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SB Pro PE 4.004 Release Notes
« on: August 31, 2016, 10:12:07 PM »
SB Pro PE 4.004 Release Notes

Posted by Ssnake on Aug 31st, 2016 in Announcements, Blog, Software Releases

The Release Notes for the first patch to version 4.004 can be found here.



In addition to the feature description of the major changes, and installation advice, it also (naturally) lists the changes from the initial 4.000 release version.

Update:
Apparently a new version was built while I wrote this announcement. Expect the patch to be made available this week, but probably not today.


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Re: SB Pro PE 4.004 Release Notes
« Reply #1 on: August 31, 2016, 10:59:23 PM »
Extract

Bug fixes without database entry

•   Updated the CodeMeter runtime to version 6.30b.
•   Updated the installer script to check for required Windows Update KB2999226.
•   Added a new text document listing the required runtimes (Visual Studio C runtimes, DirectX) along with their download URLs
•   Fixed a bug resulting in the error message "A D3D object has a non-zero reference count" when changing between fullscreen and window mode
•   TrackIR:
o   New head tracking mode 'TrackIR (alt)': Here the CDR's unbuttoned view direc- tion will be relative to the turret, not relative to the hull
o   Fixed problem with using TrackIR as CDR of the LMV, HMMWV and others; the view azimuth would automatically move along the turret's yaw
•   Corrected a filename issue that was preventing the KP infantry from loading their correct file (they appeared as the default USSR infantry).
•   Recreated the default options file (used if no previous options file exists, i.e. after a 'fresh' installation, or if the user starts SB in 'safe mode')
•   Updated several African buildings to allow easier access for infantry. Note that some buildings intentionally do not allow entry (because they have no tactical relevance).
•   Added an option for soft shadows. With soft shadows off, framerates can be sub- stantially higher, especially if fps are already on the high end of the spectrum, or there are many shadow actors in view.
•   Increased shadow levels to 10, allowing the shadow radius to be effectively doubled at level 10 vs the old level 5. Also, shadow level 1 (no terrain shadows) is now fixed to hard shadows. Finally, adjusted the shadow depth depending on the ground
•   Fixed some thermal sight rendering anomalies
•   Fixed a anomalies where random triangle clusters would appear above certain ob- jects at medium and long viewing range
•   Vehicle gunners may no longer use binoculars and NVGs simultaneously
•   Reduced the HE dust-shockwave effect for smaller HE rounds in dusty conditions
•   Adjusted thermal glass textures on buildings
•   Overhead View:
o   Raised the OV’s minimum view angle to -19.5°
o   Mouse control of heading/elevation is now independent of screen resolution
•   AAR:
o   Fixed a bug that got the AAR playback get stuck on Weather events
•   Mission Editor:
o   Added option to set the initial ground saturation in the Weather dialog. This means that the initial precipitation level no longer controls how wet the ground is, but this slider. Remember: For all practical matters ground can only get wet- ter. Drying up takes a MUCH longer time.
o   Fixed a crash bug that occurred when deleting a unit from a scenario that was previously saved as an “in-progress mission”
•   Ballistics:
o   No more tracers for tube artillery and mortar rounds
o   'OFUM PH 105' is now of WP type
o   Adjusted the minimum range of the "M381 HE" and "M386 HE-frag" rounds
o   Some adjustments to Stinger and Strela missiles
o   Increased Javelin’s arming distance to 150m
o   Applied the minimum (arming) distance to HE rounds also in cases where they hit the ground rather than an object
•   2S6 Tunguska: Added data to have the SAMs launch at their correct location rather than at ground level.
•   BMP-2:
o   Troops mounting the vehicle will not open their troop hatches (since that would lead to the turret's speed being greatly reduced)
o   Adjusted vulnerability model allowing damaging the illuminated reticle in the primary sight
o   Inverted the position of the 'NB-BS' switch (controlling the ATGM subsystem’s power supply)
o   Commander now must button up to
•   override the GNR
•   toggle ATGM power
•   open/close the ballistic sight doors of his daysight
•   change main gun ROF
•   toggle the turret speed
•   BMP-3: Improved the default ammo loadout quantities to be more realistic.
•   Sho’t Kal
o   Increased the maingun ammo count to 72 rounds.
o   Allowed M456A1 ammo to be assigned to the vehicle
•CV9035-DK, NL:
o   Corrected an issue that caused one of the soldiers in the rear compartment to have his head sticking through the roof (the soldier nearest to the turret).
o   Air targeting mode
•   Fixed the laser pulse mode
•   Fixed the lead prediction
•   The reticule will no longer fall behind the (air) target on re-lasing
•   HMMWV Avenger: Corrected placement of missile backblast
•   Infantry:
o   Slightly adjusted the markings generated by engineer teams
•M60A3:
o   The loader will no longer put the stabilization system in standby while moving at slow speed (<20kph)
o   Inverted the DRV’s steering handle bar movement
o   Inverted the CDR’s control handle stick movement
•   Leclerc:
o   Corrected the default ammo loadout
o   Corrected a vulnerability error in the hull front area
o   Corrected the smoke and HE grenade counts. Note that the HE grenades cur- rently fire over the front and not the rear, though, and only one at a time.
•   Corrected the missing texture issue on the Mine Roller and Leopard 1A5-DK roof (maing appeared white).
•   Added the DM11 HE round to various Leopard 2s that were missing it.
•   Updated the Leopard 2A5 DK and DK-A1 models to include the C8-DK rifle behind the TC.
•   Corrected the name of the M113G3DK to be consistent with the G4DK.
•   Adjusted the gunner eye view on the M113/Eng to help address an issue where the gunner's eye view was partially obstructed while using the RWS panel.
•   M113DK: Adjusted soldier positions to prevent obstruction to the RWS panel when viewed from the gunner's position (the obstruction to the view was part of a soldier's helmet).
•   MAN 10t: Corrected MG3 ammo loadout, and allowed RWS to have smoke grenades.
•   MAN SX45: Corrected an old model issue related issue that caused the wheels on the right side of the vehicle to be be backwards (outer sides were facing towards the in- side of the truck's body).
•   RG-31: Removed an obsolete texture; updated two other textures
•   RWS Lemur:
o   2013 variant: Removed depth of focus effect from 50x sniper scope view
o   Numpad (decimal) should now work reliably as the autofocus hotkey
•   T-62: Fixed a wobble on the left side's first and last roadwheel
•T-72s:
o   Added a number of sound cues to the interiors.
o   Corrected the lever used to toggle the TKN-3 IR functionality (on top of the ocular)
•T-72B, BV, B1, B1V:
o   Corrected the maximum ballistic range
o   Corrected maximum LRF range
•   Added a missing KP nationality texture for the T-72M4
•   UGV: Corrected suspension parameters
•   VEC: Added two OPFOR textures.
•   Sinai Operation
o   Updated two scenarios to include the Sho’t Kal and other, more appropriate ve- hicle types.
o   Updated seven scenarios, re-balancing changes caused by the Sho’t Kal intro- duction


