Bohemia Interactive has released a major new update for the Arma 3 Alpha. The most notable improvements in version 0.58 involve the new dedicated combat and stealth radio protocols, plus all-encompassing tweaks to lighting and audio. Also, Multiplayer Dedicated Server administrators now have access to a separated executable to host such servers more conveniently. Not only that, but Arma 3 now supports PhysX 3.2.4 (perhaps the first title supporting the PhysX 3 SDK). This update will be auto-downloaded from Steam, and you can view its complete changelog below.
Arma 3 0.58 Update Changelog:
DATA -Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries) -Comprehensive lighting tweaking (details) -Environmental tweaks: sun, lens flares, material changes for changed lighting -Lights optimization -Lighting tweaks for vehicles (headlights, positional lights) and flashlights -Increased light intensity of muzzle flashes -Added: dedicated combat radio protocol -Added: dedicated stealth radio protocol -Fixed various radio protocol issues -Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details) -Alarm sound now also configured under CfgSounds, as “Alarm” -Improved Ka 60 fire geometry -Various types of lights on the Ka 60 improved (placement, parameters) -Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions) -Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication) -Adjusted mass distribution of MH-9 -Fixed: Position lights of helicopters have been adjusted -AI helicopter handling improved -Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better -Speedboat (minigun) now uses correct muzzle points -Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter) -Fixed: Tweaked fire geometry (mostly glasses) for the Hunter -Tweaked MRAPs’ maximum light radius to improve performance -MRAPs should have tracers every third shot now -Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck’s smoke and electricity effect did not stop after wreck was deleted) -Launcher AI settings and weapon performance configuration tweaked -Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.) -Material penetration properties modified -Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor) -Holosights have been replaced by ACO for Katiba 12.7mm HMG Rate of Fire fixed -Tweaked missiles for AH-9 to be better used by AI -Adjusted DAGR locking cone and adjusted its AI characteristics -Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI -Fixed: MXM and MX SW handles have better materials -Range Master character added -All chest rigs should be of better visual quality -BLUFOR marksman’s has changed its color to match his uniform -Removed hand grenades from helicopter pilots and crew -Diver UW magazine count modified -Automatic rifleman shouldn’t have a tracer round every bullet anymore -Removed little cubes from BLUFOR rifleman’s right wrist -Fixed: Missing texture of backpack has been re-mapped -Movement speed tweaking and unification deployed -Various little tweaks and fixes on common houses -Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction) -Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions) -Added numberOfDoors parameter to structure configs -Added numberOfHatches parameter to structures configs -Reduced durability of reflectors and markerlights on structures -Added baked lighting for crowns and trunks of trees and shrubs (macro maps) -Last / distant LOD for plants improved -Fixed: various bush material / alpha shaders -Smoke shell effect tweaked -Rocket effects tweaked -Blood hit and fire dust effects tweaked -Added small settlement near Kamino firing range -Stratis bridges improved for characters and vehicles -Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors -Tweaks to Stratis lamp placements -Fixed: Sandbag barriers adjusted on Stratis -Added: New system for displaying scenario overview information -Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme -Author’s name in scenario overview is formatted like “by %s”. If undefined “by Unknown Community Author” is displayed -Added tooltips to CListBox and key presets -Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default -Welcome Screen no longer shown for new profiles made during the same session -Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white -Added: Debriefing now shows number of respawns instead of reverts in multiplayer -Fixed: Quick command linked to the old communications menu -Added: Correct cursor for supports communications menu -Added: Framework for respawn templates – custom scripts and functions executed when player dies and respawns (details) -Added: Currently existing respawn effects (e.g., seagull, spectator camera, …) moved to the respawn templates -Added: Communication menu manager -Function BIS_fnc_objectsGrabber would sometimes not close the output Array -Fixed: Functions viewer was not working when launched from mission editor -Added: Adding new control presets and their tooltips -Fixed: Notification area is now wider -Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission -Field Manual Commanding / Move hint improved -BIS_fnc_arrayShuffle added to functions -Fixed: BIS_fnc_infoText was using obsolete sound -Added: A notification is displayed when a new communication menu item is added -Fixed: allowFunctionsRecompile description.ext param had no effect -Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added -Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side -Optimized: BIS_fnc_selectRandomWeighted -Added: Variable header added to local functions -Fixed: BIS_fnc_sortBy ignored entries with duplicate values -Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now -Fixed: Chromatic aberration remained when camera was launched from the pause menu -Removed: pauseOnLoad.sqf redundant script -Optimized: Module framework now loads modules significantly faster and takes less time during a mission -Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen – a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others -Added: Error message will now interrupt loading screen -Fixed: The default editor template was still calling functions -Fixed: Feedback FSM optimization -Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts -Added: Correct ETA for mortar support in SCUBA mission
ENGINE -New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details) -Updated to Physx3.2.4 -Fixed several MP synchronization issues -Fixed several crash opportunities in SP and MP -Several inventory interaction and stability fixes -Removed destroyed buildings from PhysX simulation -Fixed: Wheel speed in damaged or destroyed state -Dynamic light influence to AI visibility tweaked -Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI -Fixed: Hard limit usage while performing light sorting -Added: New hard limits implemented into particle lights -Added: New parameters for particle effects (global variants of surfNormalX, Y and Z) -Fixed: Starting scenarios from subfolders did not work correctly -Fixed: Audio distance curve -Added: Radio filter / effect -Fixed: MX UGL had a displaced crosshair -Added: Loiter waypoint -Fixed: AI will not eject before player -Fixed: Taking additional ammo for pistol would play reloading sound -Fixed: Certain magazines could not be moved to another container from backpacks -Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item -Fixed: Headgear items when on the ground (WeaponHolder) were missing the ‘Take’ action -Fixed: Backpack items when on the ground (WeaponHolder) were missing the ‘Take’ action -Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack -Fixed: Texture flickering on wrecks -Fixed: Tooltip crash in MP sessions listbox -Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls – drag and drop) -Added lbSetTooltip script command -Removed redundant CfgFirstAid >> firstAidScript -Small optimization of face mimics -Fixed: enableFatigue command was not working -Fixed: Manual control for locked missiles works again -Added: Most detailed shadow lod is now displayed in view pilot -Fixed: Helicopters engines now are damaged correctly upon contact with water
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email