DnA 5156 Posted August 27, 2015 27-08-2015 EXE rev. 132000 (game) EXE rev. 131993 (launcher) Size: ~47 MB DATA Fixed: Base soldier classes now have a proper scope of 0 (B_Soldier_02_f, B_Soldier_03_f, B_Soldier_04_f, B_Soldier_05_f, I_Soldier_02_F, I_Soldier_03_F, I_Soldier_04_F, O_Soldier_02_F) Fixed: Escape from Stratis - Possible premature scenario end for reconnecting clients ENGINE Fixed: htmlLoad restrictions when loading URL (allowedHTMLLoadURIs in CfgCommands or server.cfg) Fixed: Input problems after Time Trials restarting Tweaked: Optimized server performance when updating Steam variable values Fixed: Helicopters would start hovering even without applying throttle Tweaked: NMTFireWeapon message optimisation 1 Share this post Link to post Share on other sites
DnA 5156 Posted August 28, 2015 28-08-2015 EXE rev. 132004 (game) EXE rev. 132004 (launcher) Size: ~102 MB DATA Changed: The following classes (from CfgVehicles) - I_Heli_light_03_base_F, I_Heli_light_03_unarmed_base_F, B_Heli_Transport_03_base_F, B_Heli_Transport_03_unarmed_base_F and C_Hatchback_01_sport_grey_F - are now marked as deprecated and shouldn't be used anymore ENGINE Fixed: remoteExec in init scripts would execute too soon compared to BIS_fnc_MP Fixed: The allPlayers command should not show a duplicated player anymore 1 Share this post Link to post Share on other sites
DnA 5156 Posted August 31, 2015 31-08-2015 EXE rev. 132014 (game) EXE rev. 132004 (launcher) Size: ~68 MB DATA Fixed: Spawning green unarmed Huron now properly spawns a green unarmed Huron instead of the black ninja that crept in all the time Added: New limits for FFV positions for MH-9 and Hellcat thanks to new tech End Game Tweaked: The distance from which you can upload schematics is now bigger ENGINE Fixed: AI units could not enter a vehicle when surrounded by other vehicles Fixed: Script command splitString sometimes crashed when the given string was empty Fixed: CTD when working with optics Added: Report when a uniform is using an abstract character class LAUNCHER Fixed: The unusual process exit dialog caused Launcher to CTD when it was displayed and certain conditions were met (#irony) 5 Share this post Link to post Share on other sites
DnA 5156 Posted September 1, 2015 01-09-2015 No new EXE No new Launcher Size: ~37 MB DATA Added: Testing FoB icons for both West and East Fixed: Player was able to get in a tank in Showcase Zeus and break the scenario flow Fixed: When Zeus used a custom name for an Attack / Defend objective, it wasn't shown to other players Fixed: "Arsenal" option in Zeus respawn loadout selection was not always sorted on top Fixed: Planes were too durable when colliding with objects Removed: Servo sound for movement of rear turret on Boat Armed 01, since it's moved by hands Fixed: Team Leaders of all factions were equipped with binoculars Fixed: Error in the respawn display Tweaked: Optimized function for removing respawn positions Fixed: Tooltip in ORBAT viewer was shown even when it had no content Fixed: Arsenal didn't support launcher attachments Added: Items in Arsenal lists now have a tooltip with full name (user can use it to see otherwise cut off names) Fixed: Vehicle icons in radar were not shown for vehicles remotely-controlled by Zeus Fixed: Task title in diary was indented too far 2 Share this post Link to post Share on other sites
DnA 5156 Posted September 2, 2015 02-09-2015 EXE rev. 132044 (game) EXE rev. 132044 (launcher) Size: ~31 MB DATA End Game Fixed: Color of FOBs did not match side color owning it ENGINE Tweaked: AI aiming from multiple muzzles (e.g. Slammer coaxial) Fixed: A crash connected to simulating PhysX joints Fixed: CTD when accessing an out-of-range bone index in a faulty skeleton Fixed: Security issue with stacked event handlers Fixed: Memory could not be read CTD during KotH 2 Share this post Link to post Share on other sites
DnA 5156 Posted September 3, 2015 03-09-2015 EXE rev. 132062 (game) EXE rev. 132062 (launcher) Size: ~62 MB DATA Fixed: Explosive Specialists classes in a FIA Support group appeared as Rifleman instead after editing them Fixed: Tooltips in Strategic Map lingered on even after cursor no longer hovered over any item Fixed: Third parameter of BIS_fnc_spawnGroup as Scalar did not spawn characters (http://feedback.arma3.com/view.php?id=10532) Fixed: In Garage, when players took control of a UAV and then switched it to another vehicle, they lost control over their character Fixed: Vehicle appearance was not loaded correctly in Garage Fixed: New proper debriefing in Showcase Commanding