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   TO: Alpha Users
   TO: Alpha Users
   <br>
   <br>
     UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
     UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
     <br>
     <br>
     ACTIVITY: Game Update: 0.52 (shadow improvements, crash fixes, destructible windows)
     ACTIVITY: Game Update: 0.52 (shadow improvements, crash fixes, destructible windows)
     <br/>
     <br/>
     SIZE: ~310 MB
     SIZE: ~310 MB
Line 16: Line 16:
   </br>
   </br>
  </p>
  </p>
  <h1>
   
   CHANGELOG
   == CHANGELOG ==
  </h1>
   
  <h2>
   
   DATA
   === DATA ===
  </h2>
   
  <ul>
  <ul>
   <li>
   <li>
Line 199: Line 199:
   </li>
   </li>
  </ul>
  </ul>
  <h2>
   
   ENGINE
   ENGINE
  </h2>
   
  <ul>
  <ul>
   <li>
   <li>
Line 229: Line 229:
   <li>
   <li>
   Default and Development versions have different numbering to prevent incompatibilities in multiplayer
   Default and Development versions have different numbering to prevent incompatibilities in multiplayer
  </li>
</ul>
</div>
= SPOTREP-0002 =
<div class="post-content">
<p>
  FROM: Project Lead
  <br>
  TO: Alpha Users
  <br>
    UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
    <br>
    ACTIVITY: Game Update: 0.54 (new fog technology, adjustable sidearm stances, crash fixes)
    <br/>
    SIZE: ~380 MB
    </br>
  </br>
  </br>
</p>
<h1>
  CHANGELOG
</h1>
<h2>
  DATA
</h2>
<ul>
  <li>
  Added: improved public debug console
  </li>
  <li>
  New light rendering added for bushes
  </li>
  <li>
  More detailed middle distance terrain texture added
  </li>
  <li>
  Adjustable stances for sidearms added
  </li>
  <li>
  Sprint speed decreased
  </li>
  <li>
  Tweaked transitions from ragdoll
  </li>
  <li>
  Fixed transition from free fall into swimming and onto land
  </li>
  <li>
  New animations for swimming with rifles
  </li>
  <li>
  Rifle kneel sprinting fix
  </li>
  <li>
  Rifle raised idling for AI fix
  </li>
  <li>
  Pistol prone movement improvements
  </li>
  <li>
  Rifle &amp; pistol evasive move fixes (disabled optics)
  </li>
  <li>
  Removed sway in prone adjust low
  </li>
  <li>
  Pistol self healing
  </li>
  <li>
  Improved pistol kneel sprint animation
  </li>
  <li>
  Improved connection prone to sprint
  </li>
  <li>
  Player could shoot a sidearm during the healing animation
  </li>
  <li>
  Transition from prone to upright sprint while unarmed caused visual sliding
  </li>
  <li>
  Priority of actions in action menu adjusted
  </li>
  <li>
  Stratis terrain and object placement tweaks
  </li>
  <li>
  New post-process effects for injuries added
  </li>
  <li>
  Fixed fuel gauges for MH-9 helicopter family
  </li>
  <li>
  MH-9 can now carry more soldiers
  </li>
  <li>
  Duplicate target icon in Ka60 Helmet-Mounted Display removed
  </li>
  <li>
  Ifrit cargo pose added
  </li>
  <li>
  Compass visualization changed
  </li>
  <li>
  New secondary shadow LODs (glasses, bandoleer, belt, rebreather)
  </li>
  <li>
  Camouflage selection tweaks
  </li>
  <li>
  Fixed: Sites are no longer placing patrol waypoints on water
  </li>
  <li>
  Civilian Sites were disabled
  </li>
  <li>
  Logo and tagline splash screens merged
  </li>
  <li>
  Main menu game and version indicator could overlap
  </li>
  <li>
  Added: Any mission with description.ext has now loading mission box with "Unknown" text
  </li>
  <li>
  Added: Unknown author is now displayed also for maps
  </li>
  <li>
  Fixed: Mission restart now resets reload counter
  </li>
  <li>
  Added: Loading "continue" save will no longer raise the reload counter
  </li>
  <li>
  Fixed: Mission failed had two debriefing screens
  </li>
  <li>
  Fixed: "Lose" ending no longer shows "Mission Completed" title
  </li>
  <li>
  Fixed: Error icon is no longer shown for logics
  </li>
  <li>
  Fixed incorrect topic selection after closing and reopening Field Manual
  </li>
  <li>
  Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings
  </li>
  <li>
  Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it
  </li>
  <li>
  <span>
    Geometry fixing (AI collisions with buildings tweaked)
  </span>
  </li>
  <li>
  <span>
    Config classes for weapons cleaned
  </span>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=4189">
    http://feedback.arma3.com/view.php?id=4189
  </a>
  (fish no longer only swim North)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=6333">
    http://feedback.arma3.com/view.php?id=6333
  </a>
  (EBR sight alignment)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=6719">
    http://feedback.arma3.com/view.php?id=6719
  </a>
  (spelling error)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=3087">
    http://feedback.arma3.com/view.php?id=3087
  </a>
  (fire geometry - wall)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=1903">
    http://feedback.arma3.com/view.php?id=1903
  </a>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=3837">
    http://feedback.arma3.com/view.php?id=3837
  </a>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=5511">
    http://feedback.arma3.com/view.php?id=5511
  </a>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=5709">
    http://feedback.arma3.com/view.php?id=5709
  </a>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=5619">
    http://feedback.arma3.com/view.php?id=5619
  </a>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=6664">
    http://feedback.arma3.com/view.php?id=6664
  </a>
  </li>
</ul>
<h2>
  ENGINE
</h2>
<ul>
  <li>
  New fog technology implemented
  </li>
  <li>
  Picture-in-Picture optimization implemented
  </li>
  <li>
  Terrain shadows tweaked
  </li>
  <li>
  Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=5210">
    http://feedback.arma3.com/view.php?id=5210
  </a>
  <span>
    (MP rotation synchronization fixed)
  </span>
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=1126">
    http://feedback.arma3.com/view.php?id=1126
  </a>
  (Speed of sound delays tweaked)
  </li>
  <li>
  Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
  </li>
  <li>
  MP pose synchronization fixed
  </li>
  <li>
  Improved performance related to object instancing
  </li>
  <li>
  Fixed - AI disembarking when moving to another vehicle position incorrectly
  </li>
  <li>
  Game loading with "addAction" crash fixed
  </li>
  <li>
  PhysX collisions related crashes fixed
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=6881">
    http://feedback.arma3.com/view.php?id=6881
  </a>
  (out of memory crash)
  </li>
  <li>
  Fixed: Crash while taking RPG Alamut from ground
  </li>
  <li>
  Larger string buffer for the 'format' script command
  </li>
  <li>
  Fixed: Reloading different magazine type could do nothing but remove the magazine
  </li>
  <li>
  Destruction of vehicle while manipulating with objects in its inventory fixed
  </li>
  <li>
  Ambient creatures' position after game load fixed
  </li>
  <li>
  Fixed: remote destroyed wheels have now the right distance detection to the ground
  </li>
  <li>
  Fixed: healing sound effects were endlessly looped
  </li>
  <li>
  Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
  </li>
  <li>
  Free fall inventory access fixed
  </li>
  <li>
  Magazine manipulation while discarding weapons tweaked
  </li>
  <li>
  Items' behavior while moving from dead body to container tweaked
  </li>
  <li>
  Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
  </li>
  <li>
  AI running up and down hill tweaked
  </li>
  <li>
  Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
  </li>
  <li>
  Fixed: RMB to equip did not work for binoculars
  </li>
  <li>
  Fixed: Vehicle commander stepped optics zoom did not function correctly
  </li>
  <li>
  Fixed: artifacts on water near shore when looking from high distance
  </li>
  <li>
  Solved issues related to flickering optics
  </li>
</ul>
</div>
= SPOTREP-00003 =
<div class="post-content">
<p>
  FROM: Project Lead
  <br>
  TO: Alpha Users
  <br>
    UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
    <br>
    ACTIVITY: Game Update: 0.56 (multiplayer security)
    <br/>
    SIZE: ~38 MB
    </br>
  </br>
  </br>
</p>
<h1>
  CHANGELOG
</h1>
<h2>
  DATA
</h2>
<ul>
  <li>
  Added: Functions are now compiled using newly introduced
  <a class="hghl" href="http://community.bistudio.com/wiki/compileFinal">
    compileFinal
  </a>
  </li>
  <li>
  Added: Functions meta data are now secured against rewriting
  </li>
  <li>
  Removed use of vulnerable script commands in DynO functions
  </li>
  <li>
  Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  </li>
  <li>
  Fixed: BIS_fnc_sideColor can now load non-number values
  </li>
  <li>
  Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  </li>
  <li>
  Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
  </li>
  <li>
  Added: BIS_fnc_spawn
  </li>
  <li>
  Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  </li>
  <li>
  Fixed: BIS_fnc_error was not working correctly
  </li>
  <li>
  Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
  </li>
</ul>
<h2>
  ENGINE
</h2>
<ul>
  <li>
  Fog is now really enabled for this branch
  </li>
  <li>
  <a class="hghl" href="http://community.bistudio.com/wiki/getFuelCargo">
    getFuelCargo
  </a>
  ,
  <a class="hghl" href="http://community.bistudio.com/wiki/getAmmoCargo">
    getAmmoCargo
  </a>
  ,
  <a class="hghl" href="http://community.bistudio.com/wiki/getRepairCargo">
    getRepairCargo
  </a>
  commands added
  </li>
  <li>
  Fixes to serialization of particle emitters
  </li>
  <li>
  Fixed: shoreline was not covered by fog properly
  </li>
  <li>
  Correct
  <em>
    vonCodecQuality
  </em>
  is set now
  </li>
  <li>
  Fixed: Animation source gear for PhysX vehicles
  </li>
  <li>
  Fixed: Ships are now using the correct Arma 3 gearbox
  </li>
  <li>
  Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  </li>
  <li>
  Fixed:
  <em>
    canMove
  </em>
  on a vehicle with dead driver would return false in some cases
  </li>
  <li>
  Improved synchronization of structure destruction in MP
  </li>
  <li>
  Hotfixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=5928" target="_blank">
    http://feedback.arma3.com/view.php?id=5928
  </a>
  (MP crash)
  </li>
  <li>
  Fixed: AI now uses optics better to detect enemies
  </li>
  <li>
  Fixed: Switching HDR settings could cause graphical corruption
  </li>
  <li>
  Added: Removing destroyed buildings from PhysX simulation
  </li>
  <li>
  Fixed: Crash opportunity related to PhysX
  </li>
  <li>
  <span>
    Added: new events for inventory event handlers: "Take" and "Put"
  </span>
  </li>
  <li>
  <span>
    Fixed: improved path planning related to roads
  </span>
  </li>
  <li>
  Tweaked darkness detection and use of NVG by AI
  </li>
  <li>
  Minor optimizations to dynamic lights
  </li>
  <li>
  Added:
  <a class="hghl" href="http://community.bistudio.com/wiki/difficulty">
    difficulty
  </a>
  command to return high-level selected difficulty mode
  </li>
  <li>
  Added:
  <a class="hghl" href="http://community.bistudio.com/wiki/getArtilleryETA">
    getArtilleryETA
  </a>
  script command
  <ul>
    <li>
    Input Array: [unit, targetX, targetY, targetZ, magazineType]
    </li>
    <li>
    Returns: ETA of the first available mode (the mode the AI will probably use)
    </li>
  </ul>
  </li>
  <li>
  Fixed: Glitch in blending of 2 animations masks
  </li>
  <li>
  Added:
  <a class="hghl" href="http://community.bistudio.com/wiki/compileFinal">
    compileFinal
  </a>
  <span>
    command
  </span>
  </li>
  <li>
  Removed fully script commands:
  <a class="hghl" href="http://community.bistudio.com/wiki/setVehicleInit">
    setVehicleInit
  </a>
  ,
  <a class="hghl" href="http://community.bistudio.com/wiki/clearVehicleInit">
    clearVehicleInit
  </a>
  ,
  <a class="hghl" href="http://community.bistudio.com/wiki/processInitCommands">
    processInitCommands
  </a>
  </li>
  <li>
