DnA 5129 Posted May 13, 2015 13-05-2015 EXE rev. 130734 (game) EXE rev. 130734 (launcher) Size: ~55 MB DATA Fixed: Deleted routes to non-existed samples Fixed: Zeus - Player spawning causes dummy riflemen to appear at [0, 0, 0] Tweaked: Command setOwner replaced by setGroupOwner for units in Support scenarios Tweaked: Functions getCargoSlots and countCargoSlots re-factored to fix the issue related to copilot seats and FFV Added: Field Manual failsafe logical sorting for hints that don't have the logicalOrder variable defined ENGINE Fixed: allMissionObjects no longer includes land decals Fixed: drawIcon default align returned to right Optimized: Starting time offset for network update messages Fixed: Detection of collimator in shape Share this post Link to post Share on other sites
DnA 5129 Posted May 14, 2015 (edited) 14-05-2015 EXE rev. 130749 (game) EXE rev. 130749 (launcher) Size: ~273 MB DATA Fixed: Animations for 80 / 90 variants of deployment Tweaked: Reworked accuracy parameter for House/House_F, House_Small_F, Ruins/Ruins_F, Wall/Wall_F, Church/Church_F, Wreck_Base/Wreck_Base_F base classes Tweaked: Campaign hub - interaction with the equipment pool through the briefing menu is now properly covered Fixed: Missing FD / TT word localization Fixed: Politely asked the Time Trial Marshal to resume firing his Starter Pistol Revive Fixed: Disabling HUD show group would break Revive functionality ENGINE Optimized: Serialization for Code and Config script values Fixed: Broken save during healing LAUNCHER Fixed: The Launcher reported an unrecognized local mod while adding a local mod by selecting its Addons folder and the folder name was not in lower-case Edited May 14, 2015 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted May 15, 2015 15-05-2015 EXE rev. 130759 (game) EXE rev. 130760 (launcher) Size: ~43 MB DATA Tweaked: Better usability of sitting with tied hands / warming up (Marksmen scenes) animations Fixed: Stance indicator arrows in prone and crouch stances End Game Fixed: Log of player UID onPlayerConnected Fixed: Script error related to BIS_fnc_loop Removed: Unneeded RPT spam from Shared objectives functions Added: After establishing the FOB, a marker is created at its location in the map Added: WarmupDelay property added to Objectives Instance Module and it sets the time players have to wait during the warmup phase ENGINE Tweaked: AI AT soldiers will not switch assigned target when holding fire Added: Sound - separated turret servo sounds: vertical & horizontal (properties soundServo and soundServoVertical) LAUNCHER Improved: Positioning of a window in bounds of screen workspace Share this post Link to post Share on other sites
DnA 5129 Posted May 18, 2015 18-05-2015 EXE rev. 130770 (game) EXE rev. 130770 (launcher) Size: ~166 MB DATA Tweaked: Substantially increased overall performance of Wipeout and Neophron cannons so they are now able to properly damage even heavily armored vehicles (http://feedback.arma3.com/view.php?id=19993, http://feedback.arma3.com/view.php?id=22146) Tweaked: CfgPatches purge Tweaked: There should no longer be classes with model=bmp; Fixed: Overlooked type in campaign hub armory update condition after some stuff is being taken from the mission briefing screen inventory Added: Even autonomous static weapons may be reset if they flip Fixed: Wrong updating of base class in RTP by Remote Designators Fixed: Playground Slide caused weapons to use building attenuation while sliding Fixed: Strange convex component warnings on various models of structures Tweaked: Localized Open Parachute action Fixed: Speed and alt indicators displayed during free fall End Game Improved: Download with multiple players Fixed: Wrong conversation would be played when the last phase would start ENGINE Improved: AI vehicles will react faster to hits with 0 damage Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet) Improved Hitting a target will reset me as available target Fixed: Sound - Firing From Vehicle not attenuated, servo sound plays only once Fixed: Setting skill to hacked UAV pilot Tweaked: Localized Open Parachute action LAUNCHER Added: Detailed information about why a mod is considered corrupted Added: Detailed information about why a local mod can't be added Improved: The algorithm that detects mods when users add a local mod; if a folder doesn't contain a mod it is scanned for mods in sub-folders Added: A dialog box that reports result after a local mod (or mods) is added (contains a list of mods that were added and a list of mods that were not added along with a reason) Share this post Link to post Share on other sites
