royaltyinexile 175 Posted March 4, 2015 (edited) 04-03-2015 EXE rev. 129555 (game) EXE rev. 129555 (launcher) Size: ~350 MB DATA Fixed: Commander proxy for Slammer Added: Material for weapon bullet penetration Fixed: Trying to restore an attachment on an incompatible weapon generated a RPT error Changed: Partial refactoring of "Van_01_base_F" and similar Changed: Weapon Tails updated and configured ENGINE Fixed: Crew will not turn out when in combat mode (even if a player commander does) Fixed: Possible CTD on shutdown Changed: Further PhysX code refactoring I'm otherwise engaged the next few days Read: exploring the real consequences of having some real fun (not a NSFW link). Edited March 9, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted March 5, 2015 (edited) 05-03-2015 EXE rev. 129571 (game) EXE rev. 129571 (launcher) Size: ~44 MB KNOWN ISSUES Marksmen DLC does not have icon configured Marksmen MP mode incorrectly named 'HVT' DATA Changed: Slammer commander position Fixed: Arsenal loadout was randomized even after trying it, not only on mission start Changed: Default state of the UPnP CheckBox to unchecked Added: Marksmen MP Public Alpha Addons (see Announce Thread) ENGINE Added: GUI option for UPnP when creating servers Fixed: Weapon proxy drawing when there are not enough graphical LODs I'm otherwise engaged the next few days Read: wondering if he will be able to break the record for the latest published SITREP. :cool: Edited March 13, 2015 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted March 6, 2015 (edited) 06-03-2015 EXE rev. 129601 (game) EXE rev. 129601 (launcher) Size: ~86 MB DATA Fixed: AH-99 Blackfoot cockpit glass looked damaged in VR Tweaked: Polished small DLC logos in Field Manual and Debriefing Changed: Game Credits Updated Fixed: LRPS and MOS had switched reticles Fixed: Nightstalker zeroing gap and maximal zoom magnitude Tweaked: Zooming / zeroing values of various scopes Changed: End Game MP Mode Update ENGINE Fixed: Switching fire modes in FFV Added: Weapon attachments can be manipulated directly from the ground via the inventory I'm otherwise engaged the next few days Read: looking forward to dealing with the jet-achterblijven Edited March 13, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 9, 2015 (edited) 09-03-2015 EXE rev. 129614 (game) EXE rev. 129614 (launcher) Size: ~106.8 MB DATA Tweaked: hitPoints of VR entities to provide standard functionality Added: DLC property to uniforms Fixed: Attempt to fix weapon penetration issues Added: Ability to show specific category animation on Arsenal start ENGINE Fixed: Sound: Muffled sounds Added: New script commands allowSprint and isAllowedSprint These are actually not public commands (use for internal diagnostics only) Tweaked: AI aiming error when it has lost sight of a target Fixed: Kicked Headless Client should not rejoin as seagull Fixed: CTD of servers when dragging a backpack from a crate Edited March 10, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 10, 2015 (edited) 10-03-2015 EXE rev. 129643 (game) EXE rev. 129639 (launcher) Size: ~682 MB KNOWN ISSUES Some owners of DLC Bundle or Supporter Edition still see the DLC as unowned. We're trying to resolve this, but it's connected to limited support for pr e-releasing DLC on Steam. It will be fixed come final release at the latest. Should be fixed - let us know if it's still not working after a Steam restart. DATA Added: Cyrus 9.3 mm CSAT marksman rifle* Added: MAR-10 .338 CTRG marksman rifle* Added: Mk-I EMR 7.62 mm NATO marksman rifle* Added: Mk14 7.62 mm FIA marksman rifle* Added: ASP-1 Kir CSAT special purpose rifle* Added: SPMG .338 NATO Medium Machine Gun* Added: Navid 9.3 mm CSAT Medium Machine Gun* Added: AMS NATO scope* Added: Kahlia CSAT scope* Added: Remote Designator NATO / CSAT and backpacks* Added: Full Ghillie suits NATO / CSAT / AAF (variants for arid, semi-arid, lush)* Added: CSAT Laser Designator (and NATO & AAF reskins) Added: Suppressors for 9.3mm and .338 calibers (multiple color variants) Added: Facepaints (9 faces with camouflage, variants for arid, semi-arid, lush) Added: NATO Heavy Vest (multiple color variants) Added: NATO Grenadier Vest (multiple color variants) Added: AAF Grenadier Vest (multiple color variants) Added: Many relevant character configurations Added: VR (Vehicle) Targets Added: Balloons Added: Swivel Target Added: Dueling Target Added: Shooting Mat Added: Shot Timer Added: Bullet Trap Added: Air Horn Changed: Vehicle customization Tweaked: Samples (and tails) and configuration for long-range rifles Tweaked: Samples for pistols Tweaked: Mk20 tails Fixed: VR entity damaged model Changed: The skyboxes for Altis and Stratis have been downdated to ODOL 60 * Restrictions apply for those who don't own Arma 3 Marksmen DLC. ENGINE Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving Fixed: moveInCargo for vehicles with FFV turned-out positions Fixed: Play click sound for changing infantry weapon fire mode Fixed: setSkill with subskill in MP overwriting the entire skill of a unit Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash Optimized: Remove unused variables from the inventory system Changed: Selecting default logoSmall for DLC / mods LAUNCHER Fixed: "Vypnout harwarovou" > "hardwarovou" Edited March 13, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 11, 2015 11-03-2015 EXE rev. 129669 (game) EXE rev. 129669 (launcher) Size: ~403 MB DATA Fixed: 'Try before you Buy' more properly configured (note: you still cannot actually buy the Marksmen DLC, other than the DLC Bundle) Added: AMS scope as a new separate entry Added: AMS picture Tweaked: Assigning new pictures for FM topics Added: DMR and MMG FM entries Fixed: Non-owned DLC asset FM hint title Tweaked: Tails / short shots - samples Added: Proper resource for reticle Added: Different sounds for turret elevation Tweaked: Laser Designator base class for the content browser and localized Fixed: Scripting error in the main menu Fixed: Marker channel selection was visible even in SP Added: Reading Arsenal / Garage assets updated to a new format Added: DLC property to scopes Fixed: Zoom levels of CSAT Laser Designator according to analysis (8x - 42x) ENGINE Fixed: precisionAI replication to clients Added: Direct switch weapons in vehicles: guns / rockets / missiles / bombs Fixed: Knocked over trees should now fall down in the correct direction after vehicle collision in MP Fixed: Pressed buttons on a 128 button controller have full range <0, 1> Fixed: Aiming error sometimes being stuck at 0 Share this post Link to post Share on other sites
DnA 5155 Posted March 12, 2015 (edited) 12-03-2015 EXE rev. 129712 (game) EXE rev. 129692 (launcher) Size: ~439 MB KNOWN ISSUES We are intentionally staging Weapon Deployment in an early and unfinished state. There are many known issues and potential for glitching. Our aim is to get your impressions and feedback early to allow for more iteration time. The Deployment Task Force is working very hard to get this feature to a splendid state Uses several placeholder animation sets There is no profound difference between deployment with / without bipods Chance of getting stuck or otherwise glitching You cannot be run over by vehicles while deployed And a collection of other issues :681: DATA Fixed: When the benches of the MH-9 were removed, then added, they were added folded Tweaked: LH IKs for SPMG Added: Empty belt links for Navid and SPMG machine guns Fixed: Even more ‘Try before Buy’ scopes Added: disableCollisionWith and enableCollisionWith Fixed: Infantry hits were not calculated precisely in Arsenal Fixed: Switch between Arsenal / Garage was visible even outside of demo mission Changed: Disabled mass change when BIS_fnc_initVehicle is called from the Garage (Arsenal) Added: Correct icons for the Field Manual entries of the new weapons Fixed: Static laser designators have the same level of zoom as the hand-held ones Added: Reading Arsenal / Garage assets updated to a new format Fixed: Mar-10 black hiddenSelectionsTextures Fixed: Trigger animation for Kir is more precise Tweaked: Moved brass ejection memory points, added memory points ejectstart and ejectend for ammo belt pieces Tweaked: Introduced proper firing modes for AI for the Navid and SPMG, so it is now actually able to use these weapons Fixed: Changed names of designator icons to work fine with slotability of weapons Added: #BIPODS Updated: End Game multiplayer Public Alpha (see Announce Thread) ENGINE Added: File and product version to extension description Fixed: Usage of UAVs zoom / optics / weapon switching Added: Weapon Deployment Changed: Raised game version because of changes in MP (Weapon Deployment) Edited April 13, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 13, 2015 13-03-2015 EXE rev. 129736 (game) EXE rev. 129722 (launcher) Size: ~378 MB DATA Fixed: Static Designators should have TI mode Fixed: Position of DMS optics Added: Laser Designators tooltip localization Added: Condition for magazine removed from weapon Tweaked: Decreased bullet drag, but increased dispersion of ASP-1 Kir ENGINE Changed: Vehicle commander will turn in in combat mode Fixed: "password" serverCommand stopped working Added: Extended logging information about #login activities on Dedicated Servers Fixed: Weapon Deployment - reload empty magazine Fixed: Action reload ammo type had the wrong name Fixed: Deployment is not cancelled after support leaves position Fixed: Changing selectionFireAnim from "zasleh" hid muzzle flash forever Added: Scripting commands isWeaponRested and isWeaponDeployed pulled to public build Fixed: Condition to switch to 'none' weapon when entering water Share this post Link to post Share on other sites
