Jump to content
DnA

Development Branch Changelog

Recommended Posts

28-01-2015

EXE rev. 129031 (game)

EXE rev. 129031 (launcher)

Size: ~362 MB

DATA

  • Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions.
  • Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir
  • Fixed: Speed of cargo idles
  • Fixed: Leg memory points were not in proper selections (http://feedback.arma3.com/view.php?id=20761)

ENGINE

  • Changed: initSpeed in weapons - a negative value in weaponType::initSpeed means a multiplier for magazineType::initSpeed
  • Fixed: Using a directory name as mod ID (modDir) when a full path is defined
  • Changed: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)

Share this post


Link to post
Share on other sites

29-01-2015

No new EXE

No new launcher

Size: ~185 MB

KNOWN ISSUES

  • Error when accessing the pause menu

DATA

  • Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it
  • Tweaked: Car fixing animation for switchMove / playMove commands
  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu

Edited by DnA

Share this post


Link to post
Share on other sites

30-01-2015

EXE rev. 129084 (game)

EXE rev. 129080 (launcher)

Size: ~105 MB

KNOWN ISSUES

  • Some issues with personTurrets after loading a save

DATA

  • Fixed: BOOT04 scenario
  • Fixed: Possible error message in Supports module
  • Tweaked: New samples for Rook40
  • Tweaked: Re-edited samples for P07
  • Tweaked: Re-edited / new samples for 4-Five
  • Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel

ENGINE

  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu
  • Tweaked: Improved soldier zeroing precision (by 0.05%)
  • Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings
  • Added: Reworked gear tooltips to support DLC notifications
  • Tweaked: Adjusted mod detection for config classes
  • Added: Script function configSourceModList for listing the whole list of mods that modified a config class
  • Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded)
  • Fixed: Skill of AI units being propagated over the network properly
  • Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
  • Added: Allow Firing From Vehicles in turned out position in turrets and for copilots
  • Fixed: PhysX scene lock assert when releasing actors
  • Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions
  • Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI)
  • Improved: Progress bar color can be set via the ctrlSetTextColor command
  • Fixed: AI soldiers planning their path through objects along the coastline
  • Fixed: Problem with non-valid PhysX transforms and forces
  • Added: DLC notification whitelist for selected scenarios (VR Arsenal)

Edited by DnA

Share this post


Link to post
Share on other sites

02-02-2015

EXE rev. 129098 (game)

EXE rev. 129098 (launcher)

Size: ~260 MB

DATA

  • Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle
  • Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims)
  • Fixed: Possible error message in BIS_fnc_traceBullets
  • Fixed: 'scope' property was ignored in class AnimationSources
  • Fixed: Scripting error in BIS_fnc_VRHitpart
  • Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
  • Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually.

ENGINE

  • Fixed: PersonTurret save backward compatibility
  • Changed: Allowing setOwner to be called the old way - even for objects with AI - for now
  • Added: Sound: Additional sample for Hold Breath
  • Added: Enabled Firing From Vehicles inertia (the values of this feature will need further tweaking)
  • Fixed: Desync problem after changing locality of a vehicle
  • Tweaked: Send player position message as high priority once per second
  • Fixed: Added missing serialization of FFV dynamic limits

Share this post


Link to post
Share on other sites

03-02-2015

EXE rev. 129116 (game)

EXE rev. 129116 (launcher)

Size: ~397 MB

KNOWN ISSUES

  • Script error warnings related to setOwner changes (they should not actually break anything)

DATA

  • Tweaked: Steering force coefficient of parachutes
  • Added: Get in / get out actions for the motorboat, set proper animation states
  • Added: Driver animations for the Civilian Truck
  • Added: New style of VR entity:
  • OPFOR - more red


  • Injured - orange specular / ambient


  • Dead - neutral gray specular / ambient


  • Fixed: Task completion bug in MP Headhunters
  • Fixed: Simulation Manager now works correctly even for UAVs
  • Tweaked: Memory points of transport trucks
  • Added: New procedurally generated icons for most of the weapons

Potential spoilers:

  • Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.)

