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Arma 3 Beta

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PC Gamer
rel="bookmark"
title="Permanent Link to See the Arma 3 beta video during two livestreaming events starting tomorrow">Arma 3





One of our most hotly anticipated games of this year, Arma 3, will be showing off in a big way this weekend with a livestreaming event straight from Prague. Though the newest version of everyone’s favorite military sim franchise is still in alpha, the beta build of the game will be on full display on Saturday, June 1, and again next Saturday, June 8.

Gearing up for E3, Bohemia Interactive will stream two sessions through the Arma 3 channel on Twitch. The first session will feature mission designer Thomas Ryan giving a basic tutorial in scenario editing. The second stream will show a playthrough of the new Combined Arms missions that will also be released in the beta update.



Both streams should last around an hour and begin at 17:00 UTC (or 12:00 EDT). Check out the world time server for a further breakdown of time zones. During the stream, you’ll be able to ask the team questions via the Twitch chat interface or Arma 3’s Twitter account.



If you’re a green recruit to this Arma business, check out Craig’s hands-on account or Arma veteran Evan’s rundown on how super-duper serious Arma is (hint: really serious).
May 28, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: E3 2013, BattlEye, particles
PRECEDENCE: Flash

SITUATION


Another week has passed and our E3 2013 build (very similar to the Beta) has seen huge progress. Today we are plugging in the voice-acting recorded last week for the new scenarios. This always gives them that extra boost towards completion. Stay tuned for designer Thomas Ryan getting twitchy with Beta content ahead of the expo. Also keep checking the social channels (Facebook, Twitter). Korneel van 't Land has a tendency to post E3 materials there before they are fully released - like this screenshot!

More in the full SITREP
Product Update - Valve
CHANGELOG

DATA
  • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
  • Comprehensive lighting tweaking (details)
  • Environmental tweaks: sun, lens flares, material changes for changed lighting
  • Lights optimization
  • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
  • Increased light intensity of muzzle flashes
  • Added: dedicated combat radio protocol
  • Added: dedicated stealth radio protocol
  • Fixed various radio protocol issues
  • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
  • Alarm sound now also configured under CfgSounds, as “Alarm”
  • Improved Ka 60 fire geometry
  • Various types of lights on the Ka 60 improved (placement, parameters)
  • Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
  • Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
  • Adjusted mass distribution of MH-9
  • Fixed: Position lights of helicopters have been adjusted
  • AI helicopter handling improved
  • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  • Speedboat (minigun) now uses correct muzzle points
  • Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
  • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  • Tweaked MRAPs' maximum light radius to improve performance
  • MRAPs should have tracers every third shot now
  • Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
  • Launcher AI settings and weapon performance configuration tweaked
  • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  • Material penetration properties modified
  • Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
  • Holosights have been replaced by ACO for Katiba
  • 12.7mm HMG Rate of Fire fixed
  • Tweaked missiles for AH-9 to be better used by AI
  • Adjusted DAGR locking cone and adjusted its AI characteristics
  • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
  • Fixed: MXM and MX SW handles have better materials
  • Range Master character added
  • All chest rigs should be of better visual quality
  • BLUFOR marksman's has changed its color to match his uniform
  • Removed hand grenades from helicopter pilots and crew
  • Diver UW magazine count modified
  • Automatic rifleman shouldn't have a tracer round every bullet anymore
  • Removed little cubes from BLUFOR rifleman's right wrist
  • Fixed: Missing texture of backpack has been re-mapped
  • Movement speed tweaking and unification deployed
  • Various little tweaks and fixes on common houses
  • Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
  • Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
  • Added numberOfDoors parameter to structure configs
  • Added numberOfHatches parameter to structures configs
  • Reduced durability of reflectors and markerlights on structures
  • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
  • Last / distant LOD for plants improved
  • Fixed: various bush material / alpha shaders
  • Smoke shell effect tweaked
  • Rocket effects tweaked
  • Blood hit and fire dust effects tweaked
  • Added small settlement near Kamino firing range
  • Stratis bridges improved for characters and vehicles
  • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  • Tweaks to Stratis lamp placements
  • Fixed: Sandbag barriers adjusted on Stratis
  • Added: New system for displaying scenario overview information
  • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
  • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  • Added tooltips to CListBox and key presets
  • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
  • Welcome Screen no longer shown for new profiles made during the same session
  • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
  • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  • Fixed: Quick command linked to the old communications menu
  • Added: Correct cursor for supports communications menu
  • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
  • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
  • Added: Communication menu manager
  • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
  • Fixed: Functions viewer was not working when launched from mission editor
  • Added: Adding new control presets and their tooltips
  • Fixed: Notification area is now wider
  • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
  • Field Manual Commanding / Move hint improved
  • BIS_fnc_arrayShuffle added to functions
  • Fixed: BIS_fnc_infoText was using obsolete sound
  • Added: A notification is displayed when a new communication menu item is added
  • Fixed: allowFunctionsRecompile description.ext param had no effect
  • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
  • Optimized: BIS_fnc_selectRandomWeighted
  • Added: Variable header added to local functions
  • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
  • Fixed: Chromatic aberration remained when camera was launched from the pause menu
  • Removed: pauseOnLoad.sqf redundant script
  • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
  • Added: Error message will now interrupt loading screen
  • Fixed: The default editor template was still calling functions
  • Fixed: Feedback FSM optimization
  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
  • Added: Correct ETA for mortar support in SCUBA mission
ENGINE
  • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
  • Updated to Physx3.2.4
  • Fixed several MP synchronization issues
  • Fixed several crash opportunities in SP and MP
  • Several inventory interaction and stability fixes
  • Removed destroyed buildings from PhysX simulation
  • Fixed: Wheel speed in damaged or destroyed state
  • Dynamic light influence to AI visibility tweaked
  • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  • Fixed: Hard limit usage while performing light sorting
  • Added: New hard limits implemented into particle lights
  • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
  • Fixed: Starting scenarios from subfolders did not work correctly
  • Fixed: Audio distance curve
  • Added: Radio filter / effect
  • Fixed: MX UGL had a displaced crosshair
  • Added: Loiter waypoint
  • Fixed: AI will not eject before player
  • Fixed: Taking additional ammo for pistol would play reloading sound
  • Fixed: Certain magazines could not be moved to another container from backpacks
  • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  • Fixed: Texture flickering on wrecks
  • Fixed: Tooltip crash in MP sessions listbox
  • Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
  • Added lbSetTooltip script command
  • Removed redundant CfgFirstAid >> firstAidScript
  • Small optimization of face mimics
  • Fixed: enableFatigue command was not working
  • Fixed: Manual control for locked missiles works again
  • Added: Most detailed shadow lod is now displayed in view pilot
  • Fixed: Helicopters engines now are damaged correctly upon contact with water

