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Liste des sujets

Mises A Jours

obyan
obyan
Niveau 10
23 janvier 2014 à 18:49:22

--VERSION DEVELOPPEUR--
22/01/14
188 Mo

:d) V.O officielle Bohemia:

Fixed: UGV_01 has different texture for body and turret
Stinger has a correct zeroing in iron sights
Leaflets and posters should be no longer available as targets for the player’s team
Caucasian heads should display damage properly
PCML should lock only on proper targets
Fixed: Missing radio post-process sounds in a few dubbings
Fixed: Tracks for Panther-based vehicles
Improved: Cheetah turret fire geometry
Animated skirt plates for Panther and Cheetah
Improved: Fire geometry of Tigris turret
Gorgon mass distribution
NATO supplies of instant glue for side skirts of Slammers have been depleted
Animated plate selections for other Slammer variants
Fixed: Flipped trace of right track of Varsuk and Sochor
Tweaked: Kuma fire geometry
Kuma's turret launches 16 smoke grenades around the whole tank
More smoke grenades for Mora
Fixed: Flipped trace of Kuma's right track
Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity
Limited Kuma's ammo storage capacity to 42 rounds
Fixed: UGV will not progress to next waypoint when controlling turret
Fixed: Issue where ampersand in mission description caused missing remaining part of description (http://feedback.arma3.com/view.php?id=15973 / http://feedback.arma3.com/view.php?id=16225)
Added: New command briefingName
Fixed: Missing fire damage for emitter created by setParticleParams

obyan
obyan
Niveau 10
23 janvier 2014 à 18:49:39

--VERSION DEVELOPPEUR--
23/01/14
555 Mo

:d) V.O officielle Bohemia:

Added: New particle modules (fire, smoke, plankton)
The Airport building has been repaired and should no longer produce any debug errors
HV Column Wire properties have been fixed
Wreck of offroad (the one seen all over Altis) has been adjusted
Roadways of piers have been tweaked
Fixed: Opening team switch menu with no switchable units available leads to scripting error
Fixed: SelectSave display title IDC
Added: Icons for Seize and Defend game types
Moved Campaigns button to the first position in Play menu
Updated: Mod icons are now larger
Fixed: "unexpected control type" warnings in log
Repaired PCML reticle
Repaired icon of Buzzard
Fixed: Specularity of phone booth materials
Fixed: Colors of fishing nets
Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
Fixed: Respawn tickets are now decreased upon player death, not respawn
Fixed: Logic side is always friendly to everyone
Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (http://forums.bistudio.com/showthrea...=1#post256
3537)

New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name)
Added: Geometry PhysX LOD for Hellcat
Fixed: Wrong model of Caucasian head
Fixed: Campaign menu's replay button
Added: Tooltips to ListBox items in Controls
Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847)
Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846)

Potential campaign spoilers:
Spoiler:
Fixed: Various shifted sitting characters
Longer delay between ambient conversations in HUBs
Loading procedure for loading of the HUB framework optimized
Adapt hubs are now tagged to use pool squad
Wet Work: Added fail-safe to ensure squad members always have appropriate diving equipment
Adjusted CfgCharacter flags for all missions to ensure correct weapon pool handling
Gunlights removed from walking patrols on hubs to fix some light-source glitches
Light source params tuned down, to lower the intensity and light distance in HUBs
Units repositioned to make them easier to find (they are using baits) in Elite Warrior side missions
Bounding mine replaced with standard one (fewer ragequits ) in Sniper side missions
Added: Several safecheck mechanics to HUBs
Common Enemy: Fixed incorrect marker link to Kavala in Situation section of briefing
Common Enemy: The mission will no longer continue past the powerplant rendezvous if the player isn't there
Common Enemy: The player is now warned if he goes the wrong way just after getting in the truck
Common Enemy: The mission will now fail if the player continues to drive the wrong way
Fixed: Mortar task would not complete when mortar crew disembarked
Showcase Night: Flares would sometimes stay on the ground
Showcase Night: Fixed flying H-Barrier