ENGINE

  • Tweaked: Report more info on invalid matrices given to PhysX
  • Added: Drawing an icon next to non-owned drones in the UAV terminal label
  • Added: getGroupOwner - server-side script command for retrieval of group locality (more on this topic in the next SITREP)
  • Changed: setOwner now works with agents
  • Tweaked: Network diagnostics now show only necessary locality info
  • Fixed: Paragliding should not be FPS-dependent
  • Added: Unique ID to inventory items (for MP - WIP)
  • Fixed: Freefall should not be FPS-dependent
  • Optimized: Registry access
  • Improved: Registry keys were acquired and released periodically (merged from DayZ)

Edited by DnA

Share this post


Link to post
Share on other sites

04-02-2015

EXE rev. 129149 (game)

EXE rev. 129149 (launcher)

Size: ~104 MB

DATA

  • Tweaked: Pistol <> rifle transition animation
  • Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly.
  • Fixed: Kart drivers declared so their DLC icons would display
  • Improved: Hit detection in function VRHitpart
  • Optimized: Weights of various walls in an attempt to fix a vehicle collision issue

ENGINE

  • Fixed: Artillery scope info
  • Fixed: Negative axis for clicks, small refactoring
  • Tweaked: Replacing repeated code by methods for joysticks
  • Fixed: Linux build issue for joysticks
  • Added: Script command for listing weapon's attachments in cargo (weaponAttachments)
  • Fixed: Various warnings

Edited by DnA

Share this post


Link to post
Share on other sites

05-02-2015

EXE rev. 129169 (game)

EXE rev. 129169 (launcher)

Size: ~99 MB

DATA

  • Fixed: Wrong states for the get in / get out boat actions (RTM spam)
  • Changed: Animation state for the land get in action for Boat_Civil_01
  • Tweaked: Get in / get out positions for the Boat_Civil_01 model
  • Added: VR Entities’ selections and materials
  • Tweaked: OPFOR VR Enitity's body armor
  • Fixed: setOwner was incorrectly used on a single module (it's part of a group)
  • Fixed: OK and TRY buttons were active even in lite versions of Arsenal
  • Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart
  • Fixed: FD competitors could receive 1 more magazine on restart compared to the first start
  • Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted
  • Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving)
  • Fixed: Zamak tires deflate correctly when destroyed
  • Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body)
  • Tweaked: L5 position (boot intersects with body) for Civilian Truck
  • Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate

ENGINE

  • Tweaked: FFV inertia strength coefficients
  • Added: DLC / mod icons in scenario lists (showcases, challenges)

Share this post


Link to post
Share on other sites

06-02-2015

EXE rev. 129181 (game)

EXE rev. 129181 (launcher)

Size: ~74 MB

DATA

  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Added: Preview of default marker color to ComboBox in Insert Marker dialogue
  • Fixed: Several modules now display author properly
  • Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_f\weapons should still work fine for now.
  • Added: New procedurally generated icons for DMRs
  • Removed: Redundant silenced sounds for launchers (no gameplay impact whatsoever)

Potential spoilers:

  • Fixed: Showcase Commanding will fail if the player disables the Hummingbird

ENGINE

  • Fixed: Mouselook without weapons and FFV with lowered weapon
  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP client
  • Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP)
  • Fixed: CTD and Enable button in controller window

Share this post


Link to post
Share on other sites

09-02-2015

EXE rev. 129195 (game)

EXE rev. 129195 (launcher)

Size: ~460 MB

DATA

  • Tweaked: Minor adjustments to MX samples
  • Fixed: Silenced MX should have the correct sample
  • Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities

ENGINE

  • Fixed: Crash after using tvClear command
  • Fixed: Distance sliders in video options

I'm otherwise engaged the next few days

Read: Attempting to re-establish Colonies while pretending to be on holiday.

