Version History – ArmA: Armed Assault
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=== UI.pbo === | === UI.pbo === | ||
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*- Fixed | *- Fixed length of player's name field | ||
=== Water.pbo === | === Water.pbo === |
Latest revision as of 21:37, 27 April 2024
This article details the version history for Armed Assault.
Build numbers
Mapping "commercial" version numbers to build numbers:
Version | Build | Description |
---|---|---|
1.00 | 5087 | Morphicon + Cenega release |
1.01 | 5094 | Patch |
1.02 | 5103 | Patch |
1.03 | 5116 | Demo |
1.04 | 5121 | European 505 release |
1.05 | 5136 | European patch |
1.05 | 5143 | Public beta patch |
1.06 | 5151 | US Atari release |
1.07 | 5154 | International beta patch |
1.07 | 5157 | Beta patch fix |
1.08 | 5163 | International patch |
1.09 | 5208 | International beta patch |
1.11 | 5244 | International beta patch |
1.12 | 5252 | International beta patch |
1.14 | 5256 | International patch |
1.15 | 5268 | International beta patch |
1.16 | 5277 | International beta patch |
Version 1.15
Summary
- Fixed compatibility issues with Vista x64 platform with ATI cards and large RAM
- Multiplayer related fixes and improvements
- Stability improvements
- Absolute mouse bindings possible, providing more natural mouse steering
Engine Changelog
- - Fixed: Game did not run on ATI cards in fullscreenmode on Vista x64 with large memory.
- - Fixed: Crash at ArmA.exe:0x174b27 - caused by wrong internal weapon state.
- - Fixed: Crash at ArmA.exe:0x56536 - caused by wrong turret state in MP.
- - Fixed: MP: Player driving motorcycle could be ejected with no apparent reason, sometimes leading to death.
- - Fixed: MP: Sometimes falling of a parachute a few meters above the ground.
- - Fixed: Dedicated server: Bandwidth balancing was often wrong, showing problems esp. when new players were joining.
- - Fixed: Players connecting JIP with custom files do not cause server lagging.
- - Fixed: Players with custom files get no longer kicked when server does not run on default port.
- - Optimized: Reduced memory usage with large view distances.
- - Fixed: Scene loading when starting a mission might sometimes use excessive amounts of memory.
- - Optimized: Slightly reduced VRAM usage with large view distances.
- - New: "Absolute" mouse control bindings (no auto centering) are now possible.
- - Improved: Provided error message for some unexpected memory initialization failures.
- - Fixed: Command line parameter -maxmem=xxx was not working on LINUX dedicated server.
- - Fixed: Crash at offset 0xfb57.
- - Fixed: Voice over Side channel could be transmitted to wrong listeners after respawn.
- - Fixed: Dedicated server crashed when script made soldier fire with Binocular.
- - Fixed: Grass and foliage was not affected by helicopter down wash since 1.04 version.
- - Fixed: status of disableAI was reset during save
- - Fixed: The FOV was deflected after TrackIR +tZ input had been removed from Zoom in/out action.
- - Fixed: Fast forward is now disabled when using binocular.
- - New: Optional server.cfg entry timeStampFormat to specify time stamp for each line in *.rpt file. Possible values: "none", "short", "full".
- - Fixed: Manual camera left/right movement was not mapped to mouse.
- - Fixed: Some AI commands on dedicated server might be delayed when the server window had focus.
- - Improved: Texture mip management more reliable in low VRAM conditions.
- - Fixed: Incorrect simulation importance for some entities in MP (for players in vehicles)
- - Fixed: Only relative path is now supported in commands: loadFile, exec, execVM, execFSM, preprocessFile, preprocessFileLineNumbers, kbAddTopic
DATA CHANGELOG
- - FIX (USMCD) Wound materials for all WDL soldiers.
- - NEW (USMC) More Woodland Army soldiers.
- - FIX (MI-17 (57mm rockets)) Fixed rockets count.
Version 1.14
General
- Newly adjusted default field of view
- Improved performance (up to 100% increase in frame rate depending on scene, video settings and graphics card)
- Significant optimizations with large view distances
- New scripting functions (string manipulation, multiplayer synchronization)
- Further improved recoil
- Improved airplane turn dynamics simulation (including improved rudder simulation)
- Fixed clipping issues with 16:9 or TripleHead displays
Multiplayer
- Numerous voice over net and multiplayer related fixes and improvements
- BattlEye anti-cheating system
AI
- AI bridge pathfinding much improved
- Many combat AI improvements and tuning
- Fixed some bugs in the AI target recognition both visually and aurally
Stability and Compatibility
- Fixed compatibility issues with Vista x64 platform with 4 GB RAM
- Fixed Out Of Memory problems caused by exhausting 32b virtual address space
- Fixed compatibility problems caused by various copy protections used
- Fog is rendered correctly on DX10 generation cards
New content
- ArmA Warfare
- Southern Sahrani
- Desert Marines
- Woodland Army soldiers
Version 1.08
Summary
- 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 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
- - Fixed: MP crash sometimes happened after deleteVehicle used 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: 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 crew 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 dedicated server 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
- Tweaked 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
Buildings.pbo
- fixed mapping 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
- Buoys 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 sandbags fence to 800 (equal to fortress)
- decreased armor of barrels and pallets 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 runway 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 ammo 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
- tweaked 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 changes 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
- Tweaking 2D sights
- Humers and Landrover with turret no more injures gunner while getting out.
Version 1.06
Summary
Version 1.06 is released in the US as ArmA: Combat Operations.
Main new features and improvements since version 1.05 are:
Gameplay
- The Armory
Engine Change Log
- - Fixed: Increased thrust when hovering stable in VTOL mode.
- - New: Player can use Eject to disembark the vehicle while leaving engine on.
- - Fixed: AI Strykers were not firing when player was not using iron sights / optics.
- - Fixed: Haze was too strong with large viewdistance.
- - Fixed: Reduced shadowing caused by the terrain.
- - Fixed: setTerrainGrid was not reset when a new mission was started.
- - Fixed: Dedicated server - after #reassign two players could control a single avatar
- - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)
- - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)
- - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position
- - Fixed: AI Ships now can reach shallow water (but very carefully)
- - Fixed: Ships - searching a place where to go for get in / get out improved
- - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)
- - Fixed: head movement not visible on players in vehicle
- - Fixed: Freelook still forced when changing from cargo to secondary turret
- - Fixed: AI sometimes did not take off NVG after skipTime was used.
