Jump to content
Sign in to follow this  
Beer

Dangerous Waters Patch News

Recommended Posts

From Madmatt and the Battlefront.com boards...

 

Hello everyone, I thought you might to get a little update on the first DW patch. I know we haven't said a lot about it yet but we were busy working on it.

 

In a surprise move, a developer and publisher actually have some GOOD news about a patch. We have finished our primary testing of the patch and are just wrapping up the final Q-A on it. This process usually takes about a week or so. If everything goes to plan, you should have the patch in your hungry little hands shortly.

 

Now, this first patch (and yes, there will me more) was designed to address the most pressing issues related to Single and Multiplayer stability, game lockups and overall gameplay. Having said that, as you will see below, we packed a lot of other stuff into it.

 

Since you guys have been amazingly patient I wanted to go ahead and post the patch notes so you can see what's in store. The patch will also include John Steed's Sonar Profile document that was meant to go into the gold version but got omitted by mistake. This document lists all the naval units, the respective frequencies that they emit and their TPK and blade count. VERY useful resource to have on hand, believe me!

 

Okay, so below are the patch notes. And remember, this is just the first patch and we do listen and read all your comments here and on the other forums!

 

Dangerous Waters Update Version 101 Notes

========================================================

 

-------

NOTES:

-------

Save game files which were created with v1.00, will no longer be compatible with this

verson of Dangerous Waters.

 

Attention Scenario Creators!: Even though mission editor will allow it, you cannot name a

goal and a script by the same name.

 

-------

FIXES:

-------

- The FFG Towed Array Assign ATF method now checks the validity of all trackers.

 

- Nav UID's were changed to have a root number based on multiplayer ID.

Waypoint-reached messages coming from the sim are now passed to all players in

multiplayer.

 

- Fixed NavalSimEngine crash when aircraft re-emerged from hangar.

 

- Fixed NavalSimEngine crash when objects were dynamically removed from scenario (Sicilian Wedding)

 

- Improved the font blending algorithm to stop the mouse stuttering and increase overall

frame rate.

 

- It is now possible to leave the FFG Missile Control Screen while unloading an SM-2 or a Harpoon

and when you return, the rail will behave as expected.

 

- The DEMON speed in the FFG Towed Array Screen is now correct.

 

- The OTS buoy display is now independent of the loadout so that buoys will always launch.

 

- Corrected a string overrun in the Acoustic Display on the FFG and the P3.

 

- No longer allow charging HP Air while the emergency blow vents are open.

 

- Made the speed that a single diesel engine can achieve dependent on the depth of

the KILO.

 

- Corrected a problem in the KILO where the user could not force the submarine to

ignore waypoints.

 

- The TMA was improved to ensure that the newly created merged contacts always appear

in the top of the drop down list.

 

- All Radars were using meters per second instead of knots when creating a solution.

This was corrected.

 

- The diesel engines will now turn off if the snorkel mast is damaged.

 

- Sometimes Towed Array trackers do not get a valid sierra name and number, this was

addressed.

 

- Campaign mission "Strait of Malacca" - 688's "MISSION COMPLETE" goal was referencing

an incorrect goal that was not related to its mission.

 

- Campaign mission "South Korea" - Helo closest to ownship FFG will now recognize and

follow ASTAC ordered waypoints.

 

- Removed any delays that were not allowing the STIR to go to CWI. This is an experimental

fix since this bug could not be reproduced.

 

- TMA autocrew slowed to only change the selected solution every 5 seconds.

 

- Single Mission "Liberian Liberation" - Seals will now rescue the hostages.

 

- Single Mission "African Bees Nest" - Lookout autocrew will now identify the pier so it

remains visible.

 

- The Collins was made to have a commensurate noise level.

 

- The MAD sensor range was shortened to allow very deep submarines to escape detection.

 

- In multiplayer, the client FFG could never control its own helo (while the server could).

