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Rem
Père fondateur
Lecteur de Sun Tzu
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#61
14-10-2014, 19h59
Et là le patch, et ben tu le prends dans la tronche
.
Ils ont bossé chez Bohemia...
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Elanion
Expert Stratège
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#62
14-10-2014, 20h58
C'est tout?
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Rem
Père fondateur
Lecteur de Sun Tzu
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#63
14-10-2014, 21h39
Par contre ça bousille toute la progression sur la campagne solo. Il faut repartir de zéro.
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DoubleSquall
Shérif retraité
Ami Facebook d'Hannibal
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#64
14-10-2014, 21h46
Quoi !?
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Turambar
Maître du Destin
Stratège avancé
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#65
14-10-2014, 21h53
Je m'en fous, j'ai déjà supprimé ma sauvegarde par accident
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Elanion
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#66
04-12-2014, 16h51
Nouvelle MAJ d'un giga environ:
Spoiler:
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 (1.34). It can be used to compare specific changes between major releases. The access code for this branch is:
Arma3Legacy134
A
Make Arma Not War Build
branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is:
MakeArmaNotWar
You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version)
Administrators can also use the command-line
SteamCMD
utility. The app ID is to be 233780.
Physics simulation powered by NVIDIA® PhysX™. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license.
CHANGELOG
DATA:
Added:
Vortex Ring State
for all helicopters using the Advanced Flight Model
Added: Class
HeadlessClient_F
to add Headless Clients into scenarios
Added: Target medal times and best / previous results in Challenges selection menus
Added: Weapon and equipment stats for Virtual Arsenal
Added: DLC weapons are now marked by a DLC icon in Virtual Arsenal
Added: Faction Showcases can now be properly ended
Added: Faction Showcase icon for the exit task
Added: Farsi and Altian VR protocols
Added: New deflection parameter for all materials
Added: Possibility to turn on / off spawn point emitter according to the linked sectors states. If multiple sectors are linked, the toggle can be controlled via AND or OR logical operators (Support MP).
Added: Sound of some stance changes and weapon to binoculars switching
Added: Function for opening the Field Manual (
BIS_fnc_openFieldManual
)
Added: Proper images for Sling Loading Field Manual entries
Added: Group callsigns for Support MP
Added: Unstuck mechanics for Support MP
Added: More foley sounds for characters
Added: Interactive links to the License Texts in the Field Manual
Added:
crewExplosionProtection
parameter to all land vehicles
Added:
BIS_fnc_configExtremes
- scans config paths and returns min and max values for each given property
Added: New modules to
cfgPatches
Added: Icons to flaps, landing autopilot and periscope depth actions
Added: New textures for AFM gauges to the layout editor
Added: TTs with Sling Loading will fail when the SLG component is destroyed and there are still loads to sling
Added:
delay
parameter for Virtual Providers in the Supports module
Added: Sorting of topics and hints in the Field Manual
Added:
overviewScript
CfgMissions
entry to allow displaying special information in the
overview menu
(used by Challenges)
Added: Throw and Put ‘weapons’ to VR characters
Added: Gorgon inside positions
Added: More names for Altis and NATO people
Added:
curatorObjectRemoteControlled
scripted event handler triggered when Zeus takes or releases control of a unit. Passed arguments are
[<curatorLogic:Object>,<player:Object>,<controlledU nit:Object>,<control:Bool>]
(the
control
argument is true when Zeus takes control and false when he releases it afterwards).
