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Thread: Development Branch Changelog

  1.   Click here to go to the next Developer post in this thread.   #121
    BI Developer DnA's Avatar
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    09-09-2013
    EXE rev. 09909
    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)

  2.   Click here to go to the next Developer post in this thread.   #122
    BI Developer DnA's Avatar
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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

  3.   Click here to go to the next Developer post in this thread.   #123
    BI Developer DnA's Avatar
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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.

  4.   Click here to go to the next Developer post in this thread.   #124
    BI Developer DnA's Avatar
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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.
    Last edited by DnA; Sep 12 2013 at 09:30. Reason: Note about updating today added

  5.   Click here to go to the next Developer post in this thread.   #125
    BI Developer DnA's Avatar
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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.
    Last edited by DnA; Sep 13 2013 at 12:47.

  6.   Click here to go to the next Developer post in this thread.   #126
    BI Developer DnA's Avatar
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    16-09-2013
    EXE rev. 110097
    Size: ~79 MB

    Note: your favorite fix from the weeks leading up to release may still be missing - they will come back to devbranch over the next days as we re-publish all add-ons.
    • Improved: Helicopter drops like a stone when AA hits them
    • Improved: Tank collisions / flipping
    • Fixed: Crash when player engages in conversation and has no topic
    • Removed occasional animation glitch after Team Switch
    • Removed magic disappearance of rotor blades for some helicopters
    • Added stabilization for UAV optics
    • Fixed bombs of CAS UAV
    • CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
    • Fixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTell

  7.   Click here to go to the next Developer post in this thread.   #127
    BI Developer DnA's Avatar
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    17-09-2013
    EXE rev. 110133
    Size: ~696 MB

    • Fixed: Incorrect duplicate of get-in points for Speedboats
    • Rolling credits now end after finishing and a short timeout
    • Fixed: Flipped moon
    • Rebalanced mine damage and overall mine usability
    • Fixed: Bag weight for static weapons. It was too high for our maximum soldier load (WIP)
    • Changed pistol weights to match maximum soldier load count
    • Fixed: Several inventory capacity issues
    • Fixed: OPFOR pilots ammo load
    • Civilians are more prone to be killed by anything
    • Fixed: Some groups spawned by Sites module had their skill set too high
    • Fixed: CAS bombing issues in Supports Module
    • Added: New runway parts for Left and Right airstrip
    • Fixed: Darker runway in far distance and with overcast weather
    • Fixed: Animations of static weapons
    • Action menu priorities have been tweaked (WIP)
    • Fixed: Negative friction of 120mm shells
    • removeWeapon can also unlink assigned items now
    • Fixed: Action Drop Backpack was not working
    • BattlEye has new libraries and supports mission callback
    • Added parameter turretCanSee config parameter to distinguish usability of compass for copilots
    • Removed strange zoom when aiming while trying to sprint with high fatigue
    • Added compass and additional radars for copilot seats
    • 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).
    • Fixed: Respawn position selection list was blinking
    • 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 single player
    • 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: Positions of location labels (e.g., town names) in Splendid camera were offset
    • 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: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
    • Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer.
    • Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
    • Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
    • Fixed: Blinking resolution lods on signs
    • Many small Altis object positioning tweaks and other fixes

  8.   Click here to go to the next Developer post in this thread.   #128
    BI Developer DnA's Avatar
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    17-09-2013 (update 2)
    The secondary small update on both branches today was a Steam back-end test that should not have been public. It does not affect the game in any way and is related to handling common redistributables such as DirectX installers. The change is meanwhile reverted.

  9.   Click here to go to the next Developer post in this thread.   #129
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    18-09-2013
    EXE rev. 110181
    Size: ~575 MB

    • Known issue: Altis editor error pop-up
    • Capacity tweaking for mortars, GMGs and HMGs (inventory)
    • 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: Tile effects were interactive, stealing mouse focus
    • Less pronounced character lip sync animations
    • Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
    • Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
    • 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 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: Module effects were applied to vehicle commanders, not to vehicles themselves
    • Removed class properties from models in Structures_F that don't need it (could help to optimize Altis performance)
    • 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
    • Reticle materials for 3D scopes now glow in the dark
    • Fixed: Problem with 3D scope alpha sorting
    • Fixed: Guerrilla Rifleman AT backpack load out
    • AI drivers are now better able to navigate out of obstacle and unstuck themselves
    • New scripting command for getting fog parameters (fogParams)
    • Fixed: Gear shows no magazines except handguns
    • The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
    • Auto-hover is shown in action menu again, despite being mapped on key
    • Fixed: Defend Syrta character classes had wrong backpack
    • Fixed: Defend Syrta CSAT AA class had wrong backpack
    • 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

  10.   Click here to go to the next Developer post in this thread.   #130
    BI Developer DnA's Avatar
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    EXE rev. 110218 (1.03 because of changes in MP messages)
    Size: ~253 MB

    • Fixed: Barriers blocking introduction to CoF Green
    • Fixed: Altis pop-up errors in editor
    • AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909)
    • Advanced hints fixed: save / load issue
    • Added: BIS_fnc_countdown - allows setting and managing countdown
    • Tweaked hitpoints of civilians. Now they can be killed with one hit (5.56 mm and better caliber) to torso
    • Music has been reorganized to new class names, old ones are kept for compatibility
    • Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
    • Increased priority for weapon assembly
    • Enabled blood when Korean language is selected
    • More strange zoom while sprinting with fatigue removed
    • Fixed: Command 'removeBackpack'
    • Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879)
    • New possibility to turn off adaptive crosshair in options
    • New scripting commands for getting and setting identity parameters
    • Player tank driver can turn out, while commander is turned in
    • Skybox lighting is now done per pixel
    • Added missing backpacks for Mk6 weapon
    • 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
    Last edited by DnA; Sep 19 2013 at 09:52.

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