ArmA 3 Patch 1.44
- Dettagli
- Pubblicato Martedì, 05 Maggio 2015 18:38
- Scritto da Djmitri
- Visite: 1899
DATA:
- Added: Healing other characters now has its own animation
- Added : Another height to Weapon Deployment
- Added: Amphibious vehicles have a proper gearbox for water movement
- Added: DLC Content Browser can now be closed using the same shortcut as for opening (LShift + P)
- Added : Stomper RCWS and variants are available in Virtual Garage
- Added: "Default" faction
- Added: Possibility to override both mission config and respawn template respawn delay by using: missionNamespace setVariable ["BIS_customRespawnDelay", 60]
- Added: Respawn delay can now be dynamically overridden in scenarios
- Added: The profiles containing a huge variable BIS_fnc_diagAAR_data now trigger a performance warning which offers an option to wipe it out when the pause menu is displayed
- Added: Camouflaged face variants from standard profile faces, not available in profile selection, seen on full ghillie snipers
- Added: Localized indicators in Virtual Arsenal
- Added: buoyancy = 1 property and value for all models that use buoyancy
- Added: Command bar icons for launchers (http://feedback.arma3.com/view.php?id=23920)
- Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items
- Fixed: VR Garage script error
- Fixed: Cannot try a vehicle once you've clicked on a UAV in Garage
- Fixed: FD vehicles did not have their direction / speed reset on restart
- Fixed: Screen would sometimes fade in, in MP, before it was supposed to (Showcase FFV)
- Fixed: Wrong class name in the model.cfg of M320 camo
- Fixed: Proper names for new music tracks
- Fixed: FPS drop in the respawn menu when too many inventory load-outs are present
- Fixed: Dust created on the water surface when SDAR was fired underwater
- Fixed: Muzzle flash of Panther GMG was not visible at a low framerate
- Fixed: MBT main cannon zeroing didn't work for the highest values (see http://feedback.arma3.com/view.php?id=23318)
- Fixed: High caliber rifle ammo was able to pass through the VR Gorgon (see http://feedback.arma3.com/view.php?id=23064)
- Fixed: Sound of the bounding mine trigger
- Fixed: Silenced Rook 40 sound inside buildings
- Fixed: Pre-loading of textures for the stance indicator
- Fixed: VR Garage vehicle position was sometimes incorrect
- Fixed: VR humming was missing from Arsenal
- Fixed: Arsenal script error
- Fixed: When changing crewed vehicle type in Garage, crew in the new vehicle was using an incorrect shader
- Fixed: Vehicle crew in Garage sometimes left the vehicle
- Fixed: Cargo positions in some vehicles in Garage were duplicated
- Fixed: Displaying of usage statistics in DLC Debriefing for models whose path is missing a .P3D extension
- Fixed: Start-up timer animation exploit - sit down and salute disabled
- Fixed: Hitting ‘Enter’ to save a vehicle didn't work
- Fixed: FIA Quad Bike has a proper woodland texture variant
- Fixed: It was possible to make the right glass of the Offroad levitating in the air
- Fixed: The components (animation sources) of the Offroad took long to show / hide themselves
- Fixed: Zeus wasn't able to put bipods to ammo boxes
- Fixed: Binoculars switch while moving forward, crouching with your weapon lowered (both rifle and sidearm)
- Fixed: Missing muzzle flashes for the GMGs of RCWS turrets on M4 Scorcher and 2S9 Sochor
- Fixed: “Support” markers were visible in the editor
- Fixed: Attenuation for commander and gunner positions of the Strider / added bush collision
- Fixed: Default coordinates were missing in RscListNBox
- Fixed: Added sound for walking - crouched - with lowered sidearm
- Fixed: BIS_fnc_getParamValue didn't work when paramsArray was undefined
- Fixed: Drivers of randomized Karts now have the appropriate uniform and headgear
- Fixed: ZSU-39 Tigris commander's turret was not rotating in external view
- Fixed: Cleared paths to non-existent and unused SFX samples
