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Development Branch Changelog

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21-02-2014

EXE rev. 115701

Size: ~182 MB

KNOWN ISSUES

  • Crash in the Showcases / Challenges menus

DATA

  • Fixed: One motorized group was still missing its text label (http://feedback.arma3.com/view.php?id=17438)
  • Headgear randomization script for civilians should no longer add headgear if a new player joins
  • Fixed: Broken particle spawn (http://feedback.arma3.com/view.php?id=17429)
  • Added: 1 x full new Radio Protocol and 1 x placeholder Radio Protocol (for another actor we’re recording for ‘Win’)
  • New word for targeting sentences in Stealth Radio Protocol
  • Stealth targeting sentences fixed / improved
  • New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger).

ZEUS

  • Fixed: Misc. modules were not preloaded by default
  • Added: "Remote Control" module. When placed over an AI unit, it will give Zeus full control over it. Pressing the Zeus key ('Y' by default) will return you back to the Zeus interface again.
  • Fixed: Zeus group create handler
  • Added: New command for getting object under mouse in UI (Zeus) - curatorMouseOver

ENGINE

  • New CheckBox implementation (RscCheckBox class). Very customisable - support for all possible CheckBox states textures, colors and background colors. Scripting support - cbChecked, cbSetChecked
  • Added: Difficulty option for enabling / disabling stance indicator
  • Fixed: An issue with ragdoll in MP

Edited by DnA

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21-02-2014 (hotfix)

EXE rev. 115723

Size: ~21 MB

DATA

  • Changes required for new CheckBox implementation:
  • RscToggleButton no longer exists - replaced by new RscCheckBox (just RscDisplaySingleMission)


  • New RscCheckBox is using CT_CHECKBOX which was already defined but unused until now


  • Old RscCheckBox was renamed to RscTextCheckBox


  • Required changes in displays (just a rename of RscCheckBox to RscTextCheckBox)


  • Style definition added to avoid no entry errors


ENGINE

  • Fixed: Crash in Showcases / Challenges displays
  • Fixed: Problem with missing action on weapon holder when holder is near an object with a big envelope

---------- Post added at 14:29 ---------- Previous post was at 14:27 ----------

24-02-2014

EXE rev. 115741

Size: ~120 MB

DATA

  • Fixed: Shaking at low speeds and turning to one side of Buzzard
  • Fixed: Opening config or functions viewer in curator interface will no longer close it
  • Added: BIS_fnc_itemType now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
  • Rooster added into poultry animal site
  • Updated order of voice actors by their credits
  • Snakes? Why does it have to be snakes? (fixed http://feedback.arma3.com/view.php?id=17492)
  • Darter is able to rotate better on spot (configured backRotorForceCoef)

Potential campaign spoilers:

  • Fixed: Getting stuck in the armory
  • Improved: Armory code for black screens and cinematic borders

ZEUS

  • Fixed: Some system objects (e.g. weapon holders or empty parachutes) are no longer available for Zeus
  • Added: Zeus in ZGM missions can now place individual weapons and items
  • Fixed: Scripting error at the beginning of ZGM missions
  • Added: Pressing '[Num] Enter' while in Zeus interface will now switch camera to the first selected unit. Pressing the same key again will return the view back to the camera. This can be used to check what specific unit can see.
  • Fixed: Remotely controlled units were unable to leave vehicle or change roles (e.g., from gunner to driver). The restriction is now lifted.
  • Added: Hint about switching to camera view
  • Added: Curator add-on for player's list in the diary

ENGINE

  • Fixed: Airplanes would sometimes not start moving
  • Fixed: Problem with setVariable command sending empty value
  • Added: File name parameter for MP admin command #captureFrame to export server frame directly into file
  • Added: Helicopter parameter - backRotorForceCoef

