Arma 3 Updates

1.46 just went live. Hope we can still play tonight…

Noteable changes:
Data:
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Fixed: Rabbit infestation on both islands
Fixed: Missing UGL recoil
Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
Fixed: The "grabCarry" action causing players to get stuck in the animation
Fixed: Stance indicator arrows in prone and crouch stances
Fixed: Player can now vault (step over) while standing with binoculars
Fixed: Static weapon AI sensing put on par with normal soldiers
Fixed: Switching between erect / kneel stance no longer stops character movement
Added: New audio samples for Explosive charge and Claymore
Added: New audio samples for grenade and launcher explosions and impacts on surface
Added: Short / tail and distant variants of vehicle weapons
Added: New samples for M134 minigun 7.62mm (Pawnee)
Added: Unarmed crouched sprint
Added: Unarmed erected sprint
Added: It’s now possible to disable "XXX is now Zeus" notifications by calling: <curatorModule> setVariable showNotification", false]

Engine:
Fixed: Multiplayer ocean waves synchronization
Fixed: TrackIR axis manipulation in gunner positions
Fixed: Inventory - Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
Fixed: Crash related to weapon shot sounds evaluation
Fixed: Server issue when using a larger list of BIKEY signature files
Fixed: CTD when changing status from online to offline (SteamLayer)
Fixed: Corrupted sounds with certain USB headsets (Login)
Added: BattlEye full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server
Improved: Supersonic crack and subsonic sounds
Improved: AI vehicles will react faster to hits with 0 damage

New update just went online, marked as 1.48.

Detailed changelog is available HERE

Most noticable changes are related to: AI Smoke Cover, Holstered Sidearm Visualization, Naked Eye FoV, Script Commands.

Size: ca 905 MB

As always - verify your game data after update to eliminate potential issues.

Wonder what’s broken.

Thread moved to Tech Section.

Not again

Just made a general test with John. Everything seems to be working as intended so far.
ACE3 works, ACRE2 works, MCC spawns stuff without problem. No error-windows popping up so far.

If something is broken - its deeper.

No, Abuk. All of those are horribly broken. The bugs have evolved though, and won’t show themselves until Friday.

Did you test it out after update or are you simply complaining that they are not truly finished?
There’s no reason to rant about it.

No, see, that was sarcasm. Or no, it kind of wasn’t… More like a parody, of how we have frequently tested things only to still have them break during the actual event. I’m not actually saying they’re broken. Pah, that’d insinuate I do work! I can’t have such a grave misconception going around…

Evolved into smart bugs!

If they’re anything like "smart" phones, they won’t pose a big problem, though.
I, for one, have noticed a reduced amount of warnings on server console! Sneaky bugs!

Fixed: Usability of playMove"Acts_AidlPercMstpSlowWrflDnon_pissing" on player
Finally, I can take a piss in-game! We should make a mod where we have to drink and occasionally have a peeing break during the event. :thumb:

Thank God for this:
Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right

Take note of this if you haven’t already:
Changed: First BattlEye launcher parameter for main branch changed to 2 (previously was set to 0 for RC)

Im quite excited about those:[list]
[] Fixed: Mortar now has a better center of mass - less weird mortar movement like going horizontal when as gunner.
[
] Fixed: Doors on military structures should no longer be killing soldiers by pushing them through walls - armagods losing their power
[] Changed: Remade most structures scripts into functions - potential performance improvement in mout
[
] Added: AI using smoke cover when suppressed - another small step to making vanilla AI smarter
[] Tweaked: TBB4 updated to version 4.3u6 - possible performance/memory usage improvement for default malloc
[
] Changed: Engineers have provided most cars with new tires that are more durable against punctures - going offroad now less suicidal
[*] Fixed: Copilot of Hellcat is actually able to take controls as a proper copilot - hellcat viable again :slight_smile:
[/list]

and my winner is

Fixed: Buoy didn’t have buoyancy defined (mind blown) - just lol

Arma 3 has received another update. Set aside another 20 minutes for reading the changelog and spotting changes in game.

