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New World Order

Platform(s): Arcade, Game Boy Advance, GameCube, Nintendo DS, PC, PSOne, PSP, PlayStation 2, PlayStation 3, Wii, Xbox, Xbox 360
Genre: Action

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'New World Order' - Update Patch Available NOW

by Rainier on Dec. 14, 2002 @ 10:20 p.m. PST

European Links

Get the New World Order v1.2->v1.3 patch off Worthplaying (850kb)

Get the New World Order v1.0->v1.3 patch off Worthplaying (950kb)

Get the New World Order patches off Project3's download page

USA Links

Get theNew World Order v1.2->v1.3 patch off Worthplaying (850kb)

Get the New World Order v1.0->v1.3 patch off Worthplaying (950)

Problems solved V1.3:

  • Massive texture and geometry compression added, loss less. 35-45% (depending on map) off in memory usage squeezes NWO into 256 megs of ram, even with the largest maps, without needing to use virtual memory.
  • 10-25% (depending on hardware) world rendering speedup.
  • 25% player models rendering speedup.
  • 50-60% Single player/coop fps increase.
  • Code added that disengages not seen (DVA test) players from the rendering / animation pipelines completely - to further increase performance.
  • Added server packet-routing auto-adapt code, that will give a client that is maxing out his connection an evenly distributed stream of packets from other clients.
    Eliminates high network-speed clients taking up too much of the available bandwidth to low-bandwidth clients, which could cause lag.
  • Improved server packet decide-to-route code to eliminate transmission of un-needed packets.
  • Improved client-to-server network transmission further. Added auto-adapt code that down-throttles more efficiently.
  • Improved client-prediction code to be able to handle out-of-order packets properly and to handle predictions further ahead of time using a larger memory of previous movements.
  • Added lag-compensation layer that shifts time back a little during lag conditions to get access to more actual / real data of position and velocity.
  • Fixed plant-the-bomb bug where you would keep a copy of the bomb, after planting the bomb, if you had equipped grenades.
  • Fixed bug where non-planting team could pick up bomb, plant it, disarm it and win the round.
  • Fixed round restart bug where too much of the message queues would be flushed. Could cause instability.
  • Fixed spectator bug that could cause crash.


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