DnA 5143 Posted August 27, 2012 (edited) Downtown patch (1.06) has been released officially! You can now download a second Release Candidate of Downtown Patch (1.06), including Take On Helicopters: Rearmed. The RC only works from the 1.05 patched version. Unlike the previous RC, this one should also merge Reinforcements. When reporting issues with automatically merged content, please define exactly which products you have installed. Thanks! WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.06 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Take On Helicopters: Rearmed (merging content from A2 & OA) Direct download from bistudio.com MD5: 41A0EB69E3C368B805437796D9531390 ReadMe: ==================================== -- TAKE ON HELICOPTERS PATCH 1.06 -- - 1.05 -> 1.06 - - RELEASE CANDIDATE - ==================================== >>> www.takeonthegame.com <<< This free update is sponsored by https://store.bistudio.com/, the online store where you can buy Take On Helicopters and other games directly from the developers. Copyright © 2011-2012 Bohemia Interactive. All rights reserved. WARNING: -------- This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.06 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! SYSTEM REQUIREMENTS: -------------------- - AN ORIGINAL VERSION OF TAKE ON HELICOPTERS FROM 1.05 (Steam and other digital platforms will update their game files through auto-updating once available) - This lite update can only be installed from the 1.05 patched version. - DirectX February 2010 is required and should be updated during the patching process automatically (if required). - In case of problems it can be found at http://www.microsoft.com/directx HOW TO INSTALL THE PATCH: ------------------------- - Run the patch setup executable, which will apply the patch automatically. - It will install the entire contents of the patch to a folder within your Take On Helicopters installation (the default is C:\Program Files\Bohemia Interactive\Take On Helicopters). - The patch setup will automatically start the setup for Take On Helicopters: Rearmed (merging content from Arma 2 & Arma 2: Operation Arrowhead). - Please note that it is not possible to rollback to a previous version after the installation of this patch; only a full reinstall of the game is possible. If you want to keep your previous version you may want to backup the entire game installation folder before applying this patch. - It is not recommended to use any savegames created in previous versions (1.01, 1.02, 1.03, 1.04, 1.05). USEFUL LINKS: ------------- - Main website: www.takeonthegame.com - Developed by: www.bistudio.com - Forums: forums.bistudio.com (English Only) - Community wiki: community.bistudio.com (English Only) VERSION 1.06 HIGHLIGHTS ----------------------- * Take On Helicopters: Rearmed (http://community.bistudio.com/wiki/Take_On_Helicopters_-_Rearmed) * Disappearing cockpit bug fixed * Stability and performance tweaks merged from Operation Arrowhead CHANGELOG --------- ENGINE ------ Head-tracking logic improved: the head position was offset in reverted direction when certain roll limits were reached (looking over shoulder) Head-tracking head offset sensitivity curve improved Controller axes sensitives were sometimes set to full Registry-driven mods: value PATH_FORMAT can be used to expand %DATA% or %MAIN% key values using PATH key Support for multiple proxy-based weapons on vehicles improved (config entry maverickweaponIndexOffset added) PBOs are now searched and loaded also from a "Common" sub-folder of mod folders Zero default value for min/maxMoveX/Y/Z in ViewXXX classes ENGINE (MERGED FROM OA) ----------------------- [95939] Fixed: Vehicle interior sometimes disappearing briefly. [95862] Improved: Server browser now prefers "better" (connectable) servers. [95783] Fixed: Some sounds (esp. say) queued if played out of hearing range. [95691] Changed: buildRequired is now limited by the server version, server can never require a higher version than its own. [95654] Improved: VoN now uses the same port as the game traffic, should make VoN more reliable (less NAT issues). [95406] Improved: Servers can set vonCodecQuality 11..20 for improved quality (wideband). Ultrawideband 21..30 will be possible in 1.63. The new setting requires a recent client on the talking side, server and listening clients can be any version. [95308] Improved: MP: Custom game types no longer displayed as Unknown in the server browser. [95307] Changed: Default matchmaking filter now shows only servers with ping < 100. [95285] Fixed: Possible crashes after closing the game in MP (Alt+F4) [94918] New: command unit addMagazine[name, ammoCount] [94912] Fixed: Video