Autore Topic: Game Update 1.66  (Letto 2921 volte)

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Game Update 1.66
« il: 02 Dicembre 2016, 21:24:52 »
CHANGELOG
DATA:
Added: Tactical Ping
Added: Controls for muting players in the scenario briefing and in the map interface
Added: Support for new zeroing sounds
Added: Sound samples for crawling on sand
Added: The new explosionShielding named object property to all mines and explosives determining a resistance to bullet impacts
Added: An icon for a target locked by a weapon's seeker that is temporarily out of the line of sight
Added: An ability to override the group insignia for the Virtual Spectator (affects only the Spectator's view)
Added: Gravel footsteps were added to the sound layers
Added: A set of bitwise scripted functions
Added: New config classes of NVGoggles to the list used by ambient animation function, so it handles them properly
Added: Separate difficulty option for Tactical Ping
Added: Several new task types (currently there are 58 object or action related task types + 26 task types containing Latin capital letters. A list of supported object / action related task types follows: default, armor, attack, backpack, boat, box, car, container, danger, defend, destroy, documents, download, exit, getin, getout, heal, heli, help, intel, interact, kill, land, listen, map, meet, mine, move, move1, move2, move3, move4, move5, navigate, plane, radio
rearm, refuel, repair, rifle, run, scout, search, takeoff, talk, talk1, talk2, talk3, talk4, talk5, target, truck, unknown, upload, use, wait, walk, whiteboard
Added: New tactical pace boots audio assets for Tanoa
Added: New sounds for crawling through (shallow) water
Added: The currently equipped CfgMagazines and CfgAmmo classes are bookmarked by default in the Config Viewer
Added: Servo sound for AH-99 Blackfoot turret movement
Added: Vaulting movement sound
Added: New samples for M320 bolt movement
Added: MP functionality to the Friendly Fire module
Added: Map markers for HQ in Support scenarios
Added: A new BIS_fnc_exportGUIBaseClasses function to copy basic GUI macros and base classes (e.g. RscText) to the clipboard
Tweaked: Footstep audio technology was overhauled (new sounds, layers and configuration, removal of the old technology)
Tweaked: Some buildings on Tanoa have been adjusted to visualize non-enterable doors better
Tweaked: The speed of aiming down the weapon sights is now reflected by a weapon's mass value
Tweaked: Hold Breath is now bound to Left Shift in the Arma 3 Apex preset (instead of the Right Mouse Button)
Tweaked: The ability to set 500 m sectors in Zeus was removed as its visualization was causing freezes
Tweaked: Collision envelopes for character movement to prevent levitating on stairs
Tweaked: Claymore Charge, Explosive Charge and Explosive Satchel placed in the Eden Editor do not explode under fire just like their soldier placed counterparts. Variants destructible by shooting can be placed by script and their class names have "_scripted" class name suffix
Tweaked: Positions of the inventory attachments icons of the AK-12
Tweaked: The Type-115 rifle now has a consistent range of zeroing (100 to 600 meters – secondary .50 muzzle included)
Tweaked: The dispersion values of the Mk200 and Zafir machine guns were slightly increased
Tweaked: The ti me needed for aiming down the sights of launchers has been adjusted
Tweaked: The kick back force of the Type-115 secondary muzzle shots was slightly decreased
Tweaked: Various translations in different languages
Tweaked: The Zubr revolver is now more precise and powerful
Tweaked: Standard, Urban and Pacific OPFOR Explosive Specialists can now survive an explosion of one anti-personnel mine (like their NATO and Independent counterparts)
Tweaked: The damage of anti-personnel mines was adjusted
Tweaked: The mass value of the Standard anti-personnel mine was lowered
Tweaked: The Tripwire anti-personnel mines are now less likely to be spotted
Tweaked: The Standard anti-personnel mines are now more likely to be spotted
Tweaked: The damage model for the 'Basic' Revive setting was changed
Tweaked: Basic interactions were separated from the action menu (for the Arma 3 Apex and Industry Standard presets)
Tweaked: Damage dealt by the PDM-7 amphibious mine was increased
Tweaked: Triggering of the PDM-7 amphibious mine is now done by passing over it within 10 meters (instead of 5 meters in all directions)
Tweaked: The Aspect Ratio setting was removed from the Display options (see SITREP #00176 for motivations)
Tweaked: Confirming a selection in the Action Menu can now be done by pressing Space in the Arma 2 key preset
Tweaked: The BIS_fnc_locationDescription function was optimized
Tweaked: Models of several structures on Tanoa were optimized
Tweaked: Sharp rocks now have a better geometry for detecting bullet impacts
Tweaked: The redundant NedMalloc_bi.dll, tbb3malloc_bi.dll and TCMalloc_bi.dll memory allocators were removed from the game distribution due to their age and potential stability issues
Tweaked: Loadouts of AA and AT Missile Specialists of all factions have been adjusted (they are no longer overloaded by default)
Tweaked: Mass values of the NLAW, Titan AT and Titan AA launchers were slightly decreased
Tweaked: The flight pattern characteristics of the RPG-7 munitions were improved to better correspond with their real life counterparts
Tweaked: The MetalPlate footstep reverb sounds (including the interior versions) were updated
Tweaked: The Tile footstep reverb sounds were updated
Tweaked: The volume of interior footstep reverb sounds was increased on Tanoa
Tweaked: The sounds for crawling on straw were updated on Tanoa
Tweaked: The audio settings for stone debris and crawling on straw were improved
Tweaked: The load order of the CfgPatches classes was adjusted. Each deliverable as a whole is now dependent on all of the previous deliverables (in chronological order).
Tweaked: The reverbs, softWood sounds, and medium boot LPF sounds were improved
Tweaked: The "Wet" layer settings for Tanoa interiors were disabled
Tweaked: The sound tail settings for interiors were updated
Tweaked: Randomization of footstep sounds was improved (e.g. branch breaks and wood creaks)
Tweaked: The CRV-6E Bobcat and Mi-290 Taru supply variants now also have a near infinite supply of ammunition, fuel and repair resources, just like the other supply vehicles in the game
Tweaked: Reduced the head heaving and swaying in vanilla airplanes (https://forums.bistudio.com/topic/189734-targeting-improvements/page-16#entry3080333)
Tweaked: Respawn script optimization
Tweaked: Modest optimizations of the scripted Simulation Manager module
Tweaked: Various small balancing adjustments of materials and textures across natural objects
Tweaked: Separated settings for combat pace footstep audio on Tanoa
Tweaked: AI driving improvements (zig-zagging and path refreshing)
Tweaked: Improved tactical pace individual audio settings for footsteps
Tweaked: The volume of footsteps on straw was adjusted
Tweaked: The Protector SMG can now attach Flashlight and Laser Pointer to the side rail
Tweaked: Civil variants of Zamak trucks have new textures. There is also another color for their cabins.
Tweaked: The volume of footstep sounds on stone surfaces was lowered
Tweaked: Sounds for footsteps on stone and grass surfaces were improved
Tweaked: The grassTall sounds were improved
Tweaked: Doorway collision geometry for the Airport_01_controlTower_F and Airport_01_terminal_F structures was improved
Tweaked: Wired Fences now have correct fire geometry
Tweaked: The brightness of several props (textures, materials)
Tweaked: The fire geometry of palm trees was improved to better correspond with the visual models
Tweaked: The insertion helicopter is now locked until players are supposed to disembark in Showcase Firing From Vehicles
Tweaked: Tasks in the VR Training scenarios now include also direct links to the Field Manual
Tweaked: Volume of the radio communication at the beginning of Showcase Commanding was rebalanced
Tweaked: The Tanoa main menu preview video was updated
Tweaked: Minimum overall & object visibility are now forced to ensure players can see the helicopter wreck from the UAV in Showcase Firing From Vehicles
Tweaked: Player overstepping an obstacle movement sound - setting in config files - raised volume of related movement sounds
Tweaked: Minor turret servo sound adjustments
Tweaked: The volume of footstep sounds on water was balanced
Tweaked: Icons in the Zeus Custom Objective module were updated to Eden Editor versions
Tweaked: Virtual Spectator mode is now described in the Field Manual
Tweaked: The volume of servo ramp samples of VTOLs was increased
Fixed: NATO (Pacific) Recon Marksmen were missing sound suppressors from their loadouts
Fixed: The AKM rifle was available with an incorrect magazine in the editor
Fixed: Cluster ammunition used a missile model (https://feedback.bistudio.com/T83464#1106580)
Fixed: The speed of aiming down the weapon sights was not influenced by a weapon's mass value in all cases
Fixed: End Game objective icons would not be placed correctly for objects above water
Fixed: After dying near the Schematics in an End Game scenario, players could still see the possibility to connect to the Schematics
Fixed: A pop up error when picking up the Schematics when playing an End Game scenario
Fixed: Limping in a forward left direction with a raised weapon caused a loop (https://feedback.bistudio.com/T120109)
Fixed: A pop up error when entering the Virtual Spectator
Fixed: Respawn tickets were not depleting after a player's death in some cases
Fixed: The "onPlayerKilled.sqf" and the "Killed" Event Handlers were not fired when players would bleed out in Revive
Fixed: A pop up error in End Game
Fixed: The LBV Grenadier Harness (Gray) would have an incorrect model when placed on the ground from the inventory
Fixed: The Rangemaster Cap would have an incorrect texture when placed on the ground from the inventory
Fixed: BIS_fnc_keyHold would not exit properly if the passed condition returned false while Space was being pressed
Fixed: Various incorrect sound sample paths
Fixed: Models of players could get duplicated after a respawn in an End Game scenario
Fixed: The reloading sound for the 12.7 mm HMG was missing
Fixed: The soundEdge parameter of the crawling animations had an incorrect value
Fixed: Running diagonally in a crouch stance would have an inconsistent speed for different directions
Fixed: The Details tab was shown automatically after the Respawn menu was opened in some cases
Fixed: Scenarios would not start if a Dedicated Server administrator left during the scenario loading
Fixed: Script error when switching window focus in the debriefing of Apex Protocol scenarios
Fixed: Using the #missions server command in the campaign lobby on a Dedicated Server would kick all players out of the server
Fixed: Running in a crouched tactical pace diagonally would result in an inconsistent speed for different directions
Fixed: The cost of launcher ammunition was incorrect
Fixed: End Game download icons were placed incorrectly (high above the download points)
Fixed: A Score Table screen would be missing if players ended the scenario in the Respawn Menu
Fixed: The free camera controls in the Virtual Spectator were missing in the controls helper
Fixed: Typos in the wheel PhysX config (maxDroop)
Fixed: A script error in the respawn limit scripts
Fixed: An occasional script error when respawning (trying to apply a loadout from an already deleted list of loadouts)
Fixed: When a player would pick up the schematics in End Game, there was a pop up error about a missing texture
Fixed: An occasional script error in health post processes
Fixed: When a Zeus switched to His own character view He was not able to exit it
Fixed: A character would lower its weapon if the player kneeled while turning
Fixed: Forced crouch when a character stopped crawling while turning to the side (https://feedback.bistudio.com/T118723 / https://feedback.bistudio.com/T117123)
Fixed: Various Respawn Menu related script errors
Fixed: Geometries inside the military offices
Fixed: It was possible to hijack UI elements for malicious code execution in multiplayer
Fixed: Open geometry in a shadow LOD
Fixed: Incorrect text in the texture of the Bullet Trap
Fixed: The BIS_fnc_attachToRelative and BIS_fnc_weaponDirectionRelative functions were affected by waves
Fixed: The Zamak truck would have trouble entering the airfield in Showcase Gunships
Fixed: Setting a rank via the Rank module was not working
Fixed: Helicopters would sometimes land inside the town instead of their dedicated LZs in Showcase Firing From Vehicles
Fixed: Reconnecting to a server as Zeus would no longer allow to remotely control a previously controlled unit
Fixed: A problem with stamina postprocesses on new Intel drivers
Fixed: The "MultistoryBuilding_01_F" was missing parts of its (fire) geometry (https://feedback.bistudio.com/T118367)
Fixed: Seize scenarios would not end after time ran out
Fixed: Exploitable collision geometry for several Large Altis House variants
Fixed: Pillars in the Altis Airport Terminal were missing their collision geometry (http://feedback.arma3.com/view.php?id=27892)
Fixed: Wooden Wall Pole had an incorrect fire geometry
Fixed: Kart Time Trials didn't correctly trigger the death ending after injuries incompatible with life
Fixed: There were too many footstep sounds when strafing slowly in crouched stance
Fixed: The camera could get stuck when a directly controlled drone was destroyed
Fixed: Tin Wall Pole had an incorrect fire geometry
Fixed: Zeus task notification icons could get very small
Fixed: There were too many crawl sounds being played at once
Fixed: Players could run Rook over using a drone in Showcase Drones and the scenario wouldn't fail
Fixed: Deleting user profiles would display an obsolete menu color
Fixed: Script errors would appear after connecting to an End Game session as the Virtual Spectator
Fixed: Script error when using the Virtual Spectator
Fixed: Rewards for capturing sectors in the Seize Edoris scenario did not work in some cases
Fixed: The Zone Restriction module would not work with preset area triggers from Eden Editor
Fixed: Error message in End Game scenarios
Fixed: Incorrect animation when swimming on the water surface
Fixed: A "Wet" sound layer for footsteps was missing for the asphalt surface
Fixed: Standing on the roof of Church_02 could cause objects to disappear (https://feedback.bistudio.com/T119597)
Fixed: The BIS_fnc_arrayShuffle function could affect the source array
Fixed: The strategic map was too dark (campaign)
Fixed: A missing sound for incoming missiles in an aircraft
Fixed: Various environment prop art glitches
Fixed: Setting scripted waypoint types in Zeus was not working correctly (https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/)
Fixed: CSAT Pacific Team Leaders were missing an UGL for their rifle
Fixed: CSAT Team Leaders, Squad Leaders, Recon Team Leaders and Spotters had incorrect camouflage variants of the ARCO optics
Fixed: The Autocannon task in the Helicopters Virtual Training could be completed without player input
Fixed: Names of the Support scenarios would be displayed incorrectly in the multiplayer lobby (mission folder names instead of localized names)
Fixed: Awarded support could target groups and vehicles in the player base or its vicinity in Support scenarios
Fixed: JIPing players could trigger task reassignment on other players
Fixed: CSAT Viper's Special Purpose Suit could block the view of NGVs
Fixed: There would be no sound when a vehicle collided with water
Fixed: Information about used DLC content was missing in the Debfriefing screen after a scenario failed
Fixed: Only the squad leader could disembark from the Hummingbird when playing Showcase Firing from Vehicles in multiplayer
Eden Editor

Added: A minimal distance parameter for the Garbage Collector settings (defines a minimal distance wrecks or bodies need to be from the nearest playable entity for a Garbage Collector to delete them)
Added: Icons for toggling layer transformation and visibility (placed below the entity list)
Added: Icons for task modules
Added: "Apply to" attribute in several modules now also lists all editor layers. This way, it's possible to apply module function on all objects within the layer.
Added: A new menu to preview available GUI grids. Access it by executing following code in Eden Editor's debug console: 0 = (findDisplay 313) createDisplay "RscTestGrids"; (https://community.bistudio.com/wiki/GUI_Coordinates)
Tweaked: The modules list is now collapsed by default instead of showing the Misc category (to provide a clearer overview of all categories)
Tweaked: In the save / load display, the search field was moved to the top right corner (in the top left corner it looked too much like a scenario name input field)
Tweaked: Multi-line text input fields for attributes are now wider
Tweaked: The default module icon is now more consistent with the "Modules" section icon
Tweaked: Modules in the "Intel" category are now using new attributes
Tweaked: The "Init" text field in the system attributes now only has 3 lines instead of 5. It's not used as often, so the change saves some space.
Tweaked: All modules in the "Object Modifiers" category are now using the new Eden Editor attribute system
Tweaked: "Create Task" module icon
Tweaked: Range settings for camera movement in the Eden Editor were adjusted. Users can now lower them down to 10% or up to 300%.
Fixed: An error would pop up when trying to open the Virtual Spectator from the Pause Menu while playing from the Eden Editor without a playable unit
Fixed: Clicking on the "Collapse All" button while the list was filtered by a search phrase often resulted in an empty list after the phrase was removed
Fixed: In the attributes of markers, Position was above Size. This was inconsistent with other entities, where Position is always first. The order has been switched.
Fixed: Script error when trying to open the Virtual Spectator from the Pause Menu while previewing from the Eden Editor without a playable unit
Fixed: Checkboxes didn't recognize string input values
Fixed: The "Advanced Flight Model" attribute was missing from the editor's General attributes
Prologue (potential spoilers)

Fixed: The intro video would sometimes not be cleared from the screen and instead remain there for the rest of the Reality Check scenario
Fixed: Players could shoot friendlies without being punished while the screen was fading to black at the start of the final cutscene of the Damage Control scenario
Apex Protocol (potential spoilers)

Fixed: The extraction truck wouldn't leave when some players got stuck in the Respawn Menu in the Heart of Darkness scenario
Fixed: Error message after Joining In Progress to the Extraction scenario
Fixed: The respawn position at Viper's black site was added too early in the Apex Protocol scenario
Fixed: The campaign lobby was storing the settings as raw text instead of localized string IDs
Fixed: Pressing the Escape key in the campaign lobby would close the lobby display but the player would stay in the map / briefing screen
Fixed: The Keystone and End Game scenarios wouldn't end if a player disconnected while the final video was playing in some cases
Fixed: In the Apex Protocol campaign, revive and respawn settings would reset when an admin disconnects
Fixed: Some conversation lines in the Firestarter scenario used unbalanced volumes
Fixed: Mission briefing would not be skipped if the scenario was started by a countdown in the Scripted Lobby of the Apex Protocol campaign
Fixed: There would be script errors present in the Apex Protocol Scripted Lobby when using an older user profile and changing the difficulty settings
Fixed: The extraction boat in the Extraction scenario would refuse to move in some cases (hotfix)
Fixed: Depending on the players' actions, Miller would sometimes say the wrong thing in regards to the first drone, or not say anything at all in the Apex Protocol scenario
Fixed: Being dead at the end of the End Game scenario would result in a flickering cursor in the final video and credits
Fixed: Players could respawn despite the option being disabled in the Apex Protocol campaign lobby
The East Wind (potential spoilers)

Tweaked: The Moral Fiber scenario is now using the overhauled AI convoy behavior
Tweaked: The Game Over scenario loading time is now improved (https://feedback.bistudio.com/T76352)
Tweaked: Tasks in the Supply Network scenario now include also direct links to the Field Manual
Fixed: Camp Rogain would sometimes not respond to Adams trying to reach them after the AAF attack in the Drawdown 2035 scenario
Fixed: The Strider at the first checkpoint wouldn't move off the road in the Common Enemy scenario
Fixed: Players wouldn't be spotted by the checkpoint guards despite approaching them while offroad in the Common Enemy scenario
Fixed: Players could enter enemy-occupied vehicles in the Situation Normal scenario in some cases
ENGINE:
Added: Support of ADS HQ textures
Added: New IDC values for pilot cameras (IDC_IGUI_WEAPON_CAM_TRACK_AREA, IDC_IGUI_WEAPON_CAM_TRACK_TARGET)
Added: A new "FiredMan" Event Handler
Added: A new "PlayerViewChanged" Event Handler
Added: A new #restartserver Dedicated Server command
Added: A new aimTransitionSpeed config parameter for switching between normal mode and iron sights / optics
Added: New HTML templates for displaying player information in the Diary in multiplayer
Each state (in Unit, in Squad, none) has its own template showing what information will be displayed
Templates can be adjusted in the diary config (CfgDiary)
Added: A new toFixed script command
Added: New GUI IDCs for unitInfoType: IDC_IGUI_TOTAL_AMMO_COUNT 26006, IDC_IGUI_TOTAL_MAX_AMMO_COUNT 26106 and IDC_IGUI_MAX_AMMO_COUNT 26206
Added: A new "getUnitLoadout config" script command variant
Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/EventHandlers/init = "hint str _this")
Added: It is now possible to set a custom speed for the animate and animateSource script commands
Added: A new explosionShielding object shape property
Added: A new entities script command (with native filtering support)
Added: Support for an optional parameter (include crew or not) for the entities script command
Added: It is now possible to mute players through the Diary interface
Added: It is now possible to mute players through the Diary interface accessed via pressing the "J" key twice
Added: A new inAreaArray set of script commands
Added: A hideText ability was added to the CEdit control (can be used as a password input)
Added: Support for a sliderStep config value for sliders
Added: A server config option to force a server to autostart a scenario in the cycle and wait for players in the role selection screen (autoSelectMission)
Added: Support for showing which player in MP is the admin / host of a MP session
Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0")
Added: New selectMin and selectMax script commands (returning minimal and maximal values of an array)
Added: Voting, Role Selection, Briefing and Debriefing timeouts can be set in server.cfg
There are four new parameters to set up timeouts in server.cfg. They can be array values with two numbers for setting different timeouts when players are ready or not. They can also have a single numeric value, both ready and notReady parameters are then set to the given value.
Examples:
votingTimeOut = 5; //5 seconds for ready and notReady
votingTimeOut[] = {5, 10}; //5 seconds for ready, 10 for notReady
New parameters:
votingTimeOut
roleTimeOut
briefingTimeOut
debriefingTimeOut
Tweaked: The nearestOjects and nearestTerrainObjects commands now allow a 2D distance check
Tweaked: Freelook is now always enabled when the Task Overview is shown and the player is in a vehicle
Tweaked: The nearestObjects, nearestTarrainObjects commands will now sort in 3D for a 3D search
Tweaked: The switchCamera script command now works also without specifying the camera type
Tweaked: AI convoy driving on roads was improved (related to offset)
Tweaked: Collision avoidance for AI driving vehicles was improved
Tweaked: Empty namespace variable names are no longer allowed
Tweaked: The InventoryOpened Event Handler now provides more Intel on what containers were opened (http://feedback.arma3.com/view.php?id=23192)
Tweaked: The TBB4 memory allocator was updated to version Intel TBB 2017 Update 2 (tbb2017_20161004oss)
Tweaked: Vehicle turrets controlled by AI would watch North too intensively (https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-3#entry3042271)
Tweaked: The hideSelection command now works for more selections on Simple Objects
Tweaked: The enableAI and disableAI commands now support a new "ALL" parameter
Tweaked: Using setSpeedMode "FULL" now works also on unarmed AIs
Tweaked: The diag_codePerformance command can now be executed in the MP environment when a debug console is available
Tweaked: Sound simulation for disabled objects was optimized
Tweaked: The "unitInfoType" and "unitInfoTypeRTD" parameters can be defined in the configs of turrets
Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one)
Tweaked: AI underwater detection
Tweaked: Vehicle-in-Vehicle Transport vehicles now have their side set when loaded with another vehicle
Tweaked: It is now possible to load a vehicle into an enemy vehicle by script or editor
Tweaked: The createSimpleObject command now supports object types and plain shapes
Tweaked: The setUnitLoadoutFromConfig command was renamed to setUnitLoadout (overloaded)
Tweaked: The NVGMarkers now work with the "blinking = true", flareMaxDistance and flareSize parameters
Tweaked: AI detection of submerged objects was improved
Tweaked: The functionality of Use Actions was separated
Tweaked: Non-active channel markers are again visible and slightly transparent
Tweaked: A part of the animation system is now cached to improve the performance of session loading
Tweaked: The in-game server browser is now always sorted
Tweaked: AI formation leaders of tracked vehicles are now slowing down to wait for their squad mates more frequently
Tweaked: Collisions of stairs were tweaked
Tweaked: AI driver precision of following the leader vehicle
Tweaked: AI drivers - commanded speeds "slow" and "normal" to be slower
Fixed: An incorrect ComboBox picture color could be used
Fixed: The playerSide command was not updated in the Server Lobby
Fixed: Loading a save file (e.g. after getting killed) would always turn the GPS off (it will now be on if the game was saved when it was on)
Fixed: AI characters with their simulation disabled would still keep their collision geometries
Fixed: An assert after loading a save game with a bag lying on the ground
Fixed: It was possible to load vehicles into the vehicles of opposing factions
Fixed: Helicopter gunners would ignore the disableAI "AUTOTARGET" command
Fixed: Static weapons would sink into the ground in multiplayer environment (https://feedback.bistudio.com/T117186)
Fixed: Boats would get stuck on shores too easily
Fixed: Using the setUnitPos command on "CARELESS" soldiers would not behave correctly
Fixed: The Linux build did not correctly convert relative paths to full paths (https://forums.bistudio.com/topic/188939-linux-dedicated-server-map-roads-shapefile-not-found)
Fixed: Boats would get stuck on the shores too easily
Fixed: The TaskSetAsCurrent Event Handler would not be called every time the current task was changed
Fixed: Pasting a text into the Search field would delete factions from the Create field in Zeus
Fixed: The selectPlayer command would remove switchable units (reducing the Team Switch options)
Fixed: Lights of a transported vehicle were visible through the transporting vehicle
Fixed: The setAperture command would not reset after a scenario ended (https://feedback.bistudio.com/T116832)
Fixed: Server crash in Zeus
Fixed: Crash connected to the pilotCamera config
Fixed: A "Selection missing in CfgModels" message would appear in the RPT file when using Simple Objects
Fixed: The loadBackpack command would return incorrect values for loaded magazines (https://feedback.bistudio.com/T120470)
Fixed: Items added via the setUnitLoadout and addHeadgear commands could become unavailable for a pick up on a Dedicated Server
Fixed: Crash when using the keyImage script command with a negative value (https://feedback.bistudio.com/T120449)
Fixed: Dropped equipment could become unobtainable in some cases
Fixed: Lip-sync was not activated and radio effects were applied for direct speech (https://feedback.bistudio.com/T120414)
Fixed: Potential server crashes (Profiling Branch)
Fixed: Damaged hit points of vehicles now can be repaired just as any global damage
Fixed: The rotation of cursor and camera was not synchronized in the Virtual Spectator
Fixed: The map interface would not properly close and the game could become unresponsive (https://feedback.bistudio.com/T116824)
Fixed: Some copyright text in the Field Manual was mentioned twice
Fixed: Scenario markers were not visible when the Line Drawing was disabled (https://feedback.bistudio.com/T120359)
Fixed: GetIn / GetOut orders on cars and tanks were not working correctly
Fixed: The garbage collector would be called incorrectly in some cases
Fixed: Weapon animations were not displayed correctly in the Virtual Spectator
Fixed: Handling of the first Steam subscription list was not correct
Fixed: The display title was changing to an incorrect title after returning from a Challenge
Fixed: Players in the multiplayer lobby would be listed as hosts / admins
Fixed: Admins would get stuck on the loading screen if the scenario started without selecting a role first
Fixed: The "Play" button in the Campaigns and Challenges menus would display changes inconsistently
Fixed: The inAreaArray ARRAY was using radians instead of degrees
Fixed: The inAreaArray LOCATION was ignoring unknown types in the objects / position array
Fixed: The mouse cursor would not move along with freelook in the Task Overview interface while in a vehicle
Fixed: Commanders would need to unmark a target before marking another one
Fixed: Empty variable names "" in for loops would cause the game to freeze (https://feedback.bistudio.com/T120748)
Fixed: The game could get stuck when downloading a scenario while the server changed a scenario to another one
Fixed: Some of the weapon animations were not visible for the Virtual Spectator
Fixed: Tracked amphibious vehicles were not able to move in water
Fixed: AI would continue firing even after their target was eliminated in some cases (https://feedback.bistudio.com/T71576)
Fixed: An opened Diary screen would prevent a scenario from ending in some cases
Fixed: Crash when the Script field of the Scripted waypoints references a non-existent file
Fixed: The featureSize config value was not behaving correctly
Fixed: The GetOutMan Event Handler did not return commanders when it was supposed to
Fixed: Using the "Destroy" waypoint type could cause AI units to flee instead of engaging targets
Fixed: The GetOutMan Event Handler would return commanders too often
Fixed: Dialogues played over the radio could get stuck and time out if the player got too close to the speaker
Fixed: The GetIn Event Handler did not always return commanders for turret positions
Fixed: Task Status was not properly shown in the Diary interface
Fixed: AI drivers in groups would have trouble crossing bridges on Tanoa
Fixed: Tasks were not visible in the Diary after loading the game from a save
The East Wind (Potential spoilers)

