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#46
11-03-2014, 19h49
Pourquoi attendre ?
http://www.mundusbellicus.fr/forum/s...de-la-campagne
Dernière modification par
DoubleSquall
,
11-03-2014, 19h50
.
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#47
22-03-2014, 14h58
SPOTREP #00021 :
http://dev.arma3.com/spotrep-00021
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB
CHANGELOG
DATA
Ajout de l'épisode "Win" de la campagne
Ajout de musiques pour lépisode "Win" :
-3 event tracks (with variants)
-4 background tracks
-6 lead tracks
Ajout des Succès Steam pour avoir fini la campagne
Ajout de l'avion de Close Air Support To-199 (CSAT)
Ajout de l'avion de Close Air Support A-164 (OTAN)
Ajout du camion Tempest (CSAT) et variantes
Ajout de points d'intérêt sur la carte : le complexe hôtelier fantôme et le Stade
Mise à jour de Altis : ajout de plusieurs nouvelles structures (kiosques, tours de maître nageur, accessoires d'aire de jeux, abris pour touristes et bien plus encore)
Added: Various “Win”-related characters, items and objects
Added: 1 x new Radio Protocol
Removed obsolete classes of cargo poses
Adjusted volume levels on various weapons
Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
Standardized driveOnComponents on tank tracks - they should now be better at passing low obstacles
Uniforms and accessories should be available in holders again
Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
AAAs should have their radar back
Optimized explosives power after a fix of explosives on roads
Buzzard has new sounds for gear and flaps
Buzzard has improved materials in its cockpit
Stitches on coveralls made plastic
FIA medic should have a medkit in his bag
Trees use a new shader version to improve alpha sorting
Pilots of jets have their HUDs properly collimated
Tank crew should no longer use 'magic radar'
Fixed: Missing muzzleflash for RCWS UGV
Fixed: Hitpoints for lights of Van
Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
Fixed: Getting out of HEMTT animation for launchers
Fixed: Sounds of ACP-C2
Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
Fixed: Unresponsive controls in General Game Options tab
Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
Fixed: Wrongful hiding of subtitles in SP
Fixed: Multiple secondary explosions in MP (
http://feedback.arma3.com/view.php?id=16765
)
Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
Tweaked: Sounds of weapon closures
Tweaked: Sounds of character breathing
Added: New samples for ACP-C2
Added: New sound for reloading UGLs
Added: New sound for church organs
Added: New variations for fatigue sounds
Added: GameSpy / Steam master server switch
Removed: Error message from getParamValue function
Improved: Slammer UP recoil animation
Possible campaign spoilers:
Spoiler:
New voice-over work for Nikos has been added to "Survive" and "Adapt"
Fixed: The intro walking sequence in the "Survive" intro
Added: New beret and identity to Crossroads in the "Adapt" outro
Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
Fixed: "Index out of range" error, discovered when transiting from "Adapt" to "Win"
Fixed: In Crossing Paths, there was no background while the quotation video was playing
ENGINE
Added: Scripting command attachedObjects for getting the list of objects attached to the given one
Added: Scripting command attachedTo for getting the object to which the given object is attached
Added: New scripting command for getting list of activated addons (activatedAddons)
Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
Added: Support for thermal black hot mode in PiP
Ajout d'un prototype de synchronisation du temps et de l'heure en multijoueur
Crosshair size roughly matches the extent of weapon sway
PIP mode (VIS, NV, TI) is the same as mode in AV optics (can be changed by the player while in control of the AV)
AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI
Disabled idle poses while aiming and shooting
VRAM management changed (optimization)
Hotfixed: Module initialization order adjusted for the Linux Dedicated Server
Fixed: Water splashes when tanks land on the ground
Fixed: Dust from tracks while in the air
Fixed: Script command enableSimulationGlobal didn’t work during scenario briefing
Fixed: Deleting task target
Fixed: Problems with skinned instancing when PiP is used
Fixed: Mines were ineffective on roads
Fixed: Drawing of alpha objects in PiP
Fixed: Gear up SFX triggered when starting as Flying
Fixed: Player can't see content of clothes or vests which are on the ground
Fixed: Weapon cloning (
http://feedback.arma3.com/view.php?id=17403
)
Fixed: AI not using radar, when player does not have it
Fixed: After a helicopter would fly away, players could still put things into its inventory
Fixed: TakeWeapon puts weapon in weaponholder before taking it (
http://feedback.arma3.com/view.php?id=17760
)
Fixed: More correct behavior of scenario names in map, diary and interrupt display
Fixed: Crash that happened when using stereo samples where mono was expected
Fixed: Crash in MP display when a Steam mission filename is empty
Fixed: Invisible items in UI tree after sorting
Fixed: Crash opportunity
Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
Fixed: Vest content disappearance after savegame load
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#48
22-03-2014, 14h59
Et le SPOTREP #00022 qui suit :
http://dev.arma3.com/spotrep-00022
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Hotfix: 1.14 (MP crash fix)
SIZE: ~16 MB
CHANGELOG
ENGINE
Fixed: Crash related to the scripted assignment of players to a group during Join-In-Progress. This mainly affected a lot of popular user-made MP content and the servers it was hosted on.