DnA 5155 Posted March 16, 2015 16-03-2015 EXE rev. 129751 (game) EXE rev. 129744 (launcher) Size: ~614 MB DATA Added: DLC property to all DLC assets Tweaked: Characters equipment update (use of new Marksmen gear) Tweaked: Ghillie suit model Added: Empty belt links effect to M200 and Zafir Added: Purple FD flag Fixed: Missing FD / TT word localization Tweaked: Silencer shot tails changed from prototype samples to final samples and other small changes Added: Purple Skeet_Clay and unified the purple on purple Balloons with it Changed: Collimators have been changed to a new technology Tweaked: Attempt to set up proper memory points for baked-in bipod deployment Tweaked: MMG_02 - reload magazine animation: ammo belt is no longer hidden, instead it is pulled to the side ENGINE Fixed: Running over a deployed player didn't kill them Tweaked: Further improvements of AI getting into a vehicle Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear LAUNCHER Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar Tweaked: Metrics to correct misalignment of a few controls on the mod management page Share this post Link to post Share on other sites
DnA 5155 Posted March 17, 2015 17-03-2015 EXE rev. 129763 (game) EXE rev. 129763 (launcher) Size: ~761 MB DATA Added: Vehicle Customization (VhC) localization Tweaked: Gun holding animation of the Mk14 Fixed: OPFOR Rifleman should be default instead of Officer Fixed: Even CSAT and AAF snipers know how to hide the water pouch of their vests in their ghillie suits Tweaked: Snipers are now trained to hide more vests under their ghillie suits Fixed: Some standard soldiers had a DLC icon displayed Changed: New technology for blending different shaders on the ghillie suits Added: BIS_fnc_position now recognizes a string as object variable name Fixed: BIS_fnc_obvjectVar sometimes could sometimes assign a duplicate variable to different objects Fixed: It was possible to respawn on a dead group leader when the respawn point was the group Fixed: When a respawn point was removed when the player had it selected in the respawn menu, he was still able to respawn on it if he didn't pick any position afterwards Added: Possibility to disable the default 3D task markers / waypoints to allow displaying of the new experimental 3D task markers Fixed: Errors on scanning of the magazines attached on weapons that were caused by Weapon Deployment changes Added: Balloon target configuration for Firing Drills Changed: Swivel Targets should now longer have a shooting target on them by default Tweaked: Default min and max leaning angles of Swivel Targets Removed: Obsolete BIS_standAngle variable init from Swivel Targets Changed: Swivel Targets are now leaning by default (can be disabled by <target> setVariable ["BIS_leaningEnabled", false]) Added: _NoPop variants of FD Balloons Updated: PhysX logo in the splash screen Fixed: Wrong skeleton for camo variants of the GM6 and M320 Fixed: Side accessory positions on MMGs Tweaked: Animation timing for ammo belt of SPMG during magazine reload Fixed: Magazine reload animation for Mar-10 Fixed: Mk-I EMR - incorrect texture under the fire mode selector Tweaked: Animations (mainly of the belt) for reloading and magazine reloading of the Navid ENGINE Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km. Fixed: Zoom in vehicles with a commander turret without weapon Fixed: Can't place any explosives while falling (still can set them off) Fixed: Moving magazines between weapons from inventory (while being a crew member) Fixed: Improper soldier actions visible while manning a turret in a vehicle Fixed: External camera while turned-out and switching out of optics Share this post Link to post Share on other sites
