Post: Call of Duty: Black Ops updates/patches list
11-11-2010, 12:51 AM #1
PHO3NIX~
Regenerated and Reborn
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OFFICIAL BLACK OPS UPDATES AND PATCHES






Latest News:
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Patch v1.04 (PHASE 3 - Refer to "Call of Duty Black Ops: Patching Process")[/b]
Issues Addressed:

  • Resolved several issues with parties getting disbanded unexpectedly.
  • Additional measures to prevent the “Transmission error” and other disconnects. This was most likely to occur with large parties where party members had mixed NAT types.
  • Updated handling for UPnP-enabled routers to improve matchmaking conditions where users had strict or moderate NAT types. Also added in-game communications so that all players are aware of their NAT type in the Player Match party lobby.
  • Addressed an issue with VOIP icons not appearing when USB headsets were plugged in prior to game launch.
  • Prevention of exploit that allowed players to keep custom classes and killstreaks after prestige.
  • Addressed an issue where Flak Jacket Pro would not always protect against ground fires left by Napalm Strikes.
  • Prevention of users losing their killstreak reward when switching classes at the start of a new round in round-based game modes.
  • Addressed an issue where the incorrect perks would appear when spectating another player under certain circumstances.
  • Added round start explosive delay to China Lake grenade launcher to give it the same round start limitations as other explosives.
  • Contracts will now reset when the player Prestiges.
  • Prevention of Valkyrie rocket exploding upon release under rare conditions.
  • Prevention of Gunship and Chopper Gunner failing to give player full control under rare conditions.
  • Prevention of an issue where a player will get teleported outside the map boundaries under very specific circumstances.
  • Additional security measures to enhance detection and banning capabilities.


Gameplay Tuning:

  • Limit the ability to re-roll supply drops using Hardline Pro to Care Packages only, no other killstreak drops.
  • Added a negative influencer to all spawn points to decrease the chances of spawning near an enemy. This will further improve spawning protection on top of previous updates.
  • Additional sound mix tuning for Ninja Pro users – increased ranges and volume of enemy footsteps, and removed player footstep sounds on concrete material types.
  • Increased headshot multipliers for sniper rifles. Sniper rifles with suppressors equipped will now always be ensured one-shot kill headshots.
  • Subtle increase in sniper rifle accuracy when scoping in.
  • Added a render delay to the red diamond player indicators that appear when controlling the Gunship, Valkyrie Rocket and Chopper Gunner. When a player first spawns, this will not appear for a period of time.
  • Additional minor reductions in knife lunge.


Patch v1.03 (Now Live!)

  • Improved matchmaking to find matches significantly faster
  • Improved matchmaking to ensure that players are more effectively matched to games with the best networking conditions
  • Improved host selection to ensure that the best host is always selected in the pre-game lobby
  • Improved party system to ensure that parties don’t get broken apart
  • Disable ability to join Private Match, Combat Training and Theater lobbies when searching for Player Match games
  • Server-side and game-side changes to decrease the amount of failed Film uploads
  • Weekly and Monthly leaderboards will now track all kills, deaths and assists properly (All Time leaderboards were not affected by this)
  • Prevention of Combat Training stats getting crossed with Player Match stats under rare conditions
  • Prevention of temporary loss of functionality when a button was being held down at the point of a disconnect
  • Additional fine-tuning of audio levels and ranges for footsteps and gunfire
  • Additional fine-tuning of audio levels for bomb plants/defuses
  • Additional online security enhancements
  • Optimization to prevent friends list from spamming user while in game – will improve game performance for users with large numbers of friends



Patch v1.02[/b]
  • Added CP (Cod Points) for Combat Training mode
  • Changed the speed of Aim Down Sight for Sniper Rifles



Patch v1.01
  • Initial Patch



[multipage=Server-Sided Updates]
-----------------------------------------------------------------

Server-Sided Updates
Please Note: These are Matchmaking and Server related updates. NOT TO BE CONFUSED WITH PATCHES


PC:
    [B]LIVE FIXES[/B]
11/10
- GameServers.com has bumped sv_maxrate to 25000 across all servers to reduce lag.
- GameServers.com continues to improve official server distribution in various worldwide regions.

11/11
- Friends fix for join in progress and Friends tab in server browser.
- Performance improvement for dual and quad core.
- Improved connectivity with Black Ops Rcon tool.


