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View Full Version : ArmA Update 1.14!!



[IRT]Super64
21st May 2008, 13:49
Official Link - http://community.bistudio.com/wiki/ArmA_Update_1.14

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VERSION 1.14 OVERVIEW The ARMA update to version 1.14 includes a unique new multiplayer mode called WARFARE, bonus units, dozens of major improvements and fixes in the core gameplay, new anti cheat methods, removed disc based copyprotection (Securom or Starforce) and much more.

UPDATE HIGHLIGHTS - MAIN NEW IMPROVEMENTS AND FIXES


General
Newly adjusted default field of view
Improved performance (up to 100% increase in frame rate depending on scene, video settings and graphics card)
Significant optimizations with large view distances
New scripting functions (string manipulation, multiplayer synchronization)
Further improved recoil
Improved airplane turn dynamics simulation (including improved rudder simulation)
Fixed clipping issues with 16:9 or TrippleHead displaysMultiplayer
Numerous voice over net and multiplayer related fixes and improvements
BattlEye anti-cheating systemAI
AI bridge pathfinding much improved
Many combat AI improvements and tuning
Fixed some bugs in the AI target recognition both visually and aurallyStability and Compatibility
Fixed compatibility issues with Vista x64 platform with 4 GB RAM
Fixed Out Of Memory problems caused by exhausting 32b virtual address space
Fixed compatibility problems caused by various copy protections used
Fog is rendered correctly on DX10 generation cardsNew content
ArmA Warfare
Southern Sahrani
Desert Marines
Woodland Army soldiers------------------------------------------------------
ENGINE CHANGELOG

5164 - Fixed: spinning in select() on Linux Dedicated Server
5164 - Fixed: Handling of invalid CD keys on dedicated servers improved
5164 - Fixed: Signature verification timeout significantly relaxed.
5164 - Fixed: System audio mixer settings no longer changed by ingame volume options.
5164 - Fixed: Vehicle channel no longer transforms to a side channel when not in the vehicle.
5164 - Fixed: assignToAirport did the same as landAt. Now it assigns for purpose of future getout commands.
5164 - Fixed: MP: Player driving motorcycle could die suddenly with no apparent reason.
5164 - Fixed: Building ruins were not visible for JIP-ed players.
5164 - Improved: UI - better detection of focused buttons
5170 - New: Scripting: Full object orientation can be set now using new function setVectorDirAndUp
5170 - Fixed: Handling of duplicate CD key improved
5170 - Added: Improved anti-cheat measures
5170 - New: Command line argument -ranking=... was removed. MP mission statistics
can be written to file specified by logFile entry in the server config.
5170 - Fixed: Memory leak on dedicated server (several KB per a mission played).
5170 - Fixed: leader, AI tanks subordinate to a player sometimes did not open fire against some enemy tanks.
5170 - Fixed: AI was not able to fire over sandbags unless the enemy came very near.
5170 - Fixed: Recoil was working badly (moving in unexpected directions) when fps was low.
5170 - Fixed: AI was able to pinpoint enemy by ear after seeing him for a while.
5170 - Fixed: Fixed: Fog on DX10 cards (nVidia 8800, ATI X2900) was too dense.
5170 - Fixed: AI was sometimes unable to move when seeing enemy very near.
5170 - Fixed: Error when loading a save from a complex mission (containing a lot of variables).
5170 - Fixed: Possible crash caused by malformed resize scripting command.
5175 - Fixed: Chat message length limited to 150 characters
5175 - Added: After 3 wrong attempts to log in as an admin further attempts are ignored for some time
5175 - Fixed: Reduced loading time for large textures.
5178 - Fixed: Default handling of different data detected was stricter then intended, resulting in a kick of players.
5178 - Fixed: Dedicated server sometimes crashes after downloading Squad.xml.
5178 - Experimental: Depth only pass used to reduce pixel shader load on some GPUs.
5178 - New: Improved Voice over Net packet re-translation (voice is re-translated when no direct
Peer to Peer connection is available or to spare some network bandwidth).
5179 - Fixed: VoN loudness is sometimes not matching selected voice channel (too quiet on Global channel
or too loud on Direct channel).
5180 - New: BattlEye protection integration
5180 - New: Better NAT traversal for VoN.
5180 - Optimized: Reduced GPU load of shore area rendering.
5181 - Fixed: NAT traversal for VoN makes dedicated server crashing.
5184 - Fixed: AI units in safe mode could randomly stop
5190 - Fixed: Bad object ID after loading a game - caused frequent crashes when loading Rahmadi Conflict saves.
5191 - New: publicVariable now works for all types of variables
5191 - Added: function addPublicVariableEventHandler
5191 - Fixed: Airplanes bombing laser designated targets.
5193 - Changed: aiDispersionCoef now used scaled by unit skill, high skill units always having low dispersion.
5194 - Fixed: Airplanes with tail wheel were placed with the tail in the air when mission was started.
5195 - Added: functions toUpper, toLower, toArray, toString
5196 - Fixed: Airplanes standing on the ground sometimes oscillated (observed esp. with DC3)
5196 - New: Added difficulty option VonID (VON ID), allowing to see in-game who is currently speaking over the radio.
5196 - New: Added difficulty option DeathMessages (KILL MSG), allowing disabling of XXX killed by YYY messages.
5196 - Fixed: Improved dynamic range handling for vehicle interior sounds (reduces their loudness)
5196 - New: Added difficulty option NetStats (MP SCORE), allowing disabling of scoreboard functionality.
5198 - Fixed: Dead players can no longer talk or write to in-game players unless they are admins.
5199 - Fixed: Further reduced virtual address space usage. Should reduce frequency of out of memory errors.
5201 - New: Command line option -noPause to allow the game running even when its window does not have a focus.
5203 - New: Option to mute individual players in the Players screen (key P)
5203 - Fixed: Thrust vectoring was not transferred in MP, causing warping of hovering airplanes.
5203 - Fixed: Possible crashes with VoN used with HW acceleration.
5203 - Improved: Some ingame .rpt messages removed or clarified to make them more useful
5205 - Fixed: MP "Head bug" - when two players were boarding passenger space of the vehicle simultaneously, one of them
might end outside of the vehicle with no control over direction of his character.
5207 - Problem was with mouse movement adaptive filtering, which handled badly transition from fast
to slow motion, causing the fast motion to leak into the slow motion region.
A barrier was placed to rejected samples so that sample once rejected is not considered in any more computations.
5207 - Fixed: When fast moving with mouse, cursor sometimes jumped once more after turning was stopped.
5207 - Fixed: Players in Seagull mode cannot hear direct speech of others properly.
5209 - Fixed: When switching VON channels quickly, the VON ID indication could still show the old channel.
5209 - Fixed: Improved handling of situations where graphical card VRAM is completely exhausted.
5209 - Fixed: In some complex MP missions the memory space for network messages could be exhausted, resulting in CTD.
5209 - Fixed: Direct speech inside vehicles was not hearable often.
5209 - Fixed: Tank which crew has ejected might sometimes continue spinning forever.
5209 - Fixed: Seized by trigger was mission a hint in the mission editor.
5209 - Fixed: nearTargets returned position more accurate than known by AI.
5209 - New: nearTargets now returns approximate assumed position accuracy as well.
5209 - Fixed: Bad weapon selection by some armored units when engaging some target types (e.g. Mi17 with FFARs)
5209 - Fixed: Sometimes AI might wrongly favor audible information over a visual one after not seeing the target for a while.
5209 - Fixed: AI was unable to destroy empty targets on Destroy WP using full auto weapons (mguns, cannons).
5211 - Fixed: AI detected IR / radar targets very late compared to human players.
5211 - Improved: AI: Better weapon selection when target is far away.
5211 - Fixed: Label on map with map info enabled sometimes revealed real target location even when it was not known.
5211 - Fixed: Improved airplane turn dynamics, including improved rudder dynamics model and fixed auto coordination.
5211 - Fixed: Improved recovery from "VB Lock failed, E_OUTOFMEMORY" error
5212 - Fixed: Further reduced virtual address space usage.
5213 - Fixed: AI tank/APC/ZSU ballistics computation when firing at distant targets.
5213 - Fixed: MP freeze opportunity fixed.
5214 - Fixed: ArmA is now compatible with Vista x64 with 4 GB RAM.
5214 - Fixed: Possible crash when moving fast with high visibility set (like in airplane).
5215 - Fixed: Possible low framerate when rendering with a large viewdistance (introduced in 5180)
5217 - Improved: Water rendering now uses LOD for finer wave animation and better performance with large viewdistances.
5218 - Fixed: VoN - VOID channel indication.
5218 - Fixed: VoN - mouth is moving but no voice is heard.
5218 - Fixed: VoN - voice crackling reduced.
5219 - Fixed: Possible crash in scene loading when mission was started.
5219 - Fixed: Improved handling of missing or old OpenAL32.dll
5219 - Optimized: Improved grass LOD selection with high terrain detail settings.
5220 - Fixed: Night sky background was too black, now slightly brighter.
5224 - Optimized: Faster texture loading when starting mission with large view distance.
5225 - Fixed: Several crash opportunities with malformed addons.
5226 - Fixed: Improved text clarity.
5226 - Fixed: VoN - Unable to hear other players issue.
5226 - Fixed: Reduced AI eye sensitivity during night time.
5227 - Fixed: MP: Head movement for players in cargo is now visible.
5229 - Fixed: Improved AI pathfinding on bridges.
5231 - Fixed: VoN - Direct channel volume is louder now.
5231 - Fixed: Parts of terrain were sometimes clipped with wide viewing angles.
5231 - Fixed: Objects were sometimes disappearing with wide viewing angles.
5232 - Fixed: Dynamically added static object might sometimes be disappearing when viewed from some angles.
5232 - Fixed: Some object shadows could be incorrectly ignored when corresponding objects were occluded.
5232 - Fixed: VoN - P2P connection was not established sometimes.
5232 - Fixed: Reduced network traffic caused by hovering seagulls.
5234 - Fixed: For players in driver and gunner position of the vehicle, obsolete network transfer was generated
5240 - Fixed: More than 64 players can use VoN now.
5241 - Optimized: Reduced CPU load of shore area rendering.
5241 - Fixed: Too large update messages (caused by unusual weapon setups) were not sent.
5241 - Fixed: Paused streaming sounds resumed from a bad position after Alt-Tab or after resuming the game from pause.
5241 - Fixed: Parameter -nopause caused some sounds not to advance when the game did not have a focus.
5242 - Fixed: AI can spell the whole alphabet now.
5243 - Fixed: Cargo is involved in chat on vehicle channel now.
5243 - Fixed: Direct communication chat enabled inside vehicles.
5245 - Fixed: AI unable to board boats in water(introduced in 1.11)
5246 - Improved: Mouse ballistics allowing for more precise aiming.
5248 - Fixed: NAT negotiation failed issue while connecting to server.
5248 - Fixed: Memory management not called regularly on dedicated server, could cause excessive memory allocation.
5249 - Changed: -vm108 option no longer supported.
5249 - Fixed: Reduced commit charge, esp. on dedicated server (DS now assumes -maxmem=512 by default).
5249 - Fixed: Grenade launcher did not respect soldier animation, always fired in the straight direction.
5248 - Fixed: UTF-16LE files which caused dedicated servers shutdown on Linux are readable now.
5249 - Fixed: Reduced recoil for slow ammo, like Mk19 grenades.
5252 - Fixed: Data loading when entering a mission or after Alt-Tab now does not stop the simulation
+ communication (could cause BattlEye timeouts).
5252 - Fixed: Force feedback + iFeel recoil effects now stronger and more reliable.
5252 - Fixed: Recoil curves are now less dependent on framerate.
5252 - Fixed: Expression stack overflow handling was not reliable. Fixed by making expression stack size unlimited.
5253 - Fixed: Changes of BattlEye filter in server browser were not saved.
5253 - New: BattlEye filter to show servers not running BattleEye in server browser
5253 - Fixed: Visual artfifact (strange grass spikes on some locations) when running full screen on ATI cards.
5253 - Fixed: File Server was not working properly on Linux dedicated server. (Causing script files not being executed sometimes.)
5253 - Fixed: Changes of BattlEye filter in server browser were not saved.
5253 - New: BattlEye filter to show servers not running BattleEye in server browser
5253 - Fixed: Visual artfifact (strange grass spikes on some locations) when running full screen on ATI cards.
5254 - Fixed: BattlEye issues while using server.cfg on Linux dedicated server
5254 - Fixed: Heap size detection on Linux (causing config file problems and low server FPS)
5255 - Fixed: Player could not use grenades added by Rearm