Fixed: AI following vehicles could navigate incorrectly in the Supply Network scenario
Eden Editor

Added: Support for coloring Simple Objects in Eden Editor by a different color
Added: A new OverviewTextLocked scenario attribute
Added: The getMissionLayerEntities command now works with layer IDs as well
Tweaked: Changing a global attribute now marks the scenario as having unsaved changes
Tweaked: Transform > Move to formation is now properly rotating all selected entities according to their group leader
Fixed: Objects with reversed models would be placed with an incorrect orientation in-game
Fixed: Moving soldiers to a non-default formation would not work correctly
Fixed: Units placed on top of objects could flicker in Eden Editor
Fixed: Placing groups onto objects would be imprecise in some cases
Fixed: Transforming a squad into the Wedge formation would not work correctly
Fixed: Using the "Undo" operation multiple times could auto-delete the next placed entity
Fixed: Placing an occupied vehicle into another occupied vehicle of an opposing faction would cause an explosion on scenario preview
Fixed: The getMissionLayerEntities command would not work after a second preview
Fixed: Importing a scenario from the 2D editor with no player units could behave incorrectly (https://feedback.bistudio.com/T117667)
Fixed: The Trigger Area Widget could be moved around the scene when dragged to negative values
Fixed: The Trigger Area Widget would get deformed when dragged to negative values and rotated
Fixed: FPS drops when a large number of empty tracked vehicles with disabled simulation is present in a scenario
Fixed: Proxies were not hidden correctly for Simple Objects
Fixed: Waypoints assigned to drones would flash in the Entity List and not be correctly categorized
Fixed: Groups distant from the camera could get visually ungrouped in the Entity list
Fixed: Placing a character could cause performance drops (addressed by pre-loading the animation system)
Fixed: The "Delete" operation in the History tab was missing a string and displayed just "%s"
Fixed: Performing an "Undo" operation after a character (e.g. soldier or a crew member) was deleted would not restore its model
Fixed: Modifying the Area Widget would not fire the AttributesChanged3DEN Event Handler
Fixed: An incorrect scenario was opened after merging two scenarios
Fixed: The selected player is not copied correctly when pasting to a new empty scenario
Fixed: Transforming and then moving to formation did not align a group correctly if it was rotated before
Fixed: Group lines would remain active after deleting a character
Fixed: Entities were not displayed in layers after returning from a Preview if the visibility / transformation toggle was used
Fixed: Pressing Alt + LMB while aiming at an entity would place waypoints
Fixed: The "Script" attribute was not available for SCRIPTED waypoint types
Fixed: The "Script" attribute could not be applied to SCRIPTED waypoints after reloading a scenario
Fixed: The "Advanced Flight Model" attribute was missing from the Eden Editor attributes (fix is now in the engine, the data part was reverted)
Fixed: Entity attribute changes would not be saved if the variable name was left empty
Fixed: Importing a scenario from the 2D editor with no unit set as player would result in an empty scenario (https://feedback.bistudio.com/T117667)
Fixed: AI vehicle gunners would refuse to engage enemies in multiplayer in some cases
LAUNCHER:
Added: Check for a presence of 64-bit only game extensions (the 32-bit game can't use 64-bit game extensions - future prep)
Added: Check that selected the memory allocator is 32-bit (the 32-bit game can't use 64-bit allocators - future prep)
Tweaked: Handling of items after the Steam data cache is lost was improved
Fixed: Potential crash when switching back to the News page in the Launcher (https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/page-7#entry3089057)
Fixed: When Launcher was started with parameters -noLauncher and -useBe, the rest of the startup parameters were not passed to the game
Fixed: Launcher was unable to kill the game process in some cases (e.g. because it was blocked by the Operating System)
Fixed: Special characters in tooltips were displayed incorrectly
Fixed: Parameters with a combo box that allowed custom value to be entered by the user (like Memory allocator or World) could forgot that value
SERVER:
Updated: Stand-alone Windows Dedicated Server (1.66)
Updated: Stand-alone Linux Dedicated Server (1.66)
Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
Try adding -mod=curator;kart;heli;mark;expansion;dlcbundle to your arma3server.exe shortcut
Se non sei uno di noi, sei uno di loro.

