Bohemia Interactive ha pubblicato la patch 1.08 per
ArmA: Armed Assault, scaricabile dal link sottostante (564 MB). Di seguito trovate il changelog:
Main New Features
# Improved clarity and reliability of Voice over net
# Increased contrast of light for all weather conditions
# Bullet impact is now visualised also on all objects and vehicles
# 2D optics now support wide screen aspect ratio correctly
# Various AI, UI, gameplay and stability improvements and tweaks
# New texture detail "Default" that autodetects the amount of VRAM. Recommended Texture Detail setting for users of cards with more than 512 VRAM.
# Reworked logic of teamswitch to make it more suitable for detailed manual squad command control
# Full support for multiple airports
# A bit faster and more fluent radio protocol
Engine Change Log
# Fixed: Very long MP mission name could cause crashes or freezes
# Fixed: UI - Double click on listbox scrollbar does not launch the listbox action now
# Fixed: Optics were deformed when using other than 4:3 screen ratio
# Fixed: Tanks were having troubles driving up the stones
# Fixed: Functions createGroup, createUnit now fully works in MP
# Fixed: AI now gets in vehicles on the positions where dead units are
# Fixed: Gear dialog is closed when player dies
# New: Weapons - optics camera can have a different direction than muzzle direction now
# Fixed: UI - Gear display - icons for empty slots
# Fixed: Mission loading screen - missing text given in onLoadMission
# Fixed: When failed to join to a locked server, the correct cause is shown now.
# New: Mission editor - year control in intel dialog
# Fixed: UI - Missing addons error message - show the list of missing addons
# Fixed: VoN sources management to prevent some sounds not audible in multiplayer
# Fixed: Tow missile weapons are guided after they are fired.
# Fixed: AI - gunners was sometimes unable to fire simultaneously
# Fixed: Functions getVariable, setVariable can be used for more object types now
# New: Improved support for X360 controller
# Fixed: MP crash sometimes happened after deleteVehicle on some person
# Fixed: Actions menu - drawing of arrows when scrolling is enabled
# Fixed: Tanks were thrown in the air when colliding with some destructed buildings
# Fixed: Gear action did not sometimes work in buildings (high over surface)
# Fixed: MP - multiplication of magazines when putting them into a full crate
# Fixed: UI - listboxes with texts of different color - color of selected text
# Fixed: Game running in full screen had invisible but clickable window areas (close, minimize)
# Fixed: Helicopters - state of hovering autopilot was not saved nor transferred in MP
# Fixed: Touch off action available also in vehicles now
# Fixed: Watch and GPS minimap forced not to be shown in cutscenes.
# Fixed: In-game UI - In wide-screen aspects, the aiming cursor disappeared outside the UI area of the screen
# Fixed: Dedicated server - ban.txt was locked for edit during the game
# Fixed: MP mission statistics can be written to the file given by command line argument -ranking=...
# Fixed: Invisible magazine when player get in vehicle during reloading and get out again.
# Added: function clearVehicleInit
# Fixed: Movement config - entry primaryActionMaps telling what action maps will be loaded first (and so used for initialization of movement)
# Fixed: RCtrl is no longer reserved for combos, it can be used as a separate key as well.
# Fixed: Keys with dik code greater than 128 (numpad, some special keys) can now serve as combos.
# Fixed: AI no longer starts firing in Hold fire unless the enemy is really threatening it.
# Fixed: Helicopter center of rotation is now center of mass, not rotor mast.
# Fixed: Improved AI and autohover hovering stability.
# Fixed: XInput handling of input devices disabled because of missing configuration options
# Fixed: Position of Present call in the frame changed to improve Alt-Tab stability and work around possible driver errors.
# Fixed: Reduced texture memory requirements for little varied parts of the terrain.
# Fixed: M1A1 was never turning out in safe or careless mode.
# Added: function nearTargets
# Fixed: MP - Helicopter could appear as destroyed when in fact it was unharmed.
# Fixed: MP - more reliable transfer of damage status of vehicles to other clients.
# Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in less frequent missing textures.