Added: More sounds for building destruction
Added: Samples for Quad-bike collisions
Added: Vertical get in animations
Added: Animation for hiding rocket pods of the Hellcat due to a community request
Added:
BIS_fnc_setObjectRotation
with the ground
Fixed: Removed non-existing source warnings from the RPT
Fixed: The clock in the cockpit of the PO-30 was turning counter-clockwise
Fixed: Taru is not bouncy anymore after getting in using AFM
Fixed: Destruction of Huron rotors
Fixed: Removed non-existing turret body warning from the RPT
Fixed: Make sure players cannot get into the mission if the scenario is over (Support MP)
Fixed: Added missing items to
cfgPatches
Fixed: Spawn AI Options module (Support MP)
Fixed: Arma 3 Helicopters website link in the Expansions menu
Fixed: Error message when an empty array is send to function
BIS_fnc_sortNum
(
http://feedback.arma3.com/view.php?id=20998
)
Fixed: Mk6 was still taking damage while firing in some edge cases
Fixed: Text clipping in the Setup Server UI
Fixed: Broken particle interval in rare cases for some effects
Fixed: Groups - Team Leader in the OPFOR Small UAV Team is spawned inside the UAV
Fixed: Group splitting in Support MP. Newly created groups were not counted to any manpower cap - they were not registered for any spawn point.
Fixed: Sabot rounds did insane damage to structures
Fixed: Link color in the main menu newsfeed after first launch
Fixed: Purging RPT spam during startup (tens of messages have been addressed)
Fixed: Path to the Tempest driver death pose
Fixed: Displaying of the HUD in Darter's driver position
Fixed: Script error in Support MP
Fixed: RPT warnings about missing hit points for stand-alone Taru pods
Fixed: Darters started to drown way too early
Fixed: If chat is disabled, it is not shown after 2 x Esc in MP
Fixed: Minor bug related to desynchronized animation sounds
Fixed: Boats were not able to store inventory
Fixed: Removed winch destruction effects from helicopters without a winch
Fixed: Hellcat (both variants) rotor bug
Fixed: Typo in the configs of Neophron
Fixed: The commander turret of Sochor had a wrong selection name in one of the distant LODs
Fixed: Driver of Motorboat has a correct death animation now
Fixed: Vehicle class in ORBAT asset list
Fixed: Equipment lists in Arsenal on the right (e.g. grenades or explosives) didn't disappear once a different category was selected
Fixed: The locking and unlocking of vehicles improved to fix a potential exploit of getting into the wrong seat by killing the crew
Fixed: Virtual Support Provider disappears in some cases when closing the Communication menu
Fixed: Muted HQ in Supports module
Fixed: The company logo in ORBAT credits wasn't visible
Fixed: M-900 had a wrong set of hit points
Fixed: Assault / Rescue Boat - Gunners inside the ship levitated slightly
Fixed: Reloading GM6 Lynx did not have an animation while in
personTurrets
Fixed: Craters created after helicopter / airplane crashes in the Virtual Reality terrain
Fixed: Destination selection handling in the Transport support module
Fixed: Virtual Support Provider would sink when placed above water
Fixed: HEMTT Medical - One of the passengers was clipping through cover
Fixed: Strings were replaced by numbers for
duty
and
variantAfter
properties in several states (engine expects numbers)
Fixed: The step over animation played during other actions when holding a rocket launcher and turning
Fixed: Sorting of anti-water part of Assault Boats
Fixed: BLUFOR Recon Marksman received batteries for his Laser Designator. Happy birthday to him!
Fixed: Strings were replaced by numbers for command properties in several command menu orders (engine expects numbers)
Fixed: Independent armored vehicles don't write warnings about their mirrors anymore
Fixed: The commander hatch of the Sochor now pops properly
Fixed: Take actions were inconsistent
Fixed: Kajman gunner is now willing to use even APDS on aerial targets
Fixed: Crawling animations are played slowly
Fixed: A soldier without gun stands up from prone very fast
Fixed: Players reload Zubr through their own hands
Fixed: Lean (barrel roll) left / right without weapon problem
Fixed: MBT-52 Kuma crew helmets stick out of the turret
Fixed: MH-9 Hummingbird - When players sit on the bench without gear they have the wrong idle animation
Fixed: Vehicle class
Training
localized
Fixed: Inventory animations are now properly looped
Fixed: Weapons (Launchers) - Missile blast was split in half (all but Alamut)
Fixed: Supports MP - Seems like the helicopter evac sequence was triggered too soon (now postponed until the driver is killed or 3 seconds elapse)
Fixed: Field Manual collision of IDCs that caused an unwanted texture change
Fixed: Weapon holders now use a multi-proxy model to display all the content
Fixed: Unpredictable behavior of Arsenal camera when close to the ground
Fixed: Truck FM string (
http://feedback.arma3.com/view.php?id=19474
)
Fixed: Static weapon crew is no longer shielded from explosive damage
Fixed: Recoloring of icons to black in the Editor after a change in Game Options
Fixed: Rogue missing
"$"
has been found, dragged back to its place in config, and instructed that it’ll be severely punished next time it goes AWOL
Adjusted: Get out points for Taru and Orca to prevent passengers getting stuck in the helicopter
Tweaked: Config refactoring of
Air_F_Heli
into older addons (should not affect the game)
Tweaked: Tactical Strikes should now be twice as powerful (Support MP)
Changed: TT08 - Removed simulation of random catastrophic party tent failure
Tweaked: It should be possible to complete a task when the player successfully crash-lands (Support MP)
Tweaked: Content browser images
Adjusted: Shadows of BLUFOR rifleman
Updated: Introduced new parameters:
minTotalDamageThreshold
(as
minimalHit
for total hit point), and
explosionShielding
(as total hit point for structures)
Changed: Distance of audibility of weapon firing
Changed: Moved contents of
UI_F_Bootcamp
to
UI_F_Curator
Tweaked: Minor sound changes for weapon switching
Tweaked: Optimized damage resistance of Cargo structures according to the findings of testing
Tweaked: Increased distance of explosion audibility
Tweaked: Decreased distance of launching missile audibility for Wipeout
Tweaked: Vehicle tires are now more susceptible to explosive damage
Tweaked: Made MRAP tires equal in durability to those of wheeled APC
Tweaked: Decreased indirect hit damage of RPG HE rockets and Titan AP rockets, for they did too much damage to certain structures. Their main purpose of anti-infantry rockets and ability to cripple armored vehicle movement remains unchanged.
Tweaked: Durability of boats
Tweaked: TT10 - Sling Load drop zones enlarged to allow for quicker drops
Tweaked: Sounds of mortar and GMG shooting
Tweaked: Reorganization of vehicle collision samples
Improved: Connections between pistol and swimming
Changed: Kart no longer protects its ‘crew’ from explosive damage
Adjusted: Ghosthawk lights now aim forward more to be more useful during landings
Adjusted: Firing from vehicles aim limits for HEMTT, Zamak, Tempest and Huron and position of the shooters
Changed: Categories in Editor > Modules are alphabetically sorted now
Tweaked: Re-linked sound samples for Sling Loading
Tweaked: Proper aim precision for two transition animation states
Tweaked: A bazillion of localizations and translations for various languages
Tweaked: Support MP - FSM adjusted, the cargo class is now controlled and the cargo needs to stay alive for at least 5 seconds for the task to complete
Improved: Katiba and M200 reloads
Tweaked: Accuracy of vehicle gunners was seriously lowered for Support MP
Changed: Made sounds for house hit point destruction guaranteed
Changed: Units can no longer fire while picking up a different weapon
Tweaked: Adjusted prone geometry / collisions
Tweaked: Support MP - OPFOR base size was wrongly set to 50m (changed to 200m)
Adjusted: Camera shake parameters for damaged helicopters
Tweaked: Optimized several ammunition types with new parameters. Their previous purpose and effectiveness should remains roughly unchanged, while a few shell types are slightly optimized or updated.
Tweaked: Decreased explosive resistance of Quad Bike tires, so they are now properly destroyed even by anti-personnel mines
Tweaked: Sling Loading in the Command Menu:
The drop cargo command is available only when pointing to the ground
The lift cargo command is available when a player is in a Sling Loadable vehicle
The background of the menu was made longer so the items don't overflow
The disembark command was disabled for all units in a helicopter with Sling Loaded cargo
Removed: Redundant moves and cleaned up RPT log
Removed: Rope object from Editor and Zeus
Support MP:
Tweaked: Support Katalaki:
Sector dependency changed and redesigned
The 3 middle sectors now control the spawning of vehicles
Many spawn points were re-positioned or deleted
Manpower caps and spawn setting adjusted
Group config adjusted: auto-riflemen added, medics replaced by riflemen, and AAT replaced by AT units
Spawn points adjusted on both sides
Spawn points are now separated by type
There is no dependency of the spawn points in sectors A and E
If a side has at least 1 of the middle 3 sectors, it gets a bonus vehicle spawn point activated
Tactical Strikes are now twice as effective
Added possibility to resupply and repair when crash landed at the maintenance point
Boarding units will now unstuck even when they are in combat
Improved: Trigger for crash landing at a repair point
Improved: Medevac procedure:
Soldiers run for empty space where a helicopter can land
Smoke is refreshed every time it wears off
Smoke is offset randomly to look more realistic
Medevac now triggers faster
Improved: Dead units and players are excluded from the group doing the evac sequence
Improved: Stop code execution when no-one is alive
Fixed: Problem counting dead crew as kills for OPFOR pilots
Tweaked: When a helicopter is destroyed on the respawn spot, it gets deleted much faster now
Hotfixed: An issue where
personTurrets
get locked and could not be unlocked (as a result the transport task could not get completed for helicopters with
personTurrets
)
Potential campaign spoilers:
Added: There is a safety check making sure the proper headgear and goggles are used
Added: 2 NVGs into the starting equipment pool for “Adapt”
Fixed: Beyond Recognition - Volume of the ending conversation with Crossroads
Fixed: Attention Deficit - South-West player dies by falling
Fixed: The flashlight is now properly set as a required piece of gear on the hub and correctly transfers to the Crossing Paths mission
Fixed: Inconsistency between the 'briefing' time and 'in action' time
Fixed: “Win” epilogue - Timing of the init events and effect
Fixed: “Win” outro - Timing of the init events and effect
Fixed: Even Kerry in later stages of the campaign shouldn't have random headgear and facewear
Updated: "Adapt" outro voice-over samples
Tweaked: Randomization of Kerry's headgear and goggles is now fully blocked
Tweaked: The destination waypoint position of one of the soldiers returning from mission adjusted so it leads him away from the briefing area. This should fix the possible collision of this soldier with the Kerry during the briefing cutscene.
Tweaked: Weather updates are now properly forced using command
forceWeatherChange
Tweaked: Beyond Recognition - Removed requirement for the pilot to reach the waypoint before the ending progressed
Removed: Names "Ryan" and "Taylor" from the pool of names the system can use to generate new identities
Tweaked: “Win” outro
Improved: Starting sequence (mainly timing of the events so they align much better)
Changed: All ambient AI-driven vehicles are now locked
ENGINE:
Added: Enable new
Headless Client
implementation
Added: Support for new Post-Process anti-aliasing technology -
CMAA
Added: Delay between commanded ejects of AI
Added: New properties for better damage handling (
explosionShielding
+
minTotalDamageTreshold
)
Added:
deflection
parameter for surfaces so there can be defined deflection parameters for each surface, not just for munitions generally
Added: New version of
allTurrets
so it can process either only a vehicle or a vehicle with / without person turrets returned
Added: Possibility to rotate multiple units even on the map (Zeus)
Added:
actionKeysNames
and
actionKeysNamesArray
can have a 3rd parameter to prioritize the chosen input device type like joysticks, controllers, etc.
