Jump to content
DnA

Development Branch Changelog

Recommended Posts

22-08-2014

EXE rev. 126856 (game)

EXE rev. 126859 (launcher)

Size: ~92 MB

DATA

  • Tweaked: RotorLib simulation of Ghosthawk (COG, controls, tail rotor)
  • Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters
  • Fixed: MP Tanks - AI-controlled platoon commander wouldn't move to the objective
  • Added: New module LocationEvacPoint_F

ENGINE

  • Fixed: VertSpeedRTD animation source
  • Cooking convex mesh in build time (PhysX optimization)
  • Updated ship water contact

LAUNCHER

  • Added: Support for command-line passing directly to Arma
  • Added: -nolauncher option; will kill the application, but if other params are present, Arma 3 is run before that
  • Added: Check for requirements: VC++ 2010 / 2012 runtimes
  • Fixed: Corrupted names of fields

Share this post


Link to post
Share on other sites

25-08-2014

EXE rev. 126890 (game)

EXE rev. 126886 (launcher)

Size: ~103 MB

DATA

  • Fixed: CAS Wipeout support module was not firing at the target
  • Units should be able to stay under water a little bit longer
  • Fixed: Arsenal action was not visible (http://feedback.arma3.com/view.php?id=20345)
  • Fixed: CfgPatches for new modules added recently
  • Fixed: Small exterior / interior sound bug for Truck
  • Small changes for door opening sounds

Potential campaign spoilers:

  • Fixed: Campaign - Within Reach - Choice about fuel truck in Bingo Fuel not reflected correctly

ENGINE

  • Added: Tooltips for Zeus item lists
  • Adjusted text positions of the animUnit and animSrc diagnostics (arma3diag.exe only)
  • Sound: Animation source position taken from memory point
  • Sound: Submix globally supports stereo samples
  • moveInDriver adds the vehicle to the group pool
  • Sound: Load internal sound coefficient from config
  • Added: New scripting commands setPosWorld, getPosWorld (http://feedback.arma3.com/view.php?id=20274)
  • Fixed: Script command camSetDir doesn't normalize given direction vector
  • Changed: Scripting command serverCommandAvailable offers more available commands than can be processed through serverCommand
  • Added: Mission event handler HandleDisconnect when a player disconnects from MP
  • Sound: Limiter used on ‘weapons submix’ to suppress distortion
  • Changed: Script command moveInAny now returns true when moves were processed successfully (and otherwise false)

LAUNCHER

  • Changed: Rephrased ‘missing requirements’ message
  • Tweaked: Handling of command-line arguments
  • Added: New parameter support -enableHT
  • Added: A text field for the name of the input file of 'Autotest'
  • Fixed: Arrows on buttons of a numeric box were not visible when the box was focused
  • Fixed: CTD when the Addon Cache becomes corrupted
  • Changed: Style of the combo box with profiles

Share this post


Link to post
Share on other sites

26-08-2014

No update today - the build suffered critical issues.

Share this post


Link to post
Share on other sites

27-08-2014

EXE rev. 126941 (game)

EXE rev. 126943 (launcher)

Size: ~303 MB

DATA

  • Fixed: Ground contact of several helicopters
  • Fixed: Reload of TRG in adjusted right prone is now correct
  • Updated: VR Cover Objects and VR Blocks now support recoloring via setObjectMaterial script command
  • Removed Plane_Fighter_03_wreck_F from Zeus
  • Adjusted the advanced flight model for most helicopters
  • Added: New samples for ‘lay down from run’ animations and fixed desynchronized sound of fast crawling
  • Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently amongst all stances
  • Switching weapons is now an exhaustive action dependable on your stance
  • Removed: Obsolete debug logs in MP Headhunters

ENGINE

  • Changed: [MP] updatesGuaranteed is by default false again
  • Fixed: Hands on steering wheel of Offroad should now be animated correctly
  • Fixed: Equipment should not be cloned anymore when multiple players disassemble the same weapon
  • Weapon Info - for manual fire the gunner’s info is no longer taken (pilot's remains)
  • AirspeedIndicatorRTD - returns fabs (speed) for non-RTD flight model
  • rotorHFullyDestroyed is synchronized in MP
  • Name parameter for HandleDisconnect event
  • Fixed: Missing console log on server
  • Fixed: When you suffer certain damage you will be unable to heal yourself
  • Added: New event handlers ContainerOpened and ContainerClosed
  • Fixed: Controls not showing properly when connecting to a Dedicated Server with allowedHTMLloadExtensions set
  • Fixed: Crash - main thread stack size increased from 4MB to 8MB
  • Fixed: An issue introduced in 126800 where AI would get stuck on the road should be solved

