royaltyinexile 175 Posted October 18, 2013 (edited) 18-10-2013 EXE rev. 111358 Size: ~130 MB FIX: XH-9 family of helicopters doesn't produce such shake in external view anymore FIX: Shadow of plastic chairs now behaves better FIX: Credits have been updated FIX: The bolt of Rahim is moves correctly even in first person view FIX: Swimming at water surface FIX: Rendering items over ctree's scrollbar FIX: Change indirect grenade damage behind cover FIX: Replacing weapons created duplicates in some circumstances :icon_twisted: I'm otherwise engaged the next few days Using to avoid irreversible damage by wearing protection. Edited October 21, 2013 by DnA Share this post Link to post Share on other sites
DnA 5139 Posted October 21, 2013 21-10-2013 EXE rev. 111383 Size: ~40 MB Target bearing is no longer based on formation direction New command bar and map icons for the Buzzard Share this post Link to post Share on other sites
DnA 5139 Posted October 22, 2013 22-10-2013 EXE rev. 111433 Size: ~62 MB Fixed: TI issues on the Orca’s rockets Resolved issues with a shaky camera for the MH-9 helo family Sound: Protocol: Use of insideSoundCoeff for 3D sound (one configured in data, this will help with issues of hearing radio commands when you should not be able to in 3D space) Sound: Radio: More aggressive occlusion Sound: Unit can no longer cough and talk simultaneously Fixed: The deleteVehicle command on a UAV now also deletes the AI crew in it Fixed: Replacing weapons with a magazine destroyed linked weapons in some circumstances Fixed: A rocket fired from AT stayed in the launcher Fixed: A throwable weapon is now properly selected after taking a sidearm Share this post Link to post Share on other sites
DnA 5139 Posted October 23, 2013 23-10-2013 EXE rev. 111471 Size: ~60 MB Fixed: Environmental map on DMS optics Vests should now correctly refresh when getting changed Added: New aspect ratios to Video Options addMagazine now correctly checks for magazine classname validity Fixed: Crash related to yesterday's changes to deleteVehicle when used on UAV Maximum number of servers listed in MP is changed back to 500 (unfortunately there is no way around this for now) sentenceColorType parameter of createRadioChannel is now optional Share this post Link to post Share on other sites
DnA 5139 Posted October 24, 2013 24-10-2013 EXE rev. 111518 Size: ~326 MB Added: Campaign episode “Survive†Please consider carefully whether you’d like to test this version here now - or would rather wait for the release on Oct 31. There are known issues related to weapon persistence while progressing through the episode. We are mostly interested in issues related to progression at this stage (e.g. getting stuck entirely). Known issue: inconsistencies between (English) subtitles and voice-overs Added: 3 new music “Survive†tracks Fixed: Missing tasks for clients Joined In Progress with disabled AI in Headhunters and both Escape missions Fixed: Duplicated class names in music selection list Added: New UI icon for DMS optics Fixed: Repair icon position AI turret control improved Save / Load while reloading doesn't break the game anymore. Older saves might not work correctly Share this post Link to post Share on other sites
DnA 5139 Posted October 25, 2013 25-10-2013 EXE rev. 111581 Size: ~57 MB If you do try the campaign episode already, we recommend not using active mods - or at least accept that we cannot influence their effects on the campaign. As per usual: sometimes issues can be fixed by verifying local data in the Steam client. If you delete your savegames manually (not recommended for normal users) - please do so while the game is not running. Known issue: The campaign menu may crash when having custom campaigns installed Known issue: The campaign menu does not refresh after playing - until you go back to the main menu first Fixed: Parachute animation (strange black surfaces between wires) Fixed: A bug where RMB multiplied magazines from the weapon magazine slot after loading a savegame Added: Simulation of movement effect for rain Improved channel detection for Instructions Adjusted deflection for various GL ammo types Campaign: Wrong mission name in map & pause menu fixed for Patrol Campaign: Units in hubs now more reflect the day / night cycle Campaign: Problem with wrong direction for "walk in to briefing" animation fixed Changes with potential campaign spoilers: Campaign: CO should no longer get stuck when you reach the crash site Campaign: Conversations at crash site will no longer overlap each other ---------- Post added at 16:13 ---------- Previous post was at 14:53 ---------- 28-10-2013 There is a Czech Republic national holiday on Monday. We'll have people working anyway, but cannot guarantee a devbranch update. Share this post Link to post Share on other sites
DnA 5139 Posted October 29, 2013 29-10-2013 EXE rev. 111600 Size: ~35 MB Tuned rain parameters; added color saturation for the rain Fixed: Save / load of air units circling around using a Loiter waypoint Fixed: Crash related to changed campaign menu structure (user-made campaigns) Share this post Link to post Share on other sites
DnA 5139 Posted October 30, 2013 30-10-2013 EXE rev. 111658 Size: ~42 MB Fixed: Cinema borders now properly hide other GUI elements More campaign texts have been adjusted to match voice-over work Fixed: Safecheck mechanic that could break the campaign progression Fixed: Taking a sidearm could break the weapon info Fixed: CTD when lasing a target with an UAV as a team leader ctrlAddEventHandler and displayAddEventHandler now accept game code as well as strings Command removeAllActions changed Changes with potential campaign spoilers: Squad mates would sometimes get stuck while retreating after planting the demo charge on the wreckage Fixed: Players would sometimes get stuck after the introductory Maxwell animations Maxwell: Missing chemlights at night Maxwell: Soldier that was leaning against a tree and was clipping removed Dead identities should be now correctly replaced by new ones Patrol notification was showing even if the Patrol gets disabled World object persistency detection / destruction was failing in case of the radio tower in A_in / A_in2 The mission intel OSD was showing the wrong location information in Maxwell The "discussion group" detection distance for ambient conversations was set generally too high Starting gear in the equipment pool was adjusted Tried to prevent more cases of medics getting stuck after they tend to the wounded Improved behavior of mortars in the episode finale. Standing still when not in cover is guaranteed to kill you. Moving and staying in cover drastically decreases the chance 1 Share this post Link to post Share on other sites
DnA 5139 Posted October 31, 2013 31-10-2013 EXE rev. 111700 Size: ~203 MB Fixed: Incorrect hub defined for campaign phase 6, causing persistence corruption Preventing medics from getting stuck in some campaign scenarios Fixed: Crash when double-clicking tree in campaign menu Correctly unsetting of texture in film grain PP Fixed: HUDinfo does not show grenade info when character has no weapon DDE owners: Added "Survive" OST Share this post Link to post Share on other sites
DnA 5139 Posted November 1, 2013 01-11-2013 EXE rev. 111758 Size: ~46 MB Fixed: Campaign menu double-click behavior Zone restriction module has been updated for soldiers Added zeroing for AI target tracking Helicopters are no longer able to move with destroyed main rotor Fixed: AI gun shots inaudible after reload (http://feedback.arma3.com/view.php?id=15044) Terrain shadows tweaked Share this post Link to post Share on other sites
DnA 5139 Posted November 4, 2013 04-11-2013 EXE rev. 111658 Size: ~447 MB Tweaked hiding of rocket pods on unarmed variants of light helicopters Fixed: Hitpoints of main rotor for Mohawk Fixed: More appropriately sized missiles for Cheetah Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used Sabot hit effect tweaked Tweaking of dust effects created by infantry Hit of ground by rifles should be now better visible on medium and low particle quality Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning. Fixed: Cinematic borders didn't cover the screen edges (http://feedback.arma3.com/view.php?id=15765) Added: BIS_fnc_deleteTask - a function to completely remove a task Divers and their equipment has been visually tweaked Independent soldiers have been visually tweaked Fixed: When using "Vehicle Respawn" module with respawn on start position, vehicles were not respawn precisely on the spot. Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled. Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details) Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details. Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly. Added: Improved visualization of sectors added by "Sector" module Added: Faction flag is now used to visualize sector owned instead of side flag Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it. Repaired penetration material on some signs Fixed: Vehicle equipment loads in response to this issue (http://feedback.arma3.com/view.php?id=14161) Unified standardized ammo loads for each vehicle type for very faction Unified smoke and smoke shell colors for every faction Added Titan AP rockets for BLUOR IFV and INDEP IFV Added RPG HE rockets for OPFOR BTR Fixed: Rear lights on HEMTTs Fixed: Bad penetration materials on static Titan launcher (AT) Configured second ladder for dp_smallFactory_F and added a second ladder Fixed: Label shading on ammo boxes Fixed: inSpeed and inDir variables for explosion effects Share this post Link to post Share on other sites
