Before diving into the thick of connectivity troubleshooting, you should understand that your Internet Service Provider (ISP) and the way you share the connection speed plays a huge role in how you experience the game. If you are connected via wifi, please also bear in mind that you can maximise your gaming experience on the battlefield by connecting via an Ethernet cable instead.
Additionally, if you have NAT related issues or questions, this article might shed some light on the situation.
Here is the list of steps you can try:
1. Reset network hardware
This will allow your network hardware to re-establish a fresh connection to your ISP.
2. Software conflicts
Make sure that no software running on your PC is affecting your ability to connect.
3. Enable UPnP
Some players reported that this step helped them to fix their connectivity issue. UPnP stands for Universal Plug and Play and is a feature that allows applications to automatically forward ports. It can be toggled on or off in your router settings. Due to the number of different router models on the market, we are not able to tell you exactly how to do this on your home router. We suggest that you consult the router's manual or contact your ISP if you are in doubt.
4. Port forwarding
This will allow the communication from the game server to be channeled directly to the PC and vice versa.
These are the ports you need for Assassin's Creed: Origins:
TCP & UDP: 80, 443
5. Hosts file
Rule out that an outdated configuration blocks our connection.
6. Flush DNS
Obtain an up to date IP address of the web service you want to connect to.
7. External restrictions
Check for other factors that may limit your ability to connect.
If you continue to have trouble after trying these steps, please feel free to contact us!
Far Cry: README file – Patch 1.3
Patch 1.3 known issues
* Save games created with the recalled patch (1.2) are not compatible with patch 1.3.
* Users with ATI Catalyst 4.9 drivers may experience some graphical anomalies when lighting quality is set to high. If this occurs either set Lighting Quality to Medium or Texture Quality to Low. Alternatively use ATI Catalyst 4.3 drivers.
* Connecting to LAN games via the connect console variable does not always work. Users should connect to LAN games using the LAN menu only.
* Windows 2000/XP only: Make sure your keyboard is in lower case mode before starting the game.
* Beware of machete attacks when underwater. You will not see an animation but the attack will still do damage.
* On the map mp_monkey_bay_n there is a solitary P90 pickup without extra ammo boxes nearby. More P90 ammo is located next to the garage on the other side of the map.
* Do not attempt to reconnect to a server that you have just created. Creating a server and then attempting to reconnect to it will only display the message 'connecting to 127.0.0.1...'. This is the IP address of your local host server.
* Do not attempt to switch teams during PREWAR countdowns after a match has been won if player numbers are low.
* Non NV40 nVdia graphics cards display a water reflection bug when water details are set to 'Ultra High'. Lowering this setting in game will fix the problem
* It is not possible to ban players from LAN servers. Banning is only available to Internet servers.
Patch 1.3 change log
* Fixed a crash with the ForkLift when loading some levels.
* Fixed a bug that prevented levels from loading after saving in a previous level.
* Returned surround 5.1 sound option to the menu.
* Fixed a mounted weapon traverse problem.
* Fixed problems related to shaders1.pak and scripts1.pak not being removed on installation of the patch.
* Fixed a delay relating to tagging enemies in binocular mode.
* Normal Map Compression. Requirements: NVidia: Geforce FX Family or better, ATI: x800 card or better. This feature is disabled by default. To enable it, type r_TexNormalMapCompressed 1 in the console after loading a level. Enabling this feature during the game may take some time - the PC may appear to freeze. This variable will not be saved when restarting the game. Enabling normal map compression will have prolonged execution the first time running through a level due to initial compression phase occurring in real time through the level. Subsequent reloads of the same level will yield better performance and therefore we recommend that you run any benchmark twice and to take the second of the two runs for benchmarking purposes since this most closely represents the usual user experience.
* SM 3.0 and SM 2.0x are now enabled by default when graphics settings are set to ‘Very High’. To see performance increases you must have Direct X 9.0c installed.
* Improved tangent-space calculation to improve bumpmap quality.
* Anisotropic filtering disabled for some textures (light-maps, several lookup textures, fall-off maps) for increased performance.
* When attempting to connect to PunkBuster regulated servers, make sure you are not running with –DEVMODE enabled. Run the Farcry.exe itself (not a shortcut) if you are unsure.
* If you are kicked from a PunkBuster enabled server with the reason “No packet flow”, make sure the Windows XP internal firewall is disabled.
* Improved syncronization in multiplayer.
* Fixed bug in leaning with different player classes.
* Fixed an invisible wall exploit in mp_freighter.
* Please ensure you have your graphics cards latest drivers installed.
Patch 1.2 change log
Current changes:
* Made the run speed about 15% faster
* Made sprint last 30% longer
* Adjusted damage to vehicles
(vehicles now survive longer in multiplayer and behave consistently between weapon damage types) Bullet damage can be disabled by g_vehicleBulletDamage cvar: 0 = no bullet damage (default), 1 = bullet damage; this works only in MP.
MP vehicles can get the same damage from every kind of bullet (no distinction between sniper rifle and the deagle), this value is set by dmgBulletMP variable inside ‘DamageParams’ table of the vehicle.
-buggy, humvee and gunboat can be destroyed with one rocket.
-bigtruck can be destroyed with three rockets.
-buggy and gunboat can be destroyed with 100 bullets (if g_vehicleBulletDamage = 1)
-humvee can be destroyed with 150 bullets (if g_vehicleBulletDamage = 1)
-bigtruck can be destroyed with 500 bullets (if g_vehicleBulletDamage = 1)
-vehicle damage code cleaned and made more consistent.
* If punkbuster is not installed the 'punkbuster enable' togglebox will not be disabled
* Fixed a number of serious issues with headshot detection
* Ported a number of sensitive routines into non SDK sources
* Fixed some issues with ladder animations appearing odd to other players
* Added quicksave support for single player (still in process)
* Fixed bug where players name tag didn’t show up
* Fixed bug where console would accept letters as variable states
* Fixed a number of ladder related issues
* Fixed error with warning message in connection dialogue
* Fixed a significant number of bugs relating to quicksave (~100 bugs)
* Fixed a connection dialogue error
* Fixed an incorrectly localized HUD message
* Fixed bug with server shutdown dialogue error
* Addressed a number of issues with the server list UI
* Fixed bug causing cancel button to stop working
* Server create sessions are now saved
* Fixed a bug causing game freezes when player joins and player rotates
* Fixed a rendering issue with Radeon 9600 graphics cards
* Fixed Punkbuster crash when switching from punkbuster online server to hosting LAN server
* Fixed issue with punkbuster icon not showing up in the server listing
* Fixed random crash relating to punkbuster server listing info
* Fixed issue with punkbuster refusing connection to a server that is destroyed and then re-hosted
* Fixed a number of crash problems related to punkbuster server creation with non-dedicated servers
* Fixed issue with punkbuster enabled in multiple server profiles
* Disabled e_vegetation_min_size in multiplayer (used as cheat)
* Added optimizations for character effects including invulnerability shader
* Added optimizations for scoreboard performance. Scoreboard no longer updates fields that have not changed
* Fixed issue where radar would not be drawn correctly with certain game type changes
* Fixed framerate issue when player touched assault ammo pickups
* Fixed issue with password protected servers not removing password after restart
* Fixed issue with spectators not being able to hear ambient sounds
* Fixed message printout for multiplayer statistics (was only working with log_verbosity 1, not it works with 0 (default) as well)
* Fixed listplayer on the client (was only working on the server)
* Changed multiplayer scoreboard system for less bandwidth and easier extendibility
* Fixed bug in scoreboard that reported ping incorrectly by a factor of 2. Pings now appear correctly (half the old values). Note: ping is still the same, the output value was inaccurate)
* Fixed check in server/client version check (now you cannot connect to servers with old network code)
* Fixed bug in submitted Punkbuster ID causing random CD Key hash to be generated. Global ID unique to CD keys is now parsed correctly.
