Kategorie:ArmA 3 - Updates

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29.08.2014 - 1.28

Hinweise

  • This hotfix does not yet fully correct multiplayer issues introduced in 1.26. It is an interim improvement, while we continue to find the source problem(s). Read more about this situation in the most recent SITREP.
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.24). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy124


Engine

  • Removed: Guaranteed networking messaging (not just disabled). This may just be temporary while we address issues with this low-level networking feature.
  • Fixed: Stack overflow crash
  • Fixed: Missing console logging on servers



20.08.2014 - 1.26

Hinweise

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • We've enabled Steam-based redistrutables for Visual C++, .NET and DirectX, which may run one time if they had not been installed previously.
  • The Launcher is now the default and only Steam launch option for Arma 3. Windowed mode can be engaged from the basic parameter page. You can still run the game without Launcher by starting the executable directly.
  • A new Steam branch is now available for advanced users: Legacy Build (1.24). As its name implies, it contains the previous main branch version. It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy124


Data

  • Fixed: Damage and destruction materials for Hunter, Greyhawk and Offroad variants
  • Fixed: Altian civilians should speak their language correctly
  • Fixed: Demolition charge has correct model when dropped from inventory
  • Fixed: Mi-48 optics
  • Fixed: It was possible to access Arsenal on a destroyed ammo box
  • Fixed: Sound of Wipeout rocket explosions
  • Fixed: Alternative sights don't have optic effects from main sights anymore (http://feedback.arma3.com/view.php?id=13057)
  • Fixed: Pitch shift of grenades
  • Fixed: CfgPatches for camo versions of sniper rifles
  • Fixed: Zone Protection worked only when there was an entire AO defined
  • Fixed: Supports module no longer lists vehicles with protected scope as available Virtual Providers
  • Fixed: Wrong localization of "Watch" button for Community Guides in French
  • Fixed: Possible error message in Supports module when calling in artillery after a bombing run using Virtual Providers
  • Fixed: Player's appearance consistent with the overview image of Showcase Supports
  • Fixed: Panther no longer throws itself over the edge during insertion in Showcase Combined Arms
  • Fixed: Changed squad movement speed modes in Showcase Combined Arms to accommodate changes to fatigue
  • Fixed: Kuma vulnerability mitigated
  • Fixed: Kart Trolley had a bad shadow
  • Fixed: CfgPatches have been tweaked for Bootcamp components
  • Fixed: Optimized overall car inventory maximum loads to more reasonable levels
  • Fixed: Adjusted memory points of Bobcat LMG
  • Fixed: Driver of Sochor may be shot while turned out (http://feedback.arma3.com/view.php?id=19876)
  • Fixed: Issue with OPFOR grenadier harness variant providing unreasonable amount of armor protection
  • Fixed: Error message in MP Virtual Arsenal
  • Fixed: Slightly adjusted damper size of quad-bike
  • Fixed: Strange chromatic aberration in alternate scopes
  • Fixed: Adjusted fire geometry of Blackfoot
  • Fixed: Crawling animation are played slowly
  • Fixed: Speedboat turret doesn't disappear after being hit
  • Fixed: Faces now show proper author in Virtual Arsenal
  • Fixed: Various visual issues with Tempests
  • Fixed: Pilots' visibility of compass if radar is disabled
  • Fixed: Adjusted water resistance of Mohawk
  • Fixed: Sochor is now usable for the Artillery support module
  • Fixed: Skinning of back shields of VR Soldier improved
  • Fixed: Adjusted durability of rear glass of SUV
  • Fixed: Adjusted geometries of Zamak
  • Fixed: Nasty hit point settings issue that caused Helicopter Pilots, Helicopter Crews and Pilots across all factions to be able to sustain an unreasonable amount of damage suffered to their extremities. Their coveralls now offer much less protection against direct hits, however, they now offer some protection against explosive damage.
  • Fixed: Model of Supply Crate has been recreated to prevent script issues (http://feedback.arma3.com/view.php?id=19324 and http://feedback.arma3.com/view.php?id=19339)
  • Fixed: OPFOR VR Soldier and Entity tweaked to receive the same damage as their counterparts
  • Fixed: Unarmed player standing up from prone stance no longer players a swimming animation
  • Fixed: Orientation of insignia (left arm), insignia / clan area made smaller to fit other BLUFOR units (like coveralls)
  • Fixed: Possible scripting error in some instances of the player receiving damage
  • Fixed: Self-propelled artillery is now correctly categorized as artillery instead of as tank
  • Fixed: Possible error message when using Transport support module
  • Fixed: Lights of HEMTT are no longer shining while off when looking from a distance
  • Fixed: Showcase Combined Arms: Time limit is ignored once one member of the players' group boards the helicopter
  • Fixed: Missing icons in ComboBoxes in editor
  • Fixed: Incorrect colors of pictures in the Insert Marker display
  • Fixed: Color of RscCombo
  • Fixed: Missing rank picture in the map
  • Fixed: Shadow for TRG-21 EGLM
  • Fixed: UI icons of P07
  • Fixed: ARCO accuracy
  • Fixed: TI on GMG static turret
  • Fixed: Color of pictures in variables ListBox in Colors tab
  • Fixed: Removed excessive smoke magazines for Speedboat
  • Fixed: Adjusted damage resistance of raised static weapons
  • Fixed: Raised static GMG had a wrong get-out animation
  • Fixed: Tweaked selections for the GM-6 model
  • Fixed: Decreased too high maximum inventory capacity of several vehicles
  • Fixed: Repaired shadow & placement of suppressor of 4-Five
  • Fixed: Turning on the spot now has a negative impact over resting with all weapons in all stances correctly
  • Fixed: Incorrect color of the side picture of a selected player in Role Assignment