DnA 5139 Posted November 5, 2013 (edited) 05-11-2013 EXE rev. 111857 Size: ~181 MB Fixed: AH-9 minigun barrel axis is wrong (http://feedback.arma3.com/view.php?id=645) Adjusted HUD of Buzzard New underwater effect for smoke grenades Thin armor plate surface added Fixed: BIS_fnc_deleteTask no longer attempts to delete non-existent tasks Fixed: Tasks were not deleted globally (by the previous function) Changed BLUFOR Recon Marksman default rifle to EBR (from MXM variant) Fixed: SUV has a texture error inside (http://feedback.arma3.com/view.php?id=13883) Decreased weight of OPFOR Marksman Rahim rifle Increased weight of BLUFOR Marksman MXM variant rifle Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions Fixed: Stretched LCD overlay UV for CROWS optics Better LCD screen resolution for current state of vehicle optics Fixed: Bad normal mapping on MRCO optic Slammer fire geometry and damage setup improvement (WIP) Event handlers return value is used only if non-null (details) Edited November 5, 2013 by DnA Share this post Link to post Share on other sites
DnA 5139 Posted November 6, 2013 06-11-2013 EXE rev. 111925 Size: ~445 MB All official objects should now in editor correctly show their author Fixed: RAH-99 spot light emissive texture is always active (http://feedback.arma3.com/view.php?id=12819) Added Tactical vest for OPFOR Helipilot AAF have their helmets visually tweaked Tweaked resolution of the onClick code for triggering missions through strategic map to prevent blinking after the map fades to black Fixed: handleDamage EH issue (http://feedback.arma3.com/view.php?id=6644) Improved ambient animation termination code to make it more reliable “Report In†task navigating to the mission givers will now properly show the waypoint in all situations Missing line breaks in “Patrol†task description were added Compositions of Maxwell updated Duplicity in equipment visualization after briefings fixed Improved transition from strategic map into briefing Simple termination of the 2nd ambient animation added to prevent unwanted collisions during briefing cutscene, where some of the soldiers suddenly had no weapons Player can now freely switch between 1st and 3rd person views during briefings Player can now freely switch between 1st and 3rd person views during ‘welcome to Maxwell’ cutscenes Pressing [space] before scene is rendered should not break the intro walk-in part Transition from Patrol to Maxwell improved; it is not playing intro animation anymore Force-started briefings now directly trigger the default mission and there is no armory after the briefing is done Added a safecheck code to prevent overlapping of the two different mission intel OSDs Removed first red page from Notepad, File (documents) and File (top secret) Fixed: Floating scope on MXM weapon (http://feedback.arma3.com/view.php?id=3102) If no handleDamage handler returns a value the damage remains unchanged instead of setting it to zero Fixed: Preview image for selecting interface colors was always white Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions Potential spoiler updates: Adjusted the crash site composition to prevent the medic from getting stuck Miller's identity was not set correctly Further improvements to the balance of the mortar segment Slight adjustments to player's team's reactions to paratroopers Further improvements to the behavior of the extraction boats Name of Alpha Lead in ORBAT was not updating correctly Fixed potential script error with mortars in Tipping Point Share this post Link to post Share on other sites
