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Development Branch Changelog

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22-08-2019
EXE rev. 146007 (game)
EXE rev. 146007 (Launcher)
Size: ~2.1 GB

 

DATA

  • Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) (FT - T142713)
  • Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view
  • Fixed: Footstep sounds of timber piles
  • Tweaked: Livonia bushes' resistance against armored vehicles
  • Fixed: The Skate Helmet was missing NOHQ and SMDI maps in-game
  • Fixed: Missing attachments in Arsenal after loading a save

 

ENGINE

  • Fixed: Script file paths were trimmed too aggressively in error messages
  • Like 15
  • Thanks 1

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28-08-2019
EXE rev. 146030 (game)
EXE rev. 146030 (Launcher)
Size: ~150.5 MB

 

DATA

  • Fixed: A typo in LDF Mk6 mortar backpack led to the creation of wrong weapon when assembling it (FT - T142948)

 

ENGINE

  • Added: "drawLocations" parameter for toggling location name drawing on the map (FT - T77593)
  • Fixed: Incorrect colour of thermal mode if first optic mode was day light only and second one was GHOT for example
  • Fixed: UAVControl would return either the driver or the gunner but never both
  • Like 7
  • Thanks 3
  • Haha 2

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13-09-2019
EXE rev. 146039 (game)
EXE rev. 146039 (Launcher)
Size: ~6.0 GB


DATA

  • Added: DLC parameter to configs of Tractor, Offroad (Covered) & Mini UGV - FT- T143422
  • Added: A new (5th) Utility for searching and listing of available script commands
  • Added: Support for an object's group for BIS_fnc_hasItem (the item will be searched in the inventory of all members of the group if a group is passed as param)
  • Tweaked: Reduced armed Striders' secondary ammo explosions
  • Tweaked: Portable weather station wind indicator rotation direction
  • Tweaked: Adjusted MAAWS position on characters' backs in order to fix clipping with some scopes in certain stances - FT- T143005
  • Tweaked: Body trail effect of some jets
  • Tweaked: Small LDF loadout adjustments
  • Changed: Moved Contact animations to the platform
  • Changed: Moved Contact music to the platform
  • Changed: Moved Contact hand-drawn map markers to the platform
  • Changed: Moved Contact hand-drawn font to the platform
  • Changed: Made the Chemical Detector part of the platform*
  • Changed: Livonia prop addons were decrypted to PBO
  • Fixed: Profile voices 09-12 were not working correctly - FT - T143719
  • Fixed: Flickering face on the back of the Tractor
  • Fixed: Offroad dashboard artifacts when HBAO was turned on
  • Fixed: Shading artifacts on leaflets
  • Fixed: Aileron movement for A164 & MQ-4
  • Fixed: The "InBaseMoves_assemblingVehicleErc" animation had a small movement defined which caused the character to move away from the original position when used in a loop
  • Fixed: AAF and CSAT ghillie injury materials - FT- T137525
  • Fixed: Eye flares popping up a low resolution texture upon first load
  • Fixed: The death screen is now showing a vehicle and its weapon in case an enemy was operating a vehicle

* Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay.

 

Potential Spoilers ("First Contact")

