Tankbuster 1746 Posted April 27, 2016 You probably know that Bohemia has quality assurance team which test things accordingly but they can never catch every issue especially with so many people running so many different mods, tweaks, servers.That is part of the game development. I'm satisfied how they eliminate and prioritize game breaking issues when they are discovered. Fixing the bugtracker would be a great start. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 27, 2016 The problem is not solved by switching to tbb4, just delayed. In Mutiplayer the maxium hazzle free playtime is now down to 30 minutes in CTI with an active town. After that time you need to restart to fix the low fps issue, loosing all progress. Neeless to say that is it pointless to play that way at all. No, YOU need to restart after 30mins. My game (and many others') works fine for prolonged periods. What OS are you running? How much RAM do you have? Pagefile size? etc. I'm on Windows 10 64bit with 16GB of RAM and have not crashed once (yet [sic]). Whilst I'm not saying "Go buy more RAM" or similar, I am saying if your system doesn't meet the minimum requirements, or if you're taxing the fuck out of it with demanding missions spawning thousands of guys in, don't expect it to work for long. 3 Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 27, 2016 Speaking about updates, Nothing compares with Alpha sh1it. Alpha is where the game rules, All the rest are downgrades. (blame me, just tell me where and when, if you have the balls) Lol. Are you trying to be funny or is it for real ? I've never seen so many engine upgrades since OFP than with the last ArmA3 updates, so many things asked for years by the community that finally make its way into the game. FFV, weapon resting, 3d editor, Zeus, Helicopter realistic behaviour, sling loading, etc. etc. 1 Share this post Link to post Share on other sites
Beagle 684 Posted April 27, 2016 No, YOU need to restart after 30mins. My game (and many others') works fine for prolonged periods. What OS are you running? How much RAM do you have? Pagefile size? etc. I'm on Windows 10 64bit with 16GB of RAM and have not crashed once (yet [sic]). Whilst I'm not saying "Go buy more RAM" or similar, I am saying if your system doesn't meet the minimum requirements, or if you're taxing the fuck out of it with demanding missions spawning thousands of guys in, don't expect it to work for long. Im playing on the same Acer Predator G3-605 system that ran BECTI pretty well at very high default until 1.58. And no its not just me, the problem troubles a lot of player hence the current "need restart" message that screws the teamplay up. Share this post Link to post Share on other sites
domokun 515 Posted April 27, 2016 Im playing on the same Acer Predator G3-605 system that ran BECTI pretty well at very high default until 1.58. And no its not just me, the problem troubles a lot of player hence the current "need restart" message that screws the teamplay up. Have you tried the latest 1.58 hotfix Release Candidate? https://twitter.com/Arma3official/status/725342561355833349 1 Share this post Link to post Share on other sites
HKFlash 9 Posted April 28, 2016 I can't say as I ever had that issue and I ALT-TAB out for many reasons, you know to open Teamspeak, get FRAPS started etc. So perhaps it didn't happen to BI in their QA sessions either... I also never had this issue. Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted April 28, 2016 Interesting topic Reckless. I have thought about this lately myself, and while i may not fully agree that the updates feel rushed, (because i don't). I do agree that perhaps some sort of better communication with mod makers in regards to what changes are coming and how to prepare for them. I get the frustration, especially with the "mods getting broken with every update" feeling. But I don't necessarily think that BI should or can take every mod in to account when trying to make the best game they can. They as the developers should be focusing on the game that they end up releasing. What we know as the vanilla game. But again i agree with you on the mod breaking issue. Maybe more communication or something is the key. Its frustrating. Ultimately I have always looked at ARMA 3 in the way that BI describes it. Its a constantly evolving "platform". The game released originally was just the foundation and over time more and more of the house gets built. Is this the best way to develop a game ? I have no clue as i am not a game developer. I would put my trust in BI in regards to that decision. But its definitely the way games are made now a days and i guess i have got used to it. I feel like all games are a constantly evolving and updating platform So .... yeah i agree on some of your points. And don't know the solution haha. Share this post Link to post Share on other sites
en3x 209 Posted April 28, 2016 the solution could be to stay patient and wait for mod makers to update their content.I think BI releases like profiling branch in advance or if mod maker want to include upcoming features he have to follow dev branch, bohemians sitreps. Ta add on to your excellent opsixdelta post, developers because of modding community and their care for it, have to design every feature, or system to be backwards compatible as much as is doable. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 28, 2016 [...] developers because of modding community and their care for it, have to design every feature, or system to be backwards compatible as much as is doable. True, but some of the recent changes, the sound system for example, simply couldn't be made to be backwards compatible due to the widespread changes that were performed. Share this post Link to post Share on other sites
en3x 209 Posted April 28, 2016 True, but some of the recent changes, the sound system for example, simply couldn't be made to be backwards compatible due to the widespread changes that were performed. Correct.Almost a definition of the word "overhaul". Share this post Link to post Share on other sites
roshnak 41 Posted April 28, 2016 That's the thing I do want to buy APEX but I am not confident at all that it is going to be value for money, I am not confident it is going to work and I am not confident it is not going to break the shit out of my game. Then wait until you are confident. You don't have to buy the expansion on release day. You aren't going to miss out on anything if you wait until a few patches are pushed. Share this post Link to post Share on other sites
Guest Posted April 29, 2016 Then wait until you are confident. You don't have to buy the expansion on release day. You aren't going to miss out on anything if you wait until a few patches are pushed. And about the price, Apex is in sales now, by there will be other sales after its release. Share this post Link to post Share on other sites
pd3 25 Posted April 29, 2016 can tell you this, each significant issue I've had with each recent patch I've noticed within 30 minutes of my very first game with each patch. So much effing this. I can immediately tell when something's gone wrong (or right, as in the case of un-spot-repped 1.58) from one patch to the next, and to have somebody tell you that what you're noticing is not real especially when you're somebody like myself, who does not play with a lot of variation but a lot of consistent variables is very discouraging. It's as if the issues leap out at me, and here I am facing insinuations or outright claims that it isn't happening. I don't even know why these updates are happening if they're not fixing things and making things better, I'm not trying to shit on anyone, but it would be nice to just play the game and not get yanked about from problem to problem. Features are great, drastic alterations to how the game plays is not. I'm not trying to be rude or mad or insulting. But game patches and update should be things to be excited for, to look forward to. But it has quickly turned into the "Ok, what is broken now" day. This as well, now every time I see that blue "update queued" text in steam my stomach turns in a few knots, especially if I've set aside some time to enjoy playing Arma with the crazy expectation of you know, enjoying it. Ultimately I have always looked at ARMA 3 in the way that BI describes it. Its a constantly evolving "platform". The game released originally was just the foundation and over time more and more of the house gets built. Is this the best way to develop a game ? I have no clue as i am not a game developer. I would put my trust in BI in regards to that decision. But its definitely the way games are made now a days and i guess i have got used to it. I feel like all games are a constantly evolving and updating platform Good god no, there are some people who don't have the time to babysit and monitor changes that fundamentally alter the game, I think it's a way for BI to rationalize the costs of not starting a new project, at the expense of the end user. I just want to make use of what opportunities in my life that I have to play and actually ENJOY IT as opposed to trying to figure out how the game was screwed around and why a scenario I made the previous patch runs like total garbage now, that constitutes a tremendous amount of disrespect to the consumer IMO. Features are great, don't get me wrong, but at some point I would absolutely prefer consistency beyond a certain point instead of playing each iteration of the game as if the next update will render my present experience of unachievable. You end up feeling as if something is being pointlessly taken away from you and if there is no apparent good reason, it makes somebody who paid money for the experience feel like their enjoyment of the product does not matter. This would not be an issue if we did not have updates forced upon us, and why is that anyhow? Is it because of piracy? Because it seems entirely counterintuitive to deprive a paying customer of the ability to get off the update train when it no longer serves to benefit them and have that ability ostensibly facilitated for those who don't pay for the game at all. There is no way any other company would get away with a-priori rationalizing why somebody who bought a game at 1.0 release who cannot play it now, or does so with a dramatic reduction in performance because so many changes were made. That's pants-on-head insane. Share this post Link to post Share on other sites
