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Thread: Development Branch Changelog

  1.   Click here to go to the next Developer post in this thread.   #81
    BI Developer DnA's Avatar
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    16-07-2013
    EXE rev. 07829
    Size: ~252 MB

    • Added: BTR-K Kamysh tracked IFV
    • Added: IFV-6c Panther tracked IFV
    • Known issue: Freelook and TrackIR are broken (WIP)
    • Fixed: Broken parallax mapping on the terrain in some places
    • Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways).
    • Adjusted poses received boost to fluency.
    • Mk.20 should now show correct strings
    Last edited by DnA; Jul 16 2013 at 13:36.

  2.   Click here to go to the next Developer post in this thread.   #82
    BI Developer DnA's Avatar
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    17-07-2013
    No new EXE (failed auto-tests)
    Size: ~317 MB

    • Known issue: Freelook and TrackIR are broken (still fixing - source has been found now)
    • Warping resulting from leaning is gone
    • APCs now have proper noises
    • Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
    • More believable braking performance of Marshall and Marid
    • Fixed undefined variable errors when using BIS_fnc_UnitPlay
    • Added: Sector module - creates a contested sector, handles its capturing and map visualization
    • Added: Respawn Position module - adds respawn point for specific side and unit/vehicle type
    • Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
    • Added: Additional military buildings can now be garrisoned by Sites
    • Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
    • Restructured grouping of editor objects and renamed object editor categories
    • Better sound for smoke launchers
    • AI shouldn't take unguided missiles as guided
    • AI shouldn't use rockets against infantry that much
    • Added some delay between throwing 'nades
    • Better cursor for laser designator
    • Correct name sound for Scalpel missiles

  3.   Click here to go to the next Developer post in this thread.   #83
    18-07-2013
    EXE rev. 07952
    Size: ~441.0 MB


    Quote Originally Posted by The Most Venerable Order of Configuration, Lord Pettka
    • FIX: AI now consider proper muzzle direction for rocket launchers.
    • FIX: Inconsistent land shadow segments while switching landscapes.
    • ADDED: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parametrs for helicopters.
    • ADDED: added allowAgainstInfantry ammo config parameter.
    • FIX: Modules in editor are now correctly populated.
    • FIX: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings).
    • FIX: Small performance tweak in rotation blur postprocess.
    • FIX: Tank shells now has visible tracer.
    • FIX: AI ability to track enemy that is not visible.
    • FIX: Ambient light is now correctly affected by moon and stars intensity.
    • FIX: Freelook not turning the whole player anymoar.
    • FIX: Wrong column widths in the Multiplayer display with some UI size.
    • FIX: AI ballistic calculation fixed.
    • FIX: AI now can shoot over animals.
    • ADDED: Last chunk of localization (which shouldn't be noted in ideal case ).
    • ADDED: Noise sounds for APCs.
    • FIX: Sounds of vehicles have their paths changed to correct ones.
    • FIX: Changed glass materials for CH-49 Mohawk.
    • FIX: Destroyed parachute doesn't start to burn.
    • ADDED: Various vehicles have adjusted items in inventory.
    • FIX: APCs armour has been tweaked.
    • FIX: Tweaked AI driving skills with Speedboat.
    • Various tweaks - Showcase Vehicles: more sunlight, exfil task position, player can get in the boat before his driver now.
    • FIX: Showcase Supports - Mission should end a bit sooner now.
    • ADDED: Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
    • FIX: Ifrit GMG now has 96 grenades instead of 64.
    • FIX: Hunter GMG now has 96 grenades instead of 64.
    • FIX: Strider GMG now has 96 grenades instead of 64.
    • ADDED: Korean, Japanese and Cyrillic symbols to fonts.
    • FIX: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades.
    • FIX: Correct description for rockets of Kamysh.
    • FIX: Adjusted content of creates.
    • FIX: Iron sights now has 100m increments (up to 600 m).
    • FIX: Repaired AS map of MX rifle family.


    Quote Originally Posted by DnA View Post
    I'm otherwise engaged the next few days
    Read: Being a bizarre nomad and heading towards his morbid asylum. Or something like that.
    Last edited by DnA; Jul 22 2013 at 09:39.

  4.   Click here to go to the next Developer post in this thread.   #84
    19-07-2013
    EXE rev. 07978
    Size: ~193 MB


    Quote Originally Posted by The Most Venerable Order of Configuration, Lord Pettka
    • ADDED: New parameters for particles created by script.
    • ADDED: Hiding of NVGs in vehicles can be configured per position.
    • ADDED: Commander postition for Marshall and Kamysh.
    • FIX: APC turrets now have authentic vision modes.
    • FIX: Tweaked suspension of APCs.
    • FIX: Pimped crew and cargo animations of APCs.
    • ADDED: Last chunk of localization (again, and still shouldn't be noted in ideal case ).
    • FIX: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
    • FIX: Hammer of ACP-C2 is correctly readied to fire.
    • FIX: Another ammo boxes content tweak.


    Quote Originally Posted by DnA View Post
    I'm otherwise engaged the next few days
    Read: Playing with lasers and destroying what's left of his hearing.
    Last edited by DnA; Jul 22 2013 at 09:40.

  5.   Click here to go to the next Developer post in this thread.   #85
    BI Developer DnA's Avatar
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    22-07-2013
    No new EXE (it would introduce a temporarily broken controls issue)
    Size: ~251 MB

    • Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
    • Adjusted collective of xH-9 family helicopters
    • Fixed: Blurred tail rotor in cargo-view
    • Moved Blackfoot gunner optic view to correspond with PiP
    • Changed glass materials on CH-49
    • Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
    • Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
    • Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
    • Hiding in the grass now affects AI better (configuration on Stratis surface types done)
    • Revamped sound suppressor configuration


    Note: NVIDIA has released new Beta drivers that it claims to have improved Arma 3 SLI support.
    Last edited by DnA; Jul 22 2013 at 10:57.

  6.   Click here to go to the next Developer post in this thread.   #86
    BI Developer DnA's Avatar
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    23-07-2013
    EXE rev. 08127
    Size: ~113 MB

    • Helicopters: added bodyFrictionCoef config parameter
    • Lock is now independent from zoom
    • AI ballistic calculation improved for unguided rockets
    • AI prefer crouch stance while engaging
    • Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
    • New control presets
    • Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
    • Fixed: http://feedback.arma3.com/view.php?id=8064 (repaired low LODs for crates)
    • Adjusted visibility and audibility of fire for AI
    • Lamps have better emissive material
    • Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
    • Improved animations of Mk.20 rifle
    Last edited by DnA; Jul 23 2013 at 14:28.

  7.   Click here to go to the next Developer post in this thread.   #87
    BI Developer DnA's Avatar
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    24-07-2013
    No new EXE (yesterday’s EXE is of the same version as the patch candidate)
    Size: ~206 MB

    • This data set is the patch candidate for tomorrow's release
    • Fixed: Persistent task notification
    • Supply parachutes now have correct colors per sides
    • Camo version of UH-80 is now listed as made by BI
    • Corrected position for optics, coaxial machinegun made on correct place (AMV)
    • Fixed: Undefined variable error when engaging the spotters (Showcase Infantry)
    • Fixed: No artillery rounds were hitting the village at the end of the mission (Showcase Infantry)
    • Roadcone and Roadbarrier lights are now operational

  8.   Click here to go to the next Developer post in this thread.   #88
    BI Developer DnA's Avatar
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    25-07-2013
    EXE rev. 80204
    Size: ~110 MB

    • Fixed bad collisions for HEMTT
    • Arma 2 original preset updated to new Zoom function
    • arma3server.exe has its own icon
    • Decreased use of crouch stance for AI

  9.   Click here to go to the next Developer post in this thread.   #89
    BI Developer DnA's Avatar
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    26-07-2013
    EXE rev. 08236
    Size: ~337 MB

