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      Battlefield F.A.Q. [Please Read]   04/18/2016

      After multiple questions coming up that were about the same topic we have decided to create a little F.A.Q regarding some of the most talked about topics. Please make sure you read EVERY question and answer. First thing's first, please use the search feature before you ask a question because it might have been answered already: CLICK HERE TO USE THE SEARCH FEATURE Q. I've been banned what do I do? A. Visit the "Ban Info" menu at the top of the page and click that appropriate link that relates to your ban. Then make sure you fill out the form properly after reading the guidelines to submitting a ban dispute Q. What do I do if someone is hacking? A. If you are in game you can report said individual using @report 'playername' REASON HERE If that doesn't help you, you can always submit a ban request by visiting the "Ban Info" menu at the top of the page and clicking the appropriate link Q. Can I submit a request for a new server, or a smaller special server? A. Sure but to put it bluntly most requests have been made already so rather than making a request that has already been made you should visit THIS LINK. That link talks about how we can go about getting more servers and what needs to be done to get those. Q. Well why don't you change some of the servers that you have now to those special servers? A. Because we have those servers as they are what stay full and are the easiest to keep populated. Just because 5 people like something doesn't mean that it's a smart option to keep a server that those 5 people think is a good server. Q. Why don't you change the ticket counts? A. Ok this is where you need to start realizing that the admins at ADK have been running servers for well over a combined 20 years if not more. We promise we're not going to do something that won't work and if we do happen to do that we have our admins making sure that we try to provide the best servers possible for as many people as possible. We love suggestions but when the suggestions are made that make us seem like we don't know what the heck we are doing that's when it's a little overboard. Again just because you and your buddies like something doesn't mean it's a great idea for a large gaming community as the server won't stay populated and pay for itself. We do want to start bringing more of those to the community, but please refer to the answer of the 3rd questions where a link was posted regarding different servers and how to make it happen. But to answer this question some, on certain servers like our BF3 TDM, it is meant to be a quick round server where you have a match that ends quickly. Some people don't want to play a round that goes on for 30 minutes, and a lot of people have enjoyed it. And again our admins do look at servers and how they are doing, but don't forget just because a few people want something doesn't mean everyone wants it. Q. How come I can't use explosives in a no explosives server but everybody else can? A. In actuality those individuals aren't supposed to either, but they are choosing to break the rules We are humans and unfortunately we aren't perfect to catch everyone. But our admins do the best that they can to be perfect and we have our auto admin in place for no explosives, but it comes down to rules are rules. If you choose to break them and you get in trouble, that is your fault and there is nobody else to blame. You can make reports and if admins aren't in the server they will go over them to see those who break the rules often and will deal with them. Just because an admin isn't in the server doesn't mean that we aren't looking at the reports. Q. Why don't you have servers that have multiple expansion maps on them? A. Because they are quite difficult to maintain unless you have people willing to be in the servers and make sure they are populated day in and day out. Please refer again to the link in the answer of the third question as this relates to that. If we have people who are going to make sure that these servers will indeed stay populated then possibly but so far we haven't been able to get that. In the past we've done B2K which a lot of people were begging for an it went nowhere. Q. There's someone cursing and using racist remarks in the server, why haven't they been banned? A. Because the reality of it is nobody will ever be happy, these are not remarks that you will see any admin using but we aren't going to police everybody and what they say. What one person might find offensive, the other person might not. So if we remove a few words then we'll need to remove all words that people find offensive. Now if the individual is spamming constantly and/or just being a troll about it you can always submit a ban request and let us know what was happening. Admins will then look over it to see what action needs to be taken. Q. Why don't you kick people who have a high ping? A. In reality high ping doesn't cause as many problems as a lot of people think. Admins have been talked to about how to handle something that is absurd but they will not kick someone with a 150 ping because people are complaining about them. We have members from all over the world and we're not going to limit what servers they play on. Someone's high ping to a server does not cause a server to lag. If the server is lagging it'll be everyone noticing it. BUT if there are only a few individuals who are complaining about lag, it's more than likely an issue with their connection to the server. The best thing to do would be do a tracert to the server, but most people don't want to believe that they might have an issue on their end or somewhere between their house and the server. And the reality is that there could be an issue that someone is seeing. There are plenty of posts about ping in the servers so feel free to do a search to look them up. Q. Why don't you just disable weapons that you can't use in the no explosive server? A. Don't you think we would have done that if it was possible? :) Q. Why can't I dispute a ban after 2 months? A. If people cared so much to play on our servers after a perma ban, they would come and dispute within the first 2 months. We feel 2 months is more than enough time to dispute a perma ban. Q. Why don't you have anything besides 64 slot servers? A. Again refer to the link in the answer to question number three. But long story short, it's not easy to keep small number servers populated as often as possible when we have as many servers as we do. Due to the fact that you could lose 15 people at a time in one game, there goes half the population of the server which could indeed empty the server. So if it's wanted we need people willing to put in the time and effort to do such and to make it so that there is always a queue for the servers. Q. Why does it seem like you guys get frustrated when people ask certain questions? A. Seriously though, it's because they are normally questions that have been answered multiple times and most of the time it appears that the question wasn't thought about in the manner of "Hey I wonder if anybody else has posted about this." Unlike Battlelog where things normally get hidden and admins don't respond, we do see pretty much 99% of everything that is posted without it getting lost because of the fact that we have admins for each particular section of the community. And those admins do make sure that we respond to topics where someone might have a question. So with that last question being answerd, please just take 10 seconds to browse the forums and search to see if your topic has been discussed before you go and make a post. If it's not too old or hasn't been answered feel free to leave your input but a lot of the same questions are coming up over and over. Ping, ping, ping, why can't I use explosives, ping, ping, can we have more servers, why can't we have these maps, why do you only have like 200 tickets on the TDM server, 64 players is a lot of people to have on a server, where are the expansion maps, why is this person using curse words and racist remarks and hasn't been banned yet. As always we do appreciate and ask for suggestions but most of the questions that we see over and over have been answered and could be answered for you by making a search on the forums. Thank you for your support of the community and as always we will continue to provide the best possible gaming experience on our servers for as many people in the world.
0phios

BF4 Community Test Environment Patch notes and Information

Recommended Posts

For most recent notes please see last page

 

Instructions on how to take part in the Community Test Environment 

 

cte.battlelog.com

 

if you are premium you will see

 

WELCOME TO THE CTE
Your account has access to the Community Test Environment! To get playing, there is a few things you need setup before getting into the game.
DOWNLOAD AND INSTALL THE GAME

To use the CTE, you need to download and install the latest CTE client. Open Origin, and reload your games (Origin menu->Reload My Games)

 

 Some info about current CTE

 

THE COMMUNITY MAP PROJECT 

Goal 
Build a new map from the ground up, where community feedback guides development through the CTE. Continously publish new versions of the map and give insight to the development process along the way. End result to be released to everyone on all platforms. 

High Level Framework 
• A Core Battlefield experience (Terrain based, supports vehicles) 
• Medium size footprint - Example: Zavod 311 
• Main game mode Conquest - (5 flag CQL, 3 flag CQS) 
• Maximize gameplay destruction, kept consistent across the map 
• No set piece levolution event - we want to keep those efforts in the gameplay destruction instead 
• A pleasant setting, not a night map - we are looking for clear visibility, gameplay and visuals here 

First Things First 
As the community is along for this ride - we do not have a map to play on yet, and we have a few things we'd like to know from you guys first! 

What are you hoping to see in the community map? 

• Gameplay: Battlepickups? Verticality? 
• Vehicles: Boats? Jets? 
• Flag Layouts: Linear & narrow? Wide and circular? 
• Location?

 

http://www.reddit.com/r/Battlefield_4_CTE/wiki/index

 

New to the CTE or Reddit?

 

Events:

 

The Community Map Project  

We will update this section as we go through the process of developing this map. Check back here for updates regularly!  

 

Active Projects/Initiatives:

 

Active Prototypes:

 

Community Test Efforts:

 

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Todays release includes a potential fix for the top 1 crash on PC. Please let us know if you experience less crashes on the CTE this weekend!

We also have two new nightmap prototypes to play on (will be added to the playlists): Golmud and Zavod at night!

 

PATCH CHANGES
These are changes in this patch:

  • Crash fix: Integrated fix for our top crash issue (all platforms, sound related)
    Potential fix for a lot of the crashes we are seeing, specifically on PC. Please let us know if stability increases or not!
  • Added network performance graph support on XB1 Console platform (new option)
    Activation is now via advanced gameplay options (both on PC/XBOne)
  • Removed the auto defib switch and revive on interaction button press
    Was causing inconsistent behavior, we chose to remove this feature.
  • “Netcode”: Synced 1P ADS Stand -> Crouch animation with 3P dito length
    3P version also has a 4 frame accellerated start to handle the base delay over the network gracefully.
    Thanks battle(non)sense for finding this! (https://www.youtube.com/watch?v=qcGowxywZTU)

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Added Golmud Railway (First draft)
    Added new moon
    Tweaked mountain clouds
    Hooked up destruction of light in houses to turn off when destroyed
    No night name yet – suggest one!
  • Added Zavod 311 (First draft)
    Implemented first lighting pass
    No night name yet – suggest one!

newscontent_zavodnight1-618x331.png?v=14
Zavod 311 at night (first draft)

 

THE COMMUNITY MAP PROJECT
Make sure you check out the project goals and other tidbits here: http://www.reddit.com/r/Battlefield_4_CTE/wiki/index

Leave feedback for the Community Map Projects here: http://cte.battlelog.com/bf4/forum/view/2985968005687597166/

Don’t forget to vote! Polls are open on the first poll until Sunday!
https://sv.surveymonkey.com/r/Community-Map-Poll-1 

 

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.
 
To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
 
For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

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I will try today to get some screen shots of Zavod 311 night map as well a some more railway night and a few seige of shanghi night maps 

so far the night maps are amazing

 

air vehicles see to be the most disadvantaged as the total lack of IR and thermal from air vehicles

in the little bird you can not see anything on the ground easy unless you drop real low which reduces the amount of time to react to incoming stingers and other fire

 

Snipers are also at a disadvantage for long range with no 3d spotting

 

Flairs can be your best friend or your worse enemy they can show you what goes bang in the night or they can highlight your beautiful features showing everyone where you need new holes added

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I don't know about the zombie apocalypse but the night maps change your entire style of play you find yourself not wanting to shoot first giving away your position because you really can't see what's hiding in the shadows

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Patch today

 

Today we have a pretty big update in store for you – and our first poll result from the Community Map Project!

 

THE COMMUNITY MAP PROJECT
If you haven’t heard already, we are building a map for Battlefield 4, from scratch – with you guys here on the CTE!

Make sure you check out the project goals and other tidbits here: http://www.reddit.com/r/Battlefield_4_CTE/wiki/index

Leave feedback for the Community Map Projects here: http://cte.battlelog.com/bf4/forum/view/2985968005687597166/

 

Current Status & Poll #2
We have the result of the first high-level setting for the Community Project! This means we are one step closer to nailing down our concept and start testing the map with you here on the CTE!

newscontent_poll1results3-618x331.png?v=

Jungle was a clear winner in our first poll!

For more details, see the poll results here: Open the Poll #1 Results

The next poll is already published – and this time we are asking about something called Points Of Interest – or POIs. For more information, see the poll!

This time the voting period only extends until thursday this week - so hurry up and vote for your top 5 favorite Point of Interests of our Jungle map!

Hurry up and Vote in Community Map Poll #2!

 

NEW THERMAL OPTICS
With this CTE patch, thermal optics on vehicles have had a pretty major rework. This is the first step in making night vision scopes actually work in the darkness, and should make them more consistent from map to map. It also removes a lot of things that were appearing hot, but should not have been, like the “burning eye” billboards in Pearl Market for example.

The goal for thermals is to dramatically improve mid-range target acquisition, at the cost of diminished (but not removed) spatial awareness and reduced long-range visibility. What this means is that the environment is dimmer with reduced contrast, while players and vehicles are very bright.

