CONNEXION
  • RetourJeux
    • Sorties
    • Hit Parade
    • Les + populaires
    • Les + attendus
    • Soluces
    • Tous les Jeux
    • Gaming
  • RetourActu Gaming
    • News
    • Astuces
    • Tests
    • Previews
    • Toute l'actu gaming
  • RetourBons plans
    • Bons plans
    • Bons plans Smartphone
    • Bons plans Hardware
    • Bons plans Image et Son
    • Bons plans Amazon
    • Bons plans Cdiscount
    • Bons plans Decathlon
    • Bons plans Fnac
    • Tous les Bons plans
  • RetourJVTech
    • Actus High-Tech
    • Intelligence Artificielle
    • Smartphones
    • Mobilité urbaine
    • Hardware
    • Image et son
    • Tutoriels
    • Tests produits High-Tech
    • Guides d'achat High-Tech
    • JVTech
  • RetourCulture
    • Actus Culture
    • Culture
  • RetourVidéos
    • A la une
    • Gaming Live
    • Vidéos Tests
    • Vidéos Previews
    • Gameplay
    • Trailers
    • Chroniques
    • Replay Web TV
    • Toutes les vidéos
  • RetourForums
    • Hardware PC
    • PS5
    • Switch 2
    • Xbox Series
    • Switch
    • Pokemon pocket
    • FC 25 Ultimate Team
    • League of Legends
    • Tous les Forums
  • PC
  • PS5
  • Xbox Series
  • Switch 2
  • PS4
  • One
  • Switch
  • iOS
  • Android
  • MMO
  • RPG
  • FPS
En ce moment Genshin Impact Valhalla Breath of the wild Animal Crossing GTA 5 Red dead 2
Forum
  • Accueil
  • Actus
  • Tests
  • Vidéos
  • Images
  • Soluces
  • Forum
Liste des sujets

Mises A Jours

obyan
obyan
Niveau 10
10 février 2014 à 18:48:26

A mon avis tu spoiles donc j'attends de voir pour te kicker :o))

Pseudo supprimé
Pseudo supprimé 10 février 2014 à 18:54:19

:(
:-(

en attendant on peut attendre des idées ici : http://forums.bistudio.com/showthread.php?122794-Development-Blog-amp-Reveals/page793

obyan
obyan
Niveau 10
11 février 2014 à 16:32:37

--VERSION DEVELOPPEUR--
11/02/14
62 Mo

:d) V.O officielle Bohemia:

DATA
Structure and scripts for animal behaviour completely reworked
Cleaner implementation (old system was created and edited during many years by different people)
Some old bugs were fixed
Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking)
The system is now ready for some new features
Should be more optimized
Sound edges added for cutscene animations
Volume of cutscenes animations have been adjusted
Fixed: Module framework no longer waits for execution of modules outside of the framework
Fixed: Modules were not executed in the right order upon mission start

ENGINE
Fixed: Take action for weapon with magazines around
Fixed: Damage from buildings was called for each client
Fixed: Radio echo in conversations: in groups use radio instead direct speech
AI now chooses correct action when going from stand to prone / crouch

obyan
obyan
Niveau 10
12 février 2014 à 15:53:00

--VERSION DEVELOPPEUR--
12/02/14
160 Mo

:d) V.O officielle Bohemia:

DATA
Updated default group positions
Fixed: Scripting error for animals (http://forums.bistudio.com/showthrea...=1#post261
9842)

Fixed: Path to soldier fatigue sounds
Replaced laser designators by range-finders for snipers as was designed.
Adjusted: PhysX geometry of HEMTT wrecks
Fixed: Ambient noises of Van
Mk200 has correct tracer color
Tweaked: SDAR ammo ballistic characteristics
Various rockets have their launch sound improved

ENGINE
Added possibility for only one PiP in UAV view (primary from gunner position)

obyan
obyan
Niveau 10
13 février 2014 à 11:24:02

--VERSION DEVELOPPEUR--
13/02/14
106 Mo

:d) V.O officielle Bohemia:

DATA
Adjusted Y torque coefficient for Buzzard
Added: Sound for self-healing animations
Fixed: Calling BIS_fnc_spawnVehicle to create UAV or UGV didn't create vehicle's ‘crew’
Fixed: BIS_fnc_spawnGroup didn't create group members with same group IDs as in 2D editor

ENGINE
Added: New MP commands "hideObjectGlobal" and "enableSimulationGlobal"
More fixes to AI being able to change stances properly
Player without swimming suit doesn't get messed up when entering water with weapon

Potential campaign spoilers
Spoiler:
Fixed: Assemble task waypoint will now be always visible
Triggering angle for mission givers adjusted, triggering should not require such precise positioning
Compositions of Hubs updated

obyan
obyan
Niveau 10
14 février 2014 à 14:07:13

--VERSION DEVELOPPEUR--
14/02/14
49 Mo

:d) V.O officielle Bohemia:

Note: BattlEye on the devbranch version only may not work temporarily. It should return Monday at the latest.

DATA
Better shadow LOD for caps
Fixed: Group names were broken
Fixed - Overlay of sliders and values in Customize Controller display

ENGINE
Fixed: After playing a Steam Workshop scenario, and returning to the Scenarios menu, it was no longer selected in the list
Fixed: When sorting the Steam Workshop scenarios by another filter, this was reset after playing a scenario
Soldiers with a diving suit will select their rifle when underwater (already solved for AI)
Fixed: Usage of RadialBlur used for soldier freefall

obyan
obyan
Niveau 10
16 février 2014 à 13:57:53

--VERSION DEVELOPPEUR--
15/02/14
40 Mo

:d) V.O officielle Bohemia:

Missions
Showcases
Showcase Zeus
Multiplayer
ZGM 48+2 Master Altis
ZGM 16+2 Master Altis (NATO)
ZGM 16+2 Master Altis (CSAT)
ZGM 16+2 Master Altis (AAF)
ZGM 48+2 Master Stratis
ZGM 16+2 Master Stratis (NATO)
ZGM 16+2 Master Stratis (CSAT)
ZGM 16+2 Master Stratis (AAF)
ZSC 32+2 Control Edessa
ZvP 10+1 Defend Kamino
ZvP 10+1 Defend Syrta
ZvP 10+1 Seize Edoris
ZvP 10+1 Seize Feres

Game Types
ZDM / Zeus - Death Match
ZCTF / Zeus - Capture The Flag
ZCoop / Zeus - Cooperative Mission
ZSC / Zeus - Sector Control
ZCTI / Zeus - Capture The Island
ZTDM / Zeus - Team Death Match
ZRPG / Zeus - Role Playing Game
ZGM / Zeus - Game Master
ZvZ / Zeus vs. Zeus
ZvP / Zeus vs. Players

Modules
Note: Some of the modules are available only in 2D editor, some in Zeus interface and some in both systems.
Animals
Sheep [ModuleAnimalsSheep]
Butterflies [ModuleAnimalsButterflies]
Goats [ModuleAnimalsGoats]
Poultry [ModuleAnimalsPoultry]
Seagulls [ModuleAnimalsSeagulls]
Audio
Play Music [ModuleMusic_F]
Play Radio Message [ModuleRadio_F]
Play Sound [ModuleSound_F]
Chemlights
Chemlight (Blue) [ModuleChemlightBlue_F]
Chemlight (Green) [ModuleChemlightGreen_F]
Chemlight (Red) [ModuleChemlightRed_F]
Chemlight (Yellow) [ModuleChemlightYellow_F]
Effects
Lightning [ModuleLightning_F]
Tracers [ModuleTracers_F]
Environment
Post-process [ModulePostprocess_F]
Skip time [ModuleSkiptime_F]
Weather [ModuleWeather_F]
Flares
Flare (Green) [ModuleFlareGreen_F]
Flare (Red) [ModuleFlareRed_F]
Flare (White) [ModuleFlareWhite_F]
Flare (Yellow) [ModuleFlareYellow_F]
Misc
Cover Map [ModuleCoverMap_F]
Create Radio Channel [ModuleRadioChannelCreate_F]
Mission Flow
Briefing [ModuleDiary_F]
Countdown [ModuleCountdown_F]
End Mission [ModuleEndMission_F]
Respawn Tickets [ModuleRespawnTickets_F]
Objectives
Attack & Defend [ModuleObjectiveAttackDefend_F]
Control Sector [ModuleObjectiveSector_F]
Custom Objective [ModuleObjective_F]
Move [ModuleObjectiveMove_F]
Ordnance
Ordnance (Howitzer) [ModuleOrdnanceHowitzer_F]
Ordnance (Mortar) [ModuleOrdnanceMortar_F]
Ordnance (Rocket) [ModuleOrdnanceRocket_F]
Respawn
Players (BLUFOR) [ModuleRespawnPositionWest_F]
Players (Civilian) [ModuleRespawnPositionCiv_F]
Players (Independent) [ModuleRespawnPositionGuer_F]
Players (OPFOR) [ModuleRespawnPositionEast_F]
Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F]
Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F]
Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F]
Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F]
Smoke Shells
Smoke (Blue) [ModuleSmokeBlue_F]
Smoke (Green) [ModuleSmokeGreen_F]
Smoke (Orange) [ModuleSmokeOrange_F]
Smoke (Purple) [ModuleSmokePurple_F]
Smoke (Red) [ModuleSmokeRed_F]
Smoke (White) [ModuleSmokeWhite_F]
Smoke (Yellow) [ModuleSmokeYellow_F]
Zeus
Add Camera Area [ModuleCuratorAddCameraArea_F]
Add Editing Area [ModuleCuratorAddEditingArea_F]
Add Icon [ModuleCuratorAddIcon_F]
Game Master [ModuleCurator_F]
Manage Addons [ModuleCuratorAddAddons_F]
Manage Resources [ModuleCuratorAddPoints_F]
Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F]
Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F]
Set Attributes - Objects [ModuleCuratorSetAttributesObject_F]
Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F]
Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F]
Set Camera Position [ModuleCuratorSetCamera_F]
Set Editing Area Type [ModuleCuratorSetEditingAreaType_F]
Set Editing Costs [ModuleCuratorSetCoefs_F]
Set General Object Costs [ModuleCuratorSetCosts_F]