- - Changed: Less strict color coding for ping values.
- - Fixed: Explosions no longer cause any objects flying high.
- - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.
- - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)
- - Fixed: Different selection of points where to get in / get out the ship
- - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container
- - Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing.
- - Optimized: Grass depth of field is now performed only with Postprocess set to Very high.
- - Fixed: Muzzle flash texture is preloaded now
- - Fixed: Wounded player is stuck in the water.
- - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position
- - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)
- - Fixed: Ships - faster movement in shallow water
- - Fixed: Separate get in point can be defined for each cargo position
- - Fixed: function "selectWeapon" now switches character pose when launcher is selected
- - Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced)
- - Fixed: Releasing Alt in a vehicle should center view vertically
- - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view
- - Fixed: Vehicles did not rearm when no ammo was remaining
- - Fixed: Mission editor - objects which cannot float are placed underwater now
- - Fixed: All input ignored after MP session left while chat window still open.
- - Fixed: UI - selector active row highlighting was clipped to controls group
- - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)
- - Fixed: Improved AI path following when moving slow.
- - Fixed: Improved AI car path planning in combat mode near roads.
- - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy
- - Fixed: Exhaust particle original position and speed improved
- - Fixed: VoN issues with server behind firewall fixed
- - Fixed: AI - heavy wheeled vehicles now can drive through bushes
- - Fixed: AI cars avoided water even when canFloat = true was given in the config
- - Added: function createMissionDisplay
- - Added: function joinSilent
- - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes
- - Fixed: External camera of the soldier was placed inside objects sometimes
- - Fixed: Tracks were drawn under the bridge
- - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)
- - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes
- - Fixed: UI - Gear dialog - weapon overview improved
- - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished
- - Improved: Moving of external camera of the soldier is much smoother now
- - Fixed: AI - path planning improved (more smooth transition between plans)
- - Fixed: Improved helicopters engaging targets.
- - New: Helicopter animation controllers cyclicForward and cyclicAside added.
- - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.
- - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting soldier movement in transitions like when seeing someone going prone.
- - Fixed: Improved target scanning for fast moving units.
- - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu
- - Fixed: Map info (commands, friendly and enemy units) is now saving into game save
- - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing.
- - Fixed: scripting function "magazines" ignore empty (virtual) magazines
- - Fixed: Buldozer crash - non-streaming landscapes not supported.
- - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.
- - Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG)
- - Fixed: AI boat movement precision and path finding improved.
- - Fixed: AI vehicle braking now smoother.
- - Fixed: Slightly improved AI pathfinding in a non-uniform environment.
- - Fixed: Tides are now considered for AI path finding.
- - Fixed: Possible server crash during NAT negotiation
- - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles
- - Fixed: Better movement of convoys on roads
- - Fixed: NV goggles eye accommodation was reset, when returning to a paused game
- - Fixed: Gear screen in briefing - magazines was multiplied sometimes
- - Fixed: Clipping of some briefings on the right edge
- - Fixed: Distant grass layer follows roads more closely.
- - New: New config value soundBurst to allow playing sound for each bullet in a burst
- - Fixed: Brightness limits were too benevolent - cheating was possible
- - Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item
- - Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front
- - Fixed: When running windowed, on some systems the image was slightly blurred.
- - Fixed: Improved text output kerning.
- - Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP.
- - Fixed: Airplanes were firing rockets even when not aimed properly.
- - Fixed: UI - double clicks detected better during low frame rate
- - New: UI - control event handler ButtonClick now can return true to avoid default reaction
- - Fixed: AI planes not engaging targets.
- - Fixed: Airplane gears now fixed when aircraft is repaired.
- - Fixed: New animation controller noseWheelTurn.
- - Added: functions lbSort, lbSortByValue
- - Improved: UI - Chat log text border
- - Fixed: Improved target Tab locking prioritization for aircraft.
- - Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow).
- - Fixed: The ingame progress bar showed up for a little while when the game was loading and was supposed to use the splash screens instead
- - Fixed: Progress bar was too bright at the end of the loading for a little while
- - Fixed: UI - text cursor in edit control was on wrong position
- - Fixed: AI planes unable to land on Sahrani airport.
- - Fixed: AI - car drivers sometimes ignored commands from player in cargo
- - New: function isServer to check if given machine is the server.
- - Fixed: Tanks were not jumping over the concrete ramp
- - Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position
- - Fixed: Improved laser target detection and engaging by AI.
- - Fixed: Improved AI plane reaching waypoints.
- - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them
- - Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card)
- - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them
- - Fixed: Debriefing - in campaign, objectives was not properly marked
- - Added: Heading source to HUD's
Air.pbo
- Defined camel pilot for camels config.cpp (5.3.2007)
- Added clan signs and logos to Harriers and Littlebirds
- fixed pilot position in Harrier bomber , deleted unnecessary properties
- changed blink lights to still lights on harrier airplanes
- repositioned landing light on Cobra
- model.cfg
- fixed compass rotation for Mi17
- config.cpp
- Changed values of harrier flight envelope
- HIT values and armor changed for all models
- Harrier bomber has now 6 bombs
- Removed erroneous rotor tilting from helicopter config.
- Cobra glass textures changed, also material for night instruments
- UH60 with machinegun second turret definition fixed.
- KA-50 missile and rocket firing points inversed
- Mi-17 rocket firing points inversed
- soundInsideCoef reduced to 0.2 for AV-8B
- UH60mg fire geometry and memory fix
Air3.pbo
- modeled landing lights to SU34
- config.cpp
- Changed values of SU flight envelope
- Added landing lights to Su34
- Changed Armor setting
Anims.pbo
- Fixed Reload collision capsules
- Player can sit with pistol
- Fixed interpolations to dead in all transition animations
- Increased death bounding spheres to 1.5
Buildings.pbo
- materials update
- config.cpp
- placement=vertical; added for RADAR station
- tweaked markerLights values
- dum_zboreny.p3d
- Collision geometry & Roadway modifications
- Tent_east.p3d - changed geometry
- Added new marker lights to runway navilight, edgelight and trafic stoplights
- fixed LOD bug in podesta_1_stairs3.p3d
- fixed collision Plot_Ohrada_zlomena
Ca.pbo
- added markerlight to small road barrier
- fixed buoys floating
characters.pbo
- Defined camel pilot config.cpp, model.cfg (5.3.2007)
- Added model of camel pilot, textures and materials (5.3.2007)
- Added clan for civilians and soldiers
- Added new Helmets for us_sodier_sabass.p3d, us_sodier_sabot.p3d, us_sodier_sabmark.p3d (8.3.2007)
- Pilots and Crewman now have smokeshells and one more magazine to avoid "ammo low" messages.
