DnA 5143 Posted January 28, 2015 28-01-2015 EXE rev. 129031 (game) EXE rev. 129031 (launcher) Size: ~362 MB DATA Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions. Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir Fixed: Speed of cargo idles Fixed: Leg memory points were not in proper selections (http://feedback.arma3.com/view.php?id=20761) ENGINE Changed: initSpeed in weapons - a negative value in weaponType::initSpeed means a multiplier for magazineType::initSpeed Fixed: Using a directory name as mod ID (modDir) when a full path is defined Changed: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1) Share this post Link to post Share on other sites
DnA 5143 Posted January 29, 2015 (edited) 29-01-2015 No new EXE No new launcher Size: ~185 MB KNOWN ISSUES Error when accessing the pause menu DATA Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it Tweaked: Car fixing animation for switchMove / playMove commands Added: Indication of a modded game Added: Game version indication to the Pause Menu Edited January 30, 2015 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted January 30, 2015 (edited) 30-01-2015 EXE rev. 129084 (game) EXE rev. 129080 (launcher) Size: ~105 MB KNOWN ISSUES Some issues with personTurrets after loading a save DATA Fixed: BOOT04 scenario Fixed: Possible error message in Supports module Tweaked: New samples for Rook40 Tweaked: Re-edited samples for P07 Tweaked: Re-edited / new samples for 4-Five Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel ENGINE Added: Indication of a modded game Added: Game version indication to the Pause Menu Tweaked: Improved soldier zeroing precision (by 0.05%) Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings Added: Reworked gear tooltips to support DLC notifications Tweaked: Adjusted mod detection for config classes Added: Script function configSourceModList for listing the whole list of mods that modified a config class Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded) Fixed: Skill of AI units being propagated over the network properly Changed: setSkill - AI skill can now be set for local units or for any if executed on the server Added: Allow Firing From Vehicles in turned out position in turrets and for copilots Fixed: PhysX scene lock assert when releasing actors Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI) Improved: Progress bar color can be set via the ctrlSetTextColor command Fixed: AI soldiers planning their path through objects along the coastline Fixed: Problem with non-valid PhysX transforms and forces Added: DLC notification whitelist for selected scenarios (VR Arsenal) Edited February 3, 2015 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted February 2, 2015 02-02-2015 EXE rev. 129098 (game) EXE rev. 129098 (launcher) Size: ~260 MB DATA Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims) Fixed: Possible error message in BIS_fnc_traceBullets Fixed: 'scope' property was ignored in class AnimationSources Fixed: Scripting error in BIS_fnc_VRHitpart Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually. ENGINE Fixed: PersonTurret save backward compatibility Changed: Allowing setOwner to be called the old way - even for objects with AI - for now Added: Sound: Additional sample for Hold Breath Added: Enabled Firing From Vehicles inertia (the values of this feature will need further tweaking) Fixed: Desync problem after changing locality of a vehicle Tweaked: Send player position message as high priority once per second Fixed: Added missing serialization of FFV dynamic limits Share this post Link to post Share on other sites
DnA 5143 Posted February 3, 2015 (edited) 03-02-2015 EXE rev. 129116 (game) EXE rev. 129116 (launcher) Size: ~397 MB KNOWN ISSUES Script error warnings related to setOwner changes (they should not actually break anything) DATA Tweaked: Steering force coefficient of parachutes Added: Get in / get out actions for the motorboat, set proper animation states Added: Driver animations for the Civilian Truck Added: New style of VR entity: OPFOR - more red Injured - orange specular / ambient Dead - neutral gray specular / ambient Fixed: Task completion bug in MP Headhunters Fixed: Simulation Manager now works correctly even for UAVs Tweaked: Memory points of transport trucks Added: New procedurally generated icons for most of the weapons Potential spoilers: Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.) ENGINE Tweaked: Report more info on invalid matrices given to PhysX Added: Drawing an icon next to non-owned drones in the UAV terminal label Added: getGroupOwner - server-side script command for retrieval of group locality (more on this topic in the next SITREP) Changed: setOwner now works with agents Tweaked: Network diagnostics now show only necessary locality info Fixed: Paragliding should not be FPS-dependent Added: Unique ID to inventory items (for MP - WIP) Fixed: Freefall should not be FPS-dependent Optimized: Registry access Improved: Registry keys were acquired and released