Scripting Commands
addCuratorEditableObjects
addCuratorAddons
addCuratorCameraArea
addCuratorEditingArea
addCuratorPoints
allCurators
allowCuratorLogicIgnoreAreas
assignCurator
curatorAddons
curatorCamera
curatorCameraArea
curatorCameraAreaCeiling
curatorCoef
curatorEditableObjects
curatorEditingArea
curatorEditingAreaType
curatorPoints
curatorRegisteredObjects
curatorRegisteredObjects
curatorSelected
curatorWaypointCost
getAssignedCuratorLogic
getAssignedCuratorUnit
objectCurators
openCuratorInterface
removeAllCuratorAddons
removeAllCuratorCameraAreas
removeAllCuratorEditingAreas
removeCuratorAddons
removeCuratorCameraArea
removeCuratorEditableObjects
removeCuratorEditingArea
setCuratorCameraAreaCeiling
setCuratorCoef
setCuratorEditingAreaType
setCuratorWaypointCost
showCuratorCompass
shownCuratorCompass
unassignCurator

Event Handlers
curatorObjectSelectionChanged
curatorFeedbackMessage
curatorGroupDeleted
curatorGroupDoubleClicked
curatorGroupEdited
curatorGroupPlaced
curatorGroupSelectionChanged
curatorMarkerDeleted
curatorMarkerDoubleClicked
curatorMarkerEdited
curatorMarkerPlaced
curatorMarkerSelectionChanged
curatorObjectDeleted
curatorObjectDoubleClicked
curatorObjectEdited
curatorObjectPlaced
curatorObjectRegistered
curatorPinged
curatorWaypointDeleted
curatorWaypointDoubleClicked
curatorWaypointEdited
curatorWaypointPlaced
curatorWaypointSelectionChanged

