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Found 12 results

  1. NightOps - Arma Platform Modding Project www.NightOps.de One month after the early access release of Arma Reforger, we are happy to announce the NightOps modding project officially. We provide frameworks and custom gamemodes in Arma Reforger for everyone to use. This makes creating a coop or solo scenario very easy for mission makers. No workbench experience yet? Don’t worry, our first tutorials and documentation will lead you through it! And the best thing, it’s already published! The team made several released the last weeks but we feel now ready, to announce this project to the public. You can either use just one framework as a dependency or the whole package with a lot of useful features for creating custom missions. A showcase what features and mechanics are included can be already played in the NightOps - Everon 1985 mini-campaign and we will release custom PvE and PvPvE gamemodes in the near future. What is already done and can be used right now by everyone: Custom Modes Framework (provides ready-to-use Coop gamemode prefabs and some mighty custom trigger for mission design) Dynamic Task Framework (provides a dedicated server working task manager with a lot of custom task trigger) Dynamic Spawn Framework (provides a system to dynamically spawn and de-spawn groups, vehicles and objects and can even use a dynamic faction system to change the spawning units depending on mission header configuration) Everything is covered in a great basic tutorial written by Herbiie and documented well on our website. And more deep dive guides will follow soon about every framework. Next to that, Zeal published a small tutorial about Additional Script utilizing the frameworks in a more specific way about topics, people were asking lately alot. It’s part of our philosophy to make the project open-source sharing everything we learned for the community. So you can either just download the dependencies in the Ingame workshop or review the sourcecode repositories on GitHub. And finally, I want to share a overview about our roadmap for the near future: While we are working already on bigger gamemodes in the background, we are happy to tease the NightOps DYNAMIC COMBAT PATROL mode which will be released soon. We will offer a immersive and persistent combat patrol experience for Arma Reforgers Everon map. And mission makers can use the gamemode out of the box to add it to other custom terrains easily. Ofcourse, that will be covered by another tutorial when it's done. So don’t miss an update and follow us on Twitter. We are looking for your feedback and issue reports. And if you need support, you can always tag us in the official Arma discord server, on the Enfusion Discord or in our own NightOps discord. So enjoy the mods, feel free to critize what's buggy right now (and we expect that you find the bug's we aren't aware of) and stay safe!
  2. UPDATE: Mod found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1919803068 Hi, my names Anthrax and im proud to announce the development of my first mod, a retexture of the Livonian Defence Forces to a desert/arid camo pattern, which in my view will enable missionmakers to use the faction and its equipment in terrains outside of Eastern Europe. The scope of the mod is to replicate the LDF Faction for BLUFOR and INDFOR in my geometric desert camo pattern, right now the features scheduled for an eventual release (deadline cant be given at this stage) include: Infantry, infantry equipment, infantry groups, basic ground transport vehicles. Here is a photo showing my progress with the mod so far, note the LDF Soldiers & Equipment (Please note that in this image, Render Worlds is used and the lighting in that is not the same as the lighting in most other maps) All uniforms except for CBRN Gear and the Helicopter pilots outfit have been made. I'm not familliar with forums but hopefully i'l be able to provide progress logs on this website, lemme know what you think of the mod so far. Cheers 😛 CREDITS -Avery for providing me the original LDF camo sample and the textures for the modular vests -The other members of the A3 hub for providing me invaluable assistance with general modding concepts
  3. I just saw the top banner that says "-%80 discount on all arma 2 titles". I already have A2:CO but the non steam version, I want to have the steam version so I have all the Arma games on steam (already have A:CWA and A3 there), and the A2 dlcs I dont yet have. I have some funds on my steam account so I went into the A2 Complete Collection steam page but the discount is not available there, only on the bistore. Does someone knows if the discount will be available at steam or will be only on the bistore?
