Uscita la Beta di Arma 3!!!
- Dettagli
- Pubblicato Martedì, 25 Giugno 2013 17:29
- Scritto da Djmitri
- Visite: 1579
DATA
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Beta content:
- Mk.20 - Green faction assault rifle
- Zafir - Red faction machine gun
- Titan - AA / AT rocket launcher for all sides
- ACP-C2 - Green faction pistol
- Scorpion EVO-4 - Green and Red faction submachine gun
- Vermin SBR - Blue faction submachine gun
- HEMTT - Blue faction heavy truck
- Quadbike - now for all factions
- Strider - Green faction MRAP
- Zamak - Red and Green faction truck
- SDV - all factions small submerged vehicle
- AMV-7 Marshal - Blue faction heavy APC
- MSE-3 Marid - 6-wheeled APC for Red faction
- CH-49 Mohawk - Green faction transport helicopter
- Mi-48 Kajman - Red faction transport / gunship
- AH-99 Blackfoot - Blue faction attack helicopter
- UH-80 Ghosthawk - Blue faction transport helicopter
- Green Army Faction
- Animals: sheep, chicken, goat, dog
- Many objects for Firing Drills (targets, moving targets, walls, etc.)
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Characters:
- Green AAF faction
- BLUFOR and OPFOR additions
- Civilian Competitor
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Playable Content:
- Showcase: Combined Arms
- Showcase: Supports
- Showcase: Commanding
- Showcase: Night
- MP: Defend Kamino
- MP: Combined Arms COOP
- Challenge: Course of Fire: Green
- Challenge: Course of Fire: Red
- Challenge: Course of Fire: Blue
- Challenge: Course of Fire: Orange
- New and enhanced versions of radio protocols
- Two additional voice actor sets added
- New setup of radio filter effects
- Sounds of weapons, vehicles and their weapons have been enhanced
- Sounds of soldier collisions and movement have been added
- Adjusted names for units in radio protocol
- Correct soundHit for flesh (see http://feedback.arma3.com/view.php?id=7570)
- Sounds of collisions were added for vehicles
- Added new sound suppressor for 5.56mm weapons
- Cars now have horns as a weapon for their driver with correct sounds
- RPG-32 and NLAW should be of the same usability
- Vehicle grenades have been tweaked in their damage and explosive radii
- Sniper weapons have realistic ammo air friction and tweaked reload times
- M200 has better animation and unnecessary bones were removed from model
- Added opticsZoom parameters to GrenadeLauncher and PutMuzzle
- AI engagement ranges for MX, Katiba, Mk200 and TRG tweaked
- Changed dispersion and rate of fire for MX, Katiba, Mk200 and TRG to more realistic values
- Changed: Video options layout
- Added: Separate Post-Process settings in video options
- Added: FPS indicator in video options
- Added: Respawn menu
- Added: EditBoxes connected to sliders in video options for precise setting
- Added: Custom colors and layout is now configured in CfgUIColors and CfgUIGrids
- Replaced: BIS_fnc_guiGrid occurances replaced by direct grid macros
- Fixed: Font in RscDisplayCapture was too large and bold
- Added: Command bar backgrounds are now plain color, without any shadow effects (consistent with the rest of UI)
- Added: New visual style of advanced hints
- GUI Beta skin
- Added: Stream-friendly UI switch in game options
- Fixed: Artillery computer - displaying of weapon name and firing via Enter / Space keys. Tweaked layout
- Changed: Color of sliders
- Fixed: Text size in switches (RscXListBox)
- Fixed: TI textures for MH-9 family helicopters
- Fixed: TI texture for rubber boat
- 100 m increments in all range (100 - 1500 m) of discreteDistance (zeroing steps) parameter for all vehicle mounted weapons
- Transition from prone to upright sprint while unarmed no longer causes visual sliding
- Going prone from tactical sit no longer makes you stand up
- Moving with binoculars with rifle improved
- Switching to rifle while sprinting with pistol crouched no longer results in going prone
- Reloading launchers forces out of optics mode
- Combat Pace for 3 seconds when pressing LMB
- Map animations disabled (quad bike entering fix; stances fix)
