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04-06-2013

EXE rev. 06057

  • Fixed: open parachute action, paraglide orientation (Beta prep)
  • Fixed: showing preview images with path starting with "\"

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05-06-2013

EXE rev. 06113

Edited by DnA

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06-06-2013

EXE rev:icon_twisted: 06178

  • Added optimization of preloading large map features (takes 30 % less time)
  • String table export for multiplayer has been optimized

(Compiled by Pettka, who will be your host during E3)

Edited by DnA

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07-06-2013

EXE rev:icon_twisted: 06195

  • Loading of object LODs has been optimized (changed to hash map, testing proves 60% less time spent on this)
  • Added network communication for UAVs

(Compiled by Pettka again. I am now off to LA, kthxbai :cool:)

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10-06-2013

EXE rev:icon_twisted: 06264

  • Fixed: APOLimiter effect for sounds
  • Adjusted names for units in radio protocol
  • Fixed: Thermal Imaging now works even for proxies
  • Increased performance of particle effects
  • Added support for new video options in engine (UI data are in progress)

Compiled by pettka hidden as a bush while Master lord Joris enjoys his trip to E3

Edited by DnA

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11-06-2013

EXE rev:icon_twisted: 06299

  • Temporary disabled hash map optimization for testing purposes
  • Added empty templates for UAV scripting commands

Compiled by pettka while Master lord Joris prepares announcement of Take On Jet-lag fully independent on next-gen console war

Edited by DnA

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12-06-2013

EXE rev:icon_twisted: 06341

  • Gear network messages optimization
  • Fixed: Wind emitters are prepared only once per simulation
  • Fixed: Adjusted simulation for PhysX objects to be called every simulation step once
  • Fixed: Disabled water camera effect for water-resistant vehicles, added new parameter waterPPInVehicle

Compiled by pettka while Master lord Joris builds his orange-ish house at E3 and prepares his journey to some

Edited by DnA

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13-06-2013

EXE rev:icon_twisted: 06371

  • Removed PhysX forces on releasing of actor
  • Fixed: [MP] Moving non-local uniform from crate to ground did not work correctly
  • Fixed: Deleting expired light effects

Compiled by pettka while Master lord Joris defends Project Splendid from DayZizzle fans, explains that we have

than CoD and defends his brother from booth lizards (seems like Korneel has set privacy wrong for the pic) Edited by DnA

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14-06-2013

No new EXE

  • Sorry, no changes today as the EXE didn't get through tests well

Compiled by pettka while Master lord Joris is

the media (because he knows how to play :icon_twisted:) Edited by DnA

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17-06-2013

EXE rev:icon_twisted: 06546

  • Added: Scripting support for CTree UI control
  • Added: RPT header now contains allocator library used in the game
  • Added: AI is now better able to adjust shots at longer distances
  • Fixed: AI is better in choice of weapons
  • Added: Doppler effect to modify source frequency
  • Added: PhysX particles have been enabled (technology test only so far!)
  • Added: New colision sound sources for soldiers and small trees
  • Optimized complexity of hash map optimizations
  • Fixed: Wind in same direction as helicopter is decreasing helicopter air friction (untested)
  • Added: Optimization profiling for export of world objects
  • Fixed: Removing EPEJoints after object has been streamed out

Compiled by pettka while Master lord Joris is still jetlagging

Edited by DnA

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18-06-2013

No update today as we are preparing for the staging of Beta content.

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19-06-2013

For the same reason as yesterday - no update yet.

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20-06-2013

Today should be the last day of interrupted service - tomorrow we'd like to stage the entire Beta on this branch. Everything is too dependent on everything else to do any sort of partial update in the meantime.

