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Development Branch Changelog

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18-07-2016
EXE rev. 137596 (game)
EXE rev. 137599 (launcher)
Size: ~1.2 GB (depends on Apex ownership)
 
DATA
 
Eden Editor
  • Tweaked: Claymore Charge, Explosive Charge and Explosive Satchel placed in the Eden Editor do not explode under fire just like their soldier placed counterparts. Variants destructible by shooting can be placed by script and their class names have a "_scripted" class name suffix
  • Added: A new "Clear" button was added to the Eden Editor ammo box attribute
  • Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute
  • Added: A new "Insignia" attribute for characters.
  • Tweaked: The "None" option in music and sound attributes is now always available as the first option
  • Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.)
  • Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute
  • Added: A face texture preview is now shown in the Eden Editor face attribute
  • Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now)
 
Apex Protocol (potential spoilers)
  • Fixed: It was possible to access ammo boxes with their simulation disabled
  • Fixed: The extraction VTOL in the Firestarter scenario now has its doors closed
  • Fixed: Players were unable to take the weapons on the table during the final defense in the End Game scenario
  • Fixed: It was not possible to unlock the "None The Wiser" achievement (in the Heart of Darkness scenario)
 
ENGINE
  • Added: Enhanced key combination possibilities for mapping (mouse axes, special keys, etc.)
  • Tweaked: Countermeasures now work again for the Ship class vehicles
  • Tweaked: Renegades can now see their own mines only, soldiers need to reveal their mines to the teammates on the same side
 
LAUNCHER
  • Fixed: Some Steam Workshop mods could go missing when users moved their Legacy Workshop mods storage to a different drive
  • Like 14

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19-07-2016
EXE rev. 137622 (game)
EXE rev. 137619 (launcher)
Size: ~2.1 GB (depends on Apex ownership)
 
DATA
  • Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (https://feedback.bistudio.com/T118037)
  • Fixed: Error in the sound expression for some boats
  • Tweaked: Default loadouts of some units were improved:
    • All NATO SF units (excluding Marksman) now have ERCO optics equipped
    • All CSAT SF units (excluding Marksman) now have ARCO optics equipped
    • NATO SF JTAC units now have a khaki camouflage variant of the Laser Designator
    • CSAT SF JTAC units now have a hexagon or a green hexagon camoflage variant of the Laser Designator depending on whether they belong to the CSAT or CSAT Pacific faction
  • Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients
 
Eden Editor
  • Added: A new "Call Sign†Eden Editor attribute for characters. It's used in radio protocols (e.g. a leader will order "Kerry, fall back" instead of a generic "2, fall back")
  • Added: It is now possible to set decay and altitude base of the fog in the Environment attributes
  • Added: Tooltips explaining advanced search options
  • Fixed: The "Texture" attribute was available to some objects which were not supposed to have it
 
Apex Protocol (potential spoilers)
  • Tweaked: Tasks were optimized for the Warm Welcome and Firestarter scenarios
  • Tweaked: The AI pilot landing in the Warm Welcome scenario has been optimized
  • Fixed: Night Vision Goggles were removed from the loadouts of riflemen in the Firestarter scenarios
  • Fixed: Some subtitles in the Firestarter scenario were duplicated
  • Tweaked: The speed of map centering was increased in the Warm Welcome and Firestarter scenarios
  • Fixed: An incorrect fade effect would be displayed in the lobby in some cases
  • Fixed: Apex Protocol scenarios were not correctly labelled as completed in the mission list displays
 
ENGINE
  • Tweaked: The kickPlayersOnSlowNetwork parameter can now be configured separately for each kind of slowness on the network
  • Fixed: It was not possible to place a loaded RPG-7 in the editor
  • Fixed:The Units / Squad logo was not visible to other units after a respawn

Eden Editor

  • Added: Advanced fog implementation in Eden attributes
  • Like 13

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20-07-2016

EXE rev. 137638 (game)

EXE rev. 137673 (launcher)

Size: ~34.7 MB

 