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25-02-2014

EXE rev. 115778

Size: ~159 MB

KNOWN ISSUES

  • Zeus is not able to insert units

DATA

  • Fixed: Cargo parachute sunk into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
  • Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves
  • Fixed: Name of Kerry's helmet
  • Tweaked: FoV for airplanes
  • Changed: Coefficient for walking / idling goats and sheep
  • Optimized: Artillery shell effects
  • Fixed: BIS_fnc_groupVehicles would not have return value when grpNull or no group was sent to the function
  • Fixed: Animals in formation wanted to walk / run a way more often than out of formation
  • Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all

ZEUS

  • Added: Basic item management UI
  • Added: Placing or editing an ammo box will now open window where Zeus can configure contents of the box
  • Added: Accessories are listed in weapon names
  • Renamed: Classnames of animal modules, they were missing '_F' suffix:
  • ModuleAnimalsSheep > ModuleAnimalsSheep_F


  • ModuleAnimalsGoats > ModuleAnimalsGoats_F


  • ModuleAnimalsPoultry > ModuleAnimalsPoultry_F


  • ModuleAnimalsSeagulls > ModuleAnimalsSeagulls_F


  • ModuleAnimalsButterflies > ModuleAnimalsButterflies_F


  • Fixed: Shooting friendlies with remotely controlled unit (and becoming hostile to everyone) resulted in player being hostile as well. In some cases, it even prevented Zeus from taking over another unit.
  • Added: Pressing Ctrl+F1..F12 will now save camera position, which can be afterwards restored by pressing F1..F12

Potential campaign spoilers:

  • Fixed: Bingo Fuel: Possible tasks-related error message when eliminating the HVT manually

ENGINE

  • Fixed: Duplicated parachutes
  • Fixed: Radio protocol: Playing ‘combat shouts’ for members of the player’s group
  • Sound: Added triggers for gear and flaps (not yet configured in our content)
  • Fixed: Weapon fire mode SFX were not updating with the player position

Edited by DnA

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25-02-2014 (hotfix)

No new EXE

Size: ~1 MB

DATA

  • Fixed: Zeus was not able to place units

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26-02-2014

EXE rev. 115793

Size: ~61.6 MB

KNOWN ISSUE

  • Zeus interface crashes the game. Sorry for Zeus being broken twice in a row - we’re looking at making this more robust.

DATA

  • Added: "Loadout" module, which allows Zeus to set which respawn loadouts are available to players
  • Added: When ending the mission using "End Mission" or "Countdown" module, Zeus can now set custom debriefing text
  • Updated: BIS_fnc_ctrlSetScale now returns an array - target control position

ENGINE

  • Fixed: An issue where AI was getting killed when opening a parachute
  • Fixed: An issue in multiplayer where tank tracks appeared to be underground
  • Fixed: An issue in multiplayer where server-owned vehicles caused FPS drop (http://feedback.arma3.com/view.php?id=16849)
  • Removed: SuperAI difficulty setting (part of a larger difficulty adjustment - OPREP soon)

Edited by DnA

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26-02-2014 (hotfix)

No new EXE

Size: ~3 MB

DATA

  • Fixed: Zeus interface no longer crashes the game

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27-02-2014

EXE rev. 115801

Size: ~196 MB

KNOWN ISSUES

  • Difficulty-related pop-up error

DATA

  • Various units and weapons have been added to cfgPatches
  • Removed Super AI from difficulties ListBox
  • Added CheckBox control to GUI editor
  • Fixed: "TEST: Underwear" soldier was visible in list of Zeus units
  • Fixed: Display names for various weapon, item, headgear and vest holders
  • Added: Specific ground holder for caps to prevent them from levitating

ZEUS

ENGINE

  • Now ignoring animals in statistics

Edited by DnA

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28-02-2014

EXE rev. 115833

Size: ~130 MB

DATA

  • Fixed: Bandana Mask weapon holder
  • Added: Safety measures to prevent stalling boat engines
  • Fixed: Wrong mission name in dedicated server mission selection for Headhunters and Escape from Stratis
  • More uniforms, vests and headgear items have been added to cfgPatches
  • Added: New display names for rebreathers to make them easily distinguishable in inventory
  • Added: New display names for NVGs to make them easily distinguishable in inventory

ZEUS

  • Added: Road block compositions (available in Empty side when Groups tab is selected). More compositions to follow.

