DnA 5156 Posted April 8, 2015 08-04-2015 EXE rev. 130229 (game) EXE rev. 130217 (launcher) Size: ~70 MB DATA Tweaked: Weapon Deployment heights regarding new engine behavior Tweaked: Boosted volume and final post-processing for Marksmen Voice Over work Fixed: VR Garage script error Fixed: Cannot try a vehicle once you’ve clicked on a UAV in Garage Tweaked: Many translations for Marksmen Fixed: FD vehicles did not have their direction / speed reset on restart Fixed: Screen would sometimes fade in, in MP, before it was supposed to (Showcase FFV) Tweaked: FD12 - Medal times nerfed based on play testing Tweaked: Lowered the volume of the music to not overwhelm the voice acting (Showcase FFV) Tweaked: Hospital upload composition adjusted to prevent uploads through the hospital wall (End Game) Tweaked: Music for Marksmen Fixed: Bad string reference in the Marksmen Welcome Screen Fixed: Wrong class name in the model.cfg of M320 camo ENGINE Fixed: Author resolve counter was not decremented properly - list change may not raised sometimes (SteamLayer) Fixed: Items disappearing after dragging from a non-local linked bag Changed: TrackIR and leaning disabled in 2D optics when deployed Fixed: Crash in MP browser Fixed: Changing zeroing on grenade launchers while deployed causes you to clip into the ground Tweaked: Weapon Deployment - wrecks of Wipeout and Hummingbird have glitchy spots Tweaked: Stance indicator indicates if it is possible to deploy a weapon Optimized: Weapon Deployment detection LAUNCHER Fixed: An error message was briefly displayed on the news page before the first news page was loaded Removed: All localizations of the FontWeight property of the WhyButton Removed: All localizations of the Click event from buttons in the remove local mod dialog Removed: Localizations from non-localizable elements Fixed: Localization of the filter of the dialog for Cgf parameter in jp-JP Share this post Link to post Share on other sites
DnA 5156 Posted April 9, 2015 (edited) 09-04-2015 EXE rev. 130243 (game) EXE rev. 130243 (launcher) Size: ~184 MB (depending on DDE ownership) DATA Fixed: Proper names for new music tracks Changed: External camera position for static laser designators Tweaked: Stance Indicator - 'can deploy' and 'rested can deploy' separated Fixed: FPS drop in the respawn menu when too many inventory load-outs are present ENGINE Tweaked: Gestures ignored when positioning soldier against deployment point Tweaked: Stance indicator shows Rested and CanDeploy as separate states Fixed: Invalid initialization of the sessionInfo class for the MP browser Optimized: Inventory networking Fixed: Weapon Deployment - Player can end under a building or end up levitating when deploying a weapon Tweaked: Smoother deployment camera transitions Optimized: Minor CheckVisibility improvements LAUNCHER Added: Support for branch name Edited April 10, 2015 by DnA Share this post Link to post Share on other sites
DnA 5156 Posted April 10, 2015 10-04-2015 EXE rev. 130283 (game) EXE rev. 130278 (launcher) Size: ~51 MB DATA Added: Set up proper values for 'permanent recoil' in deployment Fixed: Adjusted geometry of the lowest VR block ENGINE Changed: Switched to open-source version of PhysX Fixed: Weapon Holders were not removed automatically (even empty ones) when near an ammo box Fixed: Recoil applied correctly when deployed Fixed: Correct position and direction of weapon particle effects while in a FFV position Fixed: AI got stuck if it joins another group during healing Fixed: Deploying on low rocky walls causes weapon to sometimes not be able to aim right Fixed: Deleting corrupted items right after failed publishing and in published list processing (SteamLayer) Fixed: Item update - updated data was not copied (SteamLayer) Fixed: Persistent effect for recoil when deployed LAUNCHER Added: A branch ribbon for indicating the currently active beta branch of Arma 3 Added: Game version information Updated: Launcher / game version info and safe-mode and HW acceleration flags Share this post Link to post Share on other sites
