razazel 619 Posted August 22, 2019 22-08-2019EXE rev. 146007 (game) EXE rev. 146007 (Launcher) Size: ~2.1 GB DATA Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) (FT - T142713) Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view Fixed: Footstep sounds of timber piles Tweaked: Livonia bushes' resistance against armored vehicles Fixed: The Skate Helmet was missing NOHQ and SMDI maps in-game Fixed: Missing attachments in Arsenal after loading a save ENGINE Fixed: Script file paths were trimmed too aggressively in error messages 15 1 Share this post Link to post Share on other sites
razazel 619 Posted August 28, 2019 28-08-2019EXE rev. 146030 (game) EXE rev. 146030 (Launcher) Size: ~150.5 MB DATA Fixed: A typo in LDF Mk6 mortar backpack led to the creation of wrong weapon when assembling it (FT - T142948) ENGINE Added: "drawLocations" parameter for toggling location name drawing on the map (FT - T77593) Fixed: Incorrect colour of thermal mode if first optic mode was day light only and second one was GHOT for example Fixed: UAVControl would return either the driver or the gunner but never both 7 3 2 Share this post Link to post Share on other sites
Homesick 290 Posted September 13, 2019 13-09-2019EXE rev. 146039 (game) EXE rev. 146039 (Launcher) Size: ~6.0 GB DATA Added: DLC parameter to configs of Tractor, Offroad (Covered) & Mini UGV - FT- T143422 Added: A new (5th) Utility for searching and listing of available script commands Added: Support for an object's group for BIS_fnc_hasItem (the item will be searched in the inventory of all members of the group if a group is passed as param) Tweaked: Reduced armed Striders' secondary ammo explosions Tweaked: Portable weather station wind indicator rotation direction Tweaked: Adjusted MAAWS position on characters' backs in order to fix clipping with some scopes in certain stances - FT- T143005 Tweaked: Body trail effect of some jets Tweaked: Small LDF loadout adjustments Changed: Moved Contact animations to the platform Changed: Moved Contact music to the platform Changed: Moved Contact hand-drawn map markers to the platform Changed: Moved Contact hand-drawn font to the platform Changed: Made the Chemical Detector part of the platform* Changed: Livonia prop addons were decrypted to PBO Fixed: Profile voices 09-12 were not working correctly - FT - T143719 Fixed: Flickering face on the back of the Tractor Fixed: Offroad dashboard artifacts when HBAO was turned on Fixed: Shading artifacts on leaflets Fixed: Aileron movement for A164 & MQ-4 Fixed: The "InBaseMoves_assemblingVehicleErc" animation had a small movement defined which caused the character to move away from the original position when used in a loop Fixed: AAF and CSAT ghillie injury materials - FT- T137525 Fixed: Eye flares popping up a low resolution texture upon first load Fixed: The death screen is now showing a vehicle and its weapon in case an enemy was operating a vehicle * Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay. Potential Spoilers ("First Contact") Spoiler Added: Missing TI to the Alien Network's legs and core, and fixed other graphical artifacts Added: Missing Post Process effects in Going Dark and Close Encounters Added: Pistols to Krupin and Severov for that added Spetsnaz cool-factor in Carpe Noctem Added: An extra check to ensure dialogue is playing in the right order when the alien arrives at the radio tower in Carpe Noctem Tweaked: Raised an ammunition cover to avoid clipping in Anomalous Phenomena's hub Tweaked: Reduced the time between untying Kesson and taking his blindfold off in Anomalous Phenomena Tweaked: Made a slight adjustment to conversation sync, when Major Homewood complains about the sudden change of weather in False Negative Tweaked: The road block composition has been adjusted in Going Dark Removed: Disruptive save game during a blackout at the end of Carpe Noctem Fixed: An exception case during the Mini UGV system check, where the player may have the arm already raised, is now handled in Close