DnA 5143 Posted September 22, 2017 22-09-2017 EXE rev. 143040 (game) EXE rev. 143040 (launcher) Size: ~98 MB (depends on Apex ownership) DATA Added: The ability to re-texture the grip on the LIM-85 Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate (https://feedback.bistudio.com/T126770) Fixed: MX & Mk20 UGL reload animations when deployed Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats) Tweaked: The GL sight dot is now hidden when switching to another weapon Tweaked: Adjusted countermeasure dispersion Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed ENGINE No significant engine changes today 15 Share this post Link to post Share on other sites
DnA 5143 Posted September 25, 2017 25-09-2017EXE rev. 143059 (game) EXE rev. 143059 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed) ENGINE Added: New value for turretFollowFreeLook (2) to allow remote turret control even without weapons (replacement for the "FakeWeapon" solution) 9 Share this post Link to post Share on other sites
DnA 5143 Posted September 26, 2017 26-09-2017EXE rev. 143070 (game) EXE rev. 143070 (launcher) Size: ~650 MB (depends on Apex ownership) DATA Tweaked: Deployed UGL animation speeds Added: Gear indicator to the SUV and the water temperature indicator now moves ENGINE Fixed: It was possible after saving / loading for gear to not respect inventory limitations Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle Fixed: Potential Zeus CTD Added: New MFD sources "pilotcameratarget" and "pilotcameratargettoview" 12 Share this post Link to post Share on other sites
DnA 5143 Posted September 27, 2017 27-09-2017EXE rev. 143080 (game) EXE rev. 143076 (launcher) Size: ~2.1 GB (depends on Apex ownership) DATA Tweaked: Ladders now also use the new technology for detection of user actions Fixed: Some vanilla environment assets were marked with Malden DLC icons Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target Tweaked: Slightly increased Strider’s crew explosion protection (https://feedback.bistudio.com/T126803) ENGINE No EXE changes today 12 Share this post Link to post Share on other sites
DnA 5143 Posted September 28, 2017 28-09-2017 There will not be an update today due to a Czech national holiday 8 1 Share this post Link to post Share on other sites
DnA 5143 Posted September 29, 2017 29-09-2017 There will also not be any update today due to post-holiday logistical challenges 12 Share this post Link to post Share on other sites
DnA 5143 Posted October 2, 2017 02-10-2017EXE rev. 143127 (game) EXE rev. 143127 (launcher) Size: ~93.4 MB (depends on Apex ownership) KNOWN ISSUES Due to a new scripting error message (see below), several of such errors may now appear throughout the game. They are being fixed case-by-case, but should not actually affect the current behavior. DATA Fixed: The descriptions of several Game Type modules were not localized Fixed: Inverted pylon selection for Greyhawk and Ababil (https://feedback.bistudio.com/T126810) Added: Animation Viewer now shows all animals Fixed: Tooltips in the Config Viewer were not localized Fixed: Unlocalized strings in the animal site module Added: Digital tachometer to Hatchback Tweaked: Increased the PCML lock distance to 800m Tweaked: A single Macer on A-164 uses a proper pylon model now ENGINE Added: An option to use the standard PhysX gearbox in config: changeGearType and changeGearOmegaRatios Added: An option to set the minimum engine omega for PhysX simulation: minOmega Added: accelAidForceYOffset to move aid force lower or higher as needed Added: New error message for unknown enumerated values in all script commands using enum values (example: _g2 setBehaviour "CARELES" will cause an error, because the correct value is "CARELESS") 16 Share this post Link to post Share on other sites
DnA 5143 Posted October 3, 2017 03-10-2017EXE rev. 143144 (game) EXE rev. 143144 (launcher) Size: ~222.5 MB (depends on Apex ownership) DATA Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP Remnants of War (potential spoilers) Spoiler Fixed: The scenario name "Oreokastro" visible in the diary was not localized Fixed: The number of mines on Altis in the “Remnants of War” intro used an incorrect number format in several languages Tweaked: Minor volume increase for the SFX in the kindergarten and carpenter workshop memory fragments ENGINE No relevant EXE updates today 6 Share this post Link to post Share on other sites
