Version History – ArmA: Armed Assault Talk
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
- 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: Position of Present call in the frame changed to improve Alt-Tab stability and work around possible driver errors.
- Fixed: Reduced texture memory requirements for little varied parts of the terrain.
- Fixed: M1A1 was never turning out in safe or careless mode.
- Added: function nearTargets
- Fixed: MP - Helicopter could appear as destroyed when in fact it was unharmed.
- Fixed: MP - more reliable transfer of damage status of vehicles to other clients.
- Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in less frequent missing textures.
- New: Cheat Shift+Minus FLUSH to allow to manually flushing all VRAM allocations to restore performance if needed.
- Fixed: AI no longer uses RPG/LAW for looking at unknown enemies.
- Fixed: AI target position accuracy sometimes was fluctuating a little bit for distant targets.
- Fixed: AI Commander no longer commands individual targets when using weapons which gunner can operate autonomously, like machine guns.
- Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted of one vehicle with multiple crew positions.
- Fixed: Some Joystick buttons have fixed function in UI and game.
- Fixed: Improved radio protocol fluency by binding words together.
- New: VoN 2D voice volume is now controlled by radio volume.
- New: Console output of dedicated servers can be logged to file specified in the server config entry logFile.
- Fixed: Reduced occurrences where AI characters walked through each other.
- New: MP Statistics table now indicate who is speaking over VoN by flashing given players name.
- Optimized: Text rendering optimized, should make situations where a lot of UI text is rendered faster.
- Added: functions isKindOf, sizeOf
- Optimized: Terrain rendering uses less CPU.
- Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer.
- New: Support for larger texture cache with new Texture Detail level "Default", useful for cards with over 512 MB VRAM.
- Fixed: Flare disappearing is now smooth near screen edges.
- Fixed: Wall and other obstacles now provide better shielding against explosions
- Fixed: Voice over net was not working when DS and client was running on a single PC
- Fixed: VoN connection established by retranslation through server Game socket when NAT negotiation fails
- Fixed: Memory manager sometimes flushed caches too deeply, causing short intensive disk activity.
- Fixed: VoN peer to peer connections are kept alive by sending special packets
- Fixed: Voice over IP direct speak is made louder now.
- Fixed: Improved Voice codec quality, bandwidth for voice increased from 6 kbps to 8 kbps
- New: Speex1.2 beta 2 used as VoN codec
- Fixed: VoN voice clipping is reduced now.
- Fixed: Dedicated server crashes when retranslating VoN packets through Game Socket.
- Fixed: Increased rudder authority for airplanes, improved AI using rudder while engaging.
- Fixed: Briefing was sometimes cut on the right edge.
- Fixed: MP: Crash when ammo created via createVehicle killed the player.
- Fixed: Overall quality indication in the options changed for large view distances.
- Fixed: Laser target acquire distance for AI was limited by rendering distance.
- Fixed: Removed delay between target creation and its line of sight being tested. Should help laser targets and dynamically created vehicles.
- New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10).
- Fixed: AI subordinates now follow leader orders even when was stopped before by the Team switch
- Fixed: Team switch shortcuts (previous / next unit) accessible also when map is shown
- Fixed: Flap actions no longer present in the action menu for plane with no flaps.
- New: Event handlers LandedTouchDown and LandedStopped
- Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id
- Fixed: Group leader left by team switch no longer orders some commands
- Optimized: Reduced amount of data transferred when JIP into a complex and long running mission.
- Fixed: Bugs in VoN OpenAL source management.
- New: Animation controllers gmeterx, gmetery, gmeterz
- Fixed: Connection to GameSpy during dedicated server reporting was sometimes lost (Windows 2000 SP2 or newer are required now)
- Fixed: Scripting function soldier moveInCargo [vehicle,position] was not implemented.
- Fixed: Tanks now slow down when destroying a tree or other big objects.
- Fixed: Scripting function person moveInTurret [vehicle,[x,y,z]] crashed when [x,y,z] was invalid.
- Fixed: External camera was sometimes forced close to the person when some tree or bush was behind it.
- Fixed: Changing audio options while playing MP could cause VoN not working or crash the game.
- Fixed: MP: setPos and setDir effects are now transferred across the network.
- Fixed: In some situations, Rearm / Repair / Refuel did not fill all
Data Change Log
A10.pbo
- config.cpp
- fixed Maverick rocket indirect hit range (to match other rockets)
- set damageResistance
- only one Maverick per target is used now.