Encounters Fixed: Several conversations in Close Encounters are now terminated when a task is completed prematurely Fixed: The sampling anomaly task area in Close Encounters was a small distance from the main group of anomalies Fixed: The sound effects on the Mini UGV disconnect were a second or two out of sync in Close Encounters Fixed: The laptop now shows a black screen after the Mini UGV disconnect in Close Encounters Fixed: There were some missing static sound effects during the Mini UGV disconnect in Close Encounters Fixed: Cpt. Spender's remark about the lights flashing in the first contact scene came a few seconds too early in Close Encounters Fixed: Going Dark will now fail if the player tries to reach the sinkhole black site too early Fixed: LDF troops will now run, instead of walk, to investigate Cpl. Stype's distraction at the burn pit in Going Dark Fixed: The AFO could be seen with binoculars at certain points in Going Dark, before the final scene Fixed: Added additional fail safes for the blue-on-blue event, preventing laser guidance from the player's rangefinder in False Negative Fixed: Exception dialogue from Squad Leader is now dependent on his line of sight towards the player in False Negative Fixed: Matter balls had no TI when being carried by the Alien Entity Fixed: Alien Entity 'lights' were not glowing in TI Fixed: Some Alien Network's inner parts were not visible in TI in some LODs Fixed: Various smaller issues in Anomalous Phenomena and Carpe Noctem ENGINE Added: The in scripting command can now be used also with strings Fixed: Return value of attachedTo if the command was used on objNull Fixed: Memory alignment issues 16 4 Share this post Link to post Share on other sites
Homesick 290 Posted September 13, 2019 13-09.2019Size: ~475.7 MB HOTFIX Fixed: music_f_enoch and music_f_enoch_music were missing in the previous Dev-Branch update 8 1 1 Share this post Link to post Share on other sites
razazel 619 Posted September 18, 2019 18-09-2019EXE rev. 146046 (game) EXE rev. 146046 (Launcher) Size: ~1.1 GB DATA Added: Very limited platform functionality for the vanilla Spectrum Device (documentation forthcoming) Added: A new optional parameter to specify BIS_fnc_drawArrow's base width Tweaked: The Print Config Utility will now show a selection dialog on multiple matches instead of auto-selecting the first match Tweaked: BIN_fnc_isPaused was replaced by scripting command isGamePaused Changed: Made the Spectrum Device part of the platform* Changed: Moved APR and Blindfold overlays to the platform Fixed: The position of subtitles changed when using the optics mode of the Spectrum Device Jammer antenna even when it was not needed Fixed: Katiba GL muzzle flash in 3rd person view - FT - T144083 Fixed: Various object position issues on Livonia * Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay. Potential Spoilers ("First Contact") Spoiler Tweaked: Anomalous Phenomena / Carpe Noctem - Parked and abandoned vehicles now have disabled electronics (some also will no longer start) ENGINE No significant EXE changes 12 3 Share this post Link to post Share on other sites
razazel 619 Posted October 2, 2019 02-10-2019EXE rev. 146056 (game) EXE rev. 146056 (Launcher) Size: ~1.1 GB DATA Added: This is War 6th Anniversary Remix music track into the game and Digital Deluxe Edition Tweaked: Chemical Detector digit display precision Fixed: Missing Contact music track durations added and incorrect durations were tweaked Fixed: Error when the 'to' param was in format [x, y] in BIS_fnc_drawArrow Fixed: Few errors after moving the Spectrum Device to the platform data Potential Spoilers ("First Contact") Spoiler Tweaked: Alien Entity will now also engage vehicles ENGINE Added: Script commands triggerInterval and setTriggerInterval to make it possible to alter the trigger condition check frequency of detectors Fixed: Some task commands returned nil when their argument was null 11 2 Share this post Link to post Share on other sites
razazel 619 Posted October 9, 2019 09-10-2019EXE rev. 146060 (game) EXE rev. 146060 (Launcher) Size: ~81.8 MB DATA Fixed: Various localization issues ENGINE Added: Script command getTextWidth Tweaked: Enabled the waitUntil return value warning instead of break as default 6 2 2 Share this post Link to post Share on other sites
razazel 619 Posted November 14, 2019 14-11-2019EXE rev. 146115 (game) EXE rev. 146115 (Launcher)Size: ~ 415.6 MB DATA Added: Contact music tracks can be played by Zeus Tweaked: BIS_fnc_startLoadingScreen - activated support for different loading screen resources Fixed: Active camouflage on Box Trucks (broken distant LOD) Fixed: Miscellaneous translation issues Potential Spoilers ("First Contact") Spoiler Fixed: Issue where dialogue got stuck if the player entered the mini UGV before Čapek finished his biopsy probe briefing in Anomalous Phenomena ENGINE Added: allActiveTitleEffects script command to detect currently active title effects Added: vehicleMoveInfo now returns sendSimpleCommand status Fixed: Issues connected to V2 addon signatures Fixed: Script compilation memory handling restored to its prior state Fixed: createVehicleLocal behavior restored to its prior state Fixed: Un-escaping double quotes in parseSimpleArray Fixed: Incorrect return type for unitsBelowHeight when null was passed as group Fixed: BattlEye -bepath parameter parsing (spaces) Fixed: Crash when you request support for a soldier in your squad 8 4 Share this post Link to post Share on other sites
razazel 619 Posted December 11, 2019 11-12-2019EXE rev. 146180 (game) EXE rev. 146180 (Launcher) Size: ~ 725.8 MB DATA Added: The old Czech Hedgehog asset is no longer hidden Added: Localisation strings to some of the armed variants of vehicles (Qilin, Prowler (AT), MB 4WD (AT)) Added: Additional geometry to Tanoa Fire Escape Stairs - FT - T145614 Added: BIS_fnc_transformVectorDirAndUp function for rotating vectorDir and vectorUp in 3 axes Tweaked: BIS_fnc_rotateVector3D is optimized and should now run up to 5x faster Tweaked: BIS_fnc_ambientFlyBy improved and cleaned up Tweaked: Van should now be able to drive over bridges correctly - FT - T146150 Tweaked: View geometry of some Altis structures - FT - T146447 Tweaked: Medikits and Toolkits can be now stored in vests if there is enough space - FT - T128710 Fixed: Broken tooltip in object equipment storage in 3DEN - FT - T117193 Fixed: CTRG Northgate had an incorrect magazine Fixed: Script error in Splendid Camera when mouse or joystick were mapped to camera controls - FT - T146601 / T117681 Fixed: Rugged Tablet custom texture - FT - T145005 Fixed: The medical decal on Medical Tent should no longer flicker Fixed: Typo in Livonia's ILS configuration Fixed: Scrollable building door states in 3DEN ENGINE Added: Updated to PhysX 4.1.1 (this will require some thorough testing; if it causes too many issues, we may yet revert it) Added: Possibility to change armor simulation of a character hitpoint via classes defined in HitpointsProtectionInfo with a "simulation" parameter Changed: Network synchronisation when two vehicles collide improved (local versus remote) Fixed: Simulated things should no longer fall too fast and fall through the ground (e.g. weapons) Fixed: Optics Post Process Effects (opticsPPEffects) not being loaded correctly Fixed: Crash when releasing a joint constraint without any actor 17 4 Share this post Link to post Share on other sites
razazel 619 Posted January 9, 2020 09-01-2020EXE rev. 146187 (game) EXE rev. 146187 (Launcher) Size: ~ 81.1 MB DATA Fixed: NATO Pacific Mk6 Mortar, HMG and GMG were assembled into Independent versions instead of NATO Pacific - FT - T145362 Fixed: Warlords - The inventory screen no longer remains open when opening Arsenal - FT - T147759 Fixed: Broken Offroad (Repair) damage and destruction materials - Forums - General Discussion Fixed: Potential script error in the patrol module - FT - T117706 Added: RscListBoxMulti config class for scripted UI creation of multi-selection list boxes Fixed: hintC not showing special characters when used with alternative syntax - FT - T76965 ENGINE Fixed: PhysX CCD for small objects with a different PhysX shape and object bounding box 8 2 Share this post Link to post Share on other sites
