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Battlefield 4 – Finaler Herbst-Patch Build im CTE veröffentlicht

Entwickler Dice hat nun den „hoffentlich“ finalen Herbst-Patch Build für Battlefield 4 im Community Test Environment veröffentlicht! Im Battlelog des Community Test Environment  hat Entwickler Dice verlauten lassen das nun der (hoffentlich) letzte Build des Herbst-Patches im Community Test Environment für Battlefield 4 zum Testen veröffentlich wurde. Wenn alles gut geht und keine Bugs mehr gefunden …

Entwickler Dice hat nun den „hoffentlich“ finalen Herbst-Patch Build für Battlefield 4 im Community Test Environment veröffentlicht!

Im Battlelog des Community Test Environment  hat Entwickler Dice verlauten lassen das nun der (hoffentlich) letzte Build des Herbst-Patches im Community Test Environment für Battlefield 4 zum Testen veröffentlich wurde. Wenn alles gut geht und keine Bugs mehr gefunden werden sollte einem Release in den nächsten Wochen nichts mehr im wege stehen. Sobald der Herbst-Patch dann durch ist wird man sich auf Entwickler Seite an den „Holiday-Patch“ begeben der unter anderem auch die Karte Dragon Valley beinhalten wird. Aber bevor es soweit ist muss erst einmal der „Fall-Patch“ fertig werden und was Entwickler Dice nun noch geändert hat könnt Ihr der nachfolgenden Patchnotes entnehmen:

bf4 banner

RELEASE NOTES
These are the changes included in this release:

  • Community Map Updates
    Adding second UV channel and Lod to Temple Foundation Center
    MP_CMP_TempleFoundation_OutsideBasePieces_LargeEdge updated 2nd UV’s and LODs
    Audio: Sound Area boundary & Locator adjustments, Amplitude adjustments, BigWorlds Integrated:Roads, Docks, ForestTunnel, GhostTown, Logging, Medical, Plantation, River, Temple. Interior Amps adjusted. Fixed BigWorld SPatch Scope. Fixed attack helicopter gunner looping sound bug
    TempleFoundation material pass
    Updates to temple area – fix for raycast – adjusting stairs
    Fixed schematic for banana trees and forest trees
    Fixed floating object in medical center
    Fixed Bug for having Underwater SFX while not in water
    Temple: 2nd UV channel added, LODs added, new material added
    Adjustments to waterfadll cave and vegetation
    Added second UV channel, added LODs, added material
    Replacing Bulkcontainers with CMP versions; adding closed sign
    Temple Stairs 01 and 02.
    Temple: Added LODs, added materials, added moss mask!
    Temple: outside pieces temple area updated
    Memory optimizations for CMP: Set tree scatter mesh and grass terrain textures to streaming. Reduced resolution of Rush minimap from 4k to 2k. Skipped a mip on the sky pano on Gen3. Tuned texture/mesh pools for Xenon and PS3
    Adjusted Sound area and AreaTriggers for Banyan Tree Prefab, Prefab unhooked atm
    Added VineSway Big World and VineBrush SFX
    Adjusting terrain LODs
    Audio: Added a Sky. Bumped River Komodo Amp
    Replacing tree chinese banyan and adding audio volumes for audio dept
    Adjusted boardwalk so player can access better
    Audio: Fixed Sky Spam, Additional Big World Macaques for Medical
    Adjusting banana trees
    Fixed Bug for no ladder movement sounds for 3P soldiers
    Audio: Adjusted Waterfall amp, Adjusted Amps and F/O for Waterfall Area
    Updated Minimap
    Fixed destruction of logs in logging camp  by adding schematic
    Adjusting Collision for Mobility on the stilt house
    Temple Foundation outside slope masked and enlighten mesh.
    Fixes for waterfall cave collision and occluders
    Temple: Added moss!
    Temple: added slope mask
    Fixing Enlighten on Shrine
    Minor updates to EOR cameras and CQL/CQS vehicle layouts.
    Audio: Adjusted Waterfall Distance Amp, Added Monkey Business Big World, Adjusted Amps and F/O for Waterfall Area, Sound Patch adjustments, iterated Plantation
    Fix for temple collision and road splines – fixing dry ground
    Fixed rock collision (added new asset to replace old broken one). Added new lod1 to temple pieces.
    Tightened up CQL and Rush combat areas around the logging camp to prevent players from going up as high into the cliffside.
    Tweaked collision on rocks. Added couple more palm pods.
    Adding thumbnails and pictures to Quickmatch and Frontend elements for XP6_CMP
    Adding enligtens – fixing palm oil truck – general road cleanupadding enligtens – fixing palm oil truck – general road cleanup
    Adding enligtens – fixing palm oil truck – general road cleanup
    Tighted up collision of boulder.
    Adjusted collision on broken gas tanks
    Added Community Map Loading Screens – these are temp until we can update with the winners from the competition (holiday patch)
    Adding OOB volumes to the cliffs above the logging camp.
    Fix one node of a boundary in obliteration.
    Added enlighten to TempleBorderGatePillar, cloud shads, lighting touch ups. Enlighten terrain albedo, rebake, colorgrading.
    Polish pass on all TempleFoundation pieces. All shaders are the same values and RGB maps are in. Temple arches have been moved to not overlap with tunnels and dripping water FX added.
    General gen4 optmizations and bugfixing
    Fix for bad collision on stairs when in prone position. TempleFoundation main file.
    Added a 2nd UV channel on Dragon Bridge for moss polish
    Fixed loading screens for GunMaster
    gen4 performance pass – road smoothing
    Temple Tower Enlighten fix
    Fix hole in geo of TempleTower.
    Added moss to 2nd channel.
    Fixed issue where lav gets stuck
    Improved tree collision
    Fixed flag clipping
    Fixed wooden fence destruction FX
    Fixed issue where there was clipping through terrain
    Fixed the visuals around the game world ending, no longer ends suddenly
    Replaced landing lights, added new object with materials, added enlighten proxy plane to cinderblock houses to block sky light, new colorgrading, rebake.
    Final lighting bake.
  • Gameplay Updates
    Vehicles bug fix – Crosshair in all vehicles is unaligned with the projectile trajectory after being hit (http://www.bftracker.com/view.php?id=1315)
    Console: Changing sorting for elements in the quickmatch menu (newest on top), Widen QuickMatch game mode list to fit text.
    Updates to adaptive camo colors to mirror XP1_004.
    Added Squad Obliteration so it uses the 10s killcam.  Discourages insta-deploy button when dying post-revive.
  • Misc Updates
    Fixed number #3 crash for PC (live issue)
    PS4: The rich presence information displayed do not match the actual player’s activity in Russian language – this is now fixed
  • Summer Patch coherence
    This release also includes a full integration of the Summer Patch – which means the changes you’d expect to see there should be in here. IE the Jets should be back to 313 “normal” setup again etc. Let us know if you find any inconsistencies!

BUG REPORTS
To report a bug not related to feedback on the CMP map, open the subreddit push the “Report CTE Feedback/Bug” within: http://www.reddit.com/r/Battlefield_4_CTE/

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

http://www.reddit.com/r/Battlefield_4_CTE/wiki/index

 

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