Version History – ArmA: Armed Assault Talk
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===Engine Change Log=== | ===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 | |||
Line 259: | Line 259: | ||
*Tweeking 2D sights | *Tweeking 2D sights | ||
*Humers and Landrover with turret no more injures gunner while getting out. | *Humers and Landrover with turret no more injures gunner while getting out. | ||
--[[User:Maruk|Maruk]] 12:28, 5 June 2007 (CEST) |
Revision as of 11:28, 5 June 2007
In the 1.06 update for wheeled.pbo, it states "fix Stryker TOW kolize". Kolize = Czech for "collision, crash, or conflict"? Any idea what this refers to? Collision LOD? --Ceeeb
In preparation of patch 1.08 public release:
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 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
Version 1.08
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.
--Maruk 12:28, 5 June 2007 (CEST)