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Everything posted by DnA
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Likely not; we've not merged anything non-critical (i.e. new functionality) to 1.94 for well over a week. So that's more likely going into 1.96.
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We are looking into that. The current public RC is not going to be the one released on Thursday; we've since updated it with more fixes, but do not have capacity to update the public branches (branching with the optional Contact data has pre-release complications with the Steam back-end). We are also going to be working on a post-release 1.96 update with anything else found, but of course our first goal is to make 1.94 as solid as possible.
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Contact DLC PLAY Button
DnA replied to scipio1775@hotmail.com's topic in ARMA 3 - DEVELOPMENT BRANCH
The PLAY CONTACT button will indeed only work properly after the release on July 25. The Launcher uses Steam SDK queries for ownership and installation status, which do not work fully pre-release. After release it will be the quickest way to launch Arma 3 in its Contact 'Total Conversion' mode for the campaign 👽 -
17-07-2019 EXE rev. 145895 (game) EXE rev. 145895 (Launcher) Size: ~2 GB DATA Added: Hidden selections to garbage barrels and the garbage pile Added: New function BIS_fnc_hasItem to find out if a queried item is in the given inventory or container Changed: Moved new Scientist and Looters uniforms to be part of the (free) platform Fixed: Missing Looters textures Fixed: Combat Patrol Russian SF Team Leader loadout Fixed: Offroad dashboard artifacts when HBAO is turned on Fixed: LDF tracer colors on some vehicles Fixed: Granit and Farmer outfit TI textures Fixed: Few missing Polish Radio Protocol words Fixed: Miscellaneous Livonia object placement issues Fixed: 2D map icons of the new HEMTT variants ENGINE Added: enableAI / disableAI "RADIOPROTOCOL" Added: toUpperAnsi, toLowerAnsi, toArrayAnsi, toStringAnsi Added: diag_deltaTime Tweaked: Improved performance of toString Tweaked: Improved performance when attaching Simple Objects to other objects Fixed: Potential memory corruption when creating an empty string Fixed: The set command would allow creation of arrays with an over-the-limit size Fixed: append would not check for infinite recursion when adding an array to another array Fixed: CTD when calling ropeCreate (FT - T139425) Fixed: CTD when using callExtension callback Fixed: Potential CTD when calling entities Fixed: Potential CTD when processing AI LAUNCHER Fixed: Command-line parameters were not working well when using the 'without mods' button
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It is perhaps the most powerful asset of the expansion, yet nobody seems to have unlocked its full potential yet 😈 We use it to create a flat surface / composition on any sloped terrain. The idea is to have at least one side at the same height as the terrain, and then the legs should lower themselves to support the platform wherever the terrain is lower. The side panels can be rotated / hidden to snap them together for larger constructions. Go nuts! 😎
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11-07-2019 EXE rev. 145849 (game) EXE rev. 145846 (Launcher) Size: ~3.2 GB DATA Added: Siren to police variants of Offroad and Van Added: Attendant property to the medical variant of the Rugged Cabinet Tweaked: Separated siren and beacon light actions for Offroad and Van Tweaked: Reduced reflectivity of Offroad's interior metal parts that were standing out too much Tweaked: Promet fire mode selector Fixed: Promet MR barrel in TI Fixed: Various loadout issues for Contact assets Fixed: Various Livonia object placement issues Fixed: Missing object / texture errors on Livonia Fixed: Granit Suit geometry clipping through the insignia patch on the left upper arm Fixed: Offroad (Comms) beacon light in resolution LODs ENGINE Added: #monitor and #monitorDS are now retained after server restarts Added: Extended checkAIFeature and enableAIFeature to support the enableAI / disableAI feature set LAUNCHER Fixed: Unlocalized PLAY CONTACT button Tweaked: Spanish localization of new Launcher texts
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We sometimes (have to) clear the cache of our packing pipelines. So only unused data (for example placeholder textures) are then removed. In some cases this leads to missing data (see the known issues). If you spot further missing data, please let us know.
