DnA 5133 Posted September 29, 2014 29-09-2014 EXE rev. 127383 (game) No new launcher Size: ~54 MB DATA Tweaked: Stress limits for rotors Blackfoot now has more sideslip at higher speeds Added: Missing texture for lines on displays Added: Ability to disable animal behavior script (variable BIS_fnc_animalBehaviour_disable in namespace of animal) ENGINE Fixed: Player score drawing Temporary zoom enabled for turrets with lockable weapons Changed JIP handling of weapon, item, magazine and backpack cargo messages Different type of MP position prediction for PhysX objects Fixed: Different number of magazines after reconnect [FFV] AI warping rotation when target was out of aiming limits [FFV] Numpad keys now rotate the view at the same speed as outside vehicles [FFV] Getting in action not available for vehicles with enemy personTurret anymore Sound: Start / stop sounds for helicopters (internal variants played as 2D) Share this post Link to post Share on other sites
DnA 5133 Posted September 30, 2014 30-09-2014 EXE rev. 127396 (game) No new launcher Size: ~105 MB DATA Tweaked: KIA animations of Hummingbird passengers Added: FFV for Truck (limits are still WIP) Adjusted: Stress limits for all helicopters Adjusted: Pitch and roll limits for Blackfoot Adjusted: Firing limits from rubber boat Added: ‘features’ parameter for autonomous vehicles Fixed: BIS_fnc_enemyTargets - bug in code example Added: "Time acceleration" module, giving Zeus the ability to set how fast time will flow (up to 60x, which means one day lasts 24 minutes) Added: ‘features’ parameter for static weapons Added: BIS_fnc_showMissionStatus and BIS_fnc_setMissionStatusSlot, functions working with mission status bar (displayed on right, shows captured sectors, respawn tickets, ...) Fixed: DAR didn't display a name in HMDs ENGINE Revert of fixes for AI navigation in buildings, until other problems that popped up with it are fixed internally Fixed: moveInCargo for MP Showing Headless Client in Briefing screen Fixed: Possible crash Fixed: assignAsCargo for Dedicated Servers Share this post Link to post Share on other sites
DnA 5133 Posted October 1, 2014 01-10-2014 EXE rev. 127406 (game) No new launcher Size: ~165 MB DATA Set up explosion shielding of VR soldiers on par with ‘RL’ counterparts Slightly optimized vests weight / capacity / protection ratios to better balance the costs & benefits of lighter vests versus those with more protection. These changes follow the general design that the more protection you carry the more fatigue you gain. Fixed: Delayed scrolling of cinema borders Fixed: Shadow LODs / repaired geometries for finish gates Fixed: Incorrect data types in init display Adjusted: Limits for FFV in Hellcat and Assault Boat Potential campaign spoilers: Fixed: Diplomatic Relations - Zone restriction being activated when entering the Hunter Fixed: Common Denominator - The crate having 5.56mm magazines instead of 6.5mm Fixed: Reality Check - Ammo failsafe firing every time you were rearmed Fixed: Damage Control - Missing fires at the MoD Added: (Hopefully, the last) failsafe to ensure the boats move in the Survive outro ENGINE Automatized UI toggles detection based on vehicle type (WIP for IGUI) Share this post Link to post Share on other sites
royaltyinexile 175 Posted October 2, 2014 (edited) 02-10-2014 EXE rev. 127426 (game) EXE rev. 127421 (launcher) Size: ~124 MB DATA Changed: Adjusted dispersion of helicopter miniguns Fixed: Gunners of Ghosthawk had issue with disembarking Fixed: Empty shells particle effect on vehicle-mounted machineguns Changed: Removed jingles from scenario endings in first campaign episodes Changed: Launcher reloading volume increased ENGINE Changed: Adjusted how rudderCoef is applied Fixed: Event Handler handleScore now also works in scripts Fixed: Naming of getPosATLVisual scripting command Fixed: Slow rotation of UAV turrets LAUNCHER Updated: Localizations Fixed: Tooltip for command-line parameters I'm otherwise engaged the next few days Read: Investigating the performance impact of crepuscular rays on animated structures. Edited October 6, 2014 by DnA Share this post Link to post Share on other sites
