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Everything posted by pettka

  1. In this thread we'll try to describe updates happening in the Development Branch of Arma 3 Tools. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. The changes are not going to be done daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team. 20-06-2014 Fixed: Broken Addon Builder UI Fixed: Copying of files to the target destination in Addon Builder Fixed: "External" feature of Tools Launcher was disabled by error
  2. Sometimes it's useful to discuss updates to the Arma 3 Tools Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if an update is very broken or very epic. Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
  3. http://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines Feel free to use it according to our modding license :icon_twisted: It roughly describes new features for weapons in Arma 3, You still would need to know the basics from A2/OA.
  4. pettka

    Changelog 1.0.44422

    Added: Challenges now ignore other tiers of currently assigned challenges when assigning a new challenge Changed: Character shown in the reward screen was low detailed Changed: Content of combination lock box content Changed: Updated translation files for Spanish and Italian Changed: Outlander Uniform fixed for Lobby and Reward Screen Fixed: It was not possible to deconstruct more than 1 Consumable at a time Fixed: Weapons correctly centered in aiming down the sights Fixed: Challenge Manager had a tendency to give daily challenges of the same category during reset, ie. when looking for the least recently used category, it was only factoring in completed challenges, not currently active ones. Fixed: Number of friends shown in the leaderboard Fixed: UI & preview updated on customization loaded Fixed: When you open menu just before the wipe reward screen is shown, you will be stuck Fixed: Proximity-triggered events (airdrop, antenna, barred vault, comm station, exit area) should now be triggered only by the local player, not by any player Fixed: Threat based challenge condition to correctly respond to killing and becoming a threat Fixed: It now takes 4 kills to become a threat, not just one Fixed: Challenges in duo modes now properly count their progression Fixed: Challenges to extract wit some items didn't count properly Fixed: Item Deconstruct challenges were tracking item crafting instead of deconstruction Fixed: Game mode description is now properly localized to client language Fixed: Extracting with an item challenges now accounts for matches where the player dies with insurance Fixed: Comm Station Challenge now takes into account any interaction with a comm station Fixed: Ambient sound of Comm Station is now properly started/stopped as appropriate. Tweaked: SnowForest map fog density
  5. As of today, we're inviting external developers to send us their pitch for new third-party premium DLC for Arma 3 (be sure to read the invitation here). In the meantime, if you have any questions, suggestions, or concerns, we welcome you to share them here. Thank you for your interest!
  6. pettka

    Can't connect to online

    I'm sorry for the issue, there was a misconfiguration of map rotation.
  7. pettka