  • Fixed: Minor volume changes of crash sounds
  • Fixed: Wrong structural armor of static GMGs
  • Fixed: Rahim 7.62 - The iron sights on the barrel are too cold in thermal
  • Fixed: Repaired fire geometry of the Ghosthawk
  • Fixed: Default collective and auto-hover tweaks
  • Fixed: Binoculars and range finders were not exported correctly from Arsenal (http://feedback.arma3.com/view.php?id=20026)
  • Fixed: Missing camo selection added to the remaining LODs of Press (Vest)
  • Fixed: Pitch indicator of Blackfoot was reversed
  • Fixed: Decreased direct impact of damage suffered over breathing
  • Fixed: Pop-up error with Zubr .45
  • Fixed: Various changes in localization and scope parameter of uniforms
  • Fixed: Pedals and collective of helicopters work correctly
  • Fixed: Removed random rotor from PhysX LOD of xH-9 family of copters
  • Fixed: Arsenal module placed by Zeus didn't work correctly when Zeus was client
  • Fixed: Adjusted durability of the Devices
  • Fixed: Cargo get in side for Fuel Trucks
  • Fixed: Civilian Fuel Truck has correct textures
  • Fixed: Banking of cyclic for Mohawk
  • Fixed: Flags on shoulders now look better
  • Fixed: Missing camo-selection on trousers and gloves of BLUFOR soldier
  • Fixed: Path LODs for AI in military cargo HQ buildings
  • Fixed: Missing material for last LOD of the big transmitter tower
  • Fixed: Buoyancy warning of the wave power plant
  • Fixed: The ruins of barracks now have proper penetration materials and impact effects on the floor
  • Fixed: Adjusted front and side plating of Panther
  • Fixed: Centered external camera position of AMV-7 Marshall
  • Fixed: Maximum and minimum elevation of RCWS guns on armored vehicles
  • Fixed: An error when turning out in ZSU-39 Tigris
  • Fixed: Removed borders on icons of ZSU-39 Tigris
  • Fixed: An issue that guns on ZSU-39 Tigris could disappear when observed from far away
  • Fixed: Enormous network traffic caused by Simulation Manager module
  • Added: Opening / closing building doors now has sounds
  • Added: Sharpen filter option (separated from PPAA filters)
  • Added: Proper sound to VR surface when hit by fire
  • Added: Area-restriction for missile-specific HUD feature for PO-30
  • Added: New "Arsenal" module (when placed on top of a unit, Zeus can configure its load-out)
  • Added: Seagull sound
  • Added: Sound of church bells
  • Added: RscTestControlTypes - display with all available control types
  • Added: Sound of reloading the static GMG, Titan and Mortar
  • Added: Sound of tank cannon reloading
  • Added: Sound of HMG reloading
  • Added: Ground Vehicle Crew community guide
  • Added: Hint for using the UAV terminal into Showcase Drones
  • Added: RCWS Stomper has a proper icon
  • Added: ListNBox data and value
  • Added: Configured position lights for Greyhawk / Ababil
  • Added: CheckBox for controlling AV lights in AV terminal
  • Added: IDC of lights CheckBox in AV terminal
  • Added: An option for turning off headgear randomization for civilian characters via "this setVariable ["BIS_enableRandomization", false];" in the character's init. For turning off facewear randomization, insert "removeGoggles this;" into the character's init, or simply use desired facewear via "this addGoggles "facewear_class_name";".
  • Added: colorPicture parameters to ListBox, XListBox and ComboBox
  • Added: New sounds for getting in planes
  • Added: Pressing Ctrl + Shift + C in Arsenal will export a load-out in config format, usable in CfgVehicles and CfgRespawnInventories. This option might be moved to interface later.
  • Added: Wheels of helicopters properly roll while taxiing
  • Added: Transmission hit points to helicopters
  • Added: Ability to completely disable ZGM moderator rights
  • Added: New option for Vehicle Respawn module, which lets the vehicle respawn only on synchronized respawn positions
  • Added: More crash sound variants for MRAPs, Offroad and Quadbike
  • Tweaked: Shadow LOD of beanies
  • Tweaked: Armor and mass of the party tent and winner's podium
  • Tweaked: Destruction effects for quad bikes and karts
  • Updated: Sounds for character roll animations
  • Updated: Improved skinning of main back shield on VR_Protagonist_F
  • Updated: Optimized dust of some missile explosions
  • Updated: Visual tweaks for the AAF officer
  • Updated: Adjusted sound of fire mode selector on the Khaybar rifle
  • Changed: Heads of story characters are now part of Man_A3
  • Changed: Fuel explosion power for land vehicles
  • Changed: Set up correct fatigue exhaustion rate after the exhaustion rate multiplier gain from inventory load was fixed according to the original fatigue design
  • Changed: Virtual Arsenal has been moved from Ui_f_Bootcamp to Ui_f
  • Changed: Increased opacity of the Kajman's HUD
  • Changed: Offroad maximum capacity
  • Changed: Quad-bike maximum capacity
  • Changed: Fuel explosion of various vehicle types has been tweaked
  • Changed: Moved VR Training icons from Ui_f_Bootcamp to Ui_f
  • Changed: Adjusted flare size of the Speedboat reflector
  • Changed: Changed breathing speed coefficient to 10
  • Changed: Adjusted positions of all UI elements in AV terminal
  • Changed: OPFOR medic now has his rifle equipped with only a pointer by default just like medics of other factions
  • Changed: OPFOR repair specialist now has the correct weapon variant
  • Changed: Urban OPFOR medic now has the correct weapon variant
  • Changed: Urban OPFOR explosive specialist now has the correct weapon variant
  • Changed: Urban OPFOR engineer now has the correct weapon variant
  • Changed: Slight tweak of sound gain of closure pistols
  • Changed: Adjusted PAPI light material to shine at night
  • Changed: Light helicopters are now available for CAS support
  • Changed: Optimized character hit point settings. Actual damage dealt should be less random and more predictable according to the respective body parts.
  • Changed: Scaled Independents vests back to the standard values
