DnA 5156 Posted November 25, 2013 (edited) 25-11-2013 EXE rev. 112769 Size: ~392 MB Added: Commands triggerTimeoutCurrent / waypointTimeoutCurrent Added: Command setParticleFire Fixed: Wrong direction of the rain particles Fixed: Performance issue caused by fog Various Steam Workshop improvements: Offline play of subscribed workshop missions including saves is now possible Scenarios sorting by name, time subscribed and rating (applicable only for Workshop missions) Subscribed and published items are cached now - no more reloading each time Fixed: Adding tags during publishing Publish process is now adding Altis, Stratis, OtherMap tag depending on map used for scenario Using newest Steam SDK 1.26 Added: New function BIS_fnc_jukebox Optimized: BIS_fnc_selectRandom HEMTT model has been tweaked visually Changed: Class property of fuel station feed from house to vehicle Changed: Parent class of PlayGround_base_F from Static to HouseSmall Sorted: Mission status bar data structure Added: Mission status slots are now clickable Added: More controller schemes Update of backpack equipment. Introduced new backpack for divers of all factions. Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill. Decreased damage of pistol bullets, for we cannot properly simulate their stopping by vests at the moment. They are still more than enough powerful on unprotected targets though (and still being tweaked). Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage. Anti-personnel explosives damage levels set according the new soldier protection values. Optimization of diver equipment for all factions APDS ammo for Independents removed from ammo boxes Fixed: Empty LOD of T-100 Sparks of Sabot hit should glow even at night now Tuned armor damage textures Fixed: ‘Locking’ of texture in rain PP MP: Strange error messages about removing non-local objects (WIP investigation tweaks) Functional mirrors for Marid Rear view mirrors for Marshall Fixed: Crane glitches (http://feedback.arma3.com/view.php?id=15727) Fixed: Walking on stairs of Cargo tower and Cargo patrol tower Fixed: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory (http://feedback.arma3.com/view.php?id=16166) Edited November 26, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted November 26, 2013 (edited) 26-11-2013 EXE rev. 112828 Size: ~319 MB Known issue: There is a script error message on start of each showcase / editor preview Known issue: Campaign progression may break in some circumstances (stuck in a loading screen) Reconfigured position and collision lights for all aircraft Fixed: UI event handler "unload" returned 'true', which removed all other event handlers of the same type Jukebox function functionality improved Ability to have empty music containers No repeat option Added numberOfWindows parameter to structures and restructured position of numberOfDoors Fixed: In-game video stuttering (OGV) Fixed: Campaign menu expand button behavior Rare cases of AI renegade suicidal behaviour are now better avoided Fixed: setWeaponReloadTime command Team members are ordered according to their numbers Fixed: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] crashed the game Edited November 28, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted November 28, 2013 27-11-2013 No update due to several auto-tests failing. Share this post Link to post Share on other sites
DnA 5156 Posted November 28, 2013 28-11-2013 EXE rev. 112828 Size: ~439 MB Added: Wy-55 Hellcat (armed and unarmed) Added FV-720 Mora Added MBT-52 Kuma Added: LRPS optics Added: IR Grenades Added: Black variants of MX rifles Added: Selected parts of the Tactical Guide to Field Manual Added: Seven new faces of developers to choose from Added: Guerrilla headwear with headsets Added: 4 new ambient sounds Fixed: Camos / PiP mirrors for armored vehicles Fixed: Camo selections of speedboats KIA animation tweaks and fixes. All KIA animations are now 2x faster (inside vehicles). KIA animation for injured passengers of medevac Zamak Fixed: BIS_fnc_sideName returned incorrect value type for unrecognized side ID Jukebox function: Code optimizations Added function isInitialized Persistent properties Default getVariable values Fixed parameters low-level error Default music containers are now read from config Fixed: Bug that throws an error if no default variable is used and the parameter doesn't exist Removed obsolete proxy of HEMMT ammo Increased weight of Hand Grenade Fixed: Scope Bug - Nightstalker backup has painted on, black reticle (http://feedback.arma3.com/view.php?id=16294) Fixed: ACP-C2 visual problems (http://feedback.arma3.com/view.php?id=16303) Light shafts disabled at night Fixed: Backpack - "Take item" action not working Fixed: Steam Workshop missions visible in MP again Querying and caching of Steam workshop mission author