Splinter Cell gets an Auto Update
News | December 20, 2006 5:35 pm
By zoboa
A new Auto-Update will take place next time you log into Tom Clancy's Splinter Cell Double Agent. Full details will be available later at SplinterCell.com.
Splinter Cell Double Agent Update 2 fixes the following issues :
1. Connection Issues:
[list=ul]
[!]Some instances of the host has ended the session. [/!]
[!]Disconnections in the lobby.[/!]
[!]Once the lobby reaches 5 or 6 people, random players drop. [/!]
[!]After kicking the 6th player from a team, the leader couldn't invite another player [/!]
[!]Group leader hangs in the "joining session" screen if the host quits while he is joining. [/!]
[!]Improvement of the server selection so that the server is more reactive. [/!]
[!]If a player leaves a session immediately when he arrives and they have some packet loss (he is in a resolving state), the resolving time out is not reset and in the next session he will kick all the players as soon as he arrives !!!! [/!]
[!]Only 1 disconnect function to each peer when resolving is timed out.[/!]
[/list]
2. Lag-related issues:[/u]
[list=ul]
[!]In-game freezing: treats a limited number of Unreal packets per frame to avoid freezes in some specific conditions. [/!]
[!]Increased network thread priority over Sound thread that can reduce lag issues. [/!]
[!]Fix the case when a player got flashbanged while lagging as a mercenary; the player can remain permanently flashbanged until the player reboot the game. [/!]
[!]Fix FPS loss due to a sound problem. [/!]
[/list]
3. Others issues:[/u]
[list=ul]
[!]A new Game Version to avoid LAN matches between master and update versions[/!]
[!]The loading video was always the same, now it's changed at random [/!]
[!]Fixed a bug on the score calculation of the Max Percent challenge. [/!]
[!]Challenge Best score is wrong if the player has just beaten it.[/!]
[!]Improved checks to avoid accessing an invalid leaderboard [/!]
[!]Allows to write leaderboards of live challenges [/!]
[/list]
Splinter Cell Double Agent Update 2 fixes the following issues :
1. Connection Issues:
[list=ul]
[!]Some instances of the host has ended the session. [/!]
[!]Disconnections in the lobby.[/!]
[!]Once the lobby reaches 5 or 6 people, random players drop. [/!]
[!]After kicking the 6th player from a team, the leader couldn't invite another player [/!]
[!]Group leader hangs in the "joining session" screen if the host quits while he is joining. [/!]
[!]Improvement of the server selection so that the server is more reactive. [/!]
[!]If a player leaves a session immediately when he arrives and they have some packet loss (he is in a resolving state), the resolving time out is not reset and in the next session he will kick all the players as soon as he arrives !!!! [/!]
[!]Only 1 disconnect function to each peer when resolving is timed out.[/!]
[/list]
2. Lag-related issues:[/u]
[list=ul]
[!]In-game freezing: treats a limited number of Unreal packets per frame to avoid freezes in some specific conditions. [/!]
[!]Increased network thread priority over Sound thread that can reduce lag issues. [/!]
[!]Fix the case when a player got flashbanged while lagging as a mercenary; the player can remain permanently flashbanged until the player reboot the game. [/!]
[!]Fix FPS loss due to a sound problem. [/!]
[/list]
3. Others issues:[/u]
[list=ul]
[!]A new Game Version to avoid LAN matches between master and update versions[/!]
[!]The loading video was always the same, now it's changed at random [/!]
[!]Fixed a bug on the score calculation of the Max Percent challenge. [/!]
[!]Challenge Best score is wrong if the player has just beaten it.[/!]
[!]Improved checks to avoid accessing an invalid leaderboard [/!]
[!]Allows to write leaderboards of live challenges [/!]
[/list]
Keywords: None