DnA 5156 Posted July 9, 2013 (edited) 09-07-2013 EXE rev. 107502 (0.73) Size: ~760 MB Known issue: various visible script errors. These are reports of undefined variables - the actual functionality of said scripts is unchanged. Staging of the upcoming default branch update - changelog is due with its SPOTREP. Edited July 10, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 10, 2013 (edited) 10-07-2013 EXE rev. 107443 (0.71 - deliberately older to simulate patch candidate better) Size: ~15MB Fixed: Constant script warnings Edited July 10, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 10, 2013 10-07-2013 (update 2) No new EXE Size: ~40MB Fixed: Pop-up error in editor modules Fixed: Missing speedboat sounds Fixed: Missing strings for chemlights (but others remain) Share this post Link to post Share on other sites
DnA 5156 Posted July 12, 2013 11-07-2013 No new EXE Size: ~30 MB Fixed: Ammo crates on other sides could not be accessed Fixed: BIS_fnc_init was not declared - causing problems in many (user-made) scenarios. For official content this variable is deprecated, but it's now initialized for back-compat. ---------- Post added at 16:35 ---------- Previous post was at 16:34 ---------- 11-07-2013 (update 2) No New EXE Size: ~0 MB :P Changed: Titan used instead of RPG-42 in Showcase SCUBA Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels Showcase Helicopters: Ambient animations added to starting location and Camp Rogain Showcase Helicopters: Problem with mission NOT ending when helicopter crashed into water fixed ---------- Post added at 16:36 ---------- Previous post was at 16:35 ---------- 12-07-2013 EXE rev. 07682 Size: ~437 MB -nologs command-line parameter added to disable the generation of RPT logs. Note: do this only when you want to measure performance drops caused by potential logspam. Using this always will remove a lot of useful debugging information. Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-) The reporting of undefined variables is active again. Various merges from the Operation Arrowhead and Take On Helicopters branches Fixed SMAA Post-Process Changed helicopter autorotation behaviour Fixed: Broken drawing of comboboxes in date modules Helicopters: autorotation tweaks, barrel roll tweaks GPU benchmark should not cause "driver not responding" conditions anymore Adjusted AH-9 family maneuverability around roll-axis Doors should be openable by scripts for helicopters Improved cockpit PiP monitors Instancing now takes craters into account NVGs are hidden inside vehicles (further configuration options are planned for some vehicles with open transport compartments e.g.) Fixed: Flash suppressor changed sound of underbarrel grenade launchers Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.) Radio Protocol: Missing words fixed for several protocol Added loading screen environment trivia Fixed sunken fuel station on Stratis Transport helicopters have means to detect incoming missiles Copilot of UH-80 now uses the cyclic Added clan signs for many Beta vehicles Added: When inserting a group in the editor, units are now on the same positions as they will be after the mission start Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326) Fixed: Bad glass sorting on Strider Restructured grouping of editor objects and renamed object editor categories Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F) ---------- Post added at 16:37 ---------- Previous post was at 16:36 ---------- 12-07-2013 (update 2) No new EXE Size: ~5 MB Fixed: Main menu script error Fixed: MP display error Share this post Link to post Share on other sites
DnA 5156 Posted July 15, 2013 15-07-2013 EXE rev. 07769 Size: ~190 MB BattlEye anti-cheat integration (first deployment) Removed sensitivity smoothing for aiming deadzone Combat pace for X seconds, now works for automatic fire Helicopters: main rotor collision Helicopters: startDuration config parameter added Stance indicator fades in / out when changing stances Fixed some cases of sliding players Fixed: Scripting command tvSetData Added error message when trying to pass Array in Array as param for tree commands Added mainBladeCenter and mainBladeRadius for all helicopters Added: BIS_fnc_log and BIS_fnc_error now displays player's profile name Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument Fixed: Disabled vehicles were not respawning Firing Drills: Targets would not deactivate when leaving Competitive CPs Fixed undefined variable in CoF: Blue Fixed undefined variable in CoF: Green Firing Drills: FM records with introduction, rules and tips added Firing Drills: bonus & penalty logic between Training and Competitive made consistent Firing Drills: first version of PiP feedback added for long-range accuracy targets Firing Drills: There could be a doubled icon next to previous times Firing Drills: Final times were not colored correctly in all cases Firing Drills: The main task is now completed when ending the challenge Added: Vertical position of map in loading screen is now randomized, adding some variety to it Added specialized collimator for SMGs (classes "optic_ACO_grn", "optic_aco_smg", and "optic_Holosight_smg") Even holosight should have basic zeroing of 200 Fixed: http://feedback.arma3.com/view.php?id=11454 Added MRCO variant of plain Mk.20 Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities Share this post Link to post Share on other sites
