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Development Branch Changelog

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31-10-2016 

EXE rev. 139074 (game) 

EXE rev. 139074 (launcher)  

Size: ~37.3 MB

 

DATA  

  • No data update for today 
 

ENGINE 

  • Fixed: Players in the multiplayer lobby would be listed as hosts / admins 
  • Fixed: Admins would get stuck on the loading screen if the scenario started without selecting a role first
  • Tweaked: Empty namespace variable names are no longer allowed
  • Fixed: The "Play" button in the Campaigns and Challenges menus would display changes inconsistently
Eden Editor 

  • Fixed: Group lines would remain active after deleting a character 
  • Fixed: Entities were not displayed in layers after returning from a Preview if the visibility / transformation toggle was used 
  • Tweaked: Transform > Move to formation is now properly rotating all selected entities according to their group leader
  • Like 7

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01-11-2016 

EXE rev. 139088 (game) 

EXE rev. 139088 (launcher)  

Size: ~3.1 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: Geometries inside the military offices
  • Tweaked: Improved tactical pace individual audio settings for footsteps
  • Tweaked: The volume of footsteps on straw was adjusted 
  • Added: New tactical pace boots audio assets for Tanoa 
  • Tweaked The Protector SMG can now attach Flashlight and Laser Pointer to the side rail 
  • Tweaked: Civil variants of Zamak trucks have new textures. There is also another color for their cabins.
  • Fixed: It was possible to hijack UI elements for malicious code execution in multiplayer (Arma 3 Security FT ticket)
Eden Editor 

  • Tweaked: The "Init" text field in the system attributes now only has 3 lines instead of 5. It's not used as often, so the change saves some space.
  • Fixed: Checkboxes didn't recognize string input values
  • Tweaked: All modules in the "Object Modifiers" category are now using the new Eden Editor attribute system 
  • Added: "Apply to" attribute in several modules now also lists all editor layers. This way, it's possible to apply module function on all objects within the layer. 
  • Tweaked: "Create Task" module icon
ENGINE 

  • Like 6

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02-11-2016 

EXE rev. 139102 (game) 

EXE rev. 139102 (launcher)  

Size: ~1.2 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The door lock prototypes were improved 
  • Fixed: Open geometry in a shadow LOD 
 

ENGINE 

  • Fixed: The inAreaArray ARRAY was using radians instead of degrees 
  • Fixed: The inAreaArray LOCATION was ignoring unknown types in the objects / position array 
  • Fixed: The mouse cursor would not move along with freelook in the Task Overview interface while in a vehicle 
Eden Editor 

  • Fixed: Pressing Alt + LMB while aiming at an entity would place waypoints
  • Added: A new OverviewTextLocked scenario attribute
  • Added: The getMissionLayerEntities command now works with layer IDs as well
  • Like 5

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03-11-2016 

EXE rev. 139115 (game) 

EXE rev. 139115 (launcher)  

Size: ~4.0 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The volume of footstep sounds on stone surfaces was lowered 
  • Tweaked: Sounds for footsteps on stone and grass surfaces were improved
  • Tweaked: The grassTall sounds were improved 
  • Added: New sounds for crawling through (shallow) water 
  • Tweaked: Doorway collision geometry for the Airport_01_controlTower_F and Airport_01_terminal_F structures was improved 
  • Fixed: Incorrect text in the texture of the Bullet Trap 
  • Added: The currently equipped CfgMagazines and CfgAmmo classes are bookmarked by default in the Config Viewer 
  • Fixed: The BIS_fnc_attachToRelative and BIS_fnc_weaponDirectionRelative functions were affected by waves 
  • Fixed: The Zamak truck would have trouble entering the airfield in Showcase Gunships 
  • Fixed: Setting a rank via the Rank module was not working 
Eden Editor 

  • Fixed: The "Advanced Flight Model" attribute was missing from the editor's General attributes
 

ENGINE 

  • Fixed: Commanders would need to unmark a target before marking another one 
  • Fixed: Empty variable names "" in for loops would cause the game to freeze (https://feedback.bistudio.com/T120748)
  • Like 11

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04-11-2016 
EXE rev. 139146 (game) 
EXE rev. 139146 (launcher)  
Size: ~1.6 GB (depends on Apex ownership) 

