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Development Branch Changelog

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26-09-2016 

EXE rev. 138532 (game)  

EXE rev. 138532 (launcher)  

Size: ~1.9 GB (depends on Apex ownership)

 

KNOWN ISSUES 

  • A visually incorrect pop up prompt can appear in the Main Menu of the game for new user profiles
DATA  

  • Added: The new explosionShielding named object property to all mines and explosives determining a resistance to bullet impacts (WIP
 

ENGINE 

KNOWN ISSUES 

  • A visually incorrect pop up prompt can appear in the Main Menu of the game for new user profiles
  • Like 6

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27-09-2016 
EXE rev. 138539 (game)  
EXE rev. 138539 (launcher)  
Size: ~46.3 MB (depends on Apex ownership)
 
DATA  
  • Fixed: Models of players could get duplicated after a respawn in an End Game scenario 
  • Tweaked: The Aspect Ratio setting was removed from the Display options (see an upcoming SITREP for motivations)
  • Tweaked: Confirming a selection in the Action Menu can now be done by pressing Space in the Arma 2 key preset 

Apex Protocol (potential spoilers) 

  • Fixed: The respawn position at Viper's black site was added too early in the Apex Protocol scenario

 
ENGINE 
  • Tweaked: Non-active channel markers are again visible and slightly transparent 
  • Fixed: Server crash in Zeus
  • Like 8

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29-09-2016 

EXE rev. 138570 (game)  

EXE rev. 138570 (launcher) 

Size: ~327.1 MB (depends on Apex ownership) 

 

DATA  

  • No data changes for today 
 

ENGINE 

  • Fixed: Crash connected to the pilotCamera config 
  • Fixed: RPT spam connected to vehicle visibility in multiplayer
  • Fixed: A 'Selection missing in CfgModels' message would appear in the RPT file when using Simple Objects 
Apex Protocol (potential spoilers) 

  • Fixed: The Extraction scenario could not be finished on a Linux Dedicated Server


  • Like 6

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30-09-2016 

EXE rev. 138598 (game)  

EXE rev. 138598 (launcher) 

Size: ~590.3 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The BIS_fnc_locationDescription function was optimized 
  • Fixed: The reloading sound for the 12.7 mm HMG was missing
 

ENGINE 

 

Eden Editor 

  • Fixed: Waypoints assigned to drones would flash in the Entity List and not be correctly categorized
  • Like 8

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03-10-2016 

EXE rev. 138630 (game)  

EXE rev. 138616 (launcher) 

Size: ~1.3 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Several lock changes on Tanoa buildings
 

ENGINE 

 

Eden Editor 

  • Fixed: Groups distant from the camera could get visually ungrouped in the Entity list
  • Like 6

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04-10-2016

EXE rev. 138637 (game)  

EXE rev. 138637 (launcher) 

Size: ~863.5 MB (depends on Apex ownership) 

 

DATA

  • Tweaked: Models of several structures on Tanoa were optimized 
 

ENGINE

  • Added: The AIDriving diagnostics has been added to the Arma 3 Diagnostics Exe 
  • Fixed: Engines of AI-controlled vehicles in multiplayer were not audible (https://feedback.bistudio.com/T120341
  • Fixed: The loadBackpack command would return incorrect values for loaded magazines (https://feedback.bistudio.com/T120470
  • Fixed: Items added via the setUnitLoadout and addHeadgear commands could become unavailable for a pick up on a Dedicated Server
 

Eden Editor

  • Fixed: Placing a character could cause performance drops (addressed by pre-loading the animation system)
  • Like 11

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05-10-2016 
EXE rev. 138660 (game)  
No launcher EXE today 
Size: ~2.3 GB (depends on Apex ownership)
 
DATA  

  • Fixed: The soundEdge parameter of the crawling animations had an incorrect value 
  • Fixed: Running diagonally in a crouch stance would have an inconsistent speed for different directions 
  • Fixed: The Details tab was shown automatically after the Respawn menu was opened in some cases 

Eden Editor

  • Added: A minimal distance parameter for the Garbage Collector settings (defines a minimal distance wrecks or bodies need to be from the nearest playable entity for a Garbage Collector to delete them) 

ENGINE 

  • Added: A new entities script command (with native filtering support)
  • Fixed: Crash when using the keyImage script command with a negative value (https://feedback.bistudio.com/T120449)
  • Fixed: Dropped equipment could become unobtainable in some cases 
  • Added: Support for an optional parameter (include crew or not) for the entities script command
  • Fixed: Lip-sync was not activated and radio effects were applied for direct speech (https://feedback.bistudio.com/T120414)
  • Like 7

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06-10-2016 
No EXE change today 
EXE rev. 138683 (launcher)  
Size: ~328.7 MB (depends on Apex ownership)
 
DATA  
  • Fixed: Various localization issues 
  • Added: Controls for muting players in the scenario briefing and in the map interface
  • Tweaked: Sharp rocks now have a better geometry for detecting bullet impacts

 

ENGINE

  • No EXE change for today
  • Like 5

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07-10-2016 

EXE rev. 138706 (game) 

EXE rev. 138717 (launcher)  

Size: ~997 MB (depends on Apex ownership) 

 

DATA  

Apex Protocol (potential spoilers) 


    • Fixed: Scenarios would not start if a Dedicated Server administrator left during the scenario loading 
    • Fixed: Script error when switching window focus in the debriefing of Apex Protocol scenarios 
    • Fixed: Using the #missions server command in the campaign lobby on a Dedicated Server would kick all players out of the server



 

ENGINE 

  • Added: Support for filtering crew from the entities script command 
  • Added: It is now possible to mute players through the Diary interface 
  • Tweaked: A part of the animation system is now cached to improve the performance of session loading 
  • Tweaked: The in-game server browser is now always sorted
  • Like 10

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10-10-2016 

EXE rev. 138752 (game) 

EXE rev. 138752 (launcher)  

Size: ~1.0 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The redundant NedMalloc_bi.dll, tbb3malloc_bi.dll and TCMalloc_bi.dll memory allocators were removed from the game distribution due to their age and potential stability issues
  • Fixed: Running in a crouched tactical pace diagonally would result in an inconsistent speed for different directions
 

Eden Editor 

  • Fixed: Clicking on the "Collapse All" button while the list was filtered by a search phrase often resulted in an empty list after the phrase was removed 
  • Fixed: In the attributes of markers, Position was above Size. This was inconsistent with other entities, where Position is always first. The order has been switched.
 

ENGINE 

  • No EXE changes for today
  • Like 6

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11-10-2016 

EXE rev. 138766 (game) 

EXE rev. 138766 (launcher)  

Size: ~505.3 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Loadouts of AA and AT Missile Specialists of all factions have been adjusted (they are no longer overloaded by default)  
  • Tweaked: Mass values of the NLAW, Titan AT and Titan AA launchers were slightly decreased 
 

ENGINE 

  • Tweaked: AI formation leaders of tracked vehicles are now slowing down to wait for their squad mates more frequently
  • Like 8

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12-10-2016 

EXE rev. 138786 (game) 

EXE rev. 138786 (launcher)  

Size: ~912.9 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Footstep audio technology was overhauled (new sounds, layers and configuration, removal of the old technology) 
  • Fixed: The cost of launcher ammunition was incorrect 
  • Tweaked: The flight pattern characteristics of the RPG-7 munitions were improved to better correspond with their real life counterparts
  • Added: An icon for a target locked by a weapon's seeker that is temporarily out of the line of sight 
 

ENGINE 

  • Added: It is now possible to mute players through the Diary interface accessed via pressing the "J" key twice 
  • Fixed: Potential server crashes (Profiling Branch)
  • Like 11

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13-10-2016 
EXE rev. 138805 (game) 
EXE rev. 138813 (launcher)  
Size: ~588.4 MB (depends on Apex ownership) 
 
DATA  
  • Added: An ability to override the group insignia for the Virtual Spectator (affects only the Spectator's view) 
  • Fixed: End Game download icons were placed incorrectly (high above the download points) 
  • Fixed: A Score Table screen would be missing if players ended the scenario in the Respawn Menu 
  • Tweaked: The MetalPlate footstep reverb sounds (including the interior versions) were updated 
  • Tweaked: The Tile footstep reverb sounds were updated 
 
ENGINE 
  • Tweaked: The JEMalloc_bi memory allocator was updated to version 4.2.1

 

LAUNCHER

  • Fixed: When Launcher was started with parameters -noLauncher and -useBe, the rest of the command-line parameters were not passed to the game
  • Like 7

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14-10-2016 

EXE rev. 138842 (game) 

EXE rev. 138842 (launcher)  

Size: ~100.7 MB (depends on Apex ownership) 

 

DATA

  • Fixed: The free camera controls in the Virtual Spectator were missing in the controls helper 
 

Eden Editor 

  • Fixed: Script error when trying to open the Virtual Spectator from the Pause Menu while previewing from the Eden Editor without a playable unit 
 

ENGINE 

  • Tweaked: The nearestOjects and nearestTerrainObjects commands now allow a 2D distance check
  • Like 7

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17-10-2016 

EXE rev. 138855 (game) 

EXE rev. 138855 (launcher)  

Size: ~730.2 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The volume of interior footstep reverb sounds was increased on Tanoa 
  • Tweaked: The sounds for crawling on straw were updated on Tanoa 
  • Tweaked: The audio settings for stone debris and crawling on straw were improved 
  • Fixed: Typos in the wheel PhysX config (maxDroop) 
 

ENGINE 

  • Added: Support of ADS HQ textures
  • Like 6

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18-10-2016 

EXE rev. 138872 (game) 

EXE rev. 138890 (launcher)  

Size: ~807.0 MB (depends on Apex ownership) 

 

DATA  

  • Tweaked: The load order of the CfgPatches classes was adjusted. Each deliverable as a whole is now dependent on all of the previous deliverables (in chronological order).
 

ENGINE 

  • Fixed: Damaged hit points of vehicles now can be repaired just as any global damage 
  • Fixed: The rotation of cursor and camera was not synchronized in the Virtual Spectator 
  • Tweaked: Freelook is now always enabled when the Task Overview is shown and the player is in a vehicle 
  • Tweaked: The getNearestObjects, getNearestTarrainObjects commands will now sort in 3D for a 3D search
  • Fixed: The map interface would not properly close and the game could become unresponsive (https://feedback.bistudio.com/T116824
  • Fixed: Some copyright text in the Field Manual was mentioned twice 
Eden Editor 

  • Fixed: The "Delete" operation in the History tab was missing a string and displayed just "%s"
  • Like 7

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20-10-2016 
EXE rev. 138923 (game) 
EXE rev. 138928 (launcher)  
Size: ~2.6 GB (depends on Apex ownership) 
 
DATA  
  • Tweaked: The reverbs, softWood sounds, and medium boot LPF sounds were improved 
  • Tweaked: The "Wet" layer settings for Tanoa interiors were disabled 
  • Tweaked: The sound tail settings for interiors were updated 
  • Added: Gravel footsteps were added to the sound layers 

Apex Protocol (potential spoilers) 

    • Fixed: The campaign lobby was storing the settings as raw text instead of localized string IDs 
    • Fixed: Pressing the Escape key in the campaign lobby would close the lobby display but the player would stay in the map / briefing screen 
    • The Keystone and End Game scenarios wouldn't end if a player disconnected while the final video was playing in some cases

 
ENGINE 
  • Tweaked: The switchCamera script command now works also without specifying the camera type 
  • Fixed: Scenario markers were not visible when the Line Drawing was disabled (https://feedback.bistudio.com/T120359
  • Tweaked: AI convoy driving on roads was improved (related to offset) 
  • Tweaked: Collision avoidance for AI driving vehicles was improved 
  • Added: A new inAreaArray set of script commands 
  • Fixed: GetIn / GetOut orders on cars and tanks were not working correctly 
 
Eden Editor 
  • Fixed: Performing an "Undo" operation after a character (e.g. soldier or a crew member) was deleted would not restore its model 
  • Fixed: Modifying the Area Widget would not fire the AttributesChanged3DEN Event Handler
  • Like 8

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21-10-2016 
EXE rev. 138954 (game) 
EXE rev. 138949 (launcher)  
Size: ~1.2 GB (depends on Apex ownership) 
 
DATA  
  • Tweaked: Randomization of footstep sounds was improved (e.g. branch breaks and wood creaks) 
 

ENGINE 

  • No EXE changes for today
  • Like 8

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24-10-2016 

EXE rev. 138975 (game) 

EXE rev. 138975 (launcher)  

Size: ~37.7 MB (depends on Apex ownership) 

 

DATA  

  • No data update for today 
ENGINE 

  • Fixed: The garbage collector would be called incorrectly in some cases
  • Like 7

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25-10-2016 

EXE rev. 139010 (game) 

EXE rev. 139004 (launcher)  

Size: ~43.2 MB (depends on Apex ownership) 

DATA  

  • No data update for today 
ENGINE 

  • Fixed: Weapon animations were not displayed correctly in the Virtual Spectator 
  • Added: A hideText ability was added to the CEdit control (can be used as a password input) 
  • Fixed: Handling of the first Steam subscription list was not correct 
  • Added: Support for a sliderStep config value for sliders
Eden Editor 

  • Fixed: An incorrect scenario was opened after merging two scenarios 
  • Tweaked: Changing a global attribute now marks the scenario as having unsaved changes 
  • Added: Disabled entities and entities with Dynamic Simulation enabled are now visualized (next to an entity's icon)
LAUNCHER 

  • Added: Subscribed item retrieval by the Steam UGC API 
  • Tweaked: Handling of items after the Steam data cache is lost was improved
  • Like 5

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27-10-2016

EXE rev. 139045 (game)

EXE rev. 139049 (launcher)

Size: ~7.1 GB ( :blink: depends on Apex ownership)

 

DATA

  • Tweaked: The CRV-6E Bobcat and Mi-290 Taru supply variants now also have a near infinite supply of ammunition, fuel and repair resources, just like the other supply vehicles in the game
  • Tweaked: Reduced the head heaving and swaying in vanilla airplanes (https://forums.bistudio.com/topic/189734-targeting-improvements/page-16#entry3080333)
  • Added: A set of bitwise scripted functions
  • Added: New config classes of NVGoggles to the list used by ambient animation function, so it handles them properly
  • Fixed: A script error in the respawn limit scripts
  • Tweaked: Respawn script optimization
  • Fixed: An occasional script error when respawning (trying to apply a loadout from an already deleted list of loadouts)
  • Fixed: When a player would pick up the schematics in End Game, there was a pop up error about a missing texture
  • Fixed: An occasional script error in health post processes
  • Fixed: When a Zeus switched to His own character view He was not able to exit it
  • Fixed: A character would lower its weapon if the player kneeled while turning
  • Fixed: Forced crouch when a character stopped crawling while turning to the side (https://feedback.bistudio.com/T118723 / https://feedback.bistudio.com/T117123)
  • Tweaked: The compositions in Showcase NATO were updated (added objects, added an ambient Wipeout and many objects were converted to Simple Objects)
  • Added: Several new task types (currently there are 58 object or action related task types + 26 task types containing Latin capital letters. A list of supported object / action related task types follows: default, armor, attack, backpack, boat, box, car, container, danger, defend, destroy, documents, download, exit, getin, getout, heal, heli, help, intel, interact, kill, land, listen, map, meet, mine, move, move1, move2, move3, move4, move5, navigate, plane, radio, rearm, refuel, repair, rifle, run, scout, search, takeoff, talk, talk1, talk2, talk3, talk4, talk5, target, truck, unknown, upload, use, wait, walk, whiteboard
  • Added: Separate difficulty option for Tactical Ping
  • Tweaked: Included incapacitated characters to the Squad Radar
  • Tweaked: Squad Radar divided into 3 parts which can be arranged separately
  • Fixed: Various Respawn Menu related script errors
  • Tweaked: Modest optimizations of the scripted Simulation Manager module
  • Tweaked: Various small balancing adjustments of materials and textures across natural objects
  • Tweaked: Separated settings for combat pace footstep audio on Tanoa
  • Tweaked: Updated compositions for Showcase NATO and Showcase CSAT
  • Tweaked: AI driving improvements (zig-zagging and path refreshing)
Eden Editor

  • Added: Icons for toggling layer transformation and visibility (placed below the entity list)
  • Tweaked: The modules list is now collapsed by default instead of showing the Misc category (to provide a clearer overview of all categories)
  • Tweaked: In the save / load display, the search field was moved to the top right corner (in the top left corner it looked too much like a scenario name input field)
  • Tweaked: Multi-line text input fields for attributes are now wider
  • Tweaked: The default module icon is now more consistent with the "Modules" section icon
  • Added: Icons for task modules
  • Tweaked: Modules in the "Intel" category are now using new attributes
Apex Protocol (potential spoilers)

  • Fixed: In the Apex Protocol campaign, revive and respawn settings would reset when an admin disconnects


ENGINE

  • Fixed: The display title was changing to an incorrect title after returning from a Challenge
  • Added: A server config option to force a server to autostart a scenario in the cycle and wait for players in the role selection screen (autoSelectMission)
  • Added: Support for showing which player in MP is the admin / host of a MP session
Eden Editor

  • Fixed: The selected player is not copied correctly when pasting to a new empty scenario
  • Fixed: Transforming and then moving to formation did not align a group correctly if it was rotated before
  • Like 21

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