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DnA

BI Developer
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Everything posted by DnA

  1. 03-10-2017 EXE rev. 143175 (game) EXE rev. 143167 (launcher) Size: ~804 MB (depends on Apex ownership) DATA Tweaked: Specular levels and skin tones on “Remnants of War” campaign character faces Tweaked: “Remnants of War” campaign SFX volumes (general, timeline, etc.) Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more Fixed: Small hole in the Blackfish cargo compartment Fixed: The ammo variant of HEMTT was missing its ‘chimney’ in the first resolution LOD (https://feedback.bistudio.com/T126715) Tweaked: Minor volume increase for tire bullet impact SFX ENGINE No relevant EXE updates today (small cleanups / optimizations)
  2. DnA

    SITREPs

    Full SITREP
  3. 03-10-2017 EXE rev. 143144 (game) EXE rev. 143144 (launcher) Size: ~222.5 MB (depends on Apex ownership) DATA Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP Remnants of War (potential spoilers) ENGINE No relevant EXE updates today
  4. 02-10-2017 EXE rev. 143127 (game) EXE rev. 143127 (launcher) Size: ~93.4 MB (depends on Apex ownership) KNOWN ISSUES Due to a new scripting error message (see below), several of such errors may now appear throughout the game. They are being fixed case-by-case, but should not actually affect the current behavior. DATA Fixed: The descriptions of several Game Type modules were not localized Fixed: Inverted pylon selection for Greyhawk and Ababil (https://feedback.bistudio.com/T126810) Added: Animation Viewer now shows all animals Fixed: Tooltips in the Config Viewer were not localized Fixed: Unlocalized strings in the animal site module Added: Digital tachometer to Hatchback Tweaked: Increased the PCML lock distance to 800m Tweaked: A single Macer on A-164 uses a proper pylon model now ENGINE Added: An option to use the standard PhysX gearbox in config: changeGearType and changeGearOmegaRatios Added: An option to set the minimum engine omega for PhysX simulation: minOmega Added: accelAidForceYOffset to move aid force lower or higher as needed Added: New error message for unknown enumerated values in all script commands using enum values (example: _g2 setBehaviour "CARELES" will cause an error, because the correct value is "CARELESS")
  5. 29-09-2017 There will also not be any update today due to post-holiday logistical challenges
  6. 28-09-2017 There will not be an update today due to a Czech national holiday
  7. 27-09-2017 EXE rev. 143080 (game) EXE rev. 143076 (launcher) Size: ~2.1 GB (depends on Apex ownership) DATA Tweaked: Ladders now also use the new technology for detection of user actions Fixed: Some vanilla environment assets were marked with Malden DLC icons Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target Tweaked: Slightly increased Strider’s crew explosion protection (https://feedback.bistudio.com/T126803) ENGINE No EXE changes today
  8. 26-09-2017 EXE rev. 143070 (game) EXE rev. 143070 (launcher) Size: ~650 MB (depends on Apex ownership) DATA Tweaked: Deployed UGL animation speeds Added: Gear indicator to the SUV and the water temperature indicator now moves ENGINE Fixed: It was possible after saving / loading for gear to not respect inventory limitations Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle Fixed: Potential Zeus CTD Added: New MFD sources "pilotcameratarget" and "pilotcameratargettoview"
  9. 25-09-2017 EXE rev. 143059 (game) EXE rev. 143059 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed) ENGINE Added: New value for turretFollowFreeLook (2) to allow remote turret control even without weapons (replacement for the "FakeWeapon" solution)
  10. 22-09-2017 EXE rev. 143040 (game) EXE rev. 143040 (launcher) Size: ~98 MB (depends on Apex ownership) DATA Added: The ability to re-texture the grip on the LIM-85 Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate (https://feedback.bistudio.com/T126770) Fixed: MX & Mk20 UGL reload animations when deployed Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats) Tweaked: The GL sight dot is now hidden when switching to another weapon Tweaked: Adjusted countermeasure dispersion Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed ENGINE No significant engine changes today
  11. You would need to also apply a custom material, besides a color map texture. This is not my area of expertise, so perhaps a kind artist soul can point you to a guide on that
  12. 15-09-2017 EXE rev. 142981 (game) EXE rev. 142984 (launcher) Size: ~191 MB (depends on Apex ownership) DATA Fixed: Some VR transition effects in Showcase Laws of War did not work correctly after resuming a saved game Fixed: The VR widget in Showcase Laws of War did not show after resuming a saved game Tweaked: Shown hints during the Showcase Laws of War "Non-Combatants" sim Fixed: Issues with reverting customization applied through the Eden Vehicle Appearance module Fixed: A line break in a task description in VR training - helicopter basics Showcases (potential spoilers) ENGINE Fixed: Collisions of small objects after yesterday’s PhysX update Fixed: Tactical Ping pop-up error LAUNCHER Fixed: Crash when the list of subscribed items returned by Steam client is not a valid list (https://www.reddit.com/r/arma/comments/6zv8hd/bug_797_launcher_crash_exceptions/)
  13. DnA

    Experimental Ports Release Announcements

    The experimental ports have been updated to version 1.70. They now include Jets DLC, 64-bit, and Metal on Mac. Take a look at the updated overview page, Community Wiki known issues and tips, and share your feedback!
  14. They are indeed in Arma 3 Samples for the Van and Utility Drone. Toggle the various layers in the Photoshop file on / off to reveal the full UV for the livery.
  15. 14-09-2017 EXE rev. 142969 (game) EXE rev. 142955 (launcher) Size: ~979 MB (depends on Apex ownership) KNOWN ISSUES Small object / Demining Drone physics glitches DATA Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk & PO-30 Orca Fixed: Editor previews of several ground decals ENGINE Tweaked: Updated PhysX to version 3.4.0 (22121272) Fixed: Crash when releasing a physics constraint without any actor Added: New vehicle config parameters tankTurnForceAngSpd, accelAidForceCoef, and accelAidForceSpd Tweaked: Enabled PhysX wheel sweep collisions Added: PhysX-simulated and animated tank tracks according to PhysX wheels rotation
  16. DnA