DnA 5139 Posted November 7, 2013 (edited) 07-11-2013 EXE rev. 111995 Size: ~181 MB Missing PhysX and suspension settings on Kamysh and Tigris Kamysh hull hitpoints improved Kamysh and Tigris front side armor easier to pierce through Reflection and macro UV stretching on Marshall wheels fixed Marshall interior damage materials tweaked Marid damage material UVs tweaked Panther materials tweaked Flickering shadows in interiors of cars should be fixed Small uniform weight / capacity ratio update Updated setup of heli pilot / heli crew / pilot equipment so it's now comparable across factions Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first) 'colorBackground' attribute in CfgORBAT renamed to 'colorInsignia' Bug caused by change of EH functionality in engine fixed Fixed: Range on M2HMG misaligned (http://feedback.arma3.com/view.php?id=15126) Fixed: Can we please get the ramps on the H-Barrier watchtowers working? (http://feedback.arma3.com/view.php?id=15884) Fixed: Text area for number of respawn tickets was too narrow Game Options: Language switch changed to ComboBox Added: RscTree expandOnDoubleclick parameter Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side Fixed: Sector icons in the 3D scene were not based on difficulty Stop propeller animation for ships when engine is hit HandleHeal event handler is now also called for self-healing Added: New CTree config option to expand / collapse tree using double-click playableSlotsNumber command added - returns number of available slots or playable units Fixed: exThreads parameter can break some script commands (e.g. scriptDone) (http://feedback.arma3.com/view.php?id=7456) Edited November 7, 2013 by DnA Share this post Link to post Share on other sites
DnA 5139 Posted November 8, 2013 (edited) 08-11-2013 EXE rev. 112057 Size: ~229 MB Fixed sun flare intensity computation New network script function setObjectTextureGlobal Helicopters have their supplies transport capacity tweaked Fixed: The stick of xH-9 family helicopters works again Adjusted rudder coefficient of Buzzard Fixed: Dead pilots in Buzzards have a correct pose Ambient animation function now auto-terminates if it is executed on unit that is already playing ambient animation Fixed: Weapon pool persistent variables causing issues when reverting campaign Hub briefing skip mechanics fixed & improved. Players can now skip the whole briefing and get directly to the armory if they press [space] before it loads Getting out of a static turret now causes player to face the turret Ejecting has been removed from action menu for static weapons because there is no need to eject when getting out is enough Improved: Fall into rocks by lighthouse and unable to get out (http://feedback.arma3.com/view.php?id=7276) Weapon weight diversification: Overall weapons weight increased Increased weight of heavy pistols Greater and better scaled weight differences between various weapons of the same type Fatigue: Further changes will follow according to devbranch feedback and tweaks Grenades now cast shadow while flying towards their target Mines now have a correct side The artillery computer of mortars has been re-calibrated to actual computer type (slightly more accurate) Zephyr missiles have their distinctive magazines Merged from OA / DayZ: Small MP optimization related to simulation precision Potential spoilers: Maxwell composition updated to fix the clipping in Wet Work briefing Adjusted dates and time of briefings at Maxwell Edited November 8, 2013 by DnA Share this post Link to post Share on other sites
DnA 5139 Posted November 11, 2013 (edited) 11-11-2013 EXE rev. 112144 Size: ~352 MB Soldier equipment protection tweaks (WIP - things like body armor, in an attempt to shift focus from character class to equipment worn) Campaign: Weather is now correctly updated when the time shifts for a briefing (e.g. fixes out-of-place rain during one briefing). Wind and rain are handled better. Removed old lights from Zamak Various small objects have their models reworked (wooden piles and electronics) Bunker object makes better use of its ladder Added: Links to Community Wiki and editing forum to debug console header Added: Feedback button leading to http://feedback.arma3.com is now displayed in the pause menu when devbranch is running UI: Insert Marker - Flags are no longer colorized (the white parts were incorrectly colored) Fixed: Disappearing magazines when changing to same weapon Edited November 12, 2013 by DnA Share this post Link to post Share on other sites