  • Changed: Slightly increased capacity of the BLUFOR Rig and Grenadier vest to better compensate for their higher weight and avoid over-equipment
  • Changed: Showcase Helicopters: Starting experience improved a bit
  • Changed: Showcase Combined Arms: Increased time limit from 4 minutes to 6
  • Changed: Renamed pictureColor parameter of ListBox, XListBox and ComboBox to colorPicture
  • Changed: Increased weight of GPS and Radio items
  • Changed: Increased weight of Rangefinder and Laser Designator items
  • Changed: Sound of launcher reloading
  • Changed: Shadow of GM-6
  • Changed: UI icons for Rook
  • Changed: Optimized inventory capacities of helicopters
  • Changed: Optimized duty values of various resting positions. Resting is now dependent on what you are holding in a given position, how do you hold it (raised or down) and whether you are still or turning around. This differences applies to all weapons in all stances.
  • Changed: Also substantially increased fatigue gain when getting from prone to kneel
  • Changed: Set up correct breathing values for new breathing mechanics
  • Changed: Increased weight of the GM 6 Lynx and M320 LRR rifles to better match their real life counterparts
  • Changed: Water impacts of units (fall of soldier to the water) tweaked
  • Changed: Color of selected item in ListBox, XListBox and ComboBox to white
  • Changed: Tweaked AAF officer
  • Changed: Parameter of the maximum audible distance of changing fire mode to 5 meters
  • Changed: Some AAF soldiers now use U_I_CombatUniform_shortsleeve instead of U_I_CombatUniform_tshirt, which is used no more
  • Changed: Explosive ammo (only for A-164) particle effects optimized
  • Changed: Resistance of OPFOR soldiers to grenades
  • Changed: Optimized following speeds of movement:
    • Increased speed of walking in crouch with lowered pistol
    • Increased speed of walking in stand with lowered rifle. (credits to Jester 814 for pointing this out)
    • Slightly slowed down running in crouch with lowered rifle
    • Increased fatigue gain while walking in kneel with raised weapon
    • Decreased speed from running in crouch with raised rifle
    • Slightly decreased speed for tactical movement in crouch with raised rifle
    • Increased fatigue gain while walking in crouch with raised pistol
    • Substantially increased speed while walking with launcher in crouch
    • Increased speed of walking while standing with launcher
  • Localized: Arsenal module error states
  • Removed: Obsolete debug logs in Zone Restriction module
  • Moved: New RscButton attributes from UI_F_Curator to UI_F
  • Decreased general sway and breathing distortion speeds by 20%
  • Decreased lateral sway movement by 20%
  • Increased time window of holding breath to 8 seconds (previously 6) but also slightly decreased the time needed for holding breath to take full effect
  • Left leg is no longer used to brake in standard cars
  • Holder for LRPS should be available in Zeus
  • Miniguns don't use submunition anymore
  • Ability to steal UAVs by UAV Operators added (parameter uavHacker configured)
  • Dust effects for characters improved (there was no dust on some surfaces which are pretty dusty in real life)
  • Improved handling of multiple engine damage for helicopters
  • Removed execVM on fired Event Handler of the AH-99 Blackfoot
  • HULL damage indicator tied with total aircraft damage
  • Camo variants of sniper rifles added to their respective snipers
  • Sniper rifles camo variants added to their respective ammo boxes
  • 230mm rockets have a proper rate of fire
  • Descending certain optimal slopes no longer restores fatigue; it 'only' prevents fatigue gain now
  • Resolved: Animation problem with Mi-48's gatling montage
  • Improved: Armored window hit points and crew protection hit points for the Mi-48
  • AI discouraged from firing too small arms at gunships (12.7mm and above are still a threat)
  • Moved Buzzard and Wipeout in Y axis in the model to allow them being spawned near ground
  • Placeholder icon for VR entity body replaced with real icon
  • Potential campaign spoilers:
    • Common Denominator: Targets and RCO crate are now indestructible
    • Damage Control: The Hummingbird can no longer be destroyed
    • Diplomatic Relations: The Hellcat can no longer be destroyed
    • Diplomatic Relations: Friendly fire is now detecting whether kills were made by BIS_lacey
    • Diplomatic Relations: Added check to ensure player has a weapon before cutscenes start
    • Fixed: Strider patrol not boarding its Strider in Situation Normal
    • Fixed: Paradise Found: Miller was too quiet in the final cutscene
    • Fixed: Campaign: Mike-26 is restricted even after Radio Silence
    • Added: Better visuals for the VR Material Penetration course
    • Added: MX magazines to the weapon crate in Common Denominator
    • Changed: Wind setting from manual to automatic in Bootcamp campaign
    • Changed: Damage Control: Adams will no longer occasionally order you to return while driving through Kavala
    • Changed: Improved handling of Zone Restriction
    • Fixed: Ensured Conway does not have any kind of face wear
    • Fixed: Forcing Adams' position when checking the wounded is now less obvious
    • Fixed: Strider patrol now reacts better to spotting the player in Situation Normal
    • Fixed: You will no longer be ordered to destroy the wreck if it's already destroyed in Blackfoot Down
    • Fixed: Replacement charges will now only be added to dead units in Blackfoot Down
    • Fixed: Killing Sgt. Lacey should always result in mission failure in Situation Normal
    • Fixed: Error at mission start in Situation Normal
    • Fixed: Friendly fire detection terminated in the final state of each mission in Bootcamp campaign
    • Fixed: Adams' map marker is now in the correct location in Bootcamp campaign
    • Added: Death Valley: Added savegame before the plane attack
    • Fixed: Script error after clearing the town in Infantry
    • Fixed: Mission wouldn't progress if the medic died while treating a soldier in Infantry