    OPREPs

    Full Report
  17. 13-09-2017 EXE rev. 142946 (game) EXE rev. 142946 (launcher) Size: ~184 MB (depends on Apex ownership) KNOWN ISSUES Pop-up error related to Tactical Ping DATA Tweaked: Doors, gates and hatches now use new technology for detection of user actions (actionNamedSel parameter) ENGINE Eden Editor Fixed: Ghosthawk crew spawned in the wrong order in Eden Editor
  18. 12-09-2017 EXE rev. 142935 (game) EXE rev. 142935 (launcher) Size: ~3.4 GB (depends on Apex ownership) DATA Added: Hidden selections to the Mechanic Clothes Fixed: It was possible to disassemble several drones under AI control in Faction Showcase IDAP Tweaked: Removed countermeasures from the IDAP helicopter, as releasing them terrified staff in Faction Showcase IDAP Tweaked: Get in entry points & get out animations for Van Tweaked: Position of some of the Van passengers so their legs no longer clip with the floor (https://feedback.bistudio.com/T126644) Added: Siren 'horn' to the Offroad_01 Gendarmerie variant Fixed: Mine Dispenser Mines were not working correctly in Zeus Fixed: Editor previews of some ground decals Tweaked: Decreased FPS drop when using the Blackfish 105mm cannon in optics mode Tweaked: Minimal barrel elevation of the Kuma (https://feedback.bistudio.com/T123481) Added: soundFly sound for missiles & rockets Tweaked: Dispersion of vehicle rocket launchers Tweaked: aiDispersionCoefs for tank cannons Tweaked: Improved Skyfire firing particle effects Fixed: Wipeout front wheel animations during landing Fixed: Zafir reload actions when in adjusted prone stance so they no longer force you to default state after switching magazine Fixed: Splendid Camera disabling chat in multiplayer (https://feedback.bistudio.com/T126611) Fixed: AI helicopters climbing indefinitely when focused on by a spectator (https://feedback.bistudio.com/T126582) Fixed: Several crawl sound configs Tweaked: Ramparts are no longer destructible Tweaked: Improved shadow for the "Magazine (Rifle)" object ENGINE Fixed: White texture for 1 frame when upon destruction of an object Tweaked: Scalpel missiles from UAVs had trouble hitting targets
  19. 11-09-2017 EXE rev. 142916 (game) EXE rev. 142916 (launcher) Size: ~145 MB (depends on Apex ownership) DATA No changes to data today ENGINE No significant EXE changes today (mostly 'just' code clean-up)
  20. A scripted WP could be a nice addition. For now, the Expo system is quite simple to script (assuming you don't want the dummy charges): doMove flyInHeight fire "BombDemine_01_F"
  21. Both are indeed available as scripted solutions. The Bobcat plow can be animated via script. Vehicle-in-Vehicle Transport now supports loading cargo that is not a vehicle, but unfortunately there is no vanilla way to load such cargo, so it can be used only for specific scenarios where it is set up. Once loaded via script, pilots / drivers can drop the cargo via the action menu (including on parachutes). It would be nice if we could at least still support 'loading' in Eden Editor, but we'll see if that's possible.
  22. DnA

    Laws of War DLC Feedback

    Sorry to hear that. As an interim solution you can temporarily switch back to 1.74 via the Legacy Branch (see these notes), finish the ones you want, and then come back to 1.76.
  23. Hi, very likely not sadly. It's not feasible in A3 character gear tech to avoid all clipping. We've adjusted asset meshes and skinning over the course of development to fit as best as possible together, but there are going to be cases that will not work well together visually. This applies also to combinations between existing vanilla gear. We'll try if it's somehow possible to solve without side effects here. The risk of adjusting them to solve this case is that usually it creates clipping for another combination.
  24. Collateral feature? It's not its primary purpose, but perhaps there are situations where it would be desired - like it spreading information about an epidemic over an area (via the custom leaflets)?
  25. 28-08-2017 EXE rev. 142777 (game) EXE rev. 142777 (launcher) Size: ~576.5 MB (depends on Apex ownership) DATA Tweaked: Non-Medical Utility Drones now have white beacon lights Fixed: The Swifd livery of the Utility Drone had the wrong color applied to its beacon light body Tweaked: Improved the destroyed state of the Utility Drone Tweaked: The tent exits are not available until starting at least 1 sim in Showcase Laws of War Tweaked: Your view now resets between sims and the tent in Showcase Laws of War Tweaked: More nicely aligned VR components in Showcase Laws of War sims Tweaked: The player loadout is now restored / reloaded when respawning in Showcase Laws of War sims Added: A selection (emergency_lights, 4th element in the selection array) for changing materials of the van beacon LED lights Fixed: The "Beacon On/Off" action was not available for the transport van Added: A Pilot Camera icon to the Utility Drone optics to indicate the purpose of the ladders at the top & left Tweaked: Adjusted the position of placed UAV terminals (https://feedback.bistudio.com/T126550) Remnants of War / Showcases (potential spoilers) ENGINE Fixed: When drones have low health the screen would start blinking Added: "dispersion" now works for rockets / missiles
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