FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.02 (Altis performance, AI tweaks, Fixathon)
SIZE: ~1 GB
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.02 (Altis performance, AI tweaks, Fixathon)
SIZE: ~1 GB
CHANGELOG
DATA
- Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
- Many small Altis object positioning tweaks and other terrain fixes
- Fixed: Flipped moon texture
- The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
- The light reflected by the moon has been made more realistic
- Added: New runway parts for left and right airstrip on Altis
- Runway lights have new models and configuration
- Fixed: Darker runway at a distance and with overcast weather
- Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
- Fixed: Blinking resolution LODs on signs
- Configured power line wires to be destroyed along with power line towers
- Animals should be avoiding roads more now
- Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
- Player tank driver can turn out, while commander is turned in
- Civilian (and FIA) trucks have been revamped
- Added: Ability to mount Marshall driver position from right side
- Fixed: Slammer recoil
- Added: T-100 recoil animation for main gun
- T-100 commander optics features in line with OPFOR tracked vehicles
- T-100 back armor made thinner
- Improved handling of terminal ballistics on armored vehicles
- More realistic water fording ability for tracked armor
- Added compass and additional radars for copilot seats
- Removed magic disappearance of rotor blades for some helicopters
- AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909)
- Adjusted position of Blackfoot pilot crosshair in HMD
- Added stabilization for UAV optics
- Fixed: Incorrect duplicate of get-in points for Speedboats
- Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 and http://feedback.arma3.com/view.php?id=14699)
- Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
- Added missing backpacks for Mk6 weapon
- Capacity tweaking for mortars, GMGs and HMGs (inventory)
- Fixed: Animations of static weapons
- Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
- Fixed bombs of CAS UAVs
- Re-balanced mine damage and overall mine usability
- Tweaked: Pistol weights to match maximum soldier load count
- Fixed: Negative friction of 120mm shells
- Reticle materials for 3D scopes now glow in the dark
- Fixed: Problem with 3D scope alpha sorting
- Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
- Tweaked: Action menu priorities
- Increased action priority for weapon assembly
- Fixed: Radio protocol is no longer played during story conversations triggered byBIS_fnc_kbTell
- Fixed: Some groups spawned by Sites module had their skill set too high
- Fixed: CAS bombing issues in Supports Module
- Fixed: Rare occurrence of undefined variable for civilian randomization scripts
- Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474)
- Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
- Fixed: Modules were not executed in the right order on server
- Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
- Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
- Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
- Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078)
- Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
- Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144)
- Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
- Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773)
- Added: Delay before respawn menu is applied only when player is simulated
- Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
- Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
- Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764)
- Fixed: Respawn display sometimes didn't close once player respawned
- Fixed: Advanced hints save / load issue
- Added: BIS_fnc_countdown - allows setting and managing countdown
- Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
- New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
- Fixed: Notifications are no longer displayed after player dies in singleplayer missions
- Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
- Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
- BLUFOR soldiers are now able to switch textures via setObjectTexture
- CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
- Less pronounced character lip sync animations
- Fixed: Several inventory capacity issues
- Fixed: OPFOR pilots ammo load
- Fixed: Guerrilla Rifleman AT backpack load out
- Fixed: Guerrilla Engineer bag type
- Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
- Minor fix in BLUFOR repair specialist chest rig
- Added: New icon for BLUFOR chest rig
- Added: New icons for Guerrilla uniform types
- Added side-specific textures and pictures for mortar bags
- Introduced mass difference between normal and light helmets
- Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
- Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
- Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
- Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
- Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
- Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything fromEtelkaMonospacePro)
- Rolling credits now end after finishing and a short timeout
- Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
- Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
- Fixed: Respawn position selection list was blinking
- Fixed: Tile effects were interactive, stealing mouse focus
- Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
- Removed: Showcase Night radio at the enemy camp
- Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
- Tweaked: Showcase Night boat driver now has a beanie hat
- Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
- Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
- Tweaked: Showcase Night enemies now play ambient animations
- Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
- Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
- Fixed: Showcase Night soldier leaning on the lighthouse was going through it
- Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
- New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
- Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
- Fixed: Defend Syrta character classes had wrong backpack
- Fixed: Defend Syrta CSAT AA class had wrong backpack
- Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
- Tweaked: Civilian vehicles are now unlocked in MP scenarios
- Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
- Tweaked: Tanks should now only spawn on last zone (MP)
- New: Added Spotter and Sniper load outs on the last objective (MP)
- Changed: Defend Syrta now has disabled AI by default
- Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
- Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
- Music has been reorganized to new class names, old ones are kept for compatibility
- Main menu music track fix (different version of same track)
- British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
- Removed occasional animation glitch after Team Switch
- Digital Deluxe Edition: Tactical Guide updated with various tweaks
- Digital Deluxe Edition: Map updated with higher resolution
ENGINE
- Many AI tweaks and fixes
- Enabled blood when Korean language is selected
- Improved: Tank collisions / flipping
- epeImpulseDamageCoef parameter can now be changed for any vehicle
- AI drivers are now better able to navigate out of obstacle and unstuck themselves
- New possibility to turn off adaptive crosshair in options
- Fixed: Favorite sessions in LAN view
- Increased the limit of shown servers in the server browser from 500 to 10000
- Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
- Fixed: Country detection in MP
- Crouch (toggle) now works correctly for launchers
- Fixed: Aiming while holding 'sprint' key and not moving
- Removed zoom warp (by using sprint while in optics)
- Fixed: More strange zoom while sprinting with fatigue removed
- NRemoved strange zoom when aiming while trying to sprint with high fatigue
- Improved: Helicopter dropping like a stone when AA hits them
- Fixed: Crash when player engages in conversation and has no topic
- Added: Random angular velocity for dropped weapons in ragdoll
- Fixed: DnD with container on soldier's container tab caused wrong behavior
- Fixed: DnD with container on soldier's linked backpack caused wrong behavior
- Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
- Fixed: Bag disappearance and duplication
- Fixed: Gear shows no magazines except handguns
- removeWeapon can also unlink assigned items now
- Fixed: Command removeBackpack
- Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879)
- Fixed: Action Drop Backpack was not working
- The Men category is now properly sorted in the unit dialog in editor
- Fixed: saveStatus and loadStatus commands did not work
- Fixed: CheckCursorActionTarget performance
- Skybox lighting is now done per-pixel
- New scripting commands for getting and setting identity parameters
- New scripting command for getting fog parameters (fogParams)
- Added parameter turretCanSee config parameter to distinguish usability of compass for copilots
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