DnA 5138 Posted September 16, 2013 16-09-2013 EXE rev. 110097 Size: ~79 MB Note: your favorite fix from the weeks leading up to release may still be missing - they will come back to devbranch over the next days as we re-publish all add-ons. Improved: Helicopter drops like a stone when AA hits them Improved: Tank collisions / flipping Fixed: Crash when player engages in conversation and has no topic Removed occasional animation glitch after Team Switch Removed magic disappearance of rotor blades for some helicopters Added stabilization for UAV optics Fixed bombs of CAS UAV CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it Fixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTell Share this post Link to post Share on other sites
DnA 5138 Posted September 17, 2013 17-09-2013 EXE rev. 110133 Size: ~696 MB Fixed: Incorrect duplicate of get-in points for Speedboats Rolling credits now end after finishing and a short timeout Fixed: Flipped moon Rebalanced mine damage and overall mine usability Fixed: Bag weight for static weapons. It was too high for our maximum soldier load (WIP) Changed pistol weights to match maximum soldier load count Fixed: Several inventory capacity issues Fixed: OPFOR pilots ammo load Civilians are more prone to be killed by anything Fixed: Some groups spawned by Sites module had their skill set too high Fixed: CAS bombing issues in Supports Module Added: New runway parts for Left and Right airstrip Fixed: Darker runway in far distance and with overcast weather Fixed: Animations of static weapons Action menu priorities have been tweaked (WIP) Fixed: Negative friction of 120mm shells removeWeapon can also unlink assigned items now Fixed: Action Drop Backpack was not working BattlEye has new libraries and supports mission callback Added parameter turretCanSee config parameter to distinguish usability of compass for copilots Removed strange zoom when aiming while trying to sprint with high fatigue Added compass and additional radars for copilot seats Fixed: Rare occurrence of undefined variable for civilian randomization scripts Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474). Fixed: Respawn position selection list was blinking Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly Fixed: Modules were not executed in the right order on server Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in single player Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local. Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist Fixed: Positions of location labels (e.g., town names) in Splendid camera were offset Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078) Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now. Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144) Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399) Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer. Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them Fixed: Blinking resolution lods on signs Many small Altis object positioning tweaks and other fixes Share this post Link to post Share on other sites
DnA 5138 Posted September 17, 2013 17-09-2013 (update 2) The secondary small update on both branches today was a Steam back-end test that should not have been public. It does not affect the game in any way and is related to handling common redistributables such as DirectX installers. The change is meanwhile reverted. Share this post Link to post Share on other sites
DnA 5138 Posted September 18, 2013 18-09-2013 EXE rev. 110181 Size: ~575 MB Known issue: Altis editor error pop-up Capacity tweaking for mortars, GMGs and HMGs (inventory) Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773) Added: Delay before respawn menu is applied only when player is simulated Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded. Fixed: Tile effects were interactive, stealing mouse focus Less pronounced character lip sync animations Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles Removed: Showcase Night radio at the enemy camp Tweaked: Showcase Night player is now sitting on the front of the boat during insertion Tweaked: Showcase Night boat driver now has a beanie hat Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior Tweaked: Showcase Night enemies now play ambient animations Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes) New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves Removed class properties from models in Structures_F that don't need it (could help to optimize Altis performance) Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764) Fixed: Respawn display sometimes didn't close once player respawned Reticle materials for 3D scopes now glow in the dark Fixed: Problem with 3D scope alpha sorting Fixed: Guerrilla Rifleman AT backpack load out AI drivers are now better able to navigate out of obstacle and unstuck themselves New scripting command for getting fog parameters (fogParams) Fixed: Gear shows no magazines except handguns The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject) Auto-hover is shown in action menu again, despite being mapped on key Fixed: Defend Syrta character classes had wrong backpack Fixed: Defend Syrta CSAT AA class had wrong backpack Tweaked: Civilian vehicles are now unlocked in MP scenarios Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios Tweaked: Tanks should now only spawn on last zone (MP) New: Added Spotter and Sniper load outs on the last objective (MP) Changed: Defend Syrta now has disabled AI by default Share this post Link to post Share on other sites
