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  • Posted ReadMe for the Armed Assault v1.05 Patch...

    copy/paste... bolded a couple of important stuff...

    We are pleased to give you a comprehensive update of where we are with our latest tactical combat simulation game ArmA.

    European Release
    ArmA: Armed Assault for the European/Worldwide release by 505 Games went Gold and 16th February is now confirmed as the release date. The full list of countries where 505 Games will distribute the game (in no particular order): United Kingdom, France, Italy, Spain, Finland, Denmark, Sweden, Norway, Netherlands, Belgium, Luxemburg, South Africa, Australia, New Zealand, Iceland, Ireland, Andorra, San Marino and The Vatican Cit, Greece, Portugal, Croatia, Serbia and Montenegro, Bosnia, Slovenia, Liechtenstein, Cyprus, Malta, Turkey, Israel, Middle East, Hungary, Romania, Bulgaria and Japan.

    You can pre-order ArmA from and many other retail outlets in various countries covered by 505 Games publishing.

    North American Release
    We are pleased to confirm that we secured Atari as a publisher for North America.

    English Online Direct Download Release
    The full English version of ArmA will be available for purchase via the online games service Sprocket from 27th February worldwide.

    Patch 1.05
    Before the end of February we plan to release a new patch 1.05 for all editions of ArmA that will ensure an internationally unified game environment.
    The patch will also improve various aspects of the game for the existing users, including:

    * reworked and improved multiplayer game browser screen
    * improved Voice over Net
    * dedicated server platform underwent big stability and performance improvement
    * ability to turn off grass in video options and grass flattened around soldiers for improved visibility.
    * visually improved and smoother LOD switching
    * various performance and stability optimizations
    * new modern style GPS device displaying small map on top of game view in some situations for easier navigation
    * support for more keyboard shortcuts to actions
    * generally improved AI (including driving and combat)
    * new content: Su-34 Fighter and Su-34 Bomber, TT650 and M1030 military motorcycles, AKS74PSO, KSVK, M107 and M16A4
    * and more...

    Editing Tools
    We're going to start beta testing of ArmA editing tools soon. The process of releasing the entire necessary infrastructure to the community will be our ongoing effort in the upcoming months and we're working hard on it. Please be patient and understand that this is not something that will happen at one point but intstead we'll be releasing one piece of the tools after another. The BI Community Wiki will remain the main place for us to share all important information related to ArmA editing with the community and it is also the best official place already containing comprehensive information on various aspects of editing and modifying ArmA.

    For more ArmA news, please visit
    Last edited by Strag; 02-21-2007, 04:04 PM.
    Magnum |TG-18th|

    We stand between chaos and order, evil and good, despair and hope - we are the Thin Blue Line, and we will never be broken.

  • #2
    Re: posted read me for next patch...

    Thanks for posting its the first I've seen of this. I am glad to see they have improved stability, hard to say yet if it will fix my CTD problem. The military motorcycles I was not expecting but should be alot of fun. What exactly is a KSVK? Going to have to google that one.

    Can't wait



    • #3
      Re: posted read me for next patch...

      Thanks magnum... very exciting... Now if they can just fix the MP crashes we can actually play!
      Last edited by Shiner; 02-09-2007, 10:50 AM.


      • #4
        Re: posted read me for next patch...

        More info:;f=64;t=57752


        • #5
          Re: posted read me for next patch...

          Originally posted by Vitriol View Post
          Thanks for posting its the first I've seen of this. I am glad to see they have improved stability, hard to say yet if it will fix my CTD problem. The military motorcycles I was not expecting but should be alot of fun. What exactly is a KSVK? Going to have to google that one.

          Can't wait

          This is the answer to your question, but you may have already found that out.


          • #6
            Re: posted read me for next patch...

            Im glad to see that they have adressed the VOIP issues. In my opinion that was the biggest obstacle for the public servers to thrive.
            Last edited by PanzerHans; 02-28-2007, 12:33 PM.
            VI VI VI - the number of the beast


            • #7
              Re: Posted ReadMe for the Armed Assault v1.05 Patch...

              I just got my copy of the 505 release from Go Gamer


              • #8
                Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                as did I. See you on there Bribird!


                • #9
                  Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                  Patch 1.05 Changelog. I doubt this will be out tomorrow though (end of month). More like 2nd March (ish)!

                  Summary Version 1.05

                  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


                  New engine sound for AV-8
                  Disabled lights on parachutes
                  Mi17 added mirror material
                  SU34, SU34b - added clansigns and proxy flag
                  GPS disabled for Camel and Parachute
                  configured HUD
                  fixed Harrier landing light
                  changed head movement limitations
                  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


                  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


                  fixed wire fences AI can now shoot through them
                  panelak*.p3d - fixed collisions


                  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


                  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


                  Grass layer information added.


                  No fade vertex shader definition added to trunk materials, fixed polyplanes in str krovisko vysoke.p3d, added viewgeom and materials on dead trunk models.


                  config.cpp disabled destruction on PaletaBase models
                  deleted ViewGeometry in Rock*.p3d models (fireGeo will be used instead)
                  removed specularity for ground clutter stones (did not work well)


                  Grass layer information added.


                  moved two "podesta" objects at Ga66


                  repacked from VCS data


                  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

                  Aspect ratio indicator added to the video options dialog
                  Option to display satellite texture map
                  Empty mission translations updated
                  Notepad model updated


                  GPS enabled for RHIBs


                  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


                  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


                  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
                  GPS enabled for Humer, Stryker and BRDM


                  getting rid of some hardcoded strings
                  Added destruction effect
                  Fixed damper selection for M1030
                  Improved alpha faces for Both Bikes
                  | |
                  TG ArmA Pathfinder
                  One pass haul ass - Greed kills


                  • #10
                    Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                    holy crap.


                    • #11
                      Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                      5126 - Fixed: Integer light constants as I_POINTLOOPCOUNT were not recorded and there was a problem when using compass during the day

                      Damn, that really annoyed me. Glad they fixed it!


                      • #12
                        Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                        Thumbs Up:

                        For an impressive list of great additions !

                        Thumbs Down:

                        I still cannot understand WHY BIS is unable to support multiple controllers for a simulation game since 2001 ! (Yep, OFP also lacked this).

                        Demand from community is there, the nature of the game (simulation) makes it a must and what is surprising is that almost all the games I've been playing in these last 5 years had the support for multiple controllers.

                        What the hell is going on? What makes it so hard to implement this?


                        • #13
                          Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                          Fixed: AI now considers grass layer in the visibility calculations.

                          Very Nice:
                          Fixed: AI did now follow player over the bridge


                          • #14
                            Re: Posted ReadMe for the Armed Assault v1.05 Patch...

                            The following question/statement was asked in the Patch thread over at BIs:

                            "however, i haven't seen any changes to the singleplayer campaign and missions. which is strange, because that's the one part this game really needs to improve - a lot."

                            BI's official answer (by Suma, the lead programer):

                            "Both missions and campaigns are changed across versions as well, however this changelog does not keep track of it - it reflects only only changes in engine and basic data."

                            There might be a lot of "behind the scene" changes that have gone on, that are not in the changelog.

                            I know BIs months ago, said that multi-controller support was being implemented in a future patch John - so who knows? (Although, that might be to much to hope for)!
                            | |
                            TG ArmA Pathfinder
                            One pass haul ass - Greed kills




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