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  • V1.08 patch is out...mirrors...
    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: V1.08 patch is out...mirrors...


    2007 Bohemia Interactive Studio. All rights reserved.

    This application will update your ArmA: Armed Assault / Combat Operations to version 1.08.5163.


    Run the patch exe to apply the patch setup automatically (you may be prompted to choose your exact version in some occassions).

    There's no uninstall option for the patch itself. You need to reinstall the game from the original setup to get it to the original version.

    [edit]CHANGELOG 1.08
    Version 1.08 is released as free patch to all existing editions of ArmA (updated to version 1.05 or US version 1.06).

    [edit]Main New Features
    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

    [edit]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 to 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
    - New: Improved support for X360 controller
    - Fixed: MP crash sometimes happened after deleteVehicle 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: XInput handling of input devices disabled because of missing configuration options
    - 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 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 DS 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
    [edit]Data Change Log
    fixed Maverick rocket indirect hit range (to match other rockets)
    set damageResistance
    only one Maverick per target is used now.
    Ah1Z fire geometry fix
    2D optics models enlarged for 16:9 aspect
    set damageResistance
    balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire
    Tweeked texture of 2D optics
    set armor and damageResistance
    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
    fixed shadow problems with small insects
    fixed maping 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

    Getting rid of hardcoded strings
    Fixing turret errors on some of the library objects
    Bouys are not reported by AI anymore
    Map repacked to lower VRAM usage
    Updated ilsTaxiIn for Rahmadi strip,
    Added drawTaxiway value
    Fixed clan for all civilian
    deleted faulty last lod of np_soldier_pilot
    increased armor of sanbags fence to 800 (equal to fortress)
    decreased arnmor of barrels and pallettes 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
    Map repacked to lower texture usage

    Bush moved from gate.
    Terrain adjusted, pavement accessible.
    Rock moved, scaled, rotated.

    Terrain of Pita runwaz flattened.
    Added class SecondaryAirfields, 3 more ILS definitions in it.
    Updated ilsTaxiIn for Rahmadi strip
    Added drawTaxiway value.
    Church bell sounds had wrong paths
    2D optics models enlarged for 16:9 aspect
    T72, M1A1 changed comander_out view + improved hitpoints
    T72, ZSU, M1A1 fixed fire geometry
    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
    Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class
    Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud
    zoom for ironsights on turrets set equal to other weapons
    Enabled landrover police version
    Increased magazine loads on ammo trucks
    HUDs for armed vehicles changed to work with compass
    2D optics models enlarged for 16:9 aspect
    G36 fixed after 1.07 beta
    redesigned indirect hit and ranges for HE ammo and explosive hit
    small arms amo 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
    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
    tweeked textures of 2D optics of acog, ags and soflam
    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 cahnges in config.cpp of all 4 versions. |
    changed ammo audible/visible settings
    ammo B_25mm_HE indirectHitValue fixed
    2D optics models enlarged for 16:9 aspect
    set damageResistance
    zoom for ironsights on turrets set equal to other weapons
    Tweeking 2D sights
    Humers and Landrover with turret no more injures gunner while getting out.

    [edit]CHANGELOG 1.06
    Version 1.06 is released in the US as ArmA: Combat Operations.

    [edit]Main New Features
    The Armory
    Various AI, UI, gameplay and stability improvements and tweaks

