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Development Branch Changelog

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12-08-2013

No new EXE (auto-tests failed)

Size: ~358 MB

Most of these daily changelogs are brought to you straight from the source: Lord Bouncy PhysX Pettka :yay:

  • NATO technicians have found and removed invisible barriers around Ghosthawk
  • Panther commanders have been trained to pop-out of their hatch less - for their own safety
  • Fatigue and capacity wars are waged on
  • Camo helmets have been improved
  • NVG model on head has been improved
  • Sounds of movement has been tuned for all soldiers
  • Showcase Night: Tweaked - Total time for main objective changed from 1400 seconds to 1800 seconds
  • Showcase Night: Tweaked - Total time to meet extraction boat changed from 180 seconds to 240 seconds
  • All cars went through technical inspection and have their sounds tuned
  • Echo inside of vehicles has been adjusted
  • Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them
  • Fixed: Renegade players didn't receive tasks assigned to sides
  • Fixed: When new task recipients were added, no "Task Notification" announcement was shown to them
  • Fixed: Wrong Author tag in Escape from Stratis
  • Fixed: Combined Arms - wrong debriefing was being shown if all players would be dead after retreat task was added
  • Fixed problems with lights on HEMTTs
  • Smoke effect for destroyed mortar added
  • Fixed updating of weather ToolBox in MiniIntel after weather is changed in intel
  • RPG launch effect tweaked
  • AI visibility properly set for all particle effects

Edited by DnA

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13-08-2013

EXE rev. 08906

Size: ~181 MB

  • Fixed various character related issues like wrong textures on models, improper side-specific camo selections and so on.
  • Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.
  • Changed some bag camo types and their respective icons in addition to overall character polishing.
  • Interpolations with launchers have been improved (animations)
  • Structures should have correct cost values
  • Gunner of Mi-48 has his zeroing displayed
  • Fixed: Loading of saved Workshop missions.
  • -nologs parameter enabled for the main branch
  • Script errors shown by default in dev branch, hidden in main branch
  • ‘Handgun On’ with launcher selected doesn't go back to launcher anymore
  • AI learned how to move legs during rotation (animations)
  • Fixed angular damping of land vehicles in water
  • Improved transitions in pistol tactical movement
  • RCWS turrets share the same reticle
  • Fixed: http://feedback.arma3.com/view.php?id=11953 (Marshal - commander first-person seeing through gun)
  • Fixed: http://feedback.arma3.com/view.php?id=11372 (Broken glass texture glitch)
  • Fixed: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions.
  • Fixed: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start.
  • Tweaked climbing position for ladders on Transmitter Towers
  • Adjusted magazineReloadTime of class Throw
  • Fix: Zeroing is now in steps 30, 100, 200, 300, 400
  • Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed)
  • Scripting command: removeMagazineGlobal GameArrayOrString has been changed into GameString only
  • Fixed: PiP usage of SSAO/Caustics texture
  • Tweaked sorting of sections when optimizing shape
  • Worked on AI recoil control, dependent on skill
  • Added configurable muzzle flash light color
  • Hearing (AI): speed makes a bigger difference

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14-08-2013

EXE rev. 08982

Size: ~228 MB

This is a deployment of the patch candidate - so as per usual, please stand by for SPOTREP with full changelog.

