2014-06-22 01:52 , edited 2014-06-22 11:42 by DarkEtheereal

Today, the 22nd of june, 2014, CTE did it's job

We caught a bug caused by a new patch before it made it to vanilla.

The visual recoil patch.

What it did right!

"But that's not realistic!"

"I still think it's bad!"

What went wrong.

Bad side effests

Really good side effests

Suppression modification.

Undeadpixels said:

SUPRESSION RECOIL MODIFIED WHEN ZOOMED

I’ve now made the first of many changes coming to suppression. (See suppression post here).I’ve removed all recoil penalties from suppression for aiming down sights, and reduced hip fire penalties by 75% These changes will be an iterative process so it would be great to get everyone’s feedback.Why this first? Aside from being the quickest thing to change, I feel that recoil modifiers are too dependent on a weapon’s base stats and that the suppression you feel should be the same regardless of your loadout.My intention with this change is to get suppression feeling more even across the game.

I understand that flinching is the biggest problem here and adds a lot of imbalance to scoped weapons, so hopefully we can address that soon.Please continue to post feedback and suggestions. I will be making more posts to the suppression thread soon.



Keep being wonderful.



/undeadpixels

The patch before this patch that got patched before i could post about the previous patch patch.

What the patch before last patch patch did.

Jet Stall Physics

Netgraph

"Automating the bubble"

And another thing

I BLOODY TOLD YOU SO!

Burst jamming: it IS a bug!

Well I got the chance to ask a dev...

"This is gross."

