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Found 58 results

  1. It has been a while so we have decided to roll out new version of beta patch for CCGM: Carrier_Command_Patch_1.06_0004_Beta_SDK.zip CRC-32: 9c9d5d7f MD4: 3118af22585f4a7c09e79261df707846 MD5: 6d7a4d75a6894693d012e25d44699020 SHA-1: af99c358dde314af05de53bff22cd3b0ddc26ff0 Patch 1.06.0004 Changelog --------------------------------------------------------------------- - Fixed Enemy carrier units were sometimes missing equipped weapons. - Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls. - Fixed Assert when enemy starts Command Center creation on player's current island. - Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight). - Added Turbo and forsage and manta shield visualization into 3rd person view. - Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign). - Fixed Bug when player's carrier units dock instantly. - Fixed Current task setting in both campaigns. - Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc. - Fixed New manta added to command bar (from carrier stock ) always has full fuel. - Fixed After capturing island which is changing its alignment the process is stopped. - Fixed After capturing island the autoaim no longer sticks on friendly target. - Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island. - Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island. - Fixed Waypoints displaying in firewall mission when recapturing an island. - Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier). - Added new tech level step on strategy campaign starting screen (4) - all items available. - Fixed Removed some turrets on fulcrum island (Command Center Base). - Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign. - Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.). - Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control. - Fixed Removed walrus from neutral Avernus. - Improved AI walrus pathfinding. - Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier Download from CarrierCommand.com
  2. Hello everyone am Tomáš, from Czech, a greenhorn here. Few weeks ago I started (again! :-)) playing OPF with some friends of mine and its real fun even after the ages from its release. We bought the Platinum Edition of the game and installed CSLA II (2.20) mod. Then I found Solus' amazing SLX Mod, but I cant figure out how to get it working with CSLA II. Is there any possible way to achieve this? I tried to replace the config.bin in Operation Flashpoint/CSLA/BIN by that I found in the CSLA+@SLX/bin directory and then run the game in various ways like: "C:\Program Files\Codemasters\Operation Flashpoint\!CSLA_Start.exe"-mod@SLX;CSLA;CSLA+@SLX"-mod @SLX;!CSLA_Start.exe;!CSLA_Start.exe+@SLX "C:\Program Files\Codemasters\Operation Flashpoint\!CSLA_Start.exe"-mod @SLX;CSLA;CSLA+@SLX" "C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe"-mod @SLX;!CSLA_Start.exe;!CSLA_Start.exe+@SLX "C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe;CSLA;CSLA+@SLX" But none worked. I know I am a lamer in this. There is surely an easy way to get it working. Would you please help to improve our game? We would be really greateful. Thank you all for your time.
  3. Hi Carrier Commanders, A new update for Carrier Command has sailed in - shipment includes a number of game and campaign fixes, plus improved mod support for creative commandeering. Important information Save games created in versions 1.1.0026 and older are not compatible. The game will notify you if the Save file was created in an incompatible version. Patch highlights DRM is removed Added better mod support (mod packages may now be loaded through exe parameter) Fixed chapter 2 campaign blocker (cutscene playback in FPS mission after Chapter 2 timeout) Fixed Outpost objective Fixed enemy carrier disappearance after the “End classic campaign†dialog and more… Readme The update can be downloaded from http://www.carriercommand.com/updates - the Steam version will be updated automatically.
  4. hi there We have started hosting a Takistan Life server with stat save for those who want to take a break from Dayz. filter: ZA Gamers. No mod downloads are required, for those who dont know what Life server are can view clips youtube. we got over 120 players in under a week. Stats are saved and persistent Check it out :) Thank you / Kind Regards
  5. hi all, Description: New template which includes a FOB for the GAL army and a police base I added simple Hesco and barbed wire,many sandbag wall and defense post. Ideal base for TvsT and defense missions. Features: - towers guard (1 guard) - 1 FAARP - 1 New small Bunker - many characters with animations - Helicopters: 3 UH-1H - Artillery: 1 Podnos 2B14 - Boats: 4 PBR Gun boat - Vehicules: 4 VBL 12.7 3 VAB 12.7 4 AIFV M2 2 VAB policia Pictures: Credits: IceBreaker for your awesome map Required: Lingor Lingor Units Link: Multiupload http://www.multiupload.nl/3OLQAM3KRU [new link fixed ] http://www.armaholic.com/page.php?id=18163 [Armaholic V1 Fixed]
  6. Hi Carrier Commanders, After some time of beta-testing, we've now made the release candidate of patch 1.03 available. This should implemented a number of game- and campaign-related fixes, plus refines the ground unit pathfinding by improving the Walrus AI and island navigation data. Important information Save games created in versions 1.1.0026 and older are not compatible. The game will notify you if the save file was created in an incompatible version. Patch highlights Fixed startup shader cache problem (thanks to Species1571) Fixed walrus hook bug (Drop sometime caused walrus to capsize) Improved barque handling and more… Readme The update can be downloaded from http://www.carriercommand.com/updates - the Steam version will be updated automatically.
