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patchnotes:abg:2015-12-03

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patchnotes:abg:2015-12-03 [2024/09/05 11:00] – gelöscht - Externe Bearbeitung (Unbekanntes Datum) 127.0.0.1patchnotes:abg:2015-12-03 [2024/09/05 11:00] (aktuell) – ↷ Seite von archive:patchnotes:abg:2015-12-03 nach patchnotes:abg:2015-12-03 verschoben nemwar
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 +~~CLOSETOC~~
 +
 +[<>]
 +
 +<WRAP centeralign>
 +====== 2015-12-03 - 2.0.β Beta 3 ======
 +</WRAP>
 +
 +<WRAP box round>
 +===== Horizons 2.0 beta change log #3 =====
 +
 +**Hi all,**
 +
 +Please find the patch notes for the third Horizons beta build. I'm sure you'll agree there is an incredible amount of changes and fixes. :)
 +
 +We are expecting this to go live at 3pm and we're expecting the usual 30 minutes of beta server downtime.
 +
 +Thanks,
 +
 +**Audio Changelog for beta 3**
 +  * Audio Mix - Improvements to non-self SRVs, and non-self SRV surface dust
 +  * Audio Mix - Improvements on non-self ship launch-land sequence
 +  * Audio Mix - Improvements to Turret HUD
 +  * Audio Mix - Improvements to Material collection
 +  * Audio Mix - Improvements to skimmers
 +  * Audio Mix - Improvements to external sounds heard from SRV landing pad garages
 +  * Audio Mix - External sounds no longer audible in planetary outfitting bays
 +  * Audio Mix - Improvements to planet structures
 +  * Audio Mix - Boosted Orbital HUD warning blips
 +  * Audio Mix - Improvements to Buggy Shield
 +  * Audio Bug - Fixed messy sounding Anaconda, Adder, Eagle, Imperial Eagle, Federal Assault SHip, Vulture, Cutter, Clipper, CobraMKIV on exiting from Glide
 +  * Audio Bug - Fixed planetary launch “clunk” happening too late
 +  * Audio Bug - Fix for hard music cut on leaving system map
 +  * Audio Bug - Fixed hard-panned GUI sound in system map
 +  * Audio Bug - Fix for buggy shield sounds being audible from huge distance
 +  * Audio Bug - Fixed silent metal rich planet ambience
 +  * Audio Bug - Ship engines now go silent when freefalling with FA off
 +  * Audio Bug - Fixed silent canopy grit/scratch, when driving through dust kick-up
 +  * Audio Bug - Ship voice no longer says "Landing Gear Deployed" when deploying buggy
 +  * Audio Bug - Arrival from supercruise music delayed until a glide is complete near planets
 +  * Audio Bug - Skimmer hatches now sound different depending on their size
 +  * Audio Optimisation - Optimisations to skimmers
 +
 +**Game Changelog for Beta 3**
 +  * Fix crashes in power distributor
 +  * Fixed server crash with island clean up
 +  * Fix crash in station menu if a cockpit isn't present
 +  * Kinematic input crash fix
 +  * When the connection to the webserver is broken, prevent the game from softlocking at the end of a CQC match
 +  * Speculative fix for some data points not being active at the right time
 +  * Make sure that surface installation damage is fully network replicated
 +  * Fix for only some data points actually giving a reward for completion
 +  * Make some points of interest illegal, allowing you to attack and trespass for no permanent penalty
 +  * Fix for some Commanders not being able to die or clear their save
 +  * Enable a free ship option on SRV death; generalise resurrection options some more in preparation for respawning to orbit
 +  * Fix rescuing Commanders stuck on planets without access to Horizons
 +  * The "rejoin ship" option on the insurance screen now only returns to your last port if you deployed the SRV from a settlement; if you deployed straight from a landed ship, your ship respawns in orbit around the planet you were on
 +  * Send through the market id of settlements so galaxy map can show them
 +  * Close the cargo transfer panel when you can no longer switch back to the ship
 +  * Allow more texture streaming memory
 +  * Make sure time (and legal status) properties are replicated across the network
 +  * Don't fix ship when dismissed and recalled
 +  * Logging out while landed or hovering near a settlement or port should not longer potentially respawn you under the floor
 +  * Making sure the SRV specific "surface map" button doesn't appear in the ship cockpit when going back to the ship
 +  * Adding localisation key for system map "locale" panel ("settlements" category becomes "Ports" )
 +  * Removing old icon system from system map station and surface settlements
 +  * Stop all hostile ships in conflict zones targeting the player and friendly ships do not assist
 +  * Trespass zones around settlements now fire a fine and then a bounty
 +  * DataPoint rewards now select their payee from star polity. Federation, Alliance or Empire are acceptable factions
 +  * Fix potential bad transform for far dust effects
 +  * Added 50% more fuel for the SRV
 +  * Fix for hologram advert activities blocking objects from activating (e.g. some port segments in a loading screen)
 +  * When docked or landed altitude should now read 0
 +  * Altitude in SRV should now read 0 when SRV is on the floor
 +  * Altitude fixed for ships, incorrect parameter was being used for offsetting landing gear against ship location
 +  * Fix remote client buggies spawning in the wrong place and doing a weird flip under their parent ship
 +  * Fix FOR (Frame of Reference) error causing ships spawning in the right place and then flying to weird locations during ship recall
 +  * Added disabled "Ship Departing" button to the role panel when the ship is departing
 +  * UI support for updating the 'SC' panel to show distance and speed to orbital cruise
 +  * Make sure we cant fire the turret if we are in any other state but active
 +  * The canopy no longer repairs its self when leaving and re-entering the ship
 +  * Split out the SRV roll into a new binding, this new binding can be bound to the same as the steering axis to get the same functionality as we have now
