Armed Assault Patch 1.08 + Hotfix
Der aktuelle Armed Assault Patch 1.08 bietet jede Menge an neuen Features, die kompletten Changelogs findet ihr hier aufgelistet. Den Download für alle drei wichtigen Patches findet ihr im Downloadbereich.
Achtung/Attention!
Bitte vergesst nicht, das ihr vorher den 1.05 Patch installieren müsst. Der 1.08 ist nur ein Update von 1.05. Beide Patches findet ihr im Downloadbereich und beide sind für alle Versionen gedacht. Ausserdem ist ein Hotfix für den 1.08 ArmA Patch am 06.08.2007 erschienen, bitte danach auch noch installieren.
Changelog 1.08 Hotfix
- FIX (COPYPROTECTION): Securom issue preventing game to launch on some computers
- FIX (ANIMATIONS): some problems with ladders introduced in 1.08 (stuck on ladders, problem when going from kneel or prone on a ladder), installs animationHotFix.pbo and its signature
- FIX (LOCALIZATION): mission M13 is localized to all languages
- FIX (RUSSIAN): several missing translations in russian version, UI.pbo is modified to prevent an error message displayed in Russian version of the game when entering Single mission directory
Hauptmerkmale der 1.08 Version
- Verbesserte Klarheit und Zuverlässigkeit des \"Voice over net\"
- Erhöhter Lichtkontrast in allen Wetterlagen
- Kugeleinschläge werden nun auch an allen Objekten und Fahrzeugen dargestellt
- 2D Optiken unterstützen nun \"wide screen\" korrekt
- Diverse KI-, UI-, Gameplay- und Stabilitätsverbesserungen
- Neue Texturdetails \"Standard\" ermittelt die Menge an VRAM. Empfohlene Einstellung für Nutzer mit Grafikkarten mit mehr als 512 Mb VRAM
- Überarbeitete Logik des Teamswitches für bessere manuelle Kontrolle eines Squads.
- Mehrere Flughäfen pro Karte
- Schnelleres und fliessenderes Funkprotokol komplette englische Changelog:
- 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 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 used 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 crew 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 dedicated server 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
- Tweaked 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 [edit] Animals.pbo * fixed shadow problems with small insects Buildigs.pbo
- fixed mapping 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
- Buoys 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 sandbags fence to 800 (equal to fortress)
- decreased armor of barrels and pallets 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 runway 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 ammo 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
- tweaked 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 changes 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
- Tweaking 2D sights
- Humers and Landrover with turret no more injures gunner while getting out.
komplette Changelog der 1.05 Version
- 5122 - Changed: Video options Quality preference now affects terrain detail as well.
- 5122 - Fixed: Setting overall settings to Very low was not properly indicated in video options.
- 5122 - Fixed: AI Machine gunners are now more aggressive against near infantry unit.
- 5122 - Fixed: Motorbikes right/left turning is now enabled even when looking around
- 5122 - Fixed: AI could sometimes aim into the air when targeting an unknown land unit.
- 5122 - Fixed: Explosion sometimes revealed the exact unit position to the AI units.
- 5122 - Fixed: Texture extension can be supplied with the procedural color texture now (texture type is calculated according to it)
- 5122 - Fixed: AI was planning the path over the destroyed bridge
- 5122 - Fixed: Boat can now be controlled by mouse
- 5123 - Fixed: Bad voice buffer unqueuing, could cause memory leak when using voice over net.
- 5123 - Fixed: Silent sound cut off too early when load sound was near
- 5123 - Fixed: AI was not able to uses satchels on Destroy waypoints.
- 5123 - Fixed: Binocular style laser designators were using wrong models and animations.
- 5123 - Improved: Increased internal cache size for computers with more than 512 MB of RAM.
- 5123 - Fixed: AI usage of laser designators much improved.
- 5124 - Fixed: MP session list - Server state not shown for incompatible sessions
- 5124 - Fixed: MP session list - country is shown for all sessions now
- 5124 - New: New trigger types "Seized by ..."
- 5124 - Fixed: MP session browser - sometimes session info was hiding and showing repeatedly
- 5124 - New: Access to option categories directly from the main menu
- 5124 - Fixed: When the script change the player using "selectPlayer" function from the dead one, game info about the mission state is changed as well.
