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Found 96 results

  1. STABLE build : 1.48.131785+ branch: STABLE (note: PROFILING/PERFORMANCE/RC is compatible with STABLE) password: -not needed- ^ this password unlocks specific (branch) on steam *noteworthy: memory crashes fixed, allocation crashes fixed, (crashes from KOTH, BreakingPoint, Wasteland, Epoch etc.) and many generic crashes, tweaks for better performance etc. play IT, break IT, report IT http://feedback.arma3.com/ atm. tracking serious crash bug ! Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved for global/side channels (really problematic bug) note: guide how change branches : http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/ BIForum post http://forums.bistudio.com/showthread.php?187697
  2. FallujahMedic -FM-

    Exploding Cow or Rabbit

    Years ago I played a mission where cows or rabbits (cant remember which) would attack the players. The players had to kill the animals before they got within a certain distance of the player or a satchel would detonate (that was attached to the animal). Does anyone else remember this mission or who made it?
  3. there is new server PROFILING build : 1.36.128482+ branch: RC (not compatible with STABLE, yet much better !) password: Arma3Update136RC ^ this password unlocks the beta(branch) on steam play IT, break IT, report IT http://feedback.arma3.com/ 2 servers up (up to 102 players each) - EUROPE KOTH (x2 XP) 3rd person 94.23.112.9:2102 1 servers up (up to 120 players each) - NORTH AMERICA KOTH (x2 XP) 3rd person 192.99.47.216:2102 Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved (really problematic bug) http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/comments/2nm86t/arma_3_update_136_rc_release_candidate/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/616188677801958552/ BIForum post http://forums.bistudio.com/showthread.php?183653
  4. http://www.arma2.com/beta-patch.php WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build the build contain quite some of crash fixes (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also not yet deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  5. http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  6. hello, i remember i read somewhere that you could put satchels on walls, vehicles, and stuff like that. but i am not able to do anything of that. when i try to put them on vehicles they just happen to be put on the ground instead.. is this a planned feature?
  7. http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  8. The smoke grenades are so ineffective. They should spread more smoke, which is also more 'leakproof'/heavy and more sustained. Take a look on smoke grenades on internet or in the BF 2 Mod 'Project Reality'. The smoke grenades must be tweaked.
  9. http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  10. http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)
  11. ArgusNastyCrab

