[Sammelthread] Armed Assault/OFP

Hey AndiD den kannte ich bis jetzt noch nicht. Wo haste das ArmA Spy den her???

ArmA Spy (Quelle: http://voyager.alfamoon.com/)

und das Language Pack:
http://voyager.alfamoon.com/download/arma/langspy.zip


Ausserdem gibt es nun den 1.05+ Beta Patch!

CHANGELOG
=========

5136 - New: -world=empty command line option for faster game loading (no island and no menu animation loaded)

5136 - Fixed: MP - command #exec allowed only for logged (not voted) admin
5136 - Fixed: UI - Tooltips are kept is screen safe area, not in the UI area
5136 - Fixed: MP - dynamically created helicopters handle "FLY" flag correctly now
5136 - Fixed: Peripheral vision are kept is screen safe area, not in the UI area
5137 - Fixed: Increased thrust when hovering stable in VTOL mode.
5137 - New: Player can use Eject to disembark the vehicle while leaving engine on.
5137 - Fixed: AI Strykers were not firing when player was not using iron sights / optics.
5137 - Fixed: Haze was too strong with large viewdistance.
5137 - Fixed: Reduced shadowing caused by the terrain.
5137 - Fixed: setTerrainGrid was not reset when a new mission was started.
5137 - Fixed: Dedicated server - after #reassign two players could control a single avatar
5137 - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)
5137 - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)
5137 - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position
5137 - Fixed: AI Ships now can reach shallow water (but very carefully)
5137 - Fixed: Ships - searching a place where to go for get in / get out improved
5137 - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)
5137 - Fixed: head movement not visible on players in vehicle
5137 - Fixed: Freelook still forced when changing from cargo to secondary turret
5137 - Fixed: AI sometimes did not take off NVG after skipTime was used.
5137 - Changed: Less strict color coding for ping values.
5137 - Fixed: Explosions no longer cause any objects flying high.
5137 - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.
5137 - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)
5137 - Fixed: Different selection of points where to get in / get out the ship
5138 - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container
5138 - Fixed: Measures implemented to avoid textures being placed in AGP,
which often caused degraded performance after prolonged playing.
5138 - Optimized: Grass depth of field is now performed only with Postprocess set to Very high.
5138 - Fixed: Muzzle flash texture is preloaded now
5138 - Fixed: Wounded player is stuck in the water.
5138 - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position
5138 - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)
5138 - Fixed: Ships - faster movement in shallow water
5138 - Fixed: Separate get in point can be defined for each cargo position
5139 - Fixed: function "selectWeapon" now switches character pose when launcher is selected
5139 - Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced)
5139 - Fixed: Releasing Alt in a vehicle should center view vertically
5139 - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view
5139 - Fixed: Vehicles did not rearm when no ammo was remaining
5139 - Fixed: Mission editor - objects which cannot float are placed underwater now
5139 - Fixed: All input ignored after MP session left while chat window still open.
5139 - Fixed: UI - selector active row highlighting was clipped to controls group
5139 - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)
5139 - Fixed: Improved AI path following when moving slow.
5139 - Fixed: Improved AI car path planning in combat mode near roads.
5140 - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy
5140 - Fixed: Exhaust particle original position and speed improved
5140 - Fixed: VoN issues with server behind firewall fixed
5140 - Fixed: AI - heavy wheeled vehicles now can drive through bushes
5140 - Fixed: AI cars avoided water even when canFloat = true was given in the config
5140 - Added: function createMissionDisplay
- Added: function joinSilent
5140 - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes
5140 - Fixed: External camera of the soldier was placed inside objects sometimes
5142 - Fixed: Tracks were drawn under the bridge
5142 - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)
5142 - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes
5142 - Fixed: UI - Gear dialog - weapon overview improved
5142 - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished
5142 - Improved: Moving of external camera of the soldier is much smoother now
@param cam in/out camera position relative to camBase
@param focusPos focus point relative to camBase
5142 - Fixed: AI - path planning improved (more smooth transition between plans)
5142 - Fixed: Improved helicopters enaging targets.
5142 - New: Helicopter animation controllers cyclicForward and cyclicAside added.
5142 - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.
5142 - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped.
This should help AI predicting solider movement in transitions like when seeing someone going prone.
5142 - Fixed: Improved target scanning for fast moving units.
5142 - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu
5142 - Fixed: Map info (commands, friendly and enemy units) is now saving into game save
5142 - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed which may help the game continuing.
5142 - Fixed: scripting function "magazines" ignore empty (virtual) magazines
5142 - Fixed: Buldozer crash - non-streaming landscapes not supported.
5142 - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.
5142 - Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG)
5142 - Fixed: AI boat movement precision and path finding improved.
5142 - Fixed: AI vehicle braking now smoother.
5143 - Fixed: Slighty improved AI pathfinding in a non-uniform environment.
5143 - Fixed: Tides are now considered for AI path finding.
5143 - Fixed: Possible server crash during NAT negotiation
5143 - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles
5143 - Fixed: Better movement of convoys on roads
5143 - Fixed: NV goggles eye accomodation was reset, when returning to a paused game
5143 - Fixed: Gear screen in briefing - magazines was multiplied sometimes
5143 - Fixed: Clipping of some briefings on the right edge
5143 - Fixed: Distant grass layer follows roads more closely.
5143 - New: New config value soundBurst to allow playing sound for each bullet in a burst