Changelog.

[spoiler=my finds]

Added: Variants of smoke shells, chem lights and flares with infinite timeToLive (used in scripted modules) - This should give some artistic freedom to MMs
Added: Turret movement sounds for soft vehicles, APCs and MBTs - There are loads of new sounds or tweaks to existing
Added: Tooltips to Post-Process settings in Video Options - More detailed descriptions are always good
Removed: "Command mode" action from controls as it was redundant and offered exactly the same functionality as the "Select all units" action - Remove redundant actions
Changed: Copilot of the Hellcat has full control over the searchlight now (including switching it off and on again) - "full controll" over searchlight? what is there to control except on / off?
Changed: The randomization aspect of the animals is now handled by BIS_fnc_animalRandomization, For Goat’s Sake - [user avatar=“https://assets-cloud.enjin.com/users/1583435/avatar/small.1400027212.png” name=“Goat”]1583435[/user] a cameo here
Tweaked: AI versus clutter visibility (Altis & Stratis) - Sounds like they attempted to do something with AI and foliage here, idk what tho - see below also
Tweaked: Wood material to try to improve AI visibility tests on tree trunks
Tweaked: Dogs will now move around more often - Did we even have dogs in Arma?
Tweaked: Volume of launcher locking sounds increased - Should be easier with missile launchers now

And a lot of other fun to read changes.
[/spoiler]

Tweaked: AI versus clutter visibility (Altis & Stratis) >> Can now hide behind garbage!
Tweaked: Wood material to try to improve AI visibility tests on tree trunks >> Less being spotted through trees?
Tweaked: Shemaghs to work correctly for Asian faces >> Ryujin can play a freedom fighter without looking silly.
Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars. >> Less like being in an action film :frowning:
Fixed: IEDs can now be detonated by gunfire (Login) >> New improved remote detonation!
Fixed: AI no longer gets stuck in prone stance >> No more fighting worm EI?
Fixed: Adjusted center of mass of Motorboat to provide a smooth and straight ride >> Less getting seasick.
Fixed: Players can no longer see through an object with a launcher in their hands >> I didn’t even know there wasX-Ray AT.
Changed: -noFilePatching replaced with -filePatching (file patching disabled by default) >> Guess I can untick that in arma3sync.
Fixed: Bugged view whilst using TrackIR and entering vehicles >> No more having to restart TrackIR when getting in a car.

and best of all

Added: BIS_fnc_animalRandomization now supports animal class Cock_random_F >> Everyone can appreciate random cocks.

I wonder if that applies ie. to littlebird’s minigun. If so, then the "heavy cannon" on the modded LB is kind of crap from now on. :frowning:
But hey, it’s more realistic that way. Now only if helicopters stopped turning into fireballs when the bottom of their skids touches water. Hell, I can do water-assisted landings in bush planes in FSX!

[quote user_id=“9240990” avatar=“https://assets-cloud.enjin.com/users/9240990/avatar/medium.1579262273.jpeg” name=“Teddy”]
and best of all

Added: BIS_fnc_animalRandomization now supports animal class Cock_random_F >> Everyone can appreciate random cocks.[/quote]
In addition to all the uniformed dicks running around. :slight_smile:

My not-so-serious list:

Added: Sounds of turret movement for CH-67 Huron and UH-80 Ghosthawk // finally Rambo sounds in arma3

Removed: Weapon info during free fall // I no longer have to read about the M16 history when falling off a cliff

Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced // we’ll see about that
Tweaked: Unarmed sprinting

Tweaked: Sound attenuation for tank crews // maybe a telephone on the back in next patch?

Tweaked: Shoes of ghillie suits are less shiny now // oh, they released the slaves, the end of racism in europe!