___BloodlusT___
___BloodlusT___
Niveau 10
24 janvier 2014 à 15:38:39

Cette avalanche de maj :fou:
Au moins, on voit qu'ils bossent bien :oui:

obyan
obyan
Niveau 10
25 janvier 2014 à 00:56:06

--VERSION DEVELOPPEUR--
24/01/14
442 Mo

:d) V.O officielle Bohemia:

Correct path to SMDI material of Trawler
Added: Task descriptions can now be loaded from CfgTaskDescriptions
Added: Hints can now point to specific hard-coded keys, not only to predefined actions
Fixed: Function header for Respawn Tickets
ZSU-39 missiles were oversized
Fixed: Rangemaster Suit has a correct description
Fixed: Ammo keeps disappearing even when bags are full
Clipping bounding box for animated small objects is enlarged more
Fixed: Shadows of objects outside land grid
Fixed: setParticleParams updates existing values

Potential campaign spoilers:
Spoiler:
Ambient animation snap points on hubs adjusted
Object compositions updated

obyan
obyan
Niveau 10
27 janvier 2014 à 17:43:15

--VERSION DEVELOPPEUR--
27/01/14
525 Mo

:d) V.O officielle Bohemia:

PhysX should not be different on Panther variants
Adjusted clipping of Marid drivers while getting in or out
Improved gearbox behavior on MBTs
Tweaked: Muzzle smoke particle effect (optimization)
Added: Task notification is now compatible with nested displays
Full credits: updated actors and a moderator
Fixed: Multiline in init EditBox (you are now able to use even text longer than the field itself)
Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
Fixed: Error in PCML optic when ADS (http://feedback.arma3.com/view.php?id=16850)
Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)

Potential campaign spoilers:
Spoiler:
Patrol tweaks:
More infantry patrols
AAF and CSAT light riflemen received boonie hats resp. bandanas to distinguish them better from others units (target priorities)
Few (locked) Medical Zamaks added to 2nd and 3rd Scouting
Static weapons replaced with wandering support teams
More SMGs and corresponding magazines for CQB fans

obyan
obyan
Niveau 10
28 janvier 2014 à 16:36:43

--VERSION DEVELOPPEUR--
28/01/14
482 Mo

:d) V.O officielle Bohemia:

Added: More vehicle classes for structures (for UI organization)
Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
Added: Clan / insignia signs for most uniforms
Fixed: H_HelmetB_camo does have armor value 0 & passthrough of 1 (http://feedback.arma3.com/view.php?id=17078)
Fixed: Link to wrong textures of officer character
Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but V_PlateCarrierIA2_dgtl should not have a chance to save you from sniper rifle fire as V_PlateCarrierSpec_rgr could.
Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
Performed several minor explosive tweaks
Fixed: Naval Mine (Moored) does no damage (http://feedback.arma3.com/view.php?id=16978)
Fixed: Bullets shown in transparent magazine of PDW2000
Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
Kuma maximum gun depression increased
Fixed: Scripting command createUnit is now respecting height coordinate (relative above ground - 0 means place on ground)
Fixed: forceRespawn command. Now will not write into diary log.
Fixed: Wrong campaign menu OK button text
Improved building of texture index for land decals
The coefficient for small object clipping bounding box enlargement increased (to solve disappearing objects in some situations)
Radio Protocol: "Move to" object - added new map types & sound objects
attachTo script command should now work on MP mission init
Fixed: Automatic restart after change in Game Options, invoked from Campaigns or Scenarios

Potential campaign spoilers:
Spoiler:
Added: Jukebox module to most of the side missions
Fixes to various side missions:
Dead ghillie hunter has LRPS scope instead of SOS
Redundant triggers and objects deleted

obyan
obyan
Niveau 10
29 janvier 2014 à 17:44:48

--VERSION DEVELOPPEUR--
29/01/14
167 Mo

:d) V.O officielle Bohemia:

KNOWN ISSUES
Kuma magazine error

DATA
Unified collision, fire and PhysX geometries of Panthers
Panther AA and CRV made a bit heavier
Bobcat suspension animations were reversed
Fixed: Some hitpoints on the Bobcat
Varsuk damage textures display improved
Tweaked: Convoy / normal speed of armored vehicles
Added: Missing rvmats on MLRS
Added: Ability to retexture Kuma
Yellow tracers for Kuma 120mm rounds
Tweaked: Dispersion for Slammer main gun
Fixed: List of addons for Dedicated Server to run Seize Edoris
Fixed: Some trigger-activated modules didn't work
Added: More sounds for various cutscene animations.
Added: Calling [<vehicle>,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
Lights of Hatchbacks are easier to destroy
Various power plants have their own map icons

ENGINE
Added: Linear car control actions
PhysX integration code has been optimized
Hotfix for clutter generation under roadways near to sea shore
Rain disabled in thermal vision
Fixed: Commanding is not accessible in direct control of UAV
Fixed: Radio is not accessible in direct control of UAV

obyan
obyan
Niveau 10
29 janvier 2014 à 17:46:56

--BRANCHE PRINCIPALE--
29/01/14
16 Mo
:cd: Spotrep #00018 :cd:

http://dev.arma3.com/spotrep-00018

obyan
obyan
Niveau 10
30 janvier 2014 à 18:39:02

--VERSION DEVELOPPEUR--
30/01/14
108 Mo

:d) V.O officielle Bohemia:

DATA
Fixed: Kuma Magazines
Another update of proper initSpeed for different weapons in their magazines

ENGINE
Implemented new analog car steering controls (separate from standard ones in controls)
Fixed: [UAV] Being renegade after crashing Greyhawk
Minor tweaks regarding Steam Workshop

obyan
obyan
Niveau 10
31 janvier 2014 à 18:02:59

--VERSION DEVELOPPEUR--
31/01/14
160 Mo

:d) V.O officielle Bohemia:

Data:
FIX: Cargo parachutes are now correctly animated while opening and landing
FIX: Darter has been adjusted to withstand assembly even inside houses
FIX: Berrets have a correct texture
FIX: HQ module was deleting its group
FIX: Adjusted armour of Truck lights
FIX: Sounds of owl used as a trigger don't produce error message anymore
FIX: Optimized grenade throwing distance according to sudden realization than RL values are not very well intuitively perceived by player in-game
FIX: Kerry's backpack has a correct icon
FIX: Tigris texture fixed

Engine:
FIX: Hotfixed rain artifacts
ADDED: Particles now have enhanced shader with possible performance gain
FIX: Fixed issue when updating subscribed mission
FIX: Ammo keeps disappearing even when bags are full
FIX: Unable to take weapon from own backpack to a hand
FIX: "TAKE" event handler does not fire for when you pick up an item which goes directly to your assigned items slot with default action

Campaign:
Spoiler:
FIX: Exit Strategy: Helicopter detection improved (should not detect player so easily now)

LibertyCity2027
LibertyCity2027
Niveau 11
31 janvier 2014 à 18:07:36

Mais ils sont stupides ou quoi ?!

Sa fait 1 semaine que les tâches ne fonctionent pas correctement sur 50% des missions, c'est corrigé en devbranch mais pas en Officiel !

obyan
obyan
Niveau 10
03 février 2014 à 23:55:08

--VERSION DEVELOPPEUR--
01/02/14
125 Mo

:d) V.O officielle Bohemia:

Data:
FIX: BIS_fnc_bleedTickets showed scripting error when no sectors were available
ADDED: Dynamic task loading in sector module
ADDED: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
ADDED: Ability to choose end type when setting mission countdown
ADDED: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0.
FIX: Calling BIS_fnc_respawnTickets to get side with lowest amount of tickets included also sides with no tickets defined
FIX: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
FIX: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armoured vehicles
ADDED: Insignias should work on all soldiers (as a last hidden section of each of them)

Engine:
FIX: Uniforms/Vest/Backpacks disappear when you double-left-click on them in the briefing screen inventory menu
ADDED: new script functions: currentWeaponTurret, currentMagazineTurret, currentMagazineDetailTurret, selectWeaponTurret
FIX: maxHoldsterValue also considers weapons directly in the vehicle.
FIX: AI Soldier are able to stand up again and start shooting right away

obyan
obyan
Niveau 10
04 février 2014 à 19:12:35

--VERSION DEVELOPPEUR--
04/02/14
177 Mo

:d) V.O officielle Bohemia:

KNOWN ISSUES
Some of the new turret / weapon scripting commands were accidentally removed again

