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Found 14 results

  1. In this thread we'll post announcements about Experimental Ports updates. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss these updates here.
  2. ArmA 3 - Fallujah 2.0. by Shezan74.Port by ANZACSAS Steve. - Arma 2 Terrain by Shezan74 ported to Arma 3. - Permission received directly from Shezan74. - CUP terrains dependency removed. - Requires CUP_Core only. - Uses all Arma 3 features.Lighting ,weather ,AI Clutter params etc. - Updated Clutter. - Changed some near textures to better suit Arma 3 lighting etc. - Fixed destroyed building error!! - Reduced Haze. Features -------------------------------- - 10x10 Km terrain, 4x4 km city terrain - Based on satellite pictures from real Fallujah area - Big city (more than 3.000 buildings and growing) - Houses and palms from ArmA1 to keep high performances and framerate. - 2 Bridges and 2 dams - Real based road grid - Object placement AI-Friendly - Urban, desert and oasis area - 330.000 objects placed - One military airport to the south, one FOB on the northern area (by -[TdC]-Ultimo.it) and another helicopter base in the northern city area. - World Tools has been highly used in building the city to create environment randomness and bio-diversity. Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven. Do not re-upload or take any part of this upload without my permission for any reason whatsoever. Steam Workshop link - https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2926828901
  3. paulipauli120

    Arma 3 local server problem

    Hello. When I host a local ArmA 3 server via the server browser menu, my friends cannot join. I have set in my router that my PC can independently release all ports it needs and I have also released all ports separately for arma to be on the safe side (port: 2302 ...) but under which IP can the server be reached? I've tried sites like whatsmyip but my friends can't join at this address. I have an IPV6 address. I want to buy the new Vietnam Dlc when it is available and then play the co-op campaign and therefore I want to see how it works with the local servers.
  4. Hello. When I host a local ArmA 3 server via the server browser menu, my friends cannot join. I have set in my router that my PC can independently release all ports it needs and I have also released all ports separately for arma to be on the safe side (port: 2302 ...) but under which IP can the server be reached? I've tried sites like whatsmyip but my friends can't join at this address. I have an IPV6 address. I want to buy the new Vietnam Dlc when it is available and then play the co-op campaign and therefore I want to see how it works with the local servers.
  5. DnA

