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DnA

BI Developer
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Everything posted by DnA

  1. DnA

    Contact Expansion Feedback

    You can certainly use the gear in MP, custom scenarios, anywhere - but it will not have advanced native functionality there.
  2. We are not yet sure; the way ET works is kind of spoiler-sensitive to the whole experience. If this part gets to Dev-Branch, it would be close to release. It's possible the way these contact data are organized would change after release, to be more accommodating to scenario creators. But we first have to focus on the release state 🙂
  3. And the Most Creative Bug Report award goes to ... ^ Cheers, the Livonia dev team is stalking these parts, and will do their best to address what they can. Internal QA is also still going over many sectors with a magnifying glass.
  4. Yes, the terrain objects are / will be distributed to all Arma 3 owners, so they can be used in scenarios on other terrains for example. For actually visiting Livonia, you will need expansion ownership.
  5. DnA

    Contact Expansion Feedback

    This means some of the existing Arma 3 NATO gear is now available in MTP Woodlands, there are more olive / green props, the plain green vehicle set was completed, etc. There are no fully new NATO forces, besides the LDF.
  6. Good one; more prominent now with codename Enoch. Will look at it. Aha! I'm told we've not yet publishing Functions_F_Enoch, which contains scripts for this. We'll see if it can be added already in the next update.
  7. The environment team was working on the terrain as Enoch for a much longer time until we later settled on Livonia. Meanwhile also the other part of the data-set was built using that codename. We often use codenames different to display names, such as Curator for Zeus and 3DEN for Eden Editor. Contact itself is a codename that survived 👽
  8. Campaign (or rather Contact 'Total Conversion' mode), but its designer is thinking about ways to make it as 'available' as possible. If not on release, then after hopefully. This may for example include methods for other scripts or mods to 'hook' into the system somehow. We are being rather cautious, because these systems are not MP-proven for starters.
  9. The class name is final (you'll see this codename throughout much more of the platform content).
  10. Please wait and see; I don't want to spoil this part with specifics. For us the primary motivations were, firstly, not infiltrating the vanilla Arma 3 sandbox with content that those who only care for their authentic mil-sim experience don't want. And secondly, a lot of this content is technically very unconventional and created for our singleplayer campaign most of all. It makes changes to some parts of Arma 3 that we cannot propagate to the vanilla sandbox by default (by overloading configs). If there are ways we can better support modders and scenario creators post-release, such as by organizing the data differently, we're open to discussing it 🙂
  11. Yep, over the next weeks we'll be adding more to Dev-Branch. Normally at least all the platform stuff should be there before release.
  12. Hi, I'm afraid not initially. We are at least distributing the EBO files to every Arma 3 player, but I understand why PBO would help more. We're internally discussing how we may approach this (for example via Arma 3 Samples) to facilitate terrain modders on a reasonable timeline.
  13. DnA

    Contact Expansion Feedback

    Not currently, but we do also plan to open an early Release Candidate branch soon. The GameUpdater tool could work, but we've experienced some issues with it recently that we're investigating.
  14. Indeed, Supporter Editions should already own Arma 3 Contact, and have access to Dev-Branch. Note that Dev-Branch currently only contains part of the default enoch folder part of the expansion (terrain, and later weapons / gear). Later there will also be an optionally loaded contact folder part for owners (campaign and aliens).
  15. We don't have an exact timeline for further Dev-Branch additions, but they will happen over the next weeks in batches. And there are to be smaller updates with fixes in-between, probably not daily, but as often as we can get them out. We realize there are arguments for both having / not having furniture baked in, but stuck with how it's been for the other vanilla terrains.
  16. The camo spray paint (arid / lush) regular AK-12's and some accessories will still be Apex-licensed. The AKU-12s and RPK-12s will be Contact-licensed, as they are new model files. We've considered linking those to Apex as one 'family', but felt it would become too complicated with dependencies between products. Those particular reskinned props are 'placeholder' still and will be improved. We do hope to release as many texture templates via Arma 3 Samples as we can post-release. CBRN Suits are available in all NATO-spec faction camos (MTP / Tropic / Woodland / LDF / AAF / Blue / White). In our view CSAT uses more advanced infantry uniforms with their own 'air-conditioning' and some CBRN protection features built-in. They do get their own APR in 3 colors. Although what we have not created to complete this set, are hoods for said CSAT uniforms to create a better seal (not currently planned).
  17. DnA

    Contact Expansion Feedback

    We're planning an OPREP or 2 to dive into this for sure. For me personally, I've wanted to do something with the premise since many years, and many Armas ... and now finally we got the chance, owing to Arma 3's longevity and Real Virtuality's flexibility 👽
  18. Yep, good catch! We found out a little bit too late for the trailer. But we're addressing it for the release 🙂
  19. Unfortunately underbarrel attachments are not dynamically implemented in Arma 3, meaning they need actual model variants. We don't currently have plans to add them to other rifles for Contact's release at least.
  20. DnA