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#49
12-04-2014, 13h02
SPOTREP #00023 (beaucoup de documentation concernant Zeus mais aussi l'éditeur 2D, Raph, ça pourrait t'intéresser) :
[web]http://dev.arma3.com/spotrep-00023[/web]
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#50
01-05-2014, 10h10
SPOTREP #00024 :
[WEB]http://dev.arma3.com/spotrep-00024[/WEB]
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#51
06-05-2014, 18h34
SPOTREP #00025 (fix) :
[WEB]http://dev.arma3.com/spotrep-00025[/WEB]
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#52
29-05-2014, 15h28
Mise à jour disponible
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#53
29-05-2014, 20h59
SPOTREP #00026 :
[WEB]http://dev.arma3.com/spotrep-00026[/WEB]
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#54
18-06-2014, 17h28
Mise à jour !
[WEB]http://dev.arma3.com/spotrep-00027[/WEB]
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#55
03-07-2014, 14h47
SPOTREP #00028 :
http://dev.arma3.com/post/spotrep-00028
[WEB]http://dev.arma3.com/post/spotrep-00028[/WEB]
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#56
15-07-2014, 08h41
SPOTREP #00029 :
[WEB]http://dev.arma3.com/post/spotrep-00029[/WEB]
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#57
15-07-2014, 20h55
Si vous aussi vous avez un bug avec la campagne prologue (les cibles ne s'abaissent pas quand on tire dessus), désactivez le CBA.
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#58
21-08-2014, 14h12
SPOTREP #00030 :
http://dev.arma3.com/post/spotrep-00030
[WEB]http://dev.arma3.com/post/spotrep-00030[/WEB]
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#59
14-10-2014, 11h52
Mise à jour d'1.2Go bitchies!!!
Par contre je ne sais pas ce qu'elle ajoute :l
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#60
14-10-2014, 18h06
Ça
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.32 (Fixathon, New script commands, New event handlers, Weapon Inertia)
SIZE: ~1.2 GB
NOTES
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.30). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy130
CHANGELOG
DATA:
Thicker front lower armor plates on wheeled APCs
Texture definition added to Kerry's backpack class; it can now be re-textured
FIA Miller's and Stavrou's headgear randomization switched off
AAF Soldier LAT now has a backpack better suiting his needs
Compact backpack with digital camo has better alpha sorting
Naming of various structures has been updated to prevent at least some duplicates in ZGM missions
Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters
Units should be able to stay under water a little bit longer
Removed Plane_Fighter_03_wreck_F from Zeus
Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently among all stances
Fatigue for switching weapons was tweaked depending on your stance
Removed: Obsolete debug logs in MP Headhunters
Sample changes for door sounds
Solar power plant has a better set of sounds for its doors
Removed: Redundant BIS_fnc_crewCount from Functions_F_Curator (the function file is already in Functions_F)
Made objects based on the FloatingStructure_F base class show up in Zeus
20mm rounds are now using multiSoundHit instead of soundHit
Renamed: String for striped commoner clothes
Nikos’ clothes hidden from Editor and Virtual Arsenal
Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim
Time Trials - More voice-acting implemented for feedback
Time Trials - Vehicle fuel is now reset to whatever it was initialized with (not always 1)
Optics of arifle_MX_RCO_pointer_snds_F changed to be actually RCO
Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim
Unified font size in the HMD of the Hellcat
Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used)
Lowered volume of 2D samples in first-person view
Time Trials: Certain endings are now correctly failure endings (affects debriefing)
Time Trials: ‘Friendly Fire’ ending improved slightly
Time Trials: Missed CP penalty was not applied when it was the second-last CP
Set up correct duty values for binocular stances
Set up correct duty values for swimming
Slightly decreased duty of running in tactical stance with lowered weapon in crouch to balance lesser movement speed than is achieved in standard running motion in crouch with lowered weapon (enjoy decoding that sentence ;-))
Time Trials - Replaced use of set with pushBack for performance
Fixed: Time Trials - Situation where a penalty message was shown incorrectly
Fixed: Positioning of the muzzle flash on the Mi-48 Kajman's gun
Fixed: Static rotor of the UH-80 Ghosthawk should now collide properly
Fixed: Visual glitch in distant LODs of the A-143 Buzzard
Fixed: Visual glitch on the ammo belt of the M2A4 Slammer Up
Fixed: External camera of the T-100 Varsuk was unintentionally too zoomed out
Fixed: Missing polygons on the M5 Sandstorm MLRS weapon systems in a distant LOD
