novahot 1 Posted August 15, 2013 I'm asking myself when furniture will be implemented to the game? Does anyone know? Share this post Link to post Share on other sites
GranolaBar 10 Posted August 15, 2013 (edited) 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 August 15, 2013 by GranolaBar Share this post Link to post Share on other sites
Zorg_DK 10 Posted August 15, 2013 When placing a soldier in the editor this doesn't get rid of nvg's anymore. :confused: this unassignItem "NVGoggles"; this removeItem "NVGoggles"; Share this post Link to post Share on other sites
Masharra 10 Posted August 15, 2013 http://postimg.org/image/paw861ip1/ that changed Share this post Link to post Share on other sites
daze23 1 Posted August 15, 2013 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) Share this post Link to post Share on other sites
SaOk 112 Posted August 15, 2013 New Dev-version added goats, thanks! :) Also spotted new rock wavebreakers. Share this post Link to post Share on other sites
maddogx 13 Posted August 15, 2013 Clouds seem to be improved again, or am I imagining things? Share this post Link to post Share on other sites
roberthammer 582 Posted August 15, 2013 without change log - its hard to say heh Share this post Link to post Share on other sites
V-zwo_Null 10 Posted August 15, 2013 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 Share this post Link to post Share on other sites
starky396 1 Posted August 15, 2013 When did an update come out today? Share this post Link to post Share on other sites
Masharra 10 Posted August 15, 2013 AAF crewman is all F'd up. Has rifle but no ammo. Has pistol ammo but no pistol. http://postimg.org/image/gh5boxvqd/ AAF Pilot has no rifle. Has pistol ammo but no pistol. Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 15, 2013 15-08-2013EXE 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. Share this post Link to post Share on other sites
daze23 1 Posted August 15, 2013 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 Share this post Link to post Share on other sites
-ghost-tf 12 Posted August 15, 2013 Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary. Finally :) Share this post Link to post Share on other sites
barakokula31 10 Posted August 15, 2013 NATO technicians have allowed zeroing for AH-99 Thanks. Share this post Link to post Share on other sites
HKFlash 9 Posted August 15, 2013 Added NVG with corresponding camo selections for all respective factions Minor details make great games. Thank you so much for this! Share this post Link to post Share on other sites
Zorg_DK 10 Posted August 15, 2013 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. Share this post Link to post Share on other sites
danny96 80 Posted August 15, 2013 "Show info" in modules crashes the game. Anyone can confirm that It's not only me? Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 15, 2013 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!!!! Share this post Link to post Share on other sites
giorgygr 61 Posted August 15, 2013 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 Share this post Link to post Share on other sites
Vigil Vindex 64 Posted August 15, 2013 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. Share this post Link to post Share on other sites
daze23 1 Posted August 15, 2013 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 Share this post Link to post Share on other sites
V-zwo_Null 10 Posted August 15, 2013 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. Share this post Link to post Share on other sites
mr_centipede 31 Posted August 15, 2013 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... Share this post Link to post Share on other sites
daze23 1 Posted August 15, 2013 (edited) 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 August 15, 2013 by daze23 Share this post Link to post Share on other sites