DnA 5129 Posted May 19, 2015 19-05-2015 EXE rev. 130806 (game) EXE rev. 130809 (launcher) Size: ~134 MB DATA Added: Auto-hover info added to UAV controls in Field Manual Tweaked: Volume of reload audio sample for tanks Tweaked: In the campaign, vehicle randomization is now handled by the VhC system Added: Whiteboards to Purple FD CoFs Tweaked: Whiteboard of the Green FD CoF Added: Implemented warming up animations for the Firing Drills start Revive Fixed: Incapacitated Post Process effects are now visible with NVGs equipped Improved: Now possible to set custom revive, force respawn, and bleed out delays Fixed: respawnOnStart values other than -1 did not work correctly Fixed: User-defined delays accidentally set the default force respawn delay to 0 seconds Dynamic Groups Added: Pressing and holding the Dynamic Groups interface key will join you to the group which last invited you Tweaked: Lowered key hold down time for accepting invites Potential spoilers: Changed: Air Superiority - Initial task waypoint moved directly to the rendezvous position Fixed: Supply Network - Inconvenient autosave when the hideout is attacked ENGINE Added: Background color support for edit boxes (parameter colorBackground) Added: Script commandsremoteExec and remoteExecCall Share this post Link to post Share on other sites
DnA 5129 Posted May 20, 2015 20-05-2015 EXE rev. 130815 (game) EXE rev. 130818 (launcher) Size: ~84 MB DATA Fixed: ATRQ of Taru should no longer be easily destroyed while sling loading Fixed: Player can now vault (step over) while standing with binoculars (http://feedback.arma3.com/view.php?id=24133) Added: New audio samples for Offroad HMG, Static HMG, vehicle HMG (Speedboat / Hunter / Ifrit / Strider). All samples have short, tail, close and distant variations. End Game Fixed: Intel objects that are “Instant Download†could never be destroyed, even after one of the sides downloaded from them Dynamic Groups Improved: Interface update doesn't reset interface anymore Improved: Interface update is now done mostly locally, every second Fixed: A player could join another player's group by double clicking on the player even when the group was locked or the player was previously kicked from that group ENGINE Fixed: Server issue when using a larger list of BIKEY signature files Fixed: Wrong positioning of interior sounds when a vehicle was turning around Fixed: Stuttering interior engine sounds when looking around in a plane at high speed Fixed: Skill ReloadSpeed 0 will no longer break AI LAUNCHER Fixed: A sub-message for a mod corruption reason was incorrect Fixed: A hard-coded corruption reason was displayed instead of the detected reason in a local mod import result dialog Added: A BattlEye page with BattlEye log messages Share this post Link to post Share on other sites
DnA 5129 Posted May 21, 2015 21-05-2015 EXE rev. 130835 (game) EXE rev. 130835 (launcher) Size: ~64 MB DATA Added: Waypoint icons for custom waypoints Added: New sounds for 35mm autocannon (Cheetah, Tigris) End Game Improved: Placement, legibility, and functionality of incapacitated screen elements ENGINE Tweaked: Some improvements when switchCamera is used to spectate another player Tweaked: Better interpolation for non-local FFV players in a player vehicle Fixed: Healing should not push you away from an injured soldier LAUNCHER Improved: BattlEye page look & feel Share this post Link to post Share on other sites
DnA 5129 Posted May 22, 2015 22-05-2015 EXE rev. 130872 (game) EXE rev. 130876 (launcher) Size: ~180 MB DATA Tweaked: Adjusted minimum mass of sling loadable objects Tweaked: Walking lowered now with both hands on the gun (WIP) Added: Unarmed crouched sprint Added: Unarmed erected sprint Tweaked: Rotation (changed axis) Tweaked: NVG goggles are not unassigned from players when they enter the hub (in the campaign) Fixed: Some parts of the VR MRAP Target were producing dirt particle effects when shot Changed: VR vehicle targets are now static objects, meaning no PhysX behavior End Game Fixed: Error during downloading Intel Revive Removed: Obsolete RscKeyHold resource ENGINE Added: BattlEye full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server Tweaked: setUnitRecoilCoefficient for new recoil Fixed: Soldier's upVector is reset after deployment is interrupted Changed: VON is played in 3D for more channels (http://feedback.arma3.com/view.php?id=20305) LAUNCHER Improved: BattlEye page text placeholders Removed: Support for opening Workshop pages directly in the Steam Client, reverting back to the web-browser only solution. This is because of changes beyond our control. We're sorry and we'll do whatever we can to restore this feature. Removed: Check-box 'Use Steam client instead of web browser' because we can't reliably support this functionality due to recent changes in the Steam commands protocol Removed: Check-box 'Use BattlEye' from the Options page (moved to the separate BattlEye page) Improved: Mod status tooltip show duration increased to a maximum value (tooltip won't vanish that quickly) Share this post Link to post Share on other sites