DnA 5156 Posted April 13, 2015 13-04-2015 EXE rev. 130289 (game) EXE rev. 130289 (launcher) Size: ~45 MB DATA Fixed: Dust created on the water surface when SDAR was fired underwater Removed: Obsolete backpacks containing parts of non-existing autonomous weapons ENGINE Fixed: Weapon crosshair visible for turned out commanders even if disabled in difficulty Fixed: Correct server status in MP browser Share this post Link to post Share on other sites
DnA 5156 Posted April 14, 2015 14-04-2015 EXE rev. 130299 (game) EXE rev. 130303 (launcher) Size: ~436 MB DATA Added: Another height of weapon deployment Fixed: Muzzle flash of Panther GMG was not visible at a low framerate Added: Amphibious vehicles have proper gearbox for water movement Fixed: MBT main cannon zeroing didn't work for the highest values (see http://feedback.arma3.com/view.php?id=23318) Tweaked: Volume of the Strider commander turret movement sounds Fixed: High caliber rifle ammo was able to pass through the VR Gorgon (see http://feedback.arma3.com/view.php?id=23064) ENGINE Optimized: Network traffic for some of the AI related messages Fixed: Weapon Deployment - If players use a UAV terminal when they have deployed a weapon, they get stuck and cannot undeploy Fixed: Popping of subscribed items (SteamLayer) Fixed: Content list checking period (SteamLayer) LAUNCHER Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar Share this post Link to post Share on other sites
DnA 5156 Posted April 15, 2015 15-04-2015 EXE rev. 130319 (game) EXE rev. 130319 (launcher) Size: ~416.7 MB DATA Tweaked: Fire particle effect for Fireplace and Campfire Tweaked: Minor tweaks in VR courses Fixed: Sound of bounding mine trigger Fixed: Silenced Rook 40 sound inside buildings Removed: Surplus items from CfgPatches Fixed: Pre-loading of textures for the stance indicator Changed: Default muzzle flash of ASP-1 Kir to be on par with other suppressed weapons End Game Tweaked: Major improvements to RscHvtPhase Fixed: AreaManager locations are now unregistered after End Game has started Added: Time Acceleration parameters to lobby Added: Timer for End Game (scenario can now end in a draw if sides are not able to upload schematics before the timer runs out) Added: There are no predefined tasks anymore, users can create their own unique set of tasks for End Game Added: Module parameters exposed Fixed: Retrieve Intel tasks icons (3D and 2D) were not attached to their object Fixed: Missing textures for RscHvtPhase Fixed: Laptop could not be destroyed after the intel was being downloaded from it Tweaked: The destroy intel container conversation now plays sooner after the download has completed Fixed: The destroy intel container conversation was playing even if the object was already destroyed Dynamic Groups Fixed: When selecting themselves, players would see kick / ban instead of disband as options Fixed: UI would flash every time there was an update to it Fixed: Making a group private would require closing / opening the UI to be able to make the group public again Fixed: Script error Revive Fixed: Support for respawnOnStart definitions other than -1 Added: Units close to death are now visualized Added: Units being revived are now visualized Added: Showing when a unit becomes incapacitated Added: Showing when a unit dies Optimized: Detection of incapacitated units under the player's cursor Fixed: Skull icon would sometimes fail to pulse when the unit gets close to dying Removed: Obsolete function ENGINE Fixed: Xbox controller - digital to analog sensitivity Optimized: Refactored FFV visual states and simulation Tweaked: Smoother leg transform for prone deployment Fixed: Possible CTD on weapon effects when in FFV Fixed: Problem with remotely controlling of a laser designator and disassembling Removed: Deprecated Addon tag for Workshop Fixed: Deployment - if players are on the higher part of a building in prone deployment, and the building is destroyed, they would stay deployed in mid-air Fixed: Deployment - players were able to ‘rappel’ down buildings by deploying their weapon Share this post Link to post Share on other sites
