steam_news
25.05.2013, 18:57
CHANGELOG[br][br]DATA[br]
Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)[br]
Comprehensive lighting tweaking (details)[br]
Environmental tweaks: sun, lens flares, material changes for changed lighting[br]
Lights optimization[br]
Lighting tweaks for vehicles (headlights, positional lights) and flashlights[br]
Increased light intensity of muzzle flashes[br]
Added: dedicated combat radio protocol[br]
Added: dedicated stealth radio protocol[br]
Fixed various radio protocol issues[br]
Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)[br]
Alarm sound now also configured under CfgSounds, as Alarm[br]
Improved Ka 60 fire geometry[br]
Various types of lights on the Ka 60 improved (placement, parameters)[br]
Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)[br]
Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)[br]
Adjusted mass distribution of MH-9[br]
Fixed: Position lights of helicopters have been adjusted[br]
AI helicopter handling improved[br]
Improved fording depth for helicopters to deal with landing on water better[br]
Speedboat (minigun) now uses correct muzzle points[br]
Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)[br]
Fixed: Tweaked fire geometry (mostly glasses) for the Hunter[br]
Tweaked MRAPs' maximum light radius to improve performance[br]
MRAPs should have tracers every third shot now[br]
Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)[br]
Launcher AI settings and weapon performance configuration tweaked[br]
Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)[br]
Material penetration properties modified[br]
Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)[br]
Holosights have been replaced by ACO for Katiba[br]
12.7mm HMG Rate of Fire fixed[br]
Tweaked missiles for AH-9 to be better used by AI[br]
Adjusted DAGR locking cone and adjusted its AI characteristics[br]
Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI[br]
Fixed: MXM and MX SW handles have better materials[br]
Range Master character added[br]
All chest rigs should be of better visual quality[br]
BLUFOR marksman's has changed its color to match his uniform[br]
Removed hand grenades from helicopter pilots and crew[br]
Diver UW magazine count modified[br]
Automatic rifleman shouldn't have a tracer round every bullet anymore[br]
Removed little cubes from BLUFOR rifleman's right wrist[br]
Fixed: Missing texture of backpack has been re-mapped[br]
Movement speed tweaking and unification deployed[br]
Various little tweaks and fixes on common houses[br]
Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)[br]
Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)[br]
Added numberOfDoors parameter to structure configs[br]
Added numberOfHatches parameter to structures configs[br]
Reduced durability of reflectors and markerlights on structures[br]
Added baked lighting for crowns and trunks of trees and shrubs (macro maps)[br]
Last / distant LOD for plants improved[br]
Fixed: various bush material / alpha shaders[br]
Smoke shell effect tweaked[br]
Rocket effects tweaked[br]
Blood hit and fire dust effects tweaked[br]
Added small settlement near Kamino firing range[br]
Stratis bridges improved for characters and vehicles[br]
Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors[br]
Tweaks to Stratis lamp placements[br]
Fixed: Sandbag barriers adjusted on Stratis[br]
Added: New system for displaying scenario overview information[br]
Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme[br]
Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed[br]
Added tooltips to CListBox and key presets[br]
Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default[br]
Welcome Screen no longer shown for new profiles made during the same session[br]
Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white[br]
Added: Debriefing now shows number of respawns instead of reverts in multiplayer[br]
Fixed: Quick command linked to the old communications menu[br]
Added: Correct cursor for supports communications menu[br]
Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)[br]
Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates[br]
Added: Communication menu manager[br]
Function BIS_fnc_objectsGrabber would sometimes not close the output Array[br]
Fixed: Functions viewer was not working when launched from mission editor[br]
Added: Adding new control presets and their tooltips[br]
Fixed: Notification area is now wider[br]
Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission[br]
Field Manual Commanding / Move hint improved[br]
BIS_fnc_arrayShuffle added to functions[br]
Fixed: BIS_fnc_infoText was using obsolete sound[br]
Added: A notification is displayed when a new communication menu item is added[br]
Fixed: allowFunctionsRecompile description.ext param had no effect[br]
Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added[br]
Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side[br]
Optimized: BIS_fnc_selectRandomWeighted[br]
Added: Variable header added to local functions[br]
Fixed: BIS_fnc_sortBy ignored entries with duplicate values[br]
Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now[br]