DnA 5139 Posted November 12, 2013 12-11-2013 EXE rev. 112166 Size: ~96 MB Fixed: Surround sound issues with conversations especially Tweaked animation, fatigue and weapon sway configuration according to first feedback Swapped weapon sway axes for small radius Slightly decreased weapon sway in crouch Slightly increased weapon sway in prone Changed duty values of certain animations Overhauled duty modifiers of terrain slopes (now it is possible to actually regenerate fatigue while moving down the slight hills) Fixed odd speeds of certain animations Set up proper animation speed for transition from prone to crouch Fixed: Panther material problems Added: New armor plate materials for future appliances Tweaked: Position of members of AAF groups in editor Fixed: Tooltips of controls in more than one control group Removed parameter from getShadowDistance script command Share this post Link to post Share on other sites
DnA 5139 Posted November 13, 2013 13-11-2013 EXE rev. 112219 Size: ~319 MB Fixed: Animation slowdown issues like: Too slow inventory opening in some stances Too slow binocular / range-finder on / off Position changes speeds between various different stances Few other small animation speed related issues Updated: BIS_fnc_objectSide can now detect actual player's side, even after it was changed on the fly. This affects BIS_fnc_MP function, but the its behavior should remain same. Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side Fixed: SP mission sometimes didn't end when some display was opened Minor balance of OPFOR equipment: Decreased weight of pilot uniform Decreased capacity of standard uniforms Increased weight of standard uniforms Increased capacity of harnesses vests Removed: Chair on top of building in Showcase Armed Assault (would float after building destruction) Lowered damage of destroyed house hitpoints New materials, improved textures for timbers and wood pile Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist. Increased amount of supplementary ammo carried by Assistant Automatic Rifleman for all factions to: BLUFOR 12x 6.5mm 100 round magazine OPFOR 8x 7.62mm 150 round magazine INDEP 6x 6.5mm 200 round magazine Possible spoilers: Added: Crossing Paths light flash on LZ Connor when AAF starts the attack Fixed: Crossing Paths Camp Maxwell task was not declared completed Share this post Link to post Share on other sites
DnA 5139 Posted November 14, 2013 14-11-2013 EXE rev:icon_twisted: 12312 Size:icon_twisted: ~87 MB FIX: Minor speed bug preventing running slowdown with rifle introduced by previous fix of adjustments slowdown. FIX: Some more wrong animations slowdowns. FIX: Animation for gunner of Gorgon. FIX: Cinematic border has been fixed properly, now. FIX: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated. FIX: Minor fix of INDEP equipment. GL vest variant for INDEP Squad and Team leaders to match the distribution with other factions. FIX: Rebalanced independent vests to introduce even more diversity among armors. FIX: Minor redistribution of Guerrilla weapons. FIX: HarnessOSpec variants on same protection degree as it should be. FIX: Tweaked parameters of SDARs underwater ammo. FIX: TRG rifles have correct mouse-over description of caliber. FIX: Introduced minor variability in BLUFOR assistant automatic rifleman supplementary ammunition. FIX: setShadowDistance works again. ADDED: New parameter drawLightSize for simple point light. Compiled by pettka while Master lord Joris ascends to higher zen level Share this post Link to post Share on other sites
DnA 5139 Posted November 15, 2013 15-11-2013 EXE rev. 112324 Size: ~141 MB Fixed: Speed of walk animation at campaign start Fixed: Pause menu effects were visible after returning to a mission from which player previously exited the game while in pause menu Fixed: Some vests were too durable Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector. Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors. Fixed: FIA truck cabin was not visible from the back (http://feedback.arma3.com/view.php?id=16043) Fixed: Offroad Armed was only enterable from drivers side (http://feedback.arma3.com/view.php?id=16025) Fixed: Camo in view LOD of transport truck Fixed: Textures of bridges in lower LODs Added: Faction score in debriefing screen Updated: Marker colors based on sides are now named consistently with other uses of sides. Previous classes were preserved because of backward compatibility. Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value Added: Expand button to campaign menu Fixed: Crash when setting zero or negative mass Updated: Scripted side recognition - (side group player) and (playerSide) is now replaced by (player call BIS_fnc_objectSide) Share this post Link to post Share on other sites
