X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • #31
    Pour le moment c'est du fix et des petits ajouts. Le contenu ne sera pas pour tout de suite.

    Commentaire


    • #32
      Pour les avions, il y a déjà un mod qui ajoute le F18, et plusieurs autres (un russe, et le A-10) sont en cours de préparation. Si je me souviens bien, en tant que contenu officiel, un autre avion est en cours de préparation.

      D'ailleurs le dernier SITREP disait notamment qu'ils allaient sortir, avec la prochaine màj, la première version du kit de modding (les outils déjà disponibles pour le II, mais améliorés et adaptés pour le III).

      Commentaire


      • #33
        Les outils de modding sont disponibles (gratuitement) sur Steam, dans la liste d'outils, sous Arma III Tools.

        Je ne sais pas ce qu'il y a dedans, mais il y a un outil qui n'intéresse pas que les moddeurs : il y a 3 renders worlds, un gris, un bleu et un vert, qui sont des cartes vides faites pour prendre des screenshots sans paysages :
        http://community.bistudio.com/wiki/Render_Worlds

        [TMB]http://community.bistudio.com/wikidata/images/d/d4/A3_renderWhite.jpg[/TMB]

        [TMB]http://community.bistudio.com/wikidata/images/0/09/A3_renderGreen.jpg[/TMB]

        [TMB]http://community.bistudio.com/wikidata/images/9/96/A3_renderBlue.jpg[/TMB]

        Commentaire


        • #34
          Le nouveau SITREP : http://dev.arma3.com/sitrep-00036

          On y apprend principalement :
          • le lancement d'un TECHREP listant les modifications apportées aux BI Tools. Premier épisode, avec la liste des Tools déjà sortis, ici : http://dev.arma3.com/techrep-00001
          • la préparation de 3 nouveaux véhicules pour l'AAF, ainsi que d'un viseur pour sniper
          • et surtout, que le contenu de ArmA II sera sous une nouvelle license dès la semaine prochaine, permettant à tous les moddeurs de s'en servir pour des mods ArmA III (plus ou moins, c'est sûrement un peu plus complexe, mais c'est ça qui compte

          Commentaire


          • #35
            Enorme patch aujourd'hui, comme prévu :