Added: Debug message for catching a possible crash
Added: Condition variable
PlayerVehicleIsHookable
for Sling Loading
Added:
isLockingDisabled
parameter for all entities (they can be configured now so they are not lockable by anything)
Added: Possibility to set up an indirect damage protection coefficient for crew (
crewExplosionProtection
)
Added: New condition variable
isInHelicopter
Added: Auto-INIT scenario server-side
Added: Scripting command for determining player chat is shown (
shownChat
)
Added: Addon list changed event [SteamLayer]
Added: Clutter coloring by satellite map can be adjusted
Added: Possibility to force Advanced Flight Model from server config (
forceRotorLibSimulation
:
0
- options,
1
- forced on,
2
- forced off) - overrides
description.ext
Added: New
getObjectDLC
command
Added: Sound: Internal variant for hit sounds - extra set of samples
Added:
setUnloadInCombat
script command
Added: Option to
DisplayCapture
to sort scopes by average or sum of durations
Added: Command-line parameter
-loadMissionToMemory
to enable loading a mission file into memory before sending it to players
Added: Script function
configProperties
Added: BattlEye support for Headless Clients
Added: Auto-change of Headless Client player identity (identity / profile name of the HC is automatically changed to the assigned role name)
Added: Setting default profile for Headless Clients
Fixed: AI stuck in a weird loop after being moved via script
Fixed: Gamepad vibrates when not used (added more conditions to guard proper initialization of the time the gamepad was used last)
Fixed: Possible CTD
Fixed: Updated conditions for the time a controller was used before a scenario starts, so it won’t vibrate if not used during the actual game
Fixed: Possible CTD when calling
deleteVehicle
in init
Fixed: Lines drawn for empty groups placing previews
Fixed: Pending object's object does not exist during function call
Fixed: Destruction by collision of horizontal rotors connected [RTD]
Fixed: Dedicated Server AI aiming [FFV]
Fixed: Issue with players being in the commander turret instead of the driver seat in MP
Fixed: Ignore locking of a vehicle only for units inside it. Moving the getting off destination further away from the vehicle.
Fixed: Group lines being drawn in the map when a moving units operation is in progress
Fixed: Extensive values in low FPS recoil [FFV]
Fixed:
isAbleToMove
[RTD]
Fixed: Attempt to fix a crash when releasing PhysX joints
Fixed: Sleeping of not moving PhysX objects with applied force
Fixed: Automatic Zeus groups deletion
Fixed:
attachWaypointObject
script command can handle vehicles (fallback to
attachWaypointVehicle
when using a non-static object)
Fixed: Cut off hit point diagnostics output
Fixed:
setPos
command not disembarking unit properly [FFV]
Fixed: Only the target group strength was recomputed after joining groups via the
join
script command
Fixed: Possible CTD
Fixed:
IssueHook
so it is able to use a player’s vehicle as well
Fixed: Log spam:
"Permanent link cannot point to non-permanent object"
in MP
Fixed: Damaging crew before they can get out of a helicopter when drowning
Fixed: Remote controlled units can now enter an empty vehicle without being forced to get out (Zeus)
Fixed: AI won't start moving if its target destination is hard to reach
Fixed: AMV won't go through fences
Fixed: UTF string handling in addon paths
Fixed: Leaders were repeating the dismount command when a Landing Zone was not found
Fixed: CTD in multiplayer when a hooked object is deleted
Fixed: Added missing eject in emergency situations
Fixed: Possible CTD caused by wrong configuration of
getInProxyOrder
in the transport class
Fixed: Possible CTD
Fixed: Possible CTD when a hook waypoint has no target
Fixed: Camera drift while using TrackIR with aiming deadzone
Fixed: Filters [SteamLayer]
Fixed: Possible CTD
Fixed: AI climbing a ladder repeatedly
Fixed: Ordering multiple helicopters to load one cargo
Fixed: Zeus creating of units so it can be called even when a center is full of groups (you have some group prepared)
Fixed: Multiple analog inputs on one action are averaged instead of summed. Be sure to not set input you are not using for that action as this will lower the overall input.