Engine

  • Fixed: hideObjectGlobal for Dedicated Servers
  • Fixed: enableSimulationGlobal for Dedicated Servers
  • Fixed: fuseDistance is properly calculated for EPE shots
  • Fixed: Problem with color overflow in the VR world
  • Fixed: Shaking of camera in extreme conditions when normal values for G shake are not set up
  • Fixed: setDamage on static objects for JIPed players
  • Fixed: Profile editing issue
  • Fixed: Heading UI element in HUDs
  • Fixed: PiP when switching from vehicle to UAV
  • Fixed: Context menu can be accessed in tasks, main menu, players list
  • Fixed: Headless Client should not start scenarios
  • Fixed: Problems with create message ordering for JIP
  • Fixed: Possible CTD in selecting weapons
  • Fixed: Deactivate mine action for AI
  • Fixed: UAVs do not have collision with units, but units do
  • Fixed: addMagazine duplicates items when executed more than once
  • Fixed: setTimeMultiplier is no longer affecting wind change speed
  • Fixed: UAV cannot be connected after setCaptive true
  • Fixed: Dedicated Server CTD
  • Fixed: Possible CTD
  • Fixed: Wrong initial path planning checks
  • Fixed: lnbValue scripting command
  • Fixed: UAV can not be hacked if setCaptive is true
  • Fixed: Problems with a wrong FSM for the mine deactivate action
  • Fixed: CTD after pressing M in UAV terminal view (http://feedback.arma3.com/view.php?id=19890)
  • Fixed: Removed animation spam when AI is trying to go from Lying to HandGunLying
  • Fixed: Ordering of axes for UI object position getter
  • Fixed: Autohover info control
  • Fixed: Fatigue now not restored when holding breath
  • Fixed: AI soldiers: Dynamic error influenced by fatigue and damage
  • Fixed: UAV turrets rotation control restored
  • Fixed: Speed of sound simulation
  • Fixed: Multiplayer turrets movement not visible for other players
  • Fixed: Removed URL length limit in structuredText control
  • Fixed: AI is more resistant to bullets while moving
  • Fixed: Instancing of proxies with different heat source in TI
  • Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics
  • Fixed: Game freezes when player mouse-overs the DLC text in Field Manual
  • Added: Direct control over the landing gear of helicopters
  • Added: Scripting command for camera locking (lockCameraTo)
  • Added: Script command getCargoIndex
  • Added: Support for Sharpen PP in video options UI
  • Added: Animation source sound controllers support
  • Added: New event onCheckedChanged for checkbox in UI
  • Added: Possibility to enable / disable UI control directly in configs
  • Added: Support for URL tags in structuredText control
  • Added: New command for getting class name of given UI control (ctrlClassName)
  • Added: Lock PhysX scene during buoyancy update for safety
  • Added: New command for setting orientation of UI object (ctrlSetDirection)
  • Added: Reading of config parameters for sliders
  • Added: Loading of visible attribute for controls
  • Added: Support for multi-samples in animation sounds, direction controller fix
  • Added: New commands for setting and getting models for ControlObject
  • Added: Dynamic creation of UI controls
  • Added: Getters for control object directions, etc.
  • Added: Detect interpolation change, added terminated parameter for doors
  • Added: Event Handler for clicking on HTML tag in a structuredText control
  • Changed: Small changes to fatigue formulas
  • Changed: Minor tweak to weapon sway formula
  • Changed: Disabled update of connection string in Steam profile (letting Steam to update connection string)
  • Changed: Improved createVehicleCrew command to allow creating missing crew also in not empty vehicles
  • Changed: World array vehicles for PhysX simulation moved to separate array
  • Changed: Behavior of how fatigue and damage affects the ability to hold breath
  • Changed: Changed config parameter naming for listboxes
  • Changed: AI turrets aiming error now influences acceleration of rotation
  • Changed: Further tweaks to breathing mechanics
  • Changed: Commands everyBackpack and everyContainer return empty array also for null objects
  • Changed: Separate DLL for the Steam interface which is used by Launcher and Publisher
  • Changed: Order of cleaning the PhysX scene (fetch simulation before world clean-up)
  • NV and TI mod in AV Terminal PiP
  • Custom waypoint from UAV (LMB + Shift)


Launcher

  • Fixed: Crash when unable to read preview picture file
  • Fixed: Missing parameter setting property
  • Fixed: Addon management not updating addon number properly
  • Fixed: Launcher freezes after multiple clicks on the re-download addon button
  • Fixed: ‘Update available’ message is partially in the tick box
  • Fixed: Unsubscribing an addon via Steam Client causes Laucher updating progress bar to freeze
  • Fixed: Launcher doesn't finish download of some addons - colon is a volume separator char - replaced by '-'
  • Fixed: Multiple download of the same preview image
  • Fixed: Workshop item name change was not detected neither updated in launcher
  • Fixed: Space is missing between some words
  • Fixed: Launcher version can be one again copied to clipboard using shortcut Ctrl + . (Control + Dot)
  • Fixed: Drag and drop sorting doesn't work correctly after opening and closing info of a few addons
  • Fixed: Text overlaps when the overwrite dialog appears
  • Fixed: Image directories are deleted as well now
  • Fixed: Subscribed items filtering - items which have any of addonreqtag get into launcher
  • Fixed: Window is too small when user has DPI over 100%
  • Fixed: Removed padding change when mouse hover over button from default button style (was breaking custom message box)
  • Fixed: Sorting arrow is blurred (replaced with custom path)
  • Fixed: Removed dependency on assembly 'Microsoft.Expression.Drawing.dll'
  • Fixed: Server password is not disabled after restoring default settings
  • Fixed: NetLog parameter is named as Server and works as Server parameter
  • Added: Feature "Addon Presets" (+ default file-based provider)
  • Added: Page for News, displaying development reports from http://dev.arma3.com/
  • Added: Launcher is now localized into various languages
  • Added: Automatic upgrade of application settings between versions
  • Added: Blurred background under main area if any content is displayed there
  • Added: Examples to parameters
  • Added: Configuration section for launcher-specific values
  • Added: Support for displaying hints and errors in adorned box under text box control
  • Added: HTML to XAML converter
  • Added: Styles
  • Added: Minidump and Windows Error Reporting support
  • Added: When trying to run another instance, a message box is displayed: hitting OK will bring the other (already running) instance to the front and give focus to it
  • Added: Launcher now saves the time and date of when it was last run
  • Added: Bounce effect to checkbox from transition fron unchecked to checked
  • Added: Restore factory defaults button to parameters
  • Added: Code ensuring that presets will be initialized only once
  • Added: Parameter control with Browse button for browsing folders
  • Added: Parameter control with Browse button for browsing files
  • Added: Value coercion to Parameter controls
  • Added: Browse buttons to relevant parameters
  • Changed: Options page header visually unified with the rest of the application
  • Changed: Icons for buttons in addon manager, Options icon
  • Changed: Visual tweaks to controls (check box, combo box, drop down menu, text box, scrollbar, expander, progress bar)
  • Changed: Modified label sizing of Parameters page
  • Changed: Unified visual style of news list and addons list
  • Changed: Moved advanced parameters to new tab
  • Changed: Modified alignment of status text in main window. It's displayed in the same position across different localizations.
  • Proper handling of invalid path characters in addon names
  • Slash in item name replaced by '-' to make it a valid directory name
  • Changed log filename to RPT
  • Preview images are saved in a separate directory according to a unique filehandle (fixed the case where two different items had an image with the same name)
  • Removed close on Esc key press
  • Adjusted margin of a label
  • Changed: Tab control style font



14.07.2014 - 1.24.125.979

Bootcamp Update

  • Added: Virtual Reality world
  • Added: Bootcamp "Prologue" mini-campaign
  • Added: ZGM 4+1 Bootcamp multiplayer training
  • Added: 8 VR Training lessons
    • Material Penetration
    • Placeables
    • Launchers
    • Target Designation
    • Commanding - Movement
    • Commanding - Behavior
    • Commanding - Actions
    • Commanding - Vehicles
  • Added: VR Zeus multiplayer scenarios
    • ZGM 16+2 Master Virtual Reality (AAF)
    • ZGM 16+2 Master Virtual Reality (CSAT)
    • ZGM 16+2 Master Virtual Reality (NATO)
    • ZGM 48+2 Master Virtual Reality
  • Added: Virtual Arsenal
  • Added: VR soldiers and character entities
  • Added: Objects specific for VR (large blocks, covers and markers)
  • FIA fraction has been revamped:
    • Added: New uniform for FIA AT Rifleman
    • Added: FIA Offroad, Quadbike and Truck camo versions
    • FIA soldiers have randomized headgear and facewear according to their classes and possible headgear-facewear combinations
    • Added: 3 new FIA stashes
  • Added: Repair variants of Offroads
  • Added: Various facewear available in profile (balaclavas and bandannas with various glasses)
  • Added: 3 new music tracks
    • Virtual Reality digital Arma 3 theme
    • Splendid Split theme
    • BI 15th Anniversary theme
  • Added: Various VR-related sounds for triggers
  • Added: New English protocol of Dan Brown
  • Added: Camo variants of M320 and GM-6
  • Added: Misc. objects
    • Winner's podium
    • Trophy
    • White tent
    • Tyre barriers
    • Kart tires
    • Kart steering wheels
    • Car batteries
    • Kart trolley
    • Kart stand
    • Pieces of exercise equipment
    • Water coolers
    • Large food container
  • Added: 14 Bootcamp-related Steam Achievements
  • Added: Game Launcher
    • Accessible via a non-default Steam launch option, or by starting arma3launcher.exe from the installation directory
    • This adds support for add-ons in the Steam Workshop
  • Overhauled: Weapon Sway
  • Overhauled: Fatigue


Data

  • Added: Controls action for locking turret on an object
  • Added: Turret locking ability for the UGV RCWS
  • Added: BIS_fnc_setUnitInsignia now loads description.ext CfgUnitInsignia classes
  • Added: BIS_fnc_animateTaskWaypoint
  • Added: Switching to driver / gunner after PIP click (AV Terminal)
  • Added: Sound for Scalpel missile explosion
  • Fixed: Zone restriction module not working after respawn
  • Fixed: Adding items to ammo box in Zeus didn't work correctly
  • Fixed: Showcase Vehicles: Player could not get in the ship
  • Fixed: Aim precision values for pistol crouch and launcher standing stances to match values for other weapon types
  • Fixed: Broken size of the hint area when a hint and its sub-hint were used without any other hint between them
  • Fixed: DLC Bundle duplicity in Expansions menu
  • Fixed: Scripting error while browsing respawn menu
  • Fixed: Respawn menu was sometimes too slow
  • Fixed: Live-feed and Skirmish module category
  • Fixed: Duplicated inventory item in action menu
  • Fixed: Intentionally negative rating used in DM missions is no longer displayed in the debriefing
  • Fixed: "End Scenario" module used wrong ending type
  • Fixed: Showcase Zeus was not marked as completed when player left after a task told them they could
  • Fixed: Ordnance module was using effects incompatible with the Zeus Ordnance module. Explosions will now be stronger, but existing missions won't be affected unless you edit the module in editor and save it again.
  • Fixed: RscTextCheckBox spam in RPT when opening GUI editor
  • Fixed: Empty reflector in Helicopter_Base_H
  • Fixed: Last bullet still visible in Rahim's magazine despite it being empty
  • Fixed: Error in modules while reading CfgAddons
  • Fixed: Binoculars and NVGs were not added correctly to ammo boxes
  • Fixed: "Watch Direction" sentence in Radio Protocols
  • Fixed: Missing icons in Field Manual in Russian localization
  • Fixed: Hint in AV terminal no longer overlaps the terminal menu
  • Fixed: Scripting error when attempting to open non-existing inventory
  • Fixed: Opening a loadout with specific weapon types (i.e., weapons classes with attachments already on them) caused container magazines not to be loaded correctly
  • Adjusted: Environmental map on various vehicles
  • Adjusted: Materials of the small backpack
  • Adjusted: Capacity of inventory of copters
  • Adjusted: Alignment of cursor and optics for launchers
  • Adjusted: Volume preview samples and configuration in audio settings
  • Enabled fatigue parameter
  • New damage and destruction materials for all vehicles
  • Unused GameSpy IDCs removed
  • UAV terminals now have the correct author defined
  • Adjusted flare size, intensity and coloring of flashlight accessory
  • Cleaned up and restructured HUD config for PO-30 Orca
  • CH-49 Mohawk's inventory contains proper weapons, not OPFOR ones
  • Changed volume of reloading for most weapons
  • Revamp of muzzle suppressors (see http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23)
  • Overhauled inertia values for weapons and attachments. Main source of imprecision will be sights alignment, not sway distortion that will be elevated only with higher fatigue or arms damage in effect.
  • Assault Pack (Hex) should have the right texture
  • Changed volume of closure sounds
  • Minor volume changes of reloading sounds
  • Host server: Added port warning
  • Host server: Fixed conversion of labels to upper-case
  • Optimized turning animation aimPrecision to comparable levels among weapons (x2 when standing, x3 when crouched, x4 in prone)
  • Optimized aiming precision states for adjusted stances. Since they do not have appropriate turning animation stances configured their base precision must be higher than default stance, for else they will posses unreasonable advantage over default stances.
  • Decreased duty of running with lowered rifle in crouch position
  • Adjusted moving speeds and duty values of certain stances to prevent unintuitive discrepancies
  • Optimized prone stance adjustment poses aim precision
  • New post-process filtering for Radio Protocols
  • TRG correctly hides magazine when there is none in the weapon
  • maxZeroing parameter has been properly configured for all weapons
  • Hints and user actions have been unified for Disarm / Disable / Deactivation of explosives
  • Various fixes in Field Manual and hints
  • Minor changes in suppressors weights
  • Changed launcher hit mask
  • Decreased vertical movement of secondary weapon sway class
  • Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly
  • Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands.
  • A little elf hiding some caps has been found and dealt with, thus the caps shall be available again
  • Facewear (former glasses) has mass correctly set