DnA 5155 Posted March 18, 2015 (edited) 18-03-2015 EXE rev. 129776 (game) EXE rev. 129776 (launcher) Size: 510 MB DATA Added: New muzzle flash for the Kir Fixed: Recognition of compatible items was not calculated correctly (http://feedback.arma3.com/view.php?id=23111) Fixed: An error occurred if a vehicle was destroyed or deleted during a mass change Added: Bullet paths diagnostic to Virtual Arsenal Added: New function to define the racing number of the Kart (considers randomization via VhC) Fixed: FPS drop when too many inventory loadouts were present Added: Players are now sorted at the top of the respawn position menu Changed: Adjusted default equipment of various soldiers Fixed: Missing cfgPatches classes Tweaked: Improved far visual LODs and shadow LODs of full Ghillie suits Changed: Replaced FD frozen competitor mechanic with a more robust solution Changed: The racing number definition on Karts has been changed and now considers randomization (enabled or disabled) Fixed: VR meta-data are no longer visible in vehicles Added: LODs to bipod models Fixed: Bipods should not hover above the surface Fixed: Camo variants of the GM6 and M320 should now have proper bipod deployment Fixed: Mounting position of scopes on the Mk14 ENGINE Fixed: An undefined variable in a formatted string in a script caused a CTD Fixed: Slow walk is not enabled by default anymore Added: Config parameters for weapon deployment (documentation forthcoming) LAUNCHER Fixed: Handled a situation when Launcher fails to start because it attempts to detect a running instance of the game with higher privileges Edited March 18, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
DnA 5155 Posted March 19, 2015 (edited) 19-03-2015 EXE rev. 129822 (game) EXE rev. 129814 (launcher) Size: ~445 MB DATA Removed: Class textureSource for the military variant of the xH-9 (no longer needed) Tweaked: Initial setup of stabilization coefficients for resting and deployment according to the implementation changes (WIP) Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions Added: Ability to call BIS_fnc_moduleMissionName independently Fixed: The texture list was incorrectly defined for the FIA Offroads Fixed: The wheels of the FIA texture sources were badly defined for Quadbike Added: User action to activate / deactivate the police light bar on Offroad Added: _NoPop variants to Swivel Targets Renamed: Popup_rot animation to Terc for backwards compatibility with other targets Added: Ammo hit and fly-by distances for AI detection & suppression Tweaked: Ammo boxes have been updated with new weapons and items Fixed: Shadow on AAF #bipodz Removed: Duplicate memory point for the bipods on GM6 camo Updated: End Game multiplayer Public Alpha (see Announce Thread) ENGINE Fixed: FAKs were increasing hit point damage to 0.25 Fixed: Wrong tooltip formating in the inventory display Added: New script commands for manipulation with channels - enableChannel, channelEnabled, setCurrentChannel, currentChannel, getPlayerChannel Added: Parameters dangerRadiusBulletClose and dangerRadiusHit for CfgAmmo Added: isTurnedOut script command Changed: FFV inertia parameters moved to CfgWeapons Tweaked: Clipping through the stairs when deploying a weapon Tweaked: Weird weapon deployment situations Fixed: Throwing a grenade while deployed on an object now results in a normal direction Changed: Throwing a grenade while deployed in prone cancels deployment Fixed: Disabled personTurret in turn-out state, optics and switching weapons Fixed: Some values were incorrectly initialized when the createMine command is called Fixed: Added check for null pointer to address a potential CTD Fixed: Axes for head rotation in freelook while deployed Added: AI suppression enabled Edited March 20, 2015 by pettka Tools Commisar has a better description for Offroad changes Share this post Link to post Share on other sites
DnA 5155 Posted March 20, 2015 20-03-2015 EXE rev. game (129826) EXE rev. launcher (129826) Size: ~445 MB DATA Added: VhC implementation for the Mi-48 Kajman Fixed: Right hand versus model collision for the Navid Changed: Commanders are now able to board Sochor form both sides Added: Snipers have trained how to stuff even fewer vests under their suits Added: FFV inertia parameters to config Changed: Color to "Gold platform" for default mod logo Fixed: Incorrect variable name in BIS_fnc_objectVar Changed: BIS_fnc_objectsMapper stores object simulation state in the spawned objects Fixed: FD rifle decal had inconsistent transparency Changed: In the campaign, vehicle randomization is now handled by the VhC Added: VhC implementation for the Time Trials Added: Abstract FD target type for Swivel Targets Fixed: Some FD target types were incorrectly getting their simulation toggled Fixed: If a FD CP only contained bonus targets, those would not be shown in the IGUI properly Fixed: If you left a CP with only bonus targets remaining, there would be incorrect audio feedback Fixed: Field Manual - DLC hints are now properly marked with the DLC logo Fixed: Tab highlighting in the server browser Changed: Removed the Internet/LAN button because it was replaced by tabs in the server browser Fixed: Fire selector rotation for the Navid ENGINE Fixed: Driving vehicles, which can float, on shore Fixed: Suppression increased by Hit events properly Tweaked: Aiming error recovery made shorter for 0 value of error Tweaked: Weapon distraction for aiming error Changed: drawIcon3D takes one more parameter - drawSideArrows Fixed: Firing from airplanes and helicopters Added: Enabled support for friends in the server browser Share this post Link to post Share on other sites
