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08-04-2015

EXE rev. 130229 (game)

EXE rev. 130217 (launcher)

Size: ~70 MB

DATA

  • Tweaked: Weapon Deployment heights regarding new engine behavior
  • Tweaked: Boosted volume and final post-processing for Marksmen Voice Over work
  • Fixed: VR Garage script error
  • Fixed: Cannot try a vehicle once you’ve clicked on a UAV in Garage
  • Tweaked: Many translations for Marksmen
  • Fixed: FD vehicles did not have their direction / speed reset on restart
  • Fixed: Screen would sometimes fade in, in MP, before it was supposed to (Showcase FFV)
  • Tweaked: FD12 - Medal times nerfed based on play testing
  • Tweaked: Lowered the volume of the music to not overwhelm the voice acting (Showcase FFV)
  • Tweaked: Hospital upload composition adjusted to prevent uploads through the hospital wall (End Game)
  • Tweaked: Music for Marksmen
  • Fixed: Bad string reference in the Marksmen Welcome Screen
  • Fixed: Wrong class name in the model.cfg of M320 camo

ENGINE

  • Fixed: Author resolve counter was not decremented properly - list change may not raised sometimes (SteamLayer)
  • Fixed: Items disappearing after dragging from a non-local linked bag
  • Changed: TrackIR and leaning disabled in 2D optics when deployed
  • Fixed: Crash in MP browser
  • Fixed: Changing zeroing on grenade launchers while deployed causes you to clip into the ground
  • Tweaked: Weapon Deployment - wrecks of Wipeout and Hummingbird have glitchy spots
  • Tweaked: Stance indicator indicates if it is possible to deploy a weapon
  • Optimized: Weapon Deployment detection

LAUNCHER

  • Fixed: An error message was briefly displayed on the news page before the first news page was loaded
  • Removed: All localizations of the FontWeight property of the WhyButton
  • Removed: All localizations of the Click event from buttons in the remove local mod dialog
  • Removed: Localizations from non-localizable elements
  • Fixed: Localization of the filter of the dialog for Cgf parameter in jp-JP

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09-04-2015

EXE rev. 130243 (game)

EXE rev. 130243 (launcher)

Size: ~184 MB (depending on DDE ownership)

DATA

  • Fixed: Proper names for new music tracks
  • Changed: External camera position for static laser designators
  • Tweaked: Stance Indicator - 'can deploy' and 'rested can deploy' separated
  • Fixed: FPS drop in the respawn menu when too many inventory load-outs are present

ENGINE

  • Tweaked: Gestures ignored when positioning soldier against deployment point
  • Tweaked: Stance indicator shows Rested and CanDeploy as separate states
  • Fixed: Invalid initialization of the sessionInfo class for the MP browser
  • Optimized: Inventory networking
  • Fixed: Weapon Deployment - Player can end under a building or end up levitating when deploying a weapon
  • Tweaked: Smoother deployment camera transitions
  • Optimized: Minor CheckVisibility improvements

LAUNCHER

  • Added: Support for branch name

Edited by DnA

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10-04-2015

EXE rev. 130283 (game)

EXE rev. 130278 (launcher)

Size: ~51 MB

DATA

  • Added: Set up proper values for 'permanent recoil' in deployment
  • Fixed: Adjusted geometry of the lowest VR block

ENGINE

  • Changed: Switched to open-source version of PhysX
  • Fixed: Weapon Holders were not removed automatically (even empty ones) when near an ammo box
  • Fixed: Recoil applied correctly when deployed
  • Fixed: Correct position and direction of weapon particle effects while in a FFV position
  • Fixed: AI got stuck if it joins another group during healing
  • Fixed: Deploying on low rocky walls causes weapon to sometimes not be able to aim right
  • Fixed: Deleting corrupted items right after failed publishing and in published list processing (SteamLayer)
  • Fixed: Item update - updated data was not copied (SteamLayer)
  • Fixed: Persistent effect for recoil when deployed

