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Arma 3 Beta Updated


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CHANGELOG

 

Enabled publication to and download from Steam Workshop of singleplayer and multiplayer scenarios

Player is now able to freelook while holding binoculars

Better binocular animations

Improved transitions in pistol tactical movement

Pistol optics disabled when side-prone

Fix: Playback speed of ladder animations matched to vertical movement speed

Fix: Swimming animations

Fix: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true)

Interpolations with launchers have been improved (animations)

Tweaked climbing position for ladders on Transmitter Towers

Decreased speed on ladders

Soldiers in open parts of vehicles keep their NVGs on their heads

Drivers have gone to training lessons to improve their driving capabilities

Fix: Tweaked flight model of all helicopters

Helicopters: added bodyFrictionCoef config parameter

CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos

Adjusted lift force of xH-9, AH-99 and PO-30 helicopters

Fix: Blurred tail rotor in cargo-view of xH-9

Adjusted collective of xH-9 family helicopters

Fix: Improved UH-80 lights

NATO technicians have found and removed invisible barriers around Ghosthawk

Camo version of UH-80 is now listed as made by Bohemia Interactive

Crew of AH-99 is now trained to get in proper seats

Fix: Pilot of AH-99 can get back in after having disembarked

Swapped PiPs for gunner / pilot of AH-99; improved compass

Revamped flight model of AH-99 Blackfoot to cut the slack

Technicians allowed pilots to customize their AH-99 by using setObjectTexture even to different color than V. Olive (see http://feedback.arma3.com/view.php?id=12486)

Gunner of Mi-48 has his zeroing displayed

Changed glass materials on CH-49

CH-49 Mohawk should correctly show damaged hull

Fix: Bad collisions for HEMTT

Fix: Problems with lights on HEMTTs

Fix: Co-driver of HEMTT is no longer a designated role

Fix: HEMTT and Zamaks have better cargo poses

HEMTT and Zamak have new custom get out animations

Speed indicator of Zamak has been re-calibrated by CSAT technicians

Zamak has a more authentic look

HEMTT has better destruction of windows

Technicians allowed drivers to customize their HEMTTs and Striders by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)

Fix: Quadbike driving model improvements

Fix: Angular damping of land vehicles in water

Added new penetration materials for armored vehicles

Adjusted Rolled Homogeneous Armor against small arms fire

Tracked APC crews kill-able with penetrating shots

APCs damage model has been improved

Fix: http://feedback.arma3.com/view.php?id=11953 (Marshal - commander first-person seeing through gun)

Corrected position for optics, coaxial machinegun made on correct place on the AMV

Fix: CSAT technicians have loaded correct color of tracers into Kamysh

Adjusted Strider engine hitpoints

Commanders of Panther have been trained to open hatch first and turn out just after that

Panther has visually improved damping

Panther commanders have been trained to pop-out of their hatch a bit less - for their own safety

Panther should be a bit higher on its suspension

Marid should have standard RCWS reticle

Improved penetration model of Marid / Marshall

Tracked APCs don't have suspension of tracker / trailer wheels

Technicians have taken some stronger light sources and installed them on speedboats

Adjusted Center of Mass of rubber boat

Technicians allowed pilots to customize their SDV by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)

Crew of Kamysh has learned how to get in from the sides to reach the hatches

Crew of APCs is allowed to show their NVGs

MRAPs are now correctly listed as made by Bohemia Interactive

Lights should be correctly visible for offroads

Reduced initial slip of offroads

Civilian vehicles should have thin metal plate materials instead of thick ones

Fix: Persistent task notification

Fix: Lighting of 3D GUI objects

Fix: Vehicle classes were not sorted alphabetically

Fix: Respawn menu was updated even after it was closed

Fix: Title of Showcases, Challenges and Scenarios displays

Added: Faction flag is now visible when inserting an unit in the editor

Added: Film grain and subtle animation for scenario overview images

Fix: Updating of weather ToolBox in MiniIntel after weather is changed in Intel

Added: Distances added to target and get in menus

Added: Launcher magazines now display their purpose in GUI to make the right choice of magazines

Added: Player's name to respawn menu

Improved: Island preview image is now larger and better proportioned

Selecting the same island twice will no longer refresh the clouds

Fix: Rendering issue of map objects. As a result, compass in the map is now re-enabled

Optimized handling of SITREP text to improve performance

Proper font for SITREP text now used instead of default

Fix: Showcase Infantry - Undefined variable error when engaging the spotters

Fix: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission

Fix: Showcase Scuba - Wrong hint class used

Added: Showcase SCUBA - Danger close mortar friendly fire penalty

Fixed: Showcase SCUBA - Mortar support available in establishing shot

Fix: Showcase Vehicles - More sunlight, exfil task position, player can get in the boat before his driver now

Showcase Night - Total time for main objective changed from 1400 seconds to 1800 seconds

Showcase Night - Total time to meet extraction boat changed from 180 seconds to 240 seconds

Fix: Escape from Stratis - Mission fail is now reliable in more situations

Fix: Escape from Stratis - Wrong Author tag

Added: Escape from Stratis - Corpse removal

Fix: Showcase: Supports - Should end a bit sooner now

Fix: Combined Arms - Wrong debriefing was being shown if all players would be dead after retreat task was added

Added: Defend Kamino - New respawn inventory system

Firing Drills:

Added: 3D CP indicators now scale and alternate color to attract attention

Added: CP center, area and shooting box markers implemented

Training: CPs always shown

Competitive: previously activated and first next CP shown only

Added: Target markers implemented (active CP targets shown)

Post-completion: always shown for both rule sets as AAR

Normal, no-shoot and bonus targets indicated

Hit and missed targets indicated

Added: Competitors are healed with every reset / restart

Added: FM records with introduction, rules and tips

Added: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any)

Added: Bonus & penalty logic between Training and Competitive made consistent

Added: First version of PiP feedback added for accuracy targets

Added: Now using symbology on selector targets

Added: Ability to immediately quit at the end of CoFs added

Added: Added audio cue when going over the next medal time

Added: CoFs now select the correct default weapon with every reset / restart

Fix: Competitor weapons were not properly reset when more weapon types were available during the CoF

Fix: Broken hint in CoF Orange

Fix: Undefined variable in CoF Blue

Fix: Undefined variable in CoF Green

Fix: CoF Green: Switched to plain version Mk. 20

Fix: Restarting within a CP would leave the IGUI element active

Fix: Medal icon sometimes shown using Training rules

Fix: Systems now terminate on competitor death (impressive achievement!)

Fix: Timing / CP UI does not close anymore when injured

Fix: Conversations all switched to radio again

FIx: Check Point and target voice messages would sometimes continue after restarting

Fix: CoF Green - Competitors were rudely teleported into the ocean

Many small objects and furniture are now PhysX-simulated when spawned in editor / via script

Camping objects now have better PhysX

Editor objects now have icons more descriptive of their shape (instead of squares with question marks)

Fix: OPFOR ammo box (wrong machine gun ammo type)

Fix: BLUFOR ammo bearer chemlights color (green instead of blue)

Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman

Correct uniform for BLUFOR Recon Paramedic

Updated Ammo boxes with new RPG HE rocket types

Updated special weapons ammo boxes with optics for each respective faction

Added HE grenades for JTAC soldiers

Binoculars added for Team Leader

Fix: Disappearing of objects viewed through the open doors when inside the buildings

New control presets

New key presets with fixed Track IR controls

Arma 2 original preset updated to new Zoom function

Fix: Minor vehicle controls key binds bug causing interference with new key presets

Fix: Minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind.

Fix: Few minor errors in controls presets considering the aircraft gear up / down

TrackIR Z-axis has been fixed

Adjusted visibility and audibility of fire for AI

Adjusted underwater view distance for AI

Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them

AI soldiers have been trained to better distinguish enemy unit types and target the highest threat

Structures should have correct cost values

Soldiers have been trained to walk on stairs better

Alpha has been sorted better for roads

Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain

Changed uniform weight to carry ratios

Roadcone and Roadbarrier lights are now operational

Signs on Stratis have been changed to reflect factions

Fix: Typo in few values in building destruction smoke

Fix: Color of dust in mortar fire effect tweaked

Smoke effect for destroyed mortar added

Fix: Grass parts in the tracked vehicle dust effect tweaked

Fix: Dust effects for user-made airplanes are no longer under the terain

Fix: Smoke screen of vehicles deployed too close

New RPG launch effect

Number of particles in missile trail effect reduced

Added: Vehicle weapons empty cases on medium particle quality

Small tweaks of missile explosions

Blood effects have been tweaked for larger caliber hits

AMV and Kamysh properly eject shells

APCs should have enhanced fire effects

Error in explosive satchel / charge explosion effect fixed

Optimization of underwater particle effects

AI visibility properly set for all particle effects

Fix: Silenced Scorpion has correct fire modes

Fix: Hit coefficient set according to other suppressors configs

Revamped sound suppressor configuration

Fix: Incorrect alpha sorting on Mk20GL with a 3D scope

Fix: Mk.20 magazine has now correct shadows

Improved animations of Mk.20 rifle

MX and Mk.20 reload magazine animations have been improved

MX rifles have correct description of ammo used on them

MX without optics is by default zeroed according to iron sights

Fix: Issue with parts of character clipping into 3D scope

RCWS turrets share the same reticle

Fix: Cost of .45 ACP ammo compared to 9mm

RPG-42 using more realistic munitions

Added new reticle for RPG

Fix: SDAR dispersion set to more realistic value

Fix: Zeroing is now in steps 30, 100, 200, 300, 400 for SDAR

Tweak: Set recoils for TRG and Katiba

Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun

Reduced optics shake on mortars and cannons

PCML reticle has been polished

Minor tweaks in our ammo types calibres and typical speeds to better match their real-life behaviour

Decreased priority of touch off to prevent self destructive behavior of our explosive specialists

Tweak: Engagement ranges of 30mm cannon and Skyfire rockets

Independent Mk6 should be correctly displayed as made by Bohemia Interactive

Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0

Countermeasures have correct name displayed

Adjusted magazineReloadTime of class Throw (for grenades)

Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.

Added new actors and samples to Radio Protocol

Minor tweaks of Stealth Radio Protocol

Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word

Fix: Tracked APCs were called "tank" in radio protocol

Fix: Louder sounds for characters

Sounds of movement has been tuned for all soldiers

Added SFX samples for stance changes

Fix: Improper sound in rifle kneel inventory animations (http://feedback.arma3.com/view.php?id=12379)

Echo inside of vehicles has been adjusted

Sounds of weapon closures have been adjusted (typically used for bolt moving back)

Adjusted sounds of tracked vehicles

Adjusted sounds of quad bikes

Adjusted sounds of bullet impacts

Adjusted sound volume for quad bike and offroad

Fix: Adjusted sounds for offroad

Adjusted attenuation of sounds for Offroad

Adjusted sounds for grenades (impact and smoke grenades)

Adjusted sounds for Scorpion

Adjusted sounds for ACP-C2

All cars went through technical inspection and have their sounds tuned

Adjusted sounds for 30mm cannon

Adjusted sound controllers for vehicle slip

APCs have improved sounds

Sound suppressors are now more effective on greater range (shot is not possible to hear beyond 200 meters)

Fix: After JIP, persistent functions were sometimes executed before mission objects were created

Fix: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously

Fix: Various issues with tasks in MP missions on Dedicated Server

Fix: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start

Fix: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load

Fix: No radio messages received from HQ when playing MP as a client

Fix: Sectors with "Ownership limit" set to 1 were not possible to capture

Fix: HQ call signs created by "Headquarters Entity" module were not assigned on clients

Fix: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point

Fix: Finalizing a sector created by sector module did not work globally

Fix: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been

Fix: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit'

Fix: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (http://feedback.arma3.com/view.php?id=12123)

Fix: Supports - Supports available conversation gets spammed for each connected player

Fix: Supports - Supply drop chopper stays and fights enemy

Fix: Various issues with Supports module after respawn

Fix: Renegade players didn't receive tasks assigned to sides

Fix: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions

Fix: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start

Fix: When new task recipients were added, no "Task Notification" announcement was shown to them

Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.

Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.

Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).

Added: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled

Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.

Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded

Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west)

Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability

Added: Modules disabled using 'enableSimulation' command are no longer executed

Added: On-screen functions errors are now always visible in editor preview

Added: Function logs now works automatically in the mission editor preview

Added: Functions can now be recompiled in the editor

Various undefined variables have been fixed

New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius

New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses

Added: Functions for working with associative arrays:

BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays

BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created

BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it

Hints in FM have been adjusted according to recent zoom changes

Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance

Fix: Repaired low LODs for crates

Fix: Thistles have different model

Fix: Trunk textures of some trees have been tweaked

Added correct penetration material on supply drop object

Lamps have better emissive material

Supply parachutes now have correct colors per sides

Knees of pilots look better

Added camo selections for Independent infantry models

Some plants, roads and rocks have their specular materials tweaked

Improved skin material of soldiers

Adjusted color of khaki vest

New helmet camo selections for OPFOR Heli Crew

Adjusted colors of backpacks

HAMR 3D scope specular reduced

Berret is darker and more desaturated

Desert boonie hat has better colors

Adjusted color of AAF belt

OPFOR GL vest grenade pouches made darker with green upper part

Metal barrel should look better even in distant levels of detail

Camo helmets have been improved

NVG model visible on character heads has been improved

Character head hit points are now more precise

Changed a few bag camo types and their respective icons in addition to overall character polishing

Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around

 

ENGINE

 

Script errors shown by default in development branch, hidden in main branch

-nologs parameter enabled for the main branch

Fix: Showcase saves can be loaded from showcase menu

Fix: Game taking significantly longer to start (due to font textures)

Fix: Fixed transfer of mission list from Dedicated Server to client

Fix: Various issues with tasks in MP missions on Dedicated Servers

Improvements: AI and rangefinding - ballistic prediction

Increased error of player position, when AI is killed by player

Hiding in the grass now affects AI better

AI ballistic calculation improved for unguided rockets

AI prefer crouch stance while engaging

Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)

Fleeing units will not break do_not_fire command

Decreased AI hearing ability to pinpoint enemy unit position

Decreased use of prone stance when target is close

Decreased use of crouch stance when moving

Decreased use of crouch stance in stealth

Fix: AI is unable to take a backpack from a ground

AI learned how to move legs during rotation (animations)

Worked on AI recoil control, dependent on skill

Hearing (AI): speed makes a bigger difference

Fix: MP selection of an item in the inventory not stable / flashing capacity bars

Fix: Cannot add vehicle weapon to another vehicle (http://feedback.arma3.com/view.php?id=12324)

Fix: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)

Changed PhysX vehicle wheel radius collision

Set minimum limit for applying PhysX forces. Cars with anti roll bars didnt want to hibernate (to save performance when not needed)

Fix: Helicopter collisions with ground (the force was applied twice)

Fix: Rendering of weapons in the first frame after map is closed

Fix: Rendering of UI objects after windowed / full-screen switch

Fix: Errors and loss of player control if you restarted the mission during titlecards or establishing shots

Fix: Expanded combo box didn't show whole texts

Fix: Order when merging road shapes

Fix: PiP usage of SSAO / Caustics textures

Added: Echo to attenuation inside vehicles

Added: Loop, fade in and fade out for vehicle smokes

Added: Configurable muzzle flash light color

Added: Scripting commands: magazinesAmmo, magazinesAmmoFull

Added: New scripting command weaponsItems

Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal

Lock is now independent from zoom

arma3server.exe has its own icon

Player no longer chokes when swimming on the surface

Optimization of the particle system

Optimization of the visibility calculation through particles

Simulation tasks can now potentially use one more CPU core

Helicopters: Roll inputs between keyboard and Joystick are halved

Better parallax textures on ground surfaces

NVGs in enabled state are always visible inside vehicles

Animation skeleton is now loaded correctly when weapon is initialized before soldier

New scripting command for creating crew for given vehicle (createVehicleCrew)

Handgun On with launcher selected doesn't go back to launcher anymore

Tweaked sorting of sections when optimizing shape

 

 

capsule_231x87.jpg

 

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