DATA

  • No data update today
 

ENGINE

  • Tweaked: Quick Play now filters out servers running Tanoa for players who do not own Apex expansion
  • Tweaked: Searching for a landing position by AI pilots was optimized
  • Fixed: It was possible to perform actions (e.g. Get In) on vehicles with their simulation disabled
  • Fixed: Tasks were not initialized properly after loading a save file (https://feedback.bistudio.com/T119273#1489041)
  • Fixed: Broken save during healing (https://feedback.bistudio.com/T82314)
LAUNCHER

  • Added: Search in MODS
  • Fixed: Re-initialization of Steam when switching between offline and online mode was incorrect
  • Like 10

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21-07-2016
EXE rev. 137676 (game)
EXE rev. 137682 (launcher)
Size: ~968 MB (depends on Apex ownership)

DATA

  • Added: Hull hit point with damage material to RHIB ship so that it visually deteriorates under incoming fire even when not destroyed
  • Tweaked: Updated vegetation LODs to smoothen the transitions between them
  • Fixed: Limping should no longer have a shake in the arm. Positions shouldn't jump when switching to pistol, and movement was dialed down for launcher idles.
  • Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance
  • Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states
  • Fixed: Adjusted get-in memory points on the Tempest

The East Wind (potential spoilers)

  • Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start
  • Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it

 

Apex Protocol (potential spoilers)

  • Fixed: Script errors when joining during the ending video of End Game and Keystone
  • Fixed: The final cutscene of the Apex Protocol mission would not trigger under certain circumstances
  • Fixed: Players did not have the correct ID, "Raider 2", for their group in Warm Welcome
  • Fixed: Charges wouldn't properly detonate if a player attempted to disarm them prior to the ambush in Warm Welcome
  • Tweaked: Mission flow would sometimes stall because of AI wandering away from target location New York in Keystone



ENGINE

  • Fixed: Script command inArea for triggers
  • Fixed: Localized the axis strings for detecting joysticks
  • Like 12

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22-07-2016

EXE rev. 137695 (game)

EXE rev. 137697 (launcher)

Size: ~57 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets
  • Tweaked: The range of various explosion sounds was increased

Apex Protocol (potential spoilers)

  • Tweaked: Modified conditions of searching target location New York to prevent the Keystone scenario from appearing obstructed due to AI wandering away
  • Fixed: Full briefing > signal is showing up now for the Warm Welcome scenario

 

ENGINE

  • Fixed: The fire command so that weapon selection stays until the firing is done
  • Added: Vehicle and Brain components can now be inherited from a parent class without redeclaration
  • Tweaked: Implementation of the Units image manager in the game (downloading / caching)
LAUNCHER
  • Tweaked: Spacing added to the default checkbox style
  • Added: A close / kill game button to the MODS page to overlay displayed when the game is running ("Please exit the game to manage mods")
  • Like 8

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25-07-2016
EXE rev. 137721 (game)
EXE rev. 137726 (launcher)
Size: ~406.9 MB (depends on Apex ownership)
 
DATA
  • Fixed: The FV-720 Mora was missing in the AAF Showcase (https://feedback.bistudio.com/T117319)
  • Fixed: Interior tail sounds would not play in some cases
  • Added: It is now possible to display an Arma 3 Units logo in a player's profile
  • Tweaked: The mass of the ERCO optics now matches the ARCO optics
 
Apex Protocol (potential spoilers)
  • Fixed: The Toronto target location composition in the Extraction scenario now matches the same composition used in the Keystone scenario
  • Tweaked: One of the possible locations of the "Near New York" respawn point was moved to prevent AI spawn camping in the Keystone scenario
 
ENGINE
  • Fixed: Some conversations were transmitted both through radio and 3D space
  • Fixed: The number of items in a character’s inventory should affect performance of the game less
  • Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers
  • Fixed: Dry sounds would not be played for static and vehicle weapons
  • Fixed: The “Disconnect†and “Continue†buttons in a Debriefing screen would have the same functionality when playing the Apex Protocol campaign solo
 
Eden Editor
  • Fixed: Transformation attributes were missing for non-empty vehicles
  • Like 12

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26-07-2016
No EXE update today
Size: ~634.2 MB (depends on Apex ownership)
 
