bis_iceman 7385 Posted October 31, 2016 31-10-2016 EXE rev. 139074 (game) EXE rev. 139074 (launcher) Size: ~37.3 MB DATA No data update for today ENGINE Fixed: Players in the multiplayer lobby would be listed as hosts / admins Fixed: Admins would get stuck on the loading screen if the scenario started without selecting a role first Tweaked: Empty namespace variable names are no longer allowed Fixed: The "Play" button in the Campaigns and Challenges menus would display changes inconsistently Eden Editor Fixed: Group lines would remain active after deleting a character Fixed: Entities were not displayed in layers after returning from a Preview if the visibility / transformation toggle was used Tweaked: Transform > Move to formation is now properly rotating all selected entities according to their group leader 7 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 1, 2016 01-11-2016 EXE rev. 139088 (game) EXE rev. 139088 (launcher) Size: ~3.1 GB (depends on Apex ownership) DATA Fixed: Geometries inside the military offices Tweaked: Improved tactical pace individual audio settings for footsteps Tweaked: The volume of footsteps on straw was adjusted Added: New tactical pace boots audio assets for Tanoa Tweaked The Protector SMG can now attach Flashlight and Laser Pointer to the side rail Tweaked: Civil variants of Zamak trucks have new textures. There is also another color for their cabins. Fixed: It was possible to hijack UI elements for malicious code execution in multiplayer (Arma 3 Security FT ticket) Eden Editor Tweaked: The "Init" text field in the system attributes now only has 3 lines instead of 5. It's not used as often, so the change saves some space. Fixed: Checkboxes didn't recognize string input values Tweaked: All modules in the "Object Modifiers" category are now using the new Eden Editor attribute system Added: "Apply to" attribute in several modules now also lists all editor layers. This way, it's possible to apply module function on all objects within the layer. Tweaked: "Create Task" module icon ENGINE Tweaked: The InventoryOpened Event Handler now provides more Intel on what containers were opened (http://feedback.arma3.com/view.php?id=23192) 6 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 2, 2016 02-11-2016 EXE rev. 139102 (game) EXE rev. 139102 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Tweaked: The door lock prototypes were improved Fixed: Open geometry in a shadow LOD ENGINE Fixed: The inAreaArray ARRAY was using radians instead of degrees Fixed: The inAreaArray LOCATION was ignoring unknown types in the objects / position array Fixed: The mouse cursor would not move along with freelook in the Task Overview interface while in a vehicle Eden Editor Fixed: Pressing Alt + LMB while aiming at an entity would place waypoints Added: A new OverviewTextLocked scenario attribute Added: The getMissionLayerEntities command now works with layer IDs as well 5 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 3, 2016 03-11-2016 EXE rev. 139115 (game) EXE rev. 139115 (launcher) Size: ~4.0 GB (depends on Apex ownership) DATA Tweaked: The volume of footstep sounds on stone surfaces was lowered Tweaked: Sounds for footsteps on stone and grass surfaces were improved Tweaked: The grassTall sounds were improved Added: New sounds for crawling through (shallow) water Tweaked: Doorway collision geometry for the Airport_01_controlTower_F and Airport_01_terminal_F structures was improved Fixed: Incorrect text in the texture of the Bullet Trap Added: The currently equipped CfgMagazines and CfgAmmo classes are bookmarked by default in the Config Viewer Fixed: The BIS_fnc_attachToRelative and BIS_fnc_weaponDirectionRelative functions were affected by waves Fixed: The Zamak truck would have trouble entering the airfield in Showcase Gunships Fixed: Setting a rank via the Rank module was not working Eden Editor Fixed: The "Advanced Flight Model" attribute was missing from the editor's General attributes ENGINE Fixed: Commanders would need to unmark a target before marking another one Fixed: Empty variable names "" in for loops would cause the game to freeze (https://feedback.bistudio.com/T120748) 11 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 4, 2016 04-11-2016 EXE rev. 139146 (game) EXE rev. 139146 (launcher) Size: ~1.6 GB (depends on Apex ownership) DATA Fixed: Helicopters would sometimes land inside the town instead of their dedicated LZs in Showcase Firing From Vehicles Fixed: Reconnecting to a server as Zeus would no longer allow to