Jump to content
DnA

Development Branch Changelog

Recommended Posts

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 14
  • Thanks 1

Share this post


Link to post
Share on other sites

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 6
  • Thanks 3
  • Haha 2

Share this post


Link to post
Share on other sites

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 15
  • Thanks 4

Share this post


Link to post
Share on other sites

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 7
  • Thanks 1
  • Haha 1

Share this post


Link to post
Share on other sites

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 11
  • Thanks 3

Share this post


Link to post
Share on other sites

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 10
  • Thanks 2

Share this post


Link to post
Share on other sites

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 5
  • Thanks 2
  • Haha 2

Share this post


Link to post
Share on other sites

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 7
  • Thanks 4

Share this post


Link to post
Share on other sites

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 16
  • Thanks 4

Share this post


Link to post
Share on other sites

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 7
  • Thanks 2

Share this post


Link to post
Share on other sites

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 8
  • Thanks 3

Share this post


Link to post
Share on other sites

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 9
  • Thanks 1

Share this post


Link to post
Share on other sites

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 9
  • Thanks 3

Share this post


Link to post
Share on other sites

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 9
  • Thanks 3

Share this post


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

×