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26-09-2018
EXE rev. 145075 (game)  
EXE rev. 145075 (launcher)  

Size: ~39 MB

 

DATA

  • Fixed: Shadows for all Concrete Curbs (Grey, x m)

  • Fixed: Error when creating "test_EmptyObjectForBubbles" - https://feedback.bistudio.com/T132812

  • Added: BIS_fnc_3DENExportSQF now supports exports with positions relative to a given center

  • Added: BIS_fnc_calculateDateTime function

  • Added: BIS_fnc_CompareDateTimes and BIS_fnc_IsDateTimeNewer functions

  • Tweaked: Improved fence texture and material

  • Fixed: UV stretch on the front of the SDAR rifle magazine

  • Tweaked: Adjusted colors for Assault Pack (Coyote Brown), Assault Pack (Khaki), Assault Pack (Sage), Kitbag (Coyote Brown) and Kitbag (Sage) backpacks. The old Kitbag (Coyote) variant has been kept as Kitbag (Tan).

 

ENGINE

No EXE changes 

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03-10-2018
EXE rev. 145106 (game)  
EXE rev. 145106 (launcher)  

Size: ~109 MB

 

DATA

  • Tweaked: Removed the drop down menu from the Posters module (syncing to triggers was not required & was causing pop-up errors)

  • Fixed: Bad alpha sorting on Slum Fence (Land_Slums01_8m)

  • Tweaked: Footstep sounds inside small military towers

 

ENGINE

  • Fixed: Attenuation for transport internal sound
  • Like 11
  • Thanks 3

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09-10-2018
EXE rev. 145126 (game)  
EXE rev. 145126 (launcher)  

Size: ~71 MB

 

DATA

 

ENGINE

  • Like 7
  • Thanks 2

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26-10-2018
EXE rev. 145159 (game)  
EXE rev. 145159 (launcher)  
Size: ~1.1 GB

 

EDIT:  KNOWN ISSUE - If the game won't start and the loading bar gets stuck (loading core) - kill the process, delete cache.ch from you Arma 3 game folder and run again.

 

DATA

  • Tweaked: Aspect ratio of the RPG & Vorona magazine icons
  • Tweaked: Decreased amount of bugs (the creepy crawly kind) at night, resulting in a potential performance gain
  • Tweaked: Cost values of the LSVs
  • Fixed: AI was taking cover behind thin banana plants :yay:
  • Tweaked: Firefly model and material
  • Fixed: Issue with shadows on the T-100 barrel
  • Tweaked: Layered Concrete Wall (Land_Wall_INDCnc_4_F) geometries (https://feedback.bistudio.com/T131463)

Eden Editor

  • Added: BIS_fnc_3DENExportSQF can now export scenarios in a format where each entity checks if its ID has been blacklisted. If so, the entity will not be spawned. The blacklist array is a new parameter passed into the exported SQF.
  • Fixed: The function to export Eden Editor scenarios to SQF format did not export vehicle customization settings
  • Tweaked: Scenarios exported from Eden Editor to SQF now initialize modules only once all objects and connections were created

 

ENGINE

  • Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks
  • Added: Sound controller 'acceleration'
  • Fixed: Improvements to interactions with deceased character inventories were not enabled in all builds
  • Like 17
  • Thanks 4
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31-10-2018
EXE rev. 145166 (game)  
EXE rev. 145159 (launcher)  

Size: ~173 MB

 

DATA

  • Tweaked: Audible ranges of vehicle engines (WIP)

  • Tweaked: Campfire light effects (https://feedback.bistudio.com/T120175)

  • Tweaked: Tactical Ping in map enabled by default in Recruit and Regular difficulty presets

  • Tweaked: Increased Tactical Ping duration

  • Added: In-game UI color customization for Tactical Ping (https://feedback.bistudio.com/T126664)

  • Tweaked: Reduced the brightness of the u_Barracks_v2_ext material in DTSMDI a bit

  • Fixed: UV mapping on Excavator_01_wreck_F

  • Tweaked: Added new material to truck medical sign decals and reduced their brightness

 

ENGINE

No EXE changes 

  • Like 17
  • Thanks 3

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08-11-2018
EXE rev. 145170 (game)  
EXE rev. 145170 (launcher)  

Size: ~338 MB

 