Fixed: Chromatic aberration remained when camera was launched from the pause menu[br]
Removed: pauseOnLoad.sqf redundant script[br]
Optimized: Module framework now loads modules significantly faster and takes less time during a mission[br]
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[br]
Added: Error message will now interrupt loading screen[br]
Fixed: The default editor template was still calling functions[br]
Fixed: Feedback FSM optimization[br]
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts[br]Added: Correct ETA for mortar support in SCUBA mission[br]
ENGINE[br]
New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)[br]
Updated to Physx3.2.4[br]
Fixed several MP synchronization issues[br]
Fixed several crash opportunities in SP and MP[br]
Several inventory interaction and stability fixes[br]
Removed destroyed buildings from PhysX simulation[br]
Fixed: Wheel speed in damaged or destroyed state[br]
Dynamic light influence to AI visibility tweaked[br]
Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI[br]
Fixed: Hard limit usage while performing light sorting[br]
Added: New hard limits implemented into particle lights[br]
Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)[br]
Fixed: Starting scenarios from subfolders did not work correctly[br]
Fixed: Audio distance curve[br]
Added: Radio filter / effect[br]
Fixed: MX UGL had a displaced crosshair[br]
Added: Loiter waypoint[br]
Fixed: AI will not eject before player[br]
Fixed: Taking additional ammo for pistol would play reloading sound[br]
Fixed: Certain magazines could not be moved to another container from backpacks[br]
Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item[br]
Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action[br]
Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action[br]
Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack[br]
Fixed: Texture flickering on wrecks[br]
Fixed: Tooltip crash in MP sessions listbox[br]
Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)[br]
Added lbSetTooltip script command[br]
Removed redundant CfgFirstAid >> firstAidScript[br]
Small optimization of face mimics[br]
Fixed: enableFatigue command was not working[br]
Fixed: Manual control for locked missiles works again[br]
Added: Most detailed shadow lod is now displayed in view pilot[br]
Fixed: Helicopters engines now are damaged correctly upon contact with water[br]
[br]http://storefront.steampowered.com/v/gfx/apps/107410/capsule_231x87.jpg (http://store.steampowered.com/app/107410/) [br][br]Дальше... (http://store.steampowered.com/news/10701/)
Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)[br]
Comprehensive lighting tweaking (details)[br]
Environmental tweaks: sun, lens flares, material changes for changed lighting[br]
Lights optimization[br]
Lighting tweaks for vehicles (headlights, positional lights) and flashlights[br]
Increased light intensity of muzzle flashes[br]
Added: dedicated combat radio protocol[br]
Added: dedicated stealth radio protocol[br]
Fixed various radio protocol issues[br]
Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)[br]
Alarm sound now also configured under CfgSounds, as Alarm[br]
Improved Ka 60 fire geometry[br]
Various types of lights on the Ka 60 improved (placement, parameters)[br]
Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)[br]
Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)[br]
Adjusted mass distribution of MH-9[br]
Fixed: Position lights of helicopters have been adjusted[br]
AI helicopter handling improved[br]
Improved fording depth for helicopters to deal with landing on water better[br]
Speedboat (minigun) now uses correct muzzle points[br]
Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)[br]
Fixed: Tweaked fire geometry (mostly glasses) for the Hunter[br]
Tweaked MRAPs' maximum light radius to improve performance[br]
MRAPs should have tracers every third shot now[br]
Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)[br]
Launcher AI settings and weapon performance configuration tweaked[br]
Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)[br]
Material penetration properties modified[br]
Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)[br]
Holosights have been replaced by ACO for Katiba[br]
12.7mm HMG Rate of Fire fixed[br]
Tweaked missiles for AH-9 to be better used by AI[br]
Adjusted DAGR locking cone and adjusted its AI characteristics[br]
Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI[br]
Fixed: MXM and MX SW handles have better materials[br]
Range Master character added[br]
All chest rigs should be of better visual quality[br]
BLUFOR marksman's has changed its color to match his uniform[br]
Removed hand grenades from helicopter pilots and crew[br]
Diver UW magazine count modified[br]
Automatic rifleman shouldn't have a tracer round every bullet anymore[br]
Removed little cubes from BLUFOR rifleman's right wrist[br]
Fixed: Missing texture of backpack has been re-mapped[br]
Movement speed tweaking and unification deployed[br]
Various little tweaks and fixes on common houses[br]
Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)[br]
Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)[br]
Added numberOfDoors parameter to structure configs[br]
Added numberOfHatches parameter to structures configs[br]
Reduced durability of reflectors and markerlights on structures[br]
Added baked lighting for crowns and trunks of trees and shrubs (macro maps)[br]
Last / distant LOD for plants improved[br]
Fixed: various bush material / alpha shaders[br]
Smoke shell effect tweaked[br]
Rocket effects tweaked[br]
Blood hit and fire dust effects tweaked[br]
Added small settlement near Kamino firing range[br]
Stratis bridges improved for characters and vehicles[br]
Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors[br]
Tweaks to Stratis lamp placements[br]
Fixed: Sandbag barriers adjusted on Stratis[br]
Added: New system for displaying scenario overview information[br]
Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme[br]
Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed[br]
Added tooltips to CListBox and key presets[br]
Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default[br]
Welcome Screen no longer shown for new profiles made during the same session[br]
Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white[br]
Added: Debriefing now shows number of respawns instead of reverts in multiplayer[br]
Fixed: Quick command linked to the old communications menu[br]
Added: Correct cursor for supports communications menu[br]
Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)[br]
Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates[br]
Added: Communication menu manager[br]
Function BIS_fnc_objectsGrabber would sometimes not close the output Array[br]
Fixed: Functions viewer was not working when launched from mission editor[br]
Added: Adding new control presets and their tooltips[br]
Fixed: Notification area is now wider[br]
Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission[br]
Field Manual Commanding / Move hint improved[br]
BIS_fnc_arrayShuffle added to functions[br]
Fixed: BIS_fnc_infoText was using obsolete sound[br]
Added: A notification is displayed when a new communication menu item is added[br]
Fixed: allowFunctionsRecompile description.ext param had no effect[br]
Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added[br]
Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side[br]
Optimized: BIS_fnc_selectRandomWeighted[br]
Added: Variable header added to local functions[br]
Fixed: BIS_fnc_sortBy ignored entries with duplicate values[br]
Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now[br]
Fixed: Chromatic aberration remained when camera was launched from the pause menu[br]
Removed: pauseOnLoad.sqf redundant script[br]
Optimized: Module framework now loads modules significantly faster and takes less time during a mission[br]
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[br]
Added: Error message will now interrupt loading screen[br]
Fixed: The default editor template was still calling functions[br]
Fixed: Feedback FSM optimization[br]
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts[br]Added: Correct ETA for mortar support in SCUBA mission[br]
ENGINE[br]
New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)[br]
Updated to Physx3.2.4[br]
Fixed several MP synchronization issues[br]
Fixed several crash opportunities in SP and MP[br]
Several inventory interaction and stability fixes[br]
Removed destroyed buildings from PhysX simulation[br]
Fixed: Wheel speed in damaged or destroyed state[br]
Dynamic light influence to AI visibility tweaked[br]
Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI[br]
Fixed: Hard limit usage while performing light sorting[br]
Added: New hard limits implemented into particle lights[br]
Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)[br]
Fixed: Starting scenarios from subfolders did not work correctly[br]
Fixed: Audio distance curve[br]
Added: Radio filter / effect[br]
Fixed: MX UGL had a displaced crosshair[br]
Added: Loiter waypoint[br]
Fixed: AI will not eject before player[br]
Fixed: Taking additional ammo for pistol would play reloading sound[br]
Fixed: Certain magazines could not be moved to another container from backpacks[br]
Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item[br]
Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action[br]
Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action[br]
Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack[br]
Fixed: Texture flickering on wrecks[br]
Fixed: Tooltip crash in MP sessions listbox[br]
Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)[br]
Added lbSetTooltip script command[br]
Removed redundant CfgFirstAid >> firstAidScript[br]
Small optimization of face mimics[br]
Fixed: enableFatigue command was not working[br]
Fixed: Manual control for locked missiles works again[br]
Added: Most detailed shadow lod is now displayed in view pilot[br]
Fixed: Helicopters engines now are damaged correctly upon contact with water[br]
[br]http://storefront.steampowered.com/v/gfx/apps/107410/capsule_231x87.jpg (http://store.steampowered.com/app/107410/) [br][br]Дальше... (http://store.steampowered.com/news/10701/)