DnA 5155 Posted March 23, 2015 (edited) 23-03-2015 EXE rev. 129844 (game) EXE rev. 129844 (launcher) Size: ~444 MB DATA Tweaked: Recon Teams have one less member now Added: Marksmen DLC groups Fixed: Local mission functions were affected by a recent security fix Added: Config parameters for secondary text in RscShortcutButton and RscButtonMenu Tweaked: Redistributed different collimator reticles according to design Added: Two new specific models for SMG collimators Tweaked: Zafir and MX-SW machine guns are now switched on full auto by default instead of semi auto Fixed: Added missing entries to cfgPatches ENGINE Fixed: AI not moving in formation correctly Fixed: getPlayerChannel not working for local players Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.) Fixed: Situation where inventory items might disappear when manipulated in MP Fixed: Entering Weapon Deployment changes camera direction Fixed: Saving of Weapon Deployment state Changed: Weapon Deployment - actions should cancel deployment Edited March 23, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 24, 2015 24-03-2015 EXE rev. 129865 (game) EXE rev. 129865 (launcher) Size: ~383 MB DATA Fixed: Script error when shooting around civilian AI Fixed: Wrong icon path in Marksmen hint Fixed: Cropped version number in the Main Menu when aspect ratio is set to 5:4 Fixed: Undesired scrolling of debriefing summary Fixed: Added missing bags into cfgPatches Fixed: Missing muzzle smoke effects for rifles ENGINE Added: Sound: Attenuation of exterior sounds while inside structures (heavily WIP) Added: Vehicles have a new config array AmphibiousRatios used when the vehicle is in water (backwards-compatible) Fixed: Zeroing visible on disabled FFV for commander in Sochor Fixed: Stacking vests inside vests possible via the Take action Changed: The RPM of amphibious cars are now taken from the Arma 3 simulation and not from PhysX vehicles in water Added: Weapon Resting (WeaponRested) and Deployment (WeaponDeployed) event handlers Share this post Link to post Share on other sites
DnA 5155 Posted March 25, 2015 25-03-2015 EXE rev. 129886 (launcher) EXE rev. 129886 (game) Size: ~359 MB DATA Fixed: Displaying of tooltip on the bipod slot in the inventory Tweaked: Updated ammo box compositions (suppressors and new Marksmen optics) according to an updated analysis Tweaked: The optics proxy has been moved for SPMG ENGINE Fixed: Missing null test when attempting to get in a vehicle as agent Fixed: UI element - Dynamic zoom is based on minFov, not initFov Fixed: Zeroing + initSpeed (kudos to http://feedback.arma3.com/view.php?id=23256) Fixed: More cases of sinking into the ground when deploying in prone Tweaked: AI Suppression Tweaked: Weapon Deployment - detection improvements Rock walls Thin obstacles Windows Added: Saving of bipod deployment state Changed: Case insensitive comparison when trying to find a PiP texture Share this post Link to post Share on other sites
DnA 5155 Posted March 26, 2015 (edited) 26-03-2015 EXE rev. 129911 (launcher) EXE rev. 129911 (game) Size: ~544 MB KNOWN ISSUES Showcase Firing From Vehicles can get stuck because of an animation problem for the hostages DATA Added: Showcase Marksmen* Added: 3 Purple category Firing Drills* Added: Showcase Firing From Vehicles (SP & MP COOP) Added: 3 VR Training Weapon Handling courses Tweaked: Kart shaking while driving Fixed: Unable to collapse advanced hint after exiting UAV terminal Fixed: Side proxy on Cyrus Fixed: Attempt to fix all discrepancies between the editor groups composition design and current in-game state, discovered while testing editor groups Added: camo4 selection for 5th LOD of Ghillie suits / adjusted most distant LOD Fixed: Dead players were not added to the checked list in the getUnitByUid function Tweaked: Geometries of windows on several shops have been tweaked to allow Weapon Deployment Added: New sound samples for (water) balloon popping (not configured for the asset yet) Added: Proper configuration of bipod sounds Updated: End Game multiplayer Public Alpha (see Announce Thread) * Content requires ownership of the Arma 3 Marksmen DLC ENGINE Changed: Manual fire disabled for commanders using their personal