ENGINE

  • AV Camera - Can't be invoked after releasing AV controls as a gunner
  • Hotfix for ultraAI removal
  • Fixed: Writing a too lengthy callsign into chat with message
  • Optimization of visual states code (behind-the-scenes)
  • Stance indicator is now displayed for CameraOn instead of PlayerOn

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03-03-2014

EXE rev. 115878

Size: ~70 MB

DATA

  • Fixed: Order of vehicles in motorized infantry guerrilla groups
  • Fixed: Simulation Manager: Ships were being brought to a halt sometimes
  • Fixed: Callsign module didn't accept localized strings

ZEUS

  • Added: Alpha military outpost
  • Fixed: Tasks of "Control Sector" and "Attack & Defend" modules were not updated when Zeus moved them to a different position
  • Added: Various compositions to Zeus missions. There is still an issue with composition objects being placed in incorrect height; fix coming soon.
  • Added: "Respawn Loadout" module now allows Zeus to give players loadout of any unit he can place
  • Added: On-screen warning when trying to add community made addon to Zeus (using "Manage Addons" module) which is misconfigured
  • Added: IEDs and explosives which were recently made available for Zeus can now be also placed in 2D editor from "Mines" category
  • Renamed: PP effect templates

ENGINE

  • Fixed: AI aiming error after saving and loading
  • Fixed: Sound: Gear & flaps
  • Fixed: Sound: Gear: Changed up / down
  • Fixed: Sound: Sample length calculation did not consider number of channels properly

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04-03-2014

EXE rev. 115909

Size: ~157 MB

DATA

  • Changed interaction with water for class Plane_Base_F
  • Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module
  • Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly.
  • Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more
  • Updated ammo boxes load-outs:
  • Added powerful Satchel Charges into Explosive boxes
  • Added side-specific flare composition into Grenade boxes.
  • Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes
  • Fixed: cfgPatches for Black MX Rifles
  • Fixed: cfgPatches for Katiba rifles
  • Various particle optimizations

ZEUS

  • Fixed: Placing multiple Remote Control modules in a row broke down the system (http://feedback.arma3.com/view.php?id=17590)
  • Fixed: Getting killed after leaving a vehicle as remotely controled unit didn't return player back to Zeus interface (http://feedback.arma3.com/view.php?id=17592)
  • Fixed: Returning back to Zeus interface from remotely controlled unit sometimes didn't move camera to the unit (http://feedback.arma3.com/view.php?id=17477)
  • Fixed: Vignetting while in remotely controlled unit was perhaps a little bit too strong
  • Added: Tab and Ctrl+Tab can now be used for browsing editing modes (as a replacement for F1-F4 keys, which are now used for storing camera positions)

ENGINE

  • Fixed: black holes in the sky (http://feedback.arma3.com/view.php?id=17588)
  • Optimization: animals no longer provide ‘supply’
  • Fixed: Problem when calling CreateVehicleCrew on Linux
  • Hotfixed: CTD in MP during Zeus

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05-03-2014

No new EXE

Size: ~538 MB

DATA

  • Added: Slammer UP
  • Improved: Armored vehicle optics

ZEUS

  • Fixed: The first Post-Process set by Zeus appeared instantly for players, without any transition
  • Added: Placing or moving "Custom Objective" and "Move" module over another object will attach them to the object. Using this, you can for example simply snap an objective to a vehicle.
  • Added: New objective modules - "Neutralize", "Protect" and "Get In Vehicle"
  • Fixed: Community addons were not recognized by Zeus, even when they had costs registered correctly and their addon was added using addCuratorAddons or 'Manage Addons' module
  • Added: BIS_fnc_taskCreate and BIS_fnc_setTask now supports "AUTOASSIGNED" state - it will automatically assign the task when no other task is assigned yet
  • Added: Objectives (e.g., "Move" or "Neutralize") are now assigned automatically to players when they have no assigned tasks yet

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06-03-2014

EXE rev. 115975

Size: ~250 MB

DATA

  • Removed obsolete classes of cargo poses
  • Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
  • Adjusted volume levels on various weapons
  • Added: New samples for ACP-C2
  • Added: New sound for reloading UGLs
  • Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
  • Standarized driveOnComponents on tank tracks - they should now be better at passing low obstacles
  • Slammer UP recoil animation improved
  • Fixed: Missing muzzleflash for RCWS UGV
  • Fixed: Hitpoints for lights of Van
  • Uniforms and accessories should be available in holders again

Potential campaign spoilers:

  • New voice-over work for Nikos has been added to Survive and Adapt

ENGINE

  • Added: GetIn action for Zeus UI (Drag&Drop)
  • Added: Automatic deleting of Zeus-created groups when they are empty
  • Added: New scripting command for getting list of activated addons (activatedAddons)
  • Fixed: Water splashes when tanks land on the ground
  • Fixed: Dust from tracks while in the air
  • Fixed: Script command enableSimulationGlobal didn’t work during mission briefing
  • Fixed: Deleting of non-local soldiers inside vehicle before vehicle itself (Zeus)
  • Fixed: Multiple deletion on soldiers in cars (Zeus)
  • Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
  • Added: Support for thermal black hot mode in PiP
  • Crosshair size roughly matches the extent of weapon sway
  • Hotfix: Module initialization order adjusted for the Linux Dedicated Server
  • Fixed: Deleting task target
  • PIP mode (VIS, NV, TI) is the same as mode in AVs optics (could be changed by player while in control of AV)
  • Fixed: Problems with skinned instancing when PiP is used
  • Added: Prototype of weather and time synchronization for MP

Edited by DnA

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07-03-2014

EXE rev. 115999

Size: ~94 MB

DATA

  • Fixed: HEMTT get out animation has been
  • Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
  • Added: Radio Protocol placeholder replaced with actual samples
  • Removed: Error message from getParamValue function
  • Added: New sound for church organs
  • Fixed: Sounds of ACP-C2

ZEUS

  • Added: Guerrilla camp compositions
  • Fixed: FIA units are now available only for BLUFOR
  • Added: Unarmed soldiers and survivors
  • Redesigned: Zeus Game Master (ZGM) rules. Before, Zeus started with limited assets (infantry + cars) and had to unlock new assets by completing challenges. Now, everything is available at the start, but for quite significant cost (e.g., Blackfoot will deplete most of resources). Every completed set of challenges will decrease all costs by 10%.
  • Fixed: Probable cause of inaccessible optics in remotely controlled units. Not sure about this solution, please test and report results in http://feedback.arma3.com/view.php?id=17488
  • Fixed: Role names changed from confusing "Rifleman" to more generic "Player"
  • Added: "Set Costs - Soldiers & Vehicles", "Set Costs - Modules" and "Set Costs - Objects" modules which allows mission designer to configure object costs for each object category (e.g. "Men", "Cars", ...)
  • Fixed: Trying to remotely control a vehicle in which player already sits resulted in player taking control over himself

ENGINE

  • Fixed: Cursor target in buildings
  • Fixed: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects (http://feedback.arma3.com/view.php?id=17655). Reverting this means the issues the change sought to fix are back, but another solution will take more time.
  • AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI

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10-03-2014

EXE rev. 116014

Size: ~75 MB

KNOWN ISSUE

  • Zeus pop-up error about respawning

DATA

  • Tank crew should no longer use 'magic radar'
  • Added: New variations for fatigue sounds

