nimrod123 11 Posted September 16, 2013 Actually the final release version is a step backwards (weeks) in state of development. There where 3 branches (beta stable, Dev and release version). Just switch to dev build again today, when a patch comes out that updates the game to the state one day before release. We all know that a release doesn't mean it's final or finished... no but they did have to lock in a final build for disk printing. thats the 1.00 we have now. stable was several version older, and dev was a RC for one of the opst launch patches (with significant restructions on changes), the new Dev thats coming soon is a combo of the last dev branch +changes that couldn't be commited + any changes since launch Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 16, 2013 I'm wondering what are the medium term plans for dev branch? In particular, is it going to be a daily affair? How long can we expect it to be available to carry on for? Days, weeks, months? I ask because for me, a weekly, or perhaps twice weekly build would make some sense for us. It would allow us to run our mission for more than 24 hours and would remove the logistical hassle of updating our box in the middle of my work day. Share this post Link to post Share on other sites
nimrod123 11 Posted September 16, 2013 I'm wondering what are the medium term plans for dev branch? In particular, is it going to be a daily affair? How long can we expect it to be available to carry on for? Days, weeks, months? I ask because for me, a weekly, or perhaps twice weekly build would make some sense for us. It would allow us to run our mission for more than 24 hours and would remove the logistical hassle of updating our box in the middle of my work day. everything i have seen posted about DB, is that its for QA'ing the bits of future updates as they are done. they also recomend that any serious modding/missions be done on stable and you use dev branch to see whats coming Share this post Link to post Share on other sites
maddogx 13 Posted September 16, 2013 According to the most recent SITREP, they intend to keep the dev branch updates going daily, for the foreseeable future. Share this post Link to post Share on other sites
Tyl3r99 41 Posted September 16, 2013 its a late one today lol Share this post Link to post Share on other sites
-ghost-tf 12 Posted September 16, 2013 Just 79mb? I was expecting at least 500mb of fixes :P Share this post Link to post Share on other sites
Tyl3r99 41 Posted September 16, 2013 probably get most of the fixes during the week as DnA said Share this post Link to post Share on other sites
mistyronin 1181 Posted September 16, 2013 probably get most of the fixes during the week as DnA said Yeah, I'm a bit disappointed with that, as I expected all the pack today as announced. I guess they want to keep little updates every day to keep better track of possible errors, instead of a huge chaotic one. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 16, 2013 I guess they want to keep little updates every day to keep better track of possible errors, instead of a huge chaotic one. Rather smart move, methinks. Share this post Link to post Share on other sites
-ghost-tf 12 Posted September 16, 2013 Rather smart move, methinks. I guess. And on Monday it all comes together in a controlled chaos More controlled, less chaotic :D Share this post Link to post Share on other sites
zukov 490 Posted September 16, 2013 Just 79mb? I was expecting at least 500mb of fixes :P with this velocity we will have the "reverse lights" of opfor veichles on 2018!! Share this post Link to post Share on other sites
froggyluv 2136 Posted September 16, 2013 Didn't see the AI fixes in the update :( Strange to remove the best AI stuff to date FOR the release...I'm missing the old switch a Beta whenever you wanna way.. Share this post Link to post Share on other sites
KeyCat 131 Posted September 16, 2013 Didn't see the AI fixes in the update :( Same here (AI still don't react on dead bodies) so I guess we just have to be a bit more patience ;) Strange to remove the best AI stuff to date FOR the release...I'm missing the old switch a Beta whenever you wanna way.. Very strange indeed! Lots of people gonna miss the AI improvements made lately and diss it in forums... And +1 for the old Beta switch way! /KC Share this post Link to post Share on other sites
m0nkm0nk 0 Posted September 16, 2013 Helicopter is a bit more controllable now when hit by AA, still its almost impossible to get a good auto rotation pull up just above ground when diving from a great height. Meaning hit by AA = dead. Share this post Link to post Share on other sites
KeyCat 131 Posted September 16, 2013 Helicopter is a bit more controllable now when hit by AA, still its almost impossible to get a good pull up just above ground when diving from a great height. Meaning hit by AA = dead. What heli? /KC Share this post Link to post Share on other sites
m0nkm0nk 0 Posted September 16, 2013 What heli?/KC Blackfoot Share this post Link to post Share on other sites
nmdanny 22 Posted September 16, 2013 According to the changelog, stabilization was added to the UAV optics, I'm not sure exactly how this works When I lase something and then switch to the pilot controls and lock on the laser designation marker, the marker moves, but it's somewhat perpendicular or goes with the UAV's movement, I don't remember exactly but I think that it's an improvement from the beta, however it's not very helpful as the laser still moves instead of locking onto the ground spot. Share this post Link to post Share on other sites
maddogx 13 Posted September 16, 2013 Deleted some off-topic nonsense. Keep it on-topic, people. Share this post Link to post Share on other sites
SaOk 112 Posted September 16, 2013 (edited) For me the new DEV-version runs noticeable worse than the release version. Also the dev-versions before the release version felt slower. There is much tiny stutter all the time while with release version the same mission were smooth all the time except when there is much AI stuff going in large village enviroment. With ~50 AI in DEV-version it feels like release version with ~100 AI. Comp: i7 2600K, 8G Memory, GTX670, Windows 7 64bit. (parameters -nosplash -cpucount=4 -maxmem=4048 -maxVRAM=1860) Edited September 16, 2013 by SaOk Share this post Link to post Share on other sites
Whispy 10 Posted September 16, 2013 Where are the dev branch files located? Are they separate from the stable build ones (like beta was in A2)? Or do they overwrite the stable ones? I'm trying to figure out if it's possible to be on the dev branch and run it some times, but to run stable build at other times (without having to redownload all the files each time you want to switch...). Share this post Link to post Share on other sites
barakokula31 10 Posted September 16, 2013 Added stabilization for UAV optics How does that work? Share this post Link to post Share on other sites
HKFlash 9 Posted September 16, 2013 I wonder what they mean with "republishing all addons". Share this post Link to post Share on other sites
bad benson 1733 Posted September 16, 2013 Didn't see the AI fixes in the update :( Strange to remove the best AI stuff to date FOR the release...I'm missing the old switch a Beta whenever you wanna way.. it's pretty disappointing to say the least. for people being on the dev branch this so called "release" of the so called "1.0" only brought set backs instead of improvement. is it really that hard to do it properly in a way that one doesn't constantly feel like stuff is handled in the worst ways? anyways hoping that the retarded killer robots are gone for good soon. Share this post Link to post Share on other sites
nimrod123 11 Posted September 16, 2013 I wonder what they mean with "republishing all addons". getting back to where dev branch was before release Share this post Link to post Share on other sites
Champy_UK 1 Posted September 16, 2013 Is it possible to have an exact date of what Dev build was used for the current Stable/release please? Im slightly bemused as i had raised an issue on the feedback tracker with regards to the slider on the ammo boxes which once you selected what you needed it then flicked back to the top again... I noted the issue as 21/08/13 on Dev Build, the stable/ release version that we have doesnt have the issue and therefore i presumed it was fixed? http://feedback.arma3.com/view.php?id=13143#bugnotes But upon returning to my pc and todays Current Dev (Circa ....???) It now seems to be back again? If you can supply me with the Build i would appreciate it and then i can relate this to the Issue on the tracker to give you guys some idea of where and why its broke. TIA Share this post Link to post Share on other sites