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ACEMod Patch 5 Released

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  • ACEMod Patch 5 Released

    As it says.

    Links:
    Forum topic: http://www.acemod.net/forums/showthread.php?t=272
    Download: http://community.bistudio.com/wiki/A...5_Release_1.05
    Changelog: http://www.acemod.net/wiki/Changelog#v1.05

  • #2
    Re: ACEMod Patch 5 Released

    I'm having trouble accessing the FTP to download, are there any other FTPs to download from right now? Also I am unable to access the change log can someone please post it?
    |TG-73rd|Socomseal
    |TG-73rd Member| Former TG Irregular ArmA Platoon Leader| Former TG ArmA Admin XO| TG Pathfinder - Spartan 1 |TGU ArmA Instructor |Former TG-18th Member| |Former TG-1st Member|

    "Its easy to argue about issues from afar. But until you have experienced the issue first hand, you have not seen all the facts."

    Carver you will be cut off for a long time before reinforcements can reach you "I am the reinforcements the main force is only coming to bring me body bags and to clean up the mess Im about to make" - General Carver

    Comment


    • #3
      Re: ACEMod Patch 5 Released

      Think their server is having a hard time, download is going very slow (16KB/s). Here's the changelog.


      Sat Mar 14 12:48:45 +0100 2009

      * @ACE, Revision: 06e99c54b98143a84dbbab156807b2c971909d24 - 78da1e5d7115637e7e0a51d3d380f0874b83783b
      o ADDED:
      + 2 reskinned and animated BIS AK-74 models (courtesy of RobertHammer and Solus). Added: 2 animated Makarov models by Solus. [Q1184]
      + 9k35 Strela-10 by GodHammer [Aushilfe]
      + 9p148 new animated model [Aushilfe]
      + 9p31 Sa-9b Gaskin [Aushilfe]
      + A10 Pave Penny System. Unguided Weapons are able to lock on Lasertargets to simulate the PassivLaserScanner [Aushilfe]
      + Added VDV units by Studio Alpha, created VDV recon classes and group [Q1184]
      + Bradley temporary model [Aushilfe]
      + Buckshot round for m79 [Q1184]
      + Created ACE_MakarovSD class, added to ammoboxes [Q1184]
      + Fab500m62 by GodHammer [Aushilfe]
      + G36 Trommelmagazin model [Rocko]
      + Improved Parachute Scripting (by Homer Johnston) [Rocko]
      + Kab500l by GodHammer [Aushilfe]
      + M40a3 (Thanks to Silverguy 82 and Col_Kurtz) [Rocko]
      + M79 grenade launcher by Scubaman/Dasquade [Q1184]
      + More detail to shadow lods on M16s and M4s [Scubaman3d]
      + New EOTech reticle for CAR rifles and improved CAR L normal map [Scubaman3d]
      + New M3 MAAWS model and textures (Dasquade/Scubaman] [Scubaman3d]
      + Implemented pbo presence check for clients on dedicated servers. Options configurable through ace_serverconfig in dta/ace
      + Rpg7 with pgo-7v3 scope (default model for now). Reticle ballistically matched to V,VR,VL,TBG rounds. [Q1184]
      + Sparks to firing weapons [Unknown]
      + Viewblock support for 40mm smoke grenades (M203, EGLM, GP25) [Rocko]
      + Visible viewblock element when debug mode is enabled for smoke viewblocks (ace_sys_viewblock_smoke_Debug = true). Not recommended for casual gameplay - Testing only ! [Rocko]
      + Weapons for independant factions [Scubaman3d]
      + You can switch to CQB mode to allow direct aiming with M79 [Q1184]

      *
      o CHANGED:
      + A10 envelop values and model [Aushilfe]
      + Av8b reworked model and texture [Aushilfe]
      + Bmd-1 now has VDV crew [Q1184]
      + BMP-2 model rescaled to correct size
      + Disabled unitUncEject function calls [Squelch]
      + Increased damage caused by anti-tank mines (by KingHomer) [Rocko]
      + Mission maker can now disable 'weapon on back' feature with 2 variables: 'ace_disable_primaryweapononback=true' to disable carrying 2 primary weapons, but allow to carry 2 secondary weapons (backpack and launcher or 2 launchers). 'ace_disable_weapononback = true' to disable the feature completely. [Q1184]
      + Name for G36 Trommelmagazin [Rocko]
      + New BMD1 models [Rocko]
      + Optimized BMP2 Damageappearance and sectioncount [Aushilfe]
      + Pg9/PG15 ammo is now of ShellBase class, as AI can't handle RocketBase class in vehicles properly. [Q1184]
      + Properly scaled MP5 models [Q1184]
      + Stryker ICV sight adjustment changed to metric [Q1184]
      + The 'on back' and 'in hands' buttons are disabled after pressing them to avoid unwilling multiple pressing leading to unexpected behaviour. [Q1184]
      + Zu23 now in correct class (Static) [Rocko]

