Version History – ArmA: Armed Assault Talk

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Revision as of 11:28, 5 June 2007 by Maruk (talk | contribs)
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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)