DnA 5154 Posted August 22, 2014 22-08-2014 EXE rev. 126856 (game) EXE rev. 126859 (launcher) Size: ~92 MB DATA Tweaked: RotorLib simulation of Ghosthawk (COG, controls, tail rotor) Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters Fixed: MP Tanks - AI-controlled platoon commander wouldn't move to the objective Added: New module LocationEvacPoint_F ENGINE Fixed: VertSpeedRTD animation source Cooking convex mesh in build time (PhysX optimization) Updated ship water contact LAUNCHER Added: Support for command-line passing directly to Arma Added: -nolauncher option; will kill the application, but if other params are present, Arma 3 is run before that Added: Check for requirements: VC++ 2010 / 2012 runtimes Fixed: Corrupted names of fields Share this post Link to post Share on other sites
DnA 5154 Posted August 25, 2014 25-08-2014 EXE rev. 126890 (game) EXE rev. 126886 (launcher) Size: ~103 MB DATA Fixed: CAS Wipeout support module was not firing at the target Units should be able to stay under water a little bit longer Fixed: Arsenal action was not visible (http://feedback.arma3.com/view.php?id=20345) Fixed: CfgPatches for new modules added recently Fixed: Small exterior / interior sound bug for Truck Small changes for door opening sounds Potential campaign spoilers: Fixed: Campaign - Within Reach - Choice about fuel truck in Bingo Fuel not reflected correctly ENGINE Added: Tooltips for Zeus item lists Adjusted text positions of the animUnit and animSrc diagnostics (arma3diag.exe only) Sound: Animation source position taken from memory point Sound: Submix globally supports stereo samples moveInDriver adds the vehicle to the group pool Sound: Load internal sound coefficient from config Added: New scripting commands setPosWorld, getPosWorld (http://feedback.arma3.com/view.php?id=20274) Fixed: Script command camSetDir doesn't normalize given direction vector Changed: Scripting command serverCommandAvailable offers more available commands than can be processed through serverCommand Added: Mission event handler HandleDisconnect when a player disconnects from MP Sound: Limiter used on ‘weapons submix’ to suppress distortion Changed: Script command moveInAny now returns true when moves were processed successfully (and otherwise false) LAUNCHER Changed: Rephrased ‘missing requirements’ message Tweaked: Handling of command-line arguments Added: New parameter support -enableHT Added: A text field for the name of the input file of 'Autotest' Fixed: Arrows on buttons of a numeric box were not visible when the box was focused Fixed: CTD when the Addon Cache becomes corrupted Changed: Style of the combo box with profiles Share this post Link to post Share on other sites
DnA 5154 Posted August 26, 2014 26-08-2014 No update today - the build suffered critical issues. Share this post Link to post Share on other sites
DnA 5154 Posted August 27, 2014 (edited) 27-08-2014 EXE rev. 126941 (game) EXE rev. 126943 (launcher) Size: ~303 MB DATA Fixed: Ground contact of several helicopters Fixed: Reload of TRG in adjusted right prone is now correct Updated: VR Cover Objects and VR Blocks now support recoloring via setObjectMaterial script command Removed Plane_Fighter_03_wreck_F from Zeus Adjusted the advanced flight model for most helicopters Added: New samples for ‘lay down from run’ animations and fixed desynchronized sound of fast crawling Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently amongst all stances Switching weapons is now an exhaustive action dependable on your stance Removed: Obsolete debug logs in MP Headhunters ENGINE Changed: [MP] updatesGuaranteed is by default false again Fixed: Hands on steering wheel of Offroad should now be animated correctly Fixed: Equipment should not be cloned anymore when multiple players disassemble the same weapon Weapon Info - for manual fire the gunner’s info is no longer taken (pilot's remains) AirspeedIndicatorRTD - returns fabs (speed) for non-RTD flight model rotorHFullyDestroyed is synchronized in MP Name parameter for HandleDisconnect event Fixed: Missing