periodically (merged from DayZ) Edited February 6, 2015 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted February 4, 2015 (edited) 04-02-2015 EXE rev. 129149 (game) EXE rev. 129149 (launcher) Size: ~104 MB DATA Tweaked: Pistol <> rifle transition animation Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly. Fixed: Kart drivers declared so their DLC icons would display Improved: Hit detection in function VRHitpart Optimized: Weights of various walls in an attempt to fix a vehicle collision issue ENGINE Fixed: Artillery scope info Fixed: Negative axis for clicks, small refactoring Tweaked: Replacing repeated code by methods for joysticks Fixed: Linux build issue for joysticks Added: Script command for listing weapon's attachments in cargo (weaponAttachments) Fixed: Various warnings Edited February 4, 2015 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted February 5, 2015 05-02-2015 EXE rev. 129169 (game) EXE rev. 129169 (launcher) Size: ~99 MB DATA Fixed: Wrong states for the get in / get out boat actions (RTM spam) Changed: Animation state for the land get in action for Boat_Civil_01 Tweaked: Get in / get out positions for the Boat_Civil_01 model Added: VR Entities’ selections and materials Tweaked: OPFOR VR Enitity's body armor Fixed: setOwner was incorrectly used on a single module (it's part of a group) Fixed: OK and TRY buttons were active even in lite versions of Arsenal Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart Fixed: FD competitors could receive 1 more magazine on restart compared to the first start Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving) Fixed: Zamak tires deflate correctly when destroyed Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body) Tweaked: L5 position (boot intersects with body) for Civilian Truck Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate ENGINE Tweaked: FFV inertia strength coefficients Added: DLC / mod icons in scenario lists (showcases, challenges) Share this post Link to post Share on other sites
DnA 5143 Posted February 6, 2015 06-02-2015 EXE rev. 129181 (game) EXE rev. 129181 (launcher) Size: ~74 MB DATA Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map) Added: Preview of default marker color to ComboBox in Insert Marker dialogue Fixed: Several modules now display author properly Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_f\weapons should still work fine for now. Added: New procedurally generated icons for DMRs Removed: Redundant silenced sounds for launchers (no gameplay impact whatsoever) Potential spoilers: Fixed: Showcase Commanding will fail if the player disables the Hummingbird ENGINE Fixed: Mouselook without weapons and FFV with lowered weapon Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map) Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP client Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP) Fixed: CTD and Enable button in controller window Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 9, 2015 09-02-2015 EXE rev. 129195 (game) EXE rev. 129195 (launcher) Size: ~460 MB DATA Tweaked: Minor adjustments to MX samples Fixed: Silenced MX should have the correct sample Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities ENGINE Fixed: Crash after using tvClear command Fixed: Distance sliders in video options I'm otherwise engaged the next few days Read: Attempting to re-establish Colonies while pretending to be on holiday. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 10, 2015 (edited) 10-02-2015 EXE rev. 129214 (game) EXE rev. 129214 (launcher) Size: ~132 MB DATA Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog) Added: Retexturing OPFOR Ghillie Suit enabled Fixed: Missing sample for Zafir Tweaked: Sound of ejected casing falling on grass surface type Changed: Path to samples based on new data structure (more on this topic in the next SITREP) Adjusted: Minor volume changes for launchers ENGINE Added: Detection of bullets flying close to unit Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS Fixed: setGroupOwner should only transfer group locality when the group leader is NOT a player Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance. Added: Support for changing picture colours in tree Fixed: Ejected casing are now drawn correctly in 1st person (http://feedback.arma3.com/view.php?id=9159) I'm otherwise engaged the next few days Read: re-stocking supplies of to improve development productivity. Edited February 20, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 11, 2015 11-02-2015 EXE rev. 129251 (game) EXE rev. 129251 (launcher) Size: ~205 MB DATA Added: Selected commanders have been trained to use their weapons and binoculars while turned out Added: xH-9 family copilots have been trained to use their weapons and binoculars Fixed: Commander hatch of Scorcher doesn't disappear anymoar Added: Retexturing AAF Ghillie Suit enabled Tweaked: AAF vests visually tweaked Changed: Path to static weapon samples based on new data structure Fixed: Dropped casing sample for Zubr (Feedback) ENGINE Added: PhysX library is able to run from network drive Added: Support for server-only mods with new console parameter serverMod Added: Improved detection of observed kills Fixed: Attempt to fix random PhysX ragdoll crashes Fixed: Possible CTD in drawing waypoint in radar Added: Procedurally composed icons for gear (Documentation) Fixed: Telescopic turret elevation did not sync in MP LAUNCHER Fixed: Launcher breaks command line params I'm otherwise engaged the next few days Read: topping up his sun tan. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 12, 2015 (edited) 12-02-2015 EXE rev. 129267 (game) EXE rev. 129267 (launcher) Size: ~80 MB KNOWN ISSUES Virtual Armoury fails to load DATA Added: Plastic_plate penetration material Tweaked: Additional visual tweaks on AAF vests ENGINE Fixed: Using undefined maths operations in scripts crashes the game Added: New commands for setting colour of pictures in lnb list box type Fixed: getOwner / getGroupOwner return wrong playerID Fixed: Stance indicator visible for pilots LAUNCHER Fixed: On confirm / cancel button in Presets menu, the cursor remained in 'Typing' state I'm otherwise engaged the next few days Read: Exploring the new world (in search of Holland's missing World Cup winners medals?). Edited February 23, 2015 by DnA Share this post Link to post Share on other sites
pettka 694 Posted February 13, 2015 (edited) 13-02-2015 EXE rev. 129294 (game) EXE rev. 129294 (launcher) Size: ~830 MB DATA Fixed: Adjusted tail blade radius for Mohawk Fixed: Assault boat front seat was able to aim through the Boat Tweaked: Dispersion of Starter pistol Fixed: Titan AA missile had a bad shape while fired Changed: AI detection distance of bullet hit/fly-by & grenade explosion Fixed: Resolved a conflict of cfgSkeletons classes Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT) Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC Changed: Re-generated general macros for cfgVehicles ENGINE Fixed: Disabled optics in vehicle after sprinting & getIn action Fixed: setGroupOwner can now transfer locality of HC groups Fixed: Loading of thresholds for analog controller axes Changed: PhysX scene thread synchronization refactored to be more reliable Fixed: FFV Commanders/gunners were unable to use weapons without cycling through them Fixed: Laser designator direction in FFV Fixed: Strings for axes were localized internal strings instead of OS ones Fixed: Passengers should not see broken radar in helicopter Fixed: Added detection for local remote players for setGroupOwner LAUNCHER Fixed: A crash on start in case the configuration file is corrupted Fixed: ConfigurationManager pre-initialization fails when ApplicationSettingsBase has corrupted settings files Fixed: Added non-referenced file to project file, fixing previous commit I'm otherwise engaged the next few days Read: partying like it's 1509. Edited February 23, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 16, 2015 (edited) 16-02-2015 EXE rev. 129316 (game) EXE rev. 129316 (launcher) Size: ~45 MB DATA Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save Fixed: Wrong attachments order in loadInventory function Changed: All new samples for UGL Tweaked: Minor sound changes for static GMGs Fixed: Adjusted position of optics for static GMG ENGINE Fixed: Added support for NaN values for operators and maths functions Fixed: teamswichCommand does not open TS window, when TS is disabled Added: "append" script command for appending one array to another Added: Scrollbar for long script examples in help dialog Fixed: Briefing - Game crashes when managing items in the briefing inventory Fixed: Crash when accessing an out-of-bounds LOD level I'm otherwise engaged the next few days Read: Improving diplomatic relations in Thai 't Land. Edited February 23, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 17, 2015 17-02-2015 EXE rev. 129341 (game) EXE rev. 129341 (launcher) Size: ~55 MB DATA Fixed: Reverted unnecessary connections for cutscene animations Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue POSSIBLE SPOILERS Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping Fixed: Common Enemy: Miller will no longer run out of ammo ENGINE Fixed: Possible CTD when loading Zeus game saved inside UI Changed: weaponAccessories returns an array of empty strings ["","",""] instead of null with no primary weapon equipped Added: Supersonic crack in 3D & flying bullets sound Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors Fixed: Ordering getIn as commander should work with FFV turrets now Fixed: AI reaction to danger should be faster Fixed: Incorrect sound on Linux DS I'm otherwise engaged the next few days Read: wondering why the British changelog is always delayed in the afternoon. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 18, 2015 18-02-2015 EXE rev. 129361 (game) EXE rev. 129361 (launcher) Size: ~90 MB DATA Fixed: Adjusted memory points in tank turrets to prevent shooting through walls Added: onHover texture to default mod logo Fixed: DLC Content Browser - DLC icons made sharper Fixed: Diesel Power plant now shows on 2D map Tweaked: Textures for pop-up targets Tweaked: Texture of indicator of modded game Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in Fixed: Default turret should not have a copilot capability ENGINE Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting I'm otherwise engaged the next few days Read: yet to discover that the BRITREP has moved to Wednesday afternoon. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 19, 2015 (edited) 19-02-2015 EXE rev. 129399 (game) EXE rev. 129399 (launcher) Size: ~180 MB DATA Added: New recoil and weapon resting parameters Fixed: Left hand for Acts_Ending_Adams1 Added: New sounds for armoured vehicles crashes Fixed: Snipers should have LRPS instead of SOS optics Fixed: Removed smoke launcher from UGV as it is not on the model ENGINE Added: New recoil and Weapon Resting mechanics (see the latest BRITREP for more details) Added: Script command WFSideText is extended to support side for backward compatibility Fixed: setCurrentTask can be used with taskNull Added: Visualisation of hook/unhook commands Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer Added: Password-protected serverCommand script command (enabled for Dedicated Server and Headless Client) server.cfg: serverCommandPassword = "text"; scripting syntax: "serverCommandPassword" serverCommand "#command"; [*] Added: UPNP support for servers (see the documentation for more details) I'm otherwise engaged the next few days Read: intensive research on new resting mechanics. Edited February 23, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 20, 2015 20-02-2015 EXE rev. 129407 (game) EXE rev. 129407 (launcher) Size: ~45 MB DATA Fixed: Unit insignia were not visible in Virtual Arsenal Added: Unconfigured samples for weapon sound improvements (more details in a future SITREP) ENGINE Fixed: Error message that appeared after creating RscListBox using ctrlCreate Fixed: Better handling temp/toggle UI for optics action Fixed: Cross-hair should not be visible for cargo Fixed: Sling Load Assistant disabled for personTurrets Removed: Surrender action from subordinate action list Fixed: Possible synchronization issue when splitting long network commands Fixed: various issues with disabled personTurrets Fixed: Huron back seats now have correct aiming limits Changed: Supersonic crack improved I'm otherwise engaged the next few days Read: hoping that British rule has not left too much of a mess in Dutch territory. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 23, 2015 23-02-2015 EXE rev. 129431 (game) EXE rev. 129431 (launcher) Size: ~192 MB DATA Fixed: Rear door cargo proxies in Huron should now be consistent across LODs ENGINE Fixed: Properly reading LOD levels inside a vehicle Fixed: FFV crash when changing position of soldiers in MP Fixed: Shadows should work again in Buldozer I'm otherwise engaged the next few days Read: pretending not to be back at work. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 24, 2015 (edited) 24-02-2015 EXE rev. 129457 (game) EXE rev. 129457 (launcher) Size: ~66.6 MB Fixed: Base weapons were not loaded correctly in Virtual Arsenal Fixed: Black variants of MX-family of rifles are available in Arsenal Tweaked: UGL minor sound changes Added: Missing Head Down (Analogue) and Head Back (Analogue) actions to controls Fixed: Adjust stance key binds for Industry Standard preset Fixed: Proper aimPrecision values for stance transitions Tweaked: Position of UPnP CheckBox in Setup Server dialogue Added: Indication of DLC hints to Hints ListBox in Field Manual Fixed: Driver coveralls properly display the DLC icon in Editor ENGINE Fixed: Player can now assign default action in map separately (LMB to set waypoint) Added: New actions for infantry weapon switching Fixed: Crash in GetFormationPosImmediate Fixed: Typo in colorPictureDisabled parameter used by List, Combo and XListBox Added: Parameters for setting colour of item's second picture to List, Combo and XListBox Fixed: Hovering weapons from remote ragdoll Fixed: Move Head Back and Move Head Down can now use negative values I'm otherwise engaged the next few days Read: preparing his most disappointed face for tomorrow's REPocalypse. Edited February 24, 2015 by pettka Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 25, 2015 25-02-2015 EXE rev. 129474 (game) EXE rev. 129474 (launcher) Size: ~324 MB DATA Fixed: Icon sizes and general macros for Hellcat, Huron, Marid, Slammer, T-100, Ifrit and Zamak Fixed: veryuglylowercase animation state names to LeadingLetterCamelCase for better visual orientation Tweaked: Footsteps sound definitions updated Fixed: Fatigue now resets correctly when resetting a stage of VR Training Fixed: Broken link to Lynx sample ENGINE Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground Fixed: Double press of Enter was needed to switch to external cam in vehicle Fixed: Crash when shooting a unit without defined hit points Fixed: Support for sticks with 128 buttons Fixed: PhysX crash opportunity when scene is cleaned Fixed: Zoom artefacts when switching optics mode in other view modes than gunner I'm otherwise engaged the next few days Read: developing surprisingly advanced English language skills to stimulate more timely changelog posts. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 26, 2015 (edited) 26-02-2015 EXE rev. 129494 (game) EXE rev. 129494 (launcher) Size: ~75 MB DATA Tweaked: NATO Recon Marksmen should have Range Finder not Laser Designator Fixed: General macros and correct author for various characters ENGINE Fixed: Functionality of Team Switch button Changed: AI sight now limited by object view distance, not landscape view distance Added: Magazine compatibility improvement with new property magazineGroup (documentation WIP inbounce) Fixed: Potential PhysX memory leak for dropped weapons on remote units LAUNCHER Changed: Display name 'Profiles' to 'Profile name'. I'm otherwise engaged the next few days Read: trying to ignore British design 'documentation'. Edited February 26, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 27, 2015 (edited) 27-02-2015 EXE rev. 129509 (game) EXE rev. 129509 (launcher) Size: ~115 MB DATA Fixed: Attempt to fix discrepancies between VR entities and their soldiers counterparts Fixed: Icons for VR soldiers Added: Damage indication on VR targets is now Arsenal-specific Fixed: Detection of specific vehicle type in function hitPart Fixed: Radar dome should be more vulnerable to APFSDS rounds Changed: New reticle for SOS scope Tweaked: Standardized dispersion values for MOA (in game differences are less than marginal) Added: Final icons for procedurally generated inventory attachments Changed: Names of GM6 samples Added: New shooting sounds for Mk200 Changed: Sounds for selected reloading animations Changed: Sound of Strider UGL Changed: Sound distance attenuation parameter disabled (due to redesigned feature, see below) Added: Additional weapon tail data (in preparation for future configuration) ENGINE Changed: Placing a map marker now includes visibility/broadcast-scope combobox Fixed: R-Shift can now be used to switch maker colours/pictures Added: Network command security enhancements; brute-force protection Added: Distance-based attenuation filter (script to enable/disabled planned but not yet available) Added: Allow weapon sound without "soundEffectName" attribute set I'm otherwise engaged the next few days Read: preparing for an epic voyage to the New World. Edited February 27, 2015 by RoyaltyinExile rephrased procedural icons Share this post Link to post Share on other sites
royaltyinexile 175 Posted March 2, 2015 (edited) 02-03-2015 EXE rev. 129524 (game) EXE rev. 129524 (launcher) Size: ~125 MB DATA Fixed: Fired rockets on Kajman are removed Fixed: Faction showcases will now be marked correctly when finished (feedback) Fixed: MX will now be attenuated (feedback) Tweaked: Simplified config for Church SFX Fixed: Edit field in Insert Marker display was not selected by default Fixed: DAGR missiles had a nameSound of rockets Fixed: SOS should have the same reticle as before Changed: Improved max zeroing of all weapons (limits now less restrictive, but maintains meaningful differences between types) Added: MX 'tail' samples and rogue config (oops) ENGINE Fixed: Disabled custom channels were always shown when creating a new marker Fixed: No channel selected by default when creating a new marker while having Direct channel selected Fixed: personTurret aiming limits sometimes applied to the turret Fixed: AI sometimes warped to a requested building position instantly if given an order while moving Fixed: Switching unit stopped music track Added: Telescopic turrets now have sounds when being raised/lowered Changed: PhysX interface refactoring I'm otherwise engaged the next few days Read: hoping for a surprise Dutch VR announcment at GDC. Edited March 9, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted March 3, 2015 (edited) 03-03-2015 EXE rev. 129546 (game) EXE rev. 129546 (launcher) Size: ~866 MB KNOWN ISSUES Inventory doesn't work, we are investigating the cause DATA Fixed: Inconsistent 'tail' samples for MX Added: New bullet flyby sounds Changed: Supersonic crack samples updated Fixed: Missing items in cfgPatches Tweaked: 7.62x51mm weapons for CSAT re-chambered to 7.62x54mm ammo Fixed: DLC relations of assets by adding DLC parameter or merging later definitions to original ones Fixed: Step over interruption cheat in Zeus MP Bootcamp ENGINE Fixed: AI aircraft in close proximity to ground would not drop bombs Fixed: AI units occasionally got stuck when moving between floors Fixed: Possible CTD in Zeus Fixed: Supersonic cracks would sometimes terminate prematurely I'm otherwise engaged the next few days Read: Discovering that San Fransciscanovianiters, too, have an irrational love of deze windmolens. Edited March 9, 2015 by DnA Share this post Link to post Share on other sites