remotely control a previously controlled unit Fixed: A problem with stamina postprocesses on new Intel drivers The East Wind (potential spoilers) Fixed: Camp Rogain would sometimes not respond to Adams trying to reach them after the AAF attack in the Drawdown 2035 scenario Tweaked: The Game Over scenario loading time is now improved (https://feedback.bistudio.com/T76352) ENGINE Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0") Added: New selectMin and selectMax script commands (returning minimal and maximal values of an array) Fixed: The game could get stuck when downloading a scenario while the server changed a scenario to another one Fixed: Some of the weapon animations were not visible for the Virtual Spectator Fixed: Tracked amphibious vehicles were not able to move in water Eden Editor Fixed: The "Script" attribute was not available for SCRIPTED waypoint types Fixed: The "Advanced Flight Model" attribute was missing from the Eden Editor attributes (the fix is now in the engine; the data part was reverted) Fixed: Entity attribute changes would not be saved if the variable name was left empty 15 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 7, 2016 07-11-2016 EXE rev. 139168 (game) EXE rev. 139168 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Tweaked: Wired Fences now have correct fire geometry (WIP) Fixed: The "MultistoryBuilding_01_F" was missing parts of its (fire) geometry (https://feedback.bistudio.com/T118367) Tweaked: The brightness of several props (textures, materials) Fixed: Seize scenarios would not end after time ran out Fixed: Exploitable collision geometry for several Large Altis House variants Fixed: Pillars in the Altis Airport Terminal were missing their collision geometry (http://feedback.arma3.com/view.php?id=27892) Prologue (potential spoilers) Fixed: The intro video would sometimes not be cleared from the screen and instead remain there for the rest of the Reality Check scenario The East Wind (potential spoilers) Fixed: The Strider at the first checkpoint wouldn't move off the road in the Common Enemy scenario ENGINE Eden Editor Fixed: The "Script" attribute could not be applied to SCRIPTED waypoints after reloading a scenario 8 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 8, 2016 08-11-2016 EXE rev. 139201 (game) EXE rev. 139201 (launcher) Size: ~1.8 GB (depends on Apex ownership) DATA Fixed: Wooden Wall Pole had an incorrect fire geometry Tweaked: The fire geometry of palm trees was improved to better correspond with the visual models Fixed: Kart Time Trials didn't correctly trigger the death ending after injuries incompatible with life Fixed: There were too many footstep sounds when strafing slowly in crouched stance Fixed: The camera could get stuck when a directly controlled drone was destroyed Fixed: Tin Wall Pole had an incorrect fire geometry Fixed: Zeus task notification icons could get very small ENGINE Tweaked: The JEMalloc memory allocator was updated to version 4.3.0 Tweaked: The TBB4 memory allocator was updated to version Intel TBB 2017 Update 2 (tbb2017_20161004oss) Fixed: AI would continue firing even after their target was eliminated in some cases (https://feedback.bistudio.com/T71576) Fixed: An opened Diary screen would prevent a scenario from ending in some cases Added: Voting, Role Selection, Briefing and Debriefing timeouts can be set in server.cfgThere are four new parameters to set up timeouts in server.cfg. They can be array values with two numbers for setting different timeouts when players are ready or not. They can also have a single numeric value, both ready and notReady parameters are then set to the given value. Examples:votingTimeOut = 5; //5 seconds for ready and notReady votingTimeOut[] = {5, 10}; //5 seconds for ready, 10 for notReady New parameters:votingTimeOut roleTimeOut briefingTimeOut debriefingTimeOut Eden Editor Fixed: Importing a scenario from the 2D editor with no unit set as player would result in an empty scenario (https://feedback.bistudio.com/T117667) 14 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 9, 2016 09-11-2016 EXE rev. 139218 (game) EXE rev. 139218 (launcher) Size: ~97.8 MB (depends on Apex ownership) DATA Tweaked: The insertion helicopter is now locked until players are supposed to disembark in Showcase Firing From Vehicles Fixed: There were too many footstep sounds when strafing slowly in crouched stance (part 2) Fixed: There were too many crawl sounds being played at once Fixed: Players could run Rook over using a drone in Showcase Drones and the