en3x 209 Posted April 29, 2016 I don't even know why these updates are happening if they're not fixing things and making things better, I'm not trying to shit on anyone, but it would be nice to just play the game and not get yanked about from problem to problem. Features are great, drastic alterations to how the game plays is not. They are fixing things and making things better, have you noticed switch weapon on the move? Added: An Arma 3 Apex control preset is now available for weapon switching and commanding of units Added: Phase 2 of the Difficulty Overhaul is now implemented Added: Action Menu Streamlining for weapon switching Added: An ability to block the use of the free camera in the Virtual Spectator Added: An ability to disable the focus info box in the Virtual Spectator Added: A NATO skin for the Strider Added: An oranje skin for the Zamak trucks Added: A civilian version of the Zamak transport truck Added: A blue skin for the PO-30 Orca helicopter Added: Wreck visuals are now affected by the liveries of these vehicles: ZSU-39 Tigris BTR-K Kamysh 2S9 Sochor T-100 Varsuk Added: A new BIS_fnc_sunriseSunsetTime function (to get the time when sunrise and sunset occur, based on a given date and terrain latitude) Added: Rotating the turret of the UGV Stomper RCWS now produces a sound Added: A new respawn point notification can now be toggled in the respawn position module Added: Soundsets and sound shaders were added for the sonic cracks of gatling weapons Added: Command Actions to open the Command Menu and its relevant pages (for resolving weapon switching and command menu priorities). The presets were updated to reflect this. Added: The Debug console is now using the new Virtual Spectator mode Added: New camo selections (camo1, camo2, camo3) are now available for the Vermin SMG (based on a community request) Added: A new camo selection is now available for the P07 handgun Added: Functions BIS_fnc_netId, BIS_fnc_objectFromNetId, BIS_fnc_groupFromNetId (as SP/MP compatible variants for netId, objectFromNetId and groupFromNetId) Added: An ability to override the default delay between objectives revealing in End Game scenarios Tweaked: BIS_fnc_getName now performs faster with name clamping enabled Tweaked: The soundShadersLimit parameter value was changed from 3 to 2 Tweaked: The BIS_fnc_splitString function can now split strings by string Tweaked: The direction speed of an adjusted up BR prone animation was sped up Tweaked: The rotating sound of the remote turrets has been changed Tweaked: Elevating the turret of the Strider now produces a louder sound Tweaked: Task names in End Game no longer include a task letter (it is now handled by the Tasks Overhaul implementation) Tweaked: Reduced recoil of launchers Tweaked: Several mono samples changed to stereo to improve the position of sounds Tweaked: Some launcher sounds were improved Tweaked: Distant explosion sounds are now more optimized Tweaked: A potential performance increase when using the 30 mm multipurpose ammunition (e.g. on armored vehicles) Tweaked: The damage dealt by guided and laser-guided 155 mm shells is now consistent Tweaked: The sound of closure is now quieter for the GM-6 Lynx rifle Tweaked: A potential audio-related performance increase when using the Wipeout’s gatling Tweaked: An Armillion localization tweaks and fixes Tweaked: Some shell tracers were scaled down Tweaked: The direct damage values were slightly increased for the 120 mm and 155 mm anti-tank guided shells Tweaked: The MX 6.5 mm (Black) rifle now uses a black bipod (instead of a sand one) Tweaked: The BIS_fnc_inTrigger function was optimized Tweaked: The difficultyEnabled script command was replaced with difficultyOption in the official content of the game Tweaked: The character’s collision model for running with a rifle lowered was adjusted (this can help with characters being stuck in doors) Tweaked: Patrolling soldiers removed from the destroyed Camp Maxwell in the Survive campaign episode Tweaked: The BIS_fnc_playVideo function now calls a scripted callback BIS_fnc_playVideo_stopped Tweaked: The transition speed between standing and kneeling (and vice versa) was decreased for the tactical pace Fixed: An error would be logged to the RPT due to a misconfigured End Game module parameter Fixed: Warm up animations would switch after a long delay in End Game Fixed: End Game players could be respawned in water when no respawn position was selected Fixed: A possible error connected to BIS_fnc_EGObjectiveVisualizer in End Game Feres Fixed: Duplicated developer name in the credits Fixed: The Team Switch menu would be shown even when the respawn menu configuration would not allow it Fixed: Player could start Showcase Marksmen with some equipment missing Fixed: The GM-6 Lynx rifle was missing a reload animation for swimming divers Fixed: Limits for cargo gunners in the Mohawk and Hellcat (http://feedback.arma3.com/view.php?id=27981) Fixed: Characters are no longer allowed to fire their weapon during the binocular to primary weapon switch (stand, kneel, prone) Fixed: Adjusted turret limits for the Kuma gun to prevent clipping of the cannon through the body Fixed: House destruction was not audible at bigger distances Fixed: Wrong pitch limits for the spectator free camera Fixed: The AI would not work properly in some Barracks building variants Fixed: Tasks could appear in an incorrect order in the Headhunters mission Fixed: Mission ending would not be synchronized properly in the Tanks co-op mission Fixed: The sound of closure was delayed for the GM-6 Lynx rifle Fixed: Weapon Info for vehicles and static weapons was incorrectly placed Fixed: Players were able to open the Virtual Arsenal on nearby containers while inside vehicles Fixed: The UH-80 Ghost Hawk had some visual artifacts in distant LODs Fixed: Script errors would appear when calling for an airdrop via the Support module Fixed: Tracer magazines (with -T suffix) for armored vehicles were not using tracer ammunition in some cases Fixed: The tracer magazine for M2A4 Slammer UP would not display correct values in the UI Fixed: The Feedback FSM would run on Dedicated Servers and Headless Clients Fixed: The transport helicopters called by the Supports module would sometimes refuse to move Fixed: The “PLAY†button was overlapping in the Polish localization Fixed: The text in the Splendid Camera’s Exit prompt window was not localized Fixed: Some animations for weapon switching were not centered correctly Fixed: The PiP mirrors were not enabled for the civilian Zamak truck Fixed: Characters would be able to lean to the sides during the healing animation (causing glitches) Tasks Overhaul: Added: Official End Game scenarios now fully support Shared Objectives implementation Added: Forcing a task to always show up in the 3D space is now supported Eden Editor: Added: A toggle for placing all vehicles as empty Added: AllowFreeCamera and ShowFocusInfo can now be defined in the Eden Editor’s VirtualSpectator_F entity Added: An option to disable the camera moving to a random position when launching Eden Editor Added: Buttons to expand or collapse all items in the Entity List and the Asset Browser Added: Dates of full and new moon are now marked in the Date attribute Added: The sunrise and sunset times are now marked in the Time of the Day attribute Added: Specific widgets can now be toggled on by the 1-4 keys Added: A "Spectate in SP" Preview option is now available (starting the scenario as a spectator from the camera’s position) Added: An ability to reset customized loadouts using a new Context Menu option "Reset Loadout" Added: All black variants of the MX rifles are now available in the Eden Editor Tweaked: The Splendid Camera can no longer be opened in the Eden Editor Tweaked: The font size in code input attributes (e.g. object's init field) decreased to better match the general font size Tweaked: The headgear randomization of FIA characters is now enabled again in Eden Editor scenarios Tweaked: Editing a loadout in Eden Editor’s Arsenal will switch off the headgear randomization Tweaked: The "Arsenal" Context Menu option has been renamed to "Edit Loadout" Tweaked: Ruins of structures are available under their own names (they would inherit structures’ names previously) Tweaked: The Stance can now accept the "AUTO" value Tweaked: The Vehicle Lock was updated to accept the "LOCKEDPLAYER" value Fixed: The Debug console was not available despite it being enabled Fixed: Script error in the Eden Editor when users picked the "Play as a Character" option on a vehicle crew member with no weapons available Fixed: It was not possible to change tags when publishing a scenario Fixed: The Allow Manual Respawn multiplayer scenario attribute was not working (https://forums.bistudio.com/topic/188698-allowmanualrespawn-has-no-effect/) Fixed: There were some strings missing in the Steam tags selection window Fixed: Notifications about errors in scripted functions (e.g. BIS_fnc_error) were not displayed in the Eden Editor Fixed: Audio previews didn't work when setting the music and sounds in trigger and waypoint attributes Fixed: Incorrect respawn templates were selected when the Multiplayer Attributes window was accessed for the first time after loading a scenario Fixed: The Show Model attribute worked in a reversed way (model was hidden when set to visible and vice versa) Fixed: Script error messages would appear when using Support modules in Eden Editor Fixed: The binarization options were not synchronized across Editor Attributes and the Save Mission dialog Fixed: Information about placing empty vehicles was shown when searching in the Props tab (Ctrl + F) Fixed: A land barrier fortification object was duplicated in Eden Editor (“Land_HBarrierBig_F†was removed while “Land_HBarrier_Big_F†stayed) Fixed: A module argument in a combo box with a float value between 0.5 and 1 was always saved as 1 (https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats) Fixed: Players would appear in the middle of the sea after respawning when the "Select Respawn Position" respawn template was selected and the Delay value set to 0 Fixed: Incorrect respawn templates for BIRD respawn types were used (the default are used now instead of the scenario configured ones) Fixed: Sound lists in the attributes of waypoints and triggers were not sorted alphabetically (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=2999960) Fixed: A code execution from the Debug Console would not work after a scenario save (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-2#entry2999574) Added: Weapon Switching on the Move Added: It is possible to write multiple lines in multi-line edit boxes Added: Second autosave (consider it a backup for cases like when the game autosaved while a bullet was on its way to you so loading would kill you again) Added: A new VoN Codec implementation based on Opus (can be enabled by setting vonCodec = 1; in the server.cfg) Added: Aligned allocators Added: New commands: createSimpleObject, selectionNames, hideSelection (https://forums.bistudio.com/topic/187670-new-command-createobject-for-decorative-objects/) Added: New script command flyInHeightASL Added: Trails on the map can have a different style Added: setWaypointForceBehaviour command, which disables auto-combat for the time of execution of a waypoint Added: Support for a vehPriorityMask parameter for roads defined in RoadCfg, making it possible for a road to take priority over all other landscape fields in the cost map Added: Character specialties can now be changed on-the-fly via script commands setUnitTrait / getUnitTrait (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible. Added: Shadow type can now be selected for listbox items separately (itemShadowLIcon, itemShadowRIcon, itemShadowLText and itemShadowRText) as well as for the whole control Added: Mission event handler equivalents for old non-stackable event handlers Added: volumeFactorMin for adding minimum to sound function (http://feedback.arma3.com/view.php?id=27769) Added: White-listing filePatching of specific Steam IDs via filePatchingExceptions in the server config Added: A new roadAt script command Added: A new displayParent scripting command Added: A new getCameraViewDirection script command (the direction an entity is looking in) Added: A new drawPolygon script command Added: A new inArea script command (replacement of BIS_fnc_inTrigger) Added: A new sideAmbientLife script command Added: A new sideEmpty script command Added: A new allLayers script command Added: A new inArea script command Added: A new moonPhase script command Added: A new animateSource script command Added: A new animationSourcePhase script command Added: A new Reloaded Event Handler Added: New Event Handlers GetInMan, GetOutMan and SeatSwitchedMan Added: A new Vision Aid difficulty option Added: Script command configSourceAddonList for getting a list of addons that modified the given config class Added: A new weapon animation source “trigger†(synchronous with character animation "triggerAnim") Added: An ability to set a limit for reporting how long it takes for a callExtension to be called on Dedicated Servers (callExtReportLimit parameter in server.cfg) Added: A new canSuspend script command (returns true if the execution of a script can be suspended in the current environment) Added: Support for '\n' for CEdit and CStatic as a new line input from user Added: Double clicking on a word in edit boxes now selects it Added: Command Menu - resolving commanding priorities and adding new actions Added: A new difficultyOption script command Added: A new diag_codePerformance script command Added: Additional reporting of ErrorMessages to the RPT file to help solve crashes Tweaked: Potential clutter optimizations Tweaked: Updated PhysX libraries Tweaked: When automatically deselecting a launcher, only a valid weapon is selected Tweaked: Weapon switching takes priority over command menu interaction while the menu is not open. Toggle the menu by using the ‘select all’ action, and close the menu by using any (even disabled or invisible) command action Tweaked: The operands help for the getMissionConfigVal command were changed Tweaked: Redundant information logged to the RPT by servers is now removed Tweaked: Artillery computer now turns the “Fire†button red when the turret is not yet adjusted / aimed Tweaked: Ropes can be attached to static objects again now Tweaked: Team Switch is available from the map again Tweaked: cutXXX script commands now support layer names Tweaked: cutXXX commands now add a default cut layer when no other is available Tweaked: The frequency of "Low ammo" and "No ammo" reports by the AI is now lower Tweaked: Calculations of the positions of sky objects and the moonPhase command are now more optimized Tweaked: Potential optimizations for particle effects for projectiles hitting a surface Tweaked: The GetInMan and GetOutMan Event Handlers now contain information about the turretPath Tweaked: The moonPhase command now returns the result in a normalized range Tweaked: The Clock Indicator is no longer part of the difficulty settings (feature was switched off a long time ago, but the option remained in the UI) Tweaked: The modifiable difficulty levels are now parts of the difficulty presets Tweaked: Replaced the listbox with difficulty presets by a Game Options button on the Create Game screen Tweaked: Sound - Handling of usage of undesirable cpuCount=1 (multi-threading) Tweaked: An attempt to generating more useful dumps and reports during certain terminal error messages Tweaked: The moonPhase script command is no longer part of the development category Tweaked: Potential performance improvement for bullet particle effects Tweaked: Command waypointGetForceBehaviour was renamed to waypointForceBehaviour Tweaked: Auto-guiding of AT rockets is no longer tied to the difficulty settings Tweaked: The Difficulty menu and its options were transformed Tweaked: The difficultyEnabled command was made obsolete and now always returns false Fixed: Further fixes for serialization of network messages Fixed: Script variables handling config entries from description.ext are properly serialized (save / load) and can be passed through in MP (e.g. publicVariable) Fixed: Finding a dead body will no longer trigger combat mode if there was no killer (killed by Divine Script Intervention) Fixed: Mass of the backpacks removed by clearBackpackCargo/Global was not cleared (http://feedback.arma3.com/view.php?id=27609) Fixed: Black clouds in certain altitudes Fixed: menuEnabled returned incorrect values (this could crash the game on certain occasions) Fixed: USER_DEFINED markers were not unique, which resulted in duplication (http://feedback.arma3.com/view.php?id=19879) Fixed: Map marker would disappear when moved close to the edges of the screen Fixed: triggerArea returned wrong data under certain conditions Fixed: The ctrlType command always returned 0 for map controls Fixed: Crash when hiding a selection on an empty launcher that was different than hiding on a loaded launcher Fixed: Solving a rare LAN server enumeration problem Fixed: Using db values in CfgSoundShader would not work (http://feedback.arma3.com/view.php?id=27770) Fixed: Zero space characters were not handled properly in some languages (e.g. Italian) Fixed: Connecting to a server via a start-up parameter would not work correctly without a port number entered Fixed: Personal waypoint could not be deleted when controlling a UAV Fixed: An incorrect speed value would be shown during a freefall Fixed: Sound - Attempt to address a potential crash Fixed: The setVelocity command could affect static objects in some cases Fixed: Static objects would move when pulled with a rope Fixed: Possible crash connected to missionConfigFile variables Fixed: Terrain decals would be malformed in some cases Fixed: The player camera would show an incorrect view when switching from a vehicle’s gunner seat Fixed: The createObject command had an incorrect syntax help Fixed: A possible crash when Steam was not initialized properly Fixed: A possible crash caused by the cutObj command Fixed: Some objects would hover when an object under them was destroyed Fixed: A possible crash connected with the createObject object command Fixed: The lockAcquire command would not work if the automaticLA parameter was set for it Fixed: The step-over action could be called with no animation state defined Fixed: Turrets would be created with their lights switched on Fixed: Some set limits for the Virtual Spectator camera were ignored Fixed: The moon phase and direction were not calculated properly Fixed: Switching to a secondary weapon from the binoculars would switch to a primary weapon first Fixed: Shapes with no names would be automatically put into the shape bank and cause crashes Fixed: The “Ban†button would not work for logged in admins on their servers Fixed: The positions of the old and new magazines were in the opposite order in the Reloaded Event Handler array Fixed: The Page Description tab would not be resized correctly for a content intended to be on the top Fixed: The M2A1 Slammer would shake when reversing Fixed: A potential crash when the leader of a group was missing Fixed: Line breaking would not work correctly for Unicode characters in CStatic / CEdit controls Fixed: Vehicle gunners would not see the targets assigned to them by their commander in some cases Fixed: Sound and flash suppressors would not heat up in Thermal Imaging Fixed: triggerArea returned wrong data under certain conditions Fixed: AI characters could enter disassembled vehicles Fixed: Players could heal themselves near every vehicle with a Combat Life Saver inside Fixed: The AI tank drivers would disobey commanders’ orders in some cases (e.g. to avoid obstacles when driving forward) Fixed: The PreloadFinished Event Handler was not working in the multiplayer environment Fixed: The rudder curve was incorrectly set for airplanes Fixed: The one parameter of the remoteExecCall command was not called in a scheduled environment Fixed: Some explosion sounds would not be audible inside of vehicles Fixed: The Engage and Target texts under the target icon were overlapping (only one will display now) Fixed: Remote vehicle wheels would spin slowly when in the air Fixed: A potential invalid memory access when simulating PhysX tank wheels Fixed: The “Fire†key could not select a menu item in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=2997097) Fixed: A potential crash connected to the file system Fixed: A potential crash when accessing an inventory of a removed unit Fixed: Vehicles with the hideObject set to 1 would fall under the surface after a save file was loaded Fixed: The Animal FSM was not loaded correctly Fixed: An object hidden via the hideObject command would not be hidden after loading a save file Fixed: Sound resources were not properly released, possibly causing cracking sounds Fixed: Characters would have an incorrect FFV animation when switching a stance while getting in a vehicle Fixed: The isNumber command would return false for large numbers (http://feedback.arma3.com/view.php?id=26663) Fixed: Aiming down the sights while switching the weapons would cause some glitches Fixed: Characters would get stuck in place after trying to launch a missile while switching to a launcher Fixed: Characters were unable to heal themselves at medical vehicles (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-948#entry3003086) Fixed: it was possible to fire a weapon while switching it for another one Fixed: Turning on the NVG was not possible for passenger seats in vehicles (http://feedback.arma3.com/view.php?id=23649) Fixed: Animations would blend incorrectly when switching a weapon while switching a weapon Fixed: A potential crash when a mortar is destroyed while players use the Artillery Computer Fixed: AI would not hear orders when the game is run with the -noSound start-up parameter (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-942) Fixed: The difficulty settings were not applied correctly to directly hosted multiplayer games Fixed: A potential crash connected to the isOnRoad script command Fixed: A potential crash when leaving the water Tasks Overhaul: Added: Tasks Overhaul: 3D Markers, Map Markers, Diary Tasks, Debriefing, Task Overview and uiDraw refactoring Added: A fade-out timer for the Tasks Overview Tweaked: Tasks presentation for unknown object positions was improved Tweaked: The setSimpleTaskCore command was renamed to setSimpleTaskAlwaysVisible Tweaked: A default task icon is now displayed if the specified type is not found Tweaked: It is now possible to assign an object memory point for a task marker Tweaked: Some unfinished Shared Objectives functionality was removed or shifted to the Diary Fixed: A possible crash in the map interface Fixed: The task marker text would not show correctly in some cases Fixed: Tasks could not be deselected in the map interface Fixed: A scroll bar would be visible in the Diary tab Fixed: Group markers would always be drawn above a player, not the group leader Fixed: A potential crash when unassigning from a task via the map interface Fixed: Task markers were not placed correctly to their memory points Fixed: A potential crash connected to the setSimpleTaskCustomData script command Fixed: A relative path to the Task Type texture was not read correctly Fixed: A marker of a selected task would not always be visible on top Fixed: All tasks would display after closing the map (only the active ones should be visible) Eden Editor: Added: Custom Compositions Added: CTRL+A shortcut can be now used in the Edit list Added: Placing entities by double-clicking on an empty Eden scene Added: A notification when attempting to export / publish an unsaved scenario Added: Icons that show the current state of a layer (e.g. hidden, disabled) in the Edit List Added: Pasting a unit into a non-player scenario will make the unit a player Tweaked: Pasted units are now named consistently (copying _001 will paste _002 instead of an incorrect _2) Tweaked: The distinction between dragging and clicking is now clearer Tweaked: When you edit only a single object, its name is now in the attribute window title instead of generic "edit object" Tweaked: Prepared support for collapse all and expand all buttons for the edit tree Tweaked: Vehicle crew positions are now stored in the mission SQM (allows for more specific crew selections) Tweaked: Synchronization is now done to a vehicle, not its effective commander (the commander can be synchronized specifically) Fixed: Players could spawn as seagulls instead of playable Logics in some cases Fixed: Some text in the Eden Editor’s history list would be missing when using a script command to delete objects Fixed: Some logic attributes were not backwards-compatible Fixed: Custom attribute expressions might have been formatted incorrectly (e.g. removing % expressions) Fixed: Custom global attributes were not called on all clients in the multiplayer environment Fixed: Previews of elliptic area markers were not visible Fixed: The scaling widget was scaling map markers too rapidly Fixed: Missing author serialization support in SQMs Fixed: 2D Editor scenarios were imported to the Eden Editor without the Intro and Outro sections Fixed: The NVS scope could lose its night sight after dropping a weapon down and picking it back up Fixed: Expression formatting was not correct Fixed: The global Intel attributes were not restored properly after a scenario was loaded Fixed: Some vehicles were not synchronized when imported from the 2D Editor (https://forums.bistudio.com/topic/188236-eden-no-more-supply-drop-or-cas-support/) Fixed: Users are no longer asked to create a server more often than is necessary Fixed: Copy operations were renaming objects even if their names were unique (https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/) Fixed: Messages asserting no player was available when importing a 2D editor scenario Fixed: The inability to change a vehicle’s crew character types was not communicated properly Fixed: A group without a leader assigned would spam the RPT file with error messages Fixed: A marker would miss its preview when being dragged Fixed: The Type Change attribute was present in cases when it had no effect Fixed: Vehicle crews would be created outside of their vehicle when in a different layer Fixed: Vehicle crews would be created outside of their vehicle in Eden Editor Fixed: The Edit Type attribute would not work for editing groups Fixed: Moving units via the map would be put them in the air Fixed: Unit group numbers in the scenario lobby would not reflect their actual positions in groups Fixed: Binarized scenarios could not be read by the campaign dialog Fixed: Variable names could be duplicated with no warning Fixed: Markers were incorrectly checked for a duplicated variable name Fixed: A crash when exiting the game from the Eden Editor scene Fixed: Attribute changes could not be confirmed if Variable Name was used Fixed: The Delete and Edit icons were available for compositions without any functionality Fixed: A pasted marker’s name was not derived from the original marker Fixed: The CTRL+S shortcut used in the Eden Editor’s map interface would affect the map movement (fixed for all CTRL modified keys) Fixed: The Scenario temporary files would not be deleted after opening another scenario in the Eden Editor Fixed: Placing down multiple entities by holding the CTRL key would work only for empty objects Fixed: Trigger without a name was registering itself as an empty string Fixed: Remote Execution would not work correctly after a scenario was saved or loaded in the Eden Editor Fixed: Markers in custom layers were not visible on maps Fixed: An arrow was pointing in the opposite direction when rotating entities on the map Added: A pop-up dialog displaying a message appears when an error in the Launcher occurs Tweaked: The visual presentation of embedded Youtube and Twitter content was improved Tweaked: The Difficulty selection in Launcher now corresponds with the Difficulty Overhaul Tweaked: Visual C++ run-time pre-requirements check was removed (the files are distributed with Launcher) Fixed: A potential crash connected with the usage of the scroll mouse wheel on the loading status bar Fixed: Potential crashes connected to Steam Fixed: Some AI commands would not work for the Linux version of the server executable Updated: Stand-alone Windows Dedicated Server (1.58) Updated: Stand-alone Linux Dedicated Server (1.58) Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410 Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game) Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut Big features require drastic alteration and sometimes it brings nasty bug along with it.Good for every development studio this game breaking bugs or big performance issues (that prevents you to play game) are prioritized over everything else.(hence recent fix in regards to fps drop throughout the game) FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Hotfix: 1.58 (System Allocator Performance, Server Difficulty Settings, Crash Fixes) SIZE: ~27 MB / ~6.5 MB NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider defragmenting your HDD after downloading large updates. A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.56). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy156 This update does not apply to the experimental Linux and Mac port betas at time of writing. We'll be updating those as soon as possible. You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version). Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780. NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license. In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. CHANGELOG Fixed: Using the system memory allocator would cause a heavy performance degradation Fixed: Potential data corruption when transferring server browser data through Steam Fixed: Crash when accessing a non-existent task Fixed: Potential crashes Fixed: The Difficulty tab was disabled after a first scenario on a Dedicated Server ended Updated: Stand-alone Windows Dedicated Server (hotfix 1.58) Updated: Stand-alone Linux Dedicated Server (hotfix 1.58) Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410 Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game) Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut Share this post Link to post Share on other sites
teabagginpeople 398 Posted April 29, 2016 I understand the frustration of a patch not being perfect and cutting into some game time. hell I'm only getting home now and will probably if I'm lucky get a few hours tonight to play. But to wish patches didn't happen is ridiculous. For the most part updates have added alot more depth to the game since alpha. That would essentially say no new sound. Which alone is amazeballs alot of hard work. With even still more to come. the new visuals on 1.60 development branch are sweet I want em now. Share this post Link to post Share on other sites
PuFu 4600 Posted April 29, 2016 This would not be an issue if we did not have updates forced upon us, and why is that anyhow? Is it because of piracy? Because it seems entirely counterintuitive to deprive a paying customer of the ability to get off the update train when it no longer serves to benefit them and have that ability ostensibly facilitated for those who don't pay for the game at all. no one forces you to update. you can switch yoru steam to offline mode. And last time i checked, you could go back at least one patch iteration anyways 3 Share this post Link to post Share on other sites
