ArmA 3 Gets A New Update, Supports Now PhysX 3.2.4


ArmA III v3
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-Holosights have been replaced by ACO for Katiba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