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  • #16
    Petite mise à jour intéressante aujourd'hui avec entre autres une correction d'un bug du teamswitch (ne s'activait pas quand le joueur mourrait), des optimisations du moteur, et la voix sélectionnée dans le profil fonctionne correctement in game...

    Commentaire


    • #17
      ENOOOORRME mise à jour aujourd'hui, avec plein d'ajouts sympas (chars, avions, nouvelle faction...) :

      • Added: PDW SMG
      • Added: NVS optics (Image Intensification)
      • Added: Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
      • Added: TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
      • Added: TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
      • Added: Static GMG variants (low, raised and autonomous)
      • Added: Static HMG variants (low, raised and autonomous)
      • Added: Static AA variants
      • Added: Static AT variants
      • Added: M2A1 Slammer tank
      • Added: T-100 Varsuk tank
      • Added: AFV-4 Gorgon wheeled APC
      • Added: IFV-6a Cheetah tracked IFV AA
      • Added: M4 Scorcher self-propelled artillery
      • Added: M5 Sandstorm MLRS
      • Added: 2S9 Sochor self-propelled artillery
      • Added: ZSU-39 Tigris tracked IFV AA
      • Added: CRV-6e Bobcat tracked engineering vehicle
      • Added: A 143 Buzzard jet fighter
      • Added: Truck variants
      • Added: SUV
      • Added: Hatchback variants
      • Added: Ship and boat variants
      • Added: FIA faction
      • Continued memory optimizations. Note that today’s attempts have a risk of stack_overflow crashes to desktop (without noticeable error outside of RPT). We’d like know about it happening, so we can tweak the values.
      • Improvements to character lip-sync (WIP)
      • AI prone rotation two times faster
      • AI high-skilled soldiers accuracy improved


      Amenez-vous sur mumble ! On fait les fous avec DS et Ela
      Dernière modification par Rem, 04-09-2013, 17h43.

      Commentaire


      • #18
        11-09-2013
        In preparation for tomorrow's release, there is no devbranch update today. If you intend to switch back to main branch and want to minimize data transfer, we recommend you wait until the game is released fully on main branch.

        12-09-2013
        Devbranch is currently set to be identical to main branch - meaning it's in a way older than it was yesterday. Later today we will update it with an actual devbranch EXE, and we'll continue to unleash a lot of backlog work from the last few weeks of data lock (read: a lot of data differences). More so than usual the devbranch may suffer from incompatibilities and errors for a few days until the dust settles.
        En gros, la devbranch est maintenant identique à la version principale. Pour ceux qui veulent passer à cette dernière, il est conseillé d'attendre la sortie du jeu. Sachez aussi que pour les prochains jours, la devbranch risque de subir encore plus d'erreurs et d'incompatibilités.

        Commentaire


        • #19
          La première mise à jour post-sortie est arrivée. Elle ne contient pas encore le premier épisode de la campagne mais se concentre sur l'optimisation et la correction.

          Commentaire


          • #20
            Et le changelog qui va avec cette version 1.02

            DATA
            Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
            Many small Altis object positioning tweaks and other terrain fixes
            Fixed: Flipped moon texture
            The moon halo object can now be different from the sun halo object (new world config parameter moonHalbject)
            The light reflected by the moon has been made more realistic
            Added: New runway parts for left and right airstrip on Altis
            Runway lights have new models and configuration
            Fixed: Darker runway at a distance and with overcast weather
            Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
            Fixed: Blinking resolution LODs on signs
            Configured power line wires to be destroyed along with power line towers
            Animals should be avoiding roads more now
            Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
            Player tank driver can turn out, while commander is turned in
            Civilian (and FIA) trucks have been revamped
            Added: Ability to mount Marshall driver position from right side
            Fixed: Slammer recoil
            Added: T-100 recoil animation for main gun
            T-100 commander optics features in line with OPFOR tracked vehicles
            T-100 back armor made thinner
            Improved handling of terminal ballistics on armored vehicles
            More realistic water fording ability for tracked armor
            Added compass and additional radars for copilot seats
            Removed magic disappearance of rotor blades for some helicopters
            AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909)
            Adjusted position of Blackfoot pilot crosshair in HMD
            Added stabilization for UAV optics
            Fixed: Incorrect duplicate of get-in points for Speedboats
            Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 and http://feedback.arma3.com/view.php?id=14699)
            Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
            Added missing backpacks for Mk6 weapon
            Capacity tweaking for mortars, GMGs and HMGs (inventory)
            Fixed: Animations of static weapons
            Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
            Fixed bombs of CAS UAVs
            Re-balanced mine damage and overall mine usability
            Tweaked: Pistol weights to match maximum soldier load count
            Fixed: Negative friction of 120mm shells
            Reticle materials for 3D scopes now glow in the dark
            Fixed: Problem with 3D scope alpha sorting
            Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
            Tweaked: Action menu priorities
            Increased action priority for weapon assembly
            Fixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTell
            Fixed: Some groups spawned by Sites module had their skill set too high
            Fixed: CAS bombing issues in Supports Module
            Fixed: Rare occurrence of undefined variable for civilian randomization scripts
            Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474)
            Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
            Fixed: Modules were not executed in the right order on server
            Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
            Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
            Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
            Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078)
            Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
            Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144)
            Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
            Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773)
            Added: Delay before respawn menu is applied only when player is simulated
            Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
            Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
            Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764)
            Fixed: Respawn display sometimes didn't close once player respawned
            Fixed: Advanced hints save / load issue
            Added: BIS_fnc_countdown - allows setting and managing countdown
            Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
            New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
            Fixed: Notifications are no longer displayed after player dies in singleplayer missions
            Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
            Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
            BLUFOR soldiers are now able to switch textures via setObjectTexture
            CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
            Less pronounced character lip sync animations
            Fixed: Several inventory capacity issues
            Fixed: OPFOR pilots ammo load
            Fixed: Guerrilla Rifleman AT backpack load out
            Fixed: Guerrilla Engineer bag type
            Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
            Minor fix in BLUFOR repair specialist chest rig
            Added: New icon for BLUFOR chest rig
            Added: New icons for Guerrilla uniform types
            Added side-specific textures and pictures for mortar bags
            Introduced mass difference between normal and light helmets
            Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
            Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
            Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
            Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
            Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
            Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything from EtelkaMonospacePro)
            Rolling credits now end after finishing and a short timeout
            Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
            Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
            Fixed: Respawn position selection list was blinking
            Fixed: Tile effects were interactive, stealing mouse focus
            Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
            Removed: Showcase Night radio at the enemy camp
            Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
            Tweaked: Showcase Night boat driver now has a beanie hat
            Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
            Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
            Tweaked: Showcase Night enemies now play ambient animations
            Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
            Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
            Fixed: Showcase Night soldier leaning on the lighthouse was going through it
            Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
            New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
            Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
            Fixed: Defend Syrta character classes had wrong backpack
            Fixed: Defend Syrta CSAT AA class had wrong backpack
            Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
            Tweaked: Civilian vehicles are now unlocked in MP scenarios
            Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
            Tweaked: Tanks should now only spawn on last zone (MP)
            New: Added Spotter and Sniper load outs on the last objective (MP)
            Changed: Defend Syrta now has disabled AI by default
            Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
            Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
            Music has been reorganized to new class names, old ones are kept for compatibility
            Main menu music track fix (different version of same track)
            British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
            Removed occasional animation glitch after Team Switch
            Digital Deluxe Edition: Tactical Guide updated with various tweaks
            Digital Deluxe Edition: Map updated with higher resolution

            ENGINE
            Many AI tweaks and fixes
            Enabled blood when Korean language is selected
            Improved: Tank collisions / flipping
            epeImpulseDamageCoef parameter can now be changed for any vehicle
            AI drivers are now better able to navigate out of obstacle and unstuck themselves
            New possibility to turn off adaptive crosshair in options
            Fixed: Favorite sessions in LAN view
            Increased the limit of shown servers in the server browser from 500 to 10000
            Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
            Fixed: Country detection in MP
            Crouch (toggle) now works correctly for launchers
            Fixed: Aiming while holding 'sprint' key and not moving
            Removed zoom warp (by using sprint while in optics)
            Fixed: More strange zoom while sprinting with fatigue removed
            NRemoved strange zoom when aiming while trying to sprint with high fatigue
            Improved: Helicopter dropping like a stone when AA hits them
            Fixed: Crash when player engages in conversation and has no topic
            Added: Random angular velocity for dropped weapons in ragdoll
            Fixed: DnD with container on soldier's container tab caused wrong behavior
            Fixed: DnD with container on soldier's linked backpack caused wrong behavior
            Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
            Fixed: Bag disappearance and duplication
            Fixed: Gear shows no magazines except handguns
            removeWeapon can also unlink assigned items now
            Fixed: Command removeBackpack
            Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879)
            Fixed: Action Drop Backpack was not working
            The Men category is now properly sorted in the unit dialog in editor
            Fixed: saveStatus and loadStatus commands did not work
            Fixed: CheckCursorActionTarget performance
            Skybox lighting is now done per-pixel
            New scripting commands for getting and setting identity parameters
            New scripting command for getting fog parameters (fogParams)
            Added parameter turretCanSee config parameter to distinguish usability of compass for copilots

            Commentaire


            • #21
              La mise à jour tant attendue est arrivée. Outre de nombreuses corrections, elle ajoute de nombreux éléments au jeu dont le fameux premier épisode, Survive, de la campagne solo.

              UNIT: Main Branch
              Game Update: 1.04 (Campaign episode "Survive", New weapons, Light shafts, Enhanced rain)
              SIZE: ~1.4 GB

              DATA
              Added: Campaign episode “Survive”
              We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
              Consider checking for data corruption by verifying local data in the Steam client.
              Added: 3 new music “Survive” tracks
              Added: Rahim marksman rifle - bullpup 7.62 (CSAT)
              Added: Zubr .45 revolver (CSAT)
              Added: 4-Five .45 pistol (NATO)
              Added: MRD and Yorris pistol collimators
              Added: DMS marksman scope
              Added: 'Scrapping' objects:
              Decommissioned hunter
              Boxes
              Pallets
              Misc. scrap
              Added: Wooden tables
              Added: Small objects (courtesy of the DayZ stand-alone team):
              Canteen
              Water bottle
              Baked beans
              Cereal box
              Powdered milk
              Rice
              Antibiotics
              Bandages
              Blood bag
              Defibrillator
              Disinfectant spray
              Pain killers
              Vitamin bottle
              Water purification tablets
              Duct tape
              Batteries
              Box of matches
              Butane canister
              Butane torch
              Heatpack
              Gas cooker
              Gas canister (medium)
              Can opener
              Tin container
              Fire extinguisher
              Shovel
              Metal wire
              Added: Story characters, uniforms and vests
              Added: 4 British-accented English Radio Protocols

              Fixed: Vehicle equipment loads
              Sandstorm has a correct texture for its turret
              Fixed: Panther collision issue
              Improved: Physics setup of Panther
              Fixed: Reduced moire effect in MBT gunner optics
              Added: New muzzle flash to Slammer
              Fixed: Slammer accelerating too fast
              Fixed: Slammer should have 5 forward gears
              Fixed: Scorcher 'jumping' sometimes
              Added: New type muzzle flash for tanks (applied on T-100)
              Improved: Varsuk driving physics
              Tweaked: Brakes of tracked vehicles
              Improved: Damage handling on wheeled APCs
              Tweaked: 120mm cannon firing effect
              Fixed: Zamak driver can get in again, and also die
              Fixed: Positions of active UI elements in Mk6 and Scorcher
              Fixed: Color and shadow of the range indicator in armored vehicles
              Fixed: TI issues of Mi-48 and Ka-60
              Tweaked: Elevation limit for Mi-48 gunner
              Turret of Mi-48 Kajman has correct axis for horizontal rotation (strictly vertical to make AI hit something)
              Fixed: XH-9 family of helicopters doesn't produce strong shake in external view anymore
              Fixed: TI issues on the Orca’s rockets
              Fixed: Speedboat commander localization
              Gunner of SDV is now able to turn his head correctly
              Added: Compass to UGV and SDV
              Fixed: Correct classes for SDV divers
              Cargo of Stomper shows their NVG properly
              Engine of SUV can be correctly hit now
              New command bar and map icons for the Buzzard
              Entering Offroad from the back no longer results in teleporting to the front
              Improved: Kamysh driving model
              Fixed: Levitating wheels on civilian trucks
              Fixed: Mapped different light material on back lights of civilian trucks
              Fixed: Added fire geometry components behind the glass of the front lights of civilian trucks
              Fixed: Front lights positioning on box truck
              Fixed: Fuel tank hitpoints and wheel hitpoints of civilian trucks
              Fixed: MX SW should have even the "Single" fire mode
              ABR has correct fire mode switch animation
              Tweak: New recoils for ACP-C2
              Fixed: Weapons placed in WeaponHolder_Single_F should remain visible even on edge of view
              Fixed: Camera shake for static weapons has been adjusted
              Fixed: BLUFOR mortar can be properly assembled
              Static weapons are properly set to accept bipods / tripods from other sides
              Adjusted deflection for various GL ammo types
              Decreased damage, range and weight of demo charges (it was too huge and devastating for its purposes - http://feedback.arma3.com/view.php?id=14849 - and caused capacity issues for BLUFOR divers)
              Added: Correct textures and icons for some unused but still present vest classes
              No more launchers in backpacks
              Side-specific static weapon backpacks are distinguished in editor
              Added correct backpacks to static weapons per sides
              Slightly increased mass of 7.62mm, .408 and 12.7mm ammo magazines to better match their RL weight and somewhat increase the important differences between magazines used. Soldier loads should be unaffected.
              Increased Kitbag weight and capacity to better match its model size and to bring more diversity amongst bags
              Increased tactical pack weight and capacity to better match its model size and to bring more diversity amongst bags
              Increased weight of mines and mine detector to better match their real values
              Changed explosives specialists bag types
              Increased Independent ghillie suit weight and capacity to resolve issue with spotters not having a Claymore
              Fixed: Some discrepancies between vest models and their capacities
              Introduced some diversity amongst vest types in their weight and capacity
              Independent diver has an adjusted outfit
              Rangemaster and competitor have been trained to be able to throw grenades
              Fixed: Configuration issue (http://feedback.arma3.com/view.php?id=12840)
              Introduced more diversity into already existing vests:
              Light (Lite) variants with lesser weight and armor
              Medium variants (Rig) with better armor and medium variants (GL) with better explosive protection
              Heavy variant for BLUFOR (Special) with limited capacity and greater weight
              Fixed: Clipping through ladders in offices
              Various ladder tweaks
              Fixed: Gap between ground and bottom edge of the gate of research domes
              Fixed: Shadow of plastic chairs now behaves better
              Hotfix to prevent AI from firing at camonets
              Damage to windows no longer transfer to total damage (to prevent buildings with many windows from taking excessive damage from explosives)
              Improved visuals of the power generator object
              Several bug fixes for Altis (e.g. object clipping or objects on roads)
              Runway lights have been tweaked
              Configured featureSize for LandMark_F to prevent runway lights from fading too soon
              Fixed: "Treat yourself" was not localized (http://feedback.arma3.com/view.php?id=14519)
              Better textures for OPFOR and Independent divers
              Fixed: Blinking of buoy and helipad
              Fixed: Path to bomb falling sound
              Fixed: Duplicated class names in music selection list
              Added: Missing radio track
              Fixed: Fire damage from fire created by script
              ORBAT and rolling credits updated with new names for new content
              Disabled obsolete music volume dimming during rolling credits
              Credits display now destroyed correctly when it ends
              Fixed: Bug with closing of rolling credits automatically soon after its start
              Fixed: Conversations weren't terminated fast enough after one of the participants died
              Cinema border function is now 'spawned' (can be also ‘called’ by designer)
              Fixed: Missing tasks for clients Joined In Progress with disabled AI in Headhunters and both Escape missions
              Disabled obsolete diagnostics in some showcases
              Name of Showcase SCUBA is now correct in Czech
              Fixed: Some modules were activated too early, leading to breaking Seize missions
              Firing Drills: map briefings disabled where they should not be
              Added: New lowering of weapons
              Adjusted left walking for erc / knl states
              Adjusted weapon sway of binoculars (http://feedback.arma3.com/view.php?id=12559 - thanks to MadDogX)
              When dying, camera will follow head movement
              Lip sync slowed down, slightly visually improved
              Added: More eye-pleasing disabled color of RscTree
              Added: New aspect ratios to Video Options
              Radio Protocol messages now have different visualization than narrative messages
              Chat messages use narrative visualization instead of Radio Protocol
              Texture of explosion particles has been improved
              Refraction effect for destruction flames added

