DnA 5156 Posted April 25, 2013 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 1 Share this post Link to post Share on other sites
DnA 5156 Posted April 26, 2013 (edited) 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. Edited April 26, 2013 by DnA 1 Share this post Link to post Share on other sites
DnA 5156 Posted April 26, 2013 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. 1 Share this post Link to post Share on other sites
DnA 5156 Posted April 29, 2013 29-04-2013 EXE rev. 04631 Fixed: healing sound could play in an endless loop More WIP dynamic light selection optimization 1 Share this post Link to post Share on other sites
DnA 5156 Posted April 30, 2013 (edited) 30-04-2013 EXE rev. 04711 Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries) Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light On steep surfaces, players now crouch instead of fully standing up Various types of lights on the Ka 60 improved (placement, parameters) Improved Ka 60 fire geometry Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication) Edited April 30, 2013 by DnA 1 Share this post Link to post Share on other sites
DnA 5156 Posted May 3, 2013 (edited) 01-05-2013 and 02-05-2013 were already announced to not see updates, but we are also unable to publish Friday (03-05-2013) and Monday (06-05-2013). Hopefully we can resume (including the audio changes) on Tuesday. Edited May 6, 2013 by DnA Monday status update 1 Share this post Link to post Share on other sites
DnA 5156 Posted May 7, 2013 (edited) 07-05-2013 EXE rev. 05007 (0.57) Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details) - WIP Known issue: Pop-up errors in the Stratis world scene (on start-up and when returning from other content) Known issue: A fair few errors related to missing files - due to large (audio) data overhaul Fixed: Hard limit usage while performing light sorting Fixed: Audio distance curve Fixed: MX UGL had a displaced crosshair -showScriptErrors enabled by default Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed Increased light intensity of muzzle flashes (due to global lighting changes) Fixed: AI will not eject before player Fixed: Taking additional ammo for pistol would play reloading sound Fixed: Certain magazines could not be moved to another container from backpacks Audio: Radio filter / effect (not applied yet) Loiter waypoint added (untested) Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item Added tooltips to CListBox and key presets Fixed: Texture flickering on wrecks Fixed: Tooltip crash in MP sessions listbox Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls (drag and drop)) Updated to Physx3.2.4 Added lbSetTooltip script command Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext Fixed: BIS_fnc_sideColor can now load non-number values Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon scenario start Added: BIS_fnc_spawn Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments Fixed: BIS_fnc_error was not working correctly Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll Added: Communication menu manager Added: A notification is displayed when a new communication menu item is added Fixed: allowFunctionsRecompile description.ext param had no effect Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side. Optimized: BIS_fnc_selectRandomWeighted Added: Variable header added to local functions Fixed: BIS_fnc_sortBy ignored entries with duplicate values Removed hand grenades from helicopter pilots and crew Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now. Continued lighting tweaks for wheeled vehicles Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter) Fixed: Tweaked fire geometry (mostly glasses) for the Hunter Alarm sound now also configured under CfgSounds, as “Alarm†Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.) Launcher AI settings and weapon performance configuration tweaked Edited May 7, 2013 by DnA Added link to audio change overview Share this post Link to post Share on other sites
DnA 5156 Posted May 9, 2013 09-05-2013 No new EXE Known issue: pop-up errors about missing data (some were fixed, some remain) Fixed: Stratis world scene works again Tweaks to Stratis lamp placements MRAPs should have tracers every third shot now Config tweaks of OPFOR FFARs Share this post Link to post Share on other sites
DnA 5156 Posted May 10, 2013 (edited) 10-05-2013 EXE rev. 05093 Known issue: one remaining start-up error about cinderblocks New Dedicated Server parameters for configuring ports for steam services (should allow multiple DS per OS-instance) - details via David Foltyn Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action Removed redundant CfgFirstAid >> firstAidScript Fixed: Starting scenarios from subfolders did not work correctly Fixed: Wheel speed in damaged or destroyed state Smoke shell effect tweaked Rocket effects tweaked Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default. Fixed: Chromatic aberration remained when camera was launched from the pause menu Removed: pauseOnLoad.sqf redundant script Added small settlement near Kamino firing range Edited May 10, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted May 13, 2013 (edited) 13-05-2013 EXE rev. 05125 Various known pop-up errors fixed (start-up, pause screen) Reduced durability of reflectors and markerlights on structures (except for lighthouse - suffering from other issues) Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI New consistent system for handling respawns implemented - details forthcoming (did not make it yet) Welcome Screen no longer shown for new profiles made during the same session Added: Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme. Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white. Edited May 13, 2013 by DnA Respawn changes did not make it entirely Share this post Link to post Share on other sites
