as described here and it weighs in at 1gig. Can the server be updated for tonight?
http://dev.arma3.com/spotrep-00011
a (http://dev.arma3.com/spotrep-00011)nd for those too lazy to click
[h=2]
DATA[/h]
- Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
- Many small Altis object positioning tweaks and other terrain fixes
- Fixed: Flipped moon texture
- The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
- The light reflected by the moon has been made more realistic
- Added: New runway parts for left and right airstrip on Altis
- Runway lights have new models and configuration
- Fixed: Darker runway at a distance and with overcast weather
- Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399 (http://feedback.arma3.com/view.php?id=13399))
- Fixed: Blinking resolution LODs on signs
- Configured power line wires to be destroyed along with power line towers
- Animals should be avoiding roads more now
- Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
- Player tank driver can turn out, while commander is turned in
- Civilian (and FIA) trucks have been revamped
- Added: Ability to mount Marshall driver position from right side
- Fixed: Slammer recoil
- Added: T-100 recoil animation for main gun
- T-100 commander optics features in line with OPFOR tracked vehicles
- T-100 back armor made thinner
- Improved handling of terminal ballistics on armored vehicles
- More realistic water fording ability for tracked armor
- Added compass and additional radars for copilot seats
- Removed magic disappearance of rotor blades for some helicopters
- AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909 (http://feedback.arma3.com/view.php?id=9909))
- Adjusted position of Blackfoot pilot crosshair in HMD
- Added stabilization for UAV optics
- Fixed: Incorrect duplicate of get-in points for Speedboats
- Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 (http://feedback.arma3.com/view.php?id=14213) and http://feedback.arma3.com/view.php?id=14699 (http://feedback.arma3.com/view.php?id=14699))
- Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
- Added missing backpacks for Mk6 weapon
- Capacity tweaking for mortars, GMGs and HMGs (inventory)
- Fixed: Animations of static weapons
- Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
- Fixed bombs of CAS UAVs
- Re-balanced mine damage and overall mine usability
- Tweaked: Pistol weights to match maximum soldier load count
- Fixed: Negative friction of 120mm shells
- Reticle materials for 3D scopes now glow in the dark
- Fixed: Problem with 3D scope alpha sorting
- Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
- Tweaked: Action menu priorities
- Increased action priority for weapon assembly
- Fixed: Radio protocol is no longer played during story conversations triggered byBIS_fnc_kbTell
- Fixed: Some groups spawned by Sites module had their skill set too high
- Fixed: CAS bombing issues in Supports Module
- Fixed: Rare occurrence of undefined variable for civilian randomization scripts
- Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474 (http://feedback.arma3.com/view.php?id=14474))
- Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
- Fixed: Modules were not executed in the right order on server
- Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
- Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
- Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
- Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078 (http://feedback.arma3.com/view.php?id=13078))
- Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
- Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144 (http://feedback.arma3.com/view.php?id=4144))
- Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
- Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773 (http://feedback.arma3.com/view.php?id=13773))
- Added: Delay before respawn menu is applied only when player is simulated
- Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
- Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
- Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764 (http://feedback.arma3.com/view.php?id=13764))
- Fixed: Respawn display sometimes didn't close once player respawned
- Fixed: Advanced hints save / load issue
- Added: BIS_fnc_countdown - allows setting and managing countdown
- Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
- New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
- Fixed: Notifications are no longer displayed after player dies in singleplayer missions
- Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
- Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
- BLUFOR soldiers are now able to switch textures via setObjectTexture
- CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
- Less pronounced character lip sync animations
- Fixed: Several inventory capacity issues
- Fixed: OPFOR pilots ammo load
- Fixed: Guerrilla Rifleman AT backpack load out
- Fixed: Guerrilla Engineer bag type
- Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
- Minor fix in BLUFOR repair specialist chest rig
- Added: New icon for BLUFOR chest rig
- Added: New icons for Guerrilla uniform types
- Added side-specific textures and pictures for mortar bags
- Introduced mass difference between normal and light helmets
- Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
- Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
- Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
- Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
- Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
- Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything fromEtelkaMonospacePro)
- Rolling credits now end after finishing and a short timeout
- Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
- Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
- Fixed: Respawn position selection list was blinking
- Fixed: Tile effects were interactive, stealing mouse focus
- Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
- Removed: Showcase Night radio at the enemy camp
- Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
- Tweaked: Showcase Night boat driver now has a beanie hat
- Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
- Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
- Tweaked: Showcase Night enemies now play ambient animations
- Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
- Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
- Fixed: Showcase Night soldier leaning on the lighthouse was going through it
- Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
- New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
- Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
- Fixed: Defend Syrta character classes had wrong backpack
- Fixed: Defend Syrta CSAT AA class had wrong backpack
- Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
- Tweaked: Civilian vehicles are now unlocked in MP scenarios
- Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
- Tweaked: Tanks should now only spawn on last zone (MP)
- New: Added Spotter and Sniper load outs on the last objective (MP)
- Changed: Defend Syrta now has disabled AI by default
- Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
- Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
- Music has been reorganized to new class names, old ones are kept for compatibility
- Main menu music track fix (different version of same track)
- British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
- Removed occasional animation glitch after Team Switch
- Digital Deluxe Edition: Tactical Guide updated with various tweaks
- Digital Deluxe Edition: Map updated with higher resolution
[h=2]ENGINE[/h]
- Many AI tweaks and fixes (http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log)
- Enabled blood when Korean language is selected
- Improved: Tank collisions / flipping
- epeImpulseDamageCoef parameter can now be changed for any vehicle
- AI drivers are now better able to navigate out of obstacle and unstuck themselves
- New possibility to turn off adaptive crosshair in options
- Fixed: Favorite sessions in LAN view
- Increased the limit of shown servers in the server browser from 500 to 10000
- Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
- Fixed: Country detection in MP
- Crouch (toggle) now works correctly for launchers
- Fixed: Aiming while holding 'sprint' key and not moving
- Removed zoom warp (by using sprint while in optics)
- Fixed: More strange zoom while sprinting with fatigue removed
- NRemoved strange zoom when aiming while trying to sprint with high fatigue
- Improved: Helicopter dropping like a stone when AA hits them
- Fixed: Crash when player engages in conversation and has no topic
- Added: Random angular velocity for dropped weapons in ragdoll
- Fixed: DnD with container on soldier's container tab caused wrong behavior
- Fixed: DnD with container on soldier's linked backpack caused wrong behavior
- Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
- Fixed: Bag disappearance and duplication
- Fixed: Gear shows no magazines except handguns
- removeWeapon can also unlink assigned items now
- Fixed: Command removeBackpack
- Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879 (http://feedback.arma3.com/view.php?id=7879))
- Fixed: Action Drop Backpack was not working
- The Men category is now properly sorted in the unit dialog in editor
- Fixed: saveStatus and loadStatus commands did not work
- Fixed: CheckCursorActionTarget performance
- Skybox lighting is now done per-pixel
- New scripting commands (http://forums.bistudio.com/showthread.php?160330-Development-Branch-Scripting-Discussion&p=2509659&viewfull=1#post2509659) for getting and setting identity parameters
- New scripting command for getting fog parameters (fogParams)
- Added parameter turretCanSee config parameter to distinguish usability of compass for copilots
I belive that it has already been done by our super server team
Unfortunately looks like it borked some of the missions.
Sent from my Nexus 4 using Tapatalk 4
Hey you mean killing machines the latest update for Arma is weighing in at 1.4 gig start your steam now!
Sent from my Nexus 4
changes include
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.04 (Campaign episode "Survive", New weapons, Light shafts, Enhanced rain)
SIZE: ~1.4 GB[h=2]CHANGELOG[/h][h=2]DATA[/h]
- Added: Campaign episode “Surviveâ€
- We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
- Consider checking for data corruption by verifying local data in the Steam client.
- Added: 3 new music “Survive†tracks
- Added: Rahim marksman rifle - bullpup 7.62 (CSAT)
- Added: Zubr .45 revolver (CSAT)
- Added: 4-Five .45 pistol (NATO)
- Added: MRD and Yorris pistol collimators
- Added: DMS marksman scope
- Added: 'Scrapping' objects:
- Decommissioned hunter
- Boxes
- Pallets
- Misc. scrap
- Added: Wooden tables
- Added: Small objects (courtesy of the DayZ stand-alone team):
- Canteen
- Water bottle
- Baked beans
- Cereal box
- Powdered milk
- Rice
- Antibiotics
- Bandages
- Blood bag
- Defibrillator
- Disinfectant spray
- Pain killers
- Vitamin bottle
- Water purification tablets
- Duct tape
- Batteries
- Box of matches
- Butane canister
- Butane torch
- Heatpack
- Gas cooker
- Gas canister (medium)
- Can opener
- Tin container
- Fire extinguisher
- Shovel
- Metal wire
- Added: Story characters, uniforms and vests
- Added: 4 British-accented English Radio Protocols
- Fixed: Vehicle equipment loads
- Sandstorm has a correct texture for its turret
- Fixed: Panther collision issue
- Improved: Physics setup of Panther
- Fixed: Reduced moire effect in MBT gunner optics
- Added: New muzzle flash to Slammer
- Fixed: Slammer accelerating too fast
- Fixed: Slammer should have 5 forward gears
- Fixed: Scorcher 'jumping' sometimes
- Added: New type muzzle flash for tanks (applied on T-100)
- Improved: Varsuk driving physics
- Tweaked: Brakes of tracked vehicles
- Improved: Damage handling on wheeled APCs
- Tweaked: 120mm cannon firing effect
- Fixed: Zamak driver can get in again, and also die
- Fixed: Positions of active UI elements in Mk6 and Scorcher
- Fixed: Color and shadow of the range indicator in armored vehicles
- Fixed: TI issues of Mi-48 and Ka-60
- Tweaked: Elevation limit for Mi-48 gunner
- Turret of Mi-48 Kajman has correct axis for horizontal rotation (strictly vertical to make AI hit something)
- Fixed: XH-9 family of helicopters doesn't produce strong shake in external view anymore
- Fixed: TI issues on the Orca’s rockets
- Fixed: Speedboat commander localization
- Gunner of SDV is now able to turn his head correctly
- Added: Compass to UGV and SDV
- Fixed: Correct classes for SDV divers
- Cargo of Stomper shows their NVG properly
- Engine of SUV can be correctly hit now
- New command bar and map icons for the Buzzard
- Entering Offroad from the back no longer results in teleporting to the front
- Improved: Kamysh driving model
- Fixed: Levitating wheels on civilian trucks
- Fixed: Mapped different light material on back lights of civilian trucks
- Fixed: Added fire geometry components behind the glass of the front lights of civilian trucks
- Fixed: Front lights positioning on box truck
- Fixed: Fuel tank hitpoints and wheel hitpoints of civilian trucks
- Fixed: MX SW should have even the "Single" fire mode
- ABR has correct fire mode switch animation
- Tweak: New recoils for ACP-C2
- Fixed: Weapons placed in WeaponHolder_Single_F should remain visible even on edge of view
- Fixed: Camera shake for static weapons has been adjusted
- Fixed: BLUFOR mortar can be properly assembled
- Static weapons are properly set to accept bipods / tripods from other sides
- Adjusted deflection for various GL ammo types
- Decreased damage, range and weight of demo charges (it was too huge and devastating for its purposes - http://feedback.arma3.com/view.php?id=14849 (http://feedback.arma3.com/view.php?id=14849) - and caused capacity issues for BLUFOR divers)
- Added: Correct textures and icons for some unused but still present vest classes
- No more launchers in backpacks
- Side-specific static weapon backpacks are distinguished in editor
- Added correct backpacks to static weapons per sides
- Slightly increased mass of 7.62mm, .408 and 12.7mm ammo magazines to better match their RL weight and somewhat increase the important differences between magazines used. Soldier loads should be unaffected.
- Increased Kitbag weight and capacity to better match its model size and to bring more diversity amongst bags
- Increased tactical pack weight and capacity to better match its model size and to bring more diversity amongst bags
- Increased weight of mines and mine detector to better match their real values
- Changed explosives specialists bag types
- Increased Independent ghillie suit weight and capacity to resolve issue with spotters not having a Claymore
- Fixed: Some discrepancies between vest models and their capacities
- Introduced some diversity amongst vest types in their weight and capacity
- Independent diver has an adjusted outfit
- Rangemaster and competitor have been trained to be able to throw grenades
- Fixed: Configuration issue (http://feedback.arma3.com/view.php?id=12840 (http://feedback.arma3.com/view.php?id=12840))
- Introduced more diversity into already existing vests:
- Light (Lite) variants with lesser weight and armor
- Medium variants (Rig) with better armor and medium variants (GL) with better explosive protection
- Heavy variant for BLUFOR (Special) with limited capacity and greater weight
- Fixed: Clipping through ladders in offices
- Various ladder tweaks
- Fixed: Gap between ground and bottom edge of the gate of research domes
- Fixed: Shadow of plastic chairs now behaves better
- Hotfix to prevent AI from firing at camonets
- Damage to windows no longer transfer to total damage (to prevent buildings with many windows from taking excessive damage from explosives)
- Improved visuals of the power generator object
- Several bug fixes for Altis (e.g. object clipping or objects on roads)
- Runway lights have been tweaked
- Configured featureSize for LandMark_F to prevent runway lights from fading too soon
- Fixed: "Treat yourself" was not localized (http://feedback.arma3.com/view.php?id=14519 (http://feedback.arma3.com/view.php?id=14519))
- Better textures for OPFOR and Independent divers
- Fixed: Blinking of buoy and helipad
- Fixed: Path to bomb falling sound
- Fixed: Duplicated class names in music selection list
- Added: Missing radio track
- Fixed: Fire damage from fire created by script
- ORBAT and rolling credits updated with new names for new content
- Disabled obsolete music volume dimming during rolling credits
- Credits display now destroyed correctly when it ends
- Fixed: Bug with closing of rolling credits automatically soon after its start
- Fixed: Conversations weren't terminated fast enough after one of the participants died
- Cinema border function is now 'spawned' (can be also ‘called’ by designer)
- Fixed: Missing tasks for clients Joined In Progress with disabled AI in Headhunters and both Escape missions
- Disabled obsolete diagnostics in some showcases
- Name of Showcase SCUBA is now correct in Czech
- Fixed: Some modules were activated too early, leading to breaking Seize missions
- Firing Drills: map briefings disabled where they should not be
- Added: New lowering of weapons
- Adjusted left walking for erc / knl states
- Adjusted weapon sway of binoculars (http://feedback.arma3.com/view.php?id=12559 (http://feedback.arma3.com/view.php?id=12559) - thanks to MadDogX)
- When dying, camera will follow head movement
- Lip sync slowed down, slightly visually improved
- Added: More eye-pleasing disabled color of RscTree
- Added: New aspect ratios to Video Options
- Radio Protocol messages now have different visualization than narrative messages
- Chat messages use narrative visualization instead of Radio Protocol
- Texture of explosion particles has been improved
- Refraction effect for destruction flames added
[h=2]ENGINE[/h]
- Added: Light Shaft technology
- Enabled new rain tech
- Particles for individual rain drops
- Influence by wind
- Global and local lighting
- Proper occlusion (e.g. no rain under object geometries)
- Drawing of lens flares tweaked in engine
- Clouds can not be disabled fully in Video Options anymore (caused artifacts and did not result in significant performance gain)
- Sun lens flare occlusion tweaked
- Fixed: Occlusion queries when using PiP
- Fixed: Creation of MSAA depth / stencil buffer on DX10-only cards
- Disabled search for primary monitor if position is set by command-line parameters (posX / posY)
- #lightpoint objects are now correctly serialized
- Removed wave computations for some unnecessary cases
- AI-controlled turrets lead targets better
- Small aiming inaccuracy for helicopter turrets fixed
- Decreased AI time spent on tracking of friendly and known units
- AI GMG gunners are now better able to attack soldiers on buildings
- Target bearing is no longer based on formation direction
- Added: Instructor Figure switch to Game Options
- Fixed: Repair icon position
- Fixed: Accessing Campaign menu stops the world scene
- Fixed: Campaign menu did not refresh when getting back from a scenario
- Note: Scenarios now show the map briefing even when no briefing.html (outdated method) is present
- Fixed: If mission is reverted turn it into non-complete state (UI)
- Fixed: hudInfo heading (compass should be shown correctly in turrets)
- Fixed: Mouse over description used descriptionShort twice
- Added: 3rd level for Campaign scenario tree
- Fixed: Vest gets its duplicate when client takes them from non-local container (http://feedback.arma3.com/view.php?id=14539 (http://feedback.arma3.com/view.php?id=14539))
- Event handler Put added also into UnmountItemFromWeapon to inventory and UnmountWeapon to inventory
- Event Take was added into taking backpack from a ground to a backpack slot action
- Fixed: Subordinates can work with squad leader's equipment
- Fixed: Vest gets duplicated when client takes it from non-local dead body
- Fixed: Unable to DnD weapon optics from inventory
- Fixed: Binoculars were invisible in inventory
- Fixed: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death
- Fixed: Introduce new scripting command to return all backpack containers (everyBackpack (https://community.bistudio.com/wiki/everyBackpack))
- Fixed: EventHandler from remote corpse did not work (http://feedback.arma3.com/view.php?id=7824 (http://feedback.arma3.com/view.php?id=7824))
- Fixed: MP AT soldiers could have an infinite count of rockets
- Fixed: Replacing weapons created duplicates in some circumstances
- Fixed: Replacing weapons with a magazine destroyed linked weapons in some circumstances
- Fixed: A throwable weapon is now properly selected after taking a sidearm
- Fixed: A bug where RMB multiplied magazines from the weapon magazine slot after loading a savegame
- Fixed: Taking a sidearm could break the weapon info
- Added: New scripting commands were added magazinesDetailUniform (https://community.bistudio.com/wiki/magazinesDetailUniform), magazinesDetailVest (https://community.bistudio.com/wiki/magazinesDetailVest), magazinesDetailBackpack (https://community.bistudio.com/wiki/magazinesDetailBackpack)
- New scripting commands added (add, remove, canAddItem from / to uniform (https://community.bistudio.com/wiki/canAddItemToUniform), vest (https://community.bistudio.com/wiki/canAddItemToVest), backpack (https://community.bistudio.com/wiki/canAddItemToBackpack) - http://feedback.arma3.com/view.php?id=14576 (http://feedback.arma3.com/view.php?id=14576))
- New scripting commands added (uniformContainer (https://community.bistudio.com/wiki/uniformContainer), vestContainer (https://community.bistudio.com/wiki/vestContainer), backpackContainer (https://community.bistudio.com/wiki/backpackContainer) - http://feedback.arma3.com/view.php?id=14576 (http://feedback.arma3.com/view.php?id=14576))
- Scripting commands addItemsToXYZ can add also magazines and weapons now
- Vests should now correctly refresh when getting changed
- Save / Load while reloading doesn't break the game anymore. Older saves might not work correctly.
- Fixed: Crash opportunity after calling removeSimpleTask
- Fixed: Potential PhysX crash
- Fixed: Crash related to paragliding in MP
- Fixed: CTD when lasing a target with an UAV as a team leader
- Fixed: CTD when changing Video Options
- Fixed: Game crashed when switching weapons in unarmed helicopters
- Fixed: playNextMagazineSound crash (while trying to add a magazine to an empty weapon slot)
- Scripting commands addItemCargo and addItemCargoGlobal can add also magazines and weapons now
- Fixed: Display eventhandlers being duplicated after restarting a mission
- Fixed: Parachute animation (strange black surfaces between wires)
- Fixed: Player now cannot enter vehicles while healing / being healed
- Fixed: More precise water surface for particles
- Fixed: Swimming at water surface
- Fixed: Change indirect grenade damage behind cover
- Fixed: Camera zoom when in gunner position and controlling UAV
- Fixed: Airplane auto-landing
- Fixed: getVariable [var, default] returns default, if value of var is nil
- Fixed: The deleteVehicle command on a UAV now also deletes the AI crew in it
- Fixed: A rocket fired from AT stayed in the launcher
- Fixed: Save / load of air units circling around using a Loiter waypoint
- Added: Separate action for healing yourself and healing your comrade (to allow separate animation eventually)
- Added: Proposal for change in attachment configuration design for weapons (http://feedback.arma3.com/view.php?id=2766 (http://feedback.arma3.com/view.php?id=2766))
- Added: New commands addScoreSide and forceRespawn (https://community.bistudio.com/wiki/forceRespawn)
- Memory allocation tweak for road networks
- Assemble base can now be an array. It remembers the assemble base for disassembly, so static weapons can use compatible parts from different actions and remember what part is from what source.
- Vehicles with allowDamage set to false will no longer explode
- Updated wheels' center of mass for PhysX vehicles
- Script commands setCausticsParams, setSkyFogColorationStart, setHorizonSunColorationScale, setHorizonFogColorationStart are not available anymore (were only meant for debugging purposes)
- No longer allowing the assembling of UAV and static weapons during freefall
- Added: New airplane rudderInfluence parameter
- Maximum number of servers listed in MP is changed back to 500 (unfortunately there is no way around this for now)
- Markers created on Dedicated Servers are now JIP compatible
- Sound: Improved MP 3D sound playback
- Sound: Added sound event for changing fire mode action (just in engine: changeFiremodeSound - not yet plugged into data)
Quote- Enabled new rain tech
- Particles for individual rain drops
- Influence by wind
- Global and local lighting
- Proper occlusion (e.g. no rain under object geometries)
[/COLOR]
[/LIST]
[/LIST]
That, gentlemen, is
graphics.
New Arma Update!!!
Game Update: 1.06 (Surround sound dialogues, Campaign fixes)
SIZE: ~841 MB
CHANGELOG DATA- Tweaked: Hiding of rocket pods on unarmed variants of light helicopters
- Helicopters have their supplies transport capacity tweaked
- Fixed: Vehicle equipment loads in response to this issue (http://feedback.arma3.com/view.php?id=14161 (http://feedback.arma3.com/view.php?id=14161))
- Adjusted Buzzard's HUD
- Adjusted rudder coefficient of Buzzard
- Fixed: Dead pilots in Buzzards have a correct pose now
- Better LCD screen resolution for current state of vehicle optics
- Slammer fire geometry and damage setup improvement
- Added: Missing PhysX and suspension settings on Kamysh and Tigris
- Kamysh hull hitpoints improved
- Kamysh and Tigris front side armor easier to pierce through
- Reflection and macro UV stretching on Marshall wheels fixed
- Marshall interior damage materials tweaked
- Marid damage material UVs tweaked
- Fixed: Panther material problems
- Redefined camo selections on armored vehicles
- Multiple tweaks and repaired hidden selections on armored vehicles
- Fixed: SUV has a texture error inside (http://feedback.arma3.com/view.php?id=13883 (http://feedback.arma3.com/view.php?id=13883))
- Fixed: AH-9 minigun barrel axis is wrong (http://feedback.arma3.com/view.php?id=645 (http://feedback.arma3.com/view.php?id=645))
- Fixed: RAH-99 spot light emissive texture is always active (http://feedback.arma3.com/view.php?id=12819 (http://feedback.arma3.com/view.php?id=12819))
- Flickering shadows in interiors of cars should be fixed
- Getting out of a static turret now causes player to face the turret
- Ejecting has been removed from action menu for static weapons because there is no need to eject when getting out is enough
- Fixed: Bad penetration materials on static Titan launcher (AT)
- Removed old lights from Zamak
- Removed lights from lower LODs of Bobcat
- View-pilot LOD of Gorgon tweaked
- Fixed: Animation for gunner of Gorgon
- Fixed: Missing textures on Gorgan (http://feedback.arma3.com/view.php?id=16032 (http://feedback.arma3.com/view.php?id=16032))
- Speedboat has now correct sorting of anti-water material
- Fixed: Hitpoints of main rotor for Mohawk
- Fixed: More appropriately sized missiles for Cheetah
- Fixed: Rear lights on HEMTTs
- Fixed: The stick of xH-9 family helicopters works again
- Fixed: FIA truck cabin was not visible from the back (http://feedback.arma3.com/view.php?id=16043 (http://feedback.arma3.com/view.php?id=16043))
- Fixed: Offroad Armed was only enterable from drivers side (http://feedback.arma3.com/view.php?id=16025 (http://feedback.arma3.com/view.php?id=16025))
- Fixed: Camo in view LOD of transport truck
- Sabot hit effect tweaked
- Tweaking of dust effects created by infantry
- Hit of ground by rifles should be now better visible on medium and low particle quality
- New underwater effect for smoke grenades
- Fixed: inSpeed and inDir variables for explosion effects
- Divers and their equipment has been visually tweaked
- Independent soldiers have been visually tweaked
- AAF have their helmets visually tweaked
- Unified standardized ammo loads for each vehicle type for every faction
- Unified smoke and smoke shell colors for every faction
- Changed BLUFOR Recon Marksman default rifle to EBR (from MXM variant)
- Small uniform weight / capacity ratio update
- Updated setup of heli pilot / heli crew / pilot equipment so it's now comparable across factions
- Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first)
- Weapon weight diversification:
- Overall weapons weight increased
- Increased weight of heavy pistols
- Greater and better scaled weight differences between various weapons of the same type
- Minor balance of OPFOR equipment:
- Decreased weight of pilot uniform
- Decreased capacity of standard uniforms
- Increased weight of standard uniforms
- Increased capacity of harnesses vests
- Lowered damage of destroyed house hitpoints
- New materials, improved textures for timbers and wood pile
- Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist.
- Increased amount of supplementary ammo carried by Assistant Automatic Rifleman for all factions to:
- BLUFOR 12x 6.5mm 100 round magazine
- OPFOR 8x 7.62mm 150 round magazine
- INDEP 6x 6.5mm 200 round magazine
- Fixed: Minor fix of INDEP equipment. GL vest variant for INDEP Squad and Team leaders to match the distribution with other factions
- Fixed: Rebalanced independent vests to introduce even more diversity among armors
- Fixed: Minor redistribution of Guerrilla weapons
- Fixed: Introduced minor variability in BLUFOR assistant automatic rifleman supplementary ammunition
- Added: Titan AP rockets for BLUOR IFV and INDEP IFV
- Added: RPG HE rockets for OPFOR BTR
- Added: Tactical vest for OPFOR Helipilot
- Decreased weight of OPFOR Marksman Rahim rifle
- Increased weight of BLUFOR Marksman MXM variant rifle
- Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions
- Grenades now cast shadow while flying towards their target
- Mines now have a correct side
- The artillery computer of mortars has been re-calibrated to actual computer type (slightly more accurate)
- Zephyr missiles have their distinctive magazines
- Fixed: Stretched LCD overlay UV for CROWS optics
- Fixed: Bad normal mapping on MRCO optic
- Fixed: Floating scope on MXM weapon (http://feedback.arma3.com/view.php?id=3102 (http://feedback.arma3.com/view.php?id=3102))
- Fixed: Range on M2HMG misaligned (http://feedback.arma3.com/view.php?id=15126 (http://feedback.arma3.com/view.php?id=15126))
- Fixed: Tweaked parameters of SDARs underwater ammo
- Fixed: TRG rifles have correct mouse-over description of caliber
- Repaired penetration material on some signs
- Configured the second ladder for dp_smallFactory_F and added a second ladder
- Thin armor plate surface added
- Added: New armor plate materials for future appliances
- All official objects should now in editor correctly show their author
- Removed first red page from Notepad, File (documents) and File (top secret)
- Improved: Falling into rocks by lighthouse and unable to get out (http://feedback.arma3.com/view.php?id=7276 (http://feedback.arma3.com/view.php?id=7276))
- Various small objects have their models reworked (wooden piles and electronics)
- Bunker object makes better use of its ladder
- Configured new marker lights for e.g. runway lights and airport tower lights
- Fixed: Label shading on ammo boxes
- Fixed: Can we please get the ramps on the H-Barrier watchtowers working? (http://feedback.arma3.com/view.php?id=15884 (http://feedback.arma3.com/view.php?id=15884))
- Fixed: Geometry component of Scrap Heap
- Fixed: Textures of bridges in lower LODs
- Fixed: Walking on stairs on cargo tower and cargo patrol tower
- 'colorBackground' attribute in CfgORBAT renamed to 'colorInsignia'
- Bug caused by change of EH functionality in engine fixed
- Updated: BIS_fnc_objectSide can now detect actual player's side, even after it was changed on the fly. This affects BIS_fnc_MP function, but the its behavior should remain same.
- Removed: Chair on top of building in Showcase Armed Assault (would float after building destruction)
- Fixed: Indestructible communications tower in Showcase Vehicles
- Updated: Marker colors based on sides are now named consistently with other uses of sides. Previous classes were preserved because of backward compatibility.
- Updated: Scripted side recognition - (side group player) and (playerSide) is now replaced by (player call BIS_fnc_objectSide)
- Fixed: When using "Vehicle Respawn" module with respawn on start position, vehicles were not respawn precisely on the spot
- Fixed: BIS_fnc_deleteTask no longer attempts to delete non-existent tasks
- Fixed: Tasks were not deleted globally (by the previous function)
- Fixed: handleDamage EH issue (http://feedback.arma3.com/view.php?id=6644 (http://feedback.arma3.com/view.php?id=6644))
- Fixed: Sector icons in the 3D scene were not based on difficulty
- Fixed: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated
- Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value
- Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used
- Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning.
- Added: BIS_fnc_deleteTask - a function to completely remove a task
- Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled.
- Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details)
- Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details.
- Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly.
- Added: Improved visualization of sectors added by "Sector" module
- Added: Faction flag is now used to visualize sector owned instead of side flag
- Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission
- Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it.
- Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side
- Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector.
- Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors.
- Correctly unsetting of texture in film grain PP
- Game Options: Language switch changed to ComboBox
- Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side
- UI: Insert Marker - Flags are no longer colorized (the white parts were incorrectly colored)
- Added: Expand button to campaign menu
- Fixed: Cinematic borders didn't cover the screen edges (http://feedback.arma3.com/view.php?id=15765 (http://feedback.arma3.com/view.php?id=15765))
- Fixed: Preview image for selecting interface colors was always white
- Fixed: Text area for number of respawn tickets was too narrow
- Fixed: Tooltips of controls in more than one control group
- Fixed: Pause menu effects were visible after returning to a mission from which player previously exited the game while in pause menu
- Added: Links to Community Wiki and editing forum to debug console header
- Added: Faction score in debriefing screen
- Fixed: Cinema borders now properly hide other GUI elements
CAMPAIGN (SPOILERS!)- More campaign texts have been adjusted to match voice-over work
- Maxwell: Soldier that was leaning against a tree and was clipping removed
- Maxwell composition updated to fix the clipping during the Wet Work briefing
- Adjusted dates and time of briefings at Maxwell
- Updated: Object compositions of Maxwell
- Fixed: Players would sometimes get stuck after the introductory Maxwell animations
- Fixed: Crossing Paths Camp Maxwell task was not declared completed
- “Report In†task navigating to the mission providers will now properly show the waypoint in all situations
- The 'discussion group' detection distance for ambient conversations was set generally too high
- Simple termination of the 2nd ambient animation added to prevent unwanted collisions during briefing cutscene, where some of the soldiers suddenly had no weapons
- The mission intel OSD was showing the wrong location information in Maxwell
- Added: Safecheck code to prevent overlapping of the two different mission intel OSDs
- Patrol notification was showing even if the Patrol gets disabled
- Missing line breaks in “Patrol†task description were added
- World object persistency detection / destruction was failing in case of the radio tower in A_in / A_in2
- Fixed: Weapon pool persistent variables causing issues when reverting campaign
- The starting gear in the equipment pool was adjusted
- Adjusted the crash site composition to prevent the medic from getting stuck
- Miller's identity was not set correctly
- Fixed: Potential script error with mortars in Tipping Point
- Improved behavior of mortars in the episode finale. Standing still when not in cover is guaranteed to kill you. Moving and staying in cover drastically decreases the chance.
- Further improvements to the balance of the mortar segment
- Slight adjustments to player's team's reactions to paratroopers
- Further improvements to the behavior of the extraction boats
- Name of Alpha Lead in ORBAT was not updating correctly
- Added: Crossing Paths light flash on LZ Connor when AAF starts the attack
- Dead identities should be now correctly replaced by new ones
- Tried to prevent more cases of medics getting stuck after they tend to the wounded
- Zone restriction module has been updated for soldiers
- Tweaked: Code for triggering missions through strategic map to prevent blinking after the map fades to black
- Improved ambient animation termination code to make it more reliable
- Fixed: Duplicity in equipment visualization after briefings
- Improved transition from strategic map into briefing
- Player can now freely switch between 1st and 3rd person views during briefings
- Player can now freely switch between 1st and 3rd person views during ‘welcome to Maxwell’ cutscenes
- Pressing [Space] before the scene is rendered should not break the intro walk-in part
- Transition from Patrol to Maxwell improved; it is not playing an intro animation anymore
- Force-started briefings now directly trigger the default mission and there is no armory after the briefing is done
- The ambient animation function now auto-terminates if it is executed on unit that is already playing ambient animation
- Hub briefing skip mechanics fixed & improved. Players can now skip the whole briefing and get directly to the armory if they press [Space] before it loads.
- Weather is now correctly updated when the time shifts for a briefing (e.g. fixes out-of-place rain during one briefing). Wind and rain are handled better.
- Fixed: Safecheck mechanic that could break the campaign progression
ENGINE- Fixed: Surround sound issues with conversations especially
- ctrlAddEventHandler (https://community.bistudio.com/wiki/ctrlAddEventHandler) and displayAddEventHandler (https://community.bistudio.com/wiki/displayAddEventHandler) now accept game code as well as strings
- Command removeAllActions (https://community.bistudio.com/wiki/removeAllActions) changed
- New network script function setObjectTextureGlobal (https://community.bistudio.com/wiki/setObjectTextureGlobal)
- playableSlotsNumber (https://community.bistudio.com/wiki/playableSlotsNumber) command added - returns number of available slots or playable units
- Removed parameter from getShadowDistance (https://community.bistudio.com/wiki/getShadowDistance) script command
- Fixed: setShadowDistance (https://community.bistudio.com/wiki/setShadowDistance) works again
- Event handlers return value is used only if non-null (details (http://forums.bistudio.com/showthread.php?160330-Development-Branch-Scripting-Discussion&p=2550677&viewfull=1#post2550677))
- If no handleDamage handler returns a value the damage remains unchanged instead of setting it to zero
- handleHeal event handler is now also called for self-healing
- Fixed: SP mission sometimes didn't end when some display was opened
- Merged from OA / DayZ: Small MP optimization related to simulation precision
- Fixed: Campaign menu double-click behavior
- Fixed: Campaign / Scenarios / Challenges menus expand & collapse buttons
- Added: All UI trees can now be expanded by double-click on an item
- Added: New CTree config option to expand / collapse tree using double-click
- Added: RscTree expandOnDoubleclick parameter
- Fixed: exThreads parameter can break some script commands (e.g. scriptDone) (http://feedback.arma3.com/view.php?id=7456 (http://feedback.arma3.com/view.php?id=7456))
- Added: zeroing for AI target tracking
- Helicopters are no longer able to move with destroyed main rotor
- Stop propeller animation for ships when engine is hit
- Terrain shadows tweaked
- Moon and stars are now affected by fog
- Fixed sun flare intensity computation
- Added: New parameter drawLightSize for simple point light
- Fixed: Taking a sidearm could break the weapon info
- Fixed: HUDinfo does not show grenade info when character has no weapon
- Fixed: AI gun shots inaudible after reload (http://feedback.arma3.com/view.php?id=15044 (http://feedback.arma3.com/view.php?id=15044))
- Fixed: Disappearing magazines when changing to same weapon
- Fixed: CTD when lasing a target with an UAV as a team leader
- Fixed: Crash when double-clicking tree in campaign menu
- Fixed: Crash when setting zero or negative mass
- Fixed: Crash while starting -server
I have asked for the server to be updated too :)
Quote from: BrotherTobious;378378New Arma Update!!!
Game Update: 1.06 (Surround sound dialogues, Campaign fixes)
SIZE: ~841 MB
CHANGELOG DATA
I have asked for the server to be updated too :)
And it's done :)
Many thanks mate
Sent from my Nexus 4
My fine fellow OB has informed me there has been a update so I would make sure you all update as well please. Thanks
Sent from my Nexus 4
think its roughly 900mbs
New update release today too long to update in here so is the link
SPOTREP #0009 (http://dev.arma3.com/spotrep-00019)
709MB
Thank you for your time.
Update today : SPOTREP #00021 (http://dev.arma3.com/spotrep-00021)
ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB
New Update Zeus is now added
822MB
http://dev.arma3.com/spotrep-00023
Linkage to see what is in it :)
Just had a quick go with the Zeus editor, it's very impressive.
Who's up for giving this a spin on Sunday?
ME!!!!
Quote from: smilodon;383184ME!!!!
What he said :woot2:
SPOTREP #00024 (http://dev.arma3.com/spotrep-00024)
Game Update: 1.18 (Zeus enhancements, MP stability, Miscellaneous fixes)
SIZE: 794 MB
And it broke my mission...Oh ok, it broke some of the bits that were actually working before, the rest just stayed broke :sad:
Yeah it will do this as we know I have asked for the server to be updated.
Hence why my mission is on a temp hold. Hated fixing it after every update
Sent from my Nexus 4 using Tapatalk
TBH it wasn't that bad, just took a few minutes to find and fix
New update lads!!! its a bit big! bye bye gamespy
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.22 (Campaign improvements, Linux server performance, GameSpy removal)
SIZE: ~1021 MB
CHANGELOGDATA- Server browser:
- Removed: GameSpy logo
- Removed: GameSpy / Steam switch
- Server count is now in-engine instead of scripted
- Added: Player's name
- Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
- Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger(http://feedback.arma3.com/view.php?id=17937)
- Fixed: Script error in function BIS_fnc_spawnGroup(http://feedback.arma3.com/view.php?id=16889)
- Fixed: Tactical vest camo ground model
- Fixed: Wrong default values (getVariable (https://community.bistudio.com/wiki/getVariable)) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
- Fixed: Iron sights and camo of armed offroad
- Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
- Fixed: TT05 - tweaked misplaced barrier
- Fixed: Unknown Community Author for static weapons backpacks
- Fixed: Align of holographic reticle
- Fixed: Typo in strength of handbrake for quad bike
- Fixed: Aimpoint visibility at night for MRD attachment
- Fixed: Player can no longer respawn into vehicle stolen by an enemy
- Fixed: Tasks were not auto-assigned correctly
- Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
- Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
- Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
- Fixed: Zeroing on EBR's ironsights
- Fixed: CAS modules in the editor were not trigger activated
- Fixed and updated all helicopters with proper inventory loads
- Fixed: Camo selection on the Beanie
- Fixed: RPT error when spawning a lightning bolt
- Fixed: UI texture of Black MX with muzzle accessory
- Fixed: Geometries of UAV entities
- Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
- Fixed: Map icon size of portable mortars, offroad variants and assault boats
- Fixed: Missing vehicle dust effects for desert surface (only on Altis)
- Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d(http://feedback.arma3.com/view.php?id=15704)
- Added: Stall warnings in HUDs of fixed-wings now flash
- Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
- Added: Names and icons for CfgVoice classes
- Added: Bubble particle effect module
- Added: Empty cartridges effect module
- Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
- Added: Inertia coefficients for all weapons and their attachments
- Added: Sounds for more cutscene animations
- Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX];
- Added: New parameter DLC to Kart DLC assets (DLC = Kart;)
- Added: Camo selection to journalist vest to allow changing of its texture \ material
- Added: New sounds for reloading some weapons
- Added: Correct ammo icons for Zafir MG
- Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
- Added: H_Booniehat_tan's ground holder
- Added: New textures for some of the caps
- Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space
- Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
- Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
- Updated: TRG mass
- Updated: Credits with new developers
- Updated: Duty values for some animations states
- Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
- Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
- Adjusted: Inventory radius of Supply Crates
- Adjusted: Selections for texture variations of Offroad
- Adjusted: Supply capacity of supply boxes
- Adjusted: Positions and radii of Mi-48 inventory supplies
- Adjusted: Fire mode volumes
- Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
- Revised: Armor of lampposts in config and added as properties in their models
- Changed: vehicleclass for SportsGrounds_base_F from Structures toStructures_Sports
- Changed: Field Manual icon used for highlighting displayed hints
- Changed: Sounds for unsynchronized weapon reloading
- Changed volume for reloading
- Changed reloading sound of Zafir and Mk200
- Changed: Scope parameter of some of the headgear
- Changed: Sound for animations of lying wounded
- Ejection seats in planes now propel the pilot high enough to parachute (from ground)
- Increased mass of the UAV console
- Tweaked memory point for guns on the Stomper
- Rahim rifle is no longer able to attach Rail attachments
- Surface friction has been tweaked for various terrain types
- Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
- Removed inventory from Fuel Station Feed
- Optimized ladder actions
- Access set to Read and Write for cfgMovesBasic
- Ordering a medic to heal someone now displays the correct icon
- Changed volume for change of weapon fire mode
- Access to cfgRecoils set to Read and Write (seehttp://feedback.arma3.com/view.php?id=12419)
- Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
- Civilian and guerrilla trucks have proper selections for custom texture variants
- Redefined aim point of Supply Boxes
- Introduced weapon inertia settings for launchers
- Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
- AI is more likely to target enemy transports
- Minor volume changes for closure and fire mode change sounds
- Particle effect modules localized
- Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues.
- Adjusted: Mass of barrels to reflect their contents
- Changed: Damage property of buckets from building to tree so that they fall over
- Changed: Penetration materials so that the geometry of the dome of all radars is consistent
- Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
- Mapped granite penetration material instead of concrete on ancient walls
- Checked and fixed penetration materials and properties of walls
- Mapped concrete penetration material on the base of phone booths
- Minor code and debug print adjustments
- Potential campaign spoilers:
- Implemented: Patrol squad and vehicles
- Implemented: Patrol spawnpoint selection
- String "Camps" replaced for reference to already localized string
- Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
- Removed: Checking of persistent variables against
- Adjusted: Loadout of several units on hubs
- Functions now support vests and uniforms as containers
- Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
- Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
- Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
- Improved: Hub marker visuals
- There is now a simple get in animation played when "start patrol" is executed
- Friendly fire is now monitored also on patrol vehicles and crew
- Updated: Hub composition
- Added: Patrol starting points
- Adjusted: Skirmish triggers
- Added: Cargo content interaction with pool
- Patrol characters now properly interact with the pool
- Patrol character identities are now correctly set
- Patrol tasks on hub now point to the suggested transport vehicle
- Added: Customization template definitions for all randomized vehicles
- Added: Template for patrol squad members
- If player loses a car, he gets a new default one, once he arrives back on the hub
- On-hub scene when player returns from patrol is now created
- Added: System for persistent customization
- Patrol trigger now shows the spawn point location on the map
- Localized: User action label
- BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
- Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
- Uniforms added via forceAddUniform when needed
- Added: Some micro compositions for patrol
- Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
- Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly
- Used names are permanently removed from the pool of names for the auto-generated identities
- Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
- Added specific identities to story characters
- Fixed: Transition from patrol to hub
- Fixed: Wrong initialization of the equipment pool
- Fixed: 2 broken uniforms removed from Adapt pool
- Fixed: Gear persistence issue between C_out2 and C_EB
- Fixed: Implicit persistent variable values solution
- Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
- Fixed: Problem with briefing date detection
- Fixed: Typos in character definitions
- Fixed: Locking of patrol vehicle when player returns from patrol
- Fixed: Colliding position by two soldiers at Rogain
ENGINE- Optimized: Linux Dedicated Server performance
- Disabled: GameSpy technology
- Fixed: Diary closing when tasks are not selected
- Fixed: Task position when attached target is deleted
- Fixed: Ironsights zeroed to a non-default value after the removal of optics
- Fixed: Voice-Over-Net: Custom channel volume based on distance
- Fixed: Switching from -joinString to -connect in the in-game requests
- Fixed: Position determination for tasks attached to a target object / unit
- Fixed: Dead soldiers on ladders
- Fixed: Buldozer brush size change (was possible to go above maximum size)
- Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
- Fixed: Possible CTDs in network server
- Fixed: Blinking of caustics when texture memory is low
- Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
- Fixed: Blue line artifact on the horizon
- Fixed: Desync in MP after the revision 124842 fix
- Fixed: Possible crash when an AI brain is not present
- Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one
- Fixed: Missing class name in campaign tree for old structure campaign configs
- Fixed: Possible CTD while the world is destroying itself
- Fixed: Possible CTD in Zeus when ungrouping soldiers
- Fixed: Fog on craters (bullet impacts)
- Fixed: Formatting of number of servers in the multiplayer display
- Fixed: Possibility to change scenario parameters in MP after a game has already started
- Fixed: Dead body icon
- Fixed: Catching missing callback from Steam
- Fixed: CTD when opening inventory in combination with createAgent
- Fixed: Possible CTD in airplanes
- Fixed: Exploitable command forceRespawn (https://community.bistudio.com/wiki/forceRespawn)
- Fixed: CTD occurred when ejecting dead unit from a car (Zeus)
- Added: Fuel explosion power value for all vehicles
- Added: Script commands for basic 3D vector operations (vectorAdd (https://community.bistudio.com/wiki/vectorAdd), vectorDiff (https://community.bistudio.com/wiki/vectorDiff),vectorCrossProduct (https://community.bistudio.com/wiki/vectorCrossProduct), vectorDotProduct (https://community.bistudio.com/wiki/vectorDotProduct), vectorCos (https://community.bistudio.com/wiki/vectorCos), vectorMagnitude (https://community.bistudio.com/wiki/vectorMagnitude),vectorMagnitudeSqr (https://community.bistudio.com/wiki/vectorMagnitudeSqr), vectorMultiply (https://community.bistudio.com/wiki/vectorMultiply))
- Added: Script commands for vector distance and square distance (vectorDistance (https://community.bistudio.com/wiki/vectorDistance),vectorDistanceSqr (https://community.bistudio.com/wiki/vectorDistanceSqr))
- Added: Class names to campaign tree (if they are defined)
- Added: Logging of unsuccessful attempts to call loadFile (https://community.bistudio.com/wiki/loadFile), preprocessFile (https://community.bistudio.com/wiki/preprocessFile),preprocessFileLineNumbers (https://community.bistudio.com/wiki/preprocessFileLineNumbers) script commands
- Added: New brush mode to Buldozer.
- Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
- Added: Script commands magazinesAmmoCargo (https://community.bistudio.com/wiki/magazinesAmmoCargo) and weaponsItemsCargo (https://community.bistudio.com/wiki/weaponsItemsCargo)
- Added: New script command to open YouTube videos (openYoutubeVideo (https://community.bistudio.com/wiki/openYoutubeVideo))
- Updated: In-game help for loadFile (https://community.bistudio.com/wiki/loadFile), preprocessFile (https://community.bistudio.com/wiki/preprocessFile), preprocessFileLineNumbers (https://community.bistudio.com/wiki/preprocessFileLineNumbers)script commands
- Optimized: Weapon effect simulations
- Driver proxy for Inverse Kinematics taken from correct LOD
- New parameters for fatigue thresholds moved to config
- Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
- Threaded sensor network updates are now enabled in all versions
- Minor dead bodies optimization
- UAV - Locked camera (added a new key binding to do that)
- UAV - Camera stabilization
- UAV: Locked camera - camera rotation precision improved
- UAV: Locked camera - camera rotation set to zero when switching to manual view
- Public description for commands magazinesAmmo (https://community.bistudio.com/wiki/magazinesAmmo) and magazinesAmmoCargo (https://community.bistudio.com/wiki/magazinesAmmoCargo)received minor changes
- Inventory load now affects stamina regeneration
Updating Server !!!
Done and is up and I can connect to :)
after lib said last night "theres no point in keeping the server up as they will update the game again"
Well
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Hotfix: 1.22 (Steam MP fixes, Static network ports)
SIZE: ~18.5 MB / ~7.5 MB
CHANGELOG
ENGINE
- The Steam query network port is now fixed to be always +1 in relation to the game network port (e.g. a server hosted via port 3202, has its Steam query port at 3203)
- Removed: Ability to define a custom Steam query port on servers
- Fixed: Connection string to support joining friends on listen servers
- Added: Server game and Steam query ports are presented to a host when creating a server in-game, in the RPT log and the Dedicated Server command window (forward these to make sure clients can discover / connect)
- Added: Joined sessions listed in the Steam history list
- Hotfixed: Duplicating items in direct / LAN sessions through backpacks
- (http://feedback.arma3.com/view.php?id=16927)
- Fixed: Client getting stuck in Zeus dialog after a server is terminate
- Fixed: Client getting stuck in Zeus dialog after a server is terminated
Another big update SPOTREP #00029 (http://dev.arma3.com/post/spotrep-00029)
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.24 (Bootcamp Update, Launcher, Add-on Workshop)
SIZE: ~1.2 GB
Quote from: TwoBad;386237Another big update SPOTREP #00029 (http://dev.arma3.com/post/spotrep-00029)
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.24 (Bootcamp Update, Launcher, Add-on Workshop)
SIZE: ~1.2 GB
Server updated :D
Quote from: OldBloke;386240Server updated :D
Thanks OB sorry I hope to be back in the world of the living soon.
Update has been released. don't get caught out, its just under 1gb
info here (http://dev.arma3.com/post/spotrep-00030)
Quote from: Sparko;387189Update has been released. don't get caught out, its just under 1gb
info here (http://dev.arma3.com/post/spotrep-00030)
Updating server now.
another one thats aimed at multiplayer
FROM: Project Lead
TO: Arma 3 Users
INFO: Multiplayer progress, DLC survey, Publisher update
PRECEDENCE: Flash
SITUATION
.
The fight against multiplayer issues continues. On Friday we published the 1.28 hotfix (https://steamcommunity.com/linkfilter/?url=http://dev.arma3.com/post/spotrep-00031) (the version had to be increased because of removing the new network messaging). In terms of technology, this brings the netcode back to the 1.24 state. We'll continue to search for clues as to why the changes cause issues with desync and increased bandwidth use (where actually they should do the opposite, and do so in repeated tests). There are many mixed reports across the versions, making confirmation of fixes extra challenging. On top of things, the 1.28 version caused an incompatibility with the BattlEye (https://steamcommunity.com/linkfilter/?url=http://battleye.com/) anti-cheat client. A fix candidate for this is being tested on Steam's RC branch (access code: Hotfix128Arma3), and it will reach main branch as soon as we get confirmation it works. Our first priority now is restoring multiplayer to 1.24 performance. Then we'll attempt to thoroughly review the new networking tech, solve any issues, organize more varied external tests (different servers, modes and mod mixes) and hopefully roll out the results
Server updated.
Another big update SPOTREP #00078 (http://dev.arma3.com/post/sitrep-00078)
SIZE: ~1.2 GB
QuoteWe've just pushed the 1.32 update to main branch after over a week of dedicated testing. As you'll see from its gigantic change log, this was mostly about a huge number of smaller fixes and data corrections. The version does also introduce Weapon Inertia and includes a number of useful scripting commands and event handlers. Internally we have now applied our first 'data lock' for Helicopters DLC. That means its development is closing and we're doing testing and fixing only. In the past you may have noticed this also means Dev-Branch updates become a little smaller during that period. That is a good thing. By slowing down development, we enter a period of polishing. It also means we have more time to analyse things like multiplayer even further (based on the logs being gathered from public sessions by server admins across the world).
What about Dev-Branch staging of Helicopters DLC? Late this week is when the window for this opens. The sandbox content is ready for your tests, so the new helicopters and miscellaneous objects will be staged soon. The rest of the package is to follow closer to release. Unfortunately it will not be possible to purchase the DLC separately ahead of release (the DLC Bundle is available though). We're hoping to at least add ownership to the library of Supporter Edition and DLC Bundle owners. Other players will experience the Content Licensing restrictions while testing, and they'll be able to purchase the DLC after its release on November 4.
Quote from: TwoBad;389333Another big update SPOTREP #00078 (http://dev.arma3.com/post/sitrep-00078)
SIZE: ~1.2 GB
Updating server now.
Another small update today !
Quote from: TwoBad;389381Another small update today !
Server done.
another massive update that actually is too long for the forum to let me post so 1st half
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider defragmenting your HDD after downloading large updates.
- A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.34). It can be used to compare specific changes between major releases. The access code for this branch is:Arma3Legacy134
- A Make Arma Not War Build branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is: MakeArmaNotWar
- You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version)
- Administrators can also use the command-line SteamCMD (https://developer.valvesoftware.com/wiki/SteamCMD) utility. The app ID is to be 233780.
- Physics simulation powered by NVIDIA® PhysXâ,,¢. NVIDIA® and PhysXâ,,¢ are trademarks of NVIDIA Corporation and are used under license.
CHANGELOGDATA:- Added: Vortex Ring State (http://en.wikipedia.org/wiki/Vortex_ring_state) for all helicopters using the Advanced Flight Model
- Added: Class HeadlessClient_F to add Headless Clients into scenarios
- Added: Target medal times and best / previous results in Challenges selection menus
- Added: Weapon and equipment stats for Virtual Arsenal
- Added: DLC weapons are now marked by a DLC icon in Virtual Arsenal
- Added: Faction Showcases can now be properly ended
- Added: Faction Showcase icon for the exit task
- Added: Farsi and Altian VR protocols
- Added: New deflection parameter for all materials
- Added: Possibility to turn on / off spawn point emitter according to the linked sectors states. If multiple sectors are linked, the toggle can be controlled via AND or OR logical operators (Support MP).
- Added: Sound of some stance changes and weapon to binoculars switching
- Added: Function for opening the Field Manual (BIS_fnc_openFieldManual)
- Added: Proper images for Sling Loading Field Manual entries
- Added: Group callsigns for Support MP
- Added: Unstuck mechanics for Support MP
- Added: More foley sounds for characters
- Added: Interactive links to the License Texts in the Field Manual
- Added: crewExplosionProtection parameter to all land vehicles
- Added: BIS_fnc_configExtremes - scans config paths and returns min and max values for each given property
- Added: New modules to cfgPatches
- Added: Icons to flaps, landing autopilot and periscope depth actions
- Added: New textures for AFM gauges to the layout editor
- Added: TTs with Sling Loading will fail when the SLG component is destroyed and there are still loads to sling
- Added: delay parameter for Virtual Providers in the Supports module
- Added: Sorting of topics and hints in the Field Manual
- Added: overviewScript CfgMissions entry to allow displaying special information in the overview menu (https://community.bistudio.com/wiki/Mission_Overview) (used by Challenges)
- Added: Throw and Put ‘weapons’ to VR characters
- Added: Gorgon inside positions
- Added: More names for Altis and NATO people
- Added: curatorObjectRemoteControlled scripted event handler triggered when Zeus takes or releases control of a unit. Passed arguments are[,,,] (thecontrol argument is true when Zeus takes control and false when he releases it afterwards).
- Added: More sounds for building destruction
- Added: Samples for Quad-bike collisions
- Added: Vertical get in animations
- Added: Animation for hiding rocket pods of the Hellcat due to a community request
- Added: BIS_fnc_setObjectRotationwith the ground
- Fixed: Removed non-existing source warnings from the RPT
- Fixed: The clock in the cockpit of the PO-30 was turning counter-clockwise
- Fixed: Taru is not bouncy anymore after getting in using AFM
- Fixed: Destruction of Huron rotors
- Fixed: Removed non-existing turret body warning from the RPT
- Fixed: Make sure players cannot get into the mission if the scenario is over (Support MP)
- Fixed: Added missing items to cfgPatches
- Fixed: Spawn AI Options module (Support MP)
- Fixed: Arma 3 Helicopters website link in the Expansions menu
- Fixed: Error message when an empty array is send to function BIS_fnc_sortNum(http://feedback.arma3.com/view.php?id=20998 (http://feedback.arma3.com/view.php?id=20998))
- Fixed: Mk6 was still taking damage while firing in some edge cases
- Fixed: Text clipping in the Setup Server UI
- Fixed: Broken particle interval in rare cases for some effects
- Fixed: Groups - Team Leader in the OPFOR Small UAV Team is spawned inside the UAV
- Fixed: Group splitting in Support MP. Newly created groups were not counted to any manpower cap - they were not registered for any spawn point.
- Fixed: Sabot rounds did insane damage to structures
- Fixed: Link color in the main menu newsfeed after first launch
- Fixed: Purging RPT spam during startup (tens of messages have been addressed)
- Fixed: Path to the Tempest driver death pose
- Fixed: Displaying of the HUD in Darter's driver position
- Fixed: Script error in Support MP
- Fixed: RPT warnings about missing hit points for stand-alone Taru pods
- Fixed: Darters started to drown way too early
- Fixed: If chat is disabled, it is not shown after 2 x Esc in MP
- Fixed: Minor bug related to desynchronized animation sounds
- Fixed: Boats were not able to store inventory
- Fixed: Removed winch destruction effects from helicopters without a winch
- Fixed: Hellcat (both variants) rotor bug
- Fixed: Typo in the configs of Neophron
- Fixed: The commander turret of Sochor had a wrong selection name in one of the distant LODs
- Fixed: Driver of Motorboat has a correct death animation now
- Fixed: Vehicle class in ORBAT asset list
- Fixed: Equipment lists in Arsenal on the right (e.g. grenades or explosives) didn't disappear once a different category was selected
- Fixed: The locking and unlocking of vehicles improved to fix a potential exploit of getting into the wrong seat by killing the crew
- Fixed: Virtual Support Provider disappears in some cases when closing the Communication menu
- Fixed: Muted HQ in Supports module
- Fixed: The company logo in ORBAT credits wasn't visible
- Fixed: M-900 had a wrong set of hit points
- Fixed: Assault / Rescue Boat - Gunners inside the ship levitated slightly
- Fixed: Reloading GM6 Lynx did not have an animation while in personTurrets
- Fixed: Craters created after helicopter / airplane crashes in the Virtual Reality terrain
- Fixed: Destination selection handling in the Transport support module
- Fixed: Virtual Support Provider would sink when placed above water
- Fixed: HEMTT Medical - One of the passengers was clipping through cover
- Fixed: Strings were replaced by numbers for duty and variantAfter properties in several states (engine expects numbers)
- Fixed: The step over animation played during other actions when holding a rocket launcher and turning
- Fixed: Sorting of anti-water part of Assault Boats
- Fixed: BLUFOR Recon Marksman received batteries for his Laser Designator. Happy birthday to him!
- Fixed: Strings were replaced by numbers for command properties in several command menu orders (engine expects numbers)
- Fixed: Independent armored vehicles don't write warnings about their mirrors anymore
- Fixed: The commander hatch of the Sochor now pops properly
- Fixed: Take actions were inconsistent
- Fixed: Kajman gunner is now willing to use even APDS on aerial targets
- Fixed: Crawling animations are played slowly
- Fixed: A soldier without gun stands up from prone very fast
- Fixed: Players reload Zubr through their own hands
- Fixed: Lean (barrel roll) left / right without weapon problem
- Fixed: MBT-52 Kuma crew helmets stick out of the turret
- Fixed: MH-9 Hummingbird - When players sit on the bench without gear they have the wrong idle animation
- Fixed: Vehicle class Training localized
- Fixed: Inventory animations are now properly looped
- Fixed: Weapons (Launchers) - Missile blast was split in half (all but Alamut)
- Fixed: Supports MP - Seems like the helicopter evac sequence was triggered too soon (now postponed until the driver is killed or 3 seconds elapse)
- Fixed: Field Manual collision of IDCs that caused an unwanted texture change
- Fixed: Weapon holders now use a multi-proxy model to display all the content
- Fixed: Unpredictable behavior of Arsenal camera when close to the ground
- Fixed: Truck FM string (http://feedback.arma3.com/view.php?id=19474 (http://feedback.arma3.com/view.php?id=19474))
- Fixed: Static weapon crew is no longer shielded from explosive damage
- Fixed: Recoloring of icons to black in the Editor after a change in Game Options
- Fixed: Rogue missing "$" has been found, dragged back to its place in config, and instructed that it’ll be severely punished next time it goes AWOL
- Adjusted: Get out points for Taru and Orca to prevent passengers getting stuck in the helicopter
- Tweaked: Config refactoring of Air_F_Heli into older addons (should not affect the game)
- Tweaked: Tactical Strikes should now be twice as powerful (Support MP)
- Changed: TT08 - Removed simulation of random catastrophic party tent failure
- Tweaked: It should be possible to complete a task when the player successfully crash-lands (Support MP)
- Tweaked: Content browser images
- Adjusted: Shadows of BLUFOR rifleman
- Updated: Introduced new parameters: minTotalDamageThreshold (as minimalHit for total hit point), and explosionShielding (as total hit point for structures)
- Changed: Distance of audibility of weapon firing
- Changed: Moved contents of UI_F_Bootcamp to UI_F_Curator
- Tweaked: Minor sound changes for weapon switching
- Tweaked: Optimized damage resistance of Cargo structures according to the findings of testing
- Tweaked: Increased distance of explosion audibility
- Tweaked: Decreased distance of launching missile audibility for Wipeout
- Tweaked: Vehicle tires are now more susceptible to explosive damage
- Tweaked: Made MRAP tires equal in durability to those of wheeled APC
- Tweaked: Decreased indirect hit damage of RPG HE rockets and Titan AP rockets, for they did too much damage to certain structures. Their main purpose of anti-infantry rockets and ability to cripple armored vehicle movement remains unchanged.