# New: Cheat Shift+Minus FLUSH to allow to manually flushing all VRAM allocations to restore performance if needed.
# Fixed: AI no longer uses RPG/LAW for looking at unknown enemies.
# Fixed: AI target position accuracy sometimes was fluctuating a little bit for distant targets.
# Fixed: AI Commander no longer commands individual targets when using weapons which gunner can operate autonomously, like machine guns.
# Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted of one vehicle with multiple crew positions.
# Fixed: Some Joystick buttons have fixed function in UI and game.
# Fixed: Improved radio protocol fluency by binding words together.
# New: VoN 2D voice volume is now controlled by radio volume.
# New: Console output of dedicated servers can be logged to file specified in the server config entry logFile.
# Fixed: Reduced occurrences where AI characters walked through each other.
# New: MP Statistics table now indicate who is speaking over VoN by flashing given players name.
# Optimized: Text rendering optimized, should make situations where a lot of UI text is rendered faster.
# Added: functions isKindOf, sizeOf
# Optimized: Terrain rendering uses less CPU.
# Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer.
# New: Support for larger texture cache with new Texture Detail level "Default", useful for cards with over 512 MB VRAM.
# Fixed: Flare disappearing is now smooth near screen edges.
# Fixed: Wall and other obstacles now provide better shielding against explosions
# Fixed: Voice over net was not working when DS and client was running on a single PC
# Fixed: VoN connection established by retranslation through server Game socket when NAT negotiation fails
# Fixed: Memory manager sometimes flushed caches too deeply, causing short intensive disk activity.
# Fixed: VoN peer to peer connections are kept alive by sending special packets
# Fixed: Voice over IP direct speak is made louder now.
# Fixed: Improved Voice codec quality, bandwidth for voice increased from 6 kbps to 8 kbps
# New: Speex1.2 beta 2 used as VoN codec
# Fixed: VoN voice clipping is reduced now.
# Fixed: Dedicated server crashes when retranslating VoN packets through Game Socket.
# Fixed: Increased rudder authority for airplanes, improved AI using rudder while engaging.
# Fixed: Briefing was sometimes cut on the right edge.
# Fixed: MP: Crash when ammo created via createVehicle killed the player.
# Fixed: Overall quality indication in the options changed for large view distances.
# Fixed: Laser target acquire distance for AI was limited by rendering distance.
# Fixed: Removed delay between target creation and its line of sight being tested. Should help laser targets and dynamically created vehicles.
# New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10).
# Fixed: AI subordinates now follow leader orders even when was stopped before by the Team switch
# Fixed: Team switch shortcuts (previous / next unit) accessible also when map is shown
# Fixed: Flap actions no longer present in the action menu for plane with no flaps.
# New: Event handlers LandedTouchDown and LandedStopped
# Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id
# Fixed: Group leader left by team switch no longer orders some commands
# Optimized: Reduced amount of data transferred when JIP into a complex and long running mission.
# Fixed: Bugs in VoN OpenAL source management.
# New: Animation controllers gmeterx, gmetery, gmeterz
# Fixed: Connection to GameSpy during dedicated server reporting was sometimes lost (Windows 2000 SP2 or newer are required now)
# Fixed: Scripting function soldier moveInCargo [vehicle,position] was not implemented.
# Fixed: Tanks now slow down when destroying a tree or other big objects.
# Fixed: Scripting function person moveInTurret [vehicle,[x,y,z]] crashed when [x,y,z] was invalid.
# Fixed: External camera was sometimes forced close to the person when some tree or bush was behind it.
# Fixed: Changing audio options while playing MP could cause VoN not working or crash the game.
# Fixed: MP: setPos and setDir effects are now transferred across the network.
# Fixed: In some situations, Rearm / Repair / Refuel did not fill all
Data Change Log
A10.pbo
# config.cpp
* fixed Maverick rocket indirect hit range (to match other rockets)
* set damageResistance
* only one Maverick per target is used now.