in case you finish the mission without casualties Changed: AO in Showcase Drones enlarged to prevent accidental fail mission ending (http://feedback.arma3.com/view.php?id=15164) Fixed: Task title in diary was indented too far Fixed: Sound Suppressor LMG duplicity in Zeus Fixed: Sound Suppressor 6.5mm made available for Mk200 Potential spoilers: Added: In campaign mission Preventive Diplomacy there is now a hint when the last artillery request is done (out of ammo) ENGINE Fixed: CTD when speaking on direct voice channel Changed: disableTIEquipment now disables only Thermal Imaging functions on vehicles Added: disableNVGEquipment to disable nightvision functions on vehicles Fixed: Paratroopers are now visible on the Zeus map Added: disableRemoteSensors and getRemoteSensorsDisabled commands Changed: The netlog file was moved into the appdata directory Fixed: Rare CTD when drawing compass Fixed: Player was able to hear starting helicopter sounds even if it had destroyed rotors 3 Share this post Link to post Share on other sites
DnA 5156 Posted September 4, 2015 04-09-2015 EXE rev. 132106 (game) EXE rev. 132062 (launcher) Size: ~195 MB DATA Fixed: Characters are no longer forced to go kneel from stand while switching from run to sprint with a launcher in their hands in FR / FL directions Fixed: Correct transition from stand / kneel sprint to run with launcher in hand in FR / FL directions Fixed: Players are now punished if they become a renegade in multiplayer (Showcase Firing From Vehicles) Fixed: Flags of CTRG soldiers no longer flicker in buildings Fixed: Sidearm holster had the wrong scope Fixed: Missing faces on gloves of VR Entities and corrected skinning of some vertices on their gloves Fixed: Imperfect scenario error handling on Dedicated Servers Fixed: In the respawn menu, switching from position selection to loadout selection and back didn't preserve the selected position Fixed: When a remotely-controlled unit accessed Arsenal, it modified the original player, not the puppet Fixed: SDV icon in Field Manual is now consistent with the rest of vehicles Fixed: Artillery smoke shell had a strange model after impact (http://feedback.arma3.com/view.php?id=18333) Tweaked: GM6 refactored, so only the basic model is now used (camo selection used for creating a texture variant). Tweaked: GM6 bolt animation tweaked to work properly when firing the last round of a magazine. Added: GM6 charging handle animation (should work with the now obsolete camo model as well) Potential spoilers: Fixed: Miller could be killed without consequence in-between killing the CSAT soldiers and rendezvousing with him afterwards (Common Enemy) ENGINE Tweaked: TBB4 updated to version 4.4 (tbb44_20150728oss) Fixed: Hitpoints configured on an object without shape CTD Changed: Disabled support for absolute paths in preprocessor Fixed: Locking sound Fixed: CTD when calling sendSimpleCommand on an empty vehicle Fixed: Security issue with stacked event handlers - kick off in lobby 7 Share this post Link to post Share on other sites
DnA 5156 Posted September 7, 2015 07-09-2015 EXE rev. 132119 (game) EXE rev. 132119 (launcher) Size: ~745 MB KNOWN ISSUES Script error when starting playable content Virtual Arsenal UI broken DATA Removed: Servo sound for turret movement of Ghosthawk (turret is moving by hand without any servo) Fixed: Reverted new FFV tech limits settings as the tech is not ready yet Tweaked: Adjusted some ragdoll values in core configuration and removed override from Data_F (bananas to ACE3 for the inspiration) Fixed: When Zeus joined an already running Seize or Defend scenario, he was unable to edit vehicles created by automatic systems Fixed: RCWS turrets sad panda behavior has been unified across vehicles Fixed: NATO technicians have found that some parts of the up armored Slammer were actually weaker than for its standard counterpart and have installed an additional layer of protection Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead) Tweaked: AAF soldier's TI texture un-commented out in injury material, so his legs should behave properly in TI when he's dead Fixed: Messages "spotted a mine" and "spotted a charge" were swapped in stealth mode Fixed: Issue when opening the old camera (BIS_fnc_cameraOld) while time acceleration was 0 Fixed: In ZGM Bootcamp, players could complete the vehicle obstacle course with any vehicle, even though the quad bike was the one requested Added: Friendly Fire module - FF event is triggered if player kills friendly using a vehicle turret Added: Friendly Fire module - possibility to