- Tweaked: Durability of boats
- Tweaked: TT10 - Sling Load drop zones enlarged to allow for quicker drops
- Tweaked: Sounds of mortar and GMG shooting
- Tweaked: Reorganization of vehicle collision samples
- Improved: Connections between pistol and swimming
- Changed: Kart no longer protects its ‘crew’ from explosive damage
- Adjusted: Ghosthawk lights now aim forward more to be more useful during landings
- Adjusted: Firing from vehicles aim limits for HEMTT, Zamak, Tempest and Huron and position of the shooters
- Changed: Categories in Editor > Modules are alphabetically sorted now
- Tweaked: Re-linked sound samples for Sling Loading
- Tweaked: Proper aim precision for two transition animation states
- Tweaked: A bazillion of localizations and translations for various languages
- Tweaked: Support MP - FSM adjusted, the cargo class is now controlled and the cargo needs to stay alive for at least 5 seconds for the task to complete
- Improved: Katiba and M200 reloads
- Tweaked: Accuracy of vehicle gunners was seriously lowered for Support MP
- Changed: Made sounds for house hit point destruction guaranteed
- Changed: Units can no longer fire while picking up a different weapon
- Tweaked: Adjusted prone geometry / collisions
- Tweaked: Support MP - OPFOR base size was wrongly set to 50m (changed to 200m)
- Adjusted: Camera shake parameters for damaged helicopters
- Tweaked: Optimized several ammunition types with new parameters. Their previous purpose and effectiveness should remains roughly unchanged, while a few shell types are slightly optimized or updated.
- Tweaked: Decreased explosive resistance of Quad Bike tires, so they are now properly destroyed even by anti-personnel mines
- Tweaked: Sling Loading in the Command Menu:
- The drop cargo command is available only when pointing to the ground
- The lift cargo command is available when a player is in a Sling Loadable vehicle
- The background of the menu was made longer so the items don't overflow
- The disembark command was disabled for all units in a helicopter with Sling Loaded cargo
- Removed: Redundant moves and cleaned up RPT log
- Removed: Rope object from Editor and Zeus
Support MP:- Tweaked: Support Katalaki:
- Sector dependency changed and redesigned
- The 3 middle sectors now control the spawning of vehicles
- Many spawn points were re-positioned or deleted
- Manpower caps and spawn setting adjusted
- Group config adjusted: auto-riflemen added, medics replaced by riflemen, and AAT replaced by AT units
- Spawn points adjusted on both sides
- Spawn points are now separated by type
- There is no dependency of the spawn points in sectors A and E
- If a side has at least 1 of the middle 3 sectors, it gets a bonus vehicle spawn point activated
- Tactical Strikes are now twice as effective
- Added possibility to resupply and repair when crash landed at the maintenance point
- Boarding units will now unstuck even when they are in combat
- Improved: Trigger for crash landing at a repair point
- Improved: Medevac procedure:
- Soldiers run for empty space where a helicopter can land
- Smoke is refreshed every time it wears off
- Smoke is offset randomly to look more realistic
- Medevac now triggers faster
- Improved: Dead units and players are excluded from the group doing the evac sequence
- Improved: Stop code execution when no-one is alive
- Fixed: Problem counting dead crew as kills for OPFOR pilots
- Tweaked: When a helicopter is destroyed on the respawn spot, it gets deleted much faster now
- Hotfixed: An issue where personTurrets get locked and could not be unlocked (as a result the transport task could not get completed for helicopters withpersonTurrets)
Potential campaign spoilers:- Added: There is a safety check making sure the proper headgear and goggles are used
- Added: 2 NVGs into the starting equipment pool for “Adaptâ€
- Fixed: Beyond Recognition - Volume of the ending conversation with Crossroads
- Fixed: Attention Deficit - South-West player dies by falling
- Fixed: The flashlight is now properly set as a required piece of gear on the hub and correctly transfers to the Crossing Paths mission
- Fixed: Inconsistency between the 'briefing' time and 'in action' time
- Fixed: “Win†epilogue - Timing of the init events and effect
- Fixed: “Win†outro - Timing of the init events and effect
- Fixed: Even Kerry in later stages of the campaign shouldn't have random headgear and facewear
- Updated: "Adapt" outro voice-over samples
- Tweaked: Randomization of Kerry's headgear and goggles is now fully blocked
- Tweaked: The destination waypoint position of one of the soldiers returning from mission adjusted so it leads him away from the briefing area. This should fix the possible collision of this soldier with the Kerry during the briefing cutscene.
- Tweaked: Weather updates are now properly forced using commandforceWeatherChange (https://community.bistudio.com/wiki/forceWeatherChange)
- Tweaked: Beyond Recognition - Removed requirement for the pilot to reach the waypoint before the ending progressed
- Removed: Names "Ryan" and "Taylor" from the pool of names the system can use to generate new identities
- Tweaked: “Win†outro
- Improved: Starting sequence (mainly timing of the events so they align much better)
- Changed: All ambient AI-driven vehicles are now locked
ENGINE:- Added: Enable new Headless Client (https://community.bistudio.com/wiki/Arma_3_Headless_Client) implementation
- Added: Support for new Post-Process anti-aliasing technology - CMAA (https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-cmaa)
- Added: Delay between commanded ejects of AI
- Added: New properties for better damage handling (explosionShielding +minTotalDamageTreshold)
- Added: deflection parameter for surfaces so there can be defined deflection parameters for each surface, not just for munitions generally
- Added: New version of allTurrets (https://community.bistudio.com/wiki/allTurrets) so it can process either only a vehicle or a vehicle with / without person turrets returned
- Added: Possibility to rotate multiple units even on the map (Zeus)
- Added: actionKeysNames (https://community.bistudio.com/wiki/actionKeysNames) and actionKeysNamesArray (https://community.bistudio.com/wiki/actionKeysNamesArray) can have a 3rd parameter to prioritize the chosen input device type like joysticks, controllers, etc.
- Added: Debug message for catching a possible crash
- Added: Condition variable PlayerVehicleIsHookable for Sling Loading
- Added: isLockingDisabled parameter for all entities (they can be configured now so they are not lockable by anything)
- Added: Possibility to set up an indirect damage protection coefficient for crew (crewExplosionProtection)
- Added: New condition variable isInHelicopter
- Added: Auto-INIT scenario server-side
- Added: Scripting command for determining player chat is shown (shownChat (https://community.bistudio.com/wiki/shownChat))
- Added: Addon list changed event [SteamLayer]
- Added: Clutter coloring by satellite map can be adjusted
- Added: Possibility to force Advanced Flight Model from server config (forceRotorLibSimulation: 0 - options, 1 - forced on, 2 - forced off) - overridesdescription.ext (https://community.bistudio.com/wiki/description.ext)
- Added: New getObjectDLC (https://community.bistudio.com/wiki/getObjectDLC) command
- Added: Sound: Internal variant for hit sounds - extra set of samples
- Added: setUnloadInCombat script command
- Added: Option to DisplayCapture to sort scopes by average or sum of durations
- Added: Command-line parameter -loadMissionToMemory to enable loading a mission file into memory before sending it to players
- Added: Script function configProperties (https://community.bistudio.com/wiki/configProperties)
- Added: BattlEye support for Headless Clients
- Added: Auto-change of Headless Client player identity (identity / profile name of the HC is automatically changed to the assigned role name)
- Added: Setting default profile for Headless Clients
- Fixed: AI stuck in a weird loop after being moved via script
- Fixed: Gamepad vibrates when not used (added more conditions to guard proper initialization of the time the gamepad was used last)
- Fixed: Possible CTD
- Fixed: Updated conditions for the time a controller was used before a scenario starts, so it won’t vibrate if not used during the actual game
- Fixed: Possible CTD when calling deleteVehicle (https://community.bistudio.com/wiki/deleteVehicle) in init
- Fixed: Lines drawn for empty groups placing previews
- Fixed: Pending object's object does not exist during function call
- Fixed: Destruction by collision of horizontal rotors connected [RTD]
- Fixed: Dedicated Server AI aiming [FFV]
- Fixed: Issue with players being in the commander turret instead of the driver seat in MP
- Fixed: Ignore locking of a vehicle only for units inside it. Moving the getting off destination further away from the vehicle.