weapons Fixed: CTD when logging out from FFV turned-out position Fixed: Cursor movement while deployed blocks the exit transition Added: Sound: Weapon Deployment SFX Fixed: Exit the UAV Terminal display when the player loses the UAV Terminal Fixed: Turned out weapons when starting as commander in a vehicle Fixed: PCML selected in turned out turret if selected before embarking Added: Mod / DLC icons in the "Insert Group" dialog in editor Added: Weapon Deployment - detection of broken windows Changed: Fold bipod after changing weapon Fixed: Zeus can't deploy his weapon for a remote-controlled unit Fixed: When Zeus deletes cover below a deployed soldier, the soldier will remain deployed Added: Configurable deployment time Fixed: Items disappear when trying to take them from a remote player's corpse Tweaked: Use more PhysX iteration on ragdoll items Edited March 27, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted March 27, 2015 (edited) 27-03-2015 EXE rev. 129935 (launcher) EXE rev. 129935 (game) Size: ~45 MB DATA Updated: Adjust stance FM hint Tweaked: Marksmen FD decal colour variants exported to replace placeholders Tweaked: CoF: Purple 2 - targets behind walls to match decals Fixed: CoF: Purple 3 - moving target moving to the wrong position Tweaked: CoF: Purple 3 - 2 CP positions Tweaked: Marksmen FD wind and TOD settings Added: Sound effects for the destruction of Balloons Added: "Zipper Theme" (new Marksmen track for Showcase Firing From Vehicles) Fixed: Error message that appeared after pressing F in editor Added: Warning message before the mission is exited after clicking on the Try button in the DLC Content Browser Fixed: Broken progress in Showcase Firing From Vehicles Updated: End Game multiplayer Public Alpha (see Announce Thread) ENGINE Improved: Interpolation of weapon movement in MP while in deployed state on remote clients Fixed: Suppression and AimingError components can be re-enabled again Changed: The selectWeapon command disallows rocket launchers for personTurrets Fixed: Grenades ready to use for FFV, if spawned as a commander Added: AI Suppression commands: getSuppression, setSuppression Fixed: Weapon attachments properly affect AI aiming Changed: createTrigger command - trigger can be created locally Added: Script command documentation for enableAI / disableAI (AIMINGERROR and SUPPRESSION) Fixed: Assembled autonomous turrets have a default 0.5 skill now Edited March 27, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
DnA 5155 Posted March 30, 2015 30-03-2015 EXE rev. 129971 (game) EXE rev. 129981 (launcher) Size: ~452 MB DATA Tweaked: Swapped binoculars between FIA Marksmen and Sharpshooter (DLC) so that the Marksmen now has them, and also removed RGN grenade from Sharpshooter according to design Tweaked: Sound volume of the Balloons Tweaked: Mass of several weapons to better scale their different weights in regard to their real counterparts according to design ENGINE Improved: Commander-gunner communication (commander will assign targets faster) Tweaked: AI suppression (damage, fatigue) Fixed: AI suppression influencing personTurrets properly Tweaked: Sound: Changed shooting sounds dynamic Fixed: Knee-height objects could trap players in a deployed state LAUNCHER Added: Support for the new Steam Workshop version (full mods, multiple files, unlimited file size - you’ll still need the new Publisher before such items can be published) Share this post Link to post Share on other sites
DnA 5155 Posted March 31, 2015 31-03-2015 EXE rev. 129986 (game) No new Launcher Size: ~383.6 MB DATA Tweaked: Shadows of Ghillie suits Tweaked: VR Training - Recolored dart target selection Fixed: Showcase Firing From Vehicles - potential script error relating to callsigns upon JIP ENGINE Fixed: TrackIR while deployed Fixed: Holding breath in deployment Fixed: Item added to UGC monitor before raising events (SteamLayer) Fixed: Not all subscribed items were registered for UGC monitoring thus breaking Launcher (SteamLayer) Fixed: Deployment may prevent natural decrease of secondary sway size Fixed: Calculation error causing AI to stop shooting at a target above it Share this post Link to post Share on other sites