pd3 25 Posted April 29, 2016 They are fixing things and making things better, have you noticed switch weapon on the move? Added: An Arma 3 Apex control preset is now available for weapon switching and commanding of units Added: Phase 2 of the Difficulty Overhaul is now implemented Added: Action Menu Streamlining for weapon switching Added: An ability to block the use of the free camera in the Virtual Spectator Added: An ability to disable the focus info box in the Virtual Spectator Added: A NATO skin for the Strider Added: An oranje skin for the Zamak trucks Added: A civilian version of the Zamak transport truck Added: A blue skin for the PO-30 Orca helicopter Added: Wreck visuals are now affected by the liveries of these vehicles: ZSU-39 Tigris BTR-K Kamysh 2S9 Sochor T-100 Varsuk Added: A new BIS_fnc_sunriseSunsetTime function (to get the time when sunrise and sunset occur, based on a given date and terrain latitude) Added: Rotating the turret of the UGV Stomper RCWS now produces a sound Added: A new respawn point notification can now be toggled in the respawn position module Added: Soundsets and sound shaders were added for the sonic cracks of gatling weapons Added: Command Actions to open the Command Menu and its relevant pages (for resolving weapon switching and command menu priorities). The presets were updated to reflect this. Added: The Debug console is now using the new Virtual Spectator mode Added: New camo selections (camo1, camo2, camo3) are now available for the Vermin SMG (based on a community request) Added: A new camo selection is now available for the P07 handgun Added: Functions BIS_fnc_netId, BIS_fnc_objectFromNetId, BIS_fnc_groupFromNetId (as SP/MP compatible variants for netId, objectFromNetId and groupFromNetId) Added: An ability to override the default delay between objectives revealing in End Game scenarios Tweaked: BIS_fnc_getName now performs faster with name clamping enabled Tweaked: The soundShadersLimit parameter value was changed from 3 to 2 Tweaked: The BIS_fnc_splitString function can now split strings by string Tweaked: The direction speed of an adjusted up BR prone animation was sped up Tweaked: The rotating sound of the remote turrets has been changed Tweaked: Elevating the turret of the Strider now produces a louder sound Tweaked: Task names in End Game no longer include a task letter (it is now handled by the Tasks Overhaul implementation) Tweaked: Reduced recoil of launchers Tweaked: Several mono samples changed to stereo to improve the position of sounds Tweaked: Some launcher sounds were improved Tweaked: Distant explosion sounds are now more optimized Tweaked: A potential performance increase when using the 30 mm multipurpose ammunition (e.g. on armored vehicles) Tweaked: The damage dealt by guided and laser-guided 155 mm shells is now consistent Tweaked: The sound of closure is now quieter for the GM-6 Lynx rifle Tweaked: A potential audio-related performance increase when using the Wipeout’s gatling Tweaked: An Armillion localization tweaks and fixes Tweaked: Some shell tracers were scaled down Tweaked: The direct damage values were slightly increased for the 120 mm and 155 mm anti-tank guided shells Tweaked: The MX 6.5 mm (Black) rifle now uses a black bipod (instead of a sand one) Tweaked: The BIS_fnc_inTrigger function was optimized Tweaked: The difficultyEnabled script command was replaced with difficultyOption in the official content of the game Tweaked: The character’s collision model for running with a rifle lowered was adjusted (this can help with characters being stuck in doors) Tweaked: Patrolling soldiers removed from the destroyed Camp Maxwell in the Survive campaign episode Tweaked: The BIS_fnc_playVideo function now calls a scripted callback BIS_fnc_playVideo_stopped Tweaked: The transition speed between standing and kneeling (and vice versa) was decreased for the tactical pace Fixed: An error would be logged to the RPT due to a misconfigured End Game module parameter Fixed: Warm up animations would switch after a long delay in End Game Fixed: End Game players could be respawned in water when no respawn position was selected Fixed: A possible error connected to BIS_fnc_EGObjectiveVisualizer in End Game Feres Fixed: Duplicated developer name in the credits Fixed: The Team Switch menu would be shown even when the respawn menu configuration would not allow it Fixed: Player could start Showcase Marksmen with some equipment missing Fixed: The GM-6 Lynx rifle was missing a reload animation for swimming divers Fixed: Limits for cargo gunners in the Mohawk and Hellcat (http://feedback.arma3.com/view.php?id=27981) Fixed: Characters are no longer allowed to fire their weapon during the binocular to primary weapon switch (stand, kneel, prone) Fixed: Adjusted turret limits for the Kuma gun to prevent clipping of the cannon through the body Fixed: House destruction was not audible at bigger distances Fixed: Wrong pitch limits for the spectator free camera Fixed: The AI would not work properly in some Barracks building variants Fixed: Tasks could appear in an incorrect order in the Headhunters mission Fixed: Mission ending would not be synchronized properly in the Tanks co-op mission Fixed: The sound of closure was delayed for the GM-6 Lynx rifle Fixed: Weapon Info for vehicles and static weapons was incorrectly placed Fixed: Players were able to open the Virtual Arsenal on nearby containers while inside vehicles Fixed: The UH-80 Ghost Hawk had some visual artifacts in distant LODs Fixed: Script errors would appear when calling for an airdrop via the Support module Fixed: Tracer magazines (with -T suffix) for armored vehicles were not using tracer ammunition in some cases Fixed: The tracer magazine for M2A4 Slammer UP would not display correct values in the UI Fixed: The Feedback FSM would run on Dedicated Servers and Headless Clients Fixed: The transport helicopters called by the Supports module would sometimes refuse to move Fixed: The “PLAY†button was overlapping in the Polish localization Fixed: The text in the Splendid Camera’s Exit prompt window was not localized Fixed: Some animations for weapon switching were not centered correctly Fixed: The PiP mirrors were not enabled for the civilian Zamak truck Fixed: Characters would be able to lean to the sides during the healing animation (causing glitches) Tasks Overhaul: Added: Official End Game scenarios now fully support Shared Objectives implementation Added: Forcing a task to always show up in the 3D space is now supported Eden Editor: Added: A toggle for placing all vehicles as empty Added: AllowFreeCamera and ShowFocusInfo can now be defined in the Eden Editor’s VirtualSpectator_F entity Added: An option to disable the camera moving to a random position when launching Eden Editor Added: Buttons to expand or collapse all items in the Entity List and the Asset Browser Added: Dates of full and new moon are now marked in the Date attribute Added: The sunrise and sunset times are now marked in the Time of the Day attribute Added: Specific widgets can now be toggled on by the 1-4 keys Added: A "Spectate in SP" Preview option is now available (starting the scenario as a spectator from the camera’s position) Added: An ability to reset customized loadouts using a new Context Menu option "Reset Loadout" Added: All black variants of the MX rifles are now available in the Eden Editor Tweaked: The Splendid Camera can no longer be opened in the Eden Editor Tweaked: The font size in code input attributes (e.g. object's init field) decreased to better match the general font size Tweaked: The headgear randomization of FIA characters is now enabled again in Eden Editor scenarios Tweaked: Editing a loadout in Eden Editor’s Arsenal will switch off the headgear randomization Tweaked: The "Arsenal" Context Menu option has been renamed to "Edit Loadout" Tweaked: Ruins of structures are available under their own names (they would inherit structures’ names previously) Tweaked: The Stance can now accept the "AUTO" value Tweaked: The Vehicle Lock was updated to accept the "LOCKEDPLAYER" value Fixed: The Debug console was not available despite it being enabled Fixed: Script error in the Eden Editor when users picked the "Play as a Character" option on a vehicle crew member with no weapons available Fixed: It was not possible to change tags when publishing a scenario Fixed: The Allow Manual Respawn multiplayer scenario attribute was not working (https://forums.bistudio.com/topic/188698-allowmanualrespawn-has-no-effect/) Fixed: There were some strings missing in the Steam tags selection window Fixed: Notifications about errors in scripted functions (e.g. BIS_fnc_error) were not displayed in the Eden Editor Fixed: Audio previews didn't work when setting the music and sounds in trigger and waypoint attributes Fixed: Incorrect respawn templates were selected when the Multiplayer Attributes window was accessed for the first time after loading a scenario Fixed: The Show Model attribute worked in a reversed way (model was hidden when set to visible and vice versa) Fixed: Script error messages would appear when using Support modules in Eden Editor Fixed: The binarization options were not synchronized across Editor Attributes and the Save Mission dialog Fixed: Information about placing empty vehicles was shown when searching in the Props tab (Ctrl + F) Fixed: A land barrier fortification object was duplicated in Eden Editor (“Land_HBarrierBig_F†was removed while “Land_HBarrier_Big_F†stayed) Fixed: A module argument in a combo box with a float value between 0.5 and 1 was always saved as 1 (https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats) Fixed: Players would appear in the middle of the sea after respawning when the "Select Respawn Position" respawn template was selected and the Delay value set to 0 Fixed: Incorrect respawn templates for BIRD respawn types were used (the default are used now instead of the scenario configured ones) Fixed: Sound lists in the attributes of waypoints and triggers were not sorted alphabetically (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=2999960) Fixed: A code execution from the Debug Console would not work after a scenario save (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-2#entry2999574) Added: Weapon Switching on the Move Added: It is possible to write multiple lines in multi-line edit boxes Added: Second autosave (consider it a backup for cases like when the game autosaved while a bullet was on its way to you so loading would kill you again) Added: A new VoN Codec implementation