console log on server Fixed: When you suffer certain damage you will be unable to heal yourself Added: New event handlers ContainerOpened and ContainerClosed Fixed: Controls not showing properly when connecting to a Dedicated Server with allowedHTMLloadExtensions set Fixed: Crash - main thread stack size increased from 4MB to 8MB Fixed: An issue introduced in 126800 where AI would get stuck on the road should be solved LAUNCHER Added: Filter textbox with a "Search" watermark Fixed: Processing addons that are in use (Arma is running) is delayed until no Arma is running Updated: Launcher now shows an overlay over addon management while Arma is running to prevent breaking changes Fixed: Scenario appears in addon list after update is clicked Fixed: Missing message box while playing during the download of a loaded addon Added: User debug / recovery mode (Ctrl + Shift) Added: Minimum size constraints for the main window Edited August 28, 2014 by RoyaltyinExile Share this post Link to post Share on other sites
DnA 5154 Posted August 28, 2014 (edited) 28-08-2014 EXE rev. 126953 (game) No new launcher Size: ~128 MB KNOWN ISSUES AI may be unable to finish reloading its gun Picking up magazines from the ground may cause them to disappear completely DATA Adjusted: Fuel consumption of various helicopters (XH-9 family and Ghosthawk) Adjusted: RotorLib characteristics of Mohawk and Kajman Tweaked: Cruise speed of XH-9 family and Ghosthawk Changed: Gunners in Ghosthawk are now able to eject Added: New surface for dirt runways with specific dust effect Fixed: Script error when using global Arsenal whitelist Fixed: Possible RPT spam in Escape from Altis (BIS_fnc_spawnGroup) Sample changes for door sounds Solar power plant has a better set of sounds for its doors ENGINE Game version increased to 1.28-1.29 Guaranteed messages disabled Fixed: Game crash with access violation (http://feedback.arma3.com/view.php?id=20456) Changed: Event handlers ContainerOpened and ContainerClosed can be used even within weapon holders, vehicles, etc. LAUNCHER Added: Logging of results and errors of window positioning (some people see the launcher in the taskbar, but no window) Added: The top-most flag for the custom message boxes Edited September 2, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted August 29, 2014 (edited) 29-08-2014 EXE rev. 126964 (game) EXE rev. 126966 (launcher) Size: ~246 MB DATA Adjusted: Ground contacts of PO-30 Orca, Blackfoot and Ghosthawk Adjusted: Yaw and sideslip for the XH-9 family, Orca, Hellcat, Blackfoot and Kajman Fixed: Variables assigned by BIS_fnc_objectVar were not preserved after an object's respawn, after its locality changed Removed: Redundant BIS_fnc_crewCount from Functions_F_Curator (the function file is already in Functions_F) Fixed: Environment - Sea plant glitch after collisions Made objects based on the FloatingStructure_F base class show up in Zeus ENGINE Added: Additional info for MP debug purposes (http://feedback.arma3.com/view.php?id=19776) Fixed: MP support for the setParticleClass script command VR Training - New profile has progress of the previous one Fixed: Init message for setObjectTexture saved in MP serialization LAUNCHER Modified list view style to move the scrollbar out of the columns header Modified tab control, removed the empty box compensating for the scrollbar (related to modification of the list view style) Added: Version info into the main window footer Fixed: Reversed horizontal scrollbar Added: Shared FontFamily resource describing Purista Light Edited September 2, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted September 1, 2014 (edited) 01-09-2014 EXE rev. 126978 (game) EXE rev. 126982 (launcher) Size: ~208 MB DATA Tweaked: ROC of the Ghosthawk Tweaked: Fuselage drag and collective of the Blackfoot Fixed: AI units always respawning at the starting location in Escape from Altis 20mm rounds are now using multiSoundHit instead of soundHit ENGINE Healing should not move the player Fixed: Items disappear when players use the take icon / contextual menu