[B]IN PROGRESS[/B]
- GPU hitching on certain graphics cards.
- Incomplete server browser results.
- Improvements to Quickmatch joins (results with better ping and reduced lag).
- Zombies "The game session is no longer available" error.




PS3 and Xbox360:
    
[b]IN PROGRESS[/b]
· Prevention of Valkyrie rocket exploding upon release under rare conditions
· Prevention of Gunship failing to give player full control under rare conditions
· Prevention of a rare issue where a player will get teleported outside the map boundaries under very specific circumstances


[b]LIVE FIXES[/b]
11/23
· Addition of Hardcore HQ & Hardcore CTF game modes to the playlists
· Prevention of the ability to earn XP in Private Matches

11/18
· Improvements to the spawn system to resolve an issue where negative spawn influencers from specific game events were not always being deleted after the danger had cleared – in some matches, this was causing good spawns to be erroneously flagged by the game as bad spawns, which in turn forced actual bad spawns to get selected later in the match
· Experimental slight reduction in knife lunge range – this is a trial change
· Prevention of Prestige glitching – trying to prestige from Combat Training will reset your stats but not give you prestige

11/16
· Prevention of killstreak selection getting disabled in Combat Training under rare conditions
· Array: Added collision to prevent players from partially clipping into a tree
· Launch: Added collision to prevent players from strafe jumping onto an invisible ledge at the base of the rocket near B3
· Summit: Added collision to prevent players from jumping to a location outside of the map boundary when in Custom Games where player speed is maxed out
· Havana: Added collision to prevent players from jumping onto an invisible ledge above a doorway at C2
· Nuketown: Adjusted a spawn point that would spawn players on top of a mannequin’s head when that mannequin was randomly spawned in that location

11/12
- Launch: User could access a small platform outside of the intended play space below the rocket gantry by jumping to a very specific location; now blocked from access
- Launch: User could access a small area inside geometry at vents near Dom flag A by going prone and moving around in a very specific location; now blocked from access
- Some users reported that weapon attachment challenges were not resetting after prestige; now all are guaranteed to clear as soon as selecting the prestige option

11/11
- Online number counts were not updating properly; these are now reporting exact online numbers
- Parties getting disbanded when host did not find a match quickly

11/10
- Users’ rank and stats can get wiped under very specific conditions

11/9
- Radar sweep when there are only 2 players left in One in the Chamber will stop functioning if the 2 players have multiple lives when the sweep starts
- Crash when viewing content (films, clips, etc) in the Community & Recent Games menu

11/5
- Villa: User can clip into rock at west edge of grid zone B2 and see through to the other side
- Crisis: User can clip into LVT between grid zone A3 and B3 and see through to the other side
- User can get an infinite number of 'Sam Turret', 'Care Package' and 'Sentry Gun' killstreaks (commonly referred to as the “care package glitch”Winky Winky




Please reply to this topic with any news/confirmation of a new update and I will add it to the first post of this thread


[multipage=Call of Duty Black Ops: Patching Process]
This is Treyarch's official explanation on the stages involved in preparing a patch for the game

Originally posted by another user
Phase 1: Gather feedback, reproduce reports and implement solutions.

• As soon as the game is released, we scour the forums and play online with fans to gather feedback.
• The QA team reproduces all feedback reports in a test environment, enters them into our database, and assigns them to dev team members.

o Like any scientific process, reports must be reproduced in the test lab before they can be addressed. With millions of users playing the game, something reported by only a small number of users may not be easily reproducible. For this, it’s important that all reports in the forums provide as much helpful information as they can.
• Estimated time: Generally 2 weeks to build a comprehensive list, reproduce in the test environment, research cause, and implement solutions. This phase is typically the longest part of the process and can easily take more than 2 weeks, depending on the number and complexity of reports. Once a game is released, every change made is high risk, and adequate time is needed to implement the best possible solution.

Phase 2: Test internally.
• Once the highest priority reports have been resolved, the updated game goes through a rigorous internal testing procedure.
• If new issues are discovered or the original issue is not fixed appropriately, more time is needed to research and implement new solutions. Video games are highly complex pieces of software. Every change made has a potential impact somewhere else in the game, so the entire game has to be tested with each update.
• Estimated time: Minimum of 1 week to thoroughly test the entire game and internally approve the update for release.