  • Fixed: Showcase saves can be loaded from UI list

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15-08-2013

EXE rev. 09067

Size: ~462 MB

  • AH-9 family of helos have collision geometry tweaked
  • Set sound for ladder animation
  • New poses for Marid commander
  • RPG launch effect tweaked
  • New impact effects for SABOT ammo
  • Added NVG with corresponding camo selections for all respective factions
  • Updated new boonie hat textures
  • Updated textures for our new chest rigs
  • Added sounds of bodies falling (based on surfaces)
  • Adding flag on AAF uniform, adjusting slightly UVs and mesh on corresponding area
  • Firing Drills: NVG are now correctly added as items
  • Chest rig camo selection fix
  • Mortar bag base class added for new bag type entries
  • Fuel stations have been bought by a new company and proudly display its logo
  • Reduced cloud clipping due to optimizations in vertex shader
  • Fixed transfer of mission list from DS to client
  • Texture header is not preloaded when found in TexHeader manager (UI font optimization during loading)
  • Next throwable item is selected after current one is removed from gear
  • AI leading targets accuracy improved
  • AI leading rockets improved
  • AI helicopter gunner aiming improved
  • Fixed "Unhandled user message" spam in RPT for animals
  • NATO technicians have allowed zeroing for AH-99
  • Linked sounds of stance changes (and some other) to all weapons
  • You can now drop to prone adjust in both rifle and pistol. Use sprint key to sprint sideways (left / right) and press Prone / Toggle Prone button to land in adjusted pose. You can also get into urban prone left / right from standing or kneeling adjust poses (left / right). All combinations are now possible.
  • After solving an issue with AI movement, new style character collisions put back in game (we are still going to work on certain visual glitches later)
  • Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted speed of turning in water for them
  • Fixed optics model when turned out as commander of Marid (and other APCs)
  • CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
  • CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
  • Fixed wrong group in supports
  • Fixed: Function priorities were ignored when executing trigger activated modules
  • Fixed sometimes being unable to skip establishing shots and titlecards if you restart the mission while they're playing
  • Fixed: Black alpha on user texture models (it does reintroduce the glass glitch)
  • Firing Drills: deflection hits no longer score bonuses
  • New: Combined Arms single-player friendly fire handling
  • Fixed: Vehicles synced to Vehicle Respawn Module with position set to "starting position" were not spawned precisely on the starting position.
  • Improved collisions on the most of rocks
  • Damaged static weapon now look damaged
  • Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.
  • Fixed: http://feedback.arma3.com/view.php?id=10508 (Optics Mi-48 is too dirty)
  • NATO technicians have allowed zeroing for AH-99
  • Druid has unleashed his mighty goats into the community :cool:

Edited by DnA

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16-08-2013

EXE rev. 09136

Size: ~134 MB

  • Known issue: pop-up errors on start :mad:
  • Added AR-2 Darter & Tayran AR-2 quadrotor UAV variants
  • Added MQ4A Greyhawk & K-40 Ababil-3 attack/recon UAV variants
  • Added Stomper & Saif attack/recon UGV variants
  • Added UAV Operator characters
  • Added UAV Terminal item
  • Improved system for handling UAV sounds during establishing shots and world scenes
  • Sound is no longer muted during establishing shots and world scenes
  • Added looping music to Stratis world scenes
  • Added new main menu music track
  • Added layered UAV sounds
  • Added lock detection sounds
  • Added sounds for locking the target
  • Fixed missing weapon in Basic Weapons (AAF)
  • AI prefer to stop and shoot, rather than running to cover, if enemy is close
  • Added Artillery Computer entry in Field Manual

---------- Post added at 14:23 ---------- Previous post was at 13:57 ----------

16-08-2013 (update 2)

No new EXE

Size: ~41 MB

  • Start-up errors fixed - sorry for interrupted downloads

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19-08-2013

EXE rev. 09195

Size: ~114 MB

  • Control schemes for Submarines and Planes are now configurable
  • Using drones on Dedicated Server should now be possible
  • Showcase Vehicles and Showcase Helicopters are now in CSAT language
  • Changed: Voice acting for player in Showcase SCUBA
  • Set audio attenuation for static turrets
  • Some missing icons of weapon backpacks should be purged

Edited by DnA

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20-08-2013

EXE rev. 09243

Size: ~15 MB

  • Darter should be able to fly through windows without glass
  • Disassembling an empty darter and assembling it again shouldn't create an autonomous entity inside
  • Fixed: Right clicking magazine forces a reload animation
  • Fixed: Right clicking on a loaded magazine would move magazine from an owner’s weapon to the ground
  • New parameter for logging Steam messages to RPT (http://feedback.arma3.com/view.php?id=12961)

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21-08-2013

EXE rev. 09344

Size: ~48 MB

  • Increased range of IR lasers
  • Helicopter gunner will not automatically attack targeted friendly units
  • Firing a weapon produces better color of light
  • Removed cases of player appearing as dead body in static turrets

