zootia 0 Posted June 4, 2007 I'd rather have a patch now and issues fixed as time goes by. 1.07 beta is as bad as it get when it comes to stability. Share this post Link to post Share on other sites
UNN 0 Posted June 5, 2007 Detailed version history for 1.08 has been added to the wiki now: ArmA:_Version_History I'm curious about this entry: Quote[/b] ]- Fixed: MP: setPos and setDir effects are now transferred across the network. I was aware of the MP issues regarding static objects. But I thought that was by design, rather than a bug? Are there other issues? I've made extensive use of setpos and setdir across MP in a projoect. While both commands did appear to work in MP, it was not very smooth, in fact I was about to abandon the project because of it. Does this mean I can expect improved performance. Or have I missed the point? Cheers Share this post Link to post Share on other sites
sickboy 13 Posted June 5, 2007 I LOVE YOU BIS - Fixed: VoN sources management to prevent some sounds not audible in multiplaye - New: VoN 2D voice volume is now controlled by radio volume. - New: MP Statistics table now indicate who is speaking over VoN by flashing given players name. - 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: 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. - New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10). - Fixed: Bugs in VoN OpenAL source management. - Fixed: Changing audio options while playing MP could cause VoN not working or crash the game. You are my heroes; Most of my requests and reports have been adressed! Let's see how it performs in the game but the list is huge, great, lovely, and did I mention how happy I am?! (The other fixes are more than welcome too btw!!! Share this post Link to post Share on other sites
Turkmenbashi 0 Posted June 5, 2007 Bloody nice changelog right there Share this post Link to post Share on other sites
4 IN 1 0 Posted June 5, 2007 Fixed: MP: setPos and setDir effects are now transferred across the network is that whats 2166 all about? Share this post Link to post Share on other sites
fasad 1 Posted June 5, 2007 Quote[/b] ] - New: Event handlers LandedTouchDown and LandedStopped- Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id Whoar, nice!! Share this post Link to post Share on other sites
dob 0 Posted June 5, 2007 incredible wonderful BIG UP BIG UP Thank BIS Share this post Link to post Share on other sites
Zarkan 0 Posted June 5, 2007 I like that end more.."Fixes" - Fixed: AI no longer uses RPG/LAW for looking at unknown enemies... Share this post Link to post Share on other sites
zyklone 1 Posted June 5, 2007 Detailed version history for 1.08 has been added to the wiki now:ArmA:_Version_History I'm curious about this entry: Quote[/b] ]- Fixed: MP: setPos and setDir effects are now transferred across the network. I was aware of the MP issues regarding static objects. But I thought that was by design, rather than a bug? Are there other issues? I've made extensive use of setpos and setdir across MP in a projoect. While both commands did appear to work in MP, it was not very smooth, in fact I was about to abandon the project because of it. Does this mean I can expect improved performance. Or have I missed the point? Cheers This is the bug where setPos and setDir only had a local effect when executed on buildings and other non moving objects. This was a very bad thing for missions with dynamic creation of buildings (CTI). I believe it was already working correctly for vehicles. Share this post Link to post Share on other sites
Blanco 0 Posted June 5, 2007 Quote[/b] ]- Fixed: Reduced occurrences where AI characters walked through each other. That's promising news. Share this post Link to post Share on other sites
kilo1-1 1 Posted June 5, 2007 Big w00t for the map being repacked to lower VRAM usage. Share this post Link to post Share on other sites
Balschoiw 0 Posted June 5, 2007 Nice list Still, missing the "shut up the AI" command Share this post Link to post Share on other sites
karantan 0 Posted June 5, 2007 Yea wow sweet nice, thanks BIS, yeah cool, great stuff, can't beleive it! Share this post Link to post Share on other sites
Maddmatt 1 Posted June 5, 2007 Quote[/b] ]# Tank commanders have new 2D square optics, some optics models cleaned Haha, clearly BIS do listen to all the nitpicking . Still, it's a good thing. Quote[/b] ]# balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire That's good to hear Share this post Link to post Share on other sites
Mr_Tea 0 Posted June 5, 2007 Quote[/b] ] * Added class SecondaryAirfields, 3 more ILS definitions in it. * Updated ilsTaxiIn for Rahmadi strip * Added drawTaxiway value. Call me a BIS Fanboy, but i love it. Share this post Link to post Share on other sites
opteryx 1562 Posted June 5, 2007 Quote[/b] ]- New: Weapons - optics camera can have a different direction than muzzle direction now Does that mean tanks can now be modded to have automatic lead and a LRF? Share this post Link to post Share on other sites
4 IN 1 0 Posted June 5, 2007 Quote[/b] ]- New: Weapons - optics camera can have a different direction than muzzle direction now Does that mean tanks can now be modded to have automatic lead and a LRF? Â not quite, but a realistic(but inverted) GL luncher sight is possible now Share this post Link to post Share on other sites
maddogx 13 Posted June 5, 2007 Quote[/b] ]- New: Weapons - optics camera can have a different direction than muzzle direction now Does that mean tanks can now be modded to have automatic lead and a LRF? Â not quite, but a realistic(but inverted) GL luncher sight is possible now That's "launcher" not "luncher" mate . Â Regarding the different muzzle and view vectors, it could also possibly be extended to implement adjustable scopes in the future. Something a lot of sniper fans would enjoy. The list is totally awesome - I'm really looking forward to it. Share this post Link to post Share on other sites
4 IN 1 0 Posted June 5, 2007 Quote[/b] ]- New: Weapons - optics camera can have a different direction than muzzle direction now Does that mean tanks can now be modded to have automatic lead and a LRF? Â not quite, but a realistic(but inverted) GL luncher sight is possible now That's "launcher" not "luncher" mate . Â Regarding the different muzzle and view vectors, it could also possibly be extended to implement adjustable scopes in the future. Something a lot of sniper fans would enjoy. The list is totally awesome - I'm really looking forward to it. WTF of that typo thing anyway yes it might be possible to add adjectable sight too, but there is no way we know will it be built in or it simply just a work around Share this post Link to post Share on other sites
Maddmatt 1 Posted June 5, 2007 Hey 4 IN 1, I know this is OT but where did the quote in your sig come from? I just want to see that conversation I wonder when we will get this patch. Maybe Friday? Damn exams Share this post Link to post Share on other sites