ArmA 2 beta patch v.59857
Dnes se na oficiálních stránkách objevil nový beta patch, což taktéž připomíná že termín vydání dalšího chystaného, prý mohutného, patche 1.05 se blíží. Termín byl uveden na listopad-prosinec 2009. Ten by měl vyjma oprav přinést i nějaký nový obsah (mise, možná addony). Do té doby můžete využít tento patch, který je ale určen především těm, kteří chtějí vypomoci s otestováním připravovaných změn.
Seznam změn v posledním beta patchi od vydání patche 1.04:
[59842] Reduced town/village stutter (fixed streaming of textures used by Super shader). [59808] Fixed: DOF in 3D scope view [59741] Analogue throttle working for helicopters as well. [59736] Fixed: Startup sounds are not spatial and stick to audio channels [59715] Covering soldier in grass („Grass layer“) [59691] Improved: Small hit be ignored by hitpoints (configurable by minimalHit) [59668] Improved: Hitpoint can pass only a part of the hit to the total damage (passthrough setting no longer ignored). [59446] New: IK weapon animations are now blending with primary animations. [59351] Fixed: VoN direct speaking distance fade out [59318] Fixed: support the highest Matrox TrippleHead2Go resolutions [59279] Fixed: FPS on Dedicated server is not affected by server window manipulation (such as move or scroll). [59088] Mouse lag can caused by GPU render ahead buffer be limited using GPU_MaxFramesAhead=N in ArmA2.cfg. [59047] Fix: When player was a helicopter pilot, the AI gunner sometimes had no weapon selected on mission start [59030] Fix: Helicopters – when manual fire on, do not allow AI gunner to switch weapons
Upraveno 3.11. – Včera vyšla další beta verze 59875
[59873] Fixed: After spawning new types of entities via script, game could randomly freeze or crash. [59872] Fixed: Airplane, helicopter, car and ship control was lost while map was active.
Update 4.11. – a máme tu další betu 59928
[59924] Fixed: More 32b overflows caused by 8 GB RAM + large VRAM. [59906] Fixed: Most vehicle gunners did not provide suppressive fire. [59899] Fixed: AI did not use suppressive fire against enemies seen while holding fire. [59898] Fixed: Spatial explosions sounds [59875] New: Suppressive fire against known enemies can be scripted using unit suppressFor time.