- 5124 - New: different progress indicator during game startup
- 5124 - New: playerKilledScript entry in the description.ext of the mission can override this entry in the config
- 5126 - Fixed: Crash when command "hintC" was used
- 5126 - Fixed: status of disableAI is now saved and loaded.
- 5126 - Fixed: DS crash occurred when mission with some special name (containing '%') was selected
- 5126 - Fixed: MP - manual fire rate was too high sometimes
- 5126 - Fixed: Aircraft were sometimes disappearing when flying above small objects.
- 5126 - Added: MP - new server scripting function lock
- 5126 - Added: MP - new commands #lock, #unlock
- 5126 - New: Possibility to show satellite textures in the in-game map and briefing
- 5126 - New: Multiple layers of cut effects, extended version of commands cutText, cutRsc and cutObj
- 5126 - Added: functions titleFadeOut, cutFadeOut
- 5126 - Fixed: View limits in vehicle applied on TrackIR and NumPad looking around
- 5126 - Fixed: MP - Cancel button in the briefing will return player to lobby, not to server browser
- 5126 - New: Map legend parameters are now read from the resource
- 5126 - Fixed: When using shadow detail high with some nVidia cards (Nv3x chip-set) loading screen could happen sometimes mid-game. The problem was caused by bad usage of D3DSAMP_SRGBTEXTURE, which was wrongly handled by the driver.
- 5126 - New: commands hint, hintCadet now works also with the structured text
- 5126 - Fixed: MP game using ships was crashing
- 5126 - Fixed: Function "hintC" (versions with the title) - when dialog is closed, text is shown in HUD
- 5126 - Fixed: Integer light constants as I_POINTLOOPCOUNT were not recorded and there was a problem when using compass during the day
- 5126 - Fixed: MP Voice over Net on LAN sessions was not working sometimes
- 5126 - Fixed: Hellfires (maverickweapon) on a helicopter were visible even when the helicopter was destroyed
- 5127 - Fixed: Mouse cursor color was not handled correctly
- 5127 - Added: function difficultyEnabled
- 5127 - Added: functions ctrlMapScreenToWorld, ctrlMapWorldToScreen
- 5127 - Fixed: Threat calculation was inaccurate for weapons with multiple modes
- 5127 - Fixed: Fully closed vehicle interiors were rendered with strange gray shadows with shadow detail Normal or lower.
- 5127 - Fixed: Switching into the mission editor by clicking on the Task bar caused selecting mode to be active.
- 5127 - Changed: Message about addons not listed in the mission is no longer displayed when playing single player missions.
- 5127 - Added: New animation controller cabin for airplanes.
- 5128 - Change: airplane fuel consumption dependent on thrust.
- 5128 - Added: function addVehicle
- 5128 - Fixed: Crash during saving game in Library mission
- 5128 - Fixed: Zoom instead of optics in transport
- 5128 - Fixed: Improved airplane landing autopilot.
- 5128 - Fixed: STOVL ability added (use autohover action to toggle VTOL mode).
- 5128 - Fixed: AI now considers grass layer in the visibility calculations.
- 5128 - Fixed: Terrain detail low/very low no longer degrades quality unless viewdistance requires it.
- 5128 - New: enableGPS vehicle config entry can enable GPS for given vehicle
- 5128 - Fixed: When OpenAL is unable to create sound buffer for VoN, the game continues without VoN.
- 5128 - Fixed: Group leader now can command subordinates to get in secondary turrets
- 5128 - Fixed: command "crew" now lists all gunners in the vehicle
- 5128 - Fixed: Units created dead were partially alive.
- 5128 - Fixed: "fire" command works for all turrets now
- 5128 - Fixed: AI cars not willing to drive under power lines.
- 5128 - New: Any combinations of two keys can be used for user action mapping
- 5128 - Fixed: Dedicated server radio processing was broken, resulting in AI often not doing what expected.
- 5128 - Fixed: watch and compass no longer shown once mission is restarted.