DnA 5156 Posted April 16, 2015 16-04-2015 EXE rev. 130350 (game) EXE rev. 130346 (launcher) Size: ~73 MB DATA Fixed: VR Garage vehicle position was sometimes incorrect Fixed: VR humming was missing from Arsenal Fixed: Arsenal script error Fixed: Cargo indexes were sometimes incorrect in Garage Fixed: When changing crewed vehicle type in Garage, crew in the new vehicle was using an incorrect shader Fixed: Vehicle crew in Garage sometimes left the vehicle Fixed: Cargo positions in some vehicles in Garage were duplicated Tweaked: Smoke screen for Strider and Ifrit Fixed: Displaying of usage statistics in DLC Debriefing for models whose path is missing a .p3d extension Added: DLC Content Browser can now be closed using the same shortcut as for opening (LShift + P) Tweaked: Czech translations Potential spoilers: Fixed: The wrong ending could sometimes be shown if the player used all of the UAV's ammo to destroy the wreck in Showcase FFV ENGINE Added: New scripting command 'sort' for sorting arrays (ascending or descending) Fixed: Saves for Steam scenarios could get lost if the scenario would be updated Fixed: Old versions of Steam scenarios were loaded if a scenario would change its name Fixed: Dedicated Servers would not accept some passwords as valid for #login and serverCommand Fixed: Using mouse, stick or head-trackers in combo keys Fixed: Maximum aiming deadzone clamped by aiming limits from a unit's class LAUNCHER Fixed: Profile Path parameter quotes were not enforced when a path element contained a space in its name (a more complex fix may follow) Fixed: null in a BasePath property can cause a CTD when a dialog is displayed for a folder value parameter Fixed: Detection of a current Steam branch may cause CTD under certain conditions when Steam is in offline mode Added: Caching for news to speed-up loading process (or at least perception of it ;-)) Optimized: News post content is now pre-processed a little bit more and then processed faster on the UI thread Added: Animations to the news expander Added: Animations to the mod detail expander Added: Minimize to tray support Changed: The last update and the file size of a mod is now displayed in a system format and better formatted overall Share this post Link to post Share on other sites
DnA 5156 Posted April 17, 2015 17-04-2015 EXE rev. 130351 (game) EXE rev. 130351 (launcher) Size: ~191 MB DATA Added: Healing other characters now has its own animation Tweaked: Defined Inverse Kinematics for warming up animations (plus tweaks and optimizations) Fixed: Start-up timer animation exploit - sit down and salute disabled Fixed: Warm up RPG animation bug Tweaked: Refactored weapon deployed actions Added: Stomper RCWS and variants are available in Virtual Garage Fixed: Hitting ‘Enter’ to save a vehicle didn't work Tweaked: Adjusted ambient animals density Fixed: FIA Quad Bike has a proper woodland texture variant Fixed: It was possible to make the right glass of the Offroad levitating in the air Fixed: The components (animation sources) of the Offroad took long to show / hide themselves Tweaked: Centered all Zamak models Fixed: Zeus wasn't able to put bipods to ammo boxes ENGINE Optimized: Scripting command sort is a little more faster now LAUNCHER Added: A combo box that sets Launcher behavior after the game is started (Do nothing | Minimize | Shutdown before game starts | Shutdown after game ends) Share this post Link to post Share on other sites
DnA 5156 Posted April 20, 2015 20-04-2015 EXE rev. 130380 (game) EXE rev. 130386 (launcher) Size: ~64 MB DATA Fixed: Binoculars switch while moving forward, crouching with your weapon lowered (both rifle and sidearm) Fixed: Missing muzzle flashes for the GMGs of RCWS turrets on M4 Scorcher and 2S9 Sochor Fixed: "Support" markers were visible in the editor Added: "Default" faction Fixed: Attenuation for commander and gunner positions of the Strider / added bush collision Fixed: Default coordinates were missing in RscListNBox Removed: CA_TextReserved class from RscDisplayConfigureAction.hpp (label about reserved keys) ENGINE Fixed: Scripts blocking keys Tweaked: Keyboard & mouse combos Fixed: Crash when users try to delete a listbox column with negative index Fixed: Reloading while on a ladder consumes a magazine from inventory Share this post Link to post Share on other sites
