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Dedmen

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  1. Vehicle initialization script (including texture) is moved to postInit now. So if you setObjectTexture in init script in editor, the vehicle init script will run after that and reset the texture. You have to either execute it with delay, or use BIS_fnc_initVehicle
  2. 2.06.148373 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit - Tweaked: Potential performance improvement (non-local AI targeting) - Fixed: Rich Presence flag did not work in mod configs - Fixed: Weapons of the same kind with a different ammo count got counted as the same weapon in a container in getUnitLoadout - FT-T127850 - Fixed: Crash when creating rope between a vehicle and itself - FT-T161256 - Fixed: Potential crash caused by a performance improvement - Removed: getVariable on null object/group debug logging if a default value was provided or if unscheduled if you don't want to use the Steam branch, the files are also available for alternative download here: https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
  3. 2.06.148349 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit - Added: Steam Rich Presence - Added: GPU driver version logging to RPT - Added: Server config option to dump log when a player has an excessively large message queue size (AdvancedOptions >> queueSizeLogG) - Added: Log context for which scenario had a description.ext parsing warning - Added: Log message with context for when a script tries to create a group when the group limit was reached - Added: Debug log message with context for when a script tries to getVariable on objNull/grpNull - Tweaked: Performance improvement (sound positions) - Tweaked: Performance improvement (grass clutter flattening) - Tweaked: Performance improvement (AI flashlight checking) - Tweaked: Performance improvement (AI sensor updating) - Fixed: Game not generating freeze reports on freezes - Fixed: Map outside color was dark blue on terrains that have outside terrain synthesis disabled - Fixed: Crash when getSensorTargets is performed on an empty vehicle - FT-161282 - Fixed: TrackIR head movement if you don't want to use the Steam branch, the files are also available for alternative download here: https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
  4. 2.06.148309 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit - Added: Instigator parameter to setHitPointDamage/setHit/setHitIndex script commands - Added: Log context for trigger scripts (script errors in a trigger will tell you which trigger they were for) - Tweaked: regexFind now does not print an error when startOffset is bigger than the string length (it will now fail silently) - Tweaked: Mission/Object Event Handlers are no longer recompiled when added - Tweaked: Steam download priorities when downloading Compositions / Scenarios - Tweaked: AI now do not check if units have their gunlights enabled (for visibility checks) during bright daytime - Fixed: Number plate fonts were set incorrectly - FT-T159583 - Fixed: Debriefing stats not rendering if they were the first visible debriefing panel - Fixed: Crash on listbox drag-and-drop operations - FT-T160277 - Fixed: When a UAV was disassembled with its rotors spinning, the engine sound would remain active - FT-T80507 - Fixed: SQF Bytecode crash when trying to read an empty file - Fixed: Helicopter sound could get stuck and continue playing while the helicopter was gone - Fixed: createDialog was not working on a briefing screen - FT-T160422 - Fixed: MDF of the Mora was showing the vision mode incorrectly - FT-T127823 - Fixed: Various potential audio-related game crashes and audio glitches - Fixed: MDMP files sometimes not being written to disk when the game crashes - Fixed: TrackIR head rotation during infantry movement was greatly amplified - Fixed: AI could see units emitting IR flashlights even without nightvision - Fixed: Picture-in-Picture textures not always properly updating their resolution when PiP quality is changed - Fixed: The irLight property was not working in CfgLights if you don't want to use the Steam branch, the files are also available for alternative download here (not yet, but later today): https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
  5. 2.06.148230 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit - Sync with 2.06 main branch - Some profiling branch exclusive performance tweaks that were in 2.04 are still present if you don't want to use the Steam branch, the files are also available for alternative download here: https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
  6. 26-08-2021 EXE rev. 148101 (game) EXE rev. 148101 (Launcher) Size: ~93.6 MB ENGINE Tweaked: getLightingAt now respects players' night vision state for IR light emitters Fixed: Zeus composition markers being placed at the wrong position Fixed: Zeus composition not rendering previews for markers Tweaked: Zeus compositions now generate unique names for map markers if the desired names already existed Fixed: Zeus could not edit markers after they were placed from a composition Fixed: Zeus compositions were placed at the wrong position if placed via the map screen Fixed: Could not move a whole group into a vehicle in Eden Editor Tweaked: Adjusted vehicle SpeedLimit/CruiseControl to also apply brakes if moving downhill - https://github.com/acemod/ACE3/pull/8273
  7. 2.04.148121 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 32/64-bit, linux server 32/64-bit - Fixed: Zeus composition markers being placed at wrong position - Fixed: Zeus composition not rendering preview for markers - Fixed: Zeus could not edit markers after they were placed from composition - Fixed: Zeus compositions placed at wrong position if placed via map screen - Fixed: Unable to move whole group into vehicle in Eden - Tweaked: Zeus composition now generates unique name for map marker if desired name already existed if you cannot use the Steam branch, the files are also available for alternative download here: https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
  8. 2.04.148090 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows 32/64-bit, linux server 32/64-bit - Added: Instigator parameter to setHitPointDamage/setHit/setHitIndex script commands - Added: Number of channels and frequency for audio output to RPT log - Fixed: Preprocessor error when using #if after a #else, #endif - FT-T160173 - Fixed: Crash if objNull is passed to enableSimulationGlobal - Fixed: Crash when moving ViV cargo back into a vehicle and when its position is not available anymore - Fixed: Debriefing stats not rendering if its on the first visible debriefing page - Fixed: hideObjectGlobal could cause crashes if objNull is passed as parameter - Fixed: Number plate font was set incorrectly - FT-T159583 - Fixed: Corrupt Config entry was causing a crash - FT-T160224
  9. Dedmen