Wie gesagt nur Beta Patch und Installation erfolgt auf eigene Gefahr!
Der Patch behebt einige Fehler der Performance (nach langer Spielzeit nimmt die Performance nicht ab) und die höhere Sichtweite kann man nun auch ohne Nebel geniessen. Ausserdem verbessert der Patch den Tag/Nachtwechsel

Das beste daran ist aber dass man 1.05 (Standard) und den Beta 1.05+ getrennt voneinander starten kann und somit viele Risiken ausgeschlossen sind.

Quelle und Download


//EDIT: Ich habe hier mal 3 Bilder gemacht, die den neuen Tag/Nachtwechsel veranschaulichen:

an6rutgvy9wfr0jw3.jpg


an6ruvw1opgl3vt0z.jpg


an6ruz4ga6fnq57lf.jpg
 
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heute konnte man endlich wieder spielen.......nur den bug mit den Motoräder haben sich nicht gefixed..... naja kommst bestimmt noch.....

aber Spass hat es schon gemacht
 
Komme gerade von der Arbeit....den Patch saug ich schon....mal sehen was der an Performance bringt .

Danke Andi.
 
gabs bei euch bisher probs mit dem beta patch weil ich trau mich an den noch net ran solang ich keinemeinung von euch hier habe
 
gabs bei euch bisher probs mit dem beta patch weil ich trau mich an den noch net ran solang ich keinemeinung von euch hier habe

Null Probleme, ist ja nur ein Engine Update und somit auch mit allen 1.05 Usern kompatibel. Ebenso wird das in einen extra Ordner angelegt und so bleibt die eigentliche Installation unberührt...
 
nachdem ich den patch installiert hab und ich den ordner beta im arma ordner hab muss ich dann noch was machen oder isch dann der patch installiert
 
Kann es sein das die Server wieder verschwunden sind?
Hab heute Mittage noch gespielt und dann war auf einmal aus und nichts ging mehr.
Ist das bei euch auch so?

Gruß

Walde
 
nachdem ich den patch installiert hab und ich den ordner beta im arma ordner hab muss ich dann noch was machen oder isch dann der patch installiert

In der Readme steht das doch... Um das Spiel mit dem Beta Patch zu starten muss man die Datei startbetapatch.bat im ArmA Installationsordner starten :wink:
 
genau das war mein prob hab patch draufgemacht und dananch gleich den ganzen ordner wo alles drin is gelöscht und dann stannd ich da unfd hab gedacht misst ich hätte die readme doch lesen sollen
 
Naja es handelt sich ja bei dem Patch um pure Engineupdates^^

Sachen, die an den Addons gefixt werden, folgend ann im 1.07er...Aber das mit den Motorrädern ist sehr nervig, wenn dir bei jedem Huckel die Kamera hin und her wackelt...

Gruß telejunky
arma-base.de
 
Ich weiß nicht ob es schon jemand gesehen hat.
OPF2 soll ja 2008 von Codemaster kommen und nach dem Screen sieht es genau so aus wie die Engine von Colin McRea Dirt.

 
Die Frage ist ob es ein Screen aus einem Vorgerendertem Video ist oder Ingame.
 
Ja, das Game nutzt die Neon Engine die auch bei Colin McRae Dirt verwendet wurd und soll für PC, XBOX360 und Playstation 3 erscheinen...
 
