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pettka

Former Developer
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Everything posted by pettka

  1. 27-01-2015 Size: ~4 MB Arma3Tools.exe Added: Icon for FSMEditor and TexView2 Changed: Auto-scale mode Game Updater Changed: Some methods have been moved from libraries to the main EXE Tweaked: Operations related to Steam have been improved Terrain Builder Added: Import objects from TXT - dialog for import mode selection Changed: Import objects from an external TXT file with absolute elevations Changed: Alert message on missing objects in the Template library or the whole Template library - TB now shows a missing templates dialog even for a project with one single layer Fixed: Undo operation on deleting areas leads to CTD Added: Possibility to make the height of an object ignore terrain changes around it (by selecting and pressing M in Buldozer) and the ability to turn that off (in the drop down menu when selected in TB) Samples Fixed: The legs' memory points were not in the proper selections (http://feedback.arma3.com/view.php?id=20761) Steam configuration Changed: Incremented version to reflect the current stage (0.83.2)
  2. 23-01-2015 Size: ~0.5 MB Publisher Fixed: Fails to start if launched from the Steam right-click menu
  3. 21-01-2015 Size: ~2 MB Arma3Tools.exe Changed: The startup checks have been improved and cleaned up Changed: Fields relative to mapFolders have been disabled Fixed: The UI was incorrectly displayed with some specific resolutions FSMEditor Changed: Icon (compiler and UI) Steam configuration Changed: Incremented version to reflect the current stage (0.82) Notes Development branch is now the same as main branch, both are equally up to date.
  4. Your arguments are pretty valid, no need to worry, I have just described our reasoning why did we do it the way we did. We as a team know what do You mean and, as I have written before, we are discussing possible solutions according to feedback given. The only issue may be time required to do that, that is why I don't promise anything until it is done - it may prove along the way that there is some bigger issue that we didn't anticipate :icon_twisted: I may be wrong, but I don't think there is any need to illustrate more vividly, nor to be afraid of being shut down. If developer participation in the discussion is not enough to prove our interest in the community opinions on a new tech, then I don't know what else could be. Possibly changing the tech outright which takes some time however. It has been mentioned several times that we are discussing possible solutions and I am sorry to say, but expecting a sudden change out of the blue is like Your signature image :icon_twisted: Simply removing the change doesn't make any sense as it improves current system (maybe not in the way that suits some needs the best, but still adds some more possibilities while maintaining the old) and improving it simply takes some time. We are glad for the feedback, it helps us to make the game better, and we hope we'll be able to do that even with this tech given enough time.
  5. You are actually looking at the issue from a different point of view - it's not about limiting the lower speed of ammo, the issue we are addressing is about using too strong ammo in specific conditions. I cannot provide more details until we announce some parts of the DLC. Creating powder-less ammo makes as much sense as e.g. placing a fish into stratosphere in game and expecting it would behave correctly. I don't know the results for the fish, but I would not expect anything working in case I do something that doesn't make any sense :icon_twisted: Thanks a lot, kind sir, we'll do our best to try to improve it. And thanks a lot for the feedback :icon_twisted:
  6. Thank You for the insight on how the new engines are made, we'll take that into consideration. Given the thread was no discussion in the end, it doesn't make any sense to keep it open :icon_twisted:
  7. First thing first - we have set the initSpeed just for our hand weapons. Default behaviour is to count initSpeed in weapon as -1 in case it is not defined. No need to worry, modded weapons won't be affected unless they use some of our existing weapons as a base, in which case the change actually makes sense :icon_twisted: As for the design question, we are discussing possibilities, but we are going to use the constant for some reason in the upcoming Marksmen DLC, whereas we don't have that much use for the coefficient. Still, there is no need to worry, as I have written, we are discussing the options and we may possibly adjust the current solution to suit even community needs better. I don't promise anything until it is done, but we hear the feedback and there are already some ideas to enhance this new config property. Just to calm you down, this change is not a part of the 1.38 update, but we are already releasing adjusted weapons config with it. That means even the community should have a plenty of time to give it some proper testing. And one more thing, we have heard rumours and gossips about this affecting vehicle weapons (e.g. artillery). As I have already mentioned, we have set only the hand weapons, that means no vehicle weapon should be affected by this now or any moment soon :icon_twisted:
  8. pettka