            CHANGELOG


            DATA

            • Added MBT-52 Kuma tank
            • Added FV-720 Mora Infantry Fighting Vehicle
            • Added: Wy-55 Hellcat (armed and unarmed) helicopters
            • Added: LRPS optics
            • Added: IR grenades
            • Added: Black variants of MX rifles
            • Added: Selected parts of the Tactical Guide to Field Manual
            • Added: Guerrilla headwear with headsets
            • Added: Improved narrative characters
            • Added: AAF Armor Groups for editor
            • Added: 7 new faces of developers
            • Added: 4 new ambient sounds
            • Added: New pile of wood model
            • Added: New camping light model
            • Added: 3 graves
            • Added: 2 variants of a garbage container
            • Added: 5 variants of graffiti
            • Added: Playground castle with slide!
            • Added: 2 wooden shelves
            • Added: Various leaflets and posters
            • Added: Board map of Altis, Stratis and customizable empty map
            • Added: Five variants of luggage heaps
            • Added: Four variants of a trash barrel
            • Added: Various fishing gear
            • Added: Third Altian Radio Protocol
            • Tweaked: ScrollBar scrollSpeed
            • Tweaked: Adjusted stances have their speeds
            • Tweaked: Panther turning and acceleration performance
            • Tweaked: Kamysh hull hitpoint (minor)
            • Tweaked: Slammer hitpoints (tracks less resistant to mines)
            • Tweaked: Tracks fire geometry for artillery
            • Tweaked: T-100 geometry
            • Tweaked: Post-Processing refract texture for rain
            • Tweaked: More materials on armored vehicles
            • Tweaked: Bandana model in far LODs
            • Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW.
            • Tweaked: Position and anti-collision lights on aircrafts (to make the lights glow smaller from large distances and larger from close distances)
            • Optimized: BIS_fnc_selectRandom function
            • Improved: Slammer damage visual indication
            • Adjusted: Collision damage coefficient for Darter to make landings a bit easier
            • Changed: Class property of fuel station feed from house to vehicle
            • Changed: Parent class of PlayGround_base_F from Static to HouseSmall
            • NATO technicians replaced optically camouflaged suspension of Slammer tank with a more powerful traditional variant
            • Showcase AAF: Buzzard will try to avoid collision with objects on runway again
            • Mortar has new UI icon and various visual tweaks
            • Opacity of black alpha in 3D scopes reduced
            • Reduced power of 120mm APFSDS (armor tweaking)
            • Repaired camo selections of HEMTTs and Zamaks
            • T-100 commander gun is more fragile
            • Functional mirrors for Gorgon
            • HEMTT models have been reworked (proxies have been merged into the models for better performance)
            • Minor key presets improvement. Zooming in and out mapped on mouse side buttons in all presets by default. It might be more convenient for some users then to have it on Numeric keys by default (though that is still available).
            • Update of backpack equipment. Introduced new backpack for divers of all factions.
            • Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill.
            • Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage.
            • Anti-personnel explosives damage levels set according the new soldier protection values.
            • Optimization of diver equipment for all factions
            • APDS ammo for Independents removed from ammo boxes
            • Sparks of Sabot hit should glow even at night now
            • Tuned armor damage textures
            • Functional mirrors for Marid
            • Rear view mirrors for Marshall
            • Reconfigured position and collision lights for all aircraft
            • KIA animation tweaks and fixes. All KIA animations are now 2x faster (inside vehicles).
            • KIA animation for injured passengers of medevac Zamak
            • Removed obsolete proxy of HEMMT ammo
            • Increased weight of Hand Grenade
            • Configured navigation lights for boats (+ renamed memory points to English)
            • Laser Designator is now consistent with other binocular types and could be lowered
            • Minor tweaks in soldier equipment:
              • Optimized magazine count across factions
              • Introduced freshly overhauled Mini Grenades for Recon units
              • Increased Chest rig capacity by 20%
              • Spotters now possess Laser Designators instead of Range Finders
              • Set up correct gear protection values for gear introduced with “Survive”

