Arma 3 Patch 1.34
- Dettagli
- Pubblicato Martedì, 04 Novembre 2014 12:26
- Scritto da Djmitri
- Visite: 2460
DATA:
- Added: CH-67 Huron*
- Added: Huron black variant*
- Added: Huron cargo container
- Added: Huron medical container
- Added: Huron repair container
- Added: Huron fuel container
- Added: Huron ammo container
- Added: Mi-290 Taru*
- Added: Taru black variants* (not accessible without scripting)
- Added: Taru with transport pod*
- Added: Taru with special-purpose bench pod*
- Added: Taru with medical pod*
- Added: Taru with cargo pod*
- Added: Taru with repair pod*
- Added: Taru with fuel pod*
- Added: Taru with ammo pod*
- Added: Taru transport pod*
- Added: Taru special-purpose bench pod*
- Added: Taru medical pod*
- Added: Taru cargo pod
- Added: Taru repair pod
- Added: Taru fuel pod
- Added: Taru ammo pod
- Added: M-900
- Added: P-30 Orca black / white weapon variant
- Added: Helicopter VR Training "Basics"
- Added: Helicopter VR Training "Weapon Systems"
- Added: Helicopter VR Training "Sling Loading"
- Added: Helicopter VR Training "Advanced"
- Added: MP Scenario "Support Katalaki"
- Added: MP Scenario "Support Sofia"
- Added: MP Scenario "Support Pyrgos"
- Added: MP Scenario "Support Rodopoli"
- Added: MP Scenario "Support Stratis"
- Added: Showcase Sling Loading**
- Added: Time Trial 06 "Runway Lap"
- Added: Time Trial 07 "Hillside Groove"**
- Added: Time Trial 08 "King of the Hill"**
- Added: Time Trial 09 "Kiss the Ground"**
- Added: Time Trial 10 "Kart Delivery"**
- Added: Support module (Ground Support)
- Added: Third Farsi radio protocol
- Added: Arma 3 main theme Helicopters remix
- Added: Flexible tank (2 items)
- Added: Cargo net with crates (5 items)
- Added: Smaller containers (12 items)
- Added: Portable helipad lights (5 items)
- Added: Helicopter big cover bag
- Added: Water and fuel bladder (4 items)
- Added: Secondary containment (4 items)
- Added: Wheel pull device (2 items)
- Added: Discharge stick
- Added: Rigging rope
- Added: Intake plug (5 items)
- Added: Pitot cover
- Added: Pressure washer
- Added: Wheeled scaffolding
- Added: Wheeled tool kart
- Added: Portable engine crane
- Added: Diesel Ground Power Unit
- Added: Jet Engine Air Start Unit
- Added: Water pump
- Added: Wheel chocks
- Added: Windsock
- Added: Landing platform
- Added: Welding cart
- Added: Welding tank
- Added: Gas tank (3 items)
- Added: Wheelie Bin
- Added: Aircon ('Outside part')
- Added: Transport boxes (6 items)
- Added: Pallet trolley
- Added: Office table (2 items)
- Added: Office chair
- Added: Office cabinet
- Added: Rattan table and chair (2 items)
- Added: Refrigerator
- Added: Tableware (9 items)
- Added: Microwave
- Added: Workbench
- Added: Flat-screen TV
- Added: Camera
- Added: Desktop PC (4 items)
- Added: PC printer
- Added: Projector
- Added: Portable speaker(s)
- Added: Game console (4 items)
- Added: HDMI cable
- Added: Tablet
- Added: Sport balls (5 items)
- Added: Baseball mitt
- Added: Sling Loading for helicopters (all helicopters except for the AH-99 and Mi-48 Kajman can now Sling Load)
- Added: Key binding for rope interaction (attaching / releasing cargo) - default: B
- Added: Key binding for Sling Load Assistant added - default: Right Ctrl + B
- Added: Neophron, Buzzard, Greyhawk / Ababil, Speed Boat, Assault Boat, SDV, most wheeled vehicles (except APCs), and various objects are Sling Loadable
- Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Hummingbird, Mohawk, Truck and Assault Boat
- Added: Advanced Flight Model (RotorLib) simulation; it is available for all stock helicopters (disabled by default; available after switching in CONFIGURE > GAME)
- Added: DLC content browser
- Added: Main rotor of helicopters is properly hidden when damaged by impacts
- Added: Winch damage indicator
- Added: Dragging an object over a Sling Load capable helicopter will now attach the object to it (Zeus)