- Fixed: BIS_fnc_diagAARRecord is no longer called automatically to avoid accidental profileNamespace spam (scenario designers can still call it manually for debugging purposes)
- Fixed: Commanders of the Strider no longer have the manual fire option
- Fixed: Vermin has a magazine with red tracers at the end by default, added tracer magazines for all colors (http://feedback.arma3.com/view.php?id=21399)
- Fixed: L / BL / B / BR rifle lowered movement binocular switch (http://feedback.arma3.com/view.php?id=23349)
- Fixed: Zamak first set of rear wheels didn't change into destroyed shape
- Fixed: Cropped Singleplayer tab text in Czech translation in the DLC Content Browser
- Fixed: Missing link to silenced interior tail for automatic shooting of Katiba
- Fixed: Wrong samples linked for silenced shots in automatic fire mode of MX
- Fixed: Unarmed version of PO-30 Orca didn't have countermeasures
- Fixed: RCWS versions of Stomper / Saif now have distinguishable tracers per side
- Fixed: AI can now correctly see through ground floor windows of shops
- Fixed: The iron sights on the MMG_01 (Navid) are now being hidden when an optic is attached to avoid model clipping
- Fixed: The animation source AddGunHolder was not defined in the config of the Mohawk
- Fixed: Arm-shields of the AAF heavy vest to fit with BLUFOR / OPFOR
- Fixed: When exporting from Garage when there is no animation source to change, the export will force the default state of the animations (instead of a randomization)
- Fixed: Static HMGs now have distinguishable tracers per side
- Fixed: Wrong assignment of the flashlight in Showcase AAF
- Fixed: Wheels on the Zamak that were clipping through the model
- Fixed: Self-healing animation speeds to avoid sound desynchronization
- Fixed: Greyhawk had a broken damage indicator in vehicle info
- Tweaked: Weapon Deployment heights regarding new engine behavior
- Tweaked: Many translations for Marksmen
- Tweaked: FD12 - Medal times nerfed based on play testing
- Tweaked: Lowered the volume of the music to not overwhelm the voice-acting (Showcase FFV)
- Tweaked: Music for Marksmen
- Tweaked: Stance Indicator - ‘can deploy’ and ‘rested can deploy’ separated
- Tweaked: Fire particle effect for Fireplace and Campfire
- Tweaked: Minor tweaks in VR courses
- Tweaked: Smoke screen for Strider and Ifrit
- Tweaked: Centered all Zamak models
- Tweaked: Adjusted ambient animals density
- Tweaked: Refactored weapon deployed actions
- Tweaked: Defined Inverse Kinematics for warming up animations (plus tweaks and optimizations)
- Tweaked: Improved launcher sway in all stances and also optimized the differences between walking and tactical pace in crouch with a launcher
- Tweaked: Marksmen characters re-factored
- Tweaked: Cleaned radio static from clicks and fade in and fade out applied
- Tweaked: Slightly increased Zafir's inertia coefficient to better correspond with the gun's weight
- Tweaked: Shadows of the xH-9 family of helicopters
- Tweaked: Volume of closure samples for MX
- Tweaked: Positions of optics on Navid
- Tweaked: Some OPFOR Recon soldiers got LBV Harnesses instead of obsolete ELBV Harnesses
- Tweaked: Configured countsForScoreboard for base classes
- Tweaked: Sound for Check Point Clear used in Firing Drills and Time Trials
- Tweaked: Dirt runways were not producing dust effects and now are
- Tweaked: Configured isLockingDisabled to disable locking and targeting on House_F, FloatingStructure_F and Lamp_base_F
- Tweaked: Vermin magazines tracer variants localized
- Tweaked: Changed audibility of footsteps
- Tweaked: Changed names of samples for swimming
- Changed: External camera position for static laser designators
- Changed: Default muzzle flash of ASP-1 Kir to be on par with other suppressed weapons
- Changed: Disabled Sling Load Assistant for Taru helicopters with pods
- Changed: ELBV Harnesses are not visible in the game anymore, since they are now obsolete. LBV Harnesses can be used instead.