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21-06-2013

The full Beta was staged on this branch. We will try to update the binary today with 2 WIP fixes:

  • Doppler effect in sounds
  • Script error after loading MP savegame

A full changelog is coming on Tuesday, but here are some relevant changes for user-generated content :)

Removed config classes

Motivation: These classes were not used by default soldier load-outs and we deemed them unnecessary. Some of them used wrong optics for the given side of the weapon, some didn't make any sense. We would like to encourage adding different weapons rather via scripting and specific add-ons to them than having bazillions of pre-defined guns few people are likely to use and we cannot maintain quality control on them all.

arifle_MX_TWS_snds_F, arifle_MX_ACOg_point_F, arifle_MX_GL_ACOg_point_F, arifle_MX_GL_COWS_point_F, arifle_MXC_Holo_point_snds_F, arifle_MXC_ACOg_point_F, arifle_MXC_COWS_point_F, arifle_MXC_ACO_flash_F, arifle_MXC_ACOg_flash_F, arifle_MXC_Nstalker_point_F, arifle_MX_SW_ARCO_point_F, arifle_MX_SW_NVS_point_snds_F, arifle_MX_SW_TWSMG_point_snds_F, arifle_MXM_ARCO_point_F, arifle_MXM_SOS_point_F, arifle_MXM_TWSS_F, arifle_Khaybar_C_Nstalker_point_F, arifle_Khaybar_C_ACOg_flash_snds_F, arifle_Khaybar_C_ACOg_F, arifle_Khaybar_COWS_point_F, arifle_Khaybar_Hamr_point_F, arifle_Khaybar_Nstalker_point_F, arifle_Khaybar_TWS_F, arifle_Khaybar_GL_COWS_point_F, arifle_Khaybar_GL_Nstalker_point_F, LMG_Mk200_COWS_point_snds_F, LMG_Mk200_COWS_pointer_F, LMG_Mk200_TWSMG_F, LMG_Mk200_Holo_point_F, LMG_Mk200_Holo_point_snds_F, LMG_Mk200_ACO_F, LMG_Mk200_ACO_point_F, arifle_TRG20_Nstalker_point_F, arifle_TRG20_Holo_point_F, arifle_TRG21_Hamr_point_F, arifle_TRG21_COWS_point_F, arifle_TRG21_Nstalker_point_F, arifle_TRG21_GL_Hamr_point_F, arifle_TRG21_GL_ARCO_point_F, arifle_TRG21_GL_COWS_point_F, arifle_TRG21_GL_Nstalker_point_F, arifle_Mk20C_ACO_snds_F, arifle_Mk20_COWS_point_F, arifle_Mk20_GL_Mark_F, arifle_Mk20_Mark_F, srifle_EBR_Nstalker_point_F, srifle_EBR_SOS_F, srifle_EBR_ACO_point_F, srifle_EBR_Holo_F, srifle_EBR_Mark_point_snds_F, srifle_EBR_Hamr_F, srifle_EBR_Hamr_point_F, arifle_SDAR_ACO_point_F

Renamed config classes

  • arifle_Khaybar_C_ACOg_point_F -> arifle_Katiba_C_ACO_pointer_F
  • arifle_Khaybar_C_ACOg_F -> arifle_Katiba_C_ACO_F
  • arifle_Khaybar_ACOg_point_F -> arifle_Katiba_ACO_pointer_F
  • arifle_Khaybar_ARCO_point_F -> arifle_Katiba_ARCO_pointer_F
  • arifle_Khaybar_ACOg_F -> arifle_Khaybar_ACO_F
  • arifle_Khaybar_GL_ACOg_point_F -> arifle_Katiba_GL_ACO_pointer_F
  • arifle_MX_ACO_pointer_F
  • arifle_MX_point_F -> arifle_MX_pointer_F
  • arifle_MX_Holo_point_F -> arifle_MX_Holo_pointer_F
  • arifle_MX_Hamr_point_F -> arifle_MX_Hamr_pointer_F
  • arifle_MX_ACO_point_F -> arifle_MX_ACO_pointer_F
  • arifle_MX_GL_ACO_point_F -> arifle_MX_GL_ACO_pointer_F
  • arifle_MX_GL_Hamr_point_F -> arifle_MX_GL_Hamr_pointer_F
  • arifle_MXC_Holo_point_F -> arifle_MXC_Holo_pointer_F
  • arifle_MX_SW_Hamr_point_F -> arifle_MX_SW_Hamr_pointer_F
  • arifle_MXM_Hamr_point_F -> arifle_MXM_Hamr_pointer_F
  • arifle_TRG20_ACO_point_F -> arifle_TRG20_ACO_pointer_F
  • arifle_TRG21_ACO_point_F -> arifle_TRG21_ACO_pointer_F
  • arifle_TRG21_ARCO_point_F -> arifle_TRG21_ARCO_pointer_F
  • arifle_TRG21_GL_ACO_point_F -> arifle_TRG21_GL_ACO_pointer_F
  • LMG_Mk200_ARCO_F -> LMG_Mk200_MRCO_F
  • LMG_Mk200_ARCO_pointer_F -> LMG_Mk200_pointer_F
  • arifle_SDAR_ACOg_F -> arifle_SDAR_ACO_grn_F
  • arifle_SDAR_ACO_F -> arifle_SDAR_ACO_red_F
  • arifle_SDAR_ARCO_point_F -> arifle_SDAR_ARCO_pointer_F
  • arifle_SDAR_Nstalker_point_F -> arifle_SDAR_Nstalker_pointer_F
  • srifle_EBR_MRCO_point_F -> srifle_EBR_MRCO_pointer_F
  • srifle_EBR_ARCO_point_F -> srifle_EBR_ARCO_pointer_F
  • arifle_TRG20_ACOg_F -> arifle_TRG20_ACO_F
  • arifle_TRG20_ACOg_point_F -> arifle_TRG20_ACO_pointer_F
  • arifle_TRG20_ACOg_flash_snds_F -> arifle_TRG20_ACO_flash_F
  • arifle_TRG21_ACOg_point_F -> arifle_TRG21_ACO_pointer_F
  • arifle_TRG21_GL_ACOg_point_F -> arifle_TRG21_GL_ACO_pointer_F
  • arifle_Mk20C_ACOg_F -> arifle_Mk20C_ACO_F
  • arifle_Mk20_ACOG_F -> arifle_Mk20_MRCO_F
  • arifle_Mk20_GL_ACOG_point_F -> arifle_Mk20_GL_MRCO_pointer_F
  • arifle_Mk20_GL_ACOgrn_F -> arifle_Mk20_GL_ACO_F
  • srifle_EBR_ACOg_point_F -> srifle_EBR_ACO_pointer_F
  • srifle_EBR_Mark_F -> srifle_EBR_MRCO_pointer_F

Reasoning: Weapon class names have been unified across the whole scale of weapons to be more consistent with the rest of game. There is no need to differentiate ACO colors in the class name of the weapon because each weapon is given only to specific side which use some color of ACO.

  • MH9_Base_F -> Heli_Light_01_base_F
  • B_MH9_F -> B_Heli_Light_01_F
  • AH9_Base_F -> Heli_Light_01_armed_base_F
  • B_AH9_F -> B_Heli_Light_01_armed_F
  • Rubber_duck_base -> Rubber_duck_base_F
  • B_Assaultboat -> B_Boat_Transport_01_F
  • O_Assaultboat -> O_Boat_Transport_01_F
  • Rescue_duck_base -> Rescue_duck_base_F
  • Speedboat_Base -> Boat_Armed_01_base_F
  • Speedboat_minigun_Base -> Boat_Armed_01_minigun_base_F
  • B_SpeedBoat -> B_Boat_Armed_01_minigun_F
  • O_SpeedBoat -> O_Boat_Armed_01_hmg_F
  • Hunter_Base -> MRAP_01_base_F
  • Hunter_RCWS_Base -> MRAP_01_gmg_base_F
  • Hunter_HMG_Base -> MRAP_01_hmg_base_F
  • B_Hunter_F -> B_MRAP_01_F
  • B_Hunter_RCWS_F -> B_MRAP_01_gmg_F
  • B_Hunter_HMG_F -> B_MRAP_01_hmg_F
  • Ifrit_Base -> MRAP_02_base_F
  • Ifrit_MG_Base -> MRAP_02_hmg_base_F
  • Ifrit_GMG_Base -> MRAP_02_gmg_base_F
  • O_Ifrit_F -> O_MRAP_02_F
  • O_Ifrit_MG_F -> O_MRAP_02_hmg_F
  • O_Ifrit_GMG_F -> O_MRAP_02_gmg_F
  • Offroad_Base -> Offroad_01_base_F
  • c_offroad -> C_Offroad_01_F
  • Quadbike_Base_F -> Quadbike_01_base_F
  • B_Quadbike_F -> B_Quadbike_01_F
  • O_Quadbike_F -> O_Quadbike_01_F
  • Mk6_Mortar_Base -> Mortar_01_base_F
  • B_Mk6 -> B_Mortar_01_F
  • O_Mk6 -> O_Mortar_01_F
  • B_Mk6Mortar_Support -> B_Mortar_01_support_F
  • B_Mk6Mortar_Wpn -> B_Mortar_01_weapon_F

Reasoning: We decided to change class names of vehicles to more generic ones to support possible renaming (as it may be seen on some assets) and easier mission scripting. It should be easier for mission maker to simply add a MRAP by describing it in class name rather to remember all the names of assets.

