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View Full Version : Jamies Provisional ReadMe for Patch 1.02


Bellman
10-26-05, 04:50 PM
:sunny: Read it now under the thread ''I like the Patch,'' This is just a pointer, so you dont miss it.

Jamie
10-26-05, 04:54 PM
You can post in here too, Bellman... I have no problem with that. :cool:

Dangerous Waters Update Version 102 Build 3XX (English)
================================================== ======

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NOTES:
-------
Save game files which were created with prior versions, will no longer be compatible with this
version of Dangerous Waters.


-------
FIXES:
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- "Screen flashing" has been fixed (when running in full-screen exclusive mode). Also, a
noticeable increase in frame rate should result from this change.

- Corrected the speed vs OS noise bug in the submarines ("Sound vs. Speed" fix).

- Air to Surface missiles can no longer attack submerged subs

- Fixed active sonar detection range problem

- The stadimeters on all 4 subs now remember which platform was selected last time when
a player re-enters the screen. Also, the list is now circular returning to the first entry.

- Kilo BB sound cheat bug was removed.

- MH-60 Dipping Sonar sound cheat bug was removed.

- Kilo speed bug (where speed increased to 18 knots when diving and ordering ahead 2/3)
was fixed.

- The speed lock buttons were changed to behave so that they will stay locked whether the
autocrew TMA is enabled or disabled AND the player can still enter speed, course, bearing
and range values even with the locks on. Autocrew was taught to honor the locks as he
generates a solution.

- The way that TMA on submarines handles "manual solutions" is improved AND manual solutions
can now be handled for the first time by the FFG TMA.

- There was a problem where the FFG's acoustic display would stop displaying data from either
helo's buoys when the player synchronized with the 2nd deployed helo. This bug was fixed.

- Corrected a problem with the FFG Towed Array which caused loaded "save games" to ignore changes
in the contact list.

- Fixed a problem where the FFG's AI helo had its loadout restored when a saved game was
loaded.

- Fixed the buoy waypoint list so that a loaded "save game" now gives correct waypoint count.

- Fixed a problem where the scenario loader would crash when reading an encrypted scenario file that
had Dynamic Groups.

- Fixed a problem where the FFG would get a lower ordered speed (thus causing the FFG to slow down for
no reason) when a player first went to the Bridge Screen.

- Fixed a problem where the compass rose would disappear when the player left the bridge while on a bridge
wing and then returned to the bridge wing.

- Fixed an SSN21 Display bug where the value that was labeled SNR on the Demon Screen was actually signal
strength instead of the actual signal-to-noise ratio.

- Fixed a problem where the ambient noise continued to play after the MH-60's dipping sonar was damaged.

- Fixed a problem where FFG controlled by an MP player (who was not the host) was able to set waypoints
for its helo, but the helo would not delete the waypoints after each was reached.

- Fixed situation where AI subs would track a surface target and might not ever attack that target
if it was initially detected outside of firing range.

- Change was made to the Sonobuoy/GRAM screens (all platforms) to fix an issue in which buoys that were
labelled as "out of range" would sometimes transmit data when the MODE was cycled.

Bellman
10-27-05, 02:37 AM
:sunny:
:ping: :arrgh!::doh: :roll: :huh: :o :yep: :cool: :rock:

Fandango
10-27-05, 03:18 AM
Jamie,

I know this is a million dollar question but if the retail version of the game sells well, can we expect additional patches and add-ons?...

Jamie
10-27-05, 08:21 AM
Jamie,

I know this is a million dollar question but if the retail version of the game sells well, can we expect additional patches and add-ons?...

Once a sizable customer base is established with DW Retail, we can usually estimate what percentage of that install base will purchase the expansions (although the percentage is lower than you might think - "typically")...

If that number times our revenue share comes close to, meets, or exceeds our estimated cost of development, then we'd like nothing more than to make an OpFor Pack and various other expansions down the road... :up:

titan2
10-27-05, 09:59 AM
Well you got yourself a new fan :up:

I'm new here and to Dangerous Waters, although I have played 688(i). After playing the DW demo all I can say is WOW!

Can't wait to get my hands on the retail version

LuftWolf
10-27-05, 10:03 AM
Welcome aboard! :yep: :up: :arrgh!:

titan2
10-27-05, 11:49 AM
Welcome aboard! :yep: :up: :arrgh!:

Thankyou very much!

Sorry this is OT. I know the new patch is still being tested, does anyone have a rough estimate as to when the retail version may be available downunder?

EDIT
spelling

Tgio
10-27-05, 12:02 PM
welcome aboard! :up:

About release date: Strategi first estimated it for 11/22/2005
http://www.strategyfirst.com/en/games/upcoming/ :rock:

Rob86TA
10-31-05, 11:10 PM
Along with buying the retail version to supplement my current deluxe edition (with flakey scratched CD's and all!) I'll commit right now to buying any expansion you sell.

This game has paid for itself 20 times over in the time I waste on it.