DATA
  • Fixed: Helicopters would sometimes land inside the town instead of their dedicated LZs in Showcase Firing From Vehicles 
  • Fixed: Reconnecting to a server as Zeus would no longer allow to remotely control a previously controlled unit 
  • Fixed: A problem with stamina postprocesses on new Intel drivers

The East Wind (potential spoilers) 

    • Fixed: Camp Rogain would sometimes not respond to Adams trying to reach them after the AAF attack in the Drawdown 2035 scenario 
    • Tweaked: The Game Over scenario loading time is now improved (https://feedback.bistudio.com/T76352)

 
ENGINE 
  • Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0")
  • Added: New selectMin and selectMax script commands (returning minimal and maximal values of an array) 
  • Fixed: The game could get stuck when downloading a scenario while the server changed a scenario to another one 
  • Fixed: Some of the weapon animations were not visible for the Virtual Spectator 
  • Fixed: Tracked amphibious vehicles were not able to move in water
Eden Editor 
  • Fixed: The "Script" attribute was not available for SCRIPTED waypoint types 
  • Fixed: The "Advanced Flight Model" attribute was missing from the Eden Editor attributes (the fix is now in the engine; the data part was reverted)
  • Fixed: Entity attribute changes would not be saved if the variable name was left empty
  • Like 15

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07-11-2016 

EXE rev. 139168 (game) 

EXE rev. 139168 (launcher)  

Size: ~1.1 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Wired Fences now have correct fire geometry (WIP) 
  • Fixed: The "MultistoryBuilding_01_F" was missing parts of its (fire) geometry (https://feedback.bistudio.com/T118367)
  • Tweaked: The brightness of several props (textures, materials) 
  • Fixed: Seize scenarios would not end after time ran out 
  • Fixed: Exploitable collision geometry for several Large Altis House variants
  • Fixed: Pillars in the Altis Airport Terminal were missing their collision geometry (http://feedback.arma3.com/view.php?id=27892)
 

Prologue (potential spoilers) 

  • Fixed: The intro video would sometimes not be cleared from the screen and instead remain there for the rest of the Reality Check scenario


 

The East Wind (potential spoilers) 

  • Fixed: The Strider at the first checkpoint wouldn't move off the road in the Common Enemy scenario


 

ENGINE 

Eden Editor 

  • Fixed: The "Script" attribute could not be applied to SCRIPTED waypoints after reloading a scenario
  • Like 8

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08-11-2016 
EXE rev. 139201 (game) 
EXE rev. 139201 (launcher)  
Size: ~1.8 GB (depends on Apex ownership) 
 
DATA  
  • Fixed: Wooden Wall Pole had an incorrect fire geometry 
  • Tweaked: The fire geometry of palm trees was improved to better correspond with the visual models 
  • Fixed: Kart Time Trials didn't correctly trigger the death ending after injuries incompatible with life 
  • Fixed: There were too many footstep sounds when strafing slowly in crouched stance 
  • Fixed: The camera could get stuck when a directly controlled drone was destroyed 
  • Fixed: Tin Wall Pole had an incorrect fire geometry 
  • Fixed: Zeus task notification icons could get very small 
 
ENGINE 
  • Tweaked: The JEMalloc memory allocator was updated to version 4.3.0 
  • Tweaked: The TBB4 memory allocator was updated to version Intel TBB 2017 Update 2 (tbb2017_20161004oss) 
  • Fixed: AI would continue firing even after their target was eliminated in some cases (https://feedback.bistudio.com/T71576
  • Fixed: An opened Diary screen would prevent a scenario from ending in some cases 
  • Added: Voting, Role Selection, Briefing and Debriefing timeouts can be set in server.cfg
    • There are four new parameters to set up timeouts in server.cfg. They can be array values with two numbers for setting different timeouts when players are ready or not. They can also have a single numeric value, both ready and notReady parameters are then set to the given value. 
    • Examples:
      • votingTimeOut = 5; //5 seconds for ready and notReady 
      • votingTimeOut[] = {5, 10}; //5 seconds for ready, 10 for notReady 
    • New parameters:
      • votingTimeOut 
      • roleTimeOut 
      • briefingTimeOut 
      • debriefingTimeOut 

Eden Editor 

  • Like 14

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09-11-2016 

EXE rev. 139218 (game) 

EXE rev. 139218 (launcher)  