add an empty vehicle Added: Friendly Fire module - possibility to add non-empty vehicle (crew is checked as well) Added: Friendly Fire module - possibility to change priority for checking being hit (one hit leads to friendly fire) Fixed: Size and position of Xbox icons in buttons when the controller is plugged in Fixed: It's no longer possible to access Splendid Camera and Animation Viewer while in Zeus (it was breaking its camera Fixed: Arsenal icons didn't fit into screen when using Very Large UI size Fixed: Scripting errors when switching players in the spectator script Tweaked: M320 refactored, so only the basic model is now used (camo selection used for creating a texture variant) Added: M320 bolt animation when firing the last round of a magazine End Game Added: View Distance is now a lobby parameter Potential spoilers: Fixed: Speed boats are now guaranteed to drive away when boarded (Tipping Point) ENGINE Fixed: Shooting from rifle using the G (grenade throw) key Fixed: Minigun shots originating in the wrong place on some helicopters Removed: Turning animation in first person (because it caused some twitching) Removed: Camera warping when leaving weapon deployment Fixed: Sound - playSound3D is quiet inside buildings Tweaked: Weapon inertia while prone 6 Share this post Link to post Share on other sites
DnA 5156 Posted September 8, 2015 08-09-2015 EXE rev. 132135 (game) EXE rev. 132135 (launcher) Size: ~109 MB DATA Fixed: soundEnv parameters changed (footstep issues in cargo buildings, on metal stairs, etc.), adjusted even the material in some of the buildings Fixed: Achievement Star Recruit had the wrong text description (Bootcamp) Fixed: In MP Bootcamp, if a Recruit would die during a vehicle race and all other Recruits had finished, the Instructor challenge was succeeded upon respawn Tweaked: In MP Bootcamp, the convoy challenge now only sends net messages to Instructors (as it should) instead of all players Fixed: Position macros from the last change were broken after binarization Changed: Ragdoll tweaks reverted (they need more testing time, so will return in some form after the next update) ENGINE Fixed: Sound - AI sometimes does not fully speak its dialogue Fixed: Rare CTD when processing scripts Fixed: Alarms and locks, in aircraft in first-person view, sound volume too low Fixed: Splash screen would not display images on some systems Added: Linux server prints warnings when no config is specified Added: Script command setObjectMaterialGlobal LAUNCHER Added: Invites from Steam while Launcher is running are supported now 3 Share this post Link to post Share on other sites
DnA 5156 Posted September 9, 2015 09-09-2015 EXE rev. 132245 (game) EXE rev. 132245 (launcher) Size: ~94 MB DATA Changed: The Garage and the Vehicle Customization system now skip the animation source periods Fixed: The animation phases were incorrectly reset by function BIS_fnc_initVehicle Fixed: Restarting while a Challenge (FD or TT) is already ending, now actually restart the Challenge. Fixed: Restarting while a Challenge (FD or TT) is already restarting, now is disabled. Fixed: Zeus can no longer take control of autonomous vehicles controlled by another player Fixed: After a previous fix, sectors were named correctly, but the task action (e.g. "Seize" or "Defend") was incorrect Tweaked: Always showing "NEAR AIRPORT" as the location at the start of faction showcases Fixed: BLUFOR UAV used in OPFOR and AAF faction showcases Fixed: Autonomous turrets Mk30A HMG .50 could not be connected to using a UAV terminal in the faction showcase Tweaked: Autonomous turrets are now performing auto fire if not connected to in faction showcases Fixed: Civilians were unable to capture sectors created by the Sector Module Tweaked: PhysX collision shape of MRAPs (mostly the bottom) Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with Zamak Medical truck body Tweaked: Adjusted geometries for HEMTT Medical and armed Offroad Fixed: Error message when creating RscSlider, RscFrame or RscToolbox using the ctrlCreate command Fixed: Zeus didn't see sector icons in the scene End Game Tweaked: Optimized pickup / upload action conditions ENGINE Fixed: Sound - Building destruction issues Changed: Turning animations in first person restored Fixed: Possible critical error when opening binarized SQM in binarized scenario folder (PBO) Fixed: Incorrect display of total load in inventory's progress bar 4 Share this post Link to post Share on other sites
DnA 5156 Posted September 10, 2015 10-09-2015 EXE rev. 132304 (game) EXE rev. 132304 (launcher) Size: ~463 MB DATA Fixed: The TRY button in Garage is no longer available when the preview vehicle has no empty seats Fixed: Navid and SPMG now correctly appear under Machineguns in Zeus when editing a box Fixed: Geometries for Taru, Blackfoot and Huron are more precise Fixed: Zeus lightning didn't always hit its target properly, often leading to soldiers surviving the blow Fixed: Scrolling issues in the Zeus main display Tweaked: Attenuation setup preparation for several vehicles (the effect is WIP) Fixed: RPT spam related to the armory hints with obsolete attributes width and height Fixed: RPT spam: "given item with name: [acc_flashlight] isn't linked to a weapon!" Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with the Tempest Medical truck body Fixed: It was sometimes possible to scroll the map preview image in the terrain selection menu Hotfixed: 'No entry' error message for some mines End Game Fixed: Unable to pickup / upload schematics caused by the recent optimization Fixed: Respawning into an active download hides the progress bar Potential spoilers: Fixed: Loudspeakers are now working in mission New Dawn Fixed: The OSD text, related to the wrong detection of current location in Status Quo Tweaked: Wipeout flyover postponed to after the briefing in New Dawn Tweaked: Conversation samples boosted in scenarios New Dawn and Air Superiority Fixed: The "Instructor" link in the menu for the Crossing Paths scenario is inoperative (http://feedback.arma3.com/view.php?id=16361) ENGINE Fixed: Rearming of vehicles without ammo Added: More information about an entity's owner container to script command logEntities Fixed: AI was throwing grenades at unknown targets Fixed: AI subordinates should heal wounded characters from other group when ordered Added: RPT report for a possible crash Tweaked: Preserving zoom when switching from optics 4 Share this post Link to post Share on other sites
DnA 5156 Posted September 11, 2015 11-09-2015 EXE rev. 132346 (game) EXE rev. 132346 (launcher) Size: ~28 MB ENGINE Fixed: Rare crash when disconnecting from the game Changed: Script command getHitIndex returns null instead of zero when invalid input was given Fixed: showChat command state was not reset on scenario restart Fixed: Sound effect of building destruction should now no longer get cut off too early Changed: Script command weaponsItemsCargo returns empty array when no magazine is present in given weapon 3 Share this post Link to post Share on other sites
DnA 5156 Posted September 14, 2015 14-09-2015 EXE rev. 132389 (game) EXE rev. 132389 (launcher) Size: ~262 MB DATA Fixed: Some vehicles in Virtual Garage had broken crew previews; noticeable especially in the Huron Removed: Obsolete Huron cargo proxies Fixed: Huron cargo proxy indices Fixed: Issue connected to setOwner being called on crashed helicopters when there were some AI soldiers still inside (Support MP) Tweaked: FSM performance optimizations for Support MP Fixed: No new respawn loadouts and fire supports were unlocked in Defend missions when the attack wave ended Fixed: Stolen OPFOR vehicles in Defend Kamino had infinite ammo Fixed: It was possible to spot and destroy the evac helicopter long before it was supposed to arrive in Defend missions Fixed: Errors in briefing for Zeus in Defend missions Added: Tooltips with full weapon names in Zeus ammo box settings window Added: Missing land contact points for boats since the Geometry LOD is used if land contacts are not defined and it hinders performance Fixed: Even pilots of CSAT and AAF have learned how to use tracers during their training courses Fixed: When players waiting for respawn didn't enter the loadout selection menu, they were able to respawn even with an already unavailable loadout Fixed: In Arsenal, switching primary weapon to empty and then selecting one resulted in the player switching to sidearm after closing Arsenal Fixed: In Showcase Night AI playing ambient animations would react very slowly after spotting the player Fixed: The player characters in Virtual Arsenal were BLUFOR; changed to Civilian. This will enable them to pick up side-specific backpacks, and they won't be engaged by autonomous turrets they assemble Fixed: Weapon attachments were not mirrored on virtual entities in Arsenal Fixed: Attenuation in Offroads Fixed: Incorrect focus when switching between Video Options tabs Tweaked: ASRAAM rockets adjusted to only lock on to air targets Fixed: B_127x108_Ball audible/visibleFire End Game Fixed: In End Game Kavala there was an exploitable respawn point for the team having to defend the Upload at the harbor Potential spoilers: Fixed: Corrected grid references during map tutorial segment (Diplomatic Relations) Fixed: In Crossing Paths, Nikos’ character had the wrong identity / face ENGINE Fixed: Removed some cases of weapon deployment levitation Fixed: AI does not switch to combat mode when they see an entity killed by script Tweaked: Collision testing optimizations Fixed: Deployment indicator inconsistency when moving up in stances 5 Share this post Link to post Share on other sites