  Made all script commands final (no longer possible to reassign in most circumstances)
  </li>
  <li>
  Fixed: healing sound could play in an endless loop
  </li>
  <li>
  Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  </li>
  <li>
  On steep surfaces, players now crouch instead of fully standing up
  </li>
  <li>
  -showScriptErrors enabled by default
  <ul>
    <li>
    To allow better debugging (may or may not be changed for final release)
    </li>
  </ul>
  </li>
</ul>
</div>
= SPOTREP-00004 =
<div class="post-content">
<p>
  FROM: Project Lead
  <br>
  TO: Alpha Users
  <br>
    UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
    <br>
    ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
    <br/>
    SIZE: ~855 MB
    </br>
  </br>
  </br>
</p>
<h1>
  CHANGELOG
</h1>
<h2>
  DATA
</h2>
<ul>
  <li>
  <span>
    Dedicated Server files added to the root of the game (
    <em>
    arma3server.exe
    </em>
    and supporting libraries)
  </span>
  </li>
  <li>
  Comprehensive lighting tweaking (
  <a class="hghl" href="http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking" rel="nofollow" target="_blank">
    details
  </a>
  )
  </li>
  <li>
  Environmental tweaks: sun, lens flares, material changes for changed lighting
  </li>
  <li>
  Lights optimization
  </li>
  <li>
  Lighting tweaks for vehicles (headlights, positional lights) and flashlights
  </li>
  <li>
  Increased light intensity of muzzle flashes
  </li>
  <li>
  Added: dedicated combat radio protocol
  </li>
  <li>
  Added: dedicated stealth radio protocol
  </li>
  <li>
  Fixed various radio protocol issues
  </li>
  <li>
  Asset audio overhaul: volume balancing, WAV to WSS conversion and more (
  <a class="hghl" href="http://forums.bistudio.com/showthread.php?154605-Audio-tweaking" rel="nofollow" target="_blank">
    details
  </a>
  )
  </li>
  <li>
  Alarm sound now also configured under
  <em>
    CfgSounds
  </em>
  , as “Alarm”
  </li>
  <li>
  Improved Ka 60 fire geometry
  </li>
  <li>
  Various types of lights on the Ka 60 improved (placement, parameters)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=7401" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=7401
  </a>
  (Ka 60 rotor collisions)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=1219" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=1219
  </a>
  (wrong Ka 60 horizon indication)
  </li>
  <li>
  Adjusted mass distribution of MH-9
  </li>
  <li>
  Fixed: Position lights of helicopters have been adjusted
  </li>
  <li>
  AI helicopter handling improved
  </li>
  <li>
  Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  </li>
  <li>
  Speedboat (minigun) now uses correct muzzle points
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=7584" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=7584
  </a>
  (top-speed gear change for the Hunter)
  </li>
  <li>
  Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  </li>
  <li>
  Tweaked MRAPs' maximum light radius to improve performance
  </li>
  <li>
  MRAPs should have tracers every third shot now
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=8384" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=8384
  </a>
  (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
  </li>
  <li>
  Launcher AI settings and weapon performance configuration tweaked
  </li>
  <li>
  Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  </li>
  <li>
  Material penetration properties modified
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=6682" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=6682
  </a>
  (MXM suppressor)
  </li>
  <li>
  Holosights have been replaced by ACO for Katiba
  </li>
  <li>
  12.7mm HMG Rate of Fire fixed
  </li>
  <li>
  Tweaked missiles for AH-9 to be better used by AI
  </li>
  <li>
  Adjusted DAGR locking cone and adjusted its AI characteristics
  </li>
  <li>
  Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
  </li>
  <li>
  Fixed: MXM and MX SW handles have better materials
  </li>
  <li>
  Range Master character added
  </li>
  <li>
  All chest rigs should be of better visual quality
  </li>
  <li>
  BLUFOR marksman's has changed its color to match his uniform
  </li>
  <li>
  Removed hand grenades from helicopter pilots and crew
  </li>
  <li>
  Diver UW magazine count modified
  </li>
  <li>
  Automatic rifleman shouldn't have a tracer round every bullet anymore
  </li>
  <li>
  Removed little cubes from BLUFOR rifleman's right wrist
  </li>
  <li>
  Fixed: Missing texture of backpack has been re-mapped
  </li>
  <li>
  <a class="hghl" href="http://forums.bistudio.com/showthread.php?153178-Movement-speed-tweaking" rel="nofollow" target="_blank">
    Movement speed tweaking
  </a>
  and unification deployed
  </li>
  <li>
  Various little tweaks and fixes on common houses
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=802" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=802
  </a>
  (fuel station coloration after destruction)
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=3333" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=3333
  </a>
  (telephone pole collisions)
  </li>
  <li>
  Added
  <em>
    numberOfDoors
  </em>
  parameter to structure configs
  </li>
  <li>
  Added
  <em>
    numberOfHatches
  </em>
  parameter to structures configs
  </li>
  <li>
  Reduced durability of reflectors and markerlights on structures
  </li>
  <li>
  Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
  </li>
  <li>
  Last / distant LOD for plants improved
  </li>
  <li>
  Fixed: various bush material / alpha shaders
  </li>
  <li>
  Smoke shell effect tweaked
  </li>
  <li>
  Rocket effects tweaked
  </li>
  <li>
  Blood hit and fire dust effects tweaked
  </li>
  <li>
  Added small settlement near Kamino firing range
  </li>
  <li>
  Stratis bridges improved for characters and vehicles
  </li>
  <li>
  Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  </li>
  <li>
  Tweaks to Stratis lamp placements
  </li>
  <li>
  Fixed: Sandbag barriers adjusted on Stratis
  </li>
  <li>
  Added: New system for displaying
  <a class="hghl" href="https://community.bistudio.com/wiki/Mission_Presentation" rel="nofollow" target="_blank">
    scenario overview
  </a>
  information
  </li>
  <li>
  Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
  </li>
  <li>
  Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  </li>
  <li>
  Added tooltips to
  <em>
    CListBox
  </em>
  and key presets
  </li>
  <li>
  Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
  </li>
  <li>
  Welcome Screen no longer shown for new profiles made during the same session
  </li>
  <li>
  Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
  </li>
  <li>
  Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  </li>
  <li>
  Fixed: Quick command linked to the old communications menu
  </li>
  <li>
  Added: Correct cursor for supports communications menu
  </li>
  <li>
  Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (
  <a class="hghl" href="http://community.bistudio.com/wiki/Arma_3_Respawn" rel="nofollow" target="_blank">
    details
  </a>
  )
  </li>
  <li>
  Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
  </li>
  <li>
  Added: Communication menu manager
  </li>
  <li>
  Function BIS_fnc_objectsGrabber would sometimes not close the output Array
  </li>
  <li>
  Fixed: Functions viewer was not working when launched from mission editor
  </li>
  <li>
  Added: Adding new control presets and their tooltips
  </li>
  <li>
  Fixed: Notification area is now wider
  </li>
  <li>
  Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
  </li>
  <li>
  Field Manual Commanding / Move hint improved
  </li>
  <li>
  BIS_fnc_arrayShuffle added to functions
  </li>
  <li>
  Fixed: BIS_fnc_infoText was using obsolete sound
  </li>
  <li>
  Added: A notification is displayed when a new communication menu item is added
  </li>
  <li>
  Fixed: allowFunctionsRecompile description.ext param had no effect