DnA 5138 Posted September 19, 2013 (edited) 19-09-2013 EXE rev. 110218 (1.03 because of changes in MP messages) Size: ~253 MB Fixed: Barriers blocking introduction to CoF Green Fixed: Altis pop-up errors in editor AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909) Advanced hints fixed: save / load issue Added: BIS_fnc_countdown - allows setting and managing countdown Tweaked hitpoints of civilians. Now they can be killed with one hit (5.56 mm and better caliber) to torso Music has been reorganized to new class names, old ones are kept for compatibility Configured destruction of wreck_heli_attack_01 (Blackfoot wreck) Increased priority for weapon assembly Enabled blood when Korean language is selected More strange zoom while sprinting with fatigue removed Fixed: Command 'removeBackpack' Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879) New possibility to turn off adaptive crosshair in options New scripting commands for getting and setting identity parameters Player tank driver can turn out, while commander is turned in Skybox lighting is now done per pixel Added missing backpacks for Mk6 weapon Fixed: Showcase Night random patrols had skill of 1, now it's 0.4 Fixed: Showcase Night soldier leaning on the lighthouse was going through it Edited September 19, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted September 20, 2013 (edited) 20-09-2013 EXE rev. 10300 Size: ~388 MB Increased the limit of shown servers in the server browser from 500 to 10000 Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them Fixed: Country detection in MP Adjusted position of Blackfoot pilot crosshair in HMD Function 'BIS_fnc_findInPairs' renamed to 'BIS_fnc_getFromPairs' and now supports all variable types New function 'BIS_fnc_findInPairs' returns index of an item from the associative array found under the key Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages) Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF Minor fix in BLUFOR repair specialist chest rig Added new icon for BLUFOR chest rig Added new icons for Guerrilla uniform types Introduced mass difference between normal and light helmets Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations) Main Menu track fix (different version of same track) Civilian (and FIA) trucks have been revamped Added side specific textures and pictures for mortar bags Configured power line wires to be destroyed along with powerline towers Fixed: Guerrilla Engineer bag type Fixed: Favorite sessions in LAN view Men class is now properly sorted in the unit dialog in editor Fixed: Aiming while holding "sprint" key and not moving Added: Random angular velocity for dropped weapons in ragdoll Fixed: saveStatus and loadStatus commands did not work Removed zoom warp (by using sprint while in optics) Fixed: CheckCursorActionTarget performance :icon_twisted: I'm otherwise engaged the next few days Read: Administering localisation deadlines and performing market research. Edited September 23, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted September 23, 2013 23-09-2013 EXE rev. 110304 Size: ~204 MB The light reflected by the Moon has been made more realistic Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backward compatible, will improve already released missions without need to change anything. BLUFOR soldiers are now able to switch textures via setObjectTexture Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing Runway lights have new models and configuration Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 and http://feedback.arma3.com/view.php?id=14699) Update of action priorities in action menu Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything from EtelkaMonospacePro) Fixed: DnD with container on soldier's container tab caused wrong behavior Changed: Behavior of adaptive cursor disabling to disable also offsetting according to ground Fixed: DnD with container on soldier's linked backpack caused wrong behavior Share this post Link to post Share on other sites
DnA 5138 Posted September 24, 2013 24-09-2013 There is no update today since one of our offices is hit by an all-day power outage. Our eager devs are working from home instead, but coordinating a devbranch update is not doable. Share this post Link to post Share on other sites