DnA 5129 Posted May 25, 2015 25-05-2015 EXE rev. 130884 (game) EXE rev. 130884 (launcher) Size: ~394 MB DATA Removed: Obsolete Cyrus icons Fixed: Firing Drills warming up (rifle lowered) animation turn left / right twitching Fixed: AAF Speedboat has proper tracers on the rear turret Fixed: Darter pilot should have just compass available, not a radar Fixed: Soldiers in cargo positions of the HEMMT and Tempest transport trucks had their legs colliding with their body or hovering in air (http://feedback.arma3.com/view.php?id=23902) Fixed: Missing CfgPatches entry ENGINE Added: Grenade indicator changes color while a character is preparing the grenade for throwing Added: remoteExec / remoteExecCall support for JIP LAUNCHER Fixed: BattlEye parameters Share this post Link to post Share on other sites
DnA 5129 Posted May 26, 2015 26-05-2015 EXE rev. 130903 (game) EXE rev. 130903 (launcher) Size: ~114 MB DATA Fixed: Launcher bug Fixed: Usage of the playMove command to switch to warming-up animations in End Game scenarios Fixed: Zeus player ignores initPlayerLocal.sqf Added: Zeus hard-coded availability check, to ignore scripts for Zeus players Tweaked: Decreased update rate of BIS_fnc_moduleZoneProtection Fixed: When the Zeus Game Master module was deleted, its script kept running (thanks MDCCLXXVI for the report) Added: It's now possible to disable "XXX is now Zeus" notifications by calling: <curatorModule> setVariable ["showNotification",false]; Fixed: Even pilots have proper memory points for legs (see http://feedback.arma3.com/view.php?id=20761) Fixed: It was possible to remotely rewrite BIS functions by inserting a 'recompile' property. This is now disabled; the property is now accepted only by root functions. Added: New samples for 6.5mm and 7.62mm LMGs for vehicles Added: New samples for 35mm autocannon Fixed: Static weapon AI sensing put on par with normal soldiers Fixed: Recoil for static weapons is back End Game Fixed: The Officer objective had ImmediateDownload as false Fixed: ImediateDownload > ImmediateDownload Fixed: Error during downloading Intel Fixed: "GetSideCompletedObjectivesCount" would always return 0 Added: Caching of shared tasks for shared objectives Optimized: Shared Objectives refactored to lessen the network load Tweaked: Command sleep replaced with uiSleep to allow setTaskLocal execution even on the briefing screen ENGINE Added: New MFD animation sources ClockHour, ClockMinute and ClockSecond Fixed: Unable to throw grenades after changing the player by command selectPlayer LAUNCHER Added: Hint on how to force an update of a Workshop item in Steam Client Improved: Clarified error messages when app files are corrupted or can't be loaded Share this post Link to post Share on other sites
DnA 5129 Posted May 27, 2015 27-05-2015 EXE rev. 130941 (game) EXE rev. 130941 (launcher) Size: ~146 MB DATA Added: New parameter for servo vertical movement and linked a new sound Fixed: Hummingbird FM hint is not marked as Helicopters DLC content anymore Fixed: Removed warming up animations from Firing Drills starting position due to multiple glitches. Normal lowered rifle idles are used instead again. Fixed: Switching between erect / kneel stance no longer stops character movement (http://feedback.arma3.com/view.php?id=23964) Added: Animations of kneel sprint for unarmed / binoculars in hand (http://feedback.arma3.com/view.php?id=23964) Fixed: Rifle bug for civil sprint Fixed: Splendid camera no longer breaks unitPlay scripts Removed: Parameters title from description (each sub-function has its own parameters) Fixed: Added proper ladder to big industry pipe construction (http://feedback.arma3.com/view.php?id=24242) Fixed: Mines as vehicles have at least some simulation to prevent RPT warnings Fixed: AI is willing to use Laser Designator from bigger distances End Game Added: Vehicles now enter the respawn sequence after taking a hit which