  </li>
  <li>
  Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  </li>
  <li>
  Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
  </li>
  <li>
  Optimized: BIS_fnc_selectRandomWeighted
  </li>
  <li>
  Added: Variable header added to local functions
  </li>
  <li>
  Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  </li>
  <li>
  Danger FSM: Script command
  <em>
    setUnitPosWeak
  </em>
  used instead of
  <em>
    setUnitPos
  </em>
  . Priority of event
  <em>
    DCCanFire
  </em>
  is higher now
  </li>
  <li>
  Fixed: Chromatic aberration remained when camera was launched from the pause menu
  </li>
  <li>
  Removed:
  <em>
    pauseOnLoad.sqf
  </em>
  redundant script
  </li>
  <li>
  Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  </li>
  <li>
  Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
  </li>
  <li>
  Added: Error message will now interrupt loading screen
  </li>
  <li>
  Fixed: The default editor template was still calling functions
  </li>
  <li>
  Fixed: Feedback FSM optimization
  </li>
  <li>
  Fixed: When
  <em>
    respawnOnStart
  </em>
  was set to 1 in
  <em>
    description.ext
  </em>
  , death scripts were sometimes executed after respawn scripts
  </li>
  <li>
  Added: Correct ETA for mortar support in SCUBA mission
  </li>
</ul>
<h2>
  ENGINE
</h2>
<ul>
  <li>
  New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (
  <a class="hghl" href="http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration" rel="nofollow" target="_blank">
    details
  </a>
  )
  </li>
  <li>
  Updated to Physx3.2.4
  </li>
  <li>
  Fixed several MP synchronization issues
  </li>
  <li>
  Fixed several crash opportunities in SP and MP
  </li>
  <li>
  Several inventory interaction and stability fixes
  </li>
  <li>
  Removed destroyed buildings from PhysX simulation
  </li>
  <li>
  Fixed: Wheel speed in damaged or destroyed state
  </li>
  <li>
  Dynamic light influence to AI visibility tweaked
  </li>
  <li>
  Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  </li>
  <li>
  Fixed: Hard limit usage while performing light sorting
  </li>
  <li>
  Added: New hard limits implemented into particle lights
  </li>
  <li>
  Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
  </li>
  <li>
  Fixed: Starting scenarios from subfolders did not work correctly
  </li>
  <li>
  Fixed: Audio distance curve
  </li>
  <li>
  Added: Radio filter / effect
  </li>
  <li>
  Fixed: MX UGL had a displaced crosshair
  </li>
  <li>
  Added: Loiter waypoint
  </li>
  <li>
  Fixed: AI will not eject before player
  </li>
  <li>
  Fixed: Taking additional ammo for pistol would play reloading sound
  </li>
  <li>
  Fixed: Certain magazines could not be moved to another container from backpacks
  </li>
  <li>
  Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  </li>
  <li>
  Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  </li>
  <li>
  Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  </li>
  <li>
  Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  </li>
  <li>
  Fixed: Texture flickering on wrecks
  </li>
  <li>
  Fixed: Tooltip crash in MP sessions listbox
  </li>
  <li>
  Fixed:
  <a class="hghl" href="http://feedback.arma3.com/view.php?id=7673" rel="nofollow" target="_blank">
    http://feedback.arma3.com/view.php?id=7673
  </a>
  (crash when trying to bind controls - drag and drop)
  </li>
  <li>
  Added
  <em>
    lbSetTooltip
  </em>
  script command
  </li>
  <li>
  Removed redundant
  <em>
    CfgFirstAid &gt;&gt; firstAidScript
  </em>
  </li>
  <li>
  Small optimization of face mimics
  </li>
  <li>
  Fixed:
  <em>
    enableFatigue
  </em>
  command was not working
  </li>
  <li>
  Fixed: Manual control for locked missiles works again
  </li>
  <li>
  Added: Most detailed shadow lod is now displayed in view pilot
  </li>
  <li>
  Fixed: Helicopters engines now are damaged correctly upon contact with water
   </li>
   </li>
  </ul>
  </ul>
</div>
</div>

