This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
The 1.3.1 cumulative patch for Gas Guzzlers: Combat Carnage.
Multiplayer:
- Fixed bug where some weapons would shoot although the player has been killed and waiting for
respawn.
- Dedicated server optimizations.
- Dedicated server can be configured to omit car parts synchronization leading to bandwidth
conservation.
- Added NetGraph console command (green line is ping and white line is number of received packets
received from the server).
- Fixed bug when server would begin start game countdown if last player in lobby gets disconnected.
- Synchronized oil patches from destructible oil barrels.
- Fixed bug where user could create preset with invalid name.
- Railgun reload time in multiplayer is now same as reload time in single player (1.6s).
Single Player/Common:
- Improved collision geometry on all tracks. The car should not be able to get stuck so easily now.
- Fixed bug where on some locations on tracks (e.g. Balcanica Challenge), the car would not be
automatically reset when it should be. This caused incorrect lap counting.
- The in-game car deformations (geometric damage) are now saved permanently. When car is repaired,
the deformations are repaired too. Note that car cannot be customized while it is damaged now.
- Added nVidia and Steam Greenlight stickers to Mazderatti and Hound Bermude.
- Reduced the number of laps for races.
- Increased damage on car crashes.
- Increased damage done by weapons.
- The user can now navigate the menus using the game controller.
- The game now recognizes up to four connected controllers. Control mappings are defined per
controller. The user can choose active controller from the options menu.
- Added default controller mappings for many popular controllers.
- Implemented preliminary force-feedback support. Currently only Xbox controllers are supported.
- General game controllers support improvements.
- Options menu redesigned to match look and feel of rest of the menus.
- The application restarts itself automatically if option(s) that require restart is applied. The
option(s) that require restart cannot be changed if options menu is entered from in-game pause menu.
- The camera in garage can be rotated using the keyboard/controller now. TAB key changes the focus
between menu buttons and the camera.
- Added support for mouse cursor auto-hide. If mouse input has not been received for more than 10
seconds, the cursor hides itself. The auto-hide timeout can be changed in GasGuzzlers.xml. The
variable name is CursorAutoHideTime. Set to negative value to disable cursor auto-hide.
- Weapon from the current car is automatically mounted on the newly bought car.
- Video mode aspect ratios are now displayed in graphics options.
- All cameras listed in database are available for in-game switching. Added screen rain drops
show/hide option per camera (in database).
- Added company and game intro movies.
- Added Nvidia "The Way It's Meant To Be Played" intro movie.
- Fixed bug where pressing TAB key while the server list is empty caused the game to loose input focus.
- Fixed bug where rank list in events menu is empty if race within tournament was retired.
- Fixed bug with incorrect display of number of kills in in-game race info.
- Fixed bug where profile could not be created if My Documents folder was on a network path.
- Fixed bug where license plate would be invalid after ALT+TAB.
- Fixed bug where game would unpause itself when going to options from race and vice-versa.
- Fixed bug where driver win animation would not sometimes play.
- Fixed bug where retire button is available in race results screen when quick race has been finished.
- Loading screen is shown when loading profiles.
- Wait cursor is shown when loading profiles and garage.
- Locked cars can also be viewed in a garage now.
- GameConfig.xml is not used anymore (its settings are in GasGuzzlers.xml now).
- Driver idle animation in profiles has been changed (from drunken to generic standing).
- Localization improvements.
- The AI resets itself less often.
- A few AI improvements.
- Rank list split time is captured per checkpoint now.
- Railgun auto aim depends on difficulty now.
- Game messages and rank list are smaller for lower screen resolutions.
- Implemented fixed cameras (bumper, hood) shake when driving over rough surfaces.
- Fixed bug where car would become visible on respawn when bumper camera is selected.
- Fixed few money rounding bugs.
That is the wrong bug fix list, here is the real list:
Multiplayer:
- Added voting support (change race type, change track, kick player, reset tournament, rubber banding)
- Added support for multiple dedicated servers on the same computer
- Added race finish timeout
- Tournament is reset when last human player disconnects from the lobby
- Dedicated server can now be configured to require clients a password before connecting
- Server list shows a locker icon near the dedicated server with a password
- Server list shows a country flag based on a dedicated server's geografical location
- Server list shows a ping for a dedicated server
- Implemented "typing notifications" in a lobby (e.g. when client is typing in a chat text box,
other clients see flashing icon near that client's name)
- Welcome message and server messages have distinct color
- Admin chat messages have distinct color
- Land mine does instant kill in deathmatch
- The car reset has been restricted. The player can reset car only if the car is flipped, out of
track or not moving for a certain duration.
- Self-damage from weapons is disabled
- Added "enter to switch camera" message when player has finished the race or has been killed
- The message box is displayed in the main menu if the user has been kicked from the server
- Implemented master server info message in a multiplayer lobby
- Information about dedicated servers are now more often sent to the master server
- Implemented toggling of weapon groups
- Default "say" key is now T
- Added support for NAT punch through when connecting to dedicated server
- Fixed bug with no effects on head-on collision
- Chat message is always displayed in the dedicated server console
- Fixed dedicated server timeout kick bug
Single Player/Common:
- Tournament races can now be played in any order. Player can also go to a garage while tournament
is in progress. If game is quit while tournament is in progress, the tournament state is saved.
- When tournament is in progress, rank list dialog in a garage shows scores and kills for players
that participate in a tournament.
- Player gets score points for kills too. Two kills make one score point
- Implemented force-feedback
- Added "Controller Options" group to options menu. The user can adjust force-feedback, deadzone,
sensitivity and saturation for the selected controller there.
- Ammo/health powerups cannot be collected if ammo/health is full
- Improved car handling
- Improved car-to-car collision damage and nitro distribution (e.g. if player hits opponent's car
in the rear, only player gets nitro bonus and opponent gets most of the damage)
- Nitro is refilled white drifting using the handbrake
- If player has double damage, his land mines do double damage too
- Rain and snow do not fall in the tunnels anymore
- Added fullscreen on/off option in the graphics options
- Fixed strange behavior for finish camera
- Fixed shadows bug that sometimes occured if Alt+Tab has been used repeatedly
- Improved auto-aim for weapons
- Minor AI improvements
- Look-back camera is positioned more appropriately
- Aerial nitro is being filled when car has spent at least 0.5s in the air
- Fixed bug where sun flare would be visible through solid geometry
- Max driver tags distance is now 70m
- Added new loading screen tooltips
- Quick race settings use the same wheel settings (rim, color and reflection) as the current car in
the campaign
- Added console commands that can control music playback in WinAmp
- Fixed weapon firing bug when ammo count is 0
- Message box is shown when tournament is available for the first time in the category
- Fixed bug where default rim would be unlocked per car template instead globally
- Rims are now unlocked globally
- Loading screen tooltips are ordered and depend on a context now
- Katyusha can switch weapon only when all four rockets are fired
- Various minor bug fixes and improvements