Fixed: Camo selections in distant LODs on the T-100 Varsuk
Fixed: Visual glitch on the wreck of the FV-720 Mora
Fixed: Missing camo selections in a distant LOD of the pilot helmet
Fixed: Levitating shadows of mirrors of the Ifrit
Fixed: An issue that could cause discrepancies in hit-to-kill ratios to soldier extremities
Fixed: Front seat passengers in the Zamak truck should no longer clip through the roof
Fixed: Alpha sorting on windows of the Zamak trucks
Fixed: Sounds of metal doors
Fixed: Camo selections of the Zamak have been tweaked
Fixed: Shadows of the Strider have been tweaked
Fixed: Thermal signatures of civilian vehicles have been adjusted
Fixed: Camo in lower LODs of some armored vehicles (
http://feedback.arma3.com/view.php?id=20055
)
Fixed: Tweaked visuals of APCs
Fixed: Glitches in Ghosthawk’s dashboard for passenger view
Fixed: Properly aligned HUD weapon crosshairs in the AH-99 Blackfoot
Fixed: Adjusted camo selections for the Wipeout
Fixed: Wreck model of the Speedboat
Fixed: Grenades now shoot from the correct muzzle of the RCWS turret of the UGV Stomper RCWS / UGV Saif RCWS
Fixed: Distant LODs of the Truck and the Zamak
Fixed: Showcase OPFOR - Player can be killed by the sniper
Fixed: Several Zamaks had troubles with their rear windows
Fixed: Busy support providers were not made available in an opened Supports menu once they finished their support run
Fixed: Possible error message in some cases of failure in VR Training
Fixed: Potentially missing tasks after Join-In-Progress in MP Tanks
Fixed: Interface flashing when showing ORBAT tool-tip
Fixed: Identity set in Arsenal (i.e. face and speech) was not broadcast over the network
Fixed: Respawn menu was sometimes flashing unexpectedly
Fixed: When the unit currently edited in Arsenal died, the interface and camera were not terminated (
http://feedback.arma3.com/view.php?id=20295
)
Fixed: Instant magazine reload time of some aircraft weapons (thanks to Ghost Bear)
Fixed: Various visual issues on the Gorgon
Fixed: UH-80 Ghoshawk - Missing ammo belt of the minigun
Fixed: Fire mode selector of camouflaged LRR
Fixed: Issue with different starting locations in Escape from Altis
Fixed: MP Tanks - AI-controlled platoon commander wouldn't move to the objective
Fixed: CAS Wipeout support module was not firing at the target
Fixed: Arsenal action was not visible (
http://feedback.arma3.com/view.php?id=20345
)
Fixed: Small exterior / interior sound bug for the Truck
Fixed: Reload of TRG in adjusted right prone is now correct
Fixed: Script error when using global Arsenal whitelist
Fixed: Possible RPT spam in Escape from Altis (BIS_fnc_spawnGroup)
Fixed: Variables assigned by BIS_fnc_objectVar were not preserved after an object's respawn, after its locality changed
Fixed: Environment - Sea plant glitch after collisions
Fixed: AI units always respawning at the starting location in Escape from Altis
Fixed: Various parts of vehicles now correctly utilize an environmental map to show proper reflections
Fixed: The main rotor of the WY-55 Hellcat now spins in the correct direction
Fixed: Sounds for double sliding doors were played twice
Fixed: Blackfoot has comparable cruising speed in Standard and Advanced FM (Helicopters DLC prep)
Fixed: Mi-48 Kajman has same cruising speed in Standard and Advanced FM (Helicopters DLC prep)
Fixed: Doubly played sound bug
Fixed: Possible issue with the rounds selection menu in the Supports module
Fixed: Very minor sector dominance (e.g. 4/7) was ignored because of bleeding value rounding to 0
Fixed: Name in 'Respawn Position' module had no effect, now it shows correctly in the respawn position menu. Additionally, BIS_fnc_addRespawnPosition accepts name as an optional param.
Fixed: BIS_fnc_addStackedEventHandler or BIS_fnc_removeStackedEventHandler removes also the personal waypoint function (
http://feedback.arma3.com/view.php?id=20602
)
Fixed: Unused story characters have been removed from the editor (they are still available in scenarios)
Fixed: Incorrect string references in previously unused Bootcamp conversations
Fixed: Material of VR helpers
Fixed: Expansions menu - Clicking on the Karts website referred to the Arma website
Fixed: Map icon size of the Strider doesn't match other MRAPs
Fixed: Clipping tube of ACO holosight tweaked (sharp cut-off of the holo dot fixed)
Fixed: Slow movement of armored vehicles doesn't cause camera shake
Fixed: Time Trials - Finish CP did not show IGUI element
Fixed: Threat values of b_g_soldier_unarmed_f
Fixed: Virtual entities are not in underwear anymore
Fixed: Respawn position names were not displayed in the respawn menu
Fixed: Script error in Zeus BIS_fnc_curatorObjectEdited
Fixed: Geometries and roadways on blunt type stones
Fixed: "Master VR" was called "Master Stratis" in the loading screen
Fixed: Crates dropped via Drop Support module would sometimes kill clients