Ja dann wollen wir mal hoffen es kommt wirklich in dieser Grafik Pracht dann Spiel ich auch wieder OFP.
 
Ja dann wollen wir mal hoffen es kommt wirklich in dieser Grafik Pracht dann Spiel ich auch wieder OFP.

Also würdest du es auch spielen wenn es ein echt schlechtes Gameplay hätte? ;)

Schließlich hat OFP 2 rein garnichts mit dem OFP von früher zu tun, als der Name...
Codemasters hat die Rechte auf den Namen und Bohemia Interactive hat den "richtigen" OFP-Nachfolger Armed Assault gemacht.
 
Tja nur das Armed Assault so schlecht Programmiert wurde das es kaum spielbar ist leider.
Und wer sagt das es ein Schlechtes Gameplay haben wird?
Also ich für meinen Teil sage ganz klar OFP+Resitance waren sehr gut doch ArmedAssault macht kein Spaß vorallem weil sich Grafik Technich nicht viel getan hat aber eine System Last bzw Grafikkarte brauch das einem Schlecht wird leider.
Mich hat es nich überzeugt.
 
Tja nur das Armed Assault so schlecht Programmiert wurde das es kaum spielbar ist leider.
Und wer sagt das es ein Schlechtes Gameplay haben wird?
Also ich für meinen Teil sage ganz klar OFP+Resitance waren sehr gut doch ArmedAssault macht kein Spaß vorallem weil sich Grafik Technich nicht viel getan hat aber eine System Last bzw Grafikkarte brauch das einem Schlecht wird leider.
Mich hat es nich überzeugt.

Ich habe nicht gesagt, dass es ein schlechtes Gameplay haben wird. Das war eher eine ironisch gemeinte Frage, weil du sagtest

Ja dann wollen wir mal hoffen es kommt wirklich in dieser Grafik Pracht dann Spiel ich auch wieder OFP.

Also in anderen Worten "du legst Wert auf Grafik, alles andere ist dir Wurst " ;) (mir ist aber klar, dass dem nicht so ist) ;)

Und ich habe auch nie behauptet ArmA wäre ein würdiger Nachfolger :wink:
 
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Dann hab ich dich Falsch vertanden Sorry :).
Aber so das Gamplay OFP und die Grafik von OFP2 währe genau Richtig.
 
bei mir gabs en bug mit den flaggen , beim insel erobern...mal sehen ob der auch behoben wurde..
 
ARMA 1.07 BETA Patch: http://www.armedassault-clans.net/dl/temp/arma-beta-patch-1.07_newsletter_1az.php

CHANGELOG 1.06-1.07
===================

5152 - Fixed: Very long MP mission name could cause crashes or freezes

5153 - Fixed: UI - Double click on listbox scrollbar does not launch the listbox action now

5153 - Fixed: Optics were deformed when using other than 4:3 screen ratio

5153 Fixed: Tanks were having troubles driving up the stones

5153 - Fixed: Functions createGroup, createUnit now fully works in MP

5153 - Fixed: AI now gets in vehicles on the positions where dead units are

5153 - Fixed: Gear dialog is closed when player dies

5153 - New: Weapons - optics camera can have a different direction than muzzle direction now

5153 - Fixed: UI - Gear display - icons for empty slots

5153 - Fixed: Mission loading screen - missing text given in onLoadMission

5153 - Fixed: When failed to join to a locked server, the correct cause is shown now.

5153 - New: Mission editor - year control in intel dialog

5153 - Fixed: UI - Missing addons error message - show the list of missing addons

5153 - Fixed: VoN sources management to prevent some sounds not audible in multiplayer

5153 - Fixed: Tow missile weapons are guided after they are fired.

5153 - Fixed: AI - gunners was sometimes unable to fire simultaneously

5153 - Fixed: Functions getVariable, setVariable can be used for more object types now

5153 - New: Improved support for X360 controller

5153 - Fixed: MP crash sometimes happened after deleteVehicle on some person

5153 - Fixed: Actions menu - drawing of arrows when scrolling is enabled

5153 - Fixed: Tanks were thrown in the air when colliding with some destructed buildings

5153 - Fixed: Gear action did not sometimes work in buildings (high over surface)

5153 - Fixed: MP - multiplication of magazines when putting them into a full crate

5153 - Fixed: UI - listboxes with texts of different color - color of selected text

5153 - Fixed: Game running in full screen had invisible but clickable window areas (close, minimize)

5153 - Fixed: Game running in full screen had invisible but clickable window areas (close, minimize)

5153 - Fixed: Game running in full screen had invisible but clickable window areas (close, minimize)

5153 - Fixed: Helicopters - state of hovering autopilot was not saved nor transferred in MP

5153 - Fixed: Touch off action available also in vehicles now

5153 - Fixed: Watch and GPS minimap forced not to be shown in cutscenes.