    Difficulty Overhaul

    Works fine in my tests. server.Arma3Profile class DifficultyPresets { class CustomDifficulty { class Options { groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=0; commands=0; waypoints=0; weaponInfo=2; stanceIndicator=0; reducedDamage=0; staminaBar=1; weaponCrosshair=1; visionAid=0; thirdPersonView=1; cameraShake=1; scoreTable=0; deathMessages=0; vonID=0; mapContentFriendly=0; mapContentEnemy=0; mapContentMines=0; autoReport=0; multipleSaves=0; tacticalPing=0; }; aiLevelPreset=1; }; class CustomAILevel { skillAI=0.5; precisionAI=0.5; }; }; Works nicely. Using this as base https://community.bistudio.com/wiki/server.armaprofile#Server_Difficulty_Example
  10. Can you send me your config? Via Forum DM if you want so we don't clutter this thread too much.
  11. 2.04.148049 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 32/64-bit, linux server 32/64-bit - Tweaked: openMap forced flag was made to keep the map closed if false - Tweaked: Backpacks cannot be loaded into Vehicle-in-Vehicle inside Eden Editor anymore - Tweaked: Weapon Holders (Equipment) cannot be loaded into Vehicle-in-Vehicle inside Eden Editor anymore - Tweaked: Vehicle-in-Vehicle cargo now uses visual bounding boxes if its size is significantly bigger than the geometry bounding box - Tweaked: JIP queue for setUnitLoadout has been optimized - FT-T160059 - Tweaked: Map marker text length is now limited to 384 characters - Tweaked: setVelocity* script commands are now limited to 5 km/s - Fixed: It was possible to assemble static weapons inside a vehicle inventory - FT-T159943 - Fixed: Eden Editor was randomly reordering vehicle crew and Vehicle-in-Vehicle cargo on scenario load - Fixed: Vehicle-in-Vehicle copy-paste re-spawning previously deleted vehicle crew - Fixed: PiP not properly re-enabling when enabling right after disabling - Fixed: Eden Editor copy-paste issues with Vehicle-in-Vehicle vehicles into a separate layer - Fixed: Extreme memory usage and out of memory crashing if clouds are enabled and the camera is too far out of terrain bounds - FT-T160120 - Fixed: Invalid Vehicle-in-Vehicle cargo order when in Eden Editor when removing an object from the middle of multiple cargo objects Note: This update comes with an experimental companion mod that adds: - New UI components for the video settings - New UI components Eden Editor menus - SQF Bytecode for most vanilla functions - Increase of dynamic lights Ultra setting from 16 to 32 - Fix for composition custom vehicle inventory not working when placed from Zeus - Script change to hide attribute pop-ups when placing Zeus compositions You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
  12. Can't repro anymore on internal, had to download dev branch to check and yeah could repro immediately. But when I checked the crashdump I saw its a bug I already fixed on 15.07.2021, 14 commits after that dev branch was built. Would've saved me alot of time to just get the crashdump and be able to immediately see where and probably why it crashes.
  13. The exe packs on Google Drive / Dropbox are manual secondary uploads of the steam branch
  14. 2.04.147975 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 32/64-bit, linux server 32/64-bit - Fixed: Eden Editor Vehicle-in-Vehicle loading not working properly (since v13) - Fixed: allMissionObjects sometimes returning an empty array
  15. 2.04.147965 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 32/64-bit, linux server 32/64-bit - Tweaked: Improved selectBestPlaces command performance - Tweaked: Improved performance of allMissionObjects script command - Tweaked: Disabled Zeus object attribute pop-up when placing Zeus compositions (requires Companion Mod) - Tweaked: Its now possible in Eden Editor to load ammo boxes and other generic objects into vehicle cargo - Fixed: Zeus compositions not updating AI pathfinding grid - Fixed: Zeus side symbols disappearing if search yields no results and when switching placement types Note: This update comes with an experimental companion mod that adds: - New UI components for the video settings - New UI components Eden Editor menus - SQF Bytecode for most vanilla functions - Increase of dynamic lights Ultra setting from 16 to 32 - Fix for composition custom vehicle inventory not working when placed from Zeus - Script change to hide attribute pop-ups when placing Zeus compositions You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
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