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oukej

BI Developer
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Everything posted by oukej

  1. 18-04-2019 EXE rev. 145618 (game) EXE rev. 145618 (launcher) Size: ~894.5 MB DATA Added: Sand 5.56 STANAG magazines to the magazine wells Tweaked: AKSU magazine proxy replacement timing Tweaked: Adjusted camo of magazines used in the editor-placed weapons which are using magazine proxies Tweaked: Adjusted RPG-7 magazine proxy switching and slightly adjusted the proxy position Tweaked: The BLUFOR M320 does not shine so much anymore Tweaked: Increased the MX SW rate of fire to 750 rounds per minute Fixed: NATO vehicles in the Remnants of War campaign were using Pacific liveries Fixed: Typo in the function body of BIS_fnc_setDate (https://feedback.bistudio.com/T82819) Fixed: A few remaining vehicles in which it still was not possible to open the compass Fixed: CTRG story character loadouts Fixed: The Varsuk turbine was audible even when the tank had been wrecked (https://feedback.bistudio.com/T136457) Fixed: Zubr .45 ACP magazine well definition Warlords Added: You can now blacklist units the AI will purchase by using WLAIRequisitonBlacklist[] = {}; with an array of blacklisted infantry classnames in you scenario's description.ext file Added: The cost of any asset can now be changed in the scenario's description.ext file (details) Removed: Respawn backpacks from Virtual Arsenal Fixed: Static defenses no longer limit the maximum group size even when deleted Fixed: Vehicles presets in the editor would not be spawned for sectors owned from the start by BLUFOR or OPFOR Fixed: Friendly fire penalty issues Fixed: Funds transfer exploit Fixed: Sector vote calculation for dead players Eden Editor Tweaked: Added better error reporting for incompatible markers; upgraded to serialize the 3D position instead of 2D Tweaked: Increased precision of the marker position when serializing Fixed: Environmental sounds were audible in the Eden Editor after loading or starting new scenarios even if they had been disabled in preferences ENGINE Documentation of some of the changes / additions will be added soon™ Added: kickTimeout settings in the server configs Added: OnUserKicked event handler for the server configs Added: kick.txt which works in sync with the new kickTimeout server config parameter (it is stored alongside ban.txt) Added: A server config parameter lobbyIdleTime to manage players sitting idle in the mission/role selection or briefing Added: calculatePath script command Added: PathCalculated entity event handler Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands Tweaked: allowedVoteCmds extended with a 'friendly ratio' - players are kicked if enough of players of the same side vote to kick Fixed: ban.txt would sometimes be read from or written to the game root, other times the user folder. From now on, it's always the user folder. Fixed: It was not possible to write into ban.txt and kick.txt Fixed: lnbSetTooltip (https://feedback.bistudio.com/T83315) Fixed: Year would not always sync when setDate was called from the server Fixed: animatePylon and setAmmoOnPylon would not take a pylon name as an argument Fixed: Crash in the voting system Fixed: Using waitUntil with Nil made the script enter a state of infinite suspension preliminary documentation for: kickTimeout, onUserKicked, side-votekick-ratio : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350010 votingTimeOut, roleTimeOut, briefingTimeOut, debriefingTimeOut, lobbyIdleTimeout https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351042 LAUNCHER Added: Creator DLC Global Mobilization is now visible as optional DLC Tweaked: Texts
  2. oukej

    Please fix exploding vehicles when hit

    We've tried to get rid of the rollover explosions roughly around the time of the introduction of broken rotor blades. However we weren't able to fix the underlying issue of aircraft falling through the terrain (partially caused by different simulations - PhysX, Rotorlib and old Arma at the same time). So we've retained the explosions as a workaround. We don't like it either.
  3. 09-04-2019 EXE rev. 145537 (game) EXE rev. 145540 (launcher) Size: ~1.5 GB DATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now using a custom sound controller for its siren Added: getMarkerPos [markerName, preserveElevation] for working with the Z coordinate Added: BIS_fnc_markerToString, BIS_fnc_stringToMarker, BIS_fnc_stringToMarkerLocal serialization functions Added: "EmptyLoadout" config class for the creation of empty unit loadouts Added: Scripted Event Handler OnGameInterrupt Fixed: Pacific NATO and CSAT UGV groups should now have Tropical versions of UGVs Fixed: Respawn Backpacks / camps now work correctly in MP; can also be placed by Zeus Fixed: Texts for the Clear All Mines waypoint were not localized * This change allows different types (f.e. color) magazines to be loaded into the same weapon dynamically, but the NATO (Pacific) and Syndikat loadouts (characters, containers, and vehicle cargos) have changed! Warlords Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum) Added: Long-range AA defense assets (SAM sites / radars) Added: Autonomous defenses are now limited to 3 per player Added: Parameter for maximum Command Points Added: Custom offset parameter for the Defenses Added: Friendly Fire protection for requested assets (first 3 minutes after being requested) Added: Team balance parameter Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu Changed: Increased the cost of repair and ammo trucks as well as the Rhino Changed: The Subordinates limit was increased to 3 for the 64-player Altis scenario Tweaked: The cost of planes was increased Fixed: Various script errors Eden Editor Added: Loading a scenario in Eden Editor will now call the "init3DEN.sqf" script in the scenario folder (when present). This can be useful for executing scenario-specific editor functionality. Fixed: Eden Editor export to SQF was not saving vehicle appearances correctly ENGINE Fixed: Non-local tank suspension looked wrong in multiplayer Fixed: Extreme volumes are no longer possible with playSound3D Fixed: Players were not considered in the list of a trigger when they entered a vehicle of another group LAUNCHER KNOWN ISSUE: Some buttons may not have the correct tool-tips Added: DLC support in Launcher (preparing for official third-party DLC) Added: Offical Servers tab in the SERVERS category
  4. No Dev-Branch update last week - because the update today was worth waiting for 😉
  5. With Tanks DLC one of our priorities is to improve the feeling of driving a tank or any other tracked vehicle. Refine how the vehicles perform, handle or simply how enjoyable they are. What do the improvements consist of: updated PhysX libraries to 3.4 and switched wheel contact queries from raycast to sweep. We believe the precision and reliability of terrain traversal has improved quite significantly. On the other hand it's been a change that undoubtedly affects already released content. Especially the n-wheeled vehicles and tanks. Watch out for new issues with us, please. Report anything suspicious. And if your own mod got negatively affected by the update - get in touch with us asap ;) revisited physics configuration of individual vehicles, their engines, drivetrains and suspensions. Together with new config. properties and options. revisited sound configuration, with new samples and new approaches AI tank driving - AI driving feedback topic, following up on previous AI car driving refactoring player tank commanding changed to direct control over the vehicle (test) Most of these changes are WIP, to test things and get feedback from you!
  6. No Dev-Branch update last week. Paving the lot for Bohemia Sandbox instead.
  7. 22-03-2019 EXE rev. 145470 (game) EXE rev. 145402 (launcher) Size: ~104.6 MB KNOWN ISSUE: Pop-up errors - icon_muzzle_snds_l_ca.paa and gear_acca_snds_93mmg_ca.paa not found DATA Added: Forest SoundEnvironExt for backward compatibility (it's using the same samples as forest_exp) Added: Checking of the noPop variable for Swivel Targets Changed: Expanded the Tracers module with a few extra attributes for setting a custom weapon and target for the tracers Fixed: The Tracers module was able to run out of ammo Fixed: The door on the Field Toilet and Toiletbox should work again Fixed: Adjusted STANAG 5.56 magazine height to avoid clipping with some of the magwells Fixed: RPT errors related to the VTOL_01 hit points ENGINE Added: The lightIsOn command can now be used on the same objects as the switchLight command Added: Logging of loaded addons on Linux servers Added: An improved "Session Lost" message with information about the file which has caused the disconnect (f.e. logging a PBO that was not compatible with the server data or was missing entirely) Changed: Location of cache.ch follows the "-profiles=" startup parameter now (C:\Users\*User*\AppData\Local\Arma 3\DataCache\ being the default one) Fixed: Issues with folders and creation of the cache on Linux servers Fixed: A crash in the Field Manual Fixed: A possible crash originating from the in-game HUD Fixed: A possible crash in multiplayer Fixed: RPT errors related to deprecated strings Fixed: The game did not launch if special characters (f.e. Cyrillic) were present in the user's profile path Eden Editor Fixed: create3DENComposition created objects but did not return an array (https://feedback.bistudio.com/T136400)
  8. oukej