    No Encounter Sites

    I'm sorry for the issue, there was a misconfiguration of map rotation. It is all fixed now, along with an update to fix some major issues. I hope this helps.
  8. Glad to hear it works as it should And sorry for the Pay to WIn part, it was not aimed directly at You, rather explaining why we chose this road. To dig a bit deeper, if we didn't do that, it would even allow some strange loadouts like with EMR and full grenades and vests. And we don't think that's anything for Argo. I'm glad You enjoy the game, have fun playing :)
  9. I have some bad news for You - Argo is not a pay to win game in any regard ;) That means You have to be able to use standard EMR to be able to use the pumpkin pie one. Try spending some skill points to open the DMR 2 tier and see the pumpkin pie EMR opened. The same goes for AKs and SPAR, they need You to have the tiers in skill tree opened to be used.
  10. Hi everyone, After more than four years of post-release development, the Arma 3 team is gradually moving onto new projects here at Bohemia Interactive. This includes the development of new games, as well as the development of the technology and tools that will power our future projects. Of course, we've not yet reached the final destination on the current Arma 3 roadmap, and with Tac-Ops and Tanks DLC on the way, there's still a lot to look forward to! Beyond that, as we'll be investing our resources into the longer-term future, it means that Arma 3 Tanks will most likely be our final, official, DLC release. Of course, we'll still be supporting the Arma 3 platform with updates afterwards. However, these should not involve major changes to the game's core architecture, which also makes it less likely for such updates to cause compatibility issues, and helps us to ensure a more stable platform overall. Regardless, thanks to our dedicated community, we're convinced that Arma 3 will remain active and relevant for many more years. Yet to help Arma 3 continue its life as a constantly evolving platform, there's one other idea that we wish to pursue. Namely, we'd like to work with external development teams, including the splendid developers in our community, to publish their Arma 3 projects as third-party premium DLC on Steam. As most of you probably already know, Arma 3 Jets DLC was the first opportunity for us to become familiar with third-party development partnerships. This DLC was developed together with BRAVO ZERO ONE STUDIOS (B01) - an external team led by Make Arma Not War winner Joshua "Saul" Carpenter. To put it simply, B01 developed the premium assets like the new jets and carrier, while our own development team took care of the related free platform features such as the sensor overhaul. It was a very challenging, but also satisfying and successful project. And even though we don't have the resources to directly support the development of any future third-party DLC (unlike the more cross-collaborative approach to Jets DLC), the overall experience has made us confident about extending this opportunity to other external developers. Furthermore, this opportunity also connects with our belief that quality content creators, including the talented developers in our community, deserve a financial reward for their hard work - and facilitating this would eventually lead to many benefits for everyone. At the same time, we're also very keen to preserve everything that makes community content and modding such a beloved component of our series. For this reason, let us already point out a few things: We'll be looking to select and publish new projects, but also existing projects that would be able to scale up in quality/quantity as a result of being published as a premium DLC. However, we'll always insist that any existing free Arma 3 addons and mods remain free. In other words, third-party DLC we publish should never replace something which was previously free. Different from Arma 3's official DLC so far, this new third-party premium DLC would always be an optional installation. This means you only download the DLC data after you've purchased the third-party DLC pack - and so if you didn't purchase and install the additional content, you wouldn't see it listed in Arma 3's main menu or in the Editor's content browser. As mentioned earlier, we'll not be able to offer development support for third-party DLC. However, we will provide guidelines on technical and quality requirements, assist with the Quality Assurance process, help with promotion and deliver the tools for mastering. Lastly, we know from experience how difficult it can be to bring a project to completion. With that in mind, we currently anticipate that probably only a few third-party premium DLC packs will get published each year. Our intention is to ensure a steady flow of exciting new Arma 3 content over the next few years, while also making sure not to clutter the game with an excessive amount of premium DLC. For now, we're mostly looking to get the ball rolling by inviting those who are interested in a collaboration to send us their DLC proposal. To do so, please send us your pitch (which should already include a working in-game prototype delivered as an Arma 3 mod) to businessdevelopment@bistudio.com. After we've evaluated your concept and if we see potential, we can start discussing the details of the agreement, the development schedule, and anything else that might be relevant to your project. All in all, we know you'll have many more questions, and quite honestly, we might not have all the answers just yet. We're currently in the process of formulating the basic guidelines, and forming the team of people who will be guiding the entire process. We'll probably also be making some mistakes and all be learning as we go. However, in the end, our ambition is straightforward and clear: to establish a third-party publishing framework which benefits our content creators, our players, and our longer-term future. In the meantime, if you have any questions, suggestions, or concerns, we welcome you to share them with us. Thank you for your interest - we'll keep you informed as things progress!
  11. We have recently enabled tides on Altis, Stratis and Tanoa to see how it affects the game. We are aware of some issues caused by the change, but there may be many more lurking beneath the sea level (quite literally ;)). Still, we would like to know Your opinion on the topic, what do You like most and what issues do You encounter with the low tide (as a high tide should be roughly at the same level as the sea was before the change). Please, keep in mind that the change is experimental and may be possibly even removed from the official terrains if we don't find suitable solutions for some of the issues. On the other hand, feel free to experiment with the tide on other terrains too, or even try the mod that reminded us about the nearly forgotten functionality - it uses much higher values than we do for testing and the results are impressive to see :)
  12. pettka

    Ask us anything!

    Hello. There are actually three ways how to obtain the package: You go to Gamescom and visit our booth, You ask someone visiting the booth to get You the key, or You may obtain the package on Steam. Ideally, we would like to hear and see You in person, but there are even some giveaways on various channels. See https://www.projectargo.net/blog/announcements/meet-argo-devs-at-gamescom-and-receive-exclusive-in-game-items for more details.
  13. pettka

    Gamescom exclusive in-game items

    There seems to be a hiccough on the Steam service, it's available via direct search (http://store.steampowered.com/app/690780/Argo__I_went_to_Cologne_and_all_I_got_was_this_DLC_Pack/) but it's not shown as a child of Argo itself just yet. You may either buy it on Steam, or feel free to ask someone to grab you a code on Gamescom
  14. pettka


    21-08-2017 Gamescom update Size of the update: 1,3 GB General News: We added new package with exclusive in-game assets called "I went to Cologne Expo and all I got was this DLC". As the name suggests the best way to claim it is to come visit us at Gamescom. This pack will only be available to get for limited amount of time - duration of Gamescom. We added some cool Gamescom graffiti to our playable locations, go check them out and feel free to Tweet your screenshots at us! UI: Added: Descriptions in Loading screens added based on new unit's apparels. Changed: Radio volume slider in Audio Options (obsolete setting with no function in Argo) Others: Added: New languages – Turkish Bugfixes: Fixed: Too small component for mouse acceleration in controls for some languages. Fixed: Player wasn't able to move after multiple pressing of 'Kill yourself' button. Fixed: Wrong vizualization of the power stat of AK-12 and AK-12 GL in the Equipment. Fixed: HUD Helpers states in Game Options are now localized. Fixed: Too small component for mouse acceleration in controls for some languages. Fixed: Combat Patrol - Proper vests are now used for playable units Fixed: Link - Airdrop crate would not get deleted between rounds if claimed near the round end Fixed: Occasional stuck black screen at the match start Fixed: If you host your own game of Combat Patrol, the mission will not end properly.
  15. The recent changes of AI skill (see Reply to AI Discussion (dev branch)) resulted in a slower recognition of enemies. This has been tweaked, we are still trying to find proper solution for that. Generally speaking, current recognition speeds are still a bit slower than before the AI skill change.
  16. pettka