Script command changes

  • Script command "items" returns only items that are not magazines, explosives, grenades and that are not linked to unit
  • Script command "addItem" returns error message "No entry...!" if invalid config name is used
  • Script command "removeAllItems" removes only items listed by command "items"
  • Script command "weapons" lists also weapons in inventory
  • Script command "removeItemFromPrimaryWeapon" renamed to "removePrimaryWeaponItem"
  • Returned array of script command "assignedItems" does not contain headgear and goggles
  • New script command "removeAllPrimaryWeaponItems"
  • New script command "removeHandgunItem"
  • New script command "removeAllHandgunItems"
  • New script command "canAdd"
  • New script command "primaryWeaponMagazine"
  • New script command "secondaryWeaponMagazine"
  • New script command "handgunMagazine"

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21-06-2013 (update 2)

  • Audio issues with high pitch artifacts hotfixed. This meant disabling some of the newer audio filters until a proper fix is made.
  • Fixed: Error after loading coop scenario savegame in MP
  • Fixed: HEMMT passengers trying to sit on top of each other
  • Potentially Fixed: Combined Arms coop not having tasks on Dedicated Servers

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24-06-2013

  • Audio issues related to distance filtering and Doppler-effect fixed moar better
  • Potentially Fixed: character spasms (probably caused by getting hurt from flames)
  • Fixed: Tasks did not work well on Dedicated Servers

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26-06-2013

EXE rev. 106951

  • New: Interface Layout configuration tool added to Game Options
  • Multiplayer missions sometimes failed with "All players have died" ending, even though some players were still alive and respawn slots available. Problem potentially hotfixed, but might still occur (http://feedback.arma3.com/view.php?id=10324)
  • Fixed: AMV map icon too small (http://feedback.arma3.com/view.php?id=9950)
  • Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore
  • Added: Wind synchronization in MP
  • Adjusted radius of Zamak destroyed wheels
  • Zamak now has correct wheels destroyed by shooting
  • HEMTT now has correct destruction of cargo part
  • GM6 rate of fire has been adjusted
  • Gunner and driver of class Car and its children now use optics to detect targets
  • Fixed: Items disappear during inventory operations (http://feedback.arma3.com/view.php?id=9367)
  • Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds
  • Fixed: Unable to take weapons from non-local containers
  • Fix and slight optimization of detection of Simul Weather optimization
  • Fixed: MP unable to throw grenades after taking vest from ground
  • Tweaking of wheels and suspension of both APCs (floating in air)

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27-06-2013

EXE rev. 106998

  • Known issue: main menu pop-up error about a sign
  • Known issue: main menu scene and playable content can be too dark due to Stratis daytime tweaks
  • Fixed: Magazine not being removed for other clients if some player loads it directly into their gun
  • AI use TI to detect enemy
  • AI icons in role assignment screen are not deformed anymore
  • Cargo is now able to open and doors of UH-80
  • Added day camouflage variant of Ghost Hawk
  • Doors of Ghost Hawk are open and closed while getting out
  • Cargo of all helicopters is now able to eject and paradrop (the latter if they take parachute bags first)
  • Doors of Mi-48 are closed by default now
  • Fixed: Scripting mistake in BIS_fnc_arrayShift (http://feedback.arma3.com/view.php?id=10276)
  • Fixed: Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
  • Adjusted Stratis world coordinates (affects time of day effects)
  • Animal Sites enabled