DnA 5156 Posted September 15, 2015 15-09-2015 EXE rev. 132404 (game) EXE rev. 132404 (launcher) Size: ~202 MB DATA Tweaked: Added punishment for destroying the Alca using a vehicle (this had not been handled by the Friendly Fire module) in Showcase AAF Tweaked: Cargo positions for HEMMT Transport, HEMMT Transport (Covered), Tempest Transport, Tempest Transport (Covered), Zamak Transport, Zamak Transport (Covered) and Zamak Medical to avoid minor collisions of soldiers (both dead or alive) with the carriage Tweaked: Volume of building part destruction increased Tweaked: Substantially increased damage but also decreased effective firing range of 80mm and 60mm unguided rockets (MLRS and Kajman) End Game Fixed: Schematics could be stolen through the Prevent upload action ENGINE Fixed: AI co-pilots hiding in cockpit when switching to combat mode Fixed: More cases of flawed weapon deployment Changed: The ladders property is now optional for buildings Removed: The Object category from the Trigger menu in the editor LAUNCHER Added: Accepting Steam join invitations while the Launcher is running will launch the game 5 Share this post Link to post Share on other sites
DnA 5156 Posted September 16, 2015 16-09-2015 EXE rev. 132430 (game) EXE rev. 132434 (launcher) Size: ~105 MB DATA Added: New FFV limits technology is back for testing in Dev-Branch. Hummingbird, Mohawk, Hellcat, Taru and Huron should now work even better than before. Added: isGlobal param to make the paramViewDistance function actually work globally (before it was changing the ViewDistance only on server) Fixed: Lowering primary weapon while prone no longer forces the player to stand up Tweaked: GL carrier rigs and their geometries Tweaked: Condition for releasing from ambient animation adjusted to be less demanding (it is using a check for 'COMBAT' behavior in the first place) Tweaked: Another round of ragdoll tweaks End Game Improved: Carrier icon drawing optimized Improved: Performance improvements to End Game Kavala Fixed: Download / Upload radius set in modules is now correctly used (was always defaulting) Added: If a schematics object can be and is destroyed, the side which destroyed it will lose the match Fixed: Objects belonging to an End Game objective were not hidden until the last phase would start even when they should ENGINE Fixed: Game could crash after audio cuts out Fixed: AI is now able to raise their weapon when switched to danger and being forced to crouch Fixed: Cars tilting to one side when idling Fixed: Disabling controls during GetOut Fixed: Usage of Cyrillic (or other unsupported characters) in the profile path that is set via command line Tweaked: Collision testing optimizations 8 Share this post Link to post Share on other sites
DnA 5156 Posted September 17, 2015 17-09-2015 EXE rev. 132440 (game) EXE rev. 132440 (launcher) Size: ~81 MB DATA Fixed: Weapon no longer clips while running (http://feedback.arma3.com/view.php?id=24354) Added: New variants of fatigue-related audio samples Potential spoilers: Fixed: In campaign mission Preventive Diplomacy, some team members had the wrong loadout / unit class ENGINE Added: Triggers can now be disabled using the enableSimulation command 7 Share this post Link to post Share on other sites
DnA 5156 Posted September 18, 2015 18-09-2015 EXE rev. 132487 (game) EXE rev. 132471 (launcher) Size: ~205 MB DATA Added: New version of Personal Protective Equipment Added: Ability to prevent the reset of the animation sources to function BIS_fnc_initVehicle Tweaked: Difficulty changes - Vision Aid dots limited to Recruit preset. Extended Armor limited to Recruit preset (relates to personal protection balancing). Holding breath when diving made consistent across all presets. Fixed: Randomized animals use the correct material for goat’s sake! ENGINE Fixed: Possible CTD when trying to transfer an undefined script variable over the network Hotfixed: Character container entities inherit locality from their parent now (connected to debugging sessions with Exile) Added: Option to disable the server send messaging thread in case of random crashing (-disableServerThread) Tweaked: VON didn’t decrease volume with distance (attenuation) Tweaked: Changed player buffer size for VON (removes ~0.5s delay) 7 Share this post Link to post Share on other sites
