Dead Men Walking

Forum Archive 2023 => dMw Gaming => Gaming Archive => ARMA => Topic started by: sulky_uk on July 25, 2013, 09:02:02 PM

Title: Yet another update
Post by: sulky_uk on July 25, 2013, 09:02:02 PM
Bloody nearly finished my mission again and they fecking update it....grrr

good news is APCS have been added oh and battleeye


FROM: Project Lead
 TO: Beta Users
 UNIT: Arma 3 Beta
 ACTIVITY: Game Update: 0.74 (BattlEye anti-cheat, APC Package)
 SIZE: ~905 MB
CHANGELOG
DATA
§  Added: BTR-K Kamysh tracked IFV
§  Added: IFV-6c Panther tracked IFV
§  Added: BattlEye anti-cheat engine integration
§  Added: Commander position for Marshall and Kamysh
§  Corrected position for optics and coaxial machinegun moved to correct place (AMV)
§  Added clan sign support for many Beta vehicles
§  Added: Various vehicles have adjusted items in inventory
§  Fixed: Ifrit GMG now has 96 grenades instead of 64
§  Fixed: Hunter GMG now has 96 grenades instead of 64
§  Fixed: Strider GMG now has 96 grenades instead of 64
§  Fixed: Bad glass sorting on Strider
§  Fixed: Tweaked AI driving skills with Speedboat
§  Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
§  Fixed: APC turrets now have more authentic vision modes
§  Fixed: Tweaked suspension of APCs
§  Fixed: Improved crew and cargo animations of APCs
§  More believable braking performance of Marshall and Marid
§  Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
§  Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
§  Adjusted collective of xH-9 family helicopters
§  Adjusted xH-9 family maneuverability around roll-axis
§  Moved Blackfoot gunner optic view to correspond with PiP
§  Fixed: Destroyed parachute doesn't start to burn
§  Supply parachutes now have correct colors per sides
§  Fixed: Changed glass materials for CH-49 Mohawk
§  Daytime version of UH-80 is now listed as made by Bohemia Interactive
§  Copilot of the UH-80 now uses the cyclic
§  Fixed: Blurred tail rotor in cargo-view
§  Transport helicopters have means to detect incoming missiles
§  Helicopters: added bodyFrictionCoef config parameter
§  Doors should be openable by scripts for helicopters
§  Improved cockpit PiP monitors
§  Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
§  Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
§  Improved animations of Mk.20 rifle
§  Fixed: Iron sights now have 100 m increments (up to 600 m)
§  Even holosight should have basic zeroing of 200 m
§  Fixed: Repaired AS map of MX rifle family
§  Added some delay between throwing 'nades
§  Fixed: Hammer of ACP-C2 is correctly readied to fire
§  Better cursor for laser designator
§  Revamped sound suppressor configuration
§  Correct name sound for Scalpel missiles
§  Fixed: String error after after shooting a smoke round from MX 3GL
§  Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
§  Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
§  Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
§  Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
§  Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
§  Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
§  Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
§  Fixed: Showcase Supports - Mission should end a bit sooner now
§  Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
§  Added: Sector module - creates a contested sector, handles its capturing and map visualization
§  Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
§  Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
§  Added: Additional military buildings can now be garrisoned by Sites
§  Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
§  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: 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).
§  Fixed: Disabled vehicles were not respawning
§  Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
§  Fixed undefined variable errors when using BIS_fnc_UnitPlay
§  Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
§  Fixed: Main menu script error
§  Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
§  Firing Drills: Targets would not deactivate when leaving Competitive CPs
§  Firing Drills: FM records with introduction, rules and tips added
§  Firing Drills: bonus & penalty logic between Training and Competitive made consistent
§  Firing Drills: first version of PiP feedback added for long-range accuracy targets
§  Firing Drills: There could be a doubled icon next to previous times
§  Firing Drills: Final times were not colored correctly in all cases
§  Firing Drills: The main task is now completed when ending the challenge
§  Fixed: undefined variable in CoF: Blue
§  Fixed: undefined variable in CoF: Green
§  Changed: Titan used instead of RPG-42 in Showcase SCUBA
§  Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
§  Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
§  Find more documentation on modules and other design topics here (https://community.bistudio.com/wiki/Arma_3_Modding_Updates)
§  Added: Vertical position of map in loading screen is now randomized, adding some variety to it
§  Fixed: Broken drawing of comboboxes in date modules
§  Fixed: Wrong column widths in the Multiplayer display with some UI size
§  Fixed: MP display error
§  Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
§  Radio Protocol: Missing words fixed for several protocols
§  Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
§  Added: Noise sounds for APCs
§  Fixed: Sounds of some vehicles have their file paths changed to correct ones
§  Better sound for smoke launchers
§  Lamps have better emissive material
§  Roadcone and Roadbarrier lights are now operational
§  Added loading screen environment trivia
§  Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
§  Fixed: Ambient light is now correctly affected by moon and stars intensity
§  Fixed: Sunken fuel station on Stratis
§  Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
§  Adjusted poses received boost to fluency
§  Improved responsiveness of stance changing
§  Added: Korean, Japanese and Cyrillic symbols to fonts
§  Fixed: AI ability to track enemy that is not visible
§  Fixed: Adjusted content of ammunition and weapon crates
§  Restructured grouping of editor objects and renamed object editor categories
§  New control presets
§  Hiding in the grass now affects AI better (configuration on Stratis surface types done)
§  Adjusted visibility and audibility of fire for AI
§  Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
§  Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)
ENGINE
§  The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
§  Fixed: SMAA Post-Process
§  Fixed: Small performance tweak in rotation blur Post Process
§  Fixed: Flash suppressor changed sound of underbarrel grenade launchers
§  Fixed: Some cases of sliding players
§  Removed sensitivity smoothing for aiming deadzone
§  Helicopters: main rotor collision added
§  Helicopters: startDuration config parameter added
§  Added: mainBladeCenter and mainBladeRadius for all helicopters
§  Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
§  Helicopters: autorotation tweaks, barrel roll tweaks
§  Added: added allowAgainstInfantry ammo config parameter
§  NVGs are hidden inside vehicles, and this can be configured per position
§  Added: New parameters (http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-docu&p=2445569&viewfull=1#post2445569) for particles created by script
§  Fixed: Scripting command tvSetData
§  Added: Error message when trying to pass Array in Array as parameter for tree commands
§  Fixed: Tank shells now have visible tracer
§  Fixed: Freelook not turning the whole player anymore
§  Fixed: Inconsistent land shadow segments while switching landscapes
§  Fixed: Broken parallax mapping on the terrain in some places
§  GPU benchmark should not cause "driver not responding" conditions anymore
§  Instancing now takes craters into account
§  Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
§  Stance indicator fades in / out when changing stances
§  Fixed: AI ballistic calculation
§  Fixed: AI now can shoot over animals
§  Fixed: AI now consider proper muzzle direction for rocket launchers
§  AI shouldn't take unguided missiles as guided
§  AI shouldn't use rockets against infantry that much
§  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)
§  Lock is now independent from zoom

Title: Yet another update
Post by: Sparko on July 26, 2013, 12:06:33 AM
That's why I've stopped making them, wait until the full release before you put hours of work into a mission, I learnt that from alpha, there are plenty for us to try beforehand
Title: Yet another update
Post by: Sn00ks on July 30, 2013, 10:42:30 PM
Roadcone and Roadbarrier lights are now operational :yahoo:

Now I can start the carriage way improvements I've been planning for the last six months!