- Added: Memory points for Sling Load cameras
- Added: Tooltips to Advanced Flight Model settings in game options
- Added: New winch destruction particle effects
- Added: New sound attenuation class for semi-opened helicopters
- Added: Sling Load cursors to Zeus
- Added: Shake based on G forces for all air vehicles
- Added: Possibility to re-texture Kerry's backpack by popular demand
- Added: Friendly Fire to the remaining Commanding VR courses
- Added: New sound attenuation filter classes for helicopters
- Added: Parameter numberPhysicalWheels to vehicles
- Added: Config for 'sitting on bench' SFX
- Added: More memory points for the Mohawk
- Added: Some movement to the oil temperature indicator for the xH-9 family of helicopters
- Added: Done keys for faction showcases
- Added: Sounds for breaking a rope
- Added: Proper DLC Bundle logo and overview text
- Added: DLC part to scenario loading screens
- Added: Rolling sound on dirt roads
- Updated: 3D ring and sphere helpers
- Updated: Sling Loading controls in the Arma 2 preset
- Updated: HUD for Blackfoot and Kajman with RTD components
- Updated: Remixed sounds for Blackfoot, Kajman, Hellcat, Ghosthawk and Mohawk
- Updated: HMD of the Orca and Hellcat
- Updated: Credits with new developers
- Updated: The exact heading in the HMD of the Orca should now show full number instead of just rounding to the nearest ten
- Updated: The HMDs of helicopters should now use the new, freelook-friendly vector source in their velocity direction indicator and will always match the RTD one (with Show Gauges in options)
- Updated: Actions of buildings to prevent UAVs, snakes and players in vehicles from manipulating doors
- Updated: BIS_fnc_getVehicleWeapons to use more accurate detection of vehicle turrets (now using allTurrets command)
- Updated: Showcase Gunships - Being shot down while attacking the Naval Base now causes the mission to fail
- Changed: Speed scale in the HMD of the Kajman from 500 to 300
- Changed: Top-right altitude number in the HMD of the Kajman from AGL to ASL and fixed an unintended offset on the AGL scale
- Changed: Ghosthawk gunner is no longer forced into optics
- Changed: Renamed vehicle class ManVR has been renamed to MenVR to be consistent with the rest of characters
- Changed: Weapon_Empty holder now stays long enough (see http://feedback.arma3.com/view.php?id=21177)
- Changed: Weapon resupply widget FSM is showing the weapon name instead of magazine
- Changed: Samples of helicopter damage alarm
- Changed: Karts DLC data decrypted (EBO to PBO)
- Changed: Hint class name at the start of VR training
- Tweaked: Fuel consumption of various helicopters (xH-9 family and Ghosthawk)
- Tweaked: Cruise speed of xH-9 family and Ghosthawk
- Tweaked: Ground contacts of PO-30 Orca, Blackfoot and Ghosthawk
- Tweaked: Made the gun crosshair smaller and color brighter in the HMD of the Blackfoot
- Tweaked: New sound configurations for all helicopters (remixed samples and new features enabled)
- Tweaked: Horizon indicator in the HMD of the Blackfoot to match the real horizon better
- Tweaked: Major and minor lines on the G-meter in the HMD of the Kajman
- Tweaked: Volume of turning engine on and off for helicopters
- Tweaked: Helicopter SFX parameters
- Tweaked: Gear air friction for the Mohawk
- Tweaked: FD / TT feedback sound volume increased slightly (audibility versus helicopters)
- Tweaked: Increased volume of helicopter explosions sounds
- Tweaked: Extended the draw area of the velocity direction indicator in the Orca to its full HMD area
- Tweaked: Various helicopter SFX configurations
- Tweaked: Decreased maximumLoad of Ababil and Grayhawk internal inventory by half
- Tweaked: Vehicle stress sounds
- Tweaked: Crash sounds for helicopters
- Removed: Legacy DirectX installation folder (now handled through Steam)
