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Development Branch Changelog

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25-04-2013

EXE rev. 04517

  • Small first of many stages to reduce MP security vulnerabilities: should no longer be needed to restart the whole game to undo the common functions breach. This should also prevent it from spreading (but does not help the current situation on default branch servers of course). More on the topic in the next SITREP.
  • Added: new events for inventory event handlers: "Take" and "Put"
  • New: making PhysX vehicle simulation run on more threads (can cause possible random crash while WIP)
  • Fixed: improved path planning related to roads
  • Helicopter light tweaked for new lighting settings
  • Diver UW magazine count modified
  • Fixed: BIS_fnc_infoText was using obsolete sound

  • Like 1

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26-04-2013

EXE rev. 04588

  • Added: compileFinal command
  • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
  • Made all script commands final (no longer possible to reassign)
  • Tweaked darkness detection and use of NVG by AI
  • Minor WIP optimizations to dynamic lights
  • Added: difficulty command to return high-level selected difficulty mode
  • Added: getArtilleryETA script command
  • Input Array: [unit, targetX, targetY, targetZ, magazineType]


  • Returns: ETA of the first available mode (the mode the AI will probably use)


  • Fixed: Glitch in blending of 2 animations masks
  • Disabled using more threads for PhysX vehicle simulation for now
  • Added: Functions are now compiled using newly introduced compileFinal
  • Added: Functions meta data are now secured against rewriting
  • Removed use of vulnerable script commands in DynO functions
  • Added numberOfDoors parameter to structure configs
  • Added numberOfHatches parameter to structures configs

Find a little bit more on new security features here.

Edited by DnA
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26-04-2013 (update 2)

No new EXE

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29-04-2013

EXE rev. 04631

  • Fixed: healing sound could play in an endless loop
  • More WIP dynamic light selection optimization

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30-04-2013

EXE rev. 04711

  • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  • On steep surfaces, players now crouch instead of fully standing up
  • Various types of lights on the Ka 60 improved (placement, parameters)
  • Improved Ka 60 fire geometry
  • Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)

Edited by DnA
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01-05-2013 and 02-05-2013 were already announced to not see updates, but we are also unable to publish Friday (03-05-2013) and Monday (06-05-2013). Hopefully we can resume (including the audio changes) on Tuesday.

Edited by DnA
Monday status update
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07-05-2013

EXE rev. 05007 (0.57)

  • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details) - WIP
  • Known issue: Pop-up errors in the Stratis world scene (on start-up and when returning from other content)
  • Known issue: A fair few errors related to missing files - due to large (audio) data overhaul
  • Fixed: Hard limit usage while performing light sorting
  • Fixed: Audio distance curve
  • Fixed: MX UGL had a displaced crosshair
  • -showScriptErrors enabled by default
  • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  • Increased light intensity of muzzle flashes (due to global lighting changes)
  • Fixed: AI will not eject before player
  • Fixed: Taking additional ammo for pistol would play reloading sound
  • Fixed: Certain magazines could not be moved to another container from backpacks
  • Audio: Radio filter / effect (not applied yet)
  • Loiter waypoint added (untested)
  • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  • Added tooltips to CListBox and key presets
  • Fixed: Texture flickering on wrecks
  • Fixed: Tooltip crash in MP sessions listbox
  • Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls (drag and drop))
  • Updated to Physx3.2.4
  • Added lbSetTooltip script command
  • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  • Fixed: BIS_fnc_sideColor can now load non-number values
  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon scenario start
  • Added: BIS_fnc_spawn
  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  • Fixed: BIS_fnc_error was not working correctly
  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
  • Added: Communication menu manager
  • Added: A notification is displayed when a new communication menu item is added
  • Fixed: allowFunctionsRecompile description.ext param had no effect
  • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side.
  • Optimized: BIS_fnc_selectRandomWeighted
  • Added: Variable header added to local functions
  • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  • Removed hand grenades from helicopter pilots and crew
  • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now.
  • Continued lighting tweaks for wheeled vehicles
  • Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
  • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  • Alarm sound now also configured under CfgSounds, as “Alarmâ€
  • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  • Launcher AI settings and weapon performance configuration tweaked

Edited by DnA
Added link to audio change overview

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09-05-2013

No new EXE

  • Known issue: pop-up errors about missing data (some were fixed, some remain)
  • Fixed: Stratis world scene works again
  • Tweaks to Stratis lamp placements
  • MRAPs should have tracers every third shot now
  • Config tweaks of OPFOR FFARs