DATA

  • Added: Warlords multiplayer game mode (Warlords feedback page)
    • SC 32 Warlords (Whole Island) on Altis*
    • SC 16 Warlords (Central) on Altis*
    • SC 16 Warlords (Pyrgos Gulf) on Altis*
    • SC 16 Warlords on Stratis*
    • SC 16 Warlords (West) on Tanoa**
    • SC 16 Warlords (South) on Tanoa**
    • SC 16 Warlords on Malden*
  • Added: 5 new playable characters - Men (Story) - with heads of notable Bohemia developers***
  • Added: ADR-97 Weapon Pack to vanilla weapons*
     
  • Tweaked: Audible ranges of vehicle engines (WIP #2)
  • Tweaked: The VLS missile feed display is no longer active by default (the missile feed is not functional in remote control)
  • Fixed: Vehicle SPMGs fired by the AI in bursts or full auto had a single shot sound
  • Added: The "Combo" attribute in Eden Editor is now capable of showing "picture" and "pictureRight" or options defined in class Values of the attribute itself
  • Added: BIS_fnc_getArea now supports format [center, a, b, angle, rect, (height)]

* Free bonus content to all Arma 3 players.

** Content requires ownership of Arma 3 Apex expansion.
*** Restricitions may apply to those who don't own Arma 3 Apex expansion.

 

ENGINE

  • Fixed: The game getting stuck on the start-up splash (cache.ch issue)
  • Like 19
  • Thanks 4

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22-11-2018
EXE rev. 145199 (game)  
EXE rev. 145199 (launcher)  

Size: ~91.7 MB

 

Change log forthcoming done ... :elfbash::yay:

DATA

  • Added: Magazine wells to some of the vanilla weapons
  • Added: Proxy models to some of the vanilla magazines
  • Fixed: MB 4WD LOD switching when aiming down sights when Firing From Vehicles seats are used
  • Tweaked: Audible ranges of vehicle engines (WIP #3) - MRAP engines
  • Tweaked: ADR-97 bullet penetration, dispersion, and hit values
  • Tweaked: Changed ADR-97 suppressor
  • Fixed: The Acca_snds_l_F suppressor model was offset
  • Tweaked: PriorityQueue - an item can be kept even when popping from the queue
  • Added: PriorityQueue - functions for getting highest and lowest priorities in the queue
  • Added: Vectors - function for multiplying the square matrix by a vector
  • Added: Vectors - function for vector rotation in 3D space
  • Fixed: The list of multiplayer params in the Vanguard mission diary contained old undefined param1 and param2 entries
  • Fixed: Typo on the town sign of Oreokastro in Greek

Warlords MP

  • Added: VTOL aircraft are now in the requisition tables
  • Added: Parameter to enable the sector voting reset
  • Added: Ability to dismiss subordinates via the action menu
  • Tweaked: Players no longer keep Command Points accumulated by the AI when connecting into an AI-occupied slot upon JIP
  • Tweaked: You now have more time to leave a locked out sector if sector voting was reset
  • Tweaked: Sector sizes and placements on Tanoa
  • Tweaked: Zone restriction kill timeout increased to 20 seconds
  • Tweaked: The Lijnhaven sector now has a heliport service as well as a runway
  • Fixed: The description text for some assets in the Request menu would overflow in some languages
  • Fixed: Missing first letters in sector names in Russian language
  • Fixed: Sector income data on the map was not localized properly
  • Fixed: Too long vehicle descriptions in some languages
  • Fixed: Various localization issues
  • Fixed: AI was able to vote for a sector even during the briefing screen
  • Fixed: It was possible to seize a sector even if it was still locked in some cases
  • Fixed: Announcer message spam upon JIP
  • Fixed: AI purchases would no longer trigger a flyby sound even if nothing was bought
  • Fixed: Sector voting reset issues
  • Fixed: Respawn locations far away from the base when they were targeted would not be selected on safe spots
  • Fixed: Some airdropped assets could fall too abruptly

 

ENGINE

  • Fixed: The engine sound of some land vehicles was falling off abruptly at around 300m
  • Fixed: Crash to desktop when dropping an item into an Entity without "Supply"
  • Fixed: Possible crash to desktop from the map due to a missing active marker
  • Fixed: Proxies were not considered for object actions, only the parent object
  • Added: DynamicSimulation serialization
  • Added: addWaypoint and setWaypointPosition commands now accept a -1 radius for forced position
  • Fixed: AI could in some cases detect vehicles through the terrain (https://feedback.bistudio.com/T133247)
  • Like 17
  • Thanks 6

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13-12-2018

No Dev-Branch update this week due to a focus on a potential 1.88 Hotfix #2 ...another hotfix, srsly BIS?
No Dev-Branch update this week due to a work on a potential 1. 88 Mini-Patch ...patch sounds bad, it's more of a continued development.