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09-07-2019 EXE rev. 145833 (game) EXE rev. 145833 (Launcher) Size: ~4.7 GB DATA Known Issue: Missing object sign_entry_en_F.p3d on Livonia Known Issue: Missing texture burned_house_rubble03_co.paa on Livonia Tweaked: LDF editor previews Tweaked: Smoothed out the HEMTT exhaust lid animation Tweaked: Leaflet (New) can now use transparent textures Tweaked: Various LDF loadouts and containers Changed: HEMTT Cargo and Flatbed to be part of the platform Changed: Made new ARCO, Holosight, MRD and Bipod reskins part of the platform Fixed: The foot of an informal scientist outfit was clipping through the sandal when crouching Fixed: Improved shadow behavior of scientist outfits when crouching Fixed: Fire geometry of Wooden House (Small, v12) Fixed: Script error when attempting to TRY weapon attachments from the DLC Content Browser Fixed: Connector Tent collision issues Warlords Changed: The Livonia scenario now uses NATO Woodland and Spetsnaz assets Changed: You will no longer be able to place static defenses when there are enemies nearby ENGINE Fixed: SAM missiles could cause the game to freeze for a few seconds in certain situations Fixed: Random shadow artifacts when drawing roads in the map
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It's true, but it didn't slow us down much in the Amsterdam studio 😎 Mainly there was an internal packing pipeline flaw that created some mess in the data. This will probably also make the upcoming Dev-Branch update rather large due to repacking.
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03-07-2019 EXE rev. 145824 (game) EXE rev. 145824 (Launcher) Size: ~2.2 GB DATA Added: Hay impact particle effects and adjusted penetration properties Tweaked: Kipchak vest pouch layout and positioning Tweaked: Mini UGV light indicator in its HUD Tweaked: Various LDF / civilian role loadouts Fixed: Used identity names for Livonian civilians Fixed: AKM drum magazine was using the wrong reload action Fixed: Leaflet dropping function (https://feedback.bistudio.com/T141507) Fixed: Two Pacific CSAT mechanized groups were using the deprecated (pre-interior) variant of MSE-3 Marid Fixed: An undefined variable error when exporting inventory with a weapon without a magazine in a scheduled script environment with BIS_fnc_exportInventory Fixed: Rook-40 reload animations so the bolt no longer travels back with the slide, but rather moves down after every shot (https://feedback.bistudio.com/T141609) Fixed: Many Livonia object placement issues Warlords Added: CH-67 Huron and Mi-290 Taru are now purchasable by players ENGINE Added: Alternative syntax to isLightOn for retrieving the state of search lights (lights defined in turrets - e.g. on WY-55 Hellcat) Example: isLightOn [cameraOn, [0]] Added: Optional parameter for addWeaponItem for instant loading of magazines into a weapon Example: player addWeaponItem ["arifle_MX_GL_ACO_F", "1Rnd_HE_Grenade_shell", true]; Added: PlayerConnected and PlayerDisconnected Event Handlers were extended with _idstr (a string version of _id) Added: #monitor and #monitorDS extended with player count info Changed: Format of the arguments passed to addWeaponWithAttachmentsCargo Fixed: Inconsistent behavior of weaponsItems and weaponsItemsCargo commands. The array will always contain 7 items now (including primaryMuzzleMag and secondaryMuzzleMag even if they're empty). Fixed: Servers with missionsToServerRestart=1 would skip the debriefing after missionEnd Fixed: The array version of the callExtension script command did not check if the function name argument is a string LAUNCHER No significant Launcher changes
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For the Arma 3 Alpha we have decided to make use of our own Feedback Tracker (FT - opened with the release on March 5th). Some of you will wonder why we do not use the DevHeaven Community Issue Tracker, so I will try to explain our rationale in this post. First of all, let me thank the people involved in running CIT, such as Sickboy, kju and the rest of its admin staff! Big thanks as well to those who took the time to report issues, work on good repro methods and validating fixes. This has especially helped with the ongoing development of the Operation Arrowhead beta patches. It's good to have a dedicated place to track issues, rather than to contain it all within the forums. That leaves these forums to be a place of discussion and community collaboration. For the Arma 3 Alpha we however wished things from the tracking platform that CIT