Arma 3 Alpha Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Arma 3 Alpha Update Released

    CHANGELOG

    DATA
    • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
    • Comprehensive lighting tweaking (details)
    • Environmental tweaks: sun, lens flares, material changes for changed lighting
    • Lights optimization
    • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
    • Increased light intensity of muzzle flashes
    • Added: dedicated combat radio protocol
    • Added: dedicated stealth radio protocol
    • Fixed various radio protocol issues
    • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
    • Alarm sound now also configured under CfgSounds, as “Alarm”
    • Improved Ka 60 fire geometry
    • Various types of lights on the Ka 60 improved (placement, parameters)
    • Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
    • Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
    • Adjusted mass distribution of MH-9
    • Fixed: Position lights of helicopters have been adjusted
    • AI helicopter handling improved
    • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
    • Speedboat (minigun) now uses correct muzzle points
    • Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
    • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
    • Tweaked MRAPs' maximum light radius to improve performance
    • MRAPs should have tracers every third shot now
    • Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
    • Launcher AI settings and weapon performance configuration tweaked
    • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
    • Material penetration properties modified
    • Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
    • Holosights have been replaced by ACO for Katiba
    • 12.7mm HMG Rate of Fire fixed
    • Tweaked missiles for AH-9 to be better used by AI
    • Adjusted DAGR locking cone and adjusted its AI characteristics
    • Fixed: NLAW and RPG-32 optics rotated by 0.7? down, muzzle 0.7? up for better aiming by both for players and AI
    • Fixed: MXM and MX SW handles have better materials
    • Range Master character added
    • All chest rigs should be of better visual quality
    • BLUFOR marksman's has changed its color to match his uniform
    • Removed hand grenades from helicopter pilots and crew
    • Diver UW magazine count modified
    • Automatic rifleman shouldn't have a tracer round every bullet anymore
    • Removed little cubes from BLUFOR rifleman's right wrist
    • Fixed: Missing texture of backpack has been re-mapped
    • Movement speed tweaking and unification deployed
    • Various little tweaks and fixes on common houses
    • Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
    • Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
    • Added numberOfDoors parameter to structure configs
    • Added numberOfHatches parameter to structures configs
    • Reduced durability of reflectors and markerlights on structures
    • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
    • Last / distant LOD for plants improved
    • Fixed: various bush material / alpha shaders
    • Smoke shell effect tweaked
    • Rocket effects tweaked
    • Blood hit and fire dust effects tweaked
    • Added small settlement near Kamino firing range
    • Stratis bridges improved for characters and vehicles
    • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
    • Tweaks to Stratis lamp placements
    • Fixed: Sandbag barriers adjusted on Stratis
    • Added: New system for displaying scenario overview information
    • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
    • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
    • Added tooltips to CListBox and key presets
    • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
    • Welcome Screen no longer shown for new profiles made during the same session
    • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
    • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
    • Fixed: Quick command linked to the old communications menu
    • Added: Correct cursor for supports communications menu
    • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
    • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
    • Added: Communication menu manager
    • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
    • Fixed: Functions viewer was not working when launched from mission editor
    • Added: Adding new control presets and their tooltips
    • Fixed: Notification area is now wider
    • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
    • Field Manual Commanding / Move hint improved
    • BIS_fnc_arrayShuffle added to functions
    • Fixed: BIS_fnc_infoText was using obsolete sound
    • Added: A notification is displayed when a new communication menu item is added
    • Fixed: allowFunctionsRecompile description.ext param had no effect
    • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
    • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
    • Optimized: BIS_fnc_selectRandomWeighted
    • Added: Variable header added to local functions
    • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
    • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
    • Fixed: Chromatic aberration remained when camera was launched from the pause menu
    • Removed: pauseOnLoad.sqf redundant script
    • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
    • 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
    • Added: Error message will now interrupt loading screen
    • Fixed: The default editor template was still calling functions
    • Fixed: Feedback FSM optimization
    • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scriptsAdded: Correct ETA for mortar support in SCUBA mission

    ENGINE
    • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
    • Updated to Physx3.2.4
    • Fixed several MP synchronization issues
    • Fixed several crash opportunities in SP and MP
    • Several inventory interaction and stability fixes
    • Removed destroyed buildings from PhysX simulation
    • Fixed: Wheel speed in damaged or destroyed state
    • Dynamic light influence to AI visibility tweaked
    • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
    • Fixed: Hard limit usage while performing light sorting
    • Added: New hard limits implemented into particle lights
    • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
    • Fixed: Starting scenarios from subfolders did not work correctly
    • Fixed: Audio distance curve
    • Added: Radio filter / effect
    • Fixed: MX UGL had a displaced crosshair
    • Added: Loiter waypoint
    • Fixed: AI will not eject before player
    • Fixed: Taking additional ammo for pistol would play reloading sound
    • Fixed: Certain magazines could not be moved to another container from backpacks
    • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
    • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
    • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
    • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
    • Fixed: Texture flickering on wrecks
    • Fixed: Tooltip crash in MP sessions listbox
    • Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
    • Added lbSetTooltip script command
    • Removed redundant CfgFirstAid >> firstAidScript
    • Small optimization of face mimics
    • Fixed: enableFatigue command was not working
    • Fixed: Manual control for locked missiles works again
    • Added: Most detailed shadow lod is now displayed in view pilotFixed: Helicopters engines now are damaged correctly upon contact with water




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