LAUNCHER

  • Added: A branch ribbon for indicating the currently active beta branch of Arma 3
  • Added: Game version information
  • Updated: Launcher / game version info and safe-mode and HW acceleration flags

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13-04-2015

EXE rev. 130289 (game)

EXE rev. 130289 (launcher)

Size: ~45 MB

DATA

  • Fixed: Dust created on the water surface when SDAR was fired underwater
  • Removed: Obsolete backpacks containing parts of non-existing autonomous weapons

ENGINE

  • Fixed: Weapon crosshair visible for turned out commanders even if disabled in difficulty
  • Fixed: Correct server status in MP browser

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14-04-2015

EXE rev. 130299 (game)

EXE rev. 130303 (launcher)

Size: ~436 MB

DATA

  • Added: Another height of weapon deployment
  • Fixed: Muzzle flash of Panther GMG was not visible at a low framerate
  • Added: Amphibious vehicles have proper gearbox for water movement
  • Fixed: MBT main cannon zeroing didn't work for the highest values (see http://feedback.arma3.com/view.php?id=23318)
  • Tweaked: Volume of the Strider commander turret movement sounds
  • Fixed: High caliber rifle ammo was able to pass through the VR Gorgon (see http://feedback.arma3.com/view.php?id=23064)

ENGINE

  • Optimized: Network traffic for some of the AI related messages
  • Fixed: Weapon Deployment - If players use a UAV terminal when they have deployed a weapon, they get stuck and cannot undeploy
  • Fixed: Popping of subscribed items (SteamLayer)
  • Fixed: Content list checking period (SteamLayer)

LAUNCHER

  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar

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15-04-2015

EXE rev. 130319 (game)

EXE rev. 130319 (launcher)

Size: ~416.7 MB

DATA

  • Tweaked: Fire particle effect for Fireplace and Campfire
  • Tweaked: Minor tweaks in VR courses
  • Fixed: Sound of bounding mine trigger
  • Fixed: Silenced Rook 40 sound inside buildings
  • Removed: Surplus items from CfgPatches
  • Fixed: Pre-loading of textures for the stance indicator
  • Changed: Default muzzle flash of ASP-1 Kir to be on par with other suppressed weapons

End Game

  • Tweaked: Major improvements to RscHvtPhase
  • Fixed: AreaManager locations are now unregistered after End Game has started
  • Added: Time Acceleration parameters to lobby
  • Added: Timer for End Game (scenario can now end in a draw if sides are not able to upload schematics before the timer runs out)
  • Added: There are no predefined tasks anymore, users can create their own unique set of tasks for End Game
  • Added: Module parameters exposed
  • Fixed: Retrieve Intel tasks icons (3D and 2D) were not attached to their object
  • Fixed: Missing textures for RscHvtPhase
  • Fixed: Laptop could not be destroyed after the intel was being downloaded from it
  • Tweaked: The destroy intel container conversation now plays sooner after the download has completed
  • Fixed: The destroy intel container conversation was playing even if the object was already destroyed

Dynamic Groups

  • Fixed: When selecting themselves, players would see kick / ban instead of disband as options
  • Fixed: UI would flash every time there was an update to it
  • Fixed: Making a group private would require closing / opening the UI to be able to make the group public again
  • Fixed: Script error

Revive

  • Fixed: Support for respawnOnStart definitions other than -1
  • Added: Units close to death are now visualized
  • Added: Units being revived are now visualized
  • Added: Showing when a unit becomes incapacitated
  • Added: Showing when a unit dies
  • Optimized: Detection of incapacitated units under the player's cursor
  • Fixed: Skull icon would sometimes fail to pulse when the unit gets close to dying
  • Removed: Obsolete function

ENGINE

  • Fixed: Xbox controller - digital to analog sensitivity
  • Optimized: Refactored FFV visual states and simulation
  • Tweaked: Smoother leg transform for prone deployment
  • Fixed: Possible CTD on weapon effects when in FFV
  • Fixed: Problem with remotely controlling of a laser designator and disassembling
  • Removed: Deprecated Addon tag for Workshop
  • Fixed: Deployment - if players are on the higher part of a building in prone deployment, and the building is destroyed, they would stay deployed in mid-air
  • Fixed: Deployment - players were able to ‘rappel’ down buildings by deploying their weapon