DnA 5156 Posted April 21, 2015 21-04-2015 EXE rev. 130410 (game) EXE rev. 130439 (launcher) Size: ~206 MB DATA Tweaked: Another round of Czeching the translations Changed: Disabled Sling Load Assistant for Taru helicopters with pods Fixed: Added sound for walking - crouched - with lowered sidearm Tweaked: Improved launcher sway in all stances and also optimized the differences between walking and tactical pace in crouch with a launcher Tweaked: Marksmen characters refactored Removed: FlareLoop effect from the editor Fixed: BIS_fnc_getParamValue didn't work when paramsArray was undefined Added: Possibility to override both mission config and respawn template respawn delay by using: missionNamespace setVariable ["BIS_customRespawnDelay", 60] Fixed: Drivers of randomized Karts now have the appropriate uniform and headgear Tweaked: Cleaned radio static from clicks and fade in and fade out applied Tweaked: Slightly increased Zafir's inertia coefficient to better correspond with the gun's weight Potential spoilers: Fixed: Checkpoint inspector's animation would break if the player failed to pass the checkpoint (Drawdown 2035) Fixed: No longer possible to disable the Marshalls and break the mission (Resurgent West) Fixed: Crash landing on water wasn't properly handled (Gunships) Tweaked: UAV returns to base after the helo wreck is destroyed (Firing From Vehicles) ENGINE Fixed: Diag capture search is working again (not available in all versions) Changed: Allow Sling Loading for any PhysX vehicles and things Tweaked: Sound: Supersonic crack improvements Fixed: Selecting more appropriate level of details for land clutter with the "Objects" setting set to "Standard" in the video options Changed: Command menu no longer offers Team Switch to a dead soldier Fixed: Enabled strict parsing rules for squad.xml in an attempt to get rid of RPT spam and squad.xml abuse Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs) (WIP) Fixed: Crash by script command lnbDeleteColumn Fixed: Key combinations - can do combos on dragged keys Fixed: Possible CTD when working with cargo items if there's no supply Removed: Error message for unknown GlassesType (moved to RPT) Fixed: Sun was getting brighter with higher levels of FSAA Fixed: Reloading while on a ladder consumes a magazine from inventory Tweaked: Coloring tabs in the MP browser according to current filter (Online / LAN / Friends / Recent) selection Fixed: It is no longer possible to deploy a weapon on the quadcopter LAUNCHER Changed: Focus main window after restoration from tray Added: An indication of signed mods (presence of a BISIGN file) Added: A notification about unusual / unexpected endings of the game process Fixed: The play shortcut Ctrl+P was not bound correctly Changed: ArmaExecutor functionality has been divided into separate classes ArmaLocator and ArmaExecutor Share this post Link to post Share on other sites
DnA 5156 Posted April 22, 2015 (edited) 22-04-2015 EXE rev. 130447 (game) EXE rev. 130458 (launcher) Size: ~137 MB DATA Fixed: ZSU-39 Tigris commander's turret was not rotating in external view Fixed: Cleared paths to non-existent and unused SFX samples Added: Respawn delay can now be dynamically overridden in scenarios Fixed: BIS_fnc_diagAARRecord is no longer called automatically to avoid accidental profileNameSpace spam (scenario designers can still call it manually for debugging purposes) Fixed: Commanders of the Strider no longer have the manual fire option Fixed: Vermin has a magazine with red tracers at the end by default, added tracer magazines for all colors (http://feedback.arma3.com/view.php?id=21399) Potential spoilers: Fixed: Paratroopers would not exit their helicopters correctly (Tipping Point) Fixed: Mi-48 pilots should now behave properly if they successfully bail from their helicopter (Tipping Point) Fixed: Depending on the circumstances, AI squadmates would occasionally fail to board the truck properly (Wet Work) End Game Added: Safe check for undefined gvar BIS_fnc_respawnMenuPosition_systemSelect Fixed: Function header Fixed: After a side downloads intel, the opposite side could not download intel from the same objective Tweaked: Modules work Tweaked: Rifleman (AT) replaced with Engineer to allow players to repair knocked-out vehicles Tweaked: Mines removed from Virtual Ammoboxes, now they are available only at certain ammo crates, vehicles and AAF units Tweaked: Lobby display names of units are now localized Fixed: Pick-up locations on dead bodies were not blacklisted from the garbage collector Fixed: Possible bad initialization for remote players Added: Last phase timer can now be changed in the lobby Fixed: Respawns at the enemy upload points were not unlocking after the last phase started Added: Respawn handling now specific to End Game instead of scenario Fixed: In single player there was a chance that the rules would never display Fixed: Both RscHvtPhase and RscRespawnCounter did not use proper rscLayer and could be overridden by a cutText Added: "Attacking Side" parameters to the StartGame objective module that flags the side which will have to establish their FOB at the given StartGame objective Fixed: Proper names given to rules-specific sound effects Fixed: Sound effects' names localized Fixed: Area markers would not be deleted when the last phase would start Fixed: Players could download Intel while incapacitated Tweaked: Carrier icon visuals Tweaked: Decreased respawn delay when in the last phase of End Game Fixed: RscHvtPhase was visible upon death Revive Added: Failsafe to ensure icon effects do not get applied prematurely Tweaked: Required variables are guaranteed to exist on each client before controlling any icons Fixed: Icons were not properly initialized on Dedicated Servers Added: BIS_fnc_keyHold to allow custom hold Space interactions Dynamic Groups Removed: Log in the PlayerIsLeader sub-function ENGINE Optimized: Refactored and optimized serialization functions for the *variable messages (optimized the size of various types of data sent across the network via scripts, e.g. arrays, groups and nils. Significant compression achieved in some cases. Fixed: Correct title text in MP browser when selecting different modes (Internet / Recent / LAN / Friends) Tweaked: drawIcon3D improvements (align, do not rotate sideArrow) Fixed: ExplosionEffects are shown only if a projectile stops Fixed: Countermeasure always considered successful for airplanes even when it shouldn't be Added: Minimal mass limit for sling loading cargo (vehicle property slingLoadMinCargoMass) LAUNCHER Tweaked: When the Launcher is automatically minimized when the game starts, it's then automatically restored after the game ends Optimized: Caching of the news Tweaked: Main branch display name changed from "Public" to "Main" Fixed: Display name for the default beta branch was displayed in the menu Edited April 22, 2015 by Dwarden date fix Share this post Link to post Share on other sites
DnA 5156 Posted April 23, 2015 23-04-2015 EXE rev. 130481 (game) EXE rev. 130474 (launcher) Size: ~82 MB DATA Fixed: L / BL / B / BR rifle lowered movement binocular switch (http://feedback.arma3.com/view.php?id=23349) Fixed: Cleared paths to more non existent samples Added: The profiles containing a huge variable 'BIS_fnc_diagAAR_data' now trigger a performance warning which offers an option to wipe it out when the pause menu is displayed Fixed: Zamak first set of rear wheels didn't change into destroyed shape Fixed: Cropped Singleplayer tab text in Czech translation in the DLC Content Browser Fixed: Missing link to silenced interior tail for automatic shooting of Katiba Fixed: Wrong samples linked for silenced shots in automatic fire mode of MX ENGINE Fixed: Airplanes were moving on their own with their engine on Tweaked: Published corrupted items detection (SteamLayer) Fixed: Random crash in AI reload checks LAUNCHER Added: A special case for the mod signatures check when no PBO is found in the Addons folder Fixed: Typo in code Share this post Link to post Share on other sites