* Added MultiplayerUtils:OnChatMessage a script function which is called on the server for every chat message (to enable saving out chats)
* Made several changes to improve network packet scheduling
* Separated multiplayer and single player weapon code better functionality with mod developers and support for changes to MP balance without affecting single player.
* Made a number of changes to multiplayer weapon parameters, outlined below:
All weapons – Increase accuracy while standing still by 25%
Made the medic packs give 50% more health for the engineer class
Reduced rocket launcher clip to 1, no change to lethality.
Increased MP5 damage by 30% with full auto, 50% increase with semi-automatic
Adjusted AG36 damage to head and torso.
Reduced AG36 grenade radius.
Increased OICW accuracy by 30% when zoomed.
Reduced OICW grenade clip to 3 with max carry of 3 in the gun and 3 in reserve
Increased Pancor damage slightly
Reduced P90 damage by 10% and reduced max range by 25%
Increased lethality of mounted weapons.
* Improved detection code for player name tags, fixed issue causing name tags not to appear if crosshair was on arms and legs
* Fixed collision detection on the dedicated server with different arm position because of different weapons. Hit detection is now more accurate.
* The record console variable was marked as protected because it opened up some cheat possibilities.
* Fixed a bug that sometimes caused players hit by a buggy not to credit the driver with a kill
* Fixed a number of issues with discrepancies between player cameras in 1st and 3rd person
* Fixed a crash relating to Rcon commands with dedicated server
* Fixed bug with FarCry MOD version number being incorrectly displayed as 1.0
* Reworked a number of installer issues
* Fixed a number of bugs relating to Linux dedicated server porting
* Fixed bug causing mercenary reinforcements to behave incorrectly
With regard to a problem with punkbuster updates during LAN play:
Note: If you experience connection issues during LAN play or your connection is refused by punkbuster, you can disable the connection checking with the following command (as the server).
pb_security 0
This may be caused if punkbuster is trying to update itself with an incorrectly configured firewall or unavailable internet connection.
Other known issues:
-Some users with onboard sound may experience white noise “hiss” creep in after playing for a while. [4330]
-The enable fog table emulation box must be checked in the NVIDIA control panel on some NVIDIA chipsets. If this option is unchecked, the quality of the fog in game may be negatively affected. [4809]
-Some nForce onboard sound cards can cause gun and environment sound to be lost. [2965]
-Some ladders do not behave correctly. The player may be able to move to the left or right of the ladder which may look odd in some cases when viewed in third person. [4733]
-Some combinations of terrain textures may cause graphical glitches when viewed from a distance due to the texture LOD. [4169]
-In some cases, users with Geforce 3 cards using low graphic settings may experience odd colorization of environments and characters. [7091]
-r_waterrefraction does not work on geforce 5900 fx card when Dualscreen is on. when users want to use HIGH spec and have dualview enabled they should type in the console r_waterrefraction 0.
-There are issuses with dual monitor support (refractive shader).
-nVidia Quadro graphics cards are optimised for professional OpenGL applications, in our DX9 game environment Quadro cards may not be detected properly. Please set up manually.
-Alt-Tab mode is not 100% supported in Far Cry. There may be some instabilities caused when using it. This includes shooting at an enemy in Win ME and alt-tabbing causing flickering and graphical glitches. With WinXP this may cause stalls or even a crash when looking at the body.
-For NVIDIA Users of GeForce Cards up to GeForce 4 whose framerate feed choppy or slow, edit the file system.cfg and change the line r_Driver = “Direct3D9” to r_Driver = “OpenGL” to try the unsupported OpenGL Version. This may run faster in specific cases.
-On GeForce 3 cards ONLY, set the AntiAliasing settings to anything other than 'none' may crash the game, we recommend you to keep this to none. [8769]
-In Windows98 and Window ME the game may be automatically minimised after it is installed and started the first few times. If this occurs simply maximise it again.
-If you load the game and let it run in the menu for a long period of time, it may lock up.
