Dirty Posted May 25, 2013 Share Posted May 25, 2013 CHANGELOG DATA Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries) Comprehensive lighting tweaking (details) Environmental tweaks: sun, lens flares, material changes for changed lighting Lights optimization Lighting tweaks for vehicles (headlights, positional lights) and flashlights Increased light intensity of muzzle flashes Added: dedicated combat radio protocol Added: dedicated stealth radio protocol Fixed various radio protocol issues Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details) Alarm sound now also configured under CfgSounds, as Alarm Improved Ka 60 fire geometry Various types of lights on the Ka 60 improved (placement, parameters) Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions) Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication) Adjusted mass distribution of MH-9 Fixed: Position lights of helicopters have been adjusted AI helicopter handling improved Improved fording depth for helicopters to deal with landing on water better Speedboat (minigun) now uses correct muzzle points Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter) Fixed: Tweaked fire geometry (mostly glasses) for the Hunter Tweaked MRAPs' maximum light radius to improve performance MRAPs should have tracers every third shot now Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted) Launcher AI settings and weapon performance configuration tweaked Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.) Material penetration properties modified Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor) Holosights have been replaced by ACO for Katiba 12.7mm HMG Rate of Fire fixed Tweaked missiles for AH-9 to be better used by AI Adjusted DAGR locking cone and adjusted its AI characteristics Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI Fixed: MXM and MX SW handles have better materials Range Master character added All chest rigs should be of better visual quality BLUFOR marksman's has changed its color to match his uniform Removed hand grenades from helicopter pilots and crew Diver UW magazine count modified Automatic rifleman shouldn't have a tracer round every bullet anymore Removed little cubes from BLUFOR rifleman's right wrist Fixed: Missing texture of backpack has been re-mapped Movement speed tweaking and unification deployed Various little tweaks and fixes on common houses Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction) Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions) Added numberOfDoors parameter to structure configs Added numberOfHatches parameter to structures configs Reduced durability of reflectors and markerlights on structures Added baked lighting for crowns and trunks of trees and shrubs (macro maps) Last / distant LOD for plants improved Fixed: various bush material / alpha shaders Smoke shell effect tweaked Rocket effects tweaked Blood hit and fire dust effects tweaked Added small settlement near Kamino firing range Stratis bridges improved for characters and vehicles Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors Tweaks to Stratis lamp placements Fixed: Sandbag barriers adjusted on Stratis Added: New system for displaying scenario overview information Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed Added tooltips to CListBox and key presets Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default Welcome Screen no longer shown for new profiles made during the same session Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white Added: Debriefing now shows number of respawns instead of reverts in multiplayer Fixed: Quick command linked to the old communications menu Added: Correct cursor for supports communications menu Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details) Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates Added: Communication menu manager Function BIS_fnc_objectsGrabber would sometimes not close the output Array Fixed: Functions viewer was not working when launched from mission editor Added: Adding new control presets and their tooltips Fixed: Notification area is now wider Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission Field Manual Commanding / Move hint improved BIS_fnc_arrayShuffle added to functions Fixed: BIS_fnc_infoText was using obsolete sound Added: A notification is displayed when a new communication menu item is added Fixed: allowFunctionsRecompile description.ext param had no effect Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side Optimized: BIS_fnc_selectRandomWeighted Added: Variable header added to local functions Fixed: BIS_fnc_sortBy ignored entries with duplicate values Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now Fixed: Chromatic aberration remained when camera was launched from the pause menu Removed: pauseOnLoad.sqf redundant script Optimized: Module framework now loads modules significantly faster and takes less time during a mission Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others Added: Error message will now interrupt loading screen Fixed: The default editor template was still calling functions Fixed: Feedback FSM optimization Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts Added: Correct ETA for mortar support in SCUBA mission ENGINE New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details) Updated to Physx3.2.4 Fixed several MP synchronization issues Fixed several crash opportunities in SP and MP Several inventory interaction and stability fixes Removed destroyed buildings from PhysX simulation Fixed: Wheel speed in damaged or destroyed state Dynamic light influence to AI visibility tweaked Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI Fixed: Hard limit usage while performing light sorting Added: New hard limits implemented into particle lights Added: New parameters for particle effects (global variants of surfNormalX, Y and Z) Fixed: Starting scenarios from subfolders did not work correctly Fixed: Audio distance curve Added: Radio filter / effect Fixed: MX UGL had a displaced crosshair Added: Loiter waypoint Fixed: AI will not eject before player Fixed: Taking additional ammo for pistol would play reloading sound Fixed: Certain magazines could not be moved to another container from backpacks Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack Fixed: Texture flickering on wrecks Fixed: Tooltip crash in MP sessions listbox Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop) Added lbSetTooltip script command Removed redundant CfgFirstAid >> firstAidScript Small optimization of face mimics Fixed: enableFatigue command was not working Fixed: Manual control for locked missiles works again Added: Most detailed shadow lod is now displayed in view pilot Fixed: Helicopters engines now are damaged correctly upon contact with water View the full article Quote Link to comment Share on other sites More sharing options...
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