Beiträge von VidosQ

    [INDENT] 04-02-2014
    EXE rev. 114929
    Size: ~177 MB


    KNOWN ISSUES


    • Some of the new turret / weapon scripting commands were accidentally removed again



    DATA


    • Fixed: Changing pistol or rifle for binoculars now has sound in all stances
    • Fixed: Healing yourself should now have a sound
    • Fixed: Kerry now has a vest with his nametag
    • Changed: Sound attenuation in helicopters
    • Fixed: Fonts - Added missing Cyrillic characters



    ENGINE


    • Fixed: Assigning radio item did not fire Take-event (http://feedback.arma3.com/view.php?id=16946)
    • Fixed: Situations that triggered an endless exhausted breathing sound loop
    • Added: Scripting commands getMass and getCenterOfMass


    [/INDENT]

    hab 2 Theorien warum die Broncos so waren:


    1. Der neue Inhaber
    [video=youtube;c1CQdz6IhDs]

    [/video]


    2. In Colorado ist das Kiffen legalisiert

    01-02-2014
    EXE rev: 114862
    Size: ~125 MB


    quote_icon.png Originally Posted by The Most Venerable Order of Configuration, Lord Pettka
    Data:


    • FIX: BIS_fnc_bleedTickets showed scripting error when no sectors were available
    • ADDED: Dynamic task loading in sector module
    • ADDED: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
    • ADDED: Ability to choose end type when setting mission countdown
    • ADDED: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0.
    • FIX: Calling BIS_fnc_respawnTickets to get side with lowest amount of tickets included also sides with no tickets defined
    • FIX: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
    • FIX: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armoured vehicles
    • ADDED: Insignias should work on all soldiers (as a last hidden section of each of them)



    Engine:



    icon_twisted.gif



    quote_icon.png Originally Posted by DnAviewpost-right.png
    I'm otherwise engaged the next few days



    v1.2
    - Added A-T launchers : M136, MAAWS, RPG 7, RPG 18
    - Added A-A launchers : Stinger, Strela
    - Added AK74M and AK74M GL Special forces RAILs version black and camo
    - Added FN FAL, FN FAL M203
    - Added BIZON
    - Added M1014 Benelli and SAIGA 12 shotguns
    - Added ANPEQ15 on M4s/416/417
    - Added ASDG Joint Rails OPTIONAL CONFIG (updated Robalo's optional config)
    - Fixed: aimpoint glass color
    - Fixed: small models\textures corrections
    - Updated: config

    31-01-2014
    EXE rev: 114819
    Size: ~160 MB


    quote_icon.png Originally Posted by The Most Venerable Order of Configuration, Lord Pettka
    Data:


    • FIX: Cargo parachutes are now correctly animated while opening and landing
    • FIX: Darter has been adjusted to withstand assembly even inside houses
    • FIX: Berrets have a correct texture
    • FIX: HQ module was deleting its group
    • FIX: Adjusted armour of Truck lights
    • FIX: Sounds of owl used as a trigger don't produce error message anymore
    • FIX: Optimized grenade throwing distance according to sudden realization than RL values are not very well intuitively perceived by player in-game
    • FIX: Kerry's backpack has a correct icon
    • FIX: Tigris texture fixed


    Engine:


    • FIX: Hotfixed rain artifacts
    • ADDED: Particles now have enhanced shader with possible performance gain
    • FIX: Fixed issue when updating subscribed mission
    • FIX: Ammo keeps disappearing even when bags are full
    • FIX: Unable to take weapon from own backpack to a hand
    • FIX: "TAKE" event handler does not fire for when you pick up an item which goes directly to your assigned items slot with default action


    Campaign:
    Spoiler:


    • FIX: Exit Strategy: Helicopter detection improved (should not detect player so easily now)




    icon_twisted.gif



    quote_icon.png Originally Posted by DnAviewpost-right.png
    I'm otherwise engaged the next few days



    [INDENT] 30-01-2014
    EXE rev. 114786
    Size: ~108 MB


    DATA


    • Fixed: Kuma Magazines
    • Another update of proper initSpeed for different weapons in their magazines



    ENGINE


    • Implemented new analog car steering controls (separate from standard ones in controls)
    • Fixed: [UAV] Being renegade after crashing Greyhawk
    • Minor tweaks regarding Steam Workshop


    [/INDENT]

    Stable:


    [h=2]CHANGELOG[/h]
    [h=2]ENGINE[/h]

    • Debugging information removed from the main branch version (more information)
    • Additional optimizations enabled on the Linux Dedicated Server version


    Dev:


    [INDENT] 29-01-2014
    EXE rev. 114740
    Size: ~167 MB


    DATA


    • Unified collision, fire and PhysX geometries of Panthers
    • Panther AA and CRV made a bit heavier
    • Bobcat suspension animations were reversed
    • Fixed: Some hitpoints on the Bobcat
    • Varsuk damage textures display improved
    • Tweaked: Convoy / normal speed of armored vehicles
    • Added: Missing rvmats on MLRS
    • Added: Ability to retexture Kuma
    • Yellow tracers for Kuma 120mm rounds
    • Tweaked: Dispersion for Slammer main gun
    • Fixed: List of addons for Dedicated Server to run Seize Edoris
    • Fixed: Some trigger-activated modules didn't work
    • Added: More sounds for various cutscene animations.
    • Added: Calling [<vehicle>,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
    • Lights of Hatchbacks are easier to destroy
    • Various power plants have their own map icons



    ENGINE


    • Added: Linear car control actions
    • PhysX integration code has been optimized
    • Hotfix for clutter generation under roadways near to sea shore
    • Rain disabled in thermal vision
    • Fixed: Commanding is not accessible in direct control of UAV
    • Fixed: Radio is not accessible in direct control of UAV


    [/INDENT]

    die map ist aus Arma 2 kompneten gebaut aber total neu. hab mehrere test gemacht und war schon auf ihr unterwegs. Die Dschungelatmosphäre ist Hammer. Erinnert an Lingor, aber hat mehr das Flair von Lateinamerika. Amazonas, Kolumbien... Klasse. Da passen auch wieder die Altis Zivilisten! Solltet ihr auf jedenfall nehmen!

    [INDENT] 28-01-2014
    EXE rev. 114714
    Size: ~482 MB


    • Added: More vehicle classes for structures (for UI organization)
    • Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
    • Added: Clan / insignia signs for most uniforms
    • Fixed: H_HelmetB_camo does have armor value 0 & passthrough of 1 (http://feedback.arma3.com/view.php?id=17078)
    • Fixed: Link to wrong textures of officer character
    • Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but V_PlateCarrierIA2_dgtl should not have a chance to save you from sniper rifle fire as V_PlateCarrierSpec_rgr could.
    • Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
    • Performed several minor explosive tweaks
    • Fixed: Naval Mine (Moored) does no damage (http://feedback.arma3.com/view.php?id=16978)
    • Fixed: Bullets shown in transparent magazine of PDW2000
    • Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
    • Kuma maximum gun depression increased
    • Fixed: Scripting command createUnit is now respecting height coordinate (relative above ground - 0 means place on ground)
    • Fixed: forceRespawn command. Now will not write into diary log.
    • Fixed: Wrong campaign menu OK button text
    • Improved building of texture index for land decals
    • The coefficient for small object clipping bounding box enlargement increased (to solve disappearing objects in some situations)
    • Radio Protocol: "Move to" object - added new map types & sound objects
    • attachTo script command should now work on MP mission init
    • Fixed: Automatic restart after change in Game Options, invoked from Campaigns or Scenarios




    Potential campaign spoilers:
    Spoiler:


    • Added: Jukebox module to most of the side missions
    • Fixes to various side missions:
    • [INDENT]Dead ghillie hunter has LRPS scope instead of SOS[/INDENT]


    • [INDENT]Redundant triggers and objects deleted[/INDENT]



    [/INDENT]

    [INDENT] 27-01-2014
    No new EXE
    Size: ~525 MB


    • PhysX should not be different on Panther variants
    • Adjusted clipping of Marid drivers while getting in or out
    • Improved gearbox behavior on MBTs
    • Tweaked: Muzzle smoke particle effect (optimization)
    • Added: Task notification is now compatible with nested displays
    • Full credits: updated actors and a moderator
    • Fixed: Multiline in init EditBox (you are now able to use even text longer than the field itself)
    • Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
    • Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
    • Fixed: Error in PCML optic when ADS (http://feedback.arma3.com/view.php?id=16850)
    • Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)




    Potential campaign spoilers:
    Spoiler:


    • Patrol tweaks:
    • [INDENT]More infantry patrols[/INDENT]


    • [INDENT]AAF and CSAT light riflemen received boonie hats resp. bandanas to distinguish them better from others units (target priorities)[/INDENT]


    • [INDENT]Few (locked) Medical Zamaks added to 2nd and 3rd Scouting[/INDENT]


    • [INDENT]Static weapons replaced with wandering support teams[/INDENT]


    • [INDENT]More SMGs and corresponding magazines for CQB fans[/INDENT]



    [/INDENT]