immobilized them Optimized: MiddleGame objective tasks was sending data which did not change Fixed: GetAllObjectives would return an empty array on non-server machines Added: Debug print to monitor network traffic Added: Vehicle Respawn Module can now respawn vehicles which are not destroyed but are immobilized Revive Improved: Respawn counter now appears instantly if Space is pressed before it's supposed to fade in Shared Objectives Optimized: Shared Objectives now use a property on player named "@" instead of "bis_currTsk" to save 10 bytes per message ENGINE Added: remoteExec support for removing a message from the JIP queue Tweaked: hit event is called even when only the hitpoint is damaged Added: addPublicVariableEventHandler support for object, group and teammember targets. setVariable accepts a 3rd ‘public’ parameter for its namespace version. Fixed: CTD when changing status from online to offline (SteamLayer) Fixed: Formating of the altitude in the weapon UI Fixed: Server crash Fixed: Sound: Crash when the XA2Device was not created (server) Fixed: Sound: Broken sounds of remote designators LAUNCHER Improved: Steam fix hint dialog can't lose focus in favor of main window when switching apps Share this post Link to post Share on other sites
DnA 5129 Posted May 28, 2015 28-05-2015 EXE rev. 130969 (game) EXE rev. 130969 (launcher) Size: ~133 MB DATA Fixed: Wrong animation was played while accessing UAV terminal while character is Mk6 Mortar gunner Fixed: Bad transition between kneel / erect pose and vice versa while sprinting with binoculars Fixed: HMG on Stomper was missing muzzle flash Fixed: Fire particles for UGV weapons created on wrong muzzle Tweaked: Kestrel population has been adjusted to match rabbit population Fixed: Missing string warning (string was never seen by player) Fixed: Possible fix of RPT warning message about missing inventory item Fixed: FTW has taken their SUV back for maintenance of ARB which caused some malfunctions at low speeds Fixed: Added proper ladder to big industry pipe construction (http://feedback.arma3.com/view.php?id=24242) Fixed: Cropped names of certain hints in the Field Manual ENGINE Fixed: Synchronize end of damage effects over network and saves (also a fix for JIP players) Changed: Updated syntax for remoteExec / remoteExecCall - <funcName> remoteExec [<params>, <targets>, <jipID>] to <params> remoteExec [<funcName>, <targets>, <jipID>] Added: remoteExec support for automatically generated JIP ID LAUNCHER Added: Localization identifiers and localization hints Share this post Link to post Share on other sites
DnA 5129 Posted May 29, 2015 29-05-2015 EXE rev. 130980 (game) No new launcher Size: ~272 MB DATA Added: Respawn positions which have enemies nearby are marked in the respawn menu in its list box entry and on the 2D map Added: Turn out animation set for AFV-4 Gorgon Tweaked: Disabled Time Trial achievement tracking in cases where it was redundant Fixed: Typo in config causing a bug in unarmed kneel sprint Fixed: Transition between kneel sprint and going prone Added: Separate animations for kneel / erect sprint with binoculars (http://feedback.arma3.com/view.php?id=23964) Fixed: Problem with variable mismatch Fixed: Splendid Camera bank angle was set to incorrect value when looking straight up or straight down Fixed: Time acceleration before entering Splendid Camera is restored after exiting it (before it was set to 1) Added: Short / tail and distant variants of vehicle weapons Added: New samples for M134 minigun 7.62mm (Pawnee) Potential spoilers: Fixed: In New Dawn, Kerry goes to the briefing and he has no equipment (no vest, rifle, pistol, etc.) but he has a NVG on his head End Game Tweaked: Respawn menu loadouts for both sides configured Fixed: Items can be put inside the Arsenal box, but not taken back Fixed: Items can be put inside containers, but not taken back Fixed: Download icon would be visible on download objects even when it was not possible to download ENGINE Fixed: Disabled 3rd parameter for namespace version of setVariable for security reasons Fixed: Transition from land to water for vehicles with amphibious gearbox Tweaked: Generated shadow buffer LODs are not used when they are not in the correct order Share this post Link to post Share on other sites
