Alles anzeigenIn der heutigen Nacht hat DICE ein neues Update für das Battlefield 4 Community Test Environment veröffentlicht. Mit diesem ist es ab sofort möglich alle Hauptspielmodi, die in Dragon Valley verfügbar sein sollen, zu spielen und entsprechendes Feedback zu geben. Das Update enthält aber auch Fixes in Dragon Valley und Operation Outbreak und nimmt unter anderem diverse Anpassungen an Fahrzeugen sowie Sound vor. Eine Übersicht aller Änderungen findet ihr nachfolgend.
Changelog
Game Modes & Releases
Deathmatch Release (Previous release) Harbor area rework
Conquest Large Release (Previous release) Full map, Conquest Large focus
Rush “Large” Release (previous release) Full Map, first iteration Rush
All Game modes Release <current release> Today we enable all the game modes on the Dragon Valley – please play all and give us feedback!
Release Notes
Dragon Valley 2015
Watershader polish with fade options
Left side waterfall fixes, more mist
Waterfall shader polish to match ocean water
Mist and waterfall ripple distance fade setting
Terrain updates and shadows on trees
Terrain streaming adjustments
Added TRL for Deathmatch area
Added TRL for main map area
Tweaked streaming pools
Updates to Noshahr object placement and height to align them with terrain.
Temple_PierStairs new asset
Added chinese to monument rock
Reworking pier pieces at fishing village
Added power line and added schematics
Adjusted terrain height in tdm area
Temple foundation lods and enlighten
Planar reflection enabled with more density on normal map
Mist VFX position tweaks
Added sound areas and corresponding SPC/Wave Asset files for MP_Valley
Created layers and schematics for Sound Ambients and Emitters
Added a few emitters to MP_Valley
Adding ESL plaque
Adding new bridge textures
Set dressed power plant building’s rooftop
Minor adjustments to game modes. Flight ceiling increased from 550 to 600. Adjusted capture area around River Village. Small adjustments to Rush final MCOM placements.
Fixed some collision issues
Updated shader for asphalt and some other additional tweaks
Audio: Adjusted Volume and linked destruction to ShedShanty Sound Area
Audio: Replaced object with Prefab in MARKET VILLAGE layer
Audio: Added Sound Area to RefineryWarehouse prefab
Audio: Attached sound to destruction logic
Added signs to refinery, updated prefab of powerlines with schematics
Added signs at port gate
Temple foundation remodel and texture work. New raycast and collision. 2nd UVs
Fixed the wood in the fishing village
Refining the setdressing and layout of the refinery and the airstrip, removed some redundant road stains also for better performance.
Refining port area scattermesh and terrain shape
Underwater color tweaks
Added some pipes and collision volume
Added set dressing for fishing village
Changed out textures on 2 story buildings, stone fence and columns.
Fix for floating logs at G – and placeholder texture on tanks at refinery
Fixing floating object after destruction in the dam area buildings by adding schmatics
Replaced electric box to one that does not cause damage
Changed material of warehouse so it can have decals
Art: Improved layout and set dressing at TDM area. fixed some terrain foliage clipping in some buildings.
Fixed floating tree
Fix for LAV getting stuck on walls at market, fix for floating arch, adjusting lantersn at pagoda
Fix for floating pipes after destruction – updating fishermans shack at woodyard
Operation Outbreak Changes
CQL and CQS spawns and boundaries to prevent players from spawning out of bounds.
Vehicle Changes
Fixed error in schematic hookup so that fire extinguisher now displays on LAV25 hud
Increase damage of tank HE shell from 180 to 188
AA missile dodging fix
minturnangle 45 (90)
turnanglemultiplier 30 (10)
maxturnangle 900 (350) (For max speed 900)
720 (250) (For max speed 250)
mindetonationdelay 1.5 (0.65)
Corrects IGLA acceleration from 350 to actually intended value of 75. 350 was incorrectly high.
Updating descriptions for the MBT’s HE SHELL to match actual usage
Fixed an issue where ECM did not generate an offset for incoming missiles on both Helis and Jets.
Misc Changes
Parachute’s camouflage is not applied in gameplay after user customize it – Parachute customization is enabled for everyone (not just Premium players who opened the battle pack) now
Adding the PS4 version of the network perf graph. Also hooked up a client-side editorial kill switch so we can turn this option off and on in retail if needed.
Audio Changes
Negative & Affirmative Comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player gets out of vehicle, and player inside vehicle triggers, both players will hear radioized VO (1P and 3P). If player outside vehicle triggers, the player outside will hear non-radioized 1P VO, and player inside vehicle will hear radioized 3P VO.
Get Out comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player is out of vehicle and the player inside the vehicle triggers, the player inside the vehicle will hear 1P radioized VO, and player outside vehicle will not hear VO at all (since they are already out of vehicle, it is not necessary for them to hear it). Requesting Orders comrose now works the same as Negative & Affirmative Comrose (see above).
Fall Patch coherence
This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the “new” one etc. Let us know if you find any inconsistencies!
Quelle: http://www.battlefield-inside.…valley-im-cte-verfuegbar/