ARMA 3
Page 41 of 65 Goto page Previous  1, 2, 3 ... 40, 41, 42 ... 63, 64, 65  Next
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 4th Dec 2013 16:39    Post subject:
Quote:
Bohemia Interactive has announced that the second episode of Arma 3‘s campaign will be released in January 2014.

Episode two, Adapt, will be available to download for free on January 21, 2014. The game’s campaign, titled The East Wind, is split over three free DLC episodes: Survive, Adapt, and Win. In episode one, released earlier this year, players were introduced to Ben Kerry, a soldier on a NATO-peacekeeping mission in the Mediterranean. After a botched withdrawal attempt Kerry’s unit is stranded on the island of Stratis and must escape to the neighboring island of Altis.

“While the first part of the campaign focused on the basics of infantry combat, this second ‘Adapt’ episode plays with the other cool features of Arma 3’s sandbox”, said Jaroslav Kasny, Playable Content Lead for Arma 3. “Players will find more open and unorthodox scenarios, and with the help of guerrilla warfare, set out to defeat a much stronger enemy.”

http://www.egmnow.com/articles/news/arma-3s-second-free-campaign-dlc-adapt-releasing-janaury-2014/
Back to top
azzman




Posts: 4059
Location: Australiiiaaa , maate
PostPosted: Thu, 5th Dec 2013 00:37    Post subject:
JBeckman wrote:
http://www35.zippyshare.com/v/4276885/file.html


Those are the PhysX 3 related .dll files you should have in the game directory, if they are missing or damaged you should probably re-download the game as other data might be affected too.



Thanks mate, that did get it going. But as you said there are other missing files, the release I downloaded is just plain fucked.
Back to top
Fugen




Posts: 2220

PostPosted: Fri, 13th Dec 2013 08:49    Post subject:
ARMA.III.Update.6-FTS

Code:
you must have update 5 installed


chill out man, life is beautifull...
Back to top
ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Sun, 22nd Dec 2013 04:34    Post subject:


"hello I'd like to join the army"
"what's your reason?"
"I want to play this"
Back to top
LeoNatan
☢ NFOHump Despot ☢



Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Sun, 22nd Dec 2013 05:32    Post subject:
Rendered at 0.003 FPS on 20 new Mac Pro iTrashCans; took 41 days 2 hours 6 minutes and 40 seconds to render. Laughing

I'd say that's a pretty boring army life. Laughing
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Fri, 27th Dec 2013 02:10    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:41; edited 1 time in total
Back to top
pikachupi




Posts: 4180

PostPosted: Mon, 6th Jan 2014 20:20    Post subject:
i am not big fun of arma. i remeber my self playing op flashpoint when it was out in the early 2000's and it was very exciting game and i may even say game that came abit early for it's time? (maybe)

anyway..i saw trailer of arma 3 night mission and i loved what i saw, great visuals and the feeling of the open fields full of war, feels great Very Happy i played old arma games, but i hate to get one bullet and to die so fest lol...i know that the reality is like that, but i prefer more forgiving system Smile so..i started to play the game and here comes my wonder:

the enemy in the single player game, made of super soldiers? i mean, you shoot full mag into the enemies, very focused shots, and they keep standing and fire like there is no tomorrow?

so the new arma single player is more into super soldiers and fiction, or maybe it is only me?
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Mon, 6th Jan 2014 20:25    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:40; edited 1 time in total
Back to top
pikachupi




Posts: 4180

PostPosted: Mon, 6th Jan 2014 21:14    Post subject:
Interinactive wrote:
It's not just you, but high caliber weapons work a lot better than 5.56/9mm ones.


thanks, will stick to this tip Smile
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Mon, 6th Jan 2014 21:17    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:40; edited 1 time in total
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 16th Jan 2014 08:05    Post subject:
Quote:
First screenshot from the secret #Arma3 multiplayer concept I"m working on! More details soon™


https://twitter.com/KarelMoricky/status/421292880712331265
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Thu, 16th Jan 2014 08:08    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:37; edited 1 time in total
Back to top
moosenoodles




Posts: 18411

PostPosted: Thu, 16th Jan 2014 10:27    Post subject:
Interinactive wrote:
C&C Renegade style. It's not lightning, it's a Tesla coil!