PC Gamer
rel="bookmark"
title="Permanent Link to Arma 3 hands-on: helicopter jousting, rabbiting and underwater action from the alpha">Arma 3 hands on







This article was originally published in PC Gamer UK issue 252.



There is a dead body in the cockpit of my MH-9. In my haste to get into the cerulean sky above Arma 3’s Stratis island I accidentally spawned a chopper with a pilot in it and he wasn’t budging. I could have hopped back into the editor and fixed it, but I was keen to see the island. And I had a rifle.



So I shot the pilot and then the co-pilot to save him from having to explain to the pilot’s widow, and hopped in. The co-pilot remained, dead, slumped in his seat, his hand still gripping the joystick, as I flew around the rugged little Greek island cooing at the sights.



"the newest version of the world’s most famous milsim is still ridiculous, and I love it for that."



My girlfriend, who started to watch after hearing me giggle at the hunched dead figure, found this distasteful. To placate her, I popped back into the editor and switched a few things around. Like Craig the Magnificent, I produced a bunny. I began hopping around the island, showing her how the game allowed me to control the body of a rabbit. Arma 3, the newest version of the world’s most famous milsim, is still ridiculous and I love it for that.



This alpha is the public’s first opportunity to advance into Bohemia’s long-held territory. Pre-order and you get access to it right away. It’s not the full thing by a long shot, having just twelve varieties of gun and eight types of vehicle, on a test island that’s a mere 20km2 chunk of rolling hills with a few settlements dotted around. The full game will have a 270km2 island.







You do get ‘showcases’ of the scripting and scenarios the game is capable of, however, and while they’re pretty small scale, they give a taste of what the infantry, ground vehicle, underwater and air combat will be like. More importantly, the alpha comes with the full editor and will support modding. People have already made zombie mods and co-op missions. There’s a lot of game here for £20, and it’s only going to get bigger.