DnA 5138 Posted September 25, 2013 25-09-2013 EXE rev. 110339 Size: ~503 MB Animals should be avoiding roads more now Crouch (toggle) now works correctly for launchers Added: Ability to mount Marshall driver position from right side Slammer recoil fixed Added T-100 recoil animation for main gun T-100 commander optics features in line with OPFOR tracked vehicles T-100 back armor made thinner AH-99 exhaust effects tweaked British Radio Protocol voices added (1 x Jay Crowe, 3 x Jayholder as placeholder) Fixed: Notifications are no longer displayed after player dies in a singleplayer missions Fixed: Ambient animations Adjusted textures of various characters New layers for Altis (satmap and satmask tweaks) Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle NaviLight has been recolored back to yellow Set some emissive materials for flush_lights and changed materials and procedural textures on runway_edgelights to match their colors Emitters of insertable effects stored in variable (_obj getVariable "effects") Tweaked ammo calibers for more realistic penetration and deflection angles with special focus on pistol bullets Recalculated and fixed airFriction for some ammunition types Added RPG_HE_F rocket even for normal OPFOR RIfleman AT Tweaked illumination values on collimator dots, so it is usable in NVGs Tactical backpack increased capacity and weight to better suit its model Updated Guerrilla AT equipment with RPG_HE_F rocket to match OPFOR counterpart Default magazine weight is more consistent throughout the configuration Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior Fixed: Bag disappearance and duplication Fixed: Unadaptive crosshair in aiming deadzone and freelook epeImpulseDamageCoef parameter can now be changed for any vehicle Disabled optics in pistol low stances (http://feedback.arma3.com/view.php?id=8768) Improved handling of terminal ballistics on armored vehicles More realistic water fording ability for tracked armor Fixed: Camo selection in Independent officer 1st person LOD - now should display correct texture Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server Share this post Link to post Share on other sites
DnA 5138 Posted September 26, 2013 (edited) 26-09-2013 EXE rev. 110425 Size: ~282 MB The main branch patch should take place tomorrow. I'd like to thank Lord of the Bounce, Pettka, once again for his daily assistance in filtering this changelog from its automated SkyNet sources. Known issue: UI script errors causing partially broken UI Inventory management in scenario briefings is enabled, but still undergoing quite a lot of work The damage of helicopters, cars and boats from collisions has been tweaked Sochor and Scorcher dangerous recoil fixed Lens flare has been re-done Replaced one Jayholder Radio Protocol with a recorded British Protocol Fixed: Background tiles were flashing when adjusting the menu color in "Configure > Game > Color" menu US lags should be only part of color map, not specular textures FIA soldiers have better uniforms Fixed: Sector color in the MP status bar was always matching user defined color Fixed: Respawn countdown was overlapping score table Fixed: Notification messages were not aligned to the middle Volume of advanced hint related sounds adjusted Fixed: RMB on linked weapon item moves item to a ground instead of a active left-side tab (ground, crate, ...) Fixed: Scrolling items in the ammo box Fixed: The player and AI would sometimes not be able to shoot in Showcase Night Event handlers Put and Take have been extended ---------- Post added at 15:00 ---------- Previous post was at 14:34 ---------- 26-09-2013 (hotfix) No new EXE Size: ~0.5 MB Fixed: Broken UI scripts Edited September 26, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted September 27, 2013 27-09-2013 EXE rev. 110466 Size: ~589 MB If you experience UI (script) errors due to yesterday’s update - please try to go to Interface Layout options, apply them and restart the game. For most people the issue should have auto-corrected itself. First version of Light Shafts technology enabled Fixing lowering of weapons (WIP) When dying, camera will follow head movement Ladder tweaks Drawing of lens flares tweaked in engine Adjusted lens flares (in combination with the light shafts) Fixed: Some modules were activated too early, leading to breaking Seize missions Runway lights have been tweaked again Slightly increased mass of 7.62mm, .408 and 12.7mm ammo magazines to better match their RL weight and somewhat increase the important differences between magazines used. Soldier loads should be unaffected. Increased Kitbag weight and capacity to better match its model size and to bring more diversity amongst bags. Increased tactical pack weight and capacity to better match its model size and to bring more diversity amongst bags. Decreased damage, range and weight of Demo charge for it was too huge and devastating for its purposes (http://feedback.arma3.com/view.php?id=14849) and causes some capacity issues for BLUFOR divers. Increased weight of mines and mine detector to better match their real values. Changes required also change of Explosive specialists bag types. Fixed: Accessing Campaign menu stops the world scene Lip sync slowed down, slightly visually improved Event handler Put added also into UnmountItemFromWeapon to inventory and UnmountWeapon to inventory and event Take was added into taking backpack from a ground to a backpack slot action Refraction effect for destruction flames added Tweak: New recoils for ACP-C2 Share this post Link to post Share on other sites