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16-04-2015

EXE rev. 130350 (game)

EXE rev. 130346 (launcher)

Size: ~73 MB

DATA

  • Fixed: VR Garage vehicle position was sometimes incorrect
  • Fixed: VR humming was missing from Arsenal
  • Fixed: Arsenal script error
  • Fixed: Cargo indexes were sometimes incorrect in Garage
  • Fixed: When changing crewed vehicle type in Garage, crew in the new vehicle was using an incorrect shader
  • Fixed: Vehicle crew in Garage sometimes left the vehicle
  • Fixed: Cargo positions in some vehicles in Garage were duplicated
  • Tweaked: Smoke screen for Strider and Ifrit
  • Fixed: Displaying of usage statistics in DLC Debriefing for models whose path is missing a .p3d extension
  • Added: DLC Content Browser can now be closed using the same shortcut as for opening (LShift + P)
  • Tweaked: Czech translations

Potential spoilers:

  • Fixed: The wrong ending could sometimes be shown if the player used all of the UAV's ammo to destroy the wreck in Showcase FFV

ENGINE

  • Added: New scripting command 'sort' for sorting arrays (ascending or descending)
  • Fixed: Saves for Steam scenarios could get lost if the scenario would be updated
  • Fixed: Old versions of Steam scenarios were loaded if a scenario would change its name
  • Fixed: Dedicated Servers would not accept some passwords as valid for #login and serverCommand
  • Fixed: Using mouse, stick or head-trackers in combo keys
  • Fixed: Maximum aiming deadzone clamped by aiming limits from a unit's class

LAUNCHER

  • Fixed: Profile Path parameter quotes were not enforced when a path element contained a space in its name (a more complex fix may follow)
  • Fixed: null in a BasePath property can cause a CTD when a dialog is displayed for a folder value parameter
  • Fixed: Detection of a current Steam branch may cause CTD under certain conditions when Steam is in offline mode
  • Added: Caching for news to speed-up loading process (or at least perception of it ;-))
  • Optimized: News post content is now pre-processed a little bit more and then processed faster on the UI thread
  • Added: Animations to the news expander
  • Added: Animations to the mod detail expander
  • Added: Minimize to tray support
  • Changed: The last update and the file size of a mod is now displayed in a system format and better formatted overall

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17-04-2015

EXE rev. 130351 (game)

EXE rev. 130351 (launcher)

Size: ~191 MB

DATA

  • Added: Healing other characters now has its own animation
  • Tweaked: Defined Inverse Kinematics for warming up animations (plus tweaks and optimizations)
  • Fixed: Start-up timer animation exploit - sit down and salute disabled
  • Fixed: Warm up RPG animation bug
  • Tweaked: Refactored weapon deployed actions
  • Added: Stomper RCWS and variants are available in Virtual Garage
  • Fixed: Hitting ‘Enter’ to save a vehicle didn't work
  • Tweaked: Adjusted ambient animals density
  • Fixed: FIA Quad Bike has a proper woodland texture variant
  • Fixed: It was possible to make the right glass of the Offroad levitating in the air
  • Fixed: The components (animation sources) of the Offroad took long to show / hide themselves
  • Tweaked: Centered all Zamak models
  • Fixed: Zeus wasn't able to put bipods to ammo boxes

ENGINE

  • Optimized: Scripting command sort is a little more faster now

LAUNCHER

  • Added: A combo box that sets Launcher behavior after the game is started (Do nothing | Minimize | Shutdown before game starts | Shutdown after game ends)

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20-04-2015

EXE rev. 130380 (game)

EXE rev. 130386 (launcher)

