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Everything posted by DnA
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13-08-2013 EXE rev. 08906 Size: ~181 MB Fixed various character related issues like wrong textures on models, improper side-specific camo selections and so on. Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations. Changed some bag camo types and their respective icons in addition to overall character polishing. Interpolations with launchers have been improved (animations) Structures should have correct cost values Gunner of Mi-48 has his zeroing displayed Fixed: Loading of saved Workshop missions. -nologs parameter enabled for the main branch Script errors shown by default in dev branch, hidden in main branch ‘Handgun On’ with launcher selected doesn't go back to launcher anymore AI learned how to move legs during rotation (animations) Fixed angular damping of land vehicles in water Improved transitions in pistol tactical movement RCWS turrets share the same reticle Fixed: http://feedback.arma3.com/view.php?id=11953 (Marshal - commander first-person seeing through gun) Fixed: http://feedback.arma3.com/view.php?id=11372 (Broken glass texture glitch) Fixed: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions. Fixed: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start. Tweaked climbing position for ladders on Transmitter Towers Adjusted magazineReloadTime of class Throw Fix: Zeroing is now in steps 30, 100, 200, 300, 400 Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed) Scripting command: removeMagazineGlobal GameArrayOrString has been changed into GameString only Fixed: PiP usage of SSAO/Caustics texture Tweaked sorting of sections when optimizing shape Worked on AI recoil control, dependent on skill Added configurable muzzle flash light color Hearing (AI): speed makes a bigger difference
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12-08-2013 No new EXE (auto-tests failed) Size: ~358 MB Most of these daily changelogs are brought to you straight from the source: Lord Bouncy PhysX Pettka NATO technicians have found and removed invisible barriers around Ghosthawk Panther commanders have been trained to pop-out of their hatch less - for their own safety Fatigue and capacity wars are waged on Camo helmets have been improved NVG model on head has been improved Sounds of movement has been tuned for all soldiers Showcase Night: Tweaked - Total time for main objective changed from 1400 seconds to 1800 seconds Showcase Night: Tweaked - Total time to meet extraction boat changed from 180 seconds to 240 seconds All cars went through technical inspection and have their sounds tuned Echo inside of vehicles has been adjusted Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them Fixed: Renegade players didn't receive tasks assigned to sides Fixed: When new task recipients were added, no "Task Notification" announcement was shown to them Fixed: Wrong Author tag in Escape from Stratis Fixed: Combined Arms - wrong debriefing was being shown if all players would be dead after retreat task was added Fixed problems with lights on HEMTTs Smoke effect for destroyed mortar added Fixed updating of weather ToolBox in MiniIntel after weather is changed in intel RPG launch effect tweaked AI visibility properly set for all particle effects
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09-08-2013 EXE rev. 08717 Size: ~289 MB Debug console no longer available in MP for everyone FPDR Optimization of the visibility calculation through particles New scripting command for creating crew for given vehicle (createVehicleCrew) CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos Reverted back to old-style collision geometries and rotation axes for now, because of AI issues with turning / floating (further investigation follows) Technicians allowed pilots to pimp their SDV by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486) Head hit points are now more precise AI soldiers have been trained to better distinguish enemy unit types and target the highest threat New RPG launch effect Showcase SCUBA: Added: Danger close mortar friendly fire penalty Showcase SCUBA: Fixed: Mortar support available in establishing shot Fixed: Supports - Supports available conversation gets spammed for each connected player Fixed: Supports - Supply drop chopper stays and fights enemy Fixed: Various issues with Supports module after respawn Technicians allowed drivers to pimp their HEMTTs and Striders by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486) MX without optics is by default zeroed according to iron sights Fixed cost of .45 ACP ammo compared to 9mm Crew of Kamysh has learned how to get in from the sides to reach the hatches Updated 3 Firing Drills conversation lines with quicker versions Adjusted sound volume for quad bike and offroad Lights should be correctly visible for offroads Tuning icons for editor objects Fixed title of Showcases, Challenges and Scenarios displays Sound suppressors are now more effective on greater range (shot is not hearable beyond 200 meters) Adjusted volume of impact of grenades and smoke shells Updated special weapons ammo boxes with optics for each respective faction Another update of inventory capacity affecting many weapons, items, headgear and so on (WIP)
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SITREP for this week was replaced by the campaign blog - next week's will have quite some information, including statements on post-release content (e.g. fixed-wing status).
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08-08-2013 No new EXE Size: ~141 MB Better binocular animations Signs on Stratis have been changed to reflect factions Camping objects now have better PhysX Fixed few minor errors in controls presets considering the aircraft gear up/down Added SFX samples for stance changes OPFOR GL vest grenade pouches made darker with green upper part Adjusted colour of khaki vest Berret is darker and more desaturated Animation skeleton is now loaded correctly when weapon is initialized before soldier Fixed order when merging road shapes Technicians allowed pilots to pimp their AH-99 by using setObjectTexture even to different colour than V. Olive (see http://feedback.arma3.com/view.php?id=12486) Marid should have standard RCWS reticle Fixed: http://feedback.arma3.com/view.php?id=11373 (User Texture Objects - 5m and 10m - are Illuminated as if by sunlight when in shade or inside buildings) Fixed: Hit coefficient set according to other suppressors configs
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07-08-2013 EXE rev. 08659 Size: ~280 MB (Missed earlier) Pilot of AH-99 can get back in after having disembarked Panther has visually improved damping Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain Minor tweaks in our ammo types calibres and typical speeds to better match their real life behaviour New helmet camo selections for OPFOR Heli Crew Decreased priority of touch off to prevent self destructive behaviour of our explosive specialists Better parallax textures on ground surfaces Adjusted colors of backpacks NVGs in enabled state are always visible inside vehicles Commanders of Panther have been trained to open hatch first and turn out just after that Technicians have taken some stronger light sources and installed them on speedboats Fixed issue with parts of character clipping into 3D scope Ddded camo selections for Independent infantry models MRAPs are now correctly listed as made by Bohemia Interactive Adjusted Strider engine hitpoints HAMR 3D scope specular reduced Fixed incorrect alpha sorting on Mk20GL with a 3D scope Tweak: engagement ranges of 30mm cannon and Skyfire rockets Fixed: SDAR dispersion set to more realistic value
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Hi everyone, Jay and myself, with the support of our team, have written a blog about the campaign news that broke earlier this week. This was supposed to happen before it was reported anywhere else. Unfortunately a communications mishap between us and our friends at PC Games, led to it being revealed via their website first. We regret it happened in this way, rather than via a direct message from us. We hope the blog answers some of the questions you have. Survive / Adapt / Win
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06-08-2013 EXE rev. 08570 Size: ~170 MB Added new animations for transition from rifle to binoculars and back Panther should be a bit higher on suspension Fixed: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true) Desert boonie hat has better colours Metal barrel should look better even in distant levels of detail Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal Helicopters: Roll inputs between keyboard and Joystick are halved Error in explosive satchel / charge explosion effect fixed Added: Modules disabled using 'enableSimulation' command are no longer executed Added: On-screen functions errors are now always visible in editor preview Added: Function logs now works automatically in the mission editor preview Added: Functions can now be recompiled in the editor. See https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Recompiling for more details Fixed: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (http://feedback.arma3.com/view.php?id=12123) Fixed: Improper sound in rifle kneel inventory animations (http://feedback.arma3.com/view.php?id=12379)
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05-08-2013 EXE rev. 08541 Size: ~352 MB Enabled publication to and download from Steam Workshop of singleplayer and multiplayer scenarios Simulation tasks can now potentially use one more CPU core Fixed: Cannot add vehicle weapon to another vehicle (http://feedback.arma3.com/view.php?id=12324) Structured text code no longer split for in-game SITREP text Optimized handling of SITREP text to improve performance Proper font for SITREP text now used instead of default Swapped PiPs for gunner / pilot of AH-99; improved compass Fixed: Swimming animations Fixed: Smoke screen of vehicles deployed too close Adjusted color of AAF belt Adjusted attenuation of sounds for Offroad Adjusted sounds for grenades Adjusted sounds for Scorpion Adjusted sounds for ACP-C2 Adjusted sounds for 30mm cannon Added echo to attenuation inside vehicles Added loop, fade in and fade out for vehicle smokes Adjusted sound controllers for slip 05-08-2013 (hotfix) No new EXE Size: ~14 MB Hotfixes for missing Steam Workshop UI elements. We know this will have reset the download for some of you, so we waited a few hours at least - but this needed to be fixed.
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02-08-2013 EXE rev. 08469 Size: ~150 MB APCs have improved sounds Minor tweaks of Stealth Radio Protocol Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability Added: Functions for working with associative arrays: BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays. BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created. BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it. Added: Function for returning the plain weapon classname and classnames of all mounted attachments according to the weapon class. Improved skin material of soldiers Polishing of thistles Adjusted sounds of quad bikes Fixed minor vehicle controls key binds bug causing interferences with new key presets. Fixed minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind. Removed smoke trail from RPG-42 rounds (not yet published) Adjusted sounds of bullet impacts Decreased use of prone stance when target is close. Decreased use of crouch stance when moving Decreased use of crouch stance in stealth Crew of AH-99 is now trained to get in proper seats (some model changes to reflect this pending) Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance. Firing Drills: Timing / CP UI does not close anymore when injured Fixed: Taking a new primary weapon would put a sidearm in your hand first (being tested internally still)
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Hi all! The information about the campaign in this article is confirmed, but not complete. We had hoped to openly discuss this with you via a blog next week, so you would not have to rely on a secondary source. Please wait for our blog in which we explain our motivation and more details about these plans. The only thing I will say now: there will be a campaign for Arma 3 soon after initial release, and it will be FREE for everyone who has the game.
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01-08-2013 EXE rev. 08432 Size: ~368 MB Fixed: Missing object icons Player no longer chokes when swimming on the surface Fixed: Expanded combo box doesn't show whole texts Optimization of the particle system Optimization of underwater particle effects New-style character collision envelopes and rotation axes assigned to pistols. Fixed: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been. Fixed: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit' (see http://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29 for more details) Speed indicator of Zamak has been re-calibrated by CSAT technicians Independent Mk6 should be correctly displayed as made by Bohemia Interactive Added correct penetration material on supply drop object Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0 Improved penetration model of Marid / Marshall Adjusted sounds of tracked vehicles Adjusted Rolled Homogeneous Armor against small arms fire Further improvements to carrying capacity are in progress Added new actor and samples to Radio Protocol Decreased bomb touch off priority to prevent accidental detonations Anti-armor KE penetrating rounds caliber roughly scaled back to former values RPG-42 backblast effect should now work Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun PCML reticle has been polished Added: scripting function request: magazinesAmmoFull
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31-07-2013 EXE rev. 08378 Size: ~381 MB Known issue: various object icon pop-up errors Blood effects have been tweaked for larger caliber hits Binoculars added for Team Leader Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman Correct uniform for BLUFOR Recon Paramedic Added HE grenades for JTAC soldiers Fixed inventory loads of all units of all factions. These changes affect especially the amount of carried ammo, smokes and a few other items. Updated Ammo boxes with new RPG HE rocket types Changed uniform weight to carry ratios (WIP) Small fix in BLUFOR ammo bearer chemlights color (green instead of blue) Fixed: Helicopter collisions with ground (the force was applied twice) Fixed: AI is unable to take a backpack from a ground Added: Renamed scripting function magazinesExt to magazinesAmmo Fixed: (MP) Selection of an item in the inventory not stable / flashing capacity bars Added: New scripting function weaponsItems Fleeing units will not break do_not_fire command Fixed: rendering of UI objects after window / fullscreen switch Decreased AI hearing ability to pinpoint enemy unit position Fixed errors and loss of player control if you restarted the mission during titlecards or establishing shots New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded. Fixed: No radio messages received from HQ when playing MP as a client Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west). Fixed: Sectors with "Ownership limit" set to 1 were uncapturable. Fixed: HQ call signs created by "Headquarters Entity" module were not assigned on clients. Fixed: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point. Fixed: Finalizing a sector created by sector module did not work globally. Civilian vehicles should have thin metal plate materials instead of thick ones Editor objects now have icons more descriptive of their shape (instead of squares with question marks) Fixed: Rendering issue of map objects. As a result, compass in the map is now re-enabled.
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30-007-2013 EXE rev. 08339 Size: ~323 MB Added new material for thin metal plate (usable in civilian vehicles) Soldiers have been trained to walk on stairs better Thistles now should look better Various key presets have been adjusted Sounds of weapon closures have been adjusted (typically used for bolt moving back) Increased error of player position, when AI is killed by player Fixed: Rendering of weapons in the first frame after map is closed Soldiers in open parts of vehicles keep their NVGs on their heads Revamped flight model of AH-99 Blackfoot to cut the slack Adjusted Center of Mass of rubber boat Small tweaks of missile explosions Firing Drills: CoF: Green - Competitors were rudely teleported into the ocean Firing Drills: Target markers no longer shown always on Training (cluttering) - only within CPs and after the drill Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around Fixed: When loading a mission, progress bars behaved chaotically, randomly disappearing and returning without any logic. The issue is now fixed by dividing the bar into two sections - terrain loading and mission loading. Fixed: Team switch display can no longer be opened when there are no units to switch to. Player is now able to freelook while holding binoculars Fixed Titan rockets TI behavior
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26-07-2013 EXE rev. 08236 Size: ~337 MB Extra kudos to Lord Pettka for assisting me with an extra set of eyes, scanning all changes relevant for your consumption Decreased speed on ladders Fixed lighting of 3D GUI objects Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow. Number of particles in missile trail effect reduced Adjusted underwater view distance for AI Fixed: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously. Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word. Fixed: Wrong hint class used in Showcase Scuba Firing Drills: Fixed broken hint in CoF: Orange Firing Drills: Competitors are healed with every reset / restart Firing Drills: CoFs now select the correct default weapon with every reset / restart Firing Drills: Competitor weapons were not properly reset when more weapon types were available during the CoF Firing Drills: Check Point and target voice messages would sometimes continue after restarting Reduced initial slip of Offroad Drivers have gone to training lessons to improve their driving capabilities Added: Film grain and subtle animation for scenario overview images New key presets with fixed Track IR controls Added: Faction flag is now visible when inserting an unit in the editor Added new reticle for RPG Countermeasures have correct name displayed RPG-42 using more realistic munitions, NLAW guided again New recoils for Katiba Tweak: set recoils for TRG and Katiba Tracked APCs don't have suspension of tracker / trailer wheels AMV and Kamysh properly eject shells Alpha has been sorted better for roads Unknown side is no longer the dominant one TrackIR Z-axis has been fixed CH-49 Mohawk should correctly show damaged hull Pistol optics disabled when side-prone HEMTT and Zamak have new custom get out animations Tracked APC crews kill-able with penetrating shots APCs should have enhanced fire effects APCs damage model has been improved Crew of APCs is allowed to show their NVGs Added new penetration materials for armoured vehicles Knees of pilot look better Hints in FM have been adjusted according to recent zoom changes Various undefined variables have been fixed Some plants, roads and rocks have their specular materials tweaked HEMTT has better destruction of windows Zamak has a more authentic look Selecting the same island twice will no longer refresh the clouds Improved: Island preview image is now larger and better proportioned Fixed: Vehicle classes were not sorted alphabetically Fixed: Respawn menu was updated even after it was closed Reduced optics shake on mortars and cannons Fixed OPFOR ammo box [wrong machine gun ammo type] MX and Mk.20 reload magazine animations have been improved MX rifles have correct description of ammo used on them
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Full changelog and SPOTREP
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25-07-2013 EXE rev. 80204 Size: ~110 MB Fixed bad collisions for HEMTT Arma 2 original preset updated to new Zoom function arma3server.exe has its own icon Decreased use of crouch stance for AI
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How to edit the firing range missions
DnA replied to wayne519's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No specific ETA - but I consider this quite critical to the FDs becoming more than just some quick bonus content (especially with Workshop sharing). As a competitive shooter you'll likely enjoy the new types of targets: more steel, popper and clay ... as well as greater emphasis on accuracy :) -
24-07-2013 No new EXE (yesterday’s EXE is of the same version as the patch candidate) Size: ~206 MB This data set is the patch candidate for tomorrow's release Fixed: Persistent task notification Supply parachutes now have correct colors per sides Camo version of UH-80 is now listed as made by BI Corrected position for optics, coaxial machinegun made on correct place (AMV) Fixed: Undefined variable error when engaging the spotters (Showcase Infantry) Fixed: No artillery rounds were hitting the village at the end of the mission (Showcase Infantry) Roadcone and Roadbarrier lights are now operational
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23-07-2013 EXE rev. 08127 Size: ~113 MB Helicopters: added bodyFrictionCoef config parameter Lock is now independent from zoom AI ballistic calculation improved for unguided rockets AI prefer crouch stance while engaging Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting) New control presets Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module). Fixed: http://feedback.arma3.com/view.php?id=8064 (repaired low LODs for crates) Adjusted visibility and audibility of fire for AI Lamps have better emissive material Many small objects and furniture are now PhysX-simulated when spawned in editor / via script Improved animations of Mk.20 rifle
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22-07-2013 No new EXE (it would introduce a temporarily broken controls issue) Size: ~251 MB Adjusted lift force of xH-9, AH-99 and PO-30 helicopters Adjusted collective of xH-9 family helicopters Fixed: Blurred tail rotor in cargo-view Moved Blackfoot gunner optic view to correspond with PiP Changed glass materials on CH-49 Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed. Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn. Fixed: After JIP, persistent functions were sometimes executed before mission objects were created. Hiding in the grass now affects AI better (configuration on Stratis surface types done) Revamped sound suppressor configuration Note: NVIDIA has released new Beta drivers that it claims to have improved Arma 3 SLI support.
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None yet - there are various cool new features: steel / popper / skeet clay targets, optional bonus targets, accuracy bonuses and this PiP feedback. When we finish the full game CoFs, we'll do a pass of the Beta CoFs to add some of these :)
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17-07-2013 No new EXE (failed auto-tests) Size: ~317 MB Known issue: Freelook and TrackIR are broken (still fixing - source has been found now) Warping resulting from leaning is gone APCs now have proper noises Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them) More believable braking performance of Marshall and Marid Fixed undefined variable errors when using BIS_fnc_UnitPlay Added: Sector module - creates a contested sector, handles its capturing and map visualization Added: Respawn Position module - adds respawn point for specific side and unit/vehicle type Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc. Added: Additional military buildings can now be garrisoned by Sites Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead Restructured grouping of editor objects and renamed object editor categories Better sound for smoke launchers AI shouldn't take unguided missiles as guided AI shouldn't use rockets against infantry that much Added some delay between throwing 'nades Better cursor for laser designator Correct name sound for Scalpel missiles