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ArmA 3 - ModPack Updates & Changelog

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Ah forgot about Kail posted it a while back. Yes, disabling the anti virus (Avast) program got it through the update without any problem. Strangely, manually scanning the acre.dll file showed no threats.

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BE Has not been updated for use with this new build. Battleye will be disabled until addon is approved.

 

Few players were asking how to bypass BE today. Updated start up guide to include such information.

Edited by TuffShitSki

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Not sure if related to the recent updates or intentional and staff might be aware of it already:

 

When editing missions I noticed the "Airport Road" on the Kunduz map is no longer a paved road, but instead is now a pathway/ trail. Not really anything of real importance, but figured if not intentional might be worth taking a look at.

 

Apologize if this is already well known.

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Update Delayed until tomorrow - DNS changes to A3Sync and Swifty

Full Removal of PWS support.

 

Issues with webhost blocking modpack update, delaying until DNS is stabilized.

Potentially faster downloads with both A3Sync and Swifty.

New Tutorial for Swifty tomorrow.

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Moved A3Sync + Swifty

Rebuilt Swifty to actually function with the current releases.

Current Swifty Client takes a substantial amount of time to process files, but in general is much smaller downloads on large updates or modifications to existing files.

Swifty Import URL = http://swifty.unitedoperations.net


Rebuild ArmA3Sync - New host migration while CDN mirror is down.

Some users may have issues connecting to Swifty and A3Sync for the next 24 hours - this should be completed by the time people read this message



UODebug Console Updated/Zeus/Updated GM/Officer Listings

ACE Updated 3.4.2

UOMODS_A3 - Misc Addons Updated

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Update Delayed until tomorrow - DNS changes to A3Sync and Swifty

Full Removal of PWS support.

 

Issues with webhost blocking modpack update, delaying until DNS is stabilized.

Potentially faster downloads with both A3Sync and Swifty.

New Tutorial for Swifty tomorrow.

 

I've created a Swifty setup guide on the wiki. Please review, happy for anyone to modify or take ownership of the page.

Edited by TuffShitSki

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Minor Update

@UOMODS_A3

UO_DebugConsole - Prevent race condition on loading players from server. Usable in single player (reliably)

Corax Uniforms - Additional uniforms/Skin selections. Multicam - Olive - Urban

 

Swifty is still not officially supported, but it's update should be up as of this post.

The instructions above will work, but it is not limited to just FTP transfer, HTTP can be used as well w/o usernames or passwords.

 

Edit -

Reuploaded A3Sync - Confirmed finished.

Compared and confirmed Swifty - Functional.

 

Errors on Corax_DPM --- Rebuilding

Reuploaded and confirmed fixed.

Edited by Impulse 9
Reuploaded/completed

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Swifty is still not officially supported, but it's update should be up as of this post.

The instructions above will work, but it is not limited to just FTP transfer, HTTP can be used as well w/o usernames or passwords.

 

Guide updated to include setup for HTTP repo type.

 

FTP connection seems to take much longer time when checking for new updates compares to HTTP i.e. minutes vs seconds.

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FTP connections are handled in a much different manner than HTTP. FTP was setup initially for testing and content was mirrored to the HTTP transfer manner a few weeks back.

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FTP connections are handled in a much different manner than HTTP. FTP was setup initially for testing and content was mirrored to the HTTP transfer manner a few weeks back.

 

Roger that. If/when FTP is removed, will update the guide accordingly.

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ACRE2 866 Prepared

 

This should improve stability and player experience.

 

Changelog

- Fixes radios being un-initialized (RPT errors about non existent radio and being unable to open it)

- No more sound fluctuation (perceived as packet loss) for those inside a vehicle. Should be able to hear everyone inside fine.

- Improves direct speech in high speed vehicles (previously position would be a frame behind)

- An/prc-77 should be usable again

- Headless client improvements

- Minor optimizations

 

 

Specifically Major changes .863 -> .866:

- Radios should initialize correctly under all circumstances. This was due to a lower/uppercase issue with the new fast-hashes

- Occlusion is disabled in vehicles now. Should prevent stuttering in non-intercom communication

- Position of listener and speaker are now updated on the same frame due to changed PerFrameHandler order. No velocity depended increase of relative distance.

- PRC77 was broken. Should be fixed.