ZEUS

  • Added: Splash radius of ordnance modules is now visualized on the ground
  • Added: Unique ammunition types for ordnance modules. Rocket module is now using cluster sub-munition, leading to even deadlier effect.
  • Added: Explosives, Mines and Intel objects are now sorted in new category "Other (Interactive)"
  • Renamed: Ordnance modules now show caliber of the incoming projectile, so it's clearer how powerful they are

ENGINE

  • Fixed: Mines were ineffective on roads
  • Fixed: Drawing of alpha objects in PiP
  • Disabled idle poses while aiming and shooting
  • Fixed: Gear up SFX triggered when starting as Flying

Edited by DnA

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11-03-2014

EXE rev. 116053

Size: ~87 MB

KNOWN ISSUES

  • Missing strings related to new Zeus controls
  • Various issues related to Zeus controls

DATA

  • AAAs should have their radar back
  • Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
  • Tweaked: Sounds of weapon closures
  • Tweaked: Sounds of character breathing
  • Optimized explosives power after the fix of explosives on roads
  • Added: GameSpy/Steam master server switch
  • Fixed: Unresponsive controls in General Game Options tab

ZEUS

  • Added: Basic Zeus controls (rotating, deleting, ...) can now be configured in the controls menu. You may have to reset or remap these controls.
  • Fixed: Zeus respawn pop-up error
  • Added: Hints about respawn backpacks
  • Added: Hint when placing an explosive or an ordnance module
  • Added: Picking up an Intel item will now immediately show the details
  • Fixed: Player count in ZGM missions was not correct

ENGINE

  • Fixed: Force weather change (bouncing force weather updates between server and client). Added logging of changes to RPT file.
  • Sound: Update: Match SFX to speaker (different speakers have different breathing sounds)
  • Added: Zeus content-sensitive waypoints
  • Added: Zeus move out operation for units
  • Zeus waypoint placing changed to right mouse button
  • Added: Zeus customizable keyboard controls
  • Fixed: Player can't see content of clothes or vests which are on the ground
  • VRAM management changed (optimization)
  • Fixed: Weapon cloning (http://feedback.arma3.com/view.php?id=17403)
  • Fixed: AI not using radar, when player does not have it
  • Added: New Zeus cursors

---------- Post added at 16:10 ---------- Previous post was at 15:14 ----------

11-03-2014 (hotfix)

No new EXE

Size: ~11 MB

ZEUS

  • Fixed: Various Zeus controls issues (the missing strings are still missing)

Edited by DnA

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12-03-2014

No update today - we're preparing the staging of "Win".

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13-03-2014

EXE rev. 116103

Size: ~1.5 GB

KNOWN ISSUES

  • Crash related to the Wipeout cannon SFX

DATA

  • Added: Campaign episode “Winâ€
  • Consider carefully whether you’d like to test this version here now - or would rather wait for the release on March 20.


  • Also please be careful with spoilers for others - thanks!


  • Added “Win†music tracks
  • 3 event tracks (with variants)


  • 4 background tracks


  • 6 lead tracks


  • Added: To-199 Neophron CSAT CAS jet
  • Added: A-164 Wipeout NATO CAS jet
  • Added: Tempest CSAT heavy truck with variants
  • Added: Campaign completion Steam Achievements
  • Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
  • Updated: Altis - Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
  • Added: Various “Winâ€-related characters, items and objects (careful with spoilers ;))
  • Trees use a new shader version to improve alpha sorting
  • Buzzard has new sounds for gear and flaps
  • Buzzard has improved materials in cockpit
  • Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
  • Stitches on coverall made plastic
  • Fixed: Wrongful hiding of subtitles in SP

ZEUS

  • Fixed: Missing Zeus controls strings
  • Added: Zeus camera shake when ordnance hits the ground
  • Fixed: Setting weather and fog was broken after engine synchronization was implemented.
  • Fixed: Pressing "Release UAV controls" while in remotely controlled unit didn't restore Zeus interface (http://feedback.arma3.com/view.php?id=17754). Working on removing the action completely.
  • Updated: Cursors and their colors are now more unique
  • Added: Tooltip explaining fog altitude