DnA 5156 Posted April 24, 2015 24-04-2015 EXE rev. 130502 (game) EXE rev. 130505 (launcher) Size: ~510 MB DATA Changed: Minimal weight for an object to be sling loadable Fixed: Unarmed version of PO-30 Orca didn't have countermeasures Tweaked: Shadows of the xH-9 family of helicopters Fixed: RCWS versions of Stomper / Saif now have distinguishable tracers per side Added: Camouflaged face variants from standard profile faces, not available in profile selection, seen on full ghillie snipers Removed: Components for ground floor windows in the view-geometry of Shop 02 Added: Localized indicators in Virtual Arsenal Tweaked: Volume of closure samples for MX Tweaked: Positions of optics on Navid Fixed: The iron sights on the MMG_01 (Navid) are now being hidden when an optic is attached to avoid model clipping Revive Fixed: Players would sometimes lose parts of their loadouts while incapacitated ENGINE Added: New parameter countsForScoreboard to ignore MP score for some objects Fixed: CTD when an object is animated and dead at the same time Added: New script commands diag_activeSQFScripts, diag_activeSQSScripts, diag_activeMissionFSMs Fixed: Possible CTD Fixed: Possible CTD in the server browser Fixed: Fire disappeared after loading Changed: Weapon resting / deployment indicator hidden while healing yourself Added: Extended logging for simple serialization in the netcode (to assist with diagnostics) Hotfixed: Sound: Null pointer access Fixed: Strange soldier neck glitch Share this post Link to post Share on other sites
DnA 5156 Posted April 27, 2015 27-04-2015 EXE rev. 130511 (game) EXE rev. 130512 (launcher) Size: ~109 MB DATA Fixed: The animation source AddGunHolder was not defined in the config of the Mohawk Changed: ELBV Harnesses are not visible in the game anymore, since they are now obsolete. LBV Harnesses can be used instead. Tweaked: Some OPFOR Recon soldiers got LBV Harnesses instead of obsolete ELBV Harnesses Fixed: Arm-shields of the AAF heavy vest to fit with BLUFOR / OPFOR Tweaked: Configured countsForScoreboard for base classes Added: Function BIS_fnc_logFormatServer to Functions_F Added: Missed setting forgotten when functions were ported from a different addon Changed: BIS_fnc_initVehicle_textures is no longer defined by the VhC function because it was a duplicate of the command getObjectTextures Fixed: When exporting from Garage when there is no animation source to change, the export will force the default state of the animations (instead of a randomization) Tweaked: Sound for Check Point Clear used in Firing Drills and Time Trials Fixed: Static HMGs now have distinguishable tracers per side ENGINE Fixed: Sound: Looped sound repeating with short empty gap Fixed: Occasional stuttering of 2D icons Fixed: Strange soldier neck glitch LAUNCHER Fixed: BattlEye status changes were received and processed in batches Added: A preset list to a play split button that allows you load a mod preset and play the game in a single click (ok, actually it's two clicks) Added: Copyright information the for wpf tray license Share this post Link to post Share on other sites
DnA 5156 Posted April 28, 2015 28-04-2015 EXE rev. 130525 (game) EXE rev. 130533 (launcher) Size: ~594 MB DATA Added: buoyancy = 1 property for all models that use buoyancy (means all vehicles) Tweaked: Dirt runways were not producing dust effects and now are Tweaked: Configured isLockingDisabled to disable locking and targeting on House_F, FloatingStructure_F and Lamp_base_F Tweaked: Vermin magazines tracer variants localized Added: Command bar icons for launchers (http://feedback.arma3.com/view.php?id=23920) Potential spoilers: Fixed: Truck would sometimes be too damaged to drive away (Wet Work) ENGINE Fixed: Crash after respawning Fixed: Crash when releasing constraint without any actor (PhysX-related) Tweaked: Adjusted number of network messages Fixed: Spam of AskForPilotLight network messages LAUNCHER Added: Support for new BattlEye states and messages Added: A menu item to access the BattlEye log Fixed: Reading BattlEye status from the BattlEye launcher process Share this post Link to post Share on other sites