            • Elevated throw angle by a little to better match arm movement and also put grenade little further by default
            • Optimized APERS mine count between BLUFOR and OPFOR Recon demo specialists
            • Optimized guerrilla team leader magazine count
            • Story characters have been tweaked
            • Decreased overall helmet protection to elevate importance of headshots
            • Minor downgrade of heaviest vest to be less effective against explosives
            • Minor optimization of soldier ammo loadouts
            • Unified squad leaders and team leaders ammo count across factions
            • Unified basic rifleman / scouts magazine ammo count across factions
            • Changed OPFOR Urban brown tactical vests for black ones that suits their camouflage patterns much better
            • Minor optimization of ammo bearers loadouts to increase their usability
            • Optimized OPFOR Urban magazine counts and assistants equipment
            • Showcase Combined Arms extraction chopper was not locked after players board it
            • Khaki chest rig is now fully khaki
            • Adjusted weights of Rice box to minimize PhysX sliding from gunfire
            • Maxwell: Navigation waypoint is no longer attached to the briefing speaker unit but is attached to the briefing center object
            • Assistant automatic rifleman renamed to asst. auto rifleman
            • Equipment tweaks: 6 HE grenade shells were added for BLUFOR and OPFOR ammo bearers. INDEPs will not have them for they carry more machine gun ammo along with a heavier rocket type (NLAW). They should now serve as quite universal ammo loading points for different weaponry of the whole squad and thus provide robust supply support in contrast to specialized support of different Assistant units.
            • Flipped emissive faces of position lights, renamed PositionLight selection to PositionLights and moved anti-collision lights from PositionLights selection to CollisionLights
            • Unified class naming of heads - all NATOHeads have been renamed to WhiteHeads (that means just NATOHead_01 and 16 to 21, the rest was already correctly WhiteHead)
            • Adjusted init scripts for vehicles to use setObjectTextureGlobal(http://feedback.arma3.com/view.php?id=15618)
            • Wheels of the Strider have been balanced to prevent their shadows to be cast in wrong direction
            • Balanced cfgPatches class for LRR
            • Disabled [inventory] map link in MP
            • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
            • Increased scroll speed of ComboBoxes
            • Fixed: Campaign and Challenges menu inconsistency around expanding and collapsing trees
            • Fixed: Priorities of disassembling static weapons and getting into them
            • Fixed: Wheeled APCs damage balancing
            • Fixed: Speed of tracks for most of the tracked vehicles
            • Fixed: Gorgon turret animations
            • Fixed: Wrong view geometry of wreck of Slammer, offset in wreck proxy position
            • Fixed: MLRS launcher elevator animations
            • Fixed: Setting number of respawn tickets to 0 resulted in unlimited tickets, and the other way around (MP Defend)
            • Fixed: Blinking face in the thistle model
            • Fixed: Cropping of the campaign overview text
            • Fixed: OPFOR ACO now glows green in the dark (glowed red before)
            • Fixed: Disappearing rain in relation to ATOC
            • Fixed: It was possible to respawn on removed respawn position (http://feedback.arma3.com/view.php?id=15988)
            • Fixed: T-100 missing hitpoints of commander's turret
            • Fixed: Empty LOD of T-100
            • Fixed: ‘Locking’ of texture in rain Post-Processing
            • Fixed: Crane glitches (http://feedback.arma3.com/view.php?id=15727)
            • Fixed: Walking on stairs of Cargo tower and Cargo patrol tower
            • Fixed: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory (http://feedback.arma3.com/view.php?id=16166)
            • Fixed: Camos / PiP mirrors for armored vehicles
            • Fixed: Camo selections of speedboats
            • Fixed: BIS_fnc_sideName returned incorrect value type for unrecognized side ID
            • Fixed: Propeller axes names (had redundant space in name)
            • Fixed: TI on reserve wheels of Zamak trucks
            • Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled
            • Fixed: Point lights of mortar flares
            • Fixed: Sabot hit effects produced wrong particles on some surfaces
            • Fixed: Display name of 250Rnd_30mm_HE_shells_Tracer_Green
            • Fixed: Showcase Night fog was not working
            • Fixed: Showcase Night - player reporting first contact improved
            • Fixed: Visual glitch on vest / assault pack
            • Fixed: Launchers - launched rocket remained in inventory
            • Fixed: Memory point names for fire effects of some vehicle weapons (coaxial on T-100 has effect on right place now)
            • Fixed: Extended armor parameter coefficients for every respective difficulty. You should not be invincible anymore when playing on lower difficulty settings with extended armor on.
            • Fixed: Incorrect mirror reflection in Offroads (http://feedback.arma3.com/view.php?id=14877)
            • Fixed: Ability to crawl inside DPP tank large (http://feedback.arma3.com/view.php?id=7271)
            • Fixed: Mismatched data for Laser Designator; it should now have correct texture even on the front
            • Fixed: Labels on OK button in campaign menu
            • Fixed: Mi 48 lower rotor blade was duplicated (http://feedback.arma3.com/view.php?id=13308)
            • Fixed: Missing "from binocular" animation for all states. Removed warp when changing stances in binocular pistol mode.
            • Fixed: Stance transitions in pistol
            • Fixed: Guerrilla editor groups
            • Fixed: Time acceleration was not restored after Team Switch
            • Fixed: Units in safe mode get stuck after exiting Ifrit and helicopters
            • Fixed: Getting stuck in the roof at Mike 26 (http://feedback.arma3.com/view.php?id=7277)
            • Fixed: Damaged factory missing / broken texture (http://feedback.arma3.com/view.php?id=13488)
            • Fixed: Land_Net_Fence_Gate_F very hard to interact with (http://feedback.arma3.com/view.php?id=13642)
            • Fixed: Missing classes of Altian Radio Protocols
            • Fixed: Showing loading screen in BIS_fnc_startLoadingScreen sometimes delayed the rest of the script by several milliseconds
            • Fixed: Scripting error when no respawn position was found
            • Fixed: LRPS and DMS now have correct optic type for AI
            • Fixed: Armed offroad is enterable as a co-driver from the right side (http://feedback.arma3.com/view.php?id=16447)
            • Fixed: Campaign weapon persistency issue
            • Added: Ability to set forced sector owner using: [,] call BIS_fnc_moduleSector
            • Added: centerSize parameter for visible point lights
            • Added: Script command getClientState
            • Added: Unit playback by BIS_fnc_unitPlay can be now terminated by calling:
            • Added wrench icon to command menu of FIA engineer
            • Added: New function BIS_fnc_jukebox
            • Added: PositionLights selections for boat models and mapped emissive materials
            • Added: Alpha version of BIS_fnc_exportCfgVehicles
            • Added: BIS_fnc_objectType and BIS_fnc_itemType - functions to return category and specific type of an object or a weapon respectively
            • Added: Side-specific diver goggles
            • Added: IR grenades to the gear of Squad Leaders, JTACs, Spotters and Specialist Assistants of all factions
            • Added: Compass to all positions in Speedboat
            • Added: List of units that are being inserted to Editor > Insert Group
            • Added: Icons for OPFOR Urban Harness vest variant
            • Added: BIS_fnc_crewCount - returns number of crew positions in vehicle
            • Added: BIS_fnc_importImageLinks function
            • Added: More names into full credits
            • Added: Empty ORBAT sizes
            • Added: numberOfWindows parameter to structures and restructured position ofnumberOfDoors
            • Added: More controller schemes

            ENGINE

            • Various Steam Workshop improvements:
              • Offline play of subscribed Workshop missions including saves is now possible
              • Scenarios sorting by name, time subscribed and rating (applicable only for Workshop missions)
              • Subscribed and published items are cached now - no more reloading each time
              • Publish process is now adding Altis, Stratis, OtherMap tag depending on map used for scenario
              • Querying and caching of Steam Workshop mission author name (displayed in Scenarios)
              • Fixed: Adding tags during Steam Workshop publishing
              • Using newest Steam SDK 1.26

            • Sorted: Mission status bar data structure
            • Light shafts disabled at night
            • Focus is set to first mission in list (applies to Scenarios, Challenges, Showcases)
            • Adjusted white glow and overall glow size of runway lights
            • shiningAdjustable material can be now controlled by config
            • If a weapon is removed from a unit because of the animation set, its classname is now stored in unit's namespace so it can be retrieved
            • createUnit function now spawns unit with default 0.5 skill (http://feedback.arma3.com/view.php?id=12669)
            • Merged RV core fix: squad.xml limited to 1024 kBytes to prevent it causing server issues
            • Skill of a unit of a group inserted in the editor now ranges from 0.4 (Pvt.) to 0.7 (Col.)
            • New parameters for MarkerLight to set blinking pattern (blinkingPattern andblinkingPatternGuarantee, to be documented)
            • Changed which entities should have lower priority in calculatePriority selection
            • Team members are ordered according to their numbers
            • Adjusted sun flare underwater
            • Fixed: Wrong direction of the rain particles
            • Fixed: Performance issue caused by fog
            • Fixed: UI event handler "unload" returned 'true', which removed all other event handlers of the same type
            • Fixed: In-game video stuttering (OGV)
            • Fixed: vonCodecQuality-related crash
            • Fixed: Campaign menu expand button behavior
            • Fixed: setWeaponReloadTime command
            • Fixed: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] crashed the game
            • Fixed: Bug that throws an error if no default variable is used and the parameter doesn't exist
            • Fixed: Backpack - "Take item" action not working
            • Fixed: Duplicating items through "Take item" action
            • Fixed: Full-auto shooting in prone position doesn't stop when throwing a grenade
            • Fixed: Grenades cannot be thrown in Splendid Camera anymore
            • Fixed: Drowning crew in helicopters
            • Fixed: Correct override of the setObjectTexture message in JIP array (http://feedback.arma3.com/view.php?id=16197),
            • Fixed: Inability to heal certain hitpoint areas
            • Fixed: AI soldiers now can heal hitpoints damage properly
            • Fixed: [MP DS] Unable to change uniform, vest, backpack from crate
            • Fixed: Unsynced trigger names on loaded MP games (loaded from save)
            • Fixed: Bridges with descruct="no" will be properly indestructible now
            • Fixed: Crash when using setParticleFire without particle initialization
            • Fixed: Changed non-entity items to be ignored by CheckCursorActionTarget
            • Fixed: Unable to transfer a magazine to inventory when your weapon is empty
            • Fixed: Equipment in inventory could go missing
            • Added: Commands triggerTimeoutCurrent / waypointTimeoutCurrent
            • Added: Command setParticleFire
            • Added: Mission status slots are now clickable
            • Added: Function isInitialized