    Public Beta

    Today we're opening the public beta for the experimental client ports of Arma 3 to Linux and Mac. Please carefully read this overview page for the details, limitations and a F.A.Q. You can also contribute to the documentation here, and of course report issues on the Feedback Tracker. Feel free to discuss the ports in this thread generally, or open specific threads in this forums category. We're keen to learn how the ports work on your specific hardware / drivers / distributions. Please let us know about both your bad and good experiences as well. Even though there are some significant limitations, we hope this gives some of you a taste of Arma 3 on another platform than Windows. Enjoy!
  6. Hi everyone, I've been attempting to install and run an Arma 3 server off of my Linux server for about a week now and I seem to be running into a wall with my configuration. I have the server installed through LinuxGSM and that seems to be working correctly, the server launches and I can see/connect to it, albeit only via the LAN IP, not the WAN IP (also the password param in the config file doesn't seem to be working correctly but thats another issue for another day), and as such anyone trying to connect from outside my LAN can't. This seems to be a port forwarding issue because when I check what ports are active and listening on my linux machine, ports 2302-2306 are being used by the Arma 3 Server, but they are not listening and nothing I do makes them listen whether I try to open the ports from my router diagnostics or through commandline on the server itself (through iptables). I can't seem to find any tutorials that solve the issue either so I figured I'd ask myself. Thanks for any help!
  7. Pilgrimage Ported Variations Hello this topic is about the famous mission Pilgrimage by Rydygier and the port and variations I made with it there are all "unofficial" versions, meaning this is my work based on Pilgrimage mission, with permission from Rydygier, but there is no Rydygier support on thoses versions. I will provide all support on those versions. I'll try to upload as fast as possible the several port I made. the topic will present each variation ported to a particular map NEW UPDATE MAY 8th 2019 WEFERLINGEN Port Pilgrimage 1.951 based missions ported to Weferlingen GM terrain from the latest Arma3 DLC on summer terrain on winter terrain four versions: two standard Pilgrimage on summer and winter maps two RHS mod tweaked Pilgrimage on summer and winter maps winter version tweaked for winter clothing at mission start boat replaced by a car mission should end when brother's body is loaded in the car (not enought time to test it to the end of the mission) some previous mistakes fixed ( wrong spawn points coordinates, wrong churc coordinates) need to fix: random Ryd_JR_Cars spawning points ( all similar cars spawned in the river ) next goal: to tweak a Pilgrimage version with GM uniforms, units and cars only as I was requested by private message. here it is Here on Google Drive TAUNUS Port based on Rydygier's Pilgrimage 1.95 WIP and Vafana's Taunus Port WIP. from Rydygier's work: Features - whole map reasonably yet dynamically each play initially populated with enemy garrisons and patrols with few possible behavioral patterns. Nothing is spawned later, every kill counts and has meaning; - dynamical adding of random loot to some buildings. Such buildings are, until checked, marked by 3D icon if player close enough; - cameral plot with some small, nasty surprise; - across whole island may be found few dozens of empty vehicles ready to use. If known to player, for easier spotting, also marked by 3D icons if close enough; - context-sensitive jukebox playing with reasonable intervals A3's tracks depending on situation (safe/enemy spotted by player/player spotted by enemy); - simple caching system to keep performance on decent level despite many groups on map; - fuel fund used for fast travelling and repairing or refueling player's vehicle; - kept as high as possible compatibility with mods. latest fixes: - AC paradrop into the sea when player near shore - still may happen, should be better now - not tested; - wild growth of the array holding taken house positions (not emptied?) - should be fixed (not emptied was positions taken by deleted civilians); - rare main loop breaks due to "0" elemnts of said array (test solution) - should be fixed; - restore persistent chapel markers for all difficulty levels - not tested; - direct body-to-boat loading should take Alex to closest boat, not the original one - should be fixed, not tested; - sometimes too big values of player's speed read by hunters from his tracks - should be fixed, not tested; - own boat countes as abandoned vehicle for ADM - should be fixed, not tested; - check, if there isn't a gap in the LOS checks of AC code in case of town battle event (LOS check should be peformed using players's position, not town's location) - should be fixed, not tested; - in MP player can drag only own waypoints - only one player should be able to place them - not tested; - another loot distribution options to make also weaponry of fallen foes vanishing, to make completing optimal gear more challenging - not tested; - chance for civilian doctors and mechanics across town population, service available depending on player's reputation; - removed "game logic" from the side chat, replaced globalChat with customChat, colored headers depending on source (ADM, phone, radio neutral, radio alarm, other); - redone respawn in coop wip - removed boat, last chapel and hideout respawn positions. Present are: teammate position and safe position. from Vafana's work: - original mission.sqm file - some of the starting points coordinates - ideas about specifics versions like RHS troops instead of original BI units from my work: - replacement of the boat by a car on mission start - ability to push the car in any direction if needed - ability to attach chemlight on the gear at night ( chemlight needed in inventory, automatically attached to vehicle when driving) - ability to holster weapon - modified map by scripting to add some military buildings (to play "realistic" setting) unlike Tanoa Edition, there is no "blackout " option and Incognito is not included in the setting neither, those modification seems to CTD the game on starting mission for now. if you want to play Incognito, you'll have to add it as a mod. SCENARIO: Taunus is "land only" map, there is no sea around so Pilgrimage story need a change: you are arriving on Taunus by road with an unarmed civilian car. the mission starts where you are almost fuel dry in an almost broken car. the goal will be to find your brother's body as usual..... SP files Taunus port offers two differents versions of Pilgrimage SP 1.95 WIP: Pilgrimage_195_Taunus.xcam_taunus.pbo is Pilgrimage 1.95 WIP with all standards units from Arma 3 (CSAT and AAF units as opponents) the only requirements are Taunus map and CUP terrain complete ( needed for Taunus map ) Pilgrimage_195_TaunusRHS.xcam_taunus.pbo is Pilgrimage 1.95 WIP with RHS units to replace original Arma 3 units in addition of the required mods already told, all RHS units mods are required: @RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF both Taunus SP missions are barely TESTED but yet some updates have been done: March 17th 2017 - fix on mission ending ( not teested yet, deep search into the whole files to change "has_body_boat" to "has_body_car" - fix for decoy.sqf March 16th 2017 - change on " _mapsize" parameter in JRInit.sqf to try better scenario mechanism (WIP on test) - scripting corrections to be able to end the mission. (WIP on test) MP Files March 17th 2017 Both MP version added, same features than SP missions but in COOP format (2 players 😞 Pilgrimage_COOP_1_95_wip7.xcam_taunus.pbo Pilgrimage_COOP_1_95RHS_wip7.xcam_taunus.pbo both Taunus SP missions are NOT TESTED today March 17th when uploaded (only tested RHS version to start fine) I highly recommand those mods also: -MOCAP -Enhanced movement -Tryk's Uniforms -Military Gear Pack -Incognito Download Link to Taunus Port Here on Google Drive To do on Taunus Port as Taunus is a map with no sea, Pilgrimage mechanism might need some improvement/ change. here are ideas I might work on in a further update of the mission: spawn point could be a DZ where Alex (and Buddy if present) have been dropped on by Helo. as it is not "stealth" way for insertion, DZ is burned and we might think of a enemy squad coming in the very next minutes, as made for ROADS starting, to see why an helo went here. so you have no usable vehicle right now at mission start. brother's body to be found and vehicle needed as usual, but once you have the body, you'll need to go to a random exflitration point you'll have to find. several options here: Yorre call you back to give you coordinates when you have called him to tell you found the body. (option "call Yorre to exfil " in menu once body found ) you need to pay civilian to give you an exfiltration point/ or join a specific resistance squad on the map (before they get killed eventually ). you have to ask for surrenders for a secured exfiltration point (leak in defense lines where you might cross the border) you might have civilian / logisitic helos on seized airfield you have to find to escape you might have to find randomly spawned helo somewhere to escape with difficulty level, we might think to increase/decrease chances to have this exfiltration point by paying/asking. we might think to add minefields randomly around this point ( as done with strongholds and airfields) TANOA PORT Both SP and MP missions based on Pilgrimage 1.94 version setting Improvements: Black Out and Incognito mods added (Black out will switch off 99% of lights at night, Incognito will allow you to appear "stealth" to enemies in some conditions) map modification by scripting ( military bases and camps added) Apex Units priority for Units ability to push all boats if beached ability to use and attach chemlights to gear ( chemligt in inventory required, automatically attached to vehicle when driving) Pilgrimage Tanoa Edition is here enjoy and report any issue or idea you might have
  8. maesevil