DnA 5156 Posted September 21, 2015 21-09-2015 EXE rev. 132494 (game) EXE rev. 132494 (launcher) Size: ~61 MB DATA Added: BIS_fnc_initVehicle now supports custom materials defined in the texture sources and the scenario config file Removed: Log message from function BIS_fnc_initVehicleKart Added: Water flow audio for backward movement of boats End Game Fixed: Pickup schematics compositions which were not used would still be visible during the last phase Fixed: Upload radius was always defaulting, not reading value from module parameters ENGINE Fixed: Potential CTD when drawing objects 2 Share this post Link to post Share on other sites
DnA 5156 Posted September 22, 2015 22-09-2015 EXE rev. 132523 (game) EXE rev. 132523 (launcher) Size: ~35 MB DATA Fixed: Launchers were clipping into view when holding binoculars in prone stance Fixed: Launchers were clipping through the body during forward and diagonal sprints End Game Fixed: Upload positions were being deleted in the third stage of End Game scenarios ENGINE Fixed: Simple water shader was not initialized correctly Hotfixed: The game could freeze when working with backpacks in unorthodox ways Fixed: Panorama sound didn't work in cutscene animations Fixed: Weapon deployment on a gate was not getting canceled when the gate got opened 1 Share this post Link to post Share on other sites
DnA 5156 Posted September 22, 2015 22-09-2015 (update #2) EXE rev. 132552 (game) EXE rev. 132523 (launcher) Size: ~24 MB EDEN EDITOR This is a general summary of all new major additions. Detailed documentation is to be added in the following weeks. You can discuss the editor here. Added: Eden 3D Editor (technical name: 3DEN) Added: Cfg3DEN root config class with all Eden Editor settings Added: Any object can now have custom editor attributes (previously, they were available only for modules). They are defined in CfgVehicles >> [ObjectClass] >> Attributes. Added: Scripting commands for major Eden Editor operations:get3DENMouseOver add3DENConnection add3DENEventHandler all3DENEntities collect3DENHistory create3DENComposition create3DENEntity current3DENOperation delete3DENEntities do3DENAction get3DENActionState get3DENAttribute get3DENCamera get3DENConnections get3DENEntityID get3DENGrid get3DENIconsVisible get3DENLinesVisible get3DENSelected is3DEN is3DENMultiplayer move3DENCamera remove3DENConnection remove3DENEventHandler removeAll3DENEventHandlers set3DENAttributes set3DENGrid set3DENIconsVisible set3DENLinesVisible set3DENObjectType Added: CT_MENU and CT_MENU_STRIP control types. See CtrlMenu and CtrlMenuStrip base classes for supported config properties. The UI element can be controlled by following script commands:menuAction menuAdd menuChecked menuClear menuCollapse menuData menuDelete menuEnable menuEnabled menuExpand menuHover menuPicture menuSetAction menuSetCheck menuSetData menuSetPicture menuSetValue menuShortcut menuShortcutText menuSize menuSort menuText menuURL menuValue Added: Markers are now categorized (defined by a new 'markerClass' property, leading to a class from CfgMarkerClasses) Added: All default waypoints are now configured in CfgWaypoints ENGINE Fixed: Pathfinding-related crashes Added: New command checkVisibility Fixed: Disabled collisions for remote ragdoll with destructible objects Fixed: Incorrect handling of quotation marks in the -profiles command-line parameter 21 Share this post Link to post Share on other sites
pettka 694 Posted September 24, 2015 23-09-2015No changes as everything has been released during Eden 3D Editor live stream.24-09-2015EXE rev. 132604 (game)EXE rev. 132600 (launcher)Size: ~80 MBDATA Fixed: Soldier Protection items descriptions localized Changed: Subtle tweak of grenadier vest armor that assures death on second RGO grenade explosion in close vicinity for grenadier according to the design Added: BIS_fnc_unitHeadgear, support for campaign config file Fixed: Removed unnecessary backpacks from a crate in the VR Launchers course Fixed: Links are not overlapped anymore in Showcase AAF Changed: "Objects in synchronized triggers" was removed from the Zone Restriction module "Apply to" parameter as it was causing errors Tweaked: Optimized performance of 20 & 40 mm grenade shells:Scaled down impact damage of 40 mm grenade shell. It is still well capable to destroy MRAP