DATA
  • Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway
  • Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization
  • Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the editor and Virtual Arsenal (and there is none by default)
  • Tweaked: Positions of the inventory attachments icons of the AK-12
  • Fixed: NATO (Pacific) Recon Marksmen were missing sound suppressors from their loadouts (https://feedback.bistudio.com/T119498)
  • Fixed: The AKM rifle was available with an incorrect magazine in the editor
  • Fixed: A script error connected to the Revive system for Joined-In-Progress players
  • Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds
 
The East Wind (potential spoilers)
  • Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons
  • Like 10

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27-07-2016
EXE rev. 137761 (game)
EXE rev. 137755 (launcher)
Size: ~1.6 GB (depends on Apex ownership)
 
DATA
  • Added: A dry firing sound for the LIM-85 machine gun
  • Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds)
  • Tweaked: Characters now kneel after landing with a parachute instead of going prone
  • Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization
 
Eden Editor
  • Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results
 
Apex Protocol (potential spoilers)
  • Fixed: Scenario flow could get blocked while waiting for a boat in the Extraction scenario when playing on a Linux Dedicated Server
 
The East Wind (potential spoilers)
  • Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village)
 
ENGINE
  • Tweaked: Handling of mines was optimized
  • Fixed: Recoil was applied also when throwing objects
  • Added: Drawing markers is now connected with the current (VON) communications channel also
  • Tweaked: Players could interrupt idle animations of their characters by clicking the Right Mouse Button
  • Fixed: Sorting of localized strings in Virtual Arsenal was incorrect
  • Fixed: Drones could be controlled by unconscious players
  • Like 10

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29-07-2016
EXE rev. 137787 (game)
EXE rev. 137787 (launcher)
Size: ~1.4 GB (depends on Apex ownership)
 
DATA
  • Tweaked: Laser Spot Tracker availability and indication for gunships and drones
  • Added: Gunner Aim indication for VTOL and Kajman pilots
  • Tweaked: Several footsteps sound improvements (fadeout, bass frequencies, straw sounds)
  • Added: A new sound configuration for the machine gun of the Prowler LSV
  • Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes
  • Fixed: The FV-720 Mora in the AAF Showcase had a crew
  • Fixed: Double-clicking in the SP scenarios menu didn't work correctly
  • Added: An ability to sort Arsenal lists alphabetically or by a mod
 
Apex Protocol (potential spoilers)
  • Fixed: An incorrect name was shown for Riker in the Firestarter scenario
  • Fixed: Some dialog lines would be played several times in the Firestarter scenario
  • Fixed: Achievements "Better with Friends" and "Lone Wolf" would only unlock if the missions were played in a specific order
 
The East Wind (potential spoilers)
  • Several improvements to the Breaking Even scenario:
    • Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario
    • Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards
    • Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure
    • Tweaked: The truck now leaves the Outpost faster when retreating to the forest
  • Fixed: The Preventive Diplomacy could fail after loading an autosave (https://feedback.bistudio.com/T117492)
 
ENGINE
  • Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers (part 2)
  • Fixed: Reloading a weapon would cancel deployment when prone
 
LAUNCHER
  • Added: A context menu item to the Server Browser and a command to copy server information to the clipboard
  • Added: An option to export a list of mods to a file (HTML or plain text) (WIP)
  • Added: An ability to import a list of mods from a file or a website by dragging the site or a file with a list of mods to the Launcher
  • Added: An ability to export and share a mod preset (via a new button)
  • Added: A new 'Dismiss all' button was added to the notification bar (dismisses all active notifications)
  • Like 13

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01-08-2016

EXE rev. 137800 (game)

EXE rev. 137803 (launcher)

Size: ~1.2 GB (depends on Apex ownership)

 

DATA

  • Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camoflage variant
  • Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage
  • Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives
  • Added: An ability to sort Arsenal lists alphabetically or by a mod (actual implementation)
  • Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively
 

ENGINE

  • Added: New actionIDs and actionParams script commands
  • Fixed: AI gunners would refuse to occupy the gunner seat of Kuma in some cases
 

