Arma 3
ITN - Illuminate The Night
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Update: Nov 22, 2023 @ 1:23am

0.10.0.0
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* Added generic "combo" class, in case an unsupported mod adds in a device that combines laser and flashlight functions.
* Added control script for the LA-5B/PEQ-15HP and the LA-23 NGAL.
* Added support for Roanoke's NGAL, with limited support for Roanoke's MAWL C1 (Control script for MAWLS is still pending, as they have complex switchology on par with the VarioRay).
* Added support for Tier1 weapons and devices.
* Added option to use base-game "Headlights" keybind to control ITN devices; this feature will be set by default.
* Added a check to stop GGE's Weapon Canting from forcing the base game IR laser on.
* Added framework for weapon canting mods to interact with Auto-On feature. Mod makers wishing to make their canting features work with ITN without a compat patch simply need to set the variable "gjb_itn_cantMode" in the player's nameSpace to true while the weapon is canted, and false when not canted.
* Added support for GGE's Weapon Canting mod to interact with Auto-On feature.
* Added "auto-on" feature for devices that will toggle on or off for the user, depending on how the user is manipulating the weapon. This feature is to simulate how easy it is to activate these devices as part of another action (such as raising a rifle to shoulder), and to simplify the user's control experience by automating this action when desired. Selectable conditions include whenever the rifle is not lowered, whenever the rifle is in the shoulder and being pointed, if the user cants the rifle using a mod like GGE's Weapon Canting (no dependencies), and while the user is aiming down their sights.
* Added a check to Debug mode which should stop and correct lasers if they are emitting from the weapon hand (inconsistent bug, so testing needed)
* Added a humidity effect to lasers. Laser beams will now become more or less visible depending on atmospheric conditions. This feature works best with ACE installed, but even without it lasers will become more visible during rain.
* Added tap-toggle functionality to the Interface keybind. Now, tapping the key will toggle the Interface on or off, while pressing the key will only show the interface for as long as it is held down, as before.
* Added a blanket suppression for all vanilla weapon lights and lasers; ITN now disables all vanilla lights and lasers from units that it is handling devices for. This should automatically begin to effect all players who equip a weapon with an ITN-compatible device and try to use it. AI will not be effected until they are made to use ITN functions, either via Zeus modules or a Zeus RC'ing them.
* Added a device attribute to override ITN's blanket suppression of vanilla weapon lights and lasers. Mod makers simply need to place "gjb_itn_vanillaOverride=1" in the CfgWeapons or CfgITNCompat config entries for the specific device that they want to exempt from suppression.
* Added option for how verbose tooltips in the interface should be. Default is "Verbose" which includes a brief list of controls relevant to the button. Other options are "Brief", which only includes the name of the button and (where applicable) the selected mode, and disabled, which will hide tooltips entirely for the interface.
* Added an option to use the generic interface menu for all devices.
* Added missing class "CUP_acc_ANPEQ_2" to CUP compat
* Added a feature to make graphic interfaces more immersive by darkening them while in dim lighting conditions or tinting them green/light blue (user choice) when using NODs.

* Updated framework to enable third-party compat patch creation. (It's not perfect, but so long as the new device isn't completely new to the framework then it won't need any input from me. That is, if you're adding your own PEQ-15 then you're good; if you're adding something completely new, like a RAID-X or DIR-V, I'll still need to add the handler script for it myself.)
* Updated inheritances in CfgITNCompat to better allow further compats. Common devices now inherit the bulk of their properties from a base class, only requiring memory points and the particular UI to be defined.
* Updated checks so that slinging with Crow's Weapon Slinging won't reset device modes.
* Updated IR illuminator framework to have 10 possible focus settings (from 1* to 10*) in addition to a ~60* diffused flood setting.
* Updated devices' IR illuminators to have max beam angles similar to their real-world counterparts. (Most US devices now have a max beam angle of 6*.)
* Updated IR illuminator light source values to provide a better experience.
* Updated laser framework to enable improved visualizations. If you have made your own compats for ITN and defined your own values for lasers, be advised that the second element in the array defining a laser is now an RGB array for the color of the laser's dot (at point of impact) which has been inserted. This has been defined so as to have better control on how lasers appear across various lighting conditions and times.
* Updated tooltips across all interfaces; Tooltips on mode selectors will now display the currently selected mode; tooltips are now stored in the stringtable and can be localized.
* Updated laser framework to make high-power lasers more easily visible to aircraft crew.
* Updated the On Indicators for graphical interfaces to make them more accurate to their real-world devices, and also allow them to function properly with the new NOD-colorizing feature.
* Updated the generic interface to indicate when the device is on, whether it has an illuminator that can be focused or diffused, whether it is currently diffused, and if it is at maximum or minimum focus.

