Some updates from the development version, which was just recently updated again.
Quote:
11-07-2013
No new EXE
Size: ~30 MB
Fixed: Ammo crates on other sides could not be accessed
Fixed: BIS_fnc_init was not declared - causing problems in many (user-made) scenarios. For official content this variable is deprecated, but it's now initialized for back-compat.
---------- Post added at 16:35 ---------- Previous post was at 16:34 ----------
11-07-2013 (update 2)
No New EXE
Size: ~0 MB
Changed: Titan used instead of RPG-42 in Showcase SCUBA
Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
Showcase Helicopters: Problem with mission NOT ending when helicopter crashed into water fixed
---------- Post added at 16:36 ---------- Previous post was at 16:35 ----------
12-07-2013
EXE rev. 07682
Size: ~437 MB
-nologs command-line parameter added to disable the generation of RPT logs. Note: do this only when you want to measure performance drops caused by potential logspam. Using this always will remove a lot of useful debugging information.
Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it
The reporting of undefined variables is active again.
Various merges from the Operation Arrowhead and Take On Helicopters branches
Fixed SMAA Post-Process
Changed helicopter autorotation behaviour
Fixed: Broken drawing of comboboxes in date modules
Helicopters: autorotation tweaks, barrel roll tweaks
GPU benchmark should not cause "driver not responding" conditions anymore
Adjusted AH-9 family maneuverability around roll-axis
Doors should be openable by scripts for helicopters
Improved cockpit PiP monitors
Instancing now takes craters into account
NVGs are hidden inside vehicles (further configuration options are planned for some vehicles with open transport compartments e.g.)
Fixed: Flash suppressor changed sound of underbarrel grenade launchers
Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
Radio Protocol: Missing words fixed for several protocol
Added loading screen environment trivia
Fixed sunken fuel station on Stratis
Transport helicopters have means to detect incoming missiles
Copilot of UH-80 now uses the cyclic
Added clan signs for many Beta vehicles
Added: When inserting a group in the editor, units are now on the same positions as they will be after the mission start
Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
Fixed: Bad glass sorting on Strider
Restructured grouping of editor objects and renamed object editor categories
Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
---------- Post added at 16:37 ---------- Previous post was at 16:36 ----------
12-07-2013 (update 2)
No new EXE
Size: ~5 MB
Fixed: Main menu script error
Fixed: MP display error
Quote:
15-07-2013
EXE rev. 07769
Size: ~190 MB
BattlEye anti-cheat integration (first deployment)
Removed sensitivity smoothing for aiming deadzone
Combat pace for X seconds, now works for automatic fire
Helicopters: main rotor collision
Helicopters: startDuration config parameter added
Stance indicator fades in / out when changing stances
Fixed some cases of sliding players
Fixed: Scripting command tvSetData
Added error message when trying to pass Array in Array as param for tree commands
Added mainBladeCenter and mainBladeRadius for all helicopters
Added: BIS_fnc_log and BIS_fnc_error now displays player's profile name
Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
Fixed: Disabled vehicles were not respawning
Firing Drills: Targets would not deactivate when leaving Competitive CPs
Fixed undefined variable in CoF: Blue
Fixed undefined variable in CoF: Green
Firing Drills: FM records with introduction, rules and tips added
Firing Drills: bonus & penalty logic between Training and Competitive made consistent
Firing Drills: first version of PiP feedback added for long-range accuracy targets
Firing Drills: There could be a doubled icon next to previous times
Firing Drills: Final times were not colored correctly in all cases
Firing Drills: The main task is now completed when ending the challenge
Added: Vertical position of map in loading screen is now randomized, adding some variety to it
Added specialized collimator for SMGs (classes "optic_ACO_grn", "optic_aco_smg", and "optic_Holosight_smg")
Even holosight should have basic zeroing of 200
Fixed: http://feedback.arma3.com/view.php?id=11454
Added MRCO variant of plain Mk.20
Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
Quote:
16-07-2013
EXE rev. 07829
Size: ~252 MB
Added: BTR-K Kamysh tracked IFV
Added: IFV-6c Panther tracked IFV
Known issue: Freelook and TrackIR are broken (WIP)
Fixed: Broken parallax mapping on the terrain in some places
Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways).
Adjusted poses received boost to fluency.
Mk.20 should now show correct strings
Should have posted this earlier but forgot about it.
Quote:
PCGames.de visited the Bohemia Interactive Studios and sat down with Karel Morický to talk about different aspects of the game and what we can expect to get once the Arma 3 game is released. In the article they are talking about:
Release this fall
Campaign is not included with the official release and will be released for free later for everyone owning the game
It will come with different multiplayer and singleplayer missions which will give you a good look of all content in the game
Functional cockpit (in the Strider) and functional elements
Talking about Stratis and how much it looks like in real life
Talking about the underwater aspect of the game, the further you go from land the less details are build in under water
The weapon balancing, ballistics and the AI are at the moment the most important aspects of development
Trying to find a balance between realism and gaming
Talking a bit about the realistic artillery (placed on the map physically)
Sniper mission and talking about the modular weapons
The second part will be about the factions, Armor, Gunships, drones, sandbox and the Alliance-System!
Should have posted this earlier but forgot about it.
Quote:
PCGames.de visited the Bohemia Interactive Studios and sat down with Karel Morický to talk about different aspects of the game and what we can expect to get once the Arma 3 game is released. In the article they are talking about:
Release this fall
Campaign is not included with the official release and will be released for free later for everyone owning the game
It will come with different multiplayer and singleplayer missions which will give you a good look of all content in the game
Functional cockpit (in the Strider) and functional elements
Talking about Stratis and how much it looks like in real life
Talking about the underwater aspect of the game, the further you go from land the less details are build in under water
The weapon balancing, ballistics and the AI are at the moment the most important aspects of development
Trying to find a balance between realism and gaming
Talking a bit about the realistic artillery (placed on the map physically)
Sniper mission and talking about the modular weapons
The second part will be about the factions, Armor, Gunships, drones, sandbox and the Alliance-System!
To expand on this (about the campaign being released as free DLC):
Quote:
Joris-Jan van ‘t Land, Project Lead on Arma 3, said:
“This was not a decision we made lightly. As game creators, we love developing and playing through campaigns so, to those awaiting ours, we say: sorry for the delay. After talking a lot about a focus on quality over the last year, it simply did not feel right to compromise now. Rather than pushing back the entire game, we launch this year with an awesome package – a splendid kick off for the Arma 3 experience.”
Mostly what Ixigia posted above but with one additional image showcasing a drone and a new type of airplane.
They're actually both drones, the one in the back looks similar to a MQ-9
Similar is all you'll get with them. Just like all the helicopters in Take On Helicopters were similar to real aircraft but with just enough differences that they didn't need to license them. (which is probably good since the game was ass)
That drone is similar to the Reaper as you mentioned. Their model is just different enough to not cause issues.
I've already logged 70hrs in Alpha/Beta SP, I'd be totally happy with the campaign now or later, I just don't get how people see it as an MP only title
The game is just such a huge sandbox experience that you can play it anyway you want.
I know guys that only want to play with the editor, some with multiplayer and others only SP.
That's why I find ArmA series as something very unique in video gaming. In spite of all the bugs and issues, it is an amazing game with an amazing community surrounding it.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum