Louez soit BIS pour ce patch !
Bientôt on aura un jeu qui se tient
Ci-dessous un extrait de ce fil :
http://forum.team-r3f.org/index.php/topic,5396.0.html
Je vous met un petit résumé des modifications nous concernant directement et étant les plus importantes (et malgré ça, ça en fait un paquet !).
Je ne traduis pas tout en français car ça risque d'être encore moins compréhensible (mais aussi parce que j'ai la flemme).
IA :* Fixed: AI no longer seeing through dense grass (
http://dev-heaven.net/issues/5785)
-> l'IA ne voit plus à travers les herbes denses !!!* Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
-> l'IA a plus de mal à nous voir dans les forêts !!!* Fixed: AI not engagign through glass and other penetrable surfaces (
http://dev-heaven.net/issues/4438).
-> l'IA tire à tarvers les vitres et autre matériaux pénétrables !* Fixed: AI units often not engaging close enemies (
http://dev-heaven.net/issues/18951,
http://dev-heaven.net/issues/22935)
* Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
* Fixed: AI road vehicle avoidance improved.
Optimisations réseau :* Optimized: MP: Reduced number of messages send during JIP to complex missions.
-> plus d'objets et d'IA dans nos missions sans faire tomber les FPS* Optimized: MP: Reduced bandwidth used by standing AI soldiers.
-> plus d'objets et d'IA dans nos missions sans faire tomber les FPS* Fixed: MP: Reduced bandwith usage in missions with many soldiers.
-> plus d'IA dans nos missions sans faire tomber les FPS* Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
-> moins de saccades dans les déplacements au loin* MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (
http://dev-heaven.net/issues/26408#note-48)
-> moins de lag lorsqu'un joueur se connecte* Fixed: Massive network traffic optimization during Join in Progress (
http://dev-heaven.net/issues/26408#note-48)
-> moins de lag lorsqu'un joueur se connecteOptimisations CPU :* Optimized: MP: Improved server performance in complex missions.
-> plus d'objets et d'IA dans nos missions sans faire tomber les FPS* Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
* Optimized: Some background file operations are faster, esp. with low fps (should fix
http://dev-heaven.net/issues/22227)
Optimisations graphiques :* New: Fast Approximate Anti-Aliasing (FXAA),
http://community.bistudio.com/wiki/arma2oa.cfg* Optimized: Reduced frame rate drops caused by texture loading (
http://dev-heaven.net/issues/14397)
* Improved: MP: Remote units should move a lot smoother.
* Optimized: Visual state interpolation fully enabled. (
http://www.bistudio.com/index.php/en...ing-the-future)
Signatures :* Fixed: Issues with v2 signatures - causing random check to fail (
http://dev-heaven.net/issues/26323)
* Fixed: Server response unreliable with long keys (e.g. mod lists) (
http://dev-heaven.net/issues/23389)
* Fixed: Signature checking of BAF/PMC addons.
* Improved: loading of binarized bikb files now supported.
Bugs et stabilité :* Fixed: Locked MP role slots after BattlEye kick.
-> slots qui bugaient* Fixed: Bullets damage reduced too much over distance (
http://dev-heaven.net/issues/11479)
-> fini les balles de snipe en mousse* Fixed: Crash or game corruption when loading a game with clients already connected (
http://dev-heaven.net/issues/24676)
* Improved: Better error message shown when memory allocation fails because of too small page file.
* Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
* Fixed: MP game crashed after loading a save from a complex mission (
http://dev-heaven.net/issues/24676)
* Fixed: Possible crash after calling joinSilent and deleteVehicle.
Changements mineurs mais bon à savoir :* New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
-> pratique pour certains cas d'édition, la commande reveal n'est plus "binaire"* Fixed: Searchlight turning itself off for non-server clients (
http://dev-heaven.net/issues/4449)
* New: A command line argument -par=filename can be specified to provide a parameter file (
http://dev-heaven.net/issues/26103)
* New: Custom memory allocator support (
http://community.bistudio.com/wiki/A...mory_Allocator)
* Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
* Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (
http://dev-heaven.net/issues/25266#note-8)
* Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (
http://dev-heaven.net/issues/16261)
* Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (
http://dev-heaven.net/issues/25230)
* Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
-> j'aime bien le qualificatif "slight"...* Fixed: AI was often not watching unidentified targets (causing
http://dev-heaven.net/issues/24631)
* Improved: AI skill settings in difficulty options easier to use.
* Fixed: Most units had maximum skill, ignoring values set in the mission (
http://dev-heaven.net/issues/4483)
Il y en a encore au moins autant que je n'ai pas listé car ça nous impacte moins.
Sur ce joyeux Noël avant l'heure