-Sometimes a checkpoint can get corrupted and crash the game. To work around this, reload an earlier checkpoint to continue playing
-On Windows Me, after installation, the Install button is still active.
-On Windows 98 and Windows Me visual bugs might appear on some systems if the graphics quality is set to 'High' or above. Please contact your driver manufacturer to obtain updated versions of graphics drivers to support Far Cry in these higher settings.
-Due to code optimization to fix existing and implement new graphical features the following object will look very polygonal with this patch:
ObjectsNaturalcoastal_objectscst_square_rock_arc_A.cgf
Unfortunately this issue can’t be addressed with this patch.
-If you create a profile with no name, it will never save any checkpoints. We recommend you do not create a profile with no name.
-Some unexpected behavior may happen when switching profiles during game play. We recommend you quit before selecting a new profile.
-Initial tests did not show any problems with Far Cry and Microsoft’s Windows XP service pack 2. However there might be some unknown issues left. If you encounter any problems after installing service pack 2 please contact the Microsoft customer center.
Miscellaneous
Q) Win ME users only: On my machine sometimes the game seems unstable.
A) After many hours of playing under Win ME on some specific machines, the video memory could get corrupted up to various degrees. Restarting the game should solve the problem. Also disabling EAX under Win ME in the sound options menu could help stability.
Q) I have occasional or constant slowdown if I run FC while 'X' is running in the background (replace 'X' with the name of any application)
A) Close all other running applications before playing the game, because they consume CPU power, memory and other machine resources; in particular antivirus and video editing applications running in the background, will have a serious negative impact over FC performance.
Please read the Microsoft Knowledge Article 331796:
Games: How to perform a clean boot to prevent background programs from
Interfering with play.
Q) I have issues with the cybercom multimedia keyboard CC40529, wireless
with optical mouse, what should I do?
A) This happens if you have installed the cybercom memory resident software
which allows you to use the extra keys. Disable it before starting FC.
Q) Is my crosshair 'lagging'?
A) The weapons on the screen are featuring a 'lazy' or 'lagging' effect when the player turns his head around quickly, but not the crosshair. This could be perceived as a delay by some user. Type 'cl_lazyweapon 0' In the console to disable this effect. Check mouse sensitivity as well.
Disable the 'mouse smoothing' option in the game menu options.
Try Set VSYNC on or off. Having vsync off or on can cause this 'mouse lag' and sometimes keyboard lag.
Q) Can I dig holes in the terrain by using grenades, rocket launcher etc.?
A) Yes, however please notice that holes are not created if the explosion is too close to trees or other big objects. This keeps them from 'floating.' Also, the deformable terrain is disabled in multiplayer.
Q) While playing FC on Windows XP, the game sometimes minimizes and I get a box that pops up that asks if I would like to enable Sticky Keys. What is causing this?
A) This is a feature built in to Windows XP that is triggered by pressing the Shift key five times quickly.
If you continue to have trouble with this, you may want to reassign the action to another key in the options menu or disable the sticky key feature in Windows.
To do this:
1. From the Windows XP desktop, press the Shift five times in a row to bring up the sticky keys option box.
2. Click Settings, and under the sticky keys heading, click on Settings.
3. Uncheck the 'use shortcut' box to turn off this feature. Click Apply and OK to save the setting.
Q) My monitor goes into power saving mode when I start the game, what can I do?
A) Please make sure that you have the latest drivers installed for your monitor. Visit the website of your monitor's manufacturer to get the latest driver update.
Other:
DVD Drive LG GDR-8161B: needs the last drivers or the game is incompatible with this DVD drive.
Win 98/ME does not support F12 screenshot capture
Win 98/ME does not support Alt-Tab window switching
Win 98/ME does not support switching between window and full screen mode
Cut scenes can be skipped by pressing F7
There is no 'mutual check' for key bindings - key configuration must be done carefully
Binoculars and Motion tracker:
Players can enable and disable the motion tracking feature of the binoculars with the following console commands:
cl_motiontracker 0 - disables motion tracker
cl_motiontracker 1 - enables motion tracker
When using binoculars and motion tracker is enabled an icon appears on the lower right corner of the screen.
