DnA 5129 Posted August 31, 2012 (edited) Downtown patch (1.06) has been released officially! We hope this is the final Release Candidate of Downtown Patch (1.06), including Take On Helicopters: Rearmed. The RC only works from the 1.05 patched version. The changes from the previous RC are: Fixed: ambient traffic was not always visible from cockpit view Fixed: applying wheel brakes on non-RTD helicopters could cause a crash 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) Disappearing cockpit bug fixed Stability and performance tweaks merged from Operation Arrowhead Direct download from bistudio.com MD5: 874F57AF950FC3AAD9D13642F1A610BD 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 ------ Applying wheel brakes in non-RTD helicopters could crash the game Ambient traffic was not always drawn in cockpit view 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
sbsmac 0 Posted August 31, 2012 Hmm - not so great I'm afraid. I am unable to start the game after applying this patch. The first error I get is "No entry 'config.bin/CfgInGameUI/MPTable.shadow'." This is followed by: "Error compiling pixel shader PSSpecularAlpha:0" I installed RC3 on top of RC2. For RC3 I did accept the choice to reinstalled 'Rearmed'. I have Arma2, OA, BAF, PMC etc. Share this post Link to post Share on other sites
tonygrunt 10 Posted August 31, 2012 The RC only works from the 1.05 patched version. Maybe because you are only supposed to use this RC on a 1.05 version. Share this post Link to post Share on other sites
sbsmac 0 Posted August 31, 2012 (edited) Historically that requirement has meant that you need _at_least_ the specified version not that you need the exact version And bear in mind there have been quite a few patches so which 1.05 would we be talking about exactly ? ;-) Generally it's up to the installer script to say if it can't perform an update. Shoudl also have mentioned that I have Hinds installed as well. Edited August 31, 2012 by sbsmac Share this post Link to post Share on other sites
blackmamb 2 Posted August 31, 2012 No it's the same as in Arma2, you need to come back to a clean 1.05 before applying the new RC. Can't install RC3 over RC2. And there's only one 1.05, the beta patches don't modify your installation. Share this post Link to post Share on other sites
tonygrunt 10 Posted August 31, 2012 (edited) Took me some time and a 1.05>RC2>RC3 installation is the same as a 1.05>RC3, so this is ruled out. RC3 has no problem on my pc, TKOH+Hinds+Noise Controllers automatically recognize and add ArmA2,ArmA2OA,BAF,PMC but not ACR. Are you using a modline? Maybe delete TakeOnH.cfg to remove the integrated modlaunch list. Edited August 31, 2012 by TonyGrunt Share this post Link to post Share on other sites
sbsmac 0 Posted August 31, 2012 Maybe delete TakeOnH.cfg to remove the integrated modlaunch list Thanks Tony - this was an excellent suggestion and solved the problem :-) I've confirmed that the issue was caused by the class ModLauncherList - in the original cfg this contains entries for: name="Lingor Island 1.4"; name="Take On Hinds"; name="Take On Noisecontrollers"; name="TKOH: Rearmed"; with "Expansion" being disabled The working version contains (after re-enabling Lingor) name="Arma 2 OA Common"; name="Arma 2: Operation Arrowhead"; name="Lingor Island 1.4"; name="Take On Noisecontrollers"; name="Take On Hinds"; name="TKOH: Rearmed"; Share this post Link to post Share on other sites
CMay 1 Posted August 31, 2012 It will be excellent to get this full patch released, it has so many great improvements. Do y'all have any big ideas for a 1.07 in the future not listed on the roadmap, or perhaps a minor patch in a few months with some fixes like the non-RTD helicopters landing gear issue, a controls setting slider to let you adjust how sensitive the controls are for ArmA 2 vehicles relative to your existing ToH sensitivity settings, etc? I've not been able to test multiplayer yet, due to the key issue, but I know that in previous versions things like sling-loading objects and rolling/pitching your helicopter greater than 90 degrees in any direction wasn't getting synced properly in multiplayer. Multiplayer issues probably aren't a high priority, because it seems like my friend and I are the only people ever using it, though we haven't done any since the beta patches (key problem). I know we're probably looking forward to trying one of my downtown missions again after the full release is out. 1 player starts as a weaponless pilot with an unarmed light chopper, the other armed person starts inside one of those open cylindrical buildings in downtown, so the pilot has to land the chopper down through the center to get them. After that there are a series of enemy soldiers on top of various buildings, but there is always a nearby building taller than the building they're on or some higher point on the same building where the pilot has to land in order to give the person with the gun a clear shot. Some of the landing spots are pretty crazy, since you have to stay outside of firing range/view of the enemy to safely land. Being able to use sniper rifles now should open some new interesting possibilities for downtown missions. Actually never played any singleplayer, because we were just always doing multiplayer. With the key problem on the beta release, I got around to playing some of the campaign and now I'm fairly interested in going through that storyline once the update is out and on steam. Thanks for all the patching so far and I hope getting this patch out the door gives y'all a good reason to do some more ToH promotion to increase sales. Share this post Link to post Share on other sites
