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Development Branch Changelog

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04-03-2015

EXE rev. 129555 (game)

EXE rev. 129555 (launcher)

Size: ~350 MB

DATA

  • Fixed: Commander proxy for Slammer
  • Added: Material for weapon bullet penetration
  • Fixed: Trying to restore an attachment on an incompatible weapon generated a RPT error
  • Changed: Partial refactoring of "Van_01_base_F" and similar
  • Changed: Weapon Tails updated and configured

ENGINE

  • Fixed: Crew will not turn out when in combat mode (even if a player commander does)
  • Fixed: Possible CTD on shutdown
  • Changed: Further PhysX code refactoring

I'm otherwise engaged the next few days

Read: exploring the real consequences of having some real fun (not a NSFW link).

Edited by DnA

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05-03-2015

EXE rev. 129571 (game)

EXE rev. 129571 (launcher)

Size: ~44 MB

KNOWN ISSUES


  • Marksmen DLC does not have icon configured
  • Marksmen MP mode incorrectly named 'HVT'

DATA

  • Changed: Slammer commander position
  • Fixed: Arsenal loadout was randomized even after trying it, not only on mission start
  • Changed: Default state of the UPnP CheckBox to unchecked
  • Added: Marksmen MP Public Alpha Addons (see Announce Thread)

ENGINE

  • Added: GUI option for UPnP when creating servers
  • Fixed: Weapon proxy drawing when there are not enough graphical LODs

I'm otherwise engaged the next few days

Read: wondering if he will be able to break the record for the latest published SITREP. :cool:

Edited by DnA

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06-03-2015

EXE rev. 129601 (game)

EXE rev. 129601 (launcher)

Size: ~86 MB

DATA

  • Fixed: AH-99 Blackfoot cockpit glass looked damaged in VR
  • Tweaked: Polished small DLC logos in Field Manual and Debriefing
  • Changed: Game Credits Updated
  • Fixed: LRPS and MOS had switched reticles
  • Fixed: Nightstalker zeroing gap and maximal zoom magnitude
  • Tweaked: Zooming / zeroing values of various scopes
  • Changed: End Game MP Mode Update

ENGINE

  • Fixed: Switching fire modes in FFV
  • Added: Weapon attachments can be manipulated directly from the ground via the inventory

I'm otherwise engaged the next few days

Read: looking forward to dealing with the jet-achterblijven

Edited by DnA

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09-03-2015

EXE rev. 129614 (game)

EXE rev. 129614 (launcher)

Size: ~106.8 MB

DATA

  • Tweaked: hitPoints of VR entities to provide standard functionality
  • Added: DLC property to uniforms
  • Fixed: Attempt to fix weapon penetration issues
  • Added: Ability to show specific category animation on Arsenal start

ENGINE

  • Fixed: Sound: Muffled sounds
  • Added: New script commands allowSprint and isAllowedSprint These are actually not public commands (use for internal diagnostics only)
  • Tweaked: AI aiming error when it has lost sight of a target
  • Fixed: Kicked Headless Client should not rejoin as seagull
  • Fixed: CTD of servers when dragging a backpack from a crate

Edited by DnA

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10-03-2015

EXE rev. 129643 (game)

EXE rev. 129639 (launcher)

Size: ~682 MB

KNOWN ISSUES

  • Some owners of DLC Bundle or Supporter Edition still see the DLC as unowned. We're trying to resolve this, but it's connected to limited support for pr e-releasing DLC on Steam. It will be fixed come final release at the latest. Should be fixed - let us know if it's still not working after a Steam restart.

DATA

  • Added: Cyrus 9.3 mm CSAT marksman rifle*
  • Added: MAR-10 .338 CTRG marksman rifle*
  • Added: Mk-I EMR 7.62 mm NATO marksman rifle*
  • Added: Mk14 7.62 mm FIA marksman rifle*
  • Added: ASP-1 Kir CSAT special purpose rifle*
  • Added: SPMG .338 NATO Medium Machine Gun*
  • Added: Navid 9.3 mm CSAT Medium Machine Gun*
  • Added: AMS NATO scope*
  • Added: Kahlia CSAT scope*
  • Added: Remote Designator NATO / CSAT and backpacks*
  • Added: Full Ghillie suits NATO / CSAT / AAF (variants for arid, semi-arid, lush)*
  • Added: CSAT Laser Designator (and NATO & AAF reskins)
  • Added: Suppressors for 9.3mm and .338 calibers (multiple color variants)
  • Added: Facepaints (9 faces with camouflage, variants for arid, semi-arid, lush)
  • Added: NATO Heavy Vest (multiple color variants)
  • Added: NATO Grenadier Vest (multiple color variants)
  • Added: AAF Grenadier Vest (multiple color variants)
  • Added: Many relevant character configurations
  • Added: VR (Vehicle) Targets
  • Added: Balloons
  • Added: Swivel Target
  • Added: Dueling Target
  • Added: Shooting Mat
  • Added: Shot Timer
  • Added: Bullet Trap
  • Added: Air Horn
  • Changed: Vehicle customization
  • Tweaked: Samples (and tails) and configuration for long-range rifles
  • Tweaked: Samples for pistols
  • Tweaked: Mk20 tails
  • Fixed: VR entity damaged model
  • Changed: The skyboxes for Altis and Stratis have been downdated to ODOL 60

* Restrictions apply for those who don't own Arma 3 Marksmen DLC.

