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Patch ufficiali


Uff

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The Patching Process

Hi all,

To give you a bit of insight into the patching process for major multi-platform titles I’ve taken the time to write this post showing you a top-line rundown of the steps involved. As you’ll see creating a patch for a multi-platform titles involves a lot of work, with the below 4 steps in total taking several weeks to complete.

Step 1:

When the game is released we increase our monitoring of various forums and social media channels in order to gather widespread user feedback. This feedback is then passed to our QA team who log it in a database before attempting to reproduce any potential issues in a test environment which is KEY to fixing any confirmed issues. If our QA team are able to successfully reproduce a reported issue this is then assigned to specific members of the dev team responsible for that particular area of the game.

Note: As mentioned above it is KEY that QA can reproduce any reported issues in their test environments before they can be addressed. F1 2011 will have hundreds of thousands of users playing the game, and an issue reported by a small handful of people may not be easily reproduced or may simply be a game or technology based decision. This is why we ask that any game issues reported on the forums are accompanied by as much helpful information as the person experiencing the issue can provide.

Step 2:

Once step 1 has been completed and an initial patch created is created, the patch is then applied to the game in a test environment which then undergoes an extremely thorough testing cycle. If during this test cycle any new issues arise or the proposed fixes do not work as expected, more time is then allocated to further research the issue and come up with new solutions to the problem. Due to the complexity of modern games every single change we make could potentially impact another aspect of the game, this means that the whole game has to be tested with each update and not just the features that are being updated.

Step 3:

After we have internally approved the update we then must submit the update to Microsoft and Sony who will then put the update through their rigorous internal testing and approvals process. We have no further input at this stage and just have to wait to see if it passes their submission process.

If the update passes the relevant Microsoft and Sony submission process it is then prepped for release. However, if the update for whatever reason fails the submission process, we are informed of the reasons why and then steps 1and 2 must be covered again, albeit at an accelerated rate.

Step 4:

As soon as the update is universally approved (by our QA team, Microsoft and Sony) it’s then prepared for release, however this doesn’t happen instantaneously and can take a few days.

I hope this gives you a bit more insight to the patching process for major multi-platform titles which as you can see involves a lot of work, with as I mentioned at the start of the post the above processes taking several weeks in total to complete.

As a final note please be aware that there may be technical restrictions on what we can and can’t patch, this is due to such things as size limits on patches, knock-on effects of fixing things on other areas of the game, issues being non-reproducible in our test environment, etc.

Thank you for reading.

Ian 'Helios' Webster

Community Manager

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Da Twitter di Steve Hood:

could i just get a simple yes/no answer, is the second patch going to fix the 11/11 bug? Cheers

I'm expecting it will. We've tested an easy fix amongst designers and it appears to fix 11/11 so I'm pretty hopeful.

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  • 2 weeks later...

Patch 2 - Step 1 of the patching process outlined here is progressing well and fixes are still ongoing. We'll be in a position to comment about specific fixes once they've been tested and verified in Step 2. Thankyou for your patience whilst we work on the issues.

To give you an insight into the steps involved in creating this patch, please take a look at the below thread.

The Patching Process

Please continue to submit your feedback about any game issues you find in our Tech & Game Support Forums being as thorough as you can possibly be. We're constantly passing on this feedback to the development/QA teams for investigation and review. Your input is much appreciated and of great help, thank you!

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Piccolo aggiornamento sullo stato dei lavori. Vediamo se, una volta uscita la patch, riprenderò in mano il gioco o se resterà a prendere polvere come il 2010.

Just a quick update for you all on where we are currently with the 2nd patch.

Step 1 of the patching process is now nearing completion and work on Step 2 is in it's early stages. As I'm sure you'll be glad to hear we'll be in a position next week once we've done some more testing to start talking about specific fixes made by the 2nd patch, so please bear with us whilst we continue to work on getting Steps 1 & 2 completed.

Once again thanks for all your constructive feedback, this has proven invaluable during the patching process to date and your patience is greatly appreciated.

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Finalmente arrivano informazioni più dettagliate sulla seconda patch!