DnA 5156 Posted July 16, 2013 (edited) 16-07-2013 EXE rev. 07829 Size: ~252 MB Added: BTR-K Kamysh tracked IFV Added: IFV-6c Panther tracked IFV Known issue: Freelook and TrackIR are broken (WIP) Fixed: Broken parallax mapping on the terrain in some places Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways). Adjusted poses received boost to fluency. Mk.20 should now show correct strings Edited July 16, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 17, 2013 17-07-2013 No new EXE (failed auto-tests) Size: ~317 MB Known issue: Freelook and TrackIR are broken (still fixing - source has been found now) Warping resulting from leaning is gone APCs now have proper noises Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them) More believable braking performance of Marshall and Marid Fixed undefined variable errors when using BIS_fnc_UnitPlay Added: Sector module - creates a contested sector, handles its capturing and map visualization Added: Respawn Position module - adds respawn point for specific side and unit/vehicle type Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc. Added: Additional military buildings can now be garrisoned by Sites Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead Restructured grouping of editor objects and renamed object editor categories Better sound for smoke launchers AI shouldn't take unguided missiles as guided AI shouldn't use rockets against infantry that much Added some delay between throwing 'nades Better cursor for laser designator Correct name sound for Scalpel missiles Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 18, 2013 (edited) 18-07-2013 EXE rev. 07952 Size: ~441.0 MB FIX: AI now consider proper muzzle direction for rocket launchers. FIX: Inconsistent land shadow segments while switching landscapes. ADDED: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parametrs for helicopters. ADDED: added allowAgainstInfantry ammo config parameter. FIX: Modules in editor are now correctly populated. FIX: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings). FIX: Small performance tweak in rotation blur postprocess. FIX: Tank shells now has visible tracer. FIX: AI ability to track enemy that is not visible. FIX: Ambient light is now correctly affected by moon and stars intensity. FIX: Freelook not turning the whole player anymoar. FIX: Wrong column widths in the Multiplayer display with some UI size. FIX: AI ballistic calculation fixed. FIX: AI now can shoot over animals. ADDED: Last chunk of localization (which shouldn't be noted in ideal case :icon_twisted:). ADDED: Noise sounds for APCs. FIX: Sounds of vehicles have their paths changed to correct ones. FIX: Changed glass materials for CH-49 Mohawk. FIX: Destroyed parachute doesn't start to burn. ADDED: Various vehicles have adjusted items in inventory. FIX: APCs armour has been tweaked. FIX: Tweaked AI driving skills with Speedboat. Various tweaks - Showcase Vehicles: more sunlight, exfil task position, player can get in the boat before his driver now. FIX: Showcase Supports - Mission should end a bit sooner now. ADDED: Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map. FIX: Ifrit GMG now has 96 grenades instead of 64. FIX: Hunter GMG now has 96 grenades instead of 64. FIX: Strider GMG now has 96 grenades instead of 64. ADDED: Korean, Japanese and Cyrillic symbols to fonts. FIX: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades. FIX: Correct description for rockets of Kamysh. FIX: Adjusted content of creates. FIX: Iron sights now has 100m increments (up to 600 m). FIX: Repaired AS map of MX rifle family. :icon_twisted: I'm otherwise engaged the next few days Read: Being a . Or something like that. Edited July 22, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 19, 2013 (edited) 19-07-2013 EXE rev. 07978 Size: ~193 MB ADDED: New parameters for particles created by script. ADDED: Hiding of NVGs in vehicles can be configured per position. ADDED: Commander postition for Marshall and Kamysh. FIX: APC turrets now have authentic vision modes. FIX: Tweaked suspension of APCs. FIX: Pimped crew and cargo animations of APCs. ADDED: Last chunk of localization (again, and still shouldn't be noted in ideal case :icon_twisted:). FIX: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue. FIX: Hammer of ACP-C2 is correctly readied to fire. FIX: Another ammo boxes content tweak. :icon_twisted: I'm otherwise engaged the next few days Read: Playing with lasers and of his hearing. Edited July 22, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 22, 2013 (edited) 22-07-2013 No new EXE (it would introduce a temporarily broken controls issue) Size: ~251 MB Adjusted lift force of xH-9, AH-99 and PO-30 helicopters Adjusted collective of xH-9 family helicopters Fixed: Blurred tail rotor in cargo-view Moved Blackfoot gunner optic view to correspond with PiP Changed glass materials on CH-49 Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed. Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn. Fixed: After JIP, persistent functions were sometimes executed before mission objects were created. Hiding in the grass now affects AI better (configuration on Stratis surface types done) Revamped sound suppressor configuration Note: NVIDIA has released new Beta drivers that it claims to have improved Arma 3 SLI support. Edited July 22, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 23, 2013 (edited) 23-07-2013 EXE rev. 08127 Size: ~113 MB Helicopters: added bodyFrictionCoef config parameter Lock is now independent from zoom AI ballistic calculation improved for unguided rockets AI prefer crouch stance while engaging Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting) New control presets Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module). Fixed: http://feedback.arma3.com/view.php?id=8064 (repaired low LODs for crates) Adjusted visibility and audibility of fire for AI Lamps have better emissive material Many small objects and furniture are now PhysX-simulated when spawned in editor / via script Improved animations of Mk.20 rifle Edited July 23, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 24, 2013 24-07-2013 No new EXE (yesterday’s EXE is of the same version as the patch candidate) Size: ~206 MB This data set is the patch candidate for tomorrow's release Fixed: Persistent task notification Supply parachutes now have correct colors per sides Camo version of UH-80 is now listed as made by BI Corrected position for optics, coaxial machinegun made on correct place (AMV) Fixed: Undefined variable error when engaging the spotters (Showcase Infantry) Fixed: No artillery rounds were hitting the village at the end of the mission (Showcase Infantry) Roadcone and Roadbarrier lights are now operational Share this post Link to post Share on other sites
DnA 5156 Posted July 25, 2013 25-07-2013 EXE rev. 80204 Size: ~110 MB Fixed bad collisions for HEMTT Arma 2 original preset updated to new Zoom function arma3server.exe has its own icon Decreased use of crouch stance for AI Share this post Link to post Share on other sites
DnA 5156 Posted July 26, 2013 26-07-2013 EXE rev. 08236 Size: ~337 MB Extra kudos to Lord Pettka for assisting me with an extra set of eyes, scanning all changes relevant for your consumption Decreased speed on ladders Fixed lighting of 3D GUI objects Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow. Number of particles in missile trail effect reduced Adjusted underwater view distance for AI Fixed: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously. Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word. Fixed: Wrong hint class used in Showcase Scuba Firing Drills: Fixed broken hint in CoF: Orange Firing Drills: Competitors are healed with every reset / restart Firing Drills: CoFs now select the correct default weapon with every reset / restart Firing Drills: Competitor weapons were not properly reset when more weapon types were available during the CoF Firing Drills: Check Point and target voice messages would sometimes continue after restarting Reduced initial slip of Offroad Drivers have gone to training lessons to improve their driving capabilities Added: Film grain and subtle animation for scenario overview images New key presets with fixed Track IR controls Added: Faction flag is now visible when inserting an unit in the editor Added new reticle for RPG Countermeasures have correct name displayed RPG-42 using more realistic munitions, NLAW guided again New recoils for Katiba Tweak: set recoils for TRG and Katiba Tracked APCs don't have suspension of tracker / trailer wheels AMV and Kamysh properly eject shells Alpha has been sorted better for roads Unknown side is no longer the dominant one TrackIR Z-axis has been fixed CH-49 Mohawk should correctly show damaged hull Pistol optics disabled when side-prone