ENGINE

  • Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving
  • Fixed: moveInCargo for vehicles with FFV turned-out positions
  • Fixed: Play click sound for changing infantry weapon fire mode
  • Fixed: setSkill with subskill in MP overwriting the entire skill of a unit
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Optimized: Remove unused variables from the inventory system
  • Changed: Selecting default logoSmall for DLC / mods

LAUNCHER

  • Fixed: "Vypnout harwarovou" > "hardwarovou"

Edited by DnA

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11-03-2015

EXE rev. 129669 (game)

EXE rev. 129669 (launcher)

Size: ~403 MB

DATA

  • Fixed: 'Try before you Buy' more properly configured (note: you still cannot actually buy the Marksmen DLC, other than the DLC Bundle)
  • Added: AMS scope as a new separate entry
  • Added: AMS picture
  • Tweaked: Assigning new pictures for FM topics
  • Added: DMR and MMG FM entries
  • Fixed: Non-owned DLC asset FM hint title
  • Tweaked: Tails / short shots - samples
  • Added: Proper resource for reticle
  • Added: Different sounds for turret elevation
  • Tweaked: Laser Designator base class for the content browser and localized
  • Fixed: Scripting error in the main menu
  • Fixed: Marker channel selection was visible even in SP
  • Added: Reading Arsenal / Garage assets updated to a new format
  • Added: DLC property to scopes
  • Fixed: Zoom levels of CSAT Laser Designator according to analysis (8x - 42x)

ENGINE

  • Fixed: precisionAI replication to clients
  • Added: Direct switch weapons in vehicles: guns / rockets / missiles / bombs
  • Fixed: Knocked over trees should now fall down in the correct direction after vehicle collision in MP
  • Fixed: Pressed buttons on a 128 button controller have full range <0, 1>
  • Fixed: Aiming error sometimes being stuck at 0

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12-03-2015

EXE rev. 129712 (game)

EXE rev. 129692 (launcher)

Size: ~439 MB

KNOWN ISSUES

:exclamation: We are intentionally staging Weapon Deployment in an early and unfinished state. There are many known issues and potential for glitching. Our aim is to get your impressions and feedback early to allow for more iteration time. The Deployment Task Force is working very hard to get this feature to a splendid state :exclamation:

  • Uses several placeholder animation sets
  • There is no profound difference between deployment with / without bipods
  • Chance of getting stuck or otherwise glitching
  • You cannot be run over by vehicles while deployed
  • And a collection of other issues

:681:

DATA

  • Fixed: When the benches of the MH-9 were removed, then added, they were added folded
  • Tweaked: LH IKs for SPMG
  • Added: Empty belt links for Navid and SPMG machine guns
  • Fixed: Even more ‘Try before Buy’ scopes
  • Added: disableCollisionWith and enableCollisionWith
  • Fixed: Infantry hits were not calculated precisely in Arsenal
  • Fixed: Switch between Arsenal / Garage was visible even outside of demo mission
  • Changed: Disabled mass change when BIS_fnc_initVehicle is called from the Garage (Arsenal)
  • Added: Correct icons for the Field Manual entries of the new weapons
  • Fixed: Static laser designators have the same level of zoom as the hand-held ones
  • Added: Reading Arsenal / Garage assets updated to a new format
  • Fixed: Mar-10 black hiddenSelectionsTextures
  • Fixed: Trigger animation for Kir is more precise
  • Tweaked: Moved brass ejection memory points, added memory points ejectstart and ejectend for ammo belt pieces
  • Tweaked: Introduced proper firing modes for AI for the Navid and SPMG, so it is now actually able to use these weapons
  • Fixed: Changed names of designator icons to work fine with slotability of weapons
  • Added: #BIPODS
  • Updated: End Game multiplayer Public Alpha (see Announce Thread)

ENGINE

  • Added: File and product version to extension description
  • Fixed: Usage of UAVs zoom / optics / weapon switching
  • Added: Weapon Deployment
  • Changed: Raised game version because of changes in MP (Weapon Deployment)

Edited by DnA

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13-03-2015

EXE rev. 129736 (game)

EXE rev. 129722 (launcher)

