Jump to content
DnA

Development Branch Changelog

Recommended Posts

05-12-2016 

EXE rev. 139546 (game) 

EXE rev. 139548 (launcher)  

Size: ~1.5 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: Swimming would make no sound 
  • Fixed: Vaulting would not make any sound in some cases 
  • Tweaked: Accessing the Supports menu (0-8) now makes the menu active, which also displays a special cursor 
  • Fixed: 'Alpha' and 'Beta' menu color presets had incorrect values 
  • Added: Titles of Advanced Hints are now structured text and can be multi-line 
  • Added: The scene behind the Debriefing screen is now blurred 
Eden Editor 

  • Added: An ability to access the Field Manual from the Eden workspace (Tools > Field Manual) 
  • Fixed: Moving the camera to a comment (i.e. pressing 'F' when a comment is selected) didn't work
  • Added: In Advanced Hints system, it's now possible to access default variables (i.e., %1 to %10) in custom arguments 
  • Tweaked: The default size of the structured text (ctrlStructuredText) now matches the size of plain text (ctrlStatic)
ENGINE 

  • Fixed: A rare crash when switching from the main menu to a campaign selection and back 
Eden Editor 

LAUNCHER 

  • Fixed: Some items in the News list could display excessive white space around it 
  • Like 6

Share this post


Link to post
Share on other sites

06-12-2016  
EXE rev. 139561 (game)  
EXE rev. 139561 (launcher)   
Size: ~793.5 MB (depends on Apex ownership)  

DATA   

  • Tweaked: Rabbits, snakes and fish are no longer bleeding 
  • Tweaked: Swimming sound assets were updated 
  • Tweaked: Parachute sounds now use the SoundSet and SoundShader implementation 
  • Tweaked: Dome parts in \A3\Structures_F\Research\ are back for backwards compatibility (not used by the main dome models)

ENGINE  

  • Like 6

Share this post


Link to post
Share on other sites

07-12-2016  
EXE rev. 139584 (game)  
EXE rev. 139579 (launcher)   
Size: ~1.0 GB (depends on Apex ownership)  

DATA   

  • Fixed: Some footstep sounds could be heard behind the player (https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/)
  • Tweaked: Footstep sound volumes are now more balanced 
  • Tweaked: The black and white Orcas were changed to the ones with regular liveries in Support Katalaki 
  • Added: A new Fuel hit point for tracked armored vehicles (so they can loose fuel) (WIP) 
  • Added A new Hull hit point for wheeled vehicles (so they can be destroyed on a single critical hit) (WIP) 
  • Fixed: The whiteboard in Showcase CSAT was displaying incorrect Intel about the caliber of the T-100 Varsuk 
  • Tweaked: Color presets in the Game Options menu are now sorted alphabetically 
  • Fixed: The Apex Protocol Main Menu spotlight was shown every time, even when Apex was not installed

ENGINE  

  • Added: New "engineTemp", "wheelsTemp" and "turretGunTemp" vehicle animation sources 
  • Added: A new crosshair difficulty option (to disable the crosshair and crew aim indicator in vehicles; CCIP is visible only in optics) 
  • Tweaked: AI drivers of tracked vehicles should now drive more reliably in specific cases (less zig-zagging in high speeds, low-speed turning around)
  • Like 6

Share this post


Link to post
Share on other sites

12-12-2016 
EXE rev. 139640 (game) 
EXE rev. 139640 (launcher)  
Size: ~2.7 GB (depends on Apex ownership)
 

DATA  

  • Fixed: A-143 Buzzard and a few other vehicles were missing collision sounds
  • Tweaked: The showScoretable command resets when a new Debriefing screen is created 
  • Tweaked: Helicopters should now produce sounds when falling into water 
  • Tweaked: The gear retraction sounds of the AH-99 Blackfoot were improved 
  • Tweaked: Smaller buildings are now overall less durable than the large ones, especially against high caliber shells 
  • Tweaked: Particular building hit points are now easier to destroy  
  • Tweaked: All buildings now receive 25% more explosive damage 

