What's new in Operation Flashpoint: Dragon Rising Patch 1.03 Beta

Jan 8, 2011
  • Added the ability for the game to load user modified files from the DATA_WIN folder. This allows modification
  • of various files and settings installed in the standard version of Operation Flashpoint: Dragon Rising.

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

New in Operation Flashpoint: Dragon Rising Patch 1 (Nov 16, 2009)

  • The game now displays the version number on the front end
  • Video can now be captured with the software FRAPS.
  • When using the Mission Editor, if the player clicks off the game in order to move an object in the mission editor, the game will now not loses focus.
  • Gameplay online
  • Lag issues reduced for 32 players pvp
  • The Client and Host shooting are now synchronised. The client will no longer empty a magazine into a player and not killing him.
  • o In an online game, the mines are now correctly synchronised. The player can place mines on the ground with no problems.
  • The weapon will now continue working if the player spam the fire button and the change fire rate button.
  • The Players will now position correctly when re-spawned inside a vehicle
  • Clients are now able to enter vehicles with no problem
  • All sniper rifles will now have a sway effect
  • When a building is destroyed any corpses that are within the building are removed, so they are not floating in the air.
  • The inventory UI from the crate or corpse can now be opened correctly when the player is standing at distance.
  • A rare online crash bug has been fixed when the Client is assaulting the fuel depot towards the end of the mission Bleeding Edge
  • If the fireteams are following orders and then the player select an ROE order on all fireteams including themselves the orders will now be spread across all fireteams.
  • On a Pvp game, the counter will now count correctly when the settings are restricted to no re-spawns
  • Games via a private server and password are now correctly protected. The players will now require the password to join the game.
  • The mouse wheel will now respond to the input control if the player enters a vehicle and continues to switch positions using mouse wheel.
  • The player can now change weapon with number keys while in a vehicle
  • The player can now scroll the list of names in the lobby using the middle wheel
  • The reloading time is now correct when the player is going prone straight after firing a SMAW or Queen Bee weapons.
  • The chat box will not overlap on 800x600 resolution
  • In the polish SKU, the apostrophe key is now translated correctly when changing keyboard configuration in the Front end
  • When exiting the credits, the heading will not transition twice.
  • The game has been modified to only use the original data to prevent cheating or hacking by modifying the configuration files.
  • Added script command OFP:setAIConfigPropertyValue to allow mission designers to override the AI configuration values found in the global AIConfig.xml file in user generated missions only.