- Fixed: Ground contact of several helicopters
- Fixed: Wrong separator for retreatBladeStallWarningSpeed (thanks kju)
- Fixed: Dragging Sling Load incompatible objects on a helicopter now moves them below the helicopter (Zeus)
- Fixed: Sling Loaded vehicles were not compatible with Zeus paradrop
- Fixed: Gunners of Ghosthawk had issue with disembarking
- Fixed: Empty shells particle effect on vehicle-mounted machineguns
- Fixed: Grass was not affected by copter downwash enough
- Fixed: Middle wheels of Marid for some scripts (see http://feedback.arma3.com/view.php?id=20988)
- Fixed: Animated torque indicator for the xH-9 family of helicopters
- Fixed: Added missing material to last LODs of walls
- Fixed: Missing sample for helicopters
- Fixed: Magazines with scope < 2 were available when editing ammo box contents
- Fixed: ORBAT tooltips were not visible in OBRAT viewer
- Fixed: Adjusted exit points of the Hummingbird co-pilot to prevent him getting stuck
- Fixed: Player was able to delete soldiers required for completing Showcase Zeus
- Fixed: End screen for Sector Control text (it was showing "MISSION COMPLETED" for both winners and losers)
- Fixed: Artillery shells now do proper damage if they hit something on their way (even before turning into mine clusters e.g.)
- Fixed: Player would remain in ragdoll after unsuccessful try in VR Commanding - Vehicles Course
- Fixed: Double restart when dying after using Restart (Time Trials)
- Fixed: TTs would not end after disabling your vehicle but not dying
- Fixed: Flying MLRS rocket damages objects it hits before the explosive triggers
- Fixed: Player is now able to switch back seats in the Hellcat including the door ones
- Fixed: Turning tower of Greyhawk doesn't make it start the engine anymore
- Fixed: Showcase Armed Assault Bobcat at the end did not move properly when trying to push the wreck
- Fixed: Firing Drills UI had incorrect layering
- Fixed: Guided artillery ammunition doesn't seek its target properly
- Fixed: Darter did some random movements while in auto-hover
- Fixed: BIS_fnc_loop is not reliable because of preemption (http://feedback.arma3.com/view.php?id=21193)
- Fixed: "M134_minigun" wasn't recognized correctly by BIS_fnc_itemType
- Fixed: BIS_fnc_crewCount recognized cargo turrets as active crew
- Fixed: TT01 - Glitching fire extinguisher
- Fixed: Possible infinite loop in particle script when helicopter / airplane is destroyed
- Fixed: Pedal animations of Blackfoot pilots were inverted
- Fixed: Multiplayer - ZGM 4+1 Bootcamp - Problem in the grenade firing range
- Fixed: Distance loudness parameter of raise / lower weapon
- Fixed: Player could not place these mines: Large IED (Dug-in), Large IED (Urban), Small IED (Dug-in) and Small IED (Urban)
- Fixed: Camo selection of camouflaged vest
- Fixed: Cumulative TT bonuses / penalties were not correctly reset on looping
- Fixed: Sound for rolling on the ground with a sidearm
- Fixed: Tab highlighting in Controls
- Fixed: Sandstorm moving and colliding with objects in Showcase Tanks
- Fixed: Copilots have properly visible compass
- Fixed: Misplaced fire geometry of the left side door of the Mohawk
- Fixed: AAF soldiers being reported as pilots
- Fixed: Right door gunner in Ghosthawk is able to see the compass
- Fixed: TT CP helper objects could try to be mapped by an illegal procedural texture
- Fixed: Wrong image for the Starter Pistol in the DLC browse
Potential Campaign Spoilers:
- Fixed: Mission flow issue in Signal Lost when picking up a radio
- Fixed: Player had two UAV terminals at the beginning of Preventive Diplomacy
- Fixed: Tipping Point - Player was unable to board the boat under certain circumstances
- Fixed: Intro for the campaign mission Attention Deficit was broken
* Restrictions apply for those who don't own Arma 3 Helicopters DLC.