LAUNCHER

  • Added: Filter textbox with a "Search" watermark
  • Fixed: Processing addons that are in use (Arma is running) is delayed until no Arma is running
  • Updated: Launcher now shows an overlay over addon management while Arma is running to prevent breaking changes
  • Fixed: Scenario appears in addon list after update is clicked
  • Fixed: Missing message box while playing during the download of a loaded addon
  • Added: User debug / recovery mode (Ctrl + Shift)
  • Added: Minimum size constraints for the main window

Edited by RoyaltyinExile

Share this post


Link to post
Share on other sites

28-08-2014

EXE rev. 126953 (game)

No new launcher

Size: ~128 MB

KNOWN ISSUES

  • AI may be unable to finish reloading its gun
  • Picking up magazines from the ground may cause them to disappear completely

DATA

  • Adjusted: Fuel consumption of various helicopters (XH-9 family and Ghosthawk)
  • Adjusted: RotorLib characteristics of Mohawk and Kajman
  • Tweaked: Cruise speed of XH-9 family and Ghosthawk
  • Changed: Gunners in Ghosthawk are now able to eject
  • Added: New surface for dirt runways with specific dust effect
  • Fixed: Script error when using global Arsenal whitelist
  • Fixed: Possible RPT spam in Escape from Altis (BIS_fnc_spawnGroup)
  • Sample changes for door sounds
  • Solar power plant has a better set of sounds for its doors

ENGINE

  • Game version increased to 1.28-1.29
  • Guaranteed messages disabled
  • Fixed: Game crash with access violation (http://feedback.arma3.com/view.php?id=20456)
  • Changed: Event handlers ContainerOpened and ContainerClosed can be used even within weapon holders, vehicles, etc.

LAUNCHER

  • Added: Logging of results and errors of window positioning (some people see the launcher in the taskbar, but no window)
  • Added: The top-most flag for the custom message boxes

Edited by DnA

Share this post


Link to post
Share on other sites

29-08-2014

EXE rev. 126964 (game)

EXE rev. 126966 (launcher)

Size: ~246 MB

DATA

  • Adjusted: Ground contacts of PO-30 Orca, Blackfoot and Ghosthawk
  • Adjusted: Yaw and sideslip for the XH-9 family, Orca, Hellcat, Blackfoot and Kajman
  • Fixed: Variables assigned by BIS_fnc_objectVar were not preserved after an object's respawn, after its locality changed
  • Removed: Redundant BIS_fnc_crewCount from Functions_F_Curator (the function file is already in Functions_F)
  • Fixed: Environment - Sea plant glitch after collisions
  • Made objects based on the FloatingStructure_F base class show up in Zeus

ENGINE

  • Added: Additional info for MP debug purposes (http://feedback.arma3.com/view.php?id=19776)
  • Fixed: MP support for the setParticleClass script command
  • VR Training - New profile has progress of the previous one
  • Fixed: Init message for setObjectTexture saved in MP serialization

LAUNCHER

  • Modified list view style to move the scrollbar out of the columns header
  • Modified tab control, removed the empty box compensating for the scrollbar (related to modification of the list view style)
  • Added: Version info into the main window footer
  • Fixed: Reversed horizontal scrollbar
  • Added: Shared FontFamily resource describing Purista Light

Edited by DnA

Share this post


Link to post
Share on other sites

01-09-2014

EXE rev. 126978 (game)

EXE rev. 126982 (launcher)

Size: ~208 MB

DATA

  • Tweaked: ROC of the Ghosthawk
  • Tweaked: Fuselage drag and collective of the Blackfoot
  • Fixed: AI units always respawning at the starting location in Escape from Altis
  • 20mm rounds are now using multiSoundHit instead of soundHit

ENGINE

  • Healing should not move the player
  • Fixed: Items disappear when players use the take icon / contextual menu option
  • WIP: AI is unable to process the Reload action - first attempt at a fix

