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MadTommy
20-06-09, 06:42
Here (www.tacteam.org/madtommy/Arma2/ARMA2Patch_1_02.zip) is the 1.02 patch for Arma2. (ftp.tacteam.org)

Official links.. http://www.arma2.com/support/updates/


This is how games & patches should be released...

Game gets released to Germany as download only.. the efficient Germans find the bugs... Game gets released to us lazy Brits and co a week later... Patch to fix bugs gets released the next day! God bless em!


125 MB large download compatible with all game versions 1.00 DE and 1.01 DE/CZE/INTERNATIONAL.

Version 1.02 Highlights

* 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 campaign and localization fixes and improvements
* Modules (F7) support added in the Mission Editor
* Added option to disable various post-process effects (bloom, blur etc.)

:)

CHANGELOG:
----------

Engine
------
* 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 a linked trigger in the Mission Editor.
* Different radio notification of multiple units attacking.
* NAT negotiation issue removed (different 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 in certain circumstances.
* AI sprinting on the 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.

Scenarios
---------
* 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:
* Shooting range bug fixed.
* 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:
* Mission-failed end now performs correctly.
* Razor members cannot use UAV during conversations.
* "One Week Later" campaign interlude: Conversation more logical.
* "Manhattan" campaign scenario:
* Animations of ambient people improved.
* Task waypoint for main task positioned better.
* Insurgent animations after death disabled in scene.
* Civilian woman stuck near transport prevented.
* Reinforcements navigation fixed.
* "Bitter Chill" campaign scenario:
* Conversations and broken mission flow fixed.
* Accidental death of Cpt. Shaftoe after a scene prevented.
* Improved positions of several killed unit.
* Radio chatter disabled where disturbing.
* "Badlands" campaign scenario:
* Ending and conversation flow fixes.
* Scene of talking to locals improved.
* "Dogs of War" campaign scenario:
* Insurgent leader presence now logical.
* Several story-related vehicles are now properly usable.
* 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.

Art/Environment
---------------
* Changed lighting values for early morning and dusk.
* Improved wheeled vehicles turning definitions.
* Utes: Improved carrier deck collision 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.

Note: I had trouble applying the patch.. was getting lots of errors.. a PC re-boot resolved the problem.

Masaq
20-06-09, 09:27
Downloading but won't install until the server's updated.

epoch
20-06-09, 09:42
Will sort as soon as I've had my delicious Lincolnshire sausage and mushroom sandwich ...

Masaq
20-06-09, 09:43
Mmmm, sounds good.... git :p

LeChuck
20-06-09, 11:38
useful to be able to turn off blur n bloom

MadTommy
20-06-09, 11:51
^^ that function doesn't seem to work.. or i can't find it at least.

But there is a mod to do it.. www.tacteam.org/madtommy/Arma2/noblur.zip

Masaq
20-06-09, 15:22
^^ that function doesn't seem to work.. or i can't find it at least.

But there is a mod to do it.. www.tacteam.org/madtommy/Arma2/noblur.zip (http://www.tacteam.org/madtommy/Arma2/noblur.zip)

"Postprocessing" in video options. Set to disable.

SargeBanner
20-06-09, 17:03
Doesn't that turn off the lovely depth of field too? or is that the blur you're talking about?

I so wish I had this. I'm going back under my rock until I do get it :D

TheMedic
20-06-09, 19:03
That was quick!

TheScot666
26-06-09, 23:02
I'm assuming you guys already have it, but anyhow 1.02.5 is out, a small hotfix I think.

http://www.arma2.com/support/updates/folder.html?lang=en

Just download from there, it will says it's already been installed, just click ok :)