Size: ~64 MB

DATA

  • Fixed: Binoculars switch while moving forward, crouching with your weapon lowered (both rifle and sidearm)
  • Fixed: Missing muzzle flashes for the GMGs of RCWS turrets on M4 Scorcher and 2S9 Sochor
  • Fixed: "Support" markers were visible in the editor
  • Added: "Default" faction
  • Fixed: Attenuation for commander and gunner positions of the Strider / added bush collision
  • Fixed: Default coordinates were missing in RscListNBox
  • Removed: CA_TextReserved class from RscDisplayConfigureAction.hpp (label about reserved keys)

ENGINE

  • Fixed: Scripts blocking keys
  • Tweaked: Keyboard & mouse combos
  • Fixed: Crash when users try to delete a listbox column with negative index
  • Fixed: Reloading while on a ladder consumes a magazine from inventory

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21-04-2015

EXE rev. 130410 (game)

EXE rev. 130439 (launcher)

Size: ~206 MB

DATA

  • Tweaked: Another round of Czeching the translations
  • Changed: Disabled Sling Load Assistant for Taru helicopters with pods
  • Fixed: Added sound for walking - crouched - with lowered sidearm
  • Tweaked: Improved launcher sway in all stances and also optimized the differences between walking and tactical pace in crouch with a launcher
  • Tweaked: Marksmen characters refactored
  • Removed: FlareLoop effect from the editor
  • Fixed: BIS_fnc_getParamValue didn't work when paramsArray was undefined
  • Added: Possibility to override both mission config and respawn template respawn delay by using: missionNamespace setVariable ["BIS_customRespawnDelay", 60]
  • Fixed: Drivers of randomized Karts now have the appropriate uniform and headgear
  • Tweaked: Cleaned radio static from clicks and fade in and fade out applied
  • Tweaked: Slightly increased Zafir's inertia coefficient to better correspond with the gun's weight

Potential spoilers:

  • Fixed: Checkpoint inspector's animation would break if the player failed to pass the checkpoint (Drawdown 2035)
  • Fixed: No longer possible to disable the Marshalls and break the mission (Resurgent West)
  • Fixed: Crash landing on water wasn't properly handled (Gunships)
  • Tweaked: UAV returns to base after the helo wreck is destroyed (Firing From Vehicles)

ENGINE

  • Fixed: Diag capture search is working again (not available in all versions)
  • Changed: Allow Sling Loading for any PhysX vehicles and things
  • Tweaked: Sound: Supersonic crack improvements
  • Fixed: Selecting more appropriate level of details for land clutter with the "Objects" setting set to "Standard" in the video options
  • Changed: Command menu no longer offers Team Switch to a dead soldier
  • Fixed: Enabled strict parsing rules for squad.xml in an attempt to get rid of RPT spam and squad.xml abuse
  • Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs) (WIP)
  • Fixed: Crash by script command lnbDeleteColumn
  • Fixed: Key combinations - can do combos on dragged keys
  • Fixed: Possible CTD when working with cargo items if there's no supply
  • Removed: Error message for unknown GlassesType (moved to RPT)
  • Fixed: Sun was getting brighter with higher levels of FSAA
  • Fixed: Reloading while on a ladder consumes a magazine from inventory
  • Tweaked: Coloring tabs in the MP browser according to current filter (Online / LAN / Friends / Recent) selection
  • Fixed: It is no longer possible to deploy a weapon on the quadcopter

LAUNCHER

  • Changed: Focus main window after restoration from tray
  • Added: An indication of signed mods (presence of a BISIGN file)
  • Added: A notification about unusual / unexpected endings of the game process
  • Fixed: The play shortcut Ctrl+P was not bound correctly
  • Changed: ArmaExecutor functionality has been divided into separate classes ArmaLocator and ArmaExecutor

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22-04-2015

EXE rev. 130447 (game)

EXE rev. 130458 (launcher)

Size: ~137 MB

DATA

  • Fixed: ZSU-39 Tigris commander's turret was not rotating in external view
  • Fixed: Cleared paths to non-existent and unused SFX samples
  • Added: Respawn delay can now be dynamically overridden in scenarios
  • Fixed: BIS_fnc_diagAARRecord is no longer called automatically to avoid accidental profileNameSpace spam (scenario designers can still call it manually for debugging purposes)
  • Fixed: Commanders of the Strider no longer have the manual fire option
  • Fixed: Vermin has a magazine with red tracers at the end by default, added tracer magazines for all colors (http://feedback.arma3.com/view.php?id=21399)