LAUNCHER

  • Added: An ability to import a preset from the Preset Manager (WIP) (known issue: if some mods are not subscribed by the user, the imported preset is activated without them and then modified as the mods are subscribed)
  • Like 8

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02-08-2016
EXE rev. 137821 (game)
EXE rev. 137823 (launcher)
Size: ~62 MB (depends on Apex ownership)
 
DATA
  • Fixed: The safety switch of the SPAR-16 rifle would be in an incorrect position after changing the fire modes (https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169)
  • Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced
  • Tweaked: Inertia of the Cyrus and SPMG weapons was optimized
  • Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal)
  • Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex)
  • Tweaked: Sorting type is now preserved in a game session, not in a scenario session
  • Tweaked: The MXM rifle can no longer fit into a backpack
 
Eden Editor
  • Tweaked: Pressing the "Clear" button in the Eden Ammo Box attribute will now erase items only in the selected category (e.g., while Handguns are selected, only handguns will be cleared). Pressing the button when all items are selected will still delete all of them.
 
The East Wind (potential spoilers)

  • Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario
 
ENGINE
  • Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler)
 
Eden Editor
  • Fixed: Script error when using the Garbage Collector in Eden Editor (connected to the "AddAll" variable)
  • Fixed: The 3D cursor would sometimes appear on the ground on uneven terrain
  • Fixed: Player unit would be assigned to a drone when no other player is present in a scenario (https://feedback.bistudio.com/T86291)
 
LAUNCHER
  • Added: An option to choose what list of mods to export (only loaded or all)
  • Added: An exported mods list is now displayed in a Roboto font
  • Added: A warning message when exporting a preset with non-Workshop mods
  • Tweaked: The message informing about server information being copied to the clipboard was updated
  • Tweaked: The server information copied to the clipboard was updated
  • Like 15

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03-08-2016
EXE rev. 137841 (game)
EXE rev. 137845 (launcher)
Size: ~499.7 MB (depends on Apex ownership)
 
DATA
  • Fixed: The rear right light of the Xi'an VTOL was not turned off properly
  • Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons
  • Fixed: Some magazines were listed twice in Eden / Zeus Ammo Box attributes
  • Fixed: The UnitPos attribute values were incorrect
  • Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry
 
Apex Protocol (potential spoilers)

  • Fixed: Players could not hear each other over the radio in the Keystone scenario
 
ENGINE
  • Added: An engine implementation of the Stance attribute
  • Tweaked: The focus of the work area is properly switched now when Right Mouse Button is pressed in Zeus
  • Tweaked: Renegades can now disable all mines
  • Fixed: The setUnitLoadout command used with a classname would ignore backpacks (https://feedback.bistudio.com/T117143)
  • Fixed: AI characters would refuse to to disembark from helicopters / VTOLs with an AI pilot present
LAUNCHER
  • Added: More information about mods is now cached (It should help with reducing the traffic on a drive where the mods are stored)
  • Fixed: Invoking a repair operation while Steam is not available would create an error message on the desktop
 
  • Like 9

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04-08-2016
No EXE change for today
EXE rev. 137854 (launcher)
Size: ~261.8 MB (depends on Apex ownership)
 
DATA
  • Tweaked: An Armillion localization fixes and tweaks
  • Fixed: Instruments on the MB 4WD were duplicated
  • Tweaked: The inertia coefficient value of the LIM-85 was slightly increased
  • Added: Unarmed characters for the Tanoa factions
  • Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa)
  • Added: The Dynamic Groups are now available in all Master Zeus scenarios
  • Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps
  • Fixed: Armed Striders had incorrect axes set for their fuel indicators
  • Tweaked: The rate of fire of the Rahim weapon was slightly decreased
 
Eden Editor
  • Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor
 
Apex Protocol (potential spoilers)

  • Tweaked: AI convoy driving was improved in the Warm Welcome and Firestarter scenarios
  • Added: Riker squad will remind the players not to follow them at the start of the Keystone scenario
 
ENGINE
  • No engine changes today
 
LAUNCHER
  • Fixed: A warning about sharing non-Workshop mods took all present mods into an account (instead on checking only mods from the current preset)
  • Like 14