- Zombies do not use dangerFSM anymore.
Misc.pbo
- pytle_palety.p3d fixed collision
- drevtank added supply point
- BVP1T fixed alphasorting
Plants.pbo
- str_fikovnik fixed n
Sara.pbo
sara.wrp
- moved some rocks, poles, bus stop sign and shelter around Tlaloc
- adjusted terrain at El Gordo and Ic79
- several objects moved from road at Gj19
Tracked.pbo
- m113.p3d
- selections in model
- config.cpp and model.cfg modifications
- T72 and Abrams turret elevation and depression modified to match realistic values
- Shilka,BMP2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.
- soundInsideCoef lowered to 0.2 for M1A1
Water.pbo
- deleted unnecessary properties from both RHIB models
- RHIB.p3d, RHIB_gunboat.p3d
- still lights properly positioned
- selections in model
- config.cpp and model.cfg modifications
- changed ship class precision when following path
- RHIB2Turret rear turret definition updated
Weapons.pbo
- M249 - texture modification
- DShKM - texture modification
- Increased indirectHitRange for all rockets from 0.2 to 2 meters
- Increased costs for RPG and M136 to avoid AI shooting at soldiers
- VehicleWeapons magazines maxLeadSpeed fixed
- Increased artillery ammo strength
- Increased AV-8 GBU loadout to 6 bombs
- Javelin model hotfix. Model modified to fire horizontal. Number of mags limited.
- NVG 2D optics improved
- 3 round burst ammo introduced for M134
- Burst mode introduced for MP5s
- Firing sound of the 57mm launcher changed
- Rebalancing of all bullet ammotypes
- adjusted firing rate of M134
- static weapons can zoom now
- TOW rocket center of gravity fixed, stabilising the flight
- Weapons used on aircrafts are always lockable
Weapons3.pbo
- m16 ViewPilot update -
- weapons used on aircraft are now always lockable
Wheeled.pbo
- config.cpp
- fixed amount of Pick-up cargo
- changed max speed settings for civil cars
- Fixed 5t truck co-driver settings
- Gunner of UAZ with machinegun casts shadow now.
- HIT values and armor changed for all models
- model.cfg
- fixed gauges to show proper speed values
- hilux*, datsun*, tractor - fixed exhaust points
- fixed steering wheel rotation in all hilux* models
- Humer, 5T truck, LandRover, Stryker, Tractor and Uaz - deleted unnecessary properties n
- Humer config - viewGunnerInExternal to prevent sound muffling for gunner
- Humer has now penetrable glass
- fix Stryker TOW kolize
- fix model center on Strykers for AI pathfinding
- fix damageHide selection on all UAZ*.p3d
- Strykers, BRDM - 2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.
Wheeled3.pbo
- added clan signs on the TT650 and M1030, deleted unnecessary properties
Version 1.05
Summary
Version 1.05 makes all game versions released up to date at almost one level (with the exception of single player mission M13 Blood, Sweat and Tears that remains only in 505 Games retail DVD Edition).
The update comes in two versions:
- ArmA Euro Patch for version 1.04 only
- ArmA International Update for all versions released so far 1.0, 1.01, 1.02 and 1.04
It's also possible to Buy & Download ArmA English version 1.05 from sprocketidea.com (dead link) now.
Main new features and improvements since version 1.04 are:
Gameplay
- grass is now simulated for AI and multiplayer (including larger view distances)
- STOVL support
- improved 3D iron sights
- improved satchel simulation (including detection of player and AI usage)
Campaign
- various improvements and bug fixes across all campaign missions
UI
- overall polish and streamline of menus
- new modern GPS device enabled for some vehicles and situations
- satellite texture can be displayed in the main map
Controls
- improved stability of helicopters (yaw now does not affect bank)
- extended support for keyboard shortcuts (you can toggle by holding any key and press second key together)
AI
- general AI tweak and improvements
- more realistic AI target detection
Multiplayer
- improved MP browser
- improved voice over net (you can hear enemy talking, direct channel is enabled)
Compatibility
- all versions possible to upgrade to 1.05 level
- English subtitles enabled for Czech and German versions
How to use STOVL
Harrier (AV8B) can now perform Short takeoff and vertical landing (STOVL). It is controlled with "Autohover ON/OFF" action. When activated, there is no such autopilot for slowdown that helicopters use. Thrust vector is just rotated downwards. Q/Z keys control only airplane speed. There are no keys for control over vertical thrust, so it is not possible to hover up/down like in helicopter. Takeoff procedure: - activate Autohover - extend full flaps (2x crtl+K) - gain some speed by holding Q for a short while and then release it. - once in the air, retract gear (crtl+G) - hold Q a little longer until you move fast enough - retract flaps as you build more speed (2x ctrl+L) - at approx. 180kmph toggle autohover off and control flight as regular aircraft Landing procedure: - reduce speed and altitude same way as during conventional landing - extend full flaps (2x crtl+K), drop gear (crtl+G) - hold Z to reduce speed - at approx 180 kmph activate Autohover - pitch nose up to reduce speed, check speed, height and flight path vector indicated on HUD - hold Z for descent at approx 2.5 m/s - at touchdown toggle autohover off
Engine Change Log
- - Changed: Video options Quality preference now affects terrain detail as well.
- - Fixed: Setting overall settings to Very low was not properly indicated in video options.
- - Fixed: AI Machine gunners are now more aggressive against near infantry unit.
- - Fixed: Motorbikes right/left turning is now enabled even when looking around
- - Fixed: AI could sometimes aim into the air when targeting an unknown land unit.
- - Fixed: Explosion sometimes revealed the exact unit position to the AI units.
- - Fixed: Texture extension can be supplied with the procedural color texture now (texture type is calculated according to it)
- - Fixed: AI was planning the path over the destroyed bridge
- - Fixed: Boat can now be controlled by mouse
- - Fixed: Bad voice buffer unqueuing, could cause memory leak when using voice over net.
- - Fixed: Silent sound cut off too early when load sound was near
- - Fixed: AI was not able to uses satchels on Destroy waypoints.
- - Fixed: Binocular style laser designators were using wrong models and animations.
- - Improved: Increased internal cache size for computers with more than 512 MB of RAM.
- - Fixed: AI usage of laser designators much improved.
- - Fixed: MP session list - Server state not shown for incompatible sessions
- - Fixed: MP session list - country is shown for all sessions now
- - New: New trigger types "Seized by ..."
- - Fixed: MP session browser - sometimes session info was hiding and showing repeatedly
- - New: Access to option categories directly from the main menu
- - Fixed: When the script change the player using "selectPlayer" function from the dead one, game info about the mission state is changed as well.
- - New: different progress indicator during game startup
- - New: playerKilledScript entry in the description.ext of the mission can override this entry in the config
- - Fixed: Crash when command "hintC" was used
- - Fixed: status of disableAI is now saved and loaded.
- - Fixed: DS crash occurred when mission with some special name (containing '%') was selected
- - Fixed: MP - manual fire rate was too high sometimes
- - Fixed: Aircraft were sometimes disappearing when flying above small objects.
- - Added: MP - new server scripting function lock
- - Added: MP - new commands #lock, #unlock
- - New: Possibility to show satellite textures in the in-game map and briefing
- - New: Multiple layers of cut effects, extended version of commands cutText, cutRsc and cutObj
- - Added: functions titleFadeOut, cutFadeOut
- - Fixed: View limits in vehicle applied on TrackIR and NumPad looking around
- - Fixed: MP - Cancel button in the briefing will return player to lobby, not to server browser
- - New: Map legend parameters are now read from the resource
- - Fixed: When using shadow detail high with some nVidia cards (Nv3x chip-set) loading screen could happen sometimes mid-game.
The problem was caused by bad usage of D3DSAMP_SRGBTEXTURE, which was wrongly handled by the driver.
- - New: commands hint, hintCadet now works also with the structured text
- - Fixed: MP game using ships was crashing
- - Fixed: Function "hintC" (versions with the title) - when dialog is closed, text is shown in HUD
- - Fixed: Integer light constants as I_POINTLOOPCOUNT were not recorded and there was a problem when using compass during the day
- - Fixed: MP Voice over Net on LAN sessions was not working sometimes
- - Fixed: Hellfires (maverickweapon) on a helicopter were visible even when the helicopter was destroyed
- - Fixed: Mouse cursor color was not handled correctly
- - Added: function difficultyEnabled
- - Added: functions ctrlMapScreenToWorld, ctrlMapWorldToScreen
- - Fixed: Threat calculation was inaccurate for weapons with multiple modes
- - Fixed: Fully closed vehicle interiors were rendered with strange gray shadows with shadow detail Normal or lower.
- - Fixed: Switching into the mission editor by clicking on the Task bar caused selecting mode to be active.
- - Changed: Message about addons not listed in the mission is no longer displayed when playing single player missions.
- - Added: New animation controller cabin for airplanes.
- - Change: airplane fuel consumption dependent on thrust.
- - Added: function addVehicle
- - Fixed: Crash during saving game in Library mission
- - Fixed: Zoom instead of optics in transport
- - Fixed: Improved airplane landing autopilot.
- - Fixed: STOVL ability added (use autohover action to toggle VTOL mode).
- - Fixed: AI now considers grass layer in the visibility calculations.
- - Fixed: Terrain detail low/very low no longer degrades quality unless viewdistance requires it.
- - New: enableGPS vehicle config entry can enable GPS for given vehicle
- - Fixed: When OpenAL is unable to create sound buffer for VoN, the game continues without VoN.
- - Fixed: Group leader now can command subordinates to get in secondary turrets
- - Fixed: command "crew" now lists all gunners in the vehicle
- - Fixed: Units created dead were partially alive.
- - Fixed: "fire" command works for all turrets now
- - Fixed: AI cars not willing to drive under power lines.
- - New: Any combinations of two keys can be used for user action mapping
- - Fixed: Dedicated server radio processing was broken, resulting in AI often not doing what expected.
- - Fixed: watch and compass no longer shown once mission is restarted.
- - Fixed: Moving of cars in convoy - better following of road
- - Fixed: Controls mapped on 3D object did not work correctly in different screen ratios than 4:3
- - Fixed: AI sometimes did not takeoff when placed on the runway.
- - New: Gear shifting limits can now be defined in the config for each vehicle.
- - Fixed: UI - button text position calculation improved
- - Fixed: UI - structured text drawing - spaces between elements
- - Fixed: MP - Radio messages echo on remote clients was missing
- - Fixed: MP - get out waypoint did not work as in single player (player not forced out, player commanded to get in)
- - Fixed: UI - disabled default button responded to Enter
- - Fixed: The game crashed when gear screen was opened and the player was vanished (using scripting functions)
- - Fixed: Airplane landing light may be now off when gear is up.
- - Fixed: Aircraft may miss lighting from its own lights when airborne.
- - Fixed: Colored positional lights were rendered white.
- - Fixed: Display all (fading) HUD elements when mission is restarted
- - New: possibility to skip briefing screen using "briefing = 0" in the mission description.ext
- - Improved: Delay when returning from map to game is now much shorter.
- - Improved: Improved night vision goggles rendering.
- - Added: functions setCurrentWaypoint, waypoints
- - Added: function distributionRegion
- - Fixed: Reduced water splash volume when boats are not moving.
- - Fixed: Reduced distant unit warping / jumping.
- - Fixed: Languages switching was disabled for some distributions
- - Fixed: mission editor - condition changed when Continue button is shown
- - Added: functions assignedVehicle, assignedVehicleRole
- - Fixed: function "deleteWaypoint" now works for all waypoints (recent, current)
- - Fixed: After save/load weapons might become invisible.
- - Fixed: AI - After transport of player's group, AI was staying on the same position
- - Fixed: Drawing of subtitles (all structured texts) - the offset of shadow was not always fixed
- - Fixed: Prone rolling no longer activates lean toggle
- - Fixed: Tracers are visible again early in the night
- - Fixed: When fleeing is disabled, units never flee - even when having no weapons
- - Fixed: AI did now follow player over the bridge
- - Fixed: server config parameter persistent is fully working now
- - Fixed: MP - situation when admin logged in during mission voting is handled correctly now
- - Fixed: AI flying helicopter was changing dive wildly when flying fast.
- - Fixed: Iron sight view no longer strictly tied to a weapon.
- - Fixed: MP - admin is deciding when briefing is finished now
- - Fixed: UI - Single missions dialog title is changing by the selected folder
- - Fixed: when alternate directory for profiles given by command line options -profiles, user profiles are no longer stored to this directory, but to its Users subdirectory
- - Fixed: Improved AI spotting ability in towns.
- - Fixed: Look around in vehicles (faster and better limits now)
- - Fixed: Limit of iterations in while cycle no longer applies for scripts run through execVM or spawn
- - Fixed: AI deprecated to get in heavy damaged vehicle even when repaired again
- - Fixed: MP - command #exec allowed only for logged (not voted) admin
- - Fixed: UI - Tooltips are kept is screen safe area, not in the UI area
- - Fixed: MP - dynamically created helicopters handle "FLY" flag correctly now
- - Fixed: MP - helicopter could sometimes explode mid-air for no reason
- - Fixed: Peripheral vision are kept is screen safe area, not in the UI area
- - New: -world=empty command line option for faster game loading (no island and no menu animation loaded)
Air.pbo
- Fixed mass positioning in all helicopter models - yaw now does not affect bank
- New engine sound for AV-8
- Disabled lights on parachutes
- Mi17 added mirror material
- SU34, SU34b - added clansigns and proxy flag
- config.cpp
- GPS disabled for Camel and Parachute
- configured HUD
- fixed Harrier landing light
- changed head movement limitations
- model.cfg
- openable canopy for harriers
- modified pilot anims for crew in cockpits with HUD
- fixed HUD definition for helicopters
- parachute sound occlusion fixed
Anims.pbo
- Fixed inbetween issue that civilians could not go prone forward
- Sprinting enabled for several stances
- Bug in the transition from handgun to launcher fixed
- Deformation when looking around with lowered rifle
- Improved middle part of animations in cutscene 7 - fingers and hands
Buildings.pbo
- fixed wire fences AI can now shoot through them
- panelak*.p3d - fixed collisions
CA.pbo
- added Library models
- Road Cone, Obstacle - Saddle, Ramp - concrete, Humps - dirt, Buoy small, Buoy, Road barrier and Road barrier small are now also available in editor as Objects
Characters.pbo
- Addondependency for ak74pso added
- Civilians have the same amount of slots as regular soldiers
- Anchorman2 introduced to be used for regular missions
- GPS enabled for Special forces and squad leaders
- np_soldier_officier.p3d "osobnost" redefined
Desert.pbo
Grass layer information added.
Plants.pbo
- No fade vertex shader definition added to trunk materials, fixed polyplanes in str krovisko vysoke.p3d, added viewgeom and materials on dead trunk models.
Misc.pbo
- config.cpp disabled destruction on PaletaBase models
Rocks.pbo
- deleted ViewGeometry in Rock*.p3d models (fireGeo will be used instead)
- removed specularity for ground clutter stones (did not work well)
Sara.pbo
Grass layer information added.
sara.wrp
- moved two "podesta" objects at Ga66
Signs.pbo
- repacked from VCS data
Tracked.pbo
- Limited head movement on M163 and M113 ambulance drivers
- Fixed bug with interior shadows in BMP-2
- M113, M113_RACS - Fixed gunner animation in cargo LOD
UI.pbo
- RscScreen.hpp:
- Aspect ratio indicator added to the video options dialog
- Option to display satellite texture map
- Empty mission translations updated
- Notepad model updated
Water.pbo
- GPS enabled for RHIBs
Weapons.pbo
- Hellfire and Vikhr hitvalues slightly raised
- MP5 was very ineffective
- changed config.cpp
- laser designators to use binocular style animations
- Javelin scope to protected
- AGS30 library description fixed
- adjusted weapons dexterity values
- changed Soflam laser designator model
- aligned chamber points with scope at M4_GL_ACOG and M4_SPR
- ACOG gun sights and ballistics modified, changed ballistics also on M4 Aimpoint
- SVD optics modified
- changed M119 gunnerview
- changed optics zoom settings on all rifles
- add to readme:
Optics/Ironsights leveling on distance: 50m > MP5, pistols 100m > AK74UN, M4/M16 with Aimpoint, ACOG sights or suppressor 120m-400m > M4SPR 200m > SVD, KSVK, AK74PSO 300m > AK74, AK74GL, AK74U, M16A2, M16GL, M16A4, M16A4GL, all G36, machineguns 500m > M107
Weapons3.pbo
- M107 autofire disabled
- M16 ACOG optics leveled on 100m
- M107 and KSVK config.cpp
- modified dexterity of weapons
- new KSVK and AK74PSO optics introduced for better aiming
- M16A4, M16A4GL aiming fix
Wheeled.pbo
- model.cfg
- Stryker gunner is able to turn its head now
- Stryker drivers FOV changed
- Added driver optics to all Strykers
- added mirror material (Stryker*.p3d, 5t*.p3d, Landrover*.p3d, Urals*.p3d, hilux*.p3d)
- Fixed bug with interior shadows in Strykers
- config.cpp
- GPS enabled for Humer, Stryker and BRDM
Wheeled3.pbo
- getting rid of some hard coded strings
- Added destruction effect
- Fixed damper selection for M1030
- Improved alpha faces for Both Bikes
Version 1.04
Summary
- AI pathfinding improvements
- AI combat improvements
- Several dedicated server stability issues fixed
- Terrain Detail Very Low disables grass rendering
- LOD blending on vegetation for smoother visual transition
- new content: Su-34 Fighter and Su-34 Bomber, TT650 and M1030 military motorcycles, AKS74PSO, KSVK, M107 and M16A4
Engine Change Log
- - Fixed: Plane mouse control do not affect cyclic while looking around
- - Fixed: "life" cheat (immortality) disabled in Retail versions
- - Fixed: Boats were able to drive on shore quite fast.
- - Fixed: Boats were able to sink into the terrain once destroyed.
- - Fixed: (Car) Camera height angle is reset going from external to internal view or vice versa
- - Fixed: AI pathfinding improved (unexpected leaving of roads will happen less frequently)
- - New: Config switch to disable "Voice over Net" on dedicated servers (disableVoN=0;)
- - Fixed: Car-ground collision response improved.
- - Fixed: Cars simulation - better speed stability when low speed wanted
- - Fixed: Wake up object physics after setVector/setVectorUp.
- - Fixed: Injured soldier is forced to prone only when he wants to move (done to fix RPG *soldier ability to run even when injured)
- - New: Headlights are now not switched when player leaves the vehicle.
- - Fixed: Command line options -world, -noland and -netlog enabled.
- - Fixed: Boat can now be controlled with keyboard while looking around using a mouse.
- - Fixed: Peeking through walls using leaning is no longer possible.
- - New: Grass flattened around soldiers, improving visibility.
- - Added: Support for languages switching
- - Fixed: UI - combo in control group did not handle mouse events well
- - Fixed: UI - listbox scrollbars did not handle well thumb position for mouse events
- - Fixed: UI fade animations (ctrlSetFade) did not work for controls in control groups
- - Fixed: Briefing picture lighting was incorrect.
- - Fixed: Mount command (from the commanding menu) now works even for units already in the target vehicle (but on the different position)
- - Fixed: Missions in addons - wrong mission name was sometimes shown
- - Fixed: Filtering was not working properly when using pushbuffers (square artefact on ground were visible under certain conditions)
- - Fixed: Player hosting game was not able to hear voice over net
- - Fixed: Dedicated server can use missions in addons now
- - Fixed: Voice recording did not work with some sound-cards/drivers.
- - Added: On-screen icons indicating bad connection quality or desync in MP
- - Improved: Multiplayer screens layout
- - Fixed: preloadCamera and preloadObject always return true on dedicated server.
- - Fixed: Dedicated server crash on preloadCamera (causing CTI crash in the demo).
- - Fixed: Tanks could fall through narrow gaps in some models.
- - Fixed: Command line option -netlog was still not enabled in 1.02 - fixed now.
- - Fixed: Targets are made known to AI once message about them is transmitted over radio. This prevents situations where AI gunner silently rejected a command because not knowing the target.
- - Fixed: Random DS crashes
- - Fixed: DS - Mission voting results show correctly localized mission name for missions in addons
- - Fixed: Failure opening custom files (face, squad logo) might be causing server termination.
- - Fixed: DS crash (for group with no waypoints) @param forced set when a suitable position (support, base) was found
- - New: Push to Talk actions for voice over net
- - Fixed: Keys 0,..,9 and F1,..,F12 are reserved even when combined with Ctrl key
- - Fixed: Crash caused by target handling change in 5111.
- - Added: functions createMarkerLocal, deleteMarkerLocal, setMarkerTextLocal, setMarkerShapeLocal, setMarkerBrushLocal, setMarkerDirLocal
- - Added: functions setMarkerPosLocal, setMarkerTypeLocal, setMarkerSizeLocal, setMarkerColorLocal
- - Added: functions markerDir, markerText
- - Fixed: setWPPos and setWaypointPosition now modifies waypoint position on all computers in MP
- - Fixed: Random crashes during reporting of targets (since 5111)
- - Fixed: MP session list - better sorting by the host name or the mission name
- - Fixed: DS crash after player disconnected and action command active for him
- - New: button "Play again" added to the mission interrupt dialog
- - Fixed: UI - Enter no longer generate OK event when OK button not present
- - Fixed: MP - fire effects sometimes did not transferred (especially for JIP players)
- - Optimized: Somewhat reduced frame rate hit caused by bushes and trees on Normal, Low and Very Low shading detail settings.
- - Fixed: MP - show progress during mission transfer
- - New: Terrain Detail now controls grass detail as well (can be used to turn off the grass)
- - Fixed: Reduced object LOD switching.
- - Fixed: Soldier movement stopped when firing in burst or auto mode or with an empty magazine.
- - New: MP - better progress indication during mission launching
- - Fixed: Terrain detail settings not working properly - could introduce holes on lower settings.
- - Fixed: Scene preloading could take long or never end with Shading detail Low or Very low
- - Fixed: Helicopters now explode when landing upside down.
- - Fixed: Helicopters now get destroyed very fast when attempting to dive into the water.
- - Fixed: Small objects (e.g. firing range targets) not visible with Object Detail = Low or Very Low.
- - Fixed: Cars (esp. small ones) were able to ford a water too deep.
- - Fixed: scripting command setUnitPos did not work
- - Added: function setUnitPosWeak
- - Fixed: The game did not process mouse input when running in fullscreen on the secondary monitor
- - Fixed: Player could sometimes get stuck after falling onto some object or vehicle.
- - Fixed: Vehicle side was assumed incorrectly when player switched into a crew position from cargo.
- - Fixed: Burst simulation in MP (Blackhawk M134 fired even when key released)
- - Fixed: AI soldiers sometimes went through handrail of bridge
- - New: GetOut mapped to user action
- - New: LandGear and Flaps mapped to user actions (Default mapping is LandGear to RCtrl+G, FlapsDown to RCtrl+K, FlapsUp to RCtrl+L)
- - Fixed: LOD transition is now dependent on time only and therefore is very smooth
- - Fixed: Grenade throwing direction indication more intuitive
- - New: Toggle and hold actions for Compass, Watch and GPS minimap (default is now hold, not toggle)
- - New: In-game GPS minimap
- - Fixed: AI does not forget about an enemy when seeing him boarding a vehicle.
- - New: Extended AI fleeing - given more freedom in flee point selection.
- - Fixed: AI did not properly considered enemy vehicles with turret mounted weapons in its threat maps, sometimes resulting to careless behaviour.
- - Changed: Command Fire in vehicles works also when commanding mode is not active
- - Fixed: When the command menu is up, many keys/functions do not work.
- - Fixed: Mouse button triple click was misinterpreted as 2x double click
- -Changed: Right Ctrl used for key combination instead of left one. (Right Ctrl no longer mapped to any actions.)
- - Improved: AI now retreats when under threat and having no weapons to engage any enemy targets.
- - Fixed: Argument -noland is now ignored when not running as Buldozer.
- - Fixed: units picked up while swimming and dropped on land still swim
- - Fixed: swimming AI were unable to get in
- - New: new config option alwaysTarget forcing training targets to be lockable
- - Fixed: MP - after Cancel in the Briefing screen, MP session was not fully destroyed
- - New: Eject mapped to user action
- - Fixed: Crash after changing Creative XFi mode from Gaming to Entertainment or after disabling full acceleration.
- - Fixed: Some international characters was clipped in the chat log
- - New: parameter persistent in the server config to allow the mission to continue even when no players are connected
- - Fixed: No entry reported in server browser when server was using custom world.