    Launcher for linux/mac?

    As the tittle say, will be possible a launcher for linux/mac, i know there are already launchers for unix, but i would like to know about an official launcher with all the features of the windows launcher.
  9. I think that comment is superfluous. Will indicate only that bugs do not go away even with high level graphics settings. License game from Steam. OS X High Sierra 10.13.2, the performance characteristics are given below. If somebody knows, how to fix this, please post it here.
  10. I just bought a server, and after the setup and launching Arma 3 Server all my friends could join it, but it haven't even showed up in the server list for me. I pinged the server from my PC and I had no package loss, but when i pinged my PC from the server it had 100% package loss. This issue seems like to occur only with me, would be glad if anyone here had it before and know how to solve. Thanks!
  11. Hi, I'm running on a MAC OSX 10.10.5 Yosemite I installed the legacy port 1.76 from here: https://community.bistudio.com/wiki/Arma_3_Experimental_Ports Enter access code: Arma3LegacyPorts. This should unlock the legacyports - Legacy Build (1.76 - ports). When I launch in Steam, It doesn't even make it to the splash screen I just get a crash reporter. I have ran this game before on the same machine which was a while back this year, yet now it's unplayable. Any help would be appreciated.
  12. jonekone

    1.76 Ubuntu 17.10 Gnome

    Woah it's so good to be able to play on real servers... You guys must bring this experimental build to bar with main branch.. I mean Guys Don't screw me after this taste of actually being able to play on KingOfThe Hill servers with more than 2 enemy players.. I don't have Windows. End of line! Anyways Few small issues.. "SuperKey" takes me back to Desktop on Ubuntu 17.10 Gnome (On Sa-Matra missions it is used to view info on other players) Solved super key issue by switching gnome superkey settings left to right Opening door with Action menu is... Maybe it's my own keybindings... I have to do furder investigations (Default action doesnt activate) Solved by rebinding keys. Voice chat doesn't send data to other players, i can hear others the automatic microphone volume thing works i believe! But nobody can hear me. Dunno how this was solved but it works now. (restart maybe, or trolls didn't answer to me :D) (or the 500kb update) The game settings configuration changes don't save. It Default every time I log on to a new mission(server) or restart game. I think it was due to file coudn't be saved by game (accessed) Edit - Redefining issues as PARTLY FIXED by configuration changes. I will make bug reports on bug tracker asap..
  13. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
  14. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
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