<![CDATA[Kotaku: fix]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: fix]]> http://kotaku.com/tag/fix http://kotaku.com/tag/fix <![CDATA[Console Sacred 2 Could Use A Little Fixing]]> CDV Software is quickly readying patches for the console versions of Sacred 2: Fallen Angel, fixing the online multiplayer of the PlayStation 3 version while making sure Xbox 360 customers get their pre-order bonuses.

If it seemed like the oft-delayed console version of Ascaron's action role-playing game was still a bit rushed, that's only because it was. Xbox 360 owners who pre-ordered the game from GameStop found that the redemption codes for their promised carrier imp bonus were not working, while PlayStation 3 users discovered that local co-operative game play couldn't be taken online as promised. CDV is currently actively working to fix these issues, according to updates scattered across their website and forums.

On top of these issues, over at Team Xbox, Sacred 2 community team management member Christiane assures forum-goers that a patch to implement a trading feature in live co-op will be implemented soon as well.

Sounds to me like the game wasn't quite finished when it shipped. Luckily w live in a time where console games are patched as easily if not easier than PC titles. Thanks to Paul for keeping us updated on the incoming fixes!

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<![CDATA[Fallout 3 360 Pitt DLC: Take 3]]> The Xbox 360 version of Fallout 3's The Pitt downloadable content has been revised once again, with users experiencing crashes urged to delete the old files and download the new.

Third time's the charm, right? The first batch was corrupted; the second plagued with random freezing. Now the third version of The Pitt is up for download, and Bethesda urges anyone experiencing freezing issues to go into their Xbox 360 memory, delete the previous version, and download the latest file. They've posted a handy guide on how to do this on the Bethesda Blog, in case you don't remember how you did it a week ago.

Hopefully this is the last time I will have to cut, paste, and slightly modify this same post.

Update on The Pitt [Bethesda Blog]

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<![CDATA[GH World Tour Drum Tuner Is PC App]]> Activision and RedOctane has been working furiously to deal with issues Guitar Hero World Tour players have been having with their over and under-sensitive drum kits, and to that end they've released a Guitar Hero World Tour Drum Tuning Kit, as promised back on Tuesday. The kit takes the form of a 10MB PC application, which features a simple interface that allows you to assign a sensitivity level from 1-20 for each pad and the pedal.

To interface with your drum kit, however, you will need a midi to USB cable, which you most likely don't have. RedOctane provides a link in their support center article where you can submit a ticket for information on how to receive said cable. Not quite as good as having all peripherals work out of the box, but at least they're trying.

Guitar Hero World Tour Drum Tuning Kit [RedOctane - Thanks Nick!]

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<![CDATA[Activision Addresses GHWT Drum Sensitivity]]> Reports are popping up all over the internet regarding sensitivity issues with the new drum controller that comes packaged with Activision's Guitar Hero World Tour. Some complain the drums are too sensitive; others that they aren't sensitive enough, and then there's folks like me whose green one rattles when you hit it, but that will have to be addressed another time. If only there was some sort of drum tuning kit that would allow owners to optimize the drums to their liking. Oh look, an official statement from Activision.

We have learned that certain drum kit controllers manufactured for Guitar Hero World Tour have sensitivity issues. We believe that these controllers are limited to ones in the earlier manufacturing stages. While we believe that this was an isolated manufacturing issue, we are stepping our efforts to randomly test our drum kit controllers so customers can be assured they work properly. In the event any consumers do experience problems with their drum kit controllers associated with sensitivity issues, Activision will soon be offering a drum tuning kit that will enable players to fully optimize their drums.

That was part of an official statement from Activision, posted on Red Octane's customer support site. The statement then goes on to instruct players on what to do should their instruments be faulty or missing.

Our goal would be to immediately address any hardware issues Guitar Hero World Tour players have with the game. Consumers should visit the Activision Publishing customer support website at www.activision.com/support website or call 310 255-2050 in the U.S. where a customer care representative will assist them. Activision is fully committed to the highest quality manufacturing standards, and to satisfying every Guitar Hero World Tour fan so they can enjoy the best musical gaming experience ever created.

Good luck with that!

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<![CDATA[Call of Duty 4 Patch 1.5 Arrives]]> Infinity Ward has released the next in its line of patches for Call of Duty 4: Modern Warfare. Patch 1.5 addresses some issues involving scripting, the server browser and more. You can check out the entire list of fixes below but be sure to pay special attention to the note regarding 1.4 vs 1.5 servers. The link at the bottom will take you to a more detailed information page with links to the download sites. A 1.5 mod tools patch is also available.

Fixed server browser not showing all of the servers

The "hold [ ] to steady" sniper scope hint will only appear if you can use it

Fixed game not recognizing IWDs existing if they are all in fs_basepath and none are in the main/ folder

Made mod scripts able to change stats

Allow developer_script for mulitiplayer modding

Fixed map rotation errors with usermaps

Fix for reloading several times after connecting to a modded server

Fixed minimap not showing up in the menu for usermaps

Fixed an issue with Http redirect downloads.

Mod tools will now work with other languages

NOTE: patch 1.5 is not compatible with 1.4. You will not be able to find 1.4 servers if you update.

NOTE: Please ensure you have previously downloaded 1.4 patch before downloading 1.5 as you will need the 'Winter Crash' map from 1.4.

Call of Duty 4: Modern Warfare 1.5 Patch [Infinity Ward]
[Thanks, BADASSgeek]

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<![CDATA[Infinity Ward Planning COD4 360 Update]]> Over on the Infinity Ward forums the news is out that an update for the 360 version of Call of Duty 4 is currently in the works. The update will address the oft complained about host selection and matchmaking issues as well as some new features. Community Relations Manager fourzerotwo states that there is no date set for when this update will be implemented, but it is on the way. One commenter asked if this will fix the "Game Lobby Closed" and "Player Kicked" issues some people have been having since launch to which fourzerotwo replied that it would be coming in a separate update.

Make the jump for the full list of added features.

[via: Xbox 360 Fanboy]

Additions / New Features:
Added Kill cam to Airstrike bombs and Claymores

Addition of Host Migration so if Host Leaves auto-chooses next best host

Tweaked the following Oldschool Mode settings based on feedback:
- Added Unlimited Sprint
- Increased Magazine Size
- Added Ragdoll Cam

Addition of New "N0M4D" Control Scheme

Optimizations / Tweaks:

Identify party by background color (in Lobby)

Optimized server selection for first match for better connections

Improved network performance for 18 player games

Optimized 'Chase Cam' when Spectating

Fixed Playlist error when attempting to join from other games

Handle Corrupt Create A Class data instead of kicking player

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<![CDATA[Lost Planet Patch Coming in March]]>

A patch to fix some glitches and exploits found in Lost Planet Extreme Edition will be coming to the Xbox 360 around the globe on or about March 9.

The full list:


Updates
In the pre-game lobby, a country flag icon will be shown next to the Gamertag of each player. This will be especially helpful for determining location of the match host.
In the pre-game lobby, an icon will be added next to each player's Gamertag, indicating connection strength, speed and rating.
In Team Elimination, Post Grab and Fugitive modes, an indicator will be added next to the Gamertag of the person who is speaking.
At the post-match Results screen, an indicator will be added next to the Gamertag of the person who is speaking.
At the post-match Results screen, Gamertags of the players who have left the session will be darkened.

Bug Fixes
Sometimes in Fugitive mode there would be multiple Fugitives instead of just one - Fixed
Occasionally, if an error occurred on the lobby screen, another lobby screen would be displayed on top of it - Fixed
Sometimes when there was a long delay/lag, the game would hang at the transition screen going from the lobby to the game and then reboot - Fixed
Sometimes when there was a long delay/lag, depending on the console, certain players in the match would become invisible for the duration of the match - Fixed
Sometimes post-match Results screens would show players who did not participate in the match - Fixed
Starting a taunt animation during a reload shortened the reload time as an exploit - Fixed

Wow, that's a dazzling array of bugs. My favorite is the one where people who didn't even play the game showed up in the results screen. HOT!

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<![CDATA[Poll: Wii Remote Strap Has 24 Percent Fail Rate?]]>

Our polls are so far from scientific that when they finally conclude I hate to call the numbers they vomit up results. But I suppose that there could be a shred of information found in the faux statistics.

Our latest poll was launched at the request of a Kotaku reader who wanted to know just how many people have their Wii Remotes slip from their hands and how many of those slippages result in broken straps.

To try and pluck some sort of facts from my silly questions, I tallied up the total votes for just the first three questions and used those to get percentages.

As of this morning, about 76 percent of the Wii owners who answered our poll said they have never had their Wii Remote slip from their hand while playing a game. But of the 24 percent who have had their remote slip from their hand, a quarter of them, or 338, had the strap break.

To put it another way, about six percent of the 5,700 or so Wii gamers who answered our poll have had their strap break on them. Personally, I think the fact that the strap is breaking so often, when put to the accidental test, shows that Nintendo needs to redesign the things, that or a third-party should jump on this and come out with a quick, but sturdy fix.

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<![CDATA[Wireless 360 Headset Fix]]>

I haven't had a lot of time to really mess around with the Xbox 360 wireless headset since Microsoft sent it to me. I've just been too busy with the dual console launches. But last night I tried using it for Gears of War and it wouldn't work at all.

I'm going to recharge it and try again tonight.

Apparently those who have gotten it to work have had issues with the microphone disconnecting and way too much background noise. While the mic issue is going to have to be fixed by Microsoft, Teksuo Hikari came up with a fix of his own for the white noise.

Simply remove the little foam filter from your standard wired headset (or any other, just make sure it's got a snug fit) and slip it on the end of your wireless mic. Now, you may immediately notice that the filter may cover up two of your channels lights. If this is a problem, just take a pair of nail clippers and carefully cut out a small hole, big enough to read the first channel.

While this may leave your second channel light covered (and ideally it should, to help keep it from slipping off), many of you will probably be using the first. If not, simply click the sync button to move down to the second channel. Once you're done, you'll be back on live, enjoying the freedom of a wireless headset, while screaming "How ya like that, bitches?!" with the voice quality of a wired set.

Mods FTW!

White Noise Fix for Xbox 360 wireless headset [RedAssedBaboon, which I own]

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