ENGINE

  • Fixed: Invisible items in UI tree after sorting
  • Fixed: After a helicopter would fly away, players could still put things into its inventory
  • Fixed: TakeWeapon puts weapon in weaponholder before taking it (http://feedback.arma3.com/view.php?id=17760)
  • Fixed: Multiple force weather change messages because of resending request by clients
  • Fixed: Missing absolute value on time calculation synchronization
  • Added: New scripting command attachedTo for getting list of objects attached to given one
  • Fixed: More correct behavior of scenario names in map, diary and interrupt display

Edited by DnA

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14-03-2014

EXE rev. 116121

Size: ~90 MB

DATA

  • Fixed: Tempest variants shouldn't be able to drive fast underwater anymore
  • Tweaked: Several ‘Win’ music tracks

Potential campaign spoilers:

  • Fixed: Broken saves in Preventive Diplomacy
  • Fixed: MLRS appearing at player's location in Moral Fiber
  • The journalist’s cap should have the correct color
  • Scientist coveralls should have a better color
  • Fixed: The intro walking sequence in Survive’s intro
  • Added: New beret and identity to Crossroads in Adapt’s outro
  • Resurgent West: Improved condition for securing the defenses
  • Win intro: Textures added for briefing whiteboards
  • Win intro: Timing of the ambient effects and unit / vehicle movements improved - was slightly off because of the quotation video offset
  • Win intro: Subtitles for the loudspeakers removed

ENGINE

  • Fixed: Crash while firing Wipeout cannon (generally fixed a crash that happened when using stereo samples where mono was expected)
  • Fixed: Crash in MP display when a Steam mission filename is empty
  • Additional conditions for HUD element of Group type
  • Added: script command connectTerminalToUAV accepts objNull for UAV disconnection
  • Added: script command showUAVFeed
  • Added: script command shownUAVFeed

Edited by DnA

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17-03-2014

EXE rev. 116144

Size: ~230 MB

DATA

  • Fixed: Ghost hotel was not indestructible enough

Potential campaign spoilers:

  • Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
  • Fixed: Air Superiority: If player clears the LZ area before seizing the complex, the "Secure LZ" task won't be ticked as done
  • ORBAT has been adjusted for Win episode

KNOWN ISSUES

  • Showcase Zeus is broken while it's being iterated.

ZEUS

  • Added: "Set Costs - Sides" module, which allows scenario designers to set a cost coefficient for each individual side (e.g. he / she can make all BLUFOR units for free and all empty objects disabled)

ENGINE

  • Added: Scripting command attachedObjects for getting list of objects attached to given one
  • Added: Scripting command attachedTo for getting the object to which is object attached
  • Added: New parameter stallWarningTreshold for planes

Edited by DnA

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18-03-2014

EXE rev. 116154

Size: ~52 MB

DATA

  • Fixed: Multiple secondary explosions in MP (http://feedback.arma3.com/view.php?id=16765)
  • Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
  • Fixed: Getting out of HEMTT animation for launchers
  • FIA medic should have a medkit in his bag

Potential campaign spoilers:

  • Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
  • Fixed: Air Superiority: The autorifleman squad mate was low on ammo and before actually joining the player, his temporary leader could send him to rearm at an APC, which could lead to the APC following him around
  • Paradise Found: Artillery is now checked for friendly fire
  • Paradise Found: The attacking units will now definitely cease fire when the AAF surrenders
  • Improved: Moral Fiber performance in Pyrgos
  • Game Over:
  • Saving disabled by function


  • Burning plane scene improved


  • End scene


  • Fixed: "Index out of range" error, discovered when transiting from Adapt to Win
  • Fixed: In Crossing Paths, there was no background while the quotation video was playing
  • Status Quo:
  • Optimization routines