Hi all,

As promised last week, here is some more information on the specific issues we’ve been investigating for the upcoming patch and the progress made to date.

For those of you who have read the Patch Process thread , Step 1 has now been completed; many thanks to all of you who provided as much information as possible on the issues you have encountered. We are now nearing the end of Step 2, with multiple issues (detailed below) having now been fixed and verified in our test environment.

Please note that there are technical restrictions on what we can and can’t patch, due to things such as size limits on patches, knock-on effects to other areas of the game and issues that were non-reproducible in our test environment, etc. Issues which currently fall into this category are updated DRS Zones and updated drivers.

Game Improvements:

o A connectivity rating display has now been implemented for each player in an online session lobby. This appears as coloured bars (red, amber, green) to indicate the expected online performance of the player in the game session.

o More network bandwidth is now reserved for game-critical systems in online sessions. This may result in low-bandwidth users having their voice chat restricted to fewer players, but should result in a smoother online experience.

Strategy & Setup:

o Fixed 11/11 car setup bug.

o Fixed issue where your race strategy uses the same tyre compound three times in a row & the final set are worn.

o Fixed issue where wear-based punctures would occur too often.

o Fixed various issues with the race engineer speech logic.

AI:

o Fixed an issue where the AI run on Intermediates for too long.

o Fixed issue where AI cars would be too fast in the wet.

o Fixed an issue where AI vehicles pitted too often during dry, online races .

o The AI has been tuned on several circuits to provide smoother and faster driving.

Co –op Championship:

o Fixed an issue with the save becoming corrupt / not able to invite the other player when playing long race weekends.

o Fixed an issue where AI difficulty was reset to “Amateur” level when resuming a Coop game.

o Fixed an issue with tyre wear in Practice/Qualifying not being carried over to Race.

o Fixed an issue with the penalties accrued in Practice/Qualifying not being applied to the Race.

o Fixed an issue with the Race Results where lapped AI are causing player to drop positions.

Online:

o Vote to Skip in Qualifying now requires 100% vote.

o Various Penalty system improvements have been made.

o Quick Race countdown timer is now set to 60 Seconds and no longer resets when a player joins the session.

Graphics & Performance:

o PS3 – Improved frame rate & performance.

o Xbox360 & PC - Numerous performance improvements have been made to increase frame rate and reduce stuttering.

o All Platforms – Numerous graphical improvements have been made.

o All Platforms – Fixed various issues to improve general game stability.

PC-specific:

o Fixed several functionality issues experienced when using DX11 cards.

o Fixed issue where users could hack specific files to increase car grip.

Other:

o Fixed a very infrequent issue where some sessions would be skipped over when progressing to the next session during a Long Race Weekend.

o Korea tyre compounds have been changed to those used in the 2011 race.

o Fixed an issue where in career where the "on the bounce" achievement was awarded after 11 race wins instead of 9.

o Fixed an issue where all users would be awarded the fastest lap XP and stat during some online races.

o Fixed an issue where driver's hands & head popped in a few frames late when switching cameras.

We have yet to verify several other fixes at the moment, and we are still working hard on fixing a few more issues before we move into Step 3 next week. We will keep you informed on the specifics over the course of the next week or so.

As a final note, we are also working with Sony and Microsoft to wipe the Time Trial leader boards to ensure that all future Time Trial data is correct and free from inaccuracies following the release of patch 2.

Thanks again for your patience whilst we finalise work on the patch.

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Helios dà qualche informazione su cosa causava il problema del setup 11/11.

I can't go into too much detail but it was a number going out of range that caused a physics problem which manifested itself as the 11/11 issue. It now works as it was intended to originally.

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Direi che ci voleva!

We can now confirm that the upcoming patch will see the return of 30%, 40%, and 75% race distances.

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Pulizia delle leaderboards in arrivo, per fortuna:

Unfortunately, we will have to wipe both Time Trial and Time Attack leaderboards. Part of the fix for this issue involves upgrading the ghost car system so that only ghosts from patch 2 onwards will be posted to the leaderboards. This functionality is necessary to prevent players from uploading ghosts created on earlier versions of the game after patching. This change to the ghost car system will also result in locally-held ghosts from previous versions of the game being overwritten. This allows players to set new fastest times in the latest version of the game (otherwise it would be impossible to compete against times generated using the modified car setups and no one would be able to post new times to the leaderboards).

