
unfortunately installing this patch means that my game no longer runs....quick reinstall and then wait until GRIN get the patch right methinks
Posted: 11 May 2006, 13:32
by Hammer
the only thing that effected us was 3rd item on the list. nothing apparently to fix the deeper issues.
i brought my package to work today so i can put it up for sale...
Moose,
what about a reinstall and then patching on a clean reinstall?
Posted: 11 May 2006, 13:38
by Softball
I'll give them a chance to fix the things I am concerned about. If they don't, I'll likely sell my copy as well. Besides, ArmA is just around the corner and when that comes out, I'll be like... "Ghost what??"
Posted: 11 May 2006, 15:48
by Mooseman
Steel wrote:
Moose,
what about a reinstall and then patching on a clean reinstall?
Yeah, something i've got to try (had to write 5000 words of coursework for uni today, did it between 0900 and 1530 - check my bad self and my word processing skills!!). Just a pain in the arse when something is supposed to work and doesn't, then you receive an alleged fix, that actually makes it worse
...nature of the beast i guess. Still, at least it's an indication that they're trying to fix the problems
Posted: 11 May 2006, 16:13
by KODIAK
Well, given recent developments in GRAW, I may hold off here until I see a result, or OFP2(ArmA) arrives.
Posted: 11 May 2006, 20:05
by Hammer
OFP2 does not equal ARMA
Posted: 12 May 2006, 06:26
by KODIAK
You're saying there's going to be Armed Assault AND OFP2? Okay, I just was under the impression from all the forum chit-chat, that ArmA WAS to be OFP2. Well, the choice grows bigger . . . .
Posted: 15 May 2006, 08:07
by Jedi Master
There are two patches out there--one for the retail GRAW, and one for the downloaded D2D version. The wrong patch installed will hose the game, but it won't TELL you it's the wrong one. You must make sure on DL.
I've seen reports that the patch fixes more than the readme says ie don't assume something isn't fixed because it doesn't say so.
Posted: 15 May 2006, 09:36
by Hammer
wanna bet it does not "fix" the issue of leader dies=misssion over?
or 4 player only in coop?
if they fixed that, the biggest gripes about the game, it would definitely be in the read me.
Posted: 15 May 2006, 09:41
by Mooseman
Jedi Master wrote:There are two patches out there--one for the retail GRAW, and one for the downloaded D2D version. The wrong patch installed will hose the game, but it won't TELL you it's the wrong one. You must make sure on DL.
.
Yep that was the problem alright...cheers for that one matey
Posted: 15 May 2006, 13:47
by Jedi Master
The "MP" patch, as it is being called, is due out in June, so we'll see what that does to those issues. However, those aren't bugs, they're design choices, and if they change that it would be due to feedback. This patch is probably half-based on things they found after it went gold and knew about before any of us played it.
Anyway, I've patched my version up already and eagerly await the next attempt at coop!
Posted: 15 May 2006, 14:01
by Hammer
i have stated at least twice that those were design decisions, and not likely to be easy to fix. what i don't get is the poor decisions made/poor decision makers... i could understand back in the day of modems.
Posted: 15 May 2006, 14:09
by Softball
I'll play Jedi, just have to setup a mutual time for us to play.
Posted: 15 May 2006, 17:35
by Mooseman
Steel wrote:i have stated at least twice that those were design decisions, and not likely to be easy to fix. what i don't get is the poor decisions made/poor decision makers... i could understand back in the day of modems.
Agreed that there are some poor design decisions in there, but given the widespread dismay resulting from those decisions, surely we can at least hope that they'll be addressed, regardless of the difficulty that GRIN may have re: the actual implementation (which i can't claim to fully understand)
Posted: 16 May 2006, 06:10
by KODIAK
Yeah, have to agree with you guys there. Although the game does look good and from the demo, certainly I enjoyed it. But they must address the "leader dies=game over" issue, to see any real success with this game. Whether it is easy to do, or not. Has to be said, you do wonder who was responsible for that decision, because most people would have understood the necessity for larger numbers in a section and the requirement to emulate real-life where"leader dies=next guy takes over". I call it a bit of a show-stopper myself!
Posted: 16 May 2006, 09:43
by Jedi Master
They certainly can't be unaware of the irritation that has caused. I consider the 4 player limit secondary because you can always split into multiple games. Getting 2/3 thru a mission and then stopping because the leader dies, of course, is ridiculous.
Host should probably play a sniper so they can stay back and maximize their chances.
Posted: 17 May 2006, 06:52
by KODIAK
That does make a certain amount of sense Jedi. Just because it has you as team leader in game, doesn't mean you have to play team leader on the ground by being at the front. Not to mention, a decent tactical location for sniping would probably double as a decent vantage point from which to control the team during a mission. You would probably be able to see a lot of what's around the corner too, long before the team on the ground would, and early warning would allow you to set-up for it. Makes sense IMHO. Not perfect, but nonetheless . . . .
Posted: 17 May 2006, 09:51
by Hammer
i don't personally know of any team leaders that are going to lead from the back.
Posted: 17 May 2006, 16:05
by Jedi Master
Well, when you play coop MP who says the host MUST be the team leader?