- 5128 - Fixed: Moving of cars in convoy - better following of road
- 5128 - Fixed: Controls mapped on 3D object did not work correctly in different screen ratios than 4:3
- 5128 - Fixed: AI sometimes did not takeoff when placed on the runway.
- 5128 - New: Gear shifting limits can now be defined in the config for each vehicle.
- 5128 - Fixed: UI - button text position calculation improved
- 5128 - Fixed: UI - structured text drawing - spaces between elements
- 5129 - Fixed: MP - Radio messages echo on remote clients was missing
- 5129 - Fixed: MP - get out waypoint did not work as in single player (player not forced out, player commanded to get in)
- 5129 - Fixed: UI - disabled default button responded to Enter
- 5129 - Fixed: The game crashed when gear screen was opened and the player was vanished (using scripting functions)
- 5129 - Fixed: Airplane landing light may be now off when gear is up.
- 5129 - Fixed: Aircraft may miss lighting from its own lights when airborne.
- 5129 - Fixed: Colored positional lights were rendered white.
- 5129 - Fixed: Display all (fading) HUD elements when mission is restarted
- 5129 - New: possibility to skip briefing screen using "briefing = 0" in the mission description.ext
- 5129 - Improved: Delay when returning from map to game is now much shorter.
- 5129 - Improved: Improved night vision goggles rendering.
- 5129 - Added: functions setCurrentWaypoint, waypoints
- 5129 - Added: function distributionRegion
- 5129 - Fixed: Reduced water splash volume when boats are not moving.
- 5129 - Fixed: Reduced distant unit warping / jumping.
- 5130 - Fixed: Languages switching was disabled for some distributions
- 5130 - Fixed: mission editor - condition changed when Continue button is shown
- 5130 - Added: functions assignedVehicle, assignedVehicleRole
- 5130 - Fixed: function "deleteWaypoint" now works for all waypoints (recent, current)
- 5130 - Fixed: After save/load weapons might become invisible.
- 5130 - Fixed: AI - After transport of player's group, AI was staying on the same position
- 5130 - Fixed: Drawing of subtitles (all structured texts) - the offset of shadow was not always fixed
- 5131 - Fixed: Prone rolling no longer activates lean toggle
- 5131 - Fixed: Tracers are visible again early in the night
- 5132 - Fixed: When fleeing is disabled, units never flee - even when having no weapons
- 5132 - Fixed: AI did now follow player over the bridge
- 5132 - Fixed: server config parameter persistent is fully working now
- 5132 - Fixed: MP - situation when admin logged in during mission voting is handled correctly now
- 5132 - Fixed: AI flying helicopter was changing dive wildly when flying fast.
- 5133 - Fixed: Iron sight view no longer strictly tied to a weapon.
- 5133 - Fixed: MP - admin is deciding when briefing is finished now
- 5133 - Fixed: UI - Single missions dialog title is changing by the selected folder
- 5133 - Fixed: when alternate directory for profiles given by command line options -profiles, user profiles are no longer stored to this directory, but to its Users subdirectory
- 5134 - Fixed: Improved AI spotting ability in towns.
