From Bohemia Interactive Community
SPOTREP-0001
FROM: Project Lead
TO: Alpha Users
UNIT:Â Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY:Â 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
SPOTREP-0002
FROM: Project Lead
TO: Alpha Users
UNIT:Â Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY:Â Game Update: 0.54 (new fog technology, adjustable sidearm stances, crash fixes)
SIZE: ~380 MB
CHANGELOG
DATA
ENGINE
-
New fog technology implemented
-
Picture-in-Picture optimization implemented
-
Terrain shadows tweaked
-
Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
-
Fixed:
<a class="hghl" href="http://feedback.arma3.com/view.php?id=5210">
http://feedback.arma3.com/view.php?id=5210
</a>
(MP rotation synchronization fixed)
-
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)
-
Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
-
MP pose synchronization fixed
-
Improved performance related to object instancing
-
Fixed - AI disembarking when moving to another vehicle position incorrectly
-
Game loading with "addAction" crash fixed
-
PhysX collisions related crashes fixed
-
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)
-
Fixed: Crash while taking RPG Alamut from ground
-
Larger string buffer for the 'format' script command
-
Fixed: Reloading different magazine type could do nothing but remove the magazine
-
Destruction of vehicle while manipulating with objects in its inventory fixed
-
Ambient creatures' position after game load fixed
-
Fixed: remote destroyed wheels have now the right distance detection to the ground
-
Fixed: healing sound effects were endlessly looped
-
Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
-
Free fall inventory access fixed
-
Magazine manipulation while discarding weapons tweaked
-
Items' behavior while moving from dead body to container tweaked
-
Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
-
AI running up and down hill tweaked
-
Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
-
Fixed: RMB to equip did not work for binoculars
-
Fixed: Vehicle commander stepped optics zoom did not function correctly
-
Fixed: artifacts on water near shore when looking from high distance
-
Solved issues related to flickering optics
SPOTREP-00003
FROM: Project Lead
TO: Alpha Users
UNIT:Â Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY:Â Game Update: 0.56 (multiplayer security)
SIZE: ~38 MB
CHANGELOG
DATA
-
Added: Functions are now compiled using newly introduced
<a class="hghl" href="http://community.bistudio.com/wiki/compileFinal">
compileFinal
</a>
-
Added: Functions meta data are now secured against rewriting
-
Removed use of vulnerable script commands in DynO functions
-
Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
-
Fixed: BIS_fnc_sideColor can now load non-number values
-
Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
-
Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
-
Added: BIS_fnc_spawn
-
Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
-
Fixed: BIS_fnc_error was not working correctly
-
Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
ENGINE
-
Fog is now really enabled for this branch
-
<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
-
Fixes to serialization of particle emitters
-
Fixed: shoreline was not covered by fog properly
-
Correct
vonCodecQuality
is set now
-
Fixed: Animation source gear for PhysX vehicles
-
Fixed: Ships are now using the correct Arma 3 gearbox
-
Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
-
Fixed:
canMove
on a vehicle with dead driver would return false in some cases
-
Improved synchronization of structure destruction in MP
-
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)
-
Fixed: AI now uses optics better to detect enemies
-
Fixed: Switching HDR settings could cause graphical corruption
-
Added: Removing destroyed buildings from PhysX simulation
-
Fixed: Crash opportunity related to PhysX
-
Added: new events for inventory event handlers: "Take" and "Put"
-
Fixed: improved path planning related to roads
-
Tweaked darkness detection and use of NVG by AI
-
Minor optimizations to dynamic lights
-
Added:
<a class="hghl" href="http://community.bistudio.com/wiki/difficulty">
difficulty
</a>
command to return high-level selected difficulty mode
-
Added:
<a class="hghl" href="http://community.bistudio.com/wiki/getArtilleryETA">
getArtilleryETA
</a>
script command
-
Input Array: [unit, targetX, targetY, targetZ, magazineType]
-
Returns: ETA of the first available mode (the mode the AI will probably use)
-
Fixed: Glitch in blending of 2 animations masks
-
Added:
<a class="hghl" href="http://community.bistudio.com/wiki/compileFinal">
compileFinal
</a>
command
-
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>
-
Made all script commands final (no longer possible to reassign in most circumstances)
-
Fixed: healing sound could play in an endless loop
-
Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
-
On steep surfaces, players now crouch instead of fully standing up
-
-showScriptErrors enabled by default
-
To allow better debugging (may or may not be changed for final release)
SPOTREP-00004
FROM: Project Lead
TO: Alpha Users
UNIT:Â Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY:Â Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
SIZE: ~855 MB
CHANGELOG
DATA
-
Dedicated Server files added to the root of the game (
arma3server.exe
and supporting libraries)
-
Comprehensive lighting tweaking (
<a class="hghl" href="http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking" rel="nofollow" target="_blank">
details
</a>
)
-
Environmental tweaks: sun, lens flares, material changes for changed lighting
-
Lights optimization
-
Lighting tweaks for vehicles (headlights, positional lights) and flashlights
-
Increased light intensity of muzzle flashes
-
Added: dedicated combat radio protocol
-
Added: dedicated stealth radio protocol
-
Fixed various radio protocol issues
-
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>
)
-
Alarm sound now also configured under
CfgSounds
, as “Alarmâ€
-
Improved Ka 60 fire geometry
-
Various types of lights on the Ka 60 improved (placement, parameters)
-
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)
-
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)
-
Adjusted mass distribution of MH-9
-
Fixed: Position lights of helicopters have been adjusted
-
AI helicopter handling improved
-
Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
-
Speedboat (minigun) now uses correct muzzle points
-
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)
-
Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
-
Tweaked MRAPs' maximum light radius to improve performance
-
MRAPs should have tracers every third shot now
-
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)
-
Launcher AI settings and weapon performance configuration tweaked
-
Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
-
Material penetration properties modified
-
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)
-
Holosights have been replaced by ACO for Katiba
-
12.7mm HMG Rate of Fire fixed
-
Tweaked missiles for AH-9 to be better used by AI
-
Adjusted DAGR locking cone and adjusted its AI characteristics
-
Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
-
Fixed: MXM and MX SW handles have better materials
-
Range Master character added
-
All chest rigs should be of better visual quality
-
BLUFOR marksman's has changed its color to match his uniform
-
Removed hand grenades from helicopter pilots and crew
-
Diver UW magazine count modified
-
Automatic rifleman shouldn't have a tracer round every bullet anymore
-
Removed little cubes from BLUFOR rifleman's right wrist
-
Fixed: Missing texture of backpack has been re-mapped
-
<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
-
Various little tweaks and fixes on common houses
-
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)
-
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)
-
Added
numberOfDoors
parameter to structure configs
-
Added
numberOfHatches
parameter to structures configs
-
Reduced durability of reflectors and markerlights on structures
-
Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
-
Last / distant LOD for plants improved
-
Fixed: various bush material / alpha shaders
-
Smoke shell effect tweaked
-
Rocket effects tweaked
-
Blood hit and fire dust effects tweaked
-
Added small settlement near Kamino firing range
-
Stratis bridges improved for characters and vehicles
-
Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
-
Tweaks to Stratis lamp placements
-
Fixed: Sandbag barriers adjusted on Stratis
-
Added: New system for displaying
<a class="hghl" href="https://community.bistudio.com/wiki/Mission_Presentation" rel="nofollow" target="_blank">
scenario overview
</a>
information
-
Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
-
Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
-
Added tooltips to
CListBox
and key presets
-
Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
-
Welcome Screen no longer shown for new profiles made during the same session
-
Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
-
Added: Debriefing now shows number of respawns instead of reverts in multiplayer
-
Fixed: Quick command linked to the old communications menu
-
Added: Correct cursor for supports communications menu
-
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>
)
-
Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
-
Added: Communication menu manager
-
Function BIS_fnc_objectsGrabber would sometimes not close the output Array
-
Fixed: Functions viewer was not working when launched from mission editor
-
Added: Adding new control presets and their tooltips
-
Fixed: Notification area is now wider
-
Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
-
Field Manual Commanding / Move hint improved
-
BIS_fnc_arrayShuffle added to functions
-
Fixed: BIS_fnc_infoText was using obsolete sound
-
Added: A notification is displayed when a new communication menu item is added
-
Fixed: allowFunctionsRecompile description.ext param had no effect
-
Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
-
Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
-
Optimized: BIS_fnc_selectRandomWeighted
-
Added: Variable header added to local functions
-
Fixed: BIS_fnc_sortBy ignored entries with duplicate values
-
Danger FSM: Script command
setUnitPosWeak
used instead of
setUnitPos
. Priority of event
DCCanFire
is higher now
-
Fixed: Chromatic aberration remained when camera was launched from the pause menu
-
Removed:
pauseOnLoad.sqf
redundant script
-
Optimized: Module framework now loads modules significantly faster and takes less time during a mission
-
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
-
Added: Error message will now interrupt loading screen
-
Fixed: The default editor template was still calling functions
-
Fixed: Feedback FSM optimization
-
Fixed: When
respawnOnStart
was set to 1 in
description.ext
, death scripts were sometimes executed after respawn scripts
-
Added: Correct ETA for mortar support in SCUBA mission
ENGINE
-
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>
)
-
Updated to Physx3.2.4
-
Fixed several MP synchronization issues
-
Fixed several crash opportunities in SP and MP
-
Several inventory interaction and stability fixes
-
Removed destroyed buildings from PhysX simulation
-
Fixed: Wheel speed in damaged or destroyed state
-
Dynamic light influence to AI visibility tweaked
-
Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
-
Fixed: Hard limit usage while performing light sorting
-
Added: New hard limits implemented into particle lights
-
Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
-
Fixed: Starting scenarios from subfolders did not work correctly
-
Fixed: Audio distance curve
-
Added: Radio filter / effect
-
Fixed: MX UGL had a displaced crosshair
-
Added: Loiter waypoint
-
Fixed: AI will not eject before player
-
Fixed: Taking additional ammo for pistol would play reloading sound
-
Fixed: Certain magazines could not be moved to another container from backpacks
-
Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
-
Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
-
Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
-
Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
-
Fixed: Texture flickering on wrecks
-
Fixed: Tooltip crash in MP sessions listbox
-
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)
-
Added
lbSetTooltip
script command
-
Removed redundant
CfgFirstAid >> firstAidScript
-
Small optimization of face mimics
-
Fixed:
enableFatigue
command was not working
-
Fixed: Manual control for locked missiles works again
-
Added: Most detailed shadow lod is now displayed in view pilot
-
Fixed: Helicopters engines now are damaged correctly upon contact with water