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Everything posted by DnA
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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).
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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
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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)
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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)
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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
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Hi everyone! So we've just finally revealed what the "Orange DLC" project is all about: Arma 3 Laws of War DLC. For more in-depth information also check out our OPREP and Developer Diary on this project. Please use this thread to share all of your general feedback, thoughts, comments, suggestions, and more (but not too much more ). If you have concrete bug reports, share them on Feedback Tracker as per usual, and we'll try to get as many of them sorted ahead of the full release in future updates. Thanks!
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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 ).
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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
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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
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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
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08-05-2018 No update will occur on this day due to a Czech national celebration of Liberation Day
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07-05-2018 There will not be an update today due to challenges incompatible with logistical success.
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Have you played the various bits of playable content in Laws of War DLC? Let's hear what you thought and how we might still improve it! Please be considerate to your fellow players and mark any spoilers appropriately - thank you! Specific issues are most effectively reported directly to our Feedback Tracker. What playable content is there and how do I access it? Added: “Remnants of War” mini-campaign** Main Menu: SINGLEPLAYER > CAMPAIGNS Added: Showcase IDAP Added: Showcase Laws of War Main Menu: SINGLEPLAYER > SHOWCASES Added: TT11: Downhill Rumble Added: TT12: Jungle Fever ** *** Added: TT13: Turbulence Added: TT14: Life in Danger ** *** Added: TT15: Off Road Excavation ** *** Main Menu: SINGLEPLAYER > CHALLENGES > Time Trials > IDAP ** Content requires ownership of Arma 3 Laws of War DLC.*** Content requires ownership of Arma 3 Apex.
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It's deliberate until we find reasonable (read: internal best * community skills ^ ninjas) medal times to set. Several more structural changes were still happening, such as new CPs, so medal times would not yet mean much. The final times will probably be plugged in next week.
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15-03-2018 EXE rev. 144478 (game) EXE rev. 144478(launcher) Size: ~1.1 GB DATA Fixed: The Rhino MGS UP HMG produced incorrect dirt impact effects when hit Fixed: The turret azimuth indicator on the T-140 Angara's commander camera display showed an incorrect value Tweaked: Muzzle flash positions for the T-140K Angara Added: ERA explosion sounds Tweaked: Increased the Nyx autocannon magazine reload time Fixed: AI would fire too many Vorona missiles in a row (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3276058) Fixed: The Firefist missile was missing its targets in top attack mode Fixed: The Bobcat RCWS now correctly sports a 12.7mm HMG Fixed: HMG / GMG RCWS turrets now consistently use 200 / 96 ammo boxes Tweaked: Large vehicle magazines were split into smaller ones and their amount was adjusted Tweaked: The magazine count on MRAPs and APCs has been doubled Tweaked: The Marshall, Gorgon, Kamysh and Slammer coaxial guns have had their caliber changed to 7.62mm Tweaked: Slammer UP has its 120mm cannon back Tweaked: The shell count on tanks has been adjusted Tweaked: UGVs now only have a single ammo box ready per weapon Fixed: There was an issue with the transition to incapacitated state in case of a disabled 3rd person view Vanguard Fixed: Players would not always survive lobby slot selection Tweaked: Removed the rules UI for players joining as spectator Fixed: Promotion information Fixed: An incorrect string for the tie-ending Fixed: Removed Titan launchers from AI slots Tweaked: Score is no longer added or subtracted for the destruction of empty civilian trucks or vehicles inside the base perimeter Tweaked: Removed cluster and AT mine ammunition from CSAT artillery Fixed: Score was awarded every time the device was picked up Altis Requiem (potential spoilers) Tac-Ops Mission Pack (potential spoilers) ENGINE Added: An ability to define a vehicle's sensor position (sensorPos) Added: New config parameter hullExplosionDelay as an array of two floats in seconds, for all vehicle types (works only when hullDamageCauseExplosion is true) Added: Sub-munition support for shells
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Please let us know your thoughts on the Laws of War DLC assets (vehicles, weapons, character gear, props, etc.). Find out more about the asset production process in our OPREP on this topic. If you discover concrete issues, the most effective reporting method for us is Feedback Tracker. How do I access the assets? Main Menu: Shift + P In the DLC Content Browser, select Laws of War and explore its contents. Some assets have a TRY button that will open the asset in ... Main Menu: TUTORIALS > VIRTUAL ARSENAL (For vehicles, switch to the Garage mode at the top of the screen) Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification. Use Sort by mod to make it even easier to find them. Note: in this mode you should be able to preview the assets without DLC ownership. Main Menu: EDITOR In the Asset Browser on the right, all assets are marked by the DLC / mod icon. Use Filter by mods option and select Arma 3 Laws of War. And you'll of course encounter the assets during gameplay! What assets are available?