LAUNCHER

  • Modified the recovery mode to force the application to run in software render mode
  • Added: A note next to the version info in the main window's footer, informing the user that the launcher is running in recovery mode
  • Added: Second registry path to be checked when probing for the VC++ 2012 runtime

Edited by DnA

Share this post


Link to post
Share on other sites

02-09-2014

EXE rev. 127005 (game)

EXE rev. 127003 (launcher)

Size: ~293 MB

DATA

  • Fixed: Various parts of vehicles now correctly utilise an environmental map to show proper reflections
  • Added: Weapon-related HMD elements of Orca should now always aim where the weapon aims
  • Fixed: Main rotor of WY-55 Hellcat now spins in the correct direction
  • Fixed: Sounds for double sliding doors were played twice

ENGINE

  • Fixed: AI passing through static objects placed via the in-game editor
  • Fixed: Vehicles - Offroad (Armed) - Error appears after player empties magazine
  • Fixed: assignAsCargo scripting command

LAUNCHER

  • Maintenance updates

Share this post


Link to post
Share on other sites

03-09-2014

EXE rev. 127022 (game)

EXE rev. 127016 (launcher)

Size: ~118.5 MB

DATA

  • Fixed: Blackfoot has comparable cruising speed in Standard and Advanced FM
  • Fixed: Mi-48 Kajman has same cruising speed in Standard and Advanced FM
  • Fixed: Wrong separator for retreatBladeStallWarningSpeed (thanks kju)
  • Decreased drag due to AoA for Blackfoot
  • Renamed: String for striped commoner clothes
  • VR training:
  • Fixed: "Back to Hub" no longer triggers from high altitude


  • Added: Safe removal of spawned scripts


  • Changed: Fade effect when leaving a Stage or the Hub


  • Fixed: Civilian truck has the proper reflections based on environment
  • Added: Respawn tickets are now visualized also for sides with no playable units
  • Fixed: Cropped text in Parameters button in the MP lobby

ENGINE

  • All logics have access to radio
  • Fixed: getVariable on null objects
  • Added: New command difficultyRTDEnabled
  • Fixed: Possible CTD
  • Added: Scripting Command: addMagazineCargoEx for Bullet Counts (http://feedback.arma3.com/view.php?id=15286)

LAUNCHER

  • Added: A button "Subscribe addon from Steamworkshop" to the addon manager
  • Added: Expander arrows to addon list items
  • Added: An option to always disable hardware acceleration of the launcher

Edited by DnA

Share this post


Link to post
Share on other sites

04-09-2014

EXE rev. 127034 (game)

EXE rev. 127044 (launcher)

Size: ~265 MB

DATA

  • Changed: Adjusted threat values of various vehicles
  • Fixed: Class RotorLibHelicopterProperties is properly inherited for the XH-9 family and Mohawk
  • Tweaked: Vaulting animation SFX
  • Fixed: Doubly played sound bug
  • Tweaked: Volumes of the fatigue and injury SFX
  • Changed: soundOverride parameters for rearm animations
  • Changed: Sounds for all rearm animations
  • Fixed: Possible issue with rounds selection menu in the Supports module
  • Re-Fixed: Cropped text in the Parameters button in the MP lobby

ENGINE

  • Fixed: Possible CTD and missing cargo positions
  • Fixed: Walking through building walls, building navigation and path-planning
  • Removed: Logging of too low vehicle speeds due to RPT spam
  • Fixed: AI is not interrupted by hits during get in animations
  • Fixed: Ordered cargo positions for getting in
  • Fixed: Unable to link common items (radio, map, compass, ...) to a soldier's slot from its containers (vest, uniform, backpack)
  • Added: New scripting commands - addBackpackGlobal and removeBackpackGlobal (http://feedback.arma3.com/view.php?id=15298#c57190)

Edited by pettka

Share this post


Link to post
Share on other sites

05-09-2014

EXE rev. 127061 (game)

EXE rev. 127064 (launcher)