HEMTT and Zamak have new custom get out animations Tracked APC crews kill-able with penetrating shots APCs should have enhanced fire effects APCs damage model has been improved Crew of APCs is allowed to show their NVGs Added new penetration materials for armoured vehicles Knees of pilot look better Hints in FM have been adjusted according to recent zoom changes Various undefined variables have been fixed Some plants, roads and rocks have their specular materials tweaked HEMTT has better destruction of windows Zamak has a more authentic look Selecting the same island twice will no longer refresh the clouds Improved: Island preview image is now larger and better proportioned Fixed: Vehicle classes were not sorted alphabetically Fixed: Respawn menu was updated even after it was closed Reduced optics shake on mortars and cannons Fixed OPFOR ammo box [wrong machine gun ammo type] MX and Mk.20 reload magazine animations have been improved MX rifles have correct description of ammo used on them Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 29, 2013 (edited) 29-07-2013 EXE rev. 08296 Size: ~227 MB ADDED: Distances added to target and get in menu FIX: Fixed disappearing of objects viewed through the open doors when inside the buildings FIX: AI and rangefinding: ballistic prediction FIX: Tweaked flight model of all helicopters FIX: fixed and improved UH80 lights FIX: playback speed of ladder animations matched to vertical movement speed FIX: CSAT technicians have loaded correct colour of tracers into Kamysh FIX: Typo in few values in building destruction smoke FIX: Color of dust in mortar fire effect tweaked FIX: Grass parts in the tracked vehicle dust effect tweaked ADDED: Vehicle weapons empty cases on medium particle quality ADDED: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled FIX: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start FIX: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load FIX: Wrong hint class used in Showcase: Scuba FIX: undefined variable error when engaging the spotters in Showcase: Infantry FIX: no artillery rounds were hitting the village at the end of the mission in Showcase: Infantry FIX: Various tweaks in Showcase: Vehicles: more sunlight, exfil task position, player can get in the boat before his driver now FIX: Mission fail is now reliable in more situations in Escape from Stratis FIX: Various issues with tasks in MP missions on dedicated server FIX: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis) ADDED: Corpse removal for Escape from Stratis FIX: Changed: Showcase: Supports should end a bit sooner now ADDED: Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map. FIX: CoF Green: Switched to plain version Mk. 20 FIX: Quadbike has been naughty and got some driving model improvements FIX: Co-driver of HEMTT is no longer a designated role FIX: Silenced Scorpion has correct fire modes ADDED: Launcher magazines now display their purpose in GUI to make the right choice of magazines FIX: Dust effects for community made airplanes are no longer under the terain FIX: Tracked APCs were called "tank" in radio protocol FIX: louder sounds for characters ADDED: New respawn inventory system for Defend: Kamino FIX: Small glitch in texture fixed FIX: Thistles have different model FIX: Trunk textures of some trees have been tweaked FIX: Adjusted sounds for offroad FIX: HEMTT and Zamaks have better cargo poses ADDED: Player's name to respawn menu FIX: Mk.20 magazine has now correct shadows FIX: Change physx vehicle wheel radius collision Firing Drills Changespam: (Someone is just showing off)FIX: Firing Drills: 3D CP indicators now scale and alternate color to attract attention FIX: Firing Drills: CP center, area and shooting box markers implemented Training: CPs always shown Competitive: previously activated and first next CP shown only Cleared CPs indicated [*]FIX: Firing Drills: Target markers implemented Training: always shown Competitive: active CP targets shown Post-completion: always shown for both rule sets as AAR Normal, no-shoot and bonus targets indicated Hit and missed targets indicated [*]FIX: Firing Drills: Systems now terminate on competitor death (impressive achievement!) [*]FIX: Firing Drills: Fixed broken hint in CoF: Orange [*]ADDED: Firing Drills: Competitors are healed with every reset / restart [*]ADDED: Firing Drills: CoFs now select the correct default weapon with every reset / restart [*]FIX: Firing Drills: Competitor weapons were not properly reset when more weapon types were available during the CoF [*]FIX: Fixed undefined variable in CoF: Blue [*]FIX: Fixed undefined variable in CoF: Green [*]ADDED: Firing Drills: FM records with introduction, rules and tips added [*]ADDED: Firing Drills: bonus & penalty logic between Training and Competitive made consistent [*]ADDED: Firing Drills: first version of PiP feedback added for accuracy targets (currently for all) [*]FIX: Firing Drills: Restarting within a CP would leave the IGUI element active [*]FIX: Firing Drills: Medal icon sometimes shown using Training rules [*]FIX: Firing Drills: Now using symbology on selector targets [*]ADDED: Firing Drills: Ability to immediately quit at the end of CoFs added [*]ADDED: Firing Drills: Added audio cue when going over the next medal time [*]FIX: Firing Drills: Conversations all switched to radio again [*]FIX: Firing Drills: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any) :icon_twisted: I'm stuck in traffic Read: Heading down the that leads to Brno's door. Edited July 29, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted July 30, 2013 30-007-2013 EXE rev. 08339 Size: ~323 MB Added new material for thin metal plate (usable in civilian vehicles) Soldiers have been trained to walk on stairs better Thistles now should look better Various key presets have been adjusted Sounds of weapon closures have been adjusted (typically used for bolt moving back) Increased error of player position, when AI is killed by player Fixed: Rendering of weapons in the first frame after map is closed Soldiers in open parts of vehicles keep their NVGs on their heads Revamped flight model of AH-99 Blackfoot to cut the slack Adjusted Center of Mass of rubber boat Small tweaks of missile explosions Firing Drills: CoF: Green - Competitors were rudely teleported into the ocean Firing Drills: Target markers no longer shown always on Training (cluttering) - only within CPs and after the drill Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around Fixed: When loading a mission, progress bars behaved chaotically, randomly disappearing and returning without any logic. The issue is now fixed by dividing the bar into two sections - terrain loading and mission loading. Fixed: Team switch display can no longer be opened when there are no units to switch to. Player is now able to freelook while holding binoculars Fixed Titan rockets TI behavior Share this post Link to post Share on other sites
Dwarden 1125 Posted July 30, 2013 + New scripting function: magazinesExt (tho it shall be soon to be renamed into magazinesAmmo) command <vehicle> returns an array of subarrays with type names and ammo left of all the vehicle's magazines example: magazinesExt player ... sneaky little great script command evaded the changelog ;) Share this post Link to post Share on other sites
DnA 5156 Posted July 31, 2013 31-07-2013 EXE rev. 08378 Size: ~381 MB Known issue: various object icon pop-up errors Blood effects have been tweaked for larger caliber hits Binoculars added for Team Leader Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman Correct uniform for BLUFOR Recon Paramedic Added HE grenades for JTAC soldiers Fixed inventory loads of all units of all factions. These changes affect especially the amount of carried ammo, smokes and a few other items. Updated Ammo boxes with new RPG HE rocket types Changed uniform weight to carry ratios (WIP) Small fix in BLUFOR ammo bearer chemlights color (green instead of blue) Fixed: Helicopter collisions with ground (the force was applied twice) Fixed: AI is unable to take a backpack from a ground Added: Renamed scripting function magazinesExt to magazinesAmmo Fixed: (MP) Selection of an item in the inventory not stable / flashing capacity bars Added: New scripting function weaponsItems Fleeing units will not break do_not_fire command Fixed: rendering of UI objects after window / fullscreen switch Decreased AI hearing ability to pinpoint enemy unit position Fixed errors and loss of player control if you restarted the mission during titlecards or establishing shots New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded. Fixed: No radio messages received from HQ when playing MP as a client Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west). Fixed: Sectors with "Ownership limit" set to 1 were uncapturable. Fixed: HQ call signs created by "Headquarters Entity" module were not assigned on clients. Fixed: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point. Fixed: Finalizing a sector created by sector module did not work globally. Civilian vehicles should have thin metal plate materials instead of thick ones Editor objects now have icons more descriptive of their shape (instead of squares with question marks) Fixed: Rendering issue of map objects. As a result, compass in the map is now re-enabled. Share this post Link to post Share on other sites