    1.90 update - Troubleshooting

    When reporting issues, please, provide as much relevant technical info as possible. Feel free to PM us if the details contain sensitive info. Good general recommendations can be found here https://feedback.bistudio.com/w/ft_a3_howto/general/ Copy/paste error message System and environment of the server and of the client (dxdiag) RPT of the server and of the client (so we can see startup parameters, loaded mods in -mod and -servermods, paths, loaded addons...) Server configuration (https://community.bistudio.com/wiki/server.cfg) and server log What recommended steps you've tried and which helped/which didn't Does disabling BattlEye make any difference? Does setting verifySignatures to 0 make any difference?
  9. oukej

    1.90 update - Troubleshooting

    Then the PBO on the server and client may be different. I guess you're probably using Steam Workshop to autoupdate the mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=501966277 ), right? In such case the mod on your side should be up-to-date. If you want to make sure you can delete and re-download both the PBOs and the BISIGNs. Otherwise please ask your server admin to clean up and update this mod on the server - both the PBOs and the KEYs.
  10. oukej

    1.90 update - Troubleshooting

    It can happen. That's why we mention this issue in every SPOTREP at the bottom 🙂
  11. oukej

    1.90 update - Troubleshooting

    ..\Arma 3 Server\steam_appid.txt has to contain 107410
  12. oukej

    1.90 update - Troubleshooting

    Can you please try running each instance with a different folder set in the -profiles= startup param?
  13. oukej

    1.90 update - Troubleshooting

    @RH-SPECTER I'm sorry to hear that. What has happened on the client? What was the disconnect message?
  14. Alongside our planned Jets DLC platform upgrades, we needed moar UI. But quite a big part of the ingame screen is already taken by various elements and gadgets. We realize that, despite our goal to be more 'minimalistic' with UI, we have quite a lot going on in there. We've decided to put some elements into 'generic containers'. Together with Weapon and Vehicle Info, we now have a system called 'Custom Info'. It's 'Custom' because it allows you to pick which ones you want to have displayed in game. Custom also because creates a framework for modders to use - more about that later on wiki. Before we go any further, I recommend you to reset your keybinds to A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. As a player, what you get is a system of two windows - left and right. You have actions to toggle modules inside these windows. By default: [ - next module (GPS, feed, sensor display....) on left display RCTRL + [ - toggle sub-mode (range, feed spectrum...) on left display ] - next module on right display RCTRL + ] - toggle sub-mode on right display (no default keybind) - previous module on left display (no default keybind) - previous module on right display (no default keybind) - close left display (no default keybind) - close right display You can find following modules: Navigation (if your have a GPS item or GPS is configured as integral part of your vehicle) - the navigation is now rotating. The tech is being improved, so you can expect some hickups. Slingload assistant (if your vehicle can slingload) UAV camera feed (if you have an UAV terminal) Crew list (If you are inside a vehicle) In addition - in all military aircraft - you will have a Sensor display. More about that in the Sensor Overhaul feedback thread In all tanks, APCs, MRAPs and similar 'advanced' vehicles, you will have camera feeds from other crew's positions. In attack aircraft (gunships, fighters, CAS), you will also have feeds from TGP (driver), gunner and also from a launched missile wherever applicable. The old actions for GPS, Drone feed and Slingload assistant still work and will directly switch the default window to the respective module. Enjoy, and let us know what you think!
  15. No Dev-Branch update this week due to focus on 1.90 troubleshooting and a potential hotfix.
  16. oukej

