DnA 5154 Posted February 21, 2014 (edited) 21-02-2014 EXE rev. 115701 Size: ~182 MB KNOWN ISSUES Crash in the Showcases / Challenges menus DATA Fixed: One motorized group was still missing its text label (http://feedback.arma3.com/view.php?id=17438) Headgear randomization script for civilians should no longer add headgear if a new player joins Fixed: Broken particle spawn (http://feedback.arma3.com/view.php?id=17429) Added: 1 x full new Radio Protocol and 1 x placeholder Radio Protocol (for another actor we’re recording for ‘Win’) New word for targeting sentences in Stealth Radio Protocol Stealth targeting sentences fixed / improved New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger). ZEUS Fixed: Misc. modules were not preloaded by default Added: "Remote Control" module. When placed over an AI unit, it will give Zeus full control over it. Pressing the Zeus key ('Y' by default) will return you back to the Zeus interface again. Fixed: Zeus group create handler Added: New command for getting object under mouse in UI (Zeus) - curatorMouseOver ENGINE New CheckBox implementation (RscCheckBox class). Very customisable - support for all possible CheckBox states textures, colors and background colors. Scripting support - cbChecked, cbSetChecked Added: Difficulty option for enabling / disabling stance indicator Fixed: An issue with ragdoll in MP Edited February 24, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted February 24, 2014 21-02-2014 (hotfix) EXE rev. 115723 Size: ~21 MB DATA Changes required for new CheckBox implementation: RscToggleButton no longer exists - replaced by new RscCheckBox (just RscDisplaySingleMission) New RscCheckBox is using CT_CHECKBOX which was already defined but unused until now Old RscCheckBox was renamed to RscTextCheckBox Required changes in displays (just a rename of RscCheckBox to RscTextCheckBox) Style definition added to avoid no entry errors ENGINE Fixed: Crash in Showcases / Challenges displays Fixed: Problem with missing action on weapon holder when holder is near an object with a big envelope ---------- Post added at 14:29 ---------- Previous post was at 14:27 ---------- 24-02-2014 EXE rev. 115741 Size: ~120 MB DATA Fixed: Shaking at low speeds and turning to one side of Buzzard Fixed: Opening config or functions viewer in curator interface will no longer close it Added: BIS_fnc_itemType now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment Rooster added into poultry animal site Updated order of voice actors by their credits Snakes? Why does it have to be snakes? (fixed http://feedback.arma3.com/view.php?id=17492) Darter is able to rotate better on spot (configured backRotorForceCoef) Potential campaign spoilers: Fixed: Getting stuck in the armory Improved: Armory code for black screens and cinematic borders ZEUS Fixed: Some system objects (e.g. weapon holders or empty parachutes) are no longer available for Zeus Added: Zeus in ZGM missions can now place individual weapons and items Fixed: Scripting error at the beginning of ZGM missions Added: Pressing '[Num] Enter' while in Zeus interface will now switch camera to the first selected unit. Pressing the same key again will return the view back to the camera. This can be used to check what specific unit can see. Fixed: Remotely controlled units were unable to leave vehicle or change roles (e.g., from gunner to driver). The restriction is now lifted. Added: Hint about switching to camera view Added: Curator add-on for player's list in the diary ENGINE Fixed: Airplanes would sometimes not start moving Fixed: Problem with setVariable command sending empty value Added: File name parameter for MP admin command #captureFrame to export server frame directly into file Added: Helicopter parameter - backRotorForceCoef Share this post Link to post Share on other sites
DnA 5154 Posted February 25, 2014 (edited) 25-02-2014 EXE rev. 115778 Size: ~159 MB KNOWN ISSUES Zeus is not able to insert units DATA Fixed: Cargo parachute sunk into ground because of wrong geometry model. Now it folds when its bottom part hits the ground. Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves Fixed: Name of Kerry's helmet Tweaked: FoV for airplanes Changed: Coefficient for walking / idling goats and sheep Optimized: Artillery shell effects Fixed: BIS_fnc_groupVehicles would not have return value when grpNull or no group was sent to the function Fixed: Animals in formation wanted to walk / run a way more often than out of formation Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all ZEUS Added: Basic item management UI Added: Placing or editing an ammo box will now open window where Zeus can configure contents of the box Added: Accessories are listed in weapon names Renamed: Classnames of animal modules, they were missing '_F' suffix: ModuleAnimalsSheep > ModuleAnimalsSheep_F ModuleAnimalsGoats > ModuleAnimalsGoats_F ModuleAnimalsPoultry > ModuleAnimalsPoultry_F ModuleAnimalsSeagulls > ModuleAnimalsSeagulls_F ModuleAnimalsButterflies > ModuleAnimalsButterflies_F Fixed: Shooting friendlies with remotely controlled unit (and becoming hostile to everyone) resulted in player being hostile as well. In some cases, it even prevented Zeus from taking over another unit. Added: Pressing Ctrl+F1..F12 will now save camera position, which can be afterwards restored by pressing F1..F12 Potential campaign spoilers: Fixed: Bingo Fuel: Possible tasks-related error message when eliminating the HVT manually ENGINE Fixed: Duplicated parachutes Fixed: Radio protocol: Playing ‘combat shouts’ for members of the player’s group Sound: Added triggers for gear and flaps (not yet configured in our content) Fixed: Weapon fire mode SFX were not updating with the player position Edited February 25, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted February 25, 2014 25-02-2014 (hotfix) No new EXE Size: ~1 MB DATA Fixed: Zeus was not able to place units Share this post Link to post Share on other sites
DnA 5154 Posted February 26, 2014 (edited) 26-02-2014 EXE rev. 115793 Size: ~61.6 MB KNOWN ISSUE Zeus interface crashes the game. Sorry for Zeus being broken twice in a row - we’re looking at making this more robust. DATA Added: "Loadout" module, which allows Zeus to set which respawn loadouts are available to players Added: When ending the mission using "End Mission" or "Countdown" module, Zeus can now set custom debriefing text Updated: BIS_fnc_ctrlSetScale now returns an array - target control position ENGINE Fixed: An issue where AI was getting killed when opening a parachute Fixed: An issue in multiplayer where tank tracks appeared to be underground Fixed: An issue in multiplayer where server-owned vehicles caused FPS drop (http://feedback.arma3.com/view.php?id=16849) Removed: SuperAI difficulty setting (part of a larger difficulty adjustment - OPREP soon) Edited April 22, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted February 26, 2014 26-02-2014 (hotfix) No new EXE Size: ~3 MB DATA Fixed: Zeus interface no longer crashes the game Share this post Link to post Share on other sites
DnA 5154 Posted February 27, 2014 (edited) 27-02-2014 EXE rev. 115801 Size: ~196 MB KNOWN ISSUES Difficulty-related pop-up error DATA Various units and weapons have been added to cfgPatches Removed Super AI from difficulties ListBox Added CheckBox control to GUI editor Fixed: "TEST: Underwear" soldier was visible in list of Zeus units Fixed: Display names for various weapon, item, headgear and vest holders Added: Specific ground holder for caps to prevent them from levitating ZEUS Fixed: The most critical issue which caused the eagle not to circle Zeus' camera when Zeus was a client Fixed: Ordnance module didn't work in the editor (http://feedback.arma3.com/view.php?id=17548) Fixed: "Play Sound" module played the sound on clients event after it was deleted (http://feedback.arma3.com/view.php?id=17368) ENGINE Now ignoring animals in statistics Edited February 28, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted February 28, 2014 28-02-2014 EXE rev. 115833 Size: ~130 MB DATA Fixed: Bandana Mask weapon holder Added: Safety measures to prevent stalling boat engines Fixed: Wrong mission name in dedicated server mission selection for Headhunters and Escape from Stratis More uniforms, vests and headgear items have been added to cfgPatches Added: New display names for rebreathers to make them easily distinguishable in inventory Added: New display names for NVGs to make them easily distinguishable in inventory ZEUS Added: Road block compositions (available in Empty side when Groups tab is selected). More compositions to follow. ENGINE AV Camera - Can't be invoked after releasing AV controls as a gunner Hotfix for ultraAI removal Fixed: Writing a too lengthy callsign into chat with message Optimization of visual states code (behind-the-scenes) Stance indicator is now displayed for CameraOn instead of PlayerOn Share this post Link to post Share on other sites