pettka 694 Posted October 3, 2014 (edited) 03-10-2014 EXE rev. 127551 (game) No new launcher Size: ~165 MB DATA Added: New winch destruction particle effects Updated: HUD for Blackfoot and Kajman with RTD components Added: Class HeadlessClient_F to add Headless Client into scenarios Added: New MP friendly function added for deleting crew in vehicles (deleteVehicleCrew) Added: BIS_fnc_MP now supports scripting commands, not only functionsExamples: [nil,"saveGame",false] call bis_fnc_mp; ["Hello World","hint"] call bis_fnc_mp; [[myObject,42],"setDir",myObject] call bis_fnc_mp; [*]Added: Proper unarmed variants for FFV positions [*]Fixed: Proper compartments for FFV positions in all trucks [*]Fixed: Soldiers are now able to board Zamak on the seventh cargo slot Possible Campaign spoilers: Added: Desired fatigue hotfixes for Survive part of campaign Death Valley: Improved the balance of the fight through the valley Death Valley: Charlie are now much more reliable at neutralizing the spotters Tipping Point: Reduced effectiveness of the CSAT paratroopers and artillery ENGINE Changed: Better Sling Loading AI / commands Changed: Adjusted network stats to count data of disconnected players Fixed: End of the ATGear FSM, which was waiting for gear to be closed Added: Enable new Headless Client implementation (see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details) Fixed: Limit banking only for AI while Sling Loading Fixed: Blinking editing zones in Zeus Added: New features to diagnose rendering + cleanup to optimize it Fixed: unassign destroyed vehicles from groups Fixed: switchMove command clears external move Fixed: Issue with assignAsCargo from editor I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris is about to collect more peanut butter to improve work productivity. Edited October 6, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted October 6, 2014 06-10-2014 EXE rev. 127573 (game) EXE rev. 127562 (launcher) Size: ~75 MB DATA Fixed: Grass was not affected by copter downwash enough Made the gun crosshair smaller and color brighter in the HMD of the Blackfoot Changed: Speed scale in the HMD of the Kajman from 500 to 300 Changed: Top-right altitude number in the HMD of the Kajman from AGL to ASL and fixed an unintended offset on the AGL scale Fixed: Proper compartments for FFV positions in all trucks Fixed: Middle wheels of Marid for some scripts (see http://feedback.arma3.com/view.php?id=20988) Added: BIS_fnc_MP can now remotely execute only scripting commands defined in CfgRemoteExecCommands Added: Remote exec of setTimeMultiplier Added: Remote exec of hintSilent Fixed: De-synchronization of cargo items / magazines / weapons on the insertion choppers in MP Showcase: Combined Arms Potential campaign spoilers: Diplomatic Relations: Adams will no longer face strange directions upon returning to him Fixed: Damage Control - Soldier standing in the middle of the road Player is given a default rifle on scenario start of the Survive intro if he didn't have one at the end Mortar support is now removed when the attack starts and added again when ordered to engage the mortars in A_m03 ENGINE Changed: CalculateTimeError for static and moved out objects (problem with weapon holders, backpacks, etc.) All public DrawDiag* methods renamed to Draw* to simplify the names Moved Sling Loading constants to config (class CfgSlingLoading) Fixed: Order get in for commanding menu Improved: AI for Sling Loading cargo using both waypoints and commanding menu Small helicopter MP optimization AI is now more careful when flying above trees Fixed: CTD when accessing a null pointer LAUNCHER Fixed: Potential CTD when copying app version to clipboard Share this post Link to post Share on other sites
DnA 5133 Posted October 7, 2014 07-10-2014 EXE rev. 127606 (game) EXE rev. 127611 (launcher) Size: ~96 MB DATA Fixed: Animated torque indicator for the XH-9 family of helicopters Changed: Ghosthawk gunner is no longer forced into optics Fixed: Proper names of compartments for FFV positions to allow switching FFV seats Fixed: Removed clipping of the gun in the first left seat of the Truck Added: Third Farsi protocol Fixed: Zeus Sling Load sometimes didn't work Added: Zeus functions are now using remote execution of scripting commands via BIS_fnc_MP Fixed: Zeus cursors were not correct ENGINE Added: Strings for Sling Loading commanding menu Fixed: Possible index collisions for assigning as cargo and moving in cargo Fixed: Hitpoint color for wheels on 4-wheeled cars Added: Hook waypoint cursor to Zeus Sound: Start / stop samples for ‘common’ vehicles Fixed: taskSetAsCurrent returns array properly Fixed: Taking Items from a dead body by two players at same time caused duplicity Fixed: Ragdoll starting inside vehicles on Dedicated Servers Sound: Added vehicle controller ‘lateralMovement’ Sound: Crash sound played when not damaged, changed next sample’s interval LAUNCHER Fixed: A corrupted string in the pre requirements verifier that was causing false-positive when checking for the Visual C++ 2012 runtime Fixed: Corrected a letter casing for the parameter -cpuCount (was -cpucount) Fixed: Failure (timeout) of addon download in Steam client resulted in the Launcher download queue being stuck until the Launcher was restarted Fixed: Underscores were missing from addon names displayed in the addon list Fixed: Added missing Czech localization of the message box displayed when entering safe mode Fixed: Typo in Czech localization of the Open addon's web page tooltip Share this post Link to post Share on other sites
DnA 5133 Posted October 8, 2014 08-10-2014 EXE rev. 127639 (game) EXE rev. 127617 (launcher) Size: ~361 MB DATA Added: New explosion sounds for helicopters Renamed: Vehicle class ManVR has been renamed to MenVR to be consistent with the rest of characters Fixed: ORBAT tooltip was interactive even when hidden Fixed: When players entered Splendid Camera while in optics, their head wasn't rendered Fixed: Changing overcast in Splendid Camera took effect only after skipping time Fixed: Zeus was sometimes not assigned quickly enough Fixed: Zone Restriction was not working correctly in some cases in Bootcamp scenarios Added: New sound samples of crashes of light vehicles Fixed: Added missing material to last LODs of walls Updated: AI rotation speed with various weapons Potential campaign spoilers: Radio Silence: Your squad will no longer charge the reinforcements when you run out of mortar ammo ENGINE Added: Support to map up to 32 buttons for one controller Added: Sling Loading ropeLength and unwindSpeed to config Fixed: Killed unit does not disclose killer Fixed: MP - Player was unable to pick up items from non-local containers Updated: AI aiming speed tweaked with new dexterity of weapon data Fixed: Now you can get out of static weapons after taking control of a UAV on a Dedicated Server Fixed: A problem with the position of non-local helicopter wrecks Share this post Link to post Share on other sites
DnA 5133 Posted October 9, 2014 09-10-2014 EXE rev. 127670 (game) No new launcher Size: ~101 MB DATA FFV positions localization Added: Hotfix to disable loading / restarting when cinema borders are present (only works for Bootcamp and Survive scenarios) Fixed: "Arming mines" hint is now used correctly in the Placeables Course of VR Training Fixed: Some Zeus challenges could have been completed by AI units Added: New, simplistic Zone Restriction system for all Bootcamp scenarios Remixed sounds for Blackfoot, Kajman, Hellcat, Ghosthawk and Mohawk Added: New attenuation class for semi-opened helicopters Fixed: Magazines with scope < 2 were available when editing ammo box contents Fixed: Helicopter explosion misconfiguration ENGINE Fixed: A vehicle could be changing its wheel state and not be in the PhysX scene Fixed: AI was able to shoot even when a person turret was disabled Fixed: MP - Grenades or ammo can't be retrieved from a container inside a weapon holder Fixed: Rendering of alpha objects in TI (e.g. fences) Fixed: Turrets cannot be rotated in 3rd person view (Stomper) Disabled remote positioning checks on destroyed objects Fixed: Serialization of the last remembered fields of path for AI Fixed: Dead loop in path locking of a given thread Properly canceling the steam server rules in the server browser Fixed: Undefined variable in the coefficients array (causing MP message spam) Share this post Link to post Share on other sites
DnA 5133 Posted October 10, 2014 10-10-2014 EXE rev. 127690 (game) EXE rev. 127686 (launcher) Size: ~ 129 MB DATA New sound configurations for all helicopters (remixed samples and new features enabled) Tweaked: Horizon indicator in the HMD of the Blackfoot to match the real horizon better Tweaked: Major and minor lines on the G-meter in the HMD of the Kajman Updated: HMD of the Orca and Hellcat Fixed: Some positions in the Truck were clipping with the vehicle Fixed: ORBAT tooltips were not visible in OBRAT viewer Added: New sound attenuation class for helicopters ENGINE Fixed: Get in command when units are already in a vehicle (it will default itself to get out) Adjusted the ctrlCreate function to define a target controlsGroup for a new control Fixed: CTD on accessing uninitialized memory ctrlCreate takes a control instead of IDC as target group Added: New UI toggles for RTD helicopters Disabled airplane and helicopter forces while suspended on ropes FFV turrets are no longer restricted in DLC vehicles LAUNCHER Fixed: Processing of an empty mod param (no Steam addons were loaded in this case) Added: Probing for arma3.exe path when the path can't be read from registry (e.g. because the registry entry doesn't exist) Share this post Link to post Share on other sites