  4. Bohemia Interactive’s exploration game Take On Mars today received its third major update. The ‘Tech-Enhanced’ update implements a technology tree, global objectives, improved vehicle landing, two new crater locations, a ‘Probe’ vehicle, and the Soviet-era ‘Mars 3’ lander holding Mars’ first rover, the ‘Prop-M’. Building further upon the early access release of Take On Mars, the new ‘Technology Tree’ system lets players research various technologies, which eventually gives them access to new instruments and vehicles. The implementation of ‘Global Objectives’ means that accomplishments at various locations in the game now contribute to the same objectives, combing the locations into one whole. The added ‘Probe’ vehicle is a simple, single camera, single instrument slot chassis, and is the most basic technology available from the beginning of the Space Program. Last but not least, the two extra crater locations, Lyot and Ptolemaeus, provide the perfect opportunity to explore new terrain with the Soviet-era ‘Mars 3’ lander (also equipped with Mars’ first rover, Prop-M), which is the first vehicle to achieve a soft landing in Mars’ Ptolemaeus Crater in 1971. Rover operators who already signed up for the Take On Mars’ Early Access program have access to the new content right after downloading the automatic update via Steam. Those who would like to do some further analysis can examine the complete changelog on http://mars.takeonthegame.com/. Here are a few screenshots: Mars 3 + PROP-M, the first vehicle to successfully land on Mars. The Global Objectives screen, showing the objectives of your agency and how many missions are left in each to complete them, complete with a progress bar. The all-new 'Probe' vehicle, which is the most basic vehicle in the game. The Technology Tree screen, showing the various fields of research, items within them, and a list of instruments, vehicles etc to the left for easy highlighting of required technologies. 19th November 2013: - Added mouse-over hint to Global Objectives detailing instruments that need to be researched - Probe thrusters adjusted 18th November 2013: - Mars 3 sequence now has the correct date 0000361 - Added indication to map if no missions are present - Added filtering of required and optional instruments in the Rover Lab - Added display to Rover Lab of instruments with no valid slots in red - Fixed occasional incorrect display of Global Objective where it was missing the 'complete' text - Added missions to Kaiser Crater - Added missions to Victoria Crater - Added missions to Gale Crater - Modified missions at Lyot Crater 17th November 2013: - Added displaying of waypoints even in the landing hud 15th November 2013: - Adjusted the power output of RT generators and Solar Arrays to correspond with real values - Added new shortcut key to the Global Objectives screen (default 'O') - Added new shortcut key to the Tech Tree screen (default 'T') - Changed Tutorials shortcut key from 'T' to 'F1' - Changed Return to Mission Control shortcut key from 'F1' to 'Backspace' - Fixed Global Objectives progress bars not being 100% accurate - Fixed issue where vehicles sent from the map via 'New..' did not have correct icons - Fixed crash when selecting 'New vehicle' in the Rover Lab 0000357 - Fixed and improved financial part of vehicle statistics 0000358 - Improved filtering of items for skeletons and vehicles in the Rover Lab - Improved filtering and display of science targets in the map's Mission Details 13th November 2013: - Added physically simulated cable between Mars 3 and PROP-M - Added controllable Cycloramic cameras to Mars 3 - Added FLY TO WAYPOINT radial menu action to Landers when they have a mission assigned that is out of reach - Added New -vehicle skeleton name- items to mission selection in the map to allow custom tailored vehicles to missions - Finalized Probe landing sequence - Campaign starting budget adjusted - Tech tree features updated 12th November 2013: - Added Cycloramic cameras to Mars 3 - Added new HUD to Mars 3 - Added objectives to Mars 3 sequence - Added missions to Gale Crater - Added mission to Asteroid belt - Tech tree research times and prices adjusted 11th November 2013: - Removed duplicate science target IDs - Modified several missions at Deimos - Added mission to Deimos - Modified mission at Asteroid belt - Fixed few bugs in campaign - Tech tree main features made into final revision 8th November 2013: - Added missions to Gale Crater - Added missions to Lyot Crater - Added missions to Deimos 7th November 2013: - Optimized particle saving and recreating from scenarios - Added missions to Gale Crater - Added missions to Kaiser Crater - Added missions to Victoria Crater - Adjusted missions at Lyot Crater - Added two more Global objectives - Adjusted missions at Deimos and Asteroid belt 6th November 2013: - Added