bis_iceman 7384 Posted August 22, 2016 22-08-2016 EXE rev. 138025 (game) EXE rev. 138027 (launcher) Size: ~248.9 MB (depends on Apex ownership) DATA Tweaked: Respawn icons are now smaller and more consistent with other icons ENGINE Fixed: Mouse sensitivity would increase when colliding with objects (http://feedback.arma3.com/view.php?id=24828) Added: A new isSingleplayer script command Tweaked: Computation of the icon offset for the CListNBoxCheckable checkboxes was improved Added: Support for retexturing simple objects LAUNCHER Fixed: Selecting a unit on the Dashboard with the previous 'No Unit' option selected would incorrectly select both options 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 23, 2016 23-08-2016 EXE rev. 138034 (game) EXE rev. 138034 (launcher) Size: ~924.4 MB (depends on Apex ownership) DATA Fixed: Incorrect geometry on an airport terminal Fixed: Incorrect damage property value for the WaterTower_01_F Tweaked: The Tactical Ping icon no longer contains an exclamation mark (it would obscure the overview of the desired target) Tweaked: The projectile drawing toggle in Spectator was changed to the "O" key instead of "P" (it was conflicting with the Score Table) Apex Protocol (potential spoilers) Fixed: The Campaign Lobby and Respawn Menu would not behave correctly on a Dedicated Server Tweaked: The information about Revive and Respawn was tweaked Eden Editor Fixed: Eden Editor location of the Back Alley Fences was incorrect ENGINE Tweaked: Data signature checks are now disabled for Headless Clients Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale Tweaked: The order of items in the magazine description array for the setUnitLoadout and getUnitLoadout commands (from [magName, ammoLeft, count] to [magName, count, ammoLeft]) LAUNCHER Fixed: An unlocalized string in a parameter tooltip was found and destroyed 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 24, 2016 24-08-2016 EXE rev. 138056 (game) EXE rev. 138060 (launcher) Size: ~413.5 MB (depends on Apex ownership) DATA Fixed: The suppressor for the SPAR-16S rifle was not centered properly Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants Apex Protocol (potential spoilers) Tweaked: New tooltips for the Apex Protocol difficulty overhaul were localized Tweaked: All objects in the Keystone, Warm Welcome, Heart of Darkness, Extraction, Apex Protocol and End Game scenarios now use Simple Objects whenever possible ENGINE Tweaked: The hideSelection command now works for more selections on Simple Objects Fixed: Passengers of vehicles would survive underwater in MP Fixed: The 'inventory open' pose would be present even after closing the inventory Tweaked: The isSingleplayer command was renamed to isMultiplayerSolo Tweaked: The enableAI and disableAI commands now support a new "ALL" parameter LAUNCHER Tweaked: Logging of data was optimized (a smaller amount of logs is stored for a shorter period of time, old logs are deleted to reclaim used disk space) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 25, 2016 25-08-2016 EXE rev. 138087 (game) EXE rev. 138094 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (https://feedback.bistudio.com/T119498) Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor)The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber The CMR-76 is now compatible with Stealth Sound Suppressor used by the Type-115 instead of a standard 6.5 mm suppressor as it is more visually fitting and available in all necessary camouflage variants Suppressors for CAR-95 and CAR-95-1 use the model of Stealth Sound Suppressor as well (beware, they are not compatible with Type-115 and CMR-76 due to a different caliber!) as it is more visually fitting and available in all necessary camouflage variants The LIM-85 can now attach sound suppressors These shorter suppressor models now add less inertia to the weapons they are attached to than the longer suppressors for weapons of higher calibers, which slightly benefits the handling of suppressed weapons of lesser calibers Added: Splendid Camera now shows also the camera's ASL altitude Fixed: The brightness of concrete barriers was too high Apex Protocol (potential spoilers) Fixed: There would be other player slots visible when playing the campaign in Solo mode Fixed: The Warm Welcome scenario was not correctly marked