DATA CHANGELOG

* FIX {RECOIL}: recoil for all hand weapons were reworked.
* NEW (AMMO): ballistics reworked introducing air friction specific values for each bullet class
* FIX (AMMO): AT4 and RPG7 reduced HIT strength and changed ballistics
* FIX (AMMO): Improved Javelin missile precision.
* FIX (AMMO): land mines - increased indirect hit range and reduced hit value
* FIX (AMMO): Grenades and Flares deflection reduced to half
* FIX (WEAPONS): Unloaded Javelin will not show optics attachment to avoid view blocking in most of the moves.
* FIX (AMMO): count of ammo is changed (M113).
* FIX (AMMO): Cobra cannon ammo changed from AP to HEI
* FIX (AMMO): Sabot rounds no longer produce large explosion effects
* FIX (WEAPONS): GAU-8 fixed rate of fire
* NEW (WEAPONS): Added unguided rockets salvo for AI.
* FIX (WEAPONS): Weapon ranges tweaks. Increased minimum range hit probability.
* FIX (AMMO): reduced secondary explosion range (destroyed vehicle blast range)
* FIX (AMMOBOXES): added some weapons and magazines to existing ammoboxes.
* FIX (ANIMATIONS): Improved turning around with launcher.
* FIX (WEAPONS): Improved M16A2 reload time (faster).
* FIX (VEHICLES): Increased structural armor value of several vehicles to give the crew more chances for survival.
* NEW (DATA): reworked grass clutter on Northern Sahrani, New Sahrani designed for smoother gameplay experience
* FIX (LOCALIZATION): various localization fixes
* FIX (ANIMATIONS): some problems with ladders introduced in 1.08 (stuck on ladders, problem when going from
knelt or prone on a ladder, healing when knelt with rifle or launcher)
* FIX (LOCALIZATION): mission M13 is localized to all languages
* FIX (RUSSIAN): several missing translations in the Russian version, UI.pbo
is modified to prevent an error message displayed in Russian version of the game when entering Single mission directory
* FIX (DC3): Eject speed is correct, improved get in and get out time, now it's possible to get out.
* FIX (HILUX, DATSUN): Game doesn't fail when using this car in ARMA without Queens Gambit mod.
* FIX (OILFIELDS): Improved animation.
* NEW (GUI): BattlEye filtering in multiplayer games list.
* FIX (ANIMATIONS): Crew in cargo can move with head.
* FIX (WIND CLUTTERS): Wind clutters are now without fire and view geometry.
* FIX (WEAPONS): M4 replaced by M4A1 in ammoboxes and in crews and pilots.
* FIX (RESPAWN WEAPONS): fixed respawn weapons and magazines.
* FIX (M4A1): now use fullauto fire mode instead burst.
* FIX {RECOIL}: recoil and smoke reduced for vehicle mounted grenadelaunchers
* FIX (SOUND): added sound for unguided rockets launch and flight
* FIX (AMMO): added GP25 rounds to SLA Weapons Crates
* FIX (ANIM): slower Oil fields derrick animation
* FIX {ANIM}: improved weapons swaping.
* IMPROVEMENT {GENERAL}: default infantry FOV values adjusted.

{7}9th|GinSoakedBoy
21st May 2008, 14:29
Is this a full or a beta patch?

Either way, can we stop using crappy 1.08 on battle days now then? I like my 4GB of ram.

{UN}.Nurmdog
21st May 2008, 14:38
Wow, is it Christmas or April Fools day? Sounds awesome, hope it delivers what is stated.

BazookaBoy
21st May 2008, 14:40
It is a full patch and whilst I'm sure everyone wants to use it asap, you should give the mod team a chance to decide on what we will run on sunday before loading it. I'm sure they will make the decisions ASAP but the beta which this is the final version of was not kind to us so lets not rush.

[IRT]Super64
21st May 2008, 14:43
Im very curious to see what this new "Warfare" mode is all about!

{7}9th|GinSoakedBoy
21st May 2008, 15:04
Bah, I'm installing it anyway, you can hardly say 1.08 has been doing us any good the last few battles.

BazookaBoy
21st May 2008, 15:16
you're free to do whatever you want, but if the MOD team decided to stay on 1.08 for the last battle of the campaign, don't moan to us

[8]72|Pvt.SnowMan
21st May 2008, 15:29
I would hope that the MOD team would decide to stay with 1.08 for the last battle. I see no reason to introduce even more problems..

SnowMan

[IRT]36th|CPL.OV3RLORD
21st May 2008, 17:11
this 1.14 is the final release it isn't a beta so it should be in full working order. It is what 1.09, 1.11, 1.12 was leading up to, so there is no reason why we should be using the old and outdated crapy 1.08.