Fixed: Parachute spawned via Drop Support module would sometimes not fold properly
Fixed: Sector names were not localized
Fixed: Threat values of various vehicles
Fixed: Zeus scenario names
Fixed: When using a vehicle respawn module (or setting vehicle respawn in Zeus), empty autonomous vehicles were always respawned with virtual crew
Fixed: Zeus wasn't able to create Virtual Objects in ZGM scenarios (
http://feedback.arma3.com/view.php?id=20726
)
Fixed: Selections for displaying damage on Offroads
Fixed: WY-55 Hellcat - Dashboard artifacts
Fixed: Fatigue should now work correctly for swimming and stances with binoculars
Fixed: Side color in editor
Fixed: Some missing entity types in the editor
Fixed: Disabled custom ending on death in Time Trials (conflicted with sandbox death screen)
Fixed: Displays were not off in the SUV when the engine was not running
Fixed: Reference to Independent rifleman in radio protocol
Fixed: Pilot and copilot of Orca have a proper death pose
Fixed: Various JIP issues in Escape from Stratis
Fixed: Various JIP issues in Escape from Altis
Fixed: Duplicated task notifications in MP Headhunters
Fixed: Tasks missing for a reconnected player in MP Tanks
Fixed: Ammo selection would not be shown in Supports menu when the artillery unit had only one ammo type
Fixed: Red dot of ACO optics should no longer glitch when sidestepping
Fixed: BIS_fnc_enemyTargets - Bug in the code example
Fixed: DAR didn't display a name in HMDs
Fixed: Delayed scrolling of cinema borders
Fixed: "Back to Hub" in VR Training no longer triggers from high altitude
Fixed: Cropped text on the Parameters button in the MP lobby
Fixed: The civilian truck has proper reflections based on the environment
Fixed: Shadow LODs / repaired geometries for finish gates
Fixed: Incorrect data types in the init display
Fixed: Soldiers are now able to board Zamak on the seventh cargo slot
Fixed: Desynchronization of cargo items / magazines / weapons on the insertion choppers in MP Showcase Combined Arms
Fixed: ORBAT tooltip was interactive even when hidden
Fixed: When players entered Splendid Camera while in optics, their head wasn't rendered
Fixed: Changing overcast in Splendid Camera took effect only after skipping time
Fixed: Zone Restriction was not working correctly in some cases in Bootcamp scenarios
Fixed: The "Arming mines" hint is now used correctly in the Placeables Course of VR Training
Fixed: Some Zeus challenges could have been completed by AI units
Fixed: Player would remain in ragdoll after an unsuccessful attempt in the VR Commanding - Vehicles Course
Added: Sound of starting pistol reloading
Added: Sound for getting in / getting out of the Kart
Added: Main rotor of helicopters is properly hidden when damaged by impacts
Added: One of the TKOH skins for the xH-9 family of helicopters was missing
Added: Object composition function
Added: New sounds for hits when you're inside a vehicle
Added: New module LocationEvacPoint_F
Added: New samples for ‘lay down from run’ animations and fixed desynchronized sound of fast crawling
Added: New surface for dirt runways with specific dust effect
Added: Weapon-related HMD elements of Orca should now always aim where the weapon aims
Added: New parameters for face injury materials (materialWounded1 and materialWounded2)
Added: New sounds for lowering and raising weapons (handgun + rifle)
Added: Badge Group Icon without surrounding circle
Added: Sound of rolling unarmed
Added: Zeus can now set new a waypoint type: DROP CARGO
Added: Hitpoints for some helicopters to prevent RPT spam
Added: New samples for helicopter crashes
Added: More memory points to get in specific positions of various vehicles
Added: Helicopters have proper camera shake based on G-forces
Added: Memory points for tail rotor detection
Added: Safe removal of spawned scripts (VR Training)
Added: Respawn tickets are now visualized also for sides with no playable units
Added: New sounds for minigun shooting and rotation
Added: New sound effects for rain on vehicles and vehicle crashes
Added: Parameter "features" describing possible script usage of helicopters, planes, armored vehicles, boats and wheeled vehicles
Added: Samples for parachutes
Added: New samples of rain on vehicles (interior / exterior)
Added: New sounds for vehicle crashes (interior / exterior)
Added: Camo selections to V_TacVestIR_blk
Added: Missing texture for lines on displays
Added: Ability to disable animal behavior script (variable BIS_fnc_animalBehaviour_disable in the namespace of an animal)
Added: "Time acceleration" module, giving Zeus the ability to set how fast time will flow (up to 60x, which means one day lasts 24 minutes)
Added: BIS_fnc_showMissionStatus and BIS_fnc_setMissionStatusSlot, functions working with mission status bar (displayed on right, shows captured sectors, respawn tickets, ...)