- HC fixes

 

Especially the first item should be tested excessively. I am confident the main issues of .863, disappearing radios, ghost radios etc., are fixed by this. But only testing with higher player counts will give us a clear answer.

Note: One issue is still remaining. If someone has already a full inventory and tries to add a radio it will be lost. This is true under all circumstances.

 

 

Edited by Impulse 9
Uploaded

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ACRE2 869
Changelog for 866 -> 869:
- Gear Desync hint is now silentHint and pops up every 10 seconds instead of every second
- The missing .paa warning in 3den was resolved
- remoteStartSpeaking error was hopefully solved
- Crew Intercom Reliability improved


CBA_A3 2.3.0.160217
no longer needs to move cba_enable_auto_xeh.pbo manually. CBA now automatically detects if event handlers were added to incompatible object classes.
less overhead when objects are created (which benefits AI spawn scripts)
very slight overall performance increase

easier to make addons XEH compatible without requiring CBA https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)#compatibility
RPT message printing incompatible class names on game start


FIXED: High zoom optics broken on all LMGs (#159) robalo
FIXED: CBA keybinds did not work in the Zeus interface (#206) commy2
FIXED: CBA_fnc_splitString broken in A3 1.54 (#209, #210), PabstMirror, Killswitch
FIXED: Support configNull and teamMemberNull in CBA_fnc_findNull (#212) commy2
FIXED: CBA_fnc_findMin was broken (#257, #207) commy2
FIXED: CBA_fnc_formatNumber decimals with negative numbers (#214) PabstMirror
FIXED: CBA_fnc_selectWeapon broken (#219)
FIXED: CBA_fnc_addClassEventHandlers for units that spawn inside vehicles (#221) commy2
FIXED: Various issues with CBA per-frame handlers (#230, #236) commy2
FIXED: Many other performance improvements and bug fixes.
IMPROVED: Extended Event Handler system rewritten commy2
ADDED: CBA_fnc_isPerson and CBA_fnc_canUseWeapon (#219) commy2
ADDED: CBA_fnc_createNamespace and CBA_fnc_deleteNamespace (#260) commy2


Eden Released - Need to confirm BE Status after my local update, unless someone can download the update faster than I (aka everyone).


Launch with out BattlEye loaded until ACRE2 is patched for use with BE.

Edited by Impulse 9
Eden Updated/Modpack Pushed

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Eden Updates

 

CBA 2.3.1

ACRE2 Build 871

 

UOMODS_A3

BWMod Update -

 

- added: P2A1 flare pistol

- added: compatability with 3DEN.

- added: democracy box can now be slingloaded

- fixed: DM25 and DM35 no longer fly through walls

- changed: Navipad now stays open after using your scope

- fixed: muzzle flash in the virtual arsenal

- fixed: last round in magazine didn't produce muzzle flash

- fixed: holster animation for P8 and MP7

- removed: modules (replaced with object attributes)

 

 

UOTEST_A3

Pook Camo Nets - (Updated from A2)

Edited by Impulse 9
Modpack Updated - ACRE2 Updated

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ACE3 Update for 1.56

Important Note - Weapon jams are no longer cleared by simple reloads.

 

Swifty has been updated to 2.1.2.4 - This Requires a new download if you use this updater.

 

 

 

CHANGE LOG SUMMARY

ADDED:

  • Config options for auto downloading ACE from the Steam Workshop (#3336#3396)
  • 3DEN integration of various modules (#3359#3288)
  • Fastroping (#2904)
  • Advanced Mortar interaction and ammunition handling (#3043)
  • Trench digging (#2104)
  • Tagging with spraypaint (#3210)
  • Interaction with portable lamps (#2230)
  • Model for the fuel nozzle (#3249#3262)
  • Deadman switch can now trigger explosives in inventory (#3272)
  • RHS Compat: Add PSO-1M2-1 windage adjust (#3179)
  • Sandbags are now placeable in the editor (#3102)
  • Optional colorblind wind speed indicator (#3126)
  • Events for missionmakers added to ACE_Explosives (#3106)
  • Function to detonate explosives via script added to ACE_Explosives (#3146)
  • Add action to detonate all explosives attached to a detonator (#3119)
  • Refuel actions to fuel bladder objects (#3162)
  • Setting to enable Medical Locations to Boost medical Training (#3138)
  • Spectator text chat (#3154)
  • Added new "Get Out" action that will eject selected civilian from a vehicle (#3070)
  • Added an option to show player names on the BFT module (#3415)
CHANGED:
  • Medical Improvements (#3174)
    • Add adenosine to replace atropine effects
    • Add option to enable / disable epinephrine for medics or everyone (basic medical)
    • Add option to allow treat everyone as a medic in medical facility
    • Fix various bugs
    • Fix bandage configuration
  • Improved mission load time by recompile on game start (#3389)
  • Optimized load time of various modules with displayLoad XEH (#3369)
  • Darken and improve sandbag texture (#3358)
  • Better flashbang effects (#3346)
  • Change the name for wheeled apc 01 cannon from Patria to Badger IFV (#3275)
  • Optimized ACE_Nametags (#3290)
  • Remove Swag Walk Fix, now fixed in Arma itself (#3267)
  • Remove old ragdoll tweaks, now fixed in Arma itself ( #3278)
  • Optimized various function replacing filter and map with select and apply (#3276)
  • Overhaul and optimization of ACE_Hearing (#3082#3200#3279)
  • Optimized fire handling with the unified fired event handler (#3280)
  • Overhaul and optimization of ACE_Overheating (#3337)
  • Reloading no longer unjams weapons by default (#3371)
  • General cleanup and optimization of the interaction menu (#3132)
  • Optimized the interaction menu inside vehicles (#3312)
  • Reserve parachutes are now steerable (#2237)
  • Optimize ACE_Frag and make explosion reflections optional, default off. Greatly improves the performance of ACE_Frag (#3129#3283)
  • Various improvements to the FCS (#3190#3187#3189#3193#3218)
  • Tourniquets now block medication until released (#3255)
  • Free looking in no longer forced while jumping (#2339)
  • Various explosives enhancements in ACE_Explosives (#3151)
  • Move the detonator actions outside the "Detonate" submenu (#3120)
  • Remove VehicleLock Items from Virtual Arsenal (#3223)
  • Unloaded cargo position greatly improved with a custom function (#3228)
  • Can no longer refuel a vehicle with its engine on (#2954)
  • Default font replaced by Roboto (#3402#3406)
  • Spare barrels are no longer added to starting equipment, due to grenades not having enough remaining space (#3485)
FIXED:
  • Fix empty callbacks in medical/repair (#3384)
  • Handling disconnect and removal of fuel truck (#3018#3347)
  • Make wound assignment consistent for dll/sqf (#3326)
  • Remove ace fake weapon from 3den cargo editor (#3325)
  • Don't allow passing mags when not in same vehicle (#3318)
  • Fixed wrong damage when shooting at units mounted in static weapons and cars (#3299)
  • "setAllGear" - abort function and print warning when used on remote units (#3268#3274)
  • Fixed error when flashbangs were thrown to the water (#3257)
  • Fix typo in ACE_Hearing config (#3195)
  • Fix Handgrenade DisplayNameShort to M67 (#3204)
  • Fix ACE_Scopes capturing native adjustment keys for the PSO scope (#3244)
  • Fix ACE_Goggle changing the tint on the 3den camera (#3259)
  • Fix damage for passengers during vehicle crashes (#3323)
  • Do not add or remove earplugs if gear should be preserved (#3181)
  • Scopes: Don't show adjustment or play click sound if the adjustment doesn't happen (#3178)
  • Flashsupressor not compatible with .338 rifles (#3345)
  • RHS Compat: fix AB for subsonic ammo (#3130#3343)
  • Fixed ACE_Weather producing wind inversions ( #3126)
  • Prevent Tactical Ladder interaction if unit on ladder (#3079)
  • Fix some spectator errors (#3155)
  • Fix the amount of backblast received by the firer via reflection (#3148)
  • Fix module settings for medical litter (#3164)
  • Reduce the chance of interacting through walls (#3293)
  • SwitchUnits conflicts with MenuPosition respawn template (#3142)
  • Fix rearming vehicles with no remaining ammo(#3245)
  • Fix locked vehicle inventory not being locked (#3173)
  • Wounds are now shown as integer numbers (#2949)
  • Fixed backblast effect when firing from a vehicle (#3172)
  • Fix dragged object been moved to random locations (#3230)
  • Fix corpes not been able to be bagged while the player is respawning (#3354)
  • Fix Javelin conflict with Zeus Remore Control (#3177)
  • Fix unit showing duplicated in the spectator mode unit list (#3147)
  • Removed "Get Down" and "Get Away" actions for civilians in vehicles (#3070)
  • Prevent the interact menu collapsing during animations (#3445)
  • Fix mines orientations for JIP players (#3398)
REMOVED:
  • Remove BWA3 compat pbo, now included in BW mod (#3390)
  • Disabled ACE_Laser for the Comanche, so DAGR missiles can work with vanilla designators (#3305)
DOCUMENTATION: CODE MAINTAINANCE AND TOOLS:
  • Code Cleanup laser Self Designate Module (#2168)
  • Fix some undefined functions / strings (#3368)
  • Replace some ace_common_fnc_X with CBA_fnc_X (#3366)
  • Replace execRemoteFnc in ace_medical (#3333)
  • Use location hash for ace events (#3282)
  • Update cba files under tools (#3277)
  • Changes for CBA 2.3 (#3214)
  • Unified status effect handler (#3163)
  • Add subfolder support to importantFiles and versionFiles to make.py (#2264)
  • Code cleanup of Gforces module (#3183)
  • Cargo Cleanup, Add makeLoadable (#3191)
  • Use Function Caching in CBA (#3133)
  • Remove deprecated functions (#3131)
  • Rewrite ace_common_fnc_getTargetDistance to use LineIntersectsSurfaces (#3192)
  • Delay captivity until 0.05s after settings are initialized (#3362)
  • Use new selectRandom command (#2893)
  • Overpressure cleanup (#3172)
  • Remove extra PREPs in the ACE_Zeus (#3265)
  • Added the correct preprocessor macro for parse_imagepath (#3232)
  • Swap execRemoteFnc for ace events in doAnim (#3382)
  • Update fnc_treatment_success.sqf (#3313)
  • Reimplement old parameter syntax for (Un)LoadCargo events (#3403)
  • Remove unused non API functions (#3405)
  • Cleanup old cba SLX_XEH_COMPILE_NEW code (#3395)

 

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Did I understand correctly that we now have Spectator chat, same as Global, Side, etc? How will this be regulated by SOPs?

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ACE 3.5.1

CHANGE LOG SUMMARY

 

FIXED:

AI ignoring waypoints when FRIES is enabled/loaded (#3504)

Morphines increase blood pressure in advanced mode (#3579)

Script error when using morphine (#3526) (#3527)

Mk6 Mortar ammo handling broken on dedicated (#3557) (#3584)

ACE_Box_82mm_Mo_Combo is overflowing (#3491) (#3492)

Able to drag and carry StaticCannon (#3528) (#3566)

Cannot rotate explosives or ladders. (#3499) (#3507) (#3551)

Portable lights (and other carriable objects) might float when released in midair. (#3486) (#3497)

Store interaction menues in CBA Namespaces (might fix save game crashes) (#3547)

Problem with cargo filters in save games (#3548)

Reset interaction menu time variables on save game load (#3150) (#3578)

Sandbag not shown in 3den (#3525)

AI placed in editor cannot be setHandcuffed on Dedicated. (#3532) (#3536)

Interaction menus are still accessible while waiting for respawn (#2900) (#3575)

Indfor pilot has no fitting ammo (#3545) (#3549)

Able to refuel with running engine (#3534) (#3542)

Allow string input for isBackpack (#3539)

player markers not showing up correctly with BFT_ShowPlayerNames (#3496)

addActionEvents were executed in scheduled environment (#3560)

Broken cancel (RMB) Action (#3524)

 

ADDED:

Fastroping - deployment API and waypoint (#3544)

Fastroping - various post-release enhancements (#3553)

RHS fastroping compatibility (#3519) (#3495)

Spanish translation to fastroping module (#3510) (#3515)

CBA 2.3.1 to versioning check (#3513)

 

CHANGED:

Increase interaction distance with explosives from 1m to 1.5m. (#3379) (#3509)

 

CODE MAINTAINANCE:

Replace usage of filter with select in tagging (#3589)

Fix versioning true when compiled (#3581)

Replaced execRemoteFnc with events (#3541) (#3542)

Make the FRIES inherit from Helicopter_Base_F. (#3504)

Added QUOTE macros to fastroping configs (#3457)

Standardize GVAR array brackets in configs. (#3456)

 

ACRE2 - 887

Changelog build 871->887

- New radio interface artwork (343/148/77)

- Improved direct speech occlusion model

- Fix: [Zeus] ACRE direct and radio speech should now occur from the unit being remotely controlled.

