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Community-Testumgebung für Premium-Spieler gestartet

 

Bei der sogenannten Community-Test-Environment (CTE) handelt es sich um eine Möglichkeit für Spieler, neue Inhalte, Fehlerbehebungen und Ideen für Battlefield 4 zu testen, bevor diese in das Spiel übernommen werden. Das Projekt ist allerdings auf Premium-Mitglieder beschränkt.

Eine der ersten Sachen, die mit der neuen Test-Umgebung verbessert werden sollen, ist der Netcode des Shooters.

»Durch den Start dieses neuen Programms wird es uns nicht nur möglich sein, bereits sehr früh auf das Feedback der Spieler einzugehen, sondern auch die allgemeine Qualität des Spiels zu verbessern. Wir freuen uns darauf, die Möglichkeiten gemeinsam mit unseren Spielern zu erforschen.«

Um am CTE-Programm teilnehmen zu können, müssen interessierte Spieler die folgenden Anweisungen befolgen:

  1. Den Link http://cte.battlelog.com/bf4/communitytest/ aufrufen

  2. Die Nutzungsbedingungen akzeptieren

  3. Mit einem existierenden Account bei Origin anmelden (es muss sich um einen aktivierten Premium-Account handeln)

  4. Origin starten und den neuen Battlefield 4 CTE Spiel-Client herunterladen

  5. Das Battlelog-Browser-Plugin installieren

  6. Die Anleitung im Forum unter http://cte.battlelog.com/bf4/forum/ lesen und verstehen

Die Zugänge zur Community-Test-Environment sind übrigens begrenzt - möglicherweise erhalten also auch nicht alle Premium-Spieler Zugang. Allerdings plant DICE, das Programm nach dem ersten Test irgendwann in Zukunft auch einer größeren Spielerzahl zugänglich zu machen.

 

 

http://www.gamestar.de/spiele/battlefield-4/news/battlefield_4,47443,3055611.html

 

 

Wer sich´s antun will... ^^ :D

 

Edit, hab mal aus spaß auf den Forumslink geklickt:

 

FULL HOUSE

We are currently not accepting any new users into the Community Test Environment, please try again at a later date!

 

Bearbeitet von evoVII
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DRAGON'S TEETH

 

Die Action geht in dicht besiedelten asiatischen Städten weiter. Stürze dich in spektakuläre Stadtkämpfe und nutze die spielverändernden Zerstörungsmöglichkeiten auf vier brandneuen Multiplayer-Karten.

 

 

Battlefield 4™ Dragon's Teeth präsentiert Stadtkämpfe in Asien auf vier brandneuen Multiplayer-Karten. Sorge in einem schwimmenden Restaurant für Chaos oder lege den See für einen Fahrzeugangriff trocken, während die Schlacht zwischen den modernen Hochhäusern von "Versunkener Drache" tobt. Kämpfe im grauen Betondschungel von "Propaganda" zwischen riesigen Monumenten von Despoten. Trage die Schlacht in den belebten Gassen und auf den Dächern von "Perlenmarkt" aus. Rase mit Jet-Skis durch die Kanäle eines malerischen Parks, um in der tobenden Infanterieschlacht auf "Lumphini-Garten" die Oberhand zu gewinnen. Battlefield 4 Dragon's Teeth enthält außerdem fünf neue Waffen, den Ballistischen Schild, das unbemannte, ferngesteuerte RAWR-Bodenfahrzeug, zehn Aufträge sowie den neuen Spielmodus "Bindeglied", in dem ihr Kontrollpunkte miteinander verbinden müsst, um die Schlacht zu gewinnen.

 

 

http://www.battlefield.com/de/battlefield-4/expansion-packs/dragons-teeth

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Registrierung für BF4 CTE ist wieder offen.

http://cte.battlelog.com/bf4/

 

Die größte Änderung gabs wohl bei der Übertragungsrate von Paketen.