razazel 619 Posted January 15, 2020 15-01-2020No new game EXE No new Launcher EXESize: ~ 4.2 MB DATA Added: Optional mission config property "arsenalRestrictedItems" to blacklist undesired Arsenal equipment Example: arsenalRestrictedItems[] = {"U_B_Soldier_VR"}; Tweaked: Adjusted AH-9/M-900 fording depth Tweaked: Crouched walking with sidearm animation collision shape - FT - T147980 Fixed: Corrected a typo in BIS_fnc_ambientBlacklist 9 5 Share this post Link to post Share on other sites
razazel 619 Posted January 22, 2020 22-01-2020EXE rev. 146197 (game) EXE rev. 146197 (Launcher) Size: ~ 395.7 MB DATA Fixed: Some Spectrum Device values disappeared after unequipping the device and equipping it again (thanks Ron4Swat!) - FT - T148160 Fixed: Ifrit shadows were broken when hiddenSelectionsMaterials were used - FT - T148354 Tweaked: Skin tone matching on various characters and their injury materials ENGINE No significant EXE changes 10 2 Share this post Link to post Share on other sites
razazel 619 Posted February 5, 2020 05-02-2020EXE rev. 146200 (game) EXE rev. 146200 (Launcher) Size: ~ 633.1 MB DATA Fixed: Spectrum Device antenna ground holders were broken when Contact was not loaded Fixed: Y-axis of the Spectrum Device was incorrect when Contact was not loaded - FT - T148470 Fixed: Ability to climb down from Garage (Large) Fixed: Floating bricks in the Scaffolding (New) prop Fixed: Removed obsolete Fire Geometry elements in the Scaffolding (New) prop Fixed: Removed ill-defined glass panels in the Dome (White, Under Construction, Nearly) prop to prevent issues with impact sounds and grenade throwing Fixed: Pole Wall 03 was indestructible Fixed: Head injury materials for Tanoan characters Fixed: Wipeout airbrakes rotating in the opposite direction - FT - T144897 Fixed: Turret indicator on the armed Speed Boat - FT - T148400 Fixed: When setting the date in Eden Editor, days of the week were incorrect in January of a leap year (e.g. January 2020) - FT - T148292 Tweaked: Made consistent the Fire Geometry across all characters ENGINE No significant EXE changes 10 4 Share this post Link to post Share on other sites
razazel 619 Posted February 13, 2020 13-02-2020EXE rev. 146213 (game) EXE rev. 146213 (Launcher) Size: ~ 1.4 GB DATA Fixed: Script error at the beginning of "Remnants of War" campaign scenario "The Redacted" - FT - T142535 Tweaked: Some more skin tone matching on various characters and their injury materials Tweaked: Rebinarized key terrain assets to match the previously updated PhysX version ENGINE No significant EXE changes 11 4 Share this post Link to post Share on other sites
razazel 619 Posted March 5, 2020 05-03-2020EXE rev. 146224 (game) EXE rev.146224 (Launcher) Size: ~980 MB DATA Added: "Old Man" open-world singleplayer scenario* (unsubscribe or disable the Workshop mod ⚠️) Added: Static M2 (low / raised), with optional ballistic shield and collimator sight Added: Red Beret Added: Infected Characters (not accessible in the editor; documentation pending) Added: Old Man items and props (medicine, bank cards, ID cards, etc.) Added: Old Man decals Added: Old Man Welcome Screen (links not final) Added: Old Man main menu tile (hover video pending) Tweaked: Light configuration on the To-199 aircraft - FT-T127800 Fixed: An undefined variable error in the Functions Library Fixed: Various RPT spam errors on several terrains * Content requires ownership of Arma 3 Apex expansion ENGINE Added: FOV is now synced in Picture-in-Picture screens if a turret[] parameter is used in the RenderTargets definition Fixed: Event Handler "HitPart" did not return selection names properly when a vehicle was damaged by an explosion (this prevented accomplishing the Mass Virtual Destruction achievement) Fixed: Remote vehicle synchronization for objects attached by ropes in multiplayer 16 7 Share this post Link to post Share on other sites
razazel 619 Posted March 11, 2020 11-03-2020No new game EXE No new launcher EXE Size: ~440 MB DATA Fixed: The random placement radius could be too big when using large markers in BIS_fnc_moveToRespawnPosition Fixed: Zeroing text offset in the GUI Old Man Fixed: Various smaller issues in the scenario and its systems Fixed: An incorrect Structured Text tag was causing RPT spam Tweaked: Checkpoint functionality and compositions (drone collisions and soldier aggression) Tweaked: Text translations Changed: Moved the static M2 and Red Beret to the platform data Removed: Loading icon Bohemia Incubator logo and other beta disclaimers ENGINE No significant EXE changes 12 3 Share this post Link to post Share on other sites
razazel 619 Posted March 18, 2020 18-03-2020No new game EXE No new launcher EXE Size: ~440 MB DATA Fixed: Shadows on CSAT APR masks - FT-T149715 Old Man Fixed: Various smaller "Old Man" scenario issues Fixed: Various localization and translation issues Tweaked: Updated the Old Man asset Editor preview pictures Potential Spoilers Spoiler Fixed: Correct voice acting for the man with a hat in Ouméré Fixed: Hard-coded M key for showing a SMS in SMS notifications Added: Missing overview picture (transport plane task) ENGINE No significant EXE changes 11 3 Share this post Link to post Share on other sites
razazel 619 Posted March 26, 2020 26-03-2020EXE rev. 146257 (game) EXE rev.146257 (Launcher) Size: ~ 208 MB DATA Old Man Fixed: Unlocalized text in hold actions (Shops) and too quiet dialogues of merchants Fixed: Missing localization (Tower) Fixed: Proper Old Man face in the phone contacts Fixed: Incorrect time in the call and SMS logs Fixed: Smart markers could appear in the bottom-left corner Fixed: Several misplaced $ symbols Tweaked: The loudness of ambient conversations was increased Potential Spoilers Spoiler Fixed: The boat with crew in Koumac sometimes would not get spawned if the player arrived too early Fixed: Incorrect localization key in pieces of IDAP intel Fixed: Script error when parking near a police station (Quest: Destroy police station) Fixed: Passing through a CSAT checkpoint without stopping did not raise threat levels 7 3 Share this post Link to post Share on other sites
razazel 619 Posted April 1, 2020 01-04-2020EXE rev. 146301 (game) EXE rev.146301 (Launcher) Size: ~ 194 MB DATA Old Man Fixed: The default marker description was replaced Potential Spoilers Spoiler Added: Missing smart marker overview pictures for some quests (Transport plane and Destroy police station) Tweaked: Spawning distance of the Lifou nightclub entities Fixed: The boat in quest Destroy fuel silos was locked ENGINE Added: New -limitFPS= start parameter to adjust server FPS limit between 5-1000 FPS (default and previous limit 50) Added: New command getAssetDLCInfo Added: ctrlTextSelection, ctrlSetTextSelection for Edit box cursor / selection manipulation - FT-T147688 / FT-T76514 Added: New command getRoadInfo - FT-T147630 Added: New waypointLoiterAltitude, setWaypointLoiterAltitude commands Tweaked: Steam Workshop scenario description made more readable in-game - FT-T147399 Tweaked: Magazines are now set to a default config capacity when -1 is passed as ammo count in various commands Tweaked: It is now possible to create empty magazines with addMagazineAmmoCargo - FT-T143153 Fixed: Ability to equip vehicle weapons as a player (has been disabled) Fixed: 3DEN object names were nil on remote machines when the 'simple object' option is used Fixed: It was possible to add a weapon to a container with incompatible magazines via addWeaponWithAttachmentsCargo Fixed: Ability to move items in the player's inventory while aboard a vehicle - FT-T81676 Fixed: Misaligned flashlight cone Fixed: Players could get kicked when a multiplayer scenario spawns custom models - FT-T147191 Fixed: taskParent-related crash Fixed: tvSort and tvSortByValue error