As you know, we released the 0.9.8.50 Experimental Update, which brought a fairly large number of improvements and fixes, and subsequently bumped the game version to 0.9.8. However, we need to warn you that this update may break a large number of mods currently in use. There's an experimental version of the tools available for you to download and test your mods before the stable update goes live.
Read more π https://reforger.armaplatform.com/news/modding-update-may-10
Mod Report #1
Attention soldiers,
We released a pilot of the series called Mod Report bringing information that can be useful for the modding community. In the first Mod Report, you will find information regarding improvements for Workbench, Blender upgrades, Arma Reforger Samples and modding resources, GitHub repositories updates, a tutorial for Weapon Animation, and more.
Read more here π https://reforger.armaplatform.com/news/mod-report-1
COMRAD #8
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
Update 0.9.7.106
Attention soldiers,
we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.7.106 Changelog
Added: Peaked cap for USSR hvt character
Changed: Build support structure task disabled
Changed: DamageManager.HandleDamage now takes instigator as a parameter instead of damageSource
Fixed: Multiple cases where instigators would be reset before player death
Fixed: Missing viewgeo of DoorFrame_MetalGate_04_Small
Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager
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 π 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
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.Β
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 modelΒ
0.9.7.91 Update
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 π https://reforger.armaplatform.com/news/review-2022
0.9.7.61 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.
0.9.7.61 Changelog
Game
Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
Fixed: AI should no longer spawn inside a tent
Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
Fixed: Input: filter preset from/to combo user binding
Combat Ops
Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
Added: Task Kill
Added: ScenarioFramework - Waypoints for Task Kill
Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
Added: Kill hvt task, with hvt soldier classname placeholder
Added: Music when extractions starts, some compositions into tents
Added: CombatOps - Task Kill to all viable areas
Added: Finished Tasks list
Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
Tweaked: SCR_PopupNotification refactor
Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
Tweaked: ScenarioFramework - End screen formatting improvements
Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
Fixed: SCR_PopupNotification progress bar timer setup
Fixed: SCR_PopupNotification filter reset
Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
Fixed: The turning animation keeps playing after turning right
Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
Fixed: Debug spheres in combat ops
Removed: ScenarioFramework - Obsolete extraction counter that is not utilized
Game Master
Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu
Multiplayer
Fixed: Excessive preload requests could lock the player on respawn loading screen
Fixed: Updating addons on the Linux server could fail due to the wrong path
Workshop
Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
Fixed: Backend - Server Crash when player disappears during auth.
Stability
Added: Crash Reporter - Crash unique GUID being logged
Fixed: Crash when reading specific JSON files
Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
Fixed: Crash on Game cleanup due to a missing null check.
Enfusion Blender Tools
Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
Added: New properties to EBT -> Export -> FBX window
Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.