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05-08-2016

EXE rev. 137862 (game)

EXE rev. 137864 (launcher)

Size: ~401.6 MB (depends on Apex ownership)

 

DATA

  • Several weapons were tweaked:
    • Tweaked: The mass and recoil values were adjusted for the Type-115 weapon
    • Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon
    • Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle
    • Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased

  • Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons)
  • Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
 

ENGINE

  • Fixed: The sound pitch of fatigue / health feedback sounds (e.g. heavy breathing) did not correspond with the pitch in the profile settings
  • Tweaked: Performance drops when using the “LAND†waypoint in an obstructed area
 

LAUNCHER

  • Fixed: A corrupted mod identifier in a mod preset could prevent loading of other mod presets
  • Added: Sharing mod presets now includes local mods (users still have to get them manually, but they are recognized if present or the user is pointed to the mod website to get them)
  • Like 15

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08-08-2016

EXE rev. 137876 (game)

EXE rev. 137876 (launcher)

Size: ~42 MB (depends on Apex ownership)

 

DATA

  • Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast
  • Tweaked: The BIS_fnc_selectRandomWeighted function was optimized
 

ENGINE

  • Tweaked: The shownScoretable command now returns a number
  • Added: A new visibleScoretable command (returning a bool)
 

LAUNCHER

  • No changes today
  • Like 4

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09-08-2016
EXE rev. 137888 (game)
EXE rev. 137906 (launcher)
Size: ~246.6 MB (depends on Apex ownership)
 
DATA
  • Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition
  • Fixed: The drivers of Water Scooters did not grip the vehicle’s handles properly
  • Fixed: The Prowler Light had some unwanted holding bars on the roll-cage
  • Tweaked: Muzzle velocity of the AK-12 was decreased
 
Prologue (potential spoilers)

  • Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario
 
Apex Protocol (potential spoilers)

  • Tweaked: All vehicles with disabled simulation are now locked in the Warm Welcome scenario
  • Fixed: The support team no longer retreats to the supply depot in the Firestarter scenario
  • Fixed: One of the Debriefing texts was incorrect in the Firestarter scenario
  • Tweaked: Compositions of the Warm Welcome and Firestarter scenarios changed to simple objects (except interactive objects, such as fireplaces)
 
ENGINE
  • Added: Quick Play now displays dialogs with basic information about the found server, with an option to cancel the connection
  • Fixed: Crash when using the actionParams script command with a script file specified
  • Tweaked: The actionParams command now matches the addAction array of parameters
  • Added: New "targettoview", "weapontoview" and "radartoview" MFD sources (used for HUD and HMD configuration)
  • Fixed: The GetText() method for a string would return an invalid string
  • Fixed: Crash when a helicopter with no Geometry LOD is present
 
Eden Editor
  • Like 5

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10-08-2016

EXE rev. 137914 (game)

EXE rev. 137915 (launcher)

Size: ~801.6 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration)
  • Tweaked: Muzzle velocity of the SPAR-16S weapon was increased
  • Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types
  • FIxed: The reticle of the ERCO optics was not correctly aligned
  • Tweaked: Function BIS_fnc_setTaskLocal_handleJip was removed and its definition can be safely removed from remoteExec* whitelists. JIP is now properly handled within the BIS_fnc_setTaskLocal function.
  • Tweaked: Character identities at the start of Showcase Scuba are now more distinct
  • Tweaked: Helicopter flares were removed in Showcase Scuba
  • Tweaked: Volume of the rotation sound for the 6.5 mm minigun
 

Eden Editor

  • Added: An ability to filter the Eden Editor asset browser by mods (click on the new drop-down menu next to search field and pick any of the mods there)
 

ENGINE

  • Fixed: Zeus could not delete objects in the map view
  • Tweaked: The PhysX libraries were updated
  • Fixed: Server crash related to PhysX

  • Like 18

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11-08-2016
EXE rev. 137921 (game)
EXE rev. 137921 (launcher)
Size: ~52.4 MB (depends on Apex ownership)
 