Air.pbo
# Ah1Z fire geometry fix
# 2D optics models enlarged for 16:9 aspect
# config.cpp
* set damageResistance
* balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire
# Tweeked texture of 2D optics
Air3.pbo
# config.cpp
* set armor and damageResistance
Anims.pbo
# Fixed wrong "stand" links in several action maps
# introduced primaryActionMaps
# Ladder moves reworked (rifle moves introduced)
# Transition erc rfl low to pne added
# Interpolation for AI movement erc stp ras rfl to erc spr low rfl added
Animals.pbo
# fixed shadow problems with small insects
< Buildigs.pbo
# fixed maping in 1st LOD of castle\helfenburg.p3d
# fixed "empty or no skeleton" errors for hotel and kostel_mexico
# fixed Z-fight flickering on misc\zidka03
# fixed shadow volume at brana02nodoor.p3d
# fixed top roof ladder in Tovarna2
# misc\runway_papi* increased shining flare
Ca.pbo
# Getting rid of hardcoded strings
# Fixing turret errors on some of the library objects
# Bouys are not reported by AI anymore
Desert.pbo
# Map repacked to lower VRAM usage
# Updated ilsTaxiIn for Rahmadi strip,
# Added drawTaxiway value
Characters.pbo
# Fixed clan for all civilian
# deleted faulty last lod of np_soldier_pilot
Misc.pbo
# config.cpp
* increased armor of sanbags fence to 800 (equal to fortress)
* decreased arnmor of barrels and pallettes to 20 (equal to civil car)
* empty skeleton error on armored target fixed
# paletaA, paletyC, paletyD fixed fire geometry
# Bilboard_Revolucion_bez_noh.p3d changed damage settings
# drevena_bedna.p3d changed damage settings
Sara.pbo
Map repacked to lower texture usage
# sara.wrp
* Bush moved from gate.
* Terrain adjusted, pavement accessible.
* Rock moved, scaled, rotated.
* Terrain of Pita runwaz flattened.
# config.cpp
* Added class SecondaryAirfields, 3 more ILS definitions in it.
* Updated ilsTaxiIn for Rahmadi strip
* Added drawTaxiway value.
Sounds.pbo
# Church bell sounds had wrong paths
Tracked.pbo
# 2D optics models enlarged for 16:9 aspect
# T72, M1A1 changed comander_out view + improved hitpoints
# T72, ZSU, M1A1 fixed fire geometry
# config.cpp
* set damageResistance
* HUD reworked for M113 variants
* HUD removed for ambulances
* set real T72 and M1A1 main turret elevation
# Tank commanders have new 2D square optics, some optics models cleaned
# tweaked 2D optics of brdm
Ui.pbo
# Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class
# Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud
Water.pbo
# config.cpp
* zoom for ironsights on turrets set equal to other weapons
Wheeled.pbo
# Enabled landrover police version
# Increased magazine loads on ammo trucks
# HUDs for armed vehicles changed to work with compass
Weapons.pbo
# 2D optics models enlarged for 16:9 aspect
* G36 fixed after 1.07 beta
# cfgAmmo.hpp
* redesigned indirect hit and ranges for HE ammo and explosive hit
* small arms amo now has tracers only in arcade, reduced visible fire too
* changed ammo audible/visible settings
* defined Vickers mgun tracers
* all SD ammo defined as subsonic
* reduced GBU12 bomb indirect hit to not harm that much distant tanks
# cfgMagazines.hpp
* M24 uses traceless ammo
# AmmoBoxes.hpp + cfgVehicles.hpp
* ammocrates destruction
# VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns
# MP5 magazines have names now.
# M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights
add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m
# GP-25 set to correct 40mm ammo
* tweeked textures of 2D optics of acog, ags and soflam
Weapons3.pbo
# 2D optics models enlarged for 16:9 aspect
# M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis
# Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. |
# config.cpp
* changed ammo audible/visible settings
# ammo B_25mm_HE indirectHitValue fixed
Wheeled.pbo
# 2D optics models enlarged for 16:9 aspect
# config.cpp
* set damageResistance
* zoom for ironsights on turrets set equal to other weapons
# Tweeking 2D sights
# Humers and Landrover with turret no more injures gunner while getting out.
Data di uscita: Disponibile