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Патч COD 1.3 для Call of Duty
24-Авг-08, 16:01

CoD_1.3_Patch.part1.rar
CoD_1.3_Patch.part2.rar

CALL OF DUTY™ 1.3 PATCH README
Last Updated: 2004-03-17

INTRODUCTION & IMPORTANT NOTES

This document details numerous additions, fixes, and changes to Call of Duty™
in the 1.3 patch.

IMPORTANT NOTE: Use of the in-game console is not supported by Activision®.
Please do not contact Activision® Customer Support with issues that arise
from using console commands in-game.

NOTES FOR MOD USERS:
- It is recommended that any user modifications that have been installed to
the Call of Duty directory be removed before installing this patch. These modifications
are not supported by Activision® and may not be compatible with some of
the new features that are included.
- Call of Duty does not support mods that have spaces in the mod's folder name.
Be sure that the folder that contains your mod does not have spaces; otherwise
users will not be able to download the files. For example, a mod in a folder
called "My Mod" would be invalid, whereas "MyMod" or "My_Mod"
would work.

IMPORTANT NOTE: Upon installing the 1.3 patch, you may be prompted to re-enter
your CD key. Please be sure to have your Call of Duty CD key handy.

INVALID INSTALLATION MESSAGE: If you get a "Setup did not detect a valid
Call of Duty CD Key" error message when installing the 1.3 patch, you can
try one of two things to address this issue:
1. Exit out of the patch setup and load up Call of Duty Multiplayer. In the
Multiplayer Options screen, re-enter your Call of Duty CD key, exit the program,
and then apply the patch again.
2. If you get the error again, exit out of the 1.3 patch installer. Completely
uninstall Call of Duty, reinstall the game, and then apply the patch.

Either one of these solutions should correct the problem.

ERROR WHEN SAVING GAME: If you get a "Short write in FS_copyfiles ()"
error message when attempting to save your game, it means that your hard drive
is full and there is not enough hard disk space to write the saved game file.
Please free up additional hard drive space in order to correct this issue.

EAX® 3 SUPPORT

Call of Duty now supports Creative®’s EAX® 3 audio system in
both Single Player and Multiplayer. Only hardware that officially supports EAX®
3 will be able to utilize this feature.

For a list of sound cards that support EAX® 3, go to eax.creative.com 

Note for Audigy® LS and NX users: You may experience some sound distortions
when using the EAX® audio system. While this has been corrected for the
majority of Audigy® users through driver updates, these updates may not
be available for your card. If you encounter such an issue, please revert to
the Miles™ Fast 2D Positional Audio system.

Note on New Maps: The two new maps (Bocage and Neuville) included with the
1.3 patch do not have EAX® 3 support. The sound will function properly on
those maps, but there will be no EAX® 3 audio effects.

NEW FEATURES

- Added two new multiplayer maps, Bocage and Neuville. Both of these maps support
all current game types:

mp_bocage

The Normandy terrain provides a natural advantage to the defender. Between
the Orne and Vire Rivers is fifty miles of bocage; small fields surrounded by
high earthen banks overgrown with shrubbery. Visibility is limited to one field
at a time and the bushes provide cover from air and ground reconnaissance, making
for superior defensive terrain. Each field is a death trap, earned with a hard
fought series of firefights. The breadth of terrain and varied tactical scenarios
make this the perfect setting for the “Headquarters” game type.
When the attacks come from every direction, both teams will be put to the test.

mp_neuville

Neuville represents a destroyed town in Normandy, reduced to rubble amidst
close combat between U.S. Airborne units and battle-hardened Waffen SS troops.
Soldiers can find ample cover amidst the piles of rubble and massive shell craters.
The environment is primarily designed for the “Search and Destroy”
game type and provides a greater spread of attacking and flanking routes. This
keeps defenders on their toes, and prevents attackers from being completely
pinned down at narrow chokepoints.

GAMETYPE FIXES

- Radios for Headquarters made non-solid, to fix a potential exploit.
- Improved server load in Headquarters spawning by making reinforcements spawn
over multiple server frames rather than just one. This will create less lag
when reinforcements spawn.
- Headquarters now has a five second grace period. If you spawn and die then
you get to respawn immediately. (farther away so you are not as likely to die
again)
- Fixed the bomb ticking sound not always working in “Search & Destroy.”

WEAPON & PLAYER FIXES

- Fixed an exploit where prone players who leaned around corners could see
the enemy without being seen.
- Fixed an exploit where players could switch between prone and jumping positions
to move rapidly across a map.
- Fixed a bug with the sway animation of the sniper rifle scope on high ping
servers.
- Fixed an exploit where people could get extra grenades in “Search &
Destroy” and “Retrieval.”
- Fixed an exploit where reload animations could be skipped, decreasing reload
times.
- Fixed the bullet path of the PPSh and Sten in Aim Down The Sight mode.
- Fixed a bug where players in all areas of the map heard the “click”
of an empty weapon.
- Fixed several minor animation bugs related to stance, leaning, jumping, etc.

MULTIPLAYER BUG FIXES

- Fixed a slow update problem with the server list.
- Fixed a problem where the server list would improperly list servers with a
ping of "1."
- Fixed an issue with the server list being incomplete under certain circumstances.

- When sorting the server list by a key other than ping, all entries of the
same key are sorted by ping, instead of being random.
- Fixed server determination of which clients require authorization. (This corrects
the issue where some Internet players received a GUID of 0)
- Autobalance was updated to prevent players from joining a team if this action
would cause that team to be unbalanced.
- Setting scr_teambalance to any number greater than 0 will balance teams to
within that number of players, for example, 'scr_teambalance 2' balances the
teams within 2 players. (8 vs 10 is ok, but 8 vs 11 is not)
- True spectators (not dead players) are no longer restricted by the freelook
cvar. They can always freelook.
- If you are spectating a player (through their eyes) and you go into freelook,
your view is no longer capped to the 180-degree arc of the ladder.
- Removed the ‘weapon’ command.
- Increased the max cfg file that can be executed to 64K from 16K.
- Unknown commands in the server console now do not print to all clients. A
say command is now required.
- Fixed an issue where rcon status would occasionally not show all of the players
on a server.
- Fixed an issue on some ATI cards that would cause water to render improperly.
(also affects Single Player)
- Fixed an issue where too many custom pak files (maps or mods) would cause
the “Pak Sum / Name Mismatch” error. (Also affects Single Player)

- As an added security feature, your CD key will no longer be displayed in the
Multiplayer Options menu.
- Fixed not being able to immediately climb on a ladder after landing from a
jump.
- The "screenshot,” "screenshotJPEG,” and "record"
console commands no longer overwrite existing files.
- Cheat protected r_intensity.
- Fixed player pings in the scoreboard. Previously if you were spectating someone,
your displayed ping was for the person you were spectating.
- Fixed a rare case of player stacking in multiplayer.
- The Weapon, Item, say, sayteam, and tell log prints now include client guid,
id, and name. (This will be useful for logging stats by actual player GUID,
rather than by player name)


Категория: Патчи | Добавил: Kuzmich
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