No Dev-Branch update this week due to a work on another 1.88 Iteration ...what if we don't release it?

No Dev-Branch update this week due to logistical issues
thinking

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20-12-2018
EXE rev. 145199 (game)  
EXE rev. 145199 (launcher)  

Size: ~262.5 MB

 

DATA

  • Added: Additional olive reskins for NATO Pacific vehicles (work-in-progress)* :xmas:
  • Added: MRL standalone magazine prop
  • Added: Small animation for raising the engine of Assault Boats when they are transported in other vehicles
  • Fixed: Assault boat was missing a vehicle transport class and it didn't use memory point defined bounding boxes
  • Fixed: AI can now walk inside of Castle Tower
  • Fixed: Gendarmerie Commander Uniform was not displaying insignia
  • Fixed: Cloth_plate.bisurf was missing the thickness parameter for a proper plate-like behavior
  • Fixed: Material assignment to arms and legs in the face configuration
  • Fixed: SPAR-16S pistol grip textures
  • Fixed: Camo selections for AK12 and added a third camo selection to the AK12 with grenade launcher
  • Fixed: AAF crewmen were respawning with a wrong vest
  • Fixed: Pushing items of the same priority in the Priority Queue function
  • Fixed: DateTime function calculation for when the date goes over the actual year
  • Tweaked: Further decreased ADR-97 bullet hit value
  • Tweaked: Improved ADR-97 textures
  • Fixed: The ADR-97 magazine name didn't mention the caliber
  • Fixed: It should be easier to interact with the Infostand (2-leg) (https://feedback.bistudio.com/T128135)
  • Fixed: High variants of HMG / GMG were using wrong icons in Virtual Garage
  • Tweaked: Static AA and AT now use the Titan AT and AA FM descriptions
  • Tweaked: All supply trucks now have a consistent supply radius, resource capacity, and destruction explosion
  • Tweaked: Offroad and LSV tire durability
  • Added: Unique Virtual Garage icons to Mk41 VLS / Mk45 Hammer

* Content requires ownership of Arma 3 Apex expansion.
 

Warlords MP

  • Added: Team killing penalty. For every 3 friendly kills, players suffer a 60 seconds black screen without the ability to use weapons followed by a forced respawn. This persists through disconnecting and reconnecting to a server.

  • Added: Players now have the ability to get rid of their purchased subordinates and vehicles via the Action Menu

  • Added: Parameter to enable sector voting resets

  • Tweaked: Individual players can no longer have more than 20 active assets at a time (this includes vehicles, aircraft, ships, static defenses, and ammo boxes). Infantry limits remain the same.

  • Tweaked: Airdrops on the player's location are now much more expensive

  • Tweaked: Static weapons and ammo boxes are now deleted after a substantial timeout (3 times the normal vehicle time removal timeout)
  • Tweaked: Destroyed vehicles are now deleted much sooner
  • Tweaked: A sector with an unusable airstrip was removed from the Whole Altis scenario
  • Tweaked: The Molos airfield sector now has a lower CP income and is defended more heavily
  • Tweaked: Additional assets were added to the Request tables; some other asset costs have been tweaked as well
  • Tweaked: The Sector Scan cost has been raised to 350 CP
  • Tweaked: Sector seizing times now have hard limits so large sectors don't take an unreasonably long time to seize (custom timeout settings are not limited)
  • Tweaked: You now have more time to leave a locked out sector if sector voting was reset
  • Tweaked: Arsenal and Last Loadout availability is now limited to owned sectors
  • Tweaked: It is no longer possible to select disassembled mortars in Arsenal
  • Fixed: Warlords would not start properly on terrains with unusually defined runways
  • Fixed: Airplanes should zero in on their approach vectors more quickly
  • Fixed: Players can now dismiss even AI subordinates that they've already had in their group when joining to the game
  • Fixed: Players no longer retain the waypoints assigned to their group prior to joining the game