Whilst car setups cannot be modified in Time Attack modes, the second patch also fixes some other bugs that could result in bad times being generated. These other issues have been less prevalent in the Time Attack modes. However, scheduling a wipe of all leaderboards is the only means of ensuring the integrity of all of the leaderboards following the release of the second patch.

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La patch è stata ufficialmente approvata sia da MS che da Sony: arriverà Lunedì 21. Queste le note finali di rilascio:

Hi all,

I'm pleased to inform you all that the patch has now been approved by both Sony and Microsoft and is slated for release on all platforms on Monday 21st November.

As a result I've now updated the below patch notes with the finalised list of fixes.

Please note that there are technical restrictions on what we can and can’t patch, due to things such as size limits on patches, knock-on effects to other areas of the game and issues that were non-reproducible in our test environment, etc. Issues which currently fall into this category are updated DRS Zones and updated drivers.

Game Improvements:

o A connectivity rating display has now been implemented for each player in an online session lobby. This appears as coloured bars (red, amber, green) to indicate the expected online performance of the player in the game session.

o More network bandwidth is now reserved for game-critical systems in online sessions. This may result in low-bandwidth users having their voice chat restricted to fewer players, but should result in a smoother online experience.

Strategy & Setup:

o Fixed 11/11 car setup bug.

o Fixed issue where your race strategy uses the same tyre compound three times in a row & the final set are worn.

o Fixed issue where wear-based punctures would occur too often.

o Fixed various issues with the race engineer speech logic.

AI:

o Fixed an issue where the AI run on Intermediates for too long.

o Fixed issue where AI cars would be too fast in the wet.

o Fixed an issue where AI vehicles pitted too often during dry, online races .

o The AI has been tuned on several circuits to provide smoother and faster driving.

o Fixed issue where the AI’s sector 1 times in Malaysia were too slow

Co –op Championship:

o Fixed an issue with the save becoming corrupt / not able to invite the other player when playing long race weekends.

o Fixed an issue where AI difficulty was reset to “Amateur” level when resuming a Coop game.

o Fixed an issue with tyre wear in Practice/Qualifying not being carried over to Race.

o Fixed an issue with the penalties accrued in Practice/Qualifying not being applied to the Race.

o Fixed an issue with the Race Results where lapped AI are causing player to drop positions.

Online:

o Vote to Skip in Qualifying now requires 100% vote.

o Various Penalty system improvements have been made.

o Quick Race countdown timer is now set to 60 Seconds and no longer resets when a player joins the session.

o Fixed issue where host and client machines would report different qualification results during online games

o Fixed an issue where online players would sometimes see other players or AI cars using the wrong tyres.

Graphics & Performance:

o PS3 – Improved frame rate & performance.

o Xbox360 & PC - Numerous performance improvements have been made to increase frame rate and reduce stuttering.

o All Platforms – Numerous graphical improvements have been made.

o All Platforms – Fixed various issues to improve general game stability.

PC-specific:

o Fixed several functionality issues experienced when using DX11 cards.

o Fixed issue where users could hack specific files to increase car grip.

Other:

o Fixed a very infrequent issue where some sessions would be skipped over when progressing to the next session during a Long Race Weekend.

o Korea tyre compounds have been changed to those used in the 2011 race.

o Fixed an issue where in career where the "on the bounce" achievement was awarded after 11 race wins instead of 9.

o Fixed an issue where all users would be awarded the fastest lap XP and stat during some online races.

o Fixed an issue where driver's hands & head popped in a few frames late when switching cameras.

o Fixed issue where players were able to post extremely quick Time Trial times

To coincide with the release of the 2nd patch and the fixing of the 'setup bug', we are also going to be wiping the online leaderboards for both the time trial and time attack online game modes. These leaderboard wipes are currently scheduled for next week, and once we have a firm date for these we'll let you know straight away.

Once again our thanks for your patience whilst we worked on the 2nd patch and also for your valuable feedback.

Questo messaggio

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