scenario wouldn't fail Added: Servo sound for AH-99 Blackfoot turret movement The East Wind (potential spoilers) Fixed: Players wouldn't be spotted by the checkpoint guards despite approaching them while offroad in the Common Enemy scenario ENGINE Fixed: Crash when the Script field of the Scripted waypoints references a non-existent file Tweaked: Vehicle turrets controlled by AI would watch North too intensively (https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-3#entry3042271) Fixed: The featureSize config value was not behaving correctly Fixed: The GetOutMan Event Handler did not return commanders when it was supposed to 9 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 10, 2016 10-11-2016 EXE rev. 139238 (game) EXE rev. 139238 (launcher) Size: ~90.1 MB (depends on Apex ownership) DATA Fixed: There were too many crawl sounds being played at once (part 2) Fixed: Deleting user profiles would display an obsolete menu color Tweaked: Tasks in the VR Training scenarios now include also direct links to the Field Manual Tweaked: Volume of the radio communication at the beginning of Showcase Commanding was rebalanced Prologue (potential spoilers) Fixed: Players could shoot friendlies without being punished while the screen was fading to black at the start of the final cutscene of the Damage Control scenario The East Wind (potential spoilers) Tweaked: Tasks in the Supply Network scenario now include also direct links to the Field Manual Apex Protocol (potential spoilers) Fixed: Some conversation lines in the Firestarter scenario used unbalanced volumes ENGINE Fixed: Custom face wear of AI soldiers would reset after loading a scenario Fixed: Using the "Destroy" waypoint type could cause AI units to flee instead of engaging targets 7 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 11, 2016 11-11-2016 EXE rev. 139263 (game) EXE rev. 139263 (launcher) Size: ~486.6 MB (depends on Apex ownership) DATA Fixed: Script errors would appear after connecting to an End Game session as The Virtual Spectator Fixed: Script error when using the Virtual Spectator Apex Protocol (potential spoilers) Fixed: Mission briefing would not be skipped if the scenario was started by a countdown in the Scripted Lobby of the Apex Protocol campaign Fixed: There would be script errors present in the Apex Protocol Scripted Lobby when using an older user profile and changing the difficulty settings ENGINE Fixed: The GetOutMan Event Handler would return commanders too often LAUNCHER Fixed: Launcher was unable to kill the game process in some cases (e.g. because it was blocked by the Operating System) 8 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 14, 2016 14-11-2016 EXE rev. 139290 (game) EXE rev. 139291 (launcher) Size: ~56 MB (depends on Apex ownership) DATA Fixed: Rewards for capturing sectors in the Seize Edoris scenario did not work in some cases Apex Protocol (potential spoilers) Fixed: The extraction boat in the Extraction scenario would refuse to move in some cases (hotfix) ENGINE Added: New TurnIn and TurnOut Event Handlers (firing when hatches are opened / closed; parameters: [vehicle, person, turret path]) Fixed: Dialogues played over the radio could get stuck and time out if the player got too close to the speaker Fixed: The GetIn Event Handler did not always return commanders for turret positions 9 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 15, 2016 15-11-2016 EXE rev. 139318 (game) EXE rev. 139307 (launcher) Size: ~295.9 MB (depends on Apex ownership) DATA Tweaked: The Tanoa main menu preview video was updated Tweaked: Minimum overall & object visibility are now forced to ensure players can see the helicopter wreck from the UAV in Showcase Firing From Vehicles Added: Vaulting movement sound Added: New samples for M320 bolt movement Apex Protocol (potential spoilers) Fixed: Depending on the players' actions, Miller would sometimes say the wrong thing in regards to the first drone, or not say anything at all in the Apex Protocol scenario The East Wind (potential spoilers) Fixed: Players could enter enemy-occupied vehicles in the Situation Normal scenario in some cases Eden Editor Tweaked: Range settings for camera movement in the Eden editor were adjusted. Users can now lower them down to 10% or up to 300%. ENGINE Fixed: Using the setObjectViewDistance command would also modify Video Options settings Fixed: Task Status was not properly shown in the Diary interface Added: Tactical Pings are now shown on the 2D map as well Eden Editor Fixed: Selecting an item in the Asset List would cause its icon to flash at the [0,0,0] coordinates 7 Share this post Link to post Share on other sites
