DnA 5129 Posted June 4, 2013 04-06-2013 EXE rev. 06057 Fixed: open parachute action, paraglide orientation (Beta prep) Fixed: showing preview images with path starting with "\" Share this post Link to post Share on other sites
DnA 5129 Posted June 5, 2013 (edited) 05-06-2013 EXE rev. 06113 Build reset to SPOTREP #00005 Edited June 5, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted June 6, 2013 (edited) 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 June 6, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted June 7, 2013 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:) Share this post Link to post Share on other sites
Dwarden 1125 Posted June 10, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted June 11, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted June 12, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted June 13, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted June 14, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted June 17, 2013 (edited) 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 June 17, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted June 18, 2013 18-06-2013 No update today as we are preparing for the staging of Beta content. Share this post Link to post Share on other sites
DnA 5129 Posted June 19, 2013 19-06-2013 For the same reason as yesterday - no update yet. Share this post Link to post Share on other sites
DnA 5129 Posted June 20, 2013 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. Share this post Link to post Share on other sites
DnA 5129 Posted June 21, 2013 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" Share this post Link to post Share on other sites
DnA 5129 Posted June 21, 2013 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 Share this post Link to post Share on other sites
DnA 5129 Posted June 24, 2013 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 Share this post Link to post Share on other sites
DnA 5129 Posted June 26, 2013 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) Share this post Link to post Share on other sites
DnA 5129 Posted June 27, 2013 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 Share this post Link to post Share on other sites
DnA 5129 Posted June 28, 2013 (edited) 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 June 28, 2013 by DnA Added actual changelog Share this post Link to post Share on other sites
DnA 5129 Posted July 1, 2013 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 Share this post Link to post Share on other sites
DnA 5129 Posted July 2, 2013 (edited) 02-07-2013 EXE rev. 107224 Size: ~264 MB Improved thread synchronization of object drawing Fixed command enableEnvironment to toggle off all ambient wildlife (http://feedback.arma3.com/view.php?id=5891) Mostly changes for localization (invisible unless it goes wrong ;)) OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts Further showcase time of day tweaks to match Stratis configuration Fixed: HEMTT windshield destruction (http://feedback.arma3.com/view.php?id=10275) Fixed: HEMTT descruction issues (http://feedback.arma3.com/view.php?id=10389) Edited July 2, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 3, 2013 (edited) 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 July 3, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted July 4, 2013 (edited) 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 July 4, 2013 by DnA Share this post Link to post Share on other sites
DnA 5129 Posted July 5, 2013 05-07-2013 Today is a public holiday in the Czech Republic, and although many of us are working on Beta and release content, there will not be a dev branch update. Share this post Link to post Share on other sites
DnA 5129 Posted July 8, 2013 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. Share this post Link to post Share on other sites