[Sammelthread] Armed Assault 2

Ich bin mir jetzt nicht sicher ob das geht. Schau Dich doch mal im offiziellen Forum um. Ich bin sicher, dass das schon oft gefragt wurde. Ansonsten kannst Du auch Sprocket im Auge behalten, da gibt es auch immer wieder Rabatt-Aktionen (Das letzte Mal kurz vor einer Rabattaktion bei Steam). Atm kostet es dort ~14.99€ (wie bei steam) und es funktioniert garantiert mit Deinem Arma 2.
 
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Kann dir aus Erfahrung sagen, dass alleine das Game im MP kaum Spaß macht. Weil die meisten vollen Server in Rußland stehen und der Ping sehr schlecht ist. Ich empfehle dir ein ARMA Clan der eigenen Server hat, so macht es am meisten Spaß. In unserem nutzen wir den A.C.E, ACRe Mod mit Bundes Wehr Mod. Ist teilweise sehr genial, wir zocken nur Coop. Die meisten Missis. sind nur Aufklärungen wo kaum Schüsse fallen, aber da die meisten in unserem Clan aus Bundeswehr sind macht es umso mehr Spaß. SP hab ich von Anfang an nicht angerührt wegen der schlechten KI.
 
Also wenn ARMA 2 in Europa tot ist kauf ichs auch nicht. Das spricht ja auch schon Bände über die Qualität des Spiels.
 
Ist online noch viel los? Wollte mir demnächst die Black Edition zum Budget-Preis kaufen.

https://www.amazon.de:443/Morphicon...PRI0/ref=sr_1_6?ie=UTF8&qid=1311370820&sr=8-6

also auf arma2.ru Server geht immer Action ab. 20vs20. Sind allerdings gute PVP Spieler.
Allerdings ist s normal Arma2 (nicht OA) also lässt sich sogar mit der Free Version spielen.

Sonst ist in MP nur in Coop oder Landeroberung jede Menge aktive Server.

Als Tournament , was immer am Sonntag Abend stattfindet ist dat hier : http://www.armedglobalwarfare.com/ (30vs30)
 
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haha wo kann man denn die szenen sehen?
 
'Weihnachtsgeschenk' von BIS: Hat lange gedauert und jetzt ist's endlich soweit: Arma 2: CO 1.60 ist da:
ARMA 2: OA 1.60, ARMA 2 1.11, ARMA 2: Free 1.11, ARMA 2: BAF 1.03, ARMA 2: PMC 1.02 - Bohemia Interactive Forums

Patch Highlights:
Operation Arrowhead patched to 1.60

New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
Multiplayer is much smoother, no more warping, includes a number of fixes, optimizations and improvements
Netcode, VON and dedicated server fixes plus configuration additions in place
Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
Aircraft & Helicopter simulation received slight improvements
ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most annoying bugs
Numerous other small bugs/glitches fixed


Arma 2 patched to 1.11

Numerous bug fixes, multiplayer code tweaks and mission fixes
ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of the most annoying bugs


Arma 2:Free patched to 1.11

MP Code brought into line with Arma 2 for compatibility


BAF patched to 1.03 and PMC patched to 1.02

Several stability and game saves fixes as well as mission tweaks, also new BAF missions included.


:banana:

Offizieller SMAA support kommt wohl im nächsten Patch.

Changelog (Achtung SEHR lang):
Patch related informations:
---------------------------

the changelog is always approximate, we suggest You to read also CIT (Community Issue Tracker) roadmap of resolved/closed bug/feature tickets:
* ARMA 2 version 1.11 beta builds - 1.11 BETA - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled
* ARMA 2 version 1.11 Release Candidates - 1.11 RC - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled
* ARMA 2: OA version 1.60 beta builds - 1.60 BETA - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled
* ARMA 2: OA version 1.60 Release Candidates - 1.60 RC - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled
* ARMA 2: BAF version 1.03 - 1.03 BAF - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled
* ARMA 2: PMC version 1.02 - 1.02 PMC - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

The complete list of all previous and upcoming versions and theirs progress is available on URL below (the size of page is huge so it may take while to load)
Roadmap - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

We would like to thanks all BIF & CIT staff/mods/volunteers, whole ARMA community, our partners and everyone who helped us to release this mega-patch!