highlighting of required technologies by instrument or vehicle to Tech Tree window - Improved Tech Tree window screen resolution sizing - Changed appearance of Mission Control HUD - Fixed and adjusted Global objectives list - Modified Gale Crater terrain for missions - Deleted old missions from all locations - Added campaign file to Lyot Crater - Added missions to Gale Crater - Added missions to KaiserCrater - Added missions to Lyot Crater - Added missions to Victoria Crater 5th November 2013: - Added Global Objectives functionality - Added assigning Global Objectives to missions - Added layer textures to Lyot Crater - Added stones to Lyot Crater 4th November 2013: - Removed obsolete part quality - Added layer textures to Lyot Crater - Added stones to Lyot Crater 1st November 2013: - Added defining of location size for the map window to .loc files - Added location map for Lyot Crater - Added location map for Ptolemaeus Crater - Added layer textures to Lyot Crater - Added stones to Lyot Crater - Added Mars 3 sequence as the beginning to the Space Program 31st October 2013: - Added 2 new music tracks - Improved Large Rover Sky Crane descent - Added layer textures to Lyot Crater 25th October 2013: - Added layer textures to Lyot Crater 24th October 2013: - Added layer textures to Lyot Crater - Added WIP Tech Tree window 23rd October 2013: - Added layer textures to Lyot Crater 22nd October 2013: - Added controllable Mars 3 Lander with deployable PROP-M Rover - Added switching between 3rd person camera targets (default 'V') 18th October 2013: - Added layer textures to Lyot Crater 17th October 2013: - Added controllable PROP-M rover - Added layer textures to Lyot Crater 16th October 2013: - Improved landing of Landers, they should no longer hover above their target location 0000085 - Improved visibility using nightvision during a sandstorm - Fixed minor issue with the Zero-G Probe thrusting against your input - Added layer textures to Lyot Crater 15th October 2013: - Fixed issue with static connection parts being spawned with an incorrect orientation - Fixed Asteroid belt missions after asteroid model upgrade - Added layer textures to Lyot crater - Reduced wind strengths in all locations 14th October 2013: - Added layer textures to Lyot crater - Overhauled airbag landing system for the Small and Medium Rovers 11th October 2013: - Adjusted collision spheres for instruments - Solar Panels now generate according to incident light angle of the sun 0000307 - Removed dynamic rocks from locations to improve performance - Added new dunes to Lyot Crater 10th October 2013: - Adjusted floating rocks on Gale Crater - Adjusted floating rocks on Kaiser Crater - Adjusted floating rocks and dunes on Victoria Crater - Added collision spheres for instruments - Optimized vehicles to allow them to go to 'sleep' when not moving, improving performance - Added new dunes to Lyot Crater 8th October 2013: - Adjusted floating rocks on Gale Crater - Adjusted floating rocks on Kaiser Crater - Solar panels now stowed on descent and are now stowable (can be controlled) - Fixed major issue with spawning joints, disallowing turnable parts attached to other rotated parts - Added new dunes to Lyot Crater 7th October 2013: - Added Lyot Crater location - Added more bounce to airbag landing systems 0000181 - Added support for multiple 'base' parts - Added vehicle-oriented 3rd person camera - Improved smoothness of 3rd person cameras - Rover wheels now 'stowed' while landing to avoid them flopping and getting damaged 4th October 2013: - Added vehicle statistics to the map (Sols, launch date, cost/profit, distance travelled, etc) 0000217 - Added more rocks to Deimos - Adjusted floating rocks on Victoria Crater
  5. In support of Take On Mars’ early access development, Bohemia Interactive today released the anticipated Deimos content update. Featuring two new locations and the Zero-G Probe vehicle, the content update also implements new features such as dynamic mission generation and a spectacular new weather system. As implied by the name of the content update, one of the new locations brings players to Deimos, one of Mars’ two known moons. Here, Rover operators can explore three massive craters - each with a diameter of about one kilometer. The second new location inserts players into deep space, on an asteroid belt between Jupiter and Mars. “The new locations let you experience movement in a zero gravity environment, adding a new dimension to Take On Mars' already vast aspect of robotic vehicle simulation. This also gives you the opportunity to witness an amazing ballet of asteroids in the Asteroid Belt location. Fellow space enthusiasts will also be excited to learn that the Martian weather systems are also newly present in the game, affecting your vehicles in a realistic manner. All in all, while the real Mars Curiosity keeps making discoveries, Take On Mars keeps pushing forward, improving accordingly with the great feedback we have been receiving from fellow players.