Potential spoilers:

  • Fixed: Paratroopers would not exit their helicopters correctly (Tipping Point)
  • Fixed: Mi-48 pilots should now behave properly if they successfully bail from their helicopter (Tipping Point)
  • Fixed: Depending on the circumstances, AI squadmates would occasionally fail to board the truck properly (Wet Work)

End Game

  • Added: Safe check for undefined gvar BIS_fnc_respawnMenuPosition_systemSelect
  • Fixed: Function header
  • Fixed: After a side downloads intel, the opposite side could not download intel from the same objective
  • Tweaked: Modules work
  • Tweaked: Rifleman (AT) replaced with Engineer to allow players to repair knocked-out vehicles
  • Tweaked: Mines removed from Virtual Ammoboxes, now they are available only at certain ammo crates, vehicles and AAF units
  • Tweaked: Lobby display names of units are now localized
  • Fixed: Pick-up locations on dead bodies were not blacklisted from the garbage collector
  • Fixed: Possible bad initialization for remote players
  • Added: Last phase timer can now be changed in the lobby
  • Fixed: Respawns at the enemy upload points were not unlocking after the last phase started
  • Added: Respawn handling now specific to End Game instead of scenario
  • Fixed: In single player there was a chance that the rules would never display
  • Fixed: Both RscHvtPhase and RscRespawnCounter did not use proper rscLayer and could be overridden by a cutText
  • Added: "Attacking Side" parameters to the StartGame objective module that flags the side which will have to establish their FOB at the given StartGame objective
  • Fixed: Proper names given to rules-specific sound effects
  • Fixed: Sound effects' names localized
  • Fixed: Area markers would not be deleted when the last phase would start
  • Fixed: Players could download Intel while incapacitated
  • Tweaked: Carrier icon visuals
  • Tweaked: Decreased respawn delay when in the last phase of End Game
  • Fixed: RscHvtPhase was visible upon death

Revive

  • Added: Failsafe to ensure icon effects do not get applied prematurely
  • Tweaked: Required variables are guaranteed to exist on each client before controlling any icons
  • Fixed: Icons were not properly initialized on Dedicated Servers
  • Added: BIS_fnc_keyHold to allow custom hold Space interactions

Dynamic Groups

  • Removed: Log in the PlayerIsLeader sub-function

ENGINE

  • Optimized: Refactored and optimized serialization functions for the *variable messages (optimized the size of various types of data sent across the network via scripts, e.g. arrays, groups and nils. Significant compression achieved in some cases.
  • Fixed: Correct title text in MP browser when selecting different modes (Internet / Recent / LAN / Friends)
  • Tweaked: drawIcon3D improvements (align, do not rotate sideArrow)
  • Fixed: ExplosionEffects are shown only if a projectile stops
  • Fixed: Countermeasure always considered successful for airplanes even when it shouldn't be
  • Added: Minimal mass limit for sling loading cargo (vehicle property slingLoadMinCargoMass)

LAUNCHER

  • Tweaked: When the Launcher is automatically minimized when the game starts, it's then automatically restored after the game ends
  • Optimized: Caching of the news
  • Tweaked: Main branch display name changed from "Public" to "Main"
  • Fixed: Display name for the default beta branch was displayed in the menu

Edited by Dwarden
date fix

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23-04-2015

EXE rev. 130481 (game)

EXE rev. 130474 (launcher)

Size: ~82 MB

DATA

  • Fixed: L / BL / B / BR rifle lowered movement binocular switch (http://feedback.arma3.com/view.php?id=23349)
  • Fixed: Cleared paths to more non existent samples
  • Added: The profiles containing a huge variable 'BIS_fnc_diagAAR_data' now trigger a performance warning which offers an option to wipe it out when the pause menu is displayed
  • Fixed: Zamak first set of rear wheels didn't change into destroyed shape
  • Fixed: Cropped Singleplayer tab text in Czech translation in the DLC Content Browser
  • Fixed: Missing link to silenced interior tail for automatic shooting of Katiba
  • Fixed: Wrong samples linked for silenced shots in automatic fire mode of MX