Merry Christmas time, great holidays and Happy New Year! - see Happy Holidays

Version 1.59-1.60 Changelog
---------------------------

Arma 2: Operation Arrowhead / Combined Operations Engine
------------------------------------------------

* Improved: Expansions manager, registry controlled expansions
* Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (Bug #9719: A mission not initialized correctly for Russian players - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Player state transferred corrently even for distant players (Bug #27200: JIP Players don't synchronise until they get close to you - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
* Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (Bug #18754: Missing reloading sound while reloading animation from another player in Multiplayer - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Failed to load TextureHeaderManager from file on Linux servers
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* Improved: Airborne airplanes now rendered in larger distances.
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* New: Ground effect computed for airplanes (0-10% depending on height)
* New: Ground effect computed for helicopters (based on Helicopter Aviation)
* Fixed: Helicopter autohover was wobbling a lot (Bug #4478: Choppers pitch back and forth during autohover mode - impossible to get them hover stable - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
* New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
* Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
* Added: HitPart event now contains Ammo type name
* Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
* New: Player name validation when editing a profile name.
* New: Scripting command visiblePosition to obtain object position as visible on screen (Feature #26591: Add new command visiblePosition - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
* New: Editor: Visual indication of the selected target for CYCLE waypoint.
* Fixed: Vehicles attached on ships attached to objects sometimes destroyed (Bug #26668: Attached objects get damaged if you fire at them and later mount the object they are attached to - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Cannot manipulate doors after game was aborted with doors in transit. (Bug #26702: Gate and Doors cease to function. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
* Fixed: "Direct" chat sometimes not working (Bug #26422: Bad radio channel - regression? - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Dead body temperature was not saved (Bug #25466: Dead body temperature state changes to hot after save&load - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (Bug #26408: Signatures v2 timeout issues - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Massive network traffic optimization during Join in Progress (Bug #26408: Signatures v2 timeout issues - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Searchlight turning itself off for non-server clients (Bug #4449: Searchlight turning itself off for non-server clients - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Action taking magazine from a backback has sometimes failed (Bug #25927: TakeMagazine subtracts magazine from backpack but does not add to units inventory - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Gamespy Server signature list contains often twice "bi" (Bug #23752: Gamespy Server signature list contains often twice "bi" - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: MP: Diary statistics not available in MP when NetStats is disabled (Feature #26435: Add the option to disable kill statistics on the map screen - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
* Fixed: Issues with v2 signatures - causing random check to fail (Bug #26323: Issues with v2 signatures - causing random pbo's / files in pbo's to fail - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Changed: AI gunner is no longer firing at friendly units when ordered to target them.
* Fixed: Locked MP role slots after BattlEye kick.
* Fixed: MP: Countermeasures released automatically for a player commanded tank (Bug #17458: Tank Smoke launchers auto dispense smoke upon engaged - In multiplayer even when player is commander, and multiplied * amount of players. Causing major lag/desync, and crashes. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unra)
* Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
* Fixed: MP: Loosing gear due to water no longer multiplied for each player (Bug #26162: Loosing gear due to water (in/near water) will multiply times the amount of players in MP - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved thermal imaging for models with no TI data (Feature #16673: Reduce the default thermal intensity for vehicles without a heatmap. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Server response unreliable with long keys (e.g. mod lists) (Bug #23389: Gamespy multi-packet issue with server-info field values that individually exceed a single packet - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Soldier running instead of crawling through holes (Bug #25348: Soldier walking/running instead of crawling through holes - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: AI without weapon stuck when crouched (Bug #16229: AI without weapon gets stuck when ordered to move crouched - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Prevent crouched AI from sprinting (Bug #24405: AI with a rifle moves very strange while crouch. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: A command line argument -par=filename can be specified to provide a parameter file (Feature #26103: Add dedicated server parameters config file - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Window title includes player name when running windowed to make testing with multiple instances easier.
* Fixed: Tanks were not damaged under water when fps was very high (Bug #25835: Tracked Vehicles can drive underwater. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: Improved AI/autopilot landing abilities (Bug #25419: Using autopilot landing using SU34 causes damage to the plane - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (Bug #25768: In OA SP E04: Jackal, until you kill many patrols of the base the alarm won't work when play with beta patch. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: AI sometimes has forgotten a recently seen kill (Bug #25768: In OA SP E04: Jackal, until you kill many patrols of the base the alarm won't work when play with beta patch. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled) (result of Bug #2067: Killing a UNAWARE AI unit instantly gives knowledge of the approximate shooter position to his groupies, even if they are 10km. away - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
* Fixed: Shadows were not cast on on-surface objects, like helipads.
* Changed: attachTo with the same object no longer resets attached object orientation (Bug #25272: AttachTo+SetDir combination broken in MP - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: There was no debriefing after MP game ends after saving the game.
* Fixed: MP: Bullet tracers of remote vehicles not reliable (Bug #25601: [1.60 beta only] Tracers are no longer visible when directly towards or away from the player perspective. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled).
* Fixed: SaveVar did not work in MP Campaign.
* New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
* Fixed: Crash or game corruption when loading a game with clients already connected (Bug #24676: [84689] CTD after load LAN multiplayer savegame - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Server admin can check build numbers of clients using #userlist.
* Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
* Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
* Fixed: Reassign allowed clients to use a role reserved for a host.
* Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
* Fixed: Remote units init event handle is no longer run before fully initialized (Bug #25225: Man-based units run Config init eventhandler too soon - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Changed: Init handlers executed immediately, not queued for later execution like other events.