    1.90 update - Troubleshooting

    There's a stricter verification of server data vs. client data in order to prevent clients with malicious data from joining. So with verifySignatures every .pbo that exists (and is automatically loaded - e.g. is in the Arma3/Addons, Arma3/*DLC*/Addons folders and also in the Addons folders of all mods listed under the "-mod=" parameter) on the server also needs to exist on the client. And it needs to contain the same data as on the server and it needs to be accompanied with a correct .bisign that matches a corresponding key on the server. If something worked in previous game updates then that does not necessarily mean it wasn't causing any harm. Clients with data mismatch could've been causing various other issues. In the past they would normally be able to join the game before getting kicked at some point later once already playing. Now they can't join at all. Good to hear! It may still be a helpful reminder for someone else 😉 We've tried to improve the UX of running a modded game as much as possible during the A3 development and I do believe that with Steam Workshop integration and the Launcher we've made the players experience as smooth as switching any standard game option in any other game. Yet I am afraid that because the game allows you to create your own server and adjust it to your liking, because of the openness and unparalleled moddability of Arma 3 and inherent complexity of the multiplayer security in such environment, the server administration tends to be a demanding task. Anyway, here I'm already drifting slightly off-topic.
  17. oukej

    1.90 update - Troubleshooting

    With the current profiling (v05) you should be able to debug what pbos are causing the issue. Chances are there's a .pbo on the server which is required from the clients but the clients don't have it.
  18. oukej

    1.90 update - Troubleshooting

    Could you, please, try with them switching to the Profiling branch (Steam beta code: CautionSpecialProfilingAndTestingBranchArma3)? The Profiling branch update is ~82MB and it is compatible with the current 1.90 main branch.
  19. And the goodies are online! @Tom_48_97 saved the Sunday evening! 🙂
  20. oukej

    1.90 update - Troubleshooting

    I am afraid this would effectively mean cutting the improvements for good and leaving the old vulnerability open to hackers. It is an option 😕 We're truly sorry about the troubles you've been having with 1.90 so far. Yet I believe it is worth it to keep pushing. Initially we released the improved security measures with 1.86 on 3rd December after more than 2 months of internal testing and about a month of having the build available on the RC branch for public testing. The same week, immediately after seeing numerous issues pop up, we rolled the security measures back. And released the 1.88 Hotfix on 6th December. We've gained a lot of valuable feedback throughout the few days in December and thanks to the great cooperation with our community server admins. With all the gained knowledge our programmer was able to fix all the reported issues and we've adjusted the internal testing to include more cases with a modded multiplayer and cover all the causes of the previous issues. On 19th December we re-introduced the security measures with all the fixes in the 1.90 Release Candidate public build. After more than 2 more months of both internal and public testing, with a positive response from few communities (Big kudos! And here's hope for more to join next time!), we've decided it's safe to roll the 1.90 onto the main branch. That was 4th March. And here we are. Given the openness and moddability of Arma 3 it's simply not possible for us to test every server configuration, every individual mod and every possible combination. That's why we have to rely a lot on the public testing and why we try to stress out that your help in Release Candidate testing is paramount. We are on the same boat, six years now on the open seas 🙂 Figuratively. As to our honorable customer, we kindly present you the product (Release Candidate) and ask you: "Is this what you wanted? Does it suit your needs and your environment?" And there's always more we can do in order to make our releases more smooth and flawless - we're learning. Thank you for helping us and I am really sorry about your troubles and the multiplayer issues related to the 1.90 Update.
  21. Well, this is embarrassing 😕 Probably too excited about the dev-branch update myself that I forgot to do the last most important step. Really sorry about that 🤦‍♂️
  22. oukej