5154 - Fixed: In-game UI - In wide-screen aspects, the aiming cursor disappeared outside the UI area of the screen

5154 - Fixed: Dedicated server - ban.txt was locked for edit during the game

5154 - Fixed: MP mission statistics can be written to the file given by command line argument -ranking=...

5154 - Fixed: Invisible magazine when player get in vehicle during reloading and get out again.


===A10.pbo===
* config.cpp
**fixed Maverick rocket indirect hit range (to match other rockets)
**set damageResistance

===Air.pbo===
* Ah1Z fire geometry fix
* 2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance

===Air3.pbo===
*config.cpp
**set damageResistance

===Buildigs.pbo===
* fixed maping in 1st LOD of castle\helfenburg.p3d
* fixed "empty or no skeleton" errors for hotel and kostel_mexico

===Ca.pbo===
*Getting rid of hardcoded strings
*Fixing turret errors on some of the library objects

===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) n
** empty skeleton error on armored target fixed
* paletaA, paletyC, paletyD fixed fire geometry

===Sara.pbo===
*sara.wrp
**Bush moved from gate.
**Terrain adjusted, pavement accessible.

===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

===Ui.pbo===
*Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class
*Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud

===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
*cfgAmmo.hpp redesigned indirect hit and ranges for HE ammo news:evicdg$rtq$1@new_server.localdomain and explosive hit
*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
* Improved Aimpoint for M4_Aimpoint.p3d and M4_SD_Aimpoint.p3d

===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.

===Wheeled.pbo===
*2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance





CHANGELOG 1.05 - 1.06
======================

===Summary===

Version 1.06 is released in the US as ArmA: Combat Operations.

Main new features, improvements and fixes since version 1.05 are:

====Gameplay====
* The Armory
* New A10 addon


===Engine Change Log===

5137 - Fixed: Increased thrust when hovering stable in VTOL mode.

5137 - New: Player can use Eject to disembark the vehicle while leaving engine on.

5137 - Fixed: AI Strykers were not firing when player was not using iron sights / optics.

5137 - Fixed: Haze was too strong with large viewdistance.

5137 - Fixed: Reduced shadowing caused by the terrain.

5137 - Fixed: setTerrainGrid was not reset when a new mission was started.

5137 - Fixed: Dedicated server - after #reassign two players could control a single avatar

5137 - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)

5137 - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)

5137 - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position

5137 - Fixed: AI Ships now can reach shallow water (but very carefully)

5137 - Fixed: Ships - searching a place where to go for get in / get out improved

5137 - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)

5137 - Fixed: head movement not visible on players in vehicle

5137 - Fixed: Freelook still forced when changing from cargo to secondary turret

5137 - Fixed: AI sometimes did not take off NVG after skipTime was used.

5137 - Changed: Less strict color coding for ping values.

5137 - Fixed: Explosions no longer cause any objects flying high.

5137 - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.

5137 - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)

5137 - Fixed: Different selection of points where to get in / get out the ship

5138 - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container

5138 - Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing.

5138 - Optimized: Grass depth of field is now performed only with Postprocess set to Very high.

5138 - Fixed: Muzzle flash texture is preloaded now

5138 - Fixed: Wounded player is stuck in the water.

5138 - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position

5138 - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)

5138 - Fixed: Ships - faster movement in shallow water

5138 - Fixed: Separate get in point can be defined for each cargo position

5139 - Fixed: function "selectWeapon" now switches character pose when launcher is selected

5139 - Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced)

5139 - Fixed: Releasing Alt in a vehicle should center view vertically

5139 - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view

5139 - Fixed: Vehicles did not rearm when no ammo was remaining

5139 - Fixed: Mission editor - objects which cannot float are placed underwater now

5139 - Fixed: All input ignored after MP session left while chat window still open.

5139 - Fixed: UI - selector active row highlighting was clipped to controls group

5139 - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)

5139 - Fixed: Improved AI path following when moving slow.

