May 14, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Alpha Users
<b>INFO</b>: Beta preparations, combat radio protocol, respawn system
<b>PRECEDENCE</b>: Flash

<h2>SITUATION</h2>
This week our grand Beta mobilization has begun in earnest. As such, this SITREP will be quite light on Intel - too busy rallying the troops. We are putting a lot of effort into getting the selected content working well. Understandably you would like to know already what this content will be, but we'll not specify for a few more weeks. This is not (entirely) to torment you, but we want to make sure we can deliver. Be patient a little longer and you'll be rewarded with a cool upgrade to the Arma 3 sandbox with more variety and firepower. Hints of specifics may start dropping in the coming weeks, but look towards a certain large annual game expo for all the details!

More in the <a href="http://alpha.arma3.com/sitrep-00011">full SITREP</a>
May 14, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: Beta preparations, combat radio protocol, respawn system
PRECEDENCE: Flash

SITUATION
This week our grand Beta mobilization has begun in earnest. As such, this SITREP will be quite light on Intel - too busy rallying the troops. We are putting a lot of effort into getting the selected content working well. Understandably you would like to know already what this content will be, but we'll not specify for a few more weeks. This is not (entirely) to torment you, but we want to make sure we can deliver. Be patient a little longer and you'll be rewarded with a cool upgrade to the Arma 3 sandbox with more variety and firepower. Hints of specifics may start dropping in the coming weeks, but look towards a certain large annual game expo for all the details!

More in the full SITREP
May 7, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Alpha Users
<b>INFO</b>: Hotfix release, audio changes, community
<b>PRECEDENCE</b>: Flash

<h3>SITUATION</h3>
Late last week we published an unscheduled hotfix (<a href="http://alpha.arma3.com/spotrep-00003">SPOTREP #00003</a>) to default branch of both Alpha and Alpha Lite. Although the changes did not affect Lite, we want to keep them the same on the data-side. In no way do we feel this fully 'solved' the multiplayer security issues. The efforts described <a href="http://alpha.arma3.com/sitrep-00009">last week</a> will surely continue.

The second big thing which dominated past week was the audio overhaul. Our audio team and audio programmer František Novák in support, made large changes to the sounds of most assets (and the tweaking will be in progress for the coming weeks). Ondřej Matějka took some time to <a href="http://forums.bistudio.com/showthread.php?154605-Audio-tweaking">explain the changes</a> related to volume, sample normalization, distance versus loudness and the WSS file format. The current state on <a href="http://forums.bistudio.com/showthread.php?149636-Alpha-Development-branch-changelog&p=2389967&viewfull=1#post2389967">Development branch</a> is known to have a number of errors, missing sounds and unfinished volume settings. In the end this will benefit the way the game sounds, which is of similar importance as how it looks.

More in the <a href="http://alpha.arma3.com/sitrep-00010">full SITREP</a>
May 7, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: Hotfix release, audio changes, community
PRECEDENCE: Flash

SITUATION
Late last week we published an unscheduled hotfix (SPOTREP #00003) to default branch of both Alpha and Alpha Lite. Although the changes did not affect Lite, we want to keep them the same on the data-side. In no way do we feel this fully 'solved' the multiplayer security issues. The efforts described last week will surely continue.

The second big thing which dominated past week was the audio overhaul. Our audio team and audio programmer František Novák in support, made large changes to the sounds of most assets (and the tweaking will be in progress for the coming weeks). Ondřej Matějka took some time to explain the changes related to volume, sample normalization, distance versus loudness and the WSS file format. The current state on Development branch is known to have a number of errors, missing sounds and unfinished volume settings. In the end this will benefit the way the game sounds, which is of similar importance as how it looks.

More in the full SITREP
Arma 3 - Valve
DATA
  • Added: Functions are now compiled using newly introduced compileFinal
  • Added: Functions meta data are now secured against rewriting
  • Removed use of vulnerable script commands in DynO functions
  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  • Fixed: BIS_fnc_sideColor can now load non-number values
  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
  • Added: BIS_fnc_spawn
  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  • Fixed: BIS_fnc_error was not working correctly
  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
ENGINE
  • Fog is now really enabled for this branch
  • getFuelCargo, getAmmoCargo, getRepairCargo commands added
  • Fixes to serialization of particle emitters
  • Fixed: shoreline was not covered by fog properly
  • Correct vonCodecQuality is set now
  • Fixed: Animation source gear for PhysX vehicles
  • Fixed: Ships are now using the correct Arma 3 gearbox
  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  • Fixed: canMove on a vehicle with dead driver would return false in some cases
  • Improved synchronization of structure destruction in MP
  • Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
  • Fixed: AI now uses optics better to detect enemies
  • Fixed: Switching HDR settings could cause graphical corruption
  • Added: Removing destroyed buildings from PhysX simulation
  • Fixed: Crash opportunity related to PhysX
  • Added: new events for inventory event handlers: "Take" and "Put"
  • Fixed: improved path planning related to roads
  • Tweaked darkness detection and use of NVG by AI
  • Minor optimizations to dynamic lights
  • Added: difficulty command to return high-level selected difficulty mode
  • Added: getArtilleryETA script command
  • Input Array: [unit, targetX, targetY, targetZ, magazineType]
  • Returns: ETA of the first available mode (the mode the AI will probably use)
  • Fixed: Glitch in blending of 2 animations masks
  • Added: compileFinal command
  • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
  • Made all script commands final (no longer possible to reassign in most circumstances)
  • Fixed: healing sound could play in an endless loop
  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  • On steep surfaces, players now crouch instead of fully standing up
  • -showScriptErrors enabled by default
  • To allow better debugging (may or may not be changed for final release)
May 2, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Alpha Users
<b>UNIT</b>: Arma 3 Alpha, Arma 3 Alpha Lite
<b>ACTIVITY</b>: Game Update: 0.56 (multiplayer security)
<b>SIZE</b>: ~38 MB

More in the <a href="http://alpha.arma3.com/spotrep-00003">full changelog and SPOTREP</a>
May 2, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.56 (multiplayer security)
SIZE: ~38 MB

More in the full changelog and SPOTREP
Apr 30, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Alpha Users
<b>INFO</b>: MP security, Dedicated Server files, audio and lighting tweaks
<b>PRECEDENCE</b>: Flash

<h2>SITUATION</h2>
For most of our Alpha testers, last week has mostly been about the multiplayer service being interrupted by servers manipulated with <a href="http://steamcommunity.com/games/arma3/announcements/detail/1587793954705442324">scripting exploits</a>. The situation was worse than single servers being hacked, since it easily spread to clients, who would then also bring it to the next server they connected to. In the Operations section I've detailed some of the steps we've taken so far, and those we'll take from now on to improve the situation. A lot can be said about the root of the problem we're facing here - perhaps a good topic for a blog at some point. It boils down to the concepts of freedom and security and how badly they often mix.

More in the <a href="http://alpha.arma3.com/sitrep-00009">full SITREP</a>
Apr 30, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: MP security, Dedicated Server files, audio and lighting tweaks
PRECEDENCE: Flash

SITUATION
For most of our Alpha testers, last week has mostly been about the multiplayer service being interrupted by servers manipulated with scripting exploits. The situation was worse than single servers being hacked, since it easily spread to clients, who would then also bring it to the next server they connected to. In the Operations section I've detailed some of the steps we've taken so far, and those we'll take from now on to improve the situation. A lot can be said about the root of the problem we're facing here - perhaps a good topic for a blog at some point. It boils down to the concepts of freedom and security and how badly they often mix.

More in the full SITREP
Apr 26, 2013
Arma 3 - YorisYan
Most of those testing the Arma 3 Alpha multiplayer will have noticed a widespread abuse of its script functionality over the past few days. This particular type of exploit has been made harder in today’s <a href="http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog&p=2382499#post2382499">Development branch version</a> (<a href="http://forums.bistudio.com/showthread.php?153686-Hacked-by-a-player-with-no-ID&p=2382507&posted=1#post2382507">more info</a> - certainly not the end of improvements in this area). We are considering deploying to default branch next week, pending test results. Persistent server admins are urged to restart Development servers.

The general topic of cheating will be addressed in a little more detail in the <b>next SITREP</b>. It is important to say already that we have reasons for not yet applying the global anti-cheat measures. We intend to do it as soon as we are able to.

Note: <i>installscript.vdf</i> in the Steam game installation is not malicious, but part of the Steam installation process. On first-time setup it installs DirectX runtimes and sets up the registry. We do not currently have indications this file was compromised by this abuse. If you have other specific information, please contact us directly at support@bistudio.com.

Thank you for your enduring patience and support, and for remembering this still is a development Alpha product. Together we can make the main game a more secure experience.
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