Spoiler
  • Added: Missing TI to the Alien Network's legs and core, and fixed other graphical artifacts
  • Added: Missing Post Process effects in Going Dark and Close Encounters
  • Added: Pistols to Krupin and Severov for that added Spetsnaz cool-factor in Carpe Noctem
  • Added: An extra check to ensure dialogue is playing in the right order when the alien arrives at the radio tower in Carpe Noctem
  • Tweaked: Raised an ammunition cover to avoid clipping in Anomalous Phenomena's hub
  • Tweaked: Reduced the time between untying Kesson and taking his blindfold off in Anomalous Phenomena
  • Tweaked: Made a slight adjustment to conversation sync, when Major Homewood complains about the sudden change of weather in False Negative
  • Tweaked: The road block composition has been adjusted in Going Dark
  • Removed: Disruptive save game during a blackout at the end of Carpe Noctem
  • Fixed: An exception case during the Mini UGV system check, where the player may have the arm already raised, is now handled in Close Encounters
  • Fixed: Several conversations in Close Encounters are now terminated when a task is completed prematurely
  • Fixed: The sampling anomaly task area in Close Encounters was a small distance from the main group of anomalies
  • Fixed: The sound effects on the Mini UGV disconnect were a second or two out of sync in Close Encounters
  • Fixed: The laptop now shows a black screen after the Mini UGV disconnect in Close Encounters
  • Fixed: There were some missing static sound effects during the Mini UGV disconnect in Close Encounters
  • Fixed: Cpt. Spender's remark about the lights flashing in the first contact scene came a few seconds too early in Close Encounters
  • Fixed: Going Dark will now fail if the player tries to reach the sinkhole black site too early
  • Fixed: LDF troops will now run, instead of walk, to investigate Cpl. Stype's distraction at the burn pit in Going Dark
  • Fixed: The AFO could be seen with binoculars at certain points in Going Dark, before the final scene
  • Fixed: Added additional fail safes for the blue-on-blue event, preventing laser guidance from the player's rangefinder in False Negative
  • Fixed: Exception dialogue from Squad Leader is now dependent on his line of sight towards the player in False Negative
  • Fixed: Matter balls had no TI when being carried by the Alien Entity
  • Fixed: Alien Entity 'lights' were not glowing in TI
  • Fixed: Some Alien Network's inner parts were not visible in TI in some LODs
  • Fixed: Various smaller issues in Anomalous Phenomena and Carpe Noctem

 

ENGINE

  • Added: The in scripting command can now be used also with strings
  • Fixed: Return value of attachedTo if the command was used on objNull
  • Fixed: Memory alignment issues
  • Like 16
  • Thanks 4

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13-09.2019
Size: ~475.7 MB


HOTFIX 

  • Fixed: music_f_enoch and music_f_enoch_music were missing in the previous Dev-Branch update
  • Like 8
  • Thanks 1
  • Haha 1

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18-09-2019
EXE rev. 146046 (game)
EXE rev. 146046 (Launcher)
Size: ~1.1 GB

 

DATA

  • Added: Very limited platform functionality for the vanilla Spectrum Device (documentation forthcoming)
  • Added: A new optional parameter to specify BIS_fnc_drawArrow's base width
  • Tweaked: The Print Config Utility will now show a selection dialog on multiple matches instead of auto-selecting the first match
  • Tweaked: BIN_fnc_isPaused was replaced by scripting command isGamePaused
  • Changed: Made the Spectrum Device part of the platform*
  • Changed: Moved APR and Blindfold overlays to the platform
  • Fixed: The position of subtitles changed when using the optics mode of the Spectrum Device Jammer antenna even when it was not needed
  • Fixed: Katiba GL muzzle flash in 3rd person view - FT - T144083
  • Fixed: Various object position issues on Livonia

* Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay.

 

Potential Spoilers ("First Contact")

Spoiler
  • Tweaked: Anomalous Phenomena / Carpe Noctem - Parked and abandoned vehicles now have disabled electronics (some also will no longer start)

 

ENGINE

  • No significant EXE changes
  • Like 12
  • Thanks 3

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02-10-2019
EXE rev. 146056 (game)
EXE rev. 146056 (Launcher)
Size: ~1.1 GB

 

DATA

  • Added: This is War 6th Anniversary Remix music track into the game and Digital Deluxe Edition
  • Tweaked: Chemical Detector digit display precision
  • Fixed: Missing Contact music track durations added and incorrect durations were tweaked
  • Fixed: Error when the 'to' param was in format [x, y] in BIS_fnc_drawArrow
  • Fixed: Few errors after moving the Spectrum Device to the platform data

Potential Spoilers ("First Contact")

Spoiler
  • Tweaked: Alien Entity will now also engage vehicles

 

ENGINE

  • Added: Script commands triggerInterval and setTriggerInterval to make it possible to alter the trigger condition check frequency of detectors
  • Fixed: Some task commands returned nil when their argument was null
  • Like 11
  • Thanks 2

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09-10-2019
EXE rev. 146060 (game)
EXE rev. 146060 (Launcher)
Size: ~81.8 MB

 

DATA

  • Fixed: Various localization issues

 

ENGINE

  • Added: Script command getTextWidth
  • Tweaked: Enabled the waitUntil return value warning instead of break as default
  • Like 6
  • Thanks 2
  • Haha 2

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14-11-2019
EXE rev. 146115 (game)
EXE rev. 146115 (Launcher)

Size: ~ 415.6 MB

 

DATA

  • Added: Contact music tracks can be played by Zeus
  • Tweaked: BIS_fnc_startLoadingScreen - activated support for different loading screen resources
  • Fixed: Active camouflage on Box Trucks (broken distant LOD)
  • Fixed: Miscellaneous translation issues

Potential Spoilers ("First Contact")

Spoiler
  • Fixed: Issue where dialogue got stuck if the player entered the mini UGV before Čapek finished his biopsy probe briefing in Anomalous Phenomena

 

ENGINE

  • Added: allActiveTitleEffects script command to detect currently active title effects
  • Added: vehicleMoveInfo now returns sendSimpleCommand status
  • Fixed: Issues connected to V2 addon signatures
  • Fixed: Script compilation memory handling restored to its prior state
  • Fixed: createVehicleLocal behavior restored to its prior state
  • Fixed: Un-escaping double quotes in parseSimpleArray
  • Fixed: Incorrect return type for unitsBelowHeight when null was passed as group
  • Fixed: BattlEye -bepath parameter parsing (spaces)
  • Fixed: Crash when you request support for a soldier in your squad
  • Like 8
  • Thanks 4

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11-12-2019
EXE rev. 146180 (game)
EXE rev. 146180 (Launcher)
Size: ~ 725.8 MB 

 

DATA

  • Added: The old Czech Hedgehog asset is no longer hidden
  • Added: Localisation strings to some of the armed variants of vehicles (Qilin, Prowler (AT), MB 4WD (AT))
  • Added: Additional geometry to Tanoa Fire Escape Stairs - FT - T145614
  • Added: BIS_fnc_transformVectorDirAndUp function for rotating vectorDir and vectorUp in 3 axes
  • Tweaked: BIS_fnc_rotateVector3D is optimized and should now run up to 5x faster
  • Tweaked: BIS_fnc_ambientFlyBy improved and cleaned up
  • Tweaked: Van should now be able to drive over bridges correctly - FT - T146150
  • Tweaked: View geometry of some Altis structures - FT - T146447
  • Tweaked: Medikits and Toolkits can be now stored in vests if there is enough space - FT - T128710
  • Fixed: Broken tooltip in object equipment storage in 3DEN - FT - T117193
  • Fixed: CTRG Northgate had an incorrect magazine
  • Fixed: Script error in Splendid Camera when mouse or joystick were mapped to camera controls - FT - T146601T117681
  • Fixed: Rugged Tablet custom texture - FT - T145005
  • Fixed: The medical decal on Medical Tent should no longer flicker
  • Fixed: Typo in Livonia's ILS configuration
  • Fixed: Scrollable building door states in 3DEN

 

ENGINE

  • Added: Updated to PhysX 4.1.1 (this will require some thorough testing; if it causes too many issues, we may yet revert it)
  • Added: Possibility to change armor simulation of a character hitpoint via classes defined in HitpointsProtectionInfo with a "simulation" parameter
  • Changed: Network synchronisation when two vehicles collide improved (local versus remote)
  • Fixed: Simulated things should no longer fall too fast and fall through the ground (e.g. weapons)
  • Fixed: Optics Post Process Effects (opticsPPEffects) not being loaded correctly
  • Fixed: Crash when releasing a joint constraint without any actor
  • Like 17
  • Thanks 4

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09-01-2020
EXE rev. 146187 (game)
EXE rev. 146187 (Launcher)
Size: ~ 81.1 MB 

 

DATA

  • Fixed: NATO Pacific Mk6 Mortar, HMG and GMG were assembled into Independent versions instead of NATO Pacific - FT - T145362
  • Fixed: Warlords - The inventory screen no longer remains open when opening Arsenal - FT - T147759
  • Fixed: Broken Offroad (Repair) damage and destruction materials - Forums - General Discussion
  • Fixed: Potential script error in the patrol module - FT - T117706
  • Added: RscListBoxMulti config class for scripted UI creation of multi-selection list boxes
  • Fixed: hintC not showing special characters when used with alternative syntax - FT - T76965

 

ENGINE

  • Fixed: PhysX CCD for small objects with a different PhysX shape and object bounding box
  • Like 8
  • Thanks 2

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15-01-2020
No new game EXE
No new Launcher EXE

Size: ~ 4.2 MB 

 

DATA

  • Added: Optional mission config property "arsenalRestrictedItems" to blacklist undesired Arsenal equipment
    • Example: arsenalRestrictedItems[] = {"U_B_Soldier_VR"};
  • Tweaked: Adjusted AH-9/M-900 fording depth
  • Tweaked: Crouched walking with sidearm animation collision shape - FT - T147980
  • Fixed: Corrected a typo in BIS_fnc_ambientBlacklist
  • Like 9
  • Thanks 5

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22-01-2020
EXE rev. 146197 (game)
EXE rev. 146197 (Launcher)
Size: ~ 395.7 MB

 

DATA

  • Fixed: Some Spectrum Device values disappeared after unequipping the device and equipping it again (thanks Ron4Swat!) - FT - T148160
  • Fixed: Ifrit shadows were broken when hiddenSelectionsMaterials were used - FT - T148354
  • Tweaked: Skin tone matching on various characters and their injury materials

 

ENGINE

  • No significant EXE changes
  • Like 10
  • Thanks 2

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05-02-2020
EXE rev. 146200 (game)
EXE rev. 146200 (Launcher)
Size: ~ 633.1 MB

 

DATA

  • Fixed: Spectrum Device antenna ground holders were broken when Contact was not loaded
  • Fixed: Y-axis of the Spectrum Device was incorrect when Contact was not loaded - FT - T148470
  • Fixed: Ability to climb down from Garage (Large)
  • Fixed: Floating bricks in the Scaffolding (New) prop
  • Fixed: Removed obsolete Fire Geometry elements in the Scaffolding (New) prop
  • Fixed: Removed ill-defined glass panels in the Dome (White, Under Construction, Nearly) prop to prevent issues with impact sounds and grenade throwing
  • Fixed: Pole Wall 03 was indestructible
  • Fixed: Head injury materials for Tanoan characters
  • Fixed: Wipeout airbrakes rotating in the opposite direction - FT - T144897
  • Fixed: Turret indicator on the armed Speed Boat - FT - T148400
  • Fixed: When setting the date in Eden Editor, days of the week were incorrect in January of a leap year (e.g. January 2020) - FT - T148292
  • Tweaked: Made consistent the Fire Geometry across all characters

 

ENGINE

  • No significant EXE changes
  • Like 10
  • Thanks 4

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13-02-2020
EXE rev. 146213 (game)
EXE rev. 146213 (Launcher)
Size: ~ 1.4 GB

 

DATA

  • Fixed: Script error at the beginning of "Remnants of War" campaign scenario "The Redacted" - FT - T142535
  • Tweaked: Some more skin tone matching on various characters and their injury materials
  • Tweaked: Rebinarized key terrain assets to match the previously updated PhysX version

ENGINE

  • No significant EXE changes
  • Like 11
  • Thanks 4

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05-03-2020
EXE rev. 146224 (game)
EXE rev.146224 (Launcher)
Size: ~980 MB

 

DATA

  • Added: "Old Man" open-world singleplayer scenario* (unsubscribe or disable the Workshop mod ⚠️)
  • Added: Static M2 (low / raised), with optional ballistic shield and collimator sight
  • Added: Red Beret
  • Added: Infected Characters (not accessible in the editor; documentation pending)
  • Added: Old Man items and props (medicine, bank cards, ID cards, etc.)
  • Added: Old Man decals
  • Added: Old Man Welcome Screen (links not final)
  • Added: Old Man main menu tile (hover video pending)
  • Tweaked: Light configuration on the To-199 aircraft - FT-T127800
  • Fixed: An undefined variable error in the Functions Library
  • Fixed: Various RPT spam errors on several terrains

* Content requires ownership of Arma 3 Apex expansion

 

ENGINE

  • Added: FOV is now synced in Picture-in-Picture screens if a turret[] parameter is used in the RenderTargets definition
  • Fixed: Event Handler "HitPart" did not return selection names properly when a vehicle was damaged by an explosion (this prevented accomplishing the Mass Virtual Destruction achievement)
  • Fixed: Remote vehicle synchronization for objects attached by ropes in multiplayer
  • Like 16
  • Thanks 7

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11-03-2020
No new game EXE
No new launcher EXE
Size: ~440 MB

 

DATA

  • Fixed: The random placement radius could be too big when using large markers in BIS_fnc_moveToRespawnPosition
  • Fixed: Zeroing text offset in the GUI

Old Man

  • Fixed: Various smaller issues in the scenario and its systems
  • Fixed: An incorrect Structured Text tag was causing RPT spam
  • Tweaked: Checkpoint functionality and compositions (drone collisions and soldier aggression)
  • Tweaked: Text translations
  • Changed: Moved the static M2 and Red Beret to the platform data
  • Removed: Loading icon Bohemia Incubator logo and other beta disclaimers

ENGINE

  • No significant EXE changes
  • Like 12
  • Thanks 3

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18-03-2020
No new game EXE
No new launcher EXE
Size: ~440 MB

 

DATA

Old Man

  • Fixed: Various smaller "Old Man" scenario issues
  • Fixed: Various localization and translation issues
  • Tweaked: Updated the Old Man asset Editor preview pictures

Potential Spoilers

 

Spoiler

 

  • Fixed: Correct voice acting for the man with a hat in Ouméré
  • Fixed: Hard-coded M key for showing a SMS in SMS notifications
  • Added: Missing overview picture (transport plane task)

 

 

ENGINE

  • No significant EXE changes
  • Like 11
  • Thanks 3

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26-03-2020
EXE rev. 146257 (game)
EXE rev.146257 (Launcher)
Size: ~ 208 MB

 

DATA

Old Man

  • Fixed: Unlocalized text in hold actions (Shops) and too quiet dialogues of merchants
  • Fixed: Missing localization (Tower)
  • Fixed: Proper Old Man face in the phone contacts
  • Fixed: Incorrect time in the call and SMS logs
  • Fixed: Smart markers could appear in the bottom-left corner
  • Fixed: Several misplaced $ symbols
  • Tweaked: The loudness of ambient conversations was increased

Potential Spoilers

Spoiler

 

  • Fixed: The boat with crew in Koumac sometimes would not get spawned if the player arrived too early
  • Fixed: Incorrect localization key in pieces of IDAP intel
  • Fixed: Script error when parking near a police station (Quest: Destroy police station)
  • Fixed: Passing through a CSAT checkpoint without stopping did not raise threat levels

 

 

  • Like 7
  • Thanks 3

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01-04-2020
EXE rev. 146301 (game)
EXE rev.146301 (Launcher)

Size: ~ 194 MB

 

DATA

Old Man

  • Fixed: The default marker description was replaced

Potential Spoilers

Spoiler

 

  • Added: Missing smart marker overview pictures for some quests (Transport plane and Destroy police station)
  • Tweaked: Spawning distance of the Lifou nightclub entities
  • Fixed: The boat in quest Destroy fuel silos was locked

 

 

ENGINE

  • Added: New -limitFPS= start parameter to adjust server FPS limit between 5-1000 FPS (default and previous limit 50)
  • Added: New command getAssetDLCInfo
  • Added: ctrlTextSelection, ctrlSetTextSelection for Edit box cursor / selection manipulation - FT-T147688 / FT-T76514
  • Added: New command getRoadInfo FT-T147630
  • Added: New waypointLoiterAltitude, setWaypointLoiterAltitude commands
  • Tweaked: Steam Workshop scenario description made more readable in-game - FT-T147399
  • Tweaked: Magazines are now set to a default config capacity when -1 is passed as ammo count in various commands
  • Tweaked: It is now possible to create empty magazines with addMagazineAmmoCargo - FT-T143153
  • Fixed: Ability to equip vehicle weapons as a player (has been disabled)
  • Fixed: 3DEN object names were nil on remote machines when the 'simple object' option is used
  • Fixed: It was possible to add a weapon to a container with incompatible magazines via addWeaponWithAttachmentsCargo
  • Fixed: Ability to move items in the player's inventory while aboard a vehicle - FT-T81676
  • Fixed: Misaligned flashlight cone
  • Fixed: Players could get kicked when a multiplayer scenario spawns custom models - FT-T147191
  • Fixed: taskParent-related crash
  • Fixed: tvSort and tvSortByValue error on absence of optional parameter: reversed
  • Fixed: Broken alternative syntax for menuAction
  • Fixed: airportSide/setAirportSide-related crash - FT-T149781
  • Fixed: List _trigger returns nil when called immediately after trigger creation
  • Fixed: Editor waypoint loiter altitude did not broadcast to clients - FT-T126772
  • Fixed: createSimpleObject could fail when used directly with a model config entry
  • Fixed: null objects were not removed from the attachedObjects result - FT-T147753
  • Fixed: Exported singleplayer scenarios did not show overviewPicture or author - FT-T147399
  • Like 20
  • Thanks 6

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07-04-2020
EXE rev. 146305 (game)
EXE rev. 146305 (Launcher)
Size: ~ 565 MB

 

DATA

Old Man

  • Added: Radio news reports which are related to player actions
  • Tweaked: Radio news durations (now the reports should play until the end and not be interrupted by music)

Potential Spoilers

Spoiler

 

  • Fixed: Possible undefined variable BIS_MI_Suplane
  • Fixed: A Gendarmerie officer was missing his uniform
  • Fixed: Script error popping up if the player visited the area of Koumac without an assigned quest to get NVGs
  • Fixed: Script error on calling the man who mounted the bomb into the car
  • Fixed: Possibility to mount the car bomb anywhere (a distance limitation to the worker was missing)
  • Fixed: The player could not interact with one of the leaflets in a CSAT base
  • Fixed: Incorrect intel in the Vagalala police station
  • Fixed: Safe house smart markers were not all localized
  • Fixed: Civilian vehicles on Bala island were locked without any reason
  • Fixed: Possibility to get a lot of money by selling repair toolkits for good money

 

 

ENGINE

  • Fixed: Forced crash on broken #include when trying to host a server - FT-139189
  • Like 9
  • Thanks 3

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24-04-2020
EXE rev. 146375 (game)
EXE rev. 146375 (Launcher)
Size: ~ 345 MB

 

KNOWN ISSUE

There is an issue loading some UI colors from profiles. This results in black task titles for example. Try to avoid changing your UI colors in the game options in this version, otherwise you may have to reset them in the next update.

 

DATA

  • Fixed: Texture paths in several Contact Field Manual Hints
  • Fixed: The APERS Mine Dispenser and Training Mine could not be placed onto the ground anymore - FT-T150289 / FT-T150529
  • Fixed: Virtual Arsenal entities did not display certain damaged body regions anymore - FT-T150350
  • Fixed: Various new M2 static HMG backpacks would disassemble into the wrong variants - FT-T150335
  • Fixed: arsenalRestrictedItems[] did not check for weapons
  • Tweaked: "Old Man" saves could grow massively and should now do so less (we hope to also provide an experimental fix to those with broken saves in another branch)

Potentional Spoilers

Spoiler

 

  • Fixed: The main task to destroy the lab might not be assigned to the player in "Old Man"
  • Fixed: There was a missing smart marker and link to it in the task description (Steal Gendarme money in "Old Man")
  • Fixed: The player might be killed by the fuel silo explosion in "Old Man"

 

 

ENGINE

  • Added: Command diag_allMissionEventHandlers
  • Fixed: Severe cases of multiplayer vehicle desync after the recent update (thanks for your testing of various solutions)
  • Fixed: Texture not found when using setObjectTextureGlobal from a Dedicated Server - FT-T80668
  • Fixed: Workshop scenario overviews sometimes used previously cached values
  • Fixed: Zeus server CTD
  • Fixed: False RPT spam about certain missing sounds
  • Fixed: delete3DENEntities did not create a history entry - FT-T121797
  • Fixed: allowDamage serialization for mines
  • Fixed: CTD on ctrlCreate FT-T136596
  • Fixed: Glitched Speedboat physics when under water in high waves
  • Like 8
  • Thanks 2

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06-05-2020
EXE rev. 146389 (game)
EXE rev. 146389 (Launcher)
Size: ~ 75 MB

 

DATA

  • Fixed: UI colors were not correctly read from user profiles and configs

ENGINE

  • Added: Script commands allAddonsInfo and addonFiles
  • Fixed: addMagazineGlobal duplicated items per the number of clients - FT-T149788
  • Fixed: addWeaponGlobal could add multiple weapons to the player - FT-T149788
  • Fixed: Incorrect control behavior on text underflow
  • Fixed: Crash when trying to host a server if a non-existent include exists in an exported PBO - FT-T139189
  • Fixed: Memory Allocator issue causing "Too many virtual memory blocks requested" crashes (this may help some to load old / large "Old Man" saves, but a fresh restart is still recommended) - FT-T150427

 

  • Like 9
  • Thanks 3

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15-05-2020
EXE rev. 146398 (game)
EXE rev. 146398 (Launcher)
Size: ~ 465 MB

 

DATA

  • Added: Old Man main menu tile hover video
  • Tweaked: Kipchak vest was made more compatible with full ghillie suits
  • Tweaked: View Geometries of various Livonia and Tanoa buildings - FT-T146447
  • Tweaked: Collision shapes of the Livonia Small Church - FT-T149484
  • Tweaked: Fire Geometry on the Garage Office structure - FT-T149647
  • Tweaked: SPAR rifle series iron sights - FT-T149711
  • Tweaked: Position of optics on SPAR-16 and SPAR-16S
  • Tweaked: The size of the 3DEN module description box was tweaked to prevent potentially cut off words
  • Tweaked: HMG M2 gunner resistance against grenades - FT-T150710
  • Tweaked: HMG M2 land contact snap points
  • Fixed: Inverted faces on a ZSU-39 hatch handle
  • Fixed: Camo selections were missing for hatches on ZSU-39 and BTR-K Kamysh - FT-T139602
  • Fixed: Slat and camo net Virtual Garage hidden selections for MSE-3 Marid
  • Fixed: Gorgon driver animation so their legs are no longer sticking out from the hull

Potential Spoilers:

Spoiler

 

  • Fixed: After a first interaction with a market in "Old Man", the marker was not shown on the map
  • Fixed: Impossibility to download the Geolocator app from Keystone's laptop after finishing the quest to find CSAT evidence in "Old Man"

 

 

ENGINE

  • Fixed: Dead crew would not delete when a vehicle was deleted with deleteVehicle - FT-T148420
  • Like 11
  • Thanks 4

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21-05-2020
No new game EXE
No new launcher EXE
Size: ~ 30 MB

 

DATA

  • Tweaked: Improved detection of compatible accessories in Virtual Arsenal when an alternative syntax is used
  • Tweaked: BIS_fnc_findSafePos in-game function description corrected FT-T149812
  • Changed: Virtual Garage mod icons are no longer tied to CfgMods and the mod folder name - instead they are using the same methods as Virtual Arsenal
  • Fixed: Missing Virtual Garage vehicle statistics
  • Fixed: Virtual Garage dummy characters now respect locked turrets
  • Fixed: Various script errors FT-T149790
  • Fixed: Freeze when function BIS_fnc_findOverwatch is called with incorrect parameters FT-T149845
  • Fixed: Script error in the patrol module FT-T117706
  • Like 7
  • Thanks 1

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29-05-2020
EXE rev. 146444 (game)
EXE rev. 146444 (Launcher)
Size: ~ 160 MB

 

DATA

  • Fixed: Script error in Zeus when a vehicle is locked with LOCKEDPLAYER  - FT-T151000
  • Fixed: Unlocalized hint in Eden Editor
  • Fixed: Some markers in "Old Man" would be created in the left bottom corner, instead of their intended location

Potential spoilers

Spoiler
  • Fixed: Arthur in a certain "Old Man" hideout (and also few more civilians there) would talk to the player over the radio instead directly

 

ENGINE

  • Added: Config setting to configure the Steam Query limit (limitation of the mod list in Launcher) FT-T123655  
  • Tweaked: Security improvements concerning Headless Clients
  • Tweaked: Forced whitelisting of 127.0.0.1 in headlessClients[]
  • Tweaked: Performance improvements on network processing in MP versus AI
  • Fixed: Server crash when trying to load a scenario with a dot in its filename FT-T150767
  • Fixed: nearestTerrainObjects would not return roads
  • Fixed: Inability to store Code type variables in profileNamespace ("Global namespace not passed during" error in RPT)
  • Fixed: Squad/Arma 3 Units logo not showing up on Linux servers FT-T136477FT-T80864
  • Like 7
  • Thanks 3
  • Sad 1

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