DnA 5129 Posted June 1, 2015 01-06-2015 EXE rev. 131000 (game) EXE rev. 131000 (launcher) Size: ~69 MB DATA Fixed: Kart-based Time Trials were executing a few helicopter-specific operations Tweaked: Minor sound changes of the AH-9 minigun Added: Selections for changing of the texture for the TRG family of weapons Dynamic Groups Fixed: If there were un-grouped players, players in the group could not select themselves in the groups list Added: When a player was already invited to a group, the button now displays "INVITED" and has a tooltip explaining why it is disabled ENGINE Added: remoteExec traffic optimization for JIP Fixed: Simulating damage effects on Dedicated Servers Fixed: JIP messages should be executed at the proper time now Added: Script command for getting the Steam profile name of the current player (profileNameSteam) Fixed: Weapons couldn’t be deployed on the parapet (Structures - Cargo tower) LAUNCHER Fixed: Updated invalid application configuration exit code value Fixed: The Windows Explorer or other file manager is no longer blocked by the local mod import result dialog after adding mods by drag & drop Share this post Link to post Share on other sites
DnA 5129 Posted June 2, 2015 02-06-2015 EXE rev. 131024 (game) EXE rev. 131024 (launcher) Size: ~253 MB DATA Tweaked: Reduced shininess of the soles of Ghillie boots Fixed: Icon of the remote laser designator backpack Added: Missing return values to script functions for structures and replaced plain function parameter loading by safer BIS_fnc_param where appropriate Changed: Removed weapon info from unarmed vehicles Fixed: Tracer color of the Mi-48 Kajman cannon Fixed: Muzzle axis of Sandstorm was misaligned a bit Fixed: Destroyed front gun on speedboat now goes properly sad panda (http://feedback.arma3.com/view.php?id=24088) Fixed: Missing semicolon in CoF: Orange 1 configuration Fixed: Wrong CfgPatches entries Fixed: Background color of mouse acceleration setting Added: New property aiAmmoUsageFlags for ammo (see a future SITREP for more details) Added: hiddenSelections to Zafir, ABR and Rahim Added: Icons for the OPFOR and AAF NVGs End Game Added: Each side can have randomized FOB selection Dynamic Groups Fixed: Ungrouped container for players without group would deselect right after being selected Fixed: Collapsed trees auto-expand again ENGINE Changed: Ensured disabling of remoteExec / remoteExecCall for main branch Added: Support for filling combobox types (CT_COMBO, CT_LISTBOX, CT_XLISTBOX) from configs Fixed: RoadSurfaceY test for some objects Fixed: RoadSurfaceY now returns the correct world normal Fixed: Artillery computer imprecise range detection Fixed: RMB shouldn't switch between 1st and 3rd person view in some cases Fixed: Static MG disappears after being assembled Fixed: RMB in cargo position should zoom Added: New script command params (WIP) Added: New aiAmmoUsageFlags parameter for ammo. The engine will read old values and convert them to the new param if no new param is set. Share this post Link to post Share on other sites
DnA 5129 Posted June 3, 2015 03-06-2015 EXE rev. 131040 (game) EXE rev. 131040 (launcher) Size: ~484 MB DATA Tweaked: MAR-10's optics proxy moved to have bigger scopes slightly further from the soldier's eye Tweaked: Kir's side attachment proxy moved slightly forward, so the attachments won't collide with the soldier's hand Added: magazineReloadSwitchPhase for MMGs Added: Animations for prone roll (left / right) with binoculars in hand (http://feedback.arma3.com/view.php?id=24275 / http://feedback.arma3.com/view.php?id=23964) Fixed: Player can no longer reload with hands tied behind back (state "Acts_AidlPsitMstpSsurWnonDnon_loop" and its "Acts_AidlPsitMstpSsurWnonDnon01" - "...05" variants) Fixed: Hand twitching after prone unarmed / binoculars in hand roll Fixed: Suffix of a texture for particle effects Fixed: Dummy code for internal functions can no longer be overwritten in public version Added: CfgRemoteExecFunctions white-list for restricting script functions executable via remoteExec Fixed: Grenades sometimes could not be taken from the grenade ammo boxes (MP Bootcamp) Added: New samples for 6.5mm minigun (Huron) Removed: class property from GH_Fountain_F.p3d Fixed: Play button is now focused when the game is launched Fixed: Display of magazines in weapon holders was inconsistent Dynamic Groups Improved: Many optimizations (usage of new remoteExecCall, extended addPublicVariableEventHandler) Changed: Log is now disabled by default, but can be enabled for debugging ENGINE Tweaked: Countermeasures AI refactored Added: AI using smoke cover when suppressed Changed: setVariable 'public' argument enabled for namespaces with uiNamespace being an exception Changed: profileNamespace and uiNameSpace disabled for allVariables in MP Optimized: Server message queue Added: Ability to restrict / turn off remoteExec Fixed: UAV - context menu function "Assemble Darter" was broken LAUNCHER Added: Updated localizations Added: Missing localization attributes to the local mods import result dialog Removed: 'Show BattlEye log...' menu item removed from the application menu Fixed: Insert the "File blocks can be ignored" note only before a first "File blocked" BattlEye message in a row Improved: The minimum window size is reduced when DPI is greater than 144 ppi Share this post Link to post Share on other sites