memory detection on W7/x64 sometimes wrong because of bug in IDirect3DDevice9::GetAvailableTextureMem. [94886] Fixed: Possible gear item duplication (private https://dev-heaven.net/issues/36648) [94761] TBB 4.0 update 5, (tbb40_20120613oss, http://threadingbuildingblocks.org/ver.php?fid=187) [94699] Tweak Reinhard tonemapping pars [94629] Fixed: Wrong magazines are removed with weapon in briefing gear. [94206] Fixed: Disabled channels can be bypassed in briefing screen (https://dev-heaven.net/issues/33906) [94049] New: terrainIntersectASL command [94049] Fixed: terrainIntersect reverted to ATL [94001] Fixed: "enableItemsDropping = 0;" now even for MP clients [94001] New: moonIntensity command [94001] New: sunOrMoon command [93989] Changed: When dropping weapon unrelated magazine will not be dropped [93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext [93945] New: In gear added bars with ammo count [93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands [93897] New: AToC & PPAA added into UI video options [93841] Fixed: AI using NVGs as binoculars after dropping their primary weapon (https://dev-heaven.net/issues/27297) [93821] Changed: Authentication Timeout is distinguished from bad CD key [93812] Fixed: Restrict gamma value set by profile [93809] Fixed: Restrict brightness value set by profile [93722] Fixed: Effects of setDamage to buildings different on clients and server (https://dev-heaven.net/issues/23915#change-136685) [93701] Fixed: Changing gear in briefing screen is not working reliable in MP (https://dev-heaven.net/issues/16421) [93680] Optimized: MP: attachTo no longer sends a message when the attachment does not change. [93672] Fixed: Unable to access AI soldier's gear in map [93670] Fixed: Prone units stop engaging (https://dev-heaven.net/issues/32475) [93664] Fixed: Damage of buildings synchronization in MP after JIP (https://dev-heaven.net/issues/25659, https://dev-heaven.net/issues/23915, https://dev-heaven.net/issues/18492) [93657] Fixed: Target is no longer stored in the long-term target list when forgotten for the second time (https://dev-heaven.net/issues/27895) [93654] Improved: Tone mapping [93652] New: Scripting functions visiblePositionASL and nearestBuilding position [93648] New: Scripting functions ASLToATL and ATLToASL to convert between coordinate systems. [93624] Changed: Scripting function weaponDirection returns a primary weapon direction when empty string is used as a weapon name. [93622] New: Scripting function eyeDirection. [93598] New: Scripting functions eyePos object and aimPos object [93583] Fixed: Player-created markers not synchronised with JIP clients (see https://dev-heaven.net/issues/6337) [93575] Fixed: StringLoad command reads unicode [93570] Fixed: Player-made map markers disappearing in MP under certain circumstances (https://dev-heaven.net/issues/32160) [93542] New: MP Statistics screen (key I) contains the Server hostname [93528] Fixed: Max distance for DirectChat raised from 20m to 40m [93415] Fixed: empty weaponHolder is not deleted when used by remote player [93398] New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible. [93294] Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124) [93276] New: terrainIntersect command [93273] New: lineIntersects, lineIntersectsWith commands [93156] Changed: increased gear MP messages priority [93146] Fixed: LOD blending [93120] Fixed: JIP connecting players less affect other players network bandwith [93117] Fix: Crash: https://dev-heaven.net/issues/31784 - caused by fix: "LOD blending not working reliably (rev. 93017) [93017] Fixed: LOD blending not working reliably [92956] Fixed: Sound: Music often stop playing after window focus is lost and regained [92925] Fixed: switching backpack with dead unit in MP [92821] Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit. [92781] Fixed: SelectPlayer makes direct communication unreliable (see https://dev-heaven.net/issues/30991) [92754] Fixed: scaling icons with grenade cursor [92706] TBB 4.0 update 4, (tbb40_20120408oss, http://threadingbuildingblocks.org/ver.php?fid=185) [92705] Fixed: Possible crash when in out of VRAM conditions because of a race condition. [92679] Fixed: A Javelin missile often did not lock a target when playing with a Veteran or harder difficulty (https://dev-heaven.net/issues/28865) [92612] Fixed: SelectPlayer in MP can break the Direct Chat or cause other MP issues. [92582] Fixed: AI detection after load [92463] Fixed: AToC ATi 77xx [92071] Changed: Observer RPT messages now once per 60 sec, https://dev-heaven.net/issues/29985 [92061] Fixed: AtoC on nVidia for CSAA [92059] PPAA pars tweak & SMAA use color edge detection method [91173] New: Registry-driven mod can contain list of required mods in its REQUIRE string value (the same syntax as for LOADAFTER). Moreover, the registry value CANDISABLE="0" can be used to make the Disable button disabled. [91055] Fixed: Respawn with backpack [90934] New: Folder with mod.cpp containing statement hide=true; is not not listed in Expansions [90909] Fixed: crash of Linux server when player with custom face connects [90901] New: setUnitRecoilCoefficient command DATA ---- Take On Helicopters: Rearmed Medium: pedal controller ranges tweaked Heavy: waypoint indicator fixed Faulty pilot memory points for various characters fixed Free Flight: non-RTD helicopters filtered Free Flight: "Fly!" starts higher and with default collective read from config Edited September 13, 2012 by DnA Official patch released Share this post Link to post Share on other sites
Mattressi 10 Posted August 27, 2012 Awesome! Thanks for all the work that's been put into this. I'll try it out soon. Share this post Link to post Share on other sites
neokika 62 Posted August 27, 2012 Great! Nice to see new patch, makes me want to get back into playing! Thanks, _neo_ Share this post Link to post Share on other sites
[frl]myke 14 Posted August 27, 2012 Support for multiple proxy-based weapons on vehicles improved (config entry maverickweaponIndexOffset added) This sounds interesting for me. Is there any further info available about it? @Patch RC: great work as usual. Keep it comming. ;) Share this post Link to post Share on other sites
jedra 11 Posted August 27, 2012 Excellent news. Seems to be working OK - exe is reporting version 1.60.96166 - I assume this is correct? No problems with re-armed, all the expected content seems to be there! Still no cockpit flicker - excellent work!! Share this post Link to post Share on other sites
DnA 5143 Posted August 28, 2012 Is there any further info available about it? I've baited one or two programmers into posting more details here, but from what I understand this is technology to allow for more flexible weapon proxies and exact positions on the helicopters (introduced for Hinds). exe is reporting version 1.60.96166 - I assume this is correct? Yup, same as the most-recent beta patch. Share this post Link to post Share on other sites
[frl]myke 14 Posted August 28, 2012 I've baited one or two programmers into posting more details here, but from what I understand this is technology to allow for more flexible weapon proxies and exact positions on the helicopters (introduced for Hinds). Thanks for the answer. Sadly, at my side it didn't cleared things up. If you could tell those programmers to update the BIWIKI, this would be great. And keep in mind not everyone is a programmer. ;) Share this post Link to post Share on other sites
dr. hladik 231 Posted August 28, 2012 Myke;2214862']This sounds interesting for me. Is there any further info available about it?@Patch RC: great work as usual. Keep it comming. ;) Yes, there is. Before 90709 we did support only one weapon with missiles using proxies and index of a chosen proxy was based on ammo count (for five missiles proxies 0 to 4 were used, so if you had two weapons with missiles, both were trying to use same proxies). Now ammo has maverickweaponIndexOffset parameter which you can use determine proper proxy index. 5 missiles with maverickweaponIndexOffset = 0 - proxies 0-4 will be used 5 missiles with maverickweaponIndexOffset = 100 - proxies 100-104 will be used 15 missiles with maverickweaponIndexOffset = 200 - proxies 100-114 will be used 5 missiles with maverickweaponIndexOffset < 0 - proxies will not be used Share this post Link to post Share on other sites
[frl]myke 14 Posted August 28, 2012 Yes, there is.Before 90709 we did support only one weapon with missiles using proxies and index of a chosen proxy was based on ammo count (for five missiles proxies 0 to 4 were used, so if you had two weapons with missiles, both were trying to use same proxies). Now ammo has maverickweaponIndexOffset parameter which you can use determine proper proxy index. 