name (displayed in Scenarios) Focus is set to first mission in list (applies to Scenarios, Challenges, Showcases) Limited vonCodecQuality to interval 0 to 10 Fixed: Buldozer clicking through debug console. Added: Buldozer warning for objects that exceed 50m after scaling Tweaked: Position and anti-collision lights on aircrafts (to make the lights' glow smaller from large distances and larger from close distances) Configured navigation lights for boats (+ renamed memory points to English) Added: PositionLights selections for boat models and mapped emissive materials Fixed: Propeller axes names (had redundant space in name) Added: Functions for exporting entity lists to Wiki Laser designator is now consistent with other binocular types and could be lowered Added: Alpha version of BIS_fnc_exportCfgVehicles Added: BIS_fnc_objectType and BIS_fnc_itemType - functions to return category and specific type of an object or a weapon respectively Update of diver uniforms: Optimization of diver equipment for all factions Added side-specific diver goggles Added: IR grenades to the gear of Squad Leaders, JTACs, Spotters and Specialist Assistants of all factions Minor tweaks in soldier equipment: Optimized magazine count across factions Introduced freshly overhauled MiniGrenades for Recon units Increased Chest rig capacity by 20% Spotters now possess Laser Designators instead of Range Finders Set up correct gear protection values for gear introduced with “Survive†Elevated throw angle by a little to better match arm movement and also put grenade little further by default Optimized APERS mine count between BLUFOR and OPFOR Recon demo specialists Optimized guerrilla team leader magazine count Story characters have been tweaked Adjusted white glow and overall glow size of runway lights Adjusted weights of Rice box to minimize PhysX sliding from gunfire shiningAdjustable material can be now controlled by config Fixed: Bug causing completed Steam Workshop mission not being marked Fixed: Duplicating items through "Take item" action Share this post Link to post Share on other sites
DnA 5156 Posted November 29, 2013 (edited) 29-11-2013 EXE rev. 113027 Size: ~538 MB A lot of data was repacked, but not changed (to solve a pipeline issue related to config macros causing the <null>-errors) Fixed: Full-auto shooting in prone position doesn't stop when throwing a grenade Tweaked: More materials on armored vehicles Fixed: Dead pilot in Hellcat no longer clips through cockpit Fixed: Can no longer see crew of Mora in TI Tweaked: Bandana model in far LODs Fixed: Client got stuck in the loading screen when server was lost while loading a mission If a weapon is removed from a unit because of the animation set, its classname is now stored in unit's namespace so it can be retrieved Fixed: Problem with some ambient objects falling through the surfaces Fixed: "Vehicle Respawn" module sometimes respawned the vehicle twice Fixed: "Vehicle Respawn" module with position set to "start" didn't position respawned vehicle precisely when a wreck of the destroyed vehicle was blocking the respawn position Fixed: TI on reserve wheels of Zamak trucks Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled Fixed: Point lights of mortar flares Fixed: Sabot hit effects produced wrong particles on some surfaces Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW Fixed: Display name of 250Rnd_30mm_HE_shells_Tracer_Green Fixed: Grenades cannot be thrown in Splendid Camera anymore createUnit function now spawns unit with default 0.5 skill (http://feedback.arma3.com/view.php?id=12669) Merged RV core fix: squad.xml limited to 1024 kBytes to prevent it causing server issues Edited November 29, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted December 2, 2013 02-12-2013 EXE rev. 113082 Size: ~161 MB Added compass to all positions in Speedboat Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled Added list of units that are being inserted to Editor -> Insert Group Decreased overall helmet protection to elevate importance of headshots Minor downgrade of heaviest vest to be less effective against explosives Minor optimization of soldier ammo loadouts Unified squad leaders and team leaders ammo count across factions Unified basic rifleman / scouts magazine ammo count across factions Changed OPFOR Urban brown tactical vests for black ones that suits their camouflage patterns much better Minor optimization of ammo bearers loadouts to increase their usability Optimized OPFOR Urban magazine counts and assistants equipment Added icons for OPFOR Urban Harness vest variant Fixed: Showcase Night fog was not working Fixed: Showcase Night - player reporting first contact improved Showcase Combined Arms extraction chopper was not locked after players board it Polished material in interior and polished exterior color map for LODs of Mora Added: BIS_fnc_crewCount - returns number of crew positions in vehicle Added: BIS_fnc_importImageLinks Fixed: Drowning crew in helicopters Fixed: Visual glitch on vest / assault pack Fixed: Launchers - launched rocket remained in inventory Share this post Link to post Share on other sites
