Arma 3 Beta Updated

CHANGELOG

Enabled publication to and download from Steam Workshop of singleplayer and multiplayer scenarios
Player is now able to freelook while holding binoculars
Better binocular animations
Improved transitions in pistol tactical movement
Pistol optics disabled when side-prone
Fix: Playback speed of ladder animations matched to vertical movement speed
Fix: Swimming animations
Fix: http://feedback.arma3.com/view.php?id=11604 (animation loop gets correctly terminated when the condition evaluates to true)
Interpolations with launchers have been improved (animations)
Tweaked climbing position for ladders on Transmitter Towers
Decreased speed on ladders
Soldiers in open parts of vehicles keep their NVGs on their heads
Drivers have gone to training lessons to improve their driving capabilities
Fix: Tweaked flight model of all helicopters
Helicopters: added bodyFrictionCoef config parameter
CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos
Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
Fix: Blurred tail rotor in cargo-view of xH-9
Adjusted collective of xH-9 family helicopters
Fix: Improved UH-80 lights
NATO technicians have found and removed invisible barriers around Ghosthawk
Camo version of UH-80 is now listed as made by Bohemia Interactive
Crew of AH-99 is now trained to get in proper seats
Fix: Pilot of AH-99 can get back in after having disembarked
Swapped PiPs for gunner / pilot of AH-99; improved compass
Revamped flight model of AH-99 Blackfoot to cut the slack
Technicians allowed pilots to customize their AH-99 by using setObjectTexture even to different color than V. Olive (see http://feedback.arma3.com/view.php?id=12486)
Gunner of Mi-48 has his zeroing displayed
Changed glass materials on CH-49
CH-49 Mohawk should correctly show damaged hull
Fix: Bad collisions for HEMTT
Fix: Problems with lights on HEMTTs
Fix: Co-driver of HEMTT is no longer a designated role
Fix: HEMTT and Zamaks have better cargo poses
HEMTT and Zamak have new custom get out animations
Speed indicator of Zamak has been re-calibrated by CSAT technicians
Zamak has a more authentic look
HEMTT has better destruction of windows
Technicians allowed drivers to customize their HEMTTs and Striders by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)
Fix: Quadbike driving model improvements
Fix: Angular damping of land vehicles in water
Added new penetration materials for armored vehicles
Adjusted Rolled Homogeneous Armor against small arms fire
Tracked APC crews kill-able with penetrating shots
APCs damage model has been improved
Fix: http://feedback.arma3.com/view.php?id=11953 (Marshal - commander first-person seeing through gun)
Corrected position for optics, coaxial machinegun made on correct place on the AMV
Fix: CSAT technicians have loaded correct color of tracers into Kamysh
Adjusted Strider engine hitpoints
Commanders of Panther have been trained to open hatch first and turn out just after that
Panther has visually improved damping
Panther commanders have been trained to pop-out of their hatch a bit less - for their own safety
Panther should be a bit higher on its suspension
Marid should have standard RCWS reticle
Improved penetration model of Marid / Marshall
Tracked APCs don't have suspension of tracker / trailer wheels
Technicians have taken some stronger light sources and installed them on speedboats
Adjusted Center of Mass of rubber boat
Technicians allowed pilots to customize their SDV by using setObjectTexture even to different color (see http://feedback.arma3.com/view.php?id=12486)
Crew of Kamysh has learned how to get in from the sides to reach the hatches
Crew of APCs is allowed to show their NVGs
MRAPs are now correctly listed as made by Bohemia Interactive
Lights should be correctly visible for offroads
Reduced initial slip of offroads
Civilian vehicles should have thin metal plate materials instead of thick ones
Fix: Persistent task notification
Fix: Lighting of 3D GUI objects
Fix: Vehicle classes were not sorted alphabetically
Fix: Respawn menu was updated even after it was closed
Fix: Title of Showcases, Challenges and Scenarios displays
Added: Faction flag is now visible when inserting an unit in the editor
Added: Film grain and subtle animation for scenario overview images