As always, feedback on this is welcome.

newscontent_thermalopticsa-618x331.png?v

New thermal optics in use

 

 

PATCH CHANGES
These are changes in this patch:

  • Netcode Improvements
    Several small improvements related to faster vehicles.
    Fix stuttering in multiplayer when biasing the interpolation time nudge.
    Handle PlayerView ghosts being split across multiple frames.
    Reduces kill exchange and delay when getting shot fatally (reduces the delay of the damage indicator when getting shot fatally, and also reduces high frequency update bandwidth usage)
    A fix for a server crash related to network replication (ghosts)
    Various small spectator mode improvements.
  • Enabled third person soldier bullet impact sounds
    Added sounds to bullet impacts on soldiers:
    - System supports separate sounds for Limbs, torso & head hits (future implementation might also include kevlar/armor hits)Our approach to these sounds within the Battlefield soundscape is to keep these sounds pretty subtle, and we are basing them off of impacts to flesh. You should notive a slight variation between limb/torso & headshots.

     

    Sniper bullet impacts have an additional layer added, where the distant hit should be clearly audible at longer ranges, but really hard to hear at close ranges as the rifle fire sound will overshadow the hit.Listen to the current implementation in our video here:
    Open video example of 3P soldier bullet impact sounds

    Known issues in current build:
    - Sniper distant bullet impact (>100m) will be heard by everyone currently (not only by the person firing the weapon).

  • Night Map Updates
    Golmud Railway Night:
    - Hooked up lights so they hide and turn off when buildings are destroyed containing them
    - Updated Moon
    - Updated ambient lighting
    - Added lots of destructible lights
    Zavod 311 Night:
    - Removed godrays from Moon
    - Updated ambient lighting
    - Added lots of destructible lights

 

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Golmud Railway Night
    Added new moon
    Tweaked mountain clouds
    Hooked up destruction of light in houses to turn off when destroyed
    No night name yet – suggest one!
  • Zavod 311  Night
    Implemented first lighting pass
    No night name yet – suggest one!

 

 

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

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New CTE patch Notes 3/12/2015

 

Looks like the found the crash bug and _potentially_ address parts of the kill-cam issue!

 

PATCH CHANGES
These are changes in this patch:

  • Fix for crash that occurs when exiting the game client (AMD cards)
  • Fix for inconsistencies with healthstate updates
    This could _potentially_ address parts of the kill-cam issue! Please let us know if you get the killcam issue post patch in the feedback thread: Open Reddit Patch Feedback Thread
  • Added extra debugging to look for hard to reproduce crash (sound related)
  • Thermal Scopes
    Brought IRNV in line with the changes to Thermal
    PLD IRNV can now see vehicles at a larger distance, but can only see soldiers at the same distance as weapon-mounted IRNV
    Please visit this thread with feedback
  • Netcode Improvements
    Potential fix for a netcode related crash

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Golmud Railway Night
    New Moon (again)
    Map re-enabled!
    Created new destructible LampExteriorWall object
    No night name yet – suggest one!
  • Zavod 311  Night
    Slimmed down shadow casting lights so they pop less
    Fog change in Zavod.. trying out ground fog
    Sky fixes to help fog meld with sky better
    No night name yet – suggest one!

 

 

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

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It`s too difficult to play CTE maps because my video card is crashing after 10-20 min of playing with this error

 

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Today we have our first pass at new spotting settings/mechanic. Our hope is that we can find a good set of settings for the main game, that can also be scaled for nighttime and other occluding things like the oman storm.

 

TOP 1 CRASH - WE NEED YOUR HELP (again)!
With a successful fix for the Killcam/revive bug found and fixed with the help from you guys – we are once again asking for your help.

We are now on the hunt for the top crash (all platforms) which is _really_ hard to reproduce: the elusive sound crash.

For more information on how you can help, check this Reddit thread: http://www.reddit.com/r/Battlefield_4_CTE/comments/2zdq5q/cte_sound_crash_top_1_crash_all_platforms_help/

 

PATCH CHANGES
These are changes in this patch:

  • Temporarily Disabled footstep sounds
    To rule out this change causes the sound crash to happen more frequently, we have disabled footstep sounds in this build temporarily. Don’t worry – they are coming back!
  • Server crash fix (ghost sorting)
  • Squad Obliteration: Removed ForceSquad flag
    You can now freely setup squads
  • Thermal Scopes
    More tweaking of visuals
    Brighter soldiers, less bloom
    Laser and flare lens flares react to thermal 
  • Integrated Killcam/Revive bugfix (already out with yesterdays server release)
  • Currently highlighted objective retained when commorose gets active so it is easier to select Attack/Defend for it 

 

 
SPOTTING 2.0 – FIRST PASS
Our goal is to improve on how spotting works, making spotting at a distance need much more accuracy, and multiple activations to cover many enemies – while maintaining closer range spotting ease.
Our secondary goal is to change passive spotting to represent more what most players would call “this enemy is clearly visible to me”.