DATA
  • Tweaked: The “Slingload†task completion radius was increased from 100 to 150 meters in the Support scenarios
  • Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios
  • Tweaked: NATO helicopter compositions were adjusted in the Support scenarios
  • Tweaked: Rewards for completing objectives were doubled in the Support scenarios
  • Added: An ability to search in the Zeus asset browser
  • Added: Buttons for sorting and muting all players in the multiplayer lobby
  • Tweaked: The gunner crosshair in the HMD in the Blackfoot was improved
  • Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information
 
Eden Editor
  • Added: Vehicle appearance in Eden can now be tweaked using Garage. Click RMB on a vehicle and select the "Edit Vehicle Appearance" item to access it. This replaces previous "Skin" attribute.
 
Apex Protocol (potential spoilers)

  • Tweaked: Some compositions in the Warm Welcome scenario were tweaked (simple objects)
  • Tweaked: The speed of the convoy is no longer limited in the Warm Welcome scenario
  • Added: Support for Respawn and Revive settings in the Campaign Lobby

 

ENGINE
  • Tweaked: Players will now un-deploy if they cross the deployment limit while prone (this was actually never in the version, and merely part of internal testing)
  • Tweaked: Sprint can now be temporarily interrupted by firing

 

LAUNCHER

  • Fixed: CTD when sharing a preset with a local mod that has no URL in the action parameter in mod.cpp
  • Like 14

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12-08-2016  
EXE rev. 137926 (game)  
EXE rev. 137926 (launcher)  
Size: ~414.7 MB (depends on Apex ownership)
   
DATA  
  • Tweaked: Accuracy of the CAR-95-1 LSW was optimized 
  • Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized 
  • Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon 
  • Tweaked: Damage model for Revive was optimized (soft damage should now scale better with the ammo caliber and should be in general less severe) 
  • Fixed: The knee ragdoll limits did not fit the new version of PhysX 
 
Apex Protocol (potential spoilers)  
  • Added: Respawn tickets were implemented to all Apex Protocol scenarios (WIP)
  • Tweaked: All compositions of the Apex Protocol scenarios have been converted to Simple Objects for better performance
  
ENGINE  
  • Tweaked: Locking on targets of laser-guided bombs now uses the same prediction as the CCIP Indicator 
  • Tweaked: Steering, convoy and formation behavior were improved for AI driving
  • Like 11

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15-08-2016

EXE rev. 137946 (game)

No new Launcher

Size: ~626 MB (depends on Apex ownership)

 

DATA

  • Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized
  • Fixed: The Squad Radar was visible during some campaign scenes
  • Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked

ENGINE

  • Tweaked: Increased (again) the timeout delay before a ‘zombie’ Workshop item is deleted - from 10 minutes to 2 hours [steamLayer]
  • Like 6

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16-08-2016 

EXE rev. 137954 (game) 

EXE rev. 137955 (launcher) 

Size: ~54.5 MB (depends on Apex ownership)

  

DATA 

  • Fixed: Karts Race scenarios would not end automatically if all drivers died
  • Fixed: Various JIP issues in Karts Race scenarios
  • Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain
 

Apex Protocol (potential spoilers)


    • Tweaked: The co-op campaign lobby now properly displays difficulty selection and settings
    • Fixed: Potential script error when trying to launch the campaign in Solo mode



 

Eden Editor

  • Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen
  • Fixed: Potential script error when using the Virtual Support Providers
 

ENGINE

  • Fixed: The GetIn entity Event Handler would not fire for characters moved in vehicles by scripts
  • Fixed: Incorrect behavior of satellite textures on map borders when the land segments have a none-zero offset
  • Tweaked: Improvements to AI convoy behavior (WIP)
  • Fixed: Characters would be forced to stand up on terrains too steep for being prone
 

Eden Editor

  • The “Delete†button in the Save / Load dialog is now working only when the scenario list has focus
 