Share this post


Link to post
Share on other sites

10-02-2015

EXE rev. 129214 (game)

EXE rev. 129214 (launcher)

Size: ~132 MB

DATA

  • Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog)
  • Added: Retexturing OPFOR Ghillie Suit enabled
  • Fixed: Missing sample for Zafir
  • Tweaked: Sound of ejected casing falling on grass surface type
  • Changed: Path to samples based on new data structure (more on this topic in the next SITREP)
  • Adjusted: Minor volume changes for launchers

ENGINE

  • Added: Detection of bullets flying close to unit
  • Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS
  • Fixed: setGroupOwner should only transfer group locality when the group leader is NOT a player
  • Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
  • Added: Support for changing picture colours in tree
  • Fixed: Ejected casing are now drawn correctly in 1st person (http://feedback.arma3.com/view.php?id=9159)

I'm otherwise engaged the next few days

Read: re-stocking supplies of

to improve development productivity. Edited by RoyaltyinExile

Share this post


Link to post
Share on other sites

11-02-2015

EXE rev. 129251 (game)

EXE rev. 129251 (launcher)

Size: ~205 MB

DATA

  • Added: Selected commanders have been trained to use their weapons and binoculars while turned out
  • Added: xH-9 family copilots have been trained to use their weapons and binoculars
  • Fixed: Commander hatch of Scorcher doesn't disappear anymoar
  • Added: Retexturing AAF Ghillie Suit enabled
  • Tweaked: AAF vests visually tweaked
  • Changed: Path to static weapon samples based on new data structure
  • Fixed: Dropped casing sample for Zubr (Feedback)

ENGINE

  • Added: PhysX library is able to run from network drive
  • Added: Support for server-only mods with new console parameter serverMod
  • Added: Improved detection of observed kills
  • Fixed: Attempt to fix random PhysX ragdoll crashes
  • Fixed: Possible CTD in drawing waypoint in radar
  • Added: Procedurally composed icons for gear (Documentation)
  • Fixed: Telescopic turret elevation did not sync in MP

LAUNCHER

  • Fixed: Launcher breaks command line params

I'm otherwise engaged the next few days

Read: topping up his sun tan.

Share this post


Link to post
Share on other sites

12-02-2015

EXE rev. 129267 (game)

EXE rev. 129267 (launcher)

Size: ~80 MB

KNOWN ISSUES

  • Virtual Armoury fails to load

DATA

  • Added: Plastic_plate penetration material
  • Tweaked: Additional visual tweaks on AAF vests

ENGINE

  • Fixed: Using undefined maths operations in scripts crashes the game
  • Added: New commands for setting colour of pictures in lnb list box type
  • Fixed: getOwner / getGroupOwner return wrong playerID
  • Fixed: Stance indicator visible for pilots

LAUNCHER

  • Fixed: On confirm / cancel button in Presets menu, the cursor remained in 'Typing' state

I'm otherwise engaged the next few days

Read: Exploring the new world (in search of Holland's missing World Cup winners medals?).

Edited by DnA

Share this post


Link to post
Share on other sites

13-02-2015

EXE rev. 129294 (game)

EXE rev. 129294 (launcher)

Size: ~830 MB

DATA

  • Fixed: Adjusted tail blade radius for Mohawk
  • Fixed: Assault boat front seat was able to aim through the Boat
  • Tweaked: Dispersion of Starter pistol
  • Fixed: Titan AA missile had a bad shape while fired
  • Changed: AI detection distance of bullet hit/fly-by & grenade explosion
  • Fixed: Resolved a conflict of cfgSkeletons classes
  • Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT)
  • Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC
  • Changed: Re-generated general macros for cfgVehicles

ENGINE

  • Fixed: Disabled optics in vehicle after sprinting & getIn action
  • Fixed: setGroupOwner can now transfer locality of HC groups
  • Fixed: Loading of thresholds for analog controller axes
  • Changed: PhysX scene thread synchronization refactored to be more reliable
  • Fixed: FFV Commanders/gunners were unable to use weapons without cycling through them
  • Fixed: Laser designator direction in FFV
  • Fixed: Strings for axes were localized internal strings instead of OS ones
  • Fixed: Passengers should not see broken radar in helicopter
  • Fixed: Added detection for local remote players for setGroupOwner

LAUNCHER

  • Fixed: A crash on start in case the configuration file is corrupted
  • Fixed: ConfigurationManager pre-initialization fails when ApplicationSettingsBase has corrupted settings files
  • Fixed: Added non-referenced file to project file, fixing previous commit

I'm otherwise engaged the next few days

Read: partying like it's 1509.