            Commentaire


            • #36
              C'est moi ou la suite de la campagne...c'est DEMAIN???

              Commentaire


              • #37
                Oui

                Commentaire


                • #38
                  Ah, il me semblait bien que le 21 janvier était une date d'importance ! Moi ce qui m'intrigue, c'est le fameux nouveau mode multijoueur qu'ils préparent...

                  Commentaire


                  • #39
                    C'est quoi ce mode?

                    Faudra se faire la partie 2 de la campagne en multi si c'est possible!

                    Commentaire


                    • #40
                      J'en ai parlé là : http://www.mundusbellicus.fr/forum/s...l=1#post189917
                      On ne sait pas grand-chose dessus.

                      Commentaire


                      • #41
                        Au fait, Raph, ils semblerait que le bogue des jumelles ait été résolu dans la dernière màj

                        Commentaire


                        • #42
                          Je confirme. Aucun problème sur mes dernières parties.

                          Commentaire


                          • #43
                            Je viens d'avoir une mise à jour de 700 Mo sur le jeu. Rien sur le site officiel, et pas le troisième épisode de la campagne non plus...

                            EDIT : ah si j'ai trouvé :

                            • Added: Slammer UP
                            • Improved: Armored vehicle optics
                            • Added: Sounds for changing fire modes of most guns
                            • Added: Generic soldier animation movement sounds
                            • Added: 1 x full new Radio Protocol
                            • Added: New command briefingName
                            • Added: Insignias should work on all soldiers (as a last hidden section of each of them)
                            • Added: Tooltips to ListBox items in Controls
                            • Added: New particle modules (fire, smoke, plankton)
                            • Added: Icons for Seize and Defend game types
                            • Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
                            • Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
                            • Added: Geometry PhysX LOD for Hellcat
                            • Added: Task descriptions can now be loaded from CfgTaskDescriptions
                            • Added: Task notification is now compatible with nested displays
                            • Added: More vehicle classes for structures (for UI organization)
                            • Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
                            • Added: Missing rvmats on MLRS
                            • Added: Ability to re-texture Kuma
                            • Added: More sounds for various cutscene animations
                            • Added: Calling [,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
                            • Added: Dynamic task loading in sector module
                            • Added: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
                            • Added: Ability to choose end type when setting mission countdown
                            • Added: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0
                            • Added: On-screen notifications are now logged into diary under "Log" section for later review
                            • Added: New version of demo charge (class DemoCharge_Remote_Ammo_Scripted) that may be touched off by scripts (see http://feedback.arma3.com/view.php?id=15023)
                            • Added: Clicking sound for hiding text in UI
                            • Added: New parameter musicClass for all music tracks
                            • Added: Battlefield sound objects
                            • Added: Sound for self-healing animations
                            • Added: New variant for procedural destruct material
                            • Added: Empty weapon holder on community request
                            • Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
                            • Added: BIS_fnc_itemType now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
                            • Added: CheckBox control to GUI editor
                            • Added: Specific ground holder for caps to prevent them from levitating
                            • Added: Safety measures to prevent stalling boat engines
                            • Added: New display names for rebreathers to make them easily distinguishable in inventory
                            • Added: New display names for NVGs to make them easily distinguishable in inventory
                            • Added: New sounds to various animations
                            • Fixes in translations of 'Adapt' assets and conversations
                            • Fixed: UGV_01 had a different texture for body and turret
                            • Fixed: Missing radio Post-Processing on a few voice-overs
                            • Fixed: Tracks for Panther-based vehicles
                            • Fixed: Flipped trace of right track of Varsuk and Sochor
                            • Fixed: Flipped trace of Kuma's right track
                            • Fixed: Issue where ampersand in mission description caused missing remaining part of description (http://feedback.arma3.com/view.php?id=15973 /http://feedback.arma3.com/view.php?id=16225)
                            • Fixed: Missing fire damage for emitter created by setParticleParams
                            • Fixed: Opening Team Switch menu with no switchable units available leads to scripting error
                            • Fixed: SelectSave display title IDC
                            • Fixed: "Unexpected control type" warnings in log
                            • Fixed: Specularity of phone booth materials
                            • Fixed: Colors of fishing nets
                            • Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
                            • Fixed: Respawn tickets are now decreased upon player death, not respawn
                            • Fixed: Logic side is always friendly to everyone
                            • Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (forums reference)
                            • Fixed: Wrong model of Caucasian head
                            • Fixed: Campaign menu's replay button
                            • Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847)
                            • Fixed: Function header for Respawn Tickets
                            • Fixed: Rangemaster Suit has a correct description
                            • Fixed: Multiline in init EditBox (you are now able to use even text longer than the field itself)
                            • Fixed: Error in PCML optic when ADS (http://feedback.arma3.com/view.php?id=16850)
                            • Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)
                            • Fixed: H_HelmetB_camo has armor value 0 & passthrough of 1 (http://feedback.arma3.com/view.php?id=17078)
                            • Fixed: Link to wrong textures of officer character
                            • Fixed: Naval Mine (Moored) does no damage (http://feedback.arma3.com/view.php?id=16978)
                            • Fixed: Bullets shown in transparent magazine of PDW2000
                            • Fixed: Wrong campaign menu OK button text
                            • Fixed: Some hitpoints on the Bobcat
                            • Fixed: List of addons for Dedicated Server to run Seize Edoris
                            • Fixed: Some trigger-activated modules didn't work
                            • Fixed: Cargo parachutes are now correctly animated while opening and landing
                            • Fixed: Darter has been adjusted to withstand assembly even inside houses
                            • Fixed: Berets have a correct texture
                            • Fixed: HQ module was deleting its group
                            • Fixed: Adjusted armor of Truck lights
                            • Fixed: Sounds of owl used as a trigger doesn't produce an error message anymore
                            • Fixed: Optimized grenade throwing distance according to the realization that RL values are not very well intuitively perceived by player in-game
                            • Fixed: Kerry's backpack has a correct icon
                            • Fixed: Tigris texture
                            • Fixed: BIS_fnc_bleedTickets showed scripting error when no sectors were available
                            • Fixed: Calling BIS_fnc_respawnTickets to get side with lowest amount of tickets included also sides with no tickets defined
                            • Fixed: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
                            • Fixed: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armored vehicles
                            • Fixed: Changing pistol or rifle for binoculars now has sound in all stances
                            • Fixed: Healing yourself should now have a sound