Added: BIS_fnc_MP now supports scripting commands, not only functions
Examples:
[nil,"saveGame",false] call bis_fnc_mp;
["Hello World","hint"] call bis_fnc_mp;
[[myObject,42],"setDir",myObject] call bis_fnc_mp;
Added: BIS_fnc_MP can now remotely execute only scripting commands defined in CfgRemoteExecCommands
Added: New explosion sounds for helicopters
Added: New sound samples of crashes of light vehicles
Added: Hotfix to disable loading / restarting when cinema borders are present (only works for Bootcamp and Survive scenarios)
Added: New, simplistic Zone Restriction system for all Bootcamp scenarios
Added: Desired fatigue hotfixes for the Survive part of the campaign
Changed: Volume of the UGL reload sound
Changed: Volume of the fire mode switch for most rifles
Changed: Improved effectiveness of SLAM mines against fast-moving vehicles
Changed: Sound of crawling
Changed: Gunners in Ghosthawk are now able to eject
Changed: Adjusted threat values of various vehicles
Changed: soundOverride parameters for rearm animations
Changed: Fade effect when leaving a Stage or the Hub (VR Training)
Changed: Sounds for all rearm animations
Changed: SUV survivability should be on par with Hatchbacks
Changed: Sound of free fall
Changed: Adjusted dispersion of helicopter miniguns
Changed: Removed jingles from scenario endings in the first campaign episodes
Changed: Launcher reloading volume increased
Updated: Credits with new special thanks
Updated: VR Cover Objects and VR Blocks now support recoloring via setObjectMaterial script command
Updated: New WRP for fixed geometries and roadways of blunt rocks
Updated: Default flight model of the Mohawk to be on par with its Advanced Flight Model (Helicopters DLC prep)
Updated: Lowered rain volume
Updated: Helicopter-related sound effects
Updated: AI rotation speed with various weapons
Tweaked: Thermal signature of the Cheetah
Tweaked: Vaulting animation SFX
Tweaked: Volumes of the fatigue and injury SFX
Tweaked: Characters' threat and cost values
Adjusted: Default flight model of the Ghosthawk to be on par with its Advanced Flight Model (Helicopters DLC prep)
Adjusted: Damage of minigun ammo
Tweaked: KIA animations of Hummingbird passengers
Tweaked: Orca SFX
Sound: New fatigue samples and new samples for artillery explosions
The function for exporting assets to Wiki has a new field for the "features" parameter
Improved: Industry Standard key preset
1) Hold breath is now separated to Left Shift so you don't have to always hold breath while you're in optics
2) Toggle raise weapon is now within convenient reach of double tap C instead of Right Shift. Therefore: 1xC is Combat Pace on / off and 2xC is hold weapon up / down.
Minor explosion sound changes
Set up explosion shielding of VR soldiers on par with ‘RL’ counterparts
Slightly optimized vests weight / capacity / protection ratios to better balance the costs & benefits of lighter vests versus those with more protection. These changes follow the general design that the more protection you carry the more fatigue you gain.
Potential campaign spoilers:
Uniform U_B_survival_uniform added to the list of required gear. As a result the uniform will be automatically given to player when they arrives at the armory.
Fixed: Within Reach mission in Adapt's task "Stay Undetected" did not fail in the case player was detected inside a vehicle
Fixed: Campaign - Within Reach - Choice about fuel truck in Bingo Fuel not reflected correctly
Fixed: Diplomatic Relations - Zone restriction being activated when entering the Hunter
Fixed: Common Denominator - The crate having 5.56mm magazines instead of 6.5mm
Fixed: Reality Check - Ammo failsafe firing every time you were rearmed
Fixed: Damage Control - Missing fires at the MoD
Added: (Hopefully, the last) failsafe to ensure the boats move in the Survive outro
Death Valley: Improved the balance of the fight through the valley
Death Valley: Charlie are now much more reliable at neutralizing the spotters
Tipping Point: Reduced effectiveness of the CSAT paratroopers and artillery
Diplomatic Relations: Adams will no longer face strange directions upon returning to him
Fixed: Damage Control - Soldier standing in the middle of the road
Player is given a default rifle on scenario start of the Survive intro if he didn't have one at the end
Mortar support is now removed when the attack starts and added again when ordered to engage the mortars in A_m03
Radio Silence: Your squad will no longer charge the reinforcements when you run out of mortar ammo
ENGINE:
Added: Direct control over the landing gear of helicopters
Added: Ban button to the player menu for server admins
Added: Security enhancement - Support for a "allowedHTMLLoadExtensions" parameter in Dedicated Server config files in order to limit abuse of the htmlLoad script command
Added: New commands for working with Future / Render visual state information
Added: UnitRemoveManager for SP and MP
Added: Support for tooltips in the CTree UI element
Added: New MP-friendly function added for deleting crew in vehicles (deleteVehicleCrew)
Added: Tooltips for Zeus item lists
Added: New scripting commands setPosWorld, getPosWorld (
http://feedback.arma3.com/view.php?id=20274
)
Added: Name parameter for the HandleDisconnect event
Added: New event handlers ContainerOpened and ContainerClosed
Added: New scripting commands - addBackpackGlobal and removeBackpackGlobal (
http://feedback.arma3.com/view.php?id=15298#c57190
)
Added: Script command scriptNull and isNull support for scripts were introduced (
http://feedback.arma3.com/view.php?id=14118
)
Fixed: ctrlSetPosition and ctrlPosition coordinates system for ControlObjects
Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics
Fixed: Disabled wind vortexes when a plane is destroyed
Fixed: Slow rotation of AI turrets in relaxed mode
Fixed: Desync caused by missing values in animal update messages
Fixed: Copy & paste of dead units in Zeus