DnA 5129 Posted June 4, 2015 04-06-2015 EXE rev. 131070 (game) EXE rev. 131074 (launcher) Size: ~94 MB DATA Fixed: Bad right hand pose for sitting with tied hands behind back (FFV Showcase) animations Added: Icons for various civilian uniforms Fixed: Removed duplicate clock numbers on Truck variants Tweaked: Slightly decreased maxZeroing for TRG and Mk20 to be on par with the design (and closer to their real maximum effective range). Also introduced maxZeroing to launchers despite they do not have zeroing since the value is used in Virtual Arsenal weapon statistics for the range measurement Fixed: ACP-C2 should not have tracers anymore (http://feedback.arma3.com/view.php?id=24296) Fixed: Correct path to Huron minigun sound Fixed: It was not possible to use a marker with undefined type as a respawn position (http://feedback.arma3.com/view.php?id=24302) Potential spoilers: Fixed: Incorrect weapon classname for FIA sniper (Common Enemy) Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes Fixed: In Showcase Armed Assault, the player could destroy (or kill the crew of) logistics vehicles and the mission would still end as succeeded ENGINE Added: Property magazineReloadSwitchPhase for weapons describing when the new magazine should affect revolving animation source during reload (values are relative to reload length 0-1) Tweaked: ammoUsage affects AI weapon selection (increasing ammo cost, if target type is different) Fixed: remoteExec should now work on Dedicated Servers Tweaked: Lower number of update position messages from clients Fixed: Combo box icons when a box is expanded and the list goes out of the parent controls group Fixed: Satellite segment size computation for maps with non-zero satellite map alignment Fixed: Missing action "connect to UAV" Share this post Link to post Share on other sites
DnA 5129 Posted June 5, 2015 05-06-2015 EXE rev. 131092 (game) EXE rev. 131086 (launcher) Size: ~587 MB DATA Fixed: Shoes and gloves of the OPFOR ghillie suit are less shiny Fixed: Iron / back-up / CQB sight FoV was inconsistent across weapons Fixed: Naked eye FoV was inconsistent across vehicles Fixed: Position lights on little birds should no longer glitch when turned off Tweaked: AI idling animations with rifle lowered Fixed: Muzzle flash of Panther GMG has been fixed for low FPS Fixed: Usability of playMove "Acts_AidlPercMstpSlowWrflDnon_pissing" on player (http://feedback.arma3.com/view.php?id=23319) Fixed: Players now cannot rotate while animation "Acts_AidlPercMstpSlowWrflDnon_pissing" is played on them ENGINE Fixed: paramsArray available during the pre-init on the server Added: Script command animate allows a third, optional, bool type parameter for instant phase change: true - animated instantly and without its sound, false (default) - behaves as it used to Fixed: AIAmmoUsageFlag backward compatibility Fixed: RMB click shouldn't switch between 1st and 3rd person views Fixed: Executing remoteExec in SP did not work Fixed: Corrupted sounds with certain USB headsets (http://feedback.arma3.com/view.php?id=21268) Fixed: Holding RMB should zoom in cargo position in external view LAUNCHER Fixed: Various localizations Share this post Link to post Share on other sites
DnA 5129 Posted June 8, 2015 08-06-2015 EXE rev. 131109 (game) EXE rev. 131109 (launcher) Size: ~45 MB DATA Fixed: AI was interrupted (by lowering weapon) when shooting and reloading under certain (scripted) circumstances Added: Assault Packs icons Added: Kerry's backpack and Kitbag (Coyote) icons ENGINE Fixed: When targeting an object with remoteExec, Dedicated Servers would execute the script no matter the object’s locality in some cases Added: AI soldiers now check friendly smoke grenades in their vicinity (decision of throwing tweaked) Tweaked: Non-local ragdoll weapons now collide as kinematic actors, so they don't break walls / trees Fixed: Possible crash fix borrowed from DayZ Tweaked: Script command params has been modified to improve back-compat Share this post Link to post Share on other sites