Resolved Bugzilla entries
•   Fixed bug #3917;
•   Fixed bug #4270; Manual Azimuth bar (top of screen) is now reliably visible
•   Fixed bug #4676; the BMP-2’s  IR sight will now lose its reticle when the ballistic computer is damaged
•   Fixed bug #4738; adjusted the image quality of the IR sights of T-72B, BV, B1, B1V Added the 'interlace' effect back in to both the T-72B and BMP-2
•   Fixed bug #4740; no more floating fire after the collapse of some of the building models
•   Fixed bug #4747; helicopters no longer sink through the ground in Network Sessions
•   Fixed bug #4749; computer-controlled GNRs are now less fixated on infantry even after losing LOS
•   Fixed bug #4751; assigned “click” sounds to some hotkeys in the BMP-2
•   Fixed bug #4754; the BMP-2: CDR's sight (F2) now has an illuminated reticle (R)
•   Fixed bug #4759; when HESCO guard towers collapse their crew no longer remain alive, floating in the air
•   Fixed bug #4766; in the BMP-2 DRV position, left clicking a vision block no longer created the blitted driver view
•   Fixed bug #4769; shooting HE on the ground between the tracks no longer kills vehicles (still creates other damage)
•   Fixed bug #4770; human gunner may now change focus in thermal sight The CDR will only override the thermal focus when overriding the GNR
•   Fixed bug #4772; exhaust particles will no longer change to weird colors during dusk/dawn times
•   Fixed bug #4773; legacy scenario files‘ conditions will now get converted correctly to the current format
•   Fixed bug #4776; the "00 Leo 2A5 intro” tutorial briefing will now show the chosen language (if a translation exists) rather than Swedish text. Börk! Börk!
•   Fixed bug #4777; scenario file password protection can no longer be easily bypassed
•   Fixed bug #4782; in the BMP-2 the user can no longer turn off ATGM power while missile is in flight, and then guide it with power traverse of turret. Instead, the missile will simply abort in case of ATGM power loss (directly or indirectly)
•   Fixed bug #4784; the M60A3 CDR may now reload the HMG without the need to unbutton – as long as the player remains in the 'eye' view.
•   Fixed bug #4789; helicopters have their Klingon cloaking devices disabled in Mission Editor’s 3D preview
•   Fixed bug #4792; infantry will no longer walk on the bottom of lakes, but rather with their heads out of the water
•   Fixed bug #4795; amphibious vehicles like to go swimming again
•   Fixed bug #4796; the BMP-2 CDR’s sight(1P3-3) magnification selection lever position is no longer misplaced
•   Fixed bug #4797; something was wrong with the BMP-2 control handles  STAND BY switch settings
•   Fixed bug #4800; boresighted the M60A3’s auxiliary sight
•   Fixed bug #4802; infantry with protection vests are now actually better protected
•   Fixed bug #4807; some 3D characters could appear unnaturally stretched
•   Fixed bug #4811;
•   Fixed bug #4818;  RBS70 missile variants will maintain the Air Defense map icon
•   Fixed bug #4819; changing the troop type or appearance no longer resets the troop quality
•   Fixed bug #4826; MICLICs will be more explode-y for clients in a network session
•   Fixed bug #4835; map graphics will now retain their „flipped“ status when copied to other parties
•   Fixed bug #4839; fixed the TNK-3 in the T-72s and the T-62. Corrected the status bar notification strings on these tanks as well as the BTR-70/80 and BRDM-2, so to no longer refer to a 'thermal sight'
•   Fixed bug #4842; eliminated a discrepancy with CDR view indicator on the tank clock when in manual azimuth mode The CDR's view direction marker will simply show the view direction relative to the hull (with the option disabled it will show the absolute view direction)
•   Fixed bug #4843; MICLICs launch animations will now be played on all connected machines in a network session
•   Fixed bug #4846; 2S6 Tunguska will launch its missiles from the correct position now, making engagements of targets close to the horizon less futile
•   Fixed bug #4859; HE rifle grenades now really conform to the minimum (arming) distance
•   Fixed bug #4860; in the Mission Editor, New Unit… Civilian… “Casual 3” now comes right after “Casual 2”
•   Fixed bug #4861; „Necromancer“ medics no longer practice their unholy rituals on enemy soldiers
•   Fixed bug #4862; infantry type vehicle crews will now use the intended texture sets
•   Fixed bug #4864; the BMP-1 has been reminded to cast its shadow onto the ground, hog day or not





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