Potential campaign spoilers:

  • New head- and face-wear added to units in Patrol missions and in the “Adapt” armory
  • Tweaks in randomization, placement and compositions of enemy patrols in the “Adapt” Patrols


Engine

  • Fixed: Calling underwater damage on non-local submarine
  • Fixed: IRLaserOn action
  • Fixed: Game could crash after changing soldier's face type
  • Fixed: Car tracks are no longer drawn in the future
  • Fixed: Maximum inventory load threshold could be trespassed
  • Fixed: Traveling back to the past
  • Fixed: CTD occurred when ejecting a dead unit from a car (Zeus)
  • Fixed: Setting connection string when creating MP session from the game
  • Fixed: Prevent created agent from opening his gear
  • Fixed: Trigger pulling for normal man simulation tree
  • Fixed: Not showing cutscenes in the main menu
  • Fixed: Suppressors override weapon specific parameters, making initSpeed, hit and cost parameters work everywhere as expected
  • Fixed: Ragdoll false recovery
  • Fixed: Possible CTD
  • Fixed: Possible CTD in the Zeus map
  • Fixed: Adding corpses from disconnected players to disposeManager (http://feedback.arma3.com/view.php?id=17532)
  • Fixed: Crash when segments don’t have a shape
  • Fixed: Issue with disabling moving of units outside Zeus editable area affected by the camera angle
  • Fixed: Setting of hair AtoC shader constants
  • Fixed: Action menu - heal is offered, while the new action is opening doors
  • Fixed: Exploit that allowed Zeus to move soldier groups using rotation even outside of the editable zone
  • Fixed: CTD when MP role had not soldier created
  • Fixed: Possible CTDs in Buldozer
  • Fixed: AT launcher - optics were misaligned with cursor
  • Fixed: Possible CTD
  • Fixed: Environment - Player is able to put items into gas pumps
  • Fixed: Recoil coef does not influence weapon behavior
  • Fixed: Missing recoil after turning (and some other animations)
  • Fixed: Undeletable profile in configuration
  • Fixed: Broken GunCloud, GunFire loading
  • Fixed: Copyright string in file properties
  • Fixed: Thermal Imaging from Laser Designator transferred to every scope
  • Fixed: Player observers now always send their target to the gunner
  • Fixed: An exploit in Zeus which allowed forcing players out of vehicle
  • Fixed: Possible CTD while finding a path in a house without a model
  • Fixed: healSoldier CTD
  • Fixed: Recoil direction when using iron sights
  • Fixed: Artillery target deleted to soon
  • Fixed: Player is unable to change weapons in fixed-wings
  • Re-fixed: Remote control using map
  • Fixed: Sound: Reloading can be heard far away
  • Fixed: Video playing when a video finished before its audio
  • Fixed: Possible CTD in Zeus map
  • Fixed: Weapon selection for pilot (seen mainly in Wy-55)
  • Added: Checks if objects are static in map (script commands)
  • Added: New script commands related to UAVs - connectability (isUAVConnectable, enableUAVConnectability, disableUAVConnectability)
  • Added: New scripting commands for working with mines (allMines, detectedMines, mineDetectedBy)
  • Added: Adding joined sessions to the Steam history
  • Added: New scripting command for getting a list of all diag modes (diag_list)
  • Added: New scripting command for reading configs into arrays with a filter (configClasses)
  • Added: isAutotest script command
  • Added: Support for spaces in mods in -mod= parameter as long as all the mods are quoted (e.g. -mod="Mod1; Some Other Mod;WeaponA")
  • Added: New weapon parameter maxZeroing (fixes a scopes zeroing glitch)
  • Added: New mapName parameter for SteamTags
  • Added: Stealing of UAVs (not yet configured in data)
  • Added: Ability to force difficulty for selected scenarios
  • Footsteps alpha and the ability for config to enable footsteps / tracks / blood in world definitions
  • Magazines slots should be highlighted the same way as other item types
  • enableFatigue true; doesn't reset fatigue anymore
  • Complete removal of the disabled GameSpy technology
  • Changed warning message when profile variable space is locked to be more helpful
  • Hiding lights for hidden vehicles
  • New command playerControlled (like the player command, but it will return the remote-controlled unit)
  • Overhauled weapon sway available (no inertia yet)
  • Hiding markers for invisible objects and simulation is enabled
  • Radio Protocol: Added parameter absolute angle into RadioMessageWatchDir
  • VON: Direct communication: Changed targets selection
  • +password and +connect now supported in connection string (so it's possible to join a server from Steam's browser)
  • Radio protocol: Changed parameters going to RadioMessageWatchDir
  • Radio protocol: SentCmdDeactivateMine
  • Tweaked: Spatialization of loud sounds
  • Removing UavPilot when a transport is destroyed
  • Unarmed UGV - broken follow command in terminal
  • Sound: Update to audio option previews, added stereo sample support
  • Tooltip for disabled difficulty options if difficulty is forced
  • Support for joining passworded sessions via friends / invites / Steam browser
  • Possible fix of crash during video playback
  • UAVs
    • Locked camera (added a new key binding to do that)
    • Locked camera - camera rotation precision improved
    • Locked camera - camera rotation set to zero when switching to manual view



01.07.2014 - 1.22 Hotfix

Engine

  • The Steam query network port is now fixed to be always +1 in relation to the game network port (e.g. a server hosted via port 3202, has its Steam query port at 3203)
  • Removed: Ability to define a custom Steam query port on servers
  • Fixed: Connection string to support joining friends on listen servers
  • Added: Server game and Steam query ports are presented to a host when creating a server in-game, in the RPT log and the Dedicated Server command window (forward these to make sure clients can discover / connect)
  • Added: Joined sessions listed in the Steam history list
  • Hotfixed: Duplicating items in direct / LAN sessions through backpacks (http://feedback.arma3.com/view.php?id=16927)
  • Fixed: Client getting stuck in Zeus dialog after a server is terminated



