Post by Admin on Jun 23, 2014 22:08:16 GMT
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.22 (Campaign improvements, Linux server performance, GameSpy removal)
SIZE: ~1021 MB
CHANGELOG
DATA
Server browser:
Removed: GameSpy logo
Removed: GameSpy / Steam switch
Server count is now in-engine instead of scripted
Added: Player's name
Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937)
Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889)
Fixed: Tactical vest camo ground model
Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
Fixed: Iron sights and camo of armed offroad
Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
Fixed: TT05 - tweaked misplaced barrier
Fixed: Unknown Community Author for static weapons backpacks
Fixed: Align of holographic reticle
Fixed: Typo in strength of handbrake for quad bike
Fixed: Aimpoint visibility at night for MRD attachment
Fixed: Player can no longer respawn into vehicle stolen by an enemy
Fixed: Tasks were not auto-assigned correctly
Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
Fixed: Zeroing on EBR's ironsights
Fixed: CAS modules in the editor were not trigger activated
Fixed and updated all helicopters with proper inventory loads
Fixed: Camo selection on the Beanie
Fixed: RPT error when spawning a lightning bolt
Fixed: UI texture of Black MX with muzzle accessory
Fixed: Geometries of UAV entities
Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
Fixed: Map icon size of portable mortars, offroad variants and assault boats
Fixed: Missing vehicle dust effects for desert surface (only on Altis)
Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d (http://feedback.arma3.com/view.php?id=15704)
Added: Stall warnings in HUDs of fixed-wings now flash
Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
Added: Names and icons for CfgVoice classes
Added: Bubble particle effect module
Added: Empty cartridges effect module
Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
Added: Inertia coefficients for all weapons and their attachments
Added: Sounds for more cutscene animations
Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX];
Added: New parameter DLC to Kart DLC assets (DLC = Kart;)
Added: Camo selection to journalist vest to allow changing of its texture \ material
Added: New sounds for reloading some weapons
Added: Correct ammo icons for Zafir MG
Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
Added: H_Booniehat_tan's ground holder
Added: New textures for some of the caps
Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space
Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
Updated: TRG mass
Updated: Credits with new developers
Updated: Duty values for some animations states
Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
Adjusted: Inventory radius of Supply Crates
Adjusted: Selections for texture variations of Offroad
Adjusted: Supply capacity of supply boxes
Adjusted: Positions and radii of Mi-48 inventory supplies
Adjusted: Fire mode volumes
Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
Revised: Armor of lampposts in config and added as properties in their models
Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports
Changed: Field Manual icon used for highlighting displayed hints
Changed: Sounds for unsynchronized weapon reloading
Changed volume for reloading
Changed reloading sound of Zafir and Mk200
Changed: Scope parameter of some of the headgear
Changed: Sound for animations of lying wounded
Ejection seats in planes now propel the pilot high enough to parachute (from ground)
Increased mass of the UAV console
Tweaked memory point for guns on the Stomper
Rahim rifle is no longer able to attach Rail attachments
Surface friction has been tweaked for various terrain types
Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
Removed inventory from Fuel Station Feed
Optimized ladder actions
Access set to Read and Write for cfgMovesBasic
Ordering a medic to heal someone now displays the correct icon
Changed volume for change of weapon fire mode
Access to cfgRecoils set to Read and Write (see feedback.arma3.com/view.php?id=12419)
Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
Civilian and guerrilla trucks have proper selections for custom texture variants
Redefined aim point of Supply Boxes
Introduced weapon inertia settings for launchers
Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
AI is more likely to target enemy transports
Minor volume changes for closure and fire mode change sounds
Particle effect modules localized
Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues.
Adjusted: Mass of barrels to reflect their contents
Changed: Damage property of buckets from building to tree so that they fall over
Changed: Penetration materials so that the geometry of the dome of all radars is consistent
Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
Mapped granite penetration material instead of concrete on ancient walls
Checked and fixed penetration materials and properties of walls
Mapped concrete penetration material on the base of phone booths
Minor code and debug print adjustments
Potential campaign spoilers:
Implemented: Patrol squad and vehicles
Implemented: Patrol spawnpoint selection
String "Camps" replaced for reference to already localized string
Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
Removed: Checking of persistent variables against
Adjusted: Loadout of several units on hubs
Functions now support vests and uniforms as containers
Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
Improved: Hub marker visuals
There is now a simple get in animation played when "start patrol" is executed
Friendly fire is now monitored also on patrol vehicles and crew
Updated: Hub composition
Added: Patrol starting points
Adjusted: Skirmish triggers
Added: Cargo content interaction with pool
Patrol characters now properly interact with the pool
Patrol character identities are now correctly set
Patrol tasks on hub now point to the suggested transport vehicle
Added: Customization template definitions for all randomized vehicles
Added: Template for patrol squad members
If player loses a car, he gets a new default one, once he arrives back on the hub
On-hub scene when player returns from patrol is now created
Added: System for persistent customization
Patrol trigger now shows the spawn point location on the map
Localized: User action label
BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
Uniforms added via forceAddUniform when needed
Added: Some micro compositions for patrol
Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly
Used names are permanently removed from the pool of names for the auto-generated identities
Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
Added specific identities to story characters
Fixed: Transition from patrol to hub
Fixed: Wrong initialization of the equipment pool
Fixed: 2 broken uniforms removed from Adapt pool
Fixed: Gear persistence issue between C_out2 and C_EB
Fixed: Implicit persistent variable values solution
Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
Fixed: Problem with briefing date detection
Fixed: Typos in character definitions
Fixed: Locking of patrol vehicle when player returns from patrol
Fixed: Colliding position by two soldiers at Rogain
ENGINE
Optimized: Linux Dedicated Server performance
Disabled: GameSpy technology
Fixed: Diary closing when tasks are not selected
Fixed: Task position when attached target is deleted
Fixed: Ironsights zeroed to a non-default value after the removal of optics
Fixed: Voice-Over-Net: Custom channel volume based on distance
Fixed: Switching from -joinString to -connect in the in-game requests
Fixed: Position determination for tasks attached to a target object / unit
Fixed: Dead soldiers on ladders
Fixed: Buldozer brush size change (was possible to go above maximum size)
Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
Fixed: Possible CTDs in network server
Fixed: Blinking of caustics when texture memory is low
Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
Fixed: Blue line artifact on the horizon
Fixed: Desync in MP after the revision 124842 fix
Fixed: Possible crash when an AI brain is not present
Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one
Fixed: Missing class name in campaign tree for old structure campaign configs
Fixed: Possible CTD while the world is destroying itself
Fixed: Possible CTD in Zeus when ungrouping soldiers
Fixed: Fog on craters (bullet impacts)
Fixed: Formatting of number of servers in the multiplayer display
Fixed: Possibility to change scenario parameters in MP after a game has already started
Fixed: Dead body icon
Fixed: Catching missing callback from Steam
Fixed: CTD when opening inventory in combination with createAgent
Fixed: Possible CTD in airplanes
Fixed: Exploitable command forceRespawn
Fixed: CTD occurred when ejecting dead unit from a car (Zeus)
Added: Fuel explosion power value for all vehicles
Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)
Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)
Added: Class names to campaign tree (if they are defined)
Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands
Added: New brush mode to Buldozer.
Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
Added: Script commands magazinesAmmoCargo and weaponsItemsCargo
Added: New script command to open YouTube videos (openYoutubeVideo)
Updated: In-game help for loadFile, preprocessFile, preprocessFileLineNumbers script commands
Optimized: Weapon effect simulations
Driver proxy for Inverse Kinematics taken from correct LOD
New parameters for fatigue thresholds moved to config
Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
Threaded sensor network updates are now enabled in all versions
Minor dead bodies optimization
UAV - Locked camera (added a new key binding to do that)
UAV - Camera stabilization
UAV: Locked camera - camera rotation precision improved
UAV: Locked camera - camera rotation set to zero when switching to manual view
Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes
Inventory load now affects stamina regeneration
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.22 (Campaign improvements, Linux server performance, GameSpy removal)
SIZE: ~1021 MB
CHANGELOG
DATA
Server browser:
Removed: GameSpy logo
Removed: GameSpy / Steam switch
Server count is now in-engine instead of scripted
Added: Player's name
Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937)
Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889)
Fixed: Tactical vest camo ground model
Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
Fixed: Iron sights and camo of armed offroad
Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
Fixed: TT05 - tweaked misplaced barrier
Fixed: Unknown Community Author for static weapons backpacks
Fixed: Align of holographic reticle
Fixed: Typo in strength of handbrake for quad bike
Fixed: Aimpoint visibility at night for MRD attachment
Fixed: Player can no longer respawn into vehicle stolen by an enemy
Fixed: Tasks were not auto-assigned correctly
Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
Fixed: Zeroing on EBR's ironsights
Fixed: CAS modules in the editor were not trigger activated
Fixed and updated all helicopters with proper inventory loads
Fixed: Camo selection on the Beanie
Fixed: RPT error when spawning a lightning bolt
Fixed: UI texture of Black MX with muzzle accessory
Fixed: Geometries of UAV entities
Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
Fixed: Map icon size of portable mortars, offroad variants and assault boats
Fixed: Missing vehicle dust effects for desert surface (only on Altis)
Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d (http://feedback.arma3.com/view.php?id=15704)
Added: Stall warnings in HUDs of fixed-wings now flash
Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
Added: Names and icons for CfgVoice classes
Added: Bubble particle effect module
Added: Empty cartridges effect module
Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
Added: Inertia coefficients for all weapons and their attachments
Added: Sounds for more cutscene animations
Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX];
Added: New parameter DLC to Kart DLC assets (DLC = Kart;)
Added: Camo selection to journalist vest to allow changing of its texture \ material
Added: New sounds for reloading some weapons
Added: Correct ammo icons for Zafir MG
Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
Added: H_Booniehat_tan's ground holder
Added: New textures for some of the caps
Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space
Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
Updated: TRG mass
Updated: Credits with new developers
Updated: Duty values for some animations states
Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
Adjusted: Inventory radius of Supply Crates
Adjusted: Selections for texture variations of Offroad
Adjusted: Supply capacity of supply boxes
Adjusted: Positions and radii of Mi-48 inventory supplies
Adjusted: Fire mode volumes
Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
Revised: Armor of lampposts in config and added as properties in their models
Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports
Changed: Field Manual icon used for highlighting displayed hints
Changed: Sounds for unsynchronized weapon reloading
Changed volume for reloading
Changed reloading sound of Zafir and Mk200
Changed: Scope parameter of some of the headgear
Changed: Sound for animations of lying wounded
Ejection seats in planes now propel the pilot high enough to parachute (from ground)
Increased mass of the UAV console
Tweaked memory point for guns on the Stomper
Rahim rifle is no longer able to attach Rail attachments
Surface friction has been tweaked for various terrain types
Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
Removed inventory from Fuel Station Feed
Optimized ladder actions
Access set to Read and Write for cfgMovesBasic
Ordering a medic to heal someone now displays the correct icon
Changed volume for change of weapon fire mode
Access to cfgRecoils set to Read and Write (see feedback.arma3.com/view.php?id=12419)
Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
Civilian and guerrilla trucks have proper selections for custom texture variants
Redefined aim point of Supply Boxes
Introduced weapon inertia settings for launchers
Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
AI is more likely to target enemy transports
Minor volume changes for closure and fire mode change sounds
Particle effect modules localized
Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues.
