1.60.87580

12/22/2011

1.60 BI international patch

100%

252 closed (100%)   0 open (0%)

1.60

Download

Check our Versions page.

Code diffs

Changelog

Official changelog

Engine

  • Improved: Expansions manager, registry controlled expansions
  • Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (#9719)
  • Fixed: Player state transferred corrently even for distant players (#27200)
  • New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
  • Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (#18754)
  • Fixed: Failed to load TextureHeaderManager from file on Linux servers
  • Changed: AI airplane always using lights during landing, taxiing and takeoff.
  • Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
  • Improved: Airborne airplanes now rendered in larger distances.
  • Changed: AI airplane always using lights during landing, taxiing and takeoff.
  • Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
  • New: Ground effect computed for airplanes (0-10% depending on height)
  • New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
  • Fixed: Helicopter autohover was wobbling a lot (#4478)
  • New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
  • New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
  • Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
  • Added: HitPart event now contains Ammo type name
  • Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
  • New: Player name validation when editing a profile name.
  • New: Scripting command visiblePosition to obtain object position as visible on screen (#26591)
  • Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
  • New: Editor: Visual indication of the selected target for CYCLE waypoint.
  • Fixed: Vehicles attached on ships attached to objects sometimes destroyed (#26668)
  • Fixed: Cannot manipulate doors after game was aborted with doors in transit. (#26702)
  • New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
  • Fixed: "Direct" chat sometimes not working (#26422)
  • Fixed: Dead body temperature was not saved (#25466)
  • MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (#26408 note-48)
  • Fixed: Massive network traffic optimization during Join in Progress (#26408 note-48)
  • Fixed: Searchlight turning itself off for non-server clients (#4449)
  • Fixed: Action taking magazine from a backback has sometimes failed (#25927)
  • Fixed: Gamespy Server signature list contains often twice "bi" (#23752)
  • Improved: MP: Diary statistics not available in MP when NetStats is disabled (#26435)
  • Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
  • Fixed: Issues with v2 signatures - causing random check to fail (#26323)
  • Changed: AI gunner is no longer firing at friendly units when ordered to target them.
  • Fixed: Locked MP role slots after BattlEye kick.
  • Fixed: MP: Countermeasures released automatically for a player commanded tank (#17458)
  • Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
  • Fixed: MP: Loosing gear due to water no longer multiplied for each player (#26162)
  • Improved thermal imaging for models with no TI data (#16673)
  • Fixed: Server response unreliable with long keys (e.g. mod lists) (#23389)
  • Fixed: Soldier running instead of crawling through holes (#25348)
  • Fixed: AI without weapon stuck when crouched (#16229)
  • Prevent crouched AI from sprinting (#24405)
  • New: A command line argument -par=filename can be specified to provide a parameter file (#26103)
  • New: Window title includes player name when running windowed to make testing with multiple instances easier.
  • Fixed: Tanks were not damaged under water when fps was very high (#25835)
  • Improved: Improved AI/autopilot landing abilities (#25419)
  • Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (#25768)
  • Fixed: AI sometimes has forgotten a recently seen kill (#25768) (result of #2067 note-12)
  • New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
  • Fixed: Shadows were not cast on on-surface objects, like helipads.
  • Changed: attachTo with the same object no longer resets attached object orientation (#25272)
  • Fixed: There was no debriefing after MP game ends after saving the game.
  • Fixed: MP: Bullet tracers of remote vehicles not reliable (#25601).
  • Fixed: SaveVar did not work in MP Campaign.
  • New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
  • Fixed: Crash or game corruption when loading a game with clients already connected (#24676)
  • New: Server admin can check build numbers of clients using #userlist.
  • Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
  • Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
  • Fixed: Reassign allowed clients to use a role reserved for a host.
  • Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
  • Fixed: Remote units init event handle is no longer run before fully initialized (#25225)
  • Changed: Init handlers executed immediately, not queued for later execution like other events.
  • Changed: MP: Units are no longer moved to a new group when they timeout getin (#25095 note-75)
  • Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (#25266 note-8)
  • Fixed: Bullets damage reduced too much over distance (#11479)
  • Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (#16261)
  • New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
  • Fixed: in config parameter initTurn in turrets work again
  • Improved: Direct damage is no longer artificaly reduced for lying soldiers (#20441)
  • Optimized: Unknown targets no longer saved, significantly reducing savegame size.
  • Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
  • Fixed: Group names were not reused after deleteGroup (#11483)
  • Improved: AI smarter in using binoculars.
  • Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (#25230)
  • Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (#14766)