- - Fixed: Locking target by RMB in tank does not activate optics action
- - Fixed: Seagull wings sometimes not animated.
- - Fixed: Commander can use Tab to issue target orders when sitting in the weapon station as long as his own weapons are not lockable.
Air.pbo
- AH1Z fixed glass sorting
- Mi17MG gunnerview
- GBU*.p3d and AV8B.p3d
- MH6* fixed gauges sorting
- Improved Hit-Points of small rotor for AH1Z.p3d, ah6_lb.p3d, ah6_lb_sp.p3d, mh6_lb.p3d, mh6_lb_sp.p3d.
Anims.pbo
- modified speed of sprint with lowered rifle - FL and FR was 10% faster than F direction
- added specific cutscene moves for cts 7 and 10 - to improve look of these cutscenes as there were no specific moves recorded for these originally, only generic moves were used. Also related to - cutscene mission definitions update.
- modified transition launcher kneel raised to prone unarmed: used specifically recorded MC data; this move allows a player to faster go prone.
- Rifle does not move when pistol or launcher are reloading now
- Small adjustments for instant grenade throw when running
- transition prone rifle raised still to erected rifle lowered sprint redone to improve the look and remove problematic shake in the move
- Enabling grass flattening for some transition/reload animations
Buildings.pbo
- tovarna2.p3d
- modified geometry
- hotel_riviera1.p3d
- hotel_riviera2.p3d
- fixed geometry under stairs
- plot_vinice.p3d
- removed roadway
- modified roadways to pass over small obstacle walls (lavicka_1, lavicka_2, lavicka_3, lavicka_4, podesta_1_cornL, podesta_1_cornR, podesta_1_mid, podesta_1_mid_cornL, podesta_1_mid_cornP)
- stuck on roofs (dum_istan2, dum_istan2_01, dum_istan2_02, dum_istan2_03, dum_istan2_03a, dum_istan2b, dum_istan3, dum_istan3_hromada2, dum_istan3_pumpa, dum_olez_istan1, dum_olez_istan2, dum_olez_istan2_maly)
- added fences (podesta_1_stairs, podesta_1_stairs2, podesta_1_stairs3)
- buildings\misc\nastenka2, buildings\misc\nastenka3 - reposition
- castle\helfenburk
- garaz_bez_tanku.p3d, garaz_s_tankem, ammostore_2
CA.pbo
- vlajka.paa (added missing texture)
Characters.pbo
- SoldierGCommando respawn magazines fixed
- new face53 added
- SoldierWSaboteurRecon binocular removed
Misc.pbo
- modified ladder in/out points (water_tank, water_tank2)
- modified armored target destruction (drevtank.p3d, model.cfg, targets.hpp) added new model drevtank_ruin
- modified roadways (zidka_klek, zidka_stani)
Plants.pbo
- modified geometries (str_liskac, krovi_bigest, ker_deravej, krovi2, krovi3, krovi4, krovi)
Roads.pbo
- extended roadways (Kamenny_most30.p3d, Kamenny_most30v2.p3d, most_bez_lamp.p3d, most_stred30.p3d) to prevent droping of tanks
Sara.pbo
- sara.wrp
- Changed terrain around building at Eh61
- Adjusted stairs model
- Updated podesta models, checked for inconsistencies
- Podesta models aligned where possible
- Adjusted position of ca\buildings\vez.p3d in the base S of Bagango
- Repacked with new nastenka2.p3d and nastenka3.p3d
Tracked.pbo
- modified hitpoints (T72, M1A1) to make damaging more realistic when hit from several angles and weak spots
- modified gunnerview (T72, M1A1, M113) to make view more similar to real position of optics
- BMP-2 received an own AT-5 launcher
- Enabled "Radar" for tankcommanders
Water.pbo
- model.cfg
- fixed drivewheel rotation direction
- RHIB.p3d, RHIB_Gunboat.p3d instruments repair + improved hitpoints to disable engines easier
Weapons.pbo
- Modified the M16
- modified m16_granatomet_proxy.p3d
- modified m16_proxy.p3d
- modified m16_CO.tga
- modified m16_ironsights_SMDI.tga
- modified m16_NOHQ.tga
- modified m16_SMDI.tga
- M1A1 and T72 ammos overworked
- M1A1 gun range reduced
- Grenades can be thrown now without delay
- Grenade throwing direction indication more intuitive
- M4_aimpoint
- M4_SD_Aimpoint
- m240.p3d news
- model.cfg
- AT-1.p3d
- ironsights
- ak_74_granatomet, ak_74
- M2_mg aligning gunnerview for more precision aiming
- M9_beretta, M9_beretta_SD, Makarov, Makarov_Silenced - gunnerview offset
- M240
- PK
- AT5LauncherSingle for BMP-2
- m240.p3d
- model.cfg
- m136_launcher_loaded.p3d
- m136_launcher.p3d
- m136_co.tga
- Added longrange sniper rifles from weapons3 into the weaponcrates
- CfgAmmo.hpp
- CfgVehicles.hpp
- M4_SD_Aimpoint.p3d
- M4_Aimpoint.p3d
- DSkhM_mg fixed get in direction + Icon texture fixed gun orientation
Wheeled.pbo
- changed cargo position of crew (Ural, Ural_open, Ural_civil1, Ural_civil2)
- Stryker*.p3d - changed named selections in all Stryker models (wheels in Geometry LOD to *_damper because of colision on bridge
Version 1.02
Multiplayer
- Dedicated server related improvements
- Netcode optimizations
General
- Helicopter controls reworked
Engine Change Log
- - Fixed: Parameters set when creating a new profile was not saved
- - Fixed: User profile ending with the period character was handledincorrectly
- - Fixed: Improved helicopter controls and flight model.