DATA
Fixed: Changing pistol or rifle for binoculars now has sound in all stances
Fixed: Healing yourself should now have a sound
Fixed: Kerry now has a vest with his nametag
Changed: Sound attenuation in helicopters
Fixed: Fonts - Added missing Cyrillic characters

ENGINE
Fixed: Assigning radio item did not fire Take-event (http://feedback.arma3.com/view.php?id=16946)
Fixed: Situations that triggered an endless exhausted breathing sound loop
Added: Scripting commands getMass and getCenterOfMass

obyan
obyan
Niveau 10
05 février 2014 à 12:56:37

--VERSION DEVELOPPEUR--
05/02/14
103 Mo

:d) V.O officielle Bohemia:

DATA
New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it.
Added: On-screen notifications are now logged into diary under "Log" section for later review.
Check for the text type added to function BIS_fnc_dynamicText. Command parseText is called only if the input text is a STRING.
Damage materials of Slammer/Panther-based vehicles have been improved
Kamysh turret gun elevation limits revised
Cargo of Slammer now properly stores their weapons
Added: New version of demo charge (class DemoCharge_Remote_Ammo_Scripted) that may be touched off by scripts (see http://feedback.arma3.com/view.php?id=15023)
Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary.

ENGINE
Do not send near-zero damage and request for bleeding to buildings (MP optimization)
Added: Config parameter to set minimal mass when object is not passable "minMassCollisionLimit"

obyan
obyan
Niveau 10
06 février 2014 à 16:35:14

--VERSION DEVELOPPEUR--
06/02/14
93 Mo

:d) V.O officielle Bohemia:

DATA
Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead
Positioning improved, text block can now be aligned by bottom border in the TypeText2 function
Added: Clicking sound for hiding text in UI
Previous change in demolition charge mass allows diver experts to carry one more explosive
Fixed: Icons of tracer magazines

EXE
Fixed: CTD when a rabbit opens a vehicle’s inventory
Airplane does not takeOff just because player took control (UAV)
Added: New airplane parameters ("draconic forces", thrustCoef, angleOfIndicence)
Fixed: Bleeding message spam (MP optimization)
RscAVCamera is able to display UAV camera feed

obyan
obyan
Niveau 10
07 février 2014 à 15:59:15

--VERSION DEVELOPPEUR--
07/02/14
144 Mo

:d) V.O officielle Bohemia:

DATA
Configured lights, position lights and collision lights of both planes and helicopters
Tweaked flight model of Buzzard
Added: New sounds to various animations
Adjusted MissionTasks function
Fixed: Too aggressive corpse removal in Escape from Stratis
Fixed: Shipwreck icons now are colored black
Fix attempt: Supply Box - Player can't change weapon with ammo
Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged
Tweaked: Kamysh internal damage (bottom of hull was too fragile)
Fixed: Panther model.cfg

ENGINE
Fixed: Possible CTD in vehicle simulation
Fixed: Multiple cases of AI being unable to select correct pose
Fixed: Cyclic Forward tooltip in Controls
Fixed: Obsolete marker light merging

Potential campaign spoilers
Spoiler:
Camp Maxwell compositions adjusted
Added foolproof mechanics for the briefing actor / speaker position
Patrol return points adjusted to be closer to the base
Gear adjustments for the player in the first mission of Survive
Briefing and armory code tweaks for Hubs

obyan
obyan
Niveau 10
10 février 2014 à 16:54:38

--VERSION DEVELOPPEUR--
10/02/14
75 Mo

:d) V.O officielle Bohemia:

DATA
Updated: Thunder sounds
Added: New parameter musicClass for all music tracks
Added: Battlefield sound objects
There is a storm coming.

ENGINE
Fixed: Airplane taxiing mode was not enough to start moving
Weapon remains selected for divers, it just cannot be fired (unless underwater capable)

Pseudo supprimé
Pseudo supprimé 10 février 2014 à 18:16:44

Une tempête ? ILS en ont déjà parlé tout à l'heure sur Twitter...

obyan
obyan
Niveau 10
10 février 2014 à 18:35:44

oui une tempête approche :bravo:

Pseudo supprimé
Pseudo supprimé 10 février 2014 à 18:45:45

J’espère que c'est les changements d'Altis ou le contenu de "win" :-p

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