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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

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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 by DnA

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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

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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)

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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

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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

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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

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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)

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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

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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

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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

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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

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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

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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

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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.

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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

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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"

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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

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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

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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)

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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

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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.

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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 by DnA

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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 by DnA

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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 by DnA

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