†-- Dram (Martin Melicharek, Project Lead) Besides the two new locations, the Deimos content update also adds the Zero-G Probe: a remote vehicle designed for zero-gravity environments, which makes it better suited for Deimos' gravitational pull of -0.0039m/s^2 than regular Rovers and Landers. Furthermore, the new ‘Dynamic Mission Generation’ feature dynamically creates photo, exploration and analysis tasks around the player’s location, whereas the new weather conditions now also include sandstorms and strong winds - providing great visual effects and additional gameplay depth. http://dramthethief.com/uploaded/Deimos1.jpg (420 kB) http://dramthethief.com/uploaded/AsteroidBelt1.jpg (310 kB) http://dramthethief.com/uploaded/AsteroidBelt2.jpg (261 kB) http://dramthethief.com/uploaded/Weather1.jpg (239 kB) http://dramthethief.com/uploaded/WeatherTransition.jpg (615 kB)
  6. I don't know if the license.txt file included with every Arma 3 version of Domination I've downloaded was tossed in at the original release of Domination for Arma and then modified over the years by numerous developers/hackers, but it is now invalid. For one thing, if you modify a Creative Commons license, it cannot be called a Creative Commons license any longer as stipulated here: http://wiki.creativecommons.org/Frequently_Asked_Questions#Can_I_change_the_license_terms_or_conditions.3F To utilize Creative Commons, the license must be left intact or or any mention of Creative Commons must be removed. As such, the Creative Commons aspect of license.txt is invalid and unenforceable as it violates the terms of use. Unfortunately for the author(s), there is no definition in any valid part of license.txt for "work" or "Domination" which is what most of the rambling preamble to the Creating Commons license references. As such, none of the contents of license.txt contains any valid restriction against doing anything with the code, live streaming, monetizing videos, or uploading it into Steam Workshop. Just thought I would mention it in case anyone actually cared.
  7. Hello everyone! Together with the announcement of the October plans for Take On Mars, today we released a major update. Landing a complete integration of Steam Workshop, several new side-missions, the Workbench suite for mod-makers, alongside various other improvements and fixes, the 'Mars Builder' update expands the game’s universe and adds new dimensions for players to explore. The addition of Steam Workshop to Take On Mars enables players to upload, play and share a wide range of player-created content – including new terrains, models, and scenarios created with the in-game 3D editor. To kick things off, our team created and shared an example mod pack, which includes a new crater location, a 4WD Buggy vehicle, plus a few options for customizing the Buggy with alternative sounds, configurations, equipment (turrets), and textures. The Take On Mars team is also proud to announce the upcoming Deimos update. Available on October 3rd, this free update includes two brand new locations for you to explore, and a vehicle designed for zero gravity environments, the Zero-G Probe. Furthermore, the update brings along several new features, such as ‘Dynamic Mission Generation’, which dynamically creates photo, exploration and analysis tasks around the player’s location. Another feature is the overhauled ‘Part Failure System’, which makes part failures much more reactive to the weather conditions and player’s actions. Related to weather conditions, sandstorms, strong winds, and dust devils will also be making their debut in Take On Mars with the planned October update. The free Deimos update will be made available through an automatic Steam update on October 3, 2013. After this date, the price of Take On Mars will be also increased to 13.99 EUR/ 17.99 USD/ 11.99 GBP. The game is currently available on Steam (Early Access) and Store.bistudio.com for 9.99 EUR/ 12.99 USD/ 8.99 GBP. Change Log: [color=#000000][font=Arial] 9th September 2013: [/font][/color]- Fixed globe zoom issue in the main menu - Fixed shadow issue of Crater models on Deimos - Improved shadowing by sun on Deimos 6th September 2013: - Added the external Workbench editing suite - Added instrument info (power generation, range, etc) - Updated instrument descriptions in the Rover Lab 4th September 2013: - Added instrument descriptions to the Rover Lab (no longer WIP) - Increased resolution scale of Terrain Imager cameras 3rd September 2013: - Added support for custom content via addons, including locations, vehicles and so on - Added night time lighting to the Mars Yard - Removed several obsolete files 2nd September 2013: - Added WIP Deimos location - Added WIP Zero-G Probe 