DnA 5156 Posted May 14, 2013 (edited) 14-05-2013 EXE rev. 05210 Small optimization of face mimics Fixed: backpack items when on the ground (WeaponHolder) were missing the 'Take' action Fixed: enableFatigue command was not working Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details). Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates. Cloaking device taken away from MH9 pilots - unfair advantage according to Task Force Balance Speedboat (Minigun) now uses correct muzzle points Blood hit and fire dust effects tweaked Added: dedicated combat radio protocol (‘Jayholder’ and actor) Automatic rifleman shouldn't have tracer every bullet anymore Added: Debriefing now shows number of respawns instead of reverts in multiplayer Fixed: Quick command linked to the old communications menu Added: Correct cursor for supports communications menu Followed by a small hotfix to restore user profile locations. Edited May 14, 2013 by DnA Added respawn documentation, hotfix Share this post Link to post Share on other sites
DnA 5156 Posted May 15, 2013 Compiled by Encoding Lord Pettka, who will handle this changelog while I'm otherwise engaged the next few days :icon_twisted: 15-05-2013 No new EXE Removed little cubes from BLUFOR rifleman's right wrist All chestrigs should be of better visual quality, BLUFOR marksman's has changed it's colour to match his uniform Share this post Link to post Share on other sites
royaltyinexile 175 Posted May 16, 2013 (edited) 16-05-2013 No new EXE Fixed: Holosights have been replaced by ACO for Katiba Optimized: Module framework now loads modules significantly faster and takes less time during a mission Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his/her loadings without fear of breaking others. Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up Better aiming of NLAW and Alamut both for player and AI Added: Error message will now interrupt loading screen Fixed: The default editor template was still calling functions Fixed: MXM and MX SW handles have better material I'm otherwise engaged the next few days Read: Wearing orange shirts and eating stroopwafels Edited May 23, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted May 17, 2013 (edited) 17-05-2013 No new EXE Fixed: Comanche wreck's smoke and electricity effect did not stop after wreck is deleted Fixed: Feedback FSM optimization Fixed: Multiplayer should no longer be stuck in intro/outro Fixed: Material penetration properties modified. Added: New hard limits into particle lights implemented. :icon_twisted: I'm otherwise engaged the next few days Read: Wearing clogs and living below sea level Edited May 23, 2013 by DnA [*] Fixed: Bug in the link to the underwater nation, thanks to Tom ;) Share this post Link to post Share on other sites
royaltyinexile 175 Posted May 20, 2013 (edited) 20-05-2013 EXE rev. 05455 Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts. Fixed: Missing texture of backpack has been re-mapped Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack Fixed: Manual control for locked missiles works again Added: Tweaked MRAPs max light radius to improve performance Added: Feedback FSM optimization Added: Most detailed shadow lod is now displayed in view pilot Added: New parameters for particle effects (global variants of surfNormalX, Y and Z) :icon_twisted: I'm otherwise engaged the next few days Read: Painting pictures of windmills and dancing through tulip fields Edited May 23, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted May 21, 2013 (edited) 21-05-2013 EXE rev. 05348 Fixed: Helicopters engines now are damaged correctly upon contact with water Fixed: Position lights of helicopters have been adjusted Fixed: Sandbag barriers adjusted on Stratis Added: Adding new control presets and their tooltips. Added: Correct ETA for mortar support in SCUBA mission Added: Stealth protocol + fixed various protocol bugs Full changelog will be part of the next SPOTREP... a bazzilion changes as the new Arma 3 Alpha build draws near :icon_twisted: I'm otherwise engaged the next few days Read: Losing and eating patriotic gouda Edited May 23, 2013 by DnA HOW could I forget the stealth protocol?! Share this post Link to post Share on other sites
