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Old 05-06-10, 01:52 PM   #31
tirramissu
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Quote:
Originally Posted by Athlonic View Post
Note that our Russian friends have version 1.2.0 not the version 1.2.5 we will hopefully all have next week.

How do you know that?
I have 1.15, not 1.2.0 or even 1.2.5...
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Old 05-06-10, 01:58 PM   #32
Athlonic
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Quote:
Originally Posted by tirramissu View Post
How do you know that?
I have 1.15, not 1.2.0 or even 1.2.5...

I know everything, and the worst thing is that I am always right


Trust me.
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Old 05-06-10, 02:08 PM   #33
robbo180265
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Quote:
Originally Posted by Athlonic View Post
I know everything, and the worst thing is that I am always right


Trust me.
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Old 05-06-10, 02:33 PM   #34
tonschk
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I hope UBISOFT can fix the semi transparent conning tower and the blurred shadows

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Old 05-06-10, 02:56 PM   #35
robbo180265
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Quote:
Originally Posted by tonschk View Post
I hope UBISOFT can fix the semi transparent conning tower and the blurred shadows
To be honest , I hope the graphics are fixed after certain more important issues.
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Old 05-06-10, 03:04 PM   #36
ETR3(SS)
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Quote:
- Fix for CO2 not being saved correctly
- Fix for weather being reset to clear weather after load
- Fixes for crewmen showing under water under certain conditions
Cool, can we gets this for SH4 now too?
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Old 05-06-10, 03:09 PM   #37
rik007
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Quote:
Originally Posted by kylania View Post
Of the listed fixes, these are the only ones I consider important:



The rest are cosmetic at best or so completely done better with mods not even worth fixing.
- Environmental lighting and effects improvements

Could also include improvements of the horror banding bug which prevents any form of decent modding of the environment. Solving this issue is crucial. I'm afraid the number of bugs and issues is overwhelming the progress which 1.2 will deliver.
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Old 05-06-10, 03:18 PM   #38
SabreHawk
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Im a little concerned that the list shown in this status update is smaller than the original was.

The original
Fix for CO2 not being saved correctly
•Fix for crew morale.
•Fix for weather being reset to clear weather after load.
•Fixes for crewmen showing under water under certain conditions
•Fixes for ships exploding in ports for unapparent reasons or hitting the shore
•Now waypoint tools are not accessible in bunker anymore
•Compass added
•Return to course added
•Several fixes to ship recognition manual
•Depth under keel added
•Morale reaching 0 bug fixed
•Several crew abilities (like man the deck gun and man the flack gun don’t cost morale anymore)
•Several crew animation and interaction fixes
•Fixed performance problems inside submarine
•Shadow optimizations
•Fixed very slow eye light adaptation after a lost device (alt-tab)
•Fixed selection contour being visible when a character was already selected
•Fixed a bug where the moon was closer than it should
•Fixed a bug where the sun disk would be visible underneath thick cloud cover
•Environmental lighting and effects improvements
•Improvements on particle performance on single core processors
•Fixed torpedo doors
•Fixed torpedo propeller (not turning)
•Fixed electric torpedoes trail
•Fixed spawn radius for some convoys (previously spawned on the shore)
•Fixed several dials that were not working inside the submarine
•Ports in the north Africa in the German territory are under enemy occupation
•South Africa supplies: The existence of another ship that looks identically with the targeted one may generate confusion
•No more crewmen on burning ships
•Fixed a bug where the player can get stuck in the sub's outer hatch geometry
•Crewmen on deck change clothes during bad weather
•German language localization fixes

The one we see now. :
  • - Fix for CO2 not being saved correctly
    - Fix for crew morale
    - Fix for weather being reset to clear weather after load
    - Fixes for crewmen showing under water under certain conditions
    - Fixes for ships exploding in ports or hitting the shore
    - Now plot course tool is no longer accessible in the bunker
    - Several fixes to ship recognition manual
    - Man the deck gun / flak gun orders doesn’t cost morale anymore
    - No more crewmembers on burning ships
    - Several crew animation and interaction fixes
    - Fixed some performance problems inside submarine
    - Fixed selection contour being visible when a character was already selected
    - Fixed a bug where the moon was closer than it should
    - Fixed a bug where the sun disk would be visible underneath thick cloud cover
    - Fixed torpedo doors
    - Fixed torpedo propeller not turning
    - Fixed electric torpedoes trail
    - Fixed several dials that were not working inside the submarine
    - Fixed a bug where the player can get stuck in the sub's outer hatch geometry
    - Fixed a problem with magnetic detonators didn't work properly
    - Fixed several localization problems on the German version
Features
  • - Compass added to the game interface
    - Return to course order added
    - Depth under keel order added
Improvements
  • - Environmental lighting and effects improvements
    - Improvements on particle performance on single core processors
    - All multiplayer maps will display the same map info as the map on the solo campaign
Campaign
- Ports in the North Africa in the German territory are under enemy occupation
- South Africa supplies: The existence of another ship that looks identically with the targeted one may generate confusion
- Fixed spawn radius for some convoys (previously spawned on the shore)

And nothing at all about the map plotting being not saved(in either list) which to me and im sure anyone else is quite important. It's a real pain to have to re-do it all every time you come back to a saved game, cause you then have to first re-aquire the contact and then re-plot his position and course.
And something else that was in the original list called "shadow optimization" which I assume has to do with the shadows showing thru the tower making it ok more like it's fiberglass than steel.
And the morale resetting each time to reload isn't in this newest list either. Thats another biggie.
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Old 05-06-10, 03:19 PM   #39
java`s revenge
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What about,

* ship`s behaviour?
* speed of merchants
* more surface ships
* save game problems
* other problems after loading of game
* stadimeter problems
* ........etc...etc...

I am disappointed.
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Old 05-06-10, 03:37 PM   #40
SteelViking
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I am just glad they are doing something about the magnetic detonators. I am sick and tired of firing a torp 0.000001 meters below a ship and it not exploding!
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Old 05-06-10, 03:55 PM   #41
reaper7
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Quote:
Originally Posted by The General View Post
Sorry Reaper, you're right

In celebration of finally getting a release date for Patch 1.2, would you like to offer up a release date for your amazing High-def U.I. Mod?

Should have it ready for patch 1.3 .

maybe sooner if I can figure out how to make buttons hide/unhide objects on other pages. (As the Pageattackscope imports the PageTDC into it via scripts - I need to ba able to interact with a control on the TDC page from the Attack Periscope Page).
Once figured out i'm 95% of the way there.
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Old 05-06-10, 04:01 PM   #42
reaper7
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Quote:
Originally Posted by kylania View Post
<-- that's probably your standimeter fix, the totally naive and innocent child inside me wants to believe.
...I live in hope. If not TheDarkWraith has figured out that the Mast Height is not being sent when using the stadimeter - it stays at 20m hence the higher the mast the bigger the error.
But hes working on a fix that the user can imput the mast height manually via a dial. I've done up a dial for him to use in his Notebook part oh his Mod.
So here's hoping his sucessful with that.. If the patch doesn't sort it out.
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Old 05-06-10, 04:04 PM   #43
robbo180265
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I've said it before and I'm gonna say it again now.

You modders are amazing - we'd be sunk without a trace if you guys weren't about
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Old 05-06-10, 04:23 PM   #44
trotter
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So it took Ubisoft this long to come up with a patch for many issues that modders fixed within days of release?
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Old 05-06-10, 04:33 PM   #45
ZeInfidel
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Mehnothing special.Still deaf sonar guy,and blind watch crew.
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