DnA 5138 Posted November 4, 2014 04-11-2014 EXE rev. 128059 (game) EXE rev. 128055 (launcher) Size: ~252 MB DATA Added: Get out low actions for FFV Fixed: Missing text for Helicopters DLC pop-up Fixed: Flying soldiers in Support #1 Showcase Gunships - Being shot down while attacking the Naval Base now causes the mission to fail Fixed: Ambient animations on OPFOR side in Support Removed: Sniper groups from Support #1 Tweaked: Various optimizations for Support MP Fixed: Cropped text in DLC vehicle notifications Fixed: Wrong image for the Starter Pistol in the DLC browser ENGINE Fixed: Physics warning [RTD] Fixed: Pending object's object does not exist during function call Fixed: Precise get in / out animations not taking vehicle lock into account Updated: Sound: Crash sound delay Fixed: Destruction by collision of horizontal rotors connected [RTD] Fixed: Dedicated Server AI aiming [FFV] Share this post Link to post Share on other sites
DnA 5138 Posted November 5, 2014 05-11-2014 No update today - our team has been on data lock for the 1.34 release, so there aren't many data updates / fixes until tomorrow. Share this post Link to post Share on other sites
DnA 5138 Posted November 6, 2014 06-11-2014 EXE rev. 128109 (game) EXE rev. 128101 (launcher) Size: ~316 MB DATA Vortex Ring State is back for Dev-Branch Fixed: The Ghosthawk rotor now collides properly with the ground Fixed: Removed non-existing source warnings from RPT Fixed: The clock in the cockpit of the PO-30 was turning counter-clockwise Fixed: Taru is not bouncy anymore after getting in with AFM Fixed: Destruction of Huron rotors Fixed: Removed non-existing turret body warning from RPT Added: New deflection parameter for all materials Fixed: Arma 3 Helicopters website link in the Expansions menu Fixed: Error message when an empty array is sent to function BIS_fnc_sortNum (http://feedback.arma3.com/view.php?id=20998) Fixed: Mk6 was still taking damage while firing in some edge cases Fixed: Text clipping in the Setup Server UI Optimized several ammunition types with new parameters. Their previous purpose and effectiveness should remains roughly unchanged, while a few shell types are slightly optimized or updated. Potential campaign spoilers: Fixed: Beyond Recognition: Volume of the ending conversation with Crossroads Updated: Adapt outro voice-over samples ENGINE Fixed: Issue with player being in the commander turret instead of the driver seat in MP Fixed: Ignore locking of vehicle only for units inside it. Moving the getting off destination further away from the vehicle. Fixed: Group lines being drawn in the map when a moving units operation is in progress Fixed: Extensive values in low FPS recoil [FFV] Fixed: isAbleToMove [RTD] “DaMmage†was killed by fire and only damageHalf and damageFull are kept Added: Debug message for catching a possible crash Fixed: Sleeping of not moving PhysX objects with applied force Added: Condition variable PlayerVehicleIsHookable for Sling Loading Fixed: Automatic Zeus groups deletion Attempt to fix a crash when releasing PhysX joints Buoyancy data is correctly serialized to / from the binary format Fixed: attachWaypointObject script command can handle vehicles (fallback to attachWaypointVehicle when using a non-static object) Share this post Link to post Share on other sites
DnA 5138 Posted November 7, 2014 07-11-2014 EXE rev. 128126 (game) EXE rev. 128103 (launcher) Size: ~498 MB DATA Adjusted: Get out points for Taru and Orca to prevent passengers getting stuck in the helicopter Tweaked: Config refactoring of Air_F_Heli into older addons (should not affect the game) Fixed: Headless Client is properly displayed as made by Bohemia Interactive Fixed: Broken particle interval in rare cases for some effects Fixed: Groups - Team Leader in the OPFOR Small UAV Team is spawned inside the UAV Tweaked: Tactical Strikes should now be twice as powerful (Support) Changed: TT08 - Removed simulation of random catastrophic party tent failure Tweaked: Support Katalaki: Sector dependency changed and redesigned The 3 middle sectors now control the spawning of vehicles Many spawn points were re-positioned or deleted Manpower caps and spawn setting adjusted Group config adjusted: auto riflemen added, medics replaced by riflemen, and AAT replaced by AT units Spawn points adjusted on both sides Spawn points are now separated by type There is no dependency of the spawn points in sectors A and E If a side has at least 1 of the middle 3 sectors, it gets a bonus vehicle spawn point activated Tweaked: It should be possible to complete a task when the player successfully crash-lands (Support) Fixed: Make sure players cannot get into the mission if the scenario is over (Support) Fixed: Added missing items to cfgPatches Fixed: Spawn AI Options module (Support) Added: Possibility to turn on / off spawn