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The Orange Box PS3 Patch Released

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An update is now available for the PlayStation 3 edition of Valve's mega-compilation The Orange Box, publisher Electronic Arts has announced.

Tweaks include improved stability, better online support, and the resolution of an issue that prevented players from signing online if they had over 30 friends. North American players will be prompted to download the patch when they sign into the online PlayStation Network within the game--a European update expected shortly.

Released on PC, PS3, and Xbox 360 last fall, The Orange Box packs Valve's story-driven shooters Half-Life 2, Half-Life 2: Episode One, and Half-Life 2: Episode Two along with its colorful class-based multiplayer title Team Fortress 2 and the wit-driven puzzle effort Portal.

While the PC and Xbox 360 editions were developed internally at Valve, EA UK handled the PlayStation 3 port. A complete list of the patch notes follows:

  • Fixed a graphical issue whereby a player would have the explosion effect left on the end of their Rocket Launcher when attempting to Rocket Jump.
  • Fixed a memory leak to improve single player stability.
  • Fixed an issue whereby the players name would not appear on the Stats comparison screen.
  • We have fixed an issue that would cause the vote tallies to disappear when you viewed the scoreboard between rounds.
  • Fixed an online server issue.
  • Fixed an issue that caused a crash when a player that wasnÂ’t in Division 1 entered 'Your Leaderboards.'
  • Fixed an issue with players not always being added to the 'Players Met' menu on the XMB.
  • Fixed a bug where a player viewing a friend without an EA account would have an empty entry in the friend's Leaderboard.
  • Fixed an issue where it was not possible to connect to the EA servers if you had more than 30 friends.

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From The Chatty

  • reply
    March 20, 2008 5:18 PM

    rofl this is the 128MB patch right? how can they put out a half-ass game that would later require such a huge patch?

    i was really looking at buying this game especially after watching some reviews for it. http://www.expotv.com/videos/reviews/22/193/TheOrangeBox/241660 specifically was a good review that made me want to buy it even more, but it makes me wonder if 128MB patch is just the beginning. and that patch apparently didnt fix everything so there's more to come...?

    • reply
      March 20, 2008 5:48 PM

      "half-ass game"? you're living up to your username

    • reply
      March 20, 2008 6:36 PM

      PC.
      The way it was meant to be played.

    • reply
      March 20, 2008 6:50 PM

      You get 40gb of space on a PS3 and can slap in any HD you want... who gives a f@#$? Maybe if this was 1998, but 128megs is like saying 128kbs back then.

    • reply
      March 21, 2008 6:14 AM

      Aww they take the time to fix problems with their game and you complain? If they don't fix them, people complain. Grow up. Nothing is perfect there are bound to be issues especially when you start playing things online where players find exploits and such. They need patching, The most extensive QA testing wont match thousands of players jumping into you game for hours upon hours a day.

    • reply
      March 21, 2008 8:55 AM

      Sometimes when a small problem exists in a large file, the whole file needs to be patched. This includes art assets, like levels. If a level has small fixes to a couple entities you need a whole new patch. File size of a patch isn't actually always relative of amount of crap patched.

      • gid
        reply
        March 23, 2008 5:54 PM

        If that's the case then value needs to learn about binary diff algorithms such as rsync.

        • reply
          March 24, 2008 6:59 PM

          This is an excellent point, although... I am not entirely sure how similar two compiled bsps would be with minute changes. It isn't like program code, where functions are independent so diffs can be used. When a space is slightly changed in a map's BSP, it could potentially have ramifications for the rest of the bsp.

          Potentially there could be a lot of binary differences between two iterations of the same map with changes to a layout due to the nature of creating space partitions.

          But then again, I am not a valve employee, nor have I ever really compared two BSP compilations, so maybe I'm just wrong.