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Development Branch Changelog

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22-09-2017 
EXE rev. 143040 (game) 
EXE rev. 143040 (launcher) 
Size: ~98 MB (depends on Apex ownership)

 

DATA

  • Added: The ability to re-texture the grip on the LIM-85
  • Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate (https://feedback.bistudio.com/T126770
  • Fixed: MX & Mk20 UGL reload animations when deployed
  • Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats)
  • Tweaked: The GL sight dot is now hidden when switching to another weapon
  • Tweaked: Adjusted countermeasure dispersion
  • Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed

 

ENGINE
No significant engine changes today

  • Like 15

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25-09-2017
EXE rev. 143059 (game) 
EXE rev. 143059 (launcher) 
Size: ~1.5 GB (depends on Apex ownership)

 

DATA

  • Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed)

 

ENGINE

  • Added: New value for turretFollowFreeLook (2) to allow remote turret control even without weapons (replacement for the "FakeWeapon" solution)
  • Like 9

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26-09-2017
EXE rev. 143070 (game) 
EXE rev. 143070 (launcher) 
Size: ~650 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Deployed UGL animation speeds
  • Added: Gear indicator to the SUV and the water temperature indicator now moves

 

ENGINE

  • Fixed: It was possible after saving / loading for gear to not respect inventory limitations
  • Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle
  • Fixed: Potential Zeus CTD
  • Added: New MFD sources "pilotcameratarget" and "pilotcameratargettoview"
  • Like 12

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27-09-2017
EXE rev. 143080 (game) 
EXE rev. 143076 (launcher) 
Size: ~2.1 GB (depends on Apex ownership)

 

DATA

  • Tweaked: Ladders now also use the new technology for detection of user actions
  • Fixed: Some vanilla environment assets were marked with Malden DLC icons
  • Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target
  • Tweaked: Slightly increased Strider’s crew explosion protection (https://feedback.bistudio.com/T126803

 

ENGINE
No EXE changes today

  • Like 12

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29-09-2017

There will also not be any update today due to post-holiday logistical challenges :hyper:

  • Like 12

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02-10-2017
EXE rev. 143127 (game) 
EXE rev. 143127 (launcher) 
Size: ~93.4 MB (depends on Apex ownership)

 

KNOWN ISSUES

  • Due to a new scripting error message (see below), several of such errors may now appear throughout the game. They are being fixed case-by-case, but should not actually affect the current behavior.

 

DATA

  • Fixed: The descriptions of several Game Type modules were not localized
  • Fixed: Inverted pylon selection for Greyhawk and Ababil (https://feedback.bistudio.com/T126810)
  • Added: Animation Viewer now shows all animals
  • Fixed: Tooltips in the Config Viewer were not localized
  • Fixed: Unlocalized strings in the animal site module
  • Added: Digital tachometer to Hatchback
  • Tweaked: Increased the PCML lock distance to 800m
  • Tweaked: A single Macer on A-164 uses a proper pylon model now

 

ENGINE

  • Added: An option to use the standard PhysX gearbox in config: changeGearType and changeGearOmegaRatios
  • Added: An option to set the minimum engine omega for PhysX simulation: minOmega
  • Added: accelAidForceYOffset to move aid force lower or higher as needed
  • Added: New error message for unknown enumerated values in all script commands using enum values (example: _g2 setBehaviour "CARELES" will cause an error, because the correct value is "CARELESS")
  • Like 16

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03-10-2017
EXE rev. 143144 (game) 
EXE rev. 143144 (launcher) 
Size: ~222.5 MB (depends on Apex ownership)

 

DATA

  • Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP

Remnants of War (potential spoilers)

Spoiler
  • Fixed: The scenario name "Oreokastro" visible in the diary was not localized
  • Fixed: The number of mines on Altis in the “Remnants of War” intro used an incorrect number format in several languages
  • Tweaked: Minor volume increase for the SFX in the kindergarten and carpenter workshop memory fragments

 

ENGINE
No relevant EXE updates today

  • Like 6

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03-10-2017
EXE rev. 143175 (game) 
EXE rev. 143167 (launcher) 
Size: ~804 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Specular levels and skin tones on “Remnants of War” campaign character faces
  • Tweaked: “Remnants of War” campaign SFX volumes (general, timeline, etc.)
  • Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more
  • Fixed: Small hole in the Blackfish cargo compartment
  • Fixed: The ammo variant of HEMTT was missing its ‘chimney’ in the first resolution LOD (https://feedback.bistudio.com/T126715)
  • Tweaked: Minor volume increase for tire bullet impact SFX

 

ENGINE
No relevant EXE updates today (small cleanups / optimizations)

  • Like 13

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05-10-2017
EXE rev. 143189 (game)
No new Launcher
Size: ~862.5 MB

 

DATA

  • Added: Basic Helmet (Black) variant for Laws of War DLC
  • Fixed: Mine Detector could be placed in the launcher slot
  • Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over

 

ENGINE
No relevant EXE changes

  • Like 10
  • Thanks 2

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06-10-2017

There will not be an update today due to a lack of relevant changes in data and engine (most work took place in unpublished DLC data).

