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About DnA

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  1. 09-05-2019 EXE rev. 145661 (game) No new Launcher Size: ~1.2 GB DATA Added: BIS_fnc_turretConfig and BIS_fnc_vehicleCrewTurrets functions Tweaked: Offroad visual suspension Tweaked: Mk20 visual magazine switch timing Fixed: Editor previews for Combat Patrol units (https://feedback.bistudio.com/T139095) Fixed: Bad alpha channels on Road Crack decals and changed materials Fixed: Walking slowly while crouched with a lowered sidearm was producing no sounds Fixed: Enabled hidden selections on the FV-720 Mora Wreck Fixed: When a task sent to BIS_fnc_taskParent did not exist, the returned value was incorrectly objNull, not an empty string Fixed: Some incorrectly colored weapon magazines in The East Wind campaign Warlords Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum) (iteration) Added: Long-range AA defense assets (SAM sites and radars) Added: Autonomous defenses are now limited to 3 per player Added: A parameter for the maximum Command Points Added: A custom offset parameter for Defenses Added: Friendly Fire protection for requested assets (first 3 minutes after being requested) Tweaked: The costs of planes were increased Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu Removed: Mine dispensers from Arsenal (performance issues) Fixed: Various script errors Eden Editor Fixed: Eden Editor export to SQF was not saving vehicle textures correctly ENGINE Added: A base ammo event handler to the default weapon in order to improve community mod compatibility Tweaked: The default lobbyIdleTimeout was increased to 300 seconds Fixed: Return values on failure for many script commands Fixed: Server crash in the voting system Fixed: Players were able to reconnect even after a kickTimeout was set Fixed: Admins could be kicked with lobbyIdleTimeout set in the server config Fixed: lobbyIdleTimeout would kick Headless Clients Fixed: Crash when assigning targets to a group Fixed: Simple expression interpolate would not work correctly when fromStart > fromEnd Fixed: createVehicleCrew would always create a new group for missing crew instead of adding the crew into the original group Fixed: Simple expression eval would not properly interpolate the right side of the function Fixed: setGroupIconsVisible and hcShowBar returned objectNull instead of null Fixed: setCustomSoundController returned 0 instead of false upon failure
  2. As some of you have suggested, we'll stop posting "logistical issues", or similar updates without actual Dev-Branch updates from now on. This should mean that when you are subscribed to this thread, and that lovely notification pops onto your devices 🔔, there really will be a new update awaiting you ... instead of disappointment like today 😈 We do still aim for a weekly update for now, but this may change to be more or less frequent over the year based on dev circumstances and demand. As always, cheers for your feedback!
  3. It's true that we simply have fewer full-time devs and other staff on Arma 3 development than some years ago. But we do still read the forums, Feedback Tracker, and other channels. And we try to address as much as we can, even when there are fewer replies or ticket updates. Various devs who are meanwhile working on other projects, still regularly take the time to help Arma 3 out. Thanks for keeping us aware of any issues! Oh, and there will still be some good fun coming your way on Dev-Branch in vanilla later this year 😎
  4. RC testing of Update 1.92 has concluded - many thanks! Steam branch access code: Arma3Update192RC Arma 3: ~1.4 GB / Arma 3 Server ~177 MB Areas of focus (pseudo-changelog): Added: Dynamic weapon magazines (proxies)* Added: Launcher support for optional DLC (third-party DLC preparation) Added: Small server-side voting / kicking improvements * This change allows different types (f.e. color) magazines to be loaded into the same weapon dynamically, but some faction loadouts (characters, containers, and vehicle cargos) have changed!
  5. We do still want to do this in a future update, and a large part of the prep is done. There are some back-compat issues we are considering (f.e. NATO Pacific character load-outs may have to change, which could potentially affect scripted systems that manipulate magazines via config classes directly).