    Movement mode resets

    Taken from this post by Warmbrak: http://forums.bistudio.com/showthread.php?155675-Game-Update-0-58-Movement-mode-resets-between-crosshair-amp-iron-sights This thread was closed because the issue is apparently resolved in the feedbacktracker. It has also been confirmed a week ago on the forums that this would be fixed in the next dev update, but after a week the bug is still not fixed on the devbranch. I think this bug is very annoying and I hope BI did not forget about this one :-)
  12. Hi, tracker yesterday (sorry, MadDogX, brain wasn't on), I hope it is ok to post this in here. after I half-sleepingly wrongly posted this to the feedback My thoughts on how to improve the overall driving experience in ArmA III. Feel free to comment, review or to add your own thoughts. I will insert them, provided I remember to look here. :D Most thoughts refer to on-road driving with cars. Some could be/are duplicates. Improve sound. Sound specifically needs some work on those sections: Sound of quad at top speed is buggy: Constantly repeating accelerate noise. Braking sound is really bad and also quite general. (I actually think I have already heard the sound somewhere) The braking sound also occurs in certain cases when "drifting" at high speeds on the road. This sounds very strange. Add unterground-dependent sound. (asphalt, concrete, gravel, (rain), etc) Engine sound should have some random noise. (misfire etc) Currently it's always the same sound. Improve general handling and driving athmosphere. Driving over a bush does makes it "fall" (don't know the right word), but does not cause any damage. Because of that, you often don't even try to avoid them because you know they don't mean anything. Making them cause a scratching noise (causing the driver to notice it and think "oh shit, I have damaged the car") and some damage will do the job. Signs are too small, not really frequent and/or complete and too late and too difficult to read when driving fast. All this makes driving without looking at the map all the time or having a copilot. My suggestion: At crossings (or T-junctions), optionally have one early sign indicating that a crossing is coming and then signs for all possible ways. Generally, make the font size bigger. Fonts of real signs aren't that thin. Properly implement handbrake: A vehicle standing on a slope will roll if handbrake is not applied. Upon activation, handbrake stays activated. Upon deactivation, handbrake stays deactivated. Add wipers (Hugely improves atmosphere if graphics are done right) Some aquaplaning. (Really unimportant) Driving offroad should make the screen shake, create dust etc When driving slow-medium speed (e.g. 20 km/h), the engine makes a "accelerate" noise and the speed is almost constant, even driving on a gravel road. Add more friction and play the "roll out" noise, not the "accelerate" noise! It is not possible to brake without starting the engine, i.e. if you roll (w/o engine) and press S then the engine starts. Improve graphics. (Some details, most of it looks fine) Make streets more plastic. (especially gravel roads) Add some random noise to the roads. Hoping I've done it right Scogol PS: Indentation is a bit broken.
  13. i want to set damage of the vehicle that i'm driving to zero how can i do that? for example "player" is the name of the player now what is the name of his vehicle? ---------- Post added at 18:33 ---------- Previous post was at 17:17 ---------- i got my answer:D use this command and it will give you the object of vehicle you drive vehicle player
  14. Is there any kind soul there that can explain in Layman terms how to use a Joystick with this game, i can get a simple guide anywhere, usually i go to U Tube, but its all reviews there, kinda difficult to play the game as i have lost a few fingers, i thought i had got the wrong game when it looked like at first a FPS game, thanks. Cabunag60
  15. Twenty four years after the original Carrier Command was released, it's modern-day successor is finally here: Carrier Command: Gaea Mission is now available in stores worldwide for both Windows PC and the Xbox 360®! Bohemia Interactive's Carrier Command: Gaea Mission offers a blend of first- and third-person vehicular combat with tactical and strategic elements. In a massive sandbox, consisting of 33 unique islands hosting 6 distinct climatic zones, players are put in command of a futuristic military carrier holding multiple remotely controllable and customizable units. By traversing the seas and establishing a strategic network of island bases for mining, production and defense, players will set sail for a titanic game of conquest. Unlike the original, Carrier Command: Gaea Mission also features a story-driven campaign. Alternatively, people can go head on with a mode similar to the original Carrier Command, named Strategy Game. The full release announcements can be found here and here. We've also just shipped the game's launch trailer: 8A6twsbdDzE For more videos and intel on where to order the game, be sure to visit http://www.carriercommand.com/buy - welcome back on board!
  16. Arma 2 CO/OA/RFT 1.60 Update RC3b is available now, it should be compatible with any previous version including RC1 and RC2 and RC3: RC3b fixes only the ARMA 2 update issue ftp://downloads.bistudio.com/arma2.com/update/ARMA2OA_Patch_160RC3b.zip Mirrors: http://www.multiupload.com/QXFZKRNK6R Thanks to everyone involved, we are getting close to final state. * all signature problems should be gone finally * the official expansions are handled better using registry based system now, should make the in game expansions manager more useful than before As our plan is to release final 1.60 prior Christmas please focus on regressions or installation problems only at this stage. Note: this RC contains ARMA 2: OA update 1.60 ARMA 2 update 1.11 ARMA 2: BAF update 1.03 ARMA 2: PMC update 1.02
  17. Today we present you with a Release Candidate of our second Patch (1.03 Bainbridge) :xmas_o: Please help us test it before we release the final patch into the wild. This RC is not compatible with Steam versions WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.03 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Reduced Ground Effect strength - engine-based improvements Small flight model tweaks - based on community / internal feedback Heliport character animations – mission briefings include new animations Czech language support – more languages to be added asap Benchmark added - challenge your hardware! Picture-in-Picture quality setting - select the quality of PiP (performance) Direct download from bistudio.com (142 MB ZIP) Multiupload mirrors: http://www.multiupload.com/EWH8SW61FK MD5: 2674bde3e0ec21ba1bc9cbcd7075a967 ReadMe:
  18. Hi, I searched on the forums and on the internet and found several codes. However, I'm still not able to spawn weapons on the ground like is seen in the ARMEX (ArmA II Operation Arrowhead ). Basically, I want a weapon (M16A4 and several mags) to be spawned on a table. createVehicle doesn't do the trick. I think the weapon is spawned underground or isn't spawned. ANy helps?
  19. Arma X: Anniversary Edition brings a unique collection of all military simulation games from Bohemia Interactive from the last decade. Titles included are: Arma: Cold War Assault (2001), Arma: Resistance (2002), Arma: Armed Assault (2006), Arma: Queen's Gambit (2007), Arma 2 (2009), Arma 2: Operation Arrowhead (2010), Arma 2: British Armed Forces (2010) and Arma 2: Private Military Company (2010). This collection is already available online from Sprocket or Steam and it is going to be available as unique exclusive retail packaging on 4 DVDs, plus printed maps of all Arma 1 and Arma 2 environments, in September 2011 in the following countries: Cyprus Czech Republic - released: Game by JRC, Xzone Belgium Denmark Finland Greece Germany - released: Amazon.de Ireland Luxembourg Netherlands Norway Sweden United Kingdom - released: Play.com, Amazon.co.uk United States - the content will differ, Arma Gold is not going to be inclued due to licensing problems, estimated release date November 2011 More information will follow in coming weeks, including specific release dates and links to stores selling the title. The retail edition contains: 4 DVDs, 21.5 GB, all titles up to date conveniently packaged exclusive content of the retail edition: printed maps of Chernarus, Sahrani, Takistan, Shapur and Proving Grounds, post cards
  20. Sharp93