DnA 5156 Posted August 1, 2013 01-08-2013 EXE rev. 08432 Size: ~368 MB Fixed: Missing object icons Player no longer chokes when swimming on the surface Fixed: Expanded combo box doesn't show whole texts Optimization of the particle system Optimization of underwater particle effects New-style character collision envelopes and rotation axes assigned to pistols. Fixed: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been. Fixed: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit' (see http://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29 for more details) Speed indicator of Zamak has been re-calibrated by CSAT technicians Independent Mk6 should be correctly displayed as made by Bohemia Interactive Added correct penetration material on supply drop object Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0 Improved penetration model of Marid / Marshall Adjusted sounds of tracked vehicles Adjusted Rolled Homogeneous Armor against small arms fire Further improvements to carrying capacity are in progress Added new actor and samples to Radio Protocol Decreased bomb touch off priority to prevent accidental detonations Anti-armor KE penetrating rounds caliber roughly scaled back to former values RPG-42 backblast effect should now work Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun PCML reticle has been polished Added: scripting function request: magazinesAmmoFull Share this post Link to post Share on other sites
DnA 5156 Posted August 2, 2013 (edited) 02-08-2013 EXE rev. 08469 Size: ~150 MB APCs have improved sounds Minor tweaks of Stealth Radio Protocol Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability Added: Functions for working with associative arrays: BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays. BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created. BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it. Added: Function for returning the plain weapon classname and classnames of all mounted attachments according to the weapon class. Improved skin material of soldiers Polishing of thistles Adjusted sounds of quad bikes Fixed minor vehicle controls key binds bug causing interferences with new key presets. Fixed minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind. Removed smoke trail from RPG-42 rounds (not yet published) Adjusted sounds of bullet impacts Decreased use of prone stance when target is close. Decreased use of crouch stance when moving Decreased use of crouch stance in stealth Crew of AH-99 is now trained to get in proper seats (some model changes to reflect this pending) Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance. Firing Drills: Timing / CP UI does not close anymore when injured Fixed: Taking a new primary weapon would put a sidearm in your hand first (being tested internally still) Edited August 2, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted August 5, 2013 05-08-2013 EXE rev. 08541 Size: ~352 MB Enabled publication to and download from Steam Workshop of singleplayer and multiplayer scenarios Simulation tasks can now potentially use one more CPU core Fixed: Cannot add vehicle weapon to another vehicle (http://feedback.arma3.com/view.php?id=12324) Structured text code no longer split for in-game SITREP text Optimized handling of SITREP text to improve performance Proper font for SITREP text now used instead of default Swapped PiPs for gunner / pilot of AH-99; improved compass Fixed: Swimming animations Fixed: Smoke screen of vehicles deployed too close Adjusted color of AAF belt Adjusted attenuation of sounds for Offroad Adjusted sounds for grenades Adjusted sounds for Scorpion Adjusted sounds for ACP-C2 Adjusted sounds for 30mm cannon Added echo to attenuation inside vehicles Added loop, fade in and fade out for vehicle smokes Adjusted sound controllers for slip 05-08-2013 (hotfix) No new EXE Size: ~14 MB Hotfixes for missing Steam Workshop UI elements. We know this will have reset the download for some of you, so we waited a few hours at least - but this needed to be fixed. Share this post Link to post Share on other sites
DnA 5156 Posted August 6, 2013 06-08-2013 EXE rev. 08570 Size: ~170 MB Added new animations for transition from rifle to binoculars and back Panther should be a bit higher on suspension Fixed: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true) Desert boonie hat has better colours Metal barrel should look better even in distant levels of detail Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal Helicopters: Roll inputs between keyboard and Joystick are halved Error in explosive satchel / charge explosion effect fixed Added: Modules disabled using 'enableSimulation' command are no longer executed Added: On-screen functions errors are now always visible in editor preview Added: Function logs now works automatically in the mission editor preview Added: Functions can now be recompiled in the editor. See https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Recompiling for more details Fixed: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (http://feedback.arma3.com/view.php?id=12123) Fixed: Improper sound in rifle kneel inventory animations (http://feedback.arma3.com/view.php?id=12379) Share this post Link to post Share on other sites