wheels as it is supposed to. Splash damage remains unchanged. Scaled down impact damage of 20 mm grenade shell (so that impact is less powerful than a 20 mm bullet) by 50%, but increased splash damage by 50% (needed for GMG) Scaled down HEDP direct damage to more reasonable levels. Splash damage remains unchanged. Changed: TRG-21 GL reload animation Changed: UGLs' reload animations property moved from the magazine's config to the UGLs themselves; Katiba's reloadAction added Fixed: Cannons actually use shells instead of bullets because even shells have their tracers Tweaked: ABR reload animation Eden 3D Editor Fixed: Tutorial stated grouping can be achieved by Alt + RMB, while it's actually Ctrl + RMB Fixed: "Search in Asset Browser" context menu option will no longer lead user to Props list when applied on a vehicle Fixed: Vision mode wasn't restored after returning from preview Fixed: NVG sound was played even when vision mode was switched to normal Added: Ability to log classes of selected entities to clipboard using context menu option Added: Ability to log position under cursor to clipboard using context menu option Fixed: Supports & Sites modules behavior in Eden Fixed: Alt + LMB for teleporting player in preview wasn't available in Eden ENGINE Added: New scripting command (getMousePosition) which returns the current position of the mouse cursor on the screen Fixed: Mines can now be placed when holding binoculars Eden 3D Editor Fixed: When a new scenario is started, Intel is now properly reset in the view Fixed: Objects could get unsnapped when they were rotated in some cases Fixed: Occasional problem with restarting scenario preview Fixed: Dragging of a trigger by its area in a map (no longer snapping by icon under the mouse) Fixed: Changing type of multiple selected units Fixed: Not applied rank set in editor to soldiers (http://feedback.arma3.com/view.php?id=25736) Fixed: Widget lines are occasionally drawn over the screen to the top left corner (when the widget is behind the camera) Fixed: Filter that was removing animals from the empty list Tweaked: Slightly optimized moving with vehicle containing many units I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris investigates windmill placing capabilities in Eden 3D Editor. 5 Share this post Link to post Share on other sites
pettka 694 Posted September 25, 2015 25-09-2015EXE rev. 132628 (game)EXE rev. 132628 (launcher)Size: ~82 MBDATA Changed: Visualization of task enhancements aka shared objectives adjusted to match the new optimized behavior and data structure Tweaked: Katiba prone animation Added: Mk20 GL reload animations Added: Camo selections added for facewear due to a community request Fixed: BIS_fnc_kbtell was ignoring the _disableRadio parameter and sentences were always disabled during a conversation Removed: BIS_fnc_initMultiplayer - not used anymore as the RE is now handled by engine Removed: BIS_fn_MPexec - not used anymore as the RE is now handled by engine Changed: BIS_fnc_MP - RE is now handled by engine Changed: Task-related functions:Task structure and attribute indices are now defined in separate define file Only changed data are transmitted over the network Task variables were massively shortened to save some traffic Added: 2 functions for encoding and decoding of the binary flags Fixed: Camo net was indestructible in Showcase AAF Fixed: IR strobes didn't have infinite variants, which smoke shells and chem lights do have Added: Mk20 UGL animations configured for the weapon Fixed: M134 minigun is now correctly recognized as a vehicle weapon even for scripts Eden 3D Editor Added: Max tool tip width Added: Testing multi-line tool tip Fixed: Addon dependencies Fixed: Custom grid value was not displayed correctly in the toolbar ENGINE Added: New script commands flagSide, flagTexture Added: Support for escape sequences in tool tip config and the setTooltip scripting command Eden 3D Editor Fixed: Missing list of tasks in debriefing screen Fixed: Group selection when there is only one character and that character is inside a vehicle Fixed: Icons have now higher selection priority than areas (ex. selected trigger in map) so user can select objects under such area in the map (http://feedback.arma3.com/view.php?id=25780) Fixed: Map stealing key down event from key shortcuts (http://feedback.arma3.com/view.php?id=25773) Added: Tool tips for connections in Eden Added: Support for multi-line tool tips Fixed: Characters turning to their default position after scenario start (http://feedback.arma3.com/view.php?id=25750) I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris investigates how to synchronize moederland and van 't Land in Eden Editor 5 Share this post Link to post Share on other sites