Size: ~378 MB

DATA

  • Fixed: Static Designators should have TI mode
  • Fixed: Position of DMS optics
  • Added: Laser Designators tooltip localization
  • Added: Condition for magazine removed from weapon
  • Tweaked: Decreased bullet drag, but increased dispersion of ASP-1 Kir

ENGINE

  • Changed: Vehicle commander will turn in in combat mode
  • Fixed: "password" serverCommand stopped working
  • Added: Extended logging information about #login activities on Dedicated Servers
  • Fixed: Weapon Deployment - reload empty magazine
  • Fixed: Action reload ammo type had the wrong name
  • Fixed: Deployment is not cancelled after support leaves position
  • Fixed: Changing selectionFireAnim from "zasleh" hid muzzle flash forever
  • Added: Scripting commands isWeaponRested and isWeaponDeployed pulled to public build
  • Fixed: Condition to switch to 'none' weapon when entering water

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16-03-2015

EXE rev. 129751 (game)

EXE rev. 129744 (launcher)

Size: ~614 MB

DATA

  • Added: DLC property to all DLC assets
  • Tweaked: Characters equipment update (use of new Marksmen gear)
  • Tweaked: Ghillie suit model
  • Added: Empty belt links effect to M200 and Zafir
  • Added: Purple FD flag
  • Fixed: Missing FD / TT word localization
  • Tweaked: Silencer shot tails changed from prototype samples to final samples and other small changes
  • Added: Purple Skeet_Clay and unified the purple on purple Balloons with it
  • Changed: Collimators have been changed to a new technology
  • Tweaked: Attempt to set up proper memory points for baked-in bipod deployment
  • Tweaked: MMG_02 - reload magazine animation: ammo belt is no longer hidden, instead it is pulled to the side

ENGINE

  • Fixed: Running over a deployed player didn't kill them
  • Tweaked: Further improvements of AI getting into a vehicle
  • Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear

LAUNCHER

  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar
  • Tweaked: Metrics to correct misalignment of a few controls on the mod management page

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17-03-2015

EXE rev. 129763 (game)

EXE rev. 129763 (launcher)

Size: ~761 MB

DATA

  • Added: Vehicle Customization (VhC) localization
  • Tweaked: Gun holding animation of the Mk14
  • Fixed: OPFOR Rifleman should be default instead of Officer
  • Fixed: Even CSAT and AAF snipers know how to hide the water pouch of their vests in their ghillie suits
  • Tweaked: Snipers are now trained to hide more vests under their ghillie suits
  • Fixed: Some standard soldiers had a DLC icon displayed
  • Changed: New technology for blending different shaders on the ghillie suits
  • Added: BIS_fnc_position now recognizes a string as object variable name
  • Fixed: BIS_fnc_obvjectVar sometimes could sometimes assign a duplicate variable to different objects
  • Fixed: It was possible to respawn on a dead group leader when the respawn point was the group
  • Fixed: When a respawn point was removed when the player had it selected in the respawn menu, he was still able to respawn on it if he didn't pick any position afterwards
  • Added: Possibility to disable the default 3D task markers / waypoints to allow displaying of the new experimental 3D task markers
  • Fixed: Errors on scanning of the magazines attached on weapons that were caused by Weapon Deployment changes
  • Added: Balloon target configuration for Firing Drills
  • Changed: Swivel Targets should now longer have a shooting target on them by default
  • Tweaked: Default min and max leaning angles of Swivel Targets
  • Removed: Obsolete BIS_standAngle variable init from Swivel Targets
  • Changed: Swivel Targets are now leaning by default (can be disabled by <target> setVariable ["BIS_leaningEnabled", false])
  • Added: _NoPop variants of FD Balloons
  • Updated: PhysX logo in the splash screen
  • Fixed: Wrong skeleton for camo variants of the GM6 and M320
  • Fixed: Side accessory positions on MMGs
  • Tweaked: Animation timing for ammo belt of SPMG during magazine reload
  • Fixed: Magazine reload animation for Mar-10
  • Fixed: Mk-I EMR - incorrect texture under the fire mode selector
  • Tweaked: Animations (mainly of the belt) for reloading and magazine reloading of the Navid

ENGINE

  • Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km.
  • Fixed: Zoom in vehicles with a commander turret without weapon
  • Fixed: Can't place any explosives while falling (still can set them off)
  • Fixed: Moving magazines between weapons from inventory (while being a crew member)
  • Fixed: Improper soldier actions visible while manning a turret in a vehicle
  • Fixed: External camera while turned-out and switching out of optics

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18-03-2015

EXE rev. 129776 (game)

EXE rev. 129776 (launcher)