as complete in the Apex Protocol mission list ENGINE Tweaked: Using setSpeedMode "FULL" now works also on unarmed AIs Tweaked: The UI of the checkboxes for muting / unmuting players was improved Tweaked: The diag_codePerformance command can now be executed in the MP environment when a debug console is available Eden Editor Fixed: Objects with reversed models would be placed with an incorrect orientation in-game LAUNCHER Tweaked: The message displayed after declining the BattlEye EULA was incorrect and obsolete 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 26, 2016 26-08-2016 EXE rev. 138105 (game) EXE rev. 138109 (launcher) Size: ~650.2 MB (depends on Apex ownership) DATA Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased Added: A new directory for sounds shared for all weapons Added: Support for new zeroing sounds Fixed: UGVs might be invisible when rendered at low LODs ENGINE Added: A new setShotParents script command Tweaked: Players shooting with drones are now considered the initiators of the shots Tweaked: Restrictions on usage of the addOwnedMine command (SP and AI) were removed Fixed: BattlEye was not initialized properly on Linux Dedicated Server start-up Tweaked: Sound simulation for disabled objects was optimized LAUNCHER Added: Animations for switching main pages Tweaked: Loading time for the application and mods was improved 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 29, 2016 29-08-2016 EXE rev. 138136 (game) EXE rev. 138144 (launcher) Size: ~94.5 MB (depends on Apex ownership) DATA Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory Apex Protocol (potential spoilers) Fixed: Spectators of the Apex Protocol campaign could not spectate in 3rd person view ENGINE Fixed: An incorrect ComboBox picture color could be used Fixed: The playerSide command was not updated in the Server Lobby Added: New IDC values for pilot cameras (IDC_IGUI_WEAPON_CAM_TRACK_AREA, IDC_IGUI_WEAPON_CAM_TRACK_TARGET) Added: A new "FiredMan" Event Handler Added: A new "PlayerViewChanged" Event Handler Eden Editor Fixed: Moving soldiers to a non-default formation would not work correctly Fixed: Units placed on top of objects could flicker in Eden Editor 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 30, 2016 30-08-2016 EXE rev. 138170 (game) EXE rev. 138170 (launcher) Size: ~2.4 GB (depends on Apex ownership) DATA Added: A new BIS_fnc_attachToRelative function Added: A new BIS_fnc_vectorDirAndUpRelative function Added: A new BIS_fnc_weaponDirectionRelative function Added: Support for Simple Object custom / variation textures (placed Simple Objects will now have their textures properly set) Fixed: Several glitches with several Simple Object vehicles (e.g. blurred rotors or missing tracks) Added: An indication of track mode in airplanes' TGPs (the PilotCamera class) Apex Protocol (potential spoilers) Tweaked: The number of Syndikat troops in the jungle was tweaked in the Firestarter scenario Fixed: Certain conversation lines could be heard multiple times in the Firestarter scenario ENGINE Tweaked: Execution of the setShotParents command is now disallowed on client machines in MP environments Fixed: The player list in the Server Lobby would not be updated correctly Added: A new #restartserver Dedicated Server command Fixed: Loading a save file (e.g. after getting killed) would always turn the GPS off (it will now be on if the game was saved when it was on) Eden Editor Fixed: Placing groups onto objects would be imprecise in some cases Fixed: Crash when using the "Undo" operation after setting a variable name for a crewed vehicle Fixed: Transforming a squad into the Wedge formation would not work correctly Fixed: Using the "Undo" operation multiple times could auto-delete the next placed entity LAUNCHER Fixed: Potential delay between Launcher's start and some of its animations reacting to a mouse move 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 31, 2016 31-08-2016 No update today due to logistical issues. 3 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 1, 2016 01-09-2016 EXE rev. 138206 (game) EXE rev. 138206 (launcher) Size: ~2.5 GB (depends on Apex ownership) DATA Tweaked: Some buildings on Tanoa have been adjusted to visualize non-enterable doors better (more in the SITREP) ENGINE Fixed: The mute button in the Server Lobby did not work correctly Tweaked: AI should now be able to drive faster in convoys Tweaked: AI formation following of vehicles was improved (non-convoy behavior) Added: A new setConvoySeparation script command Fixed: Calling remoteExec with an object / group as a target would not behave correctly in some cases AI characters with their simulation disabled would still keep their collision geometries Tweaked: Dedicated Server administrators will no longer be able to login with a blank passwordAdmin Fixed: Group formation would be set too late after a scenario initialization Fixed: An assert after loading a save game with a bag lying on the ground Added: A new aimTransitionSpeed config parameter for switching between normal mode and iron sights / optics 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 2, 2016 02-09-2016 EXE rev. 138218 (game) EXE rev. 138218 (launcher) Size: ~577.3 MB (depends on Apex ownership) DATA Apex Protocol (potential spoilers) Tweaked: The speed and distance between vehicles in the convoy was tweaked in the Warm Welcome scenario Fixed: The support team would open fire in some cases in the beginning of the Firestarter scenario Fixed: Some colliding compositions could destroy the supplies in the Firestarter scenario ENGINE Fixed: It was possible to load vehicles into the vehicles of opposing factions Added: A new toFixed script command Added: New GUI IDCs for unitInfoType: IDC_IGUI_TOTAL_AMMO_COUNT 26006, IDC_IGUI_TOTAL_MAX_AMMO_COUNT 26106 and IDC_IGUI_MAX_AMMO_COUNT 26206 Tweaked: The "unitInfoType" and "unitInfoTypeRTD" parameters can be defined in the configs of turrets Tweaked: AI convoy driving precision was improved Tweaked: AI convoy behavior in Combat mode was improved Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one) LAUNCHER Tweaked: Corrupted files in mod presets are now better handled by the Launcher 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 5, 2016 05-09-2016 EXE rev. 138249 (game) EXE rev. 138249 (launcher) Size: ~536.5 MB (depends on Apex ownership) ENGINE Added: New HTML templates for displaying player information in the Diary in multiplayerEach state (in Unit, in Squad, none) has its own template showing what information will be displayed Templates can be adjusted in the diary config (CfgDiary) Tweaked: Tobii EyeX head tracking was disabled on a request from Tobii as it was causing conflicts between leaning and zooming of characters (eye tracking still works) 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 6, 2016 06-09-2016 EXE rev. 138264 (game) EXE rev. 138264 (launcher) Size: ~2.9 GB (depends on Apex ownership) DATA Eden Editor Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor Apex Protocol (potential spoilers) Tweaked: New convoy driving was enabled in the Firestarter scenario ENGINE Fixed: Helicopter gunners would ignore the disableAI "AUTOTARGET" command Fixed: Static weapons would sink into the ground in the multiplayer environment (https://feedback.bistudio.com/T117186) Tweaked: AI car driving should be slightly more precise Eden Editor Fixed: Setting Random Start by markers would not work correctly 13 Share this post Link to post Share on other sites
DnA 5156 Posted September 7, 2016 07-09-2016 (+1 hotfix) EXE rev. 138285 (game) EXE rev. 138298 (launcher) Size: ~192 MB (+9 MB - depends on Apex ownership) DATA Added: The ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false]) Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying Fixed: Limping in a forward left direction with a raised weapon caused a loop (https://feedback.bistudio.com/T120109) Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000 ENGINE Fixed: JIP players were able to draw on the map even with drawingInMap disabled (https://feedback.bistudio.com/T119279) Tweaked: AI underwater detection Tweaked: Vehicle-in-Vehicle Transport vehicles now have their side set when loaded with another vehicle Tweaked: It is now possible to load a vehicle into an enemy vehicle by script or editor Added: The ability to load data from a config class using unit setUnitLoadout config 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 8, 2016 08-09-2016 EXE rev. 138309 (game) EXE rev. 138302 (launcher) Size: ~34.7 MB (depends on Apex ownership) DATA No data update today ENGINE Fixed: Boats would get stuck on shores too easily (WIP) Fixed: Using the setUnitPos command on CARELESS soldiers would not behave correctly Eden Editor Fixed: Placing an occupied vehicle into another occupied vehicle of an opposing faction would cause an explosion on scenario preview 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 9, 2016 09-09-2016 No update today due to logistical issues. 