point emitter according to the linked sectors states. If multiple sectors are linked, the toggle can be controlled via AND or OR logical operators (Support). Fixed: Group splitting in Support. Newly created groups were not counted to any manpower cap - they were not registered to any spawnpoint. Updated: Introduced new parameters:minTotalDamageThreshold (as minimalHit for total hit point), and explosionShielding (for total hit point for structures) Fixed: Sabot rounds did insane damage to structures Fixed: Link color in the main menu newsfeed after first launch ENGINE Added: isLockingDisabled parameter for all entities (they can be configured now so they are not lockable by anything) Added: Possibility to set up an indirect damage protection coefficient for crew (crewExplosionProtection) Added: New condition variable isInHelicopter Fixed: Cut hit point diagnostics output Improved: Better handling of unit info color changes Fixed: setPos command not disembarking unit properly [FFV] Fixed: Only the target group strength was recomputed after joining groups via the join script command Share this post Link to post Share on other sites
DnA 5138 Posted November 10, 2014 10-11-2014 EXE rev. 128152 (game) EXE rev. 128146 (launcher) Size: ~361 MB DATA Fixed: Purging RPT spam at start-up (tens of messages have been addressed) Fixed: Path to Tempest driver death pose Tweaked: Content browser images Fixed: Displaying of HUD in Darter's driver position Changed: Distance of audibility of weapon firing Potential campaign spoilers: Fixed: Attention Deficit - South-West player dies by falling ENGINE Fixed: Possible CTD Fixed: IssueHook so it is able to use a player’s vehicle as well Tweaked: Dedicated Server simulation methods Added: Auto-INIT scenario server-side Fixed: Log spam: "Permanent link cannot point to non-permanent object" in MP Removed: Sound: Shooting from attenuation Fixed: Damaging crew before they can get out of a helicopter when drowning Fixed: Remote controlled units can now enter an empty vehicle without being forced to get out (Zeus) Fixed: AI won't start moving if its target destination is hard to reach Fixed: AMV won't go through fences Share this post Link to post Share on other sites
DnA 5138 Posted November 11, 2014 11-11-2014 EXE rev. 128176 (game) EXE rev. 128180 (launcher) Size: ~103 MB DATA Added: Sound of some stance changes and weapon to binoculars switching Adjusted: Shadows of BLUFOR rifleman Added: Function for opening the Field Manual (BIS_fnc_openFieldManual) Added: Proper images for Sling Loading Field Manual entries Changed: Moved contents of UI_F_Bootcamp to UI_F_Curator Added: Group callsigns for Support MP Fixed: Script error in Support MP Added: Unstuck mechanics for Support MP Potential campaign spoilers: Fixed: Attention Deficit - South-West player dies by falling (second attempt) ENGINE Fixed: UTF string handling in addon path Tweaked: Blending of satellite map and detail map can be better adjusted Share this post Link to post Share on other sites
DnA 5138 Posted November 12, 2014 12-11-2014 EXE rev. 128209 (game) No new launcher Size: ~79 MB DATA Tweaked: Minor sound changes for weapon switching Added: More foley sounds for characters Added: Interactive links to the License Texts in the Field Manual Supports: Tactical Strikes are now twice as effective Added possibility to resupply and repair when crash landed at the maintenance point Unstuck mechanics tweaked Boarding units will now unstuck even when they are in combat Tweaks connected to Sling Loading in the Command Menu: The drop cargo command is available only when pointing to the ground The lift cargo command is available when a player is in a Sling Loadable vehicle The background of the menu was made longer so the items don't overflow The disembark command was disabled for all units in a helicopter with Sling Loaded cargo ENGINE Tweaked: Players can now order multiple units to Sling Load cargo Fixed: Leaders were repeating the dismount command when a Landing Zone was not found Fixed: CTD in multiplayer when a hooked object is deleted Fixed: Added missing eject in emergency situations Added: Scripting command for determining player chat is shown (shownChat) Workshop ID query for subscribe next and unsubscribe all feature in launcher [steamLayer] Added: Addon list changed event [steamLayer] Fixed: Possible CTD caused by wrong configuration of getInProxyOrder in the transport class Fixed: Possible CTD Fixed: Possible CTD when a hook waypoint has no target Fixed: Camera drift while using TrackIR with aiming deadzone Fixed: Filters [steamLayer] Share this post Link to post Share on other sites
