ARMA2 - Patch 1.02

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mant3z
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ARMA2 - Patch 1.02

Post autor: mant3z »

This patch is not focused on performance, AA is not full supported now - reason why its not in game video options. Patch focusing on AI and campaign, multiplayer bugs, vis chanche log. Full AA suport is expected in 1.03.


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Version 1.02 Highlights
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* Improved AI driving skills
* Lowered enemy AI skills for regular and recruit difficulty levels
* Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
* Fixed multiplayer session NAT negotiation
* Improved game stability (various crash opportunities fixed)
* Multiple save slots supported
* Improved terrain shape beyond map borders
* Various campaing and localisation fixes and improvements
* Modules (F7) support added in the Mission Editor

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Engine
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* Multiple savegame positions allowed.
* Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).
* Multiplayer server browser enlarged.
* Improved steering for car.
* Improved mobile artillery simulation.
* Improved terrain shape beyond map borders.
* Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
* Added UAV camera stabilization.
* Indication of player connection status in list of players (Diary).
* Possible to connect to server with template-based MP scenario.
* Repeated weapon change command fixed in radio protocol.
* Game no longer crashes when copying the linked trigger in the Mission Editor.
* Different radio notification of multiple units attacking.
* NAT negotiation issue removed (diffferent negative sign cookie on client and server).
* Fixed possible crash after or during Get In in multiplayer.
* Improved transfer of building destruction in multiplayer.
* Fine surface information are now properly used for surface properties.
* Destroyed targets are no more massively reported after player has left the vehicle.
* Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).
* VON no longer crashes the game on certain circumstances.
* AI sprinting on a spot removed if route was planned across the roof.
* Server shown as passworded in Server Browser when passworded or locked.
* Improved functionality of Get In command if player is vehicle commander.
* Swimming soldiers no longer drop inventory items.
* Swimming players cannot use Gear dialog.
* New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.
* Fillrate optimization in Video Options is now defined via combo box.
* Improved light count optimization (should help performance when many distant lights are present).
* Low-frequency effect (subwoofer) improved.

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Scenarios
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* Added or fixed markers in pre-mission briefings in various scenarios.
* "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.
* "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.
* "Trial by Fire" script error fixed.
* Campaign: Time flow screen added to scenario intros.
* Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.
* Campaign: Multiplayer info for all campaign scenarios added.
* Campaign: Scene-specific sound entities are deleted after end of a scene.
* "First to Fight" campaign scenario:
o Shooting range bug fixed.
o Officer's speech has titles added.
* "First to Fight" campaign scenario: O'Hara animation speed fixed.
* "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.
* "Razor Two" campaign scenario:
o Mission-failed end now performs correctly.
o Razor members cannot use UAV during conversations.
* "One Week Later" campaign interlude: Conversation more logical.
* "Manhattan" campaign scenario:
o Animations of ambient people improved.
o Taks waypoint for main task positioned better.
o Insurgent animations after death disabled in scene.
o Civilian woman stuck near transport prevented.
o Reinforcements navigation fixed.
* "Bitter Chill" campaign scenario:
o Conversations and broken mission flow fixed.
o Accidental death of Cpt. Shaftoe after a scene prevented.
o Improved positions of several killed unit.
o Radio chatter disabled where disturbing.
* "Badlands" campaign scenario:
o Ending and conversation flow fixes.
o Scene of talking to locals improved.
* "Dogs of War" campaign scenario:
o Insurgent leader presence now logical.
o Several story-related vehicles are now properly usable.
o Initial conversation work in multiplayer.
* "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.
* AI grouping prevented in team deathmatch and deathmatch scenarios.
* Module for limiting area of operation script fixes.
* Recomposed fortifications and minor fixes in Warfare.
* First-aid module performance improvements.
* Language and gameplay fixes in multiplayer and singleplayer templates.

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Art/Environment
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* Changed lighting values for early morning and dusk.
* Improved wheeled vehicles turning definitions.
* Utes: Improved carier deck colision shape and F-35B geometry.
* Gas stations on map can now refuel nearby vehicles.
* Minor object fixes on Chernarus map (traffic signs tweaks, small objects).
* Added small signs to Chernarus map.
* Less frequent occurence of thunderbolts.


Download Patch:
ftp://arma-fr.net/patchs/ARMA2Patch_1_02.zip
http://www.filefactory.com/file/ag75afb ... h_1_02_zip
http://www.armedassault.info/download.p ... ches&id=16

Download Windows Server:
http://www.arma2.com/support/updates/fi ... ml?lang=en
Mów mi milordzie łapserdaku!
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