DnA 5133 Posted October 13, 2014 13-10-2014 EXE rev. 127716 (game) EXE rev. 127704 (launcher) Size: ~106 MB DATA Fixed: Adjusted exit points of the Hummingbird co-pilot to prevent him getting stuck Fixed: Player was able to delete soldiers required for completing Showcase Zeus Fixed: End screen for Sector Control text (it was showing "MISSION COMPLETED" for both winners and losers) Fixed: Artillery shells now do proper damage if they hit something on their way (even before turning into mine clusters e.g.) ENGINE Added: Support for user-defined colors for vehicle IGUI toggles Higher message age limit on clients for prediction (still accepts a 1s time window between messages) Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached Added: Sound: Missing "wind" controller Tweaked: Sound: "lateralMovement" controller Added: Sound: Rope break sound Fixed: CTD when calling getIRData Fixed: CTD caused by cost map refresh Fixed: Not working "None" glasses in identity Fixed: Not saving addGoogles state Improved: AI helicopter landing setActualCollectiveRTD sets keyboard as last used controller Fixed: Game crashes when player tries to start MP with soldier wearing backpack Improved: AI seeing a kill visibility check Removed: Sound: Start / stop "internal" volume coefficient Sound: Sling Load: Aerial cargo detach Updated: Sound: Crash volume LAUNCHER Added: Updated UI look & feel Added: Application window is now resizable Share this post Link to post Share on other sites
DnA 5133 Posted October 14, 2014 14-10-2014 EXE rev. 127735 (game) EXE rev. 127745 (launcher) Size: ~125 MB DATA Adjusted: Volume of turning engine on and off for helicopters Added: Shake based on G forces for all air vehicles Added: Proper sound attenuation for FFV seats Added: Possibility to re-texture Kerry’s backpack by popular demand Fixed: Player would remain in ragdoll after unsuccessful try in VR Commanding - Vehicles Course Friendly Fire added to remaining Commanding VR courses Fixed: Double restart when dying after using Restart (Time Trials) Fixed: TTs would not end after disabling your vehicle but not dying Added: New sound attenuation filter classes for helicopters ENGINE Added: New scripting command for getting a list of all crew from a vehicle: fullCrew Fixed: Equipment can't be retrieved from a container on dead players Fixed: Some problems with soldier MP position prediction Change compression for speed and angular speed to 16 bit float (network optimization) Fixed: Helicopter cyclic animation source (IK not fitting stick movement) Fixed: setObjectViewDistance command Updates to the static string table for MP optimization Fixed: setActualCollective Fixed: CTD caused by many soldiers with IR Game start-up optimization (string table) Share this post Link to post Share on other sites
DnA 5133 Posted October 15, 2014 15-10-2014 EXE rev. 127767 (game) EXE rev. 127762 (launcher) Size: ~212.3 MB DATA Added: Parameter numberPhysicalWheels to vehicles Tweaked: Helicopter SFX parameters Updated: Credits with new developers Fixed: Localization of new modules Fixed: Flying MLRS rocket damages objects it hits before the explosive triggers ENGINE Improved: AI Sling Loading for the commanding menu Fixed: AI was trying to attach to heavy cargo Fixed: Store the last time controller was used and if it’s longer than 5 seconds, don't rumble The pilot of a vehicle with formation leader takes the lead Fixed: Automatic closing dialogs when mission ends (closeOnMissionEnd in config) Fixed: RTD CTD Fixed: Invalid HMD velocity vector when looking away from it Fixed: CTD when accessing an out of range proxy element Fixed: Wrong condition when deciding whether an object can have proxies or not Additional profiling macros to explosion effects and ammo simulation Fixed: Torque UI toggle Fixed: Inventory - Player can't pick up the last ammo from the container of a dead AI Fixed: Double get in action (FFV) Fixed: Reloading gesture being still played during death animation (FFV) LAUNCHER BattlEye support (WIP) Share this post Link to post Share on other sites
