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Everything posted by DnA
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Co-op is generally cool for sure, but unfortunately we will not be developing such version of Old Man (it would be also very complex, given the large-scale open-world nature) 😓
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At the moment the beta is still on Workshop, but we'll remove the data there today or tomorrow, so consider copying it somewhere manually (or else Steam will automatically update it). You can use the Legacy Branch for 1.96 on Arma 3 itself to have a compatible game version (see the SPOTREP with details).
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Full changelog and SPOTREP
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RC testing of update 1.98 has ended - thanks for the reports! Steam branch access code: Arma3Update198RC Arma 3: ~2.7 GB / Arma 3 Server: ~1.1 GB Areas of focus (pseudo-changelog): Added: "Old Man" open-world singleplayer scenario* (unsubscribe or disable the Workshop mod ⚠️) Added: Static M2 (low / raised), with optional ballistic shield and collimator sight Added: Updated to PhysX 4.1.1 * Content requires ownership of Arma 3 Apex expansion
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It's similar to what's described in the most recent SITREP (OPERATIONS section). There are not many developers assigned to it full-time anymore, but there are a lot Arma 3 dev veterans who keep an eye on it and pitch in where needed or there is time. We are also exploring some new ways of still continuing limited development work, while keeping the vanilla game stable.
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As with most changes or additions at this stage, it's not very likely due to the amount of developers we have available and very rigid back-compat. However, we of course still have Bohemians working on Arma 3 and we want to keep supporting it as much as we can, so making requests to Feedback Tracker is still the way to go. I'll admit the chances for non-fix changes are low, but we do have devs trawling FT for things in their area of expertise (next to QA triaging new issues). Currently our focus is on preparing the 1.98 update with the Old Man scenario.
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Please do file the ticket and if you have values you think would work better, feel free to add them. It's likely there are intentional differences between those terrains, especially with regards to rabbits, but we can check if the approach is the right one.
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RC testing of a hotfix to update 1.96 has wrapped up - cheers! Steam branch access code: Arma3Hotfix196 Arma 3: ~60.7 MB / Arma 3 Server: ~17.9 MB Areas of focus (pseudo-changelog) Fixed: createVehicleLocal behavior restored to its prior state Fixed: Un-escaping double quotes in parseSimpleArray Fixed: Incorrect return type for unitsBelowHeight when null was passed as group
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Full changelog and TECHREP
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RC testing of Update 1.96 has concluded - thank you! Steam branch access code: Arma3Update196RC Arma 3: ~7.1 GB / Arma 3 Server: ~841 MB Areas of focus (pseudo-changelog) Added: 6th anniversary music track Changed: Moved various Contact components to default platform data (e.g. music, animations, hand-written font, Spectrum Device, etc.) Changed: Decrypted Livonia object addons to PBO Fixed: Various issues in the "First Contact" campaign and on Livonia
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Arma 3 Contact will be localized and translated to the standard Arma 3 languages. In order for our localization team to effectively process feedback, we'd like to ask for your language-specific notes in this thread (or on Feedback Tracker of course). The first iterations of translations are starting to arrive to Dev-Branch, however, we should point out that our own localization testing in all languages is only just beginning. General expansion feedback is discussed in this thread. Please include the following information where possible: Language (Czech, German, Polish, etc.) What is wrong? (including any incorrect text) What is your proposal? Reproduction steps Screenshot(s) Thanks!
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Leaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon' via pylon settings or scripting). Notes: Find a start of documentation on the Community Wiki. We've extended the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.). We'd prefer specific issue reports on the Feedback Tracker.
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Mines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines. Note: expanded Community Wiki documentation is in progress. Specific issues go to the Feedback Tracker as per usual. What changes does this cover? Most characters are now less adept at automatic visual identification of mines. You will need to manually T-reveal them in more cases (also depending on difficulty options). Note that in order to disarm mines, you need to have revealed them. Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc. The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now. An Info Panel is used to show the approximate location around you ([ or ] by default). It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol). Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open). Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone). Most explosives should receive their own placement / deactivation SFX (WIP). Many explosion SFX were tweaked. The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field. disableAI "MINEDETECTION" can disable an AI's mine detection abilities.
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No targeted changes, but there was a full data pipeline cache clearing some weeks ago. It could be either a RVMAT is missing or it needs proper repacking. I'll ask an Artist to check.
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14-08-2019 EXE rev. 146002 (game) EXE rev. 146002 (Launcher) Size: ~140.2 MB DATA Added: Missing private keywords to BIS_fnc_3DENInterface (General Discussion - Dev-Branch) Tweaked: Alien Entity behavior routines Fixed: The Contact Welcome Screen counter was not working correctly in Contact mode Fixed: The Alien Entity waypoint was not working if the initial movement grid was not initialized Fixed: The Alien Entity was scanning its own (matter) balls on some occasions Fixed: Missing aircraft wing vortices (FT - T142848) ENGINE Added: currentPilot command (returns the currently piloting unit) Added: getDiverState command (returns the current diver state of the unit) Fixed: A potential Backpack inventory glitch Fixed: An issue where "-name=aaa bbb" would create a profile folder "aaa bbb" instead of just aaa bbb (without quotes)
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07-08-2019 EXE rev. 145991 (game) EXE rev. 145991 (Launcher) Size: ~74 MB DATA Fixed: Further increased backward-compatibility with mods in Arsenal ENGINE Added: New script command isActionMenuVisible Added: New script command isGameFocused Added: New new script command isGamePaused Added: New script command getMissionPath Added: New script command getPosWorldVisual Fixed: Compartments lights were drawing light flares in certain situations Fixed: The FOV of all vehicles would change when the player FOV changed
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RC testing of a hotfix to 1.94 has ended - thanks! Steam branch access code: Arma3Hotfix194RC Arma 3: ~210 MB / Arma 3 Server: ~20 MB Areas of focus (pseudo-changelog - see Dev-Branch for more details, although some of those engine changes are not included) Fixed: Increased backward-compatibility with popular mods in Arsenal Fixed: Improved forward-compatibility between the new radio protocols and mods Fixed: The Spectrum Device detail screen was not positioned correctly when the FOV was manually overridden in a player's profile file (https://feedback.bistudio.com/T142652) Fixed: Various "First Contact" campaign mission issues Fixed: getFuelCargo, getRepairCargo, getAmmoCargo will return -1 when the vehicle is not configured to supply fuel / repair / ammo Tweaked: Warlords are being rude to Eddie, tell him to leave the server 🤖 Tweaked: waitUntil will now continue looping when incorrectly returning something instead of true / false, and show a warning. We strongly recommend fixing scripts, because we intend to force exiting the loop again in 1.96.