Air.pbo
- Ah1Z fire geometry fix
- 2D optics models enlarged for 16:9 aspect
- config.cpp
- set damageResistance
- balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire
- Tweeked texture of 2D optics
Air3.pbo
- config.cpp
- set armor and damageResistance
Anims.pbo
- Fixed wrong "stand" links in several action maps
- introduced primaryActionMaps
- Ladder moves reworked (rifle moves introduced)
- Transition erc rfl low to pne added
- Interpolation for AI movement erc stp ras rfl to erc spr low rfl added
Animals.pbo
- fixed shadow problems with small insects
Buildigs.pbo
- fixed maping in 1st LOD of castle\helfenburg.p3d
- fixed "empty or no skeleton" errors for hotel and kostel_mexico
- fixed Z-fight flickering on misc\zidka03
- fixed shadow volume at brana02nodoor.p3d
- fixed top roof ladder in Tovarna2
- misc\runway_papi* increased shining flare
Ca.pbo
- Getting rid of hardcoded strings
- Fixing turret errors on some of the library objects
- Bouys are not reported by AI anymore
Desert.pbo
- Map repacked to lower VRAM usage
- Updated ilsTaxiIn for Rahmadi strip,
- Added drawTaxiway value
Characters.pbo
- Fixed clan for all civilian
- deleted faulty last lod of np_soldier_pilot
Misc.pbo
- config.cpp
- increased armor of sanbags fence to 800 (equal to fortress)
- decreased arnmor of barrels and pallettes to 20 (equal to civil car)
- empty skeleton error on armored target fixed
- paletaA, paletyC, paletyD fixed fire geometry
- Bilboard_Revolucion_bez_noh.p3d changed damage settings
- drevena_bedna.p3d changed damage settings
Sara.pbo
Map repacked to lower texture usage
- sara.wrp
- Bush moved from gate.
- Terrain adjusted, pavement accessible.
- Rock moved, scaled, rotated.
- Terrain of Pita runwaz flattened.
- config.cpp
- Added class SecondaryAirfields, 3 more ILS definitions in it.
- Updated ilsTaxiIn for Rahmadi strip
- Added drawTaxiway value.
Sounds.pbo
- Church bell sounds had wrong paths
Tracked.pbo
- 2D optics models enlarged for 16:9 aspect
- T72, M1A1 changed comander_out view + improved hitpoints
- T72, ZSU, M1A1 fixed fire geometry
- config.cpp
- set damageResistance
- HUD reworked for M113 variants
- HUD removed for ambulances
- set real T72 and M1A1 main turret elevation
- Tank commanders have new 2D square optics, some optics models cleaned
- tweaked 2D optics of brdm
Ui.pbo
- Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class
- Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud
Water.pbo
- config.cpp
- zoom for ironsights on turrets set equal to other weapons
Wheeled.pbo
- Enabled landrover police version
- Increased magazine loads on ammo trucks
- HUDs for armed vehicles changed to work with compass
Weapons.pbo
- 2D optics models enlarged for 16:9 aspect
- G36 fixed after 1.07 beta
- cfgAmmo.hpp
- redesigned indirect hit and ranges for HE ammo and explosive hit
- small arms amo now has tracers only in arcade, reduced visible fire too
- changed ammo audible/visible settings
- defined Vickers mgun tracers
- all SD ammo defined as subsonic
- reduced GBU12 bomb indirect hit to not harm that much distant tanks
- cfgMagazines.hpp
- M24 uses traceless ammo
- AmmoBoxes.hpp + cfgVehicles.hpp
- ammocrates destruction
- VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns
- MP5 magazines have names now.
- M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights
add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m
- GP-25 set to correct 40mm ammo
- tweeked textures of 2D optics of acog, ags and soflam
Weapons3.pbo
- 2D optics models enlarged for 16:9 aspect
- M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis
- Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. |
- config.cpp
- changed ammo audible/visible settings
- ammo B_25mm_HE indirectHitValue fixed
Wheeled.pbo
- 2D optics models enlarged for 16:9 aspect
- config.cpp
- set damageResistance
- zoom for ironsights on turrets set equal to other weapons
- Tweeking 2D sights
- Humers and Landrover with turret no more injures gunner while getting out.
--Maruk 12:31, 5 June 2007 (CEST)