- Improved sideways erected run to sprint transition
- Hands warping when starting to crawl fixed
- Optics are now disabled when crawling with pistol
- Swapping sidearm to main weapon with a dedicated key in prone now works correctly
- Self-heal rifle animations are now interrupt-able (for ragdoll)
- Taking out launcher while prone and with main weapon in hand now puts you into launcher kneeled pose (without going into stand)
- Binoculars animations revision
- Shooting vs. running conflict resolved and fixed
- Animations for embarking into various vehicles added
- Added: New task system (backward compatible with the old one)
- Fixed: Module functions are now spawned, not called
- Added: Prototype of respawn templates for position and inventory selection
- Fixed: Preload manager sometimes didn't trigger loading screen
- Removed binocular body from inactive NVG model
- Fixed: Multiplayer framework didn't work correctly on headless client
- Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
- Close door action now has higher priority
- Added: Corpse removal for Escape from Stratis
- Fixed: Ammo count in the Hunter in Showcase: Vehicle (after a recent config change)
- Defined empty preset for erasing all key mappings
- PhysX geometries of world objects have been improved
- Trees now all use MCA lightmap
- Explosive ammo hit particle effect tweaked
- Fixed: Empty plastic barrels burst into flame when shot (http://feedback.arma3.com/view.php?id=6955)
- Added new particle effects for missiles
- Fire for burning barrel tweaked (it was too big)
- Broken glass effects tweaked, new effects added
- Object destruction smoke tweaked
- Loadouts of units have been largely modified (factions loadout standards were set)
- Modified cargo loadout of vehicles
- Changed class property to housesimulated for all runway lights
- Added placement=vertical property to all lamps and vertical objects like the lighthouse
- Added new icons and entries to Field Manual
- Headgear and backpacks have new inventory icons
- Adjusted damping rates of damaged and destroyed wheels of all vehicles
- Correct UI picture for GL version of Katiba
Removed config classes:
- arifle_MX_TWS_snds_F, arifle_MX_ACOg_point_F, arifle_MX_GL_ACOg_point_F, arifle_MX_GL_COWS_point_F, arifle_MXC_Holo_point_snds_F, arifle_MXC_ACOg_point_F, arifle_MXC_COWS_point_F, arifle_MXC_ACO_flash_F, arifle_MXC_ACOg_flash_F, arifle_MXC_Nstalker_point_F, arifle_MX_SW_ARCO_point_F, arifle_MX_SW_NVS_point_snds_F, arifle_MX_SW_TWSMG_point_snds_F, arifle_MXM_ARCO_point_F, arifle_MXM_SOS_point_F, arifle_MXM_TWSS_F, arifle_Khaybar_C_Nstalker_point_F, arifle_Khaybar_C_ACOg_flash_snds_F, arifle_Khaybar_C_ACOg_F, arifle_Khaybar_COWS_point_F, arifle_Khaybar_Hamr_point_F, arifle_Khaybar_Nstalker_point_F, arifle_Khaybar_TWS_F, arifle_Khaybar_GL_COWS_point_F, arifle_Khaybar_GL_Nstalker_point_F, LMG_Mk200_COWS_point_snds_F, LMG_Mk200_COWS_pointer_F, LMG_Mk200_TWSMG_F, LMG_Mk200_Holo_point_F, LMG_Mk200_Holo_point_snds_F, LMG_Mk200_ACO_F, LMG_Mk200_ACO_point_F, arifle_TRG20_Nstalker_point_F, arifle_TRG20_Holo_point_F, arifle_TRG21_Hamr_point_F, arifle_TRG21_COWS_point_F, arifle_TRG21_Nstalker_point_F, arifle_TRG21_GL_Hamr_point_F, arifle_TRG21_GL_ARCO_point_F, arifle_TRG21_GL_COWS_point_F, arifle_TRG21_GL_Nstalker_point_F, arifle_Mk20C_ACO_snds_F, arifle_Mk20_COWS_point_F, arifle_Mk20_GL_Mark_F, arifle_Mk20_Mark_F, srifle_EBR_Nstalker_point_F, srifle_EBR_SOS_F, srifle_EBR_ACO_point_F, srifle_EBR_Holo_F, srifle_EBR_Mark_point_snds_F, srifle_EBR_Hamr_F, srifle_EBR_Hamr_point_F, arifle_SDAR_ACO_point_F
Motivation: These classes were not used by default soldier load-outs and we deemed them unnecessary. Some of them used wrong optics for the given side of the weapon, some didn't make any sense. We would like to encourage adding different weapons rather via scripting and specific add-ons to them than having bazillions of pre-defined guns few people are likely to use and we cannot maintain quality control on them all.
Renamed config classes:
- arifle_Khaybar_C_ACOg_point_F -> arifle_Katiba_C_ACO_pointer_F
- arifle_Khaybar_C_ACOg_F -> arifle_Katiba_C_ACO_F
- arifle_Khaybar_ACOg_point_F -> arifle_Katiba_ACO_pointer_F
- arifle_Khaybar_ARCO_point_F -> arifle_Katiba_ARCO_pointer_F
- arifle_Khaybar_ACOg_F -> arifle_Khaybar_ACO_F
- arifle_Khaybar_GL_ACOg_point_F -> arifle_Katiba_GL_ACO_pointer_F
- arifle_MX_ACO_pointer_F
- arifle_MX_point_F -> arifle_MX_pointer_F
- arifle_MX_Holo_point_F -> arifle_MX_Holo_pointer_F
- arifle_MX_Hamr_point_F -> arifle_MX_Hamr_pointer_F
- arifle_MX_ACO_point_F -> arifle_MX_ACO_pointer_F
- arifle_MX_GL_ACO_point_F -> arifle_MX_GL_ACO_pointer_F
- arifle_MX_GL_Hamr_point_F -> arifle_MX_GL_Hamr_pointer_F
- arifle_MXC_Holo_point_F -> arifle_MXC_Holo_pointer_F
- arifle_MX_SW_Hamr_point_F -> arifle_MX_SW_Hamr_pointer_F
- arifle_MXM_Hamr_point_F -> arifle_MXM_Hamr_pointer_F
- arifle_TRG20_ACO_point_F -> arifle_TRG20_ACO_pointer_F
- arifle_TRG21_ACO_point_F -> arifle_TRG21_ACO_pointer_F
- arifle_TRG21_ARCO_point_F -> arifle_TRG21_ARCO_pointer_F
- arifle_TRG21_GL_ACO_point_F -> arifle_TRG21_GL_ACO_pointer_F
- LMG_Mk200_ARCO_F -> LMG_Mk200_MRCO_F
- LMG_Mk200_ARCO_pointer_F -> LMG_Mk200_pointer_F
- arifle_SDAR_ACOg_F -> arifle_SDAR_ACO_grn_F
- arifle_SDAR_ACO_F -> arifle_SDAR_ACO_red_F
- arifle_SDAR_ARCO_point_F -> arifle_SDAR_ARCO_pointer_F
- arifle_SDAR_Nstalker_point_F -> arifle_SDAR_Nstalker_pointer_F
- srifle_EBR_MRCO_point_F -> srifle_EBR_MRCO_pointer_F
- srifle_EBR_ARCO_point_F -> srifle_EBR_ARCO_pointer_F
- arifle_TRG20_ACOg_F -> arifle_TRG20_ACO_F
- arifle_TRG20_ACOg_point_F -> arifle_TRG20_ACO_pointer_F
- arifle_TRG20_ACOg_flash_snds_F -> arifle_TRG20_ACO_flash_F
- arifle_TRG21_ACOg_point_F -> arifle_TRG21_ACO_pointer_F
- arifle_TRG21_GL_ACOg_point_F -> arifle_TRG21_GL_ACO_pointer_F
- arifle_Mk20C_ACOg_F -> arifle_Mk20C_ACO_F
- arifle_Mk20_ACOG_F -> arifle_Mk20_MRCO_F
- arifle_Mk20_GL_ACOG_point_F -> arifle_Mk20_GL_MRCO_pointer_F
- arifle_Mk20_GL_ACOgrn_F -> arifle_Mk20_GL_ACO_F
- srifle_EBR_ACOg_point_F -> srifle_EBR_ACO_pointer_F
- srifle_EBR_Mark_F -> srifle_EBR_MRCO_pointer_F
Motivation: Weapon class names have been unified across the whole scale of weapons to be more consistent with the rest of game. There is no need to differentiate ACO colors in the class name of the weapon because each weapon is given only to specific side which use some color of ACO.
