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DnA

BI Developer
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Everything posted by DnA

  1. 29-04-2013 EXE rev. 04631 Fixed: healing sound could play in an endless loop More WIP dynamic light selection optimization
  2. Default branch (0.54) servers do not yet benefit from these changes I'm afraid.
  3. 26-04-2013 (update 2) No new EXE Deployed hotfix to the MP hotfix into the Development branch of the Alpha game - fixing the tasks not working in showcases.
  4. Mostly there were some internal requirements to be able to retrieve these counts and use them (e.g. a simple editor module to change door states). Our animation folks are following the movement thread and have already made a plan with feasible changes for short / mid and long-term :)
  5. The second stage of restrictions to secure parts of MP have been added to Development branch. Scripted functions can be compiled using compileFinal, meaning the resulting variables can not be re-compiled, nilled or otherwise changed. Final state is carried over when copying the value or publishing it over the network. Our functions library is now compiled as final. We are working on methods to allow community function designers to be able to re-compile their work for debugging in selected areas of the game. The most well-known vulnerable script commands were removed entirely from the game. This was done instead of disabling them on purpose - we want to know how widely these are used (for legitimate purposes :mad:). We don't use them ourselves. Pending how these changes work, we'll see about the logistics of making a default branch hotfix next week (not a matter of copy-paste!).
  6. 26-04-2013 EXE rev. 04588 Added: compileFinal command Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands Made all script commands final (no longer possible to reassign) Tweaked darkness detection and use of NVG by AI Minor WIP optimizations to dynamic lights Added: difficulty command to return high-level selected difficulty mode Added: getArtilleryETA script command Input Array: [unit, targetX, targetY, targetZ, magazineType] Returns: ETA of the first available mode (the mode the AI will probably use) Fixed: Glitch in blending of 2 animations masks Disabled using more threads for PhysX vehicle simulation for now Added: Functions are now compiled using newly introduced compileFinal Added: Functions meta data are now secured against rewriting Removed use of vulnerable script commands in DynO functions Added numberOfDoors parameter to structure configs Added numberOfHatches parameter to structures configs Find a little bit more on new security features here.
  7. 25-04-2013 EXE rev. 04517 Small first of many stages to reduce MP security vulnerabilities: should no longer be needed to restart the whole game to undo the common functions breach. This should also prevent it from spreading (but does not help the current situation on default branch servers of course). More on the topic in the next SITREP. Added: new events for inventory event handlers: "Take" and "Put" New: making PhysX vehicle simulation run on more threads (can cause possible random crash while WIP) Fixed: improved path planning related to roads Helicopter light tweaked for new lighting settings Diver UW magazine count modified Fixed: BIS_fnc_infoText was using obsolete sound
  8. Not directly performance-related, but because of this cooperation from e.g. NVIDIA we have already been able to track and fix several common crashes related to PhysX for example.
  9. Some more details about the ongoing lighting changes were posted :)
  10. Hi all, the problem of multiplayer being a target of those who wish to ruin the experience for others is certainly not something we are ignoring. It's also far from an easy thing to solve. Just like with other big topics (optimization :confused:) there are no magic bullets. I'll try to expand on the issue and our plans in the next SITREP - but I do not intend to promise specific solutions until they are fully confirmed.
  11. We are in contact with NVIDIA (and other partners such as AMD and Intel) to try to get our games working well using their drivers and other software. We provide them with builds of the game and they in return give us evaluation reports. As a result we can make changes to the game, and they to their drivers. Beneficial for all!
  12. 24-04-2013 EXE rev. 04426 Fixed: AI now uses optics better to detect enemies Fixed: Switching HDR settings could cause graphical corruption Added: Removing destroyed buildings from PhysX simulation Fixed: Crash opportunity related to PhysX
  13. DnA

    SITREPs

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  14. 23-04-2013 No new EXE (auto-tests failed) Stratis overview name fixed
  15. 22-04-2013 EXE rev. 04356 Known issue: Stratis overview text not working Improved synchronization of structure destruction in MP Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash) Further tweaking of asset light parameters to be compatible with updated environmental lighting settings (still WIP) Showcase overviews are working again BIS_fnc_arrayShuffle added to functions
  16. This is not so much to do with Steamworks functionality, but rather with allowing serious server admins to run servers without running the Steam Client (more practical). It would also allow you to run a server and connect to it on the same PC if I'm not mistaken, which is convenient for MP scenario designers. It's the stepping stone to an entirely separate DS package in the future. Such servers do not need nor will they have all rendering technologies, high-resolution assets, etc. - it is a console only.
  17. 19-04-2013 (No new EXE included) We did release a test of a separate Dedicated Server (Windows) executable to a small group of server admins. It does not require Steam Client running. As soon as possible we’ll include it into the daily Development branch for everyone. Known issue: showcase / Stratis overviews are not functioning fully Adjusted mass distribution of MH-9 Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka60 rotor collisions) More environmental tweaks: sun, lense flares, material changes for changed lighting Function BIS_fnc_objectsGrabber would sometimes not close the output Array Fixed: Functions viewer was not working when launched from mission editor Fixed: Missing runway object error Fixed: Notification area is now wider Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission Field Manual / Commanding / Move hint improved
  18. 18-04-2013 EXE rev. 04268 Known issue: Pop-up error about missing runway object (still present) Fixed: canMove on a vehicle with dead driver would return false in some cases Added: New system for displaying scenario overview information (documentation forthcoming) Fixed: various bush material / alpha shaders
  19. The lighting changes are only partially applied so far: changes to materials and particles are yet to be committed for example. There definitely are some changes that can be debated, but yesterday's version is not the end state of this iteration. I hope our lighting specialist will provide details on the forums (changes + ToDo) soon :)
  20. The pop-up error is a known issue for today's update - should be fixed tomorrow.
  21. 17-04-2013 EXE rev. 04211 Known issue: Pop-up error about missing runway object Fixed: Animation source gear for PhysX vehicles Fixed: Ships are now using the correct Arma 3 gearbox Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible) Stratis bridges improved for characters and vehicles Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  22. DnA

    Steam not updating to 54

    And via the same properties try verifying the game data please.
  23. The first of you to model RoyaltyinExile's signature hat, gets a cookie :D
  24. DnA

    Movement speed tweaking

    I've updated the OP with an excellent overview from Smookie :)
  25. DnA

    SITREPs

    Full SITREP
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