Functions
BIS_fnc_crewCount
BIS_fnc_activateAddons
BIS_fnc_addCuratorAreaFromTrigger
BIS_fnc_addCuratorChallenge
BIS_fnc_addCuratorIcon
BIS_fnc_completedCuratorChallengesCount
BIS_fnc_curatorAttributes
BIS_fnc_curatorAutomatic
BIS_fnc_curatorAutomaticPositions
BIS_fnc_curatorChallengeDestroyVehicle
BIS_fnc_curatorChallengeFindIntel
BIS_fnc_curatorChallengeFireWeapon
BIS_fnc_curatorChallengeGetInVehicle
BIS_fnc_curatorChallengeIlluminate
BIS_fnc_curatorChallengeSpawnLightning
BIS_fnc_curatorObjectEdited
BIS_fnc_curatorObjectPlaced
BIS_fnc_curatorObjectRegistered
BIS_fnc_curatorObjectRegisteredTable
BIS_fnc_curatorPinged
BIS_fnc_curatorRespawn
BIS_fnc_curatorVisionModes
BIS_fnc_drawAO
BIS_fnc_drawCuratorDeaths
BIS_fnc_drawCuratorLocations
BIS_fnc_drawCuratorRespawnMarkers
BIS_fnc_drawMinefields
BIS_fnc_endMissionServer
BIS_fnc_estimatedTimeLeft
BIS_fnc_exportCuratorCostTable
BIS_fnc_finishCuratorChallenge
BIS_fnc_forceCuratorInterface
BIS_fnc_formatCuratorChallengeObjects
BIS_fnc_getServerVariable
BIS_fnc_initCuratorAttribute
BIS_fnc_initIntelObject
BIS_fnc_initRespawn
BIS_fnc_initRespawnBackpack
BIS_fnc_initVirtualUnit
BIS_fnc_isCurator
BIS_fnc_isCuratorEditable
BIS_fnc_isForcedCuratorInterface
BIS_fnc_isLoading
BIS_fnc_isUnitVirtual
BIS_fnc_listCuratorPlayers
BIS_fnc_locationDescription
BIS_fnc_manageCuratorAddons
BIS_fnc_manageCuratorChallenges
BIS_fnc_mirrorCuratorSettings
BIS_fnc_moduleMPTypeDefense
BIS_fnc_moduleMPTypeGameMaster
BIS_fnc_moduleMPTypeSectorControl
BIS_fnc_moduleMPTypeSeize
BIS_fnc_neutralizeUnit
BIS_fnc_playEndMusic
BIS_fnc_playMusic
BIS_fnc_playSound
BIS_fnc_registerCuratorObject
BIS_fnc_removeCuratorIcon
BIS_fnc_removeDestroyedCuratorEditableObjects
BIS_fnc_respawnMenuSpectator
BIS_fnc_respawnRounds
BIS_fnc_sayMessage
BIS_fnc_setCuratorAttributes
BIS_fnc_setCuratorCamera
BIS_fnc_setCuratorVisionModes
BIS_fnc_setDate
BIS_fnc_setFog
BIS_fnc_setObjectTexture
BIS_fnc_setOvercast
BIS_fnc_setPPeffectTemplate
BIS_fnc_setServerVariable
BIS_fnc_showCuratorAttributes
BIS_fnc_showCuratorFeedbackMessage
BIS_fnc_toggleCuratorVisionMode

Known Issues
Too long object names are cut in the CREATE and EDIT trees, without any tooltip available.
Editing underwater is not possible yet.
Texts are not localized or even proofread
Zeus cannot order helicopters to land or take off.
Zeus cannot move soldiers in and out of vehicle, nor can he order them to do so.
Zeus in Game Master missions cannot spawn BLUFOR Guerrilla units and autonomous vehicles.
Zeus' in Control Edessa don't see tasks on sectors.
Object costs in Game Master missions are not final (e.g., lightning is too cheap).
Group icons are not showing group type (e.g., infantry, armor, ...)
Groups with vehicles are not placed precisely under the cursor.
Moving planes in the air will start their engine, but won't give them forward velocity. As a result, they'll spectacularly, but unintentionally fall down.group
Pinging is sometimes not broacasted to Zeus, so he cannot see and hear it.
"Skip Time" module sometimes doesn't work when time to skip is too low.
Respawn in Seize Feres mission sometimes doesn't work.
Several OPFOR and AAF groups are missing labels in the UI.

obyan
obyan
Niveau 10
17 février 2014 à 15:31:51

--VERSION DEVELOPPEUR--
17/02/14
73 Mo

:d) V.O officielle Bohemia:

KNOWN ISSUES
Weapon SFX are broken in some circumstances

DATA
Updated position of pilot of Blackfoot to be parallel with the axis of model
Fixed: Occasional script error while animal is in formation
Updated: Full and ORBAT Credits
Various weapons, uniforms, vests, headgear and item holders are now placeable in editor and Zeus

Pseudo supprimé
Pseudo supprimé 17 février 2014 à 16:16:13

Du coup on peut poser des armes au sol ?

Pseudo supprimé
Pseudo supprimé 17 février 2014 à 18:48:30

Et du coup je me répond :d) oui on peut placer des armes au sol dans l'éditeur 2D !

Justeundoigt
Justeundoigt
Niveau 10
18 février 2014 à 01:22:18

Les deux dernieres MAJ sont concentrés sur Zeus? :( Ferait mieux de faire des petites MAJ's pour l'optimisation du jeu.

Pseudo supprimé
Pseudo supprimé 18 février 2014 à 06:51:04

@ Justeundoigt c'est pas si simple d'optimiser un jeu, et si ils n'ont pas trouvé de solution ils ne vont pas faire de màj.
Mais dans tout les cas il y a une équipe qui travaille sur Zeus, et une autre sur l'optimisation donc leur travaille n'empiète pas sur les autres.