on absence of optional parameter: reversed Fixed: Broken alternative syntax for menuAction Fixed: airportSide/setAirportSide-related crash - FT-T149781 Fixed: List _trigger returns nil when called immediately after trigger creation Fixed: Editor waypoint loiter altitude did not broadcast to clients - FT-T126772 Fixed: createSimpleObject could fail when used directly with a model config entry Fixed: null objects were not removed from the attachedObjects result - FT-T147753 Fixed: Exported singleplayer scenarios did not show overviewPicture or author - FT-T147399 20 6 Share this post Link to post Share on other sites
razazel 619 Posted April 7, 2020 07-04-2020EXE rev. 146305 (game) EXE rev. 146305 (Launcher) Size: ~ 565 MB DATA Old Man Added: Radio news reports which are related to player actions Tweaked: Radio news durations (now the reports should play until the end and not be interrupted by music) Potential Spoilers Spoiler Fixed: Possible undefined variable BIS_MI_Suplane Fixed: A Gendarmerie officer was missing his uniform Fixed: Script error popping up if the player visited the area of Koumac without an assigned quest to get NVGs Fixed: Script error on calling the man who mounted the bomb into the car Fixed: Possibility to mount the car bomb anywhere (a distance limitation to the worker was missing) Fixed: The player could not interact with one of the leaflets in a CSAT base Fixed: Incorrect intel in the Vagalala police station Fixed: Safe house smart markers were not all localized Fixed: Civilian vehicles on Bala island were locked without any reason Fixed: Possibility to get a lot of money by selling repair toolkits for good money ENGINE Fixed: Forced crash on broken #include when trying to host a server - FT-139189 9 3 Share this post Link to post Share on other sites
razazel 619 Posted April 24, 2020 24-04-2020EXE rev. 146375 (game) EXE rev. 146375 (Launcher) Size: ~ 345 MB KNOWN ISSUE There is an issue loading some UI colors from profiles. This results in black task titles for example. Try to avoid changing your UI colors in the game options in this version, otherwise you may have to reset them in the next update. DATA Fixed: Texture paths in several Contact Field Manual Hints Fixed: The APERS Mine Dispenser and Training Mine could not be placed onto the ground anymore - FT-T150289 / FT-T150529 Fixed: Virtual Arsenal entities did not display certain damaged body regions anymore - FT-T150350 Fixed: Various new M2 static HMG backpacks would disassemble into the wrong variants - FT-T150335 Fixed: arsenalRestrictedItems[] did not check for weapons Tweaked: "Old Man" saves could grow massively and should now do so less (we hope to also provide an experimental fix to those with broken saves in another branch) Potentional Spoilers Spoiler Fixed: The main task to destroy the lab might not be assigned to the player in "Old Man" Fixed: There was a missing smart marker and link to it in the task description (Steal Gendarme money in "Old Man") Fixed: The player might be killed by the fuel silo explosion in "Old Man" ENGINE Added: Command diag_allMissionEventHandlers Fixed: Severe cases of multiplayer vehicle desync after the recent update (thanks for your testing of various solutions) Fixed: Texture not found when using setObjectTextureGlobal from a Dedicated Server - FT-T80668 Fixed: Workshop scenario overviews sometimes used previously cached values Fixed: Zeus server CTD Fixed: False RPT spam about certain missing sounds Fixed: delete3DENEntities did not create a history entry - FT-T121797 Fixed: allowDamage serialization for mines Fixed: CTD on ctrlCreate - FT-T136596 Fixed: Glitched Speedboat physics when under water in high waves 8 2 Share this post Link to post Share on other sites
