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Everything posted by DnA
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Compiled by Encoding Lord Pettka, who will handle this changelog while I'm otherwise engaged the next few days :icon_twisted: 15-05-2013 No new EXE Removed little cubes from BLUFOR rifleman's right wrist All chestrigs should be of better visual quality, BLUFOR marksman's has changed it's colour to match his uniform
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The Dta\product.bin was fixed on Development branch - profile locations are restored. We are trying to find the exact cause of the Stratis world scene (audio) freeze right now.
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This appears to be a mistake - investigating. We do intend to do this going from Alpha to Beta, but not yet. Ironically it was one of my announcements for today's SITREP ;) I recommend not removing your Alpha profiles - duplicate them for today. This may change back tomorrow.
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14-05-2013 EXE rev. 05210 Small optimization of face mimics Fixed: backpack items when on the ground (WeaponHolder) were missing the 'Take' action Fixed: enableFatigue command was not working Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details). Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates. Cloaking device taken away from MH9 pilots - unfair advantage according to Task Force Balance Speedboat (Minigun) now uses correct muzzle points Blood hit and fire dust effects tweaked Added: dedicated combat radio protocol (‘Jayholder’ and actor) Automatic rifleman shouldn't have tracer every bullet anymore Added: Debriefing now shows number of respawns instead of reverts in multiplayer Fixed: Quick command linked to the old communications menu Added: Correct cursor for supports communications menu Followed by a small hotfix to restore user profile locations.
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We are seeing the freezing issue as well and are tracing the exact revision where this started to hunt-and-kill.
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13-05-2013 EXE rev. 05125 Various known pop-up errors fixed (start-up, pause screen) Reduced durability of reflectors and markerlights on structures (except for lighthouse - suffering from other issues) Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI New consistent system for handling respawns implemented - details forthcoming (did not make it yet) Welcome Screen no longer shown for new profiles made during the same session Added: Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme. Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white.
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10-05-2013 EXE rev. 05093 Known issue: one remaining start-up error about cinderblocks New Dedicated Server parameters for configuring ports for steam services (should allow multiple DS per OS-instance) - details via David Foltyn Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action Removed redundant CfgFirstAid >> firstAidScript Fixed: Starting scenarios from subfolders did not work correctly Fixed: Wheel speed in damaged or destroyed state Smoke shell effect tweaked Rocket effects tweaked Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default. Fixed: Chromatic aberration remained when camera was launched from the pause menu Removed: pauseOnLoad.sqf redundant script Added small settlement near Kamino firing range
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09-05-2013 No new EXE Known issue: pop-up errors about missing data (some were fixed, some remain) Fixed: Stratis world scene works again Tweaks to Stratis lamp placements MRAPs should have tracers every third shot now Config tweaks of OPFOR FFARs
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The way I understand it: most 3D positional effects are indeed mono (otherwise you'd mix 2D stereo in a 3D soundscape). However, in case of you firing a weapon for example - this sound can be a nicer-sounding stereo sound (you as the observer are effectively in the center of the source). Other people observing you firing would hear the 3D mono positional effect instead.
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Yesterday was a public holiday in the Czech Republic, and not all staff was in place to do the update :)
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Currently it means the engine processes it. I'll investigate whether we can add a conversion tool to the tools package. The rest will need to be answered by my team :)
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07-05-2013 EXE rev. 05007 (0.57) Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details) - WIP Known issue: Pop-up errors in the Stratis world scene (on start-up and when returning from other content) Known issue: A fair few errors related to missing files - due to large (audio) data overhaul Fixed: Hard limit usage while performing light sorting Fixed: Audio distance curve Fixed: MX UGL had a displaced crosshair -showScriptErrors enabled by default Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed Increased light intensity of muzzle flashes (due to global lighting changes) Fixed: AI will not eject before player Fixed: Taking additional ammo for pistol would play reloading sound Fixed: Certain magazines could not be moved to another container from backpacks Audio: Radio filter / effect (not applied yet) Loiter waypoint added (untested) Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item Added tooltips to CListBox and key presets Fixed: Texture flickering on wrecks Fixed: Tooltip crash in MP sessions listbox Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls (drag and drop)) Updated to Physx3.2.4 Added lbSetTooltip script command Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext Fixed: BIS_fnc_sideColor can now load non-number values Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon scenario start Added: BIS_fnc_spawn Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments Fixed: BIS_fnc_error was not working correctly Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll Added: Communication menu manager Added: A notification is displayed when a new communication menu item is added Fixed: allowFunctionsRecompile description.ext param had no effect Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side. Optimized: BIS_fnc_selectRandomWeighted Added: Variable header added to local functions Fixed: BIS_fnc_sortBy ignored entries with duplicate values Removed hand grenades from helicopter pilots and crew Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now. Continued lighting tweaks for wheeled vehicles Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter) Fixed: Tweaked fire geometry (mostly glasses) for the Hunter Alarm sound now also configured under CfgSounds, as “Alarm†Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.) Launcher AI settings and weapon performance configuration tweaked
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Basically we were needing to repackage all sound content and use new compression in the pipeline. This took a little longer than expected, but we now have it in place for tomorrow's update. We could not release a new EXE with this change, but not the new data. There may very well be broken / missing sounds initially, but our audio team will explain why this all is beneficial to the game and modders :)
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01-05-2013 and 02-05-2013 were already announced to not see updates, but we are also unable to publish Friday (03-05-2013) and Monday (06-05-2013). Hopefully we can resume (including the audio changes) on Tuesday.
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Full changelog and SPOTREP
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ArmA updated to 0.56 and -server does not allow clients to join.
DnA replied to mrnemesis's topic in ARMA 3 - SERVERS & ADMINISTRATION
No, and we are presently uploading one small hotfix (Data_F add-on needed a small update to avoid errors about A3_Modules_F_Sites). You've tried restarting your Steam Client? -
ArmA updated to 0.56 and -server does not allow clients to join.
DnA replied to mrnemesis's topic in ARMA 3 - SERVERS & ADMINISTRATION
We do have one theory which may cause issues and if it's confirmed, we'll hotfix the hotfix (a dependency in Data_F addon). It's being tested right now - but does not explain why some servers work and some don't ;) -
ArmA updated to 0.56 and -server does not allow clients to join.
DnA replied to mrnemesis's topic in ARMA 3 - SERVERS & ADMINISTRATION
I'm not sure to be honest - having just played on a public 0.56 Dedicated Server without problems. There may very well be some issues due to the hotfix nature of this update. We feel at the moment improving the security situation is most important. Any other admins here with suggestions for mrnemesis, or similar issues? -
ArmA updated to 0.56 and -server does not allow clients to join.
DnA replied to mrnemesis's topic in ARMA 3 - SERVERS & ADMINISTRATION
The update is official and SPOTREP is coming up, but we are wanting to verify the issues you are having. This update is purely a hotfix to improve the security situation and does not yet contain the stand-alone DS binary. Are you getting any further warning messages or errors? -
To clarify: not a parameter in options, but one for configuring assets. There is also a known issue related to this technology which did not make it into today's build. Lights may disappear wrongly in the distance.
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30-04-2013 EXE rev. 04711 Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries) Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light On steep surfaces, players now crouch instead of fully standing up Various types of lights on the Ka 60 improved (placement, parameters) Improved Ka 60 fire geometry Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)