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02-02-2018 EXE rev. 144211 (game) EXE rev. 144211 (launcher) Size: ~70 MB DATA Tweaked: Lock-on After Launch for Laser Guided Bombs (just drop the bomb roughly at a laser target and the bomb will find its way) Tweaked: Bomb glide performance ENGINE No relevant EXE changes today
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From the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker. Note: expanded Community Wiki documentation is forthcoming. Most new properties are already described: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit What changes does this cover? Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Previously only artillery cluster munitions were supported. Added: Unexploded Ordnance (3 factions x 4 triggers) Trigger types: Common: basically functions as a regular 'mine' Delayed: detonates a while after 'triggering' Tough: takes a lot of manipulation before detonating Sensitive: BOOM (even animals will set these off) These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions. The CAS module now features Bomb Strikes. Added: APERS Mine Dispenser* This means engine support for a mine that basically detonates like a sub-munition. Deployed mines can now have a randomized rotation. Various new SFX / VFX were added, as well as camera shake. The engine now supports control over sub-munition speed and ammo type randomization. * Restrictions apply for those who don’t own Arma 3 Laws of War DLC.
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As far as I read there were some performance heavy script calls made when they shouldn't. This was related to the Key Frame Animation module implementation.
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14-12-2017 EXE rev. 143855 (game) EXE rev. 143855 (launcher) Size: ~99 MB DATA Fixed: The glass parts of the Caesar BTT would not hide when in a destroyed state Fixed: There was a floating mesh part in the second LOD of the Syndikat camouflage uniform Fixed: Prowler & Qilin suspension so their wheels are no longer sunk in the ground Fixed: The .50 cal part of the Type 115 gun would eject empty cases even though it uses caseless ammo Tweaked: The jungle camouflage of the M320 and LRPS were too bright compared to the sniper using them Fixed: Closed a mesh hole in the lowest LOD of the Ghosthawk Tweaked: Initial view angles in CAS airplanes Tweaked: The exhaust texture of the grey and brown hex variant of the Buzzard should be a bit darker now Tweaked: Added an ejection seat warning decal to Buzzard's AAF camouflage Tweaked: All Katibas now have caseless ammunition chambered (https://twitter.com/Irawulf/status/660562927007768580) Fixed: Some parts of the upper Bergen backpack where weighted to the character's head Tweaked: Reduced sway for launchers and binocular items ENGINE Fixed: Hidden vehicles with disabled simulation could fall through the terrain after being enabled Added: Shot instigators are propagated to sub-munitions now (https://feedback.bistudio.com/T123463)
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Sadly not in a clean engine way; this was a limitation we'd also have liked to addressed, but we didn't find resources available.
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06-10-2017 There will not be an update today due to a lack of relevant changes in data and engine (most work took place in unpublished DLC data).
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05-10-2017 EXE rev. 143189 (game) No new Launcher Size: ~862.5 MB DATA Added: Basic Helmet (Black) variant for Laws of War DLC Fixed: Mine Detector could be placed in the launcher slot Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over ENGINE No relevant EXE changes
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Full changelog and SPOTREP