Also just after testing it we have some nice new marine derset cammo (under the Marines (USMC)), some MHQ version of the m113 and BMP (both have no guns and tall areails on them) and some new fortress buildings that we can put in that the map team might really like (like MG nest, deport building (could be made into a HQ maybe))

Im gonna take screines of them for the lazy people out there so watch this space

New Buildings (all sand bagged)
http://i237.photobucket.com/albums/ff287/eyeless1990/buildings.jpg

[IRT]36th|CPL.OV3RLORD
21st May 2008, 18:14
Okay here some pics of the new shit;

Desert Cammo
http://i237.photobucket.com/albums/ff287/eyeless1990/desertGuy.jpg

Woodland Cammo
http://i237.photobucket.com/albums/ff287/eyeless1990/woodlandGuy.jpg

US MHQ
http://i237.photobucket.com/albums/ff287/eyeless1990/usMHQ.jpg

Rus MHQ
http://i237.photobucket.com/albums/ff287/eyeless1990/rusMHQ.jpg

RACS T-72
http://i237.photobucket.com/albums/ff287/eyeless1990/racsT72.jpg

Tirpod Weapons
http://i237.photobucket.com/albums/ff287/eyeless1990/tirpodWeapons.jpg

AT Static (same both sides)
http://i237.photobucket.com/albums/ff287/eyeless1990/ATstatic.jpg

AA Static (same both sides)
http://i237.photobucket.com/albums/ff287/eyeless1990/AAstatic.jpg

US MG nest
http://i237.photobucket.com/albums/ff287/eyeless1990/MGnest.jpg

Rus MG Nest
http://i237.photobucket.com/albums/ff287/eyeless1990/MGnestRus.jpg

Sorry bout the look of the pics, did it fast and couldn't be arsed to make them look "pretty"

Moody
21st May 2008, 18:32
Thanks for the pics Overlord, I like the static ma deuce for sure....

Anyone have any idea what this means?
5252 - Fixed: Force feedback + iFeel recoil effects now stronger and more reliable.

Force feedback in arma? huh?

[IRT]Super64
21st May 2008, 19:52
Yeah Moody i did a double take on that one also. lol

Overlord, despite your low res crappy screen shots..hahaha... thanks.. Man we've got some cool new toys to consider using in C2! This is great! New bunkers, weapons... and those AA stations.. yikes! Oh the possibilities.

Goldman
21st May 2008, 20:18
The new game type sounds interresting:

WARFARE

ARMA Warfare blends tactical, team-based multiplayer missions with deep realtime strategy.
Two sides fight for control of the entire 400 sq km map in titanic battles over air land and sea.

http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_07_small.jpg http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_08_small.jpg http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_09_small.jpg

Players must capture whole cities to gain resources that can be channelled into manufacturing even more weapons of war. Each side has one commander, who can build factories and defensive structures in and around their base. As long as they have enough money and resources, players can use these factories to build units, weapons and vehicles. Defensive structures can be used to defend bases and the units stationed there.

http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_01_small.jpg http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_02_small.jpg http://www.bistudio.com/images/stories/games/arma114/ARMA_v114warfare_03_small.jpg

Players must take account of logistical considerations outside their bases and cities too as truck convoys ferrying supplies between settlements are vulnerable to attack. Players on each side are divided into a maximum of 16 teams. The commander can give these teams side missions and specify tasks or objectives, coordinating the entire side to ensure victory. This is war on a unprecedented scale, even for ARMA!

{UN}Coolio (Retired)
21st May 2008, 20:23
sounds like somthing we should try doing the break Goldman.

[IRT]Super64
21st May 2008, 20:29
Wow great post Goldman. Yeah, that could make a very cool Fun Battle. Sounds like BIS did most the work for us. Can't wait to try it out.

[UN]SGen.ViperMaul
21st May 2008, 22:24
16 v 16 is so small. Doesn't even rival BF2 size.
But I am looking forward to playing this very soon.

Perhaps this weekend since there is a Major American Holiday. Maybe we postpone the official battle for some 1.14 fun this Sunday?

Raptor-6
21st May 2008, 22:43
16 v 16 is so small. Doesn't even rival BF2 size.

VM read it again. It's 16 teams/side not 16 players!!

[Ret]Finchy
21st May 2008, 22:58
So this is basically the CTI they promised would be released with the game. ohh well, better late than never I supose.

[AToW]wormeaten
22nd May 2008, 00:30
Is it possible somehow extract 1.14 files and overwrite 1.12 in Beta folder to be run as Beta?

In that case we will be able to run both versions as in Beta mod. ;)

[2]18|PVT.Pirin
22nd May 2008, 02:47
Is it possible somehow extract 1.14 files and overwrite 1.12 in Beta folder to be run as Beta?