I didn’t realise how important the ridiculous part of the game was to me until I was in Thumper’s body. I had feared that Bohemia’s drive to make Arma 3 accessible to everyone might smooth its edges out too much. But no, it remains true to the original template. It won’t stop you doing what you want, either in terms of mods or you own playstyle, for the sake of military-realism aesthetics.



"People have already made zombie mods and co-op missions."



When I played the first showcase, a gnarly little fight for a village that tore up my squad on more than one playthrough, that willingness to let events go where they wanted, even if the player was pushing in an odd direction, was much in evidence.



The infantry showcase reveals Arma as a well-matured game series: the changes are numerous, but built on top of an already impressive skeleton. Animation and movement are a lot smoother, and there’s a new stance-adjust system to exploit, which is important in this lumpy, rocky world. Each stance – prone, crouch, and standing – has high and low variants that give you extra height or better hiding potential.







When the first stage of the fight kicked off, with my team at the bottom of a valley protecting a crippled soldier as enemies closed in, it took a few restarts to get back into the Arma way of things. Hiding and firing helped. I was cowering really, as the bullets pinged all around me, and I dropped into cover behind a cluster of rocks. My AI squad leader was marking targets for me to fire at, and even managed to sound human while doing it. My new ability to peek made the cover a lot more useful, enabling me to aim up and over without exposing myself too much. I didn’t hit anything, but my shots forced the enemy into a position where the AI squad could take them out.



"I watched my squad push up against buildings, hunker down beside walls, and imagined the enemy doing the same."



Stage two: we’re sent up and over the hill into a village. The world is full of lovely little spaces like this, and this one, a cluster of buildings hugging the coast, would have been welcoming if the enemy wasn’t already in it. Another small squad, but this time they had buildings to shelter behind as we approached from our slightly hilly vantage point. This battle was tougher: the squad AI is surprisingly capable, and every building has an interior, so everywhere is a potential trap. I watched my squad push up against buildings, hunker down beside walls, and imagined the enemy doing the same. We all came together in one of those awkward ‘everyone turns the corner at the same time’ moments, but my squad was quicker off the mark and the enemy were soon all dead. We had a few minute’s grace to look around, but before I had time to start renaming roads after my pets, mortars started to pummel us and I was volunteered to stop them.



I had to hunt the mortar spotters down. I wish I could tell you the next sequence was a tense battle through the undergrowth, but the truth was the AI spotted them up in a cluster of rocks north of our position. I’d already skipped (hammer ‘V’ as you run) up the hill to look at a little church, so I was parallel with them when the information came in. All I had to do was crouch-run along the lip of the hill then push in when I was close. I sighted them and swapped to the underslung grenade launcher.



Boom! My revenge for their shelling of Craigtown. Then I was told to run, as the enemy were about to shell this place, too. Spoilsports! I celebrated my victory by roly-polying (go prone then hit the lean key) down a hill and met my squad the bottom, who were fleeing to the trees.











There were a few Arma-ish flubs during this mission. The most serious was when an autosave was triggered just as a mortar exploded, which seemed like the sort of timing that could ruin someone’s save game. But at no point did I see a man with a gun walking face first into anything. That’s definitely progress.



The other big infantry addition is diving, and you can tell it’s new. While the land action is confident, the underwater antics remain a bit soggy. In the scuba-diving section, I dived into the ocean and headed to the first of a series of mines I had to disarm. As I approached, a tutorial popped up telling me all about the mortar support I had. I took that to mean I needed to hit the mines with the mortar, so I ordered the AI to do so via the map interface. As I waited for the bombs to drop, the noise of a patrolling enemy helicopter thudded overhead, dulled by the layer of water. The mortar pounded the mine and... nothing.



"At no point did I see a man with a gun walking face first into anything. That’s definitely progress."



I approached it, which every fibre of my being told me not to do, and was then presented with a simple dialogue to disarm it. At which point it occurred to me that the whole idea of me being underwater was probably to approach these targets stealthily. As tutorials go, that one about the mortars was really poorly timed.



I continued to the other mines, keeping low in the bay. The chopper that passed over was also a target, but to destroy it I would have to take over an enemy camp and shoot it with a guided missile.



Arma’s tendency to make trouble popped up again here. There was a speedboat that I could sabotage to make my mission easier. After finding it by popping my head above the waves, I sneaked underneath and watched an awkward animation play out a full metre from the boat. This was the sabotage, apparently. It looked lame and awkward, but given the level of detail in the rest of the game it was forgivable.







