Jump to content
DnA

Development Branch Changelog

Recommended Posts

26-09-2018
EXE rev. 145075 (game)  
EXE rev. 145075 (launcher)  

Size: ~39 MB

 

DATA

  • Fixed: Shadows for all Concrete Curbs (Grey, x m)

  • Fixed: Error when creating "test_EmptyObjectForBubbles" - https://feedback.bistudio.com/T132812

  • Added: BIS_fnc_3DENExportSQF now supports exports with positions relative to a given center

  • Added: BIS_fnc_calculateDateTime function

  • Added: BIS_fnc_CompareDateTimes and BIS_fnc_IsDateTimeNewer functions

  • Tweaked: Improved fence texture and material

  • Fixed: UV stretch on the front of the SDAR rifle magazine

  • Tweaked: Adjusted colors for Assault Pack (Coyote Brown), Assault Pack (Khaki), Assault Pack (Sage), Kitbag (Coyote Brown) and Kitbag (Sage) backpacks. The old Kitbag (Coyote) variant has been kept as Kitbag (Tan).

 

ENGINE

No EXE changes 

  • Like 14
  • Thanks 3

Share this post


Link to post
Share on other sites

03-10-2018
EXE rev. 145106 (game)  
EXE rev. 145106 (launcher)  

Size: ~109 MB

 

DATA

  • Tweaked: Removed the drop down menu from the Posters module (syncing to triggers was not required & was causing pop-up errors)

  • Fixed: Bad alpha sorting on Slum Fence (Land_Slums01_8m)

  • Tweaked: Footstep sounds inside small military towers

 

ENGINE

  • Fixed: Attenuation for transport internal sound
  • Like 10
  • Thanks 3

Share this post


Link to post
Share on other sites

09-10-2018
EXE rev. 145126 (game)  
EXE rev. 145126 (launcher)  

Size: ~71 MB

 

DATA

 

ENGINE

  • Like 6
  • Thanks 2

Share this post


Link to post
Share on other sites

26-10-2018
EXE rev. 145159 (game)  
EXE rev. 145159 (launcher)  
Size: ~1.1 GB

 

EDIT:  KNOWN ISSUE - If the game won't start and the loading bar gets stuck (loading core) - kill the process, delete cache.ch from you Arma 3 game folder and run again.

 

DATA

  • Tweaked: Aspect ratio of the RPG & Vorona magazine icons
  • Tweaked: Decreased amount of bugs (the creepy crawly kind) at night, resulting in a potential performance gain
  • Tweaked: Cost values of the LSVs
  • Fixed: AI was taking cover behind thin banana plants :yay:
  • Tweaked: Firefly model and material
  • Fixed: Issue with shadows on the T-100 barrel
  • Tweaked: Layered Concrete Wall (Land_Wall_INDCnc_4_F) geometries (https://feedback.bistudio.com/T131463)

Eden Editor

  • Added: BIS_fnc_3DENExportSQF can now export scenarios in a format where each entity checks if its ID has been blacklisted. If so, the entity will not be spawned. The blacklist array is a new parameter passed into the exported SQF.
  • Fixed: The function to export Eden Editor scenarios to SQF format did not export vehicle customization settings
  • Tweaked: Scenarios exported from Eden Editor to SQF now initialize modules only once all objects and connections were created

 

ENGINE

  • Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks
  • Added: Sound controller 'acceleration'
  • Fixed: Improvements to interactions with deceased character inventories were not enabled in all builds
  • Like 15
  • Thanks 4
  • Haha 2

Share this post


Link to post
Share on other sites

31-10-2018
EXE rev. 145166 (game)  
EXE rev. 145159 (launcher)  

Size: ~173 MB

 

DATA

  • Tweaked: Audible ranges of vehicle engines (WIP)

  • Tweaked: Campfire light effects (https://feedback.bistudio.com/T120175)

  • Tweaked: Tactical Ping in map enabled by default in Recruit and Regular difficulty presets

  • Tweaked: Increased Tactical Ping duration

  • Added: In-game UI color customization for Tactical Ping (https://feedback.bistudio.com/T126664)

  • Tweaked: Reduced the brightness of the u_Barracks_v2_ext material in DTSMDI a bit

  • Fixed: UV mapping on Excavator_01_wreck_F

  • Tweaked: Added new material to truck medical sign decals and reduced their brightness

 

ENGINE

No EXE changes 

  • Like 16
  • Thanks 3

Share this post


Link to post
Share on other sites

08-11-2018
EXE rev. 145170 (game)  
EXE rev. 145170 (launcher)  

Size: ~338 MB

 

DATA

  • Added: Warlords multiplayer game mode (Warlords feedback page)
    • SC 32 Warlords (Whole Island) on Altis*
    • SC 16 Warlords (Central) on Altis*
    • SC 16 Warlords (Pyrgos Gulf) on Altis*
    • SC 16 Warlords on Stratis*
    • SC 16 Warlords (West) on Tanoa**
    • SC 16 Warlords (South) on Tanoa**
    • SC 16 Warlords on Malden*
  • Added: 5 new playable characters - Men (Story) - with heads of notable Bohemia developers***
  • Added: ADR-97 Weapon Pack to vanilla weapons*
     
  • Tweaked: Audible ranges of vehicle engines (WIP #2)
  • Tweaked: The VLS missile feed display is no longer active by default (the missile feed is not functional in remote control)
  • Fixed: Vehicle SPMGs fired by the AI in bursts or full auto had a single shot sound
  • Added: The "Combo" attribute in Eden Editor is now capable of showing "picture" and "pictureRight" or options defined in class Values of the attribute itself
  • Added: BIS_fnc_getArea now supports format [center, a, b, angle, rect, (height)]

* Free bonus content to all Arma 3 players.

** Content requires ownership of Arma 3 Apex expansion.
*** Restricitions may apply to those who don't own Arma 3 Apex expansion.

 

ENGINE

  • Fixed: The game getting stuck on the start-up splash (cache.ch issue)
  • Like 18
  • Thanks 4

Share this post


Link to post
Share on other sites

22-11-2018
EXE rev. 145199 (game)  
EXE rev. 145199 (launcher)  

Size: ~91.7 MB

 

Change log forthcoming done ... :elfbash::yay:

DATA

  • Added: Magazine wells to some of the vanilla weapons
  • Added: Proxy models to some of the vanilla magazines
  • Fixed: MB 4WD LOD switching when aiming down sights when Firing From Vehicles seats are used
  • Tweaked: Audible ranges of vehicle engines (WIP #3) - MRAP engines
  • Tweaked: ADR-97 bullet penetration, dispersion, and hit values
  • Tweaked: Changed ADR-97 suppressor
  • Fixed: The Acca_snds_l_F suppressor model was offset
  • Tweaked: PriorityQueue - an item can be kept even when popping from the queue
  • Added: PriorityQueue - functions for getting highest and lowest priorities in the queue
  • Added: Vectors - function for multiplying the square matrix by a vector
  • Added: Vectors - function for vector rotation in 3D space
  • Fixed: The list of multiplayer params in the Vanguard mission diary contained old undefined param1 and param2 entries
  • Fixed: Typo on the town sign of Oreokastro in Greek

Warlords MP

  • Added: VTOL aircraft are now in the requisition tables
  • Added: Parameter to enable the sector voting reset
  • Added: Ability to dismiss subordinates via the action menu
  • Tweaked: Players no longer keep Command Points accumulated by the AI when connecting into an AI-occupied slot upon JIP
  • Tweaked: You now have more time to leave a locked out sector if sector voting was reset
  • Tweaked: Sector sizes and placements on Tanoa
  • Tweaked: Zone restriction kill timeout increased to 20 seconds
  • Tweaked: The Lijnhaven sector now has a heliport service as well as a runway
  • Fixed: The description text for some assets in the Request menu would overflow in some languages
  • Fixed: Missing first letters in sector names in Russian language
  • Fixed: Sector income data on the map was not localized properly
  • Fixed: Too long vehicle descriptions in some languages
  • Fixed: Various localization issues
  • Fixed: AI was able to vote for a sector even during the briefing screen
  • Fixed: It was possible to seize a sector even if it was still locked in some cases
  • Fixed: Announcer message spam upon JIP
  • Fixed: AI purchases would no longer trigger a flyby sound even if nothing was bought
  • Fixed: Sector voting reset issues
  • Fixed: Respawn locations far away from the base when they were targeted would not be selected on safe spots
  • Fixed: Some airdropped assets could fall too abruptly

 

ENGINE

  • Fixed: The engine sound of some land vehicles was falling off abruptly at around 300m
  • Fixed: Crash to desktop when dropping an item into an Entity without "Supply"
  • Fixed: Possible crash to desktop from the map due to a missing active marker
  • Fixed: Proxies were not considered for object actions, only the parent object
  • Added: DynamicSimulation serialization
  • Added: addWaypoint and setWaypointPosition commands now accept a -1 radius for forced position
  • Fixed: AI could in some cases detect vehicles through the terrain (https://feedback.bistudio.com/T133247)
  • Like 15
  • Thanks 6

Share this post


Link to post
Share on other sites

13-12-2018

No Dev-Branch update this week due to a focus on a potential 1.88 Hotfix #2 ...another hotfix, srsly BIS?
No Dev-Branch update this week due to a work on a potential 1. 88 Mini-Patch ...patch sounds bad, it's more of a continued development.

No Dev-Branch update this week due to a work on another 1.88 Iteration ...what if we don't release it?

No Dev-Branch update this week due to logistical issues
thinking

  • Like 8
  • Haha 23
  • Confused 3
  • Sad 2

Share this post


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

×