      *
      o FIXED:
      + Ah1 was not engaged by tanks [Rocko]
      + Ai Vehiclegunner not engaging [Aushilfe]
      + Ai is able to throw grenades and shoot at the same time [Rocko]
      + Another 'ACE_Breaching' error [Rocko]
      + Closing gear menu before weapon transfer from/onto the back was complete might lead to unexpected results. [Q1184]
      + Could not recover stamina when in vehicles [Rocko]
      + Digital compass is back [Rocko]
      + Dropping ruck works properly now, including inside vehicles [Q1184]
      + Eglm muzzle on CAR-L and CAR-H show correct name [Inkompetent]
      + Excessive bandwidth usage at start of burn script. [Maddmatt]
      + Excessive bandwidth usage at start of burn script. [Vipermaul]
      + Final revision of fix for group leaders commanding team members while unconscious [Norrin]
      + Fix for AI group leaders issuing orders while unconscious [Norrin]
      + Fix for non-responding playable AI after respawn - re-enables EH and movement (040309) - must also put 'ACE_AIrespawnDetect = true;' early in the init.sqf [Rocko]
      + Get out points for ZU23s [Rocko]
      + Hmmwv TOW and HMMWV SF Gunnerview angles [Aushilfe]
      + M113 had no working Beltanimation [Aushilfe]
      + Missing rounds from ejection port [Rocko]
      + Paths to scripts in ace_select_side.sqf script. Example call: nil = ['west','russian'] execvm '\ace_settings\sys_radio\s\ace_select_side.sqf' [Q1184]
      + Performance drop when selecting squad members via the F2-F12 keys. [Killswitch]
      + Player was able to jump while unconscious [Rocko]
      + Reinstated KA52 and ericm_KA52 to missiles XEH after internal problem. [Squelch]
      + Removed unconscious camera as a fix for game locking up when falling unconscious while placing marker in map [Norrin]
      + Revised fix for unconscious AI commanders issuing orders [Norrin]
      + Stamina Effects remained when TeamSwitched or Respawned into Group or Side [Rocko]
      + Stryker MGS SLAT commander was injured when getting out [Rocko]
      + Stryker RV M2 view obstructed [Rocko]
      + The override variable ACE_SYS_MISSILES_MANDO_ENABLED did not disable AI Pilots Flare Deployments [Vipermaul]
      + Usmc groups 4/12 [Rocko]
      + Weird sliding animation when ZU gunner was shot [Rocko]
      + Wrong path in .rvmat for M79 [Rocko]
      + Yellow Flare usable with M203 [Aushilfe]

      Comment


      • #4
        Re: ACEMod Patch 5 Released

        Thanks for the news!

        Downloading now.

        Comment


        • #5
          Re: ACEMod Patch 5 Released

          Just FYI the Tacticalgamer Arma servers aren't updated with this one yet.

          Comment


          • #6
            Advanced Combat Environment - Patch 1.05 released

            Just posting the news. Remember there is an auto updater in the ACE folder, or you can download it.

            Advanced Combat Environment - Patch 1.05 released

            I'm getting fast download from here:
            http://www.armedassault.info/index.p...=addons&id=836

            After about a month after the previous release, we would like to present to you: Patch 5!
            The new version is available as update and as full setup.
            Sorry for the update size, though we hope we have resolved the 'long/malformed faces' bug, amongst many others.

            Changelog:

            Sat Mar 14 12:48:45 +0100 2009

            * @ACE, Revision: 06e99c54b98143a84dbbab156807b2c971909d24 - 78da1e5d7115637e7e0a51d3d380f0874b83783b
            o ADDED:
            + 2 reskinned and animated BIS AK-74 models (courtesy of RobertHammer and Solus). Added: 2 animated Makarov models by Solus. [Q1184]
            + 9K35 Strela-10 by GodHammer [Aushilfe]
            + 9P148 new animated model [Aushilfe]
            + 9P31 Sa-9b Gaskin [Aushilfe]
            + A10 Pave Penny System. Unguided Weapons are able to lock on Lasertargets to simulate the PassivLaserScanner [Aushilfe]
            + Added VDV units by Studio Alpha, created VDV recon classes and group [Q1184]
            + Bradley temporary model [Aushilfe]
            + Buckshot round for m79 [Q1184]
            + Created ACE_MakarovSD class, added to ammoboxes [Q1184]
            + FAB500M62 by GodHammer [Aushilfe]
            + G36 Trommelmagazin model [Rocko]
            + Improved Parachute Scripting (by Homer Johnston) [Rocko]
            + KAB500L by GodHammer [Aushilfe]
            + M40A3 (Thanks to Silverguy 82 and Col_Kurtz) [Rocko]
            + M79 grenade launcher by Scubaman/Dasquade [Q1184]
            + More detail to shadow lods on M16s and M4s [Scubaman3d]
            + New EOTech reticle for CAR rifles and improved CAR L normal map [Scubaman3d]
            + New M3 MAAWS model and textures (Dasquade/Scubaman] [Scubaman3d]
            + Implemented pbo presence check for clients on dedicated servers. Options configurable through ace_serverconfig in dta/ace
            + Rpg7 with pgo-7v3 scope (default model for now). Reticle ballistically matched to V,VR,VL,TBG rounds. [Q1184]
            + Sparks to firing weapons [Maddmatt]
            + Viewblock support for 40mm smoke grenades (M203, EGLM, GP25) [Rocko]
            + Visible viewblock element when debug mode is enabled for smoke viewblocks (ace_sys_viewblock_smoke_Debug = true). Not recommended for casual gameplay - Testing only ! [Rocko]
            + Weapons for independant factions [Scubaman3d]
            + You can switch to CQB mode to allow direct aiming with M79 [Q1184]

            *
            o CHANGED:
            + A10 envelop values and model [Aushilfe]
            + Av8b reworked model and texture [Aushilfe]
            + Bmd-1 now has VDV crew [Q1184]
            + BMP-2 model rescaled to correct size
            + Disabled unitUncEject function calls [Squelch]
            + Increased damage caused by anti-tank mines (by KingHomer) [Rocko]
            + Mission maker can now disable 'weapon on back' feature with 2 variables: 'ace_disable_primaryweapononback=true' to disable carrying 2 primary weapons, but allow to carry 2 secondary weapons (backpack and launcher or 2 launchers). 'ace_disable_weapononback = true' to disable the feature completely. [Q1184]
            + Name for G36 Trommelmagazin [Rocko]
            + New BMD1 models [Rocko]
            + Optimized BMP2 Damageappearance and sectioncount [Aushilfe]
            + Pg9/PG15 ammo is now of ShellBase class, as AI can't handle RocketBase class in vehicles properly. [Q1184]
            + Properly scaled MP5 models [Q1184]
            + Stryker ICV sight adjustment changed to metric [Q1184]
            + The 'on back' and 'in hands' buttons are disabled after pressing them to avoid unwilling multiple pressing leading to unexpected behaviour. [Q1184]
            + Zu23 now in correct class (Static) [Rocko]

            *
            o FIXED:
            + Ah1 was not engaged by tanks [Rocko]
            + AI Vehiclegunner not engaging [Aushilfe]
            + AI is able to throw grenades and shoot at the same time [Rocko]
            + Another 'ACE_Breaching' error [Rocko]
            + Closing gear menu before weapon transfer from/onto the back was complete might lead to unexpected results. [Q1184]
            + Could not recover stamina when in vehicles [Rocko]
            + Digital compass is back [Rocko]
            + Dropping ruck works properly now, including inside vehicles [Q1184]
            + Eglm muzzle on CAR-L and CAR-H show correct name [Inkompetent]
            + Excessive bandwidth usage at start of burn script. [Maddmatt/Vipermaul]
            + Final revision of fix for group leaders commanding team members while unconscious [Norrin]
            + Fix for AI group leaders issuing orders while unconscious [Norrin]
            + Fix for non-responding playable AI after respawn - re-enables EH and movement (040309) - must also put 'ACE_AIrespawnDetect = true;' early in the init.sqf [Rocko]
            + Get out points for ZU23s [Rocko]
            + Hmmwv TOW and HMMWV SF Gunnerview angles [Aushilfe]
            + M113 had no working Beltanimation [Aushilfe]
            + Missing rounds from ejection port [Rocko]
            + Paths to scripts in ace_select_side.sqf script. Example call: nil = ['west','russian'] execvm '\ace_settings\sys_radio\s\ace_select_side.sqf' [Q1184]
            + Performance drop when selecting squad members via the F2-F12 keys. [Killswitch]
            + Player was able to jump while unconscious [Rocko]
            + Reinstated KA52 and ericm_KA52 to missiles XEH after internal problem. [Squelch]
            + Removed unconscious camera as a fix for game locking up when falling unconscious while placing marker in map [Norrin]
            + Revised fix for unconscious AI commanders issuing orders [Norrin]
            + Stamina Effects remained when TeamSwitched or Respawned into Group or Side [Rocko]
            + Stryker MGS SLAT commander was injured when getting out [Rocko]
            + Stryker RV M2 view obstructed [Rocko]
            + The override variable ACE_SYS_MISSILES_MANDO_ENABLED did not disable AI Pilots Flare Deployments [Vipermaul]
            + Usmc groups 4/12 [Rocko]
            + Weird sliding animation when ZU gunner was shot [Rocko]
            + Wrong path in .rvmat for M79 [Rocko]
            + Yellow Flare usable with M203 [Aushilfe]