  • Fixed: Players who joined in progress would not be able to request Sector Scans for sectors that were scanned before

  • Fixed: Players are now able to wear side-appropriate uniforms

  • Fixed: Vehicle descriptions in some languages were too long
  • Fixed: Some airdropped assets could fall too abruptly
  • Fixed: Respawn locations far away from the base when it's targeted would not be selected on safe spots
  • Fixed: Requesting Fast travel when it's already in progress is no longer possible
     

 

ENGINE

Increased Dev-branch EXE version to 1.91

  • Added: say3d command extension to exclude speech category sounds from the filtering
  • Fixed: Some achievements couldn't be completed (ModelStudent, Puppeteer, Arsenal (Dressing Doll), GuardianAngel, GetArrested, PunchOut)
  • Fixed: Various issues with the improved MP security measures (cache handling, v2 signature compatibility, -serverMod etc.)
  • Fixed: The game could freeze on startup with the file system thread turned off (e.g. -exThreads=6)
  • Fixed: setGroupIconsSelectable would not return NOTHING

 

 

LAUNCHER

  • Added: Support for the Warlords game type, highlighted it and removed the highlight from the Vanguard game type
  • Like 22
  • Thanks 3

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09-01-2019
EXE rev. 145316 (game)  
EXE rev. 145304 (launcher)  

Size: ~60.6 MB

 

DATA

  • Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker
  • Added: A new variant of Dragon Teeth (old looking)
  • Tweaked: Vehicle wheel durability

 

ENGINE

compile[string expression, bool forceDisableCache]
  • Like 8
  • Thanks 1

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18-01-2019

EXE rev. 145335 (game)  
EXE rev. 145335 (launcher)  

Size: ~302 MB

 

DATA

  • Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker
  • Fixed: Xi'an FFV seat view when in optics mode (https://feedback.bistudio.com/T136046)
  • Tweaked: Vehicle wheel durability
  • Fixed: The VR Training Placeables Course would not finish properly due to a tank not running over a mine (fix iteration)
  • Tweaked: Adjusted the occluder shape for BluntRock_wallH (https://feedback.bistudio.com/T135887)
  • Added: BIS_fnc_mapGridSize (returns the current size of the map grid square)

Warlords

  • Tweaked: Asset requesting routines for AI
  • Tweaked: Path planning routines for AI
  • Fixed: Some modded airplanes would crash upon landing
  • Fixed: Ejection seats and canopies from fighter jets no longer block runways
  • Fixed: Some airplanes would need to double-take a landing
  • Added: Individual asset lists
  • Fixed: The mode would not work properly in a singleplayer environment
  • Tweaked: Arming mines in your own base is no longer allowed unless the base is under attack
  • Fixed: It is now possible to get rid of vehicles purchased by AI (via the action menu) before a player took control over that AI
  • Fixed: Static defenses are now properly calculated towards the maximum amount of assets
  • Tweaked: The team killing penalty duration is now increased progressively up to 5 minutes for each 3 player kills or 6 AI kills
  • Added: The sector zone restriction border width is now customizable for each sector in the module window
  • Fixed: Sector voting is now handled properly even if the only player who voted disconnects before the voting has finished
  • Added: The maximum group size is now defined in the Warlords Init module
  • Fixed: Fast travel to a contested sector no longer lands you in water if there is land somewhere around the sector
  • Added: You can now further customize various classes for dynamically spawned assets
  • Added: 64 players version of the Whole Altis scenario
  • Added: 32 players version of the Malden scenario
  • Added: 32 players version of the Stratis scenario
  • Fixed: Helicopters would land on inconvenient locations when ordered from the airstrip in the Tanoa (South) scenario
  • Tweaked: Various sector and zone border sizes were adjusted to avoid pointless zone restriction triggering
  • Fixed: Various script errors
  • Fixed: The "Starting CP" parameter in the Warlords Init module would set up incorrect values for some settings
  • Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
  • Fixed: Several misleading Spanish translations
  • Like 9

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29-01-2019
EXE rev. 145335 (game)  
EXE rev. 145335 (launcher)  

Size: ~69.6 MB

 

