Tidiga rapporter om butiksaktuella #Arma 2 gjorde gällande att spelet [n=32993 drabbats av buggsjukan]. #Bohemia månar uppenbarligen om att rätta till saker och ting - en storväxt patch med modellbeteckning 1.02 har i dag nått allmänheten.

Bland de mer betydande ändringarna kan nämnas att datorspelarnas förmåga att köra bil har förbättrats, ändrad svårighetsgrad hos AI-gubbarna, ökad stabilitet och möjlighet att spara flera spel. Enligt readme-filen avråds från att försöka köra sparade spel från tidigare versioner efter uppdatering.

Hela ändringslistan hittar du nedan, liksom nedladdningslänk för patchen.

[fi=8996]

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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 campaign and localisation fixes and improvements
* Modules (F7) support added in the Mission Editor

CHANGELOG:
----------

Engine
------
* 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 a linked trigger in the Mission Editor.
* Different radio notification of multiple units attacking.
* NAT negotiation issue removed (different 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 in certain circumstances.
* AI sprinting on the 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
---------
* 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:
* Shooting range bug fixed.
* 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:
* Mission-failed end now performs correctly.
* Razor members cannot use UAV during conversations.
* "One Week Later" campaign interlude: Conversation more logical.
* "Manhattan" campaign scenario:
* Animations of ambient people improved.
* Task waypoint for main task positioned better.
* Insurgent animations after death disabled in scene.
* Civilian woman stuck near transport prevented.
* Reinforcements navigation fixed.
* "Bitter Chill" campaign scenario:
* Conversations and broken mission flow fixed.
* Accidental death of Cpt. Shaftoe after a scene prevented.
* Improved positions of several killed unit.
* Radio chatter disabled where disturbing.
* "Badlands" campaign scenario:
* Ending and conversation flow fixes.
* Scene of talking to locals improved.
* "Dogs of War" campaign scenario:
* Insurgent leader presence now logical.
* Several story-related vehicles are now properly usable.
* 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 carrier deck collision 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.

[video=3319]

Tack till atiko för detta #nyhetstips!
På steam säger de följande: Minimum: OS: Windows XP or Windows Vista Processor: Dual Core CPU (Intel Pentium 4 3.0 GHz, Intel Core 2.0 GHz, AMD Athlon 3200+ or faster) Memory: 1 GB RAM Graphics: GPU (Nvidia Geforce 7800 / ATI Radeon 1800 or faster) with... 24/06 Om du menar missioneditorn så ingår den i spelet precis som i ArmA och OFP. Det finns även en 3D-editor inbyggd där man lättare kan placera saker på banan, tyvärr är den inte helt färdig än och går endast att komma åt genom att trycka ALT+E i huvudmenyn... 24/06 Har de släppt en scenarioeditor till detta? Det var den plus mods som höll mig fast i operation flashpoint. 24/06 Minimum specs: * Dual Core CPU (Intel Pentium 4 3.0 GHz, Intel Core 2.0 GHz, AMD Athlon 3200+ or faster) * 1 GB RAM * GPU (Nvidia Geforce 7800 / ATI Radeon 1800 or faster) with Shader Model 3 and 256 MB VRAM * Windows XP * DVD (Dual Layer compatible) *... 24/06 Systemkraven står i speldatabasen (http://www.fz.se/spel/arma-2): 24/06 Systemkrav?? Systemkrav?? ...... Systemkrav?? 24/06 Mack quakewars var det samma, dock så var man med i closed beta, fast jag fick känslan av att dom även där hade ett nära sammarbeta med communitin 24/06 Måste hålla med där.. Arma 2 är faktiskt det enda spelet där jag haft direktkontakt med utvecklarna när jag lämnat in en bugg-rapport. Oftast lämnar man in sin bugg-rapport och hoppas utvecklarna läser den. Men när dom kontaktar en personligen med frågo... 24/06 Om man inte har en trackir så kan man hålla i alt-knappen och använda musen men du kan då inte styra samtidigt som med trackir. 24/06 Nä dra på trissor! är det buggar i ARMA II. Det hade nog ingen räknat med. Hade en underbar kväll med NOSIG gänget igår å lirade, var bara en crash till desktop för en av oss på fyra timmar.. Jag räknar inte med så mycket förns vi är uppe i en gig i pat... 24/06
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