Size: 510 MB

DATA

  • Added: New muzzle flash for the Kir
  • Fixed: Recognition of compatible items was not calculated correctly (http://feedback.arma3.com/view.php?id=23111)
  • Fixed: An error occurred if a vehicle was destroyed or deleted during a mass change
  • Added: Bullet paths diagnostic to Virtual Arsenal
  • Added: New function to define the racing number of the Kart (considers randomization via VhC)
  • Fixed: FPS drop when too many inventory loadouts were present
  • Added: Players are now sorted at the top of the respawn position menu
  • Changed: Adjusted default equipment of various soldiers
  • Fixed: Missing cfgPatches classes
  • Tweaked: Improved far visual LODs and shadow LODs of full Ghillie suits
  • Changed: Replaced FD frozen competitor mechanic with a more robust solution
  • Changed: The racing number definition on Karts has been changed and now considers randomization (enabled or disabled)
  • Fixed: VR meta-data are no longer visible in vehicles
  • Added: LODs to bipod models
  • Fixed: Bipods should not hover above the surface
  • Fixed: Camo variants of the GM6 and M320 should now have proper bipod deployment
  • Fixed: Mounting position of scopes on the Mk14

ENGINE

  • Fixed: An undefined variable in a formatted string in a script caused a CTD
  • Fixed: Slow walk is not enabled by default anymore
  • Added: Config parameters for weapon deployment (documentation forthcoming)

LAUNCHER

  • Fixed: Handled a situation when Launcher fails to start because it attempts to detect a running instance of the game with higher privileges

Edited by RoyaltyinExile

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19-03-2015

EXE rev. 129822 (game)

EXE rev. 129814 (launcher)

Size: ~445 MB

DATA

  • Removed: Class textureSource for the military variant of the xH-9 (no longer needed)
  • Tweaked: Initial setup of stabilization coefficients for resting and deployment according to the implementation changes (WIP)
  • Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions
  • Added: Ability to call BIS_fnc_moduleMissionName independently
  • Fixed: The texture list was incorrectly defined for the FIA Offroads
  • Fixed: The wheels of the FIA texture sources were badly defined for Quadbike
  • Added: User action to activate / deactivate the police light bar on Offroad
  • Added: _NoPop variants to Swivel Targets
  • Renamed: Popup_rot animation to Terc for backwards compatibility with other targets
  • Added: Ammo hit and fly-by distances for AI detection & suppression
  • Tweaked: Ammo boxes have been updated with new weapons and items
  • Fixed: Shadow on AAF #bipodz
  • Removed: Duplicate memory point for the bipods on GM6 camo
  • Updated: End Game multiplayer Public Alpha (see Announce Thread)

ENGINE

  • Fixed: FAKs were increasing hit point damage to 0.25
  • Fixed: Wrong tooltip formating in the inventory display
  • Added: New script commands for manipulation with channels - enableChannel, channelEnabled, setCurrentChannel, currentChannel, getPlayerChannel
  • Added: Parameters dangerRadiusBulletClose and dangerRadiusHit for CfgAmmo
  • Added: isTurnedOut script command
  • Changed: FFV inertia parameters moved to CfgWeapons
  • Tweaked: Clipping through the stairs when deploying a weapon
  • Tweaked: Weird weapon deployment situations
  • Fixed: Throwing a grenade while deployed on an object now results in a normal direction
  • Changed: Throwing a grenade while deployed in prone cancels deployment
  • Fixed: Disabled personTurret in turn-out state, optics and switching weapons
  • Fixed: Some values were incorrectly initialized when the createMine command is called
  • Fixed: Added check for null pointer to address a potential CTD
  • Fixed: Axes for head rotation in freelook while deployed
  • Added: AI suppression enabled

Edited by pettka
Tools Commisar has a better description for Offroad changes

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20-03-2015

EXE rev. game (129826)

EXE rev. launcher (129826)

Size: ~445 MB

DATA

  • Added: VhC implementation for the Mi-48 Kajman
  • Fixed: Right hand versus model collision for the Navid
  • Changed: Commanders are now able to board Sochor form both sides
  • Added: Snipers have trained how to stuff even fewer vests under their suits
  • Added: FFV inertia parameters to config
  • Changed: Color to "Gold platform" for default mod logo
  • Fixed: Incorrect variable name in BIS_fnc_objectVar
  • Changed: BIS_fnc_objectsMapper stores object simulation state in the spawned objects
  • Fixed: FD rifle decal had inconsistent transparency
  • Changed: In the campaign, vehicle randomization is now handled by the VhC
  • Added: VhC implementation for the Time Trials
  • Added: Abstract FD target type for Swivel Targets
  • Fixed: Some FD target types were incorrectly getting their simulation toggled
  • Fixed: If a FD CP only contained bonus targets, those would not be shown in the IGUI properly
  • Fixed: If you left a CP with only bonus targets remaining, there would be incorrect audio feedback
  • Fixed: Field Manual - DLC hints are now properly marked with the DLC logo
  • Fixed: Tab highlighting in the server browser
  • Changed: Removed the Internet/LAN button because it was replaced by tabs in the server browser
  • Fixed: Fire selector rotation for the Navid