At this point two divers splashed into the water and Arma 3’s slow-motion underwater combat started. It turns out you can fire guns underwater, and my positioning behind a rock let me take them out without too much hassle.



There were other problems. Above water, the enemies exhibited psychic powers and spotted me instantly. The remaining soldiers on the boat took pot-shots, joined by the soldiers on land. If I hadn’t discovered a barricade of rocks I wouldn’t have made it out of there alive. I don’t mind the idea of being spotted, but the speed and accuracy of those guys in that situation needs dialling down. Thankfully I found myself in a good position to take them all out, and was left with the chopper and the guided missile. The rest was relatively easy.



"Two divers splashed into the water and Arma 3’s slow-motion underwater combat started."



The water-based stuff is an alpha implementation of a new feature, but the elements are there. In another playthrough I decided to attack the boat before making for land. I popped above the waves and shot at it, before ducking under. I watched a scuba-less soldier leap into the water and sink to the bottom. I could still grab his gun as he sank. Conversely, there were a few times when I alerted the patrols, when I had no idea how or why. They just knew.



It might have been the helicopter that alerted them. These birds are my favourite thing about Arma 3. They manage to be both terrifyingly functional and gorgeously atmospheric. The thud of the blades from inside the cockpit is nearly enough to lull me to sleep. For the aerial showcase, I was plopped into a chopper and sent on a delivery drop with a belly full of soldiers. About a minute in I was wrenched away from a neat little bit of formation flying to stop a couple of OPFOR from rustling a radar. My Ka-60 was directed along a slice of hill that gave way to a network of roads. Two trucks were trundling towards the bulbous station on a hilltop. I’m OK at flying, but bad at aiming. It took a few passes, and a few near flips of my bird, before I’d wrangled an angle. It’s worth noting that on subsequent playthroughs I just hovered alongside the road rather than trying a dramatic pass. I was making a meal of it.







I was ordered to land at the radar facility and deploy my troops, but that plan was scuppered by mortar fire. Then I remembered I had a secondary missile system, and that the cockpit view makes acquiring targets pretty easy. After locating the bombers in the hills I just had to line up a couple of squares on the HUD and fire, killing them without getting closer than the length of a football field.



This was followed up with another, similar little encounter out to sea, after which I spotted a fight for the lighthouse area. It was as big as anything the showcases had involved me in, but I was simply ordered around it. It carried on without me. I love that Arma does that. A The AI squads move slickly through the small towns. Tactics! I am sniping from behind a vehicle, like a soldier would. Just me on one of my helicopter trips through the island. dynamic, emergent battle across kilometres that doesn’t want or need me.



"My failed experiment of Helicopter Jousting grew into the bigger failure of Helicopter Formation Jousting."



That can happen in scripted or freeform environments. I’m not an expert with the editor, but all it takes is a few clicks to turn an empty corner of the map into a battle your kids will ask you about. It’s where I tossed in a couple of dozen BLUFOR (friendlies) and OPFOR and watched them tear each other apart in a nasty little battle for a village. It’s where I made a game of trying to escape a single enemy attack chopper on the game’s hilariously cumbersome quadbikes. It’s where my failed experiment of Helicopter Jousting grew into the bigger failure of Helicopter Formation Jousting, and ended up in the now banned Helicopter Formation Jousting: Oh God, I Can See The Bone.



It’s also where I learned to appreciate the cold beauty of what Bohemia have made. I’ll often just pop into the editor for a spin in a chopper or a hike in the hills to see the lovely details that the devs have imbued their island with. There are bases, churches, lighthouses. The weather cycles from cloudless blue skies to thundery grey glumness. Stratis is a test island, but you can see glorious sunsets and watch clouds forming from the hilltops. Every blade of grass seems to cast a shadow. And it runs better than Arma 2.



There are some problems, and some holdovers from the earlier games. The AI seems sharper, but they also still go through a clumsy dance when attempting to flee. The cars feel floaty, like they’re full of helium. There’s a lot missing that I’d hoped to play with, particularly the dynamic missions that will generate all kinds of challenges.



