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Development Branch Changelog

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22-09-2017 
EXE rev. 143040 (game) 
EXE rev. 143040 (launcher) 
Size: ~98 MB (depends on Apex ownership)

 

DATA

  • Added: The ability to re-texture the grip on the LIM-85
  • Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate (https://feedback.bistudio.com/T126770
  • Fixed: MX & Mk20 UGL reload animations when deployed
  • Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats)
  • Tweaked: The GL sight dot is now hidden when switching to another weapon
  • Tweaked: Adjusted countermeasure dispersion
  • Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed

 

ENGINE
No significant engine changes today

  • Like 15

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25-09-2017
EXE rev. 143059 (game) 
EXE rev. 143059 (launcher) 
Size: ~1.5 GB (depends on Apex ownership)

 

DATA

  • Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed)

 

ENGINE

  • Added: New value for turretFollowFreeLook (2) to allow remote turret control even without weapons (replacement for the "FakeWeapon" solution)
  • Like 9

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26-09-2017
EXE rev. 143070 (game) 
EXE rev. 143070 (launcher) 
Size: ~650 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Deployed UGL animation speeds
  • Added: Gear indicator to the SUV and the water temperature indicator now moves

 

ENGINE

  • Fixed: It was possible after saving / loading for gear to not respect inventory limitations
  • Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle
  • Fixed: Potential Zeus CTD
  • Added: New MFD sources "pilotcameratarget" and "pilotcameratargettoview"
  • Like 12

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27-09-2017
EXE rev. 143080 (game) 
EXE rev. 143076 (launcher) 
Size: ~2.1 GB (depends on Apex ownership)

 

DATA

  • Tweaked: Ladders now also use the new technology for detection of user actions
  • Fixed: Some vanilla environment assets were marked with Malden DLC icons
  • Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target
  • Tweaked: Slightly increased Strider’s crew explosion protection (https://feedback.bistudio.com/T126803

 

ENGINE
No EXE changes today

  • Like 12

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29-09-2017

There will also not be any update today due to post-holiday logistical challenges :hyper:

  • Like 12

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02-10-2017
EXE rev. 143127 (game) 
EXE rev. 143127 (launcher) 
Size: ~93.4 MB (depends on Apex ownership)

 

KNOWN ISSUES

  • Due to a new scripting error message (see below), several of such errors may now appear throughout the game. They are being fixed case-by-case, but should not actually affect the current behavior.

 

DATA

  • Fixed: The descriptions of several Game Type modules were not localized
  • Fixed: Inverted pylon selection for Greyhawk and Ababil (https://feedback.bistudio.com/T126810)
  • Added: Animation Viewer now shows all animals
  • Fixed: Tooltips in the Config Viewer were not localized
  • Fixed: Unlocalized strings in the animal site module
  • Added: Digital tachometer to Hatchback
  • Tweaked: Increased the PCML lock distance to 800m
  • Tweaked: A single Macer on A-164 uses a proper pylon model now

 

ENGINE

  • Added: An option to use the standard PhysX gearbox in config: changeGearType and changeGearOmegaRatios
  • Added: An option to set the minimum engine omega for PhysX simulation: minOmega
  • Added: accelAidForceYOffset to move aid force lower or higher as needed
  • Added: New error message for unknown enumerated values in all script commands using enum values (example: _g2 setBehaviour "CARELES" will cause an error, because the correct value is "CARELESS")
  • Like 16

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03-10-2017
EXE rev. 143144 (game) 
EXE rev. 143144 (launcher) 
Size: ~222.5 MB (depends on Apex ownership)

 

DATA

  • Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP

Remnants of War (potential spoilers)

Spoiler
  • Fixed: The scenario name "Oreokastro" visible in the diary was not localized
  • Fixed: The number of mines on Altis in the “Remnants of War” intro used an incorrect number format in several languages
  • Tweaked: Minor volume increase for the SFX in the kindergarten and carpenter workshop memory fragments

 

ENGINE
No relevant EXE updates today

  • Like 6

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03-10-2017
EXE rev. 143175 (game) 
EXE rev. 143167 (launcher) 
Size: ~804 MB (depends on Apex ownership)

 

DATA

  • Tweaked: Specular levels and skin tones on “Remnants of War” campaign character faces
  • Tweaked: “Remnants of War” campaign SFX volumes (general, timeline, etc.)
  • Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more
  • Fixed: Small hole in the Blackfish cargo compartment
  • Fixed: The ammo variant of HEMTT was missing its ‘chimney’ in the first resolution LOD (https://feedback.bistudio.com/T126715)
  • Tweaked: Minor volume increase for tire bullet impact SFX