              ENGINE
              Added: Light Shaft technology
              Enabled new rain tech
              Particles for individual rain drops
              Influence by wind
              Global and local lighting
              Proper occlusion (e.g. no rain under object geometries)
              Drawing of lens flares tweaked in engine
              Clouds can not be disabled fully in Video Options anymore (caused artifacts and did not result in significant performance gain)
              Sun lens flare occlusion tweaked
              Fixed: Occlusion queries when using PiP
              Fixed: Creation of MSAA depth / stencil buffer on DX10-only cards
              Disabled search for primary monitor if position is set by command-line parameters (posX / posY)
              #lightpoint objects are now correctly serialized
              Removed wave computations for some unnecessary cases
              AI-controlled turrets lead targets better
              Small aiming inaccuracy for helicopter turrets fixed
              Decreased AI time spent on tracking of friendly and known units
              AI GMG gunners are now better able to attack soldiers on buildings
              Target bearing is no longer based on formation direction
              Added: Instructor Figure switch to Game Options
              Fixed: Repair icon position
              Fixed: Accessing Campaign menu stops the world scene
              Fixed: Campaign menu did not refresh when getting back from a scenario
              Note: Scenarios now show the map briefing even when no briefing.html (outdated method) is present
              Fixed: If mission is reverted turn it into non-complete state (UI)
              Fixed: hudInfo heading (compass should be shown correctly in turrets)
              Fixed: Mouse over description used descriptionShort twice
              Added: 3rd level for Campaign scenario tree
              Fixed: Vest gets its duplicate when client takes them from non-local container (http://feedback.arma3.com/view.php?id=14539)
              Event handler Put added also into UnmountItemFromWeapon to inventory and UnmountWeapon to inventory
              Event Take was added into taking backpack from a ground to a backpack slot action
              Fixed: Subordinates can work with squad leader's equipment
              Fixed: Vest gets duplicated when client takes it from non-local dead body
              Fixed: Unable to DnD weapon optics from inventory
              Fixed: Binoculars were invisible in inventory
              Fixed: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death
              Fixed: Introduce new scripting command to return all backpack containers (everyBackpack)
              Fixed: EventHandler from remote corpse did not work (http://feedback.arma3.com/view.php?id=7824)
              Fixed: MP AT soldiers could have an infinite count of rockets
              Fixed: Replacing weapons created duplicates in some circumstances
              Fixed: Replacing weapons with a magazine destroyed linked weapons in some circumstances
              Fixed: A throwable weapon is now properly selected after taking a sidearm
              Fixed: A bug where RMB multiplied magazines from the weapon magazine slot after loading a savegame
              Fixed: Taking a sidearm could break the weapon info
              Added: New scripting commands were added magazinesDetailUniform, magazinesDetailVest, magazinesDetailBackpack
              New scripting commands added (add, remove, canAddItem from / to uniform, vest, backpack - http://feedback.arma3.com/view.php?id=14576)
              New scripting commands added (uniformContainer, vestContainer, backpackContainer - http://feedback.arma3.com/view.php?id=14576)
              Scripting commands addItemsToXYZ can add also magazines and weapons now
              Vests should now correctly refresh when getting changed
              Save / Load while reloading doesn't break the game anymore. Older saves might not work correctly.
              Fixed: Crash opportunity after calling removeSimpleTask
              Fixed: Potential PhysX crash
              Fixed: Crash related to paragliding in MP
              Fixed: CTD when lasing a target with an UAV as a team leader
              Fixed: CTD when changing Video Options
              Fixed: Game crashed when switching weapons in unarmed helicopters
              Fixed: playNextMagazineSound crash (while trying to add a magazine to an empty weapon slot)
              Scripting commands addItemCargo and addItemCargoGlobal can add also magazines and weapons now
              Fixed: Display eventhandlers being duplicated after restarting a mission
              Fixed: Parachute animation (strange black surfaces between wires)
              Fixed: Player now cannot enter vehicles while healing / being healed
              Fixed: More precise water surface for particles
              Fixed: Swimming at water surface
              Fixed: Change indirect grenade damage behind cover
              Fixed: Camera zoom when in gunner position and controlling UAV
              Fixed: Airplane auto-landing
              Fixed: getVariable [var, default] returns default, if value of var is nil
              Fixed: The deleteVehicle command on a UAV now also deletes the AI crew in it
              Fixed: A rocket fired from AT stayed in the launcher
              Fixed: Save / load of air units circling around using a Loiter waypoint
              Added: Separate action for healing yourself and healing your comrade (to allow separate animation eventually)
              Added: Proposal for change in attachment configuration design for weapons (http://feedback.arma3.com/view.php?id=2766)
              Added: New commands addScoreSide and forceRespawn
              Memory allocation tweak for road networks
              Assemble base can now be an array. It remembers the assemble base for disassembly, so static weapons can use compatible parts from different actions and remember what part is from what source.
              Vehicles with allowDamage set to false will no longer explode
              Updated wheels' center of mass for PhysX vehicles
              Script commands setCausticsParams, setSkyFogColorationStart, setHorizonSunColorationScale, setHorizonFogColorationStart are not available anymore (were only meant for debugging purposes)
              No longer allowing the assembling of UAV and static weapons during freefall
              Added: New airplane rudderInfluence parameter
              Maximum number of servers listed in MP is changed back to 500 (unfortunately there is no way around this for now)
              Markers created on Dedicated Servers are now JIP compatible
              Sound: Improved MP 3D sound playback
              Sound: Added sound event for changing fire mode action (just in engine: changeFiremodeSound - not yet plugged into data)

              Commentaire


              • #22
                C'est tout?


                Hâte de la tester cte campagne!

                Les animations de soins de coéquipier ont été rajouté non?

                Commentaire


                • #23
                  Je ne sais pas, tu n'as qu'à chercher dans la liste

                  edit : je n'ai vu que ça concernant les soins : Added: Separate action for healing yourself and healing your comrade (to allow separate animation eventually)
                  Et ça c'est cool : Fixed: Binoculars were invisible in inventory
                  Dernière modification par DoubleSquall, 31-10-2013, 15h56.

                  Commentaire


                  • #24
                    J'ai survolé, je n'ai pas vu. Mais il y a plus d'une dizaine de bogues que j'avais personnellement rencontrés qui ont été corrigés, c'est vraiment le plus gros patch ! Je n'ai pas pu tester, mais, d'après ce que j'ai lu, le problème des jumelles a été corrigé, ainsi que celui des holsters vides (enfin ! il a été signalé à la sortie de l'alpha )

                    Commentaire


                    • #25
                      Vont-ils améliorer le guidage laser ? ?

                      Commentaire


                      • #26
                        En tout cas, le problème du holster vide n'est toujours pas corrigé

                        Commentaire


                        • #27
                          Tiens, ils ont publié un Hotfix pour la 1.04 :
                          UNIT: Main Branch
                          ACTIVITY: Hotfix: 1.04 (Campaign menu)
                          SIZE: ~16 MB

                          ENGINE
                          Fixed: Double-clicking a node / folder in the campaign menu tree (e.g. Survive), will now expand it - making it clearer how to start playing. The other option is pressing the arrow next to a node.