- Changed: BIS_fnc_initVehicle_textures is no longer defined by the VhC function because it was a duplicate of the command getObjectTextures
- Removed: Obsolete backpacks containing parts of non-existing autonomous weapons
- Removed: Surplus items from CfgPatches
- Removed: CA_TextReserved class from RscDisplayConfigureAction.hpp (label about reserved keys)
- Removed: FlareLoop effect from the editor
- Added: Time Acceleration parameters to lobby
- Added: Timer for End Game (scenario can now end in a draw if sides are not able to upload schematics before the timer runs out)
- Added: There are no predefined tasks anymore, users can create their own unique set of tasks for End Game
- Added: Module parameters exposed
- Added: Safe check for undefined gvar BIS_fnc_respawnMenuPosition_systemSelect
- Added: Respawn handling now specific to End Game instead of scenario
- Added: Last phase timer can now be changed in the lobby
- Added: "Attacking Side" parameters to the StartGame objective module that flags the side which will have to establish their FOB at the given StartGame objective
- Added: Respawn delay can now be dynamically overriden in mission
- Added: When player is the carrier, he now sees a icon on his screen when he is not concealed from the enemy
- Added: Retrieve Intel objectives can now have side specific respawn points
- Fixed: AreaManager locations are now unregistered after End Game has started
- Fixed: Retrieve Intel tasks icons (3D and 2D) were not attached to their object
- Fixed: Missing textures for RscHvtPhase
- Fixed: Laptop could not be destroyed after the intel was being downloaded from it
- Fixed: The destroy Intel container conversation was playing even if the object was already destroyed
- Fixed: After a side downloads Intel, the opposite side could not download Intel from the same objective
- Fixed: Function header
- Fixed: Pick-up locations on dead bodies were not blacklisted from the garbage collector
- Fixed: Possible bad initialization for remote players
- Fixed: Respawns at the enemy upload points were not unlocking after the last phase started
- Fixed: In singleplayer there was a chance that the rules would never display
- Fixed: Both RscHvtPhase and RscRespawnCounter did not use proper rscLayer and could be overridden by a cutText
- Fixed: Proper names given to rules-specific sound effects
- Fixed: Sound effects' names localized
- Fixed: Area markers would not be deleted when the last phase would start
- Fixed: Players could download Intel while incapacitated
- Fixed: RscHvtPhase was visible upon death
- Fixed: Respawn at the enemy upload points were not unlocking after the last phase started
- Tweaked: Major improvements to RscHvtPhase
- Tweaked: The destroy Intel container conversation now plays sooner after the download has completed
- Tweaked: Modules work
- Tweaked: Rifleman (AT) replaced with Engineer to allow players to repair knocked-out vehicles
- Tweaked: Mines removed from Virtual Ammoboxes, now they are available only at certain ammo crates, vehicles and AAF units
- Tweaked: Lobby display names of units are now localized
- Tweaked: Carrier icon visuals
- Tweaked: Decreased respawn delay when in the last phase of End Game
Dynamic Groups:
- Fixed: When selecting themselves, players would see kick / ban instead of disband as options
- Fixed: UI would flash every time there was an update to it
- Fixed: Making a group private would require closing / opening the UI to be able to make the group public again
- Fixed: Script error
- Fixed: Pressing the open / close key would close the interface when a player would have focus on the group name edit box
- Removed: Log in the PlayerIsLeader sub-function
Revive:
- Added: Units close to death are now visualized
- Added: Units being revived are now visualized
- Added: Showing when a unit becomes incapacitated
- Added: Showing when a unit dies
- Added: Fail-safe to ensure icon effects do not get applied prematurely
- Added: BIS_fnc_keyHold to allow custom hold 'Space' interactions
Potential spoilers:
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Added: New method of ensuring AI properly board the extraction truck (Wet Work)
- Fixed: The wrong ending could sometimes be shown if the player used all of the UAV's ammo to destroy the wreck in Showcase FFV
- Fixed: Checkpoint inspector's animation would break if the player failed to pass the checkpoint (Drawdown 2035)
- Fixed: No longer possible to disable the Marshalls and break the mission (Resurgent West)
- Fixed: Crash landing on water wasn't properly handled (Gunships)
- Fixed: Paratroopers would not exit their helicopters correctly (Tipping Point)
- Fixed: Truck would sometimes be too damaged to drive away (Wet Work)
- Fixed: Mi-48 pilots should now behave properly if they successfully bail from their helicopter (Tipping Point)
- Fixed: Depending on the circumstances, AI squad mates would occasionally fail to board the truck properly (Wet Work)
- Fixed: Player can no longer shoot from the helicopter (Drawdown 2035)
- Tweaked: UAV returns to base after the helo wreck is destroyed (Firing From Vehicles)
- Tweaked: Removed camera shake caused by UnitPlay (Wet Work)
ENGINE:
- Added: BattlEye Service implementation (more info)
- Added: New scripting command sort for sorting arrays (ascending or descending)
- Added: New script commands diag_activeSQFScripts, diag_activeSQSScripts, diag_activeMissionFSMs
- Added: Possibility to configure crew in each turret separately (property gunnerType in turrets)
- Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs)
- Added: New parameter countsForScoreboard to ignore MP score for some objects
- Added: Extended logging for simple serialization in the netcode (to assist with diagnostics)
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Added: New config parameters for setting the color of text on the right side of ListBox and ComboBox items (colorTextRight, colorSelectRight, colorSelect2Right)
- Hotfixed: Sound: Null pointer access
- Fixed: Weapon attachments properly affect AI aiming
- Fixed: Assembled autonomous turrets have a default 0.5 skill now
- Fixed: Occasional error where player gets stuck in a cargo animation when 2 players try to get in the same position at the same time in MP
- Fixed: Rare turret desync if turning out at the very beginning of a MP mission
- Fixed: Update vision mode when switched through binoculars
- Fixed: Items disappearing after dragging from a non-local linked bag
- Fixed: Invalid initialization of the sessionInfo class for the MP browser
- Fixed: Weapon Deployment - Player can end under a building or end up levitating when deploying a weapon
- Fixed: Weapon Holders were not removed automatically (even empty ones) when near an ammo box
- Fixed: Correct position and direction of weapon particle effects while in a FFV position
- Fixed: AI got stuck if it joined another group during healing
- Fixed: Deleting corrupted items right after failed publishing and in published list processing (SteamLayer)
- Fixed: Item update - updated data was not copied (SteamLayer)
- Fixed: Weapon crosshair visible for turned out commanders even if disabled in difficulty
- Fixed: Correct server status in MP browser
- Fixed: Popping of subscribed items (SteamLayer)
- Fixed: Content list checking period (SteamLayer)
- Fixed: Possible CTD on weapon effects when in FFV
- Fixed: Saves for Steam scenarios could get lost if the scenario would be updated
- Fixed: Old versions of Steam scenarios were loaded if a scenario would change its name
- Fixed: Using mouse, sticks or head-trackers in combo keys
- Fixed: Maximum aiming deadzone clamped by aiming limits from a unit's class
- Fixed: Scripts blocking keys
- Fixed: Crash when users try to delete a listbox column with negative index
- Fixed: Reloading while on a ladder consumes a magazine from inventory
- Fixed: Selecting more appropriate level of details for land clutter with the "Objects" setting set to "Standard" in the video options
- Fixed: Enabled strict parsing rules for squad.xml in an attempt to get rid of RPT spam and squad.xml abuse
- Fixed: Crash by script command lnbDeleteColumn
- Fixed: Key combinations - can do combos on dragged keys
- Fixed: Possible CTD when working with cargo items if there's no supply,
- Fixed: Sun was getting brighter with higher levels of FSAA
- Fixed: It is no longer possible to deploy a weapon on the quad copter
- Fixed: Correct title text in MP browser when selecting different modes (Internet / Recent / LAN / Friends)
- Fixed: ExplosionEffects are shown only if a projectile stops
- Fixed: Countermeasure always considered successful for airplanes even when it shouldn't be
- Fixed: Airplanes were moving on their own with their engine on
- Fixed: Random crash in AI reload checks
- Fixed: CTD when an object is animated and dead at the same time
- Fixed: Possible CTD
- Fixed: Possible CTD in the server browser
- Fixed: Fire disappeared after loading
- Fixed: Strange soldier neck glitch
- Fixed: Sound: Looped sound repeating with short empty gap
- Fixed: Occasional stuttering of 2D icons
- Fixed: Crash after respawning
- Fixed: Crash when releasing constraint without any actor (PhysX-related)
- Fixed: Spam of AskForPilotLight network messages
- Fixed: Player will not lose command after use of the respawn button
- Fixed: #logEntities admin command
- Fixed: Deaths not being recorded in all cases
- Fixed: Teary movement when unable to deploy a weapon
- Fixed: Canceling Steam server search when creating a new session in the server browser
- Fixed: Crash caused by a null pointer
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Fixed: switchCamera to a unit inside of a vehicle
- Tweaked: Ground weapon holders are ignored when looking for focus objects in optics
- Tweaked: Gestures ignored when positioning soldiers against deployment points
- Tweaked: Stance indicator shows Rested and CanDeploy as separate states
- Tweaked: Smoother deployment camera transitions
- Tweaked: Sound: Supersonic crack improvements
- Tweaked: Coloring tabs in the MP browser according to current filter (Online / LAN / Friends / Recent) selection