  6. 18-01-2019 EXE rev. 145335 (game) EXE rev. 145335 (launcher) Size: ~302 MB DATA Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker Fixed: Xi'an FFV seat view when in optics mode (https://feedback.bistudio.com/T136046) Tweaked: Vehicle wheel durability Fixed: The VR Training Placeables Course would not finish properly due to a tank not running over a mine (fix iteration) Tweaked: Adjusted the occluder shape for BluntRock_wallH (https://feedback.bistudio.com/T135887) Added: BIS_fnc_mapGridSize (returns the current size of the map grid square) Warlords Tweaked: Asset requesting routines for AI Tweaked: Path planning routines for AI Fixed: Some modded airplanes would crash upon landing Fixed: Ejection seats and canopies from fighter jets no longer block runways Fixed: Some airplanes would need to double-take a landing Added: Individual asset lists Fixed: The mode would not work properly in a singleplayer environment Tweaked: Arming mines in your own base is no longer allowed unless the base is under attack Fixed: It is now possible to get rid of vehicles purchased by AI (via the action menu) before a player took control over that AI Fixed: Static defenses are now properly calculated towards the maximum amount of assets Tweaked: The team killing penalty duration is now increased progressively up to 5 minutes for each 3 player kills or 6 AI kills Added: The sector zone restriction border width is now customizable for each sector in the module window Fixed: Sector voting is now handled properly even if the only player who voted disconnects before the voting has finished Added: The maximum group size is now defined in the Warlords Init module Fixed: Fast travel to a contested sector no longer lands you in water if there is land somewhere around the sector Added: You can now further customize various classes for dynamically spawned assets Added: 64 players version of the Whole Altis scenario Added: 32 players version of the Malden scenario Added: 32 players version of the Stratis scenario Fixed: Helicopters would land on inconvenient locations when ordered from the airstrip in the Tanoa (South) scenario Tweaked: Various sector and zone border sizes were adjusted to avoid pointless zone restriction triggering Fixed: Various script errors Fixed: The "Starting CP" parameter in the Warlords Init module would set up incorrect values for some settings Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum) Fixed: Several misleading Spanish translations
  7. Hah, good point. We kind of accepted this instructor into our family as a beautiful love baby by Pettka and Jay, but now that we have the heads ... (it will not likely change for the reason @lexx points out)
  8. 22-11-2018 EXE rev. 145199 (game) EXE rev. 145199 (launcher) Size: ~91.7 MB Change log forthcoming done ... DATA Added: Magazine wells to some of the vanilla weapons Added: Proxy models to some of the vanilla magazines Fixed: MB 4WD LOD switching when aiming down sights when Firing From Vehicles seats are used Tweaked: Audible ranges of vehicle engines (WIP #3) - MRAP engines Tweaked: ADR-97 bullet penetration, dispersion, and hit values Tweaked: Changed ADR-97 suppressor Fixed: The Acca_snds_l_F suppressor model was offset Tweaked: PriorityQueue - an item can be kept even when popping from the queue Added: PriorityQueue - functions for getting highest and lowest priorities in the queue Added: Vectors - function for multiplying the square matrix by a vector Added: Vectors - function for vector rotation in 3D space Fixed: The list of multiplayer params in the Vanguard mission diary contained old undefined param1 and param2 entries Fixed: Typo on the town sign of Oreokastro in Greek Warlords MP Added: VTOL aircraft are now in the requisition tables Added: Parameter to enable the sector voting reset Added: Ability to dismiss subordinates via the action menu Tweaked: Players no longer keep Command Points accumulated by the AI when connecting into an AI-occupied slot upon JIP Tweaked: You now have more time to leave a locked out sector if sector voting was reset Tweaked: Sector sizes and placements on Tanoa Tweaked: Zone restriction kill timeout increased to 20 seconds Tweaked: The Lijnhaven sector now has a heliport service as well as a runway Fixed: The description text for some assets in the Request menu would overflow in some languages Fixed: Missing first letters in sector names in Russian language Fixed: Sector income data on the map was not localized properly Fixed: Too long vehicle descriptions in some languages Fixed: Various localization issues Fixed: AI was able to vote for a sector even during the briefing screen Fixed: It was possible to seize a sector even if it was still