DnA 5154 Posted March 3, 2014 03-03-2014 EXE rev. 115878 Size: ~70 MB DATA Fixed: Order of vehicles in motorized infantry guerrilla groups Fixed: Simulation Manager: Ships were being brought to a halt sometimes Fixed: Callsign module didn't accept localized strings ZEUS Added: Alpha military outpost Fixed: Tasks of "Control Sector" and "Attack & Defend" modules were not updated when Zeus moved them to a different position Added: Various compositions to Zeus missions. There is still an issue with composition objects being placed in incorrect height; fix coming soon. Added: "Respawn Loadout" module now allows Zeus to give players loadout of any unit he can place Added: On-screen warning when trying to add community made addon to Zeus (using "Manage Addons" module) which is misconfigured Added: IEDs and explosives which were recently made available for Zeus can now be also placed in 2D editor from "Mines" category Renamed: PP effect templates ENGINE Fixed: AI aiming error after saving and loading Fixed: Sound: Gear & flaps Fixed: Sound: Gear: Changed up / down Fixed: Sound: Sample length calculation did not consider number of channels properly Share this post Link to post Share on other sites
DnA 5154 Posted March 4, 2014 04-03-2014 EXE rev. 115909 Size: ~157 MB DATA Changed interaction with water for class Plane_Base_F Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly. Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more Updated ammo boxes load-outs: Added powerful Satchel Charges into Explosive boxes Added side-specific flare composition into Grenade boxes. Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes Fixed: cfgPatches for Black MX Rifles Fixed: cfgPatches for Katiba rifles Various particle optimizations ZEUS Fixed: Placing multiple Remote Control modules in a row broke down the system (http://feedback.arma3.com/view.php?id=17590) Fixed: Getting killed after leaving a vehicle as remotely controled unit didn't return player back to Zeus interface (http://feedback.arma3.com/view.php?id=17592) Fixed: Returning back to Zeus interface from remotely controlled unit sometimes didn't move camera to the unit (http://feedback.arma3.com/view.php?id=17477) Fixed: Vignetting while in remotely controlled unit was perhaps a little bit too strong Added: Tab and Ctrl+Tab can now be used for browsing editing modes (as a replacement for F1-F4 keys, which are now used for storing camera positions) ENGINE Fixed: black holes in the sky (http://feedback.arma3.com/view.php?id=17588) Optimization: animals no longer provide ‘supply’ Fixed: Problem when calling CreateVehicleCrew on Linux Hotfixed: CTD in MP during Zeus Share this post Link to post Share on other sites
DnA 5154 Posted March 5, 2014 05-03-2014 No new EXE Size: ~538 MB DATA Added: Slammer UP Improved: Armored vehicle optics ZEUS Fixed: The first Post-Process set by Zeus appeared instantly for players, without any transition Added: Placing or moving "Custom Objective" and "Move" module over another object will attach them to the object. Using this, you can for example simply snap an objective to a vehicle. Added: New objective modules - "Neutralize", "Protect" and "Get In Vehicle" Fixed: Community addons were not recognized by Zeus, even when they had costs registered correctly and their addon was added using addCuratorAddons or 'Manage Addons' module Added: BIS_fnc_taskCreate and BIS_fnc_setTask now supports "AUTOASSIGNED" state - it will automatically assign the task when no other task is assigned yet Added: Objectives (e.g., "Move" or "Neutralize") are now assigned automatically to players when they have no assigned tasks yet Share this post Link to post Share on other sites
DnA 5154 Posted March 6, 2014 (edited) 06-03-2014 EXE rev. 115975 Size: ~250 MB DATA Removed obsolete classes of cargo poses Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model) Adjusted volume levels on various weapons Added: New samples for ACP-C2 Added: New sound for reloading UGLs Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma Standarized driveOnComponents on tank tracks - they should now be better at passing low obstacles Slammer UP recoil animation improved Fixed: Missing muzzleflash for RCWS UGV Fixed: Hitpoints for lights of Van Uniforms and accessories should be available in holders again Potential campaign spoilers: New voice-over work for Nikos has been added to Survive and Adapt ENGINE Added: GetIn action for Zeus UI (Drag&Drop) Added: Automatic deleting of Zeus-created groups when they are empty Added: New scripting command for getting list of activated addons (activatedAddons) Fixed: Water splashes when tanks land on the ground Fixed: Dust from tracks while in the air Fixed: Script command enableSimulationGlobal didn’t work during mission briefing Fixed: Deleting of non-local soldiers inside vehicle before vehicle itself (Zeus) Fixed: Multiple deletion on soldiers in cars (Zeus) Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}} Added: Support for thermal black hot mode in PiP Crosshair size roughly matches the extent of weapon sway Hotfix: Module initialization order adjusted for the Linux Dedicated Server Fixed: Deleting task target PIP mode (VIS, NV, TI) is the same as mode in AVs optics (could be changed