DATA

  • Fixed: T-100 Varsuk & 2S9 Sochor driver PiP camera view was obstructed by the cannon (https://feedback.bistudio.com/T136231)
  • Fixed: White edges on the icons of some of the accessories
  • Like 7
  • Thanks 1

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14-02-2019

EXE rev. 145343 (game)  
EXE rev. 145343 (launcher)  

Size: ~271 MB

 

DATA

  • Changed: MH-9 no longer has a crosshair. A new section was added: "aiming_dot". Now it can be retextured or removed using setObjectTexture (index 1).
  • Changed: Enabled retexturing of the FV-720 Mora exterior pilot view
  • Tweaked: The RPG-42 sight cover is now closed when the weapon is not being used
  • Tweaked: A bullet gets hidden now when reloading the Protector 9mm
  • Tweaked: Improved the syntax of the power line wire destruction script
  • Added: Gorgon commander now has a settle-in animation
  • Fixed: Shading issues of the UAV Terminal models
  • Fixed: Some Titan launcher icons were using wrong icons or missed the rear caps
  • Fixed: Camo nets shadow flickering when the model switched to the second shadow LOD
  • Fixed: BLUFOR (Pacific) variants of UGV_01 (Stomper) were not available in Zeus
  • Fixed: Missing polygons hole in the 1st resolution LOD of the Hellcat helicopter

Warlords

  • Fixed: It's no longer possible to obtain mortar bags in Warlords through an exploit in Arsenal

Eden Editor

  • Added: Reference to the spawned airplane in the CAS module (_module getVariable "plane")
  • Added: "Combo" attribute in Eden Editor is now capable of showing a "tooltip" property defined in class Values of the attribute itself
  • Fixed: Eden Editor export to SQF now executes init code in a non-scheduled environment to simulate regular scenarios better
  • Fixed: Eden Editor export to SQF now preserves the group of drone crews, so group settings and waypoints are not lost
  • Fixed: Eden Editor export to SQF was sometimes not assigning the group leader correctly
  • Fixed: Eden Editor export to SQF was not initializing vehicles in vehicles
  • Fixed: Eden Editor export to SQF accidentally exported virtual UAV crews to the layers list
  • Fixed: Eden Editor export to SQF was not creating mines and explosives correctly
  • Fixed: Keyframe Animation module texts have been localized

 

ENGINE

  • Like 14
  • Thanks 3

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22-02-2019

No new EXEs

Size: ~14 MB

 

DATA

  • Fixed: HEMTT wrecks (NATO Pacific variants) now have the correct camo applied
  • Fixed: BIS_fnc_setIdentity could go into an infinite loop under certain circumstances

Eden Editor

  • Fixed: Eden Editor export to SQF did not preserve trigger altitude correctly
  • Fixed: Eden Editor export to SQF got corrupted when exporting attribute expressions longer than 8096 characters
  • Fixed: Eden Editor export to SQF returned incorrect entity ID values when autonomous drones were present in the scenario

 

ENGINE 

No EXE changes this week

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No Dev-Branch update this week due to logistical issues ...the update was too hot!

Try the 1.90 Update Release Candidate instead!

 

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08-03-2019 10-03-2019

EXE rev. 145402 (game)  
EXE rev. 145402 (launcher)

Size: ~233.5 MB

KNOWN ISSUE: Game will crash to desktop when opening the Field Manual from Eden editor.

 

DATA

  • Tweaked: BIS_fnc_switchLamp is now using recently 'fixed' switchLight command instead of breaking / fixing the lamp's light bulb
  • Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel
  • Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation
  • Tweaked: Key Frame Timelines are no longer calculated on each frame when their animation is not running
  • Fixed: IDAP's AR-2 drone was missing translations for its livery in Virtual Garage
  • Fixed: It was not possible to access the compass in vehicles (WIP)
  • Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!)
  • Fixed: Added BIS_fnc_setIdentity safeguard from applying empty values (https://forums.bohemia.net/forums/topic/221905-bis_fnc_setidentity-causing-severe-slow-down/)
  • Fixed: Identity not persisting in BIS_fnc_arsenal
  • Fixed: Camera bug in BIS_fnc_arsenal

Warlords

  • Tweaked: Dead unit deleting procedures
  • Fixed: Some independent garrison units would occasionally still carry mortar bags