Fixed: Game time multiplier resetting and saving with the game
Fixed: Game freezes when the player mouses over the DLC text in Field Manual
Fixed: Hold breath action
Fixed: CTD in Steam layer
Fixed: Truncated description of Workshop items
Fixed: Invalid zoom after binocular deselection
Fixed: Script command camSetDir doesn't normalize the given direction vector
Fixed: Hands on the steering wheel of the Offroad should now be animated correctly
Fixed: Equipment should not be cloned anymore when multiple players disassemble the same weapon
Fixed: Missing console log on server
Fixed: When you suffer certain damage you will be unable to heal yourself
Fixed: Controls not showing properly when connecting to a Dedicated Server with allowedHTMLloadExtensions set
Fixed: Game crash with access violation (
http://feedback.arma3.com/view.php?id=20456
)
Fixed: MP support for the setParticleClass script command
Fixed: Init message for setObjectTexture saved in MP serialization
Fixed: Items disappear when players use the take icon / contextual menu option
Fixed: AI passing through static objects placed via the in-game editor
Fixed: Vehicles - Offroad (Armed) - Error appears after player empties magazine
Fixed: assignAsCargo scripting command
Fixed: getVariable on null objects
Fixed: Possible CTD
Fixed: Possible CTD and missing cargo positions
Fixed: AI is not interrupted by hits during get in animations
Fixed: Ordered cargo positions for getting in
Fixed: Unable to link common items (radio, map, compass, ...) to a soldier's slot from its containers (vest, uniform, backpack)
Fixed: moveInCargo for Dedicated Servers
Fixed: Incorrect positions of some items around weapons like laser pointers, underslung grenade launchers, and shaking crosshairs
Fixed: Floating underslung grenade launcher
Fixed: Some scripting commands for inventory testing didn't work
Fixed: Solar power plant detection
Fixed: Dynamic blur in MP
Fixed: Unnecessary assert
Fixed: Unassigning empty objects from Zeus
Fixed: Missing unassign for the leaveVehicle scripting command
Fixed: Double calling of rotor collision and fixed the radius test
Fixed: Working with model UI control
Fixed: Hierarchy parent not reset in squad commanding
Fixed: Warning Message when a player takes a PCML from the ground and then its missile
Fixed: Removed multiplied actions for taking ammo
Fixed: CTD in IsAnySubtaskAssigned
Fixed: Spam of transport update messages on fuel change (
http://feedback.arma3.com/view.php?id=20668
)
Fixed: Unpublishing of an item in Workshop
Fixed: Inventory - Items disappearing when you try to move them from container to container in multiplayer
Fixed: Side score was not resetting after scenarios
Fixed: Program null-pointed while placing an explosive charge
Fixed: Ban button for server admins not working
Fixed: Adjusted the MP traffic diag; canceling various messages when called on local-only objects
Fixed: Adjusted IsOverride rule for the setObjectTexture init message (MP JIP optimization)
Fixed: Not working getPosATL
Fixed: Camera shake from scripts is now working even when it is disabled in difficulty settings
Fixed: Possibility to move Zeus units outside editing area by rotating them together with a module
Fixed: Zeus ungrouping issue
Fixed: Missing check when processing AskRemoteControlled message on clients
Fixed: Cursor skipping at high FPS
Fixed: Zeus object moving
Fixed: Guerrilla creates enemy laser target
Fixed: Crash caused by the '%' character in a PBO name
Fixed: Crash when player tried to take a vest from a dead body
Fixed: Visibility check log spam
Fixed: Workshop scenarios game saving / loading
Fixed: Removed the restart button for Dedicated Servers since it wasn't doing anything
Fixed: Changed the text of the continue button for Dedicated Server scenario selection based on user type
Fixed: Inventory of non-local vehicles was inaccessible
Fixed: AI soldiers get stuck in helicopters while disembarking
Fixed: Car calculation error and transfer message (MP optimization)
Fixed: AI passing through object placed via the setPos command
Fixed: Camera shake for high speeds
Fixed: Kerry's visage will no longer be replaced by profile settings after loading a save
Fixed: An issue where AI would sometimes refuse to enter a cargo position in a vehicle
Fixed: HandleRating eventhandler now also returns the handled unit
Fixed: Enabling gear for AI in another group's vehicle
Fixed: Some situations when AI would walk through setPos-ed objects (
http://feedback.arma3.com/view.php?id=19588
)
Fixed: Player score drawing
Fixed: Different number of magazines after reconnect
Fixed: Possible crash
Fixed: assignAsCargo for Dedicated Servers
Fixed: Eventhandler HandleScore now also works in scripts
Fixed: Slow rotation of UAV turrets
Fixed: End of the ATGear FSM, which was waiting for gear to be close
Fixed: Issue with assignAsCargo from editor
Fixed: CTD when accessing a null pointer
Fixed: Possible index collisions for assigning as cargo and moving in cargo
Fixed: Ragdoll starting inside vehicles on Dedicated Servers
Fixed: Now you can get out of static weapons after taking control of a UAV on a Dedicated Server
Fixed: CTD when accessing SteamMatchmakingServer object
Fixed: MP - Grenades or ammo can't be retrieved from a container inside a weapon holder
Fixed: Possible PhysX crash
Fixed: Turrets cannot be rotated in 3rd person view (Stomper)
Fixed: Rendering of alpha objects in TI (e.g. fences)
Fixed: Undefined variable in coefficients array (causing MP message spam)
Fixed: Equipment can't be retrieved from a container of dead players
Changed: Helicopter MFDs blink less when damaged
Changed: Scripting command serverCommandAvailable offers more available commands than can be processed through serverCommand
Changed: Script command moveInAny now returns true when moves were processed successfully (and otherwise false)
Changed: Event handlers ContainerOpened and ContainerClosed can be used even within weapon holders, vehicles, etc.