DnA 5156 Posted December 3, 2013 03-12-2013 EXE rev. 113095 Size: ~472 MB Tweaked maxFordingDepth for the Hellcat Fixed: MROT breaking on Hellcats Some Kumas now hide their camo plates on their defensive cages Wheels of the Mora have been re-centered The Kuma takes less damage from shots into its belly (there's nothing to be destroyed there) Added: Wreck and damage textures for the Kuma Fixed: Memory point names for fire effects of some vehicle weapons (coaxial on T-100 has effect on right place now) Tweaked: Sounds of the Kuma Fixed: Extended armor parameter coefficients for every respective difficulty. You should be invincible no more when playing on lower difficulty settings with extended armor on. This also introduces slightly different recoil modifiers according to difficulty levels. Khaki chest rig is now fully khaki Assistant automatic rifleman renamed to asst. auto rifleman Fixed: Incorrect mirror reflection in Offroads (http://feedback.arma3.com/view.php?id=14877) Fixed: Ability to crawl inside DPP tank large (http://feedback.arma3.com/view.php?id=7271) Fixed: Mismatched data for Laser Designator; it should now have correct texture even on the front Equipment tweaks: 6 HE grenade shells were added for BLUFOR and OPFOR ammo bearers. INDEPs will not have them for they carry more machine gun ammo along with a heavier rocket type (NLAW). They should now serve as quite universal ammo loading points for different weaponry of the whole squad and thus provide robust supply support in contrast to specialized support of different Assistant units. Polishing of color maps for Black MX variants Fixed: Labels on OK button in campaign menu Fixed: Correct override of the setObjectTexture message in JIP array (http://feedback.arma3.com/view.php?id=16197) Share this post Link to post Share on other sites
DnA 5156 Posted December 4, 2013 (edited) 04-12-2013 EXE rev. 113178 Size: 386 MB Reverted recoil modifier attached to difficulty settings Removed CollisionLights_blinking animation from aircrafts for now (because we can't yet synchronize it with blinking of the marker lights) Flipped emissive faces of position lights, renamed PositionLight selection to PositionLights and moved anti-collision lights from PositionLights selection to CollisionLights Fixed: Mi 48 lower rotor blade was duplicated (http://feedback.arma3.com/view.php?id=13308) Fixed: Wrong texture behind rocket pods of Wy-55 Hellcat (http://feedback.arma3.com/view.php?id=16368) Tweaks on Hellcat: http://feedback.arma3.com/view.php?id=16385 http://feedback.arma3.com/view.php?id=16368 http://feedback.arma3.com/view.php?id=15756 Fixed: Missing "from binocular" animation for all states. Removed warp when changing stances in binocular pistol mode. Fixed: Stance transitions in pistol Fixed: Model config inheritance of Mora Added: Independent Armor Groups into editor Combined armor group is a composition of tanks, APCs and AA soldiers to challenge the lack of Anti-Air vehicles for Independents Fixed: Guerrilla editor groups Adjusted third Altisian Radio Protocol Unified class naming of heads - all NATOHeads have been renamed to WhiteHeads (that means just NATOHead_01 and 16 to 21, rest was already correctly WhiteHead) Adjusted Init scripts for vehicles to use setObjectTextureGlobal (http://feedback.arma3.com/view.php?id=15618) Fixed: Units in safe mode get stuck after exiting Ifrit and helicopters Fixed: Getting stuck in the roof at Mike 26 (http://feedback.arma3.com/view.php?id=7277) Fixed: Damaged factory missing / broken texture (http://feedback.arma3.com/view.php?id=13488) Fixed: Land_Net_Fence_Gate_F very hard to interact with (http://feedback.arma3.com/view.php?id=13642) Fixed: Unable to play Steam Workshop MP mission Fixed: Only MP mission are visible in MP screen now Fixed: Inability to heal certain hitpoint areas Skill of a unit of a group inserted in the editor now ranges from 0.4 (Pvt.) to 0.7 (Col.) Edited December 4, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted December 4, 2013 04-12-2013 (hotfix) No new EXE Size: ~36 MB Fixed: pop-up error related to heads Share this post Link to post Share on other sites
DnA 5156 Posted December 5, 2013 05-12-2013 EXE rev. 113238 (1.09) Size: ~351 MB We are beginning staging of the 1.08 patch data. We are doing this sooner than usual, because there is to be a devbranch update interruption during the winter holidays and we'd like to make sure this patch works well during that period (more info in the next SITREP). Added: New pile of wood model Added: New camping light model Added: Three graves Added: Two variants of a garbage container Added: Five variants for graffiti Added: Playground castle with slide Added: Two wooden shelves Added: Various leaflets and posters Added: Board map of Altis, Stratis and customizable empty map Added: Five variants of luggage heaps Added: Four variants of a trash barrel Added: Various fishing gear Wheels of the Strider have been balanced to prevent their shadows to be cast in wrong direction Scalpels and GBUs should be able to lock IR Grenades Balanced cfgPatches class for LRR Fixed: Problem with delayed triggers Fixed: Campaign menu OK button labels Disabled [inventory] map link in MP Profiler enabled for devbranch (diag_captureFrame, diag_captureSlowFrame) as part of the effort to optimize MP performance. For Dedicated Servers, the results are in the RPT. Fixed: AI soldiers now can heal hitpoints damage properly Fixed: [MP DS] Unable to change uniform, vest, backpack from crate Sound: Matching SFX voice (fatigue / injury) to speaker (this still need configuration) Fixed: Unsynced trigger names on loaded MP games (loaded from save) Fixed: Reading MP Steam Workshop missions New parameters for MarkerLight to set blinking pattern (blinkingPattern and blinkingPatternGuarantee, to be documented) Share this post Link to post Share on other sites
DnA 5156 Posted December 6, 2013 06-12-2013 EXE rev. 113293 Size: ~220 MB I’d like to point out again that Lord of the Bounce Pettka is always massively helping to compile these logs for me to post! Fixed: addon names in PreloadAddons Radio Protocol: preview samples used in profile editor now include all speakers for each voice type Fixed: Missing classes of Altian Radio Protocol Fixed: Showing loading screen in BIS_fnc_showLoadingScreen sometimes delayed the rest of the script by several milliseconds Fixed: Scripting error when no respawn position was found Tweaked visuals on luggage heaps Added: More names into full Credits Added: Empty ORBAT sizes Fixed: Time acceleration was not restored after Team Switch Fixed: LRPS and DMS now have correct optic type for AI Fixed: Bridges with descruct="no" will be properly indestructible now Increased scroll speed of ComboBoxes Fixed: Crash when using setParticleFire without particle initialization Improved selection between weapons and dead bodies on the ground Fixed: Changed non-entity items to be ignored by CheckCursorActionTarget Changed which entities should have lower priority in calculatePriority selection Fixed: Weapons - Unable to transfer a magazine to inventory when your weapon is empty Share this post Link to post Share on other sites
DnA 5156 Posted December 9, 2013 09-12-2013 EXE rev. 113343 Size: ~47 MB Fixed: Armed offroad is enterable as a co-driver from the right side (http://feedback.arma3.com/view.php?id=16447) Fixed: Unable to transfer a magazine to inventory when your weapon is empty Fixed: Campaign weapon persistency issue Share this post Link to post Share on other sites
DnA 5156 Posted December 10, 2013 10-12-2013 EXE rev. 113420 Size: ~31 MB Sound: Collision sounds, Change: Single sample > Random sample (not yet configured in our data) Further diagnostics added for server / MP performance profiling Fixed: Equipment in inventory could go missing Share this post Link to post Share on other sites
DnA 5156 Posted December 11, 2013 11-12-2013 EXE rev. 113491 Size: ~50 MB + ~3 MB There was one quick hotfix for a pop-up error. Wy-55 Hellcat cockpit visually tweaked Fixed: Distant LOD of Hellcat making it transparent Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing Fixed: Movie credits running in main menu after closing of credits Added: #captureFrame admin command Fixed: Missing scrollbar in scenarios and other windows Properties of scrollbar are handled by CScrollBar it self now Minor fixes in SteamManager Various small fix merges from core RV engine Share this post Link to post Share on other sites
DnA 5156 Posted December 12, 2013 (edited) 12-12-2013 EXE rev. 113567 Size: ~532 MB Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking Models: reworked position lights selections HMD of Hellcat has been re-centered Reworked proxies of Buzzard to be useful for user armament Tweaked PhysX collision damage for tanks Tracks of tanks should not get damaged up to 30 KPH collisions Zeroing for Kuma commander HMG Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier Finetuned position of various group members in editor Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089) Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams) Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams) Fixed: Scripting error when no respawn position was found Fixed: Script header of BIS_fnc_MP contained misleading description BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances Fixed: Movie credits running in main menu after closing of credits Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info. New scripted geometry function added Slightly decreased collateral resistance of OPFOR soldiers’ extremities Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms. Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference. Set up proper protection values for OPFOR Officer uniform. Range-master belt, bandolier and chestrig armor values set to zero (serving as just equipment holders). Fixed several minor issues reported on the subject of personal protection. Mainly it is composed of redistribution of proper helmets amongst Grenadiers and a small fix of OPFOR Leader helmet inheritance class. Miller has some basic equipment when placed in the editor New character heads received some polishing Changed: Simulation Manager now ignores helper objects Removed graffiti, leaflets and posters from editor (they are handled by a module instead) Optimization of the poster module New version of the poster module (added support for graffiti) Fixed: Roadways of chapels and the airport tower Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512) Added non-homogenous material for radar dome Configured posterSize, icons and mapSizes for graffiti Fixed: Non-functional binoculars Added: Black background when player is off the map Increased weight of machine guns while maintaining their weight differences Fixed: Localization for yellow flare and for 3rd flare magazines Fixed: Zubr .45 has stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491) Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes The material of craters has been tweaked Added modest camera shaking from nearby hits for infantry weapons Fixed: Possible crash in Dedicated Servers Removed: setAIS scripting function Optimization of bleeding splatters creation Optimization of footstep marks creation Fixed: AI's selection of rifle and handgun All SMGs have correct zeroing for iron sights Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances. Edited December 12, 2013 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted December 13, 2013 (edited) 13-12-2013 - 03.01.2014 There will be no devbranch updates during this period. Check back for continued daily updates and lots of cool stuff from Monday 06.01.2014 (edit: and we actually missed the 6th as well :o). Cya next year! Edited January 9, 2014 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted January 7, 2014 (edited) 07.01.2014 EXE version: 113928 Size: ~150MB Data: Fixed: Hellcat hitpoints Fixed: An issue with animations getting stuck when using a medikit with a handgun Fixed: An issue with standing up when trying to strafe in fast prone Added: New helmet camouflages Adjusted: Carbine rifles distribution Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance Added: BIS_fnc_counter now supports multiple name spaces Added: Executing <arrayOfSides> call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574) Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556) Several tweaks for first campaign episode Added: Consistent warning messages for the poster module Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520) Fixed: A typo in Industry Standard preset and cleared some redundant entries Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor Material for craters has been balanced Radio Protocol: preview samples used in profile editor now include all speakers for each voice type Fixed: Missing classes of the Altian Radio Protocol Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructures markerlights' config Roadway of small chapels have been tweaked Added: Empty ORBAT sizes Added: Timid camera shaking from nearby hits for infantry weapons Engine: Fixed: An inventory issue with backpacks in crates Fixed: Spawned medikits and FAKs sometimes has zero weight Simulation of dead bodies has been optimized Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target Edited January 13, 2014 by DnA Share this post Link to post Share on other sites
Dwarden 1125 Posted January 8, 2014 (edited) 08.01.2014 EXE version: 114055 Size: ~ 31MB Compensatory watchdog protocol in effect. Watchdog log, supplemental: Data: Fixed: KIA cargo pose of Hellcat crew Fixed: Some situations in which credits would not execute Fixed: An error that appeared when chaging mission parameters during hosting a multiplayer game Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton Engine: Slight rendering optimization in stencil buffer usage Fixed: Disappearing tags when publishing a mission to Steam Workshop Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible Fixed: AI unit is no longer repeatedly swaping gunner/observer position Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694) Fixed: Houses no longer have inventory Edited January 9, 2014 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted January 9, 2014 (edited) 09-01-2014 EXE version: 114092 Size: ~11.2 MB Data: Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission Fixed: A flying H-barrier in the AA outpost has been grounded Engine: Fixed: An issue with unability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon Prototype implementation of HDAO method for ambient occlusion computation. It's available only for DX11 GPUs (uses compute shaders). Can be found in video options in AO settings. Optimalized dynamic errors for server Edited January 9, 2014 by Dwarden typo Share this post Link to post Share on other sites
