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  • Arma 3 - Les mises à jour




    Première grosse mise à jour pour la version alpha et alpha lite d'Arma 3, qui fait passer le jeu en 0.52. De nombreux problèmes connus sont encore répertoriés (>> ici)

    DONNÉES
    -Showcase SCUBA:
    Seuil d'alarme plus indulgent
    Ajout de conseils supplémentaires
    Amélioration des fins du scénario
    Ajout de roquettes supplémentaires pour le lanceur

    -Showcase Helicopters:
    Optimisation des performances
    Quelques modifications mineures

    -Showcase Vehicles:
    Seuil d'alarme plus indulgent
    Quelques modifications mineures

    -MP: Escape from Stratis
    Correction: succès de la mission après la reprise du jeu
    Module "Combat Get In" ajouté
    Le temps de respawn est maintenant de 30 secondes (au lieu de 120)
    Amélioration des fins de mission
    Une nouvelle tâche apparaît quand les deux hélicoptères sur l'aérodrome sont détruits
    Nouvelle fin de mission pour "tous les bateaux et les hélicoptères détruits"
    Message d'avertissement lorsque le chef de groupe est contrôlé par l'IA
    Le Ka-60 Black en patrouille décharge maintenant des troupes sous les tirs ennemis
    Plus d'ennemis à l'aérodrome
    Ajout de nouvelles localisations sur la map

    -MP: Headhunters
    La tâche «Exfiltrer» est maintenant définie comme actuelle après l'élimination de toutes les cibles
    La mission se terminera lorsque chacun des joueurs sera soit près du marqueur "exfil", soit dans un bateau
    Module "Combat Get In" ajouté
    Désynchronisation possible lors du respawn en multijoueur corrigée

    -Nouvel écran de fin de scénario ajouté
    -Amélioration visuelle des notifications de tâche
    -Mouette en respawn "BIRD", "GROUPE" et "SIDE" remplacée par une simple caméra spectateur
    -Le bouton Scénario est maintenant toujours disponible, même quand il n'y a pas de contenu
    -Ajout d'entrées supplémentaires dans le Field Manual
    -Compas et montre redimensionnés
    -Rotation du minigun du Ka-60 corrigée
    -Pénétration des portes et des vitres du Ka-60 corrigée
    -Les passagers du MH-9 peuvent maintenant voir la queue
    -Armes des hélicoptères peaufinées
    -Les noms de classe des Ifrits sont maintenant les bons
    -L'Alamut et le MX SW ont maintenant les bons icônes dans le menu de commande
    -Les contre-mesures sont maintenant stockées dans une seule "case" par véhicule
    -Ajout du bon logo Alpha Lite dans les écrans de démarrage
    -La plupart des fenêtres des maisons est maintenant destructible
    -Les armes statiques devraient être plus solides, ne devraient pas être ciblées par des missiles guidés et ne devraient pas être démontées par un joueur lorsqu'elles sont détruites
    -Ajout de camouflages supplémentaires disponibles pour les gilets et casques
    -Les uniformes de la faction Red ont leurs propres noms de classe
    -Priorités modifiées dans le menu d'action
    -Les mires en métal du TRG ont été modifiées en tenant compte des commentaires
    -Les collimator sights sont maintenant utilisés en priorité sur les lunettes combinées (Ctrl + RMB par défaut pour changer)
    -Tremblement pour les munitions 6.5mm retiré
    -Correction de quelques chevauchements dans l'interface utilisateur du navigateur multijoueur.
    -L’adresse URL squad.xml ne sera plus directement modifiée en majuscule (écriture possible en minuscule)
    -Correction du chargement de l'éditeur qui était long lors de l'utilisation des fusils MX
    -Ajout de la vue libre dans les véhicules via l'option par défaut
    -Les couleurs des traceurs ont correctement été réparties entre les factions
    -Le poisson devrait être moins enclin à voyager sur les terres

    MOTEUR
    -Amélioration des ombres
    -Amélioration de la performance du réseau (les véhicules ne laggent plus autant)
    -Correction de plusieurs crashs du jeu
    -Correction de la synchronisation des équipements posés en MP
    -Correction de divers bugs et crashs liés à l'inventaire
    -Amélioration des collisions de véhicule
    -Les grenades ne peuvent plus être jetées sous l'eau
    -Correction des secousses de la caméra en avion/hélicoptère
    -Les versions par défaut et en développement ont une numérotation différente pour éviter les incompatibilités en multijoueur
    Dernière modification par DoubleSquall, 26-10-2013, 13h51.

  • #2
    Mini mise à jour aujourd'hui, vraisemblablement pour régler un problème de crash en multi. Un autre message des développeurs sur leurs processus de mise à jour :

    FROM: Project Lead
    TO: Alpha Users
    INFO: First big update and Community Focus
    PRECEDENCE: Flash

    SITUATION
    Yesterday we deployed the first update on the default branch of both the Alpha and the Alpha Lite (same changes). Next to a set of miscellaneous fixes, tweaks and additions, it also included some work-in-progress shadow improvements. The main idea was to make them look more soft, hide artifacts and also optimize the shaders powering them a little. We've also learned new lessons from this first 'patch', which we'll incorporate into our processes for the next one. We do have to keep stressing that we are in Alpha, meaning even pre-Beta. This means some updates will be a step forward in various areas, and potentially a step back in certain others (temporarily we hope). It also causes a lot of maintenance for creators of custom content and server administrators. Please remain patient as updates propagate into everyone's game, their servers and the mods.

    INTELLIGENCE
    The 0.52 version unfortunately contained a particularly nasty crash in multiplayer, for which we have published a default branch hotfix.

    Not all issues you may encounter are caused by the vanilla Alpha. Our own work is far from done, but please do take into account the potential downside of mods. If they become incompatible due to a game update, they may even cause the game not to start. First try to disable or remove mods and test again. Next, look for updates to such mods, or check with their creators about their status. This is a pitfall of being an open platform and having modding even during Alpha, but we firmly stand behind leaving it enabled throughout.

    We've started to highlight cool community content via several channels. The main website has a Community Focus widget with several tabs that will be updated regularly. And on our social channels we'll occasionally link to useful websites, cool content, nice machinima and exciting mods. Let us know about nice content by Tweeting our official channel, using #Arma3, or promoting it in the forums.

    It's almost time to let you know the specifics of the Supporter Edition and who made it into the credits for example. We feel we have a solution that is fair, given some of the troubles on release day. A special page with details and the opt-in functionality for those people will be made available soon. We again wish to thank everybody who is supporting us and Arma 3 development!

    OPERATIONS
    Your Player ID (visible in the profile settings) may have changed to be longer. This is not a bug. Please update your Squad's XML indexing if you use it for multiplayer.

    Performance optimizations, anti-cheat solutions, Dedicated Server packages and tool releases are all in progress. They are big tasks and once we have specific deployment dates, we will share those.

    LOGISTICS
    The 0.52 update and all other updates are automatically downloaded via Steam if you did not manually disable that option. Sometimes restarting the Steam client helps to trigger the update, if it did not do so automatically.
    Evidemment ça reste une alpha, donc il faut s'attendre à voir des ajouts qui seront retirés pour être réimplantés une fois revus, etc...
    C'est la première fois que j'achète un jeu en Alpha et je trouve que voir le développement "de l'intérieur" est passionnant .

    Commentaire


    • #3
      Deuxième mise à jour importante pour la version alpha et alpha lite d'Arma 3, faisant passer le jeu en 0.54. De nombreux problèmes sont encore répertoriés (>> ici)

      Partiellement traduit

      DONNÉES
      Added: improved public debug console
      New light rendering added for bushes
      More detailed middle distance terrain texture added
      Adjustable stances for sidearms added
      Sprint speed decreased
      Tweaked transitions from ragdoll
      Fixed transition from free fall into swimming and onto land
      -Nouvelles animations pour la nage avec un fusil
      -Correction de la course "à genoux" avec un fusil.
      Rifle raised idling for AI fix
      -Amélioration des mouvements du pistolet en position couchée
      -Rifle & pistol evasive move fixes (disabled optics)
      -Suppression de l’oscillation avec l'ajustement vers le bas en position couchée
      Pistol self healing (?)
      -Amélioration de l'animation de la course "à genoux" avec une arme levée
      -Amélioration de la transition entre la position couchée et la course
      -Le joueur pouvait tirer à l'arme de poing durant l'animation de soin.
      -Le passage de la position couchée à un sprint en étant désarmé causait un glissement visuel.
      -Ajustement de la priorité des actions dans le menu action.
      -Petites corrections de placement d'objets et du terrain de Stratis.
      -Ajouts de nouveaux effets post-process pour les blessures
      -Correction de la jauge de fuel pour la famille d'hélicoptère MH-9
      -Le MH-9 peut maintenant embarquer plus de soldats
      -Multiplication de l'icone cible dans le Ka60 quand l'affichage du viseur tête haute était retiré
      Ifrit cargo pose added (?)
      -Visualisation du compas modifiée
      -Nouvelles ombres secondaires LODs (lunettes, bandoulières, ceintures, respirateurs (bouteilles des plongeurs))
      -Petites corrections de la sélection du camouflage
      -Correction: les sites (?) ne placent plus des points de passage de patrouille sur l'eau
      -Les emplacements civils étaient désactivés
      -Les écrans Logo et tagline ont fusionné
      -Le menu principal du jeu et l'indicateur de version pouvaient se chevaucher
      -Ajout: une mission avec un fichier description.ext affiche maintenant le texte "Unknown" au chargement de la mission
      -Ajout: Unknown author s'affiche aussi pour les cartes
      -Correction: une mission recommencée réinitialise maintenant le compteur de rechargement
      -Ajout: le chargement d'une sauvegarde "continue" n'augmentera plus le compteur de rechargement
      -Correction: une mission échouée avait deux écrans de debriefing
      -Correction: la fin "Lose" ne s'affiche plus avec le titre "Mission Completed"
      -Correction: l'icone Error n'est plus affichée pour les logics
      -Correction de la sélection incorrecte de sujet après la fermeture et la réouverture du Field Manual
      -Correction: le bouton "Respawn" n'est plus activé dans les missions avec les réapparitions "NONE", "BIRD" ou sans paramètre
      -Ajout: le paramètre "respawnButton" peut maintenant activer les types de réapparition qui étaient jusqu'alors désactivés
      -Géométrie corrigée (collisions de l'IA avec les bâtiments corrigées)
      -Nettoyage des classes Config pour les armes
      -Correction: http://feedback.arma3.com/view.php?id=4189
      -Correction: http://feedback.arma3.com/view.php?id=6333
      -Correction: http://feedback.arma3.com/view.php?id=6719
      -Correction: http://feedback.arma3.com/view.php?id=3087
      -Correction: http://feedback.arma3.com/view.php?id=1903
      -Correction: http://feedback.arma3.com/view.php?id=3837
      -Correction: http://feedback.arma3.com/view.php?id=5511
      -Correction: http://feedback.arma3.com/view.php?id=5709
      -Correction: http://feedback.arma3.com/view.php?id=5619
      -Correction: http://feedback.arma3.com/view.php?id=6664

      MOTEUR
      -Nouvelle technologie pour le brouillard
      -Optimisation du Picture-in-Picture
      -Petites corrections sur les ombres du terrain
      -Correction: l'IA ne tirent plus sur des cibles qu'elle ne voit pas (mais qui étaient localisées par d'autres membres du groupe)
      -Correction: http://feedback.arma3.com/view.php?id=5210
      -Correction: http://feedback.arma3.com/view.php?id=1126
      -Fusion des changements et corrections provenant des patchs bêta d'Arma 2 : OA
      -Correction de la synchronisation de position MP
      -Amélioration des performances relatives à l'instanciation d'objet
      Fixed - AI disembarking when moving to another vehicle position incorrectly
      -Correction du crash au chargement du jeu avec "addAction"
      -Correction des crashs liés aux collisions PhysX
      -Correction: http://feedback.arma3.com/view.php?id=6881
      -Correction: crash en prenant un RPG Alamut posé au sol
      Larger string buffer for the 'format' script command
      -Correction: le rechargement de différent type de chargeur ne fait rien mais enlève le chargeur (?)
      -Correction de la destruction de véhicule utilisé avec des objets dans leur inventaire
      -Correction de la position des créatures ambiantes après le chargement du jeu
      Fixed: remote destroyed wheels have now the right distance detection to the ground
      Fixed: healing sound effects were endlessly looped
      Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
      Free fall inventory access fixed
      Magazine manipulation while discarding weapons tweaked
      Items' behavior while moving from dead body to container tweaked
      Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
      AI running up and down hill tweaked
      Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
      Fixed: RMB to equip did not work for binoculars
      Fixed: Vehicle commander stepped optics zoom did not function correctly
      Fixed: artifacts on water near shore when looking from high distance
      Solved issues related to flickering optics
      Dernière modification par DoubleSquall, 24-04-2013, 15h13.

      Commentaire


      • #4
        Troisème mise à jour importante (alpha et alpha lite) qui fait passer le jeu en 0.56. Cette mise à jour se penche entre autre sur la sécurité en multi.
        De nombreux problèmes sont encore répertoriés (>> ici)

        DONNÉES
        Added: Functions are now compiled using newly introduced compileFinal
        Added: Functions meta data are now secured against rewriting
        Removed use of vulnerable script commands in DynO functions
        Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
        Fixed: BIS_fnc_sideColor can now load non-number values
        Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
        Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
        Added: BIS_fnc_spawn
        Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
        Fixed: BIS_fnc_error was not working correctly
        Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll

        MOTEUR
        Fog is now really enabled for this branch
        getFuelCargo, getAmmoCargo, getRepairCargo commands added
        Fixes to serialization of particle emitters
        Fixed: shoreline was not covered by fog properly
        Correct vonCodecQuality is set now
        Fixed: Animation source gear for PhysX vehicles
        Fixed: Ships are now using the correct Arma 3 gearbox
        Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
        Fixed: canMove on a vehicle with dead driver would return false in some cases
        Improved synchronization of structure destruction in MP
        Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
        Fixed: AI now uses optics better to detect enemies
        Fixed: Switching HDR settings could cause graphical corruption
        Added: Removing destroyed buildings from PhysX simulation
        Fixed: Crash opportunity related to PhysX
        Added: new events for inventory event handlers: "Take" and "Put"
        Fixed: improved path planning related to roads
        Tweaked darkness detection and use of NVG by AI
        Minor optimizations to dynamic lights
        Added: difficulty command to return high-level selected difficulty mode
        Added: getArtilleryETA script command
        Input Array: [unit, targetX, targetY, targetZ, magazineType]
        Returns: ETA of the first available mode (the mode the AI will probably use)
        Fixed: Glitch in blending of 2 animations masks
        Added: compileFinal command
        Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
        Made all script commands final (no longer possible to reassign in most circumstances)
        Fixed: healing sound could play in an endless loop
        Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
        On steep surfaces, players now crouch instead of fully standing up
        -showScriptErrors enabled by default
        To allow better debugging (may or may not be changed for final release)
        Dernière modification par DoubleSquall, 02-05-2013, 15h21.

        Commentaire


        • #5
          Très petite mise à jour: http://alpha.arma3.com/sitrep-00011

          Ce qu'on peut en retenir, c'est que la bêta approche (d'ailleurs, si on suit le changelog de la development branch, ça se voit encore plus).

          FROM: Project Lead
          TO: Alpha Users
          INFO: Beta preparations, combat radio protocol, respawn system
          PRECEDENCE: Flash

          SITUATION
          This week our grand Beta mobilization has begun in earnest. As such, this SITREP will be quite light on Intel - too busy rallying the troops. We are putting a lot of effort into getting the selected content working well. Understandably you would like to know already what this content will be, but we'll not specify for a few more weeks. This is not (entirely) to torment you, but we want to make sure we can deliver. Be patient a little longer and you'll be rewarded with a cool upgrade to the Arma 3 sandbox with more variety and firepower. Hints of specifics may start dropping in the coming weeks, but look towards a certain large annual game expo for all the details!

          INTELLIGENCE
          Supporting server admins continues by giving back the possibility of hosting multiple servers per HW / OS-instance. Keep an eye on the Dedicated Server status thread to see where we are on the road map.

          Designer Karel Mořický has worked on making respawn systems more consistent by introducing templates. These control the suite of scripts and effects executed when a player dies and respawns (e.g. spectator camera and seagulls). The framework is documented for multiplayer designers on the Community Wiki.

          OPERATIONS
          This week we are making another internal Alpha snapshot for evaluation. If it passes, we intend to release it via SPOTREP next week. This is quite soon after the previous update, but that was really more a hotfix. It did not contain most of what was already on Development branch. This update should also be the first to include the separate Dedicated Server binary for default branch.

          The Audio team and Creative Director Crowe are busy recording the radio protocol (including a new protocol for combat situations - more tense and stressed) with more voice actors. One 'Jayholder' protocol and one other actor variant of this can already be heard in Development branch starting today (when your squad is in combat behavior mode). They are still finding the sweet-spot for tone as they do more recordings. A stealth protocol is Oscar Mike.

          The Arma 3 Beta will be using the exact same application on Steam as the Arma 3 Alpha (Lite will be discontinued as previously announced). There will not be a need to re-install or install a different game (but the update is going to be hefty in size). In the weeks leading up to the actual release on default branch, we will likely be staging Beta content on the Development branch. Such staging will of course be announced with details, but there is to be a transition period during which you see Beta content in a game branded as "Alpha". We hope you'll be able to suffer through this confusion and enjoy the glimpse at the future.

          LOGISTICS
          Caution: when we do transition to Beta, we will intentionally change the user profile paths. Mainly we want to do this to provide one more proper default detection of options (reset). We do not plan this for the transition from Beta to full release. It should not be too much of a hassle, since if desired you could copy (with some renaming) existing profile files.

          Commentaire


          • #6
            Nouvelle mise à jour aujourd'hui, et non des moindres

            CHANGELOG

            DATA

            • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
            • Comprehensive lighting tweaking (details)
            • Environmental tweaks: sun, lens flares, material changes for changed lighting
            • Lights optimization
            • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
            • Increased light intensity of muzzle flashes
            • Added: dedicated combat radio protocol
            • Added: dedicated stealth radio protocol
            • Fixed various radio protocol issues
            • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
            • Alarm sound now also configured under CfgSounds, as “Alarm”
            • Improved Ka 60 fire geometry
            • Various types of lights on the Ka 60 improved (placement, parameters)
            • Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
            • Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
            • Adjusted mass distribution of MH-9
            • Fixed: Position lights of helicopters have been adjusted
            • AI helicopter handling improved
            • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
            • Speedboat (minigun) now uses correct muzzle points
            • Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
            • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
            • Tweaked MRAPs' maximum light radius to improve performance
            • MRAPs should have tracers every third shot now
            • Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
            • Launcher AI settings and weapon performance configuration tweaked
            • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
            • Material penetration properties modified
            • Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
            • Holosights have been replaced by ACO for Katiba
            • 12.7mm HMG Rate of Fire fixed
            • Tweaked missiles for AH-9 to be better used by AI
            • Adjusted DAGR locking cone and adjusted its AI characteristics
            • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
            • Fixed: MXM and MX SW handles have better materials
            • Range Master character added
            • All chest rigs should be of better visual quality
            • BLUFOR marksman's has changed its color to match his uniform
            • Removed hand grenades from helicopter pilots and crew
            • Diver UW magazine count modified
            • Automatic rifleman shouldn't have a tracer round every bullet anymore
            • Removed little cubes from BLUFOR rifleman's right wrist
            • Fixed: Missing texture of backpack has been re-mapped
            • Movement speed tweaking and unification deployed
            • Various little tweaks and fixes on common houses
            • Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
            • Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
            • Added numberOfDoors parameter to structure configs
            • Added numberOfHatches parameter to structures configs
            • Reduced durability of reflectors and markerlights on structures
            • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
            • Last / distant LOD for plants improved
            • Fixed: various bush material / alpha shaders
            • Smoke shell effect tweaked
            • Rocket effects tweaked
            • Blood hit and fire dust effects tweaked
            • Added small settlement near Kamino firing range
            • Stratis bridges improved for characters and vehicles
            • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
            • Tweaks to Stratis lamp placements
            • Fixed: Sandbag barriers adjusted on Stratis
            • Added: New system for displaying scenario overview information
            • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
            • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
            • Added tooltips to CListBox and key presets
            • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
            • Welcome Screen no longer shown for new profiles made during the same session
            • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
            • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
            • Fixed: Quick command linked to the old communications menu
            • Added: Correct cursor for supports communications menu
            • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
            • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
            • Added: Communication menu manager
            • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
            • Fixed: Functions viewer was not working when launched from mission editor
            • Added: Adding new control presets and their tooltips
            • Fixed: Notification area is now wider
            • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
            • Field Manual Commanding / Move hint improved
            • BIS_fnc_arrayShuffle added to functions
            • Fixed: BIS_fnc_infoText was using obsolete sound
            • Added: A notification is displayed when a new communication menu item is added
            • Fixed: allowFunctionsRecompile description.ext param had no effect
            • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
            • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
            • Optimized: BIS_fnc_selectRandomWeighted
            • Added: Variable header added to local functions
            • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
            • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
            • Fixed: Chromatic aberration remained when camera was launched from the pause menu
            • Removed: pauseOnLoad.sqf redundant script
            • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
            • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
            • Added: Error message will now interrupt loading screen
            • Fixed: The default editor template was still calling functions
            • Fixed: Feedback FSM optimization
            • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
            • Added: Correct ETA for mortar support in SCUBA mission

            ENGINE

            • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
            • Updated to Physx3.2.4
            • Fixed several MP synchronization issues
            • Fixed several crash opportunities in SP and MP
            • Several inventory interaction and stability fixes
            • Removed destroyed buildings from PhysX simulation
            • Fixed: Wheel speed in damaged or destroyed state
            • Dynamic light influence to AI visibility tweaked
            • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
            • Fixed: Hard limit usage while performing light sorting
            • Added: New hard limits implemented into particle lights
            • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
            • Fixed: Starting scenarios from subfolders did not work correctly
            • Fixed: Audio distance curve
            • Added: Radio filter / effect
            • Fixed: MX UGL had a displaced crosshair
            • Added: Loiter waypoint
            • Fixed: AI will not eject before player
            • Fixed: Taking additional ammo for pistol would play reloading sound
            • Fixed: Certain magazines could not be moved to another container from backpacks
            • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
            • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
            • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
            • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
            • Fixed: Texture flickering on wrecks
            • Fixed: Tooltip crash in MP sessions listbox
            • Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
            • Added lbSetTooltip script command
            • Removed redundant CfgFirstAid >> firstAidScript
            • Small optimization of face mimics
            • Fixed: enableFatigue command was not working
            • Fixed: Manual control for locked missiles works again
            • Added: Most detailed shadow lod is now displayed in view pilot
            • Fixed: Helicopters engines now are damaged correctly upon contact with water

            Commentaire


            • #7
              Grosse mise à jour aujourd'hui, l'alpha finale 0.60 annoncée hier.
              The actual plan for Alpha is to release the final Alpha patch (0.60) tomorrow. This includes the Sniper Package and even the stance indicator. With regards to the latter, you may need to reset your profile to see it properly. Alternatively, wait for an interface positioning option coming with the Beta. After this patch we start 're-skinning' the Alpha to become the Beta over the next few weeks. This means changing the default interface color to Beta blue, updating logos and icons, and of course sneaking in the content.
              On en saura plus (changelog) dans la journée.

              Commentaire


              • #8
                Confirmation de la version 0.60 appelée cette fois Sniper Package et qui ajoute du contenu.

                DONNÉE
                Added 1 x BLUFOR M320 LRR .408 sniper rifle
                Added 1 x BLUFOR ghillie suit sniper and spotter duo
                Added 1 x OPFOR GM6 Lynx 12.7mm sniper rifle
                Added 1 x OPFOR ghillie suit sniper and spotter duo
                Added 1 x Rangefinder binoculars

                Added sniper Field Manual records
                Added rangefinder hint
                Added Stance Indicator
                Not yet linked to options, but it will be
                Known issue: sometimes shown off-screen - reset user profile or wait for positioning option in Beta
                Fixed: Adjusted rotation speed of turrets for Speedboat
                Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner)
                Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad)
                Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
                Vehicle weapons are now lockable to prevent losing lock during weapon change
                TRG now uses correct 5.56x45mm ammunition
                Fixed: Ammo for MXM in special ammo box
                Combat pace transition from stand to kneel while moving FL fixed
                Weapons disabled in running states
                Radio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)
                Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)
                Radio Protocol: 53 new names added for identity usage
                Disabled Difficulty tab in Game Options in MP
                Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
                BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
                Removed doubled onPauseScript execution
                Ballistic penetration of bushes (foliage) adjusted
                Fixed: Evasive left and Lean left toggle are not conflicting actions
                Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
                Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground)
                Fixed: http://feedback.arma3.com/view.php?id=4620 (light of vehicles’ destruction is disabled under water now)
                oxygenCapacity parameter of all units changed
                Fixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named "Rifleman")
                Fixed: Number of group members of motorized groups
                Changed: Minefield Site now rotates all mines in the direction of the Site module
                Added: Dialog for custom init code for virtual providers in Supports module
                Added: Dialog for custom supply crate init code for supply drop in Supports module
                Fixed: broken Showcase Helicopters texts

                MOTEUR
                Fixed: Incorrect reloading while in optics
                Fixed: Crash on exiting the game (audio-related)
                Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive orders
                Helicopter AI improvements (e.g. diving too much during attack runs)
                Improved ship AI path planning
                Added: Reveal action reveals mines
                Decreased mine reveal angle
                Dynamic light influence on AI visibility tweaked further
                Changed threshold for when AI puts on NVG
                Decreased flashlight influence on side recognition
                Terrain decal fix (Stratis runway)
                Fixed: Stabilize car turrets
                Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
                Fixed: Selection of first RscTree item after opening Scenarios dialogue
                Added: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)
                Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
                Fixed: Tree destruction animation
                Sprint now overrides Combat Pace in all cases
                Aiming down in combat pace doesn't make player start running anymore
                Added config multiplier of damage that crew receives when vehicle crashes to object
                MP score table properly integrated into debriefing display
                Fixed: Ragdoll could interfere with cargo poses in multiplayer
                Fixed: Ragdoll launching into air by destroyed objects
                Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
                Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884)
                Fixed: Random rotation of the submunition pattern (artillery)
                Fixed: Setting of full-screen gamma
                Fixed: markerDir return value type
                Improved loading of scenario overview images from PBOs (one known issues to do with subfolders remains)

                Le GM6 Lynx est un fusil anti-matériel semi-automatique utilisant des munitions 12,7 x 108mm. Son but est de neutraliser les cibles comme les véhicules blindés légers, l'infanterie méca, des abris légers et des hélicoptères de 600 à 800 m de portée.
                Le M320 Long Rifle Range est un fusil de sniper de calibre .408, apprécié pour sa précision jusqu'à 2000 mètres.
                Dernière modification par DoubleSquall, 05-06-2013, 18h24.

                Commentaire


                • #9
                  La bêta (version 0.70) est officiellement sortie. Voici le changelog (je ne traduis pas, il y a trop) edit DS : j'ai édité pour uniformiser le topic.

                  DONNÉES

                  Contenu Bêta :
                  Mk.20 - Green faction assault rifle
                  Zafir - Red faction machine gun
                  Titan - AA / AT rocket launcher for all sides
                  ACP-C2 - Green faction pistol
                  Scorpion EVO-4 - Green and Red faction submachine gun
                  Vermin SBR - Blue faction submachine gun
                  HEMTT - Blue faction heavy truck
                  Quadbike - now for all factions
                  Strider - Green faction MRAP
                  Zamak - Red and Green faction truck
                  SDV - all factions small submerged vehicle
                  AMV-7 Marshal - Blue faction heavy APC
                  MSE-3 Marid - 6-wheeled APC for Red faction
                  CH-49 Mohawk - Green faction transport helicopter
                  Mi-48 Kajman - Red faction transport / gunship
                  AH-99 Blackfoot - Blue faction attack helicopter
                  UH-80 Ghosthawk - Blue faction transport helicopter
                  Green Army Faction
                  Animals: sheep, chicken, goat, dog
                  Many objects for Firing Drills (targets, moving targets, walls, etc.)
                  Personnages :
                  Green AAF faction
                  BLUFOR and OPFOR additions
                  Civilian Competitor
                  Contenu jouable :
                  Showcase: Combined Arms
                  Showcase: Supports
                  Showcase: Commanding
                  Showcase: Night
                  MP: Defend Kamino
                  MP: Combined Arms COOP
                  Challenge: Course of Fire: Green
                  Challenge: Course of Fire: Red
                  Challenge: Course of Fire: Blue
                  Challenge: Course of Fire: Orange
                  New and enhanced versions of radio protocols
                  Two additional voice actor sets added
                  New setup of radio filter effects
                  Sounds of weapons, vehicles and their weapons have been enhanced
                  Sounds of soldier collisions and movement have been added
                  Adjusted names for units in radio protocol
                  Correct soundHit for flesh (see http://feedback.arma3.com/view.php?id=7570)
                  Sounds of collisions were added for vehicles
                  Added new sound suppressor for 5.56mm weapons
                  Cars now have horns as a weapon for their driver with correct sounds
                  RPG-32 and NLAW should be of the same usability
                  Vehicle grenades have been tweaked in their damage and explosive radii
                  Sniper weapons have realistic ammo air friction and tweaked reload times
                  M200 has better animation and unnecessary bones were removed from model
                  Added opticsZoom parameters to GrenadeLauncher and PutMuzzle
                  AI engagement ranges for MX, Katiba, Mk200 and TRG tweaked
                  Changed dispersion and rate of fire for MX, Katiba, Mk200 and TRG to more realistic values
                  Changed: Video options layout
                  Added: Separate Post-Process settings in video options
                  Added: FPS indicator in video options
                  Added: Respawn menu
                  Added: EditBoxes connected to sliders in video options for precise setting
                  Added: Custom colors and layout is now configured in CfgUIColors and CfgUIGrids
                  Replaced: BIS_fnc_guiGrid occurances replaced by direct grid macros
                  Fixed: Font in RscDisplayCapture was too large and bold
                  Added: Command bar backgrounds are now plain color, without any shadow effects (consistent with the rest of UI)
                  Added: New visual style of advanced hints
                  GUI Beta skin
                  Added: Stream-friendly UI switch in game options
                  Fixed: Artillery computer - displaying of weapon name and firing via Enter / Space keys. Tweaked layout
                  Changed: Color of sliders
                  Fixed: Text size in switches (RscXListBox)
                  Fixed: TI textures for MH-9 family helicopters
                  Fixed: TI texture for rubber boat
                  100 m increments in all range (100 - 1500 m) of discreteDistance (zeroing steps) parameter for all vehicle mounted weapons
                  Transition from prone to upright sprint while unarmed no longer causes visual sliding
                  Going prone from tactical sit no longer makes you stand up
                  Moving with binoculars with rifle improved
                  Switching to rifle while sprinting with pistol crouched no longer results in going prone
                  Reloading launchers forces out of optics mode
                  Combat Pace for 3 seconds when pressing LMB
                  Map animations disabled (quad bike entering fix; stances fix)
                  Improved sideways erected run to sprint transition
                  Hands warping when starting to crawl fixed
                  Optics are now disabled when crawling with pistol
                  Swapping sidearm to main weapon with a dedicated key in prone now works correctly
                  Self-heal rifle animations are now interrupt-able (for ragdoll)
                  Taking out launcher while prone and with main weapon in hand now puts you into launcher kneeled pose (without going into stand)
                  Binoculars animations revision
                  Shooting vs. running conflict resolved and fixed
                  Animations for embarking into various vehicles added
                  Added: New task system (backward compatible with the old one)
                  Fixed: Module functions are now spawned, not called
                  Added: Prototype of respawn templates for position and inventory selection
                  Fixed: Preload manager sometimes didn't trigger loading screen
                  Removed binocular body from inactive NVG model
                  Fixed: Multiplayer framework didn't work correctly on headless client
                  Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
                  Close door action now has higher priority
                  Added: Corpse removal for Escape from Stratis
                  Fixed: Ammo count in the Hunter in Showcase: Vehicle (after a recent config change)
                  Defined empty preset for erasing all key mappings
                  PhysX geometries of world objects have been improved
                  Trees now all use MCA lightmap
                  Explosive ammo hit particle effect tweaked
                  Fixed: Empty plastic barrels burst into flame when shot (http://feedback.arma3.com/view.php?id=6955)
                  Added new particle effects for missiles
                  Fire for burning barrel tweaked (it was too big)
                  Broken glass effects tweaked, new effects added
                  Object destruction smoke tweaked
                  Loadouts of units have been largely modified (factions loadout standards were set)
                  Modified cargo loadout of vehicles
                  Changed class property to housesimulated for all runway lights
                  Added placement=vertical property to all lamps and vertical objects like the lighthouse
                  Added new icons and entries to Field Manual
                  Headgear and backpacks have new inventory icons
                  Adjusted damping rates of damaged and destroyed wheels of all vehicles
                  Correct UI picture for GL version of Katiba

                  Removed config classes:
                  Spoiler:
                  arifle_MX_TWS_snds_F, arifle_MX_ACOg_point_F, arifle_MX_GL_ACOg_point_F, arifle_MX_GL_COWS_point_F, arifle_MXC_Holo_point_snds_F, arifle_MXC_ACOg_point_F, arifle_MXC_COWS_point_F, arifle_MXC_ACO_flash_F, arifle_MXC_ACOg_flash_F, arifle_MXC_Nstalker_point_F, arifle_MX_SW_ARCO_point_F, arifle_MX_SW_NVS_point_snds_F, arifle_MX_SW_TWSMG_point_snds_F, arifle_MXM_ARCO_point_F, arifle_MXM_SOS_point_F, arifle_MXM_TWSS_F, arifle_Khaybar_C_Nstalker_point_F, arifle_Khaybar_C_ACOg_flash_snds_F, arifle_Khaybar_C_ACOg_F, arifle_Khaybar_COWS_point_F, arifle_Khaybar_Hamr_point_F, arifle_Khaybar_Nstalker_point_F, arifle_Khaybar_TWS_F, arifle_Khaybar_GL_COWS_point_F, arifle_Khaybar_GL_Nstalker_point_F, LMG_Mk200_COWS_point_snds_F, LMG_Mk200_COWS_pointer_F, LMG_Mk200_TWSMG_F, LMG_Mk200_Holo_point_F, LMG_Mk200_Holo_point_snds_F, LMG_Mk200_ACO_F, LMG_Mk200_ACO_point_F, arifle_TRG20_Nstalker_point_F, arifle_TRG20_Holo_point_F, arifle_TRG21_Hamr_point_F, arifle_TRG21_COWS_point_F, arifle_TRG21_Nstalker_point_F, arifle_TRG21_GL_Hamr_point_F, arifle_TRG21_GL_ARCO_point_F, arifle_TRG21_GL_COWS_point_F, arifle_TRG21_GL_Nstalker_point_F, arifle_Mk20C_ACO_snds_F, arifle_Mk20_COWS_point_F, arifle_Mk20_GL_Mark_F, arifle_Mk20_Mark_F, srifle_EBR_Nstalker_point_F, srifle_EBR_SOS_F, srifle_EBR_ACO_point_F, srifle_EBR_Holo_F, srifle_EBR_Mark_point_snds_F, srifle_EBR_Hamr_F, srifle_EBR_Hamr_point_F, arifle_SDAR_ACO_point_F
                  Motivation: These classes were not used by default soldier load-outs and we deemed them unnecessary. Some of them used wrong optics for the given side of the weapon, some didn't make any sense. We would like to encourage adding different weapons rather via scripting and specific add-ons to them than having bazillions of pre-defined guns few people are likely to use and we cannot maintain quality control on them all.
                  Renamed config classes:
                  Spoiler:
                  arifle_Khaybar_C_ACOg_point_F -> arifle_Katiba_C_ACO_pointer_F
                  arifle_Khaybar_C_ACOg_F -> arifle_Katiba_C_ACO_F
                  arifle_Khaybar_ACOg_point_F -> arifle_Katiba_ACO_pointer_F
                  arifle_Khaybar_ARCO_point_F -> arifle_Katiba_ARCO_pointer_F
                  arifle_Khaybar_ACOg_F -> arifle_Khaybar_ACO_F
                  arifle_Khaybar_GL_ACOg_point_F -> arifle_Katiba_GL_ACO_pointer_F
                  arifle_MX_ACO_pointer_F
                  arifle_MX_point_F -> arifle_MX_pointer_F
                  arifle_MX_Holo_point_F -> arifle_MX_Holo_pointer_F
                  arifle_MX_Hamr_point_F -> arifle_MX_Hamr_pointer_F
                  arifle_MX_ACO_point_F -> arifle_MX_ACO_pointer_F
                  arifle_MX_GL_ACO_point_F -> arifle_MX_GL_ACO_pointer_F
                  arifle_MX_GL_Hamr_point_F -> arifle_MX_GL_Hamr_pointer_F
                  arifle_MXC_Holo_point_F -> arifle_MXC_Holo_pointer_F
                  arifle_MX_SW_Hamr_point_F -> arifle_MX_SW_Hamr_pointer_F
                  arifle_MXM_Hamr_point_F -> arifle_MXM_Hamr_pointer_F
                  arifle_TRG20_ACO_point_F -> arifle_TRG20_ACO_pointer_F
                  arifle_TRG21_ACO_point_F -> arifle_TRG21_ACO_pointer_F
                  arifle_TRG21_ARCO_point_F -> arifle_TRG21_ARCO_pointer_F
                  arifle_TRG21_GL_ACO_point_F -> arifle_TRG21_GL_ACO_pointer_F
                  LMG_Mk200_ARCO_F -> LMG_Mk200_MRCO_F
                  LMG_Mk200_ARCO_pointer_F -> LMG_Mk200_pointer_F
                  arifle_SDAR_ACOg_F -> arifle_SDAR_ACO_grn_F
                  arifle_SDAR_ACO_F -> arifle_SDAR_ACO_red_F
                  arifle_SDAR_ARCO_point_F -> arifle_SDAR_ARCO_pointer_F
                  arifle_SDAR_Nstalker_point_F -> arifle_SDAR_Nstalker_pointer_F
                  srifle_EBR_MRCO_point_F -> srifle_EBR_MRCO_pointer_F
                  srifle_EBR_ARCO_point_F -> srifle_EBR_ARCO_pointer_F
                  arifle_TRG20_ACOg_F -> arifle_TRG20_ACO_F
                  arifle_TRG20_ACOg_point_F -> arifle_TRG20_ACO_pointer_F
                  arifle_TRG20_ACOg_flash_snds_F -> arifle_TRG20_ACO_flash_F
                  arifle_TRG21_ACOg_point_F -> arifle_TRG21_ACO_pointer_F
                  arifle_TRG21_GL_ACOg_point_F -> arifle_TRG21_GL_ACO_pointer_F
                  arifle_Mk20C_ACOg_F -> arifle_Mk20C_ACO_F
                  arifle_Mk20_ACOG_F -> arifle_Mk20_MRCO_F
                  arifle_Mk20_GL_ACOG_point_F -> arifle_Mk20_GL_MRCO_pointer_F
                  arifle_Mk20_GL_ACOgrn_F -> arifle_Mk20_GL_ACO_F
                  srifle_EBR_ACOg_point_F -> srifle_EBR_ACO_pointer_F
                  srifle_EBR_Mark_F -> srifle_EBR_MRCO_pointer_F
                  Motivation: Weapon class names have been unified across the whole scale of weapons to be more consistent with the rest of game. There is no need to differentiate ACO colors in the class name of the weapon because each weapon is given only to specific side which use some color of ACO.

                  MH9_Base_F -> Heli_Light_01_base_F
                  B_MH9_F -> B_Heli_Light_01_F
                  AH9_Base_F -> Heli_Light_01_armed_base_F
                  B_AH9_F -> B_Heli_Light_01_armed_F
                  O_Ka60_F -> O_Heli_Light_02_F
                  O_Ka60_Unarmed_F -> O_Heli_Light_02_unarmed_F
                  Rubber_duck_base -> Rubber_duck_base_F
                  B_Assaultboat -> B_Boat_Transport_01_F
                  O_Assaultboat -> O_Boat_Transport_01_F
                  Rescue_duck_base -> Rescue_duck_base_F
                  Speedboat_Base -> Boat_Armed_01_base_F
                  Speedboat_minigun_Base -> Boat_Armed_01_minigun_base_F
                  B_SpeedBoat -> B_Boat_Armed_01_minigun_F
                  O_SpeedBoat -> O_Boat_Armed_01_hmg_F
                  Hunter_Base -> MRAP_01_base_F
                  Hunter_RCWS_Base -> MRAP_01_gmg_base_F
                  Hunter_HMG_Base -> MRAP_01_hmg_base_F
                  B_Hunter_F -> B_MRAP_01_F
                  B_Hunter_RCWS_F -> B_MRAP_01_gmg_F
                  B_Hunter_HMG_F -> B_MRAP_01_hmg_F
                  Ifrit_Base -> MRAP_02_base_F
                  Ifrit_MG_Base -> MRAP_02_hmg_base_F
                  Ifrit_GMG_Base -> MRAP_02_gmg_base_F
                  O_Ifrit_F -> O_MRAP_02_F
                  O_Ifrit_MG_F -> O_MRAP_02_hmg_F
                  O_Ifrit_GMG_F -> O_MRAP_02_gmg_F
                  Offroad_Base -> Offroad_01_base_F
                  c_offroad -> C_Offroad_01_F
                  Quadbike_Base_F -> Quadbike_01_base_F
                  B_Quadbike_F -> B_Quadbike_01_F
                  O_Quadbike_F -> O_Quadbike_01_F
                  Mk6_Mortar_Base -> Mortar_01_base_F
                  B_Mk6 -> B_Mortar_01_F
                  O_Mk6 -> O_Mortar_01_F
                  B_Mk6Mortar_Support -> B_Mortar_01_support_F
                  B_Mk6Mortar_Wpn -> B_Mortar_01_weapon_F
                  Motivation: We decided to change class names of vehicles to more generic ones to support possible renaming (as it may be seen on some assets) and easier mission scripting. It should be easier for mission maker to simply add a MRAP by describing it in class name rather to remember all the names of assets.
                  MOTEUR
                  Optimized object preparation and rendering
                  Optimized MP traffic - up to 35% reduction for non-custom message data
                  Added optimization of preloading large map features (takes up to 30% less time)
                  Fixed some of the FPS drops in longer MP games
                  Fixed several crash opportunities
                  Script command "items" returns only items that are not magazines, explosives, grenades and that are not linked to a unit
                  Script command "addItem" returns error message "No entry...!" if invalid config name is used
                  Script command "removeAllItems" removes only items listed by command "items"
                  Script command "weapons" lists also weapons in inventory
                  Script command "removeItemFromPrimaryWeapon" renamed to "removePrimaryWeaponItem"
                  Returned array of script command "assignedItems" does not contain headgear and goggles
                  New script command "removeAllPrimaryWeaponItems"
                  New script command "removeHandgunItem"
                  New script command "removeAllHandgunItems"
                  New script command "canAdd"
                  New script command "primaryWeaponMagazine"
                  New script command "secondaryWeaponMagazine"
                  New script command "handgunMagazine"
                  Interiors of amphibious vehicles are not flooded with water anymore, added new parameter waterPPInVehicle
                  RPT file header contains allocator used in the game (for logging purposes)
                  Several mostly MP-related inventory fixes
                  Distance display disabled in command cursor to prevent cheating
                  Fixed: Thermal Imaging now works even for proxies
                  Fixed: Wind emitters are prepared only once per simulation
                  Fixed: Adjusted simulation for PhysX objects to be called every simulation step once
                  Added: AI is now better able to adjust shots at longer distances
                  Fixed: AI is better in choice of weapons
                  Added: Doppler effect to modify source frequency
                  Added: New colision sound sources for soldiers and small trees
                  Fixed: Wind in same direction as helicopter is decreasing helicopter air friction
                  Fixed CTD when changing overall video options and FPS texts are displayed
                  Wire triggers are ignoring objects with mass less then the set limit
                  Dernière modification par DoubleSquall, 28-06-2013, 11h38.

                  Commentaire


                  • #10
                    Vous pouvez suivre les petites mises à jour de la Beta Development sur ce sujet du forum de Bohemia Interactive :
                    http://forums.bistudio.com/showthrea...anch-changelog

                    L'occasion de poster le changelog de la MAJ d'aujourd'hui :

                    -------------------------------------------------------
                    Support for Steam friend invites / joins
                    Disable loading screen when switching closing map
                    Mi-48 cargo now uses doors while getting in and out
                    Added cargo parachutes for supports (see http://forums.bistudio.com/showthrea...=1#post2426799)
                    Marid crew should now abandon vehicle when all steerable wheels are gone
                    Speedboat water friction has been tweaked
                    Green faction has its SDV now
                    Suffocating PP effects disabled for animals
                    Showcase Infantry time of day adjusted for Stratis changes
                    Firing Drills - COF Green - updated to reflect changed magazines for sidearm
                    Firing Drills - Times of day tweaked to match new Stratis configuration
                    Firing Drills - Use of color was inconsistent for non-medal times
                    Firing Drills - Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
                    Animal Sites - MP support added
                    Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
                    Basic collimator optics should have the same zeroing

                    -------------------------------------------------------

                    Commentaire


                    • #11
                      DS, tu veux que je poste les màj de la development build aussi ? Mais bon, ça fait beaucoup de petits riens...

                      Mise à jour 0.72 :

                      DONNÉES

                      Added: Ability to set starting time of Defend Kamino (MP)
                      Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
                      Firing Drills: Now using symbology on selector targets
                      Firing Drills: Ability to immediately quit at the end of CoFs added
                      Firing Drills: CoF Green - updated to reflect changed magazines for sidearm
                      Firing Drills: Times of day tweaked to match new Stratis configuration
                      Firing Drills: Use of color was inconsistent for non-medal times
                      Firing Drills: Restarting within a CP would leave the IGUI element active
                      Firing Drills: Medal icon sometimes shown using Training rules
                      Firing Drills: Added audio cue when going over the next medal time
                      Firing Drills: Conversations all switched to radio again
                      Showcase time of day tweaks to match Stratis sunrise configuration
                      Showcase SCUBA now uses Titan launchers instead of RPG-42
                      Outil de configuration "Interface Layout" ajouté aux options du jeu, permettant de personnaliser l'interface du jeu
                      Ajout : plus de têtes pouvant être sélectionnées dans l'éditeur de profils

                      Interface clock control replaced with an improved version in map, editor, briefings and tasks
                      AI icons in role assignment screen are not deformed anymore<
                      Fixed: Cargo cannot take control from commander
                      Gunner and driver of class "Car" and its children now use optics to detect targets
                      Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds.
                      Tweaking of wheels and suspension of both APCs (floating in air)
                      Adjusted agility of helicopters
                      Added parachutes to light helicopters
                      Les passagers de tous les hélicoptères peuvent maintenant s'éjecter et sauter en parachute
                      Added cargo parachutes for supports
                      Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
                      Adjusted radius of Zamak's destroyed wheels
                      Zamak now has the correct wheels destroyed (by shooting)
                      Doors of Mi-48 are closed by default now
                      Fixed getting in UH-80 as pilot for more players simultaneously
                      Gunners of UH-80 should be able to switch seats
                      Added day camouflage variant of Ghost Hawk
                      Weapons of CH-49 cargo no longer stick out of the roof
                      Tweaked hit points of the CH-49 Mohawk
                      Disabled levitation of the Strider's wheels
                      Fixed glass on doors of Ifrit
                      Green faction assault boat has its own texture
                      Green faction has its SDV now
                      Marid's crew should now abandon vehicle when all steerable wheels are gone
                      Fixed: Marid should have correct names of weapons
                      Fixed: Path to sounds of Speedboat
                      Speedboat's water friction has been tweaked
                      Engines of armed Strider hit points now have correct names
                      Fixed: AMV map icon was too small
                      Fixed: HEMTT exhaust right next to passenger head
                      HEMTT now has correct destruction of cargo part
                      Fixed: HEMTT windshield destruction
                      Fixed: HEMTT various descruction issues
                      Adjusted AH-9 missile burst for AI
                      Basic collimator optics should have the same zeroing
                      Iron sights of SOS optics now have correct zeroing
                      Tweaked basic setting of the direction of grenade throws
                      Fire mode switches are now animated for most weapons
                      GM6 rate of fire has been adjusted
                      Katiba variants are back
                      Flares light intensity tweaked
                      Changed magazine for Green faction pistol in equipment
                      Aiming of the ACP-C2 has been adjusted
                      ACP-C2 uses .45 magazines
                      Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
                      Improved ASRAAM behavior
                      Tweaked recoils for Scorpion and Vermin
                      Fixed: OPFOR Recon should have their weapons back
                      Fixed: Tweaked dispersion of mortar shells
                      Fixed: PCML and RPG-42 use unguided missiles
                      Careless AI are no longer stuck in prone after crawling under an obstacle
                      Les parachutistes ne sont plus blessés lors d'un saut
                      Adjusted vulnerability of character heads
                      OPFOR helmet heads-up displays retracted
                      OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts
                      Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences.
                      Fixed: OPFOR Recon inventory loadout
                      Adjusted Stratis' world coordinates (affects time of day effects)
                      Fixed: No units on certain Sites
                      Création possible d'un "Animal Site"
                      Animal Sites generation reworked into a function
                      Animal Sites MP support added
                      Changed: Minefield Site now rotates all mines in the direction of the Site module
                      Fixed: Support type no longer available without any usable providers (Supports module)
                      Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
                      Added: Dialog for custom init code for virtual providers in Supports module
                      Added: Dialog for custom supply crate init code for supply drop in Supports module
                      Added: Custom HQ parameter for Support Requester module
                      Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false;
                      Added: "Create diary record" module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as "Create task" module have). This should simplify MP mission configuration.
                      Added: Module for setting a group callsign, can be found in "Group Modifiers" category.
                      Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks.
                      Added: "Headquarters" module, assigning HQ speaker with specific callsign for the given side.
                      Added: Scripted event handler "ticketsExhausted" is now called when number of respawn tickets reaches 0.
                      Fixed: Error messages when placing certain modules without input parameters
                      Suffocating PP effects disabled for animals
                      Fixed: Error in BIS_fnc_arrayShift (http://feedback.arma3.com/view.php?id=10276)
                      BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
                      Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units"
                      Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
                      Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn't maintained anymore.
                      Fix: respawnDelay entry was ignored when defined as a string, not as a number
                      No more infinite clicking if space is held to skip titlecards or establishing shots
                      No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing
                      Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player's side, existing respawnTemplates param is used instead.
                      Added: In CfgFunctions, 'forced' entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to 'preInit', and new entry 'postInit' provides option to execute the function right after objects were initialized.
                      Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now.
                      Notifications now support independent definition of picture color and picture text color
                      Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
                      Fixed: Selections of windows on airport control tower
                      Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
                      Fixed: Mortar sound reload spectral edited