royaltyinexile 175 Posted May 22, 2013 (edited) 22-05-2013 EXE rev. 05592 Added: Discard button to Options->Profile. Removed: Obsolete displays for setting difficulty (DisplaySelectDifficulty, DisplayDifficulty). Their functionality was already moved to Game Options. No data change :icon_twisted: I'm otherwise engaged the next few days Read: Explaining the difference between and flying back to Prague...and here endeth the Dutch master-classes. 'Normal service' to be resumed. :( Edited May 23, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted May 23, 2013 (edited) 23-05-2013 EXE rev. 05634 All of the Things from SPOTREP #00004 Sniper Package (WIP) staged for testing 1 x BLUFOR sniper and spotter duo 1 x BLUFOR sniper rifle 1 x OPFOR sniper and spotter duo 1 x OPFOR sniper rifle Known issue: missing firing sounds Currently the reload after every shot for bolt action rifles like M320 is wrong. We are looking into it. 1 x Rangefinder Field Manual records Rangefinder hint Fixed: Evasive left and Lean left toggle are not conflicting actions Dynamic light influence on AI visibility tweaked further Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays Disabled Difficulty tab in Game Options in MP Fixed selection of first RscTree item after opening Scenarios dialogue Added: UI controls validator - Inventory can recognize which UI controls were not properly initialized, and show some error information Added: Reveal action reveals mines Decreased mine reveal angle Helicopter AI improvements (e.g. diving too much during attack runs) Decreased flashlight influence on side recognition Fixed: Stabilize car turrets Terrain decal fix (Stratis runway) Fixed: Crash when Hunter tries to fire artillery Improved ship AI path planning Fixed: Ragdoll could interfere with cargo poses in multiplayer Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain Combat pace transition from stand to kneel while moving FL fixed Weapons disabled in running states Fixed: Adjusted rotation speed of turrets for Speedboat Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner) Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground) Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this oxygenCapacity of all units changed Removed doubled onPauseScript execution Vehicle weapons are now lockable to prevent losing lock during weapon change TRG now uses correct 5.56x45mm ammunition Changed: Minefield Site now rotates all mines in the direction of the Site module Added: Dialog for custom init code for virtual providers in Supports module Added: Dialog for custom supply crate init code for supply drop in Supports module Fixed visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts Edited May 23, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted May 24, 2013 24-05-2013 EXE rev. 05679 All sniper units have a rangefinder now Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad) Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear Fixed: Ragdoll launching into air by destroyed objects Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels Fixed missing sniper rifle sounds Thermal Imagery textures improved for sniper rifles Tweaking sniper rifle animations Share this post Link to post Share on other sites
DnA 5156 Posted May 27, 2013 27-05-2013 No new EXE Fixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named Rifleman) Fixed: Missing diving goggles are back Fixed: broken Showcase Helicopters texts Share this post Link to post Share on other sites
DnA 5156 Posted May 28, 2013 28-05-2013 We published an update, but it was reverted because it wouldn't even run at all. Stand by until tomorrow. Share this post Link to post Share on other sites
DnA 5156 Posted May 29, 2013 29-05-2013 EXE rev. 05814 Light of vehicles’ destruction is disabled under water now (http://feedback.arma3.com/view.php?id=4620) Ballistic penetration of bushes (foliage) adjusted Fixed ammo for MXM in special ammo box Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884) Aiming down in combat pace doesn't make player start running anymore Added config multiplier of damage that crew receives when vehicle crashes to object MP score table properly integrated into debriefing display Fixed: Random rotation of the submunition pattern (artillery) Fixed: MP - disappearing linked items when dragging from corpse Fixed: Refreshing of difficulty indicator in Pause Menu Fixed: Number of group members of motorized groups Share this post Link to post Share on other sites
DnA 5156 Posted May 30, 2013 30-05-2013 EXE rev. 05900 (0.61 due to staging the next update here tomorrow) Fixed tree destruction animation Fixed setting of full-screen gamma Changed threshold for when AI puts on NVG Fixed: markerDir return value type Share this post Link to post Share on other sites
DnA 5156 Posted May 31, 2013 31-05-2013 EXE rev. 105957 We are staging the upcoming 0.60 update. There is no real changelog for you at the moment - apologies. We understand this makes it harder to know what to try. Our resources are tied up in the E3 and Beta builds. Stance Indicator added (not yet linked to options - this will happen though!) ... A lot more ;) Share this post Link to post Share on other sites
DnA 5156 Posted June 3, 2013 (edited) 03-06-2013 EXE rev. 106023 (Still no decent changelog due to preparing the patch, E3 and Beta) Fixed: Crash on exiting the game (audio-related) Improved loading of scenario overview images from PBOs Sprint now overrides Combat Pace in all cases Edited June 4, 2013 by DnA Share this post Link to post Share on other sites