In that case we will be able to run both versions as in Beta mod. ;)

Why would you want to? 1.14 doesn't require the DVD to be in the drive anymore.

[UN]Sedim
22nd May 2008, 04:38
Yes its based on CTI (there is even a line in the documentation thanking its dev) but it is nicely polished. I'd love to play a large game of it with the AToW community in between campaigns.

[AToW]wormeaten
22nd May 2008, 04:58
Before you install 1.14 just copy your ArmA folder in new one called for example Arma08.

Make copy of your ATOW shortcut and rename it ATOW08. In properties change folder name where is arma.exe is in to Arma08 for example ..\Program Files\Arma\arma.exe –mod... in to ..\Program Files\Arma08\arma.exe –mod...

Like this you will be able to play both 1.08 and 1.14 versions without any problems. ;)

Jamie
22nd May 2008, 13:13
Or, as we did in 21CW. Install the game twice in different directories.

I see no reason to rush into useing this patch, we should be shure that it works before useing it.

If you say "its an official patch, not a beta" then think about it. This is ArmA. The Official 1.05 had bugs, 1.08 had bugs. And ill bet that there are new bugs in this.
Let the mod team have a look and test it, and if they give the go ahead then we can use it.

{7}9th|GinSoakedBoy
22nd May 2008, 15:34
Hardly, we know how much 1.12 improved, this adds and fixes a lot of things.

[2]18|PVT.Pirin
22nd May 2008, 16:44
I absolutely LOVE the interface for Warfare. I'm hoping we'll be able to duplicate some of that kind of thing outside that mod. Placeable personal waypoint chains, the smooth interface, artillery system. Good stuff.

Jamie
22nd May 2008, 16:53
Hardly, we know how much 1.12 improved, this adds and fixes a lot of things.

So why dont we use it on battle day?

Oh wait, it causes problems, thats right...

{7}9th|GinSoakedBoy
22nd May 2008, 17:34
Er, I think you may have been playing different battles to me, 1.08 has been sucking ass these last few weeks.

[UN]SGen.ViperMaul
22nd May 2008, 17:35
Let's not start a fight in this thread guys. Our goal is to play on 1.14 this weekend Final Battleday or Fun Day. One or the other.

Hey I need volunteers to install 1.14 and help me run the BattledayScripts through its final phase of sanity checks. Any takers?

ALSO FOUND THIS...
The pack v1.14 (for ArmA v1.14) has more improvements based on various people's work:

fixed grid zoom levels
AI is no longer sniping aircraft pilots out
Laser scanner enabled for some aircrafts, the Vikhrs may lock on laser designated target (not sure if my solution will works)
M1A1's HEAT got airLock = 1 (I heard that it may be used against enemy helicopters...) the AI does not seem to use it anyways
Redone RACS / SLA Nationality fix (updated method)
Number 1 and 5, has me concerned. Some test that please.

{A}1|PFC.Powder
22nd May 2008, 18:38
I can volunteer, but it depends on what time the testing is. I'm in europe (GMT+2).

[AToW]wormeaten
22nd May 2008, 18:51
I can volunteer, but it depends on what time the testing is. I'm in europe (GMT+2).

Me too. :D

[UN]SGen.ViperMaul
22nd May 2008, 19:09
Come on we have 7 so far.

[IRT]36th|CPL.OV3RLORD
23rd May 2008, 02:26
Let's not start a fight in this thread guys. Our goal is to play on 1.14 this weekend Final Battleday or Fun Day. One or the other.

Hey I need volunteers to install 1.14 and help me run the BattledayScripts through its final phase of sanity checks. Any takers?

ALSO FOUND THIS...
The pack v1.14 (for ArmA v1.14) has more improvements based on various people's work:

fixed grid zoom levels
AI is no longer sniping aircraft pilots out
Laser scanner enabled for some aircrafts, the Vikhrs may lock on laser designated target (not sure if my solution will works)
M1A1's HEAT got airLock = 1 (I heard that it may be used against enemy helicopters...) the AI does not seem to use it anyways
Redone RACS / SLA Nationality fix (updated method)
Number 1 and 5, has me concerned. Some test that please.

VM if you read more it what some guy has made as an addon for v1.14 its not what BIS released

http://www.armaholic.com/page.php?id=3067

[UN]SGen.ViperMaul
23rd May 2008, 07:04
I know. But what I want to know is should we use his fix or not.
At present it seems like we do not need to use it. But I have heard no feedback from others.

I tested #4 and if the Helo flys slowly near a tank, then the Helo gets what he deserves.