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Battlefield: Bad Company 2


moriQ

Öne çıkan mesajlar

Yok abi ben girdiğim zaman en azından 7-8 kişi görmek istiyorum tanıdığım, yoksa herhangi bir türk serverına da akılabilir o problem değil yani.

Neyse aklınızda bulunsun, özellikse sen Chem. Sen dedicated şekilde oynuyorsun Battlefield çünkü bildiğim kadarıyla, vardır tanıdığın adam gibi insanlar.
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Vidyoda da bi numara yokmuş yauw insan biraz aksiyonlu, cafcaflı sahne koyar :)

Bu arada server alınırsa tutar bence, insanlar girer oynar yani pati'den, betası gayet güzel, tek map de olsa oynatıyor kendin,. Ben de oyun çıktığında fps problemi geçmiş olursa alıcam kesin oyunu

Gerçi sunucu olmasa bile Steam grup chat, TS gibi yerlerde buluşup bizim bellediğimiz bi server'a da akabiliriz topyekün
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said:
We just got the results back from QA for the new patch version and unfortunately it isn't good news. Multiple CTD's and performance issues. This of course means we won't be releasing a patch today.

Sorry guys, maybe tomorrow
I'll keep you updated with our plans during tomorrow.
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Update geldi.

said:
This update is about performance and stability again. We are not doing any changes to the game's datafiles.

* Reduced input "lag"
On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
This could lead to the game having a high framerate, but input still feeling very sluggish.

Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU.
Control this setting via Settings.ini. Default setting: RenderAheadLimit=2

* Performance optimizations with biggest improvements on dual-core machines
* Fixed black "masks"
o The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.
* Improved hit-detection
o We've gone through the hit detection logic, and client+server will now give more consistent results.
* Fix for some "rubberbanding" issues
o C4 should stay attached to vehicles and not rubberband around
* Reduced spikes/dips in framerate
* Various fixes for alt+tab related CTD on Dx9
* More fixes for random CTD on Dx9
* Fix for crash when you're in a vehicle that gets destroyed

There was a race condition in the code;
System 1 thought "oh hey, you're leaving vehicle X"
System 2 thought "the vehicle got destroyed, let's remove it"

If system 2 ran before system 1, chaos would ensue.
This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.

Likely bugs in this build
I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.

-Mikael Kalms
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