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Striker
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PostPosted: Fri May 24, 2013 5:15 pm    Post subject: Updates Reply with quote

An other update today! We'll see what changed...

http://www.armaholic.com/page.php?id=20802


SPOTREP #00004
reported
by Joris-Jan van 't Land
on Thursday 23rd May 2013

FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
SIZE: ~855 MB
CHANGELOG
DATA

Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
Comprehensive lighting tweaking (details)
Environmental tweaks: sun, lens flares, material changes for changed lighting
Lights optimization
Lighting tweaks for vehicles (headlights, positional lights) and flashlights
Increased light intensity of muzzle flashes
Added: dedicated combat radio protocol
Added: dedicated stealth radio protocol
Fixed various radio protocol issues
Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
Alarm sound now also configured under CfgSounds, as “Alarm”
Improved Ka 60 fire geometry
Various types of lights on the Ka 60 improved (placement, parameters)
Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
Adjusted mass distribution of MH-9
Fixed: Position lights of helicopters have been adjusted
AI helicopter handling improved
Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
Speedboat (minigun) now uses correct muzzle points
Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
Tweaked MRAPs' maximum light radius to improve performance
MRAPs should have tracers every third shot now
Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
Launcher AI settings and weapon performance configuration tweaked
Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
Material penetration properties modified
Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
Holosights have been replaced by ACO for Katiba
12.7mm HMG Rate of Fire fixed
Tweaked missiles for AH-9 to be better used by AI
Adjusted DAGR locking cone and adjusted its AI characteristics
Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
Fixed: MXM and MX SW handles have better materials
Range Master character added
All chest rigs should be of better visual quality
BLUFOR marksman's has changed its color to match his uniform
Removed hand grenades from helicopter pilots and crew
Diver UW magazine count modified
Automatic rifleman shouldn't have a tracer round every bullet anymore
Removed little cubes from BLUFOR rifleman's right wrist
Fixed: Missing texture of backpack has been re-mapped
Movement speed tweaking and unification deployed
Various little tweaks and fixes on common houses
Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
Added numberOfDoors parameter to structure configs
Added numberOfHatches parameter to structures configs
Reduced durability of reflectors and markerlights on structures
Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
Last / distant LOD for plants improved
Fixed: various bush material / alpha shaders
Smoke shell effect tweaked
Rocket effects tweaked
Blood hit and fire dust effects tweaked
Added small settlement near Kamino firing range
Stratis bridges improved for characters and vehicles
Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
Tweaks to Stratis lamp placements
Fixed: Sandbag barriers adjusted on Stratis
Added: New system for displaying scenario overview information
Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
Added tooltips to CListBox and key presets
Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
Welcome Screen no longer shown for new profiles made during the same session
Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
Added: Debriefing now shows number of respawns instead of reverts in multiplayer
Fixed: Quick command linked to the old communications menu
Added: Correct cursor for supports communications menu
Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
Added: Communication menu manager
Function BIS_fnc_objectsGrabber would sometimes not close the output Array
Fixed: Functions viewer was not working when launched from mission editor
Added: Adding new control presets and their tooltips
Fixed: Notification area is now wider
Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
Field Manual Commanding / Move hint improved
BIS_fnc_arrayShuffle added to functions
Fixed: BIS_fnc_infoText was using obsolete sound
Added: A notification is displayed when a new communication menu item is added
Fixed: allowFunctionsRecompile description.ext param had no effect
Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
Optimized: BIS_fnc_selectRandomWeighted
Added: Variable header added to local functions
Fixed: BIS_fnc_sortBy ignored entries with duplicate values
Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
Fixed: Chromatic aberration remained when camera was launched from the pause menu
Removed: pauseOnLoad.sqf redundant script
Optimized: Module framework now loads modules significantly faster and takes less time during a mission
Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
Added: Error message will now interrupt loading screen
Fixed: The default editor template was still calling functions
Fixed: Feedback FSM optimization
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
Added: Correct ETA for mortar support in SCUBA mission

ENGINE

New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
Updated to Physx3.2.4
Fixed several MP synchronization issues
Fixed several crash opportunities in SP and MP
Several inventory interaction and stability fixes
Removed destroyed buildings from PhysX simulation
Fixed: Wheel speed in damaged or destroyed state
Dynamic light influence to AI visibility tweaked
Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
Fixed: Hard limit usage while performing light sorting
Added: New hard limits implemented into particle lights
Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
Fixed: Starting scenarios from subfolders did not work correctly
Fixed: Audio distance curve
Added: Radio filter / effect
Fixed: MX UGL had a displaced crosshair
Added: Loiter waypoint
Fixed: AI will not eject before player
Fixed: Taking additional ammo for pistol would play reloading sound
Fixed: Certain magazines could not be moved to another container from backpacks
Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
Fixed: Texture flickering on wrecks
Fixed: Tooltip crash in MP sessions listbox
Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
Added lbSetTooltip script command
Removed redundant CfgFirstAid >> firstAidScript
Small optimization of face mimics
Fixed: enableFatigue command was not working
Fixed: Manual control for locked missiles works again
Added: Most detailed shadow lod is now displayed in view pilot
Fixed: Helicopters engines now are damaged correctly upon contact with water
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Striker
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PostPosted: Wed Jun 05, 2013 12:31 pm    Post subject: Version 0.60 Reply with quote

#1 DATA

Added 1 x BLUFOR M320 LRR .408 sniper rifle
Added 1 x BLUFOR ghillie suit sniper and spotter duo
Added 1 x OPFOR GM6 Lynx 12.7mm sniper rifle
Added 1 x OPFOR ghillie suit sniper and spotter duo
Added 1 x Rangefinder binoculars
Added sniper Field Manual records
Added rangefinder hint
Added Stance Indicator
Not yet linked to options, but it will be
Known issue: sometimes shown off-screen - reset user profile or wait for positioning option in Beta
Fixed: Adjusted rotation speed of turrets for Speedboat
Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner)
Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad)
Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
Vehicle weapons are now lockable to prevent losing lock during weapon change
TRG now uses correct 5.56x45mm ammunition
Fixed: Ammo for MXM in special ammo box
Combat pace transition from stand to kneel while moving FL fixed
Weapons disabled in running states
Radio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)
Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)
Radio Protocol: 53 new names added for identity usage
Disabled Difficulty tab in Game Options in MP
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
Removed doubled onPauseScript execution
Ballistic penetration of bushes (foliage) adjusted
Fixed: Evasive left and Lean left toggle are not conflicting actions
Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground)
Fixed: http://feedback.arma3.com/view.php?id=4620 (light of vehicles’ destruction is disabled under water now)
oxygenCapacity parameter of all units changed
Fixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named "Rifleman")
Fixed: Number of group members of motorized groups
Changed: Minefield Site now rotates all mines in the direction of the Site module
Added: Dialog for custom init code for virtual providers in Supports module
Added: Dialog for custom supply crate init code for supply drop in Supports module
Fixed: broken Showcase Helicopters texts

ENGINE

Fixed: Incorrect reloading while in optics
Fixed: Crash on exiting the game (audio-related)
Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive orders
Helicopter AI improvements (e.g. diving too much during attack runs)
Improved ship AI path planning
Added: Reveal action reveals mines
Decreased mine reveal angle
Dynamic light influence on AI visibility tweaked further
Changed threshold for when AI puts on NVG
Decreased flashlight influence on side recognition
Terrain decal fix (Stratis runway)
Fixed: Stabilize car turrets
Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
Fixed: Selection of first RscTree item after opening Scenarios dialogue
Added: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)
Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
Fixed: Tree destruction animation
Sprint now overrides Combat Pace in all cases
Aiming down in combat pace doesn't make player start running anymore
Added config multiplier of damage that crew receives when vehicle crashes to object
MP score table properly integrated into debriefing display
Fixed: Ragdoll could interfere with cargo poses in multiplayer
Fixed: Ragdoll launching into air by destroyed objects
Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884)
Fixed: Random rotation of the submunition pattern (artillery)
Fixed: Setting of full-screen gamma
Fixed: markerDir return value type
Improved loading of scenario overview images from PBOs (one known issues to do with subfolders remains)
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JGaz-UK
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PostPosted: Thu Jun 06, 2013 12:52 pm    Post subject: A3 Reply with quote

Had a go at some of the new stuff, very nice.
You can see units breath in cold weather very realistic!
A3 is looking goooooood Laughing
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Striker
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PostPosted: Fri Jun 07, 2013 12:51 am    Post subject: Reply with quote

Yah it's getting better... I noticed that the chopper bug is still there even if it's better...no more supermen flying near u you. Lol but still soldiers standing up while in flight.
Didn't test the sniper stuff.
The sounds are getting better.
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JGaz-UK
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PostPosted: Fri Jun 07, 2013 10:05 am    Post subject: Reply with quote

Noticed you get the chopper bug on some servers & not on others may be just a server thing.

"Co10-Clear_Marina.Stratis" changed 2 of the units in this to sniper1 & sniper2 for overwatch. in TS3 AIII updates.

ps dont like the way you can see outside of the sight also magnified. not real Confused
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JGaz-UK
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PostPosted: Sun Jun 16, 2013 9:59 am    Post subject: Reply with quote

E3 Youtube stuff

http://www.youtube.com/watch?v=1pHvShDHGlw

Noticed that in the comments DayZ is now called GayZ Laughing
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surpher
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PostPosted: Mon Aug 26, 2013 9:35 am    Post subject: Reply with quote

Altis might be released on the dev branch today.
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KillerBee
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PostPosted: Mon Aug 26, 2013 9:43 am    Post subject: Reply with quote

JGaz-UK wrote:
E3 Youtube stuff

http://www.youtube.com/watch?v=1pHvShDHGlw

Noticed that in the comments DayZ is now called GayZ Laughing


Like it should !
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Bluester
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PostPosted: Thu Aug 29, 2013 10:50 pm    Post subject: Reply with quote

It has been!!! And it's flipping awesome.
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surpher
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PostPosted: Fri Aug 30, 2013 8:43 am    Post subject: Reply with quote

All the remaining units, vehicles and weapons get released on the dev branch on the 4th Sept.
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JGaz-UK
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PostPosted: Fri Aug 30, 2013 9:21 am    Post subject: Reply with quote

Bluester wrote:
It has been!!! And it's flipping awesome.


Awesome but the lifts don't work in the City Hospital Laughing
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Bluester
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PostPosted: Fri Aug 30, 2013 9:48 am    Post subject: Reply with quote

picky, picky, picky. Seriously though, my machine started to meltdown after about 15 minutes. Hence i can't play Arma at the moment.
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KillerBee
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PostPosted: Fri Aug 30, 2013 9:50 am    Post subject: Reply with quote

Bluester wrote:
picky, picky, picky. Seriously though, my machine started to meltdown after about 15 minutes. Hence i can't play Arma at the moment.


Well I still got ofp COW and NAM running :p
You always welcome there !
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JGaz-UK
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PostPosted: Tue Oct 22, 2013 2:43 pm    Post subject: Reply with quote

I pm one of the developers about why it had been so long since there has been an update for A3 Regular/Stable version. Lots of things fixed in DEV still broken for quite a while in A3 none dev.
He took the time to answer.

Quote
Hi there!

I'm afraid once per week is not doable for our team (the minimum time to test a patch is 2 days, but a little more time is better and will prevent issues like the previous patch's PhysX crashes). Our usual goal is once per 2-3 weeks. The current situation is slightly longer due to the release of the campaign episode in about a week

Cheers,

Joris

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Zapperguy
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PostPosted: Tue Oct 22, 2013 4:42 pm    Post subject: Reply with quote

Cool Gaz. Cool

Now get him to tell you how to make the ai not kill us with one shot from behind the world. Rolling Eyes
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