On Battlefield 2 1.2 Patch, Booster Pack
There's a new post by AJ Marini on the EA Games UK forums (thanks Wolfgaming), offering the latest news on the 1.2 patch and Euro Force booster pack. First up is the patch which is almost done. DICE had hoped to have it out by now, but they've been working on a few additional issues and the update is now expected to be released in about two to three weeks. This also delays the first Booster Pack, as it will be released after the patch. Here's some of the additional things 1.2 patch will fix
- Being able to pass through walls using a spinning tank turret has been fixed. It has also been addressed on all rotating vehicle positions just to be safe. - The disappearance of tank projectiles and grenade launcher projectiles during online play has been improved and should occur less frequently - The distance for throwing hand grenades, ammo packs, and health packs has been increased. - The Red/Blue nametag bug has been addressed
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- The Red/Blue nametag bug has been addressed
Alright. I'm back in.-
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from what I could tell (and I'm no way affiliated with EA or DICE, I just play BF2 a lot) it was from when people were trying to, what I call, "force switch" teams as soon as they enter the game or as the respawn timer runs out after they die on an auto-balance server.
I think if the force switch is successful there's some hitch in the game thinking the player is on team 1 when they've switched to team 2 as the respawn timer ran out.
i.e. player X only wants to play as US, so instead of just playing a round as MEC when the auto-balance places him on that team, he decides to force his way onto the US team causing the game to think he's still MEC as he spawns for the US, thus red name and US model/weapons.
that's my theory on it anyway, I could be totally off, but on occasion I have been able to force my way onto one team or the other if I hit a team's tab and choose a spawn point quickly as soon as the respawn timer hits zero.-
Maybe that also triggers it, but I had it happening to me once (after the 'initial fixes' to the issue) and it wasn't triggered by that (I didn't try to switch teams). It just started to show me red during a normal match and a few guys from my team were killing me all the time. I was like "WTF is going on? there's a teamkiller on the team!" until someone from my squad said my name was red through voip. I must have been killed around 10 times in a row and my name was showing red all the time. Then it kinda fixed itself.
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The demo (and the first version of the game) had the bug happen all the time. You played for 15 minutes and you'd notice it. It's not a case of being impossible to reproduce the bug - even the simples QA would spot it.
To be fair, they later were able to reduce the bug occurence from "quite often" to "very rarely", although it still existed. Maybe it's been hard to test after that, but not before, so I still think it's absurd that the game and the demo shipped with that bug.
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As a programmer, it doesn't sound good to me. The post says "what we have done is make the code more secure to try and prevent any cases where this bug may occur. " That sounds to me like they couldn't find the source of the bug, and so they sprinkled in bunch of error handling code in various places to bash the state back to its proper setting in case it gets out of sync. If that's what they did, well that's about the worst possible way to fix a bug. Basically, you're not fixing the bug, you're just covering it up, which means the bug is still there and could resurface in the future.
I hope it really is fixed. I had this bug occur in about half of the games I played, and that's why I stopped playing.