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Everything posted by DnA
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21-06-2013 (update 2) Audio issues with high pitch artifacts hotfixed. This meant disabling some of the newer audio filters until a proper fix is made. Fixed: Error after loading coop scenario savegame in MP Fixed: HEMMT passengers trying to sit on top of each other Potentially Fixed: Combined Arms coop not having tasks on Dedicated Servers
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21-06-2013 The full Beta was staged on this branch. We will try to update the binary today with 2 WIP fixes: Doppler effect in sounds Script error after loading MP savegame A full changelog is coming on Tuesday, but here are some relevant changes for user-generated content :) Removed config classes Renamed config classes Script command changes
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The honest current status of the improved rain task is: no change, still queued in the backlog of the relevant people.
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20-06-2013 Today should be the last day of interrupted service - tomorrow we'd like to stage the entire Beta on this branch. Everything is too dependent on everything else to do any sort of partial update in the meantime.
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19-06-2013 For the same reason as yesterday - no update yet.
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I understand your thoughts, but the solutions are hardly ever as simple as just outsourcing, hiring new artists, hiring new programmers, etc. And in this specific case: let's say we have an artist who is not overloaded already with work (we don't). That person may be very skilled doing architectural modeling, but less so doing technical vehicle modeling for example. At this stage of the project every thing comes at a cost - there are no more free and easy decisions. We do our best to make the right ones for the game and its players :)
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The issues with the radio protocol are likely an EXE versus data desync - and should hopefully be gone once we stage Beta.
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Sometimes we do also update the 'packaging' of the game, such as the Steam application properties - but I don't believe that shows as a download. All other real updates are announced, unless someone forgot to tell me, meaning I need to hunt them down :292:
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18-06-2013 No update today as we are preparing for the staging of Beta content.
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Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
DnA replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alpha does not expire today :) It was only Alpha Lite which would be shut down, but it does not support mods anyway (and we have decided to let it run until Beta release). Alpha simply transitions to Beta next Tuesday. This island looks really awesome! Excellent choice of setting, fitting the Arma 3 default lighting configuration :cool: -
Very close: the entire BI team lost their luggage flying back to Prague - luckily it was returned today :cool: The Firing Drills use entirely scripted moving targets. The eventual goal is for these drills to be very modular and for it to be possible to design them entirely visually in editor (not for Beta). This is also needed to allow publishing to Workshop in-game. Part of this will hopefully be some easy functions / modules to control scripted movement.
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Not in the near future. They are separate 'worlds' for release. Yep. It was not logistically possible to SITREP from LA unfortunately, but I'm going to do #15 tomorrow. It will include a little E3 re-cap and more Beta plan details :) Regarding small dev branch updates during E3: I instructed the team to only deploy EXEs. The main reason was that it was becoming too tricky to handle the Alpha and Beta data separately (for example re-skinning the UI from Alpha to Beta).
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17-06-2013 EXE rev:icon_twisted: 06546 Added: Scripting support for CTree UI control Added: RPT header now contains allocator library used in the game Added: AI is now better able to adjust shots at longer distances Fixed: AI is better in choice of weapons Added: Doppler effect to modify source frequency Added: PhysX particles have been enabled (technology test only so far!) Added: New colision sound sources for soldiers and small trees Optimized complexity of hash map optimizations Fixed: Wind in same direction as helicopter is decreasing helicopter air friction (untested) Added: Optimization profiling for export of world objects Fixed: Removing EPEJoints after object has been streamed out Compiled by pettka while Master lord Joris is still jetlagging
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Dear community, On this day we can finally share our plans for the rest of the year! You’ve all survived a long period of unclear and absent information, an insane and unpredictable incident in Greece, and most recently some news not all of you were too happy about. But now I'm incredibly excited to announce ... In less than a week’s time, on Tuesday March 5th, we are releasing our Arma 3 Alpha! :cool: Quick links FREQUENTLY Asked Questions :icon_evil: Edition comparisons Alpha briefing This is one of those things we would not have been able to do without the decision to go with Steam. Now we are finally able to deliver on our promise to release a public Alpha version to you. We think it’s a very cool package with lots of potential. Worry not if the current playable content is a little limited. You all know the Arma platform and what it can do. We will expand the content ourselves and there will be a large amount of extra content for the Q3 2013 release. Why do we concentrate on quality of quantity now? We want to focus your testing and feedback in certain areas - in this case on infantry first. Perhaps the thing I am most enthusiastic about: we are not restricting modding in this version, in fact we encourage it. Create and share scenarios, weapons, vehicles, systems and anything else you can think of. Together we can make the full game release later in the year mind-blowing for those who join us then. A slight caution: we cannot prevent having to still make large changes in our data during Alpha and Beta. This could mean your mission or add-on needs to be updated because we change a config class name for example. We cannot sacrifice that level of internal flexibility until the full release. Check out the new website for all the information. I will personally try to provide more updates on the forums from this point onward. Hope to see your feedback and play some MP on public servers soon! www.arma3.com
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07-06-2013 EXE rev:icon_twisted: 06195 Loading of object LODs has been optimized (changed to hash map, testing proves 60% less time spent on this) Added network communication for UAVs (Compiled by Pettka again. I am now off to LA, kthxbai :cool:)
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06-06-2013 EXE rev:icon_twisted: 06178 Added optimization of preloading large map features (takes 30 % less time) String table export for multiplayer has been optimized (Compiled by Pettka, who will be your host during E3)
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Full changelog and SPOTREP
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Yes, posting changelog very soon: "TRG now uses correct 5.56x45mm ammunition"
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05-06-2013 EXE rev. 06113 Build reset to SPOTREP #00005
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If that did not work, you may need to wait until Beta release - which we hope includes a new options section to re-position all IGUI elements to your liking.
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From Thursday until E3: normal Alpha dev branch updates - not much Beta content yet From E3 until about a week afterwards: normal Alpha dev branch updates - with little chance of some Beta prep content From about a week after E3 until Beta release: staging - big chance of Beta content showers From Beta release: normal Beta dev branch updates
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04-06-2013 EXE rev. 06057 Fixed: open parachute action, paraglide orientation (Beta prep) Fixed: showing preview images with path starting with "\"
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03-06-2013 EXE rev. 106023 (Still no decent changelog due to preparing the patch, E3 and Beta) Fixed: Crash on exiting the game (audio-related) Improved loading of scenario overview images from PBOs Sprint now overrides Combat Pace in all cases