Diese liegt Stand heute bei 10Hz und wurde auf 30Hz erhöht. Der Witz an der Sache ist, dass bereits bei BF3 und BC2 in einem Patch die Tickrate auf 30Hz erhöht wurde ... Momentan kursieren Gerüchte, dass Dice weniger, dafür größere Pakete verwendet hat um Regularien von Sony/Microsoft einzuhalten.

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Ich glaub man benötigt einen CTE-Account um die Patchnotes zu sehen...?

 

 

PATCH DAY

Today we will patch both server and client on the CTE for the fifth time! This will mean some server downtime. You will also have to update your CTE client in Origin to join servers once they are up again.
 
 

PATCH CONTENTS
This patch includes:

  • Jet rear-view camera on separate button (Free look)
  • Russian Stealth jet ECM visual effect fix
  • Uniform Soldier Aiming improvements (Based on CTE player feedback)
 
WHAT ARE WE TESTING?
The contents of this patch includes fixes based on your feedback through the forums in the CTE. We would like you all to test these items to make sure we adressed them correctly (in your opinion)!

 

 
newsitem_jet-618x331.png?v=1401243098.24
 
 
END OF INITIATIVE?

This patch concludes the first initiative on the CTE. The end of an initiative will not necessarily mean we won’t be working on additional fixes and tweaks in this area – it will just not be the focus of the full team.

For instance, we are working on automating the client side High frequency update option (and removing the option), as well as other tweaks and fixes to the netcode in general.

 
In the coming days we will switch to the natural follow up to network/”netcode” issues – Core Gameplay. More information about next initiative will be posted soon!
 
 
PATCH – NEXT RELEASE
The next release in the retail game will include a bulk of the changes and fixes made on the CTE. We think this collection of changes to the game, which were tested through the CTE is significant enough to warrant its own release as early as possible.

 

 
INCLUDED FEATURES

The upcoming release will contain the following features and fixes (PC, see coming patch notes for detailed list per platform):

  • Fix for explosion packs not being shootable sometimes
  • Fix for reducing damage mismatch between client/server
  • Fix for third person player orientation mismatch
  • Character collision improvements
  • Improvements for client side packet loss
  • Various server performance improvements
  • High Frequency Bubble
    Server to client “tickrate” improvements for damage, position, rotation, projectiles and stance (infantry/vehicle)
  • High Frequency Bubble: Added client option to set frequency of server to client update rate (OFF/LOW/MED/HIGH, default: OFF)
  • High Frequency Bubble: Added server kill switches to disable feature for rest of round based on low server performance
  • Dampened explosive camera shake
  • Reduced FrameHistoryTime by 33% (less time for a client to inflict damage to enemy during packet loss)
  • Various server side network improvements and fixes

 

FUTURE FEATURES

The following fixes and improvements did not make this release – and will continue to be tested on the CTE for upcoming releases.

 
Not all fixes and improvements are guaranteed a release however – some will not meet our quality demands or are simply tests for the CTE environment.
  • Possible fix for PC chat delay (unconfirmed)
  • Hainan Resort: Under-terrain exploit fix
  • Deathshield fix (already live, CTE integration)
  • Obliteration Competitive mode
  • Operation Metro 2014 exploit fix (partial)
  • PC-Client stability improvement
  • High Altitude Jet fix (Released separately very soon)
  • Changed the way FOV slider option works – the UI now correctly displays vertical FOV
  • Improved the Uniform Soldier aiming based on CTE player feedback
  • Added Jet 3P rear view camera
  • Implemented FOV slider for vehicle 3P chase camera (option)
  • Visual fix for weapon sticking out of ragdoll and rotating weirdly
  • Fix for Hardcore killcard not showing up properly
  •  

 

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Und relativ frisch, eine Ansprache von Karl Magnus:

 

 

By now, many of you have probably heard about the next title in the Battlefield series, Battlefield Hardline. The Visceral Studio team has done an amazing job of bringing in a completely new concept while staying true to the Battlefield core gameplay pillars. I’ve been working with Visceral GM Steve Papoutsis and his team for several years on the cops vs. criminals concept and we think you guys are going to love it! We’ve always dared to try new settings and experiences with Battlefield and seeing this new one take shape is a long lasting dream come true.

