Dirty Posted August 15, 2013 Share Posted August 15, 2013 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 View the full article Quote Link to comment Share on other sites More sharing options...
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