DnA 5143 Posted October 4, 2017 03-10-2017EXE rev. 143175 (game) EXE rev. 143167 (launcher) Size: ~804 MB (depends on Apex ownership) DATA Tweaked: Specular levels and skin tones on “Remnants of War” campaign character faces Tweaked: “Remnants of War” campaign SFX volumes (general, timeline, etc.) Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more Fixed: Small hole in the Blackfish cargo compartment Fixed: The ammo variant of HEMTT was missing its ‘chimney’ in the first resolution LOD (https://feedback.bistudio.com/T126715) Tweaked: Minor volume increase for tire bullet impact SFX ENGINE No relevant EXE updates today (small cleanups / optimizations) 13 Share this post Link to post Share on other sites
DnA 5143 Posted October 5, 2017 05-10-2017EXE rev. 143189 (game) No new Launcher Size: ~862.5 MB DATA Added: Basic Helmet (Black) variant for Laws of War DLC Fixed: Mine Detector could be placed in the launcher slot Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over ENGINE No relevant EXE changes 10 2 Share this post Link to post Share on other sites
DnA 5143 Posted October 6, 2017 06-10-2017 There will not be an update today due to a lack of relevant changes in data and engine (most work took place in unpublished DLC data). 11 1 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 9, 2017 09-10-2017 No update today due to technical issues 1 1 3 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 10, 2017 10-10-2017 EXE rev. 143248 (game) EXE rev. 143246 (launcher) Size: ~295 MB (depends on Apex ownership) DATA Added: Localized Malden topographic maps (PDF) for owners of special game editions (Bonus subfolder in the game installation folder) Tweaked: Explosion and airplane craters can now also be placed by Zeus Fixed: Right mirror & reverse camera of unarmed Striders were incorrect Tweaked: Handling of the MBT-52 Kuma was overhauled (powertrain, suspension and overall vehicle handling) Tweaked: The 20mm and 40mm grenades use the shotShell simulation again (muzzleImpulseFactor used to limit recoil) Tweaked: Audio of the MBT-52 Kuma's engine was overhauled (new technology, samples) (WIP) Eden Editor Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives ENGINE Fixed: Crash when replacing a weapon with the same (inventory based) one Fixed: Movement of the 3PP camera when using a turret (with turretFollowFreeLook = 2) Fixed: Non-local players in vehicles with Dynamic Simulation turned on were not triggering simulation (https://feedback.bistudio.com/T126877) Tweaked: AI path planning and driving for tracked vehicles was refactored (feedback: https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/) Fixed: Vehicle tracks would move to opposite directions when turning 14 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 11, 2017 11-10-2017 EXE rev. 143257 (game) EXE rev. 143257 (launcher) Size: ~447 MB (depends on Apex ownership) DATA Fixed: The compass direction in the Van was inverted Fixed: The IDAP variant of the Zamak truck was missing rear FFV seats Tweaked: Mesh and hand animation of the AK-12 rifle (https://feedback.bistudio.com/T126900) Fixed: The "Blue" texture source of the Kart was called "Green" Tweaked: Cluster Munition parameters were changed to highlight differences between the factions a bit more Added: Civilian variant of the VR Suit Fixed: Beacon actions for the service Offroad were not working correctly Fixed: Strider monitors were transparent when Picture-in-Picture was disabled (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3239454) ENGINE Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present) Added: Using the hasDriver = -1 parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys 20 3 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 12, 2017 12-10-2017 EXE rev. 143275 (game) EXE rev. 143273 (launcher) Size: ~119 MB (depends on Apex ownership) DATA Added: Night vision mode to pilot cameras of UAVs (https://feedback.bistudio.com/T126684) Tweaked: The BIS_fnc_getVehicleCustomization function was optimized Fixed: Error on creation of Lightning Bolts (BIS_fnc_moduleLightning function) Tweaked: Handling of the FV-720 Mora, BTR-K Kamysh & the M2 Slammer family of vehicles has been overhauled Tweaked: Handling of the T-100 Varsuk has been overhauled Fixed: Commander gun selection on Slammer UP - the mount now also elevates with the gun Tweaked: Increased the recoil of tank cannons, decreased the recoil of Neophron's cannon Fixed: Cars got stopped when trying to drive over kerbs (hit rejection angles have been adjusted) Apex Protocol (potential spoilers) Spoiler Fixed: Script error when the helicopter lands at the evacuation point in the Extraction scenario ENGINE Tweaked: Grenade collisions with car/tank wheels are now disabled Tweaked: The muzzleImpulseFactor was changing only the torque of impulse, there is a new format now: Old: muzzleImpulseFactor = 0.8 New: muzzleImpulseFactor[] = {torqueFactor, forceFactor} Fixed: Potential crash in radio communications 15 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 13, 2017 13-10-2017 EXE rev. 143287 (game) EXE rev. 143287 (launcher) Size: ~65 MB (depends on Apex ownership) DATA No data update for today ENGINE Fixed: Particles could disappear when looking at them (https://feedback.bistudio.com/T119284) Fixed: The Chat Notification was present at the start of every (even singleplayer) scenario Fixed: Damaged street lamps would start working again after loading a scenario Added: A new isLaserOn script command Fixed: The campaign variable space was not cleared after switching profiles 14 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 16, 2017 16-10-2017 EXE rev. 143299 (game) EXE rev. 143304 (launcher) Size: ~65 MB (depends on Apex ownership) DATA No data update for today ENGINE Added: An ability to synchronize a Picture in Picture display with optics in vehicles Eden Editor Added: Saving and restoring the expansion state of Edit trees in Eden Editor Added: Dynamic Vehicle Loadouts class names into the Atributes of Vehicle Loadouts settings Fixed: Searching in custom compositions was not working (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3226334) Fixed: Dynamic Vehicle Loadouts were available to the crew of turrets configured as cargo positions (showAsCargo) 16 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 17, 2017 17-10-2017 EXE rev. 143312 (game) EXE rev. 143314 (launcher) Size: ~65 MB (depends on Apex ownership) DATA No data update for today ENGINE Fixed: Incorrect sound set when turning out of the Kuma tank as a commander 7 1 1 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 18, 2017 18-10-2017 EXE rev. 143323 (game) EXE rev. 143323 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Fixed: The Combat Patrol MP game mode was triggering some errors on unit creation Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted Tweaked: The PhysX setup was improved for the Panther and its derivatives Fixed: The BIS_fnc_vectorDirAndUpRelative function was missing a variable declaration Tweaked: Functions for (en-/de-) coding binary flags were extended to support 24 flags. Decoding output can now also be forced to a set number of flags. Added: Four new functions for (en-/de-) coding 4-state and 8-state flags Fixed: Script error after a respawn triggered from the Respawn Screen Tweaked: Bushes should now be less dangerous for vehicles Fixed: Small dome was missing a shadow (https://feedback.bistudio.com/T124317) Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as the game moved the resource only by whole pixels). Tweaked: Recoil for tanks, artillery and CAS cannons was adjusted Tweaked: The mesh of binoculars should be more visually appealing Added: New 'map' difficulty category Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted Eden Editor Tweaked: Improvements to the Edit Terrain Object Module Hidden objects no longer reappear in their destroyed state if destroyed It is now possible to: Assign a variable name to a terrain object Execute global code on a terrain object (JIP covered) Execute server / SP only code on a terrain object The attribute area was redefined to be divisible, UI controls/elements are now properly spaced An Object Variable Name attribute was added - as a result players can easily grab a terrain object and use it in scripts Two Object Init Code attributes were added (local and global) - code that is automatically executed after modifications to objects are done. This is useful especially for buildings that change object when they are changed to damaged or destroyed state An Allow Damage checkbox was added The module settings design