Size: ~97.8 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The insertion helicopter is now locked until players are supposed to disembark in Showcase Firing From Vehicles
  • Fixed: There were too many footstep sounds when strafing slowly in crouched stance (part 2) 
  • Fixed: There were too many crawl sounds being played at once
  • Fixed: Players could run Rook over using a drone in Showcase Drones and the scenario wouldn't fail
  • Added: Servo sound for AH-99 Blackfoot turret movement
The East Wind (potential spoilers) 

  • Fixed: Players wouldn't be spotted by the checkpoint guards despite approaching them while offroad in the Common Enemy scenario


 

ENGINE 

  • Like 9

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10-11-2016 
EXE rev. 139238 (game) 
EXE rev. 139238 (launcher)  
Size: ~90.1 MB (depends on Apex ownership) 
 
DATA  
  • Fixed: There were too many crawl sounds being played at once (part 2) 
  • Fixed: Deleting user profiles would display an obsolete menu color 
  • Tweaked: Tasks in the VR Training scenarios now include also direct links to the Field Manual 
  • Tweaked: Volume of the radio communication at the beginning of Showcase Commanding was rebalanced 
Prologue (potential spoilers) 
  • Fixed: Players could shoot friendlies without being punished while the screen was fading to black at the start of the final cutscene of the Damage Control scenario

 

The East Wind (potential spoilers) 
  • Tweaked: Tasks in the Supply Network scenario now include also direct links to the Field Manual

 

Apex Protocol (potential spoilers) 
  • Fixed: Some conversation lines in the Firestarter scenario used unbalanced volumes

 
ENGINE 
  • Fixed: Custom face wear of AI soldiers would reset after loading a scenario 
  • Fixed: Using the "Destroy" waypoint type could cause AI units to flee instead of engaging targets
  • Like 7

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11-11-2016 

EXE rev. 139263 (game) 

EXE rev. 139263 (launcher)  

Size: ~486.6 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: Script errors would appear after connecting to an End Game session as The Virtual Spectator 
  • Fixed: Script error when using the Virtual Spectator 
Apex Protocol (potential spoilers) 


    • Fixed: Mission briefing would not be skipped if the scenario was started by a countdown in the Scripted Lobby of the Apex Protocol campaign 
    • Fixed: There would be script errors present in the Apex Protocol Scripted Lobby when using an older user profile and changing the difficulty settings



 

ENGINE 

  • Fixed: The GetOutMan Event Handler would return commanders too often 
 

LAUNCHER 

  • Fixed: Launcher was unable to kill the game process in some cases (e.g. because it was blocked by the Operating System)
  • Like 8

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14-11-2016 
EXE rev. 139290 (game) 
EXE rev. 139291 (launcher)  
Size: ~56 MB (depends on Apex ownership) 

DATA
  • Fixed: Rewards for capturing sectors in the Seize Edoris scenario did not work in some cases 

Apex Protocol (potential spoilers) 

  • Fixed: The extraction boat in the Extraction scenario would refuse to move in some cases (hotfix)

ENGINE 
  • Added: New TurnIn and TurnOut Event Handlers (firing when hatches are opened / closed; parameters: [vehicle, person, turret path]) 
  • Fixed: Dialogues played over the radio could get stuck and time out if the player got too close to the speaker 
  • Fixed: The GetIn Event Handler did not always return commanders for turret positions
  • Like 9

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15-11-2016 

EXE rev. 139318 (game) 

EXE rev. 139307 (launcher)  

Size: ~295.9 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The Tanoa main menu preview video was updated 
  • Tweaked: Minimum overall & object visibility are now forced to ensure players can see the helicopter wreck from the UAV in Showcase Firing From Vehicles 
  • Added: Vaulting movement sound
  • Added: New samples for M320 bolt movement
Apex Protocol (potential spoilers) 

  • Fixed: Depending on the players' actions, Miller would sometimes say the wrong thing in regards to the first drone, or not say anything at all in the Apex Protocol scenario


The East Wind (potential spoilers) 

  • Fixed: Players could enter enemy-occupied vehicles in the Situation Normal scenario in some cases

     


Eden Editor 

  • Tweaked: Range settings for camera movement in the Eden editor were adjusted. Users can now lower them down to 10% or up to 300%.
 