DnA 5133 Posted October 16, 2014 (edited) 16-10-2014 EXE rev. 127802 (game) EXE rev. 127779 (launcher) Size: ~209 MB DATA Added: Vortex Ring State simulation for the xM-9 family of helicopters and the Mohawk (other helicopters are not yet updated. We want to first test the simulation on these helicopters. It’s not yet guaranteed this feature will make it for the first release of Helicopters DLC.) Air_F_RTD clean-up - all configurations have been moved to their respective addons (Air_F, Air_F_Beta, Air_F_EPB, AIR_F_EPC, Boat_F, Drones_F, Soft_F, Soft_F_Beta, Soft_F_Gamma, Soft_F_EPC) instead (we no longer need to branch RTD for Dev-Branch and main now) The models of the Offroad and Van have been replaced by the FFV-friendly ones Added: Config for ‘sitting on bench’ SFX The exact heading in the HMD of the Orca should now show full number instead of just rounding to the nearest ten The HMDs of helicopters should now use the new, freelook-friendly vector source in their velocity direction indicator and will always match the RTD one (with Show Gauges in options) Adjusted: Gear air friction for the Mohawk Added: More memory points for the Mohawk Fixed: Player is now able to switch back seats in the Hellcat including the door ones Fixed: Turning tower of Greyhawk doesn't make it start the engine anymore FD / TT feedback sound volume increased slightly (audibility versus helicopters) Fixed: Multiplayer - ZGM 4+1 Bootcamp - Problem in the grenade firing range Fixed: Showcase Armed Assault bobcat at the end did not move properly when trying to push the wreck ENGINE Fixed: CTD when accessing a null pointer when clearing landscape Fixed: Automatic ejection of the player from helicopters when a respawn is presented Fixed: Invalid velocity vector when looking away from it Fixed: Older campaign progress corrupted / not available in 1.32 Fixed: CTD when working with a faulty public variable. Disabled the propagation of faulty variables over the network. Fixed: UpdateWeight causing helicopter shaking [RTD] Fixed: 2 x Ctrl should not raise weapon in disabled personTurrets [FFV] Fixed: Deactivated mines don’t show the "Take" action Fixed: Floating AI when embarking a flying vehicle [FFV] Fixed: serverCommandAvailable "#kick" not returning true / false correctly Fixed: Assertion when there are missing config colors for UI toggles Added: serverCommandExecutable script command for checking whether a given server command can be executed. Must be called from a UI handler and thus matches serverCommand behavior (unlike serverCommandAvailable) Added: Vortex Ring State simulation for the Advanced Flight Model Edited October 17, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted October 17, 2014 (edited) 17-10-2014 EXE rev. 127815 (game) EXE rev. 127822 (launcher) Size: ~354.3 MB KNOWN ISSUES VRS can cause the x-H9 to fall like a brick right after inserting the helicopter as 'flying'. DATA Vortex Ring State simulation configured for the xH-9 family of helicopters properly now (there was an error on our packing server yesterday) Increased volume of FD-related samples Tweaked: Bench and lateral wind Updated: Actions of buildings to prevent UAVs, snakes and players in vehicles from manipulating doors Fixed: Firing Drills UI had incorrect layering Changed: Weapon_Empty holder now stays long enough (see http://feedback.arma3.com/view.php?id=21177) Fixed: Guided artillery ammunition doesn't seek its target properly Increased volume of helicopter explosions sounds ENGINE Fixed: Removed automatic centering of turrets when a player moves out Fixed: Recoil direction in personTurrets [FFV] Fixed: Soldiers getting damage from each other while ejecting from helicopters Sound: Controller CamPos = 1 for players on benches Sound: Crash volume is now based on speed Enabled long distance error calculation Fixed: Network camera direction (switched X and Z coords) Edited October 24, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted October 20, 2014 (edited) 20-10-2014 EXE rev. 127847 (game) EXE rev. 127835 (launcher) Size: ~469 MB KNOWN ISSUES VRS can cause the x-H9 to fall like a brick right after inserting the helicopter as 'flying'. There are some simulation / destruction glitches with the new helicopter pods. You may see DLC Content Licensing notifications even when you own the Supporter Edition or DLC Bundle. The Taru load-master is facing the wrong way. DATA Added: CH-67 Huron* Added: Huron black variant* Added: Huron cargo container Added: Huron medical container Added: Huron repair container Added: Huron fuel container Added: Huron ammo container Added: Mi-290 Taru* Added: Taru black variants (not accessible without scripting)* Added: Taru with transport pod* Added: Taru with special-purpose bench pod* Added: Taru with medical pod* Added: Taru with cargo pod* Added: Taru with repair pod* Added: Taru with fuel pod* Added: Taru with ammo pod* Added: M-900 Added: P-30 Orca black / white weapon variant Added: Flexible tank (2 items) Added: Cargo net with crates (5 items) Added: Smaller containers (12 items) Added: Portable helipad lights (5 items) Added: Helicopter big cover bag Added: Water and fuel bladder (4 items) Added: Secondary containment (4 items) Added: Wheel pull device (2 items) Added: Discharge stick Added: Rigging rope Added: Intake plug (5 items) Added: Pitot cover Added: Pressure washer Added: Wheeled scaffolding Added: Wheeled tool kart Added: Portable engine crane Added: Diesel Ground Power Unit Added: Jet Engine Air Start Unit Added: Water pump Added: Wheel chocks Added: Windsock Added: Landing platform Added: Welding cart Added: Welding tank Added: Gas tank (3 items) Added: Wheelie Bin Added: Aircon (‘Outside part’) Added: Transport boxes (6 items) Added: Pallet trolley Added: Office table (2 items) Added: Office chair Added: Office cabinet Added: Rattan table and chair (2 items) Added: Refrigerator Added: Tableware (9 items) Added: Microwave Added: Workbench Added: Flat-screen TV Added: Camera Added: Desktop PC (4 items) Added: PC printer Added: Projector Added: Portable speaker(s) Added: Game console (4 items) Added: HDMI cable Added: Tablet Added: Sport balls (5 items) Added: Baseball mitt Updated: 3D ring and sphere helpers Updated: Brand-new version of the Sling Load Assistant Fixed: Cargo and FFV positions have correct get in anims now Added: Some movement to the oil temperature indicator for the xH-9 family of helicopters Extended the draw area of the velocity direction indicator in the Orca to its full HMD area Tweaked: Various helicopter SFX configurations Tweaked: G-force level of camera shake in planes FFV positions shouldn't affect the shape of the body anymore Fixed: Darter did some random movements while in auto-hover Decreased maximumLoad of Ababil and Grayhawk internal inventory by half Fixed: BIS_fnc_loop is not reliable because of preemption (http://feedback.arma3.com/view.php?id=21193) Fixed: "M134_minigun" wasn't recognized correctly by BIS_fnc_itemType Fixed: BIS_fnc_crewCount recognized cargo turrets as active crew Fixed: TT01 - Glitching fire extinguisher Small adjustment of Sling Loading samples Tweaked: Vehicle stress sounds Tweaked: Crash sounds for helicopters *Restrictions apply for those who don't own Arma 3 Helicopters DLC. ENGINE Sound: GMeterZ1 Fixed: Sound: Sling Load - Detach cargo Fixed: CTD when accessing uninitialized memory Added: New information to the fullCrew command If a formation leader is Sling Loaded, the pilot takes the lead Fixed: Nil public variables would not broadcast over the network Added: RPT logs when the ownership of DLC has changed (http://feedback.arma3.com/view.php?id=20510) Added: Set of new commands for working with turrets namely: allTurrets, magazineTurretAmmo, setMagazineTurretAmmo Fixed: Multiplayer - Zeus CTD Fixed: 2 x Ctrl should now raise the weapon in crouch stance Fixed: Unarmed camera [FFV] Sound: Added support for AnimationSourceDoor (helicopter ramps) Fixed: CTD when calling the getConfig script command on a faulty value Changed: Sling Loading Assistant GUI to be blank and relative to the helicopter and changed its GUI elements Drawing XZ cross in Sling Load Assistant Added: Lift progress and height progress bars to the Sling Load Assistant Colored the Sling Load Assistant height bar by profile colors Added: Maximum altitude number in the Sling Load Assistant Changed: Coloring of the altitude number in the Sling Load Assistant Magic number for Sling Load Assistant moved to config ( slmMaxAltitude = 40.0; ) Changed: Status text for the Sling Load Assistant LAUNCHER Renamed: Arma 3 BattlEye EXE filename Edited October 30, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted October 21, 2014 21-10-2014 EXE rev. 127876 (game) EXE rev. 127871 (launcher) Size: ~332 MB DATA Tweaked: Vortex Ring State ‘normal’ tables for the xH-9 family, Orca, Blackfoot, Ghosthawk, Mohawk, Kajman, Hellcat and Taru variants (not done for Huron yet) Added: New destruction particle effects for Taru pods and Huron containers Fixed: Taru pods no longer float on water Fixed: Missing explosion for Taru pods Fixed: Idle pose on benches Fixed: Possible infinite loop in particle script when helicopter / airplane is destroyed Added: Done keys for faction showcases Updated: BIS_fnc_getVehicleWeapons to use more accurate detection of vehicle turrets (now using allTurrets command) Weapon resupply widget FSM is showing the weapon name instead of magazine Added: Missing sample for helicopters Changed: Samples of helicopter damage alarm Added: Sounds for breaking a rope ENGINE Added: [RTD] VRS camera shaking Fixed: Possible CTD if a weapon holder is not created Fixed: Crash in updateCollisionGroup with missing shape Sound: Updated sound controllers diagnostic Sound: Smoothed sound controllers GMeter and LateralMovement Fixed: Crash for an object with no skeleton in a shape Fixed: Support for driver