Nice filter on that image whatever it is Very Happy
Back to top
4treyu




Posts: 23125

PostPosted: Thu, 16th Jan 2014 10:53    Post subject:
Arma 3: Blood Dragon! Very Happy
Back to top
JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Thu, 16th Jan 2014 15:08    Post subject:
The newest development update added the second part of the campaign. Smile
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page20
Quote:


16-01-2014
EXE rev. 114301
Size: ~232 MB

Added: Campaign episode "Adapt"
Please consider carefully whether you’d like to test this version here now - or would rather wait for the release on January 21.
Added: "Adapt" music:
4 event tracks (with variants)
1 ambient track
1 background track
4 lead tracks (with variants)
Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
Deleted preloaded building when the original building is already destroyed (should fix http://feedback.arma3.com/view.php?id=7136)
Fixed: 3rd person mortar view
Fixed: MLRS not shooting at given position
Fix for low skill AI turret gunners shooting at impossible-to-hit targets
Tripwire mines now work properly when put in buildings
Fixed: Possible issues with cinema border function being called badly
Back to top
moosenoodles




Posts: 18411

PostPosted: Thu, 16th Jan 2014 16:59    Post subject:
Fixed: Multiplayer network coding.

oh.. I'm mistaken..
Back to top
Lopin18




Posts: 3364
Location: US
PostPosted: Sat, 18th Jan 2014 21:22    Post subject:
Wasteland mod, Hummingbird with 5 teammates, get hit with an AA, full damage on the components, straight dive, last 100 mts off the ground started spinning around, full 240 deg turn, still managed to skid land and save everyone. Then repair, went to girna and got hit by a AA tank (Kamish) with 6 people onboard, still again managed to crash land safely

Im in fucking love again with this game, this is so epic.. So Much Win

And the praise from the enemy AA launcher user filled me up with so much happyness, im so proud of myself Laughing Very Happy
Back to top
Zanrod




Posts: 75

PostPosted: Sun, 19th Jan 2014 12:23    Post subject:
This is what happens to me most of the time damn AA launchers. Very Happy

Back to top
M4trix




Posts: 9259
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Sun, 19th Jan 2014 14:12    Post subject:
Where dafuq is medic? Meeeediiiic! Laughing


Made in China is like a box of chocolates. You never know what you're gonna get.
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 21st Jan 2014 16:55    Post subject:
Back to top
Fugen




Posts: 2220

PostPosted: Thu, 23rd Jan 2014 12:03    Post subject:
ARMA.III.Update.7-FTS


chill out man, life is beautifull...
Back to top
JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Thu, 23rd Jan 2014 13:51    Post subject:
Quote:

23-01-2014
EXE rev. 114544
Size: ~555 MB

Added: New particle modules (fire, smoke, plankton) ( http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation&p=2605757&viewfull=1#post2605757 )
The Airport building has been repaired and should no longer produce any debug errors
HV Column Wire properties have been fixed
Wreck of offroad (the one seen all over Altis) has been adjusted
Roadways of piers have been tweaked
Fixed: Opening team switch menu with no switchable units available leads to scripting error
Fixed: SelectSave display title IDC
Added: Icons for Seize and Defend game types
Moved Campaigns button to the first position in Play menu
Updated: Mod icons are now larger
Fixed: "unexpected control type" warnings in log
Repaired PCML reticle
Repaired icon of Buzzard
Fixed: Specularity of phone booth materials
Fixed: Colors of fishing nets
Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
Fixed: Respawn tickets are now decreased upon player death, not respawn
Fixed: Logic side is always friendly to everyone
Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (http://forums.bistudio.com/showthrea...=1#post2563537)
New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name)
Added: Geometry PhysX LOD for Hellcat
Fixed: Wrong model of Caucasian head
Added: Possibility to configure and use virtual players in MP (logic with isPlayableLogic=true in vehicle config)
Fixed: Campaign menu's replay button
Added: Tooltips to ListBox items in Controls
Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847)
Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846)

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page21
Back to top
r3dshift




Posts: 2818

PostPosted: Thu, 23rd Jan 2014 14:16    Post subject:
Sooo, is ArmA 3 SP in a playable state yet? If yes, how is it performace-wise?