was simplified to be more consistent with other modules Added shortcuts for quick setting of door states to the attribute's tooltip Tweaked: The Object Door States attribute was overhauled (24 doors supported, new state "LOCKED" added) ENGINE Fixed: Manually guided missiles were not working correctly for Firing From Vehicles Fixed: The expectedDestination script command did not work for agent entities 16 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 19, 2017 19-10-2017 EXE rev. 143333 (game) EXE rev. 143333 (launcher) Size: ~119 MB (depends on Apex ownership) DATA Fixed: Qilin (Armed) was missing part of a muzzle flash Fixed: Speedboat Minigun was missing an RPM animation Added: Limited resizing of Info Panels (GPS, Radar, etc.) (resize the right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889) Added: Difficulty options to enable/disable Tactical Ping separately in the map and scene Tweaked: Various Thermal Imagery texture fixes ENGINE Fixed: Explosions appeared at the bottom of tall bridges when a vehicle was destroyed on top of them (WIP) 12 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 20, 2017 20-10-2017 EXE rev. 143345 (game) EXE rev. 143345 (launcher) Size: ~110 MB (depends on Apex ownership) DATA Tweaked: The quick commanding menu now uses "Target" instead of "Attack" orders ENGINE Fixed: The setGroupIconParams script command would not change the scale of an icon Fixed: Uniforms could not be moved from a Backpack to a Uniform slot Tweaked: Using ammunition with Datalink does not require line of sight on the target anymore Tweaked: Using ammunition with radar does not require active sensors anymore Eden Editor Fixed: Crash when starting a scenario with a group's leader missing (https://feedback.bistudio.com/T126609) 14 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 23, 2017 23-10-2017 EXE rev. 143369 (game) EXE rev. 143369 (launcher) Size: ~315 MB (depends on Apex ownership) DATA Tweaked: Offroad mobility of the Marid & Marshal vehicles was increased Eden Editor Tweaked: Improvements to the Zone Protection module: Added possibility to define warning and execution expressions, codes that are called when a warning resp. an execution is triggered (if the code returns true, the built-in default behavior is suppressed) Default warning behavior was extended; if there is no HQ module for the player's side, players say a warning to themselves over the group chat The warning area width can now be set in the module's settings (values are Standard, Wide, and Very Wide) The module now works also with triggers that use "Activation By" set to ANYPLAYER Minor optimizations done to the code ENGINE Added: A new ctrlTextWidth script command (used for getting the width of the longest line of text in a given control) Tweaked: Toolkits / Medikits can be now carried in Vests Added: A new material MFD parameter 9 1 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 24, 2017 24-10-2017 EXE rev. 143385 (game) EXE rev. 143385 (launcher) Size: ~254 MB (depends on Apex ownership) DATA Tweaked: After observing recent NATO & CSAT technological developments of their wheeled APCs, AAF decided to deploy their own mobility upgrade pack for the AFV-4 Gorgon ENGINE Fixed: Door states set by the animateDoor script command would not get restored after loading a save file 12 1 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 25, 2017 25-10-2017 EXE rev. 143397 (game) EXE rev. 143401 (launcher) Size: ~417 MB (depends on Apex ownership) DATA Added: Gendarmerie Van variants Added: An ability to transport characters in the back of the cargo Van via Virtual Garage's "Add passenger spots" attribute (enabling it disables Vehicle-in-Vehicle Transport) Tweaked: Behavior of all 3 wheeled APCs in water was improved by adjusting their engine force offset ENGINE Fixed: Lights on vehicles with disabled simulation would turn on after loading the game Fixed: Crash when using binarized SQM files in CfgMissions Fixed: Crash when commanding through radio messages Fixed: Opening an inventory while on a ladder would not work Tweaked: The "DriveOpticsIn" parameter was renamed to "DriverOpticsIn" 10 2 1 Share this post Link to post Share on other sites
bis_iceman 7384 Posted October 26, 2017 26-10-2017 No update today due to technical issues. 2 5 Share this post Link to post Share on other sites