  7. Beta patch rev. 97057 released (1.05 / 1.06 required!) Changelog: This beta patch is fully aimed at solving the failed registration issue.
  8. Hi Carrier Command Community, As most of you might already know, we've released a day-zero patch for Carrier Command: Gaea Mission. Important information Save games made with previous versions are not compatible with version v1.02 (this update) This patch is for non-Steam versions of the game, requiring any version from the initial retail release v1.01 Steam and other digital platforms will be updated automatically as soon as possible. Patch highlights Save game corruption bug fixed Improved stability Various Walrus AI improvements Numerous Localization fixes Various campaign script fixes and improvements Readme The update can be downloaded from http://www.carriercommand.com/updates
  9. Hi all, We hope you're enjoying our brand new game Carrier Command: Gaea Mission. We've already seen many people posting their experiences, suggestions and issues on the forums and we hope you continue to do so! In the meantime, if you're playing the Windows PC version of the game, make sure to keep track of the official Carrier Command website, Facebook, Twitter and forums, so you'll know when a new patch has been released: Update 1.02 Released 28-09-2012 Fixes include save game corruption bug fixed, improved stability, various Walrus AI improvements, numerous localization fixes, and various campaign script fixes and improvements (complete README file is included with the download). Please note that save games made with a previous version are not compatible with this patch. Steam versions receive this update automatically. Update 1.03 Released 07-12-2012 Fixes include improved stability, improvements to Walrus AI and island navigation data and fixed achievements (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically. Update 1.04 Released 15-02-2013 Various game and campaign fixes, improved support for modding, DRM is removed and there is a separate patch version for the SDK installer (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically.
  10. I see pre-orders are getting a cool hat. Since I pre-pre-ordered I expect to get 2 hats. Any chance? Jokes aside I want a hat, how can I get one?
  11. Take On Helicopters: Rearmed has been released today as part of Downtown patch (1.06)! It will automatically and seamlessly merge TKOH with a lot of our previous releases, should you have legitimate copies installed A special mention and thanks go out to Kju for his work on getting this initiative up and running! Some examples of what this means: Flying in different sceneries, such as (with improvements like clouds and lighting) More civilian vehicles, characters and environments to use in scenarios Taking on the massive Arma ORBATs in the newly released Hind No messing around with copying PBOs or other manual merging tasks (install the patch, start TKOH, enjoy the best of both worlds) Notes: We cannot make all content compatible, so e.g. missions may not work well when running the data from TKOH (simply run OA or CO itself). We are not upgrading old content to include TKOH features, such as the new getting animations, interactive cockpits, Picture-in-Picture, etc. Old helicopters do not magically get a TKOH-spec flight model, so they will fly as in A2.
  12. Hi there Community, It has taken a while to go through testing and getting rid of some nasty issues, but you can now officially upgrade to version 1.06 using the Downtown patch. We hope it will significantly improve your flying experience and enhance it with all the added merged content! Note: a hotfix to address the MP key registration issue has been released. More info in the relevant thread. :681: Find a selection of download links on the official website. Important Information This patch is for non-Steam versions of the game, requiring any version from the initial retail release v1.01. The lite version can be installed from v1.05 only. The full version can be installed from any version starting at v1.01. Steam and other digital platforms will be updated automatically as soon as possible. Patch Highlights Take On Helicopters: Rearmed Disappearing cockpit bug fixed Stability and performance tweaks merged from Arma 2: Operation Arrowhead Changelog
  13. 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:
  14. I have been playing Arma CO for about a year now and have accumulated a lot of mods, ranging from effect changers to units and vehicles. It has always annoyed me that In the editor they are all over the place. Is there a way to sort them in to main -> sub -> item such as (Blufor -> Mods -> all the mods in the normal sub faction - air, armored, land, unit, static)?. Please help this would be much appreciated :)
  15. 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:
  16. Downtown patch (1.06) has been released officially! Today we present you with a Release Candidate of Downtown Patch (1.06), which also includes Take On Helicopters: Rearmed. This version only works from the 1.05 patched version. We are mostly looking for showstoppers (e.g. installation errors). As opposed to previously released beta patches, this should automatically enable the merged content. 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: AF6BAAE972B43352A8B5A0599A06749E ReadMe:
  17. Does this mean we can talk about it again ;-) http://forums.bistudio.com/showthread.php?132627-Take-On-Arma Excellent news - a whole new thing to play with!
  18. Beta patch rev. 91893 released (1.05 required!) Changelog: This beta patch only targets the disappearing cockpit issue, so no other areas / data are different since the previous version. The issue has been fixed on our in-house hardware, but we'd like to know if that applies to you as well.
  19. Beta patch rev. 91543 released (1.05 required!) Changelog: This is the first beta patch containing Take On Helicopters: Rearmed. Unfortunately one of its main features, automatic and smooth merging, does not apply yet. It does allow testing of the 'merging' add-ons, which will solve the compatibility issues as much as possible. Check the community Wiki for a quick guide on how to run Rearmed. Many thanks go to PvPscene and OMAC for their work on this! :ok: Also included are improvements to head-tracking and tweaks of the Medium flight model.
  20. Hi all, Today we have released our first DLC to TKOH: Take On Hinds. Install this pack before trying to install Hinds. This pack primarily supports the Hinds DLC, but brings additions and fixes to everyone with TKOH. We offer the pack in two versions: Lite: 1.04 "Cougar" to 1.05 (Hinds) - use if you already have Cougar installed (16 MB) Full: 1.01 (release) to 1.05 (Hinds) - use if you're coming from an older version (429 MB) Find a selection of download links on the official website. Important Information This pack is for non-Steam versions of the game, requiring any version from the initial retail release v1.01. Steam and other digital platforms will be updated automatically as soon as possible. Pack Highlights Compatibility with Take On Helicopters: Hinds Horizontal stabilizers can be configured to move with collective SACLOS missile support added (manually guided) Retractable Landing Gear System support added Changelog
  21. Ahead of the official release, here is a Release Candidate of Cougar Patch (1.04) We are mostly looking for showstoppers (e.g. installation errors) for this patch. Do not worry, as beta patches and further tweaking of the game will continue after this patch is released. WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.04 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: Massive flight model upgrade (RotorLib 4.0) Rolling takeoff for wheeled Landing Gear Systems Initial introduction of Java scripting DRM-free for users of legitimate installations FXAA and SMAA support added Time Trial functionality improvements Bonus Light helicopter Cougar livery Direct download from bistudio.com (428 MB ZIP) MD5: AC8A0FA31F3F1F514AACC6916E5C332A ReadMe:
  22. Dear Community, As we head towards the release of our first DLC, it's time for another patch for Take On Helicopters. Next to the fixes and improvements, enjoy flying the complementary new livery Find a selection of download links on the official website. Important Information This patch is for non-Steam versions of the game, requiring any version from the initial retail release v1.01. Steam and other digital platforms will be updated automatically as soon as possible. Patch Highlights Massive flight model upgrade (RotorLib 4.0) Initial introduction of Java scripting DRM-free for users of legitimate installations FXAA and SMAA support added (new anti-aliasing techniques) Time Trial functionality improvements Changelog
  23. In Seattle, there is much visual contrast between terrain on which objects are rendered (<= object view distance) and terrain with no rendered objects (> object view distance and <= visibility distance). Generally, objects (especially trees) make terrain look much darker than distant terrain with no objects. Reduction of such visible contrast would improve appearance of distant views by making them more seamless with closer terrain having objects. Two ideas to reduce contrast: 1) Darken distant terrain beyond object view distance so that overall histograms (brightness/contrast) match those of terrain with objects. 2) Have a reduced-resolution map (like distant raised grass layer in A2OA, but in this case derived from map of terrain with objects) display in areas beyond object view distance.
  24. How can you check whether a human controlled infantry unit is lying on the ground?
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