DnA 5156 Posted April 29, 2015 29-04-2015 EXE rev. 130555 (game) EXE rev. 130560 (launcher) Size: ~364 MB DATA Tweaked: Changed audibility of footsteps Tweaked: Changed names of samples for swimming Added: buoyancy property to more models that should have buoyancy simulated Potential spoilers: Fixed: Player can no longer shoot from the helicopter (Drawdown 2035) Tweaked: Removed camera shake caused by UnitPlay (Wet Work) Added: New method of ensuring AI properly board the extraction truck (Wet Work) ENGINE Fixed: Player will not lose command after use of the respawn button Fixed: #logEntities admin command Added: Colors of the secondary text in listboxes can be set by config parameters and script commands Tweaked: Removed restrictions for the squad.xml header Share this post Link to post Share on other sites
DnA 5156 Posted April 30, 2015 30-04-2015 EXE rev. 130581 (game) EXE rev. 130587 (launcher) Size: ~90 MB DATA Fixed: Wrong assignment of the flashlight in Showcase AAF Fixed: Wheels on the Zamak that were clipping through the model Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items ENGINE Optimized: Small performance optimization for the str script command Fixed: Some problems with empty UAVs Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items (colorTextRight, colorSelectRight, colorSelect2Right) LAUNCHER Improved: The PLAY button status is not dependent on the BattlEye launcher process Improved: English texts Improved: Update the message for BattlEye update failed status Improved: Parameter quoting is more reliable Improved: The parameter label is clickable for all parameter types (it toggles the checkbox next to it) Improved: -maxMem and -maxVRAM minimum value and increment has been updated Tweaked: Parameter styles moved to separate sub-folder, shared styles extracted to a special file Improved: The PLAY button dropdown toggle is now disabled together with the PLAY button Fixed: Handling of missing executables and informing the user about existing problems Fixed: If there is a problem with running the game, the PLAY button is now immediately re-activated Improved: The "Play with a preset" label in the PLAY button drop-down is not displayed if no preset exists Share this post Link to post Share on other sites
DnA 5156 Posted May 1, 2015 01-05-2015 No update today because it's a public holiday in the Czech Republic. Share this post Link to post Share on other sites
DnA 5156 Posted May 4, 2015 04-05-2015 EXE rev. 130624 (game) EXE rev. 130647 (launcher) Size: ~45 MB DATA Fixed: Self-healing animation speeds to avoid sound desynchronization Fixed: Greyhawk had a broken damage indicator in vehicle info ENGINE Fixed: Deaths not being recorded in all cases Fixed: Crash caused by a null pointer Fixed: Crash when simulating but not initialized (SteamLayer) Fixed: Teary movement when unable to deploy a weapon Improved: Better client status handling (SteamLayer) Fixed: Canceling Steam server search when creating a new session in the server browser Optimized: Various netcode optimizations to reduce the amount of redundant information being synchronized (in gear, position, turret and other updates) LAUNCHER Fixed: Updated implementation to match changes in the SteamLayer library Tweaked: Small update of animations and positioning of visual elements Improved: Better Steam client status handling (SteamLayer) Fixed: UGCMonitor initialization Share this post Link to post Share on other sites
DnA 5156 Posted May 5, 2015 05-05-2015 EXE rev. 130665 (game) EXE rev. 130662 (launcher) Size: ~141 MB DATA Fixed: Incorrect injury materials for some faces with camo paint Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964) Fixed: Skinning on the central upper chest of the diver Added: New audio samples for Explosive charge and Claymore Added: New audio samples for grenade and launcher explosions and impacts on surface Added: buoyancy property to weapon-related models that should have buoyancy simulated Removed: Old UiPicture definition to prevent a "member already defined" startup error Fixed: Missing UGL recoil End Game Added: When a player is the Carrier, they now see an icon on their screen they are not concealed from the enemy Added: Retrieve Intel objectives can now have side-specific respawn points Revive Improved: Post Process screen effects are now used on incapacitated units Dynamic Groups Fixed: Pressing the open / close key would close the interface when the player would have focus on the group name edit box Potential spoilers: Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035) Fixed: Showcase briefing tab was not selected by default (Drones) ENGINE Fixed: Incorrect wind sound when paratrooping Fixed: switchCamera to a unit inside of a vehicle Removed: askForPilotLights message call in the netcode Removed: muzzleInner recoil definition (deemed redundant) LAUNCHER Added: 1.44 localizations Share this post Link to post Share on other sites