DnA 5138 Posted November 13, 2014 (edited) 13-11-2014 EXE rev. 128232 (game) No new launcher Size: ~376 MB DATA Fixed: RPT warnings about missing hit points for stand-alone Taru pods Added: crewExplosionProtection parameter to all land vehicles (further tweaking will follow according to additional testing) Removed: Rope object from editor and Zeus Fixed: Darter starts drowning way too early Support MP: Improved: Trigger for crash landing at a repair point Improved: Medevac procedure: Soldiers run for empty space where a helicopter can land Smoke is refreshed every time it wears off Smoke is offset randomly to look more realistic Medevac now triggers faster Tweaked: Optimized damage resistance of Cargo structures according to the findings of testing Fixed: If chat is disabled, it is not shown after 2 x Esc in MP Added: New textures for AFM gauges to layout editor Tweaked: Increased distance of explosions audibility Tweaked: Decreased distance of launching missiles audibility for Wipeout ENGINE Fixed: Possible CTD Fixed: AI climbing a ladder repeatedly Fixed: Ordering multiple helicopters to load one cargo Fixed: Zeus creating of units so it can be called even when a center is full of groups (you have some group prepared) Added: Clutter coloring by satellite map can be adjusted Fixed: Multiple analog inputs on one action are averaged instead of summed. Be sure to not set input you are not using for that action as this will lower the overall input. Edited November 13, 2014 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted November 14, 2014 14-11-2014 EXE rev. 128257 (game) No new launcher Size: ~107 MB DATA Fixed: Minor bug related to desynchronized animation sounds Tweaked: Vehicle tires are now more susceptible to explosive damage Tweaked: Made MRAP tires equal in durability to those of wheeled APC Fixed: Boats were not able to store inventory Added: Weapon and equipment stats for Virtual Arsenal. Added: DLC weapons are now marked by a DLC icon in Virtual Arsenal Added: BIS_fnc_configExtremes - scans config paths and returns min and max values for each given property Added: New modules to cfgPatches Added: Icons to flaps, landing autopilot and periscope depth actions Tweaked: Decreased indirect hit damage of RPG HE rocket and Titan AP rocket, for they did too much damage to certain structures. Their main purpose of anti-infantry rockets and ability to cripple armored vehicle movement remains unchanged. ENGINE Added: Possibility to force Advanced Flight Model from server config Fixed: Gunners not disembarking from drowning helicopters Fixed: Possible CTD Fixed: Possible CTD and added a RPT message when this error happens Fixed: Problems with removeAllContainers in MP (JIP messages for containers remain on the server) Fixed: Possible CTD in game editor Fixed: Not loading WRP file for a terrain when it is in local files and not binarized Fixed: RPT spam "LODShape::AddLoadHandler: Handler not present in shape..." Tweaked: Optimized rope simulation in some cases Changed: Renamed getObjectDLCs script command to getPersonUsedDLCs Added: New getObjectDLC command Share this post Link to post Share on other sites
DnA 5138 Posted November 18, 2014 18-11-2014 EXE rev. 128268 (game) No new launcher Size: ~92 MB DATA Fixed: Removed winch destruction effects from helicopters without winch Tweaked: Durability of boats Added: TTs with Sling Loading will fail when the SLG component is destroyed and there are still loads to sling Tweaked: TT10 - Sling Load drop zones enlarged to allow for quicker drops Tweaked: Sound of mortar and GMG shooting Tweaked: Reorganization of vehicle collision samples ENGINE Fixed: Crash when updating weapon sound Fixed: Possible CTD on AutoReload Added: Sound: Internal variant for hit sound - extra set of samples Fixed: Switching between optics in personTurret positions in helicopters with pilotCamera [FFV] Changed: Do not show action to switch to launcher in personTurret [FFV] Share this post Link to post Share on other sites
DnA 5138 Posted November 19, 2014 19-11-2014 EXE rev. 128296 (game) No new launcher Size: ~75 MB DATA Fixed: Hellcat (both variants) rotor bug Fixed: Typo in configs of Neophron Fixed: Commander turret of Sochor had a wrong selection name in one of the distant LODs Fixed: Driver of Motorboat has correct death animation now Changed: Kart no longer protects its ‘crew’ from explosive damage ENGINE Optimized: Updating of attached objects for buildings Fixed: CTD when accessing a non-existent PhysX shape Fixed: PhysX helicopters not resetting their ‘stopped’ status Fixed: Z-axis of the camera shake shake equation Added: Support for new Post-Process antialiasing technology - CMAA Fixed: AI in personTurret staying in the vehicle in combat mode Added: setUnloadInCombat script command Share this post Link to post Share on other sites