DnA 5138 Posted September 30, 2013 30-09-2013 EXE rev. 110511 Size: ~26 MB We are working on investigating the frequent MP crash related to PhysX. It’s proving hard to find and involves external libraries. We hope to be able to hotfix 1.02 if we do find it soon. Note: Scenarios now show the map briefing even when no briefing.html (outdated method) is present Increased Independent Ghillie suit weight and capacity to resolve issue with Spotter not having a Claymore Firing Drills: map briefings disabled where they should not be Added: Missing radio track Sound: Improved MP 3D sound playback Fixed: Campaign menu did not refresh when getting back from a scenario Sun lens flare occlusion tweaked Protocol messages have different visualization than narrative messages Fixed: Occlusion queries when using PiP Share this post Link to post Share on other sites
DnA 5138 Posted October 1, 2013 01-10-2013 EXE rev. 110573 Size: ~604 MB We have finally found more useful debugging information for the main branch MP PhysX crash. We are still hoping to hotfix it once we have a confirmed fix. Fixed: Slammer accelerating too fast Fixed: Slammer should have 5 forward gears Fixed: Scorcher jumping sometimes Improved: Varsuk driving physics Improved: Physics setup of Panther Tweaked: 120mm cannon firing effect Fixed: Conversation wasn't terminated fast enough after one of the participants died Cinema border function is now spawned (can be also ‘called’ by designer) Fixed some discrepancies between vest models and their capacities. Introduced some diversity amongst vest types in their weight and capacity. Independent diver has an adjusted outfit Several bug fixes for Altis Entering Offroad from the back no longer results in teleporting to the front Fixed: http://feedback.arma3.com/view.php?id=14519 (Treat yourself was not localized) Fixed: Development build indication in the main menu Tweaked: Protocol chat messages are a bit lighter Fixed: Binoculars were invisible in inventory Chat messages use narrative visualization instead of protocol Share this post Link to post Share on other sites
DnA 5138 Posted October 2, 2013 (edited) 02-10-2013 EXE rev. 110653 Size: ~211 MB Potential fix for the dreaded MP PhysX crash - we’d like to confirm it so we can hotfix main branch :) Improved: Kamysh driving model Tweaked: Brakes of tracked vehicles Improved: Damage handling on wheeled APCs Added: New type muzzle flash for tanks (applied on T-100) Rangemaster and competitor have been trained to be able to throw grenades Fixed: Configuration issue (http://feedback.arma3.com/view.php?id=12840) Introduced more diversity into already existing vests: Light (Lite) variants with lesser weight and armor Medium variants (Rig) with better armor and medium variants (GL) with better explosive protection Heavy variant for BLUFOR (Special) with limited capacity and greater weight No changes made into actual soldier equipment. This is just an improvement of the existing vest types. Better textures for OPFOR and Independent divers Fixed: Blinking of buoy and helipad Configured featureSize for LandMark_F to prevent runway lights from fading too soon Adding more names into rolling credits Fixed: Light shafts rendering (1st person objects are now rendered correctly) Edited October 2, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted October 3, 2013 03-10-2013 EXE rev. 110670 Size: ~50 MB Fixed: Bug with closing of rolling credits automatically soon after its start Share this post Link to post Share on other sites
royaltyinexile 175 Posted October 4, 2013 (edited) 04-10-2013 EXE rev. 10747 Size: ~66.8 MB FIX: Panther collision issue FIX: Displaying eventhandlers being duplicated after restarting a mission FIX: MX SW should have even Single mode of fire FIX: Reduced moire effect in MBT gunner optics ADDED: New lowering of weapons (work in progress) FIX: Vest gets its duplicate when client takes them from non-local container - http://feedback.arma3.com/view.php?id=14539 FIX: Fixed crash opportunity after calling removeSimpleTask FIX: Fix possible physx crash. Fix some floating point traps FIX: Fatigue now affects animation speed properly (work in progress) FIX: Crash with paraglide in MP :icon_twisted: I'm otherwise engaged the next few days Read: Flying to the moederland and presenting the baby in Benelux. Edited October 8, 2013 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted October 7, 2013 (edited) 07-10-2013 EXE rev. 110841 Size: ~420 MB KNOWN ISSUE: Pop-up error on start of the game about missing texture FPDR FIX: Fixed vehicle equipment