Dynamix vient (enfin) de sortir un patch officiel (et non plus ##beta##) pour Tribes 2. Ce patch 23669 n'est pour l'instant disponible qu'en lançant une partie du jeu online, la version en patch à télécharger sur son disque dur devant arriver d'ici peu.
La liste des principaux changements et corrections se trouve après le lien "En savoir plus".
Corrections de bugs:
- Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- Sniper laser shots no longer create water splash effects if hitting ground near the water.
- The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- Bomber bombs now tumble properly and won't seem to disappear when falling.
- Fixed a rare problem that could cause a client crash while the server is resetting.
- Fixed a problem with the ELF gun effect that was causing hangs.
- Telnet can now be used to set passwords for PURE servers so that they can be used for match games.
- The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF
position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
Changements:
- The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS"
for more information.)
- The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the
master server list.)
- Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish
in color.)
- Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- Added observer points to Tombstone (it previously had none).
- Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier
to throw it out to max range now.)