Tom Clancy's Rainbow Six: Vegas 2

Tom Clancy's Rainbow Six: Vegas 2

Sound loop bug
I bought 4 copies of Vegas 2 a few month a go, to play it with friends coop on LAN.
But after a few Minutes of playing the gameplay got heavily disturbed by the "sound-loop"-Bug.
This Bug is known since release and still not fixed!
Ubisoft just doing nothing....
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กำลังแสดง 1-15 จาก 27 ความเห็น
I know what you mean, many people have that sound loop bug. I doesn't always work but sometimes the loop goes away when you shot with the same gun again.

You can download a fix here http://www.tunngle.net/wiki/Network:Tom_Clancy's_Rainbow_Six:_Vegas_2 but it didn'T work for me.
Yeah, the bug is rather annoying. Actually, it's damn annoying.
Ubisoft doesn't care, I don't think they're going to fix it anytime soon. It's just one of those things you have to live with.
They will not fix it, that bug exists release and if they haven't fixed it by now they won't fix it in the future. But beside that, they are working on many other games now, they don't have time to fix it. Far Cry 3 needs more content and AC 3 too.

Is there any other way of fixing this ourselfs, like changing files or change in .ini files?

Does this occur Is the retail versions of the game aswell?

แก้ไขล่าสุดโดย PandaHyped; 29 ธ.ค. 2012 @ 8: 22am
Yup, it's on the retail and the steam version and there is no fix yet.
โพสต์ดั้งเดิมโดย Erox:
Is there any other way of fixing this ourselfs, like changing files or change in .ini files?

Does this occur Is the retail versions of the game aswell?

Time ago I played campaign 3 times and spent several hours on MP.

I faced the same loop bug, but not fix found it.

It's more common on MP than in SP (In fact almost I didn't have it on SP)

Some recommend me to change eax.dll file for other version (thing that I did) but didn't work it.
Yeah, Ubisoft just doesn't give a flying ass of a ♥♥♥♥. And it can be super annoying when it happens.

Ubisoft has our money. So why should they care? The game's been out for a while now, why bother? That's their logic.
This bug even happens on the xbox 360 version. but it for me it happened with less frequency on the console.
♥♥♥♥♥♥♥♥. I played a lot of games that are based on the Unreal Engine and they don't have this bug. This bug doesn't exists in Unreal Tournament 3 and it also doesn't exists in Painkiller or any of the other UE games I played.
You said that it was the fault of the Unreal Engine, that's why I named a few games that are based on the Unreal Engine and don't have this sound bug. It's not a problem of the Unreal Engine, Ubisoft doesn't knows how to code a game.
Well it might be based on the Unreal Engine, but other games on the Unreal Engine work. It's not the fault of the unreal engine.
people are still talking about this, nothings is gonna change for this game
I would say if you play 10 maps and won all 10, clients should on average only get the sound bug on 2 of them if it is worse than that you can try and reduce them by:
- Waiting for all players to join before shooting/moving out
- Make sure the host does not have Hyper-Threading enabled
- Do not use a modified platformspecificpc.ini file
- Have the host reduce the number of cores the game runs on
- Some people that connect seem to cause the problem to occur more or constantly - the only solution to this I have found was to ask them to leave and kick if they refused
The only way I was able to stop it completely was to mod all guns and make them single shot only, but this made the game too easy.
In case anyone is still looking for a sound fix, we have recently had huge success hosting games with no gunlooping sounds with one simple adjustment on server.

>> Just enable VSYNC / Video Sync option .

This seems to keep the server network updates down as pcs thsese days generate enormous FPS in these old game engines & this game seems to be sensitive to the number of updates being generated, and it seems each frame on server is equivalent to a network sync being generated. After a while the client updates seem to be lagging & simple things like "turn gun off" is probably being dropped from transmission to the clients in favour of more important stuff.

Sounds silly but this seems to be reflected in the networking notes I was reading from the UT3 dialup/isdn networking tips from the early period of the game engines use.

its been 4 weeks now since we started testing this theory & evreyones ears seems to be appreciating the break from gunloop when I host, which is mainly for Terrorist Hunt games in Australia zone. With the mods to allow 80 Ts to spawn & with them using all weapons + throwing frags the game gets plenty hectic, so its nice to be able to use ears again to listen for nearby enemy.

I have been recommending the regulars that join my sessions to also enable vsync on their side in case it helps , but I suspect that this is more important on host pc, others may be able to add their impressions to this note.

It seems silly that it took us 4 years to realise that this simple step can remove so much aggravation - this is an old game but we get so much fun from the gameplay that we keep coming back for more., and the mods that add more terrorists behavour have already added another 2 years life to the game for us. Now with the gunloop seeming to be defeated we can probably go on until ubi shutsdown the lobby server, though we also have tunngle for that eventuality.

if anyone tries this - please add your comments about how it turns out so that more people can benefit from the suggestion.
thank you zbad! we will try this, and if it works, it's gonna be a blast =)
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กำลังแสดง 1-15 จาก 27 ความเห็น
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วันที่โพสต์: 22 ธ.ค. 2012 @ 12: 18am
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