Fix: Updating of weather ToolBox in MiniIntel after weather is changed in Intel
Added: Distances added to target and get in menus
Added: Launcher magazines now display their purpose in GUI to make the right choice of magazines
Added: Player's name to respawn menu
Improved: Island preview image is now larger and better proportioned
Selecting the same island twice will no longer refresh the clouds
Fix: Rendering issue of map objects. As a result, compass in the map is now re-enabled
Optimized handling of SITREP text to improve performance
Proper font for SITREP text now used instead of default
Fix: Showcase Infantry - Undefined variable error when engaging the spotters
Fix: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
Fix: Showcase Scuba - Wrong hint class used
Added: Showcase SCUBA - Danger close mortar friendly fire penalty
Fixed: Showcase SCUBA - Mortar support available in establishing shot
Fix: Showcase Vehicles - More sunlight, exfil task position, player can get in the boat before his driver now
Showcase Night - Total time for main objective changed from 1400 seconds to 1800 seconds
Showcase Night - Total time to meet extraction boat changed from 180 seconds to 240 seconds
Fix: Escape from Stratis - Mission fail is now reliable in more situations
Fix: Escape from Stratis - Wrong Author tag
Added: Escape from Stratis - Corpse removal
Fix: Showcase: Supports - Should end a bit sooner now
Fix: Combined Arms - Wrong debriefing was being shown if all players would be dead after retreat task was added
Added: Defend Kamino - New respawn inventory system
Firing Drills:
Added: 3D CP indicators now scale and alternate color to attract attention
Added: CP center, area and shooting box markers implemented
Training: CPs always shown
Competitive: previously activated and first next CP shown only
Added: Target markers implemented (active CP targets shown)
Post-completion: always shown for both rule sets as AAR
Normal, no-shoot and bonus targets indicated
Hit and missed targets indicated
Added: Competitors are healed with every reset / restart
Added: FM records with introduction, rules and tips
Added: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any)
Added: Bonus & penalty logic between Training and Competitive made consistent
Added: First version of PiP feedback added for accuracy targets
Added: Now using symbology on selector targets
Added: Ability to immediately quit at the end of CoFs added
Added: Added audio cue when going over the next medal time
Added: CoFs now select the correct default weapon with every reset / restart
Fix: Competitor weapons were not properly reset when more weapon types were available during the CoF
Fix: Broken hint in CoF Orange
Fix: Undefined variable in CoF Blue
Fix: Undefined variable in CoF Green
Fix: CoF Green: Switched to plain version Mk. 20
Fix: Restarting within a CP would leave the IGUI element active
Fix: Medal icon sometimes shown using Training rules
Fix: Systems now terminate on competitor death (impressive achievement!)
Fix: Timing / CP UI does not close anymore when injured
Fix: Conversations all switched to radio again
FIx: Check Point and target voice messages would sometimes continue after restarting
Fix: CoF Green - Competitors were rudely teleported into the ocean
Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
Camping objects now have better PhysX
Editor objects now have icons more descriptive of their shape (instead of squares with question marks)
Fix: OPFOR ammo box (wrong machine gun ammo type)
Fix: BLUFOR ammo bearer chemlights color (green instead of blue)
Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman
Correct uniform for BLUFOR Recon Paramedic
Updated Ammo boxes with new RPG HE rocket types
Updated special weapons ammo boxes with optics for each respective faction
Added HE grenades for JTAC soldiers
Binoculars added for Team Leader
Fix: Disappearing of objects viewed through the open doors when inside the buildings
New control presets
New key presets with fixed Track IR controls
Arma 2 original preset updated to new Zoom function
Fix: Minor vehicle controls key binds bug causing interference with new key presets
Fix: Minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind.