ENGINE 

  • Fixed: Using the setObjectViewDistance command would also modify Video Options settings
  • Fixed: Task Status was not properly shown in the Diary interface
  • Added: Tactical Pings are now shown on the 2D map as well
Eden Editor 

  • Fixed: Selecting an item in the Asset List would cause its icon to flash at the [0,0,0] coordinates
  • Like 7

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16-11-2016

There will not be an update today due to required team members being engaged in a company event.

  • Like 6

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18-11-2016
EXE rev. 139347 (game)
EXE rev. 139347 (launcher)
Size: ~345 MB (depends on Apex ownership)

DATA

  • Fixed: The Zone Restriction module would not work with preset area triggers from Eden Editor
  • Added: MP functionality to the Friendly Fire module
  • Tweaked: Player overstepping an obstacle movement sound - setting in config files - raised volume of related movement sounds
  • Fixed: Error message in End Game scenarios
  • Fixed: Incorrect animation when swimming on the water surface
  • Tweaked: Minor turret servo sound adjustments

Apex Protocol (potential spoilers)

  • Fixed: Being dead at the end of the End Game scenario would result in a flickering cursor in the final video and credits

ENGINE

  • Tweaked: AI driver precision of following the leader vehicle
  • Fixed: AI drivers in groups would have trouble crossing bridges on Tanoa
  • Tweaked: AI drivers - commanded speeds "slow" and "normal" to be slower

The East Wind (potential spoilers)

  • Fixed: AI following vehicles could navigate incorrectly in the Supply Network scenario

  • Like 14

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21-11-2016 
EXE rev. 139357 (game) 
EXE rev. 139367 (launcher)  
Size: ~4.3 GB (depends on Apex ownership) 
 
DATA  
  • Tweaked: The volume of footstep sounds on water was balanced 
  • Fixed: A "Wet" sound layer for footsteps was missing for the asphalt surface 
  • Fixed: Standing on the roof of Church_02 could cause objects to disappear (https://feedback.bistudio.com/T119597
  • Fixed: The BIS_fnc_arrayShuffle function could affect the source array 
  • Added: A new sound for the Tactical Ping (different from the Zeus pings)
  • Fixed: The strategic map was too dark (campaign)
  • Fixed: A missing sound for incoming missiles in an aircraft
  • Fixed: Various environment prop art glitches
  • Fixed: Setting scripted waypoint types in Zeus was not working correctly (https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/)
     

ENGINE

  • No EXE changes for today
  • Like 8

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22-11-2016 

EXE rev. 139374 (game) 

EXE rev. 139374 (launcher)  

Size: ~1.1 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: CSAT Pacific Team Leaders were missing an UGL for their rifle
  • Fixed: CSAT Team Leaders, Squad Leaders, Recon Team Leaders and Spotters had incorrect camouflage variants of the ARCO optics 
  • Fixed: The Autocannon task in the Helicopters Virtual Training could be completed without player input 
  • Fixed: Names of the Support scenarios would be displayed incorrectly in the multiplayer lobby (mission folder names instead of localized names) 
  • Added: Map markers for HQ in Support scenarios 
  • Fixed: Awarded support could target groups and vehicles in the player base or its vicinity in Support scenarios
  • Fixed: JIPing players could trigger task reassignment on other players 
  • Added: A new BIS_fnc_exportGUIBaseClasses function to copy basic GUI macros and base classes (e.g. RscText) to the clipboard 
Eden Editor 

ENGINE 

  • Added: Tactical Ping markers can now be placed through the map interface 
LAUNCHER 

  • Fixed: Special characters in texts were displayed incorrectly 
  • Like 8

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23-11-2016 

EXE rev. 139383 (game) 

EXE rev. 139383 (launcher)  

Size: ~306.2 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: CSAT Viper's Special Purpose Suit could block the view of NGVs 
Apex Protocol (potential spoilers) 

  • Fixed: Players could respawn despite the option being disabled in the Apex Protocol campaign lobby


ENGINE 

  • No EXE changes for today
  • Like 6

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24-11-2016 

EXE rev. 139401 (game) 

EXE rev. 139396 (launcher)  

Size: ~4.3 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: There would be no sound when a vehicle collided with water  
  • Tweaked: Icons in the Zeus Custom Objective module were updated to Eden Editor versions 
  • Tweaked: Virtual Spectator mode is now described in the Field Manual 
  • Tweaked: The volume of servo ramp samples of VTOLs was increased
  • Fixed: Information about used DLC content was missing in the Debriefing screen after a scenario failed 
ENGINE 