- 5134 - Fixed: Look around in vehicles (faster and better limits now)
- 5135 - Fixed: AI deprecated to get in heavy damaged vehicle even when repaired again Air.pbo
- New engine sound for AV-8
- Disabled lights on parachutes
- Mi17 added mirror material
- SU34, SU34b - added clansigns and proxy flag
- config.cpp
- GPS disabled for Camel and Parachute
- configured HUD
- fixed Harrier landing light
- changed head movement limitations
- model.cfg
- openable canopy for harriers
- Betaversion of Harrier STOVL capability introduced, add to README: Harrier (AV8B) can now perform Short takeoff and vertical landing (STOVL). It is controled with "Autohover ON/OFF" action. When activated, there is no such autopilot for slowdown that helicopters use. Thrust vector is just rotated downwards. Q/Z keys control only airplane speed. There are no keys for control over vertical thrust, so it is not possible to hover up/down like in helicopter. Takeoff procedure: - activate Autohover - extend full flaps (2x crtl+K) - gain some speed by holding Q for a short while and then release it. - once in the air, retract gear (crtl+G) - hold Q a little longer until you move fast enough - retract flaps as you build more speed (2x ctrl+L) - at aprox 180kmph toggle autohover off and control flight as regular aircraft Landing procedure: - reduce speed and altitude same way as during conventional landing - extend full flaps (2x crtl+K), drop gear (crtl+G) - hold Z to reduce speed - at aprox 180 kmph activate Autohover - pitch nose up to reduce speed, check speed, height and flight path vector indicated on HUD - hold Z for descent at aprox 2m/s - at touchdown toggle autohover off
- modified pilot anims for crew in cocpits with HUD
- fixed hud definition for helicopters
- parachute sound occlusion fixed Anims.pbo
- Fixed inbetween issue that civilians could not go prone forward
- Sprinting enabled for several stances
- Bug in the transition from handgun to launcher fixed
- Deformation when looking around with lowered rifle
- Improved middle part of animations in cutscene 7 - fingers and hands Buildings.pbo
- fixed wire fences AI can now shoot through them
- panelak*.p3d - fixed collisions CA.pbo
- added Library models
- Road Cone, Obstacle - Saddle, Ramp - concrete, Humps - dirt, Buoy small, Buoy, Road barrier and Road barrier small are now also available in editor as Objects Characters.pbo
- Addondependency for ak74pso added
- Civilians have the same ammount of slots as regular soldiers
- Anchorman2 introduced to be used for regular missions
- GPS enabled for Special forces and squad leaders n
- np_soldier_officier.p3d "osobnost" redefined Desert.pbo Grass layer information added. Plants.pbo
- No fade vertex shader definition added to trunk materials, fixed polyplanes in str krovisko vysoke.p3d, added viewgeom and materials on dead trunk models. Misc.pbo
- config.cpp disabled destruction on PaletaBase models Rocks.pbo
- deleted ViewGeometry in Rock*.p3d models (fireGeo will be used instead)
- removed specularity for ground clutter stones (did not work well) Sara.pbo Grass layer information added. sara.wrp
- moved two "podesta" objects at Ga66 Signs.pbo Tracked.pbo
- Limited head movement on M163 and M113 ambulance drivers
- Fixed bug with interior shadows in BMP-2
- M113, M113_RACS - Fixed gunner animation in cargo LOD UI.pbo
- RscScreen.hpp:
- Aspect ratio indicator added to the video options dialog
- Option to display satellite texture map
- Empty mission translations updated
- Notepad model updated Water.pbo
- GPS enabled for RHIBs Weapons.pbo
- Hellfire and Vikhr hitvalues slightly raised
- MP5 was very uneffective
- changed config.cpp
- laser designators to use binocular style animations
- Javelin scope to protected
- AGS30 library description fixed
- adjusted weapons dextrity values
- changed Soflam laser designator model
- aligned chamber points with scope at M4_GL_ACOG and M4_SPR
- ACOG gun sights and balistics modified, changed balistics also on M4 Aimpoint
- SVD optics modified
- changed M119 gunnerview
- changed optics zoom settings on all rifles
- add to readme: Optics/Ironsights leveling on distance: 50m > MP5, pistols 100m > AK74UN, M4/M16 with Aimpoint, ACOG sights or suppressor 120m-400m > M4SPR 200m > SVD, KSVK, AK74PSO 300m > AK74, AK74GL, AK74U, M16A2, M16GL, M16A4, M16A4GL, all G36, machineguns 500m > M107 Weapons3.pbo
- M107 autofire disabled
- M16 ACOG optics leveled on 100m
- M107 and KSVK config.cpp
- modified dextrity of weapons
- new KSVK and AK74PSO optics introduced for better aiming
- M16A4, M16A4GL aiming fix Wheeled.pbo
- model.cfg
- Stryker gunner is able to turn its head now
- Stryker drivers FOV changed
- Added driver optics to all Strykers
- added mirror material (Stryker*.p3d, 5t*.p3d, Landrover*.p3d, Urals*.p3d, hilux*.p3d)
- Fixed bug with interior shadows in Strykers
- config.cpp
- GPS enabled for Humer, Stryker and BRDM Wheeled3.pbo
- getting rid of some hardcoded strings
- Added destruction effect
- Fixed damper selection for M1030
- Improved alpha faces for Both Bikes