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old_snake

Former Developer
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Posts posted by old_snake


  1. Here is the changelog, you can also find it in the readme file of this patch :)

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    Version 1.02 Highlights

    ----------------------------

    * Improved AI driving skills

    * Lowered enemy AI skills for regular and recruit difficulty levels

    * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.

    * Fixed multiplayer session NAT negotiation

    * Improved game stability (various crash opportunities fixed)

    * Multiple save slots supported

    * Improved terrain shape beyond map borders

    * Various campaing and localisation fixes and improvements

    * Modules (F7) support added in the Mission Editor

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    Engine

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    * Multiple savegame positions allowed.

    * Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).

    * Multiplayer server browser enlarged.

    * Improved steering for car.

    * Improved mobile artillery simulation.

    * Improved terrain shape beyond map borders.

    * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.

    * Added UAV camera stabilization.

    * Indication of player connection status in list of players (Diary).

    * Possible to connect to server with template-based MP scenario.

    * Repeated weapon change command fixed in radio protocol.

    * Game no longer crashes when copying the linked trigger in the Mission Editor.

    * Different radio notification of multiple units attacking.

    * NAT negotiation issue removed (diffferent negative sign cookie on client and server).

    * Fixed possible crash after or during Get In in multiplayer.

    * Improved transfer of building destruction in multiplayer.

    * Fine surface information are now properly used for surface properties.

    * Destroyed targets are no more massively reported after player has left the vehicle.

    * Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).

    * VON no longer crashes the game on certain circumstances.

    * AI sprinting on a spot removed if route was planned across the roof.

    * Server shown as passworded in Server Browser when passworded or locked.

    * Improved functionality of Get In command if player is vehicle commander.

    * Swimming soldiers no longer drop inventory items.

    * Swimming players cannot use Gear dialog.

    * New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.

    * Fillrate optimization in Video Options is now defined via combo box.

    * Improved light count optimization (should help performance when many distant lights are present).

    * Low-frequency effect (subwoofer) improved.

    -------------

    Scenarios

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    * Added or fixed markers in pre-mission briefings in various scenarios.

    * "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.

    * "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.

    * "Trial by Fire" script error fixed.

    * Campaign: Time flow screen added to scenario intros.

    * Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.

    * Campaign: Multiplayer info for all campaign scenarios added.

    * Campaign: Scene-specific sound entities are deleted after end of a scene.

    * "First to Fight" campaign scenario:

    o Shooting range bug fixed.

    o Officer's speech has titles added.

    * "First to Fight" campaign scenario: O'Hara animation speed fixed.

    * "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.

    * "Razor Two" campaign scenario:

    o Mission-failed end now performs correctly.

    o Razor members cannot use UAV during conversations.

    * "One Week Later" campaign interlude: Conversation more logical.

    * "Manhattan" campaign scenario:

    o Animations of ambient people improved.

    o Taks waypoint for main task positioned better.

    o Insurgent animations after death disabled in scene.

    o Civilian woman stuck near transport prevented.

    o Reinforcements navigation fixed.

    * "Bitter Chill" campaign scenario:

    o Conversations and broken mission flow fixed.

    o Accidental death of Cpt. Shaftoe after a scene prevented.

    o Improved positions of several killed unit.

    o Radio chatter disabled where disturbing.

    * "Badlands" campaign scenario:

    o Ending and conversation flow fixes.

    o Scene of talking to locals improved.

    * "Dogs of War" campaign scenario:

    o Insurgent leader presence now logical.

    o Several story-related vehicles are now properly usable.

    o Initial conversation work in multiplayer.

    * "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.

    * AI grouping prevented in team deathmatch and deathmatch scenarios.

    * Module for limiting area of operation script fixes.

    * Recomposed fortifications and minor fixes in Warfare.

    * First-aid module performance improvements.

    * Language and gameplay fixes in multiplayer and singleplayer templates.

    ----------------

    Art/Environment

    ----------------

    * Changed lighting values for early morning and dusk.

    * Improved wheeled vehicles turning definitions.

    * Utes: Improved carier deck colision shape and F-35B geometry.

    * Gas stations on map can now refuel nearby vehicles.

    * Minor object fixes on Chernarus map (traffic signs tweaks, small objects).

    * Added small signs to Chernarus map.

    * Less frequent occurence of thunderbolts.

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