                            • Fixed: Kerry now has a vest with his nametag
                            • Fixed: Fonts - Added missing Cyrillic characters
                            • Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead
                            • Fixed: Icons of tracer magazines
                            • Fixed: Too aggressive corpse removal in Escape from Stratis
                            • Fixed: Shipwreck icons now are colored black
                            • Fixed: Supply Box - Player can't change weapon with ammo
                            • Fixed: Panther model.cfg
                            • Fixed: Module framework no longer waits for execution of modules outside of the framework
                            • Fixed: Modules were not executed in the right order upon mission start
                            • Fixed: Scripting error for animals (forums reference)
                            • Fixed: Path to soldier fatigue sounds
                            • Fixed: Ambient noises of Van
                            • Fixed: Calling BIS_fnc_spawnVehicle to create UAV or UGV didn't create vehicle's ‘crew’
                            • Fixed: BIS_fnc_spawnGroup didn't create group members with same group IDs as in 2D editor
                            • Fixed: Group names were broken
                            • Fixed: Overlay of sliders and values in Customize Controller display
                            • Fixed: Occasional script error while animal is in formation
                            • Fixed: Changing stance from crouch on your side
                            • Fixed: Occasional bug in checking of nearby objects in animal behavior
                            • Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
                            • Fixed: Ammo boxes were not recognized correctly by BIS_fnc_objectType
                            • Fixed: One motorized group was still missing its text label (http://feedback.arma3.com/view.php?id=17438)
                            • Fixed: Broken particle spawn (http://feedback.arma3.com/view.php?id=17429)
                            • Fixed: Shaking at low speeds and turning to one side of Buzzard
                            • Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves
                            • Fixed: Name of Kerry's helmet
                            • Fixed: BIS_fnc_groupVehicles would not have return value when grpNull or no group was sent to the function
                            • Fixed: Animals in formation wanted to walk / run a way more often than out of formation
                            • Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all
                            • Fixed: Display names for various weapon, item, headgear and vest holders
                            • Fixed: Bandana Mask weapon holder
                            • Fixed: Wrong mission name in Dedicated Server mission selection for Headhunters and Escape from Stratis
                            • Fixed: Order of vehicles in motorized infantry guerrilla groups
                            • Fixed: Simulation Manager: Ships were being brought to a halt sometimes
                            • Fixed: Callsign module didn't accept localized strings
                            • Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module
                            • Fixed: cfgPatches for Black MX Rifles
                            • Fixed: cfgPatches for Katiba rifles
                            • Improved OPFOR legs sustaining too many hits
                            • Stinger has a correct zeroing in iron sights
                            • Leaflets and posters should be no longer available as targets for the player’s team
                            • Caucasian heads should display damage properly
                            • PCML should lock only on proper targets
                            • Improved: Cheetah turret fire geometry
                            • Animated skirt plates for Panther and Cheetah
                            • Improved: Fire geometry of Tigris turret
                            • Gorgon mass distribution
                            • NATO supplies of instant glue for side skirts of Slammers have been depleted
                            • Animated plate selections for other Slammer variants
                            • Tweaked: Kuma fire geometry
                            • Kuma's turret launches 16 smoke grenades around the whole tank
                            • More smoke grenades for Mora
                            • Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity
                            • Limited Kuma's ammo storage capacity to 42 rounds
                            • The Airport building has been repaired and should no longer produce any debug errors
                            • HV Column Wire properties have been fixed
                            • Wreck of offroad (the one seen all over Altis) has been adjusted
                            • Roadways of piers have been tweaked
                            • Moved Campaigns button to the first position in Play menu
                            • Updated: Mod icons are now larger
                            • Repaired PCML reticle
                            • Repaired icon of Buzzard
                            • New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name)
                            • Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846)
                            • Correct path to SMDI material of Trawler
                            • ZSU-39 missiles were oversized
                            • PhysX should not be different on Panther variants
                            • Adjusted clipping of Marid drivers while getting in or out
                            • Improved gearbox behavior on MBTs
                            • Tweaked: Muzzle smoke particle effect (optimization)
                            • Full credits: updated actors and a moderator
                            • Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
                            • Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
                            • Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, butV_PlateCarrierIA2_dgtl should not have a chance to save you from sniper rifle fire asV_PlateCarrierSpec_rgr could.
                            • Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
                            • Performed several minor explosive tweaks
                            • Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
                            • Kuma maminMassCollisionLimitximum gun depression increased
                            • Improved building of texture index for land decals
                            • Radio Protocol: "Move to" object - added new map types & sound objects
                            • Unified collision, fire and PhysX geometries of Panthers
                            • Panther AA and CRV made a bit heavier
                            • Bobcat suspension animations were reversed
                            • Varsuk damage textures display improved
                            • Tweaked: Convoy / normal speed of armored vehicles
                            • Yellow tracers for Kuma 120mm rounds
                            • Tweaked: Dispersion for Slammer main gun
                            • Lights of Hatchbacks are easier to destroy
                            • Various power plants have their own map icons
                            • Another update of proper initSpeed for different weapons in their magazines
                            • Changed: Sound attenuation in helicopters
                            • New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it.
                            • Check for the text type added to function BIS_fnc_dynamicText. Command parseText is called only if the input text is a STRING.
                            • Damage materials of Slammer/Panther-based vehicles have been improved
                            • Kamysh turret gun elevation limits revised
                            • Cargo of Slammer now properly stores their weapons
                            • Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary.
                            • Positioning improved, text block can now be aligned by bottom border in the TypeText2function
                            • Previous change in demolition charge mass allows diver experts to carry one more explosive
                            • Configured lights, position lights and collision lights of both planes and helicopters
                            • Tweaked flight model of Buzzard
                            • Adjusted MissionTasks function
                            • Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged
                            • Tweaked: Kamysh internal damage (bottom of hull was too fragile)
                            • Updated: Thunder sounds
                            • Structure and scripts for animal behaviour completely reworked
                              • Cleaner implementation (old system was created and edited during many years by different people)
                              • Some old bugs were fixed
                              • Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking)

