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Everything posted by DnA
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Hi there, yes those extras will be available upon the game's full release, see http://www.arma3.com/buy
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We did not yet update (especially on the default branch). The Development branch will soon be getting its first updates. Note that the helicopter showcase's performance is a special case and known issue to be improved :) In general, defragging and SSD are definitely major factors in performance boosts, but we are also still doing many optimizations wherever and whenever we can.
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Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
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Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
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Most of the TKOH documentation should be applicable, but I'm sure our guru will update the documentation for A3 when he gets a chance :)
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You can run Steam in Offline mode and it will work fine for SP especially. Any boxed copy distributed by our partners will at least require you to update and activate once.
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How to change between stable Arma 3 Alpha versions & release candidates @STEAM client
DnA replied to Nicholas's topic in ARMA 3 - BETA DISCUSSION
The default version will get updated only after we put it through internal QA (it's still an Alpha, but we'd like to make sure those updates at least allow you to start the game ;)). The Development branch will soon become a frequently updated branch by all of our developers: programmers, encoders, artists, designers and more. This may cause it to not work one day and work very well the next, it may contain experimental features, a sneak peak at new content, etc. If you do not want to bother with the risk of a more broken version, you're advised to stick with the default. The Alpha Hub will become the source of updates and hopefully changelogs. I believe the first publications to this branch are coming up later today. -
Update regarding Store.Bistudio & Arma 3 Steam key distribution
DnA replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
I'd like to add to Johny's status update that we deeply apologize to all of you affected by the situation! It is very sad irony that those of you who wished to support us, were the ones affected by this plight the most. We hope you will all soon have been helped to either an Arma 3 Alpha version or a refund. Many thanks to your continued support. The feedback we've seen so far has recharged our team and made us enthusiastic to get through Alpha and Beta towards a fantastic full game release. -
cant get Add Ons to appear in game
DnA replied to Ghostmooner's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
Hi, have you tried running Steam in administration mode? Sometimes it needs that to properly install the DLCs. -
Yes, you can sign in using your BI Profile. There is one current limitation: they are not fully synchronized. If you change your BI Profile password afterwards, you'll have to do it for FT manually. ---------- Post added at 14:16 ---------- Previous post was at 14:15 ---------- This was a feature supported and used by CIT already, and it's a very useful tool for us to see what's important.
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It's true; I even believe the current version sits around 7GB. We added a little more to the requirements for future content additions and room for the OS to breathe :)
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This nicely put-together list by Druid is by no means the final list of Arma 3 scripting commands. There will still be new commands as we develop parts of the game and require them throughout Alpha and Beta. Hopefully we'd even find some time for commands requested by the community. There may also be commands that need to be cleaned out (features that did not make it in), or that pose too much of a risk to MP. We'll announce these changes so you can react to them and update scripts.
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Will Arma 3 continue beta-patch support?
DnA replied to no use for a name's topic in ARMA 3 - GENERAL
We're trying to take it to the next level, using the Development branch in Steam's application properties (opt-in and not default). During Alpha, Beta and I imagine after release this is where we'll deploy fixes, experiments, changes and additions rather frequently ... before they get deployed on the main game branch. This could mean that branch is not always working well, but it allows rapid fix confirmation and a sneak peek into future updates. -
The both environments are not in the same virtual space, so you'll have to load different maps to travel between them (just like Utes and Chernarus in Arma 2).
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We are thinking of several ways to promote awesome community content. One example is the box you see on the www.arma3.com main page - "Community Spotlight".
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No they will not be locked like A2 DLCs, but the EULA does apply :)
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Hi, the Alpha Lite has no MP of any kind (no LAN either). In the Alpha Lite will not be able to open the server browser.
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Actually the helicopter we've done all of our experiments on so far is coaxial (as that tech was not developed for TKOH), so yes, we have been looking at that :) Some of the factors involved: Features developed in TKOH do not copy across without further work. TKOH is mostly non-combat, which reduces a lot of design complications. PhysX and RTD do not conflict necessarily, but they also do not automatically merge. We need to teach them to cooperate and behave ;) Practical example: AI flies a helicopter (this uses the PX-based model), then a player takes over control (this would switch to RTD) and all physical forces need to be correctly transitioned. As said before: doing a flight model correctly for every type of copter is a lot of work. Once a (campaign) scenario is designed using a certain flight model, we cannot just swap in another model. It affects balance, difficulty and timings.
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But one caution: we do not yet know we will make our stock helicopters use this flight model. "just adding" a RTD config file is not quite so easy when you want to simulate a specific helicopter (in comparison, we used a physicist for at least one month per helicopter in the past). So, we are trying to make the technology work inside the engine at some point beyond Alpha, but we cannot promise shipping with RTD-enabled helicopters even in Q3 2013. When you know I was the Project Lead for TKOH, I hope you can understand such decisions are not always based on what we want, but what we are able to do in time.
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If all fails, your last option would be to ask the shop for a replacement DVD. Sometimes data on DVDs is not manufactured right.
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It was not purposefully removed from Arma 3. On the other hand it's not functionality we use in vanilla content, so I do not believe it was tested. Therefore it should be in Alpha, but I cannot guarantee it. We have not abandoned Java, and we want Object-Oriented scripting.
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In addition, we'd like to keep our Alpha Hub updated with the areas we'd welcome focused testing on, known issues, updates, etc. :)
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Hi, the Alpha will not sorry to say. We are not happy to include it until we can support it with updates and fixes.
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What mod's/missions do you want to see in ArmA 3 Alpha?
DnA replied to Westonsammy's topic in ARMA 3 - BETA DISCUSSION
I'd like to see a man-portable jetpack or James Bond suitcase airplane :) -
Yes sure thing! The limitations are the same as for released full games. We'd kindly like to request remarking the video is from the Alpha or later Beta version so it's clear to The People of the Future :) I see both as valid options honestly. Some people like the early / cheaper access and participation in development, others will just wait for the more polished release later in the year. Our original entry into the series is still something that inspires us as developers. For me personally it was the first thing I worked on for BI in 2001 (North American release). We felt it would be a nice little gift for people. The other feasible option was to not allow modding (as we've done for e.g. demos in the past), and start releasing the capability, tools and documentation with the full game release. Isn't it better for everyone to start the process sooner?