FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
SIZE: ~961 MB
CHANGELOG
DATA
- Added: Campaign episode “Adapt”
- We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
- Consider checking for data corruption by verifying local data in the Steam client.
- Added: "Adapt" music
- 4 event tracks (with variants)
- 1 ambient track
- 1 background track
- 4 lead tracks (with variants)
- Added: 2 new voices to Radio Protocol
- 1 British English
- 1 Altian English
- Wy-55 Hellcat cockpit visually tweaked
- Fixed: Distant LOD of Hellcat making it transparent
- Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
- Fixed: Missing scrollbar in "Scenarios" and other displays
- Properties of scrollbars are handled by CScrollBar itself now
- Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
- Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
- Models: reworked position lights selections
- HMD of Hellcat has been re-centered
- Reworked proxies of Buzzard to be useful for user armament
- Tweaked PhysX collision damage for tanks
- Tracks of tanks should not get damaged up to 30 KPH collisions
- Zeroing for Kuma commander HMG
- Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
- Fine-tuned position of various group members in editor
- Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
- Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
- Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
- Fixed: Scripting error when no respawn position was found
- Fixed: Script header of BIS_fnc_MP contained misleading description
- BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
- Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. The isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
- New scripted geometry function added
- Redistributed proper helmets among Grenadiers
- Small fix of OPFOR Leader's helmet inheritance class
- Miller now has some basic equipment when placed in the editor
- New character heads received some polishing
- Changed: Simulation Manager now ignores helper objects
- Added: Poster Module
- Removed graffiti, leaflets and posters from editor
- Added: Variable (postersArray) with all posters in namespace of a building added
- Fixed: Roadways of chapels and the airport tower
- Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
- Added non-homogenous material for radar dome
- Configured posterSize, icons and mapSizes for graffiti
- Fixed: Non-functional binoculars
- Added: Black background when player is off the map
- Increased weight of machine guns while maintaining their weight differences
- Fixed: Localization for yellow flare and for 3rnd flare magazines
- Fixed: Zubr .45 had stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
- Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
- The material of craters has been tweaked
- Added modest camera shaking from nearby hits for infantry weapons
- SMGs have improved zeroing for iron sights
- Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.
- Fixed: Hellcat hitpoints
- Fixed: An issue with animations getting stuck when using a medikit with a handgun
- Fixed: An issue with standing up when trying to strafe in fast prone
- Added: New helmet camouflages
- Adjusted: Carbine rifles distribution
- Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance
- Added: BIS_fnc_counter now supports multiple name spaces
- Added: Executing call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value
- Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574)
- Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically
- Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556)
- Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520)
- Fixed: A typo in Industry Standard preset and cleared some redundant entries
- Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
- Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
- Fixed: Missing classes of the Altian Radio Protocol
- Roadways of small chapels have been tweaked
- Added: Empty ORBAT sizes
- Fixed: KIA cargo pose of Hellcat crew
- Fixed: Some situations in which credits would not execute
- Fixed: An error that appeared when changing mission parameters during hosting a multiplayer game
- Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton
- Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
- Fixed: A flying H-barrier in the AA outpost has been grounded
- Fixed: Bugged left sleeve of FIA soldier model
- Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, when it goes out of the boundaries
- Added: BIS_fnc_isLeapYear - returns true if given year is leap year
- Added: BIS_fnc_monthDays - returns number of days in given month
- Fixed: An issue where NVGs could remain on during cutscenes
- Fixed: CSAT Grenadier now has correct helmet
- Tweaked: Effects of suppressors on bullets
- Tweaked: Underwater ammo speed and damage
- Function BIS_fnc_setToPairs now has a correct example
- Added new functions to control the stacking of disabled save games
- Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games
- Modified all “Survive” missions to support new stacked handling of disabled saving
- Continued work upon soldier protection:
- Slightly decreased collateral resistance of OPFOR soldiers’ extremities
- Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
- Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
- Set up proper protection values for OPFOR Officer uniform
- Range-master belt, bandoleer and chest-rig armor values set to zero (serving as just equipment holders)
- Tweaked helmet protection levels
- Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks
- Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades
- Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.
- Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
- Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head
- Increased density of soldiers’ bodies to improve headshot lethality
- Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions
- Fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart
- Elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions
- Mk20 rifle now has correct zeroing steps of iron sights
- Fixed: Possible issues with cinema border function being called badly
- Engineer should be no longer stuck after repairing a vehicle
ENGINE
- Added: Initial implementation of HDAO method for ambient occlusion computation
- Kudos to AMD engineer Layla Mah!
- It's available only for DX11 GPUs (uses compute shaders)
- Can be found in video options in AO settings
- Several multiplayer optimizations
- Optimized dynamic errors for server
- Better load spread across several CPU cores
- Various PhysX-related crash opportunities fixed
- Various small fix merges from core RV engine
- Fixed: Possible crash in Dedicated Servers
- Removed: setAIS scripting function
- Optimization of bleeding splatters creation
- Optimization of footstep marks creation
- Fixed: AI's selection of rifle and handgun
- switchCamera command now works for external / internal camera when gunner camera is not allowed
- Merged and used some optimization of collision detection from DayZ
- Fixed: Crash caused by wrong vertex data in specific objects
- Added several safety checks to prevent unnecessary AI calculations (optimization)
- Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
- Fixed: 3rd person mortar view
- Fixed: Artillery not shooting at given position
- Fix for low skill AI turret gunners shooting at impossible-to-hit targets
- Tripwire mines now work properly when put in buildings
- Swimming soldiers stop levitating / swimming on land
- Fixed: Creation of duplicate post process effect handles after saved game is loaded
- No longer creating target lists for empty groups (small AI optimization)
- Fixed: CTD caused by broken skeletons - added index check
- Fixed: An inventory issue with backpacks in crates
- Fixed: Spawned medikits and FAKs sometimes have zero weight
- Simulation of dead bodies has been optimized
- Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
- Slight rendering optimization in stencil buffer usage
- Fixed: Disappearing tags when publishing a mission to Steam Workshop
- Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
- Fixed: AI unit is no longer repeatedly swapping gunner / observer position
- Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694)
- Fixed: Houses no longer have inventory
- Fixed: An issue with inability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
- Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
- Fixed: Connecting headless client to password-protected server
- Fixed: AI avoiding dead bodies
- Tweaked: Low-skilled AI soldiers and gunners to be minimally effective
- Fixed: Low-skilled AI tank gunner couldn't engage targets properly
- Hotfixed: SubSkeleton log spam
- Added: Server option enablePlayerDiag for printing diagnostics about players and pending messages