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22-08-2013

EXE rev. 09399

Size: ~275 MB

  • Known issue: addWeapon is broken :mad:
  • Added: new scripting command unlinkItem
  • Fixed blinking SSAO
  • Soldier can't use UAV terminal of different side (there is going to be another system of stealing UAVs post-RC)
  • Changed score when UAV unit is controlled by players
  • Current state of rain enabled
  • Removed multiple cases of being stuck because of failed attempt to change stance / select weapon
  • Fix of shadow volume instancing
  • Helicopter pilots and UAV Operators have their NVGs back
  • Hints for using rotor-wings have been adjusted according to current controls
  • Sounds of various vehicles have been adjusted (Offroad, Zamak, HEMTT and Hunter)
  • Fixed: SeaWall no longer shows up on the map
  • Menu colors changed to release skinning
  • RPG-42 is now able to hit correctly targets in the distance again

Edited by DnA

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23-08-2013

EXE rev. 09446

Size: ~76 MB

  • FIX: addWeapon command should now work
  • FIX: Fixed indestructible wheels of wheeled APCs
  • FIX: Crew of Blackfoot has been trained to fit the cockpit properly
  • FIX: Papa Bear has new voice in Showcase: Infantry
  • ADDED: Field manual now correctly describes ways to steal UAVs
  • ADDED: Scrollbar for Scenarios overview
  • ADDED: Credits have been enabled
  • FIX: UAV keeps height when player leaves them above flight level - already there, but missed yesterday
  • FIX: TRG rifles have correct mouse-over description of caliber
  • FIX: Fixed loading long list of subscribed missions
  • FIX: Progress bar colour in splash window changed for release
  • FIX: Delay of damaged texture change is now correctly reset
  • FIX: UAV Pilot should not take damage from burning
  • ADDED: Config parameter for keep buildings in epe scene (PhysX) after destruction (bool _keepInEPESceneAfterDeath)

Compiled by pettka while trying to beat bouncy times in Hatchback variants

:icon_twisted:

I'm otherwise engaged the next few days

Read: Working out some kinks and varnishing his leisurewear (or whatever it is Dem Dutch do to relax).

Edited by DnA

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26-08-2013

EXE rev. 09501

Size: ~2.1 GB

  • Added: 270 square kilometers of hot sun-baked Mediterranean Altis terrain
  • Added: Supporting assets such as static objects (some of which usable in editor)
  • AI rotation behaviour refined
  • AI accuracy calculations refined
  • Fixed: Helicopter engine sound played after damage
  • Fixed: Editor insert unit pictures, colors settings do not require restart anymore to take effect
  • Changed thrust and brake for tracked vehicle damaged tracks
  • Sound: Default volume now 100%
  • UI sounds volume driven by radio slider (instead of music previously)
  • Updated static table for network strings (MP optimization)
  • Known issue: pop-up errors selecting some units in editor :mad:

Edited by DnA

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27-08-2013

EXE rev. 09525

Size: ~809 MB

  • Known issue: Reports of Altis not working at all on some PCs (being investigated with priority)
  • Known issue: Pop-up errors selecting some units in editor
  • Fixed: Altis RPT error spam reduced a lot
  • Fixed: Game crash when moving missiles from Hex pack to ground (http://feedback.arma3.com/view.php?id=13244)
  • Added compass to vehicles with turret
  • Fixed animation position to prevent big leg clipping in Panther
  • AAF officers should have correct icon for uniform in inventory
  • Several Field Manual entries have been updated with new icons
  • Updated Field Manual hints after previous optics fix in Arma 3 default preset
  • Radio protocol now matches dubbing for characters in Showcase Infantry
  • Fixed: Various problems with PhysX tree collisions
  • Fixed: Tracked vehicle mouse turning is no longer blocking key turning
  • Fixed: Team switch was inaccessible after player died

