
v1.3 [Sep 29, 2014]
- Thicker front lower armor plates on wheeled APCs
- Texture definition added to Kerry's backpack class; it can now be re-textured
- FIA Miller's and Stavrou's headgear randomization switched off
- AAF Soldier LAT now has a backpack better suiting his needs
- Compact backpack with digital camo has better alpha sorting
- Naming of various structures has been updated to prevent at least some duplicates in ZGM missions
- Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters
- Units should be able to stay under water a little bit longer
- Removed Plane_Fighter_03_wreck_F from Zeus
- Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently among all stances
- Fatigue for switching weapons was tweaked depending on your stance
- Removed: Obsolete debug logs in MP Headhunters
- Sample changes for door sounds
- Solar power plant has a better set of sounds for its doors
- Removed: Redundant BIS_fnc_crewCount from Functions_F_Curator (the function file is already in Functions_F)
- Made objects based on the FloatingStructure_F base class show up in Zeus
20mm rounds are now using multiSoundHit instead of soundHit
- Renamed: String for striped commoner clothes
- Nikos’ clothes hidden from Editor and Virtual Arsenal
- Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim
- Time Trials - More voice-acting implemented for feedback
- Time Trials - Vehicle fuel is now reset to whatever it was initialized with (not always 1)
- Optics of arifle_MX_RCO_pointer_snds_F changed to be actually RCO
- Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim
- Unified font size in the HMD of the Hellcat
- Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used)
- Lowered volume of 2D samples in first-person view
- Time Trials: Certain endings are now correctly failure endings (affects debriefing)
- Time Trials: ‘Friendly Fire’ ending improved slightly
- Time Trials: Missed CP penalty was not applied when it was the second-last CP
- Set up correct duty values for binocular stances
- Set up correct duty values for swimming
- Slightly decreased duty of running in tactical stance with lowered weapon in crouch to balance lesser movement speed than is achieved in standard running motion in crouch with lowered weapon (enjoy decoding that sentence ;-))
- Time Trials - Replaced use of set with pushBack for performance
- Time Trials - Situation where a penalty message was shown incorrectly
Fixes:
- Positioning of the muzzle flash on the Mi-48 Kajman's gun
- Static rotor of the UH-80 Ghosthawk should now collide properly
- Visual glitch in distant LODs of the A-143 Buzzard
- Visual glitch on the ammo belt of the M2A4 Slammer Up
- External camera of the T-100 Varsuk was unintentionally too zoomed out
- Missing polygons on the M5 Sandstorm MLRS weapon systems in a distant LOD
- Camo selections in distant LODs on the T-100 Varsuk
- Visual glitch on the wreck of the FV-720 Mora
- Missing camo selections in a distant LOD of the pilot helmet
- Levitating shadows of mirrors of the Ifrit
v1.0 [Sep 12, 2013]
- Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
- Many small Altis object positioning tweaks and other terrain fixes
- Fixed: Flipped moon texture
- The moon halo object can now be different from the sun halo object
- The light reflected by the moon has been made more realistic
- Added: runway parts for left and right airstrip on Altis
- Runway lights have new models and configuration
- Fixed: Darker runway at a distance and with overcast weather
- Fixed: Ladder on hospital building has been reversed
- Fixed: Blinking resolution LODs on signs
- Configured power line wires to be destroyed along with power line towers
- Animals should be avoiding roads more now
- Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
- Player tank driver can turn out, while commander is turned in
- Civilian (and FIA) trucks have been revamped
- Added: Ability to mount Marshall driver position from right side
- Fixed: Slammer recoil
- Added: T-100 recoil animation for main gun
- T-100 commander optics features in line with OPFOR tracked vehicles
- T-100 back armor made thinner
- Improved handling of terminal ballistics on armored vehicles
- More realistic water fording ability for tracked armor
- Added compass and additional radars for copilot seats
- Removed magic disappearance of rotor blades for some helicopters
- AH-99 badly placed exhausts fixed
- Adjusted position of Blackfoot pilot crosshair in HMD
- Added stabilization for UAV optics
- Fixed: Incorrect duplicate of get-in points for Speedboats
- Fixed: Zooms of armed offroad gunner set to standard naked eye level
- Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
- Added missing backpacks for Mk6 weapon
- Capacity tweaking for mortars, GMGs and HMGs (inventory)
- Fixed: Animations of static weapons
- Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
- Fixed bombs of CAS UAVs
- Re-balanced mine damage and overall mine usability
- Tweaked: Pistol weights to match maximum soldier load count
- Fixed: Negative friction of 120mm shells
- Reticle materials for 3D scopes now glow in the dark
- Fixed: Problem with 3D scope alpha sorting
- Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
- Tweaked: Action menu priorities
- Increased action priority for weapon assembly
- Fixed: Some groups spawned by Sites module had their skill set too high
- Fixed: CAS bombing issues in Supports Module
- Fixed: Rare occurrence of undefined variable for civilian randomization scripts
- Fixed: Game sometimes got stuck in loading screen after respawn
- Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
- Fixed: Modules were not executed in the right order on server
- Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
- Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
- Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
- Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable
- Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
- Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state
- Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer