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DnA

BI Developer
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Everything posted by DnA

  1. 10-06-2016 EXE rev. 136741 (game) EXE rev. 136739 (launcher) Size: ~910 MB (depends on Apex ownership) DATA Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator Tweaked: Various keybinding changes in the Arma 3 Apex preset (combat pace now uses 2xC, walk now uses LCTRL+C and zeroing is adjusted by LCTRL+MW) Tweaked: Asset positions on Tanoa were improved Added: Squad Radar (WIP) ENGINE Fixed: There was no dust particle effect for landed VTOLs Fixed: Some parameters for AI driving had incorrect syntax Fixed: AI would refuse to drive vehicles in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3041048) Tweaked: The PhysX component of AI driving was improved Fixed: It was not possible to use UGLs when deployed Added: Tactical Ping (WIP) Fixed: The dust simulation for stationary airplanes was incorrect Tweaked: The speed of commanded movement of vehicles was optimized Eden Editor Fixed: Vehicles would miss their license plate numbers when spawned via Eden Editor (https://feedback.bistudio.com/T117241) LAUNCHER Fixed: Difficulty or AI level name was not displayed if server forced a custom difficulty Tweaked: All mission names with encoded URL addresses are decoded when displayed Tweaked: The map name capitalization is unified (map names are converted to a title case when displayed)
  2. We like all the feedback: positive, negative, bug reports, feelings, experiences ... or no feedback, because you rather just get your first impressions in silence, or wait for the full release. There are no obligations, but we appreciate every contribution that leads to a better release and future support. Consider using Feedback Tracker for specific bugs or glitches, but mainly just keep it up ... and thanks! :cheers:
  3. The Playable Content that's listed on the Apex website is what will be part of the release, so no further SP showcases on release this time around. For Apex it was decided to focus on the co-op campaign, which can be an even more challenging undertaking than a regular SP campaign. But let's not forget one important thing here: "Apex Protocol" is 1-4 players, you can play it alone, dare I say ... singleplayer! :)
  4. Unfortunately, last we checked, Steam's Trading Card system doesn't let us publish new sets (for DLC for example). It would be cool indeed!
  5. We can't think of a reason why it wouldn't work technically, but until the final release, this is the experimental testing branch. Primarily you may find that a particular location has object / terrain tweaks done to it.
  6. It would appear to be a general Steam network issue also for other developers trying to update their games. You can try switching to a US-based Steam server, while they solve this issue.
  7. Any updates on Dev-Branch are going to be quite large due to the EBO files versus Steam delta-patching. You may see multi-GB updates every day, so run away to main branch if you have a bandwidth cap ;)
  8. It was never removed from the game, but it's not the default used in the animation spider. Scripters can trigger it if they do so explicitly (for cutscenes e.g.).
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  10. Does this mean not just PuFu is on Tanoa in the game right now?
  11. It was indeed not the same issue. A major difference here is that the Tanoa-specific data is only meant to be downloaded to Apex owners, whereas previous DLC shared the same data for all players. The problem so far has been that the download is not triggered for the vast majority of owners. We are meanwhile preparing 2 attempts to work around this (with Steam's assistance), so let's hope one of them works!
  12. We're in the process of testing a different and unorthodox approach after discussing the situation with our Steam partners. This involves various large file uploads, so it may take some time to complete. Without it being live, we cannot yet guarantee it will work, but it's looking hopeful.
  13. Good morning folks. Unfortunately the issue still isn't fixed, even after trying to get it sorted with our Steam partners during the night. Please know that there's nothing you can do now to correct this, no matter how often you verify your data. For unknown reasons, the Steam API is incorrectly telling the game client that you don't own Apex when you do. And Steam client isn't serving up the DLC-specific data. Those two factors may be connected. We're obviously pursuing a solution with Valve as soon as possible, because even though Dev-Branch has always been an experimental daily build, we'd love for you to be able to explore Tanoa! :)
  14. The issue is still being looked at with Valve. Somehow Steam refuses to provide the Tanoa-specific data to anyone (except PuFu ;)), and the API's ownership query doesn't return the correct answer to the game. Don't worry if you own Arma 3 Apex, but don't have access yet - it will get sorted out as soon as possible.
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  18. One part of several rendering optimizations (targeted on Tanoa, but benefiting any terrain). There should be a couple more today. They deal with areas like preparing the scene for rendering in smarter ways, the terrain grid, drawing distant objects that have become reduced to mere pixels, LOD-handling, terrain shadow calculations, etc. We hope they will help overall, but there's always a risk that while performance goes up, glitches occur or other negative side effects happen. We look forward to your real hands-on testing results.
  19. The 2D satmap darkness really is incorrect and we're working on the fix.
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  22. The cause has been identified. Due to a clean-up and optimization of the .vars technology (general save game code), there is a lack of forward compatibility. i.e. A .vars created in 1.60+ (including 1.61) cannot be loaded in older versions. However, old .vars do load in 1.60+! We're sorry for not spotting this before the change hit Dev-Branch. Please consider backing up your profile for branch switching for the time being.
  23. Alwarren, can you think of any cause or sequence of events that causes those .vars wipes? We fixed one occurrence a few months ago that could cause it after a config start-up error. Any clues may help to make the system more robust.
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