Size: ~132 MB

DATA

  • Changed: Re-tweaked Blackfoot Flight Model
  • Added: New parameters for face injury materials (materialWounded1 and materialWounded2)
  • Tweaked: Characters' threat and cost values
  • Nikos’ clothes hidden from Editor and Virtual Arsenal
  • Added: New sounds for lowering and raising weapon (handgun + rifle)
  • Removed: Testing assets from CfgPatches
  • Fixed: Very minor sector dominance (e.g. 4/7) was ignored because of bleeding value rounding to 0
  • Fixed: Name in 'Respawn Position' module had no effect, now it shows correctly in the respawn position menu. Additionally, BIS_fnc_addRespawnPosition accepts name as an optional param.
  • Fixed: BIS_fnc_addStackedEventHandler or BIS_fnc_removeStackedEventHandler removes also the personal waypoint function (http://feedback.arma3.com/view.php?id=20602)
  • Added: Badge Group Icon without surrounding circle

ENGINE

  • Fixed: moveInCargo for Dedicated Servers
  • Fixed: Incorrect positions of some items around weapons like laser pointers, underslung grenade launchers, and shaking crosshairs
  • Fixed: Floating underslung grenade launcher
  • Fixed: Some scripting commands for inventory testing didn't work
  • Fixed: Solar power plant detection
  • Head wounds are now configurable in face config
  • Change enum type for ObjectRemoveMode to fix potential CTDs
  • Fixed dynamic blur in MP
  • Additional logging of MP traffic

Share this post


Link to post
Share on other sites

08-09-2014

EXE rev. 127079 (game)

No new launcher

Size: ~166 MB

DATA

  • Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim
  • Fixed: Unused story characters have been removed from the editor (they are still available in scenarios)
  • Fixed: Incorrect string references in previously unused Bootcamp conversations
  • Time Trials - more voice-acting implemented for feedback
  • Time Trials - vehicle fuel is now reset to whatever it was initialized with (not always 1)
  • Fixed: Material of VR helpers
  • Optics of arifle_MX_RCO_pointer_snds_F changed to be actually RCO

ENGINE

  • Fixed: Unnecessary assert
  • Sound: Fixed: When any unit takes damage, the pain SFX are coming from the player
  • Sound: Hits and explosions removed from attenuation (vehicles)
  • Added: Script command scriptNull and isNull support for scripts were introduced (http://feedback.arma3.com/view.php?id=14118)

Share this post


Link to post
Share on other sites

09-09-2014

EXE rev. 127101 (game)

EXE rev. 127097 (launcher)

Size: ~183 MB

DATA

  • Added: Enabled Sling Loading for helicopters (this technology is still work-in-progress)
  • All helicopters except for the AH-99 and Mi-48 Kajman can now Sling Load
  • Added: Neophron, Buzzard, Greyhawk / Ababil, Speed Boat, Assault Boat, SDV, most of wheeled vehicles (except APCs), and various objects are Sling Loadable
  • Added: Keybinding for rope interaction (attaching / releasing cargo) - default: B
  • Added: Keybinding for Sling Load Assistant added - default: Right Ctrl + B

Additional gameplay info:

  • Maximum weight helicopters can lift:
  • MH-9 Hummingbird - 0,5 t


  • PO-30 Orca - 2 t


  • WY-55 Hellcat - 2 t


  • UH-80 Ghost Hawk - 4 t


  • CH-49 Mohawk - 4 t


  • The Sling Load operation can be initiated when less than 20 m vertical and 15 m radius from the center of cargo
  • For actual attaching you need to stay in the specified radius for a set amount of time, lower than 10 m vertical and less than 4 m radius from the center
  • Be advised that when using the Advanced helicopter FDM, the weight of fuel and ammo in helicopters is taken in account

  • Fixed: Non-existent camera shake for armored vehicles and planes
  • Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim
  • Unified font size in HMD of Hellcat
  • Fixed: Expansions menu - Clicking on the Karts website referred to the Arma website
  • Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used)
  • Fixed: Map icon size of the Strider doesn't match other MRAPs
  • Changed: SUV survivability should be in par with Hatchbacks

ENGINE

  • Added: New waypoints for Sling Loading: lift cargo and drop cargo
  • Added: Scripting commands and event handlers:
  • ropeCreate


  • ropeDestroy


  • ropeCut


  • ropes


  • ropeUnwound


  • ropeUnwind


  • ropeEndPosition


  • ropeLength


  • ropeAttachTo


  • ropeDetach


  • slingLoadCargo


  • ropeAttachedTo


  • ropeAttachedObjects


  • ropeAttachEnabled


  • enableRopeAttach


  • slingLoadAssistantShown


  • RopeBreak


  • RopeAttach


  • Fixed: Unassigning empty objects from Zeus
  • Fixed: Missing unassign for the leaveVehicle scripting command
  • Fixed: Double calling of rotor collision and fixed the radius test