DnA 5156 Posted August 7, 2013 07-08-2013 EXE rev. 08659 Size: ~280 MB (Missed earlier) Pilot of AH-99 can get back in after having disembarked Panther has visually improved damping Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain Minor tweaks in our ammo types calibres and typical speeds to better match their real life behaviour New helmet camo selections for OPFOR Heli Crew Decreased priority of touch off to prevent self destructive behaviour of our explosive specialists Better parallax textures on ground surfaces Adjusted colors of backpacks NVGs in enabled state are always visible inside vehicles Commanders of Panther have been trained to open hatch first and turn out just after that Technicians have taken some stronger light sources and installed them on speedboats Fixed issue with parts of character clipping into 3D scope Ddded camo selections for Independent infantry models MRAPs are now correctly listed as made by Bohemia Interactive Adjusted Strider engine hitpoints HAMR 3D scope specular reduced Fixed incorrect alpha sorting on Mk20GL with a 3D scope Tweak: engagement ranges of 30mm cannon and Skyfire rockets Fixed: SDAR dispersion set to more realistic value Share this post Link to post Share on other sites
DnA 5156 Posted August 8, 2013 08-08-2013 No new EXE Size: ~141 MB Better binocular animations Signs on Stratis have been changed to reflect factions Camping objects now have better PhysX Fixed few minor errors in controls presets considering the aircraft gear up/down Added SFX samples for stance changes OPFOR GL vest grenade pouches made darker with green upper part Adjusted colour of khaki vest Berret is darker and more desaturated Animation skeleton is now loaded correctly when weapon is initialized before soldier Fixed order when merging road shapes Technicians allowed pilots to pimp their AH-99 by using setObjectTexture even to different colour than V. Olive (see http://feedback.arma3.com/view.php?id=12486) Marid should have standard RCWS reticle Fixed: http://feedback.arma3.com/view.php?id=11373 (User Texture Objects - 5m and 10m - are Illuminated as if by sunlight when in shade or inside buildings) Fixed: Hit coefficient set according to other suppressors configs Share this post Link to post Share on other sites
DnA 5156 Posted August 9, 2013 (edited) 09-08-2013 EXE rev. 08717 Size: ~289 MB Debug console no longer available in MP for everyone FPDR Optimization of the visibility calculation through particles New scripting command for creating crew for given vehicle (createVehicleCrew) CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos Reverted back to old-style collision geometries and rotation axes for now, because of AI issues with turning / floating (further investigation follows) Technicians allowed pilots to pimp their SDV by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486) Head hit points are now more precise AI soldiers have been trained to better distinguish enemy unit types and target the highest threat New RPG launch effect Showcase SCUBA: Added: Danger close mortar friendly fire penalty Showcase SCUBA: Fixed: Mortar support available in establishing shot Fixed: Supports - Supports available conversation gets spammed for each connected player Fixed: Supports - Supply drop chopper stays and fights enemy Fixed: Various issues with Supports module after respawn Technicians allowed drivers to pimp their HEMTTs and Striders by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486) MX without optics is by default zeroed according to iron sights Fixed cost of .45 ACP ammo compared to 9mm Crew of Kamysh has learned how to get in from the sides to reach the hatches Updated 3 Firing Drills conversation lines with quicker versions Adjusted sound volume for quad bike and offroad Lights should be correctly visible for offroads Tuning icons for editor objects Fixed title of Showcases, Challenges and Scenarios displays Sound suppressors are now more effective on greater range (shot is not hearable beyond 200 meters) Adjusted volume of impact of grenades and smoke shells Updated special weapons ammo boxes with optics for each respective faction Another update of inventory capacity affecting many weapons, items, headgear and so on (WIP) Edited September 9, 2013 by DnA Share this post Link to post Share on other sites