DnA 5155 Posted April 1, 2015 (edited) 01-04-2014 EXE rev. 130012 (game) EXE rev. 130026 (launcher) Size: ~476 MB DATA Tweaked: Bipod poses reworked Fixed: Reloading while deployed in prone canceled reload Fixed: Commander turn out position and cargo pose for Gorgon Changed: Using BIS_fnc_setVehicleMass, the additional mass to be added is limited to a third of the default mass (in order not to break PhysX behavior) Fixed: RPT spam "Bad conversion: bool" when restoring the default mass (according to the phases of the animation sources) of a vehicle Fixed: Generating of the identity for captive units Added: Marksmen FD random target positions and spawning chances Fixed: FD11 - Moving target was moving to the wrong coordinates Added: Support for random FD target positions that require ASL Tweaked: Further adjustment of the sounds for Balloons Added: Parameter for remote cameras in Striders and re-linked its samples Tweaked: All weapons - Improved shooting sounds, tails, interior tails added, supersonic crack, bullet hits, interior house attenuation class added, tails for UGL added Fixed: Removed unnecessary entries in the static GMG turret class causing a pop-up error in Garage Fixed: Nighstalker optics zoom values, so dynamic zoom calculation will correspond to the tool-tip info Added: Author to magazines ENGINE Fixed: Zeus Godly Creations achievement (unlocks achievement on the 200th unit, not the 201st unit) Fixed: Double 100% publish progress report (SteamLayer) Fixed: Soldier is moved to the ground when deploying on a rock or in a building Hotfixed: Pistol accessory on a dead body gets duplicated Fixed: Zeus mode causes player to be stuck when deployed Fixed: Freelook in optics during weapon deployment Optimized: Inventory-related network message Fixed: Vertical camera limit during freelook in weapon deployment (better limits for rotation) Changed: Disabled blending out of deployment when a character is dead Changed: playMove can cancel deployment only when it uses a primary move, not a gesture Added: BattlEye service implementation (more info) LAUNCHER Fixed: Incorrect status displayed in the mod details when an item update is queued Hotfixed: Steam UGC status workflow has changed for legacy items; updating state automaton to compensate Changed: Logging of Steam operations is now disabled Added: Custom command-line parsing, skipping OS parsing Fixed: Parameter decoding is skipped for Steam parameters Added: Explicit queue for synchronization tasks Changed: Server IP parameter changed to Server Address, IP address only restriction removed Added: Workaround to nudge Steam to upgrade subscribed Workshop items to the new version Edited April 1, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted April 2, 2015 (edited) 02-04-2015 EXE rev. 130072 (game) EXE rev. 130083 (launcher) Size: ~144 MB DATA Tweaked: Set up proper deployment and undeployment times Fixed: FD11 - Rogue moving target rails at one shooting station Fixed: Achievement Hip Shooter was still not always unlock-able Fixed: Adjusted minimal zeroing of MOS Fixed: Katiba GL had some strange view while used in FFV Changed: Credits have been updated Changed: Prone deployed animations (yesterday’s version had a better firing arc, but the pose was problematic) Fixed: Sniper wearing Ghillie suit is now able to put more camouflage even on rebreathers and heavy vests (we realize this is not the ideal solution, but it’s the best we can provide now) Tweaked: Tail samples Tweaked: MX in meadows tail samples Updated: End Game multiplayer Public Alpha (see Announce Thread) Potential spoilers: Fixed: Showcase FFV - AI squad leaders will no longer disembark from the helicopter to engage enemy units ENGINE Added: Possibility to configure crew in each turret separately (property gunnerType in turrets) Fixed: Possible CTD in the load script command Changed: Script command load and loadAbs return 0 instead of <null> when a wrong parameter is given Changed: Script commands loadUniform, loadVest, loadBackpack and getMass return 0 instead of <null> when a wrong parameter is given Fixed: Reverting changes in controls priority for movement (until we find a better solution) Fixed: AI soldiers should no longer get stuck around buildings Fixed: Zeroing for deployed weapons on slopes shoots in the aiming direction Fixed: Local recoil movement when a unit is deployed Fixed: Inventory - Disappearing items (vests and uniforms) in inventory after swapping Fixed: Un-subscribe fail handling (SteamLayer) Tweaked: Undeployment is smoother and less clunky LAUNCHER Added: Workaround for legacy items that are not converted for the new Workshop version Edited April 2, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
DnA 5155 Posted April 3, 2015 03-04-2015 EXE rev. 130139 (game) EXE rev. 130139 (launcher) Size: ~166 MB DATA Tweaked: Soldier heights for weapon deployment to avoid levitation Fixed: Changed exit pose from lowest crouch deployment Improved: Camo1 selection of OPFOR soldier updated to include boots Fixed: VR entities have proper color even when played from first person view Fixed: FD09 - random flying target Tweaked: FD13 - medal times were too easy Added: Marksmen FD decorative objects Tweaked: Firing Drill PiP feedback using better targeting parameters Fixed: Firing Drill PiP feedback would sometimes get stuck without target Fixed: Window geometries in some houses to allow more meaningful deployment Added: Stance indicator icons for resting and deployment Added: Sound definition for footsteps on some surfaces Removed: Debug output of the VhC (no longer needed) Potential spoilers: Tweaked: Removed obsolete lock from the helicopter in Showcase Marksmen ENGINE Fixed: Remotely controlled unit cannot access vehicle's weapon without getting out first Fixed: Healing was not properly canceled by reloading Fixed: Weapon orientation after ragdoll initialization Tweaked: Increased smoothness of weapon deployment transitions Added: Adjustable bipod legs Fixed: Animation where a character deploys a weapon and is immediately undeployed Tweaked: Change of stance cancels deployment and changes stance Fixed: Incorrect weapon deployment on handrails Added: Stance indicator for resting and deployment (also not shown in 3rd person) Tweaked: Deployment waits until animations are finished LAUNCHER Tweaked: Localizations Changed: BattlEye EULA shown even if the -noLauncher parameter is present Fixed: BattlEye webpage link Added: UID to workaround working window label Added: Loading box label marked as localizable Hotfixed: Made a label on the Options page localizable with current translations Fixed: Parameters when BE executable is not found Share this post Link to post Share on other sites
DnA 5155 Posted April 6, 2015 06-04-2015 No update today due to Easter holidays. Share this post Link to post Share on other sites
DnA 5155 Posted April 7, 2015 07-04-2015 EXE rev. 130192 (game) EXE rev. 130199 (launcher) Size: ~440 MB DATA Added: End Game into DLC Content Browser Changed: Function 'diag_log' added to the whitelist for the MP remote execution Fixed: Footstep sound in cargo structures Fixed: Description of missions not shown in mission slot selection screen for Firing From Vehicles and End Game Tweaked: FD11 medal times made harder based on play tests Tweaked: FD12 medal times made harder based on play tests Tweaked: FD12 upTime added to several targets behind cover Tweaked: FD12 clutter cutter added in front of small plate target Tweaked: FD13 bronze time made a little more tolerant Tweaked: Various improved interior tails Tweaked: Volume of shooting from pistols raised Fixed: One Cyrus version has been given a matching sound suppressor ENGINE Fixed: Occasional error where player gets stuck in a cargo animation when 2 players try to get in the same position at the same time in MP Added: Sound: Enabled audio features (low pass, building interior) Tweaked: Sound: Distance volume curve & distance frequency filter Fixed: Rare turret desync if turning out at the very beginning of a MP mission Tweaked: Character is adjusted to ground when deployed Tweaked: Stance indicator fade out is reset when resting or deployment changes Fixed: Weapon Deployment - Players get stuck if they try to get into a vehicle while they are deployed Tweaked: Weapon Deployment - Windows detection improvements Fixed: Update vision mode when switched through binoculars Tweaked: Ground weapon holders are ignored when looking for focus object in optics Fixed: Missing weapon stabilization class when remotely controlling units resulted in synchronization issues with deployment Fixed: Problem with the ''weapon'' tab, when a player tries observe attachments close to a crate on the ground Fixed: Weapon Deployment - Entering a helicopter in prone stance Hotfixed: Subscribe content list processing will fire subscribed events before authors resolution (it will still fire the event after the authors resolution as well) [steamLayer] Fixed: Game crash after trying to create non-existent weapon attachments (bad config name) Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash Changed: CWeaponTypeSlotsManager checks max count of available attachment slots and linked items Tweaked: Functionality of prone deployment improved LAUNCHER Fixed: Changed color of of label 'Auto-included' from general orange to the correct green color Changed: An author field of the extension is not updated if the new value is a null or an empty string Fixed: The 'Updated' label of a mod now stays on until the Launcher is restarted and is not overridden by any other synchronization Fixed: The update available flag is now cleared after a legacy mod downloaded to prevent confusion when combined with ‘The Workaround' Share this post Link to post Share on other sites