ENGINE

  • Fixed: Driving vehicles, which can float, on shore
  • Fixed: Suppression increased by Hit events properly
  • Tweaked: Aiming error recovery made shorter for 0 value of error
  • Tweaked: Weapon distraction for aiming error
  • Changed: drawIcon3D takes one more parameter - drawSideArrows
  • Fixed: Firing from airplanes and helicopters
  • Added: Enabled support for friends in the server browser

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23-03-2015

EXE rev. 129844 (game)

EXE rev. 129844 (launcher)

Size: ~444 MB

DATA

  • Tweaked: Recon Teams have one less member now
  • Added: Marksmen DLC groups
  • Fixed: Local mission functions were affected by a recent security fix
  • Added: Config parameters for secondary text in RscShortcutButton and RscButtonMenu
  • Tweaked: Redistributed different collimator reticles according to design
  • Added: Two new specific models for SMG collimators
  • Tweaked: Zafir and MX-SW machine guns are now switched on full auto by default instead of semi auto
  • Fixed: Added missing entries to cfgPatches

ENGINE

  • Fixed: AI not moving in formation correctly
  • Fixed: getPlayerChannel not working for local players
  • Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.)
  • Fixed: Situation where inventory items might disappear when manipulated in MP
  • Fixed: Entering Weapon Deployment changes camera direction
  • Fixed: Saving of Weapon Deployment state
  • Changed: Weapon Deployment - actions should cancel deployment

Edited by DnA

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24-03-2015

EXE rev. 129865 (game)

EXE rev. 129865 (launcher)

Size: ~383 MB

DATA

  • Fixed: Script error when shooting around civilian AI
  • Fixed: Wrong icon path in Marksmen hint
  • Fixed: Cropped version number in the Main Menu when aspect ratio is set to 5:4
  • Fixed: Undesired scrolling of debriefing summary
  • Fixed: Added missing bags into cfgPatches
  • Fixed: Missing muzzle smoke effects for rifles

ENGINE

  • Added: Sound: Attenuation of exterior sounds while inside structures (heavily WIP)
  • Added: Vehicles have a new config array AmphibiousRatios used when the vehicle is in water (backwards-compatible)
  • Fixed: Zeroing visible on disabled FFV for commander in Sochor
  • Fixed: Stacking vests inside vests possible via the Take action
  • Changed: The RPM of amphibious cars are now taken from the Arma 3 simulation and not from PhysX vehicles in water
  • Added: Weapon Resting (WeaponRested) and Deployment (WeaponDeployed) event handlers

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25-03-2015

EXE rev. 129886 (launcher)

EXE rev. 129886 (game)

Size: ~359 MB

DATA

  • Fixed: Displaying of tooltip on the bipod slot in the inventory
  • Tweaked: Updated ammo box compositions (suppressors and new Marksmen optics) according to an updated analysis
  • Tweaked: The optics proxy has been moved for SPMG

ENGINE

  • Fixed: Missing null test when attempting to get in a vehicle as agent
  • Fixed: UI element - Dynamic zoom is based on minFov, not initFov
  • Fixed: Zeroing + initSpeed (kudos to http://feedback.arma3.com/view.php?id=23256)
  • Fixed: More cases of sinking into the ground when deploying in prone
  • Tweaked: AI Suppression
  • Tweaked: Weapon Deployment - detection improvements
  • Rock walls


  • Thin obstacles


  • Windows


  • Added: Saving of bipod deployment state
  • Changed: Case insensitive comparison when trying to find a PiP texture

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26-03-2015

EXE rev. 129911 (launcher)

EXE rev. 129911 (game)

Size: ~544 MB

KNOWN ISSUES

  • Showcase Firing From Vehicles can get stuck because of an animation problem for the hostages

DATA

  • Added: Showcase Marksmen*
  • Added: 3 Purple category Firing Drills*
  • Added: Showcase Firing From Vehicles (SP & MP COOP)
  • Added: 3 VR Training Weapon Handling courses
  • Tweaked: Kart shaking while driving
  • Fixed: Unable to collapse advanced hint after exiting UAV terminal
  • Fixed: Side proxy on Cyrus
  • Fixed: Attempt to fix all discrepancies between the editor groups composition design and current in-game state, discovered while testing editor groups
  • Added: camo4 selection for 5th LOD of Ghillie suits / adjusted most distant LOD
  • Fixed: Dead players were not added to the checked list in the getUnitByUid function
  • Tweaked: Geometries of windows on several shops have been tweaked to allow Weapon Deployment
  • Added: New sound samples for (water) balloon popping (not configured for the asset yet)
  • Added: Proper configuration of bipod sounds
  • Updated: End Game multiplayer Public Alpha (see Announce Thread)