* Fixed a bug with the Perst3/Klesh2DP not always displaying the on indicator properly.
* Fixed a collision issue for lasers mounted on the L85A2 (CUP).
* Fixed a bug that was stopping remote illuminators from updating to their appropriate focus setting on the client.
* Fixed a bug that reported an error if the activation keys were pressed when no device is equipped
* Fixed a bug that caused AI helicopter pilots to do nothing but gain altitude when a unit onboard activated a illuminator or flashlight. This is a workaround, and lights used from aircraft (or any FFV spot) will have a small but visible lag behind player movement. This is currently the best (only) solution to this problem.

Update: May 2, 2023 @ 12:59am

0.9.0.0a2
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* Once more, into the breach!

Update: May 2, 2023 @ 12:35am

0.9.0.0a1
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* Okay, for real, signatures should be good..

Update: May 2, 2023 @ 12:04am

0.9.0.0a
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* Fixed bad signature files. Should be correctly signed now

Update: Mar 5, 2023 @ 5:03pm

0.9.0.0
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* Added overlays for CUP devices
* Added Field Manual entries for ITN and common devices. More to follow in the future.
* Removed a hidden/forgotten-about dependency

Update: Mar 1, 2023 @ 12:27am

0.0.0.9a1
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* Fixed LLM Mk3 (CUP) Simplified Controls mode.

Update: Feb 28, 2023 @ 11:39pm

0.0.0.9a
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* CUP Weapons is now directly supported by the testing branch, meaning devices from that mod now have extended modes, a graphical interface, and device-specific switchologies.

Update: Feb 25, 2023 @ 10:03am

0.0.0.9
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* Implemented a position fix for weapons which locate rail accessories in other orientations than to the right of the barrel (e.g. on top or on the left of the weapon)
* Implemented a position fix for lasers so that they work with certain belt-fed machineguns. This positional fix makes the lasers start noticeably outside of the device's model, but due to how the weapon models work, it's either this or not at all for these specific weapons.
* Implemented a position fix for launchers with accessory rails: compatible laser devices now work for the Titan launchers, as well as the RHS SMAW and M72A7.

Update: Feb 17, 2023 @ 2:00pm

0.0.0.8a
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* Removed mod dependencies except for CBA, as they were not actually needed (my B) and were causing issues for users.

Update: Jan 29, 2023 @ 3:54pm

0.0.0.8
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* Major backend update to how the graphic interface and device control scripts (vanilla, RHS, and NIArms).
* Knobs and other turny/twisty things in the graphic interface can now be set using the mousewheel as well as with left/right-mouse clicking.
* Introduced device-specific control scripts to better simulate devices.
* Combo devices (laser devices and flashlights) can now be independently activated through the interface (for example, with the PEQ-15/WMX, the PEQ-15 could be set to VIS AIM and the flashlight set to VIS. Either device can then be individually turned on, but so long as the modes are set, the keybind activation will activate both simultaneously).
* Added new control mode, "Simplified Controls", which is set in the Addon Options menu. Simplified Controls disables all OFF modes, and forces all devices to function with a Tap-toggle/Hold-momentary keybind.