New in Operation Flashpoint: Dragon Rising Patch 1.02 (Jan 27, 2010)
- 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