based on Opus (can be enabled by setting vonCodec = 1; in the server.cfg) Added: Aligned allocators Added: New commands: createSimpleObject, selectionNames, hideSelection (https://forums.bistudio.com/topic/187670-new-command-createobject-for-decorative-objects/) Added: New script command flyInHeightASL Added: Trails on the map can have a different style Added: setWaypointForceBehaviour command, which disables auto-combat for the time of execution of a waypoint Added: Support for a vehPriorityMask parameter for roads defined in RoadCfg, making it possible for a road to take priority over all other landscape fields in the cost map Added: Character specialties can now be changed on-the-fly via script commands setUnitTrait / getUnitTrait (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible. Added: Shadow type can now be selected for listbox items separately (itemShadowLIcon, itemShadowRIcon, itemShadowLText and itemShadowRText) as well as for the whole control Added: Mission event handler equivalents for old non-stackable event handlers Added: volumeFactorMin for adding minimum to sound function (http://feedback.arma3.com/view.php?id=27769) Added: White-listing filePatching of specific Steam IDs via filePatchingExceptions in the server config Added: A new roadAt script command Added: A new displayParent scripting command Added: A new getCameraViewDirection script command (the direction an entity is looking in) Added: A new drawPolygon script command Added: A new inArea script command (replacement of BIS_fnc_inTrigger) Added: A new sideAmbientLife script command Added: A new sideEmpty script command Added: A new allLayers script command Added: A new inArea script command Added: A new moonPhase script command Added: A new animateSource script command Added: A new animationSourcePhase script command Added: A new Reloaded Event Handler Added: New Event Handlers GetInMan, GetOutMan and SeatSwitchedMan Added: A new Vision Aid difficulty option Added: Script command configSourceAddonList for getting a list of addons that modified the given config class Added: A new weapon animation source “trigger†(synchronous with character animation "triggerAnim") Added: An ability to set a limit for reporting how long it takes for a callExtension to be called on Dedicated Servers (callExtReportLimit parameter in server.cfg) Added: A new canSuspend script command (returns true if the execution of a script can be suspended in the current environment) Added: Support for '\n' for CEdit and CStatic as a new line input from user Added: Double clicking on a word in edit boxes now selects it Added: Command Menu - resolving commanding priorities and adding new actions Added: A new difficultyOption script command Added: A new diag_codePerformance script command Added: Additional reporting of ErrorMessages to the RPT file to help solve crashes Tweaked: Potential clutter optimizations Tweaked: Updated PhysX libraries Tweaked: When automatically deselecting a launcher, only a valid weapon is selected Tweaked: Weapon switching takes priority over command menu interaction while the menu is not open. Toggle the menu by using the ‘select all’ action, and close the menu by using any (even disabled or invisible) command action Tweaked: The operands help for the getMissionConfigVal command were changed Tweaked: Redundant information logged to the RPT by servers is now removed Tweaked: Artillery computer now turns the “Fire†button red when the turret is not yet adjusted / aimed Tweaked: Ropes can be attached to static objects again now Tweaked: Team Switch is available from the map again Tweaked: cutXXX script commands now support layer names Tweaked: cutXXX commands now add a default cut layer when no other is available Tweaked: The frequency of "Low ammo" and "No ammo" reports by the AI is now lower Tweaked: Calculations of the positions of sky objects and the moonPhase command are now more optimized Tweaked: Potential optimizations for particle effects for projectiles hitting a surface Tweaked: The GetInMan and GetOutMan Event Handlers now contain information about the turretPath Tweaked: The moonPhase command now returns the result in a normalized range Tweaked: The Clock Indicator is no longer part of the difficulty settings (feature was switched off a long time ago, but the option remained in the UI) Tweaked: The modifiable difficulty levels are now parts of the difficulty presets Tweaked: Replaced the listbox with difficulty presets by a Game Options button on the Create Game screen Tweaked: Sound - Handling of usage of undesirable cpuCount=1 (multi-threading) Tweaked: An attempt to generating more useful dumps and reports during certain terminal error messages Tweaked: The moonPhase script command is no longer part of the development category Tweaked: Potential performance improvement for bullet particle effects Tweaked: Command waypointGetForceBehaviour was renamed to waypointForceBehaviour Tweaked: Auto-guiding of AT rockets is no longer tied to the difficulty settings Tweaked: The Difficulty menu and its options were transformed Tweaked: The difficultyEnabled command was made obsolete and now always returns false Fixed: Further fixes for serialization of network messages Fixed: Script variables handling config entries from description.ext are properly serialized (save / load) and can be passed through in MP (e.g. publicVariable) Fixed: Finding a dead body will no longer trigger combat mode if there was no killer (killed by Divine Script Intervention) Fixed: Mass of the backpacks removed by clearBackpackCargo/Global was not cleared (http://feedback.arma3.com/view.php?id=27609) Fixed: Black clouds in certain altitudes Fixed: menuEnabled returned incorrect values (this could crash the game on certain occasions) Fixed: USER_DEFINED markers were not unique, which resulted in duplication (http://feedback.arma3.com/view.php?id=19879) Fixed: Map marker would disappear when moved close to the edges of the screen Fixed: triggerArea returned wrong data under certain conditions Fixed: The ctrlType command always returned 0 for map controls Fixed: Crash when hiding a selection on an empty launcher that was different than hiding on a loaded launcher Fixed: Solving a rare LAN server enumeration problem Fixed: Using db values in CfgSoundShader would not work (http://feedback.arma3.com/view.php?id=27770) Fixed: Zero space characters were not handled properly in some languages (e.g. Italian) Fixed: Connecting to a server via a start-up parameter would not work correctly without a port number entered Fixed: Personal waypoint could not be deleted when controlling a UAV Fixed: An incorrect speed value would be shown during a freefall Fixed: Sound - Attempt to address a potential crash Fixed: The setVelocity command could affect static objects in some cases Fixed: Static objects would move when pulled with a rope Fixed: Possible crash connected to missionConfigFile variables Fixed: Terrain decals would be malformed in some cases Fixed: The player camera would show an incorrect view when switching from a vehicle’s gunner seat Fixed: The createObject command had an incorrect syntax help Fixed: A possible crash when Steam was not initialized properly Fixed: A possible crash caused by the cutObj command Fixed: Some objects would hover when an object under them was destroyed Fixed: A possible crash connected with the createObject object command Fixed: The lockAcquire command would not work if the automaticLA parameter was set for it Fixed: The step-over action could be called with no animation state defined Fixed: Turrets would be created with their lights switched on Fixed: Some set limits for the Virtual Spectator camera were ignored Fixed: The moon phase and direction were not calculated properly Fixed: Switching to a secondary weapon from the binoculars would switch to a primary weapon first Fixed: Shapes with no names would be automatically put into the shape bank and cause crashes Fixed: The “Ban†button would not work for logged in admins on their servers Fixed: The positions of the old and new magazines were in the opposite order in the Reloaded Event Handler array Fixed: The Page Description tab would not be resized correctly for a content intended to be on the top Fixed: The M2A1 Slammer would shake when reversing Fixed: A potential crash when the leader of a group was missing Fixed: Line breaking would not work correctly for Unicode characters in CStatic / CEdit controls Fixed: Vehicle gunners would not see the targets assigned to them by their commander in some cases Fixed: Sound and flash suppressors would not heat up in Thermal Imaging Fixed: triggerArea returned wrong data under certain conditions Fixed: AI characters could enter disassembled vehicles Fixed: Players could heal themselves near every vehicle with a Combat Life Saver inside Fixed: The AI tank drivers would disobey commanders’ orders in some cases (e.g. to avoid obstacles when driving forward) Fixed: The PreloadFinished Event Handler was not working in the multiplayer environment Fixed: The rudder curve was incorrectly set for airplanes Fixed: The one parameter of the remoteExecCall command was not called in a scheduled environment Fixed: Some explosion sounds would not be audible inside of vehicles Fixed: The Engage and Target texts under the target icon were overlapping (only one will display now) Fixed: Remote vehicle wheels would spin slowly when in the air Fixed: A potential invalid memory access when simulating PhysX tank wheels Fixed: The “Fire†key could not select a menu item in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=2997097) Fixed: A potential crash connected to the file system Fixed: A potential crash when accessing an inventory of a removed unit Fixed: Vehicles with the hideObject set to 1 would fall under the surface after a save file was loaded Fixed: The Animal FSM was not loaded correctly Fixed: An object hidden via the hideObject command would not be hidden after loading a save file Fixed: Sound resources were not properly released, possibly causing cracking sounds Fixed: Characters would have an incorrect FFV animation when switching a stance while getting in a vehicle Fixed: The isNumber command would return false for large numbers (http://feedback.arma3.com/view.php?id=26663) Fixed: Aiming down the sights while switching the weapons would cause some glitches Fixed: Characters would get stuck in place after trying to launch a missile while switching to a launcher Fixed: Characters were unable to heal themselves at