DnA 5138 Posted November 20, 2014 20-11-2014 No new game EXE EXE rev. 128317 (launcher) Size: ~209 MB DATA Adjusted: Ghosthawk lights now aim forward more to be more useful during landings Fixed: Vehicle class in ORBAT asset list Adjusted: Firing from vehicles aim limits for HEMTT, Zamak, Tempest and Huron and position of the shooters Fixed: Equipment lists in Arsenal on the right (e.g. grenades or explosives) didn't disappear once a different category was selected Tweaked: MP Support 1: The middle sector extra importance reverted. Now all sectors have the same impact on the gameplay. Fixed: The locking and unlocking of vehicles improved to fix a potential exploit of getting into the wrong seat by killing the crew LAUNCHER Added: Local addon support Tweaked: Major code improvements Tweaked: Performance tuning Added: "Click to update" / "Click to repair" buttons Added: New icons indicating status of an addon: busy, corrupted, update available Changed: All Steam addons are now considered mods (in the sense of mod info) Changed: Pre-requirements check verifies the installation of the Visual C++ 2013 runtime Fixed: Added missing loaded addon cache invalidation Removed: A duplicate marking for loading when switching presets Added: Subscribed content list changed event handler to Launcher's Steam facade, beside the addon list changed (right now this is just for diagnostics) Fixed: Possible CTD when no Steam directory is found in the registry Fixed: Typo in the name of an event in BatchSubscriber Added: Sanitizing multiple dots in addon folder names Added: Enabled logging from the Utils library Added: Additional exception logging Fixed: Position of the "Select all" checkbox in addon manager was misaligned with addon checkboxes Fixed: Width of the app menu button was smaller than the options button (resized to match) Added: Dialog description when selecting a local addon and localizabled the message box displayed when the selected folder doesn't contain any addons Added: Better detection of mod corruption Added: Better handling of the addon destination path after download Fixed: Addon remained in busy state when the delete before repair failed Added: A specialized message box is now displayed when multiple corrupted addons are marked for load when user hits the play button Fixed: Added missing bullets to the list of corrupted addons in the message box connected to the Load all / Unload all action Modified: Updated web page URL for item subscription, added the 'Mod' tag to filter Modified: Updated download queue to synchronization queue Added: Parameter check for download queue items Fixed: Updated main synchronization loop and added sync locks Added: Localizable tooltips for standard caption buttons (minimize | maximize | close) Fixed: De-optimalized loaded extension collection refresh after list composition Share this post Link to post Share on other sites
DnA 5138 Posted November 21, 2014 21-11-2014 EXE rev. 128328 (game) EXE rev. 128330 (launcher) Size: ~46 MB DATA Added: Delay parameter for Virtual Providers in Supports module Fixed: Virtual Support Provider disappears in some cases when closing the Communication menu Fixed: Muted HQ in Supports module Changed: Categories in Editor > Modules are alphabetically sorted now Decreased explosive resistance of Quad Bike tires, so they are now properly destroyed even by anti-personnel mines Added: Weapon and equipment stats for Virtual Arsenal Added: DLC weapons are now marked by their DLC icon in Virtual Arsenal Fixed: Company logo in ORBAT credits wasn't visible ENGINE Updated: Slightly faster handling of static target distribution Updated: Optimization when processing a contact of two PhysX entities Removed: Warning about missing hit point when switching house to damaged object Hotfixed: Animation weights serialization caused non-deterministic data (P3D file) used to be generated during the binarization process Changed: Move NetworkServer send messages to a different thread Added: Buldozer - Ability to lock elevation of objects during terrain sculpting [WIP] Fixed: RoadSurfaceY test. Removed duplicate code. Better RoadSurfaceY performance in some cases. Tweaked: Terrain uses shader without texture fetching in depth pre pass (based on feedback from Intel) LAUNCHER Modified: Separated and grouped extension manager initialization; failed initialization of extension manager should not block player from running the vanilla game. Modified: Commands and controls in options view related to local extension storage will be disabled when no local extension storage is created Added: Button to addon management page to subscribe to ‘Mods’ from Steam Workshop (besides addons) Share this post Link to post Share on other sites