  • Tweaked: The disassemble action is now available for vehicles with dead crew (e.g. static weapons) 
  • Fixed: The camera was facing in the opposite direction in the "Loadmaster" position in Tarus when remotely controlling an entity
  • Fixed: The isRemoteExecuted command would not work as expected in some cases 
  • Added: A new IsRemoteExecutedJIP script command
  • Like 6

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25-11-2016 

EXE rev. 139413 (game) 

EXE rev. 139413 (launcher)  

Size: ~2.3 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: Only the squad leader could disembark from the Hummingbird when playing Showcase Firing from Vehicles in multiplayer 
ENGINE 

  • Fixed: The "Showcasing" Steam Achievement could be unlocked without completing Showcase End Game 
  • Fixed: AI vehicle gunners would refuse to engage enemies in multiplayer in some cases
  • Like 7

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28-11-2016 

EXE rev. 139430 (game) 

EXE rev. 139430 (launcher)  

Size: ~1.9 GB (depends on Apex ownership) 

 

DATA  

  • Added: Sounds for vehicles colliding with water (cars driving through water and planes falling to water) (WIP)  
  • Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore 
  • Added: Sound for Turn in / out actions for armored vehicles
ENGINE 

  • Added: New vehicle sound parameter for opening / closing the hatches: "soundTurnIn", "soundTurnOut","soundTurnInInternal", "soundTurnOutInternal" 
Eden Editor 

  • Added: Engine support for sub-categories in the attribute system 
  • Fixed: The rotation arrow would point in the incorrect direction when rotating a group after rotating its group leader
  • Fixed: The drop down menu of a combo box could overflow a parent's control group 
  • Like 9

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29-11-2016 

EXE rev. 139453 (game) 

EXE rev. 139474 (launcher)  

Size: ~3.7 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: Zeus could not see newly created respawn vehicles correctly in some cases
  • Tweaked: Collision geometries on various Tanoa structures
  • Tweaked: Decreased the range and volume of underwater mine explosions
ENGINE 

  • Fixed: Gunship / UAV gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer 
  • Fixed: Players could not deny playing the Prologue when there was another instance of the game running (e.g. a Dedicated Server) 
  • Fixed: AI vehicle gunners would continue shooting at a target even when it hid behind an obstacle 
  • Fixed: Players could be trapped in a vehicle with disabled simulation in some cases
  • Fixed: Tactical Pings via the map would not always be placed at the correct height
Eden Editor 

  • Added: A new dashed line marking the probability of presence when dragging entities
  • Like 10

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30-11-2016 

EXE rev. 139489 (game) 

EXE rev. 139489 (launcher)  

Size: ~37.0 MB (depends on Apex ownership) 

 

DATA  

  • No data changes for today 
ENGINE 

  • Fixed: Tasks were not visible in the Diary after loading the game from a save
  • Fixed: UAV gunner optics were shaking when the FPS was low 
Eden Editor 

  • Added: A new activation type for triggers (detected any player) 
  • Fixed: A change in a Logic's area shape would revert after coming back from previewing / restarting the scenario
  • Like 8

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01-12-2016 

EXE rev. 139502 (game) 

EXE rev. 139503 (launcher)  

Size: ~421.8 MB (depends on Apex ownership)

 

DATA  

Apex Protocol (potential spoilers) 

  • Fixed: The subtitles for conversations playing over the radio in Apex Protocol would display even if the players dropped their radio and couldn't hear them


ENGINE 

  • Tweaked: The impact origin of ragdolls being triggered is now more precise
  • Like 7

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02-12-2016
EXE rev. 139520 (game)
EXE rev. 139520 (launcher)
Size: ~40 MB

 

DATA  

  • No data changes for today 

ENGINE

  • Fixed: Weapon Info and Stance Indicator could not be switched in the difficulty settings
  • Tweaked: Better network usage for disabled units in Dynamic Simulation
  • Fixed: The Score table tab did not show the Disconnect message box properly in the Debriefing Screen

Eden Editor

  • Fixed: Object rotation via the area scale widget did not fire the "attributesChanged3DEN" event
  • Like 4

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