** Content requires ownership of the Arma 3 Helicopters DLC.
ENGINE:
- Added: Firing from Vehicles technology
- Added: Sling Loading technology
- Added: Scripting commands and event handlers:
- Added: New waypoints for Sling Loading: lift cargo and drop cargo
- Added: Support for Sling Loading to Zeus
- Added: RotorLib helicopter Advanced Flight Model
- Added: New parameter for description.ext - forceRotorLibSimulation (0 - default, options based; 1 forced on; 2 forced off)
- Added: New command difficultyEnabledRTD
- Added: New condition and sources for helicopter HUD (rtdCollective, windage, rtdRotorTorque, rtdGForce)
- Added: DLC content browser
- Added: New features to diagnose rendering and cleanup to optimize it
- Added: Ability to show GPS / UAV Feed / Sling Load Assistant in optics
- Added: Hook waypoint cursor to Zeus
- Added: Sound: Start / stop samples for 'common' vehicles
- Added: Sound: Vehicle controller lateralMovement
- Added: Support to map up to 32 buttons for one controller
- Added: New UI toggles for RTD helicopters
- Added: Support for user-defined colors for vehicle IGUI toggles
- Added: Sound: Missing wind controller
- Added: Sound: Rope break sound
- Added: UI toggles for vehicles
- Added: New scripting command for getting a list of all crew from a vehicle: fullCrew
- Added: serverCommandExecutable script command for checking whether a given server command can be executed. Must be called from a UI handler and thus matches serverCommand behavior (unlike serverCommandAvailable)
- Added: RPT logs when the ownership of DLC has changed (http://feedback.arma3.com/view.php?id=20510)
- Added: Set of new commands for working with turrets namely: allTurrets, magazineTurretAmmo, setMagazineTurretAmmo
- Added: Additional profiling macros to explosion effects and ammo simulation
- Added: Sound: Controller camPos = 1 for players on benches
- Added: Enabled long distance error calculation
- Added: Sound: GMeterZ1
- Added: Sound: Support for AnimationSourceDoor (helicopter ramps)
- Added: Support for driver turrets in new magazine turret scripting commands
- Added: Garbage collector for empty Zeus groups so the player doesn't get stuck with creating units due to group limits being exceeded
- Added: Sound: New controller - rotorDamage
- Added: Sound: System initialization reports and initialization of error detection
- Added: Setting a short timestamp as default in RPT
- Added: Reporting scenario name when a scenario starts
- Added: Sound: Attenuation for turrets
- Improved: AI helicopter landing
- Improved: AI seeing a kill visibility check
- Updated: AI behavior when Sling Loading
- Updated: AI aiming speed tweaked with new dexterity of weapon data
- Updated: The ctrlCreate function to define a target controls group for a new control
- Updated: ctrlCreate takes a control instead of IDC as target group
- Updated: Sound: Crash volume
- Updated: The static string table for MP optimization
- Updated: Sound: Sound controllers diagnostic
- Updated: Sound: Play rotor damage when stress mode is enabled
- Updated: Sound: Controllers: GMeterZ & camPos
- Changed: All public drawDiag* methods renamed to draw* to simplify the names
- Changed: Compression for speed and angular speed to 16 bit float (network optimization)
- Tweaked: AI is now more careful when flying above trees
- Tweaked: Sound: Crash sound played when not damaged, changed next sample's interval
- Tweaked: Disabled remote positioning checks on destroyed objects
- Tweaked: Higher message age limit on clients for prediction (still accepts a 1s time window between messages)
- Tweaked: Game start-up optimization (string table)
- Tweaked: The pilot of a vehicle with formation leader takes the lead
- Tweaked: Sound: Crash volume is now based on speed
- Tweaked: If a formation leader is Sling Loaded, the pilot takes the lead
- Tweaked: Sound: Smoothed sound controllers GMeter and lateralMovement
- Tweaked: Sound: Controller indexes & values interpolation
- Tweaked: Sound: camPos controller
- Removed: Sound: Start / stop 'internal' volume coefficient
- Fixed: Blinking editing zones in Zeus
- Fixed: Unassigning destroyed vehicles from groups
- Fixed: switchMove command clears external move
- Fixed: Order get in for commanding menu
- Fixed: Hit point color for wheels on 4-wheeled cars
- Fixed: TaskSetAsCurrent returns array properly
- Fixed: Taking Items from a dead body by two players at same time caused duplicity