    • Extra kudos to Lord Pettka for assisting me with an extra set of eyes, scanning all changes relevant for your consumption
    • Decreased speed on ladders
    • Fixed lighting of 3D GUI objects
    • Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow.
    • Number of particles in missile trail effect reduced
    • Adjusted underwater view distance for AI
    • Fixed: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously.
    • Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word.
    • Fixed: Wrong hint class used in Showcase Scuba
    • Firing Drills: Fixed broken hint in CoF: Orange
    • Firing Drills: Competitors are healed with every reset / restart
    • Firing Drills: CoFs now select the correct default weapon with every reset / restart
    • Firing Drills: Competitor weapons were not properly reset when more weapon types were available during the CoF
    • Firing Drills: Check Point and target voice messages would sometimes continue after restarting
    • Reduced initial slip of Offroad
    • Drivers have gone to training lessons to improve their driving capabilities
    • Added: Film grain and subtle animation for scenario overview images
    • New key presets with fixed Track IR controls
    • Added: Faction flag is now visible when inserting an unit in the editor
    • Added new reticle for RPG
    • Countermeasures have correct name displayed
    • RPG-42 using more realistic munitions, NLAW guided again
    • New recoils for Katiba
    • Tweak: set recoils for TRG and Katiba
    • Tracked APCs don't have suspension of tracker / trailer wheels
    • AMV and Kamysh properly eject shells
    • Alpha has been sorted better for roads
    • Unknown side is no longer the dominant one
    • TrackIR Z-axis has been fixed
    • CH-49 Mohawk should correctly show damaged hull
    • Pistol optics disabled when side-prone
    • HEMTT and Zamak have new custom get out animations
    • Tracked APC crews kill-able with penetrating shots
    • APCs should have enhanced fire effects
    • APCs damage model has been improved
    • Crew of APCs is allowed to show their NVGs
    • Added new penetration materials for armoured vehicles
    • Knees of pilot look better
    • Hints in FM have been adjusted according to recent zoom changes
    • Various undefined variables have been fixed
    • Some plants, roads and rocks have their specular materials tweaked
    • HEMTT has better destruction of windows
    • Zamak has a more authentic look
    • Selecting the same island twice will no longer refresh the clouds
    • Improved: Island preview image is now larger and better proportioned
    • Fixed: Vehicle classes were not sorted alphabetically
    • Fixed: Respawn menu was updated even after it was closed
    • Reduced optics shake on mortars and cannons
    • Fixed OPFOR ammo box [wrong machine gun ammo type]
    • MX and Mk.20 reload magazine animations have been improved
    • MX rifles have correct description of ammo used on them

  10.   Click here to go to the next Developer post in this thread.   #90
    29-07-2013
    EXE rev. 08296
    Size: ~227 MB


    Quote Originally Posted by The Most Venerable Order of Configuration, Lord Pettka
    • ADDED: Distances added to target and get in menu
    • FIX: Fixed disappearing of objects viewed through the open doors when inside the buildings
    • FIX: AI and rangefinding: ballistic prediction
    • FIX: Tweaked flight model of all helicopters
    • FIX: fixed and improved UH80 lights
    • FIX: playback speed of ladder animations matched to vertical movement speed
    • FIX: CSAT technicians have loaded correct colour of tracers into Kamysh
    • FIX: Typo in few values in building destruction smoke
    • FIX: Color of dust in mortar fire effect tweaked
    • FIX: Grass parts in the tracked vehicle dust effect tweaked
    • ADDED: Vehicle weapons empty cases on medium particle quality
    • ADDED: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled
    • FIX: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start
    • FIX: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load
    • FIX: Wrong hint class used in Showcase: Scuba
    • FIX: undefined variable error when engaging the spotters in Showcase: Infantry
    • FIX: no artillery rounds were hitting the village at the end of the mission in Showcase: Infantry
    • FIX: Various tweaks in Showcase: Vehicles: more sunlight, exfil task position, player can get in the boat before his driver now
    • FIX: Mission fail is now reliable in more situations in Escape from Stratis
    • FIX: Various issues with tasks in MP missions on dedicated server
    • FIX: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
    • ADDED: Corpse removal for Escape from Stratis
    • FIX: Changed: Showcase: Supports should end a bit sooner now
    • ADDED: Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
    • FIX: CoF Green: Switched to plain version Mk. 20
    • FIX: Quadbike has been naughty and got some driving model improvements
    • FIX: Co-driver of HEMTT is no longer a designated role
    • FIX: Silenced Scorpion has correct fire modes
    • ADDED: Launcher magazines now display their purpose in GUI to make the right choice of magazines
    • FIX: Dust effects for community made airplanes are no longer under the terain
    • FIX: Tracked APCs were called "tank" in radio protocol
    • FIX: louder sounds for characters
    • ADDED: New respawn inventory system for Defend: Kamino
    • FIX: Small glitch in texture fixed
    • FIX: Thistles have different model
    • FIX: Trunk textures of some trees have been tweaked
    • FIX: Adjusted sounds for offroad
    • FIX: HEMTT and Zamaks have better cargo poses
    • ADDED: Player's name to respawn menu
    • FIX: Mk.20 magazine has now correct shadows
    • FIX: Change physx vehicle wheel radius collision
    • Firing Drills Changespam: Spoiler:


    Quote Originally Posted by DnA View Post
    I'm stuck in traffic
    Read: Heading down the long and winding road that leads to Brno's door.
    Last edited by DnA; Jul 29 2013 at 11:29.

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