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Arma 3 Update

Started by sulky_uk, September 29, 2013, 01:17:14 PM

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sulky_uk

as described here and it weighs in at 1gig. Can the server be updated for tonight?

http://dev.arma3.com/spotrep-00011

a
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)
  • 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)
  • 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 and 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)
  • 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)
  • 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)
  • 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)
  • 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)
  • 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
  • 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)
  • 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 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 came into this world with nothing,
through careful management I\'ve got most of it left.

BrotherTobious

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
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

BrotherTobious

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
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

sulky_uk

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 “Survive”
    • 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 -  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)
  • 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)
  • 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 - 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)
  • 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)
  • Fixed: EventHandler from remote corpse did not work (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, magazinesDetailVest, magazinesDetailBackpack
  • New scripting commands added (add, remove, canAddItem from / to uniform, vest, backpack - http://feedback.arma3.com/view.php?id=14576)
  • New scripting commands added (uniformContainer, vestContainer, backpackContainer - 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)
  • Added: New commands addScoreSide and 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)


I came into this world with nothing,
through careful management I\'ve got most of it left.

Tutonic

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.
Hero of the Battle Of Chalkeia
"Don\'t worry, none of this blood is mine"



BrotherTobious

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)
  • 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)
  • Fixed: AH-9 minigun barrel axis is wrong (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)
  • 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)
  • 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)
  • Fixed: Offroad Armed was only enterable from drivers side (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)
  • Fixed: Range on M2HMG misaligned (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)
  • 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)
  • 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)
  • 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)
  • 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 and displayAddEventHandler now accept game code as well as strings
  • Command removeAllActions changed
  • New network script function setObjectTextureGlobal
  • playableSlotsNumber command added - returns number of available slots or playable units
  • Removed parameter from getShadowDistance script command
  • Fixed: setShadowDistance works again
  • Event handlers return value is used only if non-null (details)
  • 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)
  • 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)
  • 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 :)
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

OldBloke

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 :)
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

BrotherTobious

Many thanks mate

Sent from my Nexus 4
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

BrotherTobious

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
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

TheDvEight

think its roughly 900mbs
"Mira Mira on the wall who\'s the fairest of them all?" - Dickdastardly "it\'ll sting a lot" - Lesion

BrotherTobious

New update release today too long to update in here so is the link

SPOTREP #0009


709MB

Thank you for your time.
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

TwoBad

Update today : SPOTREP #00021

ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB
The Battle of Damnation Alley, 25th January 2015
\'You are hereby awarded the Military Cross, posthumously, for an act of exemplary gallantry during active operations against the enemy on land.\'
[SIGPIC][/SIGPIC]

BrotherTobious

New Update Zeus is now added

822MB

http://dev.arma3.com/spotrep-00023

Linkage to see what is in it :)
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

Tutonic

Just had a quick go with the Zeus editor, it's very impressive.

Who's up for giving this a spin on Sunday?
Hero of the Battle Of Chalkeia
"Don\'t worry, none of this blood is mine"



smilodon

smilodon
Whatever's gone wrong it's not my fault.