LAUNCHER

  • Added: Command-line parameters that force the Launcher to run in safemode (-safemode) or disable hardware acceleration (-nohwa)

Share this post


Link to post
Share on other sites

10-09-2014

EXE rev. 127127 (game)

EXE rev. 127122 (launcher)

Size: ~68 MB

DATA

  • Added: Winch damage indicator
  • Fixed: Clipping tube of ACO holosight tweaked (sharp cutoff of the holo dot fixed)

ENGINE

  • Fixed: Working with model UI control
  • Increased maximum distance for range detectors
  • Added: New scripting command visibleGetPosATL and renamed a few recent others for consistency: visibleGetDir, visibleVectorUp, visibleVectorDir, visibleModelToWorld, visibleWorldToModel, visibleGetPosATL
  • Improved: Accessing inventory for items dropped from dead bodies
  • Fixed: Possible CTD
  • Reduced artifacts of multi-component fog
  • Fixed: Hierarchy parent not reset in squad commanding
  • Fixed: Warning Message when a player takes a PCML from the ground and then its missile
  • Fixed: Removed multiplied actions for taking ammo
  • Fixed: CTD in IsAnySubtaskAssigned
  • Fixed: RotorLib serialization
  • Fixed: Spam of transport update messages on fuel change (http://feedback.arma3.com/view.php?id=20668)
  • Fixed: Unpublishing of item in Workshop
  • Loiter waypoint uses completion radius as a loitering radius
  • Fixed: Not working getPosATL
  • Fixed: Camera shake from scripts is now working even when it is disabled in difficulty settings

LAUNCHER

  • Updated: Localization attributes for UI elements and prepared new strings in UI for localization
  • Changed: Website linked in the pre-requirements check to a new Launcher Troubleshooting page (http://arma3.com/launcher/troubleshooting)

Share this post


Link to post
Share on other sites

11-09-2014

EXE rev. 127147 (game)

EXE rev. 127146 (launcher)

Size: ~104 MB

DATA

  • Added: Sound of rolling unarmed
  • Fixed: Slow movement of armored vehicles doesn't cause camera shake
  • Lowered volume of 2D samples in first-person view
  • Added: Dragging an object over a sling load capable helicopter will now attach the object to it (Zeus)
  • Fixed: Dragging sling load incompatible objects on a helicopter now moves them below the helicopter (Zeus)
  • Fixed: Sling loaded vehicles were not compatible with Zeus paradrop
  • Time Trials: Certain endings are now correctly failure endings (affects debriefing)
  • Time Trials: ‘Friendly Fire’ ending improved slightly
  • Time Trials: Missed CP penalty was not applied when it was the second-last CP
  • Fixed: Time Trials - Finish CP did not show IGUI element
  • Added: Zeus can now set new a waypoint type: DROP CARGO
  • Added: Sling load cursors to Zeus

ENGINE

  • Additional profiling of the network server
  • Calculating total traffic from / to clients in traffic diagnostics
  • Fixed: Inventory - Items disappearing when you try to move them from container to container in multiplayer
  • Fixed: Side score was not resetting after scenarios
  • New condition and sources for helicopter HUD (rtdCollective, windage, rtdRotorTorque, rtdGForce)
  • Adjusted: Text format of traffic diagnostics
  • Added: Script commands setSlingLoad (changed from slingLoadCargo), canSlingLoad, getSlingLoad
  • Better unpublish handling for Steam Workshop
  • Fixed: Program null-pointed while placing an explosive charge

LAUNCHER

  • Updated: English strings
  • Added: New localization and corrections
  • Added: Strings for new features

Share this post


Link to post
Share on other sites

12-09-2014

Arma 3 is busy celebrating its birthday, so no dev-branch update today :yay:

Share this post


Link to post
Share on other sites

15-09-2014

EXE rev. 127167 (game)

EXE rev. 127169 (launcher)