DnA 5138 Posted November 24, 2014 24-11-2014 EXE rev. 128353 (game) EXE rev. 128338 (launcher) Size: ~85.5 MB DATA Fixed: M-900 had a wrong set of hit points Tweaked: Re-linked sound samples for Sling Loading Fixed: Vehicles - Assault / Rescue Boat - Gunners inside the ship levitated slightly Fixed: Reloading GM6 Lynx did not have an animation while in personTurrets Fixed: Craters created after helicopter / airplane crashes in the Virtual Reality terrain Fixed: Destination selection handling in the Transport support module Fixed: Virtual Support provider would sink when placed above water Fixed: Vehicles - HEMTT Medical - One of the passengers was clipping through cover Added: overviewScript CfgMissions entry to allow displaying special information in the overview menu (to be used by Challenges) ENGINE Updated: Sound: ‘global’ samples recycling Fixed: Free camera when head tracking is active Improved: Optimized handling of light position updates (buildings) so they are updated only when there is some movement and not each frame Fixed: Possible CTD Fixed: Ragdoll death under water (more time to settle down) Tweaked: Minor PhysX-related optimizations Added: Option to DisplayCapture to sort scopes by average or sum of durations Fixed: Sound: Closure sound uses fire audibility / distance Improved: Creation of sound object only if audible (uses fast distance test to optimize shooting) Fixed: Potential CTD Changed: Standard shadow setting has lower cascade count Tweaked: Sound: Dynamic sound source - extended sample selection rule to handle case when only one sample is set Added: Script function configProperties LAUNCHER Added: New localization identifiers for updated UI, added new localizable strings Added: English and Czech localization of strings and messages related to local mods Fixed: Translations for UI elements that were moved to different containers or were renamed Added: 'Add local mod' dialog now opens with pre-selected folder that is a parent of the last added mod folder Added: Dark border to the scroll bar to enhance its visibility Added: Localized BattlEye related message boxes (Czech localization) Updated: en-US localization Fixed: The 'Toggle All' command now displays the same message box as the 'Play' command when some addons can't be loaded Share this post Link to post Share on other sites
DnA 5138 Posted November 25, 2014 25-11-2014 EXE rev. 128378 (game) EXE rev. 128374 (launcher) Size: ~75 MB DATA Fixed: Strings were replaced by numbers for duty and variantAfter properties in several states (engine expects numbers) Fixed: Animations - Step over animation played during other actions when holding a rocket launcher and turning Tweaked: Proper aim precision for two transition animation states Fixed: Sorting of anti-water part of Assault Boats Fixed: BLUFOR Recon Marksman received batteries for his Laser Designator. Happy birthday to him! Tweaked: A bazillion of localizations and translations for various languages Added: Target medal times and best / previous results in Challenges selection menus Tweaked: Supports: FSM adjusted, the cargo class is now controlled and the cargo needs to stay alive for at least 5 secs for the task to complete Fixed: Strings were replaced by numbers for command properties in several command menu orders (engine expects numbers) Added: Sorting of topics and hints in the Field Manual ENGINE Fixed: AI reactToDanger executed more often Fixed: Sound: Shooting not attenuated by distance when "cameraSwitch" is used Fixed: Impossible ejection from moving airplanes Changed: Block and unblock for network server thread simulation Fixed: Unhook waypoints so AI is able to drop even object type cargo Tweaked: Extended string usage statistics for MP Added: Command-line parameter ‘-loadMissionToMemory’ to enable loading a mission file into memory before sending it to players LAUNCHER Added: Profile loader now automatically detect changes in folders where profiles are stored Share this post Link to post Share on other sites
DnA 5138 Posted November 26, 2014 (edited) 26-11-2014 No new game EXE EXE rev. 128421 (launcher) Size: ~144 MB DATA Fixed: Independent armored vehicles don't write warnings about their mirrors anymore Fixed: The commander hatch of the Sochor now pops properly Added: Throw and Put ‘weapons’ to VR characters Fixed: Even Kerry in later stages of the campaign shouldn't have random headgear and facewear Fixed: Take actions were inconsistent Fixed: Kajman gunner is now willing to use even APDS on aerial targets LAUNCHER Fixed: Addons / mods are no longer automatically marked as loaded after repair; they retains their previous state Modified: Changed "Addon" labels for "Mod" as a general term for user content and modifications Edited November 26, 2014 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted November 27, 2014 27-11-2014 EXE rev. 128434 (game) EXE rev. 128433 (launcher) Size: ~503 MB DATA Fixed: Crawling animations are played slowly Fixed: Animations - Soldier with no gun stands up from prone very fast Fixed: Improved connections between pistol and swimming Removed: Redundant moves and