pettka 694 Posted September 28, 2015 25-09-2015No changes today as there is a public holiday in the Czech Republic I'm otherwise engaged the next few days While Master Lord Joris investigates if the oranje Moon means something for Dutch soccer 5 Share this post Link to post Share on other sites
pettka 694 Posted September 29, 2015 29-09-2015EXE rev. 132643 (game)EXE rev. 132643 (launcher)Size: ~32 MBDATA Fixed: An error in scenario COOP 05 Support Stratis with the detection of an empty position Added: Animations for diagonal movement in adjust prone up stance Fixed: Mk20 EGLM prone reload animation now works properly Fixed: New unarmed running (standing / kneel) animations now have properly configured sounds Fixed: An error caused by failed remoteExec attempt, setting _jipID to NIL Fixed: Lower case is now forced for the task ID to make the code more resilient to input errors Fixed: An issue in BIS_fnc_setTaskLocal where the task was sometimes not created properly Fixed: Possible error message at scenario start when using Support modules Fixed: Error message after syncing the Support Requester module with a Civilian or Logic entity Fixed: Missing audio sample for Titan missiles for locked targets ENGINE Added: An option to define road type exclusively for AI pedestrian units Fixed: Negative score from destroying a friendly vehicle occupied by enemy Fixed: Autoinit should not download an already existing scenario Eden 3D Editor Fixed: Wrong marker rotation in preview (http://feedback.arma3.com/view.php?id=25813) Added: Support for auto-grouping units when creating them close to others Fixed: Eden saving a scenario to the wrong place when running SP mode and starting a MP preview Fixed: Changing a group's formation was not taken into account when using the force units to formation command Fixed: Waypoints can be now positioned using the attributes window (http://feedback.arma3.com/view.php?id=25796) Added: Improved tool tips on objects in the editor and fixed multiple small bugs discovered while testing scenario creation I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris checks if the latest update in Take On Mars contains the proper amount of water on the Oranje planet 5 Share this post Link to post Share on other sites
DnA 5156 Posted September 30, 2015 30-09-2015 EXE rev. 132670 (game) EXE rev. 132670 (launcher) Size: ~859 MB DATA Tweaked: Head and face hitpoint positions in all human models has been reworked to better distinguish between helmet and face hits at certain specific impact angles Tweaked: Increased radius of the neck hitpoint so that it better covers the area around the collar bones and also the part of the head bottom, just below the helmet (thanks to -coulum- for suggesting this fine improvement on our forums) Fixed: Red, yellow and green driver coveralls now work correctly from the editor Tweaked: The projectile spawning module script (used for example by the Ordnance module) will no longer attempt to show Zeus hints when no Zeus own the module Removed: Redundant hitpoint classes from civilians Fixed: A script error that occurred when using child tasks Added: Shared Objectives now support custom task types defined in a scenario’s description.ext as described here: https://community.bistudio.com/wiki/Arma_3_Task_Enhancements Added: New sounds for UGL reloading animations Eden 3D Editor Removed: Night vision toggling sound (while justifiable in Zeus, it doesn't really belong to a tool like Eden) Fixed: Environmental sounds were present after returning from preview (http://feedback.arma3.com/view.php?id=25916) Fixed: Config viewer was sometimes not working in Eden ENGINE Fixed: MP - Unable to switch positions from driver to passenger Eden 3D Editor Fixed: A critical error (CTD) when a user copy pastes only a waypoint (http://feedback.arma3.com/view.php?id=25827) Fixed: Copied markers had saved a wrong position in the SQM (http://feedback.arma3.com/view.php?id=25842) Fixed: A possible CTD caused by corrupted SQMs from the old editor (http://feedback.arma3.com/view.php?id=25862) Fixed: Non-interactive camera after using move3DENCamera Added: Preserving altitude when copy-pasting units in the editor Fixed: Copy pasting of vehicles with crew inside Added: Localized and added a little bit more explanatory texts for newly introduced tool tips for editor objects 5 Share this post Link to post Share on other sites