option WIP: AI is unable to process the Reload action - first attempt at a fix LAUNCHER Modified the recovery mode to force the application to run in software render mode Added: A note next to the version info in the main window's footer, informing the user that the launcher is running in recovery mode Added: Second registry path to be checked when probing for the VC++ 2012 runtime Edited September 1, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted September 2, 2014 02-09-2014 EXE rev. 127005 (game) EXE rev. 127003 (launcher) Size: ~293 MB DATA Fixed: Various parts of vehicles now correctly utilise an environmental map to show proper reflections Added: Weapon-related HMD elements of Orca should now always aim where the weapon aims Fixed: Main rotor of WY-55 Hellcat now spins in the correct direction Fixed: Sounds for double sliding doors were played twice ENGINE Fixed: AI passing through static objects placed via the in-game editor Fixed: Vehicles - Offroad (Armed) - Error appears after player empties magazine Fixed: assignAsCargo scripting command LAUNCHER Maintenance updates Share this post Link to post Share on other sites
DnA 5154 Posted September 3, 2014 (edited) 03-09-2014 EXE rev. 127022 (game) EXE rev. 127016 (launcher) Size: ~118.5 MB DATA Fixed: Blackfoot has comparable cruising speed in Standard and Advanced FM Fixed: Mi-48 Kajman has same cruising speed in Standard and Advanced FM Fixed: Wrong separator for retreatBladeStallWarningSpeed (thanks kju) Decreased drag due to AoA for Blackfoot Renamed: String for striped commoner clothes VR training: Fixed: "Back to Hub" no longer triggers from high altitude Added: Safe removal of spawned scripts Changed: Fade effect when leaving a Stage or the Hub Fixed: Civilian truck has the proper reflections based on environment Added: Respawn tickets are now visualized also for sides with no playable units Fixed: Cropped text in Parameters button in the MP lobby ENGINE All logics have access to radio Fixed: getVariable on null objects Added: New command difficultyRTDEnabled Fixed: Possible CTD Added: Scripting Command: addMagazineCargoEx for Bullet Counts (http://feedback.arma3.com/view.php?id=15286) LAUNCHER Added: A button "Subscribe addon from Steamworkshop" to the addon manager Added: Expander arrows to addon list items Added: An option to always disable hardware acceleration of the launcher Edited September 3, 2014 by DnA Share this post Link to post Share on other sites
DnA 5154 Posted September 4, 2014 (edited) 04-09-2014 EXE rev. 127034 (game) EXE rev. 127044 (launcher) Size: ~265 MB DATA Changed: Adjusted threat values of various vehicles Fixed: Class RotorLibHelicopterProperties is properly inherited for the XH-9 family and Mohawk Tweaked: Vaulting animation SFX Fixed: Doubly played sound bug Tweaked: Volumes of the fatigue and injury SFX Changed: soundOverride parameters for rearm animations Changed: Sounds for all rearm animations Fixed: Possible issue with rounds selection menu in the Supports module Re-Fixed: Cropped text in the Parameters button in the MP lobby ENGINE Fixed: Possible CTD and missing cargo positions Fixed: Walking through building walls, building navigation and path-planning Removed: Logging of too low vehicle speeds due to RPT spam Fixed: AI is not interrupted by hits during get in animations Fixed: Ordered cargo positions for getting in Fixed: Unable to link common items (radio, map, compass, ...) to a soldier's slot from its containers (vest, uniform, backpack) Added: New scripting commands - addBackpackGlobal and removeBackpackGlobal (http://feedback.arma3.com/view.php?id=15298#c57190) Edited September 5, 2014 by pettka Share this post Link to post Share on other sites
