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I'm asking myself when furniture will be implemented to the game? Does anyone know?

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:shine:

Update DEV version of the day :

462 Mb.

15-08-2013

EXE rev. 09067

Size: ~462 MB

  • AH-9 family of helos have collision geometry tweaked
  • Set sound for ladder animation
  • New poses for Marid commander
  • RPG launch effect tweaked
  • New impact effects for SABOT ammo
  • Added NVG with corresponding camo selections for all respective factions
  • Updated new boonie hat textures
  • Updated textures for our new chest rigs
  • Added sounds of bodies falling (based on surfaces)
  • Adding flag on AAF uniform, adjusting slightly UVs and mesh on corresponding area
  • Firing Drills: NVG are now correctly added as items
  • Chest rig camo selection fix
  • Mortar bag base class added for new bag type entries
  • Fuel stations have been bought by a new company and proudly display its logo
  • Reduced cloud clipping due to optimizations in vertex shader
  • Fixed transfer of mission list from DS to client
  • Texture header is not preloaded when found in TexHeader manager (UI font optimization during loading)
  • Next throwable item is selected after current one is removed from gear
  • AI leading targets accuracy improved
  • AI leading rockets improved
  • AI helicopter gunner aiming improved
  • Fixed "Unhandled user message" spam in RPT for animals
  • NATO technicians have allowed zeroing for AH-99
  • Linked sounds of stance changes (and some other) to all weapons
  • You can now drop to prone adjust in both rifle and pistol. Use sprint key to sprint sideways (left / right) and press Prone / Toggle Prone button to land in adjusted pose. You can also get into urban prone left / right from standing or kneeling adjust poses (left / right). All combinations are now possible.
  • After solving an issue with AI movement, new style character collisions put back in game (we are still going to work on certain visual glitches later)
  • Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted speed of turning in water for them
  • Fixed optics model when turned out as commander of Marid (and other APCs)
  • CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
  • CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
  • Fixed wrong group in supports
  • Fixed: Function priorities were ignored when executing trigger activated modules
  • Fixed sometimes being unable to skip establishing shots and titlecards if you restart the mission while they're playing
  • Fixed: Black alpha on user texture models (it does reintroduce the glass glitch)
  • Firing Drills: deflection hits no longer score bonuses
  • New: Combined Arms single-player friendly fire handling
  • Fixed: Vehicles synced to Vehicle Respawn Module with position set to "starting position" were not spawned precisely on the starting position.
  • Improved collisions on the most of rocks
  • Damaged static weapon now look damaged
  • Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.
  • Fixed: http://feedback.arma3.com/view.php?id=10508 (Optics Mi-48 is too dirty)
  • NATO technicians have allowed zeroing for AH-99

Edited by GranolaBar

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When placing a soldier in the editor this doesn't get rid of nvg's anymore. :confused:

this unassignItem "NVGoggles";  this removeItem "NVGoggles"; 

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When placing a soldier in the editor this doesn't get rid of nvg's anymore. :confused:

this unassignItem "NVGoggles";  this removeItem "NVGoggles"; 

confirmed. that is a problem for my 'no nvg night mission'

are "Objects (Lamps)" (street lights) ever coming back to the editor? (I might spam that question, since I've asked a few times with no response)

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New Dev-version added goats, thanks! :) Also spotted new rock wavebreakers.

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Clouds seem to be improved again, or am I imagining things?

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When placing a soldier in the editor this doesn't get rid of nvg's anymore. :confused:

this unassignItem "NVGoggles";  this removeItem "NVGoggles"; 

There are 3 Classes of NVGoggles now

"NVGoggles"

"NVGoggles_INDEP"

"NVGoggles_OPFOR"

