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Everything posted by pettka
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It's not me, praise the team. And we have just released the first RC for said stable as mentioned on our Twitter :icon_twisted:
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SoonTM - Master lord Joris has already addressed that :icon_twisted:
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26-11-2014 Size: ~3 MB Addon Builder Added: OK / Cancel dialog buttons to Option dialog Added: An error message preventing the user from packing if the source or destination directory doesn't exist Added: Authorship support for packed addons only Added: Support for screens with higher DPI Fixed: Binarized P3Ds were overwritten by P3D sources if *.P3D was present in the whitelist option Fixed: Default window size Fixed: Copyright mention in the assembly Publisher Added: "Mod" as default tag for new items (see this thread for more details) Fixed: Changed notes still showing up after update Fixed: Reading addon info from packed only addon Fixed: Packed only PBO config values reading Fixed: Copyright mention in the assembly Game Updater Changed: Improved CrossThread operations Changed: Dependencies updated Removed: Unnecessary files Arma3Tools.exe Changed: New build Steam configuration Changed: Increased version to reflect the current stage (0.79.3)
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24-11-2014 Size: ~13 MB Arma3Tools.exe Changed: Rebuilt the tab index Fixed: The splash screen title was not displayed Fixed: The splash screen icon was not defined Fixed: Some links to external tools were not working Game Updater Added: Basic controls of the Steam credentials before starting the update process Added: Exit code of the update process is now logged (if it's not equal to 0x0 or 0x103, it means an error occurred) Changed: New method to handle forms display (in order to prevent exceptions on some OS) Changed: Refreshed dependencies Changed: The generation of the data file is no longer handled by Steam, in order to avoid the need to re-enter the Steam credentials after each update Changed: Updated "Steam configuration" Changed: Log level is now "INFO" (instead of "DEBUG") Fixed: The installation was not asking for Steam credentials before the installation Fixed: Various icons were missing Fixed: The merge of the application manifests now works as expected (installDir\appManifest.acf) Fixed: Steam logging out when the process is done Fixed: Missing strings at the beginning of the update Steam configuration Changed: Incremented version to reflect the current stage (0.79.2) FileAssoc Added: New EXE icon Starter Changed: New build Samples Added: Example Supports scenario
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The survey has been done and its results published, if you want to discuss the DLC strategy, feel free to do so in devoted threads, e.g. this one.
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I definitely was not the one to say that :icon_twisted:
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This is a bit more complex, but long story short, blending of satellite and detail texture could have provided some strange results because it affects the clutter colouring (clutter somehow tends to get the colour of underlying surface). A new parameter maxClutterColoringCoef has been added to the configuration of a world that describes maximal coefficient of difference between colour of surface and clutter (obviously must be 1 or greater) :icon_twisted:
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That is actually the default setting :icon_twisted: It is possible to restrict that per mission currently and we are investigating possibilities to restrict AFM only for the whole server based on requests, but standard setting allows player to choose a flight model he is comfortable with :bounce2:
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11-11-2014 Size: ~13 MB Arma3Tools.exe Added: Update mode from DevP window Added: Shortcut to FuturaToP Changed: Icon of the license agreement window Fixed: DevP window position FuturaToP Added: First iteration Binarize Fixed: Removed references to GameSpy Steam configuration Changed: Incremented version to reflect the current stage (0.79.1) Diagnostics script Added: Tree view when Windows 10 is detected Added: Window parameters (color & size) Steam dumpAccountInfo Added: Support of Arma 3 Helicopters DLC DevP Added: New mode to perform an update of Buldozer (devp.bat -update) Added: Window parameters (color & size) MapDisk Added: Window parameters (color & size) MapFolders Added: Window parameters (color & size) Steam configuration Changed: Incremented version to reflect the current stage (0.79.1) Samples Fixed: String badly formatted in the configuration of the Helicopter sample Fixed: "No token" error in the config file of the Tank sample Fixed: "No token" error in the config file of the Weapon sample BankRev Added: New EXE icon Changed: Assembly information updated cfgConvert Added: New EXE icon Changed: Assembly information updated DSCreateKey Added: New EXE icon Changed: Assembly information updated DSSignFile Added: New EXE icon Changed: Assembly information updated FileBank Added: New EXE icon Changed: Assembly information updated FontToTGA Added: New EXE icon Changed: Assembly information updated ImageToPAA Added: New EXE icon Changed: Assembly information updated WaveToWSS Added: New EXE icon Changed: Assembly information updated WaveToLIP Added: New EXE icon Changed: Assembly information updated WSSDecoder Added: New EXE icon Changed: Assembly information updated
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As Alucard said, or You may use community wiki with the parameter "features" exported from game configuration :icon_twisted:
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This has been just for testing purposes using the old slotable inventory system form A2/OA, it actually didn't work well (read: it produced hell lot of errors in equipment) and ceased to work completely later on. It's not anything we keep for ourselves as it would be obviously available for modders to do something like that if the engine had the possibilities, it simply didn't work :icon_twisted:
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Damage 1 stops all simulation of object (after some destruction effects / ragdoll). This is necessary for keeping the game performance, there seems to be no way around currently other than keeping the damage below 1 :icon_twisted:
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Using Google, the first link that appears: , forum thread and so on :icon_twisted:There has been quite a lot of confusion preventing people from buying the DLCs because they have seen low-res textures and didn't get the concept. Still, it's not about the sales, but about the additional work required. Simply put, daily dev branch updates would be impossible with more data sets. They would be more like bi-weekly, the intensity of main branch patches would decrease too. Combine the confusion and workload, You get the perfect system to be never used again :icon_twisted: /// Edit: Ninja'd Vegeta, sorry, sir :icon_evil:
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I would say that SPOTREP mentions a Legacy branch of the game, but could You, please, elaborate that we may try to fix the issue :icon_twisted:
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Our plan is to release the sample texture sources the same way as it has been done for Take On: Helicopters in a near future, if it is possible :icon_twisted:
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All new vehicles are mentioned on the community wiki :icon_twisted: Not to mention that they are available in the Editor and Config Viewer is able to show their configuration :bounce2:
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The doors on Huron may be opened using scripting, just name the helicopter for example Helo and use: Helo animateDoor ["Door_R_source",1]; List of the available animation sources may be found on community wiki :icon_twisted: As for the missions, You want to use the new modules Support module (Ground Support) which are available in the Editor :bounce2:
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04-11-2014 Size: ~1 MB Development branch has been updated to be on par with main branch, see TECHREP for more details. Game Updater Added: Now uses NativeMethods.dll to improve security and compatibility Changed: Verbose mode disabled Changed: Improved update interface Fixed: Game version Publisher Changed: Better Steam app ID handling Changed: URL of the support page Changed: Author is not changed when adding the same addon with a different author name Fixed: Crash while when opening not binarized PBO Starter Added: Ability to display messages from batch scripts Changed: The log level has been decreased to "INFO" Arma3Tools.exe Changed: Aspect of the buttons Changed: Updated dependencies Changed: Version is now 0.78 Buldozer Configurator Fixed: Generated configuration caused some issues with the keyboard controls of Buldozer Samples Changed: Updated Advanced Flight Model properties XML Fixed: Wrong model name referenced in model.cfg in the Helicopter sample BankRev Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies CfgConvert Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies DSCreateKey Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies DSSignFile Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies FileBank Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies FontToTGA Changed: Now uses .NET Framework 4.5.1 (instead of 4.0) Changed: Updated dependencies FileAssoc Changed: Updated dependencies Diagnostics script Added: Tree view of Arma 3 Tools directory if Windows 7 or newer is detected DevP Added: Console output Added: Errors are now displayed in a message box mapDisk Added: Console output Added: Errors are now displayed in a message box mapFolders Added: Console output Added: Errors are now displayed in a message box Steam dumpAccountInfo Changed: Updated dependencies Steam configuration Changed: Incremented version to reflect the current stage
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So, AI can still see through completely obscuring grass and shoot at the player.
pettka replied to pd3's topic in ARMA 3 - GENERAL
I would rather say that grass models don't matter, rather the surface under them may be possibly, but not necessary, underconfigured. The view geometry tracking is still in place, the "enlargement" is just for purpose of detection - if the AI is not able to draw a line of sight to the player, it still uses the general direction of the sound and is able to track the player later on :icon_twisted: -
The flash of light You didn't see didn't erase Your memory. You have a faint feeling that there is nothing important hidden anywhere in the text :icon_twisted:
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As noted in the first reply, there is already a thread for this.
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I hope this helps :icon_twisted:
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Read first, ask questions while reading :icon_twisted: Long story short, mission maker is able to put every asset into his mission without any need to pay for any DLC.
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Not that much, the only thing You need to do if You want to use direct path to texture is this setVariable ["BIS_enableRandomization",false]; It does right what You would expect it to do - disables the randomization of the skin variant (in this case, it may be even numbers and stuff like that for Kart e.g.). Actually, the randomization script itself uses setObjectTexture to work, You just don't need to know the path to textures :icon_twisted:
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Specific skin may be set by: this setVariable ["color",X]; (the number ranges from 0 to 14) Source I hope this helps :icon_twisted: