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Found 117 results

  1. Hi there, what's the font used in the logos for each update/etc? Thanks. :)
  2. Hi Guys I have ARMA 3 1.54 installed.But now I am unable to Update it.Any Help will be appreciated
  3. So with the release of 1.58 to Arma 3, I have noticed that some sound bugs regarding the aircraft and potentially some of the other vehicles. When I get inside, for example the Wipeout, the engines sound very very quiet especially from 3rd person and also in 1st person. I did some more tests where I spawned a unit on the ground and I listened to the jet fly by. The jet was very quiet as well as it flew by. I did this test with all of the other jets and I came up with the same results. However, I'm not sure if this bug translates to any other vehicles. Otherwise, I absolutely love the new update with the additions to Eden and the switching weapons while moving, and I can't wait to see more out of Apex when it comes out!
  4. SomeGuyWithARock

    New Launcher Settings?

    Hi, everyone. I just launched Arma 3 for the first time in a very long time and was pleasantly surprised to find this very cool new launcher that allows us to set memory (can go as high as 32768 now so no longer hard-limited to 2028 apparently), cores, Vram size, etc. What would be the best settings in my case: I have 16GB of G-Skill gaming ram, an M5A99FX PRO with an FX-8350 8 Core CPU (yes, I know AMD is terrible but it's too late), an MSI GTX 970 Gaming and a very fast internet connection. Also, how is the new TCMalloc_bi.dll file (dated Sept 29th) compare to the tbbmalloc.dll one? Do I need to delete one or do I use both? Thanks. :) P.S. If I don't hear back in a reasonable time (2 to 3 days) I'll just post this on Steam and maybe add helpful responses to this post in case others have the same question here.
  5. Hello everyone! Today we released another update to the Main branch. This fixes many bugs, freezes, and general unpleasantries. Aside from fixes it also features the newly implemented Materials Refinery, which you can use to break apart MarsRock, Water, Carbon Dioxide, and so on. It also allows recombining of materials. In addition to the Refinery, 3D GUIs have been implemented with multiplayer support, so the Huge Monitor that can be placed on walls is now properly synchronized. Not to mention oxygen zones within the Manned Mobile Laboratory, so now inside you can take your suit off. The MML also features several new monitors, which allow viewing of CCTV cameras around the vehicle, and also allow use of the newly added crane system, which utilizes an electromagnet to grab objects. So here are the highlights in a nutshell: - 3D GUI system for controlling monitors and such, fully synchronized over multiplayer - New crane system on the Manned Mobile Laboratory used for lifting heavy objects - Oxygen zones within the Manned Mobile Laboratory, which depressurize when doors are opened - Many fixes to various crashes and freezes - Many more minor improvements I'd also like to use this opportunity to thank you all for your support, it has been a great year for Take On Mars, and we look forward to seeing you all again next year. To that end I would also like to let you know that the development team will be away on holidays from tomorrow until the 5th of January, 2015. From the dev team, Merry Christmas and a very Happy New Year!! Martin Melicharek (Dram) Project Lead Change Log: 19th December 2014: - Added level of details without GUI to each monitor for better performance - Updated all scenarios with the new Manned Mobile Lab (with crane) - Finished Materials Refinery GUI - Implemented a chemical reaction system in the Materials Refinery 17th December 2014: - Added 3D GUI screen to the Materials Refinery - Fixed issue with NULL pointers to widget when client was connecting 16th December 2014: - Added 3D GUI controls to the Mobile Lab crane 15th December 2014: - Fixed stack overflow crash when assembling/disassembling huge buildings - Fixed crash that occured when starting a multiplayer game, returning to menu, and starting one again - Fixed incorrect info display of scenarios in the multiplayer Create Game menu 12th December 2014: - Added particle effects such as kicked up dust/rocks to footsteps - Added 30sec delay before playing 'active' idle animations on the player 11th December 2014: - Added atmospheric zones to the Manned Mobile Lab - Added dynamic atmospheric zones - Disabled experimental 'zoom-in' to 3D GUIs 10th December 2014: - Added experimental 'zoom-in' to 3D GUIs if holding focus/rotate object - Added 4 CCTV cameras viewable from the driver's seat of the Manned Mobile Lab - Added proper animations to seats in Manned Mobile Lab - Added Picture-in-Picture views for rear, undercarriage, interior, and airlock in the Manned Mobile Lab 5th December 2014: - Added 3D GUI monitors to the Manned Mobile Laboratory, which control the airlock and rear door - Fixed broken packet issue in vehicles, possibly causing crashes in MP 3rd December 2014: - Fixed issue where exiting Gravon from fullscreen had hidden menus - Fixed animations not playing on Atmospheric Processor and Drilling Rig - Added MP synchronization of the Huge Monitor - Added saving/loading of values of the Huge Monitor 1st December 2014: - Fixed crash/freeze caused by a texture handling issue 30th November 2014: - Added synchronization of the cursor for 3D GUIs over the net
  6. I found half of this code on a topic explaining Event handlers and started playing with it while adding a bit more. What I want is essentially a script that will zoom in and show enemy after the fatal shot hits as they fall down. I do not want this for every bullet or non fatal hits(So not using HitPart EH). The code currently includes the bullet camera because without it, it will complain about "No owner" in the RPT and "Generating ST on the fly is very slow" errors. I left that in at this point so you guys can at least test this and see the effect I was going for. Just Run it with a trigger. Any help is appreciated. See code:
  7. Today we deployed a major title update for Take On Mars - our Early Access space exploration game. Highlights of the update include the addition of multiplayer, which enables players to establish the first human colony on Mars in co-op, plus the update implements the first survival gameplay elements. In multiplayer, people have to work together to build a self-sustaining habitat on the Red Planet. One of the key challenges there will simply be surviving the harsh conditions on Mars. With various vehicles and high tech equipment at their disposal, players will have to manage their resources, construct (pressurized) buildings, grow food, recycle waste, and conduct various scientific experiments. Multiplayer progress is recorded via a unique ‘viral’ multiplayer save system, which means that whenever someone saved the game, the save file is shared with all the players who are connected to the multiplayer session. Furthermore, the new update also packs a variety of brand new vehicles and equipment, including a drilling rig, atmospheric processor, material refinery, different types of Astronaut suits, a thruster-powered VTOL aircraft, a fork lift, and many new building parts. Last but certainly not least, a new location has been added: the Apollo 17 landing site on our own Moon. The complete list of highlights from the Take On Mars ‘Survival/Multiplayer’ update: Multiplayer 'Viral' Multiplayer save system (sends save to all connected) Pressurized buildings Drilling Rig, Atmospheric Processor, Materials Refinery 3 Astronaut suits (light, medium heavy) Inventory system (can take off suit, equip tools, eat food, and more) New vehicles (4-seat VTOL thruster-powered aircraft, Fork lift) The Moon location (Apollo 17 landing site) Many new building parts Survival elements (oxygen, food, water, vitamins, and more) Player sounds (grunts, breathing, death, and more) To enlist as a Rover Operation and/or astronaut, you can pick up the Early Access version of Take On Mars now on Steam and Store.bistudio.com . For more information, please visit www.takeonmars.com and remember to follow Take On Mars on Facebook and Twitter.
  8. Hello everyone! I know it has been some time since we updated the main branch, and there is a good reason for it: Multiplayer. Yes, that's right, in case you have not been following things on the forums or the development build, Take On Mars now features multiplayer. At the moment this includes a cooperative mode where players can build bases and vehicles together. As I am sure many questions will come up surrounding this, I'll try to answer a few straight away: Q) What is currently possible in multiplayer? A: Everything that is possible in single player with the Mars Astronaut. That includes the following: * Building habitats from individual pieces * Printing building pieces and vehicles via the 3D Printer * Mining materials from the location, however the materials themselves are not used yet * Driving vehicles, including with friends * Full physics simulation over the net * Having fun! Q) Who can start a server? A: Anyone can start a server, simply select Multiplayer in the main menu and select Create Game. There, choose a scenario and begin! In case you are wondering who will be able to see your server, the answer is anyone! Q) I built an awesome base with a friend, but don't want to lose it, can we save the game somehow? A: Yes, the multiplayer implementation features a unique saving system. Connected players may vote for a save or the server may initiate a save directly. The server saves the game to his hard drive and sends the save file to all connected players. This means that any one of those players may then re-host that save in their own server. Q) Are our characters and their last known positions stored in the save? A: Yes, each player that joins has his character stored exactly where he left it. This can be on a hill, in a base, or falling off a cliff. In all situations, the character is stored with his health and everything intact. We will be adding an inventory soon, so the storage of your items will also be guaranteed. Q) When can we load a saved game? A: When you start to host a server you can select to start the server from stored save games on your hard disk. Information about the save is displayed when you select it. Once you start the server anew or from a save, you can load the game at any time via player vote or directly by the server. The interruption in play is very short. Q) Will future builds render my save incompatible? A: No, the save files have been written to save in a format which ensures compatibility between builds. They are in fact stored almost identically to a scenario file. Q) Take On Mars has very detailed physics simulation... Is that present in multiplayer? A: Yes, everything in multiplayer and single player is fully physically simulated, which includes vehicles, characters and so on. Yes, this does mean vehicles can be smashed in multiplayer :) Q) Did you say save similar to a scenario? Does that mean we could adjust a save into a scenario? A: Yes, a save is similar to a scenario, so with some minor editing a scenario may be derived from the save. We intend to add an option to Export Save To Scenario soon. Q) It crashed... What do I do with the crash info? A: If you started in Developer mode (the yellow Play Game button in the loader), then it could help us track down the bug. When you see the crash window appear, press Ctrl + C and then paste it into a new thread or post on the forums, along with as detailed as possible set of steps as to how the crash occurred. We do not expect you to test the game for us of course, but will appreciate feedback and bug reports :) Q) What can I expect in the next update? A: Survival elements, including oxygen simulation, using mined resources to fill habitats with air, a flatbed-truck-like vehicle for transporting larger cargoes, and an inventory for objects such as soil samples, food and water, etc. Q) When can we expect another update? A: I am heading on a 3 week vacation as of the 30th of August and will return on the 18th of September, so expect full-speed development to continue then, with an update following within two weeks. Q) Just tried the multiplayer, love it! How can I help? A: Thank you! We always appreciate when our games are enjoyed :) You can help us by giving us feedback, posting screenshots, sharing videos and spreading the word if you like it! Q) I recall the expected release date being at the end of August... Is this still true? A: In short, no. We have pushed the final release date back to allow for proper and full implementation of the multiplayer features as well as the entire Expedition One addition, both in terms of single player (Space Program) and multiplayer (survival elements, base management, additional game modes, etc). This is good news as you get highly refined content, and more of it! Q) What has changed in the game? Any chance of a change log? A: There is a change log directly accessible through the main menu, top right corner as Change Log. Alternatively, check here: mars.takeonthegame.com/changelog/mainbranch Q) I'm enjoying the game, but want to finish my in-progress Space Program. Can I go back to a previous build? A: Yes, we have added a build titled 'Legacy', which is the previous Main Branch build. Switch to this if you want to continue using the older build for now. To switch to the build, select Take On Mars in your steam library, right-click, select Properties. Switch to the BETAS tab, and select 'Legacy' in the list, ignoring password input. Q) Sounds great... Screenshots or it didn't happen!!! A: Of course, screenshots are mandatory :) There have been plenty released over the past few weeks as we have been testing the builds. Here are some highlights: Collaborative building with the 3D Printer: http://steamcommunity.com/sharedfiles/filedetails/?id=306547495 Base interior, under construction: http://steamcommunity.com/sharedfiles/filedetails/?id=305677900 Physics... Forklift lifting Scout Buggy: http://steamcommunity.com/sharedfiles/filedetails/?id=304590734 After over 5 hours of printing and building, and composed of over 800 individual pieces, a bridge coming together on Mars, across Victoria Crater: http://steamcommunity.com/sharedfiles/filedetails/?id=304790952 A player standing on the edge of the bridge: http://steamcommunity.com/sharedfiles/filedetails/?id=304790913 We really hope you enjoy the newest update! Please keep in mind this is an Early Access game, and bugs are to be expected. We are sorting them as fast as we can, and apologize for frustration some bugs may cause! Kind and sincere regards, Martin Melicharek (Project Lead)
  9. I've been trying to get a script to exec on an AI unit when it is spawned in. (I'm using EOS to spawn/despawn) My question is, how do you execute a script in the init of each spawned AI unit? Example init that I'm trying to get to work: "setVehicleInit "null = [this] execVM "myScript.sqf";" or _unit setVehicleInit {_x setVehicleInit "0 = this execVM "myScript.sqf";"} foreach units _unit; processInitCommands; Any ideas? I'm stumped. I heard that XEH / CBA has stuff that can help with this, but have no idea how to utilize it, really.
  10. Bohemia Interactive is pleased to announce the release of update 1.63 for Arma 2: Operation Arrowhead (changelog). Besides the numerous fixes and optimizations which were introduced during the 1.63 beta program which covered almost a 2 year period for this iteration of the engine, the update focuses on the transition of the multiplayer from GameSpy matchmaking to Steam. As you may have heard, GameSpy is discontinuing its services and it was therefore of paramount importance to offer an alternative for the passionate Operation Arrowhead players who have supported our game and our company for so many years. Due to the fact that Steam based matchmaking requires Steam to work, this update is only available through Steam. If you have purchased a retail copy of the game, please do not despair. As announced previously all Arma 2 (including DLCs and Operation Arrowhead expansion) keys may now be activated on Steam. Just follow this walkthrough (link), take your Arma 2 CD key, use it as a Steam product key, and the game will be added to your library. For our other games affected by the GameSpy shutdown, but not updated to work with Steam (Arma 1, Arma Cold War Assault, Take On Helicopters), and also for those players who wish to stick with the older non-Steam version of the game, we have implemented a system to help host and connect to servers even without a functioning GameSpy - http://master.bistudio.com/. Here server owners may add their servers and players may use the listed IP addresses to connect to them. Also to help players overcome difficulties we have added a number of articles for each game to our FAQ (link) and as always our technical support staff is ready to help via support@bistudio.com. For more information about Arma 2: Operation Arrowhead, please visit the official website at www.arma2.com.
  11. royaltyinexile