* Changed: MP: Units are no longer moved to a new group when they timeout getin (Bug #25095: JIP client groups become invalidated - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (Bug #25266: AI makes excessive use of binoculars since 1.60 beta - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Bullets damage reduced too much over distance (Bug #11479: Bullets do not enough damage over distance - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (Bug #16261: onPlayerDisconnected causes server to exit with ErrorMessage when player leave the server after mission end. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
* Fixed: in config parameter initTurn in turrets work again
* Improved: Direct damage is no longer artificaly reduced for lying soldiers (Bug #20441: Units when prone take only halve the damage - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Optimized: Unknown targets no longer saved, significantly reducing savegame size.
* Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
* Fixed: Group names were not reused after deleteGroup (Bug #11483: group with a dead member cannot be re-allocated if another group is created before the dead member is removed automatically - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: AI smarter in using binoculars.
* Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (Bug #25230: A.I. sees through walls - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (Bug #14766: Eventhandler initialization order changed in 1.55 Beta - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: script command FOR (BASIC) can use capital characters in variable
* Optimized: MP: Improved server performance in complex missions.
* Optimized: MP: Reduced number of messages send during JIP to complex missions.
* Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
* Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
* Fixed: MP game crashed after loading a save from a complex mission (Bug #24676: [84689] CTD after load LAN multiplayer savegame - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: AI was often not watching unidentified targets (causing Bug #24631: Reveal is very Baised - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: turret tug after crew turn-in
* Improved: loading of binarized bikb files now supported.
* Improved: MP: Remote units should move a lot smoother.
* Fixed: DisableSerialization breaks spawn script variables after Load.
* New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
* Optimized: MP: Reduced bandwidth used by standing AI soldiers.
* Fixed: MP: Remote units jumping back when stopping (Bug #24034: Remote objects in MP jump back when stopping - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: MP: Reduced bandwith usage in missions with many soldiers.
* Improved: Better error message shown when memory allocation fails because of too small page file.
* Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
* Fixed: Weapons on pylons changed positions after fireAtTarget (Bug #24046: fireAtTarget used in planes causes the redistribution of remaining ordenance - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
* Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
* Fixed: Possible crash after calling joinSilent and deleteVehicle.
* Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
* Fixed: AI not engagign through glass and other penetrable surfaces (Bug #4438: AI will not engage through buildings' glass - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled).
* Fixed: Lipsync for radio not working.
* Fixed: AI no longer seeing through dense grass (Bug #5785: AI view not obstructed by grass layer - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Attached objects no longer causing slow car movement.
* Improved: AI skill settings in difficulty options easier to use.
* Improved: Soldier movement more natural when doing "scan horizon".
* Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (Bug #23160: DCFire is added to the _queue of the danger FSM for several seconds no matter the bullet lifetime. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: AI units often not engaging close enemies (Bug #18951: AI infantry moving to the next cover ignores a new threat - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled, Bug #22935: CAN FIRE event reporting broken within danger.fsm + possibly related issue with AI target prioritization - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
* Fixed: Most units had maximum skill, ignoring values set in the mission (Bug #4483: AI shooting accuracy: unit SKILL value has negligible effect on shooting accuracy - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: More space for GameSpy QR2 signature key answer.
* Fixed: low game fps causing innacurate AI weapon aiming (see also Bug #22974: AI Infantry can't shoot very well - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
* Fixed: tugging tracks on tanks
* Fixed: AI units no longer firing at empty enemy vehicles (Bug #5183: AI does not ever stop firing at empty vehicles - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Walking no longer causes prone-style recoil to be used. (Bug #22828: All weapons have no recoil when moving and shooting - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: AI no longer considering a car horn as a threat.
* Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (Bug #7578: Aircraft AI should not use AA missiles for ground attacks - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Enemy fire no longer reported by units which cannot be aware of it.
* Fixed: Units equipped with NVG no longer turn on the flashlights on their own (Bug #13041: [OA] AI refuse to turn off their flashlights - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (Bug #6638: Fix SetMimic command - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: AI considering threats uphill from it a bit more when planning a path.
* Fixed: Object variable space was not cleared reset between missions (Bug #13620: variable-space from (world) objects doesn't get cleaned... ever :/ - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Sky sometimes changing abruptly (Bug #8072: Sky texture change abrupt between 2 different textures - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
* Fixed: AI vehicles could spot previously known targets even out of their visual cone (Bug #18846: AI vehicles have 360 field of vision when tracking a target - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
* Fixed: Signature checking of BAF/PMC addons.
* New: Command line option -nosound to run the game without accessing audio devices.
* Optimized: Some background file operations are faster, esp. with low fps (should fix Bug #22227: Laggy character animations during cutscenes at low FPS - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Optimized: Visual state interpolation fully enabled. (Experimental betas - Interpolating the future)
* Fixed: Weapons no leaving hands while turning when prone
* Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
* Improved: AI helicopter attempt to land when hit during an attach run.
* Fixed: Crash opportunity when camera object was deleted.
* Improved: AI landing more reliable with broken back rotor.
* New: AI FSMs can be disabled using unit disableAI "FSM".
* Fixed: AI road vehicle avoidance improved.
* Fixed: PMC videos flashing (since 80298).
* Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
* Fixed: No longer display names of buildings hidden by accuracy (Bug #20503: Engine does not honor accuracy= for embedded wrp models - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Occasional fps drop when AI was getting in a vehicle.
* Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
* Fixed: AI planes were climing/diving wildly during formation flying.
* Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
* Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (Bug #2314: Airplane rotation speed multiplied by each action key pressed - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Optimized: Reduced frame rate drops caused by texture loading (Bug #14397: [OA] Stuttering in cities and even small villages - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: Mods can be configured using Windows Registry.
* Fixed: AI warping at distance in singleplayer (Bug #1915: AI warping - especially at distance. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* New: parameter "angle" for reflectors
* Fixed: Possible freeze after alt-tab in window mode.
* New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
* Fixed: Airplane sometimes crashed after landing autopilot was activated.
* Fixed: Crash when assembling GMG, L2A1 crew served weapons.
* New: AI able to STOL on runways shorter than 500 m.
* Impoved: Aircraft can be placed on carrier deck in the editor.