Changed: Adjusted how rudderCoef is applied
Changed: Adjusted network stats to count data of disconnected players
Changed: CalculateTimeError for static and moved out objects (problem with weapon holders, backpacks, etc.)
Added: Mission event handler HandleDisconnect when a player disconnects from MP
Added: Additional info for MP debug purposes (
http://feedback.arma3.com/view.php?id=19776
)
Added: Scripting Command: addMagazineCargoEx for bullet counts (
http://feedback.arma3.com/view.php?id=15286
)
Added: New HandleRating handler (player addEventHandler ["handleRating", {hint str _this}]
Added: New event handler HandleScore
Added: Config attribute which allows automatic closure of dialogs after scenario ending (closeOnMissionEnd)
Added: TaskSetAsCurrent eventhandler
Added: Collision test for tail rotor
Added: Most-used MP strings to a static table
Added: Accessible inventory in vehicles
Added: Condition for commanding menu IsHelicopterPilotSelected
Added: New scripting command - getHit for getting damage by hit point selection name
Added: Possibility to disable camera shake for external cameras
Added: Missing strings in static string table, removed duplicates (MP optimization)
Added: New scripting commands isLightOn, isCollisionLightOn, setPilotLight, setCollisionLight
Added: New scripting commands addWeaponTurret, removeWeaponTurret, turretLocal
Removed: Logging of too low vehicle speeds due to RPT spam
SSAO is now replaced with HDAO
Changed limit for marginal alpha objects when zoomed in
Engine on / off can be bound to a key in controls options
Nil values are now broadcast over the network using publicVariable
Crosshair size should be more descriptive even in high sway
Small optimizations and clean-ups in path finding
Ability to swim in shallow water
Sight alignment and sway distortion enabled (Weapon Inertia)
Workaround for UGC download when downloading the same item more than once
Proper handling of unsubscribe / unpublish command and content checks
Cooking convex mesh in build time (PhysX optimization)
Updated ship water contact
moveInDriver adds the vehicle to the group pool
Sound: Animation source position taken from memory points
Sound: Sub-mix globally supports stereo samples
Sound: Load internal sound coefficient from config
Sound: Limiter used on ‘weapons sub-mix’ to suppress distortion
Weapon Info - For manual fire the gunner’s info is no longer taken (pilot's remains)
rotorHFullyDestroyed is synchronized in MP
VR Training - New profile has progress of the previous one
Healing should not move the player
AI is sometimes unable to process the Reload action - first attempt at a fix
All logics have access to radio
Head wounds are now configurable in face config
Change enum type for ObjectRemoveMode to fix potential CTDs
Additional logging of MP traffic
Sound: Fixed: When any unit takes damage, the pain SFX are coming from the player
Sound: Hits and explosions removed from attenuation (vehicles)
Increased maximum distance for range detectors
Improved: Accessing inventory for items dropped from dead bodies
Reduced artifacts of multi-component fog
Loiter waypoint uses completion radius as a loitering radius
Additional profiling of the network server
Calculating total traffic from / to clients in traffic diagnostics
Adjusted: Text format of traffic diagnostics
Better unpublish handling for Steam Workshop
Improved: Networking cost for weather synchronization
Improved: Rotor ground collision test
Hotfixed: Multiplayer - Handgun duplicates itself when looted from a corpse
Scripting command local has been extended to work even for groups
nearestObject finds objects which are out of the map frame
Changed: Vest taken from / placed on a dead body is placed on the body
Zeus is now able to place not only scope 2 markers
The Missions and MPMissions folders were not created when the export function was used a first time. That caused the export to fail for newcomers (everyone had to create these folders manually).