Edited by DnA

Share this post


Link to post
Share on other sites

16-02-2015

EXE rev. 129316 (game)

EXE rev. 129316 (launcher)

Size: ~45 MB

DATA

  • Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget
  • Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save
  • Fixed: Wrong attachments order in loadInventory function
  • Changed: All new samples for UGL
  • Tweaked: Minor sound changes for static GMGs
  • Fixed: Adjusted position of optics for static GMG

ENGINE

  • Fixed: Added support for NaN values for operators and maths functions
  • Fixed: teamswichCommand does not open TS window, when TS is disabled
  • Added: "append" script command for appending one array to another
  • Added: Scrollbar for long script examples in help dialog
  • Fixed: Briefing - Game crashes when managing items in the briefing inventory
  • Fixed: Crash when accessing an out-of-bounds LOD level

I'm otherwise engaged the next few days

Read: Improving diplomatic relations in Thai 't Land.

Edited by DnA

Share this post


Link to post
Share on other sites

17-02-2015

EXE rev. 129341 (game)

EXE rev. 129341 (launcher)

Size: ~55 MB

DATA

  • Fixed: Reverted unnecessary connections for cutscene animations
  • Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue

POSSIBLE SPOILERS

  • Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized
  • Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene
  • Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping
  • Fixed: Common Enemy: Miller will no longer run out of ammo

ENGINE

  • Fixed: Possible CTD when loading Zeus game saved inside UI
  • Changed: weaponAccessories returns an array of empty strings ["","",""] instead of null with no primary weapon equipped
  • Added: Supersonic crack in 3D & flying bullets sound
  • Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
  • Fixed: Ordering getIn as commander should work with FFV turrets now
  • Fixed: AI reaction to danger should be faster
  • Fixed: Incorrect sound on Linux DS

I'm otherwise engaged the next few days

Read: wondering why the British changelog is always delayed in the afternoon.

Share this post


Link to post
Share on other sites

18-02-2015

EXE rev. 129361 (game)

EXE rev. 129361 (launcher)

Size: ~90 MB

DATA

  • Fixed: Adjusted memory points in tank turrets to prevent shooting through walls
  • Added: onHover texture to default mod logo
  • Fixed: DLC Content Browser - DLC icons made sharper
  • Fixed: Diesel Power plant now shows on 2D map
  • Tweaked: Textures for pop-up targets
  • Tweaked: Texture of indicator of modded game
  • Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in
  • Fixed: Default turret should not have a copilot capability

ENGINE

  • Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles
  • Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal
  • Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting

I'm otherwise engaged the next few days

Read: yet to discover that the BRITREP has moved to Wednesday afternoon.

Share this post


Link to post
Share on other sites

19-02-2015

EXE rev. 129399 (game)

EXE rev. 129399 (launcher)

Size: ~180 MB

DATA

  • Added: New recoil and weapon resting parameters
  • Fixed: Left hand for Acts_Ending_Adams1
  • Added: New sounds for armoured vehicles crashes
  • Fixed: Snipers should have LRPS instead of SOS optics
  • Fixed: Removed smoke launcher from UGV as it is not on the model

ENGINE

  • Added: New recoil and Weapon Resting mechanics (see the latest BRITREP for more details)
  • Added: Script command WFSideText is extended to support side for backward compatibility
  • Fixed: setCurrentTask can be used with taskNull
  • Added: Visualisation of hook/unhook commands
  • Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer
  • Added: Password-protected serverCommand script command (enabled for Dedicated Server and Headless Client)
    • server.cfg: serverCommandPassword = "text";
    • scripting syntax: "serverCommandPassword" serverCommand "#command";

    [*] Added: UPNP support for servers (see the documentation for more details)

I'm otherwise engaged the next few days

Read: intensive research on new resting mechanics.

Edited by RoyaltyinExile

Share this post


Link to post
Share on other sites

20-02-2015

EXE rev. 129407 (game)

EXE rev. 129407 (launcher)

Size: ~45 MB

DATA

  • Fixed: Unit insignia were not visible in Virtual Arsenal
  • Added: Unconfigured samples for weapon sound improvements (more details in a future SITREP)

ENGINE

  • Fixed: Error message that appeared after creating RscListBox using ctrlCreate
  • Fixed: Better handling temp/toggle UI for optics action
  • Fixed: Cross-hair should not be visible for cargo
  • Fixed: Sling Load Assistant disabled for personTurrets
  • Removed: Surrender action from subordinate action list
  • Fixed: Possible synchronization issue when splitting long network commands
  • Fixed: various issues with disabled personTurrets
  • Fixed: Huron back seats now have correct aiming limits
  • Changed: Supersonic crack improved

I'm otherwise engaged the next few days

Read: hoping that British rule has not left too much of a mess in Dutch territory.

Share this post


Link to post
Share on other sites

23-02-2015

EXE rev. 129431 (game)

EXE rev. 129431 (launcher)

Size: ~192 MB

DATA

  • Fixed: Rear door cargo proxies in Huron should now be consistent across LODs

ENGINE

  • Fixed: Properly reading LOD levels inside a vehicle
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Shadows should work again in Buldozer

I'm otherwise engaged the next few days

Read: pretending not to be back at work.

Share this post


Link to post
Share on other sites

24-02-2015

EXE rev. 129457 (game)

EXE rev. 129457 (launcher)

Size: ~66.6 MB

  • Fixed: Base weapons were not loaded correctly in Virtual Arsenal
  • Fixed: Black variants of MX-family of rifles are available in Arsenal
  • Tweaked: UGL minor sound changes
  • Added: Missing Head Down (Analogue) and Head Back (Analogue) actions to controls
  • Fixed: Adjust stance key binds for Industry Standard preset
  • Fixed: Proper aimPrecision values for stance transitions
  • Tweaked: Position of UPnP CheckBox in Setup Server dialogue
  • Added: Indication of DLC hints to Hints ListBox in Field Manual
  • Fixed: Driver coveralls properly display the DLC icon in Editor

ENGINE

  • Fixed: Player can now assign default action in map separately (LMB to set waypoint)
  • Added: New actions for infantry weapon switching
  • Fixed: Crash in GetFormationPosImmediate
  • Fixed: Typo in colorPictureDisabled parameter used by List, Combo and XListBox
  • Added: Parameters for setting colour of item's second picture to List, Combo and XListBox
  • Fixed: Hovering weapons from remote ragdoll
  • Fixed: Move Head Back and Move Head Down can now use negative values

I'm otherwise engaged the next few days

Read: preparing his most disappointed face for tomorrow's REPocalypse.

Edited by pettka

Share this post


Link to post
Share on other sites

25-02-2015

EXE rev. 129474 (game)

EXE rev. 129474 (launcher)

Size: ~324 MB

DATA

  • Fixed: Icon sizes and general macros for Hellcat, Huron, Marid, Slammer, T-100, Ifrit and Zamak
  • Fixed: veryuglylowercase animation state names to LeadingLetterCamelCase for better visual orientation
  • Tweaked: Footsteps sound definitions updated
  • Fixed: Fatigue now resets correctly when resetting a stage of VR Training
  • Fixed: Broken link to Lynx sample

ENGINE

  • Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when shooting a unit without defined hit points
  • Fixed: Support for sticks with 128 buttons
  • Fixed: PhysX crash opportunity when scene is cleaned
  • Fixed: Zoom artefacts when switching optics mode in other view modes than gunner

I'm otherwise engaged the next few days

Read: developing surprisingly advanced English language skills to stimulate more timely changelog posts.

Share this post


Link to post
Share on other sites

26-02-2015

EXE rev. 129494 (game)

EXE rev. 129494 (launcher)

Size: ~75 MB

DATA

  • Tweaked: NATO Recon Marksmen should have Range Finder not Laser Designator
  • Fixed: General macros and correct author for various characters

ENGINE

  • Fixed: Functionality of Team Switch button
  • Changed: AI sight now limited by object view distance, not landscape view distance
  • Added: Magazine compatibility improvement with new property magazineGroup (documentation WIP inbounce)
  • Fixed: Potential PhysX memory leak for dropped weapons on remote units

LAUNCHER

  • Changed: Display name 'Profiles' to 'Profile name'.

I'm otherwise engaged the next few days

Read: trying to ignore British design 'documentation'.

Edited by DnA

Share this post


Link to post
Share on other sites

27-02-2015

EXE rev. 129509 (game)

EXE rev. 129509 (launcher)

Size: ~115 MB

DATA

  • Fixed: Attempt to fix discrepancies between VR entities and their soldiers counterparts
  • Fixed: Icons for VR soldiers
  • Added: Damage indication on VR targets is now Arsenal-specific
  • Fixed: Detection of specific vehicle type in function hitPart
  • Fixed: Radar dome should be more vulnerable to APFSDS rounds
  • Changed: New reticle for SOS scope
  • Tweaked: Standardized dispersion values for MOA (in game differences are less than marginal)
  • Added: Final icons for procedurally generated inventory attachments
  • Changed: Names of GM6 samples
  • Added: New shooting sounds for Mk200
  • Changed: Sounds for selected reloading animations
  • Changed: Sound of Strider UGL
  • Changed: Sound distance attenuation parameter disabled (due to redesigned feature, see below)
  • Added: Additional weapon tail data (in preparation for future configuration)

ENGINE

  • Changed: Placing a map marker now includes visibility/broadcast-scope combobox
  • Fixed: R-Shift can now be used to switch maker colours/pictures
  • Added: Network command security enhancements; brute-force protection
  • Added: Distance-based attenuation filter (script to enable/disabled planned but not yet available)
  • Added: Allow weapon sound without "soundEffectName" attribute set

I'm otherwise engaged the next few days

Read: preparing for an epic voyage to the New World.

Edited by RoyaltyinExile
rephrased procedural icons

Share this post


Link to post
Share on other sites

02-03-2015

EXE rev. 129524 (game)

EXE rev. 129524 (launcher)

Size: ~125 MB

DATA

  • Fixed: Fired rockets on Kajman are removed
  • Fixed: Faction showcases will now be marked correctly when finished (feedback)
  • Fixed: MX will now be attenuated (feedback)
  • Tweaked: Simplified config for Church SFX
  • Fixed: Edit field in Insert Marker display was not selected by default
  • Fixed: DAGR missiles had a nameSound of rockets
  • Fixed: SOS should have the same reticle as before
  • Changed: Improved max zeroing of all weapons (limits now less restrictive, but maintains meaningful differences between types)
  • Added: MX 'tail' samples and rogue config (oops)

ENGINE

  • Fixed: Disabled custom channels were always shown when creating a new marker
  • Fixed: No channel selected by default when creating a new marker while having Direct channel selected
  • Fixed: personTurret aiming limits sometimes applied to the turret
  • Fixed: AI sometimes warped to a requested building position instantly if given an order while moving
  • Fixed: Switching unit stopped music track
  • Added: Telescopic turrets now have sounds when being raised/lowered
  • Changed: PhysX interface refactoring

I'm otherwise engaged the next few days

Read: hoping for a surprise Dutch VR announcment at GDC.

Edited by DnA

Share this post


Link to post
Share on other sites

03-03-2015

EXE rev. 129546 (game)

EXE rev. 129546 (launcher)

Size: ~866 MB

KNOWN ISSUES

  • Inventory doesn't work, we are investigating the cause

DATA

  • Fixed: Inconsistent 'tail' samples for MX
  • Added: New bullet flyby sounds
  • Changed: Supersonic crack samples updated
  • Fixed: Missing items in cfgPatches
  • Tweaked: 7.62x51mm weapons for CSAT re-chambered to 7.62x54mm ammo
  • Fixed: DLC relations of assets by adding DLC parameter or merging later definitions to original ones
  • Fixed: Step over interruption cheat in Zeus MP Bootcamp

ENGINE

  • Fixed: AI aircraft in close proximity to ground would not drop bombs
  • Fixed: AI units occasionally got stuck when moving between floors
  • Fixed: Possible CTD in Zeus
  • Fixed: Supersonic cracks would sometimes terminate prematurely

I'm otherwise engaged the next few days

Read: Discovering that San Fransciscanovianiters, too, have an irrational love of deze windmolens.

Edited by DnA

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×