    Contact Expansion Feedback

    It's a mix of brand-new objects / structures (for example natural objects, ruined villages, bunkers, etc.) and those from other Bohemia terrains (often with quite a bit of work done to them to make them A3-compatible, or to add Polish texts for example). Quite a few should be enterable.
  21. 23-05-2019 EXE rev. 145689 (game) No new Launcher Size: ~6.3 GB NOTES We've opened a series of Arma 3 Contact feedback threads for various sub-topics: General Livonia Assets As has often been the case, Steam DLC ownership may not fully work during the first hours / days of DLC Dev-Branch staging and pre-orders. Issues will be resolved with Steam's Valve as soon as possible. DATA Added: Livonia* Added: Livonia terrain objects (natural, props, signs, lamps, power lines, railways, decals, structures, etc.) Added: Military Cargo Platforms Added: Banner (LDF) Added: Flag (LDF) Added: Flag (Livonia) Added: Livonia Whiteboards Added: Maps of Livonia Added: Connector Tents Added: Decon Tents Added: Faction Field Tent variants Added: Faction Medical Tent variants Added: Woodland Camouflage Net variants Added: Research Dome variants Added: Research Dome Panels Added: Research Dome Struts Added: Solar-Powered Tents Added: Scaffolding variant Added: Antidote Kit Added: Brooms Added: Brushes Added: Coiled Hose Sprays Added: Decon Kit Added: Decon Showers Added: Drainage Deck Added: Hazmat Bags Added: Lay-Flat Hoses Added: Pressure Hoses Added: SCBA Cylinders Added: Spill Bunds Added: Spinal Boards Added: Sponges Added: Stretcher Roller System Added: Tarps Added: Trash Bag Holder Added: Walking Frame Added: Water Spills Added: Flexible Solar Panels Added: Satellite Antenna variants Added: Omnidirectional Antennas Added: Portable Weather Stations Added: Power Cables Added: Rechargeable Batteries Added: Rechargeable Battery Packs Added: Rugged Computers Added: Rugged Screen variants Added: Rugged IP Telephones Added: Rugged Laptops Added: Rugged Multi-Screen Computers Added: Rugged Portable Generator variants Added: Rugged Portable Server Units Added: Rugged Routers Added: Rugged Solar Panels Added: Rugged Tablet variants Added: Rugged Portable Cabinets Added: Rugged Portable Desks Added: Rugged Desk Chairs Added: Rugged Portable Lamps Added: Transfer Switch Added: Light Cone VFX Added: Tent Lamps Added: Newspaper Added: Books Added: EMP-Proof Cargo Containers Added: CBRN Packaging Added: Plastic Case variants Added: Tin Foil Added: textureSources config property "decals" (an array of texture indices for decals) Added: "camo3" selection to Guerrilla Garment which can hide a bandage from it Added: Ability to hide Field Manual entries by listing them in a mission variable (example: BIS_fnc_advHint_FMHide = ["GlobalTopic_Curator", "EdenUpdate_EdenEditor"];) Added: magazineWells to Underbarrel Grenade Launchers Added: BIS_fnc_spawnOrdered which spawns a given function in the order it was called Tweaked: Vehicle distance filter configuration Fixed: UCAV Sentinel shadows at lower LODs Fixed: Field Manual records for unowned Jets Premium Assets did not display correctly Fixed: An incorrect textureSources texture for B_Truck_01_box_F Fixed: ARCO (Black) had a wrong picture (https://feedback.bistudio.com/T139146) Fixed: Components and liveries were not auto-selected for some vehicles in Garage and for all vehicles on load and import Fixed: Missing red texture for karts Fixed: One of the PO-30 Orca windows was still visible when the doors were hidden Fixed: Saved custom loadouts are now correctly compared against available Arsenal gear, and incompatible loadouts are disabled Fixed: Arsenal Import and Export buttons are now correctly available when applicable in MP Fixed: Importing an Arsenal loadout was not removing old assigned items Fixed: Arsenal was not adding a battery to Laser Designators Fixed: Exporting and then importing the same loadout in Arsenal was removing one magazine Fixed: Weapon magazines were not saved with exported Arsenal loadouts correctly Fixed: Laser Designator batteries were not saved with exported Arsenal loadouts Fixed: Weapons with grenade launchers were missing secondary muzzle magazines in Arsenal Fixed: Weapons were not getting magazines if a unit had no containers in Arsenal Fixed: Various script errors in Arsenal Fixed: The Offroad driver's ability to switch to other seats Eden Editor Fixed: Some waypoint types were not exported correctly by Eden Editor's export to SQF * Content requires ownership of Arma 3 Contact expansion. ENGINE Added: getAudioOptionVolumes and getSubtitleOptions script commands Added: Setting lobbyIdleTimeout to 0 in the server config turns off kicking players from the lobby if they are inactive Added: Setting kickTimeout timer values to 0 in the server config turns the feature off Tweaked: Default values for timeout were changed to: votingTimeOut=10 mins, roleTimeOut=15 mins, briefingTimeOut=10 mins, debriefingTimeOut=10 mins, lobbyIdleTimeout=25 mins Fixed: When kicking a player via the server's onHackedData / onUnsignedData event handlers, kickTimeout type 0 was always used Fixed: When kicking a player via the server's onHackedData / onUnsignedData event handlers, only very basic logging was provided
  22. 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
  23. 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!
  24. 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 😎
  25. 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!
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