Author Topic: Socom 3 1.2 patch update  (Read 1941 times)

Offline Mobscene

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Socom 3 1.2 patch update
« on: December 22, 2005, 06:15:40 PM »
some info for all the socom 3 players out there


SOCOM 3 Weekly Update
Since the biggest news going on right now is obviously the patch, we've turned this week's update post into the 'update list' we mentioned yesterday. Happy patching!

SOCOM 3 1.2 Update

The SOCOM 3 1.2 Update (Patch) has been released. The SOCOM 3 update addresses a lot of the major issues that have been discovered since the release of SOCOM 3, but certainly not all issues. We wanted to address these major issues ASAP. Other issues will be addressed in a future update.

PLEASE NOTE! After downloading the update and saving it to your memory card you will receive an error message at boot up that the update may be corrupt. Please ignore this message and log into SOCOM 3 Online again.

You will automatically download the patch again and the error message will no longer be displayed.

The SOCOM 3 1.2 update addresses many issues including the following:

* Resolved a hardware compatibility issue that was causing disconnects.

* Resolved an issue with "slow" DHCP servers that prevented some players from obtaining an IP Address before timing out.

* Resolved several issues where the player would be stuck with default weapons and equipment in game instead of the weapons and equipment they selected.

* Resolved the Clan Challenge issue where the wrong team would receive a forfeit when the other team does not show for the match.

* Updated libraries to resolve some of the voice chat issues. Some voice chat issues still remain and will be addressed in a future update.

* Resolved several stability issues with ranked and clan games.

* You now get credit for kills when you blow up a vehicle and the explosion kills other players.

* Resolved an issues with ladder ownership that was causing ladders to not be climbable.

* Resolved an issue where a late joining player would be seen as alive by some players.

* Resolved an issue where the round timer was incorrect in extraction games.

* Resolved an issue where the M1025 would be damaged by its own turrets.

* Resolved an issue where the secondary DNS server would not be used when accessing the SOCOM Community pages.

* Resolved an issue where players were able to walk in mid-air.

* Resolved an issue where players were able to run and shoot while equipped with the RPG or LAW (though the RPG/LAW does not appear to be equipped to other players).

* Resolved an issue where players were able to fire their primary weapon while the RPG/LAW was equipped.

* Resolved an issue where players are able to create a 1 round ranked game.

SOCOM 3 Online Team

Carigamers

Socom 3 1.2 patch update
« on: December 22, 2005, 06:15:40 PM »

Offline Arcmanov

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Re: Socom 3 1.2 patch update
« Reply #1 on: December 24, 2005, 11:13:15 PM »
Very good.  I've personally seen players do that mid-air sh*t.  At least Zipper Interactive on de ball (somewhat) when come to addressing certain key issues.
Systems United Navy - Accipiens ad Astra


Offline shivadee

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Re: Socom 3 1.2 patch update
« Reply #2 on: December 25, 2005, 09:27:18 AM »
Arc boy ah was wondering when you go w00t up this thread  ^_^

Offline justinkoo

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Re: Socom 3 1.2 patch update
« Reply #3 on: December 25, 2005, 03:43:18 PM »
anyone can help me with how to use the headset in socom i have no idea how to

Offline Arcmanov

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Re: Socom 3 1.2 patch update
« Reply #4 on: December 28, 2005, 01:18:57 AM »
If you have an original SOCOM (1,2 or 3) then you should have the manual.  The manual clearly outlines how to use the headset.  For single and multiplayer.
Systems United Navy - Accipiens ad Astra


Carigamers

Re: Socom 3 1.2 patch update
« Reply #4 on: December 28, 2005, 01:18:57 AM »

 


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