 

That said, I want to be sure you all understand that introducing Hardline in no way means we’re done working on Battlefield 4. Nothing could be further from the truth. The Visceral team is leading the development of Hardline, while the DICE team continues to drive BF4. We are committed to giving you the best BF4 experience possible.

Let me tell you about a few ways we’re going to continue to improve the BF4 experience.

 

Continued Support: There are dedicated BF4 teams in Stockholm, Uppsala and LA that will continue to address any issues that might occur. But more importantly will also look to make significant additions to the game. 

 

Netcode Patch: We are also working on a major update to the Battlefield 4 netcode.

 

Community Test Environment: We launched and are planning to expand our Community Test Environment. You can see the CTE as our labs environment in which we’ll continue testing out new additions, improvements etc. before we go live with them. We’re expanding the CTE program to give more and more players the chance to test new additions.

 

More Features: Other features rolled out recently such as Squad Join, Rent-A-Server and Loadout Presets, many which have been directly requested by you in the community. This trend will continue. 

 

The games we develop are services. We focus on taking care of the games post launch, delivering new content to those of you who want it and always working hard to increase quality of play. We also continue to work hard to keep investing in areas where you tell us you see opportunities for improvements and new features.  Yes, we’re very excited to partner with Visceral on the development of Battlefield Hardline, but ongoing work to refine and enhance BF4 remains a top priority.

 

Best regards,
Karl Magnus Troedsson, DICE VP & Group GM

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BF4 Server Patch R35 & BF4 Client Patch am 03.06.2014 ab 13:00 Uhr MESZ
 

DICE has announced the release of Server Patch R35 for Battlefield 4.

This update will be deployed across all our instances at 11.00 UTC on the 3rd of June.
A Client update will also be issued at the same time.

 

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Hier der Changelog:

 

 

 

We've started rolling out a new Battlefield 4 update for PC. A short period of downtime is expected with this update. 

All update details below. 

June 03 PC Game Update Notes: 
- Improved/reduced explosion induced camera shake 
- Character collision improvements 
- Fix to reduce object damage mismatch between client/server. 
- Fix explosion packs not being able to be shot sometimes 
- Improvements for client side packet loss 
- Client crash fixes 
- AMD Mantle multi-GPU improvements 
- Carrier Assault game mode reports bug fix 
- High Frequency Network update 
-Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles 
-Added option to control client side update rate setting
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Und hier noch mal ausführlicher:

 

 

New Update Addressing “Netcode” Rolling Out

 

 

We’re happy to announce that we’ve released an update for PC, PS3, and X360 today containing the new improved “Netcode” for Battlefield 4. The update will be released later this week on PS4 and Xbox One.

 

This update has been developed using the CTE (Community Test Environment) on PC (you can sign up if you haven’t done so already at http://cte.battlelog.com), and is the first update being deployed using your gameplay feedback.

The number of changes possible in this update would be difficult to pull off without the continued support from our community, both through direct constructive feedback and telemetry data gathered on the CTE.

 

High Frequency Network Update
For the PC, PS4, and Xbox One platforms, we are adding something we nicknamed the “High Frequency Bubble”. Within a certain radius of the player, we add the possibility to update the clients at a higher rate from the server. What this essentially means is that the server will update the client on what is happening more often than before. This normally results in a smoother, more “correct” player experience.

netcode-screen-618.png?v=1401812250.15

The High Frequency Update is by default turned OFF in this release. You will have to enable this setting to take advantage of the improved networking. To support players with a limited bandwidth connection, we support three different levels: LOW, MEDIUM and HIGH. Most players with a connection faster than 1Mbit should be fine using the HIGH setting. If you experience any issues, lower or turn off the setting completely.