Revision as of 15:20, 19 April 2025

SPOTREP-0001

FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.52 (shadow improvements, crash fixes, destructible windows)
SIZE: ~310 MB


 == CHANGELOG ==


 === DATA ===

  • Showcase SCUBA:
    • More forgiving alarm threshold
    • Added more hints
    • Improved scenario endings
    • More rockets for the launcher added
  • Showcase Helicopters:
    • Performance optimizations
    • Few minor tweaks
  • Showcase Vehicles:
    • More forgiving alarm threshold
    • Few minor tweaks
  • MP: Escape from Stratis
    • Fixed: Mission success after resuming game
    • 'Combat Get In' module added
    • Respawn time is now 30 seconds (was 120)
    • Improved mission endings
    • New task appears when both choppers on the airfield are destroyed
    • New mission ending "all boats and helicopters destroyed"
    • Warning hint pops up when the group leader is AI controlled
    • Patrolling Ka-60 Black now unloads troops when under fire
    • More enemies at the airfield
    • Some new map locations populated
  • MP: Headhunters
    • "Exfiltrate" task is now set as current after all targets are eliminated
    • The mission will now end when either all players are near the exfil marker or in a boat
    • 'Combat Get In' module added
    • Possible respawn desync in multiplayer fixed
  • New scenario ending screen added
  • Task notification visuals improved
  • Seagull in "BIRD", "GROUP" and "SIDE" respawn replaced by a basic spectator camera
  • Scenarios-button now always available, even when there's no content
  • Added more entries into Field Manual
  • Compass and watch re-sized
  • Ka-60 minigun now rotates
  • Ka-60 doors and glass made correctly penetrable
  • MH-9 passengers can now see the tail
  • Helicopter weapons tweaked
  • Class names for Ifrits changed to be the correct ones
  • Alamut and MX SW now have correct icons in command menu
  • Countermeasures now stored in one magazine per vehicle
  • Correct Alpha Lite logo in splash screens added
  • Most windows in houses are now destructable
  • Static weapons should be more durable, shouldn't be targetable by guided missiles and shouldn't be flippable by user action when destroyed
  • Added more camoflage selections for vests and helmets
  • Red faction uniforms have proper class names
  • Changed priorities in action menu
  • TRG iron-sights remodeled after feedback
  • Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
  • Camera shake on 6.5mm ammunition removed
  • Server browser UI overlapping fixed in some places
  • Squad URL is no longer automatically upper-cased (and thus broken)
  • Editor loading took long when using MX rifles - fixed
  • Added freelook in vehicles via default option
  • Correct tracer colors have been distributed among factions
  • Fish should be less inclined to travel on land
 ENGINE

  • Shadow improvements implemented
  • Improved network performance (vehicles are no longer lagging as much)
  • Fixed several game crashes
  • Fixed synchronization of cargo poses in MP
  • Fixed various inventory-related bugs and crashes
  • Improved vehicle collisions
  • Grenades can no longer be thrown under water
  • Fixed airplane / helicopter camera shaking
  • Default and Development versions have different numbering to prevent incompatibilities in multiplayer