razazel 619 Posted May 6, 2020 06-05-2020EXE rev. 146389 (game) EXE rev. 146389 (Launcher) Size: ~ 75 MB DATA Fixed: UI colors were not correctly read from user profiles and configs ENGINE Added: Script commands allAddonsInfo and addonFiles Fixed: addMagazineGlobal duplicated items per the number of clients - FT-T149788 Fixed: addWeaponGlobal could add multiple weapons to the player - FT-T149788 Fixed: Incorrect control behavior on text underflow Fixed: Crash when trying to host a server if a non-existent include exists in an exported PBO - FT-T139189 Fixed: Memory Allocator issue causing "Too many virtual memory blocks requested" crashes (this may help some to load old / large "Old Man" saves, but a fresh restart is still recommended) - FT-T150427 9 3 Share this post Link to post Share on other sites
razazel 619 Posted May 15, 2020 15-05-2020EXE rev. 146398 (game) EXE rev. 146398 (Launcher) Size: ~ 465 MB DATA Added: Old Man main menu tile hover video Tweaked: Kipchak vest was made more compatible with full ghillie suits Tweaked: View Geometries of various Livonia and Tanoa buildings - FT-T146447 Tweaked: Collision shapes of the Livonia Small Church - FT-T149484 Tweaked: Fire Geometry on the Garage Office structure - FT-T149647 Tweaked: SPAR rifle series iron sights - FT-T149711 Tweaked: Position of optics on SPAR-16 and SPAR-16S Tweaked: The size of the 3DEN module description box was tweaked to prevent potentially cut off words Tweaked: HMG M2 gunner resistance against grenades - FT-T150710 Tweaked: HMG M2 land contact snap points Fixed: Inverted faces on a ZSU-39 hatch handle Fixed: Camo selections were missing for hatches on ZSU-39 and BTR-K Kamysh - FT-T139602 Fixed: Slat and camo net Virtual Garage hidden selections for MSE-3 Marid Fixed: Gorgon driver animation so their legs are no longer sticking out from the hull Potential Spoilers: Spoiler Fixed: After a first interaction with a market in "Old Man", the marker was not shown on the map Fixed: Impossibility to download the Geolocator app from Keystone's laptop after finishing the quest to find CSAT evidence in "Old Man" ENGINE Fixed: Dead crew would not delete when a vehicle was deleted with deleteVehicle - FT-T148420 11 4 Share this post Link to post Share on other sites
razazel 619 Posted May 21, 2020 21-05-2020No new game EXE No new launcher EXE Size: ~ 30 MB DATA Tweaked: Improved detection of compatible accessories in Virtual Arsenal when an alternative syntax is used Tweaked: BIS_fnc_findSafePos in-game function description corrected FT-T149812 Changed: Virtual Garage mod icons are no longer tied to CfgMods and the mod folder name - instead they are using the same methods as Virtual Arsenal Fixed: Missing Virtual Garage vehicle statistics Fixed: Virtual Garage dummy characters now respect locked turrets Fixed: Various script errors FT-T149790 Fixed: Freeze when function BIS_fnc_findOverwatch is called with incorrect parameters FT-T149845 Fixed: Script error in the patrol module FT-T117706 7 1 Share this post Link to post Share on other sites
razazel 619 Posted May 29, 2020 29-05-2020EXE rev. 146444 (game) EXE rev. 146444 (Launcher) Size: ~ 160 MB DATA Fixed: Script error in Zeus when a vehicle is locked with LOCKEDPLAYER - FT-T151000 Fixed: Unlocalized hint in Eden Editor Fixed: Some markers in "Old Man" would be created in the left bottom corner, instead of their intended location Potential spoilers Spoiler Fixed: Arthur in a certain "Old Man" hideout (and also few more civilians there) would talk to the player over the radio instead directly ENGINE Added: Config setting to configure the Steam Query limit (limitation of the mod list in Launcher) FT-T123655 Tweaked: Security improvements concerning Headless Clients Tweaked: Forced whitelisting of 127.0.0.1 in headlessClients[] Tweaked: Performance improvements on network processing in MP versus AI Fixed: Server crash when trying to load a scenario with a dot in its filename FT-T150767 Fixed: nearestTerrainObjects would not return roads Fixed: Inability to store Code type variables in profileNamespace ("Global namespace not passed during" error in RPT) Fixed: Squad/Arma 3 Units logo not showing up on Linux servers FT-T136477, FT-T80864 7 3 1 Share this post Link to post Share on other sites