Multiplayer
Multiplayer known issues
-Clients will not be able to see a LAN session if they are not on the same hub/switch as the hosted server. [2122]
-There is no 3rd person multiplayer animation for holding binoculars. [1581]
-Multiplayer blood decals on dead bodies do not move with the corpse when it is moved by a player. They may appear to float in the air. [5507]
-Occasionally with ATI cards and FarCry config set to low lighting quality, users may experience lowered FPS in multiplayer with 8+ people in a game with smoke grenades active. [6744]
Gameplay notes
Deathmatch
Players compete for the highest number of kills in this game type. Players spawn randomly around the level equipped initially with a pistol and a knife to defend themselves against other players. Other, more powerful weapons are available scattered around the map and can be collected along with ammunition, health and other items including binoculars, flash grenades and smoke grenades. These items respawn after 15 seconds, or longer depending on the value of the item – for example, armour respawns in 60 seconds. The winner is the player with the highest score at the end of a round found on the scoreboard (default key – TAB).
The following information is contained in the scoreboard:
Name – The name of the player. Your name is highlighted in yellow. Spectators are listed below the scoreboard.
Kills – The number of people you have killed.
Deaths – The number of times you have died.
Efficiency – A calculation based on the kills/deaths ratio to demonstrate the players efficiency.
Ping – The ping time to the server.
Team Deathmatch
Teams compete for the highest number of kills in this game type. Gameplay is similar to that of Deathmatch, however, the players are split into teams that fight together to win the game. These teams are the blue team, and the red team. Each team is represented by an icon in the top right of the screen. The team with the most kills, wins.
The following information is contained in the scoreboard:
Name – The name of the player. Your name is highlighted in yellow. Spectators are listed below the scoreboard.
Kills – The number of people you have killed.
Deaths – The number of times you have died.
Efficiency – A calculation based on the kills/deaths ratio to demonstrate the players efficiency.
Ping – The ping time to the server.
Score – The number of times the team have won a game.
Assault
Two teams, attackers and defenders compete to control three strategic points in a level. The attackers must touch the capture point to begin a countdown to take the point. The defenders can stop the capture at any time simply by retouching the capture point and so cancelling the countdown. When a point has been captured, the spawn points will shift to the next section and allow players to spawn nearer to the next point. When all the points have been captured, the attackers win. If the points have not been captured before the timer runs out, the defending team wins the game.
Defenders have the ability to construct defensive structures to protect the capture point. Here are the types of structure, and their statistics:
Structure
Build points
Hit points
Repair points
Wall
1000
2000
2000
Gate
1000
2000
2000
Barricade
1000
1500
1000
Mounted weapon
2500
2000
2000
Small bunker
3000
2000
2000
Large bunker
3200
2000
2000
Large bunker with MG
3500
2000
2000
Tower with Machine gun
5500
3000
4500
The following information is contained in the scoreboard:
Name – The name of the player. Your name is highlighted in yellow. Spectators are listed below the scoreboard.
Class – An icon displaying the score of that player. The three cogs represent the support class, a scope for the sniper and the bullets for the grunt.
Kills – The number of people you have killed.
Support – A number based on the amount of support contribution you have accomplished for your team.
Score – Your overall score in the game.
Ping – The ping time to the server.
The score points are as follows:
Starting a capture – 5 points
Averting a capture – 5 points
Capturing a point – 25 points
Building an structure – 5 points
Destroying a structure (that was built by the enemy) – 5 points
Healing a teammate – 2 points
Killing an enemy – 5 points
All multiplayer levels have the capacity for vehicles, the vehicles typically reset when destroyed or abandoned. The abandoned reset time is 60 seconds, while the destroyed reset time is 30 seconds.
FarCry multiplayer may have a degraded gameplay experience when more than 16 players are connected to a server. Although the game supports up to 32 players, we strongly advise limiting servers to no more than 16.
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