DnA 5154 Posted September 5, 2014 05-09-2014 EXE rev. 127061 (game) EXE rev. 127064 (launcher) Size: ~132 MB DATA Changed: Re-tweaked Blackfoot Flight Model Added: New parameters for face injury materials (materialWounded1 and materialWounded2) Tweaked: Characters' threat and cost values Nikos’ clothes hidden from Editor and Virtual Arsenal Added: New sounds for lowering and raising weapon (handgun + rifle) Removed: Testing assets from CfgPatches Fixed: Very minor sector dominance (e.g. 4/7) was ignored because of bleeding value rounding to 0 Fixed: Name in 'Respawn Position' module had no effect, now it shows correctly in the respawn position menu. Additionally, BIS_fnc_addRespawnPosition accepts name as an optional param. Fixed: BIS_fnc_addStackedEventHandler or BIS_fnc_removeStackedEventHandler removes also the personal waypoint function (http://feedback.arma3.com/view.php?id=20602) Added: Badge Group Icon without surrounding circle ENGINE Fixed: moveInCargo for Dedicated Servers Fixed: Incorrect positions of some items around weapons like laser pointers, underslung grenade launchers, and shaking crosshairs Fixed: Floating underslung grenade launcher Fixed: Some scripting commands for inventory testing didn't work Fixed: Solar power plant detection Head wounds are now configurable in face config Change enum type for ObjectRemoveMode to fix potential CTDs Fixed dynamic blur in MP Additional logging of MP traffic Share this post Link to post Share on other sites
DnA 5154 Posted September 8, 2014 08-09-2014 EXE rev. 127079 (game) No new launcher Size: ~166 MB DATA Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim Fixed: Unused story characters have been removed from the editor (they are still available in scenarios) Fixed: Incorrect string references in previously unused Bootcamp conversations Time Trials - more voice-acting implemented for feedback Time Trials - vehicle fuel is now reset to whatever it was initialized with (not always 1) Fixed: Material of VR helpers Optics of arifle_MX_RCO_pointer_snds_F changed to be actually RCO ENGINE Fixed: Unnecessary assert Sound: Fixed: When any unit takes damage, the pain SFX are coming from the player Sound: Hits and explosions removed from attenuation (vehicles) Added: Script command scriptNull and isNull support for scripts were introduced (http://feedback.arma3.com/view.php?id=14118) Share this post Link to post Share on other sites
DnA 5154 Posted September 9, 2014 09-09-2014 EXE rev. 127101 (game) EXE rev. 127097 (launcher) Size: ~183 MB DATA Added: Enabled Sling Loading for helicopters (this technology is still work-in-progress) All helicopters except for the AH-99 and Mi-48 Kajman can now Sling Load Added: Neophron, Buzzard, Greyhawk / Ababil, Speed Boat, Assault Boat, SDV, most of wheeled vehicles (except APCs), and various objects are Sling Loadable Added: Keybinding for rope interaction (attaching / releasing cargo) - default: B Added: Keybinding for Sling Load Assistant added - default: Right Ctrl + B Additional gameplay info: Maximum weight helicopters can lift: MH-9 Hummingbird - 0,5 t PO-30 Orca - 2 t WY-55 Hellcat - 2 t UH-80 Ghost Hawk - 4 t CH-49 Mohawk - 4 t The Sling Load operation can be initiated when less than 20 m vertical and 15 m radius from the center of cargo For actual attaching you need to stay in the specified radius for a set amount of time, lower than 10 m vertical and less than 4 m radius from the center Be advised that when using the Advanced helicopter FDM, the weight of fuel and ammo in helicopters is taken in account Fixed: Non-existent camera shake for armored vehicles and planes Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim Unified font size in HMD of Hellcat Fixed: Expansions menu - Clicking on the Karts website referred to the Arma website Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used) Fixed: Map icon size of the Strider doesn't match other MRAPs Changed: SUV survivability should be in par with Hatchbacks ENGINE Added: New waypoints for Sling Loading: lift cargo and drop cargo Added: Scripting commands and event handlers: ropeCreate ropeDestroy ropeCut ropes ropeUnwound ropeUnwind ropeEndPosition ropeLength ropeAttachTo ropeDetach slingLoadCargo ropeAttachedTo ropeAttachedObjects ropeAttachEnabled enableRopeAttach slingLoadAssistantShown RopeBreak RopeAttach Fixed: Unassigning empty objects from Zeus Fixed: Missing unassign for the leaveVehicle scripting command Fixed: Double calling of rotor collision and fixed the radius test LAUNCHER Added: Command-line parameters that force the Launcher to run in safemode (-safemode) or disable hardware acceleration (-nohwa) Share this post Link to post Share on other sites