did not currently do. I have no doubt its creators could eventually implement some of what we needed, but we had to get it up and running very quickly. Most of it was about direct administration control and connections to our own web services. In our vision for Arma 3, the consistent and complete package is important. We feel the Feedback Tracker is part of that, and so it should feel as close as possible to the rest of the websites and the game. If we decide to make a subtle change quickly (e.g. an artwork or disclaimer text), we need to be able to immediately get it done via our own web team. We are also expecting an influx of people who have no experience with CIT or our community at all. We need a platform those people can easily find and use. They should not be confused about whether the platform is official or not. In the end though, no matter what platform is used, the goal is for us to cooperate with you: developers and the community. We'd like to ask you to help us to do that. By reporting issues to us in a good way, we can do our best to correct them. By voting you let us know which issues are of key importance to you. On our end we are getting our pipelines ready to be able to more frequently update the game during Alpha, Beta and the main release. We'll have a default branch on Steam where we release major and tested updates. Interesting for rapid iterations is the Development branch, where we'll let any of our developers update data much more frequently. Sometimes this will break that branch, but a key differentiation to OA's beta patches: data updates are used more. Fixes are not primarily focused on the programmers. Also let me introduce you to our Senior Quality Assurance team member: Astaroth. He will be your Community QA Liaison - which means he'll help the team stay aware of issues being reported and voted on. That's not to say the rest of the team will not also be using FT: we are encouraging as many of our developers as possible to keep an eye on it. We hope CIT can continue to provide its excellent services to many other projects such as the community's. Please join us in creating a stable and optimized Arma 3 game
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We still had the new T-shirts and other clothes under iteration. Some of these loadouts will be tweaked next.
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01-07-2019 EXE rev. 145804 (game) EXE rev. 145804 (Launcher) Size: ~2.5 GB DATA Added: Contact Welcome Screen Added: WY-55 ammo box hidden selection and applied the correct ammo box to the LDF variant Added: Livonia compatibility with the Civilian Presence modules Added: Hidden selections to ED-1 Mini UGVs Added: Benzyna Van livery Added: LDF motorized / mechanized groups Tweaked: Kozlice reload animation Tweaked: RPK-12 hand animation adjusted again Tweaked: Modular Carrier vests' capacity and mass Tweaked: Livonia ambient life species Tweaked: Improved the emissive material on the Tent Lamp Fixed: The screen selection was not animated with the Rugged Laptop lid Fixed: Gendarmerie Offroad (Covered) was missing its police beacons Fixed: Adjusted alpha sorting in ERCO, MRCO and Promet Modular Sights in order to fix issues that Promet SG had with these Fixed Guerrilla Smocks' hands Fixed: Various issues in the Tractor model Tac-Ops Fixed: Disintegration point - possible script error with an undefined variable ENGINE Fixed: cutRsc would not work correctly sometimes
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Another week, another Contact Starter: When First Contact happens, how should the authorities go about sharing information with the public? Or why should they not? In addition to this forums thread, you can also join the discussion on Facebook, Twitter, and reddit!
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The Arma 3 Server app does not have a Dev-Branch. You can however try 1.94 RC-Branch there, which has parts of Contact staged, but is slightly behind otherwise (it receives more pre-testing). Or alternatively you can host a server via the client on Dev-Branch (-server or the folder should have a server EXE).
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DLC folders are excluded as 'mods' in Launcher. Is there a reason you need to manually load it? The enoch folder is loaded by default for all players.
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contact We are deliberating eventually moving it to enoch for broader sandbox usage, but there are too many connections across its systems to handle it safely now.
