Informationen zum Download

Screenshot zu Download von Armed Assault
0 (letzte Woche)
8835 (gesamt)
564 MB
arma_internationalupdate105_108.zip
Bitte logge dich hier ein, um abzustimmen.
46176
0
82 Stimmen
Bewertung übernommen
Du hast bereits abgestimmt

Download-Beschreibung

Dieser Patch bringt Armed Assault auf Version 1.08. Allerdings muss der Patch 1.05 installiert sein.

Allgemeine Hinweise:
- Gepatcht wird von v1.05 auf v1.08
- Der Patch ist für alle internationalen ArmA-Versionen geeignet
- Das Serverfile ist enthalten

Empfehlung:
Vor der Installation empfehlen die Entwickler eine Sicherheitskopie vom ArmA-Ordner zu erstellen, falls Probleme beim Patchen auftreten.

===Main New Features===

* 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===
====Release Candidate 0====
 - 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
 - New: Improved support for X360 controller
 - 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: XInput handling of input devices disabled because of missing configuration options
 - 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===

==Version 1.07==
===A10.pbo===
* config.cpp
**fixed Maverick rocket indirect hit range (to match other rockets)
**set damageResistance
**only one Maverick per target is used now.

===Air.pbo===
* Ah1Z fire geometry fix
* 2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance
**balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire
* Tweeked texture of 2D optics

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

===Anims.pbo===
*Fixed wrong "stand" links in several action maps
*introduced primaryActionMaps
*Ladder moves reworked (rifle moves introduced)
*Transition erc rfl low to pne added
*Interpolation for AI movement erc stp ras rfl to erc spr low rfl added

===Animals.pbo===
*fixed shadow problems with small insects

===Buildigs.pbo===
* fixed maping in 1st LOD of castle\helfenburg.p3d
* fixed "empty or no skeleton" errors for hotel and kostel_mexico
* fixed Z-fight flickering on misc\zidka03
* fixed shadow volume at brana02nodoor.p3d
* fixed top roof ladder in Tovarna2
* misc\runway_papi* increased shining flare


===Ca.pbo===
*Getting rid of hardcoded strings
*Fixing turret errors on some of the library objects
*Bouys are not reported by AI anymore

===Desert.pbo===
*Map repacked to lower VRAM usage
*Updated ilsTaxiIn for Rahmadi strip,
*Added drawTaxiway value

===Characters.pbo===
* Fixed clan for all civilian
* deleted faulty last lod of np_soldier_pilot

===Misc.pbo===
*config.cpp
** increased armor of sanbags fence to 800 (equal to fortress)
** decreased arnmor of barrels and pallettes to 20 (equal to civil car)
** empty skeleton error on armored target fixed
* paletaA, paletyC, paletyD fixed fire geometry
* Bilboard_Revolucion_bez_noh.p3d changed damage settings
* drevena_bedna.p3d changed damage settings

===Sara.pbo===
Map repacked to lower texture usage
*sara.wrp
**Bush moved from gate.
**Terrain adjusted, pavement accessible.
**Rock moved, scaled, rotated.

**Terrain of Pita runwaz flattened.
*config.cpp
**Added class SecondaryAirfields, 3 more ILS definitions in it.
**Updated ilsTaxiIn for Rahmadi strip
**Added drawTaxiway value.

===Sounds.pbo===
*Church bell sounds had wrong paths

===Tracked.pbo===
*2D optics models enlarged for 16:9 aspect
*T72, M1A1 changed comander_out view  + improved hitpoints
*T72, ZSU, M1A1 fixed fire geometry
*config.cpp
**set damageResistance
**HUD reworked for M113 variants
**HUD removed for ambulances
**set real T72 and M1A1 main turret elevation
*Tank commanders have new 2D square optics, some optics models cleaned
*tweaked 2D optics of brdm

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

===Water.pbo===
*config.cpp
**zoom for ironsights on turrets set equal to other weapons

===Wheeled.pbo===
*Enabled landrover police version
*Increased magazine loads on ammo trucks
*HUDs for armed vehicles changed to work with compass

===Weapons.pbo===
*2D optics models enlarged for 16:9 aspect
** G36 fixed after 1.07 beta
*cfgAmmo.hpp
**redesigned indirect hit and ranges for HE ammo  and explosive hit
**small arms amo now has tracers only in arcade, reduced visible fire too
**changed ammo audible/visible settings
**defined Vickers mgun tracers
**all SD ammo defined as subsonic
**reduced GBU12 bomb indirect hit to not harm that much distant tanks
*cfgMagazines.hpp
**M24 uses traceless ammo
*AmmoBoxes.hpp + cfgVehicles.hpp
**ammocrates destruction
*VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns
*MP5 magazines have names now.
*M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights
 add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m
* GP-25 set to correct 40mm ammo
** tweeked textures of 2D optics of acog, ags and soflam

===Weapons3.pbo===
*2D optics models enlarged for 16:9 aspect
*M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis
*Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. |
*config.cpp
**changed ammo audible/visible settings
*ammo B_25mm_HE indirectHitValue fixed

===Wheeled.pbo===
*2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance
**zoom for ironsights on turrets set equal to other weapons
*Tweeking 2D sights
*Humers and Landrover with turret no more injures gunner while getting out.

Kommentare

ByRio schrieb am
:roll:
Also ich erkläre für mich ArmA als gestorben !! :cry:
Schon wieder nen Riesenpatch zum Download, da hat man ja beinahe so viel runtergeladen, wie das Spiel schon selbst groß ist.... Nee danke. :oops:
Und bei den hohen Hardware-Anforderungen stand es eh schon unter einem schlechten Stern. :?
Da sind wir mal wieder zum Beta-Tester geworden... :cry:
Da bleibe ich lieber beim guten OFP. Das ist immer noch um Längen besser :D , wenn auch ArmA schöner aussieht.
Und Dank der Community habe ich alles was das Herz begehrt. :D :D
Schade um ArmA :cry:
Aber die Stimmen werden ja eh lauter, das viele aus der Community immer entäuschter werden. :oops:
Also :
Haut rein !
and survive !
schrieb am