 

Playstation 4 and Xbox One Server Performance
The High Frequency Update will be rolled out to all 48 player servers and on a small set of 64 player servers immediately. We will then keep a close eye on the larger servers to make sure server performance stays good in the live environment. If all goes well, all servers will be supporting the high frequency update after 24 hours or rollout and testing.

 

PC Server Performance
On PC the RSPs are responsible for enabling the feature at their discretion, we expect most to do so as soon as possible.

 

Video Comparison
When testing our “High Frequency Bubble” changes to the network layer in Battlefield 4, we made sure to employ a measurable end-user experience metric. To do this, we have been using a 60fps video camera to capture two clients connected over the internet, and counting frames to get before and after results:

 

Future Plans
This is the first release to contain CTE-tested “Netcode” fixes and improvements. We are still hard at work with additional improvements and tweaks to better our network experience that did not make this release.

We hope to utilize the Community Test Environment for future release to ensure quality and stability across all platforms. If you wish to take part in this testing, the CTE still has slots open. The current requirement is to own a PC copy of Battlefield 4 with a Premium memebership to sign up at http://cte.battlelog.com

 

Update Details

 

PC
• Improved/reduced explosion induced camera shake
• Character collision improvements
• Fix to reduce object damage mismatch between client/server.
• Fix explosion packs not being able to be shot sometimes
• Improvements for client side packet loss
• Client crash fixes
• AMD Mantle multi-GPU improvements
• Carrier Assault game mode reports bug fix
• High Frequency Network update
- Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
- Added option to control client side update rate setting

 

PlayStation 3
• Improved/reduced explosion induced camera shake
• Rental server bug fixes
• Character collision improvements
• Reduced object damage mismatch between client/server.
• Fix for explosion pack not being able to be shot sometimes
• Improvements for client side packet loss
• Added controller option to swap functionality of the bumper and trigger buttons
• Carrier – Invisible walls stopping bullets fix

 

Xbox 360
• Improved/reduced explosion induced camera shake
• Rent A Server bug fixes
• Character collision improvements
• Reduced object damage mismatch between client/server.
• Fix for explosion pack not being able to be shot sometimes
• Improvements for client side packet loss
• Added controller option to swap functionality of the bumper and trigger buttons
• Physics optimization for Naval Strike Wave Breaker rocks
• Carrier – Invisible walls stopping bullets fix
• Fix for issue where clients with low bandwidth would not be able to enter squad menu.

 

PlayStation 4
• Improved/reduced explosion induced camera shake
• Rental server bug fixes
• Character collision improvements
• Fix to reduce object damage mismatch between client/server.
• Fix explosion packs not being able to be shot sometimes
• Improvements for client side packet loss
• Added controller option to swap functionality of the bumper and trigger buttons
• Physics optimization for Naval Strike Wave Breaker rocks
• Carrier – Invisible walls stopping bullets fix
• High Frequency Network update
- Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
- Added option to control client side update rate setting

 

Xbox One
• Improved/reduced explosion induced camera shake
• Rental server bug fixes
• Character collision improvements
• Fix to reduce object damage mismatch between client/server.
• Fix explosion packs not being able to be shot sometimes
• Improvements for client side packet loss
• Added controller option to swap functionality of the bumper and trigger buttons
• Physics optimization for Naval Strike Wave Breaker rocks
• Carrier – Invisible walls stopping bullets fix
• Fixed issue when using standby in Campaign
• Fixed issue when using standby and reconnecting to game servers
• Fixed issue with snapped application and matchmaking
• Playgroup Matchmaking fix for Xbox One
• Fixed incorrect error message for lost Xbox Live connection
• Fixed issue for user name mismatch in rental server, ingame scoreboard and Squad Join menus
• High Frequency Network update
- Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
- Added option to control client side update rate setting

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