sbsmac 0 Posted August 31, 2012 One minor issue I've just noticed is that the main HUD sight in the armed helicopters (Independent, light, ION-armed) is aligned with the center of the screen rather than the axis of the helicopter. On the light helicopter there is still a small dot that aligns with the helicopter. This means that if you are using Track-IR and looking off-center, the main sight will be well away from the impact point of missiles or guns. Share this post Link to post Share on other sites
cobra5000 0 Posted August 31, 2012 Please add ACR to the next RC release Share this post Link to post Share on other sites
bristow 1 Posted September 1, 2012 Quick observations BAF contents are in low textures, in the editor preview. Chernarus and all added islands are still too bright compared to normal Arma2. Thanks. Share this post Link to post Share on other sites
tonygrunt 10 Posted September 1, 2012 Can confirm that both BAF and PMC DLCs are the lite ones. Trying to force load via modline BAF, PMC or ACR will produce a decryption error for the DLCs. Share this post Link to post Share on other sites
.kju 3244 Posted September 1, 2012 It's currently not supported unfortunately. Please vote here to express your interest: Feature #30243: OA DLC support for Rearmed - TOH Community Issue Tracker Share this post Link to post Share on other sites
tonygrunt 10 Posted September 1, 2012 It's currently not supported unfortunately. Please vote here to express your interest:Feature #30243: OA DLC support for Rearmed - TOH Community Issue Tracker For some reason this specific dev-heaven entry seems bugged. The only info it has for me is the title and the number of votes (17), everything else is blank. And it's missing the up/down vote arrows. Checked some other entries and they are ok, and no amount of reloading or clearing cache works. Share this post Link to post Share on other sites
sbsmac 0 Posted September 1, 2012 FWIW RC3 still has the problem reported here. I can confirm that this only occurs in the challenge missions and does not occur when I use the same Hinds in the editor. Share this post Link to post Share on other sites
DnA 5129 Posted September 4, 2012 Hi, this first version of Rearmed indeed does not support Operation Arrowhead (OA) DLCs (BAF, PMC, ACR). You may see them listed, but those are only the lite versions since OA is actively loaded. DLC support is on our radar, but we cannot guarantee it, and it will not be included in this patch. Share this post Link to post Share on other sites
Graham01 1 Posted September 4, 2012 (edited) Hi Folks, I've done a clean install of RC3 and have completly lost external view (Toggle view). No matter what joystick button/key I use it does not work. Is this just particular to my install or is this happening for other people? I have replaced the TOH file stored in 'my Documents' with a back up copy of the file that RC1 installed and it works fine. Is it OK to do this or are there changes to that file in RC3 from RC1 that you need? Also still no Artillery recoil in RC3. Dont know if that is for final release. I would like to see BAF supported as well as I bought it specifically to use with TOH. Thanks Graham. Edited September 5, 2012 by Graham01 solved Share this post Link to post Share on other sites
hon0 10 Posted September 4, 2012 Did you checked your difficulty setting? It's here that you tell if external view is allowed or not. May be the beta change something about that? Share this post Link to post Share on other sites
Graham01 1 Posted September 5, 2012 Thanks honO, Yes you are right. I thought I was flying on expert. I'm not its veteran I need. Do like to see the troops clamber in at the LZ. Flying for a few hours last night and no disappearing cockpit that I can remember. Seems fixed. Share this post Link to post Share on other sites
hon0 10 Posted September 5, 2012 You can fly in expert and have the external view. You just have to modify the expert difficulty. Share this post Link to post Share on other sites
alex wing 10 Posted September 5, 2012 Any news about vortex ring and working slip indicator? Share this post Link to post Share on other sites
Serclaes 0 Posted September 5, 2012 A working slip indicator would be awesome. Share this post Link to post Share on other sites
hon0 10 Posted September 5, 2012 I use the thing on the middle of the screen for that. Work great. And even if I use a track IR I prefer to have it middle screen than on the instrument panel. It's easy to check it in real but not as easy in game. Share this post Link to post Share on other sites
Serclaes 0 Posted September 5, 2012 I don't (like to) use the HUD :) Share this post Link to post Share on other sites
DnA 5129 Posted September 6, 2012 Any news about vortex ring and working slip indicator? No improvements to either of these in this patch I'm afraid. Share this post Link to post Share on other sites