 

 
The way we are doing this is by adding a second angle for long range: One close range angle (wider angle), one long range angle (narrower angle) and a max range value (used for long range angle and end of spotting range). A combination/morph of these are used between the shorter range and the longer range do calculate the area to test – kinda shaped like a streamlined teardrop (fitting eh?).
 
Spotting2.0-618x207.png?v=1426626222.97
a represents the “close range angle”
b represents the “long range angle ”
c represents the max range
Combined, these values give us an area used for spotting (the blue area, anything within this shape will get spotted using active spotting).
The max distance (c) cuts off spotting from that point outwards. this line will be what we use to shorten spotting distances on night maps and in Oman storms etc – moving it closer to the player.
 

 

 
Passive spotting
Passive spotting is what we call the automatic minimap spotting of enemies in the game. When you turn towards an enemy in the retail game, any enemy within the spotting cone will be shown on the minimap for your whole team. The retail value for this cone is set to 3 degrees and 1200m (sharing values with the regular _active_ spotting cone).
We are changing this now, adding the ability to tweak these values separately.

 

 
SPOTTING CHANGES
Here are today’s changes, note that they are all first pass, and we have been pretty conservative in our changes so far. We want to dial these numbers in starting close to where retail is now to make sure we don’t overdo it!

 

 
  • Active spotting: Close range angle set to 3 degrees at (same as retail)
  • Active spotting: Long range angle set at 0.15 degrees at 1200m (max distance)
  • Active spotting: Max distance is set to 1200m
  • Passive spotting: Max-distance reduced from 1200m to 100m
NOTE: we have only touched the soldier spotting so far. The vehicle system has not been touched yet – but it will be! 

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Golmud Railway Night
    First pass on color correction. Map should now be much darker.
  • Zavod 311  Night
    Worked on new sky
    Fixed godrays inside factory
    Adjusted height fog inside factory
    Worked on the grad and height fog
    Added some lights to the underground corridor between C and D

 

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

 

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Today we have a large patch for you, needing lots of testing and sanity checking with your help!

Please report any issues and any weirdness occuring (videos welcome!) in the official thread: https://www.reddit.com/r/Battlefield_4_CTE/comments/2zlx1k/cte_prototypes_patch_35/

 

NETCODE UPDATE
In todays update (brought to you in collaboration with the Hardline netcode team) we are enabling framerate based updates on bullets. This means that depending on your client framerate, you will update at that rate – to the server.
An example: Your game is running at 60fps, you will be updating the server on your bullets at 60hz (compared to 30hz now).

These changes _should_ improve significantly on the out of region burst issue, and we will be monitoring this specifically.

Detail oriented players notice that we have not changed the server to client update frequency (the high frequency update) – this is the next step once we know we can trust this new system works as intended.

 

PATCH CHANGES
These are changes in this patch:

 

Night Vision changes:
This update is focused on countermeasures to night vision.

  • Flares, flashlights, lasers and thermal grenades are now significantly more blinding to night vision
  • Flash lights are blinding at a larger angle than before
  • Lasers are blinding at a longer distance than before
  • Thermal grenade smoke  and vehicle IR Smoke now blocks thermal signatures
  • This change introduces a bug that makes more smoke/dust/fog visible through night vision scopes. This is being addressed.
  • Additionally, the black ring (vignette) has been removed from both scopes. This increases the viewing angle or each, but makes the blinding effects fill more of the screen.
  • As always, leave feedback on the Official Thread!