turrets in new magazine turret scripting commands Added: Garbage collector for empty Zeus groups so the player doesn't get stuck with creating units due to group limits being exceeded Fixed: setTimeMultiplier, so it is limited as it should be Fixed: Sound: SFX connected to Sling Load cargo manipulation Sound: Controller indexes & values interpolation Updated: vrsShakepowerCoef default value Get in animation no longer falls down for hovering helicopters Sound: New controller: rotorDamage Sound: Updated: Play rotor damage when stress mode is enabled Sound: Tweaked camPos controller LAUNCHER Fixed: thumbnails are not being updated correctly Share this post Link to post Share on other sites
DnA 5133 Posted October 21, 2014 22-10-2014 No update this day - the Arma 3 development team will be at a shooting range :cool: Share this post Link to post Share on other sites
DnA 5133 Posted October 23, 2014 23-10-2014 EXE rev. 127913 (game) EXE rev. 127903 (launcher) Size: ~304 MB DATA Fixed: M-900 should not be subject to DLC restrictions Fixed: Pedal animations of Blackfoot and Taru pilots were inverted Fixed: Alpha sorting of Taru glass Added: Vortex Ring State for Huron Added: Proper DLC Bundle logo and overview text Fixed: Multiplayer - ZGM 4+1 Bootcamp - Problem in the grenade firing range Fixed: Intro for the campaign mission Attention Deficit was broken Changed: Karts DLC data decrypted (EBO to PBO) Removed: Legacy DirectX installation folder (now handled through Steam) ENGINE Updated: Wind computation [RTD] Added: DLC content browser (the statistics of usage will not be enabled until release) Fixed: AI stuck in a weird loop after being moved via script Fixed: Tail rotor destruction [RTD] Fixed: Reloading action visible during reload [FFV] LAUNCHER Added: Company logo to the main window Fixed: Application sometimes crashed when a user attempted to maximize it on a screen that contained the Windows taskbar Fixed: The load order number was cropped when it had more than 2 digits Better executables handling Fixed: BattlEye error is shown twice Fixed: Addon preset may not be loaded or activated when an error occurs while the launcher is loading (#loadception). Additional handling ensures that the default preset is loaded as a fallback. Fixed: Replaced conversion from pointer to number to simple explicit cast (convert may cause unnecessary exception) Share this post Link to post Share on other sites
DnA 5133 Posted October 24, 2014 24-10-2014 EXE rev. 127928 (game) EXE rev. 127926 (launcher) Size: ~333 MB DATA Tweaked: Lowered G stress creaking Fixed: Taru pods not showing in the Zeus interface Fixed: Aiming pistol / binoc to rifle issue [FFV] Fixed: Distance loudness parameter of raise / lower weapon Changed: Hint class name at the start of VR training Added: DLC part to scenario loading screens Fixed: Player could not place these mines: Large IED (Dug-in), Large IED (Urban), Small IED (Dug-in) and Small IED (Urban) ENGINE Fixed: Gamepad vibrates when not used (more conditions to guard proper initialization of the time gamepad was used last) Disabled PhysX collision damage exception for tanks (they now take fall damage properly) Added: Delay between commanded ejects of AI Added: New properties for better damage handling (explosionShielding + minTotalDamageTreshold) actionKeysNames and actionKeysNamesArray can have a 3rd parameter to prioritize the chosen input device type like Joystick, Controller, ... Added: Deflection parameter for surfaces so there can be defined deflection parameters for each surface, not just for munitions generally Added: New version of allTurrets so it can process either only a vehicle or a vehicle with / without person turrets returned Fixed: Possible CTD Fixed: assignAsCargo so it is taking into account locked positions Share this post Link to post Share on other sites
DnA 5133 Posted October 27, 2014 (edited) 27-10-2014 No update today due to logistical errors. 28-10-2014 Also no update this day because of a Czech national holiday (Independent Czechoslovak State Day). Edited October 27, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted October 29, 2014 29-10-2014 EXE rev. 127964 (game) EXE rev. 127970 (launcher) Size: ~250 MB DATA Removed: Vortex Ring State is disabled until Helicopters DLC has been released. Find more in the new SITREP. Changed: Taru and Mohawk FFV position localizations Fixed: Camo selection of camouflaged vest Fixed: Cumulative TT bonuses / penalties were not correctly reset on looping ENGINE Fixed: Added checks for the assignment state and lock state of positions for ordered cargo Added: Sound: System initialization reports and initialization error detection initialize Fixed: Placement of some things in the creation tree in Zeus Fixed: Taru loadmaster turret back to proper view [FFV] Sound: Transport doors - waiting until samples played functionality Sound: Controllers: GMeterZ & CamPos updated Fixed: Lack of get in actions [FFV] Sound: Attenuation for turrets Fixed: Reloading icon [FFV] Adjusted a buoyancy type initialization to improve loading times Fixed: Updated conditions for the time a controller was used before a scenario starts, so it won’t vibrate if not used during the actual game Share this post Link to post Share on other sites
DnA 5133 Posted October 30, 2014 30-10-2014 EXE rev. 127992 (game) EXE rev. 127979 (launcher) Size: ~336 MB DATA Added: Helicopter VR Training “Basics†Added: Helicopter VR Training “Weapon Systems†Added: Helicopter VR Training “Sling Loading†Added: Helicopter VR Training “Advanced†Added: MP Scenario “Support Katalaki†Added: MP Scenario “Support Sofia†Added: MP Scenario “Support Pyrgos†Added: MP Scenario “Support Rodopoli†Added: MP Scenario “Support Stratis†Added: Showcase Sling Loading* Added: Time Trial 06 “Runway Lap†Added: Time Trial 07 “Hillside Grooveâ€* Added: Time Trial 08 “King of the Hillâ€* Added: Time Trial 09 “Kiss the Groundâ€* Added: Time Trial 10 “Kart Deliveryâ€* Added: Support module (Ground Support) Fixed: Passengers of the Mohawk were not able to switch to the ramp seat Fixed: Default collective of the M-900 doesn't make it climb anymore Fixed: Sound for rolling on the ground with a sidearm Added: Rolling sound on dirt roads Fixed: Mk6 has been taking damage while firing Fixed: Tab highlighting in Controls *Content requires ownership of the Helicopters DLC. Potential campaign spoilers: Fixed: Mission flow issue in Signal Lost when picking up a radio Fixed: Player had two UAV terminals at the beginning of Preventive Diplomacy Fixed: Tipping Point - Player was unable to board the boat under certain circumstances ENGINE Fixed: Loading screen could pop up every ~10 seconds in MP Fixed: Helicopters were sometimes exploding when using RTD Fixed: Possible CTD when calling deleteVehicle in init Fixed: CTD when calling SetDestroyed on an object without geometry LOD Fixed: assignAsCargo on Dedicated Server LAUNCHER Updated: URL of the Support page Share this post Link to post Share on other sites
DnA 5133 Posted October 31, 2014 31-10-2014 EXE rev. 128021 (game) EXE rev. 128010 (launcher) Size: ~198 MB DATA Fixed: Stand-alone Taru pods should no longer eject dead crew Fixed: Sandstorm moving and colliding with objects in Showcase Tanks Fixed: Script error after respawn (Support MP) Sling Load Assistant grid has been scaled to the right proportions ENGINE Added: Weapon Inertia [FFV] Fixed: Unarmed animation in disabled turret [FFV] Fixed: Lines drawn for empty groups placing preview Share this post Link to post Share on other sites
DnA 5133 Posted November 3, 2014 03-11-2014 EXE rev. 128042 (game) No new launcher Size: ~362 MB DATA Fixed: Copilots have properly visible compass Fixed: Misplaced fire geometry of the left side door of the Mohawk Fixed: Cargo of FFV vehicles boards in the proper order Fixed: Taru was too fragile Fixed: Taru light didn't have a hit point Fixed: Huron lights destruction Fixed: Wrong path to sample (get in to Huron) Tweaked: Huron hit points, rotor destruction Fixed: Bad hint displayed under unowned missions Fixed: AAF soldiers being reported as pilots Fixed: Error caused by missing base in COOP Support scenario on non-player side Supports Stratis - Time set to 06:00 to prevent issues Fixed: Supports Stratis - JIP radar destruction Fixed: Data validation in Support Pyrgos Remastered Helicopters main theme Updated: Sling Loading samples Improved: Loading screen images and DLC bundle icon Replaced the SOON button with PURCHASE in the DLC Content Browser and Debriefing (it still cannot be purchased until Nov. 4 release) Fixed: Right door gunner in Ghosthawk and Huron is able to see the compass Fixed: TT CP helper objects could try to be mapped by an illegal procedural texture ENGINE Added: Possibility to rotate multiple units even in the map (Zeus) Using PhysX raycast for collisions (improved landing on buildings using RTD) Fixed: Event Handler 'Take' returns wrong value for container if it's a dead unit Fixed: Sound: Explosion sounds in first person (in vehicles) Fixed: Sound: SoundDamage repeats after several moments Set short timestamp as default in RPT Fixed: No weapon selected after changing FFV positions Added: Reporting scenario name when a scenario starts Share this post Link to post Share on other sites