Fix: Few minor errors in controls presets considering the aircraft gear up / down
TrackIR Z-axis has been fixed
Adjusted visibility and audibility of fire for AI
Adjusted underwater view distance for AI
Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them
AI soldiers have been trained to better distinguish enemy unit types and target the highest threat
Structures should have correct cost values
Soldiers have been trained to walk on stairs better
Alpha has been sorted better for roads
Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain
Changed uniform weight to carry ratios
Roadcone and Roadbarrier lights are now operational
Signs on Stratis have been changed to reflect factions
Fix: Typo in few values in building destruction smoke
Fix: Color of dust in mortar fire effect tweaked
Smoke effect for destroyed mortar added
Fix: Grass parts in the tracked vehicle dust effect tweaked
Fix: Dust effects for user-made airplanes are no longer under the terain
Fix: Smoke screen of vehicles deployed too close
New RPG launch effect
Number of particles in missile trail effect reduced
Added: Vehicle weapons empty cases on medium particle quality
Small tweaks of missile explosions
Blood effects have been tweaked for larger caliber hits
AMV and Kamysh properly eject shells
APCs should have enhanced fire effects
Error in explosive satchel / charge explosion effect fixed
Optimization of underwater particle effects
AI visibility properly set for all particle effects
Fix: Silenced Scorpion has correct fire modes
Fix: Hit coefficient set according to other suppressors configs
Revamped sound suppressor configuration
Fix: Incorrect alpha sorting on Mk20GL with a 3D scope
Fix: Mk.20 magazine has now correct shadows
Improved animations of Mk.20 rifle
MX and Mk.20 reload magazine animations have been improved
MX rifles have correct description of ammo used on them
MX without optics is by default zeroed according to iron sights
Fix: Issue with parts of character clipping into 3D scope
RCWS turrets share the same reticle
Fix: Cost of .45 ACP ammo compared to 9mm
RPG-42 using more realistic munitions
Added new reticle for RPG
Fix: SDAR dispersion set to more realistic value
Fix: Zeroing is now in steps 30, 100, 200, 300, 400 for SDAR
Tweak: Set recoils for TRG and Katiba
Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun
Reduced optics shake on mortars and cannons
PCML reticle has been polished
Minor tweaks in our ammo types calibres and typical speeds to better match their real-life behaviour
Decreased priority of touch off to prevent self destructive behavior of our explosive specialists
Tweak: Engagement ranges of 30mm cannon and Skyfire rockets
Independent Mk6 should be correctly displayed as made by Bohemia Interactive
Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0
Countermeasures have correct name displayed
Adjusted magazineReloadTime of class Throw (for grenades)
Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.
Added new actors and samples to Radio Protocol
Minor tweaks of Stealth Radio Protocol
Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word
Fix: Tracked APCs were called "tank" in radio protocol
Fix: Louder sounds for characters
Sounds of movement has been tuned for all soldiers
Added SFX samples for stance changes
Fix: Improper sound in rifle kneel inventory animations (http://feedback.arma3.com/view.php?id=12379)
Echo inside of vehicles has been adjusted
Sounds of weapon closures have been adjusted (typically used for bolt moving back)
Adjusted sounds of tracked vehicles
Adjusted sounds of quad bikes
Adjusted sounds of bullet impacts
Adjusted sound volume for quad bike and offroad
Fix: Adjusted sounds for offroad
Adjusted attenuation of sounds for Offroad
Adjusted sounds for grenades (impact and smoke grenades)
Adjusted sounds for Scorpion
Adjusted sounds for ACP-C2
All cars went through technical inspection and have their sounds tuned
Adjusted sounds for 30mm cannon
Adjusted sound controllers for vehicle slip
APCs have improved sounds
Sound suppressors are now more effective on greater range (shot is not possible to hear beyond 200 meters)
Fix: After JIP, persistent functions were sometimes executed before mission objects were created
Fix: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously
Fix: Various issues with tasks in MP missions on Dedicated Server
Fix: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start
Fix: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load
Fix: No radio messages received from HQ when playing MP as a client
Fix: Sectors with "Ownership limit" set to 1 were not possible to capture
Fix: HQ call signs created by "Headquarters Entity" module were not assigned on clients
Fix: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point
Fix: Finalizing a sector created by sector module did not work globally
Fix: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been
Fix: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit'
Fix: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (http://feedback.arma3.com/view.php?id=12123)
Fix: Supports - Supports available conversation gets spammed for each connected player
Fix: Supports - Supply drop chopper stays and fights enemy
Fix: Various issues with Supports module after respawn
Fix: Renegade players didn't receive tasks assigned to sides
Fix: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions
Fix: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start
Fix: When new task recipients were added, no "Task Notification" announcement was shown to them
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.
Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
Added: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled
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.
Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded
Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west)
Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability
Added: Modules disabled using 'enableSimulation' command are no longer executed
Added: On-screen functions errors are now always visible in editor preview
Added: Function logs now works automatically in the mission editor preview
Added: Functions can now be recompiled in the editor
Various undefined variables have been fixed
New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius
New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses
Added: Functions for working with associative arrays:
BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays
BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created
BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it
Hints in FM have been adjusted according to recent zoom changes
Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance
Fix: Repaired low LODs for crates
Fix: Thistles have different model
Fix: Trunk textures of some trees have been tweaked
Added correct penetration material on supply drop object
Lamps have better emissive material
Supply parachutes now have correct colors per sides
Knees of pilots look better
Added camo selections for Independent infantry models
Some plants, roads and rocks have their specular materials tweaked
Improved skin material of soldiers
Adjusted color of khaki vest
New helmet camo selections for OPFOR Heli Crew
Adjusted colors of backpacks
HAMR 3D scope specular reduced
Berret is darker and more desaturated
Desert boonie hat has better colors
Adjusted color of AAF belt
OPFOR GL vest grenade pouches made darker with green upper part
Metal barrel should look better even in distant levels of detail
Camo helmets have been improved
NVG model visible on character heads has been improved
Character head hit points are now more precise
Changed a few bag camo types and their respective icons in addition to overall character polishing
Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around

ENGINE

Script errors shown by default in development branch, hidden in main branch
-nologs parameter enabled for the main branch
Fix: Showcase saves can be loaded from showcase menu
Fix: Game taking significantly longer to start (due to font textures)
Fix: Fixed transfer of mission list from Dedicated Server to client
Fix: Various issues with tasks in MP missions on Dedicated Servers
Improvements: AI and rangefinding - ballistic prediction
Increased error of player position, when AI is killed by player
Hiding in the grass now affects AI better
AI ballistic calculation improved for unguided rockets
AI prefer crouch stance while engaging
Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
Fleeing units will not break do_not_fire command
Decreased AI hearing ability to pinpoint enemy unit position
Decreased use of prone stance when target is close
Decreased use of crouch stance when moving
Decreased use of crouch stance in stealth
Fix: AI is unable to take a backpack from a ground
AI learned how to move legs during rotation (animations)
Worked on AI recoil control, dependent on skill
Hearing (AI): speed makes a bigger difference
Fix: MP selection of an item in the inventory not stable / flashing capacity bars
Fix: Cannot add vehicle weapon to another vehicle (http://feedback.arma3.com/view.php?id=12324)
Fix: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
Changed PhysX vehicle wheel radius collision
Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed)
Fix: Helicopter collisions with ground (the force was applied twice)
Fix: Rendering of weapons in the first frame after map is closed
Fix: Rendering of UI objects after windowed / full-screen switch
Fix: Errors and loss of player control if you restarted the mission during titlecards or establishing shots
Fix: Expanded combo box didn't show whole texts
Fix: Order when merging road shapes
Fix: PiP usage of SSAO / Caustics textures
Added: Echo to attenuation inside vehicles
Added: Loop, fade in and fade out for vehicle smokes
Added: Configurable muzzle flash light color
Added: Scripting commands: magazinesAmmo, magazinesAmmoFull
Added: New scripting command weaponsItems
Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal
Lock is now independent from zoom
arma3server.exe has its own icon
Player no longer chokes when swimming on the surface
Optimization of the particle system
Optimization of the visibility calculation through particles
Simulation tasks can now potentially use one more CPU core
Helicopters: Roll inputs between keyboard and Joystick are halved
Better parallax textures on ground surfaces
NVGs in enabled state are always visible inside vehicles
Animation skeleton is now loaded correctly when weapon is initialized before soldier
New scripting command for creating crew for given vehicle (createVehicleCrew)
‘Handgun On’ with launcher selected doesn't go back to launcher anymore
Tweaked sorting of sections when optimizing shape


 
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