cleaned up RPT log Fixed: Player reloads Zubr through their own hands Improved: Katiba and M200 reloads Fixed: Lean (barrelroll) left / right without weapon problem Fixed: MBT-52 Kuma crew helmets stick out of the turret Added: Gorgon inside positions Fixed: MH-9 Hummingbird - When players sit on the bench without gear they have the wrong idle animation Added: More names for Altis and NATO people Fixed: Vehicle class Training localized Added: "curatorObjectRemoteControlled" scripted event handler triggered when Zeus takes or release control of a unit. Passed arguments are [<curatorLogic:Object>,<player:Object>,<controlledUnit:Object>,<control:Bool>] (control argument is true when Zeus takes control and false when he release it afterwards) Tweaked: Accuracy of vehicle gunners was seriously lowered for Supports Fixed: HEMTT Medical - One of the passengers was clipping through cover Added: Sound for building destruction Added: Samples for Quad-bike collisions Changed: Made sounds for house hit point destruction guaranteed Added: Missing UI textures Added: Tooltips to buttons used for sorting in Field Manual Added: Faction Showcases can now be properly ended Added: Faction Showcase icon for the exit task Improved: Formatting of Challenge overview results Potential campaign spoilers: Tweaked: Randomization of Kerry's headgear and goggles is now fully blocked Added: There is a safety check making sure the proper headgear and goggles are used Removed: Names "Ryan" and "Taylor" from the pool of names the system can use to generate new identities Added: 2 NVGs into the starting equipment pool for "Adapt" Fixed: The flashlight is now properly set as a required piece of gear on the hub and correctly transfers to the Crossing Paths mission Tweaked: The destination waypoint position of one of the soldiers returning from mission adjusted so it leads them away from the briefing area. This should fix the possible collision of this soldier with the Kerry during the briefing cutscene. "Win" outro: Improved: Starting sequence (mainly timing of the events so they align much better) Changed: All ambient AI-driven vehicles are now locked ENGINE Fixed: Ambient (local only) animals are not taken as targets Added: BattlEye support for Headless Clients Added: Auto-change of Headless Client player identity (identity / profile name of the HC is automatically changed to the assigned role name) Fixed: Crash in the objectIntersect script command Tweaked: Optimizations in data stream compression techniques Fixed: Helicopter fuel consumption Fixed: Player ejected into air when starting movement after a get out animation is initiated Fixed: configProperties now returns the correct list of properties in case of subclasses Improved: FFV interpolation Fixed: Cursor following the weapon when reloading [FFV] Fixed: Wrong animation after ejecting from a jet with small height Tweaked: Better and faster tracing of fire sectors (optimization) Fixed: 2 x Ctrl now works in crouched pistol stance LAUNCHER Fixed: Parameters with multiple visual representations are no longer duplicated in Arma’s command line Added: Support for EBO local mods; Launcher now accepts local mods with extension '?bo' Fixed: Error message box wasn't displayed when user attempted to add invalid local mods and specific conditions were met Added: Some commands now use Steam client instead of a web browser to display Steam pages (Open Steam addon web page, Add Steam addon, Add Steam mod). This feature is controlled by a checkbox in the Options (and can be deactivated there) Fixed: Removed unnecessary quotes from the pre-requirements check message Share this post Link to post Share on other sites
DnA 5138 Posted November 28, 2014 28-11-2014 EXE rev. 128446 (game) EXE rev. 128452 (launcher) Size: ~342.4 MB (+ ~1 MB hotfix) DATA Removed: Obsolete addon Air_F_RTD Changed: Units can no longer fire while picking up a different weapon Tweaked: Adjusted prone geometry / collisions Added: Vertical get in animations Fixed: Inventory animations are now properly looped Added: Farsi and Altian VR protocols Fixed: Weapons (Launchers) - Missile blast was split in half (all but Alamut) Fixed: Supports: Seems like the helicopter evac sequence was triggered too soon (now postponed until the driver is killed or 3 secs elapse) Fixed: Field Manual collision of IDCs that caused an unwanted texture change Fixed: Weapon holders now use a multi-proxy model to display all the content Potential campaign spoilers: Tweaked: Weather updates are now properly forced using command 'forceWeatherChange' Fixed: Inconsistency between the 'briefing' time and 'in action' time ENGINE Changed: Configuration of camera shake caused by damage was moved to config files Improved: Model (P3D file) pipeline: The object's data (geometry and animations) is reversed right after P3D