Size: ~292 MB

DATA

  • Added: Hitpoints for some helicopters to prevent RPT spam
  • Fixed: Threat values of b_g_soldier_unarmed_f
  • Changed: Sound of free fall
  • Fixed: Virtual entities are not in underwear anymore
  • Fixed: Respawn position names were not displayed in the respawn menu
  • Fixed: Script error in Zeus BIS_fnc_curatorObjectEdited
  • Added: Better sling load cargo recognition
  • Fixed: Geometries and roadways on blunt type stones
  • Updated: New WRP for fixed geometries and roadways of blunt rocks
  • Fixed: "Master VR" was called "Master Stratis" in loading screen
  • Fixed: Crates dropped via Drop Support module would sometimes kill clients
  • Fixed: Parachute spawned via Drop Support module would sometimes not fold properly
  • Fixed: Sector names were not localized
  • Added: New samples for helicopter crashes
  • Changed: Winch indicator texture to SLG
  • Fixed: Reducing camera shake for wheeled APCs and trucks
  • Adjusted: Camera shake inside armored vehicles
  • Fixed: Threat values of various vehicles
  • Added: More memory points to get in specific positions of various vehicles
  • Fixed: String of Commoner Clothes (Striped)

ENGINE

  • Added: New handleRating handler (player addEventHandler ["handleRating", {hint str _this}];)
  • Added: Support for Sling Loading to Zeus
  • Loading default mission when a MP session is done
  • Fixed: Ban button for server admins not working
  • Fixed: Adjusted the MP traffic diag; canceling various messages when called on local-only objects
  • Fixed: Adjusted IsOverride rule for setObjectTexture init message (MP JIP optimization)
  • Limit the number of update messages send with time delay
  • Re-introducing various previously disabled MP JIP optimizations
  • Fixed: Possibility to move Zeus units outside editing area by rotating them together with a module
  • Fixed: Zeus ungrouping issue
  • Fixed: CTD in Sling Load's unhook action
  • Improved: Networking cost for weather synchronization
  • Fixed: Missing check when processing AskRemoteControlled message on clients

LAUNCHER

  • Added: A collapse arrow to the addon details when the details are expanded
  • Added: 'Update available' notification icon to addon list view rows
  • Updated: Position of buttons in the addon details; buttons moved to the bottom of the details
  • Updated: Addon list view rows spacing

Share this post


Link to post
Share on other sites

16-09-2014

EXE rev. 127187 (game)

No new launcher

Size: ~69 MB

DATA

  • Added: Helicopters have proper camera shake based on G-forces
  • Added: Some more memory points for various vehicles
  • Set up correct duty values for binocular stances
  • Set up correct duty values for swimming
  • Slightly decreased duty of running in tactical stance with lowered weapon in crouch to balance lesser movement speed than is achieved in standard running motion in crouch with lowered weapon (enjoy decoding that sentence ;))
  • Fixed: Zeus scenario names
  • Fixed: When using vehicle respawn module (or setting vehicle respawn in Zeus), empty autonomous vehicles were always respawned with virtual crew
  • Fixed: Zeus wasn't able to create Virtual Objects in ZGM scenarios (http://feedback.arma3.com/view.php?id=20726)
  • Fixed: Playback of Community Guide videos
  • Added: Memory points for tail rotor detection

ENGINE

  • Rope segments are now created and removed correctly in MP
  • When the winch hit point is destroyed, info is added to the Sling Load Assistant
  • Fixed: Cursor skipping at high FPS
  • Added: New event handler HandleScore
  • Fixed: Support for Sling Loading in commanding menu
  • Added: Config attribute which allows automatic closure of dialogs after scenario ending (closeOnMissionEnd)
  • Added: TaskSetAsCurrent eventhandler
  • Added: Collision test for tail rotor
  • Improved: Rotor ground collision test
  • Hotfixed: Multiplayer - Handgun duplicates itself when looted from a corpse
  • Fixed: Zeus object moving
  • Ability to show GPS / UAV Feed / Sling Load Assistant in optics

Share this post


Link to post
Share on other sites

17-09-2014

EXE rev. 127204 (game)

EXE rev. 127206 (launcher)

Size: ~106 MB

DATA

  • Added: More memory points for Mohawk
  • Time Trials - replaced use of set with pushBack for performance
  • Fixed: Time Trials - Situation where a penalty message was shown incorrectly
  • Fixed: Selections for displaying damage on Offroads