 

ENGINE
Documentation of some of the changes / additions will be added soon™

  • Added: A new scripting command (setBehaviourStrong) for forcing a behaviour to the Group itself

  • Added: New scripting commands for simple graphs: getGraphValues, decayGraphValues, ctrlSetPositionX, ctrlSetPositionY, ctrlSetPositionW, ctrlSetPositionH, bezierInterpolation

  • Added: New scripting commands for working with matrices and vectors interpolation: vectorLinearConversion, matrixTranspose, matrixMultiply

  • Added: A getter (customWaypointPosition) for the player's custom waypoint (LShift + LMB)
  • Added: Support for forcing the initial direction of 3D particles
  • Added: A disableAI / enableAI "NVG" option for the AI to not use worn NVGs
  • Added: A disableAI / enableAI "LIGHTS" option for disabling AI from controlling lights
  • Added: Support for a new simple expression in weapon sound configuration (camPos)
  • Added: Muzzle event handlers for reloading weapons (reload - start, reloaded - finished)
  • Added: A mission event handler for the change of the time acceleration (HandleAccTime - returning true also suppresses the IGUI message)
  • Added: Scripted control over (legitimate) missile targets of guided missiles or target positions of manually guided missiles (setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget)
  • Added: A script command to trigger a munition (triggerAmmo)
  • Added: Support for the green TI mode in render-to-target and the setPiPEffect scripting command
  • Changed: SwitchLight now supports terrain objects, entities, and terrain lamps (automatic when "on")
  • Changed: Increased the limit of array length for scripting DLL extensions to 2048
  • Changed: The getSuppression command now returns -1 if an object is invalid, non-local, or there is no suppression enabled
  • Changed: boundingBox and boundingBoxReal now can be passed a number (0-ClipVisual, 1-ClipShadow, 2-ClipGeometry, 3-ClipGeneral) and return the bounding sphere value
  • Fixed: A possible crash when reading the headGforceLeaningFactor parameter
  • Fixed: Magazine proxies texture camo flickering
  • Fixed: Constant black in / out when a player's UGV was critically damaged
  • Fixed: Allow Lights in the UAV Terminal did not work
  • Fixed: Compiled script caching responsible for memory issues (https://feedback.bistudio.com/T135718)

Eden Editor

  • Tweaked: Eden Editor model selection detection over character weapons has been improved
  • Fixed: Module areas were not hiding along with the rest of the models in Eden Editor

 

LAUNCHER

  • Like 12
  • Thanks 7

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22-03-2019

EXE rev. 145470 (game)  
EXE rev. 145402 (launcher)

Size: ~104.6 MB

KNOWN ISSUE: Pop-up errors - icon_muzzle_snds_l_ca.paa and gear_acca_snds_93mmg_ca.paa not found

 

DATA

  • Added: Forest SoundEnvironExt for backward compatibility (it's using the same samples as forest_exp)
  • Added: Checking of the noPop variable for Swivel Targets
  • Changed: Expanded the Tracers module with a few extra attributes for setting a custom weapon and target for the tracers
  • Fixed: The Tracers module was able to run out of ammo
  • Fixed: The door on the Field Toilet and Toiletbox should work again
  • Fixed: Adjusted STANAG 5.56 magazine height to avoid clipping with some of the magwells
  • Fixed: RPT errors related to the VTOL_01 hit points

 

ENGINE

  • Added: The lightIsOn command can now be used on the same objects as the switchLight command

  • Added: Logging of loaded addons on Linux servers

  • Added: An improved "Session Lost" message with information about the file which has caused the disconnect (f.e. logging a PBO that was not compatible with the server data or was missing entirely)

  • Changed: Location of cache.ch follows the "-profiles=" startup parameter now (C:\Users\*User*\AppData\Local\Arma 3\DataCache\ being the default one)

  • Fixed: Issues with folders and creation of the cache on Linux servers

  • Fixed: A crash in the Field Manual

  • Fixed: A possible crash originating from the in-game HUD

  • Fixed: A possible crash in multiplayer

  • Fixed: RPT errors related to deprecated strings

  • Fixed: The game did not launch if special characters (f.e. Cyrillic) were present in the user's profile path

Eden Editor

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No Dev-Branch update last week - because the update today was worth waiting for 😉

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