loads FIX: Configured featureSize for LandMark_F FIX: Clipping through ladder offices (moved memory points & prolonged roadway to prevent falling from the top of the ladder) FIX: Weapons placed in WeaponHolder_Single_F should remain visible even on edge of view ADDED: Separate action for healing yourself and healing your comrade FIX: Camera shake for fixed weapons has been adjusted FIX: If mission is reverted turn it into non-complete state (UI) FIX: Vest gets its duplicate when client takes them from non-local dead body (bodydupe_repro) FIX: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death FIX: Introduce new scripting command to return all backpack containers (everyBackpack) FIX: Sub-ordinates can work with squad leader's equipment :icon_twisted: I'm otherwise engaged the next few days Read: Pretending to be DJ Splendid and bringing back as much pindakaas as customs will permit. Edited October 8, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted October 8, 2013 08-10-2013 EXE rev. 110902 Size: ~130 MB Vehicle turrets are being lol-cat-lized (translation: localized) Added: New muzzle flash to Slammer 120mm cannon fire effect improved Sandstorm has a correct texture for its turret “This is not the rain texture you are looking for†(pop-up error fixed) Texture of explosion particles has been improved Added: Instructor Figure switch to Game Options (this will become clear with the campaign) ABR has correct fire mode switch animation New scripting commands added (add, remove, canAddItem from / to uniform, vest, backpack - http://feedback.arma3.com/view.php?id=14576) New scripting commands added (uniformContainer, vestContainer, backpackContainer - http://feedback.arma3.com/view.php?id=14576) Fixed: Path to bomb falling sound Fixed: hudInfo heading (compass should be shown correctly in turrets) Fixed: Unable to DnD weapon optics from inventory Fixed: Rendering of light shaft post process with certain combination of other post processes Memory allocation tweak for road networks Added: Proposal for change in attachment configuration design for weapons. http://feedback.arma3.com/view.php?id=2766 + http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidelines&p=2529306&viewfull=1#post2529306 Share this post Link to post Share on other sites
DnA 5138 Posted October 9, 2013 (edited) 09-10-2013 EXE rev. 110951 Size: ~159 MB Tweaked elevation limit for Mi-48 gunner Commander of the speedboat has fixed lol-cat-lization Gunner of SDV is now able to turn his head correctly Fixed: Zamak driver can get in again, and also die Light effects for cannons has been tweaked for tanks Disabled obsolete music volume dimming during rolling credits Disabled obsolete diagnostics in some showcases AI-controlled turrets lead targets better Disabled search for primary monitor if position is set by command-line parameters (posX / posY) Small aiming inaccuracy for helicopter turrets fixed Fixed: EventHandler from remote corpse did not work (http://feedback.arma3.com/view.php?id=7824) Added: New scripting commands were added magazinesDetailUniform, magazinesDetailVest, magazinesDetailBackpack Fixed: Mouse over description used descriptionShort twice Fixed: Player now cannot enter vehicle while healing / being healed Edited October 9, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted October 10, 2013 10-10-2013 EXE rev. 111011 Size: ~97 MB Unified muzzle flash duration for both tanks Added compass to UGV and SDV Fixed: Correct classes for SDV divers Cargo of Stomper shows their NVG properly Fixed: Levitating wheels on civilian trucks Fixed: Mapped different light material on back lights of civilian trucks Fixed: Added fire geometry components behind the glass of the front lights of civilian trucks Fixed: Front lights positioning on boxer truck Fixed: Fuel tank hitpoints and wheel hitpoints of civilian trucks BLUFOR mortar can be properly assembled Fixed: Positions of active UI elements in Mk6 and Scorcher Assemble base can be an array. It remembers the assemble base for disassembly, so static weapons can use compatible parts from different factions and remember what part is from what source. Decreased AI time spent on tracking of friendly and known units #lightpoint objects are now correctly serialized Scripting commands addItemsToXYZ can add also magazines and weapons now Removed wave computations for some unnecessary cases Scripting commands addItemCargo and addItemCargoGlobal can add also magazines and weapons now Airplanes: removed auto-rudder Vehicles with allowDamage set to false will no longer explode Fixed: More precise water surface for particles Fixed: Fire damage from fire created by script Share this post Link to post Share on other sites