    1.90 update - Troubleshooting

    Atm fyi - running perf v02 - even if just only on the client - solves the joining issue for KotH servers (which use vanilla Arma 3).
  23. oukej

    1.90 update - Troubleshooting

    Updated the head post.
  24. 08-03-2019 10-03-2019 EXE rev. 145402 (game) EXE rev. 145402 (launcher) Size: ~233.5 MB KNOWN ISSUE: Game will crash to desktop when opening the Field Manual from Eden editor. DATA Tweaked: BIS_fnc_switchLamp is now using recently 'fixed' switchLight command instead of breaking / fixing the lamp's light bulb Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation Tweaked: Key Frame Timelines are no longer calculated on each frame when their animation is not running Fixed: IDAP's AR-2 drone was missing translations for its livery in Virtual Garage Fixed: It was not possible to access the compass in vehicles (WIP) Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!) Fixed: Added BIS_fnc_setIdentity safeguard from applying empty values (https://forums.bohemia.net/forums/topic/221905-bis_fnc_setidentity-causing-severe-slow-down/) Fixed: Identity not persisting in BIS_fnc_arsenal Fixed: Camera bug in BIS_fnc_arsenal Warlords Tweaked: Dead unit deleting procedures Fixed: Some independent garrison units would occasionally still carry mortar bags ENGINE Documentation of some of the changes / additions will be added soon™ Added: A new scripting command (setBehaviourStrong) for forcing a behaviour to the Group itself Added: New scripting commands for simple graphs: getGraphValues, decayGraphValues, ctrlSetPositionX, ctrlSetPositionY, ctrlSetPositionW, ctrlSetPositionH, bezierInterpolation Added: New scripting commands for working with matrices and vectors interpolation: vectorLinearConversion, matrixTranspose, matrixMultiply Added: A getter (customWaypointPosition) for the player's custom waypoint (LShift + LMB) Added: Support for forcing the initial direction of 3D particles Added: A disableAI / enableAI "NVG" option for the AI to not use worn NVGs Added: A disableAI / enableAI "LIGHTS" option for disabling AI from controlling lights Added: Support for a new simple expression in weapon sound configuration (camPos) Added: Muzzle event handlers for reloading weapons (reload - start, reloaded - finished) Added: A mission event handler for the change of the time acceleration (HandleAccTime - returning true also suppresses the IGUI message) Added: Scripted control over (legitimate) missile targets of guided missiles or target positions of manually guided missiles (setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget) Added: A script command to trigger a munition (triggerAmmo) Added: Support for the green TI mode in render-to-target and the setPiPEffect scripting command Changed: SwitchLight now supports terrain objects, entities, and terrain lamps (automatic when "on") Changed: Increased the limit of array length for scripting DLL extensions to 2048 Changed: The getSuppression command now returns -1 if an object is invalid, non-local, or there is no suppression enabled Changed: boundingBox and boundingBoxReal now can be passed a number (0-ClipVisual, 1-ClipShadow, 2-ClipGeometry, 3-ClipGeneral) and return the bounding sphere value Fixed: A possible crash when reading the headGforceLeaningFactor parameter Fixed: Magazine proxies texture camo flickering Fixed: Constant black in / out when a player's UGV was critically damaged Fixed: Allow Lights in the UAV Terminal did not work Fixed: Compiled script caching responsible for memory issues (https://feedback.bistudio.com/T135718) Eden Editor Tweaked: Eden Editor model selection detection over character weapons has been improved Fixed: Module areas were not hiding along with the rest of the models in Eden Editor LAUNCHER Fixed: Localization typos Fixed: -malloc parameter tooltip (https://feedback.bistudio.com/T136864)
  25. oukej

    1.90 update - Troubleshooting

    At this point please share the details with us here. We'll investigate. Atm we've got a report of (a probably older) version of Enhanced Movement mod causing the issues. We're looking into the acquired data whether there's just something corrupted or if it's something that could happen elsewhere too.
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