ENGINE

  • Fixed: Airplanes were moving on their own with their engine on
  • Tweaked: Published corrupted items detection (SteamLayer)
  • Fixed: Random crash in AI reload checks

LAUNCHER

  • Added: A special case for the mod signatures check when no PBO is found in the Addons folder
  • Fixed: Typo in code

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24-04-2015

EXE rev. 130502 (game)

EXE rev. 130505 (launcher)

Size: ~510 MB

DATA

  • Changed: Minimal weight for an object to be sling loadable
  • Fixed: Unarmed version of PO-30 Orca didn't have countermeasures
  • Tweaked: Shadows of the xH-9 family of helicopters
  • Fixed: RCWS versions of Stomper / Saif now have distinguishable tracers per side
  • Added: Camouflaged face variants from standard profile faces, not available in profile selection, seen on full ghillie snipers
  • Removed: Components for ground floor windows in the view-geometry of Shop 02
  • Added: Localized indicators in Virtual Arsenal
  • Tweaked: Volume of closure samples for MX
  • Tweaked: Positions of optics on Navid
  • Fixed: The iron sights on the MMG_01 (Navid) are now being hidden when an optic is attached to avoid model clipping

Revive

  • Fixed: Players would sometimes lose parts of their loadouts while incapacitated

ENGINE

  • Added: New parameter countsForScoreboard to ignore MP score for some objects
  • Fixed: CTD when an object is animated and dead at the same time
  • Added: New script commands diag_activeSQFScripts, diag_activeSQSScripts, diag_activeMissionFSMs
  • Fixed: Possible CTD
  • Fixed: Possible CTD in the server browser
  • Fixed: Fire disappeared after loading
  • Changed: Weapon resting / deployment indicator hidden while healing yourself
  • Added: Extended logging for simple serialization in the netcode (to assist with diagnostics)
  • Hotfixed: Sound: Null pointer access
  • Fixed: Strange soldier neck glitch

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27-04-2015

EXE rev. 130511 (game)

EXE rev. 130512 (launcher)

Size: ~109 MB

DATA

  • Fixed: The animation source AddGunHolder was not defined in the config of the Mohawk
  • Changed: ELBV Harnesses are not visible in the game anymore, since they are now obsolete. LBV Harnesses can be used instead.
  • Tweaked: Some OPFOR Recon soldiers got LBV Harnesses instead of obsolete ELBV Harnesses
  • Fixed: Arm-shields of the AAF heavy vest to fit with BLUFOR / OPFOR
  • Tweaked: Configured countsForScoreboard for base classes
  • Added: Function BIS_fnc_logFormatServer to Functions_F
  • Added: Missed setting forgotten when functions were ported from a different addon
  • Changed: BIS_fnc_initVehicle_textures is no longer defined by the VhC function because it was a duplicate of the command getObjectTextures
  • Fixed: When exporting from Garage when there is no animation source to change, the export will force the default state of the animations (instead of a randomization)
  • Tweaked: Sound for Check Point Clear used in Firing Drills and Time Trials
  • Fixed: Static HMGs now have distinguishable tracers per side

ENGINE

  • Fixed: Sound: Looped sound repeating with short empty gap
  • Fixed: Occasional stuttering of 2D icons
  • Fixed: Strange soldier neck glitch

LAUNCHER

  • Fixed: BattlEye status changes were received and processed in batches
  • Added: A preset list to a play split button that allows you load a mod preset and play the game in a single click (ok, actually it's two clicks)
  • Added: Copyright information the for wpf tray license

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28-04-2015

EXE rev. 130525 (game)

EXE rev. 130533 (launcher)