DnA 5129 Posted June 9, 2015 09-06-2015 EXE rev. 131133 (game) EXE rev. 131139 (launcher) Size: ~398 MB DATA Fixed: Magnification magnitudes back to the designed values after recent changes in default FoV Tweaked: Increased minimal magnification range of Binoculars and CSAT Laser Designator Fixed: Possible exploit of Firing drills starting mechanic ENGINE Fixed: Ability to broadcast nil for missionNamespace setVariable Fixed: Rare crash when combining deployment and spectator modes (already in 1.46) Tweaked: Editor - Group categories are alphabetically sorted Fixed: Sound - Crash (already in 1.46) LAUNCHER Tweaked: Text of an “Unusual process exit†message box Changed: First BattlEye launcher parameter for main branch changed to 2 (previously was set to 0 for RC) Share this post Link to post Share on other sites
DnA 5129 Posted June 10, 2015 10-06-2015 EXE rev. 131162 (game) EXE rev. 131162 (launcher) Size: ~472 MB DATA Fixed: Naked eye FoV is consistent across vehicles even for helicopter gunners Fixed: Player can no longer get stuck in restrained animation when standing up from unarmed sitting pose (http://feedback.arma3.com/view.php?id=24345) Fixed: Sprint with binoculars in hand sound was being played too fast (http://feedback.arma3.com/view.php?id=24350) Fixed: Missing commander's manual fire in some vehicles Tweaked: FIA uniform materials Fixed: Broken face of OPFOR diver (http://feedback.arma3.com/view.php?id=20380) Added: Icons for some helmets and one vest Fixed: Truck Tempest Medical cargo dead bodies are no longer visible through the sides of the vehicle Fixed: Unified case for factions even for AAF static GMG (http://feedback.arma3.com/view.php?id=24311) Fixed: Mortar now has a better center of mass Fixed: Buoy didn't have buoyancy defined (*mind blown*) Fixed: Floor grids on the Radio Tower were not penetrable ENGINE Tweaked: Improved open gate action detection (attempt #2) Added: Toolbox now supports tooltips Fixed: Crash after reading CfgRemoteExec from description.ext Changed: remoteExec now has the same restrictions in SP as it does in MP Fixed: Crash on application exit Fixed: Crash when broken scenarios are downloaded from Steam Workshop Fixed: Remotely controlled AI shouldn't throw smoke grenades by themselves anymore Fixed: Glitch with freelook while aiming down the sights Tweaked: Moderate overhaul of freelook, ‘Numpad’ looking and head-tracking behavior (more adjustments in the near future, depending on feedback) Added: New animSource type userPositionHashedInit, init phase randomized by position and initPhaseArray Changed: remoteExec - introduced CfgRemoteExec to match what's already supported by description.ext, updated restrictions, CfgRemoteExecCommands/Functions dropped Tweaked: Minor re-factoring of in EntityAIFull and Man for future usage Changed: Script command params - expected array size could be array of sizes Hotfixed: Look rotation limits without a weapon Fixed: Move backpack methods into WeaponsStatePerson Added: Holstered sidearm technology LAUNCHER Fixed: Handling of malformed links (as well as other URIs) in news Improved: Cached news gets updated when a newer version is available Improved: Fatal errors in the news parser / converter are now handled even more gracefully Share this post Link to post Share on other sites
DnA 5129 Posted June 11, 2015 11-06-2015 EXE rev. 131174 (game) EXE rev. 131174 (launcher) Size: ~93 MB KNOWN ISSUES remoteExec / remoteExecCall have been disabled unintentionally on Dev-Branch since Friday DATA Fixed: Missing fire effect for missiles used by Kajman Fixed: Animation of left / right unarmed prone roll has not been played when the player was holding respective key and one roll had already been made Fixed: Even the AAF has decided to train their commanders in vehicles to use the manual fire option Added: Light Combat Helmet icons Fixed: Restoring time acceleration after leaving Splendid Camera didn't work correctly when the user loaded a stored view using Ctrl+0-9 before it Added: CfgRemoteExec for restricting script functions executable via remoteExec Removed: CfgRemoteExecFunctions Added: Localization for tooltip STR_A3_bis_fnc_respawnmenuposition_warning Fixed: Huge explosion when the control unit of autonomous static weapons was hit Fixed: Several remaining discrepancies in optics: Inconsistent default zeroing of ARCO, RCO, AMS and KHS collimator Scaled zeroing ranges of AMS, KHS, MOS and LRPS optics Fixed discrete field of view for LRPS, TWS and TWS MG to be on par with their correct zoom minimax values ENGINE Fixed: Text color of ComboBox in disabled state Fixed: Sights distortion with horizontal aiming Fixed: Incorrect setting of weapon proxy drawing LOD (already in hotfix 1.46) Fixed: Potential server crash (already in hotfix 1.46) ---------- Post added at 11:41 ---------- Previous post was at 11:40 ---------- 12-06-2015 There will not be an update this day due to a company-wide event. Share this post Link to post Share on other sites