[TS]Epok

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Re:Game Update 1.66
« Risposta #1 il: 02 Dicembre 2016, 21:29:18 »
Così tanta roba che dobbiamo riverificare tutti gli script delle mappe che usiamo.....
Se non sei uno di noi, sei uno di loro.

[TS]Eschi

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Re:Game Update 1.66
« Risposta #2 il: 03 Dicembre 2016, 07:51:37 »
Non ricordo di aver mai visto un aggiornamento così corposo :-O


Inviato dal mio iPhone utilizzando Ngulash
Nec Videar Dum Sin    

  

[TS]Djmitri

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Re:Game Update 1.66
« Risposta #3 il: 03 Dicembre 2016, 10:37:41 »
Davvero un grosso aggioramento!  :eeek:  :eeek: :eeek:

Mi sono letto tutto il changelog  :goccia: e le cose più importanti sono:
- risistemato alcuni suoni
- rivisto i danni degli esplosivi sia le cariche che quelle antiuomo(infatti bisogna provare se con ACE funziona tutto ed effettivamente basta una carica)

Comunque in questi giorni lo testo. :fagiano:

[TS]Flipper

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Re:Game Update 1.66
« Risposta #4 il: 03 Dicembre 2016, 19:51:30 »
Mah alcune voci mi sfuggono proprio:

Added: Tactical Ping

Adesso il Ping si organizza in squadre ?  :asd:

"Aut Caesar, aut nihil"

[TS]Epok

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Re:Game Update 1.66
« Risposta #5 il: 03 Dicembre 2016, 20:23:20 »
E' un nuovo tipo di missile
Se non sei uno di noi, sei uno di loro.

[TS]Hawk

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Re:Game Update 1.66
« Risposta #6 il: 03 Dicembre 2016, 23:34:19 »
Se in 10 GB di patch le cose più importanti sono quelle che dici tu Djmitri ......stendiamo un velo pietoso! :sbang: :ciao:
Sandy Caine

[TS]Djmitri

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Re:Game Update 1.66
« Risposta #7 il: 04 Dicembre 2016, 07:35:51 »
No vabbè ce ne sono tante altre, ma la maggior parte sono modifiche ai suoni in particolare a quelli dei movimenti (ecco il motivo per cui tanti GB) ed una marea di fix, modifiche, ecc ecc :alesisi:

[TS]Hawk

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Re:Game Update 1.66
« Risposta #8 il: 04 Dicembre 2016, 15:25:26 »
Ho avviato Arma3 in vari modi e ci sono alcuni problemi. Le armi dei non sparano, fucile e pistola, le bombe a mano detonano normalmente. Problemi con gli elicotteri i cui rotori perdono potenza e coi carri le cui armi non sparano. Non ho controllato altro. I mod sembrano funzionare. :paura: :ciao:
Sandy Caine

[TS]Duriel

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Re:Game Update 1.66
« Risposta #9 il: 04 Dicembre 2016, 16:15:05 »
tactical ping è un segnale di attenzione, che dai alla tua squadra verso una determinata zona (dove stai puntando al momento che premi il tasto)

p.s.

il tasto in un server che ho provato era  Shift+T
« Ultima modifica: 06 Dicembre 2016, 19:52:13 da [TS]Duriel »

[TS]Hawk

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Re:Game Update 1.66
« Risposta #10 il: 04 Dicembre 2016, 17:11:38 »
Se ti riferisci a me io non ho attivato nessun Tactical Ping ! :ciao:
Sandy Caine

[TS]Hawk

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Re:Game Update 1.66
« Risposta #11 il: 04 Dicembre 2016, 18:14:15 »
Risolto il problema ! Chi ha messo una mappatura tasti diversa da arma3 deve rimetterla nuovamente, perché l'espansione ripristina quella di Apex e vari tasti non funzionano.  :ciao:
Sandy Caine