18.06.2014 - 1.22

Data

  • Server Browser:
    • Entfernt: GameSpy Logo
    • Entfernt: GameSpy / Steam Wechselmöglichkeit
    • Server count is now in-engine instead of scripted
    • Hinzugefügt: Spielernamen
  • Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
  • Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937)
  • Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889)
  • Fixed: Tactical vest camo ground model
  • Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
  • Fixed: Iron sights and camo of armed offroad
  • Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
  • Fixed: TT05 - tweaked misplaced barrier
  • Fixed: Unknown Community Author for static weapons backpacks
  • Fixed: Align of holographic reticle
  • Fixed: Typo in strength of handbrake for quad bike
  • Fixed: Aimpoint visibility at night for MRD attachment
  • Fixed: Player can no longer respawn into vehicle stolen by an enemy
  • Fixed: Tasks were not auto-assigned correctly
  • Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
  • Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
  • Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
  • Fixed: Zeroing on EBR's ironsights
  • Fixed: CAS modules in the editor were not trigger activated
  • Fixed and updated all helicopters with proper inventory loads
  • Fixed: Camo selection on the Beanie
  • Fixed: RPT error when spawning a lightning bolt
  • Fixed: UI texture of Black MX with muzzle accessory
  • Fixed: Geometries of UAV entities
  • Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
  • Fixed: Map icon size of portable mortars, offroad variants and assault boats
  • Fixed: Missing vehicle dust effects for desert surface (only on Altis)
  • Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d (http://feedback.arma3.com/view.php?id=15704)
  • Added: Stall warnings in HUDs of fixed-wings now flash
  • Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
  • Added: Names and icons for CfgVoice classes
  • Added: Bubble particle effect module
  • Added: Empty cartridges effect module
  • Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
  • Added: Inertia coefficients for all weapons and their attachments
  • Added: Sounds for more cutscene animations
  • Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX];
  • Added: New parameter DLC to Kart DLC assets (DLC = Kart;)
  • Added: Camo selection to journalist vest to allow changing of its texture \ material
  • Added: New sounds for reloading some weapons
  • Added: Correct ammo icons for Zafir MG
  • Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
  • Added: H_Booniehat_tan's ground holder
  • Added: New textures for some of the caps
  • Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space
  • Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
  • Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
  • Updated: TRG mass
  • Updated: Credits with new developers
  • Updated: Duty values for some animations states
  • Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
  • Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
  • Adjusted: Inventory radius of Supply Crates
  • Adjusted: Selections for texture variations of Offroad
  • Adjusted: Supply capacity of supply boxes
  • Adjusted: Positions and radii of Mi-48 inventory supplies
  • Adjusted: Fire mode volumes
  • Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
  • Revised: Armor of lampposts in config and added as properties in their models
  • Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports
  • Changed: Field Manual icon used for highlighting displayed hints
  • Changed: Sounds for unsynchronized weapon reloading
  • Changed volume for reloading
  • Changed reloading sound of Zafir and Mk200
  • Changed: Scope parameter of some of the headgear
  • Changed: Sound for animations of lying wounded
  • Ejection seats in planes now propel the pilot high enough to parachute (from ground)
  • Increased mass of the UAV console
  • Tweaked memory point for guns on the Stomper
  • Rahim rifle is no longer able to attach Rail attachments
  • Surface friction has been tweaked for various terrain types
  • Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
  • Removed inventory from Fuel Station Feed
  • Optimized ladder actions
  • Access set to Read and Write for cfgMovesBasic
  • Ordering a medic to heal someone now displays the correct icon
  • Changed volume for change of weapon fire mode
  • Access to cfgRecoils set to Read and Write (see http://feedback.arma3.com/view.php?id=12419)
  • Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
  • Civilian and guerrilla trucks have proper selections for custom texture variants
  • Redefined aim point of Supply Boxes
  • Introduced weapon inertia settings for launchers
  • Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
  • AI is more likely to target enemy transports
  • Minor volume changes for closure and fire mode change sounds
  • Particle effect modules localized
  • Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor * Lamp to improve over-penetration issues.
  • Adjusted: Mass of barrels to reflect their contents
  • Changed: Damage property of buckets from building to tree so that they fall over
  • Changed: Penetration materials so that the geometry of the dome of all radars is consistent
  • Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
  • Mapped granite penetration material instead of concrete on ancient walls
  • Checked and fixed penetration materials and properties of walls
  • Mapped concrete penetration material on the base of phone booths
  • Minor code and debug print adjustments
  • Potential campaign spoilers:
    • Implemented: Patrol squad and vehicles
    • Implemented: Patrol spawnpoint selection
    • String "Camps" replaced for reference to already localized string
    • Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
    • Removed: Checking of persistent variables against
    • Adjusted: Loadout of several units on hubs
    • Functions now support vests and uniforms as containers
    • Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
    • Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
    • Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
    • Improved: Hub marker visuals
    • There is now a simple get in animation played when "start patrol" is executed
    • Friendly fire is now monitored also on patrol vehicles and crew
    • Updated: Hub composition
    • Added: Patrol starting points
    • Adjusted: Skirmish triggers
    • Added: Cargo content interaction with pool
    • Patrol characters now properly interact with the pool
    • Patrol character identities are now correctly set
    • Patrol tasks on hub now point to the suggested transport vehicle
    • Added: Customization template definitions for all randomized vehicles
    • Added: Template for patrol squad members
    • If player loses a car, he gets a new default one, once he arrives back on the hub
    • On-hub scene when player returns from patrol is now created
    • Added: System for persistent customization
    • Patrol trigger now shows the spawn point location on the map
    • Localized: User action label
    • BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
    • Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
    • Uniforms added via forceAddUniform when needed
    • Added: Some micro compositions for patrol
    • Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
    • Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly
    • Used names are permanently removed from the pool of names for the auto-generated identities
    • Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
    • Added specific identities to story characters
    • Fixed: Transition from patrol to hub
    • Fixed: Wrong initialization of the equipment pool
    • Fixed: 2 broken uniforms removed from Adapt pool
    • Fixed: Gear persistence issue between C_out2 and C_EB
    • Fixed: Implicit persistent variable values solution
    • Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
    • Fixed: Problem with briefing date detection
    • Fixed: Typos in character definitions
    • Fixed: Locking of patrol vehicle when player returns from patrol
    • Fixed: Colliding position by two soldiers at Rogain