pettka 694 Posted June 15, 2015 (edited) 15-06-2015 EXE rev. 131184 (game) EXE rev. 131184(launcher) Size: ~300 MB DATA Fixed: Icons for several helmets were inconsistent End Game Added: Download / Upload is now player independent; the instigating player may die or leave the area but the download is continued by the other player(s) Added: Download / Upload status is now visible to all contributing players Added: Default (lobby) loadouts are now available through the respawn menu inventory Improved: Carrier visibility check Some of the original equipment was removed from the FOB ammo boxes. The more objectives your team captures in the second stage, the more equipment will be added back. ENGINE Fixed: remoteExec was disabled in Dev-Branch unintentionally. It is now available. Tweaked: Smoke cover decisions. AI needs to be suppressed for a few seconds before they start throwing smokes. Fixed: Objects with roadway are now sling loadable again I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris decided to liberate America as Dutch domain (starting from the West coast this time). Edited June 22, 2015 by DnA Share this post Link to post Share on other sites
pettka 694 Posted June 16, 2015 (edited) 16-06-2015 EXE rev. 131202 (game) EXE rev. 131205 (launcher) Size: ~165 MB DATA Changed: Ghillie gloves and shoes are less shiny now Added: DLC icons for Kart uniforms and headgear Fixed: The proper path to plastic.rvmat added to the racing helmet model Changed: Newer commander optics mounted on Marid Fixed: Titles array in trigger effects is now proper Fixed: It's now possible to use a marker with an empty type as a respawn position Added: Function BIS_fnc_characterHeadgear to handle the randomization of headgears and facewears ENGINE Fixed: Vertical aiming limits when running with lowered weapon Fixed: Recoil affects gun azimuth in the correct axis Fixed: Land contact for PhysX vehicles that are switching between sleep / wake state Fixed: Helicopters acting as moving even when stationary with just their rotor moving Fixed: Several hard-to-catch server crashes Fixed: End Game - game crashed when player died I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris is enjoying the Final Countdown. Edited June 22, 2015 by DnA Share this post Link to post Share on other sites
pettka 694 Posted June 17, 2015 (edited) 17-06-2015 EXE rev. 131216 (game) EXE rev. 131212 (launcher) Size: ~130 MB DATA Fixed: Even Taru copilot and Speedboat commander have a proper FoV, thanks to http://feedback.arma3.com/view.php?id=9173#c94239 Changed: Default angle of Kart and Quad bike driver is now horizontal Added: Chaff to the countermeasure particle effect Fixed: Showcase Tanks - Tank crew no longer refuses to leave the helicopter at the mission start Changed: Engineers have provided most cars with new tires that are more durable against punctures Fixed: Objects inherited from the Wall_F class will now be fixated in a vertical position when placed in Zeus ENGINE Added: exportJIPMessages script command for logging contents of the JIP queue to a file Fixed: Zoom in should now happen when you RMB click in all turned out positions in any vehicle Changed: Steam tags placed into classes according to steam categories Removed mod type tags from tags selection display If there are at least 7 tags assigned to a mission, the game adds a 'Tag Review' tag during publishing LAUNCHER Fixed: Hotfix for the detection of a corrupted configuration file. Before the fix, the corrupted configuration file wasn't detected correctly, thus automatic repair of configuration file wasn't triggered and the application was unable to run. Added: A simple crash report is saved to the logs folder and to the user desktop in case of an unhandled crash. This will be improved in the future with a custom crash dialogue. I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris is being questioned about the new terrain on every corner. Edited June 22, 2015 by DnA Share this post Link to post Share on other sites