Tweaked: Reduced shadows of the noses of the civilian driver and pilot // I was wondering why my nose looks big under those very, very common circumstances

Tweaked: Skinning of chest plates / stripes on VR soldier // cool, a trophy system!

Tweaked: Minor volume changes for shooting Cyrus with silencer // because she was singing too loud

Fixed: Camera’s display no longer overlays the time indicator // typo, should have been Gamera

Fixed: Lowering primary weapon while prone no longer causes the soldier to stand up // (sorry, but) fuck yes! finally!

Fixed: Red CSAT insignia are now back on the soldier uniform // was previously between two "moons"

Fixed: Player no longer has an obscured view when crouching in the R / BR / B directions in CSAT fatigues / ghillie suit and aiming (RMB pressed) with RCO (sometimes ARCO) optics // especially ARCO + the heavy 7.62mm CSAT MG used to glitch out

Fixed: CSAT soldiers had unnaturally pale hands and legs compared to their face skin tone // they still have unnatural outfits btw

Fixed: Helicopter Pilot [AAF] and Pilot [NATO] injury materials // they now have dark blue blood

Fixed: Missing config properties for animal class Cock_random_F
Fixed: Animals had the wrong position of their land contact points // especially the cock

Fixed: Naval mines are now correctly going boom if they are shot with a properly heavy weapon // disarming no longer necessary, just shoot it from a LB

Fixed: Hand animation glitches for the Mk14 rifle // flipping the bird no longer possible

Fixed: Origin of coaxial machine gun bullets on Slammer is now actually the coaxial machine gun; the bullets felt a bit lost in the main cannon chamber // upcoming: the love story between two lost bullets

Fixed: Soldier legs extended if the player changed weapon or reloaded while lying down hill // 7-mile boots removed

Improved: Simulation when a vehicle is sling loaded but the player is not in the parent vehicle // when the helicopter is Kitt

Fixed: Getting out of vehicles no longer resets fire mode // persistent burst fire

Fixed: Healing action is now disabled while on a ladder // doesn’t apply to Tactical Ladder

Fixed: Player with a not fully opened parachute will now take damage when hitting the ground // don’t try this at home

Fixed: Brainless soldiers causing a null center crash // maybe improve the AI instead?

Fixed: Independents were not firing at forces that turned from friendly to hostile // umm … disagree!

It was just the loader shooting with his pistol through the breech

  • Added: New script command lineIntersectsSurfaces

Nouber has been waiting for this command for years, it was in VBS2 a very long time ago.

This will allow him to apply accurate diffraction and propagation calculations, instead of using the improvised abomination he created for the current public version of ACRE2. Here’s a couple of examples:

[youtube]mhQqrTE5xnA[/youtube]

[youtube]ldiSRaaMT_8[/youtube]

-EDIT:

ACE3 Explosives fix for placing items inside walls and other objects:

[youtube]QLBwOaeaVxg[/youtube]

1.52 is out

Notable changes:

Data:
Tweaked: Attenuation setup preparation for several vehicles
Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead)
Fixed: soundEnv parameters changed (footstep issues in cargo buildings, on metal stairs, etc.), adjusted even the material in some of the buildings

Engine:
Tweaked: TBB4 updated to version 132112 on 4.4 (tbb44_20150728oss)
Tweaked: Preserving zoom when switching from optics
Tweaked: Camera warping when leaving weapon deployment
Changed: disableTIEquipment now disables only Thermal Imaging functions on vehicles
Fixed: AI could see through smoke in MP under some conditions

All in all looks this version focused most on vanilla assets and feature

Well, I still like the smoke fixes, always a good thing :slight_smile:
Oh, and [user avatar=“https://assets-cloud.enjin.com/users/12211388/avatar/small.1649779431.png” name=“Bull”]12211388[/user] you forgot the most important change:

"Tweaked: Animation configs for poultry cleaned and splendidized"

[justify]I like that they removed the class based spotting abilities, it made fielding enemy snipers a real pain as they would spot people like crazy.[/justify]