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 12, 2016 12-09-2016 EXE rev. 138345 (game) EXE rev. 138345 (launcher) Size: ~4.3 GB (depends on Apex ownership) KNOWN ISSUES Pop-up errors when launching Eden Editor DATA Tweaked: The speed of aiming down the weapon sights is now reflected by a weapon's mass value Tweaked: Hold Breath is now bound to Left Shift in the Arma 3 Apex preset (instead of Right Mouse Button) Added: Sound samples for crawling on sand Tweaked: The ability to set 500 m sectors in Zeus was removed as its visualization was causing freezes Tweaked: Collision envelopes for character movement to prevent levitating on stairs ENGINE Fixed: Crash connected to the createAgent and selectPlayer commands Fixed: The Linux build did not correctly convert relative paths to full paths (https://forums.bistudio.com/topic/188939-linux-dedicated-server-map-roads-shapefile-not-found) Fixed: Boats would get stuck on the shores too easily (WIP) Tweaked: The createSimpleObject command now supports object types and plain shapes Eden Editor Fixed: The getMissionLayerEntities command would not work after a second preview Fixed: Importing a scenario from the 2D editor with no player units could behave incorrectly (https://feedback.bistudio.com/T117667) Added: Support for coloring Simple Objects in Eden Editor by a different color 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 13, 2016 13-09-2016 EXE rev. 138366 (game) EXE rev. 138366 (launcher) Size: ~35.3 MB (depends on Apex ownership) KNOWN ISSUES Pop-up errors when launching Eden Editor DATA No data changes for today ENGINE Tweaked: The setUnitLoadoutFromConfig command was renamed to setUnitLoadout (overloaded) Eden Editor Fixed: The Trigger Area Widget could be moved around the scene when dragged to negative values Fixed: The Trigger Area Widget would get deformed when dragged to negative values and rotated Fixed: The getMissionLayerEntities command would not work after loading the scenario 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 14, 2016 14-09-2016 EXE rev. 138395 (game) EXE rev. 138398 (launcher) Size: ~2.5 GB (depends on Apex ownership) DATA Tweaked: The Type-115 rifle now has a consistent range of zeroing (100 to 600 meters – secondary .50 muzzle included) Fixed: Cluster ammunition used a missile model (https://feedback.bistudio.com/T83464#1106580) Fixed: The speed of aiming down the weapon sights was not influenced by a weapon's mass value in all cases Tweaked: The dispersion values of the Mk200 and Zafir machine guns were slightly increased ENGINE Tweaked: The NVGMarkers now work with the "blinking = true", flareMaxDistance and flareSize parameters Added: A new "getUnitLoadout config" script command variant 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 15, 2016 15-09-2016 EXE rev. 138411 (game) EXE rev. 138399 (launcher) Size: ~47.4 MB (depends on Apex ownership) DATA Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled ENGINE No engine changes for today 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 16, 2016 16-09-2016 EXE rev. 138427 (game) EXE rev. 138430 (launcher) Size: ~1.4 GB (depends on Apex ownership) DATA Added: Various door locks Tweaked: The time needed for aiming down the sights of launchers has been adjusted Tweaked: The kick back force of the Type-115 secondary muzzle shots was slightly decreased Fixed: End Game objective icons would not be placed correctly for objects above water Tweaked: Various translations in different languages ENGINE Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this") Fixed: The TaskSetAsCurrent Event Handler would not be called every time the current task was changed Tweaked: Analytics back-end overhaul 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 19, 2016 19-09-2016 EXE rev. 138449 (game) EXE rev. 138444 (launcher) Size: ~1.9 GB (depends on Apex ownership) DATA Tweaked: The Zubr revolver is now more precise and powerful Fixed: After dying near the