Monday, March 8, 2010
Operation Flashpoint Dragon Rising Update 2 Full Rip
Operation Flashpoint Dragon Rising Update 2 Full Rip
PC Games | English | Action | 2010 | 254 MB
# Support added for 2 new PvP game modes included in DLC Pack 2
# The host is now able to press "Start" button to ready up and begin the 10 second countdown into game irrespective of whether all players are ready or not.
# Improved multiplayer stability.
# Online synchronisation has been improved mitigating various issues such as shots fired not being registered and missing animations
# Improved bullet hit detection on clients
# Medics no longer become unable to move if the player they are trying to heal attempts to heal themselves at the same time.
# The corpse looting inventory now appears appropriately when characters are killed
# The corpse looting inventory updates appropriately when swapping weapons.
# Tweaks and amends to enemy and friendly AI.
# The damaged vehicle icon no longer becomes stuck on screen if the player is spawned into a vehicle just as it becomes critically damaged.
# Fly in camera at the start of the Lumber Yard Infiltration mission now behaves appropriately
# alt tabbing when in the lobby no longer causes graphical corruption on ground texture
# Speed hack checking has been activated to block 3rd party speed hacks during online games.
# Anti-cheat measures implemented to combat leaderboard hacking
# Ammo counter for Fire team leaders in PvP matches now counts down the remaining ammo correctly.
# Vehicle control responsiveness improved for clients, with input lag reduced
# Sessions that you cannot join such as those that contain DLC not present on the players machine appear as greyed out on the browse server screen.
# If someone without DLC is invited to a game that requires DLC content they will receive a message explaining this and the game can still be started. They no longer take up a space in the lobby.
# Improved On & Offline stability
# Player positioned appropriately after exiting a vehicle.
# Players are no longer able to access a locked vehicle by using an unlocked vehicle
# Mines are no longer triggered by neutral (inactive) vehicles
# Death cam view behaves correctly if the player dies whilst in a vehicle and swapping between 3rd & 1st person camera views
# It is no longer possible to enter aimed view mode while the weapon select OSD is open.
# Binocular functionality no longer impaired by previously selected inventory item.
# Weapon torches now turn off properly when swapping out the current weapon via ammo crates with the torch light switched on.
# Players stance is now correctly maintained after operating an emplaced weapon
# The player is now able to order a fire team under their control to operate an emplaced weapon
# "Move To" orders now correctly issued to the pilot rather than individual fire team members when mixed fire teams occupy the crew seats in helicopters.
# Helicopter chain guns no longer jam
# Weapons rotations for a.i. gyrostablised weapons are no longer updated if they've not got a target set.
# Weapon OSD for the M134 Minigun in the AH-6J Helicopter now displays the correct number of rounds loaded (9999).
# Helicopters no longer make inappropriate wheel contact surface sounds sound when flying over grassland.
# "Live Link" feature in the Mission Editor should now default to launch the game in Windowed mode
# The mission editor should now be able to read multiple databases so text strings can be easily added.
# Unavailable Bradley and ZBD200 squad references removed from Mission editor
# Mouse look sensitivity for mounted weapons is now aligned with other weapons
# Respawn timer now displayed in all game modes.
# Fixed crash using empty string with OFP:displaySystemMessage
# Fixed rare crash in AI input. Unchecked possible invalid cast in AI input.
# Changed client prediction code for extrapolating positions, based on how far in the past there is accurate server data. (Optimisation)
# getVelocities bug fix for helicopter suspension. Refactor removed getVelocities usage.
# Audio Feedback Manager can search blocked speakers list by name as well. (Optimisation)
# Destructor of commands is always called in the CommandPool. Prevents possible memory leaks.
# walkEchelonControlledSubUnits now recurses through only controlled units. Now processes correct sub units.
# Friendly fire feedback will revert to root echelon if no fireteam members are still alive. Processes feedback case correctly.
# Fixed clients showing low LOD back weapon between their feet after looting ammo crates.
# The player can now add custom audio and modify further AI parameters (Weapon usage values and dispersion system).
# Added OFP:getTerrainHeight( x, z ) script cmd to return height of terrain, suitable as a Y value in cmds such as OFP:spawnAtLocation
# Can issue AI fireteam a Defend order to unmounted/neutral vehicles.
# Multiplayer arena bugfixes in ME
# Multiplayer arena size limit changed to include warning zone in ME
# New objective & territory icons for DLC2 added to ME
# Multiplayer arena warning zone size clamped to 500m
# Fixed CampaignEditor not starting on 64bit systems
# Added export of attacking army to multiplayer data
# Supremacy and Blindside gamemodes added to ME
# Sea level is now configurable through Map.xml file
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