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01-08-2019 EXE rev. 145961 (game) EXE rev. 145961 (Launcher) Size: ~222.6 MB DATA Fixed: The Spectrum Device detail screen was not positioned correctly when the FOV was manually overridden in a player's profile file (https://feedback.bistudio.com/T142652) Fixed: ED-1 Mini UGV probing multiplayer locality issues Fixed: Certain custom saved loadouts could not be loaded in Arsenal Fixed: Increased backward-compatibility with popular mods in Arsenal Fixed: Improved forward-compatibility between the new radio protocols and mods "First Contact" (potential spoilers!) Warlords Known Issue: There are issues caused by the attachTo optimizations Removed: The LDF mortar backpack is no longer available in Arsenal Removed: ED-1 Mini UGV backpacks are no longer available in Arsenal Fixed: Turrets can no longer be deployed under terrain ENGINE Added: getResolution was extended with topFOV, leftFOV, and tripleHead Added: getObjectFOV command to get an object's FOV Fixed: tvSort and tvSortByValue would fail if an optional parameter was not passed to the command Fixed: Deleted EH would trigger when a unit enters a vehicle Fixed: getFuelCargo, getRepairCargo, getAmmoCargo will return -1 when the vehicle is not configured to supply fuel / repair / ammo Fixed: currentMuzzle and currentWeaponMode could return a number instead of a string
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This is in sandbox mode or Contact mode? It implies the counter is not stored; can you check the return of: profileNamespace getVariable ["BIS_welcomeScreenContactShown", 0] Bohemia Interactive Netherlands (also used in Laws of War) In a future update they will be indeed.
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26-07-2019 EXE rev. 145932 (game) EXE rev. 145932 (Launcher) Size: ~3.5 GB NOTES This update primarily updates to main branch 1.94 data, so it does not contain any truly new post-Contact changes. We have also plugged in the Global Mobilization owner depot, so it should not delete / re-download when switching branches. Please note that the Arma 3 platform Dev-Branch does not actually contain tweaks to GM data. For information on Creator DLC public testing, check this page (RC-Branch section at the bottom). DATA Added: Contact expansion** Added: "First Contact" campaign* Added: Large Alien Entity* Added: Small Alien Entity* Added: Alien Network* Added: Spectrum Device (Jammer / Military / Experimental antennas)* Added: Cutscene and ambient animations* Added: Contact in-game music tracks* Added: Contact campaign characters and roles* Added: Livonia topographic map PDF (Digital Deluxe Edition) Added: Contact OST MP3 / FLAC (Digital Deluxe Edition) * Content requires ownership of Arma 3 Contact expansion. ** Restrictions apply to those who don't own Arma 3 Contact. Added: Missing suitpack textures for the Farmer Outfit and NATO Woodland uniforms Added: 3DEN Steam Workshop tags for Livonia, Contact, and Contact (Platform) Tweaked: Improved skinning on the right arm of a Scientist Outfit Tweaked: Various LDF loadouts Fixed: Material for Scientist ID tags to fix an issue with shadow not being cast on them Fixed: Re-added a missing selection in the Mini UGV shadow LOD and assigned a correct geometry to it Fixed: Moved Promet GL eye memory points closer to its sight to fix clipping issues with some of the uniforms Fixed: Promet GL shadow animation Fixed: HEMTT Transport, Box, Repair and Medical were missing part of their mesh when they were used as Simple Objects Fixed: HEMTT Transport was missing part of its fire geometry Fixed: HEMTT Transport (Covered) and Medical variant canvas covers were too effective at stopping bullets Fixed: HEMTT Medical mirrors in the driver LOD Fixed: Various Livonia object placement issues Fixed: Ambient SFX on terrains other than Livonia were incorrectly overridden Fixed: Ambient SFX near the Livonia water should no longer be muted Fixed: The Rugged Laptops did not have their user texture set in a LOD Fixed: Livonia Combat Patrol would sometimes use AAF instead of LDF Fixed: Livonia ZGM missing location type error ENGINE Added: Support for 'any' and '<null>' to parseSimpleArray Removed: toArrayAnsi and toStringAnsi Fixed: Server did not restart with missionsToServerRestart set Fixed: #monitor and #monitorDS were showing wrong memory usage Fixed: #monitor and #monitorDS were not transferred after server restart Fixed: Passing controlNull to tvExpandAll caused a CTD Fixed: tvDelete returns "" when it should return NOTHING when the control is null Fixed: The game would not load a scenario directly in the editor with <path> passed via the command line LAUNCHER Tweaked: Shortened the text for the PLAY CONTACT button in the Russian translation
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Contact Expansion Playable Content Feedback
DnA replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Hi, this should work fine (and there should be also Warlords and Combat Patrol listed). Are you running with or without mod contact? For Livonia MP, it's better to run just vanilla Arma 3.