ENGINE 

  • Added: A new terrainIntersectAtASL script command  
  • Fixed: It was not possible to open the drop-down menu of the UAV terminal and Artillery Computer 
  • Added: A new enableWeaponDisassembly script command 
  • Added: New setFlagAnimationPhase and getFlagAnimationPhase script commands 
  • Fixed: Several issues with the Dynamic Simulation on Dedicated Servers 
  • Fixed: The Car "Hull" indicator behaved incorrectly 
  • Fixed: the TurnIn / TurnOut Event Handlers would return [] for the driver turret (instead of [-1]) 
  • Fixed: Vehicles would start braking too late and could miss their waypoints 
  • Fixed: Potential crash when the game is closed with a score table open 
  • Added: A new isSimpleObject script command 
  • Fixed: The Respawn Menu would not work correctly after saving and loading a scenario in multiplayer 
  • Added: Support for randomly generated values based on a seed (random command)
  • Fixed: The image type of a squad.xml logo was not checked in all cases

LAUNCHER 

  • Tweaked: The memory limit for 32-bit executables on 64-bit Operating Systems is increased from 2047 MB to 3071 MB
  • Like 12

Share this post


Link to post
Share on other sites

13-12-2016 
EXE rev. 139663 (game) 
EXE rev. 139660 (launcher)  
Size: ~64 MB (depends on Apex ownership) 

 

DATA  

  • No data update today 

 

ENGINE 

  • Added: 64-bit client executables (read the OPREP for more details / feedback)
  • Fixed: AV pilots / drivers could open their inventory
  • Added: A new "BuildingChanged" mission Event Handler 
  • Added: Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation "shotSubmunitions". Now "shotMissile" works with it as well. See https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit for more details. 
  • Fixed: Potential crash when moving out of a vehicle in multiplayer 

Eden Editor 

  • Added: A new "AttributesChanged3DEN" Event Handler (called when moving / rotating objects)

 

LAUNCHER

  • Added: An ability to select the game platform (32-bit or 64-bit)
  • Added: Checks for compatibility of mods (or precisely its game extensions) with the selected platform
  • Added: When subscribing to a mod in the server browser, users are informed if the mod is platform specific
  • Like 18

Share this post


Link to post
Share on other sites

15-12-2016 
EXE rev. 139709 (game) 
EXE rev. 139721 (launcher)  
Size: ~2.3 GB (depends on Apex ownership)

 

KNOWN ISSUE

  • Pop-up error when entering a vehicle in Eden Editor scenario preview
     

DATA  

  • Added: Combat Patrol multiplayer game mode (feedback)
  • Fixed: Y-32 Xi'an was missing collision sounds
  • Fixed: PAPI lights
  • Fixed: RscDisplayMultiplayer had two default buttons
  • Tweaked: The volume for landing sounds of the AH-99 Blackfoot was increased 
  • Tweaked: Appearance of the Field Manual - a tree structure is now used for topic and hint selection, and it's possible to search in it. 
  • Tweaked: Advanced hints are now formatted using the unified function BIS_fnc_advHintFormat
  • Fixed: Overlapping of mute buttons with a scrollbar in the map
  • Added: When multiple Main Menu spotlight options are available, they are cycled automatically. Users can browse them manually using arrows. 
  • Tweaked: Main Menu spotlights are now configured in CfgMainMenuSpotlight instead of RscDisplayMain >> Spotlight. The old path will still be accepted, but is considered obsolete.

 

ENGINE 

  • Fixed: The shotInstigator command would return an incorrect value if the vehicle commander used Manual Fire 
  • Tweaked: The submunition trigger distance is now also affected by the target distance
  • Fixed: Tasks were not visible in the debriefing when a player died and had Team Switched before
  • Fixed: AI would ignore orders when the player was giving them from within a vehicle 
  • Tweaked: The BuildingChanged mission Event Handler is now triggered even when a building is repaired 

64-bit 

  • Fixed: Some memory was mapped incorrectly

 

LAUNCHER 

  • Fixed: Typo in the maximum memory limit for the 64-bit platform 
  • Added: A pop-up message informing about 64-bit client availability
  • Added: Command line parameters -win32 and -win64 that will force a game platform when started with the -noLauncher parameter
  • Like 10

Share this post


Link to post
Share on other sites

16-12-2016 
EXE rev. 139743 (game) 
EXE rev. 139755 (launcher)  
Size: ~154 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: Mute buttons on the Map interface could overlap with a scroll bar 

 

ENGINE 

  • Added: Support for destroying objects without effects (e.g. explosion, fire, etc.) 
  • Fixed: The minimap would not show UAVs
  • Added: Custom Display Information 
  • Added: Sensor Overhaul
  • Added: Airplanes Hitpoints Extension
  • Added: New animation sources for airplanes: 
    • "aileronTLeftDamaged" 
    • "aileronTRightDamaged" 
    • "aileronBLeftDamaged" 
    • "aileronBRightDamaged" 
  • Added: Script variables are now available for Simple Objects
  • Tweaked: setRank and setUnitRank now work for all clients 
  • Tweaked: AI following a path should now be more precise 
  • Fixed: Crash when accessing a not-yet-created UI
  • Tweaked: The InventoryOpened EH did not provide info on what containers were opened for dead bodies (https://feedback.bistudio.com/T81559)
  • Fixed: Incorrect parsing of mission and map name from the Steam server response
  • Fixed: colorEmpty warning message

Eden Editor 

  • Fixed: Forcing a group into a formation would not work if some units were deleted from the group before 

64-bit 

  • Tweaked: Tobii EyeX is now enabled for 64-bit

 

LAUNCHER 

  • Added: Hiding 32-bit/64-bit specific options based on the selected platform
  • Like 15

Share this post


Link to post
Share on other sites

19-12-2016 - 30-12-2016

There will not be any Dev-Branch updates until January 2nd 2017. Enjoy the holidays everyone! :xmas:

  • Like 26

Share this post


Link to post
Share on other sites

02-01-2017
EXE rev. 139846 (game) 
EXE rev. 139842 (launcher)  
Size: ~9.9 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The Y-32 Xi'an was missing some collision sounds 
  • Fixed: Many buildings and objects were not available for placing in Zeus Game Master scenarios (https://feedback.bistudio.com/T120145) 
  • Tweaked: Steering, internal engine, and thread sounds were updated for the FV-720 Mora, ZSU-39 Tigris, and BTR-K Kamysh 
  • Tweaked: The collision sound settings of the T-100 Varsuk were improved 
  • Added: Showcase NATO now has an updated voice-over (with a speakerphone effect) 
  • Tweaked: Config data for Simple Objects was regenerated, updated and rounded 
  • Fixed: The vertical placement of props was improved  
  • Fixed: Incorrect position of the character hands after loading a loadout which didn't have a weapon in the Virtual Arsenal 
  • Tweaked: When calling artillery support, an option to pick the number of rounds is no longer offered when the last round is left 
  • Added: After calling artillery support, a marker with ETA is shown in the map for the caller 
  • Added: Ability to set a default number of rounds for artillery. Copy this code to the init field of the artillery vehicle: 
    • this setVariable ["BIS_SUPP_useDefaultBurst",3]; //3 is the number of rounds 
    • Also, if you don't want to think about a specific number of rounds, use the default value (usually 3 rounds): 
      •  this setVariable ["BIS_SUPP_useDefaultBurst",true]; //True to enable an automatic default burst 
  • Fixed: Brake sounds were missing on several surfaces for the HEMMT trucks 
  • Added: Multi-line version UI classes RscTextMulti and RscEditMulti for use with scripted controls 
  • Fixed: A "Missing idd" error when RscDisplayEmpty was used with the createDisplay command
  • Fixed: Pacific CSAT characters were sometimes using an English voice-set
  • Fixed: In dynamic groups, there was a chance the wrong parameters would be sent to BIS_fnc_removeScriptedEventHandler
  • Fixed: Changes set by the Weather module were not applied instantly
  • Tweaked: Increased the volume of crash sounds for the Kajman gunship
  • Fixed: A video was still playing after clicking on one of the main menu spotlights and returning back
  • Fixed: The Campaign menu title bar was darker than other menus

 

Eden Editor

  • Tweaked: Area test module (it had no functionality and was there only for object area debugging)

 
ENGINE 

  • Fixed: Airplanes controlled by AI had trouble taking off from most airfields on Altis 
  • Fixed: The enableHT parameter was not handled properly in some cases 
  • Added: A new "cameradir" MFD source 
  • Added: Support for huge pages via the "-hugePages" command line parameter
  • Added: Support for an EnableHugePages function for DLL interfaces 
  • Added: Support of huge pages for the TBB4 memory allocator 
  • Tweaked: The setDriveOnPath command now removes duplicate points (improves finishing the path for AI drivers) 
  • Tweaked: Divers should now properly change weapon ammo when leaving water 
  • Added: Sub-munition ammo type randomization (https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit) 
  • Fixed: There was a delay while showing the crew custom display
  • Added: It is now possible to transport non-vehicle objects in vehicles (via scripting)
  • Fixed: Parachutes would not collide with objects attached to roadways 
  • Fixed: There was a typo in the objectDistaceLimitCoef and viewDistaceLimitCoef parameters 

 

Eden Editor 

  • Added: A new Dragged3DEN Event Handler for entities (fires when an object is dragged in the Eden Editor either by widget or by mouse) 

 

LAUNCHER 

  • Tweaked: Performance was improved for users with a large amount of mods 
  • Tweaked: Memory usage was optimized 
  • Added: Support for the -hugePages startup parameter
  • Added: The "Patrol" game type was added to the server browser
  • Like 21

Share this post


Link to post
Share on other sites

03-01-2017 
EXE rev. 139855 (game) 
EXE rev. 139855 (launcher)  
Size: ~503.7 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The BIS_fnc_configPath function now has an optional strict mode (https://community.bistudio.com/wiki/BIS_fnc_configPath) 
  • Fixed: There was "Attempt to override final function" message spam in the RPT file
  • Added: IR grenades now have a proper sound for impact with the ground

 

ENGINE 
Eden Editor 

  • Fixed: Characters could be moved to the corner of the terrain after a scenario preview
  • Like 13

Share this post


Link to post
Share on other sites

04-01-2017 
EXE rev. 139870 (game) 
EXE rev. 139870 (launcher)  
Size: ~841 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: The animation freeze at the start of Firing Drills and End Game scenarios was not reliable on sloped surfaces 
  • Fixed: Switching from / to unarmed animations caused characters to slide 
  • Fixed: Crouching and standing up from crouch sometimes wouldn't work after pressing the crouch button 
  • Fixed: Going prone while carrying a launcher during combat pace movement was immediate and seemingly missing an animation (https://feedback.bistudio.com/T116732) 
  • Tweaked: The voice-over for Showcase NATO was updated (including the 'speaker' audio effect) 
  • Tweaked: The audio configuration for quad bikes was improved
  • Tweaked: Get-in memory points on the Tempest Medical truck were adjusted 
  • Fixed: Sling-load assistant was not functioning properly (caused by the recent UI changes) 

 

ENGINE 
Eden Editor 

  • Fixed: Searching by mod in Groups mode did not work correctly

64-bit

  • Tweaked: The 64-bit executable now supports 64-bit FreeTrack and TrackIR DLLs
  • Like 12

Share this post


Link to post
Share on other sites

05-01-2017 
EXE rev. 139882 (game) 
EXE rev. 139882 (launcher)  
Size: ~1.5 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: There was an incorrect name of one file 
  • Fixed: There was no sound when using brakes on a quad bike 
  • Fixed: The sound of falling shells was removed from the starter pistol

 
ENGINE

  • Added: A new "featureType" config parameter replacing "featureSize"  
  • Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes))
  • Fixed: Default displays of vehicles without radar were incorrect
  • Tweaked: The total amount of groups was increased by a factor of 2
  • Like 7

Share this post


Link to post
Share on other sites

06-01-2017 
EXE rev. 139899 (game) 
EXE rev. 139899 (launcher)  
Size: ~898 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Hit point positions in wheeled and tracked APCs and the position of hit points on the Kuma tank tracks were adjusted
  • Tweaked: Durability of armored vehicles to remove some damage inconsistencies introduced along with the experimental addition of fuel hit points 
  • Fixed: The RscMap display triggered a "Missing idd" error when created by script
  • Tweaked: Some of the missing UI_F sounds were added to CfgSounds
  • Tweaked: NATO and CSAT faction showcase compositions and voice-overs
  • Fixed: Burst fire from Slammer LMGs sounded like just one shot instead of a burst

Eden Editor 

  • Added: A new group attribute controlling whether the group should be automatically deleted when empty 

 
ENGINE 

  • Fixed: The next target action would cycle only through enemy vehicles
  • Added: A new "Deleted" Event Handler 
  • Tweaked: Vehicles without waypoints should no longer start their engines at the beginning of scenarios
  • Like 18

Share this post


Link to post
Share on other sites

09-01-2017 
Size: ~2.3 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Added built-in GPS and radio into all tanks, APCs, MRAPs and boats (except rubber boats) 
  • Fixed: The helicopter's cannon would be changed after the 1st task of the Weapon Systems VR Training 
  • Tweaked: Turning main turrets of armored vehicles no longer starts their engines
  • Tweaked: Sound configuration of quad bikes was improved 
  • Tweaked: Surface sounds of the HEMMT trucks were improved 
  • Fixed: On "Very Large" UI size, preview models in the Field Manual were overlapping the text. Preview models are now disabled on "Large" and "Very Large" sizes. 
  • Fixed: Some Field Manual entries which were supposed to be hidden were visible 
  • Tweaked: Size of several vehicle preview models in the Field Manual 
  • Added: Field Manual preview models for explosives 
  • Tweaked: The FuelStation_01_Pump can now be destroyed more easily 

The East Wind (potential spoilers) 

  • Spoiler

    Fixed: The progress of the Signal Lost scenario could get stuck

 

ENGINE

  • No EXE update for today
  • Like 10

Share this post


Link to post
Share on other sites

10-01-2017 
EXE rev. 139925 (game) 
EXE rev. 139925 (launcher)  
Size: ~754 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: Pacific variants of NATO Autorifleman and AT Soldier had incorrect vests in their loadouts
  • Fixed: Offroad_02_F had an incorrectly aligned rear mirror (https://feedback.bistudio.com/T119225)
  • Tweaked: The door angle of Warehouse_03 was improved to prevent incorrect collisions with characters

 

ENGINE 

  • Added: A new typeRecognitionDistance sensor parameter 
  • Tweaked: The GPS is now oriented according to the camera's direction (WIP)
  • Tweaked: In one of the older presets, players were able to change weapon via the context menu to a weapon which they were already holding
  • Tweaked: Collisions with attached objects have been disabled 
  • Tweaked: The MFD "numberEach" in source "scale" can be zero to disable text 
  • Fixed: The isRemoteExecuted and isRemoteExecutedJIP commands were not working properly in some cases 
  • Tweaked: CfgDisabledCommands entries no longer need to be listed in lowercase in order to work properly 
  • Fixed: Reading of the "enableParallax" parameter in MFD HUD was not correct 
  • Tweaked: The Diagnostics Executable is now 64-bit only
  • Like 7

Share this post


Link to post
Share on other sites

11-01-2017 
EXE rev. 139940 (game) 
EXE rev. 139940 (launcher)  
Size: ~1.1 GB (depends on Apex ownership) 

 

DATA  

  • Added: Sounds when getting in and out of helicopters (incl. 3D processing type) 
  • Tweaked: Nikos (Formal) now has a weapon visible in first person view 
  • Fixed: Some parts of the AFV-4 Gorgon were not included in its hiddenSelection (https://feedback.bistudio.com/T119594)
  • Fixed: Pacific variants of static weapons could not be assembled (https://feedback.bistudio.com/T119296)

Eden Editor 

  • Fixed: Pacific variants of NATO AT Rifleman and Autorifleman had incorrect Eden Editor preview images
  • Fixed: Offroad (repair) had an incorrect Eden Editor preview image 

 
ENGINE 

  • Fixed: Aiming down the iron sights with a lowered weapon would behave inconsistently 
  • Tweaked: GPS orientation is no longer affected by freelook 
  • Tweaked: A target assigned by a UAV's turret was visible on the Sensor Overview
  • Fixed: UAVs would switch weapons despite the player having manual control over them in some cases
  • Like 10

Share this post


Link to post
Share on other sites

12-01-2017 
EXE rev. 139954 (game) 
EXE rev. 139954 (launcher)  
Size: ~1.3 GB (depends on Apex ownership) 

 

DATA  

  • Fixed: UGL sights of the SPAR16 GL rifle were unfolded when on a character's back
  • Tweaked: Volumes and ranges of audio events related to helicopters (e.g. rope detachment) were improved 
  • Fixed: The BIS_fnc_unpackStaticWeapon function was not working properly 
  • Tweaked: Various improvements to the BIS_fnc_unpackStaticWeapon and BIS_fnc_packStaticWeapon functions 
  • Fixed: The kbTell command would not work properly if the BIS_fnc_kbTellLocal function was called with the parameter denying the direct channel (channel = true) 
  • Fixed: Quadbikes would behave as submarines when driving through water 
  • Tweaked: Collision sounds for Hunter, Ifrit, Quad bike & Offroad were increased (range)
  • Tweaked: Randomized the sounds of collisions into trees

Eden Editor 

  • Fixed: The BIS_fnc_inTrigger function did not work properly when applied on an ellipse with B size larger than A size 

 
ENGINE 

  • Tweaked: PhysX objects movement and collision precision were improved 
  • Added: Heading to the sensor display 
  • Fixed: Sorting of the text parts of MFDs was incorrect
  • Tweaked: The "maxFordingDepth" parameter can now be negative on cars and tanks (cars are measured from the center of the BBbox, helicopters need a positive value as they're measured from the land contacts)
  • Like 15

Share this post


Link to post
Share on other sites

13-01-2017 
EXE rev. 139969 (game) 
EXE rev. 139969 (launcher)  
Size: ~846 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Tank sensors now have narrower field of regard and use visual sensors instead of IR 
  • Fixed: The velocity of static GMG ammo was incorrect (http://feedback.arma3.com/view.php?id=27469)
  • Fixed: Some weapons were missing sounds of cases falling on the ground

 
ENGINE 

  • Added: A new  "mapOrientation" parameter (0 -  default North orientation, 1 - map is rotating with player vehicle's direction, 2 -  map rotates with weapon's direction) 
  • Added: Heading, time and grid on the GPS screen
  • Fixed: Dedicated Servers were not visible in the server browser unless Steam client was running

Eden Editor

  • Fixed: Objects were sometimes moved out of their layer when their type was changed
  • Like 10

Share this post


Link to post
Share on other sites

16-01-2017 
EXE rev. 139986 (game) 
EXE rev. 139986 (launcher)  
Size: ~2.8 GB (depends on Apex ownership)
 

 

DATA  

  • Tweaked: The RPG-7 now has zeroing and a correct projectile drop (https://feedback.bistudio.com/T120528) 
  • Fixed: The Prowler would behave as a submarine when driving through water
  • Added: Rain sounds on car surfaces while inside of the vehicle
  • Tweaked: Sound configuration of the HEMTT trucks was improved  
  • Fixed: There was no braking sound for the HEMTT trucks
  • Fixed: Missing falling CAR-95 casings SFX

 

ENGINE 

  • Tweaked: The minimally required speed for airplane taxiing has been lowered
  • Added: New PAPI lights configuration (new parameters: VasiLight >> light >> cone, slope, angleLimitH, angleLimitV; Check the class "CfgVehicles >> Land_Runway_PAPI >> VasiLight" from the config viewer for more Intel)
  • Added: New MFD options:  
    • For text: "sourceLength", "sourcePrecision"
    • For scale: "NeverEatSeaWeed": 1 - will show "N,E,S,W", 2 - will show "N,NE,E,SE,S,SW,W,NW" in the heading scale 
  • Like 10

Share this post


Link to post
Share on other sites

17-01-2017 
EXE rev. 139996 (game) 
EXE rev. 139996 (launcher)  
Size: ~2.3 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Boats, armored vehicles and drones now have different sound effects for rain in first-person view
  • Tweaked: The "Fire at that medic" radio protocol sentence was replaced with a more generic sentence (e.g. "Fire at that soldier.")
  • Tweaked: Minor improvements to the Sensor and Custom Info config templates  
  • Added: TypeRecognitionDistance to the sensor templates 
  • Tweaked: Removed unnecessary Custom Info panel actions from the action menu 
  • Added: IR, Vis and RadarTarget properties to tanks and APCs  
  • Tweaked: Anti-Air Radar detection ranges
  • Tweaked: Performance of high-caliber ammunition: 
    • Armor Piercing shells are now more likely to deflect from hard surfaces 
    • High Explosive shells detonate on contact 
    • HEAT shells now have average deflection behavior 

Eden Editor 

  • Added: All task modules now have a "Show Notification" attribute, allowing them to add / update a task without on-screen notifications 
  • Added: A "Parent Task ID" attribute was added to the "Create Task" module 

 
ENGINE 

  • Like 13

Share this post


Link to post
Share on other sites

18-01-2017 
EXE rev. 140011 (game) 
EXE rev. 140009 (launcher)  
Size: ~2.8 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The Taru Cargo pod now has an inventory for consistency
  • Fixed: The MH-9 had inconsistent FFV view limits 
  • Tweaked: Custom Info default keybindings (Close and Prev panel actions won't be assigned by default)

 
Apex Protocol (potential spoilers) 

  • Spoiler

     

    • Fixed: In the Apex Protocol lobby, players would end up with the leader's squad XML info instead of theirs
    • Fixed: The "Investigate the Drone" task could break in some cases in the Apex Protocol scenario

     

 The East Wind (potential spoilers) 

  • Spoiler

    Fixed: Script error upon rendezvousing with the surviving NATO units in the Situation Normal scenario 

     

 
ENGINE 

  • Tweaked: The Killed, MPKilled and EntityKilled Event Handlers were extended with a damage effect value

Eden Editor

  • Fixed: The multiplayer lobby in the Eden Editor scenario preview would not display position names of vehicle crewmen
  • Like 8

Share this post


Link to post
Share on other sites

19-01-2017 
EXE rev. 140024 (game) 
EXE rev. 140024 (launcher)  
Size: ~843 MB (depends on Apex ownership) 

 

DATA  

Fixed: Missing SFX samples for vehicle IU actions (refuel, rearm, repair)


Apex Protocol (potential spoilers) 

  • Spoiler

    Fixed: Script error in the Apex Protocol campaign lobby when changing the respawn options 

     

ENGINE 

  • Fixed: It was possible to break the Picture-in-Picture UAV feed 
  • Fixed: Setting a Control or Display variable to nil would not properly undefine the variable
  • Fixed: Marked targets would remain marked even after switching weapons / vehicles
  • Like 9

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×