    Countermeasures on Tanks in Real Life and Arma

    Right You are, sir :icon_twisted: We have done some minor investigation in the past but we never went past that phase as we have discovered way too many issues.
  9. One thing that has not been mentioned in the changelog regarding the initSpeed in weapons may be interesting for you: Using negative value for initSpeed in weapons takes the property from magazine as before. We are going to discuss a few possibilities, but feel free to set: initSpeed = -1; in the weapon class to have previous behaviour :icon_twisted:
  10. 16-01-2015 Size: ~3 MB Arma3Tools.exe Tweaked: Process handler Changed: Fields relative to mapFolders have been disabled Removed: Detection of 'third party' installations of FSMEditor and TexView GameUpdater Changed: Background color of the log output textbox during the update Fixed: On some computers, the UI was laggy during the update process (increased refresh interval of the UI) AddonBuilder Changed: Logging for SteamLayer disabled by default because it's quite heavy Publisher Added: Extended logging of publishing operations Changed: Logging for SteamLayer disabled by default because it's quite heavy Fixed: Changed casing of the "Change notes" heading to title case ("Change Notes"), to be consistent with the other headings Fixed: Removed contributed items from Publisher's published items list mapfolders Removed: References to FSMEditor and TexView Starter Tweaked: Better performance at startup (starting a tool from can be faster on some computers) Steam configuration Changed: Incremented version to reflect the current stage (0.81.5)
  11. 15-01-2015 Size: ~3 MB Arma3Tools.exe Added: Now checks if every folder is present Added: Support for FSMEditor and TexView Tweaked: Improved startup process, it should be faster on most computers Tweaked: Method responsible for the launch of the other tools Fixed: It was starting even in case of a faulty installation FSMEditor Added: Release of a legacy version (same as the old BI Tools) TexView 2 Added: Release of a legacy version (same as the old BI Tools) Starter Changed: Support for installation process (patch for version 0.81.4) Steam configuration Changed: Incremented version to reflect the current stage (0.81.4)
  12. 12-01-2015 Size: ~5 MB Arma3Tools.exe Changed: The startup checks have been improved and cleaned up Steam configuration Changed: Incremented version to reflect the current stage (0.81.3) Samples Added: Basic example of an extension (DLL) (Visual Studio 2013 project)
  13. 12-12-2014 Size: ~3 MB Addon Builder Added: -silent parameter for binarize.exe in GUI Tweaked: Better packing task creation, process logger does not inherit appenders from now on (should fix some strange long packing caused by logging) Fixed: P3Ds copying Steam configuration Changed: Incremented version to reflect the current stage (0.81.2)
  14. 09-12-2014 Size: ~100 MB Samples Added: PSD source textures to create Taru liveries, including pods (see Arma 3 Tools folder \Samples_F\HelicoptersDLC_Textures\) FuturaToP Added: Check if DeOGG is present Added: Full support of Source & Destination folders FuturaToP.bat "SourceDir" "DestinationDir" Changed: Lock file creation moved to a better place (it will be created as soon as futuraToP will start the operations) Fixed: A false Error 6 was thrown when a destination folder was defined WAVToWSS Added: Support for resampling rate (Hz) Added: Display of basic information about the selected wave file Fixed: Support for Stereo samples http://feedback.arma3.com/view.php?id=21876 Steam configuration Changed: Incremented version to reflect the current stage (0.81.1)
  15. pettka

    FPS decreased (more)

    This is strange as both our internal testing and general consensus of gaming community (e.g. on Reddit) shows rather an increase of FPS in 1.36. Could You, please, compare it with legacy branch to see if there is any difference?
  16. pettka

    Sniper Ghillie config.cpp

    Try it now, please, I have added the missing part to Locklear's post, my bad that I haven't spotted it earlier :icon_evil:
  17. No need to worry, I do :icon_twisted: As for Your issue, our programmers know about that and are investigating the cause. I hope they'll manage to fix it as soon as possible.
  18. No harm done at all, we have investigated possible improvements in technology before the alpha release and the placeholder data just stayed there, sorry for the confusion :icon_evil:
  19. Nope, we had investigated that tech a while ago (prior to the release of Arma 3) and it was not worth the effort by that time. On the other hand, people nVidia have done quite some progress since that time, to give them proper credits :icon_twisted: The best answer would be the post by Dr. Hladik and his other post - I cannot describe it any better than he does. Just a minor note regarding our attention, we read most of posts on the forum, every developer has his area of interest, but answering is always a tricky part. As You may imagine, having three posts in a day would mean Half-Life 3 confirmed for some people :icon_twisted:
  20. Thank you for the input regarding AI issues, it has been noted, try to get back to the topic now or this thread is going to be closed :icon_evil:
  21. The SITREP has clearly stated that we aim to release it today :icon_twisted:
  22. 02-12-2014 Size: ~66 MB Publisher Added: Requirements check for the Visual C++ runtime Changed: Requirements check moved to a more appropriate place just before main window initialization Fixed: Available space in Steam Cloud storage was not counted correctly Samples Added: PSD source textures to create Huron liveries Added: Pilot camera configuration to sample of helicopter - enjoy this powerful tool by Dr. Hladik himself Diagnostics script Added: Tree generation is now supported for Windows 10 (tech preview) Added: Version displayed on startup Steam configuration Changed: Incremented version to reflect the current stage (0.79.5)
  23. Sorry for the inadequate tone, this valuable thread seemed to go off-topic even despite Dr. Hladik has already stated our intentions before. We do read the thread and we do take the posts into account :icon_twisted:
  24. This thread should provide You with correct answers even to incorrect questions :icon_twisted:
  25. 01-12-2014 Size: ~3 MB Arma3Tools.exe Changed: Updated dependencies Changed: Version Fixed: The license key was incorrect with some applications Fixed: The maximum value of the progress bar (splash screen) was too low Addon Builder Added: Requirements check for the Visual C++ runtime Changed: Requirements check moved to a more appropriate place just before main window initialization Fixed: The Addon temp folder was not created when the source path equaled the project path Fixed: An incorrect error message, which appeared in case the Source directory was not a sub folder of the Project directory Game Updater Added: Informative message on loss of Internet connection (you may have to restart the process to resume the update) Added: Descriptive errors if it fails to update the game Added: Log every available hard drive on start-up (to keep track in case of errors) Changed: Improved installation process Changed: Better handling of exceptions Changed: Updated dependencies Common Libraries Changed: Better error handling Changed: Optimization of some methods
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