                          Commentaire


                          • #28
                            Envoyé par Elanion Voir le message
                            Les animations de soins de coéquipier ont été rajouté non?
                            Il y a 9 animations de soins de coéquiper : une pour commencer, une où il attend, une où il arrête, et 6 différentes où il soigne

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                            • #29
                              Encore une grosse mise à jour qui porte le jeu à la version 1.06.

                              DATA
                              Tweaked: Hiding of rocket pods on unarmed variants of light helicopters
                              Helicopters have their supplies transport capacity tweaked
                              Fixed: Vehicle equipment loads in response to this issue (http://feedback.arma3.com/view.php?id=14161)
                              Adjusted Buzzard's HUD
                              Adjusted rudder coefficient of Buzzard
                              Fixed: Dead pilots in Buzzards have a correct pose now
                              Better LCD screen resolution for current state of vehicle optics
                              Slammer fire geometry and damage setup improvement
                              Added: Missing PhysX and suspension settings on Kamysh and Tigris
                              Kamysh hull hitpoints improved
                              Kamysh and Tigris front side armor easier to pierce through
                              Reflection and macro UV stretching on Marshall wheels fixed
                              Marshall interior damage materials tweaked
                              Marid damage material UVs tweaked
                              Fixed: Panther material problems
                              Redefined camo selections on armored vehicles
                              Multiple tweaks and repaired hidden selections on armored vehicles
                              Fixed: SUV has a texture error inside (http://feedback.arma3.com/view.php?id=13883)
                              Fixed: AH-9 minigun barrel axis is wrong (http://feedback.arma3.com/view.php?id=645)
                              Fixed: RAH-99 spot light emissive texture is always active (http://feedback.arma3.com/view.php?id=12819)
                              Flickering shadows in interiors of cars should be fixed
                              Getting out of a static turret now causes player to face the turret
                              Ejecting has been removed from action menu for static weapons because there is no need to eject when getting out is enough
                              Fixed: Bad penetration materials on static Titan launcher (AT)
                              Removed old lights from Zamak
                              Removed lights from lower LODs of Bobcat
                              View-pilot LOD of Gorgon tweaked
                              Fixed: Animation for gunner of Gorgon
                              Fixed: Missing textures on Gorgan (http://feedback.arma3.com/view.php?id=16032)
                              Speedboat has now correct sorting of anti-water material
                              Fixed: Hitpoints of main rotor for Mohawk
                              Fixed: More appropriately sized missiles for Cheetah
                              Fixed: Rear lights on HEMTTs
                              Fixed: The stick of xH-9 family helicopters works again
                              Fixed: FIA truck cabin was not visible from the back (http://feedback.arma3.com/view.php?id=16043)
                              Fixed: Offroad Armed was only enterable from drivers side (http://feedback.arma3.com/view.php?id=16025)
                              Fixed: Camo in view LOD of transport truck
                              Sabot hit effect tweaked
                              Tweaking of dust effects created by infantry
                              Hit of ground by rifles should be now better visible on medium and low particle quality
                              New underwater effect for smoke grenades
                              Fixed: inSpeed and inDir variables for explosion effects
                              Divers and their equipment has been visually tweaked
                              Independent soldiers have been visually tweaked
                              AAF have their helmets visually tweaked
                              Unified standardized ammo loads for each vehicle type for every faction
                              Unified smoke and smoke shell colors for every faction
                              Changed BLUFOR Recon Marksman default rifle to EBR (from MXM variant)
                              Small uniform weight / capacity ratio update
                              Updated setup of heli pilot / heli crew / pilot equipment so it's now comparable across factions
                              Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first)
                              Weapon weight diversification:
                              Overall weapons weight increased
                              Increased weight of heavy pistols
                              Greater and better scaled weight differences between various weapons of the same type
                              Minor balance of OPFOR equipment:
                              Decreased weight of pilot uniform
                              Decreased capacity of standard uniforms
                              Increased weight of standard uniforms
                              Increased capacity of harnesses vests
                              Lowered damage of destroyed house hitpoints
                              New materials, improved textures for timbers and wood pile
                              Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist.
                              Increased amount of supplementary ammo carried by Assistant Automatic Rifleman for all factions to:
                              BLUFOR 12x 6.5mm 100 round magazine
                              OPFOR 8x 7.62mm 150 round magazine
                              INDEP 6x 6.5mm 200 round magazine
                              Fixed: Minor fix of INDEP equipment. GL vest variant for INDEP Squad and Team leaders to match the distribution with other factions
                              Fixed: Rebalanced independent vests to introduce even more diversity among armors
                              Fixed: Minor redistribution of Guerrilla weapons
                              Fixed: Introduced minor variability in BLUFOR assistant automatic rifleman supplementary ammunition
                              Added: Titan AP rockets for BLUOR IFV and INDEP IFV
                              Added: RPG HE rockets for OPFOR BTR
                              Added: Tactical vest for OPFOR Helipilot
                              Decreased weight of OPFOR Marksman Rahim rifle
                              Increased weight of BLUFOR Marksman MXM variant rifle
                              Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions
                              Grenades now cast shadow while flying towards their target
                              Mines now have a correct side
                              The artillery computer of mortars has been re-calibrated to actual computer type (slightly more accurate)
                              Zephyr missiles have their distinctive magazines
                              Fixed: Stretched LCD overlay UV for CROWS optics
                              Fixed: Bad normal mapping on MRCO optic
                              Fixed: Floating scope on MXM weapon (http://feedback.arma3.com/view.php?id=3102)
                              Fixed: Range on M2HMG misaligned (http://feedback.arma3.com/view.php?id=15126)
                              Fixed: Tweaked parameters of SDARs underwater ammo
                              Fixed: TRG rifles have correct mouse-over description of caliber
                              Repaired penetration material on some signs
                              Configured the second ladder for dp_smallFactory_F and added a second ladder
                              Thin armor plate surface added
                              Added: New armor plate materials for future appliances
                              All official objects should now in editor correctly show their author
                              Removed first red page from Notepad, File (documents) and File (top secret)
                              Improved: Falling into rocks by lighthouse and unable to get out (http://feedback.arma3.com/view.php?id=7276)
                              Various small objects have their models reworked (wooden piles and electronics)
                              Bunker object makes better use of its ladder
                              Configured new marker lights for e.g. runway lights and airport tower lights
                              Fixed: Label shading on ammo boxes
                              Fixed: Can we please get the ramps on the H-Barrier watchtowers working? (http://feedback.arma3.com/view.php?id=15884)
                              Fixed: Geometry component of Scrap Heap
                              Fixed: Textures of bridges in lower LODs
                              Fixed: Walking on stairs on cargo tower and cargo patrol tower
                              'colorBackground' attribute in CfgORBAT renamed to 'colorInsignia'
                              Bug caused by change of EH functionality in engine fixed
                              Updated: BIS_fnc_objectSide can now detect actual player's side, even after it was changed on the fly. This affects BIS_fnc_MP function, but the its behavior should remain same.
                              Removed: Chair on top of building in Showcase Armed Assault (would float after building destruction)
                              Fixed: Indestructible communications tower in Showcase Vehicles
                              Updated: Marker colors based on sides are now named consistently with other uses of sides. Previous classes were preserved because of backward compatibility.
                              Updated: Scripted side recognition - (side group player) and (playerSide) is now replaced by (player call BIS_fnc_objectSide)
                              Fixed: When using "Vehicle Respawn" module with respawn on start position, vehicles were not respawn precisely on the spot
                              Fixed: BIS_fnc_deleteTask no longer attempts to delete non-existent tasks
                              Fixed: Tasks were not deleted globally (by the previous function)
                              Fixed: handleDamage EH issue (http://feedback.arma3.com/view.php?id=6644)
                              Fixed: Sector icons in the 3D scene were not based on difficulty
                              Fixed: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated
                              Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value
                              Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used
                              Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning.
                              Added: BIS_fnc_deleteTask - a function to completely remove a task
                              Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled.
                              Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details)
                              Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details.
                              Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly.
                              Added: Improved visualization of sectors added by "Sector" module
                              Added: Faction flag is now used to visualize sector owned instead of side flag
                              Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission
                              Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it.
                              Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side
                              Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector.
                              Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors.
                              Correctly unsetting of texture in film grain PP
                              Game Options: Language switch changed to ComboBox
                              Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side
                              UI: Insert Marker - Flags are no longer colorized (the white parts were incorrectly colored)
                              Added: Expand button to campaign menu
                              Fixed: Cinematic borders didn't cover the screen edges (http://feedback.arma3.com/view.php?id=15765)
                              Fixed: Preview image for selecting interface colors was always white
                              Fixed: Text area for number of respawn tickets was too narrow
                              Fixed: Tooltips of controls in more than one control group
                              Fixed: Pause menu effects were visible after returning to a mission from which player previously exited the game while in pause menu
                              Added: Links to Community Wiki and editing forum to debug console header
                              Added: Faction score in debriefing screen
                              Fixed: Cinema borders now properly hide other GUI elements


                              CAMPAIGN (SPOILERS!)
                              More campaign texts have been adjusted to match voice-over work
                              Maxwell: Soldier that was leaning against a tree and was clipping removed
                              Maxwell composition updated to fix the clipping during the Wet Work briefing
                              Adjusted dates and time of briefings at Maxwell
                              Updated: Object compositions of Maxwell
                              Fixed: Players would sometimes get stuck after the introductory Maxwell animations
                              Fixed: Crossing Paths Camp Maxwell task was not declared completed
                              “Report In” task navigating to the mission providers will now properly show the waypoint in all situations
                              The 'discussion group' detection distance for ambient conversations was set generally too high
                              Simple termination of the 2nd ambient animation added to prevent unwanted collisions during briefing cutscene, where some of the soldiers suddenly had no weapons
                              The mission intel OSD was showing the wrong location information in Maxwell
                              Added: Safecheck code to prevent overlapping of the two different mission intel OSDs
                              Patrol notification was showing even if the Patrol gets disabled
                              Missing line breaks in “Patrol” task description were added
                              World object persistency detection / destruction was failing in case of the radio tower in A_in / A_in2
                              Fixed: Weapon pool persistent variables causing issues when reverting campaign
                              The starting gear in the equipment pool was adjusted
                              Adjusted the crash site composition to prevent the medic from getting stuck
                              Miller's identity was not set correctly
                              Fixed: Potential script error with mortars in Tipping Point
                              Improved behavior of mortars in the episode finale. Standing still when not in cover is guaranteed to kill you. Moving and staying in cover drastically decreases the chance.
                              Further improvements to the balance of the mortar segment
                              Slight adjustments to player's team's reactions to paratroopers
                              Further improvements to the behavior of the extraction boats
                              Name of Alpha Lead in ORBAT was not updating correctly
                              Added: Crossing Paths light flash on LZ Connor when AAF starts the attack
                              Dead identities should be now correctly replaced by new ones
                              Tried to prevent more cases of medics getting stuck after they tend to the wounded
                              Zone restriction module has been updated for soldiers
                              Tweaked: Code for triggering missions through strategic map to prevent blinking after the map fades to black
                              Improved ambient animation termination code to make it more reliable
                              Fixed: Duplicity in equipment visualization after briefings
                              Improved transition from strategic map into briefing
                              Player can now freely switch between 1st and 3rd person views during briefings
                              Player can now freely switch between 1st and 3rd person views during ‘welcome to Maxwell’ cutscenes
                              Pressing [Space] before the scene is rendered should not break the intro walk-in part
                              Transition from Patrol to Maxwell improved; it is not playing an intro animation anymore
                              Force-started briefings now directly trigger the default mission and there is no armory after the briefing is done
                              The ambient animation function now auto-terminates if it is executed on unit that is already playing ambient animation
                              Hub briefing skip mechanics fixed & improved. Players can now skip the whole briefing and get directly to the armory if they press [Space] before it loads.
                              Weather is now correctly updated when the time shifts for a briefing (e.g. fixes out-of-place rain during one briefing). Wind and rain are handled better.
                              Fixed: Safecheck mechanic that could break the campaign progression


                              ENGINE
                              Fixed: Surround sound issues with conversations especially
                              ctrlAddEventHandler and displayAddEventHandler now accept game code as well as strings
                              Command removeAllActions changed
                              New network script function setObjectTextureGlobal
                              playableSlotsNumber command added - returns number of available slots or playable units
                              Removed parameter from getShadowDistance script command
                              Fixed: setShadowDistance works again
                              Event handlers return value is used only if non-null (details)
                              If no handleDamage handler returns a value the damage remains unchanged instead of setting it to zero
                              handleHeal event handler is now also called for self-healing
                              Fixed: SP mission sometimes didn't end when some display was opened
                              Merged from OA / DayZ: Small MP optimization related to simulation precision
                              Fixed: Campaign menu double-click behavior
                              Fixed: Campaign / Scenarios / Challenges menus expand & collapse buttons
                              Added: All UI trees can now be expanded by double-click on an item
                              Added: New CTree config option to expand / collapse tree using double-click
                              Added: RscTree expandOnDoubleclick parameter
                              Fixed: exThreads parameter can break some script commands (e.g. scriptDone) (http://feedback.arma3.com/view.php?id=7456)
                              Added: zeroing for AI target tracking
                              Helicopters are no longer able to move with destroyed main rotor
                              Stop propeller animation for ships when engine is hit
                              Terrain shadows tweaked
                              Moon and stars are now affected by fog
                              Fixed sun flare intensity computation
                              Added: New parameter drawLightSize for simple point light
                              Fixed: Taking a sidearm could break the weapon info
                              Fixed: HUDinfo does not show grenade info when character has no weapon
                              Fixed: AI gun shots inaudible after reload (http://feedback.arma3.com/view.php?id=15044)
                              Fixed: Disappearing magazines when changing to same weapon
                              Fixed: CTD when lasing a target with an UAV as a team leader
                              Fixed: Crash when double-clicking tree in campaign menu
                              Fixed: Crash when setting zero or negative mass
                              Fixed: Crash while starting -server

                              Commentaire


                              • #30
                                J'ai pas fais gaffe : ils ont rajouté les jumelles par défaut aux chefs de section ?

                                Et quand est-ce qu'on verra apparaitre de nouveaux avions ? depuis que j'ai un joystick, j'adoooore piloter !

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