Phase 3: Console manufacturers test and approve the update for release.
• As soon as our QA team has approved the update internally, it is then submitted to the console manufacturers for their own testing and approval. At this point, it is out of our hands.
• If the game update is approved by the console manufacturers, the cycle is done and the update is prepped for release. If the game update is rejected, an accelerated version of the entire process starts again.
• Estimated time: Minimum of 1 week to get an approval.

o Note: PC patches do not require manufacturer approvals, but because of the high number of variables in computer hardware and OS configurations, both Phase 1 and Phase 2 require additional time that does not exist on consoles which have standardized hardware. The PC patch development cycle takes about the same amount of time start-to-finish as that of consoles.

Phase 4: Release
• Once the game update is approved by both internal QA and the console manufacturers, it gets prepped for release. This is a very short phase, but it can add time to the process depending on a number of variables.
• Estimated time: Generally 2-3 days.

That is a high level overview of the patching / update process. Time estimates listed above are averages – it usually takes at least a full month to complete a game update cycle. Often, there are multiple full game updates in the works simultaneously, which is why you see less than a month between full game updates. In some emergency cases, this time can be accelerated, but this is very rare.

The description above outlines the process for publishing permanent game updates and does not apply in the same way to hot fixes. Hot fixes are temporary, server-side fixes that are used to patch in simple adjustments to the game. These are not permanent fixes, and they only apply to online portions of the game. Most significant changes to the game cannot be made with a hot fix.
Last edited by PHO3NIX~ ; 12-12-2010 at 11:29 AM.

The following 109 users say thank you to PHO3NIX~ for this useful post:

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11-11-2010, 04:08 PM #38
Thanks man, nice post!! Keep it updated :y:
11-11-2010, 04:24 PM #39
PHO3NIX~
Regenerated and Reborn
Originally posted by Favo View Post
Thanks man, nice post!! Keep it updated :y:


Your welcome! :d

Yep, will keep it updated
Will update it when I hear news, and at the end of every day

---------- Post added at 04:24 PM ---------- Previous post was at 04:23 PM ----------

Originally posted by Reaper View Post
Thanks for the thread. :y:


np, thanks :y:
11-11-2010, 04:38 PM #40
the lag on ps3 wass really bad glad they fixed it Smile
11-11-2010, 04:52 PM #41
i Ozzy i
At least I can fight
I hope they spot people from hosting modde dlobs and shit coz thats why mw2 got ruined!

---------- Post added at 12:52 PM ---------- Previous post was at 12:51 PM ----------

I hope they stop people from hosting modde dlobs and shit coz thats why mw2 got ruined!
11-11-2010, 05:55 PM #42
Dan0692
Molestation Enthusiast
Originally posted by xd366 View Post
well i have sleight of hand pro. it makes your aim down sight faster. Smile.


Are you stupid? It doesn't make ANY difference to sniper rifles. Confirmed by Treyarch and if you notice a difference you must be retarded.

---------- Post added at 05:55 PM ---------- Previous post was at 05:51 PM ----------

Originally posted by Kidd
Patch v1.03 goes to prove that treyarch ported black ops to ps3, sorry about that being kind of random..but I got in an argument with some people.

thx for the post!!


They base everything on the 360 as it's the inferior console with graphics and processing. If they based it on the PS3, it wouldn't work on the 360. That's why it's a port.

The following user thanked Dan0692 for this useful post:

Kidd Cold
11-11-2010, 05:57 PM #43
Kidd Cold
**** my Toaster !~!
Originally posted by Dan0692 View Post
Are you stupid? It doesn't make ANY difference to sniper rifles. Confirmed by Treyarch and if you notice a difference you must be retarded.

---------- Post added at 05:55 PM ---------- Previous post was at 05:51 PM ----------



They base everything on the 360 as it's the inferior console with graphics and processing. If they based it on the PS3, it wouldn't work on the 360. That's why it's a port.



I wish they'd risk the money and do it honestly 100% separate.. I'm kind of sick of developers sticking with the normal lazy methods.
11-11-2010, 06:11 PM #44
Lucy Pinder
At least I can fight
theres so many bugs/glitches at the moment that need fixing...
11-11-2010, 06:24 PM #45
PHO3NIX~
Regenerated and Reborn
Originally posted by Dan0692 View Post
Are you stupid? It doesn't make ANY difference to sniper rifles. Confirmed by Treyarch and if you notice a difference you must be retarded.


Thats what I tried to explain to him but he wasn't having it lol
11-11-2010, 06:34 PM #46
Howdoh
NextGenHoward.
Nice thread Smile if its kept updated it will be great =D cant wait for the lag fix :/ lmao

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