Pseudo supprimé
Pseudo supprimé 18 février 2014 à 06:56:51

et la dernière maj n'est pas que pour Zeus :
Updated position of pilot of Blackfoot to be parallel with the axis of model
Fixed: Occasional script error while animal is in formation
Updated: Full and ORBAT Credits
Various weapons, uniforms, vests, headgear and item holders are now placeable in editor and Zeus
Il n'y a que les items, et encore ils sont aussi dispo sur l'éditeur 2D :(

LibertyCity2027
LibertyCity2027
Niveau 11
18 février 2014 à 09:58:35

O-M-G Je me demande bien ce que se mode va rendre !

En tout cas durant le live de ZEUS ils ont parlé d'un belle optimisation aussi.

obyan
obyan
Niveau 10
18 février 2014 à 12:44:50

--VERSION DEVELOPPEUR--
18/02/14
131 Mo

DATA
Added: New variant for procedural destruct material
Adjusted fabric type for berets
Adjusted parachute backpack

ENGINE
Optimized: Wreck burning
Optimized: Synchronization of public variables (kudos to the DayZ programmers)
AI animation graph optimization
Fixed: Sounds of gun shooting were not always played
Fixed: Switch magazine: sound was not always triggered

Pseudo supprimé
Pseudo supprimé 18 février 2014 à 13:34:39

Justement quand on parle d'optimisation....

obyan
obyan
Niveau 10
19 février 2014 à 14:39:42

--VERSION DEVELOPPEUR--
19/02/14
129 Mo

DATA
Fixed: Changing stance from crouch on your side
Fixed: Occasional bug in checking of nearby objects in animal behavior
Beret normal map has been slightly tweaked
Added: Sounds for changing fire modes of most guns
Added: Empty weapon holder on community request
Weapon holders have correct format of cfgPatches
Adjusted sizes of icons for weapon holders
Hellcat now has correctly assigned cfgPatches
I_UAV_AI now has correctly assigned cfgPatches

ZEUS
Fixed: BIS_fnc_exportCuratorCostTable didn't show correct vehicle and group costs when exported on one page
Added: Hint about pinging is now displayed for players in every Zeus mission (some people didn't know the feature)
Fixed: "Skip Time" module rounded the desired value to whole hours, now it's precise to the minute
Fixed: In ZGM missions, Zeus wasn't able to place autonomous vehicles with AI in it. Fixed for BLUFOR and OPFOR, Independent vehicles will be added later due to another technical issue.
Added: Explosives are now available in GM missions
Added: Mines can now be detonated by pressing 'End' key
Added: IEDs can now be placed by Zeus

Potential campaign spoilers:
Spoiler:
Added: New icons for Nikos and Orestes uniforms

ENGINE
Fixed: Zeus to be buildable on Linux

Pseudo supprimé
Pseudo supprimé 19 février 2014 à 14:55:19

"empty weapon holder" c'est quoi ?

obyan
obyan
Niveau 10
19 février 2014 à 15:56:59

Je sais pas trop : ajout d'un holster (étui) vide pour une arme / ou bien quelque chose qui ressemblerai à ça : http://www.youtube.com/watch?v=jsXg9LNEBgo#t=0

Désolé, c'est difficile de traduire des fois (plusieurs significations ou trop technique)

obyan
obyan
Niveau 10
20 février 2014 à 17:21:13

--VERSION DEVELOPPEUR--
20/02/14
86 Mo

KNOWN ISSUES
Weapon mode selection SFX don’t play back in 3D space properly

DATA
Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
Fixed: Ammo boxes were not recognized correctly by BIS_fnc_objectType
Added FIA soldiers to cfgPatches
Adjusted sounds volume of some certain vehicle weapons

ZEUS
Added: When Zeus skips time using the "Skip Time" module, a transition effect stating e.g., "X HOURS LATER" is now shown for players instead of an immediate skip. It's an optional part of the BIS_fnc_setDate function.
Added: Raising ammo boxes in the air will now attach them to a parachute
Fixed: Scripting error when editing custom objective (http://feedback.arma3.com/view.php?id=17412)
Added: Editing the "Skip Time" module now shows how many hours will actually be skipped

ENGINE
Added: Gear commands for getting names of slot items - hmd, binocular (see http://feedback.arma3.com/view.php?id=11199)
Hotfixed: Disappearing of large objects at certain camera angles
Fixed: Bugs related to unit rotation (Zeus)
Added: Possibility to rotate marker using map (Zeus)

Sous forums
  • Les modes Life
  • Configurations PC et ses problèmes
  • Teams et Serveurs
  • Teams et Serveurs MilSim
La vidéo du moment