ARMA2 - Patch 1.03

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ARMA2 - Patch 1.03

Post autor: Pit »

VERSION 1.03 HIGHLIGHTS
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* Major AI tweaking and balancing (especially AI infantry can hear much less)
* Improved multiplayer and cooperative campaign (saving games, connection issues)
* Numerous fixes and improvements in the Harvest Red campaign

CHANGELOG:
Spoiler:
show spoiler
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Engine
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* New: Functions getPosATL and setPosATL to allow controlling position relative to terrain.
* New: command line option -showScriptErrors introduced to show errors in scripts on-screen
* New: Direct analogue throttle and brake for airplanes now available.
* New: More flexible configuration of Flares in the config (brightness, size)
* New: Mission name (with * indicated unsaved work) displayed in the mission editor
* New: Keyboard shortcuts in the mission editor
* Improved: better handling of gravitation for shots (esp. for grenades)
* Improved: Building destruction
* Improved: Better airplane HUD visibility both night and day
* Optimization: Reduced frame stutter near map borders.
* Hotfix: Players are forced to reconnect after MP Load on server.
* Fixed: no particles effect when hit object with destructNo
* Fixed: grenade could destroy a building just by impact
* Fixed: grenades may explode only on the final impact
* Fixed: when a grenade bounces on a ship deck, the proper particle effects is shown now
* Fixed: missiles should pass through vegetation
* Fixed: Player connected to loaded game was sometimes frozen.
* Fixed: Game crashed when launched on a system with more then 8 CPUs/cores.
* Fixed: Possible crash with laser designator active.
* Fixed: Sometimes crew of a close vehicle was visible through the vehicle.
* Fixed: Infinite looping of commands 'Stop' in radio.
* Fixed: Leaning 'limits' do not work in TrackIR.
* Fixed: Clients were often endlessly stuck in 'Receiving...' window after MP Load.
* Fixed: Rainbow could be visible even with sun below horizon.
* Fixed: 3D Editor - civilian and resistance units did not work correctly
* Fixed: Sea surface was not rendered in NE area out of map.
* Fixed: Terrain surface was sometimes using wrong parallax map.
* Fixed: Grenade could sometimes destroy a building just by impact
* Fixed: Radio messages sometimes echoed
* Fixed: Team switch did not work when player died
* Fixed: Reduced AI detecting slowly moving enemy vehicles by ear.
* Fixed: Prevent killed AI units reporting who killed them.
* Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entity
* Fixed: Leaning 'limits' did not work with TrackIR
* Fixed: MP client frozen in Receiving... screen sometimes
* Fixed: Problems with saving and loading games in cooperative campaign

Missions
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* Fixes and improvements in most of the campaign missions (Into the Storm, Harvest Red, Bitter Chill, Manhattan, Badlands, Dogs of War)
* Improved: autosave logic to not save when it was not safe
* Improved: Eye for an Eye in Scenarios

Modules
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* Fixed: Warfare fast travel on clients was not using logistic values
* Fixed: Warfare money sending
* Fixed: Warfare HQ multiple reports
* Fixed: First-Aid: Action module caused healing scripts to run twice
* Fixed: Supply drop not ending (wrong vehicle class)
* New: First-Aid modules work with respawn
* New: First-Aid ability to stop healing
* New: Added ability to add Support Requests that do not expire.
* Improved: First-Aid modules more robust and faster
* Improved: Better support for side Resistance in SOM / ACM.

Data
---------

* Fixed: Invisible driver in UAZ (MG and GL)
* Fixed: AI soldiers were able to hear extremely well
* Fixed: various minor problems on buildings
* Fixed: rocks destruction effect changed
* Fixed: penetrability of some vegetation
* Fixed: collision geometry of A_BuildingWIP
* Fixed: react FSM core conversations
* Fixed: cargo animations in LAV25
* Fixed: indicators in Ka52 when using NVG
* Fixed: cargo animations in BTR
* Fixed: Warfare keypoint on Chernarus
Linki:
http://www.arma2.com/support/updates/fo ... ml?lang=en

134 MB
http://armagame.info/pliki/gry/arma2/AR ... _1_03_.zip
ftp://arma-fr.net/patchs/ARMA2Patch_1_03_.zip
http://filecoast.com/?file=xRNfk6fT_ARM ... _1_03_.zip

Źródło:
http://forums.bistudio.com/showthread.p ... ost1393183
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Re: ARMA2 - Patch 1.03

Post autor: ufoman »

Z tego co widze to nie poprawili, ze goscia ze 100m widac jak na dloni mimo, ze on w trawie lezy :/
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Re: ARMA2 - Patch 1.03

Post autor: Rafael3D »

Jest lepiej, ale... mogło być jeszce lepiej, spodziewałem się pewnych ulepszeń w grafice (np. migające textury). Dobrze że chociaż pociski teraz przelatują przez liście :)
Kto gra w MP NIE RADZĘ instalować jeszcze tego patcha (brak dedykowanego exe dla serwera, ma być "później").
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Re: ARMA2 - Patch 1.03

Post autor: barth89 »

A czy cokolwiek zmieniło się w wydajności?
Phenom II X2 550 @ 3.5 & Zalman 9700NT <> Radeon 4850 512MB DDR3 @ 700/1100 & Auras Fridge <> 4 GB DDR2 800MHz GeIL Ultra + PDP Patriot <> AsRock A780GXH 128M <> SB X-Fi Xtreme Audio <> Pentagram Silent Force 460W <> Windows 7 64-bit
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Re: ARMA2 - Patch 1.03

Post autor: eJay »

W wydajności bez rewolucji, zresztą żaden wpis z change loga nie sugeruje, że ten patch miał za zadanie przyśpieszyć grę. Owszem poprawili nieco lot poza mapę (wcześniej trochę cieło) - teraz jest ok. Ale na ziemi dalej bywa różnie.
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Re: ARMA2 - Patch 1.03

Post autor: Forrestal »

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Re: ARMA2 - Patch 1.03

Post autor: Jajcor »

Nie wiem czy to wina patcha 1.03, ale po jego wgraniu mam problemy z odpaleniem gry z rozszerzeniem noblur i addonem trawy. Skót ///// -mod:@Trawa;noblurB - nosplash... Z 1.02 odpalało bez problemu.....
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Re: ARMA2 - Patch 1.03

Post autor: Maćko »

Jajcor pisze:Nie wiem czy to wina patcha 1.03, ale po jego wgraniu mam problemy z odpaleniem gry z rozszerzeniem noblur i addonem trawy. Skót ///// -mod:@Trawa;noblurB - nosplash... Z 1.02 odpalało bez problemu.....
po co Ci noblur? Od patcha 1.02 jest niepotrzebny bo te efekty możesz wyłączyć (postefekty w opcjach grafiki).
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Re: ARMA2 - Patch 1.03

Post autor: Jajcor »

A ja głupi się zastanawiałem czy działa u mnie ten noblur czy nie działa :lol: :lol: :lol: :lol: Dzięki Maćko :D
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