30th August 2013: - Fixed science target in Victoria Crater mission ref. 5540 0000300 - Fixed APXS bounding box in mission Ancient River Bed 0000288 - Adjusted the science target priorities and task order in Kaiser Crater mission ref. 6983 29th August 2013: - Fixed gripping to floor while trying to thrust in Lander - Fixed EAS flashing READY while in use 28th August 2013: - Added Flight Mode activation for Landers, enabling the player to move a landed Lander - Adjusted analyze target in Victoria Crater mission ref. 1967 0000270 26th August 2013: - Added more rocks to Victoria Crater 23th August 2013: - Fixed analyze target in Victoria Crater mission ref. 5871 0000286 - Adjusted analyze target in Victoria Crater mission ref. 6275 0000285 - Added more rocks to Victoria Crater 22th August 2013: - Fixed photo target in Kaiser Crater mission ref. 2824 0000281 - Victoria Crater campaign adjusted - New mission added to Victoria Crater campaign - Added more stones on Victoria Crater map 21th August 2013: - Fixed noticeable texture repeating on Kaiser Crater dark dune, adjusted corresponding mission 0000069 20th August 2013: - Added 4 large Tech 9+ side mission to Kaiser Crater campaign 19th August 2013: - Added Picture-In-Picture update rate setting to options menu - Increased max vehicles per location from 32 to 64 - Increased max locations from 128 to 256 - Removed old part failure system - Fixed snap-to-place free-fly cam issue when leaving a vehicle - Fixed Picture-In-Picture camera 1 not disabling when broken - Fixed Picture-In-Picture resolutions not being scaled by camera type - Fixed noise-grain effect related out-of-memory freeze on very low-end systems 19th August 2013: - Increased thruster strength for small lander - Fixed APXS science target in Kaiser Crater side mission 6983 0000225 - Fixed analyze targets in Vicotria Crater mission ref. 7123 0000221 - Fixed floating stones in Victoria Crater - Added more stones to Victoria Crater 17th August 2013: - Fixed E3 Gale Crater scenario problem where the Sky Crane had no fuel 16th August 2013: - Added limited fuel to landing systems (Lander thrusters, Retro Stage thrusters, Sky Crane thrusters) 0000046 - Added fuel tank level indicators to the landing HUD - Added indication of emergency landing mode to landing HUD - Added hint to Gravon overlay for its menu (P) - Fixed Invert Vertical Axis toggle in options menu 0000172 - Fixed issue where HUD grid showed up in 3rd person view during landing - Fixed APXS and Drill targets in Large rover mission on Victoria Crater 0000227 - Fixed APXS target in mission Group of impact craters on Victoria Crater 0000253 - Fixed APXS target in mission Two impact craters on Victoria Crater 0000018 - Fixed Drill target in mission Three depressions on Gale Crater 0000244 - Fixed photo target in Kaiser Crater mission 3, Dark Dunes 06 0000266 - Changed default thrust button to left shift 15th August 2013: - Added uploading of photos to Steam via the vehicle's photo viewer on the map - Reduced opacity of landing HUD grid - Removed HUD modes from the Radial Menu (to be used for dynamic actions) 14th August 2013: - Added manual landing of vehicles (Landers and Rovers) 0000070 - Added T5 Small rover - Adjusted descent cam rotation by 90 degrees - Adjusted landers thrusters to keep straight while thrusting - Adjusted priorities etc in several Kaiser Crater missions 13th August 2013: - Fixed DAN science target in mission 4681 0000248 - Fixed Floating rocks near Kaiser Crater 0000250 - Fixed floating/clipped rock near ancient river in Kaiser Crater 0000243 - Fixed floating rock in Kaiser Crater map 0000140 12th August 2013: - Added map zoom to cursor instead of center 0000050 - Fixed non-scanable rocks in Kaiser Crater misson 5044 0000213 - Fixed photograph rock bug in Kraiser Crater plateu 0000214 - Fixed photo targets in 2nd mission on Kaiser Crater - Adjusted cameras on T5 Large lander (NAV cam replaced by TELE) - Optimized calling of sky preset change 9th August 2013: - Added WIP landing HUD to Landers, currently not fully functional - Added more rocks to Victoria Crater - Removed noise in 3rd person cam, even if no cams are present - Fixed Gale Crater Impact Crater mission photo targets 0000198 - Fixed issue where turning off GUI elements did not work for landing HUD - Fixed Landers not switching between landing and ground HUD 8th August 2013: - Added versioning/synching of objects such as static objects to allow addition of more objects to locations - Added clearing of duplicate ID objects, such as rocks and static objects - Added more rocks to Victoria Crater - Increased range for APXS slightly, making it easier to reach targets - Reduced random part failure to make landings less error-prone - Fixed an analyze target in Kaiser Crater not being completable - Fixed duplicate IDs on 2 science targets in Kaiser, causing