5139 - Fixed: Improved AI car path planning in combat mode near roads.

5140 - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy

5140 - Fixed: Exhaust particle original position and speed improved

5140 - Fixed: VoN issues with server behind firewall fixed

5140 - Fixed: AI - heavy wheeled vehicles now can drive through bushes

5140 - Fixed: AI cars avoided water even when canFloat = true was given in the config

5140 - Added: function createMissionDisplay

- Added: function joinSilent

5140 - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes

5140 - Fixed: External camera of the soldier was placed inside objects sometimes

5142 - Fixed: Tracks were drawn under the bridge

5142 - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)

5142 - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes

5142 - Fixed: UI - Gear dialog - weapon overview improved

5142 - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished

5142 - Improved: Moving of external camera of the soldier is much smoother now

5142 - Fixed: AI - path planning improved (more smooth transition between plans)

5142 - Fixed: Improved helicopters engaging targets.

5142 - New: Helicopter animation controllers cyclicForward and cyclicAside added.

5142 - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.

5142 - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting solider movement in transitions like when seeing someone going prone.

5142 - Fixed: Improved target scanning for fast moving units.

5142 - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu

5142 - Fixed: Map info (commands, friendly and enemy units) is now saving into game save

5142 - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing.

5142 - Fixed: scripting function "magazines" ignore empty (virtual) magazines

5142 - Fixed: Buldozer crash - non-streaming landscapes not supported.

5142 - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.

5142 - Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG)

5142 - Fixed: AI boat movement precision and path finding improved.

5142 - Fixed: AI vehicle braking now smoother.

5143 - Fixed: Slightly improved AI pathfinding in a non-uniform environment.

5143 - Fixed: Tides are now considered for AI path finding.

5143 - Fixed: Possible server crash during NAT negotiation

5143 - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles

5143 - Fixed: Better movement of convoys on roads

5143 - Fixed: NV goggles eye accommodation was reset, when returning to a paused game

5143 - Fixed: Gear screen in briefing - magazines was multiplied sometimes

5143 - Fixed: Clipping of some briefings on the right edge

5143 - Fixed: Distant grass layer follows roads more closely.

5143 - New: New config value soundBurst to allow playing sound for each bullet in a burst

5145 - Fixed: Brightness limits were too benevolent - cheating was possible

5145 - Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item

5145 - Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front

5145 - Fixed: When running windowed, on some systems the image was slightly blurred.

5145 - Fixed: Improved text output kerning.

5145 - Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP.

5147 - Fixed: Airplanes were firing rockets even when not aimed properly.

5148 - Fixed: UI - double clicks detected better during low frame rate

5148 - New: UI - control event handler ButtonClick now can return true to avoid default reaction

5148 - Fixed: AI planes not engaging targets.

5148 - Fixed: Airplane gears now fixed when aircraft is repaired.

5148 - Fixed: New animation controller noseWheelTurn.

5148 - Added: functions lbSort, lbSortByValue

5148 - Improved: UI - Chat log text border

5149 - Fixed: Improved target Tab locking prioritization for aircraft.

5149 - Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow).

5149 - 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

5149 - Fixed: Progress bar was too bright at the end of the loading for a little while

5149 - Fixed: UI - text cursor in edit control was on wrong position

5149 - Fixed: AI planes unable to land on Sahrani airport.

5150 - Fixed: AI - car drivers sometimes ignored commands from player in cargo

5150 - New: function isServer to check if given machine is the server.

5150 - Fixed: Tanks were not jumping over the concrete ramp

5150 - Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position

5150 - Fixed: Improved laser target detection and engaging by AI.

5151 - Fixed: Improved AI plane reaching waypoints.

5151 - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them

5151 - Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card)

5151 - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them

5151 - Fixed: Debriefing - in campaign, objectives was not properly marked

5151 - 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 recieved 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
 
Eine ellenlange Changelog.
Denkst du es kommt noch ein Final 1.07 Patch raus? Ich glaube irgendwie nicht... :confused:
 
Der heißt dann glaub ich 1.08 und kommt mit der US Version von ARMA...
 
Der heißt dann glaub ich 1.08 und kommt mit der US Version von ARMA...

Die Versionsnummer der nordamerikanischen Version (die auch die A10 enthält) heißt 1.06 und gibt es in der Form eines Patches garnicht, deswegen ist ja 1.07 herausgekommen...
 
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