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28-08-2013

EXE rev. 09561

Size: ~397 MB

  • Hotfix: Virtual memory limit increased for 32 bit OS (more details below)
  • Editor pop-up errors fixed
  • First Farsi radio protocol voice added (known issue: CSAT player in sandbox speaks English)
  • Fixed: BIS_fnc_codePerformance local variables can no longer be overwritten
  • Fixed: Tasks were not updated for players waiting for respawn
  • Enabled ejection from drowning helicopters
  • Orca updated with better cargo animations, pilot and copilot animations and new getin/outs for cargo
  • Added new voices for Radio Protocol
  • New version of movie-style credits. This version is accessible via ORBAT credits already
  • Hints for targeting have been improved
  • Adjusted music at start of Showcase Vehicles
  • Added different identities to Showcase characters (for Farsi)
  • Fixed: Intro section was selected in the Editor instead of Mission by default
  • Fixed: Laser dot not occluded by objects when in first person view
  • Renamed buttons in Pause Menu: Suspend -> Save & Exit and Revert -> Load
  • Changed behavior of PhysX tank without driver
  • Custom game types displayed as Unknown
  • Static weapons are now deployable in formation in editor
  • Vehicle icon load fix in editor create unit display
  • Fixed: Radar for cargo position

Altis versus 32 bit OS

The default virtual memory limit has been increased to 1.2GB to make sure the game has enough memory to run Altis with proper performance. This limit can be changed with the -maxmem shortcut parameter, but note that virtual memory takes only 3/4 of this number.

Example (sets virtual memory limit to 1.2GB):

arma3.exe -maxmem=1600

Since processes on a 32bit OS are limited to 2GB of memory, the game might become unstable because of the increased limit. Try decreasing the limit if Altis is running fine but the game is crashing (possibly with an "Out of memory" error). We welcome your feedback to find the ideal sweet spot of this default value (for those running e.g. Vista or Win 7 32 bit - especially with 2GB RAM only).

Edited by DnA

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29-08-2013

EXE rev. 09586

Size: ~19 MB

  • Fixed broken walk with weapon lowered animation
  • Removed: Mortar, Artillery and MLRS modules (they were not finished)
  • New version of credits has been added
  • Revert and Load buttons are now more consistent
  • Fixed: NVG - it was possible to activate even without NVG in inventory
  • Various tweaks to PhysX and related performance

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30-08-2013

No new version - new EXE was deployed briefly but reverted due to errors.

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02-09-2013

EXE rev. 09643

Size: ~20 MB

  • Fixed minor issues with control presets
  • Memory requirements of road shapes has been decreased (should help with Altis on low memory machines)
  • Fixed: You can't put a magazines directly into the empty weapon from the ground if there's another container tab (e.g. crate)
  • Fixed: (Inventory) You can't RMB the binoculars / rangefinder onto the ground
  • Fixed: Can't RMB-equip Mine Detector from the ground
  • Fix: Voice selected in the Profile options menu is not used for player in-game
  • Small engine memory optimization (WIP)
  • Fixed: Team Switch was inaccessible after player died
  • Credits were tweaked

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03-09-2013

EXE rev. 09704

Size: ~334 MB

  • Support for marking favorite sessions in the MP server display
  • 3D sound playback of Radio Protocol added for units other than your group
  • Radio Protocol message exclusion fixed - used e.g. for combat shouts
  • Music from main menu plays even during browsing of Field Manual (simulation no longer paused)
  • Button Revert renamed to Load. Related to renaming in Pause Menu
  • Various memory footprint optimizations (font character data are now stored differently, shaders are created on demand)
  • Drivers have been re-trained to keep on roads (road network optimizations yesterday caused this to break)
  • Fixed: Weapons picked up from crates are missing zeroing function
  • Fixed:Binocular items aren't shown immediately in the inventory when equipped

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04-09-2013

EXE rev. 09751

Size: ~810 MB

After this sizeable download - please consider checking file integrity in the Steam client and defragmenting non-SSD drives.

  • Added: PDW SMG
  • Added: NVS optics (Image Intensification)
  • Added: Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
  • Added: TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
  • Added: TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
  • Added: Static GMG variants (low, raised and autonomous)
  • Added: Static HMG variants (low, raised and autonomous)
  • Added: Static AA variants
  • Added: Static AT variants
  • Added: M2A1 Slammer tank
  • Added: T-100 Varsuk tank
  • Added: AFV-4 Gorgon wheeled APC
  • Added: IFV-6a Cheetah tracked IFV AA
  • Added: M4 Scorcher self-propelled artillery
  • Added: M5 Sandstorm MLRS
  • Added: 2S9 Sochor self-propelled artillery
  • Added: ZSU-39 Tigris tracked IFV AA
  • Added: CRV-6e Bobcat tracked engineering vehicle
  • Added: A 143 Buzzard jet fighter
  • Added: Truck variants
  • Added: SUV
  • Added: Hatchback variants
  • Added: Ship and boat variants
  • Added: FIA faction
  • Continued memory optimizations. Note that today’s attempts have a risk of stack_overflow crashes to desktop (without noticeable error outside of RPT). We’d like know about it happening, so we can tweak the values.
  • Improvements to character lip-sync (WIP)
  • AI prone rotation two times faster
  • AI high-skilled soldiers accuracy improved

Edited by DnA

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05-09-2013

EXE rev. 09799

Size: ~24 MB

  • Fixed: Missing addon error while loading a save game (http://feedback.arma3.com/view.php?id=13901)
  • Fixed: Question mark displayed instead of ampersand (options, credits, etc.)
  • Continued memory optimizations
  • Fixed: Delay of actions appearing when an item is dropped

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06-09-2013

EXE rev. 09860

Size: ~410 MB

  • Added title button with icon for favorite column. Tweaked positions of columns.
  • Fixed: Object variables were not assigned correctly when BIS_fnc_objectVar was called on non-local object. This affected for example respawn positions and communication menu items.
  • One of the SMGs had to be renamed. Welcome to the Sting SMG.
  • Fixed: Taking an AT directly will only take the empty tube (rocket will disappear) (WIP)
  • Removed animals from target list
  • Improved rules when crew ejects damaged vehicle
  • Fixed (hopefully): Terrain shader bug on latest NVIDIA drivers (+ slight optimization)
  • Fixed: MP CTD when client submit briefing screen via the Continue button
  • FIA faction was moved to the BLUFOR side. The other sides still have variants present in config (protected mode). Therefore, the original classes for FIA on Independent side remain in the game (but not visible in editor).
  • Fixed: Pop-up error in Range Master inventory
  • Improved Cyrillic font and added characters to Korean font
  • Fixed: Target category not updated after unit hit and AI was not reacting to fire
  • Changed civilian gunner in the FIA armed offroad

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09-09-2013

EXE rev. 09909 :eek:

Size: ~16 MB

  • Known issue: Maxwell-button is available in the interrupt screen (related to release re-skinning)
  • Improved rules for when crew ejects upside down vehicle
  • Fixed: Radio Protocol exclusion (combat shouts)
  • Fixed: In some cases Radio Protocol conflicted with conversations
  • Continued memory optimizations (PhysX and road network)

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10-09-2013

EXE rev. 09940

Size: ~18 MB

  • Known issue: Maxwell-button is available in the interrupt screen (related to release re-skinning)
  • Known issue: Welcome Screen throws pop-up errors (same cause)
  • Fixed: Tasks in missions on Dedicated Server clients did not work for all scenarios
  • Fixed: Disassembled static weapons are not synced correctly
  • Fixed: CTD when bone for IK is not present
  • Improved: Helicopter drops as stone when AA hits it

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11-09-2013

In preparation for tomorrow's release, there is no devbranch update today. If you intend to switch back to main branch and want to minimize data transfer, we recommend you wait until the game is released fully on main branch.

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12-09-2013

Devbranch is currently set to be identical to main branch - meaning it's in a way older than it was yesterday. Later today we will update it with an actual devbranch EXE, and we'll continue to unleash a lot of backlog work from the last few weeks of data lock (read: a lot of data differences). More so than usual the devbranch may suffer from incompatibilities and errors for a few days until the dust settles.

Note: it may be tomorrow instead - because updating now would interrupt / reset any on-going downloads.

Edited by DnA
Note about updating today added

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13-09-2013

We have decided to push the update of devbranch to Monday. Motivations:

  • As above - people around the world are still downloading lots of data and any publication will reset them.
  • The multiplayer scene benefits from cross-compatibility for a few days.

When we do return daily updates on Monday there is a lot of cool stuff to come. Of course all improvements from the last few weeks get back in (AI / memory optimizations), but we also have installed better anti-flip systems on tanks.

Edited by DnA

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