                            • Sound edges added for cutscene animations
                            • Volume of cutscenes animations have been adjusted
                            • Updated default group positions
                            • Replaced laser designators by range-finders for snipers as was designed
                            • Adjusted: PhysX geometry of HEMTT wrecks
                            • Mk200 has correct tracer color
                            • Various rockets have their launch sound improved
                            • Better shadow LOD for caps
                            • Updated: Position of pilot of Blackfoot to be parallel with the axis of model
                            • Updated: Full and ORBAT Credits
                            • Various weapons, uniforms, vests, headgear and item holders are now placeable in editor
                            • Adjusted fabric type for berets
                            • Adjusted parachute backpack
                            • Beret normal map has been slightly tweaked
                            • Weapon holders have correct format of cfgPatches
                            • Adjusted sizes of icons for weapon holders
                            • Hellcat now has correctly assigned cfgPatches
                            • I_UAV_AI now has correctly assigned cfgPatches
                            • Added FIA soldiers to cfgPatches
                            • Adjusted: Sounds volume of some certain vehicle weapons
                            • Headgear randomization script for civilians should no longer add headgear if a new player joins
                            • New word for targeting sentences in Stealth Radio Protocol
                            • Stealth targeting sentences fixed / improved
                            • New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger).
                            • Changes required for new CheckBox implementation:
                              • RscToggleButton no longer exists - replaced by new RscCheckBox (justRscDisplaySingleMission)
                              • New RscCheckBox is using CT_CHECKBOX which was already defined but unused until now
                              • Old RscCheckBox was renamed to RscTextCheckBox
                              • Required changes in displays (just a rename of RscCheckBox to RscTextCheckBox)
                              • Style definition added to avoid no entry errors