  • Like 11
  • Thanks 1
  • Confused 1

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10-10-2017 
EXE rev. 143248 (game) 
EXE rev. 143246 (launcher) 
Size: ~295 MB (depends on Apex ownership) 

 
DATA 

  • Added: Localized Malden topographic maps (PDF) for owners of special game editions (Bonus subfolder in the game installation folder) 
  • Tweaked: Explosion and airplane craters can now also be placed by Zeus 
  • Fixed: Right mirror & reverse camera of unarmed Striders were incorrect
  • Tweaked: Handling of the MBT-52 Kuma was overhauled (powertrain, suspension and overall vehicle handling) 
  • Tweaked: The 20mm and 40mm grenades use the shotShell simulation again (muzzleImpulseFactor used to limit recoil) 
  • Tweaked: Audio of the MBT-52 Kuma's engine was overhauled (new technology, samples) (WIP) 

Eden Editor 

  • Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives 

 

ENGINE 

  • Like 14
  • Thanks 8

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11-10-2017 
EXE rev. 143257 (game) 
EXE rev. 143257 (launcher) 
Size: ~447 MB (depends on Apex ownership) 

 
DATA 

 

ENGINE 

  • Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present) 
  • Added: Using the hasDriver = -1 parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys 
  • Like 20
  • Thanks 3
  • Confused 1

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12-10-2017 
EXE rev. 143275 (game) 
EXE rev. 143273 (launcher) 
Size: ~119 MB (depends on Apex ownership) 

 
DATA 

  • Added: Night vision mode to pilot cameras of UAVs (https://feedback.bistudio.com/T126684
  • Tweaked: The BIS_fnc_getVehicleCustomization function was optimized 
  • Fixed: Error on creation of Lightning Bolts (BIS_fnc_moduleLightning function) 
  • Tweaked: Handling of the FV-720 Mora, BTR-K Kamysh & the M2 Slammer family of vehicles has been overhauled   
  • Tweaked: Handling of the T-100 Varsuk has been overhauled 
  • Fixed: Commander gun selection on Slammer UP - the mount now also elevates with the gun
  • Tweaked: Increased the recoil of tank cannons, decreased the recoil of Neophron's cannon 
  • Fixed: Cars got stopped when trying to drive over kerbs (hit rejection angles have been adjusted) 

Apex Protocol (potential spoilers) 

  • Spoiler

    Fixed: Script error when the helicopter lands at the evacuation point in the Extraction scenario 

     

ENGINE 

  • Tweaked: Grenade collisions with car/tank wheels are now disabled 
  • Tweaked: The muzzleImpulseFactor was changing only the torque of impulse, there is a new format now: 
    • Old: muzzleImpulseFactor = 0.8
    • New: muzzleImpulseFactor[] = {torqueFactor, forceFactor}
  • Fixed: Potential crash in radio communications
  • Like 15
  • Thanks 2

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13-10-2017 
EXE rev. 143287 (game) 
EXE rev. 143287 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

No data update for today

 
ENGINE 

  • Fixed: Particles could disappear when looking at them (https://feedback.bistudio.com/T119284)
  • Fixed: The Chat Notification was present at the start of every (even singleplayer) scenario 
  • Fixed: Damaged street lamps would start working again after loading a scenario 
  • Added: A new isLaserOn script command 
  • Fixed: The campaign variable space was not cleared after switching profiles
  • Like 14
  • Thanks 1

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16-10-2017 
EXE rev. 143299 (game) 
EXE rev. 143304 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

No data update for today


ENGINE 

  • Added: An ability to synchronize a Picture in Picture display with optics in vehicles 

Eden Editor 

  • Like 16
  • Thanks 1

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17-10-2017 
EXE rev. 143312 (game) 
EXE rev. 143314 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

No data update for today

 
ENGINE 

  • Fixed: Incorrect sound set when turning out of the Kuma tank as a commander 
  • Like 7
  • Thanks 1
  • Confused 1
  • Sad 2

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18-10-2017 
EXE rev. 143323 (game) 
EXE rev. 143323 (launcher) 
Size: ~1.5 GB (depends on Apex ownership) 

 
DATA 

  • Fixed: The Combat Patrol MP game mode was triggering some errors on unit creation 
  • Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted 
  • Tweaked: The PhysX setup was improved for the Panther and its derivatives 
  • Fixed: The BIS_fnc_vectorDirAndUpRelative function was missing a variable declaration 
  • Tweaked: Functions for (en-/de-) coding binary flags were extended to support 24 flags. Decoding output can now also be forced to a set number of flags. 
  • Added: Four new functions for (en-/de-) coding 4-state and 8-state flags
  • Fixed: Script error after a respawn triggered from the Respawn Screen 
  • Tweaked: Bushes should now be less dangerous for vehicles 
  • Fixed: Small dome was missing a shadow (https://feedback.bistudio.com/T124317
  • Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as the game moved the resource only by whole pixels).
  • Tweaked: Recoil for tanks, artillery and CAS cannons was adjusted 
  • Tweaked: The mesh of binoculars should be more visually appealing 
  • Added: New 'map' difficulty category 
  • Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted 