Fixed: Gunners not disembarking from drowning helicopters
Fixed: Possible CTD
Fixed: Possible CTD and added a RPT message when this situation occurs
Fixed: Problems with
removeAllContainers
in MP (JIP messages for containers remain on the server)
Fixed: Possible CTD in Editor
Fixed: Not loading WRP file for a terrain when it is in local files and not binarized
Fixed: RPT spam
"LODShape::AddLoadHandler: Handler not present in shape..."
Fixed: Crash when updating weapon sounds
Fixed: Possible CTD on
AutoReload
Fixed: Switching between optics in
personTurret
positions in helicopters with
pilotCamera
[FFV]
Fixed: CTD when accessing a non-existent PhysX shape
Fixed: PhysX helicopters not resetting their ‘stopped’ status
Fixed: Z-axis of the camera shake shake equation
Fixed:
RoadSurfaceY
test. Removed duplicate code. Better
RoadSurfaceY
performance in some cases.
Fixed: AI in
personTurrets
staying in the vehicle in combat mode
Fixed: Free camera when head tracking is active
Fixed: Possible CTD
Fixed: Ragdoll death under water (more time to settle down)
Fixed: Sound: Closure sound uses fire audibility / distance
Fixed: Potential CTD
Fixed: AI
reactToDanger
executed more often
Fixed: Sound: Shooting not attenuated by distance when
cameraSwitch
is used
Fixed: Impossible ejection from moving airplanes
Fixed: Unhook waypoints so AI is able to drop even object type cargo
Fixed: Ambient (local-only) animals are not taken as targets
Fixed: Crash in the
objectIntersect
script command
Fixed: Helicopter fuel consumption
Fixed: Sound: Output voice differs from voice
SendList
, causing CTD
Fixed: Crash on entering vehicles [FFV]
Fixed: Crash connected to objects without anything in their
Roadway
level
Hotfixed: Animation weights serialization caused non-deterministic data (P3D file) used to be generated during the binarization process
Hotfixed: Possible crash in
IsLevelLocked
Improved: Better handling of unit info color changes
Tweaked: Dedicated Server simulation methods
Tweaked: Blending of satellite map and detail map can be better adjusted
Tweaked: Players can now order multiple units to Sling Load cargo
Tweaked: Optimized rope simulation in some cases
Changed: Renamed
getObjectDLCs
script command to
getPersonUsedDLCs
Changed: Do not show action to switch to launcher in
personTurret
[FFV]
Optimized: Updating of attached objects for buildings
Updated: Slightly faster handling of static target distribution
Updated: Optimization when processing a contact of two PhysX entities
Tweaked: Terrain uses shader without texture fetching in depth pre pass (based on feedback from Intel)
Updated: Sound: ‘global’ samples recycling
Improved: Optimized handling of light position updates (buildings) so they are updated only when there is some movement and not each frame
Tweaked: Minor PhysX-related optimizations
Improved: Creation of sound object only if audible (uses fast distance test to optimize shooting)
Changed: Standard shadow setting has lower cascade count
Tweaked: Sound: Dynamic sound source - extended sample selection rule to handle cases where only one sample is set
Changed: Block and unblock for network server thread simulation
Tweaked: Extended string usage statistics for MP
Tweaked: Optimizations in data stream compression techniques
Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker)
Changed:
DecompressShader
function is no longer a template
Improved: Disabled PhysX collision damage exception for tanks (they now take fall damage properly)
Improved: Adjusted a buoyancy type initialization to improve loading times
Updated: Sound: Crash sound delay
Changed:
“DaMmage”
was killed with fire, and only
damageHalf
and
damageFull
are kept
Improved: Buoyancy data is correctly serialized to / from the binary format
Tweaked: Workshop ID query for the subscribe next and unsubscribe all feature in Launcher [SteamLayer]
Removed: Warning about missing hit point when switching house to damaged object
Removed: Sound: Shooting from attenuation
LAUNCHER:
Added: Local mod support
Added:
"Click to update"
/
"Click to repair"
buttons
Added: New icons indicating the status of a mod: busy, corrupted, update available
Added: Subscribed content list changed event handler to Launcher's Steam facade, beside the mod list changed (right now this is just for diagnostics)