But this is an alpha. There’s nothing here that can’t be fixed. And if Bohemia don’t do it, the players have proven more than happy to do so. What is here is probably the most confident and assured game the developers have ever released, and it’s still months from being finished.
May 23, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
SIZE: ~855 MB

More in the full changelog and SPOTREP
May 22, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: incoming Alpha update, Sniper Package
PRECEDENCE: Flash

SITUATION


The majority of the team is now prepping the Arma 3 Beta content in weekly iterations. Of course we do also have an Alpha to support, and things are looking good for a new large Alpha update tomorrow (*insert the usual catastrophe disclaimer here*). Seeing how last SPOTREP was mostly a hotfix, this one will have a long list of Development branch changes - including recent tweaks to lighting and audio. It's also possible it contains things that had not yet made it to Development branch. This is a full snapshot of the game, unlike Development branch, which only contains manual requests from any developer on the team.

More in the full SITREP
May 14, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: Beta preparations, combat radio protocol, respawn system
PRECEDENCE: Flash

SITUATION


This week our grand Beta mobilization has begun in earnest. As such, this SITREP will be quite light on Intel - too busy rallying the troops. We are putting a lot of effort into getting the selected content working well. Understandably you would like to know already what this content will be, but we'll not specify for a few more weeks. This is not (entirely) to torment you, but we want to make sure we can deliver. Be patient a little longer and you'll be rewarded with a cool upgrade to the Arma 3 sandbox with more variety and firepower. Hints of specifics may start dropping in the coming weeks, but look towards a certain large annual game expo for all the details!

More in the full SITREP
May 7, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
INFO: Hotfix release, audio changes, community
PRECEDENCE: Flash

SITUATION


Late last week we published an unscheduled hotfix (SPOTREP #00003) to default branch of both Alpha and Alpha Lite. Although the changes did not affect Lite, we want to keep them the same on the data-side. In no way do we feel this fully 'solved' the multiplayer security issues. The efforts described last week will surely continue.

The second big thing which dominated past week was the audio overhaul. Our audio team and audio programmer František Novák in support, made large changes to the sounds of most assets (and the tweaking will be in progress for the coming weeks). Ondřej Matějka took some time to explain the changes related to volume, sample normalization, distance versus loudness and the WSS file format. The current state on Development branch is known to have a number of errors, missing sounds and unfinished volume settings. In the end this will benefit the way the game sounds, which is of similar importance as how it looks.

More in the full SITREP
Product Update - Valve
DATA
  • Added: Functions are now compiled using newly introduced compileFinal
  • Added: Functions meta data are now secured against rewriting
  • Removed use of vulnerable script commands in DynO functions
  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  • Fixed: BIS_fnc_sideColor can now load non-number values
  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
  • Added: BIS_fnc_spawn
  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  • Fixed: BIS_fnc_error was not working correctly
  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
ENGINE
  • Fog is now really enabled for this branch
  • getFuelCargo, getAmmoCargo, getRepairCargo commands added
  • Fixes to serialization of particle emitters
  • Fixed: shoreline was not covered by fog properly
  • Correct vonCodecQuality is set now
  • Fixed: Animation source gear for PhysX vehicles
  • Fixed: Ships are now using the correct Arma 3 gearbox
  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  • Fixed: canMove on a vehicle with dead driver would return false in some cases
  • Improved synchronization of structure destruction in MP
  • Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
  • Fixed: AI now uses optics better to detect enemies
  • Fixed: Switching HDR settings could cause graphical corruption
  • Added: Removing destroyed buildings from PhysX simulation
  • Fixed: Crash opportunity related to PhysX
  • Added: new events for inventory event handlers: "Take" and "Put"
  • Fixed: improved path planning related to roads
  • Tweaked darkness detection and use of NVG by AI
  • Minor optimizations to dynamic lights
  • Added: difficulty command to return high-level selected difficulty mode
  • Added: getArtilleryETA script command
  • Input Array: [unit, targetX, targetY, targetZ, magazineType]
  • Returns: ETA of the first available mode (the mode the AI will probably use)
  • Fixed: Glitch in blending of 2 animations masks
  • Added: compileFinal command
  • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
  • Made all script commands final (no longer possible to reassign in most circumstances)
  • Fixed: healing sound could play in an endless loop
  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  • On steep surfaces, players now crouch instead of fully standing up
  • -showScriptErrors enabled by default
  • To allow better debugging (may or may not be changed for final release)
May 2, 2013
Community Announcements - YorisYan
FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.56 (multiplayer security)
SIZE: ~38 MB

More in the full changelog and SPOTREP
...

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