    [edit]Engine Change Log
    - Fixed: Increased thrust when hovering stable in VTOL mode.
    - New: Player can use Eject to disembark the vehicle while leaving engine on.
    - Fixed: AI Strykers were not firing when player was not using iron sights / optics.
    - Fixed: Haze was too strong with large viewdistance.
    - Fixed: Reduced shadowing caused by the terrain.
    - Fixed: setTerrainGrid was not reset when a new mission was started.
    - Fixed: Dedicated server - after #reassign two players could control a single avatar
    - Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)
    - Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)
    - Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position
    - Fixed: AI Ships now can reach shallow water (but very carefully)
    - Fixed: Ships - searching a place where to go for get in / get out improved
    - Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)
    - Fixed: head movement not visible on players in vehicle
    - Fixed: Freelook still forced when changing from cargo to secondary turret
    - Fixed: AI sometimes did not take off NVG after skipTime was used.
    - Changed: Less strict color coding for ping values.
    - Fixed: Explosions no longer cause any objects flying high.
    - Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.
    - Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)
    - Fixed: Different selection of points where to get in / get out the ship
    - Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container
    - Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing.
    - Optimized: Grass depth of field is now performed only with Postprocess set to Very high.
    - Fixed: Muzzle flash texture is preloaded now
    - Fixed: Wounded player is stuck in the water.
    - Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position
    - Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)
    - Fixed: Ships - faster movement in shallow water
    - Fixed: Separate get in point can be defined for each cargo position
    - Fixed: function "selectWeapon" now switches character pose when launcher is selected
    - Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced)
    - Fixed: Releasing Alt in a vehicle should center view vertically
    - Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view
    - Fixed: Vehicles did not rearm when no ammo was remaining
    - Fixed: Mission editor - objects which cannot float are placed underwater now
    - Fixed: All input ignored after MP session left while chat window still open.
    - Fixed: UI - selector active row highlighting was clipped to controls group
    - Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)
    - Fixed: Improved AI path following when moving slow.
    - Fixed: Improved AI car path planning in combat mode near roads.
    - Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy
    - Fixed: Exhaust particle original position and speed improved
    - Fixed: VoN issues with server behind firewall fixed
    - Fixed: AI - heavy wheeled vehicles now can drive through bushes
    - Fixed: AI cars avoided water even when canFloat = true was given in the config
    - Added: function createMissionDisplay
    - Added: function joinSilent
    - Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes
    - Fixed: External camera of the soldier was placed inside objects sometimes
    - Fixed: Tracks were drawn under the bridge
    - Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)
    - Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes
    - Fixed: UI - Gear dialog - weapon overview improved
    - Fixed: functions commandGetOut, doGetOut - units returns to formation when finished
    - Improved: Moving of external camera of the soldier is much smoother now
    - Fixed: AI - path planning improved (more smooth transition between plans)
    - Fixed: Improved helicopters engaging targets.
    - New: Helicopter animation controllers cyclicForward and cyclicAside added.
    - New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.
    - Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting solider movement in transitions like when seeing someone going prone.
    - Fixed: Improved target scanning for fast moving units.
    - Fixed: In-game UI - vehicle position icons in the status bar and commanding menu
    - Fixed: Map info (commands, friendly and enemy units) is now saving into game save
    - Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing.
    - Fixed: scripting function "magazines" ignore empty (virtual) magazines
    - Fixed: Buldozer crash - non-streaming landscapes not supported.
    - Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.
    - Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG)
    - Fixed: AI boat movement precision and path finding improved.