ENGINE

  • Renamed: difficultyRTDEnabled to difficultyEnabledRTD
  • Fixed: Problems with moveInCargo on Dedicated Servers
  • Scripting command ‘local’ has been extended to work even for groups
  • Disabled engine for airplanes and helicopters when connected to ropes
  • Fixed: Guerrilla creates enemy laser target

LAUNCHER

  • Fixed: An instance check

Share this post


Link to post
Share on other sites

18-09-2014

EXE rev. 127225 (game)

EXE rev. 127226 (launcher)

Size: ~94 MB

DATA

  • Added: Memory points for Sling Load cameras
  • Adjusted: Default flight model of Ghosthawk to be on par with its Advanced Flight Model
  • Fixed: WY-55 Hellcat - Dashboard artefacts
  • Flight model values have been changed to RTD 4.1.1 standards

ENGINE

  • nearestObject finds objects which are out of the map frame
  • Added: Script function to open the Steam Page for a given appId (openDlcPage)
  • RotorLib updated to 4.1.1
  • Added: Most-used MP strings to a static table
  • Added: Accessible inventory in vehicles

LAUNCHER

  • Fixed: When started after settings were reset in safe mode, settings were upgraded from the previous version. This now doesn't happen and settings hold their default values.
  • Added: Launcher news converter uses font reference from a shared library
  • Added: Back-end code for main window resizing (this functionality is still disabled)
  • Removed: Font files from executable; font resources are now referenced from a shared library
  • Variety of visual tweaks related to the font update (new Purista font has different metrics than the old one)
  • Added: BROREP report icons to the news posts
  • Modified: Limited number of news post in the Recent tab to 5

Share this post


Link to post
Share on other sites

19-09-2014

No update today - we are carefully preparing the data for Firing from Vehicles staging.

Share this post


Link to post
Share on other sites

22-09-2014

EXE rev. 127272 (game)

EXE rev. 127251 (launcher)

Size: ~191 MB

DATA

  • Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Humming Bird and Assault Boats
  • Added: Tooltips to Advanced Flight Model settings in Game Options
  • Updated: Fuselage drag, collective range and autohover adjustments in Advanced Flight Model
  • Updated: Default flight model of Mohawk to be on par with Advanced Flight Model
  • Fixed: Fatigue should now work correctly for swimming and stances with binoculars
  • Fixed: Side color in editor
  • Fixed: Some missing entity types in editor
  • Fixed: Disabled custom ending on death in Time Trials (conflicted with sandbox death screen)
  • Fixed: Displays were not off in SUV when the vehicle was not running
  • Updated: Lowered rain volume
  • Updated: Helicopter-related sound effects
  • Added: New sounds for minigun shooting and rotation

ENGINE

  • Added: Enabled Firing from Vehicles
  • Fixed: showSlingLoadManagerInOptics config warning
  • Fixed: Workshop scenarios game saving / loading
  • Fixed: Sling Loading commanding menu implementation
  • Added: Condition for commanding menu IsHelicopterPilotSelected
  • Added: New scripting command - getHit for getting damage by hit point selection name
  • Updated: AI behavior when Sling Loading
  • Added: UI toggles for vehicles
  • Added: Possibility to disable camera shake for external cameras
  • Fixed: Removed the restart button for Dedicated Servers since it wasn't doing anything
  • Fixed: Changed the text of the continue button for Dedicated Server scenario selection based on user type

LAUNCHER

  • Fixed: Removed dead areas in header of collapsed news posts and combo box items
  • Added: Detection of the SweetFX Shader Suite, automatically disabling Launcher's hardware acceleration when detected (to work around 'Invisible' window problem)

Share this post


Link to post
Share on other sites

23-09-2014

No update today due to a planned power outage.

24-09-2014

As above.