LAUNCHER

  • Added: The “server version†and “required game version†were added when copying information about a server to the clipboard (from the context menu of a server in the Server Browser)
  • Tweaked: The User Interface of the Parameters tab was overhauled
  • Added: A search box for parameters by their name, command-line parameter, value or keyword
  • Added: It is now possible to select which parameters are displayed on the first Parameters page (favorites)
  • Added: The number of active parameters is now displayed
  • Tweaked: Mods and mission parameters were removed from the default set of favorite parameters (favorites can be set by users)
  • Tweaked: Navigation was improved
  • Like 18

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17-08-2016 
EXE rev. 137962 (game) 
EXE rev. 137976 (launcher) 
Size: ~57.2 MB (depends on Apex ownership)
  
DATA 
  • Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options
  • Tweaked: Pressing "Space" in the Splendid Camera will now teleport the player even on raised surfaces (e.g. building roofs or floors) as opposed to just to the terrain location under the cursor as before
 
Apex Protocol (potential spoilers) 
    • Fixed: Respawn tickets were not handled correctly in the Warm Welcome and Firestarter scenarios

 

ENGINE

  • Added: Pilot cameras now support laser designating
  • Added: New pilotCameraRotX and pilotCameraRotY animation sources 
  • Added: New getPilotCameraPosition, getPilotCameraDirection, getPilotCameraRotation, getPilotCameraTarget, hasPilotCamera, setPilotCameraDirection, setPilotCameraRotation and setPilotCameraTarget script commands
 
Eden Editor
 
LAUNCHER
  • Tweaked: The toolbar in the "Servers" page is now visually consistent with the rest of the toolbars
  • Added: A new keyboard shortcut and a hint to the filter box on the “Servers†page
  • Fixed: Potential crash when entering an incorrect value in the Direct Connect dialog
  • Fixed: A typo in one of the tooltips (thanks to R3vo for spotting it)
  • Fixed: The message box can now be dragged by the full caption bar (previously only the top half was active)
  • Fixed: Steam Overlay would appear in message boxes in some cases
  • Like 13

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18-08-2016  

EXE rev. 137988 (game)  

EXE rev. 137990 (launcher)  

Size: ~103.8 MB  (depends on Apex ownership)

   

DATA  

  • Tweaked: Sounds for launching rockets from helicopters were improved 
  • Tweaked: The config files for the static GMGs were overhauled 
 

Apex Protocol (potential spoilers)  

  • Tweaked: Improvements to the Campaign Lobby (sounds, tooltips, combat efficiency rating and animation sequence)


 

ENGINE 

  • Fixed: Crash when starting a SP scenario 
  • Tweaked: The precision of static turrets controlled by AI now depends on AI gunner skill more
  • Fixed: The Communication Menu would not close after an entity died 
  • Fixed: The setUnitPos command would not work for fleeing AI 
 

LAUNCHER 

  • Fixed: Installing mods on exFAT and FAT drives would mark them as corrupted 
  • Fixed: Text would behave incorrectly in the text field parameters 
  • Fixed: There was an invisible caret in filter boxes on the "Parameters" and "Mods" pages
  • Like 7

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19-08-2016 (+1 hotfix) 

EXE rev. 138014 (game)  

EXE rev. 138011 (launcher)  

Size: ~100.3 MB (depends on Apex ownership)

   

DATA  

  • Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false]) 
  • Fixed: The Dynamic Groups interface could be open during weapon deployment (this was causing problems) 
  • Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch) 
  • Added: New samples for several dry firing sound effects
  • Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated
  • Added: Pressing P in the Virtual Spectator mode now allows drawing of projectile paths 
 

ENGINE 

  • Fixed: Confirming an Apex Protocol scenario by pressing the Enter key would skip one scenario in the Campaign Lobby
  • Fixed: Potential crash
  • Fixed: The dynamic aiming error did not behave properly for AI reloading weapons
  • Tweaked: Using disableAI "MOVE" now stops vehicles driven by AI 
  • Added: Checkboxes for muting players in the Multiplayer Lobby 
 

Eden Editor 

  • Fixed: An entity placed on water in the 3D scene would be placed on a different location than a unit placed via the map interface
 

LAUNCHER 

  • Fixed: An excessive quote character in the mission selection dialog filter was removed
  • Tweaked: The English localization was updated
  • Like 11

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