Schematics in an End Game scenario, players could still see the possibility to connect to the Schematics Fixed: A pop up error when picking up the Schematics when playing an End Game scenario Fixed: A pop up error when entering the Virtual Spectator Eden Editor Fixed: An error would pop up when trying to open the Virtual Spectator from the Pause Menu while playing from the Eden Editor without a playable unit The East Wind (potential spoilers) Tweaked: The Moral Fiber scenario is now using the overhauled AI convoy behavior ENGINE Fixed: Server crash connected to ConfigGetEntry Added: A new ctrlSetDisabledColor script command Tweaked: The AI behavior connected to the IsAway test was optimized Fixed: Crash when getting into the Wipeout airplane (https://feedback.bistudio.com/T120251) 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 20, 2016 20-09-2016 EXE rev. 138462 (game) EXE rev. 138462 (launcher) Size: ~2.0 GB (depends on Apex ownership) DATA Tweaked: Standard, Urban and Pacific OPFOR Explosive Specialists can now survive an explosion of one anti-personnel mine (like their NATO and Independent counterparts) Tweaked: The damage of anti-personnel mines was adjusted Tweaked: The mass value of the Standard anti-personnel mine was lowered Tweaked: The Tripwire anti-personnel mines are now less likely to be spotted Tweaked: The Standard anti-personnel mines are now more likely to be spotted Fixed: Respawn tickets were not depleting after a player's death in some cases Fixed: The "onPlayerKilled.sqf" and the "Killed" Event Handlers were not fired when players would bleed out in Revive Fixed: A pop up error in End Game Fixed: The LBV Grenadier Harness (Gray) would have an incorrect model when placed on the ground from the inventory Fixed: The Rangemaster Cap would have an incorrect texture when placed on the ground from the inventory Apex Protocol (potential spoilers) Fixed: The extraction truck wouldn't leave when some players got stuck in the Respawn Menu in the Heart of Darkness scenario ENGINE Fixed: Pasting a text into the Search field would delete factions from the Create field in Zeus Added: It is now possible to set a custom speed for the animate and animateSource script commands Tweaked: AI detection of submerged objects was improved 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 21, 2016 21-09-2016 EXE rev. 138478 (game) EXE rev. 138483 (launcher) Size: ~389.8 MB (depends on Apex ownership) DATA No data changes for today ENGINE Tweaked: The functionality of Use Actions was separated Fixed: The selectPlayer command would remove switchable units (reducing the Team Switch options) 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 22, 2016 22-09-2016 No update today due to focus on a main branch release. 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 23, 2016 23-09-2016 EXE rev. 138521 (game) EXE rev. 138521 (launcher) Size: ~2.1 GB (depends on Apex ownership) KNOWN ISSUES A visually incorrect pop up prompt can appear in the Main Menu of the game for new user profiles DATA Fixed: BIS_fnc_keyHold would not exit properly if the passed condition returned false while Space was being pressed Tweaked: The damage model for the 'Basic' Revive setting was changed Tweaked: Basic interactions were separated from the action menu (for the Arma 3 Apex and Industry Standard presets) Tweaked: Damage dealt by the PDM-7 amphibious mine was increased Tweaked: Triggering of the PDM-7 amphibious mine is now done by passing over it within 10 meters (instead of 5 meters in all directions) Fixed: Various incorrect sound sample paths Apex Protocol (potential spoilers) Fixed: Error message after Joining In Progress to the Extraction scenario ENGINE Added: A new explosionShielding object shape property Fixed: Lights of a transported vehicle were visible through the transporting vehicle Eden Editor Fixed: FPS drops when a large number of empty tracked vehicles with disabled simulation is present in a scenario Fixed: Proxies were not hidden correctly for Simple Objects LAUNCHER: Fixed: BISIGN signature files were not correctly compared to the signed PBOs Fixed: Potential crash when switching back to the News page in the Launcher (https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/page-7#entry3089057) 11 Share this post Link to post Share on other sites