  • Fixed: script command FOR (BASIC) can use capital characters in variable
  • Optimized: MP: Improved server performance in complex missions.
  • Optimized: MP: Reduced number of messages send during JIP to complex missions.
  • Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
  • Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
  • Fixed: MP game crashed after loading a save from a complex mission (#24676)
  • Fixed: AI was often not watching unidentified targets (causing #24631)
  • Fixed: turret tug after crew turn-in
  • Improved: loading of binarized bikb files now supported.
  • Improved: MP: Remote units should move a lot smoother.
  • Fixed: DisableSerialization breaks spawn script variables after Load.
  • New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
  • Optimized: MP: Reduced bandwidth used by standing AI soldiers.
  • Fixed: MP: Remote units jumping back when stopping (#24034)
  • Fixed: MP: Reduced bandwith usage in missions with many soldiers.
  • Improved: Better error message shown when memory allocation fails because of too small page file.
  • Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
  • Fixed: Weapons on pylons changed positions after fireAtTarget (#24046)
  • Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
  • Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
  • Fixed: Possible crash after calling joinSilent and deleteVehicle.
  • Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
  • Fixed: AI not engagign through glass and other penetrable surfaces (#4438).
  • Fixed: Lipsync for radio not working.
  • Fixed: AI no longer seeing through dense grass (#5785)
  • Fixed: Attached objects no longer causing slow car movement.
  • Improved: AI skill settings in difficulty options easier to use.
  • Improved: Soldier movement more natural when doing "scan horizon".
  • Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (#23160)
  • Fixed: AI units often not engaging close enemies (#18951, #22935)
  • New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
  • Fixed: Most units had maximum skill, ignoring values set in the mission (#4483)
  • Fixed: More space for GameSpy QR2 signature key answer.
  • Fixed: low game fps causing innacurate AI weapon aiming (see also #22974)
  • Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
  • Fixed: tugging tracks on tanks
  • Fixed: AI units no longer firing at empty enemy vehicles (#5183)
  • Fixed: Walking no longer causes prone-style recoil to be used. (#22828)
  • Fixed: AI no longer considering a car horn as a threat.
  • Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (#7578)
  • Fixed: Enemy fire no longer reported by units which cannot be aware of it.
  • Fixed: Units equipped with NVG no longer turn on the flashlights on their own (#13041)
  • Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (#6638)
  • Improved: AI considering threats uphill from it a bit more when planning a path.
  • Fixed: Object variable space was not cleared reset between missions (#13620)
  • Fixed: Sky sometimes changing abruptly (#8072)
  • Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
  • Fixed: AI vehicles could spot previously known targets even out of their visual cone (#18846)
  • Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
  • Fixed: Signature checking of BAF/PMC addons.
  • New: Command line option -nosound to run the game without accessing audio voices.
  • Optimized: Some background file operations are faster, esp. with low fps (should fix #22227)
  • Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future)
  • Fixed: Weapons no leaving hands while turning when prone
  • Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
  • Improved: AI helicopter attempt to land when hit during an attach run.
  • Fixed: Crash opportunity when camera object was deleted.
  • Improved: AI landing more reliable with broken back rotor.
  • New: AI FSMs can be disabled using unit disableAI "FSM".
  • Fixed: AI road vehicle avoidance improved.
  • Fixed: PMC videos flashing (since 80298).
  • Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
  • Fixed: No longer display names of buildings hidden by accuracy (#20503)
  • Fixed: Occasional fps drop when AI was getting in a vehicle.
  • Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
  • Fixed: AI planes were climing/diving wildly during formation flying.
  • Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
  • Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (#2314)
  • Optimized: Reduced frame rate drops caused by texture loading (#14397)
  • New: Mods can be configured using Windows Registry.
  • Fixed: AI warping at distance in singleplayer (#1915)
  • New: parameter "angle" for reflectors
  • Fixed: Possible freeze after alt-tab in window mode.
  • New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
  • Fixed: Airplane sometimes crashed after landing autopilot was activated.
  • Fixed: Crash when assembling GMG, L2A1 crew served weapons.
  • New: AI able to STOL on runways shorter than 500 m.
  • Impoved: Aircraft can be placed on carrier deck in the editor.

Missions

  • Fixed: SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD (#11778)
  • Fixed: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first (#16362)
Issues by
AI Control

1/1

AI Issues

34/34

Animations

13/13

Armory

1/1

BI Modules

1/1

Campaign

6/6

Config

3/3

Controls

4/4

Custom Memory Allocator

1/1

Error Message

3/3

Event Handlers

4/4

Game Crash

45/45

Game freezes

3/3

Game physics

1/1

Game profiles

1/1

Gameplay

6/6

Interface

5/5

Mission

9/9

Model

3/3

Multiplayer

27/27

Other

3/3

Performance breakdown

7/7

Rendering

4/4

Savegame

2/2

Scripting: Problem

21/21

Server

18/18

Sound

2/2

Startup parameters

2/2

VON

3/3

Vehicles

2/2

Visual

4/4

Warfare

1/1

Weapons

3/3

World

1/1