DnA 5139 Posted November 18, 2013 18-11-2013 EXE rev. 112503 Size: ~395 MB Recent work on fatigue and personal protection was disabled temporarily because they are not quite ready yet, and we are preparing for a main branch update. Work on them should continue right after that release (planned for this week). Moon and stars are now affected by fog Multiple tweaks and repaired hidden selections on armored vehicles Redefined camo selections on armored vehicles Removed lights from lower LODs of Bobcat Fixed: Missing textures on Gorgan (http://feedback.arma3.com/view.php?id=16032) View-pilot LOD of Gorgon tweaked Speedboat has now correct sorting of anti-water material Fixed: Crash while starting -server Fixed: Indestructible communications tower in Showcase Vehicles Configured new marker lights for e.g. runway lights and airport tower lights Fixed: Geometry component of Scrap Heap Fixed: Walking on stairs on cargo tower and cargo patrol tower Share this post Link to post Share on other sites
DnA 5139 Posted November 19, 2013 19-11-2013 EXE rev. 112548 Size: ~76 MB Fixed: Missing 'colorCivilian' marker color (http://feedback.arma3.com/view.php?id=16124) Fixed: Campaign / Scenarios / Challenges menus expand & collapse buttons Added: All UI trees can now be expanded by double-click on an item Share this post Link to post Share on other sites
DnA 5139 Posted November 20, 2013 20-11-2013 EXE rev. 112601 Size: ~31 MB Fixed: Campaign and Challenges menu inconsistency around expanding and collapsing trees Share this post Link to post Share on other sites
DnA 5139 Posted November 21, 2013 21-11-2013 EXE rev. 112641 Size: ~231 MB Maxwell: Navigation waypoint is no longer attached to the briefing speaker unit but is attached to the briefing center object Added: Ability to set forced sector owner using: [<sector>,<side>] call BIS_fnc_moduleSector; Tweaked: ScrollBar scrollSpeed Fixed: Priorities of disassembling static weapons and getting into them Added: centerSize parameter for visible point lights Tweaked: Adjusted stances have their speeds Tweaked: Panther turning and acceleration performance Fixed: Wheeled APCs damage balancing Tweaked: Kamysh hull hitpoint (minor) Fixed: Speed of tracks for most of the tracked vehicles Tweaked: Slammer hitpoints (tracks less resistant to mines) Fixed: Gorgon turret animations Tweaked: Tracks fire geometry for artillery Tweaked: T-100 geometry Fixed: Wrong view geometry of wreck of Slammer, offset in wreck proxy position Improved: Slammer damage visual indication NATO technicians replaced optically camouflaged suspension of Slammer tank with more powerful traditional variant Fixed: MLRS launcher elevator animations Showcase AAF: Buzzard will try to avoid collision with objects on runway again Fixed: Setting number of respawn tickets to 0 resulted in unlimited tickets, and the other way around (MP Defend) Fixed: Blinking face in the thistle model Mortar has new UI icon and various visual tweaks Fixed: Cropping of the campaign overview text Opacity of black alpha in 3D scopes reduced Reduced power of 120mm APFSDS (armor balancing) Fixed: OPFOR ACO now glows green in the dark (glowed red before) Tweaked: Zamak and HEMTT trucks Adjusted: Collision damage coefficient for Darter to make landings a bit easier Repaired camo selections of HEMTTs and Zamaks Tweaked: PP refract texture for the rain Adjusted sun flare underwater Fixed: Disappearing rain in relation to ATOC Added: Script command getClientState Fixed: It was possible to respawn on removed respawn position (http://feedback.arma3.com/view.php?id=15988) Added: Unit playback by BIS_fnc_unitPlay can be now terminated by calling: <object> setVariable ["BIS_fnc_unitPlay_terminate",true]; Share this post Link to post Share on other sites
DnA 5139 Posted November 22, 2013 22-11-2013 No new EXE (auto-tests failed) Size: ~75 MB Known issue: rogue empty listbox in some playable content menus T-100 commander gun more fragile Fixed: T-100 missing hitpoints of commander's turret Functional mirrors for Gorgon Added wrench icon to command menu of FIA engineer HEMTT models have been reworked - proxies have been merged into models for better performance Minor key presets improvement. Zooming in and out mapped on mouse side buttons in all presets by default. It might be more convenient for some users then to have it on Numeric keys by default (though that is still available). Share this post Link to post Share on other sites