- MH9_Base_F -> Heli_Light_01_base_F
- B_MH9_F -> B_Heli_Light_01_F
- AH9_Base_F -> Heli_Light_01_armed_base_F
- B_AH9_F -> B_Heli_Light_01_armed_F
- O_Ka60_F -> O_Heli_Light_02_F
- O_Ka60_Unarmed_F -> O_Heli_Light_02_unarmed_F
- Rubber_duck_base -> Rubber_duck_base_F
- B_Assaultboat -> B_Boat_Transport_01_F
- O_Assaultboat -> O_Boat_Transport_01_F
- Rescue_duck_base -> Rescue_duck_base_F
- Speedboat_Base -> Boat_Armed_01_base_F
- Speedboat_minigun_Base -> Boat_Armed_01_minigun_base_F
- B_SpeedBoat -> B_Boat_Armed_01_minigun_F
- O_SpeedBoat -> O_Boat_Armed_01_hmg_F
- Hunter_Base -> MRAP_01_base_F
- Hunter_RCWS_Base -> MRAP_01_gmg_base_F
- Hunter_HMG_Base -> MRAP_01_hmg_base_F
- B_Hunter_F -> B_MRAP_01_F
- B_Hunter_RCWS_F -> B_MRAP_01_gmg_F
- B_Hunter_HMG_F -> B_MRAP_01_hmg_F
- Ifrit_Base -> MRAP_02_base_F
- Ifrit_MG_Base -> MRAP_02_hmg_base_F
- Ifrit_GMG_Base -> MRAP_02_gmg_base_F
- O_Ifrit_F -> O_MRAP_02_F
- O_Ifrit_MG_F -> O_MRAP_02_hmg_F
- O_Ifrit_GMG_F -> O_MRAP_02_gmg_F
- Offroad_Base -> Offroad_01_base_F
- c_offroad -> C_Offroad_01_F
- Quadbike_Base_F -> Quadbike_01_base_F
- B_Quadbike_F -> B_Quadbike_01_F
- O_Quadbike_F -> O_Quadbike_01_F
- Mk6_Mortar_Base -> Mortar_01_base_F
- B_Mk6 -> B_Mortar_01_F
- O_Mk6 -> O_Mortar_01_F
- B_Mk6Mortar_Support -> B_Mortar_01_support_F
- B_Mk6Mortar_Wpn -> B_Mortar_01_weapon_F
Motivation: We decided to change class names of vehicles to more generic ones to support possible renaming (as it may be seen on some assets) and easier mission scripting. It should be easier for mission maker to simply add a MRAP by describing it in class name rather to remember all the names of assets.
ENGINE
- Optimized object preparation and rendering
- Optimized MP traffic - up to 35% reduction for non-custom message data
- Added optimization of preloading large map features (takes up to 30% less time)
- Fixed some of the FPS drops in longer MP games
- Fixed several crash opportunities
- Script command "items" returns only items that are not magazines, explosives, grenades and that are not linked to a unit
- Script command "addItem" returns error message "No entry...!" if invalid config name is used
- Script command "removeAllItems" removes only items listed by command "items"
- Script command "weapons" lists also weapons in inventory
- Script command "removeItemFromPrimaryWeapon" renamed to "removePrimaryWeaponItem"
- Returned array of script command "assignedItems" does not contain headgear and goggles
- New script command "removeAllPrimaryWeaponItems"
- New script command "removeHandgunItem"
- New script command "removeAllHandgunItems"
- New script command "canAdd"
- New script command "primaryWeaponMagazine"
- New script command "secondaryWeaponMagazine"
- New script command "handgunMagazine"
- Interiors of amphibious vehicles are not flooded with water anymore, added new parameter waterPPInVehicle
- RPT file header contains allocator used in the game (for logging purposes)
- Several mostly MP-related inventory fixes
- Distance display disabled in command cursor to prevent cheating
- Fixed: Thermal Imaging now works even for proxies
- Fixed: Wind emitters are prepared only once per simulation
- Fixed: Adjusted simulation for PhysX objects to be called every simulation step once
- Added: AI is now better able to adjust shots at longer distances
- Fixed: AI is better in choice of weapons
- Added: Doppler effect to modify source frequency
- Added: New colision sound sources for soldiers and small trees
- Fixed: Wind in same direction as helicopter is decreasing helicopter air friction
- Fixed CTD when changing overall video options and FPS texts are displayed
- Wire triggers are ignoring objects with mass less then the set limit