DnA 5156 Posted May 6, 2015 06-05-2015 EXE rev. 130673 (game) EXE rev. 130673 (launcher) Size: ~115 MB DATA Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918) Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models Tweaked: Audio samples for launcher and grenade explosions ENGINE Fixed: Multiplayer ocean waves synchronization LAUNCHER Fixed: Underscores in the author name were incorrectly considered to be accelerators Share this post Link to post Share on other sites
DnA 5156 Posted May 7, 2015 07-05-2015 EXE rev. 130686 (game) EXE rev. 130692 (launcher) Size: ~75 MB DATA Fixed: Gorgon APC can no longer drive on the seabed and floats instead Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D/3D task icons) are not active Fixed: Carrier Lite (Black) vest now has the correct model Fixed: Fighter Chest Rigs variants renamed to Chest Rigs Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new. Dynamic Groups Fixed: Order of members after promoting a player Fixed: Script error when a player disconnects/connects while the UI is open Fixed: Group could become invalid after promoting a player Improved: Better looking font for group name in UI Added: UI now correctly updates when a player state changes (incapacitated/revived) Fixed: Wrong color of player icon in groups tab after joining other player group Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing Tweaked: High priority buttons are now bigger Fixed: Double clicking on a player to invite, would invite even if the player was already in the group Fixed: Wrong button tooltips after clicking a member player as group leader Revive Added: Scripted event handlers for entering and exiting the incapacitated state ENGINE Fixed: Visual flickering or disappearance of Tactical Backpack Black LAUNCHER Fixed: Author names were not shown in mod details Share this post Link to post Share on other sites
DnA 5156 Posted May 8, 2015 08-05-2015 No update as we celebrate V-E Day. Share this post Link to post Share on other sites
DnA 5156 Posted May 11, 2015 11-05-2015 EXE rev. 130708 (game) EXE rev. 130708 (launcher) Size: ~46 MB DATA Fixed: Vehicle rotation and velocity is now reset upon opening Garage interface Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets End Game Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side Added: Color to task type icon ENGINE Fixed: drawIcon aligns text to left by default Tweaked: Disabling sling loading for objects under roofs LAUNCHER Added: Scrollable menu style Share this post Link to post Share on other sites
DnA 5156 Posted May 12, 2015 12-05-2015 EXE rev. 130723 (game) EXE rev. 130723 (launcher) Size: ~61 MB DATA Fixed: Rabbit infestation on both islands Fixed: It wasn't possible to recompile single mission specific functions (http://feedback.arma3.com/view.php?id=24080) Fixed: There were multiple footsteps after treating other soldiers (http://feedback.arma3.com/view.php?id=23875) Fixed: MP script framework issues Dynamic Groups Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes Fixed: When a player would join, the UI would not properly update End Game Fixed: Initial Arsenal camera location and rotation Improved: Arsenal is now preloaded on mission start Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser ENGINE Fixed: TrackIR axis manipulation in gunner positions Fixed: Inventory: Uniforms of other factions disappeared after removing your own uniform and attempting to equip them Improved: Supersonic crack and subsonic sounds Fixed: Crash related to weapon shot sounds evaluation Share this post Link to post Share on other sites