DnA 5154 Posted September 10, 2014 10-09-2014 EXE rev. 127127 (game) EXE rev. 127122 (launcher) Size: ~68 MB DATA Added: Winch damage indicator Fixed: Clipping tube of ACO holosight tweaked (sharp cutoff of the holo dot fixed) ENGINE Fixed: Working with model UI control Increased maximum distance for range detectors Added: New scripting command visibleGetPosATL and renamed a few recent others for consistency: visibleGetDir, visibleVectorUp, visibleVectorDir, visibleModelToWorld, visibleWorldToModel, visibleGetPosATL Improved: Accessing inventory for items dropped from dead bodies Fixed: Possible CTD Reduced artifacts of multi-component fog Fixed: Hierarchy parent not reset in squad commanding Fixed: Warning Message when a player takes a PCML from the ground and then its missile Fixed: Removed multiplied actions for taking ammo Fixed: CTD in IsAnySubtaskAssigned Fixed: RotorLib serialization Fixed: Spam of transport update messages on fuel change (http://feedback.arma3.com/view.php?id=20668) Fixed: Unpublishing of item in Workshop Loiter waypoint uses completion radius as a loitering radius Fixed: Not working getPosATL Fixed: Camera shake from scripts is now working even when it is disabled in difficulty settings LAUNCHER Updated: Localization attributes for UI elements and prepared new strings in UI for localization Changed: Website linked in the pre-requirements check to a new Launcher Troubleshooting page (http://arma3.com/launcher/troubleshooting) Share this post Link to post Share on other sites
DnA 5154 Posted September 11, 2014 11-09-2014 EXE rev. 127147 (game) EXE rev. 127146 (launcher) Size: ~104 MB DATA Added: Sound of rolling unarmed Fixed: Slow movement of armored vehicles doesn't cause camera shake Lowered volume of 2D samples in first-person view Added: Dragging an object over a sling load capable helicopter will now attach the object to it (Zeus) Fixed: Dragging sling load incompatible objects on a helicopter now moves them below the helicopter (Zeus) Fixed: Sling loaded vehicles were not compatible with Zeus paradrop Time Trials: Certain endings are now correctly failure endings (affects debriefing) Time Trials: ‘Friendly Fire’ ending improved slightly Time Trials: Missed CP penalty was not applied when it was the second-last CP Fixed: Time Trials - Finish CP did not show IGUI element Added: Zeus can now set new a waypoint type: DROP CARGO Added: Sling load cursors to Zeus ENGINE Additional profiling of the network server Calculating total traffic from / to clients in traffic diagnostics Fixed: Inventory - Items disappearing when you try to move them from container to container in multiplayer Fixed: Side score was not resetting after scenarios New condition and sources for helicopter HUD (rtdCollective, windage, rtdRotorTorque, rtdGForce) Adjusted: Text format of traffic diagnostics Added: Script commands setSlingLoad (changed from slingLoadCargo), canSlingLoad, getSlingLoad Better unpublish handling for Steam Workshop Fixed: Program null-pointed while placing an explosive charge LAUNCHER Updated: English strings Added: New localization and corrections Added: Strings for new features Share this post Link to post Share on other sites
DnA 5154 Posted September 12, 2014 12-09-2014 Arma 3 is busy celebrating its birthday, so no dev-branch update today Share this post Link to post Share on other sites
DnA 5154 Posted September 15, 2014 15-09-2014 EXE rev. 127167 (game) EXE rev. 127169 (launcher) Size: ~292 MB DATA Added: Hitpoints for some helicopters to prevent RPT spam Fixed: Threat values of b_g_soldier_unarmed_f Changed: Sound of free fall Fixed: Virtual entities are not in underwear anymore Fixed: Respawn position names were not displayed in the respawn menu Fixed: Script error in Zeus BIS_fnc_curatorObjectEdited Added: Better sling load cargo recognition Fixed: Geometries and roadways on blunt type stones Updated: New WRP for fixed geometries and roadways of blunt rocks Fixed: "Master VR" was called "Master Stratis" in loading screen Fixed: Crates dropped via Drop Support module would sometimes kill clients Fixed: Parachute spawned via Drop Support module would sometimes not fold properly Fixed: Sector names were not localized Added: New samples for helicopter crashes Changed: Winch indicator texture to SLG Fixed: Reducing camera shake for wheeled APCs and trucks Adjusted: Camera shake inside armored vehicles Fixed: Threat values of various vehicles Added: More memory points to get in specific positions of various vehicles Fixed: String of Commoner Clothes (Striped) ENGINE Added: New handleRating handler (player addEventHandler ["handleRating", {hint str _this}];) Added: Support for Sling Loading to Zeus Loading default mission when a MP session is done Fixed: Ban button for server admins not working Fixed: Adjusted the MP traffic diag; canceling various messages when called on local-only objects Fixed: Adjusted IsOverride rule for setObjectTexture init message (MP JIP optimization) Limit the number of update messages send with time delay Re-introducing various previously disabled MP JIP optimizations Fixed: Possibility to move Zeus units outside editing area by rotating them together with a module Fixed: Zeus ungrouping issue Fixed: CTD in Sling Load's unhook action Improved: Networking cost for weather synchronization Fixed: Missing check when processing AskRemoteControlled message on clients LAUNCHER Added: A collapse arrow to the addon details when the details are expanded Added: 'Update available' notification icon to addon list view rows Updated: Position of buttons in the addon details; buttons moved to the bottom of the details Updated: Addon list view rows spacing Share this post Link to post Share on other sites
DnA 5154 Posted September 16, 2014 16-09-2014 EXE rev. 127187 (game) No new launcher Size: ~69 MB DATA Added: Helicopters have proper camera shake based on G-forces Added: Some more memory points for various vehicles Set up correct duty values for binocular stances Set up correct duty values for swimming Slightly decreased duty of running in tactical stance with lowered weapon in crouch to balance lesser movement speed than is achieved in standard running motion in crouch with lowered weapon (enjoy decoding that sentence ;)) Fixed: Zeus scenario names Fixed: When using vehicle respawn module (or setting vehicle respawn in Zeus), empty autonomous vehicles were always respawned with virtual crew Fixed: Zeus wasn't able to create Virtual Objects in ZGM scenarios (http://feedback.arma3.com/view.php?id=20726) Fixed: Playback of Community Guide videos Added: Memory points for tail rotor detection ENGINE Rope segments are now created and removed correctly in MP When the winch hit point is destroyed, info is added to the Sling Load Assistant Fixed: Cursor skipping at high FPS Added: New event handler HandleScore Fixed: Support for Sling Loading in commanding menu Added: Config attribute which allows automatic closure of dialogs after scenario ending (closeOnMissionEnd) Added: TaskSetAsCurrent eventhandler Added: Collision test for tail rotor Improved: Rotor ground collision test Hotfixed: Multiplayer - Handgun duplicates itself when looted from a corpse Fixed: Zeus object moving Ability to show GPS / UAV Feed / Sling Load Assistant in optics Share this post Link to post Share on other sites
DnA 5154 Posted September 17, 2014 17-09-2014 EXE rev. 127204 (game) EXE rev. 127206 (launcher) Size: ~106 MB DATA Added: More memory points for Mohawk Time Trials - replaced use of set with pushBack for performance Fixed: Time Trials - Situation where a penalty message was shown incorrectly Fixed: Selections for displaying damage on Offroads ENGINE Renamed: difficultyRTDEnabled to difficultyEnabledRTD Fixed: Problems with moveInCargo on Dedicated Servers Scripting command ‘local’ has been extended to work even for groups Disabled engine for airplanes and helicopters when connected to ropes Fixed: Guerrilla creates enemy laser target LAUNCHER Fixed: An instance check Share this post Link to post Share on other sites
DnA 5154 Posted September 18, 2014 18-09-2014 EXE rev. 127225 (game) EXE rev. 127226 (launcher) Size: ~94 MB DATA Added: Memory points for Sling Load cameras Adjusted: Default flight model of Ghosthawk to be on par with its Advanced Flight Model Fixed: WY-55 Hellcat - Dashboard artefacts Flight model values have been changed to RTD 4.1.1 standards ENGINE nearestObject finds objects which are out of the map frame Added: Script function to open the Steam Page for a given appId (openDlcPage) RotorLib updated to 4.1.1 Added: Most-used MP strings to a static table Added: Accessible inventory in vehicles LAUNCHER Fixed: When started after settings were reset in safe mode, settings were upgraded from the previous version. This now doesn't happen and settings hold their default values. Added: Launcher news converter uses font reference from a shared library Added: Back-end code for main window resizing (this functionality is still disabled) Removed: Font files from executable; font resources are now referenced from a shared library Variety of visual tweaks related to the font update (new Purista font has different metrics than the old one) Added: BROREP report icons to the news posts Modified: Limited number of news post in the Recent tab to 5 Share this post Link to post Share on other sites
DnA 5154 Posted September 19, 2014 19-09-2014 No update today - we are carefully preparing the data for Firing from Vehicles staging. Share this post Link to post Share on other sites
DnA 5154 Posted September 22, 2014 22-09-2014 EXE rev. 127272 (game) EXE rev. 127251 (launcher) Size: ~191 MB DATA Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Humming Bird and Assault Boats Added: Tooltips to Advanced Flight Model settings in Game Options Updated: Fuselage drag, collective range and autohover adjustments in Advanced Flight Model Updated: Default flight model of Mohawk to be on par with Advanced Flight Model Fixed: Fatigue should now work correctly for swimming and stances with binoculars Fixed: Side color in editor Fixed: Some missing entity types in editor Fixed: Disabled custom ending on death in Time Trials (conflicted with sandbox death screen) Fixed: Displays were not off in SUV when the vehicle was not running Updated: Lowered rain volume Updated: Helicopter-related sound effects Added: New sounds for minigun shooting and rotation ENGINE Added: Enabled Firing from Vehicles Fixed: showSlingLoadManagerInOptics config warning Fixed: Workshop scenarios game saving / loading Fixed: Sling Loading commanding menu implementation Added: Condition for commanding menu IsHelicopterPilotSelected Added: New scripting command - getHit for getting damage by hit point selection name Updated: AI behavior when Sling Loading Added: UI toggles for vehicles Added: Possibility to disable camera shake for external cameras Fixed: Removed the restart button for Dedicated Servers since it wasn't doing anything Fixed: Changed the text of the continue button for Dedicated Server scenario selection based on user type LAUNCHER Fixed: Removed dead areas in header of collapsed news posts and combo box items Added: Detection of the SweetFX Shader Suite, automatically disabling Launcher's hardware acceleration when detected (to work around 'Invisible' window problem) Share this post Link to post Share on other sites
DnA 5154 Posted September 23, 2014 23-09-2014 No update today due to a planned power outage. 24-09-2014 As above. Share this post Link to post Share on other sites
DnA 5154 Posted September 25, 2014 25-09-2014 EXE rev. 127323 (game) EXE rev. 127328 (launcher) Size: ~387 MB DATA Fixed: gmeterZ controller issues Updated: Sound effects for helicopters Updated: Pitch and roll controls for the Advanced Flight Model Updated: Character animations for Firing from Vehicles Fixed: Reference to Independent rifleman in radio protocol Added: New sound effects for rain on vehicles and vehicle crashes Changed: Sling Loading controls in the Arma 2 preset Adjusted: Damage of minigun ammo Added: Parameter "features" describing possible script usage of helicopters, planes, armored vehicles, boats and wheeled vehicles Fixed: Missing HEMTT covered Tweaked: Stress limits for helicopters Adjusted: Angles for FFV out of Zamak and Tempest Fixed: Pilot and copilot of Orca have a proper death pose Tweaked: FFV animation masks Added: Proper unarmed variant for some FFV poses The function for exporting assets to Wiki has a new field for the "features" parameter Fixed: Various JIP issues in Escape from Stratis Fixed: Various JIP issues in Escape from Altis Fixed: Duplicated task notifications in MP Headhunters Fixed: Tasks missing for a reconnected player in MP Tanks Fixed: Ammo selection would not be shown in Supports menu when the artillery unit had only one ammo type Added: Samples for parachutes Added: New samples of rain on vehicles (interior / exterior) Added: New sounds for vehicle crashes (interior / exterior) Tweaked: Orca SFX Improved: Industry Standard key preset Hold breath is now separated to Left Shift so you don't have to always hold breath while you're in optics Toggle raise weapon is now within convenient reach of double tap C instead of Right Shift. Therefore: 1xC is Combat Pace on / off and 2xC is hold weapon up / down. Minor explosion sounds changes ENGINE Fixed: Crash caused by the '%' character in a PBO name Fixed: Crash when player tried to take a vest from a dead body Fixed: Visibility check log spam Changed: Vest taken from / placed on a dead body is placed on the body [RTD] Changed: Decreased ‘superCharging’ performance hit Fixed: Inventory of non-local vehicles was inaccessible Zeus is now able to place not only scope 2 markers [RTD] Disabled helicopters take much less time to not simulate Fixed: [RTD] Sling Loading with RTD enabled Fixed: AI soldiers get stuck in helicopters while disembarking [FFV] Crosshair position doesn't correspond to muzzle [FFV] Secondary weapons were missing their crosshair Fixed: [FFV] AI lowering / aiming weapon animation Fixed: [FFV] TrackIR for personTurret [FFV] Numeric keys now change view in personTurret Fixed: Missing FFV implementation for getCargoIndex scripting command [RTD] Stress damage destroys rotor instantly Fixed: Car calculation error and transfer message (MP optimization) Disabled Sling Load manager map saturation Added: Missing strings in static string table, removed duplicates (MP optimization) Fixed: AI passing through object placed via the setPos command Fixed: Camera shake for high speeds LAUNCHER Updated: Better extra command-line parameter handling Fixed: Passing extra command-line parameters during restart Share this post Link to post Share on other sites
DnA 5154 Posted September 26, 2014 26-09-2014 EXE rev. 127352 (game) EXE rev. 127353 (launcher) Size: ~74 MB DATA Added: Camo selections to V_TacVestIR_blk Fixed: Red dot of ACO optics should no longer glitch when sidestepping ENGINE Fixed: Kerry's visage will no longer be replaced by profile settings after loading a save The missions and mpmissions folders were not created when the export function was used a first time. That caused the export to fail for newcomers (everyone had to create these folders manually). Fixed: An issue where AI would sometimes refuse to enter a cargo position in a vehicle Fixed: HandleRating eventhandler now also returns the handled unit Fixed: Enabling gear for AI in another group's vehicle Added: New scripting commands isLightOn, isCollisionLightOn, setPilotLight, setCollisionLight Fixed: Some situations when AI would walk through setPos-ed objects (http://feedback.arma3.com/view.php?id=19588) Fixed: AI should now be able to correctly unhook Sling Loaded cargo Added: New scripting commands addWeaponTurret, removeWeaponTurret, turretLocal LAUNCHER Modified: Number of posts in the ALL tab in the newsfeed is now limited to 5 Share this post Link to post Share on other sites