Engine

  • Optimized: Linux Dedicated Server performance
  • Disabled: GameSpy technology
  • Fixed: Diary closing when tasks are not selected
  • Fixed: Task position when attached target is deleted
  • Fixed: Ironsights zeroed to a non-default value after the removal of optics
  • Fixed: Voice-Over-Net: Custom channel volume based on distance
  • Fixed: Switching from -joinString to -connect in the in-game requests
  • Fixed: Position determination for tasks attached to a target object / unit
  • Fixed: Dead soldiers on ladders
  • Fixed: Buldozer brush size change (was possible to go above maximum size)
  • Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
  • Fixed: Possible CTDs in network server
  • Fixed: Blinking of caustics when texture memory is low
  • Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
  • Fixed: Blue line artifact on the horizon
  • Fixed: Desync in MP after the revision 124842 fix
  • Fixed: Possible crash when an AI brain is not present
  • Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one
  • Fixed: Missing class name in campaign tree for old structure campaign configs
  • Fixed: Possible CTD while the world is destroying itself
  • Fixed: Possible CTD in Zeus when ungrouping soldiers
  • Fixed: Fog on craters (bullet impacts)
  • Fixed: Formatting of number of servers in the multiplayer display
  • Fixed: Possibility to change scenario parameters in MP after a game has already started
  • Fixed: Dead body icon
  • Fixed: Catching missing callback from Steam
  • Fixed: CTD when opening inventory in combination with createAgent
  • Fixed: Possible CTD in airplanes
  • Fixed: Exploitable command forceRespawn
  • Fixed: CTD occurred when ejecting dead unit from a car (Zeus)
  • Added: Fuel explosion power value for all vehicles
  • Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)
  • Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)
  • Added: Class names to campaign tree (if they are defined)
  • Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands
  • Added: New brush mode to Buldozer.
  • Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
  • Added: Script commands magazinesAmmoCargo and weaponsItemsCargo
  • Added: New script command to open YouTube videos (openYoutubeVideo)
  • Updated: In-game help for loadFile, preprocessFile, preprocessFileLineNumbers script commands
  • Optimized: Weapon effect simulations
  • Driver proxy for Inverse Kinematics taken from correct LOD
  • New parameters for fatigue thresholds moved to config
  • Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
  • Threaded sensor network updates are now enabled in all versions
  • Minor dead bodies optimization
  • UAV - Locked camera (added a new key binding to do that)
  • UAV - Camera stabilization
  • UAV: Locked camera - camera rotation precision improved
  • UAV: Locked camera - camera rotation set to zero when switching to manual view
  • Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes
  • Inventory load now affects stamina regeneration



30.04.2014 - 1.18.124.200

  • [AI Motion/Path Planning] AI vehicles won't move to waypoints on DEV
  • [Performance] Vehicle enablesimulation and hideobject still impacts framerate/tick
  • [Visual-Environment] Windows Office building visual glitch
  • [Design-Sandbox] Bugged Terrain and Object Placement at Stadium
  • [Visual-Characters] Ragdoll model fingers are stretched as if in tension when dead.
  • [Campaign Episode 1: Survive] Death Valley Buzzard Circles around whole village
  • [Ingame UI] AN-99 BlackFoot have error on HUD Gunner
  • [Visual-Structures] Grenade pierce the walls in Agia Marina
  • [Scripting] Vehicle collides with invisible attached object
  • [Particles] Ghosthawk Left Gunner/Right Gunner Empty Casing Wrong
  • [Balancing] Trucks cargo hold (weapons/magazines/items) is too small: It's identical to quadbikes and less than MRAPs.
  • [Game Physics] Cars brake on their own / have no "neutral" gearbox
  • [Anims] GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation
  • [Controls] Lock and zoom are separated but not renamed in Config. Still says lock or zoom.
  • [Game Crash] Game crashes if you pause while flying an aircraft and try to Alt+Tab
  • [Visual-Environment] Incorrectly placed building at 189180
  • [Game Crash] Zeus Server Crash
  • [Visual-Structures] Research House yellow arrow floats in the air.


10.04.2014 - 1.16.123.633

  • [General] Wing Flaps on All Aircraft not functioning properly.
  • [Zeus - General] Zeus objectives
  • [Campaign Episode 3: Win] *Spoiler* Moral Fiber: Failed Misison even though enemy armor was destroyed.


21.03.2014 - 1.14.116.248

  • [Game Crash] Game crash when trying to host MP game
  • [Visual-Vehicles] Speed indicator of the strider is not working properly
  • [Campaign Episode 3: Win] Error in travelling
  • [Tools] "List of files to copy directly" fails to update the internal list of extensions properly, requires restart.
  • [Movement] Tempest (Device) truck overturns
  • [Game Crash] Game crashes when trying to create Lan server in multiplayer(not dedicated)
  • [Campaign Episode 3: Win] Loading Save Issues
  • [Campaign Episode 3: Win] Preventable Diplomacy Episode of "Win" Freezing


20.03.2014 - 1.14.116.216

  • [Game Crash] Game crash when trying to host MP game
  • [Game Crash] Game crashes when trying to create Lan server in multiplayer(not dedicated)
  • [Campaign Episode 3: Win] Loading Save Issues
  • [Campaign Episode 3: Win] Preventable Diplomacy Episode of "Win" Freezing


05.03.2014 - 1.12.115.915

  • [Dedicated Server] Server crash after running mission about 5-7 minutes
  • [Anims] Player can't move when placed into water with a non-water gun
  • [Multiplayer] Destroyed pre-placed map buildings damage everything around them on populated servers
  • [Engine] Player gets fire damage from crashed helicopter in water
  • [Zeus - General] ZEUS missing weapons and items
  • [Config] Cannot change skin on snakes
  • [Localization] Missing String STR_CONTROLS_TOOLTIPS_CAR_LINEAR_LEFT
  • [Localization] Incorrect paths to game resources in language_f.pbo (Russian language)
  • [Localization] Showcase Tanks: First task has a typo: "In den Panzers einsteigen". Must read: "In den Panzer einsteigen"
  • [AI Issues] AI won't stand after last update

</spoiler>