- Tweaked: Keyboard & mouse combos
- Tweaked: drawIcon3D improvements (align, do not rotate sideArrow)
- Tweaked: Published corrupted items detection (SteamLayer)
- Tweaked: Adjusted number of network messages
- Tweaked: Removed restrictions for the squad.xml header
- Changed: Switched to open-source version of PhysX
- Changed: Script command load and loadAbs return 0 instead of <null> when a wrong parameter is given
- Changed: Script commands loadUniform, loadVest, loadBackpack and getMass return 0 instead of <null> when a wrong parameter is given
- Changed: createTrigger command - trigger can be created locally
- Changed: Command menu no longer offers Team Switch to a dead soldier
- Changed: Weapon resting / deployment indicator hidden while healing yourself
- Optimized: Inventory-related network message
- Optimized: Inventory networking
- Optimized: Minor CheckVisibility improvements
- Optimized: Network traffic for some of the AI related messages
- Optimized: Re-factored FFV visual states and simulation
- Optimized: Refactored and optimized serialization functions for the *variable messages (optimized the size of various types of data sent across the network via scripts, e.g. arrays, groups and nils)
- Optimized: Small performance optimization for the str script command
- Optimized: Various netcode optimizations to reduce the amount of redundant information being synchronized (in gear, position, turret and other updates)
- Removed: Deprecated "Addon" tag for Workshop
- Removed: Error message for unknown GlassesType (moved to RPT)
LAUNCHER:
- Added: BattlEye Service support
- Added: Support for branch name
- Added: A branch ribbon for indicating the currently active beta branch of Arma 3
- Added: Game version information
- Added: Minimize to tray support
- Added: A combo box that sets Launcher behavior after the game is started (Do nothing | Minimize | Shutdown before game starts | Shutdown after game ends)
- Added: A preset list to a play split button that allows you load a mod preset and play the game in a single click (OK, actually it's two clicks)
- Added: An indication of signed mods (presence of a BISIGN file)
- Added: Caching for news to speed-up loading process
- Added: Animations to the news expander
- Added: Animations to the mod detail expander
- Added: A notification about unusual / unexpected endings of the game process
- Added: A special case for the mod signatures check when no PBO is found in the Addons folder
- Added: Copyright information the for wpf tray license
- Added: Support for new BattlEye states and messages
- Added: A menu item to access the BattlEye log
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Added: Localizations for 1.44
- Fixed: Localization of the filter of the dialog for Cgf parameter in Japanese
- Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scroll bar
- Fixed: Profile Path parameter quotes were not enforced when a path element contained a space in its name (a more complex fix may follow)
- Fixed: null in a BasePath property can cause a CTD when a dialog is displayed for a folder value parameter
- Fixed: The play shortcut Ctrl+P was not bound correctly
- Fixed: Typo in code
- Fixed: The game parameter processor was not properly initialized before use
- Fixed: Handling of missing executables and informing the user about existing problems
- Fixed: If there is a problem with running the game, the PLAY button is now immediately re-activated
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Fixed: Updated implementation to match changes in the SteamLayer library
- Changed: The last update and the file size of a mod is now displayed in a system format and better formatted overall
- Changed: ArmaExecutor functionality has been divided into separate classes ArmaLocator and ArmaExecutor
- Tweaked: When the Launcher is automatically minimized when the game starts, it's then automatically restored after the game ends
- Tweaked: Parameter styles moved to separate sub-folder, shared styles extracted to a special file
- Tweaked: Small update of animations and positioning of visual elements
- Updated: Launcher / game version info and safe-mode and HW acceleration flags
- Updated: Localization
- Optimized: News post content is now pre-processed a little bit more and then processed faster on the UI thread
- Optimized: Caching of the news
- Improved: English texts
- Improved: Parameter quoting is more reliable
- Improved: The parameter label is clickable for all parameter types (it toggles the check box next to it)
- Improved: -maxMem and -maxVRAM minimum value and increment has been updated
- Removed: All localizations of the FontWeight property of the WhyButton
- Removed: All localizations of the Click event from buttons in the remove local mod dialog
- Removed: Localizations from non-localizable elements
SERVER:
- Updated: Stand-alone Windows Dedicated Server (1.44)
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Updated: Stand-alone Linux Dedicated Server (1.44)
- 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;dlcbundle to your arma3server.exe shortcut