Adjusted: Mass of barrels to reflect their contents
Changed: Damage property of buckets from building to tree so that they fall over
Changed: Penetration materials so that the geometry of the dome of all radars is consistent
Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
Mapped granite penetration material instead of concrete on ancient walls
Checked and fixed penetration materials and properties of walls
Mapped concrete penetration material on the base of phone booths
Minor code and debug print adjustments
Potential campaign spoilers:
Implemented: Patrol squad and vehicles
Implemented: Patrol spawnpoint selection
String "Camps" replaced for reference to already localized string
Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
Removed: Checking of persistent variables against
Adjusted: Loadout of several units on hubs
Functions now support vests and uniforms as containers
Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
Improved: Hub marker visuals
There is now a simple get in animation played when "start patrol" is executed
Friendly fire is now monitored also on patrol vehicles and crew
Updated: Hub composition
Added: Patrol starting points
Adjusted: Skirmish triggers
Added: Cargo content interaction with pool
Patrol characters now properly interact with the pool
Patrol character identities are now correctly set
Patrol tasks on hub now point to the suggested transport vehicle
Added: Customization template definitions for all randomized vehicles
Added: Template for patrol squad members
If player loses a car, he gets a new default one, once he arrives back on the hub
On-hub scene when player returns from patrol is now created
Added: System for persistent customization
Patrol trigger now shows the spawn point location on the map
Localized: User action label
BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
Uniforms added via forceAddUniform when needed
Added: Some micro compositions for patrol
Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly
Used names are permanently removed from the pool of names for the auto-generated identities
Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
Added specific identities to story characters
Fixed: Transition from patrol to hub
Fixed: Wrong initialization of the equipment pool
Fixed: 2 broken uniforms removed from Adapt pool
Fixed: Gear persistence issue between C_out2 and C_EB
Fixed: Implicit persistent variable values solution
Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
Fixed: Problem with briefing date detection
Fixed: Typos in character definitions
Fixed: Locking of patrol vehicle when player returns from patrol
Fixed: Colliding position by two soldiers at Rogain
ENGINE
Optimized: Linux Dedicated Server performance
Disabled: GameSpy technology
Fixed: Diary closing when tasks are not selected
Fixed: Task position when attached target is deleted
Fixed: Ironsights zeroed to a non-default value after the removal of optics
Fixed: Voice-Over-Net: Custom channel volume based on distance
Fixed: Switching from -joinString to -connect in the in-game requests
Fixed: Position determination for tasks attached to a target object / unit
Fixed: Dead soldiers on ladders
Fixed: Buldozer brush size change (was possible to go above maximum size)
Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
Fixed: Possible CTDs in network server
Fixed: Blinking of caustics when texture memory is low
Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
Fixed: Blue line artifact on the horizon
Fixed: Desync in MP after the revision 124842 fix
Fixed: Possible crash when an AI brain is not present
Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one
Fixed: Missing class name in campaign tree for old structure campaign configs
Fixed: Possible CTD while the world is destroying itself
Fixed: Possible CTD in Zeus when ungrouping soldiers
Fixed: Fog on craters (bullet impacts)
Fixed: Formatting of number of servers in the multiplayer display
Fixed: Possibility to change scenario parameters in MP after a game has already started
Fixed: Dead body icon
Fixed: Catching missing callback from Steam
Fixed: CTD when opening inventory in combination with createAgent
Fixed: Possible CTD in airplanes
Fixed: Exploitable command forceRespawn
Fixed: CTD occurred when ejecting dead unit from a car (Zeus)
Added: Fuel explosion power value for all vehicles
Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)
Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)
Added: Class names to campaign tree (if they are defined)
Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands
Added: New brush mode to Buldozer.
Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
Added: Script commands magazinesAmmoCargo and weaponsItemsCargo
Added: New script command to open YouTube videos (openYoutubeVideo)
Updated: In-game help for loadFile, preprocessFile, preprocessFileLineNumbers script commands
Optimized: Weapon effect simulations
Driver proxy for Inverse Kinematics taken from correct LOD
New parameters for fatigue thresholds moved to config
Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
Threaded sensor network updates are now enabled in all versions
Minor dead bodies optimization
UAV - Locked camera (added a new key binding to do that)
UAV - Camera stabilization
UAV: Locked camera - camera rotation precision improved
UAV: Locked camera - camera rotation set to zero when switching to manual view
Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes
Inventory load now affects stamina regeneration