    Bring back easy/normal modes

    Thanks a lot for precious feedback! We have spent a good deal of time discussing this change, lets provide you with some more context. We always wanted to make the Argo experience as immerse as possible. We divided the HUD helpers into various categories to see if they have some impact on the actual gameplay, and there was just one that really did - the crosshair. The decision was pretty easy for us on that one, as players may aim down the sights, there is no need for any artificial help in that regard. One thing that was on the edge was marking of friendlies - that made it a lot easier to see where the friendlies are. Given the ration of team kills, we decided to remove the general helper and add a new one only in case you aim at a friendly. Recognizing the enemies still adds you precious time to secure the kill and allow fulfilling of the objectives. Other HUD helpers, such as round status and position of points, are already available in one way or another, be it on the map, in the score screen or via announcer voices. We decided to keep them based on players preference. On the other hand, we'll evaluate that decision based on data we get from the live environment. I hope this explains the changes a bit more in depth, feel free to let the feedback flowing.
  17. pettka

    Jets DLC in-game promt

    The fine gentlemen at our support informed me that they have a way to solve such individual issues. Could You, please, try to contact them, they should be able to help You. I'm sorry for the inconveniences.
  18. I'm sorry for the confusion, it's actually the other way around - damage to main turret doesn't disable the secondary one anymore. I'm sorry for the confusion, I'll try to formulate it better in the changelog.
  19. 13-07-2017 EXE rev. 142346 (game) EXE rev. 142346 (launcher) Size: ~256 MB (depends on Apex ownership) DATA Tweaked: Combat Patrol - weather & daytime presets are no longer forced for user-made scenarios Tweaked: Improved civilian base class event handler inheritance for better compatibility with community addons Added: Non-moving variants of wind turbines; you can find them in the editor as "Wind Turbine (Off)" and "Wind Turbine (Off, Camo)" Added: Light when firing launchers; also moved light and smoke effects from ammo to the weapon itself for NLAW and Titan Tweaked: The function that does the adjustments to vehicles through Garage is now spawned (this way it works properly also for simple objects) Added: The scenario description in the loading screen now stretches vertically up to the height of the overview image ENGINE Fixed: The commander's turret didn't work if the main turret was broken (it is properly independent on each other now)
  20. pettka

    Cars getting stuck in terrain

    This is more likely caused by the terrain under the car - hatchbacks aren't well suited for driving in a rough terrain. As I can see, this was not on any official terrain, so we cannot help with the exact cause.
  21. 07-07-2017 EXE rev. 142299 (game) EXE rev. 142295 (launcher) Size: ~137 MB (depends on Apex ownership) DATA Fixed: Many small localization tweaks and fixes Added: Chinese Traditional and Chinese Simplified languages Fixed: Titan & Signal Pistol had incorrect icons in the Field Manual Added: Animation Viewer can now be accessed from Eden Editor (Tools > Animation Viewer) Added: Splendid Camera can now be accessed from Eden Editor (Tools > Camera) Fixed: Alpha sorting on Pawnee Fixed: The command bar picture of the steerable parachute used an incorrect texture Fixed: Sentences which were using InLocation (e.g. "Move to point Alpha") were not used when the checked position was closer than 50 meters to the location Fixed: BIS_fnc_animType did not recognize Apan, Afds, Afal and Apar anim types Fixed: "Environmental sound WindFast not found" pop up error Added: Laser designator now shows a special cursor when designating is active ENGINE Added: New MFD source "targetHeight" Added: New scipt commands for info panels - infoPanelComponents, enableInfoPanelComponent, infoPanelComponentEnabled, setInfoPanel, infoPanels, showHUD (updated), shownHUD (updated)
  22. pettka

    Arma 3 Ai REVAMP PLEASE!

    The work on AI is an ongoing effort (as You may see even in this thread), the complexity of things affecting the AI make it a long run.
  23. pettka

    Helicopter camera

    It is. And if it was not and You weren't able to tell any difference, the result will be the same, or am I wrong? I'm sorry to say, but should there be any issue for the advanced pilots You are speaking about, feel free to let us know.
  24. pettka

    game crashing due to vehicles

    Thanks a lot for reporting the issue. Could You, please, try to create a ticket on the Feedback Tracker with RPT of the game? It should be fairly easy to gather the logs via the game Launcher (just click Options in the to part of Launcher and select Prepare Arma 3 troubleshooting report), it'll help us to find the cause and hopefully fix it.
  25. pettka

    SEA/OCEANIA/JAPAN servers?

    There is a solid base of servers in each region (including, but not limited to, Asia and Oceania) at least for the release and we are watching the trends in each of the regions ready to add more servers if necessary. Should you find the number of servers lacking in your region, don't be afraid to contact us.