Patch Notes Update CQC Update (1.4) Beta Build #4 Incoming

Status
Thread Closed: Not open for further replies.

Zac Antonaci

Head of Communications
Frontier
Hey guys,

Please find the patch notes for the new CQC 1.4 Beta build. The update is expected to arrive at 11am and should take no more than 30 mins.

- Low level UI crash fix
- Contacts panel restored in CQC to allow muting of other players
- CQC stats should start tracking credits earned through CQC and only count offensive weapons towards ‘favourite weapon’
- Add a few more stats to the cockpit panel
- Fix Powerplay outfitting discounts when in Beta test mode
- Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time
- Adjusted text field size in OptionsScreen.swf to account for larger text strings
- Don't show debug names for unbound controls
- Make the score summary UI in CQC aware of fov (prevents scaling during fov zooms from death cam)
- Fixed main menu spending up to 1.5 mins on a black screen if the player loses his internet connection just before going to the CQC menu
- Removed offset in UI rendering which should sharpen things up a bit
- Allow NPCs to start interdicting the player while they are charging for a hyperspace jump (but not once the countdown has started)
- Scoreboard no longer refers to the players gamertag - it uses the commander name which might look the same - isn't!
- Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server
- When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why
- Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser
- Make sure that if we disconnect while in the CQC menus we go to the disconnected from CQC state
- Added pc version of classic control scheme and renamed control schemes between xbox one and pc to create parity between them
- When there is a session error, make sure that we disconnect from the game
- Fix a bug where the player's current team was reset from Blue to None
- Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS)
- Various text fixes

Thanks,

Zac!
 
Last edited:
- Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time

This is the bug which kicks you out while mining? I thought it was due to unallocated resources in both halves of the hopper, seems I was right!

Thanks for this.
 
Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time

If this is now actually fixed and hasn't caused any other mining issues, then I could give ya a big kiss Zac!!!!

Means mining will be close (always room for improvements ;) ) to where it should have been from the start

good job keep it up
 

Ozric

Volunteer Moderator
Thanks for another update, it's always good to see.

Zac could we please have some official confirmation of what is happening with the Beta and Gamma process? David said that the XBOX release will be on October 6th and so we can assume that the PC release will be on the 7th, so that is another 4 weeks until release.

Is the Gamma planned to start next week?

Will it take place on the test server?

Will it be like the Beta in that the progress will not be carried over to the main game?

I'm hoping that it will be like that so it can get a good hammering, but the people who don't take part will not already be massively behind others when CQC gets officially released.
 
Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time

Woop woop !! Will this be in GPP3 for the XB1 beta? If so, when so?
 
I doubt there'll be a gamma for this release. There hasn't been one since prior to the initial release. 1.1, 1.2 and 1.3 didn't have a gamma and I can't see why it would be any different with 1.4.

It was stated by Michael Brookes that there will be an open beta/stress test period for this update, which is what he is most likely referring to as "gamma".
 
I doubt there'll be a gamma for this release. There hasn't been one since prior to the initial release. 1.1, 1.2 and 1.3 didn't have a gamma and I can't see why it would be any different with 1.4.

Taken from the last dev update

"The process for the beta is changing as well. The period of beta testing will extend to two weeks to gain more coverage. We will issue more builds during this phase, the number of which will depend on the issues encountered during the test. We're also adding a stage of mass testing before releasing the update. This will work in a similar fashion to the gamma phase before launch and will be available to all players to help stress test the game and the servers. Like the beta, this will take place on the test servers and no progress will be carried over but the benefit is that all players get to practice their close Quarter Combat skills before the official release (where having ready honed skills may work in your favour)."

While its not a Gamma, it will work the same as the Gamma
 
Checked and yes... all the graphic bugs are still here. Assault ship utlilty cameras - swapped, medium hardpoints - swapped. One utility mount is separated from the ship, anti aliasing is not working. Annoying 10cr repair - still there.
Devs - please stop concentrating on cqc. Just please.
 
Last edited:
- Added pc version of classic control scheme and renamed control schemes between xbox one and pc to create parity between them

Have landing overrides been added to the xbox profiles? Landing is pretty annoying without left and right thrusters.
 
Last edited:
"Contacts panel restored in CQC to allow muting of other players"

THIS is gonna make a lot of players happy :)
Thank you guys, nice job!
 

Ozric

Volunteer Moderator
Checked and yes... all the graphic bugs are still here. Assault ship utlilty cameras - swapped, medium hardpoints - swapped. One utility mount is separated from the ship, anti aliasing is not working. Annoying 10cr repair - still there.
Devs - please stop concentrating on cqc. Just please.

Considering the amount of fixes in this minor update, half of them aren't CQC based, coupled with the fact we're still a month away from release. The Assault ship are known issues and the 10Cr repair has been in since release (not saying it shouldn't be fixed by the way).

Do you really think they should stop concentrating on what it the biggest part of the update and will get the most hammering from players when it officially goes live?
 
Checked and yes... all the graphic bugs are still here. Assault ship utlilty cameras - swapped, medium hardpoints - swapped. One utility mount is separated from the ship, anti aliasing is not working. Annoying 10cr repair - still there.
Devs - please stop concentrating on cqc. Just please.

Please number every reported bug from #1 - Top Priority through to #2034 - Lowest Priority.

Please then submit it here for peer review.


We'll be sure to let you know if your priorities are "wrong".
 

Javert

Volunteer Moderator
By the way does anyone know whether the bugs in limpets that mean they don't work in multi collector mode when there are other players in the instance is fixed in 1.4?
 
Hey guys,

Please find the patch notes for the new CQC 1.4 Beta build. The update is expected to arrive at 11am and should take no more than 30 mins.

- Low level UI crash fix
- Contacts panel restored in CQC to allow muting of other players
- CQC stats should start tracking credits earned through CQC and only count offensive weapons towards ‘favourite weapon’
- Add a few more stats to the cockpit panel
- Fix Powerplay outfitting discounts when in Beta test mode
- Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time
- Adjusted text field size in OptionsScreen.swf to account for larger text strings
- Don't show debug names for unbound controls
- Make the score summary UI in CQC aware of fov (prevents scaling during fov zooms from death cam)
- Fixed main menu spending up to 1.5 mins on a black screen if the player loses his internet connection just before going to the CQC menu
- Removed offset in UI rendering which should sharpen things up a bit
- Allow NPCs to start interdicting the player while they are charging for a hyperspace jump (but not once the countdown has started)
- Scoreboard no longer refers to the players gamertag - it uses the commander name which might look the same - isn't!
- Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server
- When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why
- Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser
- Make sure that if we disconnect while in the CQQC menus we go to the disconnected from CQC state
- Added pc version of classic control scheme and renamed control schemes between xbox one and pc to create parity between them
- When there is a session error, make sure that we disconnect from the game
- Fix a bug where the player's current team was reset from Blue to None
- Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS)
- Various text fixes

Thanks,

Zac!

Any fix for double cursor when using DK2 ?
 
Seems like the disconnect issue while mining is fixed. On every prior build of 1.4, I couldn't get more than a couple dozen tons of ore processed without getting disconnected, while just now I was able to return home with a completely packed Anaconda and not one single disconnect. This was while using one prospector limpet and nine collector limpets in play at any given time.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom