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DnA

BI Developer
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Everything posted by DnA

  1. 16-04-2013 EXE rev. 04166 getFuelCargo, getAmmoCargo, getRepairCargo commands added Fixes to serialization of particle emitters Fixed: shoreline was not covered by fog properly Correct vonCodecQuality is set now Movement speed tweaking deployed for evaluation Various little tweaks and fixes on common houses Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction) Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions) 12.7mm HMG Rate of Fire fixed Tweaked missiles for AH-9 to be better used by AI Adjusted DAGR locking cone and adjusted its AI characteristics Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
  2. DnA

    SPOTREPs

    Full changelog and SPOTREP
  3. DnA

    Supporter Edition Credits?

    If all goes well, those 2500 people will be contacted by e-mail starting today :)
  4. We would recommend not tinkering with this file (other than through the in-game scripting commands mentioned above). You would risk corrupting your profile data, which may eventually contain data for campaign progress, GUI settings, etc. :)
  5. Yes, please use this thread exclusively to comment on existing changes in the Development branch; not for wishes. Thanks for understanding :)
  6. 11-04-2013 EXE rev. 103960 Alpha update pre-staging (full changelog coming with the SPOTREP) Fixed: Crash while taking RPG Alamut from ground Added: Fog improvements (WIP) Opened a Development branch discussion thread. This thread could be used to discuss specifically things observed / found in the latest update to this branch (actual reporting still should go via Feedback Tracker though). Thanks!
  7. 10-04-2013 EXE rev. 03923 Version raised to 0.55 to prepare for the next default branch update Fixed: Crash while moving binoculars from a corpse to a nearby crate Fixed: Picture-in-Picture of ships and SDV drastically decreased framerate Fixed: http://feedback.arma3.com/view.php?id=6881 (out of memory crash) Many animation tweaks and fixes, highlights: Rifle kneel sprinting fix Rifle raised idling for AI fix Pistol prone movement improvements Rifle & pistol evasive move fixes (disabled optics) Removed sway in prone adjust low Pistol self healing Improved surface diving animation Improved pistol kneel sprint animation Improved connection prone to sprint Reloading in prone animation - fixed wrong duty value Player could shoot a sidearm during the healing animation Transition from prone to upright sprint while unarmed caused visual sliding Fixed:http://feedback.arma3.com/view.php?id=3087 (fire geometry - wall) Fixed incorrect topic selection after closing and reopening Field Manual
  8. Hi, in a campaign you can use scripting command saveVar for this.
  9. DnA

    SITREPs

    Full SITREP
  10. 09-04-2013 EXE rev. 03854 Added: WIP of improved public debug console Fixed: "Lose" ending no longer shows "Mission Completed" title Fixed: Error icon is no longer shown for logics Fixed: http://feedback.arma3.com/view.php?id=6719 (spelling error) Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it Fixed: Reloading different magazine type could do nothing but remove the magazine Fixed: various PhysX-related crash opportunities. Please let us know if you still encounter such crashes using this build (in case it contains relevant information in the crash message)
  11. 08-04-2013 Misc. tweaks to damage and fatigue post-processing feedback effects
  12. 05-04-2013 Larger string buffer for the format script command Ifrit fire geometries tweaked Continued class changes / clean-up related to weapon attachments Fixed: http://feedback.arma3.com/view.php?id=6664 Configured destructible windows and fixed various things in military structures
  13. 04-04-2013 Fixed: AI no longer fires on targets it does not see (but which are reported by other group members) Fixed: artifacts on water near shore when looking from high distance Solved issues related to flickering optics Fixed: http://feedback.arma3.com/view.php?id=6333 (EBR sight alignment) Class changes / clean-up related to weapon attachments
  14. DnA

    SITREPs

    Full SITREP
  15. 03-04-2013 Various debugging scripting commands disabled for public versions (too powerful for cheating) Fixed: http://feedback.arma3.com/view.php?id=1126 (speed of sound delay after shooting) Fixed: http://feedback.arma3.com/view.php?id=5210 (synchronization of character rotation speed broken) Fixed: remote destroyed wheels have now the right distance detection to the ground Fixed: healing sound effects were endlessly looped Ships are no longer automatically deleted after destruction (consistent with other vehicle types) Helicopters should be less able to fly upside down without consequences Fixed: terrain shadow computation Fixed: http://feedback.arma3.com/view.php?id=5619 Various tweaks and improvements for buildings: House_Small01, House_Small02 and House_Small03
  16. Wow, it was fantastic to see you model it live and now see the end-result with pretty much all Arma 3 functionality for rifles! Kudos to you and Thromp for also releasing the sources for others to learn from. Hope to see more content from you :)
  17. DnA

    Arma 3 plans for 2013

    Yes, the Beta release in Q2 will surely have a good bit of more content. Content additions during the Alpha are possible, but nothing is confirmed. When we know, we'll announce it via a SITREP for example.
  18. 02-04-2013 Prototype of fatigue post-processing effects added Fixed: BIS_fnc_MP wasn't working correctly when server ID wasn't 0 Fixed: Server-only persistent functions were executed also on clients within MP framework Fixed: http://feedback.arma3.com/view.php?id=5511 Fixed: http://feedback.arma3.com/view.php?id=5709 WIP: missing string clean-up
  19. Are you using SQF (execVM) or SQS? If the latter (and I'd recommend against it), your script needs to be line-based, so the entire IF-statement should be on one line. SQF does not suffer this limitation.
  20. Hi Samael, congratulations on releasing your first Arma add-on. It's looking really cool, especially the added detail of the colored markers on the surface (which even appear raised due to the advanced use of materials!). Keep it up, we look forward to your add-ons for Arma 3 :)
  21. 29-03-2013 Improved performance related to object instancing Fixed: http://feedback.arma3.com/view.php?id=4189 Duplicate target icon in Ka60 Helmet-Mounted Display removed MH-9 cargo capacity and get-in / get-out procedures improved MH-9 textures and materials tuned
  22. The basis is real satellite data so it's mostly accurate. We did make some creative changes to e.g. where the Larkin heliport is, but it could easily happen in real life given a few months of construction ;)
  23. Hi, the amount of data looks OK. My Development branch Steam folder is 6.93 GB. Have you opted into that branch, or are you using the default installation branch? Not sure why it keeps re-downloading the data. Have you tried restarting the Steam client and also running the Steam client in admin mode?
  24. Hi, we are doing a big clean-up of the game's text database. This may cause some missing strings / texts until we hunt and kill them all :)
  25. 28-03-2013 Text database clean-up in progress - may cause missing strings! Fixed: RMB to equip did not work for binoculars Fixed: Vehicle commander stepped optics zoom did not function correctly Fixed: Mouse wheel camera movement is disabled when in map Stratis terrain and object placement tweaks Fixed: http://feedback.arma3.com/view.php?id=1903 Fixed: http://feedback.arma3.com/view.php?id=3837 Fixed: Mission failed had two debriefing screens
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