  • Compositions tweaked: some less important objects and units deleted


  • Vehicle waypoints re-planned to lessen the CPU load caused by pathfinding


  • Journalist FSM updated to improve the "meeting with player" scene


  • Mission flow FSM adjusted to improve the ending scene; removing the occasional long delay before Nikos starts to talk


  • Saving was finally correctly disabled


  • Updated ending composition


  • Ending scene improved


  • Player now starts and plays with a weapon


  • Ending screen adjusted: nicer blackout screen


  • Worship music added to the Athira church


  • Fixed: There was a conversation in Preventive Diplomacy that was being played in the wrong radio channel
  • Fixed: Kerry's rank set correctly to Corporal in New Dawn

ZEUS

  • Added: Improved version of Showcase Zeus, explaining the latest controls and features
  • Showcase Zeus titlecard video implemented
  • Added: "Set Costs (Default)" module, which will assign object costs automatically based on threat values (i.e. helicopters will be significantly more expensive than soldiers). It can be combined with other "Set Costs" modules, so scenario designers can further adjust costs per side or vehicle class.

ENGINE

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19-03-2014

EXE rev. 116202

Size: ~139 MB

DATA

  • Static object IDs for terrains reverted, pending a riskier and deeper solution (several scripting techniques were crippled by the current approach)

Potential campaign spoilers:

  • James now plays the correct death animation if he is killed early (Paradise Found)
  • Fixes for conversation queuing that was breaking the outro scene (Status Quo)

ZEUS

  • Updated: Cost of some modules in ZGM mode (mainly 'Ordnance', 'Lightning' and 'Remote Control')
  • Updated: 'Lightning' and 'Remote Control' modules moved into specific 'Zeus' category
  • Fixed: Hint after using the ‘Remote Control’ module is no longer repeated

ENGINE

  • Fixed crash opportunity
  • Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
  • Added: New airplane config parameters (elevatorCoef[], aileronCoef[], rudderCoef[], elevatorControlsSensitivityCoef, aileronControlsSensitivityCoef, rudderControlsSensitivityCoef)
  • Switch to soldier NVG only when it is controlled; Zeus camera should now see IR grenades

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20-03-2014

EXE rev. 116219

Size: ~343 MB

DATA

  • Pilots of jets have their HUDs properly collimated

Possible campaign spoilers:

  • Status Quo:
  • Added: 2nd AAN broadcast to the car radio
  • Added: Ambient music on airfield
  • Units no longer have a "HandleDamage" event handler attached, only "Killed". The system was too strict, too easy to fail scenario.
  • Doors in the right half of the airfield building are now correctly set
  • Player starts without a weapon
  • Simulation of objects is not correctly set when their composition is activated
  • Fuel and lock status is now correctly restored when the composition is re-activated
  • Nikos’ small objects on the table will not fall down any more of the table when the composition is despawned

ZEUS

  • Fixed: Low FPS on Zeus client (http://feedback.arma3.com/view.php?id=17844)
  • Added: New compositions
  • Added: Hint explaining fire support modules after placing a CAS module
  • Updated: 'Play Music' and 'Play Sound' module icons
  • Added: Air strike modules - Gun Run, Missile Strike and a combination of both

ENGINE

  • Additional conditions for HUD element - the "lights" condition is false when gear is up even though in action menu the lights are still on.
  • Waypoint placing button change (Zeus)
  • Added: More customizable controls (Zeus)
  • Added: Filtering for the entity tree (Zeus)
  • Changed: Waypoint naming in the list (Zeus)
  • Added: Laser targets (Zeus)
  • Added: UAV controlled by XY visualization (Zeus)
  • Slightly improved Zeus display performance
  • Fixed: Saving and loading Zeus games
  • Fixed: Vest content disappearance after savegame load
  • Fixed: MP SimulWeather keyframe synchronization

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21-03-2014

EXE rev. 116227

Size: ~18 MB

ZEUS

  • Updated: Night in ZGM missions is now much brighter thanks to the Mun
  • Fixed: Respawn tickets were not configured properly
  • Fixed: Showcase Zeus was incompletable due to the cost of lightning being too high
  • Fixed: Fire support preview textures (orange and red circles) were blurred in the distance. Caused by mipmapping, which is now removed.