Share this post


Link to post
Share on other sites

25-09-2014

EXE rev. 127323 (game)

EXE rev. 127328 (launcher)

Size: ~387 MB

DATA

  • Fixed: gmeterZ controller issues
  • Updated: Sound effects for helicopters
  • Updated: Pitch and roll controls for the Advanced Flight Model
  • Updated: Character animations for Firing from Vehicles
  • Fixed: Reference to Independent rifleman in radio protocol
  • Added: New sound effects for rain on vehicles and vehicle crashes
  • Changed: Sling Loading controls in the Arma 2 preset
  • Adjusted: Damage of minigun ammo
  • Added: Parameter "features" describing possible script usage of helicopters, planes, armored vehicles, boats and wheeled vehicles
  • Fixed: Missing HEMTT covered
  • Tweaked: Stress limits for helicopters
  • Adjusted: Angles for FFV out of Zamak and Tempest
  • Fixed: Pilot and copilot of Orca have a proper death pose
  • Tweaked: FFV animation masks
  • Added: Proper unarmed variant for some FFV poses
  • The function for exporting assets to Wiki has a new field for the "features" parameter
  • Fixed: Various JIP issues in Escape from Stratis
  • Fixed: Various JIP issues in Escape from Altis
  • Fixed: Duplicated task notifications in MP Headhunters
  • Fixed: Tasks missing for a reconnected player in MP Tanks
  • Fixed: Ammo selection would not be shown in Supports menu when the artillery unit had only one ammo type
  • Added: Samples for parachutes
  • Added: New samples of rain on vehicles (interior / exterior)
  • Added: New sounds for vehicle crashes (interior / exterior)
  • Tweaked: Orca SFX
  • Improved: Industry Standard key preset
  • Hold breath is now separated to Left Shift so you don't have to always hold breath while you're in optics


  • Toggle raise weapon is now within convenient reach of double tap C instead of Right Shift. Therefore: 1xC is Combat Pace on / off and 2xC is hold weapon up / down.


  • Minor explosion sounds changes

ENGINE

  • Fixed: Crash caused by the '%' character in a PBO name
  • Fixed: Crash when player tried to take a vest from a dead body
  • Fixed: Visibility check log spam
  • Changed: Vest taken from / placed on a dead body is placed on the body
  • [RTD] Changed: Decreased ‘superCharging’ performance hit
  • Fixed: Inventory of non-local vehicles was inaccessible
  • Zeus is now able to place not only scope 2 markers
  • [RTD] Disabled helicopters take much less time to not simulate
  • Fixed: [RTD] Sling Loading with RTD enabled
  • Fixed: AI soldiers get stuck in helicopters while disembarking
  • [FFV] Crosshair position doesn't correspond to muzzle
  • [FFV] Secondary weapons were missing their crosshair
  • Fixed: [FFV] AI lowering / aiming weapon animation
  • Fixed: [FFV] TrackIR for personTurret
  • [FFV] Numeric keys now change view in personTurret
  • Fixed: Missing FFV implementation for getCargoIndex scripting command
  • [RTD] Stress damage destroys rotor instantly
  • Fixed: Car calculation error and transfer message (MP optimization)
  • Disabled Sling Load manager map saturation
  • Added: Missing strings in static string table, removed duplicates (MP optimization)
  • Fixed: AI passing through object placed via the setPos command
  • Fixed: Camera shake for high speeds

LAUNCHER

  • Updated: Better extra command-line parameter handling
  • Fixed: Passing extra command-line parameters during restart

Share this post


Link to post
Share on other sites

26-09-2014

EXE rev. 127352 (game)

EXE rev. 127353 (launcher)

Size: ~74 MB

DATA

  • Added: Camo selections to V_TacVestIR_blk
  • Fixed: Red dot of ACO optics should no longer glitch when sidestepping

ENGINE

  • Fixed: Kerry's visage will no longer be replaced by profile settings after loading a save
  • The missions and mpmissions folders were not created when the export function was used a first time. That caused the export to fail for newcomers (everyone had to create these folders manually).
  • Fixed: An issue where AI would sometimes refuse to enter a cargo position in a vehicle
  • Fixed: HandleRating eventhandler now also returns the handled unit
  • Fixed: Enabling gear for AI in another group's vehicle
  • Added: New scripting commands isLightOn, isCollisionLightOn, setPilotLight, setCollisionLight
  • Fixed: Some situations when AI would walk through setPos-ed objects (http://feedback.arma3.com/view.php?id=19588)
  • Fixed: AI should now be able to correctly unhook Sling Loaded cargo
  • Added: New scripting commands addWeaponTurret, removeWeaponTurret, turretLocal

LAUNCHER

  • Modified: Number of posts in the ALL tab in the newsfeed is now limited to 5

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×