file load (original data) No more reverse operations at game run-time Tweaked: Formating of the MP strings statistics Updated: Steam SDK to v1.31 Fixed: Possible crash on Altis caused by wrong position transformation of coordinate system Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker) Changed: The defaultMod flag so it works correctly even with -mod= parameter Fixed: customMods flag Added: Setting default profile for Headless Clients Changed: Using SurfaceY test for remote objects instead of RoadSurfaceY Tweaked: MP entity simulation precision LAUNCHER Added: Bohemia Interactive logo is now clickable and opens company web page Fixed: Arrow in addon sort icon looked bad Fixed: Concurrent logging and async preview image update could cause a handled exception to appear in the log Modified: Subscribe / Add mod buttons moved to bottom of the window Modified: English strings updated after proofreading them Modified: Adjusting position of Bohemia Interactive logo to align it with the Add / Subscribe mod buttons Share this post Link to post Share on other sites
DnA 5138 Posted December 1, 2014 01-12-2014 EXE rev. 128494 (game) EXE rev. 128492 (launcher) Size: ~73 MB DATA Added: Animation for hiding rocket pods of Hellcat due to a community request Added: BIS_fnc_setObjectRotation Added: Potential fix for an Arsenal camera problem Fixed: Unpredictable behavior of Arsenal camera when close to the ground Tweaked: Supports: OPFOR base size was wrongly set to 50m (changed to 200m) Fixed: Truck Library string (http://feedback.arma3.com/view.php?id=19474) Fixed: Static weapon crew is no longer shielded from explosive damage ENGINE Improved: Faster simulation of soldiers inside some vehicles Fixed: Wrong condition for reading of the ‘order’ parameter when building Buldozer roads Fixed: Proper ragdoll after replacing dead character in a Taru pod [FFV] Removed: handleScore being issued by addScore from scripts Hotfixed: Possible crash in IsLevelLocked Fixed: Sound: Output voice differs from voice SendList, causing CTD Disabled: BattlEye initialization in Headless Clients Improved: First part of script event handlers refactoring and fix of an issue where removing an event also reindexed others behind it Fixed: Possible crash in calculating normals Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV] Fixed: Model property reading (buoyancy, reversed) Disabled: Placing and interaction with mines in personTurrets [FFV] Share this post Link to post Share on other sites
DnA 5138 Posted December 2, 2014 02-12-2014 EXE rev. 128518 (game) EXE rev. 128517 (launcher) Size: ~52 MB DATA Adjusted: Camera shake parameters for damaged helicopters Fixed: Rogue missing "$" has been found, dragged back to its place in config, and instructed that it’ll be severely punished next time it goes AWOL Potential campaign spoilers: Fixed: "Win" epilogue: Timing of the init events and effect Fixed: "Win" outro: Timing of the init events and effect ENGINE Fixed: Crash on entering vehicles [FFV] Tweaked: Sound: Optimized distant vehicle simulation Fixed: respawnAtPlace so it is not getting a dead soldier out of a vehicle where he died Fixed: Crash connected to objects without anything in their Roadway level Fixed: Removed drawing of obsolete custom waypoint Fixed: Sound: Avoid XA2 effect memory leaks, and updated the effect interface Fixed: Available space in Steam Cloud storage is not counted correctly Changed: DecompressShader function is no longer a template LAUCHER Fixed: Exclusion of Steam mods from Local extension storage didn't work as intended Modified: Steam download manager now uses new file system helper Share this post Link to post Share on other sites
DnA 5138 Posted December 3, 2014 03-12-2014 EXE rev. 128543 (game) EXE rev. 128549 (launcher) Size: ~112 MB DATA Tweaked: Beyond Recognition - Removed requirement for the pilot to reach the waypoint before the ending progressed Improved: Supports: Improved: Dead units and players are excluded from the group doing the evac sequence Improved: Stop code execution when no-one is alive Fixed: Problem counting dead crew as kills for OPFOR pilots Tweaked: When a helicopter is destroyed on the respawn spot, it gets deleted much faster now Hotfixed: An issue where personal turrets get locked and could not be unlocked (as a result the transport task could not get completed for helicopters with personal turrets) Fixed: Recoloring of icons to black in the Editor after a change in Game Options Fixed: Selection ‘camo’ in the BLUFOR sniper model Improved: New fireplace sounds Fixed: Missing accuracy rings on moving zombie pop-up targets Fixed: Double inclusion of an include file ENGINE Fixed: Potential CTD when using switchMove on gestures Added: New commands for getting all controls from inside a display as well as all displays registered in-engine Tweaked: Lowered the limit when shared system memory is used Added: New command for getting list of all variables from given namespace (allVariables) Fixed: Vehicle mouse steering is not influenced by vehicle speed Added: Enabling mods report in retail (RPT) LAUNCHER Modified: Decoupled code interface and implementation of profile loader Fixed: Folder watcher not updated after custom profile folder was changed Fixed: LES may crash while composing list of local addons with UnauthorizedAccessException: Access to path is denied Removed: "Subscribe Workshop addon" from the mod manager (the Addon tag is now considered obsolete and all Workshop items have been marked with tag Mod) Added: Localization for 1.36 Share this post Link to post Share on other sites
DnA 5138 Posted December 4, 2014 04-12-2014 EXE rev. 128569 (game) EXE rev. 128563 (launcher) Size: ~33 MB DATA Fixed: Icons of known and locked targets in the Field Manual Removed: Debug message in the Field Manual Fixed: Condition for displaying DLC indication in the Field Manual ENGINE Improved: Optimizations of swimming state handling so it is not calculated when you are not near water Added: Buldozer - Ability to lock elevation of objects during terrain sculpting [WIP] Fixed: Missing implementation of ordered cargo positions in scripting command lockedCargo Changed: configProperties - last two parameters are optional now Added: command turretOwner LAUNCHER Added: References to localized strings for the big update button / repair button styles Hotfixed: Prevent localization container from localizing value with null or an (strictly) empty value Modified: Hides text label "Mod" from the Subscribe Mod from Steam Workshop button Added: Localization for 1.36 Fixed: Update button visibility converter may cause CTD Fixed: File download continued when an item was unsubscribed from Steam Workshop Share this post Link to post Share on other sites
DnA 5138 Posted December 5, 2014 05-12-2014 EXE rev. 128595 (game) No new launcher Size: ~109 MB DATA Fixed: Textures and icons for Combat Fatigues for Kerry and Miller Changed: Second default face in Arsenal disabled Fixed: Respawn camps had incorrect author Added: Ability to prevent respawning happening at all at mission start Adjusted: Crash sounds of the Quad bike Tweaked: Sounds for pistols Tweaked: Stance indicator can now be positioned separately from weapon info ENGINE Tweaked: Cleanup of unused technology in physics Tweaked: Small physics optimizations Tweaked: Ongoing netcode optimizations Fixed: PhysX static weapons are not ‘sleeping’ Added: Missing getters for object variables Fixed: Static assertion in the Linux build Improved: Simpler allVariables scripting command implementation Share this post Link to post Share on other sites
DnA 5138 Posted December 8, 2014 08-12-2014 EXE rev. 128609 (game) EXE rev. 128608 (launcher) Size: ~38 MB DATA Fixed: Player is now able to exit planes after belly landings Fixed: Minor discrepancy in the duty values of pistol stances (also make it slightly less demanding to move around with a pistol) Added: Ability to toggle vision modes (night vision, thermal vision) in Virtual Arsenal by pressing N Fixed: Possible abrupt scenario end when a client reconnects to the game in MP Headhunters ENGINE Fixed: Incorrect reading of colors for roads LAUNCHER Added: Click on the Play button now temporary disables the Play button for s brief period of time (1 second) to prevent users from launching the game twice when they double-click on this button Share this post Link to post Share on other sites
DnA 5138 Posted December 9, 2014 09-12-2014 EXE rev. 128627 (game) EXE rev. 128629 (launcher) Size: ~430 MB DATA Tweaked: The non-functional engine temperature display in the Mohawk has been set to a more reasonable value so it will not scare pilots by being red all the time Improved: The on-board clock in the Mohawk is fully functional now, because time is money, pilots! Fixed: Huron (Black) RPT warnings about animation sources Fixed: Upper mirrors on the Ifrit are now facing in the correct direction Fixed: Some 20-30mm cannons don't damage buildings Tweaked: Slightly decreased base deflecting values of pistol bullets Potential spoilers: Fixed: The "Obtain AA Launcher" task is no longer marked as completed if the player destroyed the helicopter by other means in Showcase SCUBA ENGINE Improved: Mods have been refactored so we can add new types of mods more easily Fixed: Small dot drawn on the top of the screen when the compass is shown and a custom waypoint is set Improved: More exact near water detection for some sub-routines Changed: AddXYZWeaponItem, RemoveXYZWeaponItem should support also magazines Fixed: Defective client IP check in loopback mode Added: Sound: Helper classes for effect management Share this post Link to post Share on other sites