5 missiles with maverickweaponIndexOffset = 0 - proxies 0-4 will be used 5 missiles with maverickweaponIndexOffset = 100 - proxies 100-104 will be used 15 missiles with maverickweaponIndexOffset = 200 - proxies 100-114 will be used 5 missiles with maverickweaponIndexOffset < 0 - proxies will not be used Thanks for explanation. One quick question: what happens if Offset is set to, say 200, but plane model doesn't have any proxies with these numbers? As for now, we've used the following procedure: - instead of having different kind of proxies, we've used one proxy shape for all proxy weapons. The numbering simply started by 0 and was counting up through all proxies. - now adding magazines with proxyweapons were added, startet to fill proxies beginning with 0 and then by increasing numbers. So a 2 round magazine filled proxy 0 and 1, a following 4 round magazine filled 2, 3, 4 and 5 and so on. For proxies that should remain empty, we just had a empty p3d and magazines defined, which then we're added as needed to keep a proxy empty. Two years ago i've experimented a little with the proxy system: Yw9NZY7D8_M Also, if you don't mind me to ask, are there any plans to allow proxies on proxies? Say a magazine with a p3d of a bombrack which itself contain proxies for the bombs? I hope this isn't going too OT or we could take this to PM. I wouldn't bother you with PM's unless you tell me to do so. Ofc you're free to just say "no further comments". Share this post Link to post Share on other sites
dr. hladik 231 Posted August 28, 2012 > what happens if Offset is set to, say 200, but plane model doesn't have any proxies with these numbers? They should not be visible. > Also, if you don't mind me to ask, are there any plans to allow proxies on proxies? Not at this moment. Share this post Link to post Share on other sites
ericinexile 1 Posted August 28, 2012 Sorry but this completely porked my installation. The following errors precede a CTD: No Entry 'Config.bin/CFGDifficulties/Recruit/Flags.ExtendetInfoType' and... Error compiling pexel shader PSTerrain SNX:0 Installed are Arma2, OA, CO, ToH (latest release), ToH Hinds, Noisecontrollers Share this post Link to post Share on other sites
Sealife 22 Posted August 28, 2012 Did you create new shortcut or use old one ? I had that when I used old shortcut on desktop Share this post Link to post Share on other sites
twisted 128 Posted August 28, 2012 misssed this release. just wnt to say thanks to BIS! this having it all (arma2,oa,TKOH,hinds,etc) in one package really does rock! Share this post Link to post Share on other sites
CMay 1 Posted August 28, 2012 Have been enjoying the past couple beta patches, but hadn't gotten around to trying Rearmed. After testing 1.06 RC2 for a bit, there are a couple issues I've noticed. BUG: Disengaging the wheel brake in the Merlin HC3, Mi-17 or other ArmA 2 choppers that support the wheel brake causes ToH to crash 100% of the time. ISSUE: Trying to host or enter a multiplayer game says the cd key is invalid. I assume this is related to running a non-steam beta version with the Steam version, with registry entries possibly stored differently (haven't looked). ISSUE: Trying to launch ToH with the -mod parameter to add ArmA 2, OA, OA:Expansion, ToH, Rearmed, Hinds and Lingor causes the string to be too long for both Steam's launch options and for Windows shortcut target input. I got around this by making a batch file and launching it via that. I had tried launching it without any extra parameters and ToH was only seeing ToH + ArmA 2 and Chernarus wasn't showing up, so everything was only working properly after adding them all manually. Will the final release detect all of these automatically and just have them disabled to start with in the Expansions list by default? Thanks for updating ToH. Nothing like sniping from skyscrapers in Seattle and just walking around aimlessly in Chernarus with excellent clouds. Share this post Link to post Share on other sites
ericinexile 1 Posted August 29, 2012 (edited) I used the executable in the ToH folder with no strings. I then used an executable within the /beta folder which did launch the game but with a host of error messages and graphic/text anomolies in the opening browser. Deleted all of ToH and reinstalling now. ---------- Post added at 20:35 ---------- Previous post was at 18:44 ---------- Arrrrggghhh! Now I can't reinstall the game. I get the same two errors mentioned above. Also, when I install the installers says that takeon is already installed even though I clicked the uninstall link in the folder (as well as uninstalled with windows control panel). I am using the installer just downloaded from the Bohemia Store so the install files should be good. A little help here... Please! Registry maybe? A little less Arrrggghhh. Installed and uninstalled again as admin. Seemed to work this time but there were still some expansions checked. With them unchecked and relaunched it was back to normal. Edited August 29, 2012 by Ericinexile Share this post Link to post Share on other sites
ericinexile 1 Posted August 29, 2012 After a little hard work with the reinstall it now works fine. The "medium" helicopter is still too sensitive in yaw. Otherwise great. Share this post Link to post Share on other sites
