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Просмотр полной версии : Arma 3 Beta Updated


steam_news
31.07.2013, 19:59
CHANGELOG[br][br]DATA[br]Added: BTR-K Kamysh tracked IFV[br]Added: IFV-6c Panther tracked IFV[br]Added: BattlEye anti-cheat engine integration[br]Added: Commander position for Marshall and Kamysh[br]Corrected position for optics and coaxial machinegun moved to correct place (AMV)[br]Added clan sign support for many Beta vehicles[br]Added: Various vehicles have adjusted items in inventory[br]Fixed: Ifrit GMG now has 96 grenades instead of 64[br]Fixed: Hunter GMG now has 96 grenades instead of 64[br]Fixed: Strider GMG now has 96 grenades instead of 64[br]Fixed: Bad glass sorting on Strider[br]Fixed: Tweaked AI driving skills with Speedboat[br]Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades[br]Fixed: APC turrets now have more authentic vision modes[br]Fixed: Tweaked suspension of APCs[br]Fixed: Improved crew and cargo animations of APCs[br]More believable braking performance of Marshall and Marid[br]Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)[br]Adjusted lift force of xH-9, AH-99 and PO-30 helicopters[br]Adjusted collective of xH-9 family helicopters[br]Adjusted xH-9 family maneuverability around roll-axis[br]Moved Blackfoot gunner optic view to correspond with PiP[br]Fixed: Destroyed parachute doesn't start to burn[br]Supply parachutes now have correct colors per sides[br]Fixed: Changed glass materials for CH-49 Mohawk[br]Daytime version of UH-80 is now listed as made by Bohemia Interactive[br]Copilot of the UH-80 now uses the cyclic[br]Fixed: Blurred tail rotor in cargo-view[br]Transport helicopters have means to detect incoming missiles[br]Helicopters: added bodyFrictionCoef config parameter[br]Doors should be openable by scripts for helicopters[br]Improved cockpit PiP monitors[br]Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)[br]Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)[br]Improved animations of Mk.20 rifle[br]Fixed: Iron sights now have 100 m increments (up to 600 m)[br]Even holosight should have basic zeroing of 200 m[br]Fixed: Repaired AS map of MX rifle family[br]Added some delay between throwing 'nades[br]Fixed: Hammer of ACP-C2 is correctly readied to fire[br]Better cursor for laser designator[br]Revamped sound suppressor configuration[br]Correct name sound for Scalpel missiles[br]Fixed: String error after after shooting a smoke round from MX 3GL[br]Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities[br]Fixed: Showcase Infantry - Undefined variable error when engaging the spotters[br]Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission[br]Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels[br]Showcase Helicopters: Ambient animations added to starting location and Camp Rogain[br]Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed[br]Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now[br]Fixed: Showcase Supports - Mission should end a bit sooner now[br]Added: BIS_fnc_log and BIS_fnc_error now display player's profile name[br]Added: Sector module - creates a contested sector, handles its capturing and map visualization[br]Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type[br]Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.[br]Added: Additional military buildings can now be garrisoned by Sites[br]Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead[br]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.[br]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.[br]Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.[br]Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).[br]Fixed: Disabled vehicles were not respawning[br]Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)[br]Fixed undefined variable errors when using BIS_fnc_UnitPlay[br]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.[br]Fixed: Main menu script error[br]Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.[br]Firing Drills: Targets would not deactivate when leaving Competitive CPs[br]Firing Drills: FM records with introduction, rules and tips added[br]Firing Drills: bonus & penalty logic between Training and Competitive made consistent[br]Firing Drills: first version of PiP feedback added for long-range accuracy targets[br]Firing Drills: There could be a doubled icon next to previous times[br]Firing Drills: Final times were not colored correctly in all cases[br]Firing Drills: The main task is now completed when ending the challenge[br]Fixed: undefined variable in CoF: Blue[br]Fixed: undefined variable in CoF: Green[br]Changed: Titan used instead of RPG-42 in Showcase SCUBA[br]Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order[br]Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument[br]Find more documentation on modules and other design topics here[br]Added: Vertical position of map in loading screen is now randomized, adding some variety to it[br]Fixed: Broken drawing of comboboxes in date modules[br]Fixed: Wrong column widths in the Multiplayer display with some UI size[br]Fixed: MP display error[br]Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)[br]Radio Protocol: Missing words fixed for several protocols[br]Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)[br]Added: Noise sounds for APCs[br]Fixed: Sounds of some vehicles have their file paths changed to correct ones[br]Better sound for smoke launchers[br]Lamps have better emissive material[br]Roadcone and Roadbarrier lights are now operational[br]Added loading screen environment trivia[br]Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)[br]Fixed: Ambient light is now correctly affected by moon and stars intensity[br]Fixed: Sunken fuel station on Stratis[br]Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)[br]Adjusted poses received boost to fluency[br]Improved responsiveness of stance changing[br]Added: Korean, Japanese and Cyrillic symbols to fonts[br]Fixed: AI ability to track enemy that is not visible[br]Fixed: Adjusted content of ammunition and weapon crates[br]Restructured grouping of editor objects and renamed object editor categories[br]New control presets[br]Hiding in the grass now affects AI better (configuration on Stratis surface types done)[br]Adjusted visibility and audibility of fire for AI[br]Many small objects and furniture are now PhysX-simulated when spawned in editor / via script[br]Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)[br][br]ENGINE[br]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.[br]Fixed: SMAA Post-Process[br]Fixed: Small performance tweak in rotation blur Post Process[br]Fixed: Flash suppressor changed sound of underbarrel grenade launchers[br]Fixed: Some cases of sliding players[br]Removed sensitivity smoothing for aiming deadzone[br]Helicopters: main rotor collision added[br]Helicopters: startDuration config parameter added[br]Added: mainBladeCenter and mainBladeRadius for all helicopters[br]Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters[br]Helicopters: autorotation tweaks, barrel roll tweaks[br]Added: added allowAgainstInfantry ammo config parameter[br]NVGs are hidden inside vehicles, and this can be configured per position[br]Added: New parameters for particles created by script[br]Fixed: Scripting command tvSetData[br]Added: Error message when trying to pass Array in Array as parameter for tree commands[br]Fixed: Tank shells now have visible tracer[br]Fixed: Freelook not turning the whole player anymore[br]Fixed: Inconsistent land shadow segments while switching landscapes[br]Fixed: Broken parallax mapping on the terrain in some places[br]GPU benchmark should not cause "driver not responding" conditions anymore[br]Instancing now takes craters into account[br]Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard[br]Stance indicator fades in / out when changing stances[br]Fixed: AI ballistic calculation[br]Fixed: AI now can shoot over animals[br]Fixed: AI now consider proper muzzle direction for rocket launchers[br]AI shouldn't take unguided missiles as guided[br]AI shouldn't use rockets against infantry that much[br]AI ballistic calculation improved for unguided rockets[br]AI prefer crouch stance while engaging[br]Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)[br]Lock is now independent from zoom[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/11186/)