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28-06-2013

EXE rev. 107070

Size: ~360 MB

  • Fixed: Start-up error about a sign
  • Fixed: Stratis world scene time of day
  • Fixed: Brightness of nearby objects in the first frame after map display is closed
  • Removed warp when reloading in 3D optics
  • Fixed: Players could not access vehicles that cannot move
  • Fixed getting in UH-80 as pilot for more players simultaneously
  • Added parachutes to light helicopters
  • Cargo of light helicopters is now able to eject and paradrop (the latter if they take parachute bags first)
  • Weapons of CH-49 cargo no longer stick out of the roof
  • Tweaked hit points of the CH-49 Mohawk
  • Parachuting soldiers aren’t sad anymore
  • Tweaked basic setting of the direction of grenade throws
  • Changed magazine for Green faction pistol in equipment
  • Fixed: Custom layout settings did not work
  • Fixed: Resizing elements didn't work in custom layout menu
  • Added: Notifications now support independent definition of picture color and picture text color
  • Animal Site generation reworked into a function
  • Disabled levitation of the Strider wheels
  • Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
  • Fixed: Selections of windows on airport control tower (http://feedback.arma3.com/view.php?id=9507)
  • Aiming of the ACP-C2 has been adjusted
  • ACP-C2 uses .45 magazines
  • Improved ASRAAM behavior
  • Tweaked recoils for Scorpion and Vermin

Edited by DnA
Added actual changelog

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01-07-2013

EXE rev. 107150

Size: ~130 MB

  • Support for Steam friend invites / joins
  • Disable loading screen when switching closing map
  • Mi-48 cargo now uses doors while getting in and out
  • Added cargo parachutes for supports (see http://forums.bistudio.com/showthread.php?157779-Supply-drop&p=2426799&viewfull=1#post2426799)
  • Marid crew should now abandon vehicle when all steerable wheels are gone
  • Speedboat water friction has been tweaked
  • Green faction has its SDV now
  • Suffocating PP effects disabled for animals
  • Showcase Infantry time of day adjusted for Stratis changes
  • Firing Drills - COF Green - updated to reflect changed magazines for sidearm
  • Firing Drills - Times of day tweaked to match new Stratis configuration
  • Firing Drills - Use of color was inconsistent for non-medal times
  • Firing Drills - Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
  • Animal Sites - MP support added
  • Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
  • Basic collimator optics should have the same zeroing

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02-07-2013

EXE rev. 107224

Size: ~264 MB

Edited by DnA

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03-07-2013

EXE rev. 07302

Size: ~154 MB

  • FIX: When user tries to place a vest or uniform into a backpack from ground, target backpack will be copied and stored on a ground
  • FIX: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
  • FIX: Helicopter don't wait with another burst of CM
  • FIX: Text alignment support for map icons
  • ADDED: Some more localization (which shouldn't be noted in ideal case :icon_twisted:)
  • ADDED: New reload of Mk. 20 rifle
  • ADDED: OPFOR helmet head-up displays retracted
  • ADDED: NVGs are displayed on soldiers even when toggled off
  • FIX: Marid should have correct name of weapons
  • FIX: OPFOR Recon should have their weapons back
  • FIX: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
  • FIX: Mortar sound reload spectral edited
  • FIX: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
  • ADDED: Fire mode switches are now animated for most weapons (WIP)

:icon_twisted:

Compiled by Pettka while Master Ãœberlord Joris hopes that Royal Overlord Jay doesn't add too much about him in this post

Nah.. we're done with our Dutch cultural lessons - in the end, we're all part of the same

. Edited by DnA

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04-07-2013

EXE rev. 107360

Size: ~162 MB

  • Fixed: Cargo cannot take control from commander
  • Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and/or purpose should share corresponding values with minor side unique differences. All changes takes the recent unit inventory loads into consideration, so all equipment should fit well. The purpose was to make the capacity potential more organized and also little less prone to cases of missing equipment caused by design changes in unit inventory loads.
  • Fixed OPFOR Recon inventory loadout
  • Fixed: respawnDelay entry was ignored when defined as a string, not as a number
  • Added: BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
  • Added: Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units"
  • Ifrit crew is now able to open and close doors while disembarking
  • Engines of armed Strider hit points now have correct names
  • Fixed: HEMTT exhaust right next to passenger head

Edited by DnA

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08-07-2013

Today will again not see an update. Tomorrow however, we intend to stage our first Beta patch on this branch. The SITREP will detail some of the changes coming in that patch.

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