Size: ~594 MB

DATA

  • Added: buoyancy = 1 property for all models that use buoyancy (means all vehicles)
  • Tweaked: Dirt runways were not producing dust effects and now are
  • Tweaked: Configured isLockingDisabled to disable locking and targeting on House_F, FloatingStructure_F and Lamp_base_F
  • Tweaked: Vermin magazines tracer variants localized
  • Added: Command bar icons for launchers (http://feedback.arma3.com/view.php?id=23920)

Potential spoilers:

  • Fixed: Truck would sometimes be too damaged to drive away (Wet Work)

ENGINE

  • Fixed: Crash after respawning
  • Fixed: Crash when releasing constraint without any actor (PhysX-related)
  • Tweaked: Adjusted number of network messages
  • Fixed: Spam of AskForPilotLight network messages

LAUNCHER

  • Added: Support for new BattlEye states and messages
  • Added: A menu item to access the BattlEye log
  • Fixed: Reading BattlEye status from the BattlEye launcher process

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29-04-2015

EXE rev. 130555 (game)

EXE rev. 130560 (launcher)

Size: ~364 MB

DATA

  • Tweaked: Changed audibility of footsteps
  • Tweaked: Changed names of samples for swimming
  • Added: buoyancy property to more models that should have buoyancy simulated

Potential spoilers:

  • Fixed: Player can no longer shoot from the helicopter (Drawdown 2035)
  • Tweaked: Removed camera shake caused by UnitPlay (Wet Work)
  • Added: New method of ensuring AI properly board the extraction truck (Wet Work)

ENGINE

  • Fixed: Player will not lose command after use of the respawn button
  • Fixed: #logEntities admin command
  • Added: Colors of the secondary text in listboxes can be set by config parameters and script commands
  • Tweaked: Removed restrictions for the squad.xml header

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30-04-2015

EXE rev. 130581 (game)

EXE rev. 130587 (launcher)

Size: ~90 MB

DATA

  • Fixed: Wrong assignment of the flashlight in Showcase AAF
  • Fixed: Wheels on the Zamak that were clipping through the model
  • Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items

ENGINE

  • Optimized: Small performance optimization for the str script command
  • Fixed: Some problems with empty UAVs
  • Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items (colorTextRight, colorSelectRight, colorSelect2Right)

LAUNCHER

  • Improved: The PLAY button status is not dependent on the BattlEye launcher process
  • Improved: English texts
  • Improved: Update the message for BattlEye update failed status
  • Improved: Parameter quoting is more reliable
  • Improved: The parameter label is clickable for all parameter types (it toggles the checkbox next to it)
  • Improved: -maxMem and -maxVRAM minimum value and increment has been updated
  • Tweaked: Parameter styles moved to separate sub-folder, shared styles extracted to a special file
  • Improved: The PLAY button dropdown toggle is now disabled together with the PLAY button
  • Fixed: Handling of missing executables and informing the user about existing problems
  • Fixed: If there is a problem with running the game, the PLAY button is now immediately re-activated
  • Improved: The "Play with a preset" label in the PLAY button drop-down is not displayed if no preset exists

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01-05-2015

No update today because it's a public holiday in the Czech Republic.

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04-05-2015

EXE rev. 130624 (game)

EXE rev. 130647 (launcher)

Size: ~45 MB

DATA

  • Fixed: Self-healing animation speeds to avoid sound desynchronization
  • Fixed: Greyhawk had a broken damage indicator in vehicle info

ENGINE

  • Fixed: Deaths not being recorded in all cases
  • Fixed: Crash caused by a null pointer
  • Fixed: Crash when simulating but not initialized (SteamLayer)
  • Fixed: Teary movement when unable to deploy a weapon
  • Improved: Better client status handling (SteamLayer)
  • Fixed: Canceling Steam server search when creating a new session in the server browser
  • Optimized: Various netcode optimizations to reduce the amount of redundant information being synchronized (in gear, position, turret and other updates)

LAUNCHER

  • Fixed: Updated implementation to match changes in the SteamLayer library
  • Tweaked: Small update of animations and positioning of visual elements
  • Improved: Better Steam client status handling (SteamLayer)
  • Fixed: UGCMonitor initialization