                      CHANGEMENTS DE CLASSES

                      ACP-C2 now uses 9Rnd_45ACP_Mag magazine and a new muzzle_snds_acp sound suppressor
                      Vermin SMG now uses 30Rnd_45ACP_Mag_SMG_01 and 30Rnd_45ACP_Mag_SMG_01_tracer_green magazines and a new muzzle_snds_acp sound suppressor
                      Green faction has received its SDV with class I_SDV_01_F
                      Green faction has received its Supply create with class I_supplyCrate_F


                      MOTEUR DE JEU

                      Possibilité d'inviter des amis Steam à jouer/joindre votre partie
                      Added: Wind synchronization in MP
                      Il n'y a plus d'écran de chargement lorsque vous quittez la carte
                      Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore
                      L'IA utilise l'imagerie thermique pour détecter les ennemis quand elle le peut
                      Removed warp when reloading in 3D optics
                      Improved thread synchronization of object drawing
                      Recognition of damaged part of body has been improved
                      Fix and slight optimization of detection of Simul Weather optimization
                      Fixed: Brightness of nearby objects in the first frame after map display is closed
                      Fixed: Items disappearing during inventory operations
                      Fixed: Unable to take weapons from non-local containers
                      Fixed: MP: Unable to throw grenades after taking vest from ground
                      Fixed: Magazine not being removed for other clients if a player loads it directly into their gun
                      Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground
                      Fixed: Headgear no longer displayed after leaving a multiplayer game
                      Fixed: Players could not access vehicles that cannot move
                      Fixed: Helicopters don't wait with another burst of CounterMeasures
                      Fixed: Helicopter collective ascent / descent rates were not consistent among devices
                      Fixed: GET IN waypoint - AI went for wrong seats in the helicopters
                      Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
                      Fixed: Text alignment support for map icons
                      Added: Scripting commands for tree interface control
                      Fixed: Command enableEnvironment to toggle off all ambient wildlife
                      Fixed: setAmmo command description
                      Fixed: AI turn limitation while aiming

                      Commentaire


                      • #12
                        Mise à jour 0.74 :

                        DONNÉES

                        Ajout du véhicule de combat d'infanterie BTR-K Kamysh.
                        Ajout du véhicule de combat d'infanterie IFV-6c Panther.
                        Intégration du moteur anti-triche Battleye.

                        Added: Commander position for Marshall and Kamysh
                        Corrected position for optics and coaxial machinegun moved to correct place (AMV)
                        Ajout du support des symboles de clan pour beaucoup de véhicules de la bêta.
                        Added: Various vehicles have adjusted items in inventory
                        Fixed: Ifrit GMG now has 96 grenades instead of 64
                        Fixed: Hunter GMG now has 96 grenades instead of 64
                        Fixed: Strider GMG now has 96 grenades instead of 64
                        Fixed: Bad glass sorting on Strider
                        Fixed: Tweaked AI driving skills with Speedboat
                        Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
                        Fixed: APC turrets now have more authentic vision modes
                        Fixed: Tweaked suspension of APCs
                        Fixed: Improved crew and cargo animations of APCs
                        Agilité du Marshall et du Marid plus réalistes.
                        Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
                        Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
                        Adjusted collective of xH-9 family helicopters
                        Adjusted xH-9 family maneuverability around roll-axis
                        Moved Blackfoot gunner optic view to correspond with PiP
                        Fixed: Destroyed parachute doesn't start to burn
                        Supply parachutes now have correct colors per sides
                        Fixed: Changed glass materials for CH-49 Mohawk
                        Daytime version of UH-80 is now listed as made by Bohemia Interactive
                        Copilot of the UH-80 now uses the cyclic
                        Fixed: Blurred tail rotor in cargo-view
                        Les hélicoptères de transport ont des moyens pour détecter les missiles en approche.
                        Helicopters: added bodyFrictionCoef config parameter
                        Doors should be openable by scripts for helicopters
                        Improved cockpit PiP monitors
                        Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
                        Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
                        Improved animations of Mk.20 rifle
                        Fixed: Iron sights now have 100 m increments (up to 600 m)
                        Even holosight should have basic zeroing of 200 m
                        Fixed: Repaired AS map of MX rifle family
                        Added some delay between throwing 'nades
                        Fixed: Hammer of ACP-C2 is correctly readied to fire
                        Better cursor for laser designator
                        Revamped sound suppressor configuration
                        Correct name sound for Scalpel missiles
                        Fixed: String error after after shooting a smoke round from MX 3GL
                        Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
                        Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
                        Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
                        Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
                        Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
                        Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
                        Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
                        Fixed: Showcase Supports - Mission should end a bit sooner now
                        Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
                        Added: Sector module - creates a contested sector, handles its capturing and map visualization
                        Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
                        Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
                        Added: Additional military buildings can now be garrisoned by Sites
                        Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
                        Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
                        Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
                        Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
                        Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
                        Fixed: Disabled vehicles were not respawning
                        Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
                        Fixed undefined variable errors when using BIS_fnc_UnitPlay
                        Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
                        Fixed: Main menu script error
                        Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
                        Firing Drills: Targets would not deactivate when leaving Competitive CPs
                        Firing Drills: FM records with introduction, rules and tips added
                        Firing Drills: bonus & penalty logic between Training and Competitive made consistent
                        Firing Drills: first version of PiP feedback added for long-range accuracy targets
                        Firing Drills: There could be a doubled icon next to previous times
                        Firing Drills: Final times were not colored correctly in all cases
                        Firing Drills: The main task is now completed when ending the challenge
                        Fixed: undefined variable in CoF: Blue
                        Fixed: undefined variable in CoF: Green
                        Changed: Titan used instead of RPG-42 in Showcase SCUBA
                        Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
                        Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
                        Find more documentation on modules and other design topics here
                        La position verticale de la carte sur les écrans de chargement est maintenant aléatoire, apportant ainsi un peu de variété.
                        Fixed: Broken drawing of comboboxes in date modules
                        Fixed: Wrong column widths in the Multiplayer display with some UI size
                        Fixed: MP display error
                        Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
                        Radio Protocol: Missing words fixed for several protocols
                        Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
                        Added: Noise sounds for APCs
                        Fixed: Sounds of some vehicles have their file paths changed to correct ones
                        Better sound for smoke launchers
                        Lamps have better emissive material
                        Roadcone and Roadbarrier lights are now operational
                        Added loading screen environment trivia
                        Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
                        Fixed: Ambient light is now correctly affected by moon and stars intensity
                        Fixed: Sunken fuel station on Stratis
                        Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
                        Une position adaptée apporte un bonus d'aisance (traduction incertaine ; original : Adjusted poses received boost to fluency)
                        Meilleure réactivité lors d'un changement de position.

                        Added: Korean, Japanese and Cyrillic symbols to fonts
                        Fixé : capacité de l'IA à suivre un ennemi qui n'est pas visible.
                        Fixed: Adjusted content of ammunition and weapon crates
                        Restructured grouping of editor objects and renamed object editor categories
                        Nouvelles présélections de contrôles.
                        Se cacher dans l'herbe affecte maintenant mieux l'IA (configuration des types de terrain sur Stratis faite).
                        La visibilité et l'audibilité des coups de feu de l'IA a été ajustée.
                        Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
                        Note : vous avez peut-être remarqué que certains noms de faction ont commencé à changer pour ne plus être les noms de couleur génériques. Ne vous inquiétez pas, cela sera introduit correctement quand nous serons prêts. :-)



                        MOTEUR DE JEU

                        The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
                        Post-processing SMAA fixé.
                        Fixed: Small performance tweak in rotation blur Post Process
                        Fixed: Flash suppressor changed sound of underbarrel grenade launchers
                        Fixed: Some cases of sliding players
                        Removed sensitivity smoothing for aiming deadzone
                        Helicopters: main rotor collision added
                        Helicopters: startDuration config parameter added
                        Added: mainBladeCenter and mainBladeRadius for all helicopters
                        Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
                        Helicopters: autorotation tweaks, barrel roll tweaks
                        Added: added allowAgainstInfantry ammo config parameter
                        NVGs are hidden inside vehicles, and this can be configured per position
                        Added: New parameters for particles created by script
                        Fixed: Scripting command tvSetData
                        Added: Error message when trying to pass Array in Array as parameter for tree commands
                        Fixed: Tank shells now have visible tracer
                        Fixed: Freelook not turning the whole player anymore
                        Fixed: Inconsistent land shadow segments while switching landscapes
                        Fixed: Broken parallax mapping on the terrain in some places
                        GPU benchmark should not cause "driver not responding" conditions anymore
                        Instancing now takes craters into account
                        Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
                        L'indicateur de position a un fondu lorsque la position change.
                        Fixed: AI ballistic calculation
                        Fixed: AI now can shoot over animals
                        Fixed: AI now consider proper muzzle direction for rocket launchers
                        AI shouldn't take unguided missiles as guided
                        AI shouldn't use rockets against infantry that much
                        AI ballistic calculation improved for unguided rockets
                        AI prefer crouch stance while engaging
                        Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
                        Lock is now independent from zoom
                        Read more about AI tweaks and fixes here

                        Commentaire


                        • #13
                          La mise à jour d'aujourd'hui permet d'uploader et de télécharger des missions créées par les joueurs sur le Steam Workshop .

                          Commentaire


                          • #14
                            Dernière mise à jour de la branche principale :

                            Mise à jour 0.76 :

                            CHANGELOG

                            Il est désormais possible de télécharger et de publier des scénarios solo et multijoueurs sur le Steam Workshop.
                            Player is now able to freelook while holding binoculars
                            Better binocular animations
                            Improved transitions in pistol tactical movement
                            Pistol optics disabled when side-prone
                            Fix: Playback speed of ladder animations matched to vertical movement speed
                            Fix: Swimming animations
                            Fix: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true)
                            Interpolations with launchers have been improved (animations)
                            Tweaked climbing position for ladders on Transmitter Towers
                            Decreased speed on ladders
                            Soldiers in open parts of vehicles keep their NVGs on their heads
                            Drivers have gone to training lessons to improve their driving capabilities
                            Fix: Tweaked flight model of all helicopters
                            Helicopters: added bodyFrictionCoef config parameter
                            CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos
                            Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
                            Fix: Blurred tail rotor in cargo-view of xH-9
                            Adjusted collective of xH-9 family helicopters
                            Fix: Improved UH-80 lights
                            NATO technicians have found and removed invisible barriers around Ghosthawk
                            Camo version of UH-80 is now listed as made by Bohemia Interactive
                            Crew of AH-99 is now trained to get in proper seats
                            Fix: Pilot of AH-99 can get back in after having disembarked
                            Swapped PiPs for gunner / pilot of AH-99; improved compass
                            Revamped flight model of AH-99 Blackfoot to cut the slack
                            Technicians allowed pilots to customize their AH-99 by using setObjectTexture even to different color than V. Olive (see http://feedback.arma3.com/view.php?id=12486)
                            Gunner of Mi-48 has his zeroing displayed
                            Changed glass materials on CH-49
                            CH-49 Mohawk should correctly show damaged hull
                            Fix: Bad collisions for HEMTT
                            Fix: Problems with lights on HEMTTs
                            Fix: Co-driver of HEMTT is no longer a designated role
                            Fix: HEMTT and Zamaks have better cargo poses
                            HEMTT and Zamak have new custom get out animations
                            Speed indicator of Zamak has been re-calibrated by CSAT technicians
                            Zamak has a more authentic look
                            HEMTT has better destruction of windows
                            Technicians allowed drivers to customize their HEMTTs and Striders by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)
                            Fix: Quadbike driving model improvements
                            Fix: Angular damping of land vehicles in water
                            Added new penetration materials for armored vehicles
                            Adjusted Rolled Homogeneous Armor against small arms fire
                            Tracked APC crews kill-able with penetrating shots
                            APCs damage model has been improved
                            Fix: http://feedback.arma3.com/view.php?id=11953 (Marshal - commander first-person seeing through gun)
                            Corrected position for optics, coaxial machinegun made on correct place on the AMV
                            Fix: CSAT technicians have loaded correct color of tracers into Kamysh
                            Adjusted Strider engine hitpoints
                            Commanders of Panther have been trained to open hatch first and turn out just after that
                            Panther has visually improved damping
                            Panther commanders have been trained to pop-out of their hatch a bit less - for their own safety
                            Panther should be a bit higher on its suspension
                            Marid should have standard RCWS reticle
                            Improved penetration model of Marid / Marshall
                            Tracked APCs don't have suspension of tracker / trailer wheels
                            Technicians have taken some stronger light sources and installed them on speedboats
                            Adjusted Center of Mass of rubber boat
                            Technicians allowed pilots to customize their SDV by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)
                            Crew of Kamysh has learned how to get in from the sides to reach the hatches
                            Crew of APCs is allowed to show their NVGs
                            MRAPs are now correctly listed as made by Bohemia Interactive
                            Lights should be correctly visible for offroads
                            Reduced initial slip of offroads
                            Civilian vehicles should have thin metal plate materials instead of thick ones
                            Fix: Persistent task notification
                            Fix: Lighting of 3D GUI objects
                            Fix: Vehicle classes were not sorted alphabetically
                            Fix: Respawn menu was updated even after it was closed
                            Fix: Title of Showcases, Challenges and Scenarios displays
                            Added: Faction flag is now visible when inserting an unit in the editor
                            Added: Film grain and subtle animation for scenario overview images
                            Fix: Updating of weather ToolBox in MiniIntel after weather is changed in Intel
                            Added: Distances added to target and get in menus
                            Added: Launcher magazines now display their purpose in GUI to make the right choice of magazines
                            Added: Player's name to respawn menu
                            Improved: Island preview image is now larger and better proportioned
                            Selecting the same island twice will no longer refresh the clouds
                            Fix: Rendering issue of map objects. As a result, compass in the map is now re-enabled
                            Optimized handling of SITREP text to improve performance
                            Proper font for SITREP text now used instead of default
                            Fix: Showcase Infantry - Undefined variable error when engaging the spotters
                            Fix: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
                            Fix: Showcase Scuba - Wrong hint class used
                            Added: Showcase SCUBA - Danger close mortar friendly fire penalty
                            Fixed: Showcase SCUBA - Mortar support available in establishing shot
                            Fix: Showcase Vehicles - More sunlight, exfil task position, player can get in the boat before his driver now
                            Showcase Night - Total time for main objective changed from 1400 seconds to 1800 seconds
                            Showcase Night - Total time to meet extraction boat changed from 180 seconds to 240 seconds
                            Fix: Escape from Stratis - Mission fail is now reliable in more situations
                            Fix: Escape from Stratis - Wrong Author tag
                            Added: Escape from Stratis - Corpse removal
                            Fix: Showcase: Supports - Should end a bit sooner now
                            Fix: Combined Arms - Wrong debriefing was being shown if all players would be dead after retreat task was added
                            Added: Defend Kamino - New respawn inventory system
                            Firing Drills:
                            Added: 3D CP indicators now scale and alternate color to attract attention
                            Added: CP center, area and shooting box markers implemented
                            • Training: CPs always shown
                            • Competitive: previously activated and first next CP shown only

                            Added: Target markers implemented (active CP targets shown)
                            • Post-completion: always shown for both rule sets as AAR
                            • Normal, no-shoot and bonus targets indicated
                            • Hit and missed targets indicated

                            Added: Competitors are healed with every reset / restart
                            Added: FM records with introduction, rules and tips
                            Added: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any)
                            Added: Bonus & penalty logic between Training and Competitive made consistent
                            Added: First version of PiP feedback added for accuracy targets
                            Added: Now using symbology on selector targets
                            Added: Ability to immediately quit at the end of CoFs added
                            Added: Added audio cue when going over the next medal time
                            Added: CoFs now select the correct default weapon with every reset / restart
                            Fix: Competitor weapons were not properly reset when more weapon types were available during the CoF
                            Fix: Broken hint in CoF Orange
                            Fix: Undefined variable in CoF Blue
                            Fix: Undefined variable in CoF Green
                            Fix: CoF Green: Switched to plain version Mk. 20
                            Fix: Restarting within a CP would leave the IGUI element active
                            Fix: Medal icon sometimes shown using Training rules
                            Fix: Systems now terminate on competitor death (impressive achievement!)
                            Fix: Timing / CP UI does not close anymore when injured
                            Fix: Conversations all switched to radio again
                            FIx: Check Point and target voice messages would sometimes continue after restarting
                            Fix: CoF Green - Competitors were rudely teleported into the ocean
                            Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
                            Camping objects now have better PhysX
                            Editor objects now have icons more descriptive of their shape (instead of squares with question marks)
                            Fix: OPFOR ammo box (wrong machine gun ammo type)
                            Fix: BLUFOR ammo bearer chemlights color (green instead of blue)
                            Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman
                            Correct uniform for BLUFOR Recon Paramedic
                            Updated Ammo boxes with new RPG HE rocket types
                            Updated special weapons ammo boxes with optics for each respective faction
                            Added HE grenades for JTAC soldiers
                            Binoculars added for Team Leader
                            Fix: Disappearing of objects viewed through the open doors when inside the buildings
                            New control presets
                            New key presets with fixed Track IR controls
                            Arma 2 original preset updated to new Zoom function
                            Fix: Minor vehicle controls key binds bug causing interference with new key presets
                            Fix: Minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind.
                            Fix: Few minor errors in controls presets considering the aircraft gear up / down
                            TrackIR Z-axis has been fixed
                            Adjusted visibility and audibility of fire for AI
                            Adjusted underwater view distance for AI
                            Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them
                            AI soldiers have been trained to better distinguish enemy unit types and target the highest threat
                            Structures should have correct cost values
                            Soldiers have been trained to walk on stairs better
                            Alpha has been sorted better for roads
                            Augmentation de la capacité d'emport des soldats, adaptation des poids des objets et du calcul de la fatigue
                            Changed uniform weight to carry ratios
                            Roadcone and Roadbarrier lights are now operational
                            Signs on Stratis have been changed to reflect factions
                            Fix: Typo in few values in building destruction smoke
                            Fix: Color of dust in mortar fire effect tweaked
                            Smoke effect for destroyed mortar added
                            Fix: Grass parts in the tracked vehicle dust effect tweaked
                            Fix: Dust effects for user-made airplanes are no longer under the terain
                            Fix: Smoke screen of vehicles deployed too close
                            New RPG launch effect
                            Number of particles in missile trail effect reduced
                            Added: Vehicle weapons empty cases on medium particle quality
                            Small tweaks of missile explosions
                            Blood effects have been tweaked for larger caliber hits
                            AMV and Kamysh properly eject shells
                            APCs should have enhanced fire effects
                            Error in explosive satchel / charge explosion effect fixed
                            Optimization of underwater particle effects
                            AI visibility properly set for all particle effects
                            Fix: Silenced Scorpion has correct fire modes
                            Fix: Hit coefficient set according to other suppressors configs
                            Revamped sound suppressor configuration
                            Fix: Incorrect alpha sorting on Mk20GL with a 3D scope
                            Fix: Mk.20 magazine has now correct shadows
                            Improved animations of Mk.20 rifle
                            MX and Mk.20 reload magazine animations have been improved
                            MX rifles have correct description of ammo used on them
                            MX without optics is by default zeroed according to iron sights
                            Fix: Issue with parts of character clipping into 3D scope
                            RCWS turrets share the same reticle
                            Fix: Cost of .45 ACP ammo compared to 9mm
                            RPG-42 using more realistic munitions
                            Added new reticle for RPG
                            Fix: SDAR dispersion set to more realistic value
                            Fix: Zeroing is now in steps 30, 100, 200, 300, 400 for SDAR
                            Tweak: Set recoils for TRG and Katiba
                            Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun
                            Reduced optics shake on mortars and cannons
                            PCML reticle has been polished
                            Minor tweaks in our ammo types calibres and typical speeds to better match their real-life behaviour
                            Decreased priority of touch off to prevent self destructive behavior of our explosive specialists
                            Tweak: Engagement ranges of 30mm cannon and Skyfire rockets
                            Independent Mk6 should be correctly displayed as made by Bohemia Interactive
                            Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0
                            Countermeasures have correct name displayed
                            Adjusted magazineReloadTime of class Throw (for grenades)
                            Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.
                            Added new actors and samples to Radio Protocol
                            Minor tweaks of Stealth Radio Protocol
                            Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word
                            Fix: Tracked APCs were called "tank" in radio protocol
                            Fix: Louder sounds for characters
                            Sounds of movement has been tuned for all soldiers
                            Added SFX samples for stance changes
                            Fix: Improper sound in rifle kneel inventory animations (http://feedback.arma3.com/view.php?id=12379)
                            Echo inside of vehicles has been adjusted
                            Sounds of weapon closures have been adjusted (typically used for bolt moving back)
                            Adjusted sounds of tracked vehicles
                            Adjusted sounds of quad bikes
                            Adjusted sounds of bullet impacts
                            Adjusted sound volume for quad bike and offroad
                            Fix: Adjusted sounds for offroad
                            Adjusted attenuation of sounds for Offroad
                            Adjusted sounds for grenades (impact and smoke grenades)
                            Adjusted sounds for Scorpion
                            Adjusted sounds for ACP-C2
                            All cars went through technical inspection and have their sounds tuned
                            Adjusted sounds for 30mm cannon
                            Adjusted sound controllers for vehicle slip
                            APCs have improved sounds
                            Sound suppressors are now more effective on greater range (shot is not possible to hear beyond 200 meters)
                            Fix: After JIP, persistent functions were sometimes executed before mission objects were created
                            Fix: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously
                            Fix: Various issues with tasks in MP missions on Dedicated Server
                            Fix: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start
                            Fix: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load
                            Fix: No radio messages received from HQ when playing MP as a client
                            Fix: Sectors with "Ownership limit" set to 1 were not possible to capture
                            Fix: HQ call signs created by "Headquarters Entity" module were not assigned on clients
                            Fix: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point
                            Fix: Finalizing a sector created by sector module did not work globally
                            Fix: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been
                            Fix: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit'
                            Fix: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (http://feedback.arma3.com/view.php?id=12123)
                            Fix: Supports - Supports available conversation gets spammed for each connected player
                            Fix: Supports - Supply drop chopper stays and fights enemy
                            Fix: Various issues with Supports module after respawn
                            Fix: Renegade players didn't receive tasks assigned to sides
                            Fix: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions
                            Fix: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start
                            Fix: When new task recipients were added, no "Task Notification" announcement was shown to them
                            Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
                            Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
                            Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
                            Added: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled
                            Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
                            Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded
                            Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west)
                            Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability
                            Added: Modules disabled using 'enableSimulation' command are no longer executed
                            Added: On-screen functions errors are now always visible in editor preview
                            Added: Function logs now works automatically in the mission editor preview
                            Added: Functions can now be recompiled in the editor
                            Various undefined variables have been fixed
                            New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius
                            New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses
                            Added: Functions for working with associative arrays:
                            • BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays
                            • BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created
                            • BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it

                            Hints in FM have been adjusted according to recent zoom changes
                            Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance
                            Fix: Repaired low LODs for crates
                            Fix: Thistles have different model
                            Fix: Trunk textures of some trees have been tweaked
                            Added correct penetration material on supply drop object
                            Lamps have better emissive material
                            Supply parachutes now have correct colors per sides
                            Knees of pilots look better
                            Added camo selections for Independent infantry models
                            Some plants, roads and rocks have their specular materials tweaked
                            Improved skin material of soldiers
                            Adjusted color of khaki vest
                            New helmet camo selections for OPFOR Heli Crew
                            Adjusted colors of backpacks
                            HAMR 3D scope specular reduced
                            Berret is darker and more desaturated
                            Desert boonie hat has better colors
                            Adjusted color of AAF belt
                            OPFOR GL vest grenade pouches made darker with green upper part
                            Metal barrel should look better even in distant levels of detail
                            Camo helmets have been improved
                            NVG model visible on character heads has been improved
                            Character head hit points are now more precise
                            Changed a few bag camo types and their respective icons in addition to overall character polishing
                            Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around



                            MOTEUR DE JEU

                            Script errors shown by default in development branch, hidden in main branch
                            -nologs parameter enabled for the main branch
                            Fix: Showcase saves can be loaded from showcase menu
                            Fix: Game taking significantly longer to start (due to font textures)
                            Fix: Fixed transfer of mission list from Dedicated Server to client
                            Fix: Various issues with tasks in MP missions on Dedicated Servers
                            Improvements: AI and rangefinding - ballistic prediction
                            Increased error of player position, when AI is killed by player
                            Hiding in the grass now affects AI better
                            AI ballistic calculation improved for unguided rockets
                            AI prefer crouch stance while engaging
                            Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
                            Fleeing units will not break do_not_fire command
                            Decreased AI hearing ability to pinpoint enemy unit position
                            Decreased use of prone stance when target is close
                            Decreased use of crouch stance when moving
                            Decreased use of crouch stance in stealth
                            Fix: AI is unable to take a backpack from a ground
                            AI learned how to move legs during rotation (animations)
                            Worked on AI recoil control, dependent on skill
                            Hearing (AI): speed makes a bigger difference
                            Fix: MP selection of an item in the inventory not stable / flashing capacity bars
                            Fix: Cannot add vehicle weapon to another vehicle (http://feedback.arma3.com/view.php?id=12324)
                            Fix: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
                            Changed PhysX vehicle wheel radius collision
                            Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed)
                            Fix: Helicopter collisions with ground (the force was applied twice)
                            Fix: Rendering of weapons in the first frame after map is closed
                            Fix: Rendering of UI objects after windowed / full-screen switch
                            Fix: Errors and loss of player control if you restarted the mission during titlecards or establishing shots
                            Fix: Expanded combo box didn't show whole texts
                            Fix: Order when merging road shapes
                            Fix: PiP usage of SSAO / Caustics textures
                            Added: Echo to attenuation inside vehicles
                            Added: Loop, fade in and fade out for vehicle smokes
                            Added: Configurable muzzle flash light color
                            Added: Scripting commands: magazinesAmmo, magazinesAmmoFull
                            Added: New scripting command weaponsItems
                            Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal
                            Lock is now independent from zoom
                            arma3server.exe has its own icon
                            Player no longer chokes when swimming on the surface
                            Optimization of the particle system
                            Optimization of the visibility calculation through particles
                            Simulation tasks can now potentially use one more CPU core
                            Helicopters: Roll inputs between keyboard and Joystick are halved
                            Better parallax textures on ground surfaces
                            NVGs in enabled state are always visible inside vehicles
                            Animation skeleton is now loaded correctly when weapon is initialized before soldier
                            New scripting command for creating crew for given vehicle (createVehicleCrew)
                            ‘Handgun On’ with launcher selected doesn't go back to launcher anymore
                            Tweaked sorting of sections when optimizing shape

                            Commentaire


                            • #15
                              Une des mises à jour tant attendues pour ceux qui sont sur la development branch :
                              26-08-2013
                              EXE rev. 09501
                              Size: ~2.1 GB

                              Added: 270 square kilometers of hot sun-baked Mediterranean Altis terrain
                              Added: Supporting assets such as static objects (some of which usable in editor)
                              AI rotation behaviour refined
                              AI accuracy calculations refined
                              Fixed: Helicopter engine sound played after damage
                              Fixed: Editor insert unit pictures, colors settings do not require restart anymore to take effect
                              Changed thrust and brake for tracked vehicle damaged tracks
                              Sound: Default volume now 100%
                              UI sounds volume driven by radio slider (instead of music previously)
                              Updated static table for network strings (MP optimization)

                              Commentaire

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