            LINKS

            * *


            Stoop and you'll be stepped on; stand tall and you'll be shot at.

            -Carlos A. Urbizo-

            Comment


            • #7
              Re: Advanced Combat Environment - Patch 1.05 released

              Here is our hosted version. I'm getting 800+ download from it, so enjoy:

              ACE v1.05 (patch)

              And thank the TG supporting members for the hookup. :D

              LINKS

              * *


              Stoop and you'll be stepped on; stand tall and you'll be shot at.

              -Carlos A. Urbizo-

              Comment


              • #8
                Re: Advanced Combat Environment - Patch 1.05 released

                Excellent, the fixed ruck behavior will make a big difference - and I know some people will be very happy with the fixed AI engagement behavior. I do hope the removed 'unconscious camera' isn't what I think it is, because the moments when your eyes briefly open to glimpse the ongoing battle adds atmosphere.

                Comment


                • #9
                  Re: ACEMod Patch 5 Released

                  If you look in the general arma forum here, we are hosting it very high speed.

                  LINKS

                  * *


                  Stoop and you'll be stepped on; stand tall and you'll be shot at.

                  -Carlos A. Urbizo-

                  Comment


                  • #10
                    Re: ACEMod Patch 5 Released

                    Ok, I've always liked what the ACE team does. But on this version, the sparks that fly out of your rilfe when you fire, they gotta go!

                    Anyone who has fired any kind of weapon know that it do not look like that. Who in the ace team thinks that there comes sparks out of the rifles when fireing? Occasional dust particles may ignite and look like a spark but this i very rare. But ignore that, becouse I don't see any sparks, I see 5 big pink party balloons flying out of my barrel every time i fire.

                    Give us a hotfix please.

                    Comment


                    • #11
                      Re: Advanced Combat Environment - Patch 1.05 released

                      Bradley's back!

                      EDIT: TG running this yet? Just checked and didn't see our server.
                      Last edited by MarineSeaknight; 03-16-2009, 06:11 PM.

                      | |

                      Comment


                      • #12
                        Re: Advanced Combat Environment - Patch 1.05 released

                        The servers are all updated... Go play and have fun!!!!
                        "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

                        Comment


                        • #13
                          Re: Advanced Combat Environment - Patch 1.05 released

                          Originally posted by TheBigC View Post
                          The servers are all updated... Go play and have fun!!!!
                          Huzzah!

                          | |

                          Comment


                          • #14
                            Re: Advanced Combat Environment - Patch 1.05 released

                            Here you go guys:

                            Originally posted by sickboy
                            Hotfix v1.06 (72 MB):

                            Fixes problems with ace_sys_missiles, ace_sys_respawn, tracers, and some more (See Changelog).

                            # 6thSense.eu
                            # A.C.E. Home (Soon)

                            We are working on solutions for our site down-time during high-traffic, aswell as spreading the load.
                            Mirrors can be overloaded atm, please be patient.
                            More Mirrors very welcome!
                            It seems that the patch 5 is unplayable in multi player...

                            EDIT: Original post BIForums
                            sigpic

                            PR BF2 Alias: NewOrder_JoyDivision

                            Comment


                            • #15
                              Re: Advanced Combat Environment - Patch 1.05 released

                              It's playable allright, server admins just need to change a certain thing in their ACE config files. This isn't currently done on TG servers.'

                              edit: Removed the temporary solution due to patch 1.06 getting released. It fixes the problem.
                              Last edited by Fincuan; 03-16-2009, 07:06 PM.

                              Comment

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