Added: Sanitizing multiple dots in mod folder names
Added: Enabled logging from the
Utils
library
Added: Additional exception logging
Added: Dialog description when selecting a local mod and localized the message box displayed when the selected folder doesn't contain any addons
Added: Better detection of mod corruption
Added: Better handling of the mod destination path after download
Added: A specialized message box is now displayed when multiple corrupted mods are marked for loading when the user hits the play button
Added: Parameter check for download queue items
Added: Localizable tooltips for standard caption buttons (minimize | maximize | close)
Added: Button to mod management page to subscribe to ‘Mods’ from Steam Workshop
Added: New localization identifiers for updated UI, added new localizable strings
Added: English and Czech localization of strings and messages related to local mods
Added: Dark border to the scroll bar to enhance its visibility
Added: Profile loader now automatically detects changes in folders where profiles are stored
Added: References to localized strings for the big update button / repair button styles
Added: Localization for 1.36
Fixed: Added missing loaded mod cache invalidation
Fixed: Possible CTD when no Steam directory is found in the registry
Fixed: Typo in the name of an event in
BatchSubscriber
Fixed: Position of the
"Select all"
check box in the mod manager was misaligned with mod check boxes
Fixed: Width of the app menu button was smaller than the options button (resized to match)
Fixed: Mod remained in busy state when the delete before repair failed
Fixed: Added missing bullets to the list of corrupted mods in the message box connected to the
Load All
/
Unload All
actions
Fixed: Updated main synchronization loop and added sync locks
Fixed: De-optimized loaded extension collection refresh after list composition
Fixed: Translations for UI elements that were moved to different containers or were renamed
Fixed: The
"Toggle All"
command now displays the same message box as the
"Play"
command when some mods can't be loaded
Fixed: Mods are no longer automatically marked as loaded after repair; they retain their previous state
Fixed: Missing path normalization
Fixed: The update button visibility converter could cause a CTD
Fixed: File download continued when an item was unsubscribed from Steam Workshop
Tweaked: Major code improvements
Tweaked: Performance tuning
Changed: All Steam addons are now considered mods (in the sense of mod info)
Changed: Pre-requirements check verifies the installation of the Visual C++ 2013 runtime
Modified: Updated web page URL for item subscription, added the 'Mod' tag to filter
Modified: Updated download queue to synchronization queue
Modified: Separated and grouped extension manager initialization; failed initialization of extension manager should not block player from running the vanilla game.
Modified: Commands and controls in options view related to local extension storage will be disabled when no local extension storage is created
Updated: en-US localization
Modified: Changed
'Addon'
labels for
'Mod'
as a general term for user content and modifications
Removed: A duplicate marking for loading when switching presets
SERVER:
Updated: Stand-alone Windows Dedicated Server (1.36)
Updated: Stand-alone Linux Dedicated Server (1.36)
Known issue: Steam client modifies the
steam_appid.txt
file incorrectly. In case of issues, verify its content is: 107410
Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
Try adding
-mod=curator;kart;heli;dlcbundle
to your
arma3server.exe
shortcut
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Raph_VR
Futur Empereur
Stratège du dimanche
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#67
04-12-2014, 20h09
ça veut dire quoi ça :
Updated: Stand-alone Windows Dedicated Server (1.36)
Est-ce que ça va régler les problèmes d'hébergmeent ou aucun rapport ?
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Turambar
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#68
04-12-2014, 20h41
Si votre serveur dédié est sous Windows, peut-être que ça améliorera les choses ; mais vu qu'ils ne disent pas exactement ce qu'il corrige, je doute que ce soit un gros fix.
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