* Content requires ownership of the Arma 3 Marksmen DLC

ENGINE

  • Changed: Manual fire disabled for commanders using their personal weapons
  • Fixed: CTD when logging out from FFV turned-out position
  • Fixed: Cursor movement while deployed blocks the exit transition
  • Added: Sound: Weapon Deployment SFX
  • Fixed: Exit the UAV Terminal display when the player loses the UAV Terminal
  • Fixed: Turned out weapons when starting as commander in a vehicle
  • Fixed: PCML selected in turned out turret if selected before embarking
  • Added: Mod / DLC icons in the "Insert Group" dialog in editor
  • Added: Weapon Deployment - detection of broken windows
  • Changed: Fold bipod after changing weapon
  • Fixed: Zeus can't deploy his weapon for a remote-controlled unit
  • Fixed: When Zeus deletes cover below a deployed soldier, the soldier will remain deployed
  • Added: Configurable deployment time
  • Fixed: Items disappear when trying to take them from a remote player's corpse
  • Tweaked: Use more PhysX iteration on ragdoll items

Edited by DnA

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27-03-2015

EXE rev. 129935 (launcher)

EXE rev. 129935 (game)

Size: ~45 MB

DATA

  • Updated: Adjust stance FM hint
  • Tweaked: Marksmen FD decal colour variants exported to replace placeholders
  • Tweaked: CoF: Purple 2 - targets behind walls to match decals
  • Fixed: CoF: Purple 3 - moving target moving to the wrong position
  • Tweaked: CoF: Purple 3 - 2 CP positions
  • Tweaked: Marksmen FD wind and TOD settings
  • Added: Sound effects for the destruction of Balloons
  • Added: "Zipper Theme" (new Marksmen track for Showcase Firing From Vehicles)
  • Fixed: Error message that appeared after pressing F in editor
  • Added: Warning message before the mission is exited after clicking on the Try button in the DLC Content Browser
  • Fixed: Broken progress in Showcase Firing From Vehicles
  • Updated: End Game multiplayer Public Alpha (see Announce Thread)

ENGINE

  • Improved: Interpolation of weapon movement in MP while in deployed state on remote clients
  • Fixed: Suppression and AimingError components can be re-enabled again
  • Changed: The selectWeapon command disallows rocket launchers for personTurrets
  • Fixed: Grenades ready to use for FFV, if spawned as a commander
  • Added: AI Suppression commands: getSuppression, setSuppression
  • Fixed: Weapon attachments properly affect AI aiming
  • Changed: createTrigger command - trigger can be created locally
  • Added: Script command documentation for enableAI / disableAI (AIMINGERROR and SUPPRESSION)
  • Fixed: Assembled autonomous turrets have a default 0.5 skill now

Edited by RoyaltyinExile

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30-03-2015

EXE rev. 129971 (game)

EXE rev. 129981 (launcher)

Size: ~452 MB

DATA

  • Tweaked: Swapped binoculars between FIA Marksmen and Sharpshooter (DLC) so that the Marksmen now has them, and also removed RGN grenade from Sharpshooter according to design
  • Tweaked: Sound volume of the Balloons
  • Tweaked: Mass of several weapons to better scale their different weights in regard to their real counterparts according to design

ENGINE

  • Improved: Commander-gunner communication (commander will assign targets faster)
  • Tweaked: AI suppression (damage, fatigue)
  • Fixed: AI suppression influencing personTurrets properly
  • Tweaked: Sound: Changed shooting sounds dynamic
  • Fixed: Knee-height objects could trap players in a deployed state

LAUNCHER

  • Added: Support for the new Steam Workshop version (full mods, multiple files, unlimited file size - you’ll still need the new Publisher before such items can be published)

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31-03-2015

EXE rev. 129986 (game)

No new Launcher

Size: ~383.6 MB

DATA

  • Tweaked: Shadows of Ghillie suits
  • Tweaked: VR Training - Recolored dart target selection
  • Fixed: Showcase Firing From Vehicles - potential script error relating to callsigns upon JIP

ENGINE

  • Fixed: TrackIR while deployed
  • Fixed: Holding breath in deployment
  • Fixed: Item added to UGC monitor before raising events (SteamLayer)
  • Fixed: Not all subscribed items were registered for UGC monitoring thus breaking Launcher (SteamLayer)
  • Fixed: Deployment may prevent natural decrease of secondary sway size
  • Fixed: Calculation error causing AI to stop shooting at a target above it

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01-04-2014

EXE rev. 130012 (game)

EXE rev. 130026 (launcher)

