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Dev Report #16



Attention soldiers,

In our sixteenth Dev Report, we'll discuss the updates of the past months, Enfusion Blender tools upgrades, solutions to ghosts on our server browser, changes in logs savings, GUID crash reports, and more.

Read more here 👇
https://reforger.armaplatform.com/news/dev-report-16

Update 0.9.7.102

Attention soldiers,

we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
We are bringing the VFX Update with this release! Check our website for more information.

0.9.7.102 Changelog

Game
  • Added: Free Roam Building Composition direction indicator
  • Changed: Optimized colliders on Sandbag_01_bunker
  • Changed: Free Roam Building - New implementation of the ranks limitation
  • Tweaked: Tripod prefabs + compositions which uses them. Also assigned correct anim graphs to tripods and tweaked compartment accessibility
  • Fixed: Quick regenerating navmesh tiles could lead to incorrect final result
  • Fixed: Make log-scopes infinite recursion bulletproof.
  • Fixed: Closing stream not having prio record added when it's last frame was ACKed
  • Fixed: Free Roam Building - It's not possible to place composition into the water. A more precise placement check added
  • Fixed: Null pointer to instance in SetAIWaypoint function


Modding - Enfusion Blender Tools
  • Added: Automatically register & import TXA files upon export
  • Added: Support for importing structures prefabs to blender.
  • Fixed: Bug with importing materials that has space in a path


Modding - General
  • Added: Version of MpTest world without game mode and any other prefabs which can be used by the community to test their custom game modes


VFX Update
  • Added: Particle FX light
  • Added: Particles - possibility to disable collision until certain distance
  • Added: Weapon case 3d particles
  • Added: 3D vehicle debris and explosions
  • Added: Light into explosion
  • Added: Lights into flash
  • Added: SCR_ParticleEmitter - CreateOriented(), CreateAsChildOriented() and CreateOrientedEx() methods
  • Added: Collision-enabled particle interaction layer settings
  • Added: Case for 762x39PS, tweaked material
  • Changed: Metal bullet casing impacts, generic attenuation curves
  • Changed: Better particle FX collisions
  • Tweaked: SCR_ParticleEmitter - deperecated CreateWithTransformAsChild(), CreateWithTransformAsChildEx() and CreateAsChildEx() methods
  • Tweaked: Default values for particle material/prefab.
  • Tweaked: Particle editor - new emitter is always created with the default material/prefab
  • Tweaked: Disabled lens flares for particle lights
  • Tweaked: Firearms particles
  • Tweaked: Polish of muzzle smokes
  • Tweaked: Particle FX - ConeAngleMinDist and ConeAngleRndRange
  • Fixed: Instability/oscillation/drifting of nearly static particles, sliding particles (oscillation and speed issues), adds more options for controlling bounce direction and sliding friction
  • Fixed: Disabled some invalid combinations of particle settings Collisions for local-space-simulation particles, local-space for prefab particles (the option is unavailable in the editor, but it was loaded and used anyway)
  • Fixed: Particle FX - random emit angle distribution for ConeAngle.x < 360
  • Fixed: Particle FX - emit cone visualization for ConeAngle.x < 360
  • Removed: PI division for diffuse lighting
  • Removed: Casings on vehicle roof impact bank


Stability
  • Fixed: Linux DS crash on bleeding particle FX
  • Fixed: Crash in font rendering
  • Fixed: Render Crash - Loading GM save with character holding RHS AN/PRC-152 radio
  • Fixed: Crash while loading configs when lot of mods were enabled


Render
  • Fixed: Flickering shadows


Workshop
  • Fixed: Loading of offline available addons, corrupted addons shouldn't prevent the game from starting


0.9.7.95 Update

Attention soldiers,

we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.


0.9.7.95 Changelog

Game
  • Changed: Player in building mode can no longer delete static guns with others players in them
  • Changed: Refund value from deleted compositions in Free Roam Building was changed to 100%
  • Fixed: Misaligned board at Chotain's millitary base vehicle depot
  • Fixed: Possibility to switch to sea level placement
  • Fixed: Moving a weapon from one inventory slot to other causes it to be dropped and bugged
  • Fixed: Sprint impossible while weapon is raised
  • Fixed: Procedural animations would fail on change of model mesh, for example destruction of radio tower
  • Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity
  • Fixed: UserActions weren't properly initialized in Vehicle depots
  • Fixed: Handle case where mesh object is changed with ProcAnimComponent
  • Fixed: A dangling pointer, automatically reacts to a PhysicsComponent change etc. 


Multiplayer
  • Added: Replication statistics available to user code (including scripts)
  • Fixed: RplSession script callbacks were sometimes invoked too many times (beginning) or not at all (ending)
  • Fixed: Possible network stall when encoding limits are hit


Modding
  • Fixed: Create default export profile in the addon of given model 


0.9.7.91 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about a newly introduced feature Free Roam Building and Known Issues on our web.


0.9.7.91 Changelog

Game
  • Added: Free Roam Building feature
  • Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures
  • Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit
  • Changed: Sorting is always set to default - behavior is now consistent across all browsers
  • Changed: Optimized usage of pathfinding component in AI movement
  • Tweaked: Position of context for open door action
  • Fixed: Color values in LightRunway_02 prefab
  • Fixed: AILimit counter condition when removing AI agents
  • Fixed: Fixed Arland time zone
  • Fixed: Wrong lighting on bunkers
  • Fixed: Streamed out friendlies appeared as unknown source in VoN display UI
  • Fixed: Combat ops - End screen only shows objectives that were completed while the player was connected
  • Fixed: Conflict - Wrong points color in HUD
  • Fixed: Coastal bases do not have Signal/antenna icons when missing range
  • Fixed: Spawning in Morton, added 2 bunkers
  • Fixed: Destroyed vehicles do not shut the engine down
  • Fixed: Incorrect keybind hint in tutorial stage 67
  • Fixed: Tutorial - Screen flickering upon scenario start
  • Fixed: Vehicles collide with grenades on the ground and can get stuck
  • Fixed: Cannot loot binoculars and compass from dead bodies
  • Fixed: Services in bases can be duplicated
  • Fixed: Updating mesh of every frame on supply trucks in conflict
  • Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed
  • Fixed: Tutorial - Wrong waypoint position for bunker building stage
  • Fixed: Wristwatch was not being updated after dropping and picking up
  • Fixed: Entities were force-streamed to the client even when the editor was opened, but the mode that required streaming was not active
  • Fixed: Compression on flashlight overlay textures in the map changed from ColorHQCompression to DXTCompression to remove the artifacts
  • Fixed: Budgeting for stationary nodes with per connection streaming disabled
  • Fixed: Create permission record on the fly
  • Fixed: Conflict - Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled
  • Fixed: Conflict - Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way
  • Fixed: UAZ wheels damage, misconfigured roof frame, and canvas
  • Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved.
  • Fixed: A check is added to make sure that opened storage is still within the vicinity of the player
  • Fixed: Crash when looting dead character
  • Fixed: Engine not starting up reliably on high FPS
  • Fixed: Disappearing interaction in vehicle depots
  • Fixed: Conflict - No XP loss when causing a friendly fire from a turret
  • Fixed: Regenerated vehicle maintenance depots for Conflict and editable prefabs for new signs.
  • Fixed: Crash on shooting barbed wire


Modding
  • Added: Math3D::IntersectionSphereAABB API
  • Added: CharacterVicinityComponent::GetDiscoveryRadius API
  • Added: Workshop API to get unfinished download
  • Changed: Editor manager variable was not available in all events
  • Tweaked: Workbench - Resource manager - Anim file types enabled for being duplicated in addon
  • Fixed: Server events for mode activation and deactivation were not called in all situations
  • Fixed: When importing FBX from not loaded project error message
  • Fixed: When importing FBX check for it in all loaded Addon Projects
  • Fixed: Check if FBX is imported from not loaded project
  • Fixed: Error message when importing a model with wrong GUID and relative path


Scenario Framework
  • Added: ScenarioFramework - Mission header for CombatOps with the ability to set the number and type of tasks
  • Added: ScenarioFramework - Add Task Defend
  • Changed: Names of the classes of the SF components.
  • Tweaked: ScenarioFramework - Replacing obsolete GetTitleText() with GetTitle()
  • Tweaked: ScenarioFramework - Formatting of code to comply with set conventions
  • Fixed: ScenarioFramework - Exfil task is called move for clients
  • Fixed: ScenarioFramework - Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown, and further polished the feature
  • Fixed: ScenarioFramework - Randomized task generation issues that sometimes prevented tasks from being created



Xbox
  • Added: UGC privileges are now considered in custom group texts
  • Added: Group name/description now respects UGC and is also a friendly option
  • Added: View target user created content Xbox permission
  • Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods.
  • Fixed: Avoid underflow of Xbox PLS space reservation
  • Fixed: XR-045 - Player with Blocked UGC privilege can see custom group names in deploy screen


Rendering
  • Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash
  • Fixed: Broken river flow-maps generating
  • Fixed: GPU crash due to page fault when accessing const buffer out of uploaded range
  • Fixed: GPU crash due to vertex buffers overwrite in particles system
  • Fixed: Rendering glitches on particles
  • Fixed: GPU crash, fog read from unset const buffer instead of the internal structure



Multiplayer
  • Fixed: Fixed rare case where reliable RPC sent once, followed by a constant stream of unreliable RPCs, may never be ACKed and gets resent constantly.
  • Fixed: It isn't possible to join a modded server with dependencies after the game restarts
  • Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT.
  • Fixed: High memory consumption on server - caused by replication stats


Workshop
  • Tweaked: Workshop checks for an invalid state to improve API stability
  • Tweaked: Improved download pause and resume stability
  • Tweaked: Prevent downloading a mod twice at the same time
  • Tweaked: Safety check on creating a http transfer
  • Fixed: IsEnabled didn't work correctly for local mods
  • Fixed: Mods from a different environment break update
  • Fixed: Race condition in request scheduling
  • Fixed: Deleting and re-downloading mod leads to a crash
  • Fixed: If the player deletes and re-downloads a mod, it is deleted after opening the workshop
  • Fixed: Mods in certain state after download can prevent game starting
  • Fixed: Crash on mod update on a Linux server
  • Fixed: Infinite addon update if patch is empty
  • Fixed: Pausing and resuming download results in failed addon data validation


Performance
  • Fixed: Items in arsenals had active physics


Free Roam Building
  • Changed: Free Roam Building activation limited to user action only
  • Changed: Virtual area shaders now inherit from VirtualArea.emat. Shader set to MatCommon base on discussion Base building area is now more transparent at the bottom and less towards the top. -
  • Changed: Made the virtual area gradient not transparent, just at the line of contact with the ground in building mode. This change doesn't affect other virtual area usages
  • Fixed: Provider can't be accessed outside of the provider range.
  • Fixed: Removing obsolete file
  • Fixed: Bases without HQ tents were missing a sign to initiate a Free Roam Building
  • Fixed: The missing sign at Chotain military base.

Year 2022 in Review

Attention soldiers,

The time has come to summarize the past year in Arma Reforger. From ups to downs, the changes, obstacles, fixes, additions, and everything that has happened. From the release of Early Access to the future of Arma. Thank you for being on this wild ride with us.

Read here 👇
https://reforger.armaplatform.com/news/review-2022