Frant wrote:
Shitass games are ruining piracy.
Back to top
moosenoodles




Posts: 18411

PostPosted: Thu, 23rd Jan 2014 16:16    Post subject:
r3dshift wrote:
Sooo, is ArmA 3 SP in a playable state yet? If yes, how is it performace-wise?


sp always been fine, its mp thats not
Back to top
Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Thu, 23rd Jan 2014 23:00    Post subject:
My PC just doesn'ttseem to be able to play this at much more than 30fps, if I'm lucky. And I really can't see why... If they're offloading most of the work to the CPU, then to my mind that's poor coding.


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

Follow me on Twitter if you feel like it... @kaltern

My system: Ryzen 7 3700x|Gigabyte RTX 2080 Super Windforce OC|Vengeance 3000Mz 16Gb RAM|2x 500Gb Samsung EVO 970 M.2 SSD |SanDisk SSD PLUS 240 GB + OCZ Vertex 2 60Gb SSD|EVA Supernova 650W PSU|Logitech G27 Wheel|Logitech G19 Gaming Pad|SteelSeries Arctis 7|Logitech G502 Proteus Spectrum Mouse + Logitech MX Master Mouse|Razer Blackwidow Chroma X Keyboard|Oculus Quest 2 + Link|Pixio PX7 Prime 165hz HDR & 1x Samsung 24FG70FQUEN 144Hz curved monitor

-= Word to the wise: Having a higher forum post does not mean you are right. =-
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Thu, 23rd Jan 2014 23:02    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:35; edited 1 time in total
Back to top
moosenoodles




Posts: 18411

PostPosted: Thu, 23rd Jan 2014 23:02    Post subject:
Kaltern wrote:
My PC just doesn'ttseem to be able to play this at much more than 30fps, if I'm lucky. And I really can't see why... If they're offloading most of the work to the CPU, then to my mind that's poor coding.


well done Very Happy
Back to top
Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Thu, 23rd Jan 2014 23:40    Post subject:
Ah ok, fair enough then Laughing

So this would require, I dunno, 10Ghz CPU to run nicely? Razz


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

Follow me on Twitter if you feel like it... @kaltern

My system: Ryzen 7 3700x|Gigabyte RTX 2080 Super Windforce OC|Vengeance 3000Mz 16Gb RAM|2x 500Gb Samsung EVO 970 M.2 SSD |SanDisk SSD PLUS 240 GB + OCZ Vertex 2 60Gb SSD|EVA Supernova 650W PSU|Logitech G27 Wheel|Logitech G19 Gaming Pad|SteelSeries Arctis 7|Logitech G502 Proteus Spectrum Mouse + Logitech MX Master Mouse|Razer Blackwidow Chroma X Keyboard|Oculus Quest 2 + Link|Pixio PX7 Prime 165hz HDR & 1x Samsung 24FG70FQUEN 144Hz curved monitor

-= Word to the wise: Having a higher forum post does not mean you are right. =-
Back to top
Interinactive
VIP Member



Posts: 29448

PostPosted: Thu, 23rd Jan 2014 23:42    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:35; edited 1 time in total
Back to top
proddan




Posts: 1066
Location: Gulf of Aden
PostPosted: Thu, 23rd Jan 2014 23:43    Post subject:
Kaltern wrote:
Ah ok, fair enough then Laughing

So this would require, I dunno, 10Ghz CPU to run nicely? Razz


No, you need more RAM just look at latest COD....... Smile
Back to top
Page 41 of 65 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2, 3 ... 40, 41, 42 ... 63, 64, 65  Next
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
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


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group