medical vehicles (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-948#entry3003086) Fixed: it was possible to fire a weapon while switching it for another one Fixed: Turning on the NVG was not possible for passenger seats in vehicles (http://feedback.arma3.com/view.php?id=23649) Fixed: Animations would blend incorrectly when switching a weapon while switching a weapon Fixed: A potential crash when a mortar is destroyed while players use the Artillery Computer Fixed: AI would not hear orders when the game is run with the -noSound start-up parameter (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-942) Fixed: The difficulty settings were not applied correctly to directly hosted multiplayer games Fixed: A potential crash connected to the isOnRoad script command Fixed: A potential crash when leaving the water Tasks Overhaul: Added: Tasks Overhaul: 3D Markers, Map Markers, Diary Tasks, Debriefing, Task Overview and uiDraw refactoring Added: A fade-out timer for the Tasks Overview Tweaked: Tasks presentation for unknown object positions was improved Tweaked: The setSimpleTaskCore command was renamed to setSimpleTaskAlwaysVisible Tweaked: A default task icon is now displayed if the specified type is not found Tweaked: It is now possible to assign an object memory point for a task marker Tweaked: Some unfinished Shared Objectives functionality was removed or shifted to the Diary Fixed: A possible crash in the map interface Fixed: The task marker text would not show correctly in some cases Fixed: Tasks could not be deselected in the map interface Fixed: A scroll bar would be visible in the Diary tab Fixed: Group markers would always be drawn above a player, not the group leader Fixed: A potential crash when unassigning from a task via the map interface Fixed: Task markers were not placed correctly to their memory points Fixed: A potential crash connected to the setSimpleTaskCustomData script command Fixed: A relative path to the Task Type texture was not read correctly Fixed: A marker of a selected task would not always be visible on top Fixed: All tasks would display after closing the map (only the active ones should be visible) Eden Editor: Added: Custom Compositions Added: CTRL+A shortcut can be now used in the Edit list Added: Placing entities by double-clicking on an empty Eden scene Added: A notification when attempting to export / publish an unsaved scenario Added: Icons that show the current state of a layer (e.g. hidden, disabled) in the Edit List Added: Pasting a unit into a non-player scenario will make the unit a player Tweaked: Pasted units are now named consistently (copying _001 will paste _002 instead of an incorrect _2) Tweaked: The distinction between dragging and clicking is now clearer Tweaked: When you edit only a single object, its name is now in the attribute window title instead of generic "edit object" Tweaked: Prepared support for collapse all and expand all buttons for the edit tree Tweaked: Vehicle crew positions are now stored in the mission SQM (allows for more specific crew selections) Tweaked: Synchronization is now done to a vehicle, not its effective commander (the commander can be synchronized specifically) Fixed: Players could spawn as seagulls instead of playable Logics in some cases Fixed: Some text in the Eden Editor’s history list would be missing when using a script command to delete objects Fixed: Some logic attributes were not backwards-compatible Fixed: Custom attribute expressions might have been formatted incorrectly (e.g. removing % expressions) Fixed: Custom global attributes were not called on all clients in the multiplayer environment Fixed: Previews of elliptic area markers were not visible Fixed: The scaling widget was scaling map markers too rapidly Fixed: Missing author serialization support in SQMs Fixed: 2D Editor scenarios were imported to the Eden Editor without the Intro and Outro sections Fixed: The NVS scope could lose its night sight after dropping a weapon down and picking it back up Fixed: Expression formatting was not correct Fixed: The global Intel attributes were not restored properly after a scenario was loaded Fixed: Some vehicles were not synchronized when imported from the 2D Editor (https://forums.bistudio.com/topic/188236-eden-no-more-supply-drop-or-cas-support/) Fixed: Users are no longer asked to create a server more often than is necessary Fixed: Copy operations were renaming objects even if their names were unique (https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/) Fixed: Messages asserting no player was available when importing a 2D editor scenario Fixed: The inability to change a vehicle’s crew character types was not communicated properly Fixed: A group without a leader assigned would spam the RPT file with error messages Fixed: A marker would miss its preview when being dragged Fixed: The Type Change attribute was present in cases when it had no effect Fixed: Vehicle crews would be created outside of their vehicle when in a different layer Fixed: Vehicle crews would be created outside of their vehicle in Eden Editor Fixed: The Edit Type attribute would not work for editing groups Fixed: Moving units via the map would be put them in the air Fixed: Unit group numbers in the scenario lobby would not reflect their actual positions in groups Fixed: Binarized scenarios could not be read by the campaign dialog Fixed: Variable names could be duplicated with no warning Fixed: Markers were incorrectly checked for a duplicated variable name Fixed: A crash when exiting the game from the Eden Editor scene Fixed: Attribute changes could not be confirmed if Variable Name was used Fixed: The Delete and Edit icons were available for compositions without any functionality Fixed: A pasted marker’s name was not derived from the original marker Fixed: The CTRL+S shortcut used in the Eden Editor’s map interface would affect the map movement (fixed for all CTRL modified keys) Fixed: The Scenario temporary files would not be deleted after opening another scenario in the Eden Editor Fixed: Placing down multiple entities by holding the CTRL key would work only for empty objects Fixed: Trigger without a name was registering itself as an empty string Fixed: Remote Execution would not work correctly after a scenario was saved or loaded in the Eden Editor Fixed: Markers in custom layers were not visible on maps Fixed: An arrow was pointing in the opposite direction when rotating entities on the map Added: A pop-up dialog displaying a message appears when an error in the Launcher occurs Tweaked: The visual presentation of embedded Youtube and Twitter content was improved Tweaked: The Difficulty selection in Launcher now corresponds with the Difficulty Overhaul Tweaked: Visual C++ run-time pre-requirements check was removed (the files are distributed with Launcher) Fixed: A potential crash connected with the usage of the scroll mouse wheel on the loading status bar Fixed: Potential crashes connected to Steam Fixed: Some AI commands would not work for the Linux version of the server executable Updated: Stand-alone Windows Dedicated Server (1.58) Updated: Stand-alone Linux Dedicated Server (1.58) Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410 Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game) Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut Big features require drastic alteration and sometimes it brings nasty bug along with it.Good for every development studio this game breaking bugs or big performance issues (that prevents you to play game) are prioritized over everything else.(hence recent fix in regards to fps drop throughout the game) FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Hotfix: 1.58 (System Allocator Performance, Server Difficulty Settings, Crash Fixes) SIZE: ~27 MB / ~6.5 MB NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider defragmenting your HDD after downloading large updates. A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.56). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy156 This update does not apply to the experimental Linux and Mac port betas at time of writing. We'll be updating those as soon as possible. You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version). Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780. NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license. In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. CHANGELOG Fixed: Using the system memory allocator would cause a heavy performance degradation Fixed: Potential data corruption when transferring server browser data through Steam Fixed: Crash when accessing a non-existent task Fixed: Potential crashes Fixed: The Difficulty tab was disabled after a first scenario on a Dedicated Server ended Updated: Stand-alone Windows Dedicated Server (hotfix 1.58) Updated: Stand-alone Linux Dedicated Server (hotfix 1.58) Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410 Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game) Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut Performance trumps all of that IMO, yeah, that's a great minor feature, but if you were to ask me whether I wanted it or whether I want the game to perform decently consistently, I would opt for consistency of performance every single time. That's what I'm getting at, there is no greater consideration than performance, I have no idea how change-while-running has anything to do with negative performance issues at any rate, it seems like a red herring to me. I'm not really interested in my position being represented as a false dichotomy either, that simply isn't the case, I just have no interest in sacrificing performance for anything at this point, there is no rationalization that is not inherently shallow in its foundation of logic that can be applied to justify it, especially if it's something that should seemingly not impact performance outside of poor QA. I'm not arguing major updates here, just the minor ones that somehow, amazingly, find a way to bork the game up somehow and throw a wrench in the consistency of it's performance. Are there time constraints here we're not privy to that prevent updates from being fully evaluated before being unleashed on the public? Other people might be forgiving of having the little time they have to use the product they paid for in a manner that does not feel hamstrung taken from them, but I'm not anymore, especially once a peak level of performance has been achieved for it to simply evaporate for "reasons". It's just annoying to anticipate enjoying something I paid for and be faced with the realization that the experience I had previously is not attainable for no justifiable reason. "look at all the shinies" - is not a justifiable reason, that's a shallow rationalization and I don't even believe most features that are implemented could be associated with the problems we're seeing. Share this post Link to post Share on other sites