Arma 2: Operation Arrowhead Missions
----------------------------
* Fixed: SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD (Bug #11778: [OA] SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first (Bug #16362: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)

Arma 2 Missions
-------------
* Fixed: Bitter Chill mission Get In destroyed HMMWV (M2) traps Razor Team inside forever(Bug #18658:
Bitter Chill mission Get In destroyed HMMWV (M2) traps Razor Team inside forever - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Manhattan mission Cpt. Shaftoe is sometimes killed by his chair because his feet are sticking through it.(Bug #25560:
Manhattan mission Cpt. Shaftoe is sometimes killed by his chair because his feet are sticking through it. - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Manhattan mission GPS COORDS 000003 marine misplaced at top left corner of map (Bug #20154:
Manhattan mission GPS COORDS 000003 marine misplaced at top left corner of map - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Manhattan mission Task: Escort contact to LZ Lagushina can teleport herself to helicopter (Bug #12265:
Manhattan mission Task: Escort contact to LZ Lagushina can teleport herself to helicopter - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Bitter Chill mission Task: Reach CDF positions endscene subtitles and voices are played twice (Bug #15537:
Bitter Chill mission Task: Reach CDF positions endscene subtitles and voices are played twice - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Delaying the Bear mission subtitle texts and dialog voices in wrong order (Bug #13113:
Delaying the Bear mission subtitle texts and dialog voices in wrong order - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: War That Never Was mission looking around in helicopter is not working when playing [Combined Operations] (Bug #18503:
War That Never Was mission looking around in helicopter is not working when playing [Combined Operations] - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: War That Never Was mission Rodriquez and O'Hara movement is terribly out of sync (Bug #18504:
War That Never Was mission Rodriquez and O'Hara movement is terribly out of sync - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Only first end condition ends Freedom Fighters scenario (Bug #18491: Only first end condition ends Freedom Fighters scenario - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled)
* Fixed: Dogs Of War mission Notes->Situation has typing error - Vybor airoprt should be Vybor airport (Bug #25631:
Dogs Of War mission Notes->Situation has typing error - Vybor airoprt should be Vybor airport - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Dogs Of War mission Tasks Deal with Russians has error saying Russian base is at Krasnostav airport when it is at Vybor airport (Bug #25632:
Dogs Of War mission Tasks Deal with Russians has error saying Russian base is at Krasnostav airport when it is at Vybor airport - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Dogs Of War mission GPS COORDS 075101 Chedaki POW killed by NAPA supply trucks (Bug #25629:
Dogs Of War mission GPS COORDS 075101 important POW killed by NAPA supply trucks - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: Bitter Chill mission GPS COORDS 081060 two NAPA scouts and NAPA fighters are sometimes killed at NAPA safehouse yard (Bug #25634:
Bitter Chill mission GPS COORDS 081060 two NAPA scouts and NAPA fighters are sometimes killed at NAPA safehouse yard - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)
* Fixed: First To Fight [Multiplayer] helicopter insertion kills human players 2, 3 and 4 (Bug #25633:
First To Fight [Multiplayer] helicopter insertion kills human players 2, 3 and 4 - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled

)

Arma 2: British Armed Forces Data
---------------------------
* Improved: Removed AI burst mode from cannon in FV510.
* Improved: dampers behavior of FV510.
* Improved: AS50 sniper rifle, removed burst mode.
* Fixed: Shadow lod artifact on Jackal.
* Fixed: Bug #13513: BAF medic backpack missing texture in low LOD (woodland camo) - ARMA2 Community Issue Tracker - DH: (ARMA) Development Unraveled - added camo3 into fifth LOD BAF_Soldier_Medic_BAF.p3d

Arma 2 Data
-----------
* Fixed: Stones in Takinstan are no longer destructible.
* Improved: AI driving ability with track vehicles.















Game Updates - Updates - Arma 2 Official Website
 
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Richtig gut das Spiel, vor allem mit TrackIR. Seit meinem Sandybridge upgrade läufts auch flüssig. Ich hoffe, dass das mit ArmA 3 so bleibt.

Ich war letztens auf irgend einem "tactical gameplay" Server, wo ganz realistisch gespielt wurde. Ausgiebiges Briefing, ein LKW und eine Aufgabe pro Squad. So macht ArmA Spaß!

Etwas sehr lernintensives, wie ich mir den ACE Mod mittlerweile vorstelle, kann ich mir neben DCS jedoch nicht erlauben ^^.
 
Etwas sehr lernintensives, wie ich mir den ACE Mod mittlerweile vorstelle, kann ich mir neben DCS jedoch nicht erlauben.

Naja, wirklich "lernen" muss man da nix, die Bedienung ist eben (noch) umständlicher und es gibt neue (verschachtelte) Menüs + in einem Shooter nervige Features wie das First Aid System & das Ausdauer "System"...
Gegen menschliche Gegenspieler vielleicht noch ganz cool, gegen die KI aber lächerlich.
 
Da spielt man ne schöne Runde CTI und dann meint wieder einer den Server zu hacken.
Ich glaub da werden sich manche Leute geärgert haben, bei 11 Stunden Spielzeit :d
 
Idioten gibt es überall^^
Ich habe die Tage angefangen Project Reality zu spielen - eindeutige Empfehlung von mir! Das macht echt Spaß sobald man nen netten Squad gefunden hat der mal den chat oder VON benutzt. Vorgestern waren da 79 Mann aufm Server. Mehr Nervenkitzel als TvT in Arma 2 bekommt man am Computer nicht!
In einer Situation ist ein gegnerischer Squad nur wenige Meter von uns entfernt Vorbeigegangen. Wir haben zu dritt in den Büschen gelegen und gezittert. Als der Squad dann fast weg war meinte einer VON benutzen zu müssen - alle Tod :d