 

Netcode Changes:
Here are the actual changes to enable the new netcode. For feedback or issues you think is related to this, please post them in this thread: http://www.reddit.com/r/Battlefield_4_CTE/comments/2zlq8v/official_patch_35_netcode_feedback/

 

 
Hit mismatch related fixes (essentially bullet changes)

 

  • Remove the arbitrary 1cm bullet hit correction on the server of subsequent bullet hits
  • Removed network input move values which introduced errors
    These were particularly bad for pitch/yaw which is used to determine the direction all bullets
  • Disabled bullet damage for non local shooter (Basically all of AI and MP players) except for when hitting client only physics objects
    Basically the shot fired event is issued on the client matching the simulated server time.
    Includes several changes to how precision is handled, and how effects related to bullets are handled.
    Shot fire events are ghosted/networked and run matching the simulated server time on the client, the resulting part destruction is also sent based on time which means, all destruction happens in sync with the simulated client bullets (for non local shooters)
    Any destruction/part health state change which was not issued by the client, is now corrected by the server.
    This means: if you see anything weird or off with bullets, effects syncing, tracers etc – let us know in the netcode reddit thread!
  • Implemented the same pre-simulation updater on client as on server to match processing order of bullets.
    On the server, all bullets were previously processed in the order they were added through spawning, as many weapons spawn more than 1 bullet, the processing order is absolutely vital as one bullet may change a health state which affects the next processed bullet. This order mismatch was a huge source of mismatches for the local shooter.
    We’ve also made sure that physics sync better between server and client for bullets.
Other netcode changes
 
  • Clientside banger performance changes (effects playing on the client) 
    Lowering physics and synchronization/bandwidth costs
  • Implemented instant networking for damage tunneling
    Speeds up damage updates.
  • Various other low level tweaks and changes

 

Other changes:
  • Second Iteration Pass on Team Callouts
    Adjustment (anyone can now hear any 3p “soldierfire/fire” callouts, for more info: http://www.reddit.com/r/Battlefield_4_CTE/comments/2xenko/official_random_callouts_feedback/)
  • Major sound crash fix
    Fixes a problem where an audio stream was stopping before it had finished playing, potentially leading to audio data corruption. (Potentially the “screeeeeech” issue comes from this).
    This showed up as a problem when running a stress test with audio data redirected through a stomp arena – and we think it might also be related to our top 1 sound crash.It is _very_ important that you report crashes and eventual sound issues after this patch is released!

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Vehicle lights
    Placing lights on all vehicles along with a proper emissive material for the lights

 

COMMUNITY MAP PROJECT
The community map project poll #2 results will be posted with the next poll. This poll will have you guys voting for the top concept based on a combination of the high level framework, the jungle setting and the POI’s you voted for.

Once we know which concept you guys prefer – we will start testing the map on the CTE!

More info here:https://www.reddit.com/r/Battlefield_4_CTE/comments/2zebgs/community_map_project_poll_3_update/

 

FEEDBACK
As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

 

 

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Hi everyone!  We’ve got a small list of changes mostly centered around thermal scopes and visuals for the night map.

Please report any issues and any weirdness occurring in the official thread:  http://www.reddit.com/r/Battlefield_4_CTE/comments/302ag1/cte_prototypes_patch_36/

PATCH CHANGES
These are changes in this patch:

  • Added helicopter spot lights
  • Thermal Scopes – Reduced opacity on:
    Tank/LAV smoke
    Shell/HMG impacts
    Tank ground pulse
    Tank Smokescreen
  • Fixed MTAR tactical light

 

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

  • Golmud Railway Night
    Fixed flares on red factory lights
  • Zavod 311  Night
    Tuned red chimney lights

 

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

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CTE patch nothing real exciting link below to night map project is broken its not me BF CTE official post is broken too
 

We’ve got another patch for you today.  Once again this patch contains more debug logging information for the sound crash.

Please report any issues occurring in the official thread: http://www.reddit.com/r/Battlefield_4_CTE/comments/30f1pl/cte_prototypes_patch_38/

NIGHT MAPS PROJECT
For more information see our wiki page:
http://www.reddit.com/r/Battlefield_4_CTE/wiki/projects/night_maps

FEEDBACK

 

As you might have noticed – we now have a subreddit dedicated to the CTE. Utilize this for general communication and bug reporting. Specific projects (like the Community Map) still will use the forums when needed.

 

To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:

 

For more information we refer to our wiki-page, that we constantly update to reflect what state our projects and prototypes are in:

 

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