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BI Developer
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About bis_iceman

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  1. Development Branch Changelog

    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)
  2. Development Branch Changelog

    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
  3. Development Branch Changelog

    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
  4. SITREPs

    Full SITREP
  5. Development Branch Changelog

    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 Added: Saving and restoring expansion state of Edit tree in Eden Editor Added: Dynamic Vehicle Loadouts class names into the Atributes of Vehicle Loadouts settings Fixed: Searching in custom compositions was not working (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3226334) Added: An ability to synchronize a Picture in Picture display with optics in vehicles Fixed: Dynamic Vehicle Loadouts were available to the crew of turrets configured as cargo positions (showAsCargo)
  6. Development Branch Changelog

    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
  7. Development Branch Changelog

    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) 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}"
  8. Development Branch Changelog

    11-10-2017 EXE rev. 143257 (game) EXE rev. 143257 (launcher) Size: ~447 MB (depends on Apex ownership) DATA Fixed: Compass direction in the Van was inverted Fixed: The IDAP variant of the Zamak truck was missing rear FFV seats Tweaked: Mesh and hand animation of the AK-12 rifle (https://feedback.bistudio.com/T126900) Fixed: The "Blue" texture source of the Kart was called "Green" Tweaked: Cluster Munition parameters were changed to highlight differences between them a bit more Added: Civilian variant of the VR Suit Fixed: Beacons actions for the service Offroad were not working correctly Fixed: Strider monitors were transparent when Picture-in-Picture was disabled (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3239454) 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
  9. Development Branch Changelog

    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
  10. Development Branch Changelog

    09-10-2017 No update today due to technical issues.
  11. Development Branch Changelog

    21-09-2017 EXE rev. 143036 (game) EXE rev. 143036 (launcher) Size: ~436 MB (depends on Apex ownership) DATA Added: Asset specific placement, triggering and defusal SFX for the following explosive assets: Naval Bottom Mine (defusal) Naval Moored Mine (defusal) PDM7 (defusal, triggering) IED Urban Small/Big (defusal, placement) IED Dug In Small/Big (defusal, placement) M6 Slam Mine (defusal, placement) Tweaked: CCIP is now working with pilot controlled weapons for the Kajman & Xi'an Tweaked: The maximum slingload weight of the CH-49 Mohawk was increased to be closer to its real-life counterpart ENGINE Tweaked: The aiDispersionCoefX/Y was not applied in some cases (e.g. Ghosthawk right minigun gunners) Fixed: The dispersion of to countermeasures was not working properly
  12. Development Branch Changelog

    20-09-2017 EXE rev. 143016 (game) EXE rev. 143016 (launcher) Size: ~912 MB (depends on Apex ownership) DATA Fixed: Broken open/close door actions on various types of objects - Barracks, Big Dome, Big Brown & Yellow House and Small Concrete Pipe Wall Narrow Gate ENGINE Fixed: The disableCollisionWith command was not working after save & load
  13. SITREPs

    Full SITREP
  14. Development Branch Changelog

    19-09-2017 EXE rev. 143015 (game) EXE rev. 143015 (launcher) Size: ~72 MB (depends on Apex ownership) DATA Tweaked: The most obvious "hand to face" idle animations are no longer used for player characters (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3228601) ENGINE Tweaked: Headlights of land vehicles can now be turned on even during day time Tweaked: Countermeasures now support dispersion
  15. Development Branch Changelog

    18-09-2017 No update today due to technical issues.