OMAC 254 Posted August 30, 2012 The "medium" helicopter is still too sensitive in yaw. Otherwise great. I strongly agree. Share this post Link to post Share on other sites
.kju 3244 Posted August 30, 2012 @ CMay Thanks for the reports! #1 - Unable to reproduce it. Can you please make a short video or write down the exact steps to reproduce. Thanks! #2 - Best to contact the support about the key issue. #3 - There are several good community launcher tools available you may want to try. Share this post Link to post Share on other sites
DnA 5143 Posted August 30, 2012 We are also unable to reproduce issues #1 and #2 CMay. Tried wheel brake on and off in several helicopters and situations. Share this post Link to post Share on other sites
CMay 1 Posted August 30, 2012 I have wheel brake bound to the right shoulder button on the wired 360 controller, so just to make sure I tried using the keyboard hotkey as well (nothing else is bound to either of these inputs). Tried it with an empty chopper in the editor, one that's already flying with a crew, on Seattle, on Chernarus, disabling Lingor and Hinds, running it with no parameters at all, running it with a newly generated clean profile/config, etc. takeonh.exe crashes guaranteed when I disengage the wheel brake, whether I'm flying with gear up or landed with gear down. This doesn't happen with any of the ToH choppers. All of my ToH file timestamps are either 2012/05/18 (ToH purchase date), 2012/07/18 (Hinds purchase date) or 2012/08/28 (1.06 RC2 release date). Being that y'all cannot reproduce this, I'll wipe ToH and do a fresh install which I want to do anyway to see if it resolves #2. Don't have a backup, so I'll just redownload it from Steam and respond after trying it. Share this post Link to post Share on other sites
DnA 5143 Posted August 30, 2012 (edited) This doesn't happen with any of the ToH choppers. This was critical, non-TKOH copters indeed crash. Looking into it, thanks. You may wish to wait with your next test, as we intend to release a new RC with the ambient traffic fix very soon. Edited August 30, 2012 by DnA Share this post Link to post Share on other sites
CMay 1 Posted August 30, 2012 Saw your response before I ended up uninstalling ToH. That saves some time. I mentioned particularly that it was happening with ArmA 2 choppers, but I should have been more explicit the first time as the way it was phrased might give the impression that it was happening with all. Sorry about that. While we're at it though, there are 2 other issues I forgot to mention. 1. Using any of the ArmA 2 aircraft and maybe vehicles too, there's a permanent distracting indicator stuck in the center of the screen like "Landing Gear Up", "Landing Lights Off", etc. That can't be intentional. If you tried to fly the aircraft in the ambient category in ToH originally, the same thing would happen, but now that there are so many new ArmA 2 aircraft to use it's a more important issue. In first person/cockpit view it's a little less of an issue, but it's still poorly placed. In 3rd person though it's pretty distracting and doesn't seem like it belongs there. 2. Landing on top of a building (in this case a skyscraper in Seattle) causes the landing gear to retract and leave the aircraft on its belly on the roof. To be more specific, this happened with the F-35B, though I think it may have happened before with one of the choppers. This is also something that does not occur with ToH choppers. Here are some example screenshots of these 2 issues: http://imgur.com/a/IJyhj Share this post Link to post Share on other sites
.kju 3244 Posted August 30, 2012 RMB/backspace should hide the cursor. Share this post Link to post Share on other sites
CMay 1 Posted August 30, 2012 That seems to work, though it does reappear any time the landing gear or landing lights state changes. As a note on that issue with the F-35B landing gear retracting, it only seems to occur on those skyscrapers. I've tried it on a bunch of shorter buildings and the landing gear stays down fine on those. ---------- Post added at 08:07 ---------- Previous post was at 07:58 ---------- OK, tested the landing gear problem on the skyscrapers with some of the ArmA 2 helicopters too and it happens with them. the Ka-52 auto lowers its landing gear when it approaches a surface, but once it touches down on the skyscraper the landing gear goes crazy into a loop retracting and lowering simultaneously. So it just sits there like hopping and the option to get out of the chopper is unavailable even though you look landed. There are a couple other ArmA 2 choppers where the landing gear automatically drops down and I suspect this happens with those as well. Share this post Link to post Share on other sites