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10-05-2013

EXE rev. 05093

  • Known issue: one remaining start-up error about cinderblocks
  • New Dedicated Server parameters for configuring ports for steam services (should allow multiple DS per OS-instance) - details via David Foltyn
  • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  • Removed redundant CfgFirstAid >> firstAidScript
  • Fixed: Starting scenarios from subfolders did not work correctly
  • Fixed: Wheel speed in damaged or destroyed state
  • Smoke shell effect tweaked
  • Rocket effects tweaked
  • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default.
  • Fixed: Chromatic aberration remained when camera was launched from the pause menu
  • Removed: pauseOnLoad.sqf redundant script
  • Added small settlement near Kamino firing range

Edited by DnA

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13-05-2013

EXE rev. 05125

  • Various known pop-up errors fixed (start-up, pause screen)
  • Reduced durability of reflectors and markerlights on structures (except for lighthouse - suffering from other issues)
  • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  • New consistent system for handling respawns implemented - details forthcoming (did not make it yet)
  • Welcome Screen no longer shown for new profiles made during the same session
  • Added: Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme.
  • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white.

Edited by DnA
Respawn changes did not make it entirely

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14-05-2013

EXE rev. 05210

  • Small optimization of face mimics
  • Fixed: backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: enableFatigue command was not working
  • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details).
  • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates.
  • Cloaking device taken away from MH9 pilots - unfair advantage according to Task Force Balance
  • Speedboat (Minigun) now uses correct muzzle points
  • Blood hit and fire dust effects tweaked
  • Added: dedicated combat radio protocol (‘Jayholder’ and actor)
  • Automatic rifleman shouldn't have tracer every bullet anymore
  • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  • Fixed: Quick command linked to the old communications menu
  • Added: Correct cursor for supports communications menu

Followed by a small hotfix to restore user profile locations.

Edited by DnA
Added respawn documentation, hotfix

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Compiled by Encoding Lord Pettka, who will handle this changelog while I'm otherwise engaged the next few days :icon_twisted:

15-05-2013

No new EXE

  • Removed little cubes from BLUFOR rifleman's right wrist
  • All chestrigs should be of better visual quality, BLUFOR marksman's has changed it's colour to match his uniform

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16-05-2013

No new EXE

  • Fixed: Holosights have been replaced by ACO for Katiba
  • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his/her loadings without fear of breaking others.
  • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up Better aiming of NLAW and Alamut both for player and AI
  • Added: Error message will now interrupt loading screen
  • Fixed: The default editor template was still calling functions
  • Fixed: MXM and MX SW handles have better material

I'm otherwise engaged the next few days

Read: Wearing orange shirts and eating stroopwafels

Edited by DnA

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17-05-2013

No new EXE

  • Fixed: Comanche wreck's smoke and electricity effect did not stop after wreck is deleted
  • Fixed: Feedback FSM optimization
  • Fixed: Multiplayer should no longer be stuck in intro/outro
  • Fixed: Material penetration properties modified.
  • Added: New hard limits into particle lights implemented.

:icon_twisted:

I'm otherwise engaged the next few days

Read: Wearing clogs and living below sea level

Edited by DnA
[*] Fixed: Bug in the link to the underwater nation, thanks to Tom ;)

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20-05-2013

EXE rev. 05455

  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts.
  • Fixed: Missing texture of backpack has been re-mapped
  • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  • Fixed: Manual control for locked missiles works again
  • Added: Tweaked MRAPs max light radius to improve performance
  • Added: Feedback FSM optimization
  • Added: Most detailed shadow lod is now displayed in view pilot
  • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)

:icon_twisted:

I'm otherwise engaged the next few days

Read: Painting pictures of windmills and dancing through tulip fields

Edited by DnA

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21-05-2013

EXE rev. 05348

  • Fixed: Helicopters engines now are damaged correctly upon contact with water
  • Fixed: Position lights of helicopters have been adjusted
  • Fixed: Sandbag barriers adjusted on Stratis
  • Added: Adding new control presets and their tooltips.
  • Added: Correct ETA for mortar support in SCUBA mission
  • Added: Stealth protocol + fixed various protocol bugs

Full changelog will be part of the next SPOTREP... a bazzilion changes as the new Arma 3 Alpha build draws near :icon_twisted:

I'm otherwise engaged the next few days

Read: Losing

and eating patriotic gouda Edited by DnA
HOW could I forget the stealth protocol?!