 +  * Pushed Python drive hit spheres back so it can intersect with the hitcheck - so drives are not invulnerable
 +  * Turrets remain in contacts at 1% health after they die fixed
 +  * When applying a module perk, check that the new perk can be applied before deactivating the current one
 +  * Restock panel no longer allow you to confirm a transaction with zero things selected
 +  * Improved feedback when attempting to confirm a transaction you cannot afford (flashy red cost) on restock panel
 +  * You should not be able to target modules on an SRV
 +  * Orbital HUD now stops rendering when canopy is breached
 +  * Enable the collision callback whether we are the authority or not, so collisions on the capsule of the SRV are registered (fixes some issues with SRV not taking damage)
 +  * Goliath Skimmer vehicle missiles aren't affected by the weapons range value fixed
 +  * Make skimmers a bit more mobile with shooting and moving
 +  * Missile skimmers don't respond quick enough to players driving at them
 +  * Setting skimmer missiles to have a range of up to 800m, instead of a couple of kilometers
 +  * Adjusted the basic skimmer weapon attack and down time
 +  * Skimmers do not have an image on the contact panel fixed
 +  * Ramming into skimmers with your ship doesn't give the player a penalty fixed
 +  * Able to partly hide behind settlement structures enough to obscure skimmer LoS making it super easy to kill them fixed
 +  * You shouldn't be able to friend yourself while in the SRV
 +  * Fix bug in vehicle where its trying to find some valid geometry below the SRV to ensure we'll spawn above the floor
 +  * Fix for turrets/skimmers becoming hostile to the player without the player being hostile in return
 +  * AI NPCs having issues docking at a station and a planetary port fixed
 +  * Settlement/Planetary ports locations in the navigation panel are shuffling constantly fixed
 +  * The choose module popup now continuously updates
 +  * Look up the player's ship if they are in a buggy and we want to know if they can dock at an outpost
 +  * LOD fixes for some buildings
 +  * Collision mesh fixes for various buildings
 +  * Fixed LODs for the hardpoint bunkers used for Outpost Planet Ports
 +  * Fixed a number of UV and LOD issues on port road sections
 +  * Fixed some floating POIs
 +  * Improved VR camera positions in SRV
 +  * Fix bullets not reliably appearing for their first frame. Looks significantly better in the SRV, especially at low framerates. will also improve feel of other projectile weapons (CQC cannons a notable case)
 +  * Fixed the Keelback's name in local traffic reports
 +  * Bobblehead GUI image disappears fixed
 +  * Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
 +  * Added new signal source for mining extractors
 +  * Unbound system and galaxy map bindings from classic context scheme and resolved some other weird issues present in the file too
 +  * Updated terrain GPU work option description to make it clearer what this option does
 +  * Fix for star trails flickering off every time an envmap capture is taken
 +  * Subtle tinting for surface materials that were coming through too flat / neutral grey
 +  * Upgraded detail rocks AO and improved the textures on the metal rocks
 +  * Adjust surface material blending values
 +  * Fix Io type worlds not reporting their atmospheres
 +  * Postpone planet rendering while in loading screens
 +  * Display modules in the choose module popup as disabled if we can't apply a perk to them
 +  * Fixed error that was preventing Ship Graveyard from spawning
 +  * Fixed laser gate visibility issue (it wasn't turning off)
 +  * Remove an extra copy of the firegroup in the data link scanners module data in the SRV starter loadout
 +  * Tweak to the SRV muzzle flash to make it more visible when shooting close range
 +  * Fix logic components and inactive turrets in one of the military settlements
 +  * Player debris should now fall under gravity when the payer dies on a planet
 +  * Don't kick out dust when ship is docked
 +  * Initialise openvr tracking space to seated - will prevent compositor bounds being permanently shown
 +  * Compute shader performance tweak
 +  * Prevent targeting SRV with ship
 +  * Buying or swapping a ship in the ship yard causes the camera to float around the station
 +  * Fix for the radar occasionally displaying in the wrong location above the player after the buggy redocks with the ship
 +  * Removed decals to stop them floating on destroyed geometry
 +  * Cockpit no longer marked as "inactive" once repaired
 +  * Art pass on deco files for the Radial ports
 +  * Various minor text fixes
 +  * Xbox One: Fix an error seen when temporarily breaking the network connection during CQC matchmaking
 +  * Xbox One: Wing members are not informed that another wing member is no longer part of the chat when they've accepted a new voice comms request
 +  * Xbox One: If the UI is waiting for us to update our friends list but we're not updating (have done so too recently) then re-push the current friends list to the UI to remove the "Server Response" loading screen
 +
 +**New 2.0 mission changes**
 +  * General Text fixes
 +  * Remove cargo requirement for off-Base 6/8/9
 +  * Stop pirate ships respawning if killed in bespoke 4/5
 +  * Show distance for all delivery missions
 +  * Rep/inf/state/reward balancing first pass
 +  * Crash fixes
 +  * Prevent players being unable to take off-base missions because they are in the buggy
 +  * Make more off-base missions trigger
 +
 +</WRAP>
 +
 +----
 +
 +<WRAP box round>
 +===== Horizons Beta 3.1 AMD Hotfix Incoming 6.30 GMT =====
 +
 +**Hi everyone,**
 +
 +we're deploying a hotfix for the AMD issues seen in the Beta 3 release. This will be available at 6.30pm GMT. There will be no server downtime.
 +
 +Michael
 +</WRAP>
 +
 +----
 +
 +[<>]
 +
 +{{tag>archiv patchnotes frontier}}
 +
  

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