Temporary zoom enabled for turrets with lockable weapons
Changed JIP handling of weapon, item, magazine and backpack cargo messages
Sound: Start / stop sounds for helicopters (internal variants played as 2D)
Showing Headless Client in Briefing screen
Small helicopter MP optimization
Hotfix to remove Post Processes when reconnecting from the lobby in MP
Properly canceling the Steam server rules in the server browser
LAUNCHER:
Fixed: Profiles were not refreshed after returning from Arma (if a user created or removed the profile while in the game)
Fixed: Wrong example hint for the Malloc parameter
Fixed: Wrong hint for the Config parameter
Fixed: Various English texts
Fixed: Status text was cropped
Fixed: Cropped example for the Beta parameter
Fixed: The right sides of addon items were cropped when an update was available for any addon
Fixed: Corrupted names of fields
Fixed: Arrows on buttons of a numeric box were not visible when the box was focused
Fixed: CTD when the Addon Cache becomes corrupted
Fixed: Processing addons that are in use (Arma is running) is delayed until no Arma is running
Fixed: Scenario appears in the addon list after update is clicked
Fixed: Missing message box while playing during the download of a loaded addon
Fixed: Reversed horizontal scrollbar
Fixed: An instance check
Fixed: When started after settings were reset in safe mode, settings were upgraded from the previous version. This now doesn't happen and settings hold their default values.
Fixed: Removed dead areas in header of collapsed news posts and combo box items
Fixed: Passing extra command-line parameters during restart
Fixed: Tooltip for command-line parameters
Fixed: Potential CTD when copying app version to clipboard
Fixed: A corrupted string in the pre-requirements verifier that was causing false-positive when checking for the Visual C++ 2012 runtime
Fixed: Corrected a letter casing for the parameter -cpuCount (was -cpucount)
Fixed: Failure (timeout) of addon download in Steam client resulted in the launcher download queue being stuck until the launcher was restarted
Fixed: Underscores were missing from addon names displayed in the addon list
Fixed: Added missing Czech localization of the message box displayed when entering safe mode
Fixed: Typo in Czech localization of the Open addon's web page tooltip
Fixed: Processing of an empty mod param (no Steam addons were loaded in this case)
Added: Visual highlight to the load order combo / menu
Added: Localizations (in all languages) for string "Open addon folder"
Added: Spanish and Japanese localizations
Added: Support for command-line passing directly to Arma
Added: -nolauncher option; will kill the application. Arma 3 is run before that with any additional parameters.
Added: New parameter support -enableHT
Added: A text field for the name of the input file of Autotest
Added: Check for requirements: VC++ 2010 / 2012 runtimes
Added: User debug / recovery mode (Ctrl + Shift)
Added: Minimum size constraints for the main window
Added: Logging of results and errors of window positioning (some people see the launcher in the taskbar, but no window)
Added: The top-most flag for the custom message boxes
Added: Version info into the main window footer
Added: Shared FontFamily resource describing Purista Light
Added: A note next to the version info in the main window's footer, informing the user that the launcher is running in recovery mode
Added: Second registry path to be checked when probing for the VC++ 2012 runtime
Added: A button "Subscribe addon from Steamworkshop" to the addon manager
Added: Expander arrows to addon list items
Added: An option to always disable hardware acceleration of the launcher
Added: Command-line parameters that force the Launcher to run in safemode (-safemode) or disable hardware acceleration (-nohwa)
Added: New localization and corrections
Added: Strings for new features
Added: A collapse arrow to the addon details when the details are expanded
Added: 'Update available' notification icon to addon list view rows
Added: Launcher news converter uses font reference from a shared library
Added: BROREP report icons to the news posts
Added: Detection of the SweetFX Shader Suite, automatically disabling launcher's hardware acceleration when detected (to work around 'invisible' window problem)
Changed: Tooltips and examples for the Malloc parameter, Init parameter, Cfg parameter and Par parameter
Changed: Browsing folder dialog now scrolls down to the selected item and expands it
Changed: Example for the Beta parameter to make it shorter
Changed: Example for the Par parameter (added a note on the .txt format, besides .par, into the hint)
Changed: Rephrased ‘missing requirements’ message
Changed: Style of the combo box with profiles
Changed: Website linked in the pre-requirements check to a new Launcher Troubleshooting page (
http://arma3.com/launcher/troubleshooting
)
Moved: Par parameter to section "Advanced"
Updated: German localizations
Updated: English strings
Updated: Position of buttons in the addon details; buttons moved to the bottom of the details
Updated: Addon list view rows spacing
Updated: Localizations
Updated: Launcher now shows an overlay over addon management while Arma is running to prevent breaking changes
Updated: Localization attributes for UI elements and prepared new strings in UI for localization
Updated: Better extra command-line parameter handling
Tweaked: Handling of command-line arguments
Modified: Number of posts in the ALL tab in the newsfeed is now limited to 5
Modified: List view style to move the scrollbar out of the columns header
Modified: Tab control, removed the empty box compensating for the scrollbar (related to modification of the list view style)
Modified: The recovery mode to force the application to run in software render mode
Modified: Limited number of news post in the RECENT tab to 5
Improved: German, Italian and Polish localizations
Removed: Excessive diacritics in translations
Removed: Checkbox "Always start in advanced mode" as it is meaningless since Advanced options are on a separate tab page
Removed: Font files from executable; font resources are now referenced from a shared library
Forced -mod= parameter to be presents at all times, even when no mods are selected
Variety of visual tweaks related to the font update (new Purista font has different metrics than the old one)
Dernière modification par
DoubleSquall
,
14-10-2014, 21h17
.
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