DnA 4691 Posted November 16, 2016 16-11-2016 There will not be an update today due to required team members being engaged in a company event. 6 Share this post Link to post Share on other sites
DnA 4691 Posted November 17, 2016 17-11-2016 There is no update today because of a Czech national holiday ('Orange' DLC development continues ;)). 11 Share this post Link to post Share on other sites
pettka 694 Posted November 18, 2016 18-11-2016 EXE rev. 139347 (game) EXE rev. 139347 (launcher) Size: ~345 MB (depends on Apex ownership) DATA Fixed: The Zone Restriction module would not work with preset area triggers from Eden Editor Added: MP functionality to the Friendly Fire module Tweaked: Player overstepping an obstacle movement sound - setting in config files - raised volume of related movement sounds Fixed: Error message in End Game scenarios Fixed: Incorrect animation when swimming on the water surface Tweaked: Minor turret servo sound adjustments Apex Protocol (potential spoilers) Fixed: Being dead at the end of the End Game scenario would result in a flickering cursor in the final video and credits ENGINE Tweaked: AI driver precision of following the leader vehicle Fixed: AI drivers in groups would have trouble crossing bridges on Tanoa Tweaked: AI drivers - commanded speeds "slow" and "normal" to be slower The East Wind (potential spoilers) Fixed: AI following vehicles could navigate incorrectly in the Supply Network scenario 14 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 21, 2016 21-11-2016 EXE rev. 139357 (game) EXE rev. 139367 (launcher) Size: ~4.3 GB (depends on Apex ownership) DATA Tweaked: The volume of footstep sounds on water was balanced Fixed: A "Wet" sound layer for footsteps was missing for the asphalt surface Fixed: Standing on the roof of Church_02 could cause objects to disappear (https://feedback.bistudio.com/T119597) Fixed: The BIS_fnc_arrayShuffle function could affect the source array Added: A new sound for the Tactical Ping (different from the Zeus pings) Fixed: The strategic map was too dark (campaign) Fixed: A missing sound for incoming missiles in an aircraft Fixed: Various environment prop art glitches Fixed: Setting scripted waypoint types in Zeus was not working correctly (https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/) ENGINE No EXE changes for today 8 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 22, 2016 22-11-2016 EXE rev. 139374 (game) EXE rev. 139374 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Fixed: CSAT Pacific Team Leaders were missing an UGL for their rifle Fixed: CSAT Team Leaders, Squad Leaders, Recon Team Leaders and Spotters had incorrect camouflage variants of the ARCO optics Fixed: The Autocannon task in the Helicopters Virtual Training could be completed without player input Fixed: Names of the Support scenarios would be displayed incorrectly in the multiplayer lobby (mission folder names instead of localized names) Added: Map markers for HQ in Support scenarios Fixed: Awarded support could target groups and vehicles in the player base or its vicinity in Support scenarios Fixed: JIPing players could trigger task reassignment on other players Added: A new BIS_fnc_exportGUIBaseClasses function to copy basic GUI macros and base classes (e.g. RscText) to the clipboard Eden Editor Added: A new menu to preview available GUI grids. Access it by executing following code in Eden Editor's debug console: 0 = (findDisplay 313) createDisplay "RscTestGrids"; (https://community.bistudio.com/wiki/GUI_Coordinates) ENGINE Added: Tactical Ping markers can now be placed through the map interface LAUNCHER Fixed: Special characters in texts were displayed incorrectly 8 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 23, 2016 23-11-2016 EXE rev. 139383 (game) EXE rev. 139383 (launcher) Size: ~306.2 MB (depends on Apex ownership) DATA Fixed: CSAT Viper's Special Purpose Suit could block the view of NGVs Apex Protocol (potential spoilers) Fixed: Players could respawn despite the option being disabled in the Apex Protocol campaign lobby ENGINE No EXE changes for today 6 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 24, 2016 24-11-2016 EXE rev. 139401 (game) EXE rev. 139396 (launcher) Size: ~4.3 GB (depends on Apex ownership) DATA Fixed: There would be no sound when a vehicle collided with water Tweaked: Icons in the Zeus Custom Objective module were updated to Eden Editor versions Tweaked: Virtual Spectator mode is now described in the Field Manual Tweaked: The volume of servo ramp samples of VTOLs was increased Fixed: Information about used DLC content was missing in the Debriefing screen after a scenario failed ENGINE Tweaked: The disassemble action is now available for vehicles with dead crew (e.g. static weapons) Fixed: The camera was facing in the opposite direction in the "Loadmaster" position in Tarus when remotely controlling an entity Fixed: The isRemoteExecuted command would not work as expected in some cases Added: A new IsRemoteExecutedJIP script command 6 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 25, 2016 25-11-2016 EXE rev. 139413 (game) EXE rev. 139413 (launcher) Size: ~2.3 GB (depends on Apex ownership) DATA Fixed: Only the squad leader could disembark from the Hummingbird when playing Showcase Firing from Vehicles in multiplayer ENGINE Fixed: The "Showcasing" Steam Achievement could be unlocked without completing Showcase End Game Fixed: AI vehicle gunners would refuse to engage enemies in multiplayer in some cases 7 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 28, 2016 28-11-2016 EXE rev. 139430 (game) EXE rev. 139430 (launcher) Size: ~1.9 GB (depends on Apex ownership) DATA Added: Sounds for vehicles colliding with water (cars driving through water and planes falling to water) (WIP) Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore Added: Sound for Turn in / out actions for armored vehicles ENGINE Added: New vehicle sound parameter for opening / closing the hatches: "soundTurnIn", "soundTurnOut","soundTurnInInternal", "soundTurnOutInternal" Eden Editor Added: Engine support for sub-categories in the attribute system Fixed: The rotation arrow would point in the incorrect direction when rotating a group after rotating its group leader Fixed: The drop down menu of a combo box could overflow a parent's control group 9 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 29, 2016 29-11-2016 EXE rev. 139453 (game) EXE rev. 139474 (launcher) Size: ~3.7 GB (depends on Apex ownership) DATA Fixed: Zeus could not see newly created respawn vehicles correctly in some cases Tweaked: Collision geometries on various Tanoa structures Tweaked: Decreased the range and volume of underwater mine explosions ENGINE Fixed: Gunship / UAV gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer Fixed: Players could not deny playing the Prologue when there was another instance of the game running (e.g. a Dedicated Server) Fixed: AI vehicle gunners would continue shooting at a target even when it hid behind an obstacle Fixed: Players could be trapped in a vehicle with disabled simulation in some cases Fixed: Tactical Pings via the map would not always be placed at the correct height Eden Editor Added: A new dashed line marking the probability of presence when dragging entities 10 Share this post Link to post Share on other sites
bis_iceman 7385 Posted November 30, 2016 30-11-2016 EXE rev. 139489 (game) EXE rev. 139489 (launcher) Size: ~37.0 MB (depends on Apex ownership) DATA No data changes for today ENGINE Fixed: Tasks were not visible in the Diary after loading the game from a save Fixed: UAV gunner optics were shaking when the FPS was low Eden Editor Added: A new activation type for triggers (detected any player) Fixed: A change in a Logic's area shape would revert after coming back from previewing / restarting the scenario 8 Share this post Link to post Share on other sites
bis_iceman 7385 Posted December 1, 2016 01-12-2016 EXE rev. 139502 (game) EXE rev. 139503 (launcher) Size: ~421.8 MB (depends on Apex ownership) DATA Apex Protocol (potential spoilers) Fixed: The subtitles for conversations playing over the radio in Apex Protocol would display even if the players dropped their radio and couldn't hear them ENGINE Tweaked: The impact origin of ragdolls being triggered is now more precise 7 Share this post Link to post Share on other sites
pettka 694 Posted December 3, 2016 02-12-2016 EXE rev. 139520 (game)EXE rev. 139520 (launcher)Size: ~40 MB DATA No data changes for today ENGINE Fixed: Weapon Info and Stance Indicator could not be switched in the difficulty settings Tweaked: Better network usage for disabled units in Dynamic Simulation Fixed: The Score table tab did not show the Disconnect message box properly in the Debriefing Screen Eden Editor Fixed: Object rotation via the area scale widget did not fire the "attributesChanged3DEN" event 4 Share this post Link to post Share on other sites