hell - Fixed several side missions where the material was set to STONE, not ATMOSPHERE - Fixed problem with Gravon not being unpacked on the Steam build, causing a crash 0000143 7th August 2013: - Added versioning/synching of Space Program Science Targets to allow addition of more missions to locations - Added more small side missions to Victoria Crater - Fixed the further issues with Gravon - Fixed the issues with the photo targets in Kaiser Crater 0000087 - Fixed several levitating rocks in Victoria Crater - Changed one of the scientists in the lab to be kneeling 6th August 2013: - Added TextListboxWidget functionality to script to edit contents of each column using SetItem() - Added Feedback Tracker ID to issues in the Change Log - Added more people to the Mission Control room - Added scientists in white overalls to the Rover Lab - Added several small side missions to Victoria Crater - Fixed the issue where the variable Hotspot_CurHi could go below 0, causing a crash - Fixed the issue where airbags deflated while still bouncing, damaging the rover 0000138 - Fixed the physics detail issue where small or medium rovers would not land 0000035 - Fixed the issue where switching from Space Program to Editor left you with a static camera 0000009 - Fixed a crash in the CTR tab when pressing SELECT and no items were present 0000016 - Fixed the terrain not meeting up with the rock walls in Gale Crater 0000023 - Fixed several levitating rocks in Gale Crater - Optimized several shaders 5th August 2013: - Added the Change Log viewer to the main menu - Added 'Never freeze on alt+tab' launch parameter to Steam - Fixed an issue with the Night Owl achievement, where an Editor-spawned vehicle could not complete it - Fixed several issues with the Gravon arcade console - Fixed the issue where the low resolution camera effect was carried over to the main menu 0000019 - Fixed an issue with the main and menu renders not filtering on resolution scales of greater than 1x - Fixed levitating rocks in Kaiser Crater 2nd August 2013: - Enabled the Gravon game console in the Mission Control room - Fixed a crash with Index out of range (-4 >= 256) in scripts/Entities/VehicleWidgetHandler.h:108 0000029 - Hid 3 achievements by default 1st August 2013: - EARLY ACCESS RELEASED
  8. I was searching for a script to teleport the vehicle player where the player clicked on the map and I found this: titleText["Select Map Position", "PLAIN"]; onMapSingleClick "vehicle player setPos _pos; But of course this just change the position of the player and not the height. So I've looked into the wiki for setPos, setposASL/ATL etc, I've tried all the combination but nothing worked. The only way that I found to work is this, where "+150" is the altitude: titleText["Select Map Position", "PLAIN"]; onMapSingleClick "vehicle player setPos _pos; vehicle player setPos [ getPos vehicle player select 0, getPos vehicle player select 1, (getPos vehicle player select 2) +150] onMapSingleClick '';"; It works fine, but I get an error, something like "type nothing expected bool", why?
  9. To Bohemia Interactive. As you know the 360 controller is widely used as a choice for a gamepad with pc gaming. Before the official release don't you think you should have a default settings for gamepads like the 360 controller. I see the game recognizes the controller. Some many people in the beta are having trouble setting this up. We know the game is complex but setting it up and getting to the action should not be. It does help your support of the game by not have that feature. For all other having this issue please reply so we can see if they are listening to our request. Also for those who have figured out the best setting for the controller please share.:cool:
  10. This is the new UAV backpack Configured for use as a normal backpack and in Alex Vestins HD Multicam. Unless you are on the DEV Build you wont be able to use this i think as the Stable build has yet the receive the UAV PAckage. Download [updated Link] : https://www.dropbox.com/s/j97c0h3juss1fb0/bcg_mtp_berg.pbo
  11. Hello everyone, we have just released a new update to the main build! Featuring various game fixes and improvements, the new update also enables manual control for Mars landings. The complete overview of changes can be found in the changelog: 16th August 2013:- Added limited fuel to landing systems (Lander thrusters, Retro Stage thrusters, Sky Crane thrusters) 0000046 - Added fuel tank level indicators to the landing HUD - Added indication of emergency landing mode to landing HUD - Added hint to Gravon overlay for its menu (P) - Fixed Invert Vertical Axis toggle in options menu 0000172 - Fixed issue where HUD grid showed up in 3rd person view during landing - Fixed APXS and Drill targets in Large rover mission on Victoria Crater 0000227 - Fixed APXS target in mission Group