    Arma 3 Bootcamp Update

    FULL BLOG POST Hello, all! Ahead of this week's planned dev-branch staging, we wanted to share some details on our next major release: Bootcamp Update. In short, it's a mix of tutorial-oriented playable content, splendid sandbox additions, and new/refined features. Since there are a number of important/complex new updates, we're keen to get it to dev-branch soonâ„¢. As usual, this version represents a WIP build and may be incomplete or unstable, so, unless you'd like to offer splendid feedback, you might want to hold fire until the intended full release in July! Best, RiE
  12. Hello everyone. First off, we apologize for the lack of updates, we are hard at work on the Global Objectives system, the Technology Tree, Mars 3 as a vehicle, and the landing systems overhaul. These changes are quite vast and certainly game breaking until completed, hence the lack of updates. By the end of the week these things will be completed and normal daily updates to the development branch will resume. The main branch will also be updated by the end of the week or early next week. Admittedly we should have kept more in touch with you guys during this process, but there was so much to do that we needed to keep our minds set on the goal. Here on out, we'll make sure to let you guys know what is happening so that noone feels either left out or worried about where the project is headed. I look forward to feedback from you guys about the changes, a lot to look forward to!
  13. Based on public feedback, we made two small but important changes to the Make Arma Not War contest rules: We rephrased the "Registration" section to make it clear that Bohemia Interactive does not intend to publish or adapt the contest entries (it will always remain the IP of their respective author). We're now also allowing contestants to benefit from the unique functionalities of the Community Based Addons (CBA). However, note that CBA is still the ONLY third-party addon which is allowed. The updated rules can be found here.
  14. Hi everyone, I'm working on Scar-H, will follow the Scar-L and the other member of the family. https://imagizer.imageshack.us/v2/960x540q90/7/198i.png (208 kB) But I have a problem in texturing; I'm using Blender to unwarp and a place the texture then import it (.obj) in Oxygen, no problem for the moment. But when I try it in Arma III, I have a error message :" Can't load the texture " So I do something wrong ( "you don't say ..." ) but what ? This is how I proceed : _Apply texture in blender with a PNG or JPEG image _Export the textured weapon in.Obj _Convert the Jpeg or PNG in a .paa format with the same name and put it in the data file of wepaon. _use Oxygen _use binPBO personal edition Could you please tell me what am I wrong ? PS: This isn't a import from ARMA II in ARMA III. 2 or 3 mods offer already a scar but i'm trying tho have the most accurate representation of the FN SCAR(belgium).
  15. Although the formations available are helpful, I would like to have the ability to set, and have a squad move in, a formation of my own design. Instead of being restricted to the formations that are recognized already, I could set the individuals into any configuration I want.
  16. 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?
  17. 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
  18. Hi, What happened to "Seek & Destroy" behavior, I can't find it anymore ?? Regards, Alain
  19. 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)
  20. 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.
  21. 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
  22. 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?
  23. Aleš Ulm

    Update 1.2273 available

    Changelog: FIX: camera movement problems (esp. on Shield) FIX: target icons sometimes invisible for visible enemies FIX: fixed issues within Armory and Equipment screens FIX: better MOGA support FIX: fps issues in Bootcamp FIX: operator's interrupt triggered only after the team has already been compromised FIX: some sounds not playing after game has been restarted FIX: loading screen shown when reloading game FIX: BACK button not responsive in some situations FIX: cover positions located at unreachable/too distant places are now red-colored FIX: no sounds during cutscenes when turned off in Options menu NEW: New Help screen accessible via ingame menu with game basics, controls and tips NEW: gamepad connected/disconnected NEW: bigger texts for smaller devices NEW: pressing the Left Stick centers camera on the active operator
  24. 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
  25. 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
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