ENGINE

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24-03-2014

EXE rev. 116254

Size: ~110 MB

DATA

  • Optimization of various particle effects
  • Adjusted scripts for animal color randomization to be more MP-friendly
  • Fixed: Smoke module not visible in MP (http://feedback.arma3.com/view.php?id=18000)
  • Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
  • Added: Stall, lights and anti-collision lights indicators in HUDs for A-164 and To-199 planes
  • Updated: A-164 flight model with new parameters and reduced nose-drop issues
  • Disabled lights on the front gear of To-199
  • Moved air intake switch threshold for To-199 from 50-70m to 10-25m
  • Added: BIS_fnc_loop for code / function looping with timing and conditional control
  • Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control
  • Fixed: BIS_fnc_establishingShot - viewing angle dependency on direction of camera movement
  • BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation
  • New: BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251
  • Increased the limit for the speed indicator of the Strider (fixed http://feedback.arma3.com/view.php?id=16472)
  • Added specific holders for NVG, binoculars and laser designator

Potential campaign spoilers:

  • Improved transition of gear from the “Win†outro to both epilogues
  • Fixed: In Preventive Diplomacy there was a chance CAS support would engage enemy without player requesting its support
  • Fixed: Moral Fiber issue (http://feedback.arma3.com/view.php?id=18005)
  • Fixed: In Moral Fiber, point X-ray was considered cleared, even though enemy soldiers were still present (and they can shoot the player)
  • Status Quo
  • Performance in Athira improved by tweaking the object compositions


  • The car accident composition is now handled by the FPS optimization routines as well


  • Muzzled AI soldiers trying to report contacts during this peacetime situation


  • Game Over
  • Date and time in scenario Intel fixed to be on par with cfgTimeline


  • Unused conversation deleted


  • Changed channel from direct to side as Kerry can already be in vehicle (and won't hear himself if in 3rd person view)


ZEUS

  • Added: Time slider in "Skip Time" module now has logarithmic scale, allowing precise time adjustment both in range of hours and days (maximum value is now 7 days, as opposed to previous 24 hours)
  • Added: Simple transition effect showing how much time was skipped after Zeus adjusts the time using "Skip Time" module

ENGINE

  • Fixed: Log warning message format which caused crash in rare cases
  • Added: Zeus crew icons
  • Added: Zeus waypoint naming
  • Fixed: Zeus map movement
  • Fixed: Zeus get out action on cars
  • Fixed: CTD with missing groups
  • Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
  • Fixed / Updated: Restarted sample position
  • Updated: Sound: Enabled infinite looping for "loop" sounds

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25-03-2014

EXE rev. 116269

Size: ~239 MB

DATA

  • Added: Openable cockpit and new instruments for To-199 'Neophron' (embarkation animation pending)
  • Adjusted AoA of both CAS planes
  • Fixed: Overall angle of lights for To-199 'Neophron'
  • Added: Improved model for commander gun of Slammer UP
  • Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
  • Fixed: Localization issues in GUI editor
  • Fixed: Deleting a task didn't remove its variable completely
  • Hint for flares is now correct for standard flare launchers
  • The stadium has a new tower for commentators
  • Fixed: Research House yellow arrow floated in the air
  • Fixed: Issue with the shadows of the concrete ramp
  • New version of lamps have been added to the stadium
  • Fix attempt: Touch Off action priority (http://feedback.arma3.com/view.php?id=2694)
  • Fixed: 'Supports' menu in High Command lead to the wrong class

Potential campaign spoilers:

  • Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel

ENGINE

  • Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height

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