Eden Editor 

  • Tweaked: Improvements to the Edit Terrain Object Module 
    • Hidden objects no longer reappear in their destroyed state if destroyed 
    • It is now possible to: 
      • Assign a variable name to a terrain object 
      • Execute global code on a terrain object (JIP covered) 
      • Execute server / SP only code on a terrain object 
    • The attribute area was redefined to be divisible, UI controls/elements are now properly spaced 
    • An Object Variable Name attribute was added - as a result players can easily grab a terrain object and use it in scripts 
    • Two Object Init Code attributes were added (local and global) - code that is automatically executed after modifications to objects are done. This is useful especially for buildings that change object when they are changed to damaged or destroyed state
    • An Allow Damage checkbox was added 
    • The module settings design was simplified to be more consistent with other modules 
    • Added shortcuts for quick setting of door states to the attribute's tooltip 
  • Tweaked: The Object Door States attribute was overhauled (24 doors supported, new state "LOCKED" added) 

 
ENGINE 

  • Fixed: Manually guided missiles were not working correctly for Firing From Vehicles 
  • Fixed: The expectedDestination script command did not work for agent entities
  • Like 16
  • Thanks 9

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19-10-2017 
EXE rev. 143333 (game) 
EXE rev. 143333 (launcher) 
Size: ~119 MB (depends on Apex ownership) 

 
DATA 

  • Fixed: Qilin (Armed) was missing part of a muzzle flash 
  • Fixed: Speedboat Minigun was missing an RPM animation 
  • Added: Limited resizing of Info Panels (GPS, Radar, etc.) (resize the right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889
  • Added: Difficulty options to enable/disable Tactical Ping separately in the map and scene 
  • Tweaked: Various Thermal Imagery texture fixes

 
ENGINE 

  • Fixed: Explosions appeared at the bottom of tall bridges when a vehicle was destroyed on top of them (WIP) 
  • Like 12
  • Thanks 2

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20-10-2017 
EXE rev. 143345 (game) 
EXE rev. 143345 (launcher) 
Size: ~110 MB (depends on Apex ownership) 

 
DATA 

  • Tweaked: The quick commanding menu now uses "Target" instead of "Attack" orders 

 

ENGINE 

  • Fixed: The setGroupIconParams script command would not change the scale of an icon 
  • Fixed: Uniforms could not be moved from a Backpack to a Uniform slot
  • Tweaked: Using ammunition with Datalink does not require line of sight on the target anymore  
  • Tweaked: Using ammunition with radar does not require active sensors anymore 

Eden Editor 

  • Like 14
  • Thanks 1

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23-10-2017 
EXE rev. 143369 (game) 
EXE rev. 143369 (launcher) 
Size: ~315 MB (depends on Apex ownership) 

 
DATA 

  • Tweaked: Offroad mobility of the Marid & Marshal vehicles was increased 

Eden Editor 

  • Tweaked: Improvements to the Zone Protection module: 
    • Added possibility to define warning and execution expressions, codes that are called when a warning resp. an execution is triggered (if the code returns true, the built-in default behavior is suppressed)
    • Default warning behavior was extended; if there is no HQ module for the player's side, players say a warning to themselves over the group chat
    • The warning area width can now be set in the module's settings (values are Standard, Wide, and Very Wide)
    • The module now works also with triggers that use "Activation By" set to ANYPLAYER
    • Minor optimizations done to the code

 

ENGINE 

  • Added: A new ctrlTextWidth script command (used for getting the width of the longest line of text in a given control) 
  • Tweaked: Toolkits / Medikits can be now carried in Vests
  • Added: A new material MFD parameter 
  • Like 9
  • Thanks 1
  • Confused 1

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24-10-2017 
EXE rev. 143385 (game) 
EXE rev. 143385 (launcher) 
Size: ~254 MB (depends on Apex ownership) 

 
DATA 

  • Tweaked: After observing recent NATO & CSAT technological developments of their wheeled APCs, AAF decided to deploy their own mobility upgrade pack for the AFV-4 Gorgon 

 

ENGINE 

  • Fixed: Door states set by the animateDoor script command would not get restored after loading a save file 
  • Like 12
  • Thanks 1
  • Haha 2

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25-10-2017 
EXE rev. 143397 (game) 
EXE rev. 143401 (launcher) 
Size: ~417 MB (depends on Apex ownership) 

 
DATA 

  • Added: Gendarmerie Van variants
  • Added: An ability to transport characters in the back of the cargo Van via Virtual Garage's "Add passenger spots" attribute (enabling it disables Vehicle-in-Vehicle Transport)
  • Tweaked: Behavior of all 3 wheeled APCs in water was improved by adjusting their engine force offset 

 

ENGINE 

  • Fixed: Lights on vehicles with disabled simulation would turn on after loading the game
  • Fixed: Crash when using binarized SQM files in CfgMissions
  • Fixed: Crash when commanding through radio messages 
  • Fixed: Opening an inventory while on a ladder would not work 
  • Tweaked: The "DriveOpticsIn" parameter was renamed to "DriverOpticsIn" 
  • Like 10
  • Thanks 2
  • Sad 1

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