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22-05-2013

EXE rev. 05592

  • Added: Discard button to Options->Profile.
  • Removed: Obsolete displays for setting difficulty (DisplaySelectDifficulty, DisplayDifficulty). Their functionality was already moved to Game Options.

No data change :icon_twisted:

I'm otherwise engaged the next few days

Read: Explaining the difference between

and flying back to Prague

...and here endeth the Dutch master-classes. 'Normal service' to be resumed. :(

Edited by DnA

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23-05-2013

EXE rev. 05634

  • All of the Things from SPOTREP #00004
  • Sniper Package (WIP) staged for testing
  • 1 x BLUFOR sniper and spotter duo


  • 1 x BLUFOR sniper rifle


  • 1 x OPFOR sniper and spotter duo


  • 1 x OPFOR sniper rifle


  • Known issue: missing firing sounds


  • Currently the reload after every shot for bolt action rifles like M320 is wrong. We are looking into it.


  • 1 x Rangefinder


  • Field Manual records


  • Rangefinder hint


  • Fixed: Evasive left and Lean left toggle are not conflicting actions
  • Dynamic light influence on AI visibility tweaked further
  • Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
  • Disabled Difficulty tab in Game Options in MP
  • Fixed selection of first RscTree item after opening Scenarios dialogue
  • Added: UI controls validator - Inventory can recognize which UI controls were not properly initialized, and show some error information
  • Added: Reveal action reveals mines
  • Decreased mine reveal angle
  • Helicopter AI improvements (e.g. diving too much during attack runs)
  • Decreased flashlight influence on side recognition
  • Fixed: Stabilize car turrets
  • Terrain decal fix (Stratis runway)
  • Fixed: Crash when Hunter tries to fire artillery
  • Improved ship AI path planning
  • Fixed: Ragdoll could interfere with cargo poses in multiplayer
  • Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
  • Combat pace transition from stand to kneel while moving FL fixed
  • Weapons disabled in running states
  • Fixed: Adjusted rotation speed of turrets for Speedboat
  • Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner)
  • Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground)
  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
  • BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
  • oxygenCapacity of all units changed
  • Removed doubled onPauseScript execution
  • Vehicle weapons are now lockable to prevent losing lock during weapon change
  • TRG now uses correct 5.56x45mm ammunition
  • Changed: Minefield Site now rotates all mines in the direction of the Site module
  • Added: Dialog for custom init code for virtual providers in Supports module
  • Added: Dialog for custom supply crate init code for supply drop in Supports module
  • Fixed visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts

Edited by DnA

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24-05-2013

EXE rev. 05679

  • All sniper units have a rangefinder now
  • Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad)
  • Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
  • Fixed: Ragdoll launching into air by destroyed objects
  • Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
  • Fixed missing sniper rifle sounds
  • Thermal Imagery textures improved for sniper rifles
  • Tweaking sniper rifle animations

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28-05-2013

We published an update, but it was reverted because it wouldn't even run at all. Stand by until tomorrow.

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29-05-2013

EXE rev. 05814

  • Light of vehicles’ destruction is disabled under water now (http://feedback.arma3.com/view.php?id=4620)
  • Ballistic penetration of bushes (foliage) adjusted
  • Fixed ammo for MXM in special ammo box
  • Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884)
  • Aiming down in combat pace doesn't make player start running anymore
  • Added config multiplier of damage that crew receives when vehicle crashes to object
  • MP score table properly integrated into debriefing display
  • Fixed: Random rotation of the submunition pattern (artillery)
  • Fixed: MP - disappearing linked items when dragging from corpse
  • Fixed: Refreshing of difficulty indicator in Pause Menu
  • Fixed: Number of group members of motorized groups

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30-05-2013

EXE rev. 05900 (0.61 due to staging the next update here tomorrow)

  • Fixed tree destruction animation
  • Fixed setting of full-screen gamma
  • Changed threshold for when AI puts on NVG
  • Fixed: markerDir return value type

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31-05-2013

EXE rev. 105957

We are staging the upcoming 0.60 update. There is no real changelog for you at the moment - apologies. We understand this makes it harder to know what to try. Our resources are tied up in the E3 and Beta builds.

  • Stance Indicator added (not yet linked to options - this will happen though!) :yay:
  • ...
  • A lot more ;)

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03-06-2013

EXE rev. 106023

(Still no decent changelog due to preparing the patch, E3 and Beta)

  • Fixed: Crash on exiting the game (audio-related)
  • Improved loading of scenario overview images from PBOs
  • Sprint now overrides Combat Pace in all cases

Edited by DnA

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