- - Fixed: Dedicated server crash
- - Fixed: Random crashes in MP
- - Fixed: Default profile cannot be deleted nor renamed now
- - Fixed: Rename of profile work correctly now
- - Fixed: Stealing gear from medics was possible
- - New: Joystick sensitivity configurable in ArmAProfile file. Configuration is done per positive/negative part of each axis. Default is:
joystickSensitivity[]={0.500000,0.500000,0.500000,0.500000,0.500000,0.500000,1.000000,1.000000,0.500000,0.500000,0.500000,0.500000,0.500000,0.500000,1.000000,1.000000};
- - Fixed: MP server crash (sometimes after JIP client disconnected)
- - Fixed: Squad logo was not shown on all clients in MP
- - Fixed: Normal maps need not to be thrown away in LowEnd quality settings after restarting the game
- - Fixed: Dedicated server required OpenAL32.dll
- - Fixed: AI are better planning the path over the bridge
- - Fixed: Player with no legs gets no longer stuck in up/down limbo
- - Fixed: Plane mouse control do not affect cyclic while looking around
- - Fixed: "life" cheat (immortality) disabled in Retail versions
- - Fixed: Boats were able to drive on shore quite fast.
- - Fixed: Boats were able to sink into the terrain once destroyed.
- - Fixed: (Car) Camera height angle is reset going from external to internal view or vice versa
- - Fixed: AI pathfinding improved (unexpected leaving of roads will happen less frequently)
- - New: Config switch to disable "Voice over Net" on dedicated servers (disableVoN=0;)
- - Fixed: Car-ground collision response improved.
- - Fixed: Cars simulation - better speed stability when low speed wanted
- - Fixed: Wake up object physics after setVector/setVectorUp.
- - Fixed: Injured soldier is forced to prone only when he wants to move (done to fix RPG soldier ability to run even when injured)
- - New: Headlights are now not switched when player leaves the vehicle.
- - Fixed: Command line options -world, -noland and -netlog enabled.
- - Fixed: Boat can now be controlled with keyboard while looking around using a mouse.
- - Fixed: Peeking through walls using leaning is no longer possible.
- - Changed: Helicopter autohover default binding changed to double backslash key to improve A/S/D/W precision.
- - New: Added manual fire default binding to ' (apostrophe) key.
- - Fixed: False conflict reported for Handgun, Salute and SitDown actions for vehicles.
- - New: Support for improved UI in dialogs during joining to dedicated server
Air.pbo
- - Fixed various model issues on several vehicles.
- - AH-6 sound occlusion changed
Anims.pbo
- - Pistol moves improved
- - Evasive forward with launchers improved
- - Launcher reload time increased to 4 seconds
Buildings.pbo
- - Fixed various model issues on several buildings.
CA.pbo
- - Fixed syntax in ColorCoef[]
Characters.pbo
- - Fixed various model issues on several characters.
- - Fixed wound definition for Fieldreporter
- - Fixed wrong respawn weapons on SoldierWAT
- - Soldiers have now 12 main and 8 side item pockets
- - Grenadiers carry now 8 grenades
Misc.pbo
- - Fixed various model issues.
Roads.pbo
- - Fixed various model issues.
Sara.pbo
- - Adjustments of object placements
Tracked.pbo
- - Fixed amount of cargo in M113
- - Fixed various model issues on several vehicles.
- - Lense flare removed from M113
UI.pbo
- - Added interface of dedicated server voting screen
- - Fixed length of player's name field
Water.pbo
- - Fixed amount of cargo in Zodiak and PBX
- - Lense flare removed from RHIB weapons
Weapons.pbo
- - Fixed ironsights.
- - modified recoil for M249 on ground
- - Lense flare removed from all vehicles that should not have it
- - Improved guided missiles and rocket behaviour
- - KVPT shoots now from turret
- - Fixed AK74 ammo is not silenced to AI anymore
Wheeled.pbo
- - Fixed amount of cargo in vehicles.
- - Updated armor settings for military wheeled vehicles.
- - Lense flare removed from all vehicles that should not have it
- - Fixed various model issues on several vehicles.
- - Several campaign missions improved.
Version 1.01
Performance
- Significantly improved general performance of the German version
- Improved performance on shading detail and texture detail very low
- Optimized grass implementation
- Fixed bug in texture management: All textures could have been thrown away under certain conditions
Stability and Security
- Some crash opportunities in multiplayer fixed.
- Crash when out of videomemory fixed
- Removed function exportLandscapeXYZ
AI
- Pathfinding improvements
- Combat reaction improvements
Multiplayer
- Dedicated server related improvements
Campaign
- Improved missions endings in various conditions
- Fixed mission duration info
Engine Change Log
- - Fixed: Some users disconnected from the MP session after several minutes
- - Fixed: Modified config test is obsolete and no longer supported. Use verifySignatures=1 in the server.cfg to verify data are not modified by clients. Note: this currently prevents using any 3rd party addons as they are not signed.
- - Fixed: Lowering terrain grid increased overall settings indication.
- - Fixed: Window flags changed to improve full-screen window border handling.
- - New: Support for improved UI in dialogs during joining to dedicated server
- - Changed: normal maps are not used when using "shading quality" "very low"
- - Improved: AI pathfinding failing less often now
- - Removed: function exportLandscapeXYZ
- - Fixed: Tonemapping was not involved in the flare color calculation
- - Fixed: NULL RT texture can be created now if possible as a shadow buffer resource - it will save some video RAM when using nVidia SB technique
- - Fixed: 1x1 texture is created now as a shadow buffer resource, when using retail version of the DX - it will save some video RAM when using nVidia or ATI SB techniques
- - Fixed: Fixed bug in texture management. All textures could have been thrown away under certain conditions
- - Fixed: crash when out of videomemory
- - Fixed: AI sometimes did not react to change formation command
- - Fixed: AI more actively scanning visually for enemy when his position is not known.
- - Fixed: AI sometimes planned path through walls
- - Fixed: AI sometimes did not found path around mountains
- - Fixed: Message: No entry 'bin\config.bin/CfgMarkers.'
- - Fixed: Dedicated server can retranslate Voice Over Net packets
- - Fixed: Possible crash when exiting multiplayer game.
- - Fixed: Possible crash when hosting MP session
- - Fixed: LOD selection for clutters was not working properly
- - Fixed: Very low shading quality settings now invoke usage of very cheap shader for trees
- - Fixed: Display for mission selecting / voting on dedicated server - mission list fixed
- - Fixed: Crash in multiplayer lobby screen
- - Fixed: Debriefing - mission duration info was wrong in campaign
- - Fixed: Command interface, with ALT held should move cursor
- - Fixed: Improved AI reaction to soldier being hit nearby.
- - Fixed: Improved AI reaction to friendly units observed being killed.
- - Fixed: AI reaction improved for enemies disembarking vehicles.
- - Fixed: Unicode used for dedicated server console output.
- - Fixed: Unicode used for debugger output (OutputDebugString)