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05-05-2015

EXE rev. 130665 (game)

EXE rev. 130662 (launcher)

Size: ~141 MB

DATA

  • Fixed: Incorrect injury materials for some faces with camo paint
  • Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964)
  • Fixed: Skinning on the central upper chest of the diver
  • Added: New audio samples for Explosive charge and Claymore
  • Added: New audio samples for grenade and launcher explosions and impacts on surface
  • Added: buoyancy property to weapon-related models that should have buoyancy simulated
  • Removed: Old UiPicture definition to prevent a "member already defined" startup error
  • Fixed: Missing UGL recoil

End Game

  • Added: When a player is the Carrier, they now see an icon on their screen they are not concealed from the enemy
  • Added: Retrieve Intel objectives can now have side-specific respawn points

Revive

  • Improved: Post Process screen effects are now used on incapacitated units

Dynamic Groups

  • Fixed: Pressing the open / close key would close the interface when the player would have focus on the group name edit box

Potential spoilers:

  • Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035)
  • Fixed: Showcase briefing tab was not selected by default (Drones)

ENGINE

  • Fixed: Incorrect wind sound when paratrooping
  • Fixed: switchCamera to a unit inside of a vehicle
  • Removed: askForPilotLights message call in the netcode
  • Removed: muzzleInner recoil definition (deemed redundant)

LAUNCHER

  • Added: 1.44 localizations

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06-05-2015

EXE rev. 130673 (game)

EXE rev. 130673 (launcher)

Size: ~115 MB

DATA

  • Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918)
  • Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models
  • Tweaked: Audio samples for launcher and grenade explosions

ENGINE

  • Fixed: Multiplayer ocean waves synchronization

LAUNCHER

  • Fixed: Underscores in the author name were incorrectly considered to be accelerators

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07-05-2015

EXE rev. 130686 (game)

EXE rev. 130692 (launcher)

Size: ~75 MB

DATA

  • Fixed: Gorgon APC can no longer drive on the seabed and floats instead
  • Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D/3D task icons) are not active
  • Fixed: Carrier Lite (Black) vest now has the correct model
  • Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
  • Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new.

Dynamic Groups

  • Fixed: Order of members after promoting a player
  • Fixed: Script error when a player disconnects/connects while the UI is open
  • Fixed: Group could become invalid after promoting a player
  • Improved: Better looking font for group name in UI
  • Added: UI now correctly updates when a player state changes (incapacitated/revived)
  • Fixed: Wrong color of player icon in groups tab after joining other player group
  • Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing
  • Tweaked: High priority buttons are now bigger
  • Fixed: Double clicking on a player to invite, would invite even if the player was already in the group
  • Fixed: Wrong button tooltips after clicking a member player as group leader

Revive

  • Added: Scripted event handlers for entering and exiting the incapacitated state

ENGINE

  • Fixed: Visual flickering or disappearance of Tactical Backpack Black

LAUNCHER

  • Fixed: Author names were not shown in mod details

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08-05-2015

No update as we celebrate V-E Day.

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11-05-2015

EXE rev. 130708 (game)

EXE rev. 130708 (launcher)

Size: ~46 MB

DATA

  • Fixed: Vehicle rotation and velocity is now reset upon opening Garage interface
  • Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets

End Game

  • Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side
  • Added: Color to task type icon

ENGINE

  • Fixed: drawIcon aligns text to left by default
  • Tweaked: Disabling sling loading for objects under roofs

LAUNCHER

  • Added: Scrollable menu style

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12-05-2015

EXE rev. 130723 (game)

EXE rev. 130723 (launcher)

Size: ~61 MB

DATA

Dynamic Groups

  • Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes
  • Fixed: When a player would join, the UI would not properly update

End Game

  • Fixed: Initial Arsenal camera location and rotation
  • Improved: Arsenal is now preloaded on mission start
  • Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser

ENGINE

  • Fixed: TrackIR axis manipulation in gunner positions
  • Fixed: Inventory: Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
  • Improved: Supersonic crack and subsonic sounds
  • Fixed: Crash related to weapon shot sounds evaluation

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