 

ENGINE
No relevant EXE updates today (small cleanups / optimizations)

  • Like 13

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05-10-2017
EXE rev. 143189 (game)
No new Launcher
Size: ~862.5 MB

 

DATA

  • Added: Basic Helmet (Black) variant for Laws of War DLC
  • Fixed: Mine Detector could be placed in the launcher slot
  • Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over

 

ENGINE
No relevant EXE changes

  • Like 10
  • Thanks 2

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06-10-2017

There will not be an update today due to a lack of relevant changes in data and engine (most work took place in unpublished DLC data).

  • Like 11
  • Thanks 1
  • Confused 1

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10-10-2017 
EXE rev. 143248 (game) 
EXE rev. 143246 (launcher) 
Size: ~295 MB (depends on Apex ownership) 

 
DATA 

  • Added: Malden terrain map (PDF) for owners of special game editions (Bonus subfolder in the game installation folder) 
  • Tweaked: Explosion and airplane craters can now be also placed in Zeus 
  • Fixed: Right mirror & reverse camera of unarmed Strider were incorrect 
  • Tweaked: Handling of the MBT-52 Kuma was overhauled (powertrain, suspension and overall vehicle handling) 
  • Tweaked: The 20mm and 40mm grenades use the 'shotShell' simulation again (muzzleImpulseFactor used to limit recoil) 
  • Tweaked: Audio of the MBT-52 Kuma's engine was overhauled (new technology, samples) (WIP) 

Eden Editor 

  • Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives 

ENGINE 

  • Fixed: Crash when replacing a weapon with the same (inventory based) ones 
  • Fixed: Movement of 3PP camera when in turret (with "turretFollowFreeLook" = 2) 
  • Tweaked: AI path planning and driving for tracked vehicles was refactored (feedback: https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/
  • Fixed: Vehicle tracks would move to opposite directions when turning 
  • Like 14
  • Thanks 7

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11-10-2017 
EXE rev. 143257 (game) 
EXE rev. 143257 (launcher) 
Size: ~447 MB (depends on Apex ownership) 

 
DATA 

ENGINE 

  • Added: Vehicle commander can now control his vehicle directly by the WASD keys without AI responsibility delay (there should be no difference by driving from driver or commander position, AI crew still needs to be present)  
  • Added: Using the 'hasDriver = -1' parameter will now create a vehicle without a driver and commander can drive the vehicle directly by the WASD keys 
  • Like 20
  • Thanks 2
  • Confused 1

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12-10-2017 
EXE rev. 143275 (game) 
EXE rev. 143273 (launcher) 
Size: ~119 MB (depends on Apex ownership) 

 
DATA 

  • Added: Night vision mode to pilot cameras of UAVs (https://feedback.bistudio.com/T126684
  • Tweaked: The BIS_fnc_getVehicleCustomization function was optimized 
  • Fixed: Error on creation of Lightning Bolts (BIS_fnc_moduleLightning function) 
  • Tweaked: Handling of the FV-720 Mora, BTR-K Kamysh & the M2 Slammer family vehicles has been overhauled   
  • Tweaked: Handling of the T-100 Varsuk has been overhauled 
  • Fixed: Commander gun selection on Slammer UP, now the mount also elevates with the gun 
  • Tweaked: Increased recoil of tank cannons, decreased recoil of Neophron's cannon 
  • Fixed: Cars got stopped when trying to drive over kerbs (hit rejection angles have been adjusted) 

Apex Protocol (potential spoilers) 

  • Spoiler

    Fixed: Script error when the helicopter lands at the evacuation point in the Extraction scenario 

     

ENGINE 

  • Tweaked: Grenade collisions with car/tank wheels are now disabled 
  • Tweaked: The muzzleImpulseFactor was changing only torque of impulse, there is a new format now: 
    • Old: "muzzleImpulseFactor = 0.8"  
    • New:  "muzzleImpulseFactor[] = {torqueFactor, forceFactor}" 
  • Like 15
  • Thanks 1

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13-10-2017 
EXE rev. 143287 (game) 
EXE rev. 143287 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

  • No data update for today. 

 
ENGINE 

  • Fixed: Particles could disappear when looking at them (https://feedback.bistudio.com/T119284)
  • Fixed: Group Chat Notification was present at the start of every (even singleplayer) scenario 
  • Fixed: Damaged street lamps would start working again after loading a scenario 
  • Added: A new isLaserOn script command 
  • Fixed: Campaign variable space was not erased after switching profiles 
  • Like 13
  • Thanks 1

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16-10-2017 
EXE rev. 143299 (game) 
EXE rev. 143304 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

  • No data update for today. 

 
ENGINE 
Eden Editor 

  • Like 15

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17-10-2017 
EXE rev. 143312 (game) 
EXE rev. 143314 (launcher) 
Size: ~65 MB (depends on Apex ownership) 

 
DATA 

  • No data update for today. 

 
ENGINE 

  • Fixed: Incorrect sound set when turning out of the Kuma tank as a commander 
  • Like 6
  • Confused 1
  • Sad 2

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18-10-2017 
EXE rev. 143323 (game) 
EXE rev. 143323 (launcher) 
Size: ~1.5 GB (depends on Apex ownership) 

 
DATA 

  • Fixed: Combat Patrol MP game mode was triggering some errors on unit creation 
  • Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted 
  • Tweaked: The PhysX setup was improved for the Panther and its derivatives 
  • Fixed: The BIS_fnc_vectorDirAndUpRelative function was missing variable declaration 
  • Tweaked: Functions for (en-/de-) coding binary flags were extended to support 24 flags. Decoding output can now also be forced to set number of flags. 
  • Added: Four new functions for (en-/de-) coding 4-state and 8-state flags. 
  • Fixed: Script error after a respawn triggered from the Respawn Screen 
  • Tweaked: Bushes should now be less dangerous for vehicles 
  • Fixed: Small dome was missing a shadow (https://feedback.bistudio.com/T124317
  • Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as game moved the resource only by whole pixels) 
  • Tweaked: Recoil of tanks, artillery and CAS cannons was adjusted 
  • Tweaked: Mesh of binoculars should be more visually appealing 
  • Added: New 'map' difficulty category 
  • Tweaked: Dispersion and AI usage of vehicle machine guns was adjusted 

Eden Editor 

  • Tweaked: Improvements to the Edit Terrain Object Module 
    • Hidden object no longer reappears in its destroyed state if destroyed 
    • It is now possible to: 
      • Assign a variable name to terrain object 
      • Execute global code on terrain object (JIP covered) 
      • Execute server / SP only code on terrain object 
    • Attribute area redefined to be divisible, UI controls/elements are now properly spaced 
    • Object Variable Name attribute added - as result players can easily grab a terrain object and use it in scripts 
    • Two Object Init Code attributes added (local and global) - code that is automatically executed after modification to objects are done. Useful especially for buildings that change object when they changed to damaged or destroyed state 
    • Allow Damage checkbox added 
    • Module settings design was simplified to be more consistent with other modules 
    • Added shortcuts for quick setting of door states to the attribute's tooltip 
  • Tweaked: Object Door States attribute was overhauled (24 doors supported, new state "LOCKED" added) 

 
ENGINE 

  • Fixed: Manually guided missiles in were not working correctly for Firing From Vehicles 
  • Fixed: The expectedDestination script command did not work for agent units 
  • Like 15
  • Thanks 8

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19-10-2017 
EXE rev. 143333 (game) 
EXE rev. 143333 (launcher) 
Size: ~119 MB (depends on Apex ownership) 

 
DATA 

  • Fixed: Qilin (Armed) was missing part of a muzzle flash 
  • Fixed: Speedboat Minigun was missing an RPM animation 
  • Added: Limited resizing of info panels (GPS, Radar...). (Resize right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889
  • Added: Difficulty options to enable/disable Tactical Ping separately in the map and scene 

 
ENGINE 

  • Fixed: Explosions appeared at the bottom of tall bridges when vehicle was destroyed on top of them (WIP) 
  • Like 12
  • Thanks 1

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20-10-2017 
EXE rev. 143345 (game) 
EXE rev. 143345 (launcher) 
Size: ~110 MB (depends on Apex ownership) 

 
DATA 

  • Tweaked: Quick commanding menu now uses "Target" instead of "Attack" orders 

ENGINE 

  • Fixed: The setGroupIconParams script command would not change the scale of an icon 
  • Fixed: Uniforms could not be placed from a backpack to a uniform's slot 
  • Tweaked: Using ammunition with the Datalink does not require line of sight on the target anymore  
  • Tweaked: Using ammunition with radar does not require active sensors anymore 

Eden Editor 

  • Like 13

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