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DnA

BI Developer
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Everything posted by DnA

  1. We are still tweaking this particular filter / effect AFAIK - the point here was to move it away from the source samples and into real-time filtering, but it still need tuning :)
  2. It would appear the only real way of getting the indicator in the right place now is creating a new profile. The IGUI element positioning option will to do this properly later.
  3. Sorry, my bad - this option screen is not yet available (it would normally be in Options > Game). Perhaps you are running difficulty Extended HUD info off? I thought the indicator was not yet linked to it, but it may well be. Nope that's not it - checked.
  4. Maybe you need to re-set your IGUI element positions in options? I see it in the Development branch version out now.
  5. Its textures are rather high-resolution ;)
  6. 31-05-2013 EXE rev. 105957 We are staging the upcoming 0.60 update. There is no real changelog for you at the moment - apologies. We understand this makes it harder to know what to try. Our resources are tied up in the E3 and Beta builds. Stance Indicator added (not yet linked to options - this will happen though!) ... A lot more ;)
  7. 30-05-2013 EXE rev. 05900 (0.61 due to staging the next update here tomorrow) Fixed tree destruction animation Fixed setting of full-screen gamma Changed threshold for when AI puts on NVG Fixed: markerDir return value type
  8. 29-05-2013 EXE rev. 05814 Light of vehicles’ destruction is disabled under water now (http://feedback.arma3.com/view.php?id=4620) Ballistic penetration of bushes (foliage) adjusted Fixed ammo for MXM in special ammo box Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884) Aiming down in combat pace doesn't make player start running anymore Added config multiplier of damage that crew receives when vehicle crashes to object MP score table properly integrated into debriefing display Fixed: Random rotation of the submunition pattern (artillery) Fixed: MP - disappearing linked items when dragging from corpse Fixed: Refreshing of difficulty indicator in Pause Menu Fixed: Number of group members of motorized groups
  9. Modules can already have custom parameters that are visually changed in the Editor UI in Arma 3 - not all (legacy) modules use it yet.
  10. I think it's both fair to say this is an Alpha and you cannot rely on the current state of the game and its content. But what is also true: we'd like modules to be eventually more usable to visually design scenarios and not have to script as much. Not everyone has as much time to invest and if we can assist them with ready-made modules, it will benefit everyone. Advanced users can still of course bypass modules and do it their own way :)
  11. DnA

    SITREPs

    Full SITREP
  12. 28-05-2013 We published an update, but it was reverted because it wouldn't even run at all. Stand by until tomorrow.
  13. 27-05-2013 No new EXE Fixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named Rifleman) Fixed: Missing diving goggles are back Fixed: broken Showcase Helicopters texts
  14. Sorry for the confusion - this change related to the TI texture of the rifles itself (when seen in TI from whatever optics that support it).
  15. 24-05-2013 EXE rev. 05679 All sniper units have a rangefinder now Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad) Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear Fixed: Ragdoll launching into air by destroyed objects Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels Fixed missing sniper rifle sounds Thermal Imagery textures improved for sniper rifles Tweaking sniper rifle animations
  16. It's very hard to manage the insane amount of changes in very many assets, make sure they are get re-tested and properly distributed (even when they might seem obvious). This and several other things unfortunately slipped in. We cannot extend testing of these updates because it would mean many more weeks between each update. Of course with every big milestone (Beta, release, post-release) - we do ramp up testing ahead of release and reduce frequency of updates on default branch in favor of stability and proper verification of fixes.
  17. 23-05-2013 EXE rev. 05634 All of the Things from SPOTREP #00004 Sniper Package (WIP) staged for testing 1 x BLUFOR sniper and spotter duo 1 x BLUFOR sniper rifle 1 x OPFOR sniper and spotter duo 1 x OPFOR sniper rifle Known issue: missing firing sounds Currently the reload after every shot for bolt action rifles like M320 is wrong. We are looking into it. 1 x Rangefinder Field Manual records Rangefinder hint Fixed: Evasive left and Lean left toggle are not conflicting actions Dynamic light influence on AI visibility tweaked further Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays Disabled Difficulty tab in Game Options in MP Fixed selection of first RscTree item after opening Scenarios dialogue Added: UI controls validator - Inventory can recognize which UI controls were not properly initialized, and show some error information Added: Reveal action reveals mines Decreased mine reveal angle Helicopter AI improvements (e.g. diving too much during attack runs) Decreased flashlight influence on side recognition Fixed: Stabilize car turrets Terrain decal fix (Stratis runway) Fixed: Crash when Hunter tries to fire artillery Improved ship AI path planning Fixed: Ragdoll could interfere with cargo poses in multiplayer Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain Combat pace transition from stand to kneel while moving FL fixed Weapons disabled in running states Fixed: Adjusted rotation speed of turrets for Speedboat Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner) Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground) Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this oxygenCapacity of all units changed Removed doubled onPauseScript execution Vehicle weapons are now lockable to prevent losing lock during weapon change TRG now uses correct 5.56x45mm ammunition Changed: Minefield Site now rotates all mines in the direction of the Site module Added: Dialog for custom init code for virtual providers in Supports module Added: Dialog for custom supply crate init code for supply drop in Supports module Fixed visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
  18. DnA

    SPOTREPs

    Full changelog and SPOTREP
  19. Correct on all points: they were improved visually and they should now be 'officially' configured as units :)
  20. DnA

    Patch ?

    As as manager of employees I cannot condone this behavior, but I do like it :D ;)
  21. DnA

    Patch ?

    SPOTREP incoming! Why don't we release them immediately with the updates? Because we want to ensure something did not go critically wrong before we announce it all. That would mean we'd have to do an emergency revert and confusion would probably cause the singularity to collapse ;)
  22. DnA

    New patch 23/05/2013

    Hi, the Sniper Package will only be released on the Development branch (not yet live - ETA several hours). It will appear in the main branch with the next update :)
  23. DnA

    SITREPs

    Full SITREP
  24. The freeze issue source has been found (we think) and we are prioritizing fixing that asap. The crash on exit is still a problem, because we don't have a 100% repro. Why would you want to exit the game anyway?! ;) Any info you have is welcomed in the Feedback Tracker issue. Thanks!
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