- Fixed: Group lines being drawn in the map when a moving units operation is in progress
- Fixed: Extensive values in low FPS recoil [FFV]
- Fixed: isAbleToMove [RTD]
- Fixed: Attempt to fix a crash when releasing PhysX joints
- Fixed: Sleeping of not moving PhysX objects with applied force
- Fixed: Automatic Zeus groups deletion
- Fixed: attachWaypointObject script command can handle vehicles (fallback toattachWaypointVehicle when using a non-static object)
- Fixed: Cut off hit point diagnostics output
- Fixed: setPos (https://community.bistudio.com/wiki/setPos) command not disembarking unit properly [FFV]
- Fixed: Only the target group strength was recomputed after joining groups via thejoin (https://community.bistudio.com/wiki/join) script command
- Fixed: Possible CTD
- Fixed: IssueHook so it is able to use a player’s vehicle as well
- Fixed: Log spam: "Permanent link cannot point to non-permanent object" in MP
- Fixed: Damaging crew before they can get out of a helicopter when drowning
- Fixed: Remote controlled units can now enter an empty vehicle without being forced to get out (Zeus)
- Fixed: AI won't start moving if its target destination is hard to reach
- Fixed: AMV won't go through fences
- Fixed: UTF string handling in addon paths
- Fixed: Leaders were repeating the dismount command when a Landing Zone was not found
- Fixed: CTD in multiplayer when a hooked object is deleted
- Fixed: Added missing eject in emergency situations
- Fixed: Possible CTD caused by wrong configuration of getInProxyOrder in the transport class
- Fixed: Possible CTD
- Fixed: Possible CTD when a hook waypoint has no target
- Fixed: Camera drift while using TrackIR with aiming deadzone
- Fixed: Filters [SteamLayer]
- Fixed: Possible CTD
- Fixed: AI climbing a ladder repeatedly
- Fixed: Ordering multiple helicopters to load one cargo
- Fixed: Zeus creating of units so it can be called even when a center is full of groups (you have some group prepared)
- Fixed: Multiple analog inputs on one action are averaged instead of summed. Be sure to not set input you are not using for that action as this will lower the overall input.
- Fixed: Gunners not disembarking from drowning helicopters
- Fixed: Possible CTD
- Fixed: Possible CTD and added a RPT message when this situation occurs
- Fixed: Problems with removeAllContainers (https://community.bistudio.com/wiki/removeAllContainers) in MP (JIP messages for containers remain on the server)
- Fixed: Possible CTD in Editor
- Fixed: Not loading WRP file for a terrain when it is in local files and not binarized
- Fixed: RPT spam "LODShape::AddLoadHandler: Handler not present in shape..."
- Fixed: Crash when updating weapon sounds
- Fixed: Possible CTD on AutoReload
- Fixed: Switching between optics in personTurret positions in helicopters withpilotCamera [FFV]
- Fixed: CTD when accessing a non-existent PhysX shape
- Fixed: PhysX helicopters not resetting their ‘stopped’ status
- Fixed: Z-axis of the camera shake shake equation
- Fixed: RoadSurfaceY test. Removed duplicate code. Better RoadSurfaceYperformance in some cases.
- Fixed: AI in personTurrets staying in the vehicle in combat mode
- Fixed: Free camera when head tracking is active
- Fixed: Possible CTD
- Fixed: Ragdoll death under water (more time to settle down)
- Fixed: Sound: Closure sound uses fire audibility / distance
- Fixed: Potential CTD
- Fixed: AI reactToDanger executed more often
- Fixed: Sound: Shooting not attenuated by distance when cameraSwitch is used
- Fixed: Impossible ejection from moving airplanes
- Fixed: Unhook waypoints so AI is able to drop even object type cargo
- Fixed: Ambient (local-only) animals are not taken as targets
- Fixed: Crash in the objectIntersect script command
- Fixed: Helicopter fuel consumption
- Fixed: Sound: Output voice differs from voice SendList, causing CTD
- Fixed: Crash on entering vehicles [FFV]
- Fixed: Crash connected to objects without anything in their Roadway level
- Hotfixed: Animation weights serialization caused non-deterministic data (P3D file) used to be generated during the binarization process
- Hotfixed: Possible crash in IsLevelLocked
- Improved: Better handling of unit info color changes
- Tweaked: Dedicated Server simulation methods
- Tweaked: Blending of satellite map and detail map can be better adjusted
- Tweaked: Players can now order multiple units to Sling Load cargo
- Tweaked: Optimized rope simulation in some cases
- Changed: Renamed getObjectDLCs (https://community.bistudio.com/wiki/getObjectDLCs) script command to getPersonUsedDLCs (https://community.bistudio.com/wiki/getPersonUsedDLCs)
- Changed: Do not show action to switch to launcher in personTurret [FFV]
- Optimized: Updating of attached objects for buildings
- Updated: Slightly faster handling of static target distribution
- Updated: Optimization when processing a contact of two PhysX entities
- Tweaked: Terrain uses shader without texture fetching in depth pre pass (based on feedback from Intel)
- Updated: Sound: ‘global’ samples recycling
- Improved: Optimized handling of light position updates (buildings) so they are updated only when there is some movement and not each frame
- Tweaked: Minor PhysX-related optimizations
- Improved: Creation of sound object only if audible (uses fast distance test to optimize shooting)
- Changed: Standard shadow setting has lower cascade count
- Tweaked: Sound: Dynamic sound source - extended sample selection rule to handle cases where only one sample is set
- Changed: Block and unblock for network server thread simulation
- Tweaked: Extended string usage statistics for MP
- Tweaked: Optimizations in data stream compression techniques
- Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker)
- Changed: DecompressShader function is no longer a template
- Improved: Disabled PhysX collision damage exception for tanks (they now take fall damage properly)
- Improved: Adjusted a buoyancy type initialization to improve loading times
- Updated: Sound: Crash sound delay
- Changed: “DaMmage†was killed with fire, and only damageHalf and damageFull are kept
- Improved: Buoyancy data is correctly serialized to / from the binary format
- Tweaked: Workshop ID query for the subscribe next and unsubscribe all feature in Launcher [SteamLayer]
- Removed: Warning about missing hit point when switching house to damaged object
- Removed: Sound: Shooting from attenuation
LAUNCHER:- Added: Local mod support
- Added: "Click to update" / "Click to repair" buttons
- Added: New icons indicating the status of a mod: busy, corrupted, update available
- Added: Subscribed content list changed event handler to Launcher's Steam facade, beside the mod list changed (right now this is just for diagnostics)
- Added: Sanitizing multiple dots in mod folder names
- Added: Enabled logging from the Utils library
- Added: Additional exception logging
- Added: Dialog description when selecting a local mod and localized the message box displayed when the selected folder doesn't contain any addons
- Added: Better detection of mod corruption
- Added: Better handling of the mod destination path after download
- Added: A specialized message box is now displayed when multiple corrupted mods are marked for loading when the user hits the play button
- Added: Parameter check for download queue items
- Added: Localizable tooltips for standard caption buttons (minimize | maximize | close)
- Added: Button to mod management page to subscribe to ‘Mods’ from Steam Workshop
- Added: New localization identifiers for updated UI, added new localizable strings
- Added: English and Czech localization of strings and messages related to local mods
- Added: Dark border to the scroll bar to enhance its visibility
- Added: Profile loader now automatically detects changes in folders where profiles are stored
- Added: References to localized strings for the big update button / repair button styles
- Added: Localization for 1.36
- Fixed: Added missing loaded mod cache invalidation
- Fixed: Possible CTD when no Steam directory is found in the registry
- Fixed: Typo in the name of an event in BatchSubscriber
- Fixed: Position of the "Select all" check box in the mod manager was misaligned with mod check boxes
- Fixed: Width of the app menu button was smaller than the options button (resized to match)
- Fixed: Mod remained in busy state when the delete before repair failed
- Fixed: Added missing bullets to the list of corrupted mods in the message box connected to the Load All / Unload All actions
- Fixed: Updated main synchronization loop and added sync locks
- Fixed: De-optimized loaded extension collection refresh after list composition
- Fixed: Translations for UI elements that were moved to different containers or were renamed
- Fixed: The "Toggle All" command now displays the same message box as the"Play" command when some mods can't be loaded
- Fixed: Mods are no longer automatically marked as loaded after repair; they retain their previous state
- Fixed: Missing path normalization
- Fixed: The update button visibility converter could cause a CTD
- Fixed: File download continued when an item was unsubscribed from Steam Workshop
- Tweaked: Major code improvements
- Tweaked: Performance tuning
- Changed: All Steam addons are now considered mods (in the sense of mod info)
- Changed: Pre-requirements check verifies the installation of the Visual C++ 2013 runtime
- Modified: Updated web page URL for item subscription, added the 'Mod' tag to filter
- Modified: Updated download queue to synchronization queue
- Modified: Separated and grouped extension manager initialization; failed initialization of extension manager should not block player from running the vanilla game.
- Modified: Commands and controls in options view related to local extension storage will be disabled when no local extension storage is created
- Updated: en-US localization
- Modified: Changed 'Addon' labels for 'Mod' as a general term for user content and modifications
- Removed: A duplicate marking for loading when switching presets
SERVER:- Updated: Stand-alone Windows Dedicated Server (1.36)
- Updated: Stand-alone Linux Dedicated Server (1.36)
- Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
- Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
- Try adding -mod=curator;kart;heli;dlcbundle to your arma3server.exe shortcut
Updating server ...
just tried to get on the server and it appears there has been an arma update, could one of the admins confirm and upload. It also seems that you geta little menu that lets you set up your arma start up as well.
and on a plus not my performance is massively improved.
Quote from: sulky_uk;397511just tried to get on the server and it appears there has been an arma update, could one of the admins confirm and upload. It also seems that you geta little menu that lets you set up your arma start up as well.
and on a plus not my performance is massively improved.
Updating now
Update done, server restarted.
Thanks sparko
Sent from my Nexus 5
Just updated it, from 6000 miles away ;)
Another update is out
Updating as we speak.
Job done!
Cheers Toby
Update release today, server is being done as I type.
And all done and back up : )
Thanks boss
New Arma 3 update server is being updated as we speak ! Only 853mb enjoy
Done! :yahoo:
new arma update, just pinged on my steam today its a biggie..2.2+ gig and the changelog is too big to post here cause we are limited to 26000 charecters:D
more info here
http://arma3.com/news/arma-3-nexus-update#.Vl9CfvnhCUk
Server updated
Nice one thanks a lot
The ARMA server does not let me on with the CBA_A3 mod. Is this due to the update and it is not compatible anymore? Additionally, i cannot start up Camp Carry On. It does the vote but map does not load up. Furthermore, Camp Pegasus (both versions) comes up with the following error "Mission 'Camp Pegasus' contains bad link to a static object. Open it in the editor and save it again.".
Glad you tryed it before we got on there tonight but maybe the mod needs a update? But it might be like you said where the update was realised and the mod hasn't been changed to suit it
Server patched and CBA all fixed
Okay nice one toobad and thanks a lot