bis_iceman 7384 Posted February 24, 2017 24-02-2017 EXE rev. 140577 (game) EXE rev. 140577 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Fixed: Taru pods were missing icons in the Virtual Garage Tweaked: The GPS, Mine Detector & First Aid Kit are now using splendidly improved placement on the ground Fixed: NATO bipods would heat up in Thermal Imaging Fixed: NATO bipods had an incorrect material assigned The East Wind (potential spoilers) Spoiler Fixed: The player could use the Save & Exit option during the opening cutscene of the Air Superiority scenario ENGINE Fixed: The targets script command was not working with an empty side filter Fixed: The ShowOnMap parameter was ignored for the cutRsc and cutText script commands (https://feedback.bistudio.com/T120768) Added: A new endl script command (returns a line break for a string) Fixed: Engines on airplanes would not switch off when fully damaged Fixed: Vehicle gunners would attack empty vehicles in some cases Added: Pilot camera can now center on locked targets (when in the 'locked' mode) Added: A new reportRemoteTarget script command Eden Editor Fixed: The AttributesChanged3DEN Event Handler was behaving incorrectly 17 Share this post Link to post Share on other sites
DnA 5143 Posted February 27, 2017 27-02-2017EXE rev. 140596 (game) EXE rev. 140596 (launcher) Size: ~969.8 MB (depends on Apex ownership) DATA No changes today (except for repacks) ENGINE Fixed: selectWeaponTurret and other commands for turrets would not work well in all cases Added: New MFD sources for the launch acceptability region: LarTop, LarAmmoMax, LarAmmoMin, LarTargetDist, LarTargetSpeed Added: New MFD sources: gmeter, gmeterX, gmeterY, gmeterZ, gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav Tweaked: AI skill - General now influences the reaction time for using countermeasures Eden Editor Added: An attribute for AI to allow setting their vehicle radar mode LAUNCHER Tweaked: Replaced the mechanism for the retrieval of the Workshop mods list to an alternative API to work around the issues with incomplete lists 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 28, 2017 28-02-2017 EXE rev. 140617 (game) EXE rev. 140619 (launcher) Size: ~2.4 GB (depends on Apex ownership) DATA Fixed: The Respawn Screen did not support scenario-specific respawn messages Tweaked: The BIS_fnc_selectRandomWeighted function now supports a single array of items and weights ([item, weight, item, weight...]) ENGINE Eden Editor Fixed: Vehicles displayed an empty icon after deleting part of the crew and using the 'change seat' feature 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 1, 2017 01-03-2017 EXE rev. 140639 (game) EXE rev. 140639 (launcher) Size: ~2.1 GB (depends on Apex ownership) DATA Fixed: Disconnected players would still count towards the loadout limit in the Respawn Screen Tweaked: The BIS_fnc_setHitPointDamage function now sets HitPoint damage with dependencies Fixed: Players could respawn onto the [0,0,0] coordinates when respawning on a position that was being removed Fixed: Hands of Offroad gunners were stretching unnaturally while aiming to the sky Tweaked: Commands (move, get in, target) no longer fade out on Regular difficulty Tweaked: The fading distance of group hexagons and name tags has been increased from 40 to 150 meters (WIP) The East Wind (potential spoilers) Spoiler Fixed: Vehicles would move incorrectly in the Moral Fiber scenario Fixed: There was no 3D task indicator for getting in a vehicle in the Moral Fiber scenario ENGINE Fixed: The forceSpeed command value was not saved along with scenarios Tweaked: Dead gunners will now be thrown out of vehicles when swapping positions with them LAUNCHER Tweaked: The Launcher is now localized for Update 1.68 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 2, 2017 02-03-2017 EXE rev. 140658 (game) EXE rev. 140658 (launcher) Size: ~2.9 GB (depends on Apex ownership) DATA Fixed: The Syndikat MB 4WD had visual customization working incorrectly Tweaked: VR entities do not bleed anymore Tweaked: The BIS_fnc_moveToRespawnPosition function was improved (even in scheduled environments) Tweaked: The BIS_fnc_playVideo function was improved Added: A new RscTreeSearch class for scripted creation of the RscTree with search capability ENGINE Tweaked: The setUnitPos command now works with fleeing units again Fixed: The getRelPos and getRelDir command would return nothing when objNull was used Fixed: Turning off a laser in the Pilot Camera would not cancel bomb guidance 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 3, 2017 03-03-2017 EXE rev. 140686 (game) EXE rev. 140698 (launcher) Size: ~624 MB (depends on Apex ownership) DATA Tweaked: The config definition of 'AirDestructionEffects' was simplified. There is now 1 less smoke and fire effect. The remaining smoke and fire was sped up, which results in overall better visual quality. Added: An option to prevent spawning on dead characters in the BIS_fnc_moveToSpawnPos function Tweaked: Functions called on helicopters and airplanes on their destruction were optimized for better performance and reliability ENGINE Added: Support for launchers with multiple fire modes Fixed: AI orders to repair a vehicle would loop infinitely (https://feedback.bistudio.com/T120612) LAUNCHER Fixed: Mods from the 'Unsupported by the server' list ignored the 'Keep loaded' option and were omitted when starting the game 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 6, 2017 06-03-2017 EXE rev. 140714 (game) EXE rev. 140717 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Tweaked: Incapacitation triggering on the 'Advanced' Revive settings is now dependent fully on the 'Incapacitated' hitpoint Tweaked: The 'Incapacitated' hitpoint damage dependency was adjusted Tweaked: Optics no longer show lased range all the time Added: Lased range and fire solution ready indicators Tweaked: Auto elevation (lasing range) is now "T" by default Added: Fire Control System for cannons and coax guns (more Intel: https://forums.bistudio.com/topic/202603-tanks-fire-control-system/) Tweaked: Tanks, APCs and IFVs no longer have sensors Tweaked: The zeroing range of several armored vehicles has been increased ENGINE Fixed: Crash when a receiving a scenario with an incorrect signature LAUNCHER Tweaked: The list of mods will now perform considerably faster in case of large amounts of mods 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 7, 2017 07-03-2017 EXE rev. 140738 (game) EXE rev. 140738 (launcher) Size: ~1.6 GB (depends on Apex ownership) DATA Fixed: The RHIB boat would rise up too easily after spamming the A and D keys ENGINE Fixed: Sub-munition would get duplicated after hitting vegetation Fixed: Crash when changing unit grouping in the Zeus interface Added: A new "ImpactDistance" MFD source LAUNCHER Added: Mouse hover effect for notification bar buttons Added: Tooltips for notification bar buttons Fixed: Incorrect label text in a dialog subscribing mods while importing a preset 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 8, 2017 08-03-2017 EXE rev. 140753 (game) EXE rev. 140753 (launcher) Size: ~267 MB (depends on Apex ownership) DATA Fixed: Trying to adjust stance while being unarmed had unexpected results (mainly because there are no adjusted stances when being unarmed) Fixed: Players could not respawn into a specific type of vehicle when one of its kind was destroyed Tweaked: AI pilots in CAS jets should now prefer attacking targets to just lasing them Fixed: Corrected scenario endings for Seize Edoris and Seize Feres when time runs out ENGINE Fixed: Crash connected to broken animations Fixed: AI drivers would move to the corner of the VR terrain on their own Fixed: Potential crash when deleting characters Added: New "thrusttime", "inittime", "rudder", and "elevator" animation sources for flying missiles LAUNCHER Fixed: Crash when repairing mods while Steam is offline 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 9, 2017 09-03-2017 EXE rev. 140761 (game) EXE rev. 140761 (launcher) Size: ~100 MB (depends on Apex ownership) DATA Tweaked: The digital clock on the SUV & Truck now display the correct time Tweaked: The GUI gunner aim point indication in the Kajman helicopter is now part of the HUD Fixed: Script error when in the Respawn Screen and one of the loadouts / roles was removed Tweaked: Weapons of CAS airplanes no longer have an UI crosshair in the first person view Tweaked: User Texture objects are now using a super shader instead of a normal one, so they can be customized easier ENGINE Fixed: Save & Load was not working correctly with the Datalink feature 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 10, 2017 10-03-2017 EXE rev. 140790 (game) EXE rev. 140790 (launcher) Size: ~66 MB (depends on Apex ownership) DATA Fixed: When watching an End Game scenario as a Spectator and the last phase was reached, the Spectator could see the Intel as a side task until the Schematics were picked up for the first time Fixed: The "FOB" text (used in Spectator's header) was not localized Fixed: Players could disappear from a Spectator's list of entities while dead in some cases Fixed: Spectators could see invisible entities in their map view in some cases Added: New icon for the PDW 2000 9mm ENGINE Added: A new "refreshRate" MFD parameter (with range from 0 to 1s) Fixed: Crash connected to weapon resting (https://feedback.bistudio.com/T123657) Tweaked: The diag_mergeConfigFile command now resets magazines and types 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 13, 2017 13-03-2017 EXE rev. 140842 (game) EXE rev. 140842 (launcher) Size: ~793 MB (depends on Apex ownership) DATA Fixed: The FOB could be established even when the area was not secured in the End Game Kavala scenario Fixed: The Kuma and Mora could behave like submarines Fixed: Incorrect placement of two metal boxes in the vehicle obstacle course in the MP Bootcamp scenario Tweaked: Notifications (e.g. a task notification) now appear on the screen for 3 seconds instead of 5 Tweaked: The DLC Content Browser has been redesigned in preparation for 2017 DLCs. Access it by pressing LShift + P anywhere in the game. (WIP) Added: The DLC Content Browser now shows a video preview on hover if the DLC has such video configured Tweaked: The gunners of the Mi-48 Kajman now use dual feed for their 30mm autocannon (making AI effective against both soft & hard targets) Tweaked: The holding animation for the Titan was improved ENGINE Fixed: Armored vehicles would not attack targets properly on Dedicated Servers Fixed: Planes controlled by AI were unable to lock a target Fixed: Framerate drop when opening a map in several mods (https://forums.bistudio.com/topic/160288-arma-3-stable-server-166-performance-binary-feedback/?do=findComment&comment=3161290) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 14, 2017 14-03-2017 EXE rev. 140857 (game) EXE rev. 140857 (launcher) Size: ~419 MB (depends on Apex ownership) DATA Added: Visual representation of thrust for the Caesar BTT MFD (Plane_Civil_01) Tweaked: Dependence of the 'Incapacitated' hitpoint was adjusted (and added to VR characters) Added: 'Incapacitated' and 'revived' death messages to the Revive system Fixed: The door of Taru's Transport Pod was not working correctly Tweaked: The Wipeout sensors now correspond with its TGP optics Tweaked: The SLAT armor and some other small details on the Kuma vehicle can now be retextured Fixed: The RscFrame, RscLine and RscCheckbox classes were not exported by BIS_fnc_exportGUIBaseClasses (https://forums.bistudio.com/topic/202717-bis_fnc_exportguibaseclasses-missing-classes) Tweaked: The SUV and Hatchback vehicles now have proper icons in the Virtual Garage ENGINE Added: A new isDamageAllowed script command 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 15, 2017 15-03-2017 EXE rev. 140875 (game) EXE rev. 140875 (launcher) Size: ~238 MB (depends on Apex ownership) DATA Fixed: It was possible to respawn before the countdown was finished in End Game scenarios Tweaked: All CAS airplane sensors now reflect the targeting pod view Tweaked: Targeting pod modes and zoom have been adjusted Added: A new RscTitles class (RscTitleDisplayEmpty) for scripted UI creation Tweaked: Small visual improvements of the custom info panel backgrounds and the Sensor display Added: UI control for incremental throttle (WIP) Fixed: In the DLC Content Browser, on-hover videos would sometimes be played after opening the DLC preview window and returning back to the list Fixed: Formatting of texts in the DLC preview menu was incorrect (texts ended after the '&' symbol) Tweaked: "Session time" of an asset is no longer shown in the DLC preview menu when the player is currently in no session (e.g. not playing a scenario, instead being in the Main Menu or Editor) ENGINE Added: A new showKillConfirmations parameter for the showHud command Tweaked: The external camera for airplanes and helicopters is now smoother Fixed: The "simulrtd" and "simularma" MFD conditions were incorrect 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 16, 2017 16-03-2017 No update today due to focus on Main Branch update. 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 17, 2017 17-03-2017 EXE rev. 140920 (game) EXE rev. 140920 (launcher) Size: ~996 MB (depends on Apex ownership) DATA Fixed: The pilot proxy of the Xian was unaligned in exterior view Fixed: Download lines were connected to players in vehicles even though they could not download in End Game scenarios Tweaked: The audible range of structures being destroyed has been reduced Fixed: Hidden Video Settings could still be adjusted Fixed: The Friendly Fire module was not working correctly after loading a save in SP when applied on a specific entity Fixed: BIS_fnc_inTrigger did not return the distance to the border when an area was passed as an array without a height specified Apex Protocol (potential spoilers) Spoiler Fixed: Progress of the Extraction scenario could get stuck with disabled respawn and some other rare conditions ENGINE Added: Analogue throttle for airplanes Added: A separate airbrake control Tweaked: Animations of ailerons and airbrakes now work even when the airplane is stopped Added: A new "font" MFD parameter Added: New "wppointtoview" MFD source and "laseron" condition Added: A new "throttle" MFD source Added: A new "FCSZeroingDelay" parameter Added: A new "throttleToThrustLogFactor" airplane config parameter 21 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 20, 2017 20-03-2017 EXE rev. 140950 (game) EXE rev. 140950 (launcher) Size: ~510 MB (depends on Apex ownership) DATA Added: New HMDs for the Kajman, Orca & Xian Added: Maximum lead speed and gun laying delays for FCS Added: FCS to RCWS Added: Impact point prediction to weapons of the Blackfish Tweaked: It is now possible to disable and re-enable Revive on unit during a scenario Tweaked: Revive death messages were extended. If allowed, messages are now 'A incapacitated B', 'A revived B', 'A bled out', 'A force respawned', 'A executed by B' and more. Tweaked: The option to not consume a 'FAK' on revive was removed. If revive requires a 'FAK', it is always removed. Tweaked: Only medics can now use a Medikit for reviving Fixed: The BIS_fnc_initRespawn handle disconnect event was returning true and causing units previously controlled by a disconnected player to be transferred to the server and become AI (https://feedback.bistudio.com/T123785) Fixed: The BIS_fnc_inTrigger function returned an incorrect distance to the border when used with ellipse shapes Tweaked: The NLAW & Titan missiles now have animated fins & rocket flame ENGINE Fixed: APCs showed a muzzle flash on coaxial machine guns also when firing from their canon (https://feedback.bistudio.com/T122866) Fixed: CallExtensions were not being loaded on Linux Dedicated Servers Fixed: The hintC script command could produce an incorrect layout 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 21, 2017 21-03-2017 EXE rev. 140974 (game) EXE rev. 140977 (launcher) Size: ~107 MB (depends on Apex ownership) DATA Tweaked: The UI gunner aim indicator was removed from the Xian vehicle Added: PNVS (pilotCamera) to the Xian pilots (WIP) Added: 'Suicided' death message to Revive Tweaked: AI units are now denoted by an '(AI)' suffix in the Revive messages Tweaked: All Revive messages other then 'Incapacitated, 'Killed' and 'Executed' are now displayed only to friendlies Tweaked: Respawning from the Pause Menu now triggers a 'Forced respawn' death message Tweaked: It is now possible to revive teammate using their Medikit or First Aid Kit Tweaked: Revive's 3D icon color-coding has changed (orange color = player's resources won't be consumed (Medikit or target's FAK will be used), red = player's FAK will be consumed) Tweaked: Players incapacitated underwater will drown quickly (cca. 10 seconds). The time runs also during the reviving process. Tweaked: End Game Kavala and Feres now use Dynamic Simulation and Simple Objects Tweaked: Increased the passive radar template range to 16 kilometers Fixed: Incorrect shadows being cast on the UAV Terminal Fixed: Visual lighting on the straps of the UAV Backpack was incorrect Fixed: Error in the Respawn Screen when updating the position list Fixed: Faction Showcases were optimized Fixed: The Vehicle Respawn Module would only respawn a vehicle once (https://feedback.bistudio.com/T123940) Apex Protocol (potential spoilers) Spoiler Fixed: Players could spawn wounded in the Warm Welcome and Extraction scenarios ENGINE Tweaked: Changing the fire mode would not reset locking Tweaked: Passive sensors now do not allow marking by default Added: A new allowsMarking config parameter Added: A new forceFlagTexture script command (these flags are very taxing on performance; use sparingly!) Fixed: Crash connected to weapon ammo recognition LAUNCHER Tweaked: Launcher now has a more robust way to ensure that only one instance of it is running Fixed: Crash when accessing an existing folder that doesn't exist - ""I see dead folders" (https://feedback.bistudio.com/T123839) 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 22, 2017 22-03-2017 EXE rev. 140990 (game) EXE rev. 140986 (launcher) Size: ~101 MB (depends on Apex ownership) DATA Added: The Xian now has 'flaps' for manual vectoring control Fixed: The MQ-12 Falcon had very low depression for its camera; now it should be the same as other UAVs (https://feedback.bistudio.com/T119472) Tweaked: End Game Balavu, Moddergat, and Zaros now use Dynamic Simulation and Simple Objects Tweaked: The windscreen of the MB 4WD can be now destroyed Fixed: Bipods attached to the AK-12 would clip with hands of characters (https://feedback.bistudio.com/T120289) Fixed: When spectating an End Game match, Spectators would not be notified about instant Intel pickups, only download-able ones Tweaked: Turrets of the Blackfish are now stabilized Eden Editor Fixed: Drop-down menus in Eden Editor attributes didn't work in some cases (https://forums.bistudio.com/forums/topic/202908-eden-editor-drop-down-bug/) Added: AI radar rules (EMCON) are now in Eden Editor attributes ENGINE Added: A new missileKeepLockedCone missile parameter Tweaked: The game will now override incorrectly configured hardware drivers to use the high-performance GPU in hybrid GPU systems (e.g. laptops) 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 23, 2017 23-03-2017 EXE rev. 141044 (game) EXE rev. 141044 (launcher) Size: ~74 MB (depends on Apex ownership) DATA Tweaked: The Marid, Panther and Bobcat crew now need to lase targets to get their ranges Tweaked: FCS-lead guns can only lead targets up to 100 kph The East Wind (potential spoilers) Spoiler Fixed: Progress of the Moral Fiber scenario could get stuck after securing the warehouses (https://feedback.bistudio.com/T123781) ENGINE Added: A new getForcedFlagTexture script command LAUNCHER Fixed: Game version was missing in the Options Menu 11 Share this post Link to post Share on other sites
DnA 5143 Posted March 24, 2017 24-03-2017EXE rev. 141058 (game) EXE rev. 141058 (launcher) Size: ~493 MB (depends on Apex ownership) DATA Tweaked: End Game scenarios now use the updated Revive feature. It can be customized in the server settings. By default it requires a First Aid Kit or a Medikit and uses the 'Basic' incapacitation mode. Added: Animations for wheels of locomotives and railroad cars, and lever and switch blades of railroad switches, for use by scripts (mainly the animateSource command). The names of animation sources can be found in config viewer (available in context menu in Eden Editor). Tweaked: The flame of various missiles now starts in a more splendid way and properly disappears after the motor burns out Added: The screen texture of mobile phones (Land_MobilePhone_smart_F and Land_MobilePhone_old_F) can now be adjusted in the Eden Editor attributes ENGINE Added: New vehicle config vector parameter "headGforceLeaningFactor" Fixed: "User" and "Reload" actions for AI are once again available through the player's commanding menu (https://feedback.bistudio.com/T123863 / https://feedback.bistudio.com/T123981) 17 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 27, 2017 27-03-2017 EXE rev. 141079 (game) EXE rev. 141079 (launcher) Size: ~182 MB (depends on Apex ownership) DATA Tweaked: If a Revive action is not available due to missing equipment or Medic trait, a 3D icon displays this information Tweaked: Ground-based Time Trials now fail upon catastrophic damage to any wheel Fixed: If you mysteriously manage to exit your Time Trial vehicle, you will now be disqualified Added: New sound configuration for thunders Tweaked: The BIS_fnc_moduleRespawnVehicle function is now better optimized in multiplayer Added: Environment sounds update to Altis and Stratis ENGINE Fixed: Crash on startup (https://feedback.bistudio.com/T123784) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 28, 2017 28-03-2017 EXE rev. 141100 (game) EXE rev. 141103 (launcher) Size: ~492 MB (depends on Apex ownership) DATA Tweaked: Geometry of the railway bridge was improved Fixed: Weapons would sound muffled when out of direct line of sight (https://feedback.bistudio.com/T123789) Fixed: Footstep sounds were incorrect in first person view Added: The 'screen' texture of white boards can now be adjusted in its Eden Editor attributes ENGINE Fixed: The return type of the findEmptyPositionReady script command was incorrect Fixed: Headless Client crash 64-bit Fixed: There was a different behavior of the ceil script command on 64-bit game executables 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 29, 2017 29-03-2017 EXE rev. 141111 (game) EXE rev. 141111 (launcher) Size: ~80 MB (depends on Apex ownership) DATA Added: The MQ-4 and K40 vehicles now support Dynamic Loadouts ENGINE Fixed: Armored vehicles could be seen flying on Linux Dedicated Servers 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 30, 2017 30-03-2017 EXE rev. 141127 (game) EXE rev. 141127 (launcher) Size: ~81 MB (depends on Apex ownership) DATA Tweaked: The volume of footsteps and cicadas was improved Added: Sound for wind turbines ENGINE No EXE changes for today 13 Share this post Link to post Share on other sites