DnA 5138 Posted October 11, 2013 (edited) 11-10-2013 EXE rev. 111052 Size: ~170 MB Credits display now destroyed correctly when it ends Credits have been updated with new names for upcoming releases Static weapons are properly set to accept bipods / tripods from other sides Side-specific static weapon backpacks are distinguished in editor Added correct backpacks to static weapons per sides Hotfix to prevent AI from firing at camonets (not yet deployed) Fixed: Ladder in office building Improved visuals of the power generator object Fixed: Creation of MSAA depth / stencil buffer on DX10-only cards Update wheels center of mass for PhysX vehicles Script commands setCausticsParams, setSkyFogColorationStart, setHorizonSunColorationScale are not available anymore (were only meant for debugging purposes) No longer allowing the assembling of UAV and static weapons during freefall Edited October 11, 2013 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted October 14, 2013 14-10-2013 No update today - auto-tests failed. Share this post Link to post Share on other sites
DnA 5138 Posted October 15, 2013 15-10-2013 EXE rev. 111171 Size: ~610 MB Added: Rahim marksman rifle - bullpup 7.62 (CSAT) Added: Zubr .45 revolver (CSAT) Added: 4-Five .45 pistol (NATO) Added: MRD and Yorris pistol collimators Added: DMS marksman scope Added: 'Scrapping' objects: Decommissioned Hunter Boxes Pallets Misc. scrap Added: Wooden tables Added: Small objects (courtesy of the DayZ team - thanks!): Canteen Water bottle Baked beans Cereal box Powdered milk Rice Antibiotics Bandages Blood bag Defibrillator Disinfectant spray Pain killers Vitamin bottle Water purification tablets Duct tape Batteries Box of matches Butane canister Butane torch Heatpack Gas cooker Gas canister (medium) Can opener Tin container Fire extinguisher Shovel Metal wire Added: Story characters, uniforms and vests Turret of Mi-48 Kajman has correct axis for horizontal rotation (strictly vertical to make AI hit something) Fixed: TI issues of Mi-48 and Ka-60 Adjusted left walking for erc / knl states Tank's main weapon muzzle flash tweaked, model has been adjusted Fixed: Gap between ground and bottom edge of the gate of Dome Fixed: Ladder bug in Offices Building Added: More eye-pleasing disabled color of RscTree Markers created on Dedicated Server are JIP compatible Added: New commands addScoreSide and forceRespawn AI GMG gunners are now better able to attack soldiers on buildings New airplane rudderInfluence parameter Sound: Added sound event for changing fire mode action (just in engine: changeFiremodeSound - not yet plugged into data!) Fixed: CTD when changing video options Enabled new rain tech Particles for individual rain drops Influence by wind Global and local lighting Proper occlusion (e.g. no rain under object geometries) We still see improvements down the line, so consider this a first step forward Fixed: MP AT soldiers could have infinite count of rockets Adjusted weapon sway of binoculars (http://feedback.arma3.com/view.php?id=12559 - thanks to MadDogX) Campaign "COMING SOON" removed to prepare for the actual “Survive†episode release Damage to windows now longer transfer to total damage (to prevent buildings with many windows from taking excessive damage from explosives) Fixed: Color and shadow of the range indicator in armored vehicles ORBAT and rolling credits updated No more launchers in backpacks Share this post Link to post Share on other sites
DnA 5138 Posted October 16, 2013 (edited) 16-10-2013 EXE rev. 111171 Size: ~172 MB Added: Correct textures and icons for some unused but still present vest classes Higher caliber affects damage dealt (this is WIP and will need ammunition encoding to become noticeable) Decreased AI ability to shoot through bushes when a team member sees a target Fixed: addItemCargo, addItemToVest added empty magazines (http://feedback.arma3.com/view.php?id=14576#c57683) Script command setHorizonFogColorationStart is no longer available Fixed: Game crashed when switching weapons in unarmed helicopters Fixed: playNextMagazineSound crash (while trying to add a magazine to an empty weapon slot) Clouds can not be disabled fully in video options anymore (caused artifacts) Fixed: Mistaken identification of parts of the game as ‘demo’ (e.g. Maxwell button) - caused by partial staging of new content Edited October 16, 2013 by RoyaltyinExile Share this post Link to post Share on other sites
DnA 5138 Posted October 17, 2013 17-10-2013 EXE rev. 111302 Size: ~53 MB Name of Showcase SCUBA is now correct in Czech Engine of SUV can be correctly hit now Fixed: Camera zoom when in gunner position and controlling UAV Auto-rudder reenabled for AI piloting airplanes Added: Scrollbar for CTree control. Moved scroll speed for scrollbar from engine to config Added: 3rd level for campaign scenario tree Fixed: Airplane auto landing Fixed: getVariable [var, default] returns default, if value of var is nil New paramater for radioChannelCreate to distinguish between radio protocol and narrative visual styles Fixed: Player could reload even a weapon's secondaryMuzzle like UGL - which is not allowed (it is no longer possible to break the game by dragging UGL ammo directly to weapon) Share this post Link to post Share on other sites