- Fix: ACRE2 no longer crashs on islands with capitals in the pbo prefix. (Panthera/Xcam prototype/AIA sahrani)

- Fix: Scrollwheels EH would be removed from other mods. This caused conflicts with ACE3

- Fix: ItemRadioAcreFlagged now has 0 mass (previously had 4 mass, aka 0.5kg by ACE3 calculations)

- Improvement: In the inventory right clicking on an ACRE radio when you have a full inventory will now do nothing.

- Fix: Vehicle Intercom is now only hearable if you are in a crew seat.

- Fix: remoteStartSpeaking script error at start of game.

- Fix: Name channels module now works with all options.

- Fix: Changing TEK encryption options now works.

- Added: New key bind to cycle channel up or down on the current active radio (only works on handhelds)

- Fix: 148/152 external audio speaker

 

UOMODS_A3

Corax - Hmmvw

Corax - BMP

Corax - BTR

Corax - WinterMarpat

Pook - Camonets

 

BattlEye off until updated for ACRE2

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ARMA3 - 1.58 Hotfix - Pending

 

 

ACRE2 897 Pending

Changelog 889-894

------------------------------

- Fix Radio IDs running out (in case of two radio IDs existing)

- Vehicle Attenuation (volume at which you hear inside a vehicle when you are outsight) overhaul no longer uses the insideSoundCoef value but is now based off AttenuationEffectType. People on statics can be heard fine once again. Thanks for the suggestion pabstmirror.

- Removed rpt messages (343 channel change/acre_sys_data_radioData messages)

- API function fix acre_api_fnc_getRadioSpatial would always return "CENTER" (noticable in the ACE+ACRE interact pbo)

- Switching channels via hotkey now follows the same limiations as the channel volume knob for that radio. On the 343 it stays in the block (16 channels per block), 148 stays on the same group and 152 is limited to the first 5 channels.

- Lowered worst-case delay in hearing someone who is transmitting.

 

Changelog 894->897

------------------------------------

- 343 sensitivity tweaked (should translate to a boost in range)

- Signal calculation tweaks and fixes.

- Signal map tool added. Note this requires having the arma 3 tools installed and mounting the P-drive. It can then be accessed via:

[] call acre_sys_signalmap_fnc_open; // open your map after running this

Signal map images will be dumped in your Arma 3 /userconfig folder.

- Increased logging for signal trace now contains radio and distance information (should make it clearer to interept the trace) e.g.

ACRE TX from Snippers (on radio ACRE_PRC343_ID_1, distance at end: 10 m), duration 1.0s: [-992,-10,-10,-10,-10,-10]

 

 

UOMODS_A3

Weapon Updates - Pending

JO_RF_BR Removed

Mothball Updated

JO_RF_AK74/Wood

HLC/FAL

HLC/Core

HLC/G3

Edited by Impulse 9
BE Enabled

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2016-05-17 - Pending Changes

@UOMODS_A3

3den Enhancement - Addition

BLX_Riddgeback - Addition

Corax Vehicle/Skins - Updates

DH Units - Updates

HLC/M14 - Addition

HLC/M60 - Addition

RHS US - Updates

RHS RU - Updates

RHS Green - Addition

 

 

@UOTEST_A3

JBAD Objects

Additional Maps for Testing

 

@ACRE2 - 898 Pending 2.2.0 RC1

--- Updating ---

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HLC/FAL

HLC/Core

HLC/G3

DH Units - Updates

HLC/M14 - Addition

HLC/M60 - Addition

 

 

 

Thank you

 

Are there plans to adopt HLC's AR-15 pack by any chance?

 

I want to get some action with the AAC Honey Badger.

 

*Resumes kissing Impulse's feet in gratitude*

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Is Swifty still supported or is the modpack synchronization process now exclusively done with A3Sync?  Asking cause attempts to import the Swifty-url from the wiki-page results in a 404 error by Swifty.

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