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Ssnake
06-21-2006, 10:25 PM
It'll be released soon, as a small 4MB download.
Details to follow; here's the list of improvements:
Added to the list of addressed issues:

Fixed bug that causes SB to crash on some Windows 2000 machines.
Added new window to set parameters for the distance of terrain rendering levles of detail. This window can be accessed at any time with the (default) hot key of Alt+D, and through menu items in certain screens.
Hot key files will be updated properly when new hot keys are added.
Adjusted network code.
End points of bridges that are in water will be placed a about 1.5 meters above the water. This makes it possible to create a bridge with a gap in the span, to simulate a hole in the bridge.
Fixed problem with giving squads of size greater than 8 to other players in network sessions.
During network sessions, two of the terrain detail levels will be set to the host machine's settings, and then locked.
Fixed bug with triggers that have numbers greater than 31.
Set error for infantry firing RPGs to be higher so they miss more often.
Fixed bug that caused BRDM2ATs to rise above the ground in network sessions when they engage an enemy.
Fixed some problems with the driver's position in network sessions.
Fixed bug in which soldiers can see up to 1000m, even if visibility is set to less than this.
Fixed bug in which bunkers or abatis moved during the planning phase during a network session by one player would not be reflected on other machines.
Fixed bug in which mounted troops of a spawned units would not be owned by any player once spawned.
Fixed various problems related to troop control in network sessions when the squad size is larger than 8.
Fixed - non plow tanks should not turn turrets when breaching mine fields.
Fixed - key assignment issues after patches are installed.
Fixed - M-113 peri view
Fixed - Troop icons occasionally show up on map when a APC icon is clicked.
Various damage model updates, mostly related to how RPGs penetrate armor.Deleted from the original list:
Added new feature for infantry to enter into buildings when given hold, defend or none, tactics. (Infantry stay outside of building with guard tactics.)
This requires a new resource file for the buildings. We'll distribute that along with the regular upgrade that'll bring the CV-9040 later this summer.

CommC
06-22-2006, 03:36 AM
Great! :D

Scorpius
06-22-2006, 04:39 AM
Good news!

TankHunter
06-22-2006, 06:03 AM
You are kidding with this, arent you? :D
"Added new feature for infantry to enter into buildings when given hold, defend or none, tactics. (Infantry stay outside of building with guard tactics.)"

Sean
06-22-2006, 06:06 AM
Yeah, he is. Thats not in the public build yet, I think.

Hackworth
06-22-2006, 06:21 AM
Best service in town as per usual. Thanks. ;)

Sean
06-22-2006, 06:41 AM
Some updated release notes, and a link:

This installer will ask for your install location. If you installed SB Pro PE in a non-standard location, then be sure to change this. Be sure that you are already at version 2.262 before applying this update. If not, then apply the 2.262 update first.

List of changes:
---------------------------------------
Added LOD sliders for those experiencing frame rate problems. Hit Alt - D to access these options. The first two sliders will be locked on clients to match the hosts values during network sessions.
Set error for infantry firing RPGs to be higher so they miss more often.
Fixed bug that caused vehicles to rise above the ground in network sessions when they engage an enemy.
Fixed some problems with the driver's position in network sessions.
Fixed bug in which soldiers can see up to 1000m, even if visibility is set to less than this.
Fixed bug in which bunkers or abatis moved during the planning phase during a network session by one player would not be reflected on other machines.
Fixed bug in which mounted troops of a spawned units would not be owned by any player once spawned.
Fixed various problems related to troop control in network sessions when the squad size is larger than 8.
Fixed - non plow tanks should not turn turrets when breaching mine fields.
Fixed - higher numbered triggers can be unreliable.
Fixed - key assignment issues after patches are installed.
Fixed - M-113 peri view
Fixed - Troop icons occasionally show up on map when a APC icon is clicked.
Various damage model updates, mostly related to how RPGs penetrate armor.

http://www.steelbeasts.com/updates/SBProPE_2_273Update.zip

RnR
06-22-2006, 06:58 AM
So from a raw installation of SB PRO PE what do we do?

Cheers
Eric

koga
06-22-2006, 07:05 AM
on that bug that caused BRDM2ATs to rise above the ground...i thought they had some killer hydraulics ^_^

Sean
06-22-2006, 07:33 AM
It depends on how recently you got your copy. This update builds on top of 2.262, so be sure to update to that first.

Ssnake
06-22-2006, 11:12 AM
I just modified my first message.

Wicked
06-22-2006, 03:14 PM
Thanks for the update :)

Cheers!

RecceDG
06-22-2006, 03:23 PM
Did the fix for the improper display of arty splash times in the F5 display make it in?

DG

cobrabase
06-22-2006, 05:47 PM
THANK YOU GUYS!!

cobrabase
06-22-2006, 06:06 PM
THANK YOU GUYS!!

TankHunter
06-22-2006, 08:18 PM
Hey, wondering, did you guys play around with dismounting infantry from PCs? Because the "U" key doesnt work anymore for me...

Ssnake
06-22-2006, 08:44 PM
Shift+U?
Or did you change the hotkey assignments?

captklugman
06-22-2006, 09:06 PM
Thankyou E-SIM,

This is a great Simulation, and your excellent support and updates make it even better.


captklugman

sys specs:
MSI K7N2 Delta mobo
1024 megs of crap kingston memory
xp 2500+ Barton
ATI 9800pro 128
Audigy Ls (sux, but better than onboardsound)

TankHunter
06-22-2006, 09:27 PM
Shift+U?
Or did you change the hotkey assignments?

The only hotkeys that I played around with was the ones for the joystick/flight yoke. The Shift+U doesnt do it for me, and when I look for the command on the tool bar up top, it isnt there. I dont know why that is.

Edit: Crap, nevermind. I was using a CO unit, thus no inf (note to self, dont make posts after less than 6 hours of sleep).

Hackworth
06-23-2006, 01:36 AM
LOL @ U chief!

ArmorDuck
06-23-2006, 05:49 AM
/cheers

CriticalMass
06-23-2006, 07:02 PM
Can we get a fuller explanation of the LOD sliders please, cause and effect? What prompted the decision to include them? What was the assumed situations they would improve?

I feel it could be one of those "sorry, stupid question" questions; but we all know the answer to that...don't we? :wink:

BTW, I did check all the usual suspect places (on my computer that is) for update readmes/doc etc, but I found nothing: I'm not saying there is nothing, but I found nothing.

TANX
Critical

FlatTax
06-23-2006, 07:58 PM
Bug: IP address can't be seen for network missions.

TankHunter
06-23-2006, 08:02 PM
Can we get a fuller explanation of the LOD sliders please, cause and effect? What prompted the decision to include them? What was the assumed situations they would improve?

I feel it could be one of those "sorry, stupid question" questions; but we all know the answer to that...don't we? :wink:

BTW, I did check all the usual suspect places (on my computer that is) for update readmes/doc etc, but I found nothing: I'm not saying there is nothing, but I found nothing.

TANX
Critical

Dont worry CM, I did all of the stupid questions/comments here...

Sean
06-23-2006, 08:47 PM
Critical Mass: Load up an offline session, start it, and start moving the sliders around while in the session. Thats the best way to see what they do. Left side is lower, less, faster frame rates, right side is finer detail, longer draw distance, slower frame rates.

FlatTax: The Ip address was taken out because it was wrong/misleading most of the time. Taking it out also sped up the loading of the network session screen.

Hackworth
06-24-2006, 12:37 AM
Um, lol. What is the start command to figure out what your IP is? Or wasn't there a website that displayed it for oneself?

Kingtiger
06-24-2006, 12:41 AM
http://www.whatismyip.com/

Sean
06-24-2006, 12:42 AM
http://www.whatismyip.net seems to work.

Ssnake
06-24-2006, 01:38 PM
I added a couple of items to the list of addressed issues (see first message) - forgot to include those that were fixed a few weeks ago already.

RecceDG
06-24-2006, 08:13 PM
Well, the artillery splash time display bug isn't fixed.

M1s sure seem more robust now though.

DG

214th_Dragon
06-25-2006, 07:46 AM
Thanks for the update men!
See you on the battlefield.