DnA 5156 Posted January 10, 2014 10-01-2014 EXE rev. 114126 Size: ~27 MB Data: Fixed: Bugged left sleeve of FIA soldier model Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, whether it goes out of the boundaries Added: BIS_fnc_isLeapYear - returns true if given year is leap year Added: BIS_fnc_monthDays - returns number of days in given month Fixed: An issue where NVGs could remain on during cutscenes Engine: Fixed: Connecting headless client to password-protected server Fixed: AI avoiding dead bodies Share this post Link to post Share on other sites
DnA 5156 Posted January 13, 2014 13-01-2014 EXE rev. 114155 Size: ~191 MB Added: 2 new voices to radio protocol (1 x British English, 1 x Altian English) Fixed: CSAT Grenadier now has correct helmet Tweaked: Effects of suppressors on bullets Tweaked: Underwater ammo speed and damage Tweaked: Increased damage of headshots from small caliber weapons Fixed: Spawning of posters in the air Added: Variable (postersArray) with all posters in namespace of a building added Share this post Link to post Share on other sites
DnA 5156 Posted January 14, 2014 14-01-2014 EXE rev. 114204 Size: ~16 MB switchCamera command now works for external/internal camera when gunner camera is not allowed Added several safety checks to prevent unnecessary AI calculations Fixed: Crash caused by wrong vertex data in specific objects Share this post Link to post Share on other sites
DnA 5156 Posted January 15, 2014 15-01-2014 EXE rev. 114253 Size: ~101 MB Merged and used some optimization of collision detections from DayZ Function BIS_fnc_setToPairs now has a correct example Added new functions to control the stacking of disabled save games Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games Modified all “Survive†missions to support new stacked handling of disabled saving Continued work upon soldier protection: This contains especially further changes to helmets Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner. Mk20 rifle has correct zeroing steps of iron sights Share this post Link to post Share on other sites
DnA 5156 Posted January 16, 2014 (edited) 16-01-2014 EXE rev. 114301 Size: ~232 MB Added: Campaign episode "Adapt" Please consider carefully whether you’d like to test this version here now - or would rather wait for the release on January 21. Added: "Adapt" music: 4 event tracks (with variants) 1 ambient track 1 background track 4 lead tracks (with variants) Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it Deleted preloaded building when the original building is already destroyed (should fix http://feedback.arma3.com/view.php?id=7136 ... but does not :D) Fixed: 3rd person mortar view Fixed: MLRS not shooting at given position Fix for low skill AI turret gunners shooting at impossible-to-hit targets Tripwire mines now work properly when put in buildings Fixed: Possible issues with cinema border function being called badly Edited January 16, 2014 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted January 17, 2014 17-01-2014 EXE rev. 114301 Size: ~106.9 MB Added more text translations to "Adapt" content Adjusted soldier personal protection: Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head. Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions. Also fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart. Also elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions. HDAO is now available even for DirectX 10 cards (uses pixel shaders instead of compute shaders) Swimming soldiers stop levitating / swimming on land Fixed: Creation of duplicate post process effect handles after saved game is loaded Potential campaign spoilers: A glitch has been removed from the intro animation on the beach Added more variability to weapon pools in hubs Fixed: Levitating armorer in hubs Fixed: Player had conversations with his team even when they were all dead Tweaked: Helicopter often crashing into turbines Tweaked: Helicopter not taking off at all in some cases (an improved fix for this is WIP) Various tweaks and fixes in voice-overs Share this post Link to post Share on other sites