locked in some cases Fixed: Announcer message spam upon JIP Fixed: AI purchases would no longer trigger a flyby sound even if nothing was bought Fixed: Sector voting reset issues Fixed: Respawn locations far away from the base when they were targeted would not be selected on safe spots Fixed: Some airdropped assets could fall too abruptly ENGINE Fixed: The engine sound of some land vehicles was falling off abruptly at around 300m Fixed: Crash to desktop when dropping an item into an Entity without "Supply" Fixed: Possible crash to desktop from the map due to a missing active marker Fixed: Proxies were not considered for object actions, only the parent object Added: DynamicSimulation serialization Added: addWaypoint and setWaypointPosition commands now accept a -1 radius for forced position Fixed: AI could in some cases detect vehicles through the terrain (https://feedback.bistudio.com/T133247)
  9. 26-10-2018 EXE rev. 145159 (game) EXE rev. 145159 (launcher) Size: ~1.1 GB EDIT: KNOWN ISSUE - If the game won't start and the loading bar gets stuck (loading core) - kill the process, delete cache.ch from you Arma 3 game folder and run again. DATA Tweaked: Aspect ratio of the RPG & Vorona magazine icons Tweaked: Decreased amount of bugs (the creepy crawly kind) at night, resulting in a potential performance gain Tweaked: Cost values of the LSVs Fixed: AI was taking cover behind thin banana plants Tweaked: Firefly model and material Fixed: Issue with shadows on the T-100 barrel Tweaked: Layered Concrete Wall (Land_Wall_INDCnc_4_F) geometries (https://feedback.bistudio.com/T131463) Eden Editor Added: BIS_fnc_3DENExportSQF can now export scenarios in a format where each entity checks if its ID has been blacklisted. If so, the entity will not be spawned. The blacklist array is a new parameter passed into the exported SQF. Fixed: The function to export Eden Editor scenarios to SQF format did not export vehicle customization settings Tweaked: Scenarios exported from Eden Editor to SQF now initialize modules only once all objects and connections were created ENGINE Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks Added: Sound controller 'acceleration' Fixed: Improvements to interactions with deceased character inventories were not enabled in all builds
  10. DnA


    Full Report
  11. It's possible these weekly updates will receive at least the very basic of 'smoke tests' to filter out game-breaking bugs (unlike so far, where Dev-Branch updates have mostly been blind fire ). And of course we retain the ability to do ad hoc updates whenever it is needed or desired to test something specific. The main change is that the default frequency will no longer be daily ("logistical issues" was fun for a short while ).
  12. 01-06-2018 EXE rev. 144845 (game) EXE rev. 144845 (launcher) Size: ~697 MB DATA Tweaked: Returned the laser spot tracker to the Rhino so it doesn't have to rely on Datalink only (https://feedback.bistudio.com/T128036) Showcases (potential spoilers) ENGINE No relevant EXE changes today
  13. 31-05-2018 EXE rev. 144837 (game) EXE rev. 144837 (launcher) Size: ~175 MB DATA Fixed: The Titan on Prowler (AT) was not able to lock targets over nearby barriers Added: A "Breakwater" user animation to Gorgon ENGINE Fixed: Missing proxy mag when a weapon is on the ground or in FFV Added: New animation source "inWater" for all vehicles Added: New model property "cratercolor" (example: cratercolor=deadff00 format: AABBGGRR) Eden Editor Fixed: Incorrect returned values when a group (get3DENAttribute) or waypoint (get3DENEntityID) is in a layer
  14. 09-05-2018 EXE rev. 144757 (game) EXE rev. 144757 (launcher) Size: ~945 MB DATA Fixed: The T-140 MFD ammo indicator had swapped HE & HEAT indicators (https://feedback.bistudio.com/T128150) Fixed: Assassins Helmet chin strap selection (https://feedback.bistudio.com/T128507) Tweaked: Magazines can now be hidden in Virtual Arsenal by setting their scope to 1 Tweaked: In Virtual Arsenal, launcher accessories are no longer attached to the primary weapon if they fit there too Tweaked: Continued vehicle threat and cost value iterations Tweaked: Zamak trucks should now all have the same radius for accessing the inventory (2.5 meters) Tweaked: Added featureType=2 to several large structures that used the 'old' featureSize parameter before Fixed: Display name of the Sharur ATGM in the To-199 MFD (https://feedback.bistudio.com/T128191) Tweaked: Slightly increased the splash damage radius of HEAT munitions Tac-Ops Mission Pack (potential spoilers) ENGINE Fixed: Potential deadlock during player server disconnection
  15. 08-05-2018 No update will occur on this day due to a Czech national celebration of Liberation Day