    - Fixed: AI vehicle braking now smoother.
    - Fixed: Slightly improved AI pathfinding in a non-uniform environment.
    - Fixed: Tides are now considered for AI path finding.
    - Fixed: Possible server crash during NAT negotiation
    - Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles
    - Fixed: Better movement of convoys on roads
    - Fixed: NV goggles eye accommodation was reset, when returning to a paused game
    - Fixed: Gear screen in briefing - magazines was multiplied sometimes
    - Fixed: Clipping of some briefings on the right edge
    - Fixed: Distant grass layer follows roads more closely.
    - New: New config value soundBurst to allow playing sound for each bullet in a burst
    - Fixed: Brightness limits were too benevolent - cheating was possible
    - Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item
    - Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front
    - Fixed: When running windowed, on some systems the image was slightly blurred.
    - Fixed: Improved text output kerning.
    - Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP.
    - Fixed: Airplanes were firing rockets even when not aimed properly.
    - Fixed: UI - double clicks detected better during low frame rate
    - New: UI - control event handler ButtonClick now can return true to avoid default reaction
    - Fixed: AI planes not engaging targets.
    - Fixed: Airplane gears now fixed when aircraft is repaired.
    - Fixed: New animation controller noseWheelTurn.
    - Added: functions lbSort, lbSortByValue
    - Improved: UI - Chat log text border
    - Fixed: Improved target Tab locking prioritization for aircraft.
    - Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow).
    - Fixed: The ingame progress bar showed up for a little while when the game was loading and was supposed to use the splash screens instead
    - Fixed: Progress bar was too bright at the end of the loading for a little while
    - Fixed: UI - text cursor in edit control was on wrong position
    - Fixed: AI planes unable to land on Sahrani airport.
    - Fixed: AI - car drivers sometimes ignored commands from player in cargo
    - New: function isServer to check if given machine is the server.
    - Fixed: Tanks were not jumping over the concrete ramp
    - Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position
    - Fixed: Improved laser target detection and engaging by AI.
    - Fixed: Improved AI plane reaching waypoints.
    - Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them
    - Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card)
    - Fixed: Debriefing - in campaign, objectives was not properly marked
    - Added: Heading source to HUD's
    Defined camel pilot for camels config.cpp (5.3.2007)
    Added clan signs and logos to Harriers and Littlebirds
    fixed pilot position in Harrier bomber , deleted unnecessary properties
    changed blink lights to still lights on harrier airplanes
    repositioned landing light on Cobra
    fixed compass rotation for Mi17
    Changed values of harrier flight envelope
    HIT values and armor changed for all models
    Harrier bomber has now 6 bombs
    Removed erroneous rotor tilting from helicopter config.
    Cobra glass textures changed, also material for night instruments
    UH60 with machinegun second turret definition fixed.
    KA-50 missile and rocket firing points inversed
    Mi-17 rocket firing points inversed
    soundInsideCoef reduced to 0.2 for AV-8B
    UH60mg fire geometry and memory fix
    modeled landing lights to SU34
    Changed values of SU flight envelope
    Added landing lights to Su34
    Changed Armor setting
    Fixed Reload collision capsules
    Player can sit with pistol
    Fixed interpolations to dead in all transition animations
    Increased death bounding spheres to 1.5
    materials update
    placement=vertical; added for RADAR station
    tweaked markerLights values
    Collision geometry & Roadway modifications
    Tent_east.p3d - changed geometry
    Added new marker lights to runway navilight, edgelight and trafic stoplights
    fixed LOD bug in podesta_1_stairs3.p3d
    fixed collision Plot_Ohrada_zlomena
    added markerlight to small road barrier
    fixed buoys floating
    Defined camel pilot config.cpp, model.cfg (5.3.2007)
    Added model of camel pilot, textures and materials (5.3.2007)
    Added clan for civilians and soldiers
    Added new Helmets for us_sodier_sabass.p3d, us_sodier_sabot.p3d, us_sodier_sabmark.p3d (8.3.2007)
    Pilots and Crewman now have smokeshells and one more magazine to avoid "ammo low" messages.
    Zombies do not use dangerFSM anymore.
    pytle_palety.p3d fixed collision
    drevtank added supply point
    BVP1T fixed alphasorting
    fixed Ladder Half roadway
    str_fikovnik fixed n
    Material change on bridges to fit visually to roads