by player while in control of AV) Fixed: Problems with skinned instancing when PiP is used Added: Prototype of weather and time synchronization for MP Edited March 6, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 7, 2014 07-03-2014 EXE rev. 115999 Size: ~94 MB DATA Fixed: HEMTT get out animation has been Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough) Added: Radio Protocol placeholder replaced with actual samples Removed: Error message from getParamValue function Added: New sound for church organs Fixed: Sounds of ACP-C2 ZEUS Added: Guerrilla camp compositions Fixed: FIA units are now available only for BLUFOR Added: Unarmed soldiers and survivors Redesigned: Zeus Game Master (ZGM) rules. Before, Zeus started with limited assets (infantry + cars) and had to unlock new assets by completing challenges. Now, everything is available at the start, but for quite significant cost (e.g., Blackfoot will deplete most of resources). Every completed set of challenges will decrease all costs by 10%. Fixed: Probable cause of inaccessible optics in remotely controlled units. Not sure about this solution, please test and report results in http://feedback.arma3.com/view.php?id=17488 Fixed: Role names changed from confusing "Rifleman" to more generic "Player" Added: "Set Costs - Soldiers & Vehicles", "Set Costs - Modules" and "Set Costs - Objects" modules which allows mission designer to configure object costs for each object category (e.g. "Men", "Cars", ...) Fixed: Trying to remotely control a vehicle in which player already sits resulted in player taking control over himself ENGINE Fixed: Cursor target in buildings Fixed: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects (http://feedback.arma3.com/view.php?id=17655). Reverting this means the issues the change sought to fix are back, but another solution will take more time. AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI Share this post Link to post Share on other sites
DnA 5154 Posted March 10, 2014 (edited) 10-03-2014 EXE rev. 116014 Size: ~75 MB KNOWN ISSUE Zeus pop-up error about respawning DATA Tank crew should no longer use 'magic radar' Added: New variations for fatigue sounds ZEUS Added: Splash radius of ordnance modules is now visualized on the ground Added: Unique ammunition types for ordnance modules. Rocket module is now using cluster sub-munition, leading to even deadlier effect. Added: Explosives, Mines and Intel objects are now sorted in new category "Other (Interactive)" Renamed: Ordnance modules now show caliber of the incoming projectile, so it's clearer how powerful they are ENGINE Fixed: Mines were ineffective on roads Fixed: Drawing of alpha objects in PiP Disabled idle poses while aiming and shooting Fixed: Gear up SFX triggered when starting as Flying Edited March 11, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 11, 2014 (edited) 11-03-2014 EXE rev. 116053 Size: ~87 MB KNOWN ISSUES Missing strings related to new Zeus controls Various issues related to Zeus controls DATA AAAs should have their radar back Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon Tweaked: Sounds of weapon closures Tweaked: Sounds of character breathing Optimized explosives power after the fix of explosives on roads Added: GameSpy/Steam master server switch Fixed: Unresponsive controls in General Game Options tab ZEUS Added: Basic Zeus controls (rotating, deleting, ...) can now be configured in the controls menu. You may have to reset or remap these controls. Fixed: Zeus respawn pop-up error Added: Hints about respawn backpacks Added: Hint when placing an explosive or an ordnance module Added: Picking up an Intel item will now immediately show the details Fixed: Player count in ZGM missions was not correct ENGINE Fixed: Force weather change (bouncing force weather updates between server and client). Added logging of changes to RPT file. Sound: Update: Match SFX to speaker (different speakers have different breathing sounds) Added: Zeus content-sensitive waypoints Added: Zeus move out operation for units Zeus waypoint placing changed to right mouse button Added: Zeus customizable keyboard controls Fixed: Player can't see content of clothes or vests which are on the ground VRAM management changed (optimization) Fixed: Weapon cloning (http://feedback.arma3.com/view.php?id=17403) Fixed: AI not using radar, when player does not have it Added: New Zeus cursors ---------- Post added at 16:10 ---------- Previous post was at 15:14 ---------- 11-03-2014 (hotfix) No new EXE Size: ~11 MB ZEUS Fixed: Various Zeus controls issues (the missing strings are still missing) Edited March 11, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 12, 2014 12-03-2014 No update today - we're preparing the staging of "Win". Share this post Link to post Share on other sites
DnA 5154 Posted March 13, 2014 (edited) 13-03-2014 EXE rev. 116103 Size: ~1.5 GB KNOWN ISSUES Crash related to the Wipeout cannon SFX DATA Added: Campaign episode “Win†Consider carefully whether you’d like to test this version here now - or would rather wait for the release on March 20. Also please be careful with spoilers for others - thanks! Added “Win†music tracks 3 event tracks (with variants) 4 background tracks 6 lead tracks Added: To-199 Neophron CSAT CAS jet Added: A-164 Wipeout NATO CAS jet Added: Tempest CSAT heavy truck with variants Added: Campaign completion Steam Achievements Added: Altis Points Of Interest: Ghost Hotel compound and Stadium Updated: Altis - Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more) Added: Various “Winâ€-related characters, items and objects (careful with spoilers ;)) Trees use a new shader version to improve alpha sorting Buzzard has new sounds for gear and flaps Buzzard has improved materials in cockpit Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP Stitches on coverall made plastic Fixed: Wrongful hiding of subtitles in SP ZEUS Fixed: Missing Zeus controls strings Added: Zeus camera shake when ordnance hits the ground Fixed: Setting weather and fog was broken after engine synchronization was implemented. Fixed: Pressing "Release UAV controls" while in remotely controlled unit didn't restore Zeus interface (http://feedback.arma3.com/view.php?id=17754). Working on removing the action completely. Updated: Cursors and their colors are now more unique Added: Tooltip explaining fog altitude ENGINE Fixed: Invisible items in UI tree after sorting Fixed: After a helicopter would fly away, players could still put things into its inventory Fixed: TakeWeapon puts weapon in weaponholder before taking it (http://feedback.arma3.com/view.php?id=17760) Fixed: Multiple force weather change messages because of resending request by clients Fixed: Missing absolute value on time calculation synchronization Added: New scripting command attachedTo for getting list of objects attached to given one Fixed: More correct behavior of scenario names in map, diary and interrupt display Edited March 18, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 14, 2014 (edited) 14-03-2014 EXE rev. 116121 Size: ~90 MB DATA Fixed: Tempest variants shouldn't be able to drive fast underwater anymore Tweaked: Several ‘Win’ music tracks Potential campaign spoilers: Fixed: Broken saves in Preventive Diplomacy Fixed: MLRS appearing at player's location in Moral Fiber The journalist’s cap should have the correct color Scientist coveralls should have a better color Fixed: The intro walking sequence in Survive’s intro Added: New beret and identity to Crossroads in Adapt’s outro Resurgent West: Improved condition for securing the defenses Win intro: Textures added for briefing whiteboards Win intro: Timing of the ambient effects and unit / vehicle movements improved - was slightly off because of the quotation video offset Win intro: Subtitles for the loudspeakers removed ENGINE Fixed: Crash while firing Wipeout cannon (generally fixed a crash that happened when using stereo samples where mono was expected) Fixed: Crash in MP display when a Steam mission filename is empty Additional conditions for HUD element of Group type Added: script command connectTerminalToUAV accepts objNull for UAV disconnection Added: script command showUAVFeed Added: script command shownUAVFeed Edited March 14, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 17, 2014 (edited) 17-03-2014 EXE rev. 116144 Size: ~230 MB DATA Fixed: Ghost hotel was not indestructible enough Potential campaign spoilers: Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint Fixed: Air Superiority: If player clears the LZ area before seizing the complex, the "Secure LZ" task won't be ticked as done ORBAT has been adjusted for Win episode KNOWN ISSUES Showcase Zeus is broken while it's being iterated. ZEUS Added: "Set Costs - Sides" module, which allows scenario designers to set a cost coefficient for each individual side (e.g. he / she can make all BLUFOR units for free and all empty objects disabled) ENGINE Added: Scripting command attachedObjects for getting list of objects attached to given one Added: Scripting command attachedTo for getting the object to which is object attached Added: New parameter stallWarningTreshold for planes Edited March 18, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted March 18, 2014 18-03-2014 EXE rev. 116154 Size: ~52 MB DATA Fixed: Multiple secondary explosions in MP (http://feedback.arma3.com/view.php?id=16765) Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission Fixed: Getting out of HEMTT animation for launchers FIA medic should have a medkit in his bag Potential campaign spoilers: Radio Silence: reduced the difficulty of destroying the guard towers with the mortar Fixed: Air Superiority: The autorifleman squad mate was low on ammo and before actually joining the player, his temporary leader could send him to rearm at an APC, which could lead to the APC following him around Paradise Found: Artillery is now checked for friendly fire Paradise Found: The attacking units will now definitely cease fire when the AAF surrenders Improved: Moral Fiber performance in Pyrgos Game Over: Saving disabled by function Burning plane scene improved End scene Fixed: "Index out of range" error, discovered when transiting from Adapt to Win Fixed: In Crossing Paths, there was no background while the quotation video was playing Status Quo: Optimization routines Compositions tweaked: some less important objects and units deleted Vehicle waypoints re-planned to lessen the CPU load caused by pathfinding Journalist FSM updated to improve the "meeting with player" scene Mission flow FSM adjusted to improve the ending scene; removing the occasional long delay before Nikos starts to talk Saving was finally correctly disabled Updated ending composition Ending scene improved Player now starts and plays with a weapon Ending screen adjusted: nicer blackout screen Worship music added to the Athira church Fixed: There was a conversation in Preventive Diplomacy that was being played in the wrong radio channel Fixed: Kerry's rank set correctly to Corporal in New Dawn ZEUS Added: Improved version of Showcase Zeus, explaining the latest controls and features Showcase Zeus titlecard video implemented Added: "Set Costs (Default)" module, which will assign object costs automatically based on threat values (i.e. helicopters will be significantly more expensive than soldiers). It can be combined with other "Set Costs" modules, so scenario designers can further adjust costs per side or vehicle class. ENGINE Fixed: Heavy performance issues with _pos nearestObject ID (http://feedback.arma3.com/view.php?id=17856) Share this post Link to post Share on other sites
DnA 5154 Posted March 19, 2014 19-03-2014 EXE rev. 116202 Size: ~139 MB DATA Static object IDs for terrains reverted, pending a riskier and deeper solution (several scripting techniques were crippled by the current approach) Potential campaign spoilers: James now plays the correct death animation if he is killed early (Paradise Found) Fixes for conversation queuing that was breaking the outro scene (Status Quo) ZEUS Updated: Cost of some modules in ZGM mode (mainly 'Ordnance', 'Lightning' and 'Remote Control') Updated: 'Lightning' and 'Remote Control' modules moved into specific 'Zeus' category Fixed: Hint after using the ‘Remote Control’ module is no longer repeated ENGINE Fixed crash opportunity Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions Added: New airplane config parameters (elevatorCoef[], aileronCoef[], rudderCoef[], elevatorControlsSensitivityCoef, aileronControlsSensitivityCoef, rudderControlsSensitivityCoef) Switch to soldier NVG only when it is controlled; Zeus camera should now see IR grenades Share this post Link to post Share on other sites
DnA 5154 Posted March 20, 2014 20-03-2014 EXE rev. 116219 Size: ~343 MB DATA Pilots of jets have their HUDs properly collimated Possible campaign spoilers: Status Quo: Added: 2nd AAN broadcast to the car radio Added: Ambient music on airfield Units no longer have a "HandleDamage" event handler attached, only "Killed". The system was too strict, too easy to fail scenario. Doors in the right half of the airfield building are now correctly set Player starts without a weapon Simulation of objects is not correctly set when their composition is activated Fuel and lock status is now correctly restored when the composition is re-activated Nikos’ small objects on the table will not fall down any more of the table when the composition is despawned ZEUS Fixed: Low FPS on Zeus client (http://feedback.arma3.com/view.php?id=17844) Added: New compositions Added: Hint explaining fire support modules after placing a CAS module Updated: 'Play Music' and 'Play Sound' module icons Added: Air strike modules - Gun Run, Missile Strike and a combination of both ENGINE Additional conditions for HUD element - the "lights" condition is false when gear is up even though in action menu the lights are still on. Waypoint placing button change (Zeus) Added: More customizable controls (Zeus) Added: Filtering for the entity tree (Zeus) Changed: Waypoint naming in the list (Zeus) Added: Laser targets (Zeus) Added: UAV controlled by XY visualization (Zeus) Slightly improved Zeus display performance Fixed: Saving and loading Zeus games Fixed: Vest content disappearance after savegame load Fixed: MP SimulWeather keyframe synchronization Share this post Link to post Share on other sites
DnA 5154 Posted March 21, 2014 21-03-2014 EXE rev. 116227 Size: ~18 MB ZEUS Updated: Night in ZGM missions is now much brighter thanks to the Mun Fixed: Respawn tickets were not configured properly Fixed: Showcase Zeus was incompletable due to the cost of lightning being too high Fixed: Fire support preview textures (orange and red circles) were blurred in the distance. Caused by mipmapping, which is now removed. ENGINE Zeus keyboard settings for scripted user actions Support of UAV feed in description.ext (showUAVFeed with the same functionality as https://community.bistudio.com/wiki/Description.ext#showGPS) Share this post Link to post Share on other sites
DnA 5154 Posted March 24, 2014 24-03-2014 EXE rev. 116254 Size: ~110 MB DATA Optimization of various particle effects Adjusted scripts for animal color randomization to be more MP-friendly Fixed: Smoke module not visible in MP (http://feedback.arma3.com/view.php?id=18000) Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes Added: Stall, lights and anti-collision lights indicators in HUDs for A-164 and To-199 planes Updated: A-164 flight model with new parameters and reduced nose-drop issues Disabled lights on the front gear of To-199 Moved air intake switch threshold for To-199 from 50-70m to 10-25m Added: BIS_fnc_loop for code / function looping with timing and conditional control Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control Fixed: BIS_fnc_establishingShot - viewing angle dependency on direction of camera movement BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation New: BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251 Increased the limit for the speed indicator of the Strider (fixed http://feedback.arma3.com/view.php?id=16472) Added specific holders for NVG, binoculars and laser designator Potential campaign spoilers: Improved transition of gear from the “Win†outro to both epilogues Fixed: In Preventive Diplomacy there was a chance CAS support would engage enemy without player requesting its support Fixed: Moral Fiber issue (http://feedback.arma3.com/view.php?id=18005) Fixed: In Moral Fiber, point X-ray was considered cleared, even though enemy soldiers were still present (and they can shoot the player) Status Quo Performance in Athira improved by tweaking the object compositions The car accident composition is now handled by the FPS optimization routines as well Muzzled AI soldiers trying to report contacts during this peacetime situation Game Over Date and time in scenario Intel fixed to be on par with cfgTimeline Unused conversation deleted Changed channel from direct to side as Kerry can already be in vehicle (and won't hear himself if in 3rd person view) ZEUS Added: Time slider in "Skip Time" module now has logarithmic scale, allowing precise time adjustment both in range of hours and days (maximum value is now 7 days, as opposed to previous 24 hours) Added: Simple transition effect showing how much time was skipped after Zeus adjusts the time using "Skip Time" module ENGINE Fixed: Log warning message format which caused crash in rare cases Added: Zeus crew icons Added: Zeus waypoint naming Fixed: Zeus map movement Fixed: Zeus get out action on cars Fixed: CTD with missing groups Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop. Fixed / Updated: Restarted sample position Updated: Sound: Enabled infinite looping for "loop" sounds Share this post Link to post Share on other sites
DnA 5154 Posted March 25, 2014 25-03-2014 EXE rev. 116269 Size: ~239 MB DATA Added: Openable cockpit and new instruments for To-199 'Neophron' (embarkation animation pending) Adjusted AoA of both CAS planes Fixed: Overall angle of lights for To-199 'Neophron' Added: Improved model for commander gun of Slammer UP Fixed: Splendid camera didn't work well with UAVs and remotely controlled units Fixed: Localization issues in GUI editor Fixed: Deleting a task didn't remove its variable completely Hint for flares is now correct for standard flare launchers The stadium has a new tower for commentators Fixed: Research House yellow arrow floated in the air Fixed: Issue with the shadows of the concrete ramp New version of lamps have been added to the stadium Fix attempt: Touch Off action priority (http://feedback.arma3.com/view.php?id=2694) Fixed: 'Supports' menu in High Command lead to the wrong class Potential campaign spoilers: Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel ENGINE Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height Share this post Link to post Share on other sites