Size: ~476 MB

DATA

  • Tweaked: Bipod poses reworked
  • Fixed: Reloading while deployed in prone canceled reload
  • Fixed: Commander turn out position and cargo pose for Gorgon
  • Changed: Using BIS_fnc_setVehicleMass, the additional mass to be added is limited to a third of the default mass (in order not to break PhysX behavior)
  • Fixed: RPT spam "Bad conversion: bool" when restoring the default mass (according to the phases of the animation sources) of a vehicle
  • Fixed: Generating of the identity for captive units
  • Added: Marksmen FD random target positions and spawning chances
  • Fixed: FD11 - Moving target was moving to the wrong coordinates
  • Added: Support for random FD target positions that require ASL
  • Tweaked: Further adjustment of the sounds for Balloons
  • Added: Parameter for remote cameras in Striders and re-linked its samples
  • Tweaked: All weapons - Improved shooting sounds, tails, interior tails added, supersonic crack, bullet hits, interior house attenuation class added, tails for UGL added
  • Fixed: Removed unnecessary entries in the static GMG turret class causing a pop-up error in Garage
  • Fixed: Nighstalker optics zoom values, so dynamic zoom calculation will correspond to the tool-tip info
  • Added: Author to magazines

ENGINE

  • Fixed: Zeus Godly Creations achievement (unlocks achievement on the 200th unit, not the 201st unit)
  • Fixed: Double 100% publish progress report (SteamLayer)
  • Fixed: Soldier is moved to the ground when deploying on a rock or in a building
  • Hotfixed: Pistol accessory on a dead body gets duplicated
  • Fixed: Zeus mode causes player to be stuck when deployed
  • Fixed: Freelook in optics during weapon deployment
  • Optimized: Inventory-related network message
  • Fixed: Vertical camera limit during freelook in weapon deployment (better limits for rotation)
  • Changed: Disabled blending out of deployment when a character is dead
  • Changed: playMove can cancel deployment only when it uses a primary move, not a gesture
  • Added: BattlEye service implementation (more info)

LAUNCHER

  • Fixed: Incorrect status displayed in the mod details when an item update is queued
  • Hotfixed: Steam UGC status workflow has changed for legacy items; updating state automaton to compensate
  • Changed: Logging of Steam operations is now disabled
  • Added: Custom command-line parsing, skipping OS parsing
  • Fixed: Parameter decoding is skipped for Steam parameters
  • Added: Explicit queue for synchronization tasks
  • Changed: Server IP parameter changed to Server Address, IP address only restriction removed
  • Added: Workaround to nudge Steam to upgrade subscribed Workshop items to the new version

Edited by DnA

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02-04-2015

EXE rev. 130072 (game)

EXE rev. 130083 (launcher)

Size: ~144 MB

DATA

  • Tweaked: Set up proper deployment and undeployment times
  • Fixed: FD11 - Rogue moving target rails at one shooting station
  • Fixed: Achievement Hip Shooter was still not always unlock-able
  • Fixed: Adjusted minimal zeroing of MOS
  • Fixed: Katiba GL had some strange view while used in FFV
  • Changed: Credits have been updated
  • Changed: Prone deployed animations (yesterday’s version had a better firing arc, but the pose was problematic)
  • Fixed: Sniper wearing Ghillie suit is now able to put more camouflage even on rebreathers and heavy vests (we realize this is not the ideal solution, but it’s the best we can provide now)
  • Tweaked: Tail samples
  • Tweaked: MX in meadows tail samples
  • Updated: End Game multiplayer Public Alpha (see Announce Thread)

Potential spoilers:

  • Fixed: Showcase FFV - AI squad leaders will no longer disembark from the helicopter to engage enemy units

ENGINE

  • Added: Possibility to configure crew in each turret separately (property gunnerType in turrets)
  • Fixed: Possible CTD in the load script command
  • Changed: Script command load and loadAbs return 0 instead of <null> when a wrong parameter is given
  • Changed: Script commands loadUniform, loadVest, loadBackpack and getMass return 0 instead of <null> when a wrong parameter is given
  • Fixed: Reverting changes in controls priority for movement (until we find a better solution)
  • Fixed: AI soldiers should no longer get stuck around buildings
  • Fixed: Zeroing for deployed weapons on slopes shoots in the aiming direction
  • Fixed: Local recoil movement when a unit is deployed
  • Fixed: Inventory - Disappearing items (vests and uniforms) in inventory after swapping
  • Fixed: Un-subscribe fail handling (SteamLayer)
  • Tweaked: Undeployment is smoother and less clunky

LAUNCHER

  • Added: Workaround for legacy items that are not converted for the new Workshop version

Edited by RoyaltyinExile

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03-04-2015

EXE rev. 130139 (game)