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To give some context: what is being added is far more sandbox content than was originally planned. But we fully understand there's always more that would be useful and cool to have. Time allowing, we have a wishlist of our own that we may get a chance to look at post-release (just don't expect major stuff, like wholly new vehicles). Contact was started first and foremost as a project to explore the 'first contact' premise within the Armaverse. Along the way we had the opportunity to go much, much bigger with sandbox additions than we truly needed to tell our story (the campaign). We think there's a lot there, much of it free to the platform, but can also see where there's room for improvement 🙂
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26-06-2019 No new game EXE No new Launcher EXE Size: ~1.7 GB DATA Added: Tractor (Blue / Green / Red)* Added: ED-1D* Added: ED-1E* Added: Offroad (Covered / Comms as LDF / Green / Black / Forest Rangers / Gendarmerie)* Added: LDF Offroad Added: LDF FV-720 Added: LDF Zamak Added: LDF AL-6 Added: LDF AR-2 Added: LDF UGV Added: LDF WY-55 Added: LDF Radar / Defender Added: LDF Mk30 / Mk32 / Mk6 / Titan turrets Added: Van (LDF / LDF Military Police / LDF Ambulance / Astra) Added: Quad Bike (LDF / Forest Rangers) Added: HEMTT (Cargo / Flatbed as Standard / Tropic) Added: Remote Designator (NATO Woodland) Added: ED-1 Tracks Added: ED-1 Wheel Added: Special Measurement Device Added: LDF AL-6 Case Added: HEMTT Rack Added: COOP 12 Combat Patrol (Livonia)** Added: SC 24 Warlords (Livonia)** Added: Zeus 16+2 Master Livonia (CSAT)** Added: Zeus 16+2 Master Livonia (LDF)** Added: Zeus 16+2 Master Livonia (NATO)** Added: Zeus 48+2 Master Livonia** Known Issue: The "First Contact" campaign promotion mentions you can already restart the game in Contact mode, but you cannot yet Fixed: Contact's vehicle and turret backpacks Fixed: TRY should now work for all relevant assets in Contact's Content Browser (LShift + P) Fixed: Grenade collisions on House (Large, Abandoned) (FT - T84758) * Restrictions apply to those who don't own Arma 3 Contact. ** Content requires ownership of Arma 3 Contact.
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We have a simple module in the works that can handle some CBRN gear stuff based on those. The ideal would have been gear-level EHs, but we looked into those with programmers and they were deemed infeasible (i.e. lots of risky work to make work in all circumstances).
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25-06-2019 EXE rev. 145798 (game) EXE rev. 145798 (launcher) Size: ~2.1 GB DATA Added: ObjectDestructionLight and ObjectDestructionLightSmall lights are now flickering Tweaked RPK-12 hand animation so it looks more natural when characters don't wear gloves Tweaked: Advanced Modular Helmet stats Tweaked: Blindfold and Head Bandage TI textures Tweaked: Reduced mass for the sawed-off Kozlice variant and adjusted several parameters to properly show stats in Virtual Arsenal Tweaked: Improved shotgun pellet characteristics so they bleed off speed in a more realistic fashion Tweaked: Promet SG muzzle flash Tweaked: BIS_fnc_getCloudletParams now returns also values for setParticleCircle Tweaked: Improved the bullet tracing function in Virtual Arsenal with partial support for submunition (i.e. shotgun pellets). The tracing script is now also attached to the currently controlled vehicle so it's possible to track e.g. a cannon shell path. Tweaked: Farmer Outfit / Looter T-shirt textures Tweaked: LDF Mk200 tracer color Fixed: Small typo in one Russian SF group class name (O_R_InfTeam) Fixed: Modular Carrier and Kipchak vests are now properly worn under full ghillie suits Fixed: Hidden one of the rogue Kitbag AI fillers from Virtual Arsenal Fixed: Resting memory points on Promet and Kozlice Fixed: Respirator soft shadows Fixed: Personality was not correctly applied to Bandit Clothes (Polo) (FT - T141055) Fixed: Non-painted AK-12s had the wrong magazine loaded when placed in the Editor (FT- T140907) Fixed: Smoke launcher is now using SoundSet technology (fixing the missing tails sample) Fixed: Unknown uniforms for 2 Looters Fixed: CBRN Specialists not showing the correct APR filter / hose setup on scenario start Warlords Changed: AI units are now added to the Garbage Collector if they get lost somewhere Changed: Subordinates limit for the 32 player Altis Warlords scenario ENGINE No significant EXE changes LAUNCHER Added: Contact to the DLC section Added: PLAY CONTACT button in case it is owned and installed Added: Support for Contact (Platform) and Contact in the Server Browser Known Issue: Starting the game via the PLAY CONTACT button or the DLC section's Contact toggle does not yet load Contact mode (the data is not yet published) Known Issue: Some retail Steam accounts may currently still see Arma 3 Contact as 'not installed'
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Had me worried for a bit! Thought I missed our own release date 😁
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Welcome to our lives 🤗 It's indeed becoming quite a fun dance to manage all branches. In this case we need to test a new BattlEye security update to 1.92 main-branch.
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As far as we could tell, SCBA units do not actually work underwater as a breathing apparatus. You'll need a SCUBA for that. Small difference perhaps, but for that reason we did not ourselves configure it that way.