of impact craters on Victoria Crater 0000253 - Fixed APXS target in mission Two impact craters on Victoria Crater 0000018 - Fixed Drill target in mission Three depressions on Gale Crater 0000244 - Fixed photo target in Kaiser Crater mission 3, Dark Dunes 06 0000266 - Changed default thrust button to left shift 15th August 2013: - Added uploading of photos to Steam via the vehicle's photo viewer on the map - Reduced opacity of landing HUD grid - Removed HUD modes from the Radial Menu (to be used for dynamic actions) 14th August 2013: - Added manual landing of vehicles (Landers and Rovers) - Added T5 Small rover - Adjusted descent cam rotation by 90 degrees - Adjusted landers thrusters to keep straight while thrusting - Adjusted priorities etc in several Kaiser Crater missions 13th August 2013: - Fixed DAN science target in mission 4681 0000248 - Fixed Floating rocks near Kaiser Crater 0000250 - Fixed floating/clipped rock near ancient river in Kaiser Crater 0000243 - Fixed floating rock in Kaiser Crater map 0000140 12th August 2013: - Added map zoom to cursor instead of center 0000050 - Fixed non-scanable rocks in Kaiser Crater misson 5044 0000213 - Fixed photograph rock bug in Kraiser Crater plateu 0000214 - Fixed photo targets in 2nd mission on Kaiser Crater - Adjusted cameras on T5 Large lander (NAV cam replaced by TELE) - Optimized calling of sky preset change 9th August 2013: - Added WIP landing HUD to Landers, currently not fully functional - Added more rocks to Victoria Crater - Removed noise in 3rd person cam, even if no cams are present - Fixed Gale Crater Impact Crater mission photo targets 0000198 - Fixed issue where turning off GUI elements did not work for landing HUD - Fixed Landers not switching between landing and ground HUD 8th August 2013: - Added versioning/synching of objects such as static objects to allow addition of more objects to locations - Added clearing of duplicate ID objects, such as rocks and static objects - Added more rocks to Victoria Crater - Increased range for APXS slightly, making it easier to reach targets - Reduced random part failure to make landings less error-prone - Fixed an analyze target in Kaiser Crater not being completable - Fixed duplicate IDs on 2 science targets in Kaiser, causing hell - Fixed several side missions where the material was set to STONE, not ATMOSPHERE - Fixed problem with Gravon not being unpacked on the Steam build, causing a crash 0000143 7th August 2013: - Added versioning/synching of Space Program Science Targets to allow addition of more missions to locations - Added more small side missions to Victoria Crater - Fixed the further issues with Gravon - Fixed the issues with the photo targets in Kaiser Crater 0000087 - Fixed several levitating rocks in Victoria Crater - Changed one of the scientists in the lab to be kneeling 6th August 2013: - Added TextListboxWidget functionality to script to edit contents of each column using SetItem() - Added Feedback Tracker ID to issues in the Change Log - Added more people to the Mission Control room - Added scientists in white overalls to the Rover Lab - Added several small side missions to Victoria Crater - Fixed the issue where the variable Hotspot_CurHi could go below 0, causing a crash - Fixed the issue where airbags deflated while still bouncing, damaging the rover 0000138 - Fixed the physics detail issue where small or medium rovers would not land 0000035 - Fixed the issue where switching from Space Program to Editor left you with a static camera 0000009 - Fixed a crash in the CTR tab when pressing SELECT and no items were present 0000016 - Fixed the terrain not meeting up with the rock walls in Gale Crater 0000023 - Fixed several levitating rocks in Gale Crater - Optimized several shaders 5th August 2013: - Added the Change Log viewer to the main menu - Added 'Never freeze on alt+tab' launch parameter to Steam - Fixed an issue with the Night Owl achievement, where an Editor-spawned vehicle could not complete it - Fixed several issues with the Gravon arcade console - Fixed the issue where the low resolution camera effect was carried over to the main menu 0000019 - Fixed an issue with the main and menu renders not filtering on resolution scales of greater than 1x - Fixed levitating rocks in Kaiser Crater 2nd August 2013: - Enabled the Gravon game console in the Mission Control room - Fixed a crash with Index out of range (-4 >= 256) in scripts/Entities/VehicleWidgetHandler.h:108 0000029 - Hid 3 achievements by default 1st August 2013: - EARLY ACCESS RELEASED
  12. So the game is out! Enjoy it guys and if you have any suggestions or bugs, don't forget to post them here: http://mars.takeonthegame.com/feedback/my_view_page.php Remember, it is early access, so the game will change depending on your feedback. See you on Mars!
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