EXE rev. 130139 (launcher)

Size: ~166 MB

DATA

  • Tweaked: Soldier heights for weapon deployment to avoid levitation
  • Fixed: Changed exit pose from lowest crouch deployment
  • Improved: Camo1 selection of OPFOR soldier updated to include boots
  • Fixed: VR entities have proper color even when played from first person view
  • Fixed: FD09 - random flying target
  • Tweaked: FD13 - medal times were too easy
  • Added: Marksmen FD decorative objects
  • Tweaked: Firing Drill PiP feedback using better targeting parameters
  • Fixed: Firing Drill PiP feedback would sometimes get stuck without target
  • Fixed: Window geometries in some houses to allow more meaningful deployment
  • Added: Stance indicator icons for resting and deployment
  • Added: Sound definition for footsteps on some surfaces
  • Removed: Debug output of the VhC (no longer needed)

Potential spoilers:

  • Tweaked: Removed obsolete lock from the helicopter in Showcase Marksmen

ENGINE

  • Fixed: Remotely controlled unit cannot access vehicle's weapon without getting out first
  • Fixed: Healing was not properly canceled by reloading
  • Fixed: Weapon orientation after ragdoll initialization
  • Tweaked: Increased smoothness of weapon deployment transitions
  • Added: Adjustable bipod legs
  • Fixed: Animation where a character deploys a weapon and is immediately undeployed
  • Tweaked: Change of stance cancels deployment and changes stance
  • Fixed: Incorrect weapon deployment on handrails
  • Added: Stance indicator for resting and deployment (also not shown in 3rd person)
  • Tweaked: Deployment waits until animations are finished

LAUNCHER

  • Tweaked: Localizations
  • Changed: BattlEye EULA shown even if the -noLauncher parameter is present
  • Fixed: BattlEye webpage link
  • Added: UID to workaround working window label
  • Added: Loading box label marked as localizable
  • Hotfixed: Made a label on the Options page localizable with current translations
  • Fixed: Parameters when BE executable is not found

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06-04-2015

No update today due to Easter holidays.

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07-04-2015

EXE rev. 130192 (game)

EXE rev. 130199 (launcher)

Size: ~440 MB

DATA

  • Added: End Game into DLC Content Browser
  • Changed: Function 'diag_log' added to the whitelist for the MP remote execution
  • Fixed: Footstep sound in cargo structures
  • Fixed: Description of missions not shown in mission slot selection screen for Firing From Vehicles and End Game
  • Tweaked: FD11 medal times made harder based on play tests
  • Tweaked: FD12 medal times made harder based on play tests
  • Tweaked: FD12 upTime added to several targets behind cover
  • Tweaked: FD12 clutter cutter added in front of small plate target
  • Tweaked: FD13 bronze time made a little more tolerant
  • Tweaked: Various improved interior tails
  • Tweaked: Volume of shooting from pistols raised
  • Fixed: One Cyrus version has been given a matching sound suppressor

ENGINE

  • Fixed: Occasional error where player gets stuck in a cargo animation when 2 players try to get in the same position at the same time in MP
  • Added: Sound: Enabled audio features (low pass, building interior)
  • Tweaked: Sound: Distance volume curve & distance frequency filter
  • Fixed: Rare turret desync if turning out at the very beginning of a MP mission
  • Tweaked: Character is adjusted to ground when deployed
  • Tweaked: Stance indicator fade out is reset when resting or deployment changes
  • Fixed: Weapon Deployment - Players get stuck if they try to get into a vehicle while they are deployed
  • Tweaked: Weapon Deployment - Windows detection improvements
  • Fixed: Update vision mode when switched through binoculars
  • Tweaked: Ground weapon holders are ignored when looking for focus object in optics
  • Fixed: Missing weapon stabilization class when remotely controlling units resulted in synchronization issues with deployment
  • Fixed: Problem with the ''weapon'' tab, when a player tries observe attachments close to a crate on the ground
  • Fixed: Weapon Deployment - Entering a helicopter in prone stance
  • Hotfixed: Subscribe content list processing will fire subscribed events before authors resolution (it will still fire the event after the authors resolution as well) [steamLayer]
  • Fixed: Game crash after trying to create non-existent weapon attachments (bad config name)
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Changed: CWeaponTypeSlotsManager checks max count of available attachment slots and linked items
  • Tweaked: Functionality of prone deployment improved

LAUNCHER

  • Fixed: Changed color of of label 'Auto-included' from general orange to the correct green color
  • Changed: An author field of the extension is not updated if the new value is a null or an empty string
  • Fixed: The 'Updated' label of a mod now stays on until the Launcher is restarted and is not overridden by any other synchronization
  • Fixed: The update available flag is now cleared after a legacy mod downloaded to prevent confusion when combined with ‘The Workaround'

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