Edit:
Ich habe auch die Harvest Red Kampagne nach dem Patch nochmal angefangen um zu sehen was sich da so getan hat. Abgesehen davon, dass mir bisher keine Bugs untergekommen sind und ein paar Aufgaben in den Missionen klarer sind ist die Kampagne Dank der verbesserten AI verdammt schwer geworden (Super AI, skillFriendly=1; skillEnemy=1; precisionFriendly=0.99999994; precisionEnemy=0.59999996; ). Wenn man von der AI entdeckt wird, dann wird man aus bis zu 1000m Entfernung mit MG-Feuer belegt und von Snipern ins Visier genommen während der Rest des gegnerischen Squads flankt was das Zeug hält. Reagiert man dann nicht ganz schnell mit Rückzug darf man den letzten Speicherpunkt neu laden. Also nichts mehr mit Leroy Jenkins im Singleplayer wie ich das beim letzten Mal teilweise gemacht habe (Patch 1.54). Ist man selbst der AI überlegen, dann zieht die sich ganz schnell zurück und man muss tierisch aufpassen, dass die einem nicht eine Falle stellt, wenn man sie verfolgt
Selbst auf leichter Schwierigkeitsstufe kann die AI richtig fies sein^^
 
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Arma 2 + OA und alle Patches gibt es kostenlos als Beilage in neuer PC-Games ;)
 
@empath:

http://shop.computec.de/pcgames/heftbestellung/monatsausgaben/pc-games-dvd-03-2012-41079.html

das ist aber die alte, und die hat doch nur das Hauptspiel - black edition oder?

wer es sich holt sollte gleich mal den DayZ Mod probieren (wird von einem offiziellen BIS Entwickler entwickelt):

gameplay: Arma 2 (DayZ): The Airbase Expedition -pt1 - YouTube

Thread: DayZ Zombie RPG (Unofficial Mod) Alpha

neuste Version: http://www.mediafire.com/dayz

wird manchmal mehrmals pro Tag aktualisiert
 
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@empath:

PC Games DVD 04/2012 - Monatsausgaben - Heftbestellung - PCG

das ist aber die alte, und die hat doch nur das Hauptspiel - black edition oder?

wer es sich holt sollte gleich mal den DayZ Mod probieren (wird von einem offiziellen BIS Entwickler entwickelt):

gameplay: Arma 2 (DayZ): The Airbase Expedition -pt1 - YouTube

Thread: DayZ Zombie RPG (Unofficial Mod) Alpha

neuste Version: http://www.mediafire.com/dayz

wird manchmal mehrmals pro Tag aktualisiert


Genau die BE beinhaltet nur Arma 2 und nicht OA. DayZ benötigt aber Combined Operations also muss mann dann noch OA dazukaufen, wenn man's noch nicht hat.
Ich habe DayZ noch nicht ausprobiert, aber dafür könnte es sich echt mal wieder lohnen Arma 2 zu starten.
Seit der erste Take On Helicopters: Rearmed Beta-Patch draußen ist habe ich Arma 2 nur noch über TOH gestartet. Mit den volumetrischen Wolken sieht das Spiel einfach nochmal viel besser aus.
 
Und lastet jeden High End Rechner auf maximalste aus :)

Bei Arma3 wird es übrigens genauso, nur mit DX11 ;) (hatte die Gelegenheit die Developer Version testen zu dürfen - auf Very High Details und 4x AA - 40 FPS mit GTX680)
 
Welche CPU wurde genutzt? (letzte Hoffnung: vl. hat die ja auch limitiert)

edit: ich nehme an dein PC in der Sig...

Okay dann kann man mit einem std. PC (2500k - 560Ti) wohl auf ~ 40 frames bei normal Graphic hoffen?
 
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Und lastet jeden High End Rechner auf maximalste aus :)

Bei Arma3 wird es übrigens genauso, nur mit DX11 ;) (hatte die Gelegenheit die Developer Version testen zu dürfen - auf Very High Details und 4x AA - 40 FPS mit GTX680)

Mit einer zweiten 680 hat man aber konstant 60 (vsync begrenzt)
 
der dayz mod ist nun auf version 1.5

DayZ Mod - YouTube

sehr genial. neue EU Server sind dazugekommen (einer soweit ich weiss).

Der mod wird wohl auch so auf Arma III übertragen werden können.

Sehr intensiv - vor allem nachts ohne night vision. Wenn man dann mal seine map - kompass uhr messer usw. zusammenhat hängt man doch sehr an seinem Leben ;)
 
bin vom Iron Front begeistert.
Sollte in paar Wochen als eigenständiges Game rauskommen.
Die Beta ist jedenfalls mit viel Detailtreue gemacht. Auch Synchro lässt keine Wünsche offen.
Finde zwar, dass WW2 Thematik "ausgelutscht" ist, aber da erlebst man das aus neuer Perspektive und in MP sind die Maps ziemlich gelungen.
 
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