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#1 Posted at 2007-06-01 16:16        
     
The following was posted by Maruk in the BIS forums.

Just a quick update on the patch status:
we decided to release the patch as version 1.08 and it's getting to last round of testing. We thank all who helped us to beta test the public beta versions. It helped us a lot.

We also managed to get few nice new improvements to version 1.08:

* voice over net is improved significantly
* Increased contrast of light for all weather conditions
* Bullet impact is now drawn also on objects and vehicles
* 2D optics now support wide screen and triple monitor aspect ratio correctly
* New texture detail "Default" that auto-detects 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 by AI pilots
* A bit faster and more fluent radio protocol

In total, since version 1.05 we made around 500 different bugfixes, improvements and tweaks made in the game.

We will update you on the patch release with specific date of availability as soon as the patch testing is finished.


Source: http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=ea38dd1cc3f044400f2eca9e272464dd;act=ST;f=72;t=62150;&#top

This post was edited by Foxhound (2007-06-01 16:22, ago)

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#2 Posted at 2007-06-01 16:18        
     
The "fluent radio protocol" bit, is that the "man.....at....500...metres" kind of thing? But quicker?


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#3 Posted at 2007-06-01 16:23        
     
Yeah I think so ;)

I personally like this one:
Full support for multiple airports by AI pilots

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#4 Posted at 2007-06-01 16:29        
     
And the 2D for widescreens, my scopes are ovals :D


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#5 Posted at 2007-06-01 18:48        
     
Big : And the 2D for widescreens, my scopes are ovals :D

hi have a widescreen too my scopes are not oval have set resolution to 1680x1050 16:10
only the map got these 16:10 stripes on the left and right side.

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#6 Posted at 2007-06-01 19:03        
     
I have 1400x900 and they are not round :D


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#7 Posted at 2007-06-01 19:05        
     
so hopefully it looks like they have solved the error i keep getting, coz i like the sound of

* New texture detail "Default" that auto-detects the amount of VRAM (Recommended Texture Detail setting for users of cards with more than 512 VRAM)

:yes

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#8 Posted at 2007-06-05 16:02        
     
Here is the complete list of changes in 1.08 :yes :yes

Source: wiki




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
    [edit]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)

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#9 Posted at 2007-06-05 16:12        
     
A truly awesome list with many fixes I personally have been looking forward to.
Thanks to BIS again :yes

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#10 Posted at 2007-06-05 18:35        
     
whens it out then . . . .do we have an eta :satisfied

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#11 Posted at 2007-06-05 18:49        
     
My bet?

Friday :yes




Thats purley my personal guess, I havent had any official or unofficial statement.

:lol

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#12 Posted at 2007-06-05 20:26        
     
Looking forward to this.... :D

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#13 Posted at 2007-06-05 20:50        
     
:con can't come soon enough for me... just hope it sorts my game out :compcrash

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#14 Posted at 2007-06-06 12:17        
     
That is one BIG fix log lol. BIS have really outdone themselves with the patches for ArmA so far (IMHO). Its nice to have a game dev which actually listens to the community and takes on board what they say... (unlike Ubi - SHIV SUCKS atm, which is a shame because I love playing SHIII with GWX 1.03).

Can't wait to get this running on my new rig, bought the full version today so I'll see if it runs on my crappy PC at home(at more than 5fps lol).


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#15 Posted at 2007-06-09 00:03        
     
Thanks for putting this up, spent a long time trying to find it on the wiki when someone mentioned it elsewhere. Looking forward to it :)