steam_news
23.12.2011, 08:14
ARMA 2: Operation Arrowhead VERSION 1.60 HIGHLIGHTS[br]---------------------------------------------------[br][br]* New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options[br]* Multiplayer is much smoother, no more warping, includes number of fixes, optimizations and improvements[br]* Netcode, VON and dedicated server fixes plus configuration additions in place[br]* Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)[br]* AI is improved, especially (but not only) in combat, AI has received numerous bug fixes [br]* Aircraft & Helicopters simulation received slight improvements[br]* ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most from really annoying bugs[br]* official expansions & product combinations unified in way to allow easier operation of all distributions (separated installs/Steam/Desura) for build-in expansions manager[br]* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/[br]* ARMA 2: BAF and ARMA 2: PMC got their share of fixes too[br] [br]Version 1.60 related informations:[br]----------------------------------[br][br]the changelog is always approximate, we suggest You to read also CIT (Community Issue Tracker) roadmap of resolved/closed bug/feature tickets:[br] * ARMA 2: OA version 1.60 beta builds - http://dev-heaven.net/versions/1010[br] * ARMA 2: OA version 1.60 Release Candidates - http://dev-heaven.net/versions/1174[br] [br]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)[br]http://dev-heaven.net/projects/cis/roadmap?tracker_ids%5B%5D=1&tracker_ids%5B%5D=2&tracker_ids%5B%5D=4&completed=1&with_subprojects=0&with_subprojects=1[br][br]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![br][br]Merry Christmas time, great holidays and Happy New Year! - see http://www.bistudio.com/happy-holidays/[br] [br]Version 1.59-1.60 Changelog[br]---------------------------[br][br]ARMA 2: Operation Arrowhead / Combined Operations Engine[br]------------------------------------------------[br][br] * Improved: Expansions manager, registry controlled expansions[br] * Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719) [br] * Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200) [br] * New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present. [br] * Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754) [br] * Fixed: Failed to load TextureHeaderManager from file on Linux servers [br] * Changed: AI airplane always using lights during landing, taxiing and takeoff. [br] * Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution. [br] * Improved: Airborne airplanes now rendered in larger distances. [br] * Changed: AI airplane always using lights during landing, taxiing and takeoff. [br] * Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution. [br] * New: Ground effect computed for airplanes (0-10% depending on height) [br] * New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html) [br] * Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478) [br] * New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file. [br] * New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling. [br] * Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile. [br] * Added: HitPart event now contains Ammo type name [br] * Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering). [br] * New: Player name validation when editing a profile name. [br] * New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591) [br] * Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well. [br] * New: Editor: Visual indication of the selected target for CYCLE waypoint. [br] * Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668) [br] * Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702) [br] * New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg[br] * Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)[br] * Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)[br] * MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)[br] * Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)[br] * Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)[br] * Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)[br] * Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)[br] * Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)[br] * Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).[br] * Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)[br] * Changed: AI gunner is no longer firing at friendly units when ordered to target them.[br] * Fixed: Locked MP role slots after BattlEye kick.[br] * Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)[br] * Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.[br] * Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)[br] * Improved thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)[br] * Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)[br] * Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)[br] * Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)[br] * Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)[br] * New: A command line argument -par=filename can be specified to provide a parameter file (http://dev-heaven.net/issues/26103)[br] * New: Window title includes player name when running windowed to make testing with multiple instances easier.[br] * Fixed: Tanks were not damaged under water when fps was very high (http://dev-heaven.net/issues/25835)[br] * Improved: Improved AI/autopilot landing abilities (http://dev-heaven.net/issues/25419)[br] * Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)[br] * Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)[br] * New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)[br] * Fixed: Shadows were not cast on on-surface objects, like helipads.[br] * Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272)[br] * Fixed: There was no debriefing after MP game ends after saving the game.[br] * Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601).[br] * Fixed: SaveVar did not work in MP Campaign.[br] * New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).[br] * Fixed: Crash or game corruption when loading a game with clients already connected (http://dev-heaven.net/issues/24676)[br] * New: Server admin can check build numbers of clients using #userlist.[br] * Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.[br] * Changed: MP: BLUFOR roles are now assigned before OPFOR by default.[br] * Fixed: Reassign allowed clients to use a role reserved for a host.[br] * Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).[br] * Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225)[br] * Changed: Init handlers executed immediately, not queued for later execution like other events.[br] * Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75)[br] * Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (http://dev-heaven.net/issues/25266#note-8)[br] * Fixed: Bullets damage reduced too much over distance (http://dev-heaven.net/issues/11479)[br] * Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (http://dev-heaven.net/issues/16261)[br] * New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.[br] * Fixed: in config parameter initTurn in turrets work again[br] * Improved: Direct damage is no longer artificaly reduced for lying soldiers (http://dev-heaven.net/issues/20441)[br] * Optimized: Unknown targets no longer saved, significantly reducing savegame size.[br] * Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.[br] * Fixed: Group names were not reused after deleteGroup (http://dev-heaven.net/issues/11483)[br] * Improved: AI smarter in using binoculars.[br] * Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230)[br] * Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (http://dev-heaven.net/issues/14766)[br] * Fixed: script command FOR (BASIC) can use capital characters in variable[br] * Optimized: MP: Improved server performance in complex missions.[br] * Optimized: MP: Reduced number of messages send during JIP to complex missions.[br] * Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).[br] * 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).[br] * Fixed: MP game crashed after loading a save from a complex mission (http://dev-heaven.net/issues/24676)[br] * Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631)[br] * Fixed: turret tug after crew turn-in[br] * Improved: loading of binarized bikb files now supported.[br] * Improved: MP: Remote units should move a lot smoother.[br] * Fixed: DisableSerialization breaks spawn script variables after Load.[br] * New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.[br] * Optimized: MP: Reduced bandwidth used by standing AI soldiers.[br] * Fixed: MP: Remote units jumping back when stopping (http://dev-heaven.net/issues/24034)[br] * Fixed: MP: Reduced bandwith usage in missions with many soldiers.[br] * Improved: Better error message shown when memory allocation fails because of too small page file.[br] * 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.[br] * Fixed: Weapons on pylons changed positions after fireAtTarget (http://dev-heaven.net/issues/24046)[br] * Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.[br] * Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.[br] * Fixed: Possible crash after calling joinSilent and deleteVehicle.[br] * Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.[br] * Fixed: AI not engagign through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).[br] * Fixed: Lipsync for radio not working.[br] * Fixed: AI no longer seeing through dense grass (http://dev-heaven.net/issues/5785)[br] * Fixed: Attached objects no longer causing slow car movement.[br] * Improved: AI skill settings in difficulty options easier to use.[br] * Improved: Soldier movement more natural when doing "scan horizon".[br] * Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)[br] * Fixed: AI units often not engaging close enemies (http://dev-heaven.net/issues/18951, http://dev-heaven.net/issues/22935)[br] * New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.[br] * Fixed: Most units had maximum skill, ignoring values set in the mission (http://dev-heaven.net/issues/4483)[br] * Fixed: More space for GameSpy QR2 signature key answer.[br] * Fixed: low game fps causing innacurate AI weapon aiming (see also http://dev-heaven.net/issues/22974)[br] * Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).[br] * Fixed: tugging tracks on tanks[br] * Fixed: AI units no longer firing at empty enemy vehicles (http://dev-heaven.net/issues/5183)[br] * Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828)[br] * Fixed: AI no longer considering a car horn as a threat.[br] * Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (http://dev-heaven.net/issues/7578)[br] * Fixed: Enemy fire no longer reported by units which cannot be aware of it.[br] * Fixed: Units equipped with NVG no longer turn on the flashlights on their own (http://dev-heaven.net/issues/13041)[br] * Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (http://dev-heaven.net/issues/6638)[br] * Improved: AI considering threats uphill from it a bit more when planning a path.[br] * Fixed: Object variable space was not cleared reset between missions (http://dev-heaven.net/issues/13620)[br] * Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072)[br] * Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).[br] * Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846)[br] * Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).[br] * Fixed: Signature checking of BAF/PMC addons.[br] * New: Command line option -nosound to run the game without accessing audio devices.[br] * Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227)[br] * Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future)[br] * Fixed: Weapons no leaving hands while turning when prone[br] * Fixed: Message "Creating debriefing" no longer appearing in the rpt file.[br] * Improved: AI helicopter attempt to land when hit during an attach run.[br] * Fixed: Crash opportunity when camera object was deleted.[br] * Improved: AI landing more reliable with broken back rotor.[br] * New: AI FSMs can be disabled using unit disableAI "FSM".[br] * Fixed: AI road vehicle avoidance improved.[br] * Fixed: PMC videos flashing (since 80298).[br] * Experimental: Memory allocator can be selected using -malloc=N with N=0..4.[br] * Fixed: No longer display names of buildings hidden by accuracy (http://dev-heaven.net/issues/20503)[br] * Fixed: Occasional fps drop when AI was getting in a vehicle.[br] * Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.[br] * Fixed: AI planes were climing/diving wildly during formation flying.[br] * Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.[br] * Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (http://dev-heaven.net/issues/2314)[br] * Optimized: Reduced frame rate drops caused by texture loading (http://dev-heaven.net/issues/14397)[br] * New: Mods can be configured using Windows Registry.[br] * Fixed: AI warping at distance in singleplayer (http://dev-heaven.net/issues/1915)[br] * New: parameter "angle" for reflectors[br] * Fixed: Possible freeze after alt-tab in window mode.[br] * New: Helipads can be placed on a carrier deck and AI helicopter can land on them.[br] * Fixed: Airplane sometimes crashed after landing autopilot was activated.[br] * Fixed: Crash when assembling GMG, L2A1 crew served weapons.[br] * New: AI able to STOL on runways shorter than 500 m.[br] * Impoved: Aircraft can be placed on carrier deck in the editor.[br][br]ARMA 2: Operation Arrowhead Missions[br]----------------------------[br] * Fixed: SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD (http://dev-heaven.net/issues/11778)[br] * Fixed: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first (http://dev-heaven.net/issues/16362)[br] [br]More details at http://community.bistudio.com/wiki/ArmA_2:_Operation_Arrowhead:_Version_History [br][br]Дальше... (http://store.steampowered.com/news/7080/)