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- Holosights have been replaced by ACO for Katiba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 scriptsAdded: 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 pilotFixed: Helicopters engines now are damaged correctly upon contact with water
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