- Fixed: Killed unit does not disclose killer
- Fixed: MP - Player was unable to pick up items from non-local containers
- Fixed: A problem with the position of non-local helicopter wrecks
- Fixed: A vehicle could be changing its wheel state and not be in the PhysX scene
- Fixed: Serialization of the last remembered fields of path for AI
- Fixed: Dead loop in path locking of a given thread
- Fixed: Undefined variable in the coefficients array (causing MP message spam)
- Fixed: Get in command when units are already in a vehicle (it will default itself to get out)
- Fixed: CTD on accessing uninitialized memory
- Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached
- Fixed: CTD when calling GetIRData
- Fixed: CTD caused by cost map refresh
- Fixed: Not working None glasses in identity
- Fixed: Not saving addGoggles state
- Fixed: Game crashes when player tries to start MP with soldier wearing backpack
- Fixed: Equipment can't be retrieved from a container on dead players
- Fixed: Some problems with soldier MP position prediction
- Fixed: setObjectViewDistance command
- Fixed: CTD caused by many soldiers with IR
- Fixed: Store the last time controller was used and if it's longer than 5 seconds, don't rumble
- Fixed: Automatic closing dialogs when mission ends (closeOnMissionEnd in config)
- Fixed: Invalid HMD velocity vector when looking away from it
- Fixed: CTD when accessing an out of range proxy element
- Fixed: Wrong condition when deciding whether an object can have proxies or not
- Fixed: Inventory - Player can't pick up the last ammo from the container of a dead AI
- Fixed: CTD when accessing a null pointer when clearing landscape
- Fixed: Automatic ejection of the player from helicopters when a respawn is presented
- Fixed: Invalid velocity vector when looking away from it
- Fixed: CTD when working with a faulty public variable. Disabled the propagation of faulty variables over the network.
- Fixed: Deactivated mines don't show the "Take" action
- Fixed: serverCommandAvailable "#kick" not returning true / false correctly
- Fixed: Assertion when there are missing config colors for UI toggles
- Fixed: Removed automatic centering of turrets when a player moves out
- Fixed: Soldiers getting damage from each other while ejecting from helicopters
- Fixed: Network camera direction (switched X and Z coords)
- Fixed: CTD when accessing uninitialized memory
- Fixed: Nil public variables would not broadcast over the network
- Fixed: Multiplayer - Zeus CTD
- Fixed: 2 x Ctrl should now raise the weapon in crouch stance
- Fixed: CTD when calling the getConfig script command on a faulty value
- Fixed: Possible CTD if a weapon holder is not created
- Fixed: Crash in UpdateCollisionGroup with missing shape
- Fixed: Crash for an object with no skeleton in a shape
- Fixed: setTimeMultiplier, so it is limited as it should be
- Fixed: Get in animation no longer falls down for hovering helicopters
- Fixed: assignAsCargo so it is taking into account locked positions
- Fixed: Added checks for the assignment state and lock state of positions for ordered cargo
- Fixed: Placement of some things in the creation tree in Zeus
- Fixed: Sound: Transport doors - wait until samples played functionality
- Fixed: Loading of scenario picture
- Fixed: Loading screen could pop up every ~10 seconds in MP
- Fixed: CTD when calling SetDestroyed on an object without geometry LOD
- Fixed: assignAsCargo on Dedicated Server
- Fixed: Crash
- Fixed: Event Handler Take returns wrong value for container if it's a dead unit
- Fixed: Sound: Explosion sounds in first person (in vehicles)
- Fixed: Sound: SoundDamage repeats after several moments
- Fixed: Precise get in / out animations not taking vehicle lock into account
LAUNCHER:
- Added: Updated UI look & feel
- Added: Application window is now re-sizable
- Added: Probing for arma3.exe path when the path can't be read from registry (e.g. because the registry entry doesn't exist)
- Added: Company logo to the main window
- Updated: URL of the Support page
- Fixed: Thumbnails are not being updated correctly
- Fixed: Application sometimes crashed when a user attempted to maximize it on a screen that contained the Windows taskbar
- Fixed: The load order number was cropped when it had more than 2 digits
- Fixed: Replaced conversion from pointer to number to simple explicit cast (convert may cause unnecessary exception)