en3x 209 Posted April 29, 2016 well it's ongoing battle that never stops - optimize couple of things that improves performance slightly, and then new technology or feature take it's toll and decrease performance slightly.It's like that with every game with iterative development. Share this post Link to post Share on other sites
pd3 25 Posted April 29, 2016 well it's ongoing battle that never stops - optimize couple of things that improves performance slightly, and then new technology or feature take it's toll and decrease performance slightly.It's like that with every game with iterative development. And that's why people are complaining, at some point people get tired of the instability, now I have the very real fear that the wretched stuttering that plagues certain instances of the game now (post spotrep) is just going to be standard. I had a few hours worth of playing 1.58 to enjoy the non-stuttering of 1.56 before I was presented with this. I'm tired of it, enough. As I've said, meaningless platitudes like "This is how it goes when you make the game better" -is not a sound justification, those are empty words. Human beings have a finite lifespan and a finite amount of time to devote to various activities, at some point there has to be a "good enough", and I'm very concerned that BI's "good enough" will performance wise, be appreciably well over the peak of the bell curve. Share this post Link to post Share on other sites
dmarkwick 261 Posted April 29, 2016 Well, if were ever put to the vote I would vote for constant updates - with the risks. I believe we get far more than we ever lose. Something bad happens - there's a hotfix in a few days. I can ALWAYS find something to do even with introduced problems. 4 Share this post Link to post Share on other sites
haleks 8212 Posted April 29, 2016 As I've said, meaningless platitudes like "This is how it goes when you make the game better" -is not a sound justification, those are empty words. Human beings have a finite lifespan and a finite amount of time to devote to various activities, at some point there has to be a "good enough", and I'm very concerned that BI's "good enough" will performance wise, be appreciably well over the peak of the bell curve. What would you suggest then? Obviously it's way too late for Bohemia to change their development dynamic for Arma3... Consider this : would you have rather waited for Arma4 to have an enhanced audio engine, 3d editor, FFV etc? As for the instability issues reported by several people, well... You do need to update the game to adress those - and of course one solution won't work for everyone and might even cause new bugs, wich requires more work & updates. The way I see it, it's rather odd to complain about the state of the game and the number of updates (especially since each of those does adress a number of stability issues). If I was in your shoes, I would maybe consider spending time on Arma2 until BIS slows down on Arma3 development : stop worrying and be patient, Arma3 will eventually be "finished" before you grow old. ;) 1 Share this post Link to post Share on other sites
rekkless 240 Posted April 29, 2016 What would you suggest then? Obviously it's way too late for Bohemia to change their development dynamic for Arma3... Consider this : would you have rather waited for Arma4 to have an enhanced audio engine, 3d editor, FFV etc? As for the instability issues reported by several people, well... You do need to update the game to adress those - and of course one solution won't work for everyone and might even cause new bugs, wich requires more work & updates. The way I see it, it's rather odd to complain about the state of the game and the number of updates (especially since each of those does adress a number of stability issues). If I was in your shoes, I would maybe consider spending time on Arma2 while until BIS slows down on Arma3 development : stop worrying and be patient, Arma3 will eventually be "finished" before you grow old. ;) Honestly at this stage if it means a new engine that wasn't 15 years old and 60+ FPS I'd pay $100 tomorrow for ArmA 4. I love ArmA 3 to pieces and I'm looking forward to Apex, and so long as it works as intended without game breaking bugs like the ones I've personally seen in the past few updates I'll gladly hand over my $40 for it. However if BI came out tomorrow and said they were abandoning ArmA 3 in order to start development on ArmA 4 that would feature a new engine (not another patched one, but a new one) and 60+ FPS I wouldn't mind one bit. I feel I've gotten my moneys worth out of ArmA 3 ten times over. And ArmA 3 has made me a ARMA fan boy for life, to me no other game compares. I have about 10 hours on Fallout 4, 3 hours on Rainbow Six Siege, 5 hours on The Division and I'm not even half way through the single player campaign in GTA V because ALL other games just aren't as interesting as ArmA 3. Anytime I start playing anything else I just want to stop and play ArmA 3. But I can assure you it is a love hate relationship. I wish BI all the best with their development in ArmA 3, I just hope they get it right the first time around. And when ArmA 4 is announced I hope they do it right as well without this Early Access garbage and aim for a proper AAA Sandbox game. Because from what I can see with the success of DayZ and ArmA 3 (and ArmA 2 before it) BI can't really play the 'small Independent game developer' any more, so I hope Apex and ArmA 4 are worthwhile investments. Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 29, 2016 I appreciate threads like this one because it reminds me I need to preorder apex :) 6 Share this post Link to post Share on other sites
pd3 25 Posted April 29, 2016 What would you suggest then? Obviously it's way too late for Bohemia to change their development dynamic for Arma3... Consider this : would you have rather waited for Arma4 to have an enhanced audio engine, 3d editor, FFV etc? As for the instability issues reported by several people, well... You do need to update the game to adress those - and of course one solution won't work for everyone and might even cause new bugs, wich requires more work & updates. The way I see it, it's rather odd to complain about the state of the game and the number of updates (especially since each of those does adress a number of stability issues). If I was in your shoes, I would maybe consider spending time on Arma2 until BIS slows down on Arma3 development : stop worrying and be patient, Arma3 will eventually be "finished" before you grow old. ;) What would I suggest? Enough with the forced updates, I've already pointed out how the argument of forced updates as another layer of DRM is accomplishing nothing but punishing the consumer. I honestly could have waited for any of those updates in a completely new product, however the 3d editor comes to mind in particular. I have also thought about the fact that perhaps some changes may well affect systems differently and instead of forcing people to accept an "unhappy medium" in which middle ground is reached where nobody is happy, I would have just as simply been okay with no longer updating the game and backing up A3 in the particular version I liked and left it at that. I believe as a paying customer I should have that option, it's the same reason why beyond a certain point updating your graphics drivers has diminishing returns, as the drivers themselves may end up not being as optimal for your hardware as newer hardware comes out. I've been rocking the same drivers for some time, and the potential of a slightly increase in performance is simply not worth the very likelihood that newer drivers may well make my now older hardware not run as optimally as I've experienced in the past. I should have that same option with A3. This is also why I have no faith at all in Apex, I am very suspicious that the final version will not sit performance wise at it's peak, but somewhere pretty far down into "compromise valley", and that's complete B.S in forcing your customers to accept. The game is getting older now, and I know for myself and likely many other people don't like seeing an increase in performance of a previous version only to have it taken away and for some utterly useless sophistry to explain why that had to happen. There is no logically sound justification for it, had I the agency to simply unplug from the steady stream of updates, I wouldn't be complaining right now, in fact, I suspect a large number of people who paid for the game wouldn't be, especially in the online community as I suspect they would value stability over shiny new things that entirely cock the whole thing up for them. And the thing is, I've played A3 when there were some really really BAD framerates, and that does not even compare in annoyance to the stuttering that seems to be a problem so late in the game. I can deal with consistently less than optimal framerates, what I cannot abide by is this stuttering, it always happens at the most critical points in the game, effectively handicapping the player well beneath their ability, that shit IS game breaking without question. We have decent framerates now but the stuttering is just terrible when it happens, I'll take less than optimal framerates over whatever is causing that. If it comes down to different machines responding to differently, that simply contributes all the more to the case of allowing people to choose what version they wish to run, there's no reason to not at this stage, BI has mostly made their money, anything that comes beyond this point, especially if it results in difficulties for end users, is money made at their expense, at least that's how I see it. "wait and see" or " accept whatever BI does to the game" is an extraordinarily patronizing deflection, I shouldn't have to, why should I have to give up a version that performs to my liking? There's no logical or moral justification against it. Share this post Link to post Share on other sites
Wiki 1558 Posted April 29, 2016 I like BIS. Apex is one of their product about A3: I bought it. That's all folks! 1 Share this post Link to post Share on other sites