    moved some rocks, poles, bus stop sign and shelter around Tlaloc
    adjusted terrain at El Gordo and Ic79
    several objects moved from road at Gj19

    selections in model
    config.cpp and model.cfg modifications
    T72 and Abrams turret elevation and depression modified to match realistic values
    Shilka,BMP2 recieved a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.
    soundInsideCoef lowered to 0.2 for M1A1
    deleted unnecessary properties from both RHIB models
    RHIB.p3d, RHIB_gunboat.p3d
    still lights properly positioned
    selections in model
    config.cpp and model.cfg modifications
    changed ship class precision when following path
    RHIB2Turret rear turret definition updated
    M249 - texture modification
    DShKM - texture modification
    Increased indirectHitRange for all rockets from 0.2 to 2 meters
    Increased costs for RPG and M136 to avoid AI shooting at soldiers
    VehicleWeapons magazines maxLeadSpeed fixed
    Increased artillery ammo strength
    Increased AV-8 GBU loadout to 6 bombs
    Javelin model hotfix. Model modified to fire horizontal. Number of mags limited.
    NVG 2D optics improved
    3 round burst ammo introduced for M134
    Burst mode introduced for MP5s
    Firing sound of the 57mm launcher changed
    Rebalancing of all bullet ammotypes
    adjusted firing rate of M134
    static weapons can zoom now
    TOW rocket center of gravity fixed, stabilising the flight
    Weapons used on aircrafts are always lockable
    m16 ViewPilot update -
    weapons used on aircraft are now always lockable
    fixed amount of Pick-up cargo
    changed max speed settings for civil cars
    Fixed 5t truck co-driver settings
    Gunner of UAZ with machinegun casts shadow now.
    HIT values and armor changed for all models
    fixed gauges to show proper speed values
    hilux*, datsun*, tractor - fixed exhaust points
    fixed steering wheel rotation in all hilux* models
    Humer, 5T truck, LandRover, Stryker, Tractor and Uaz - deleted unnecessary properties n
    Humer config - viewGunnerInExternal to prevent sound muffling for gunner
    Humer has now penetrable glass
    fix Stryker TOW kolize
    fix model center on Strykers for AI pathfinding
    fix damageHide selection on all UAZ*.p3d
    Strykers, BRDM - 2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.
    added clan signs on the TT650 and M1030, deleted unnecessary properties
    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.


    • #3
      Re: V1.08 patch is out...mirrors...

      Finally! Thanks.
      "Ten soldiers wisely led will beat a hundred without a head."


      • #4
        Re: V1.08 patch is out...mirrors...

        It's available in the TG Downloads area for our Supporting Members.
        Diplomacy is the art of saying "good doggie" while looking for a bigger stick.


        • #5
          Re: V1.08 patch is out...mirrors...

          Good Stuff..Thanks Apophis!... Any Ideas when we get a 1.08 server up?
          |TG|ARMA Pathfinder
 where did I put my keys?


          • #6
            Re: V1.08 patch is out...mirrors...

            Originally posted by peardog View Post
            Any Ideas when we get a 1.08 server up?
            Working on it. The first download of the patch to the server was corrupted. Redownloading now.


            • #7
              Re: V1.08 patch is out...mirrors...

              Wow , Now THAT is a change log.

              I wish BF2 had a list half that big in all its patches together :D

              DLing now.
              E Pluribus Unum
              Sarcasm is just another free service I offer
              Si vis pacem, para bellum .. Molon Labe


              • #8
                Re: V1.08 patch is out...mirrors...

                It got corrupted the first time I downloaded it... :(
                "Ten soldiers wisely led will beat a hundred without a head."


                • #9
                  Re: V1.08 patch is out...mirrors...

                  Both Tactical Gamer ArmA servers have been patched to v1.08! Enjoy!


                  • #10
                    Re: V1.08 patch is out...mirrors...



                    • #11
                      Re: V1.08 patch is out...mirrors...

                      Shouldn't I be using a US version of the patch if I have US version of ArmA? Or is this one still the same?


                      • #12
                        Re: V1.08 patch is out...mirrors...

                        Originally posted by Wolfetone View Post
                        Shouldn't I be using a US version of the patch if I have US version of ArmA? Or is this one still the same?
                        This was posted on Atari's forums in response to a user stating that version 1.08 was released and available for download:

                        Atari will be posting it on,,, and other official sites after our code release meeting today. We have to make sure there are no unknown issues/problems and that all departments approve. I want to make sure everyone is informed and that customers get the best support possible.

                        I've got a certain level of quality that I feel needs to be met with everything I do so I am going to make sure we follow correct procedure on releasing a patch.
                        Atari, Inc.
                        Digital Downloads and E-Commerce Producer
                        I have read a few reports on various forums that the other patch version works, but am going to wait until Atari releases it. There were issues with the digital download and the beta of 1.07, so I figure a little patience might help avoid any unforeseen problems.




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