                            • Rooster added into poultry animal site
                            • Updated order of voice actors by their credits
                            • Snakes? Why does it have to be snakes? (fixed http://feedback.arma3.com/view.php?id=17492)
                            • Darter is able to rotate better on spot (configured backRotorForceCoef)
                            • Tweaked: FoV for airplanes
                            • Changed: Coefficient for walking / idling goats and sheep
                            • Optimized: Artillery shell effects
                            • Updated: BIS_fnc_ctrlSetScale now returns an array - target control position
                            • Various units and weapons have been added to cfgPatches
                            • Removed Super AI from difficulties ListBox
                            • More uniforms, vests and headgear items have been added to cfgPatches
                            • Changed interaction with water for class Plane_Base_F
                            • Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly.
                            • Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more
                            • Updated ammo boxes load-outs:
                            • Added powerful Satchel Charges into Explosive boxes
                            • Added side-specific flare composition into Grenade boxes.
                            • Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes
                            • Various particle optimizations
                            Dernière modification par Rem, 05-03-2014, 18h29.

                            Commentaire


                            • #44
                              Il y a toujours un petit décalage entre la mise à jour Steam et la dispo du changelog.

                              Commentaire


                              • #45
                                Le troisième et dernière épisode de la campagne solo, Win, sortira le 20 mars ! DS, je te laisserai le soin de créer un sujet approprié quand le moment sera venu .

                                Commentaire

                                Chargement...
                                X