 

- In the multiplayer mission, MP4-NGFS.mp, the second FFG's helo was defined before

the helo itself was defined, so the Second FFG could never control its inflight helo.

 

- A Saved Game bug was fixed where the game crashed after load. If there was an aircraft

on the deck of an aircraft carrier when the aircraft carrier was hit, the game would

crash.

 

- Fixed a Multiplayer infinite loop which occured when the host tried to merge two

solutions that were the same solution together.

 

- Altered the Quick Mission databases which was generating some missions with zero enemies

present.

 

- Additional verifications added to ensure that entities "still exist" before attempting to

reference them in the NavalSimEngine.

 

- Fixed the frequency alignment problem between the Frequency Waterfall and the NB profile

display. Also added the ability for the profile display to report the frequency under the

mouse.

 

- Fixed a logic error in all subs where damage to starboard tubes was processed on the port

tubes and vice-versa.

 

- Fixed the infinite marking problem when playing in multi-station mode.

 

- Fixed the strange character problem which was showing up in the 688/seawolf BB screen

 

- Removed the problem in the BB DDI where the ambiguous contact was showing up as the

assigned Sierra.

 

- Fixed a problem with the trackers losing their identity after the contact was lost and

regained.

 

- Fixed a problem where the periscope on/off switch on the 688 got out of sequence when

the periscope was ordered raised by voice command.

 

- Fixed a problem where a non-ambiguous contact became orphaned when the TMA dropped the

ambiguous contact.

 

- Fixed the problem of mirrored sierra numbers showing up under the cursor when the

contact has not been resolved.

 

 

Files Modified for end-user (English)

=====================================

DangerousWAters.exe (version 1.0.1)

NavalSimEngine.dll (version 1.0.2)

/scenario/MP4-NGFS.mp

/scenario/SM08.ms

/scenario/P3SM04.ms

/scenario/008_Strait_of_Malacca.mc

/scenario/010_South_Korea.mc

/interfaces/MH60/ATO.dll (version 1.0.1)

/interfaces/P3/AcousticDisp.dll (version 1.0.1)

/interfaces/FFG/ASTAC.dll (version 1.0.1)

/interfaces/FFG/AcousticDisp.dll (version.1.0.1)

/interfaces/FFG/TMA.dll (version 1.0.1)

/interfaces/FFG/TowedArray.dll (version 1.0.1)

/interfaces/FFG/WeaponsControl.dll (version 1.0.1)

/interfaces/KILO/Radar.dll (version 1.0.3)

/interfaces/KILO/TMA.dll (version 1.0.3)

/interfaces/KILO/ShipControl.dll (version 1.0.3)

/interfaces/KILO/FCTarget.dll (version 1.0.1)

/interfaces/KILO/SonarBB.dll (version 1.0.1)

/interfaces/688I/TMA.dll (version 1.0.3)

/interfaces/688I/Radar.dll (version 1.0.3)

/interfaces/688I/SonarNB.dll (version 1.0.4)

/interfaces/688I/FCTD.dll (version 1.0.3)

/interfaces/688I/Periscope.dll (version 1.0.3)

/interfaces/688I/SonarBB.dll (version 1.0.3)

/interfaces/688I/ShipControl.dll (version 1.0.3)

/interfaces/SSN21/SonarNB.dll (version 1.0.3)

/interfaces/SSN21/TMA.dll (version 1.0.3)

/interfaces/SSN21/Radar.dll (version 1.0.3)

/interfaces/SSN21/FCTD.dll (version 1.0.3)

/interfaces/SSN21/SonarBB.dll (version 1.0.3)

/interfaces/AkulaII/TMA.dll (version 1.0.3)

/interfaces/AkulaII/Radar.dll (version 1.0.3)

/interfaces/AkulaII/FCTD.dll (version 1.0.3)

/interfaces/AkulaII/ShipControl.dll (version 1.0.3)

/database/objects.eod

/database/sensors.esd

/database/qmtasks.eqd

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..