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(A3) Changelog - SPOTREP #00016
SPOTREP #00016
reported
by Joris-Jan van 't Land
on Wednesday 11th December 2013
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.08 (AAF Reinforcements Pack, Workshop improvements)
SIZE: ~1 GB
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 of numberOfDoors
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 and blinkingPatternGuarantee, 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
Redigerat av SkaGGet den 2013-12-11 16:15