Today they made a patch to fix visual recoil.I said fix, not remove. The problem with visual isn't that it's there, it's that it stops you from aiming.This patch was designed to fix visual recoil on all but ironsights (which need new animations for a fix) and IR scopes.The patch didn't go 100% according to plan though.The patch makes it so with Red dot, holo, and telescopic sights, the crosshair/reticle is rendered separate from the gun, like a static crosshair you get for hipfiring. The gun still jiggles around, but the red dot stays still, allowing you to aim. This also fixes crosshair misalignment (to the rejoicing of shotgun users and QBZ masochists everywhere).If you aren't familiar with "visual recoil", then it's basically the animation of the gun moving when you fire it. The problem was that because this caused the reticle to move, but not change where the bullets were going (the screen center), there would be an aiming error which the user may never know about.All that is gone now, on the sights mentioned.The sight crosshairs meant to only be visible when they lie within the sight aperture (more on that later...)Here is a video showing sights before the patch, and after. (pay attention to the text to know which one is which.) https://www.youtube.com/watch?v=7w_WBNQc83M&feature=youtu.be [youtube.com]A lot about the way bullet and gun geometry is unrealistic. This is just a nesecary step to compensate for these inconveniences.And actually, it's a lot like the actual effect a reflex sight has. Here's what a world war 2 reflector sight looks like (grand daddy of our modern reflex sights). http://upload.wikimedia.org/wikipedia/commons/4/49/Mark_III_free_gun_reflector_sight_mk_9_variant_reflex_sight_animation.gif [upload.wikimedia.org]I've explained this to people many times now and I know that if you still think visual recoil is bad, then you have either been misinformed, confused, or you are just plain stupid. I'll asume you aren't stupid, so lets go about explaining things.Visual recoil it's self isn't exactly realistic. The camera already moves with the guns actual recoil, so no visual recoil could be explained easily by saying the camera is bolted to the gun. But in real life you don't aim with a gun mounted camera, so for the sake of the suspension of disbelief ("immersion"), visual recoil was added, even though it stop the gun–bullet geometry from making sense.Before:-Bullets would always go toward the center of your screen (excluding random spread).-Your sight reticle would stray from the center due to Visual recoil.Result: There would be unintentional aiming error caused by visual recoil which the user may never know about.Now in CTE:-Bullets STILL always go toward the center of your screen (excluding random spread).-Your sight reticle now is locked to the center of your screen.Result: No unintentional aiming error. Working as the devs intended.Bullets always go towards the screen center, and will continue doing so in battlefield 4, and likely in BF5, unless there is a sudden fad for military sims. Making the bullets go where the gun model pointed was never an option. The only options were remove visual recoil, or fix the reticle.If you still think it's bad, you are probably far to interested in realism and should play arma instead, or you are just retarded. Or both!Sorry if I'm the bearer of bad news.The new patch causes a lot of rendering problems with a lot of scopes. Funnily enough we actually really like some of the effects it has had!Most of the side effects seem to be caused by the reticle texture being rendered at the wrong size.- Several red dot and holo sights are rendering too large, looking pixelated.- Some red dot sights seem to have their "window of visibility" too small.- All sniper scope crosshairs have turned into really thin non-descript lines. (some actually like this!)- The pick-up 6 shot GL and all rocket launcher sights have had their crosshair marking turn into non-descript transparent gray boxes.- The kobra sight reticle is really small, and WE LOVE IT THAT WAY!- The 3.4x scopes (some of the at least) have lost their black crosshair markings, leaving only the glowing reticle, like the old PK-A from BF3, and we've all decided WE LOVE IT LIKE THAT!The devs have already been told about this, and it's exactly what CTE was put here for any way. So i doubt you'll ever have to suffer these rendering issues, except the good ones. There is no way I am letting them go back the way they were.Here's another awesome vid by iDF-Akaorcram, with every sight shown, and a comparison at 5:11. https://www.youtube.com/watch?v=4_5XSi_Z6ho [youtube.com]This patch also altered the way suppression works. They are looking at maybe changing suppression further still. I'll let dice dev Undeadpixels do the explaining.Some new CTE stuff that got exiled so that dragons teeth could be tested sooner got exiled frome CTE. This has now returned. The dragons teeth content is still here too.There's also some cool new stuff. Here's a summary of the new features. Here's the summary straight from the news post. http://i.imgur.com/uwN0Mzg.png [i.imgur.com]If you were wondering what that was about, I'll explain.When you get to the top of the map, instead of doing what the game used to do, where you just sort of get stuck there, now the game makes you stop generating lift. Basically the effect is that you fall back out of the no fly area and you aeroplane naturally pitches downward. It's very natural feeling and much nicer than before,The cameara starts to shake as you start to enter the stall region, but it's VERY light, specifically so it doesn't hurt aiming.Akaorcram, who is the most vocal jet spokesman of the testing community, came up with this mechanic. Him and the rest of the "jet lobby group" (testers who talk a lot about jets), are talking about changing jet physics so that dogfighting becomes more than seeing who can pull the tightest turns.But don't worry, the devs are insisting that whatever changes are made, they can't end in flying being too difficult for the noob, or having to "fight" the aircraft for control (Not that Akaorcram was proposing that).They also added a network performance graph that they want testers to include in any netcode related videos. The graph looks like this. http://eaassets-a.akamaihd.net/battlelogdev/prodcte/61d099d23fe104fe673091d470c96970/en_US/blog/cte/files/2014/06/newsitem_netgraph2-618x331.png [eaassets-a.akamaihd.net]FYI the magenta "Hi Freq" line shows what tickrate you are at because...Dice has started the process of picking what tickrate you run at automatic, so that you won't run at a higher tickrate than you and the server can mannage, and you won't run lower unless you have to (I think).The next step they want to do is try to make the size of the bubble dynamic, so that if the server can handle it, you will get a larger high frequency bubble.So theoretically one can assume that if you were playing on a small domination/tdm map with a few players, the high frequency bubble may be so large that everyone is in your high frequency bubble.As usual, I can't say this is definatly happening. But I hope it does. No promises guys.I've been saying since I got this game that when you use burst guns and you hammer the trigger as fast as possible, the gun jams, and it's a bug.Almost everyone would say either "it's a feature!" or "You just aren't timing your shots right". Nobody seemed to want to admit that it just shouldn't be in the game.At first he said he had never heard of it. That makes sense since nobody would agree with me that it was an issue, so it never got publicised.Then he went to test it, and in after just a minute in test range, he said...Not only did he say it was definetly a bug, but he was literally disgusted that something so obvious was still in there, and he apologized to me.So to all you guys who never just accepted it was a bug, since I can't say profanity, just imagine me, sticking a finger up at you