Try it out

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15-08-2013

EXE rev. 09067

Size: ~462 MB

  • AH-9 family of helos have collision geometry tweaked
  • Set sound for ladder animation
  • New poses for Marid commander
  • RPG launch effect tweaked
  • New impact effects for SABOT ammo
  • Added NVG with corresponding camo selections for all respective factions
  • Updated new boonie hat textures
  • Updated textures for our new chest rigs
  • Added sounds of bodies falling (based on surfaces)
  • Adding flag on AAF uniform, adjusting slightly UVs and mesh on corresponding area
  • Firing Drills: NVG are now correctly added as items
  • Chest rig camo selection fix
  • Mortar bag base class added for new bag type entries
  • Fuel stations have been bought by a new company and proudly display its logo
  • Reduced cloud clipping due to optimizations in vertex shader
  • Fixed transfer of mission list from DS to client
  • Texture header is not preloaded when found in TexHeader manager (UI font optimization during loading)
  • Next throwable item is selected after current one is removed from gear
  • AI leading targets accuracy improved
  • AI leading rockets improved
  • AI helicopter gunner aiming improved
  • Fixed "Unhandled user message" spam in RPT for animals
  • NATO technicians have allowed zeroing for AH-99
  • Linked sounds of stance changes (and some other) to all weapons
  • You can now drop to prone adjust in both rifle and pistol. Use sprint key to sprint sideways (left / right) and press Prone / Toggle Prone button to land in adjusted pose. You can also get into urban prone left / right from standing or kneeling adjust poses (left / right). All combinations are now possible.
  • After solving an issue with AI movement, new style character collisions put back in game (we are still going to work on certain visual glitches later)
  • Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted speed of turning in water for them
  • Fixed optics model when turned out as commander of Marid (and other APCs)
  • CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
  • CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
  • Fixed wrong group in supports
  • Fixed: Function priorities were ignored when executing trigger activated modules
  • Fixed sometimes being unable to skip establishing shots and titlecards if you restart the mission while they're playing
  • Fixed: Black alpha on user texture models (it does reintroduce the glass glitch)
  • Firing Drills: deflection hits no longer score bonuses
  • New: Combined Arms single-player friendly fire handling
  • Fixed: Vehicles synced to Vehicle Respawn Module with position set to "starting position" were not spawned precisely on the starting position.
  • Improved collisions on the most of rocks
  • Damaged static weapon now look damaged
  • Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.
  • Fixed: http://feedback.arma3.com/view.php?id=10508 (Optics Mi-48 is too dirty)
  • NATO technicians have allowed zeroing for AH-99

Pretty cool changes.

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There are 3 Classes of NVGoggles now

"NVGoggles"

"NVGoggles_INDEP"

"NVGoggles_OPFOR"

Try it out

confirmed. thanks!

but I imagine that change didn't make it into the default-branch, so I kinda have a dilemma if I should update my mission(s) of not. especially if there's no plans to update the default-branch until release

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Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.

Finally :)

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Added NVG with corresponding camo selections for all respective factions

Minor details make great games. Thank you so much for this!

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Nice to get rid of the red circle on the map.

There are 3 Classes of NVGoggles now

"NVGoggles"

"NVGoggles_INDEP"

"NVGoggles_OPFOR"

Try it out

Ah, I see, thanks. Got it working.

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"Show info" in modules crashes the game. Anyone can confirm that It's not only me?

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Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.

yeppie we can get lost in altis!!!!

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While i stop walking in low-crouch stance..the sound of footsteps continues to play :/

Sounds stops only if i change stance.

Please if you can hot-fix it guys.It's especially annoying

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While i stop walking in low-crouch stance..the sound of footsteps continues to play :/

Sounds stops only if i change stance.

Please if you can hot-fix it guys.It's especially annoying

I noticed this too, thought it was something to do with where I was standing, but it appears to happen everywhere when you are in the stance below crouch.

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While i stop walking in low-crouch stance..the sound of footsteps continues to play :/

Sounds stops only if i change stance.

Please if you can hot-fix it guys.It's especially annoying

I noticed that a few patches ago. I kept thinking someone else was walking around me

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While i stop walking in low-crouch stance..the sound of footsteps continues to play :/

Sounds stops only if i change stance.

Please if you can hot-fix it guys.It's especially annoying

No Problems here.

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I noticed this too, thought it was something to do with where I was standing, but it appears to happen everywhere when you are in the stance below crouch.

It didn't happen to me...

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No Problems here.

go into crouch, and adjust your stance once down (ctrl-s)

edit: hmmm, it doesn't seem to happening anymore. maybe it was fixed

Edited by daze23

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