    ArmA Wont Start

    Hi guys,when i try to start ArmA the part where it marks the boxes with a check mark it goes all the way except it stops at the 3rd from the last, and then i get No Entry 'bin\config.bin.ControllerSchemes' so i click ok and then the game starts up and its a black screen for about 3 seconds then closes and i get another error message,this time it says Error compiling pixel shader PPSpecularAlpha aney 1 know what the problem is,all my drivers are up to date and i have XP Pro SP3 Pentium D Dual-Core 2.66GHz on both cores and i got 2 gigs of RAM and an Nvidiea Geforce 8400 GS with 512 memory on it and it passes the reccomended requirments
  21. This page contains Frequently Asked Questions about ArmA 2 game release on STEAM. Note: TBA - To Be Announced, TBD - To Be Determined Q: Why are there different release dates on Steam? A: This depends on work-flow and particular agreements with the publishers. USA,Canada region: 26th June 2009, EU region: 30th June 2009, rest of the world: 30th June 2009. Q: Why is the Steam EU release later than EU retail release and even US release? A: This decision is related to existing publishing and distribution deals for various countries. Q: If I cancel my preorder of Steam version, do I get refund. A: Yes, of course. Q: Who is in control of game updates on Steam? A: Bohemia Interactive. Q: When new patch is released, would I need to wait for special update of Steam version? A: Yes. Update should be available at the same time as for the retail versions and should be delivered to your Steam account automatically (unlike normal patches for retail version where you will need to manually patch the game). Q: Is there SECUROM copy protection used? A: No, Steam version is protected in a different way. Q: What copy protections are used in Steam release? A: Steam copy protection and BI internal solution. Q: Are there any activation limits for the Steam version? A: No, only the standard Steam account limitations apply. Q: Any chance of preload on Steam before release? A: Most likely yes unless something unpredictable prevents it to happen. - Note: TBD Q: What is size of the Steam version download? A: ~8 GB Q: Will be there any special bonus for Steam buyers? A: TBD, TBA Q: Can we use our retail keys to register on Steam? A: TBD, TBA Q: What version will be on Steam on release? A: Version 1.02 may be available for preload, although improved 1.02+ build may be available on release. Q: Will Steam offer beta patches? A: TBD, yet most likely not Q: Can we expect demo on Steam? A: Yes, TBA Q: Will the demo be distributed exclusively on Steam? A: No. Q: What language versions of game will be on Steam? A: For now and near future English language version only Q: What Steam features works already? A: Steamclient VOIP, Steamclient overlay and Steamclient browser inside overlay, Steamfriends in Steamclient. Q: Can we expect use of SteamWORKS (VAC, Cloud, etc.) features? A: No, not at time of release but some features may become used later in future. Q: Are there any feature drawbacks of Steam version compared to retail version? A: No, all features are same. As with any other version, community-made addons and scenarios work with the Steam version. Q: Is Steam version compatible in multiplayer with retail version? A: Yes, absolutely Q: Will the Steam version work offline? A: Yes, via Steam offline mode. Q: Is Steam version supporting commandline like switches like retail? A: Yes. Q: Is there complete ArmA 2 manual included with STEAM release? A: Yes, it will be available as PDF download from STEAM. * these FAQs will be updated and expanded as and when needed ...
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