Bohemia Interactive is excited to announce its participation as official sponsor in the PC Gaming Show (Powered by PC Gamer), the first event dedicated to the PC platform in the history of E3.
Starting the countdown today, one of the things people can look forward to is the much-anticipated exclusive world premiere of Arma 3’s new terrain, which will debut as part of a major expansion coming in 2016.
Bohemia Interactive's CEO, Marek Spanel: "Following in the footsteps of Chernarus and Altis, the new Arma 3 terrain is already shaping up to become one of the most compelling destinations in the series, and we can't wait to show it for the very first time at E3!"
The PC Gaming Show will take place on June 16, from 6PM – 8PM PDT (Wednesday, June 17, 01:00 – 03:00 UTC), and will be livestreamed on Twitch. Find out more at www.pcgamingshow.com
Bohemia Interactive is excited to announce its participation as official sponsor in the PC Gaming Show (Powered by PC Gamer), the first event dedicated to the PC platform in the history of E3.
Starting the countdown today, one of the things people can look forward to is the much-anticipated exclusive world premiere of Arma 3’s new terrain, which will debut as part of a major expansion coming in 2016.
Bohemia Interactive's CEO, Marek Spanel: "Following in the footsteps of Chernarus and Altis, the new Arma 3 terrain is already shaping up to become one of the most compelling destinations in the series, and we can't wait to show it for the very first time at E3!"
The PC Gaming Show will take place on June 16, from 6PM – 8PM PDT (Wednesday, June 17, 01:00 – 03:00 UTC), and will be livestreamed on Twitch. Find out more at www.pcgamingshow.com
Smaller build to get some tweaks were added this week, want to give you a small changelog that includes more fixes to the maps, more user interface updates and better AI pathing and awareness. You've got even more attentive and dangerous enemies to face ;).
Here's your changelog!
Enemies can now hear and react to sound - this was broken before.
Fixed some pathfinding calculation to better prevent getting stuck on corners
Crawling zombies get up quicker and don’t turn around unnecessarily
Cycling through soldiers now works correctly in multiplayer
Nightmare should no longer be able to run off the cliff
Strafing and aiming works significantly better
Fixed some issues in the Parks and Residential hubs.
Fixed an issue where occasionally non-localized strings would show up in the Load Game dialog.
Changed object culling routine to ignore areas with a squad member present.
Mouse wheel now scrolls the right direction on the equipment screen for squad members.
Critical hits now show up in yellow text above the enemies
Fixed issues remaining in retry from game over on multiplayer
Fixed an issue that sometimes left the host player not gaining back control of soldiers after stopping hosting
Fixed an issue that would cause enemies to not be able to spawn on the client after a retry in some situations
Multiplayer no longer requires both players to be in command mode at the same time.
When a single player is in command mode the other player may continue in action mode, but they both are playing at a slowed speed. If both players enter command mode time will pause.
Fixed bug where sometimes human enemies would shoot at each other.
Fixed many issues with enemy pathing and paths not updating.
Human enemies will now move into the encounter during the ambush on the city safehouse
When player soldiers are hit, they now display damage tickers.
Added shield HUD icon above characters currently in cover.
Fixed bug where some guns could fire with 0 ammo in the magazine.
Can no longer save during challenge mode.
Some environment fixes in the Residential district.
Fixed miscellaneous issues with AI. They should be a lot less finicky now.
Fixed a pathfinding issue that occurred in some rare instances that could prevent further pathing until a new scene is loaded
Fixed a bug preventing some packets from being sent correctly on the network
The join game screen now shows the connection speed to the server associated with the object
Reload animations play for the correct amount of time for very fast and very slow reloads
Fixed regression where XP wasn't being displayed properly and level-ups weren't being awarded correctly.
Fixed numerous Docks related issues.
Fixed a bug where mines and other placeables were not usable in Parks and possibly other areas.
Smaller build to get some tweaks were added this week, want to give you a small changelog that includes more fixes to the maps, more user interface updates and better AI pathing and awareness. You've got even more attentive and dangerous enemies to face ;).
Here's your changelog!
Enemies can now hear and react to sound - this was broken before.
Fixed some pathfinding calculation to better prevent getting stuck on corners
Crawling zombies get up quicker and don’t turn around unnecessarily
Cycling through soldiers now works correctly in multiplayer
Nightmare should no longer be able to run off the cliff
Strafing and aiming works significantly better
Fixed some issues in the Parks and Residential hubs.
Fixed an issue where occasionally non-localized strings would show up in the Load Game dialog.
Changed object culling routine to ignore areas with a squad member present.
Mouse wheel now scrolls the right direction on the equipment screen for squad members.
Critical hits now show up in yellow text above the enemies
Fixed issues remaining in retry from game over on multiplayer
Fixed an issue that sometimes left the host player not gaining back control of soldiers after stopping hosting
Fixed an issue that would cause enemies to not be able to spawn on the client after a retry in some situations
Multiplayer no longer requires both players to be in command mode at the same time.
When a single player is in command mode the other player may continue in action mode, but they both are playing at a slowed speed. If both players enter command mode time will pause.
Fixed bug where sometimes human enemies would shoot at each other.
Fixed many issues with enemy pathing and paths not updating.
Human enemies will now move into the encounter during the ambush on the city safehouse
When player soldiers are hit, they now display damage tickers.
Added shield HUD icon above characters currently in cover.
Fixed bug where some guns could fire with 0 ammo in the magazine.
Can no longer save during challenge mode.
Some environment fixes in the Residential district.
Fixed miscellaneous issues with AI. They should be a lot less finicky now.
Fixed a pathfinding issue that occurred in some rare instances that could prevent further pathing until a new scene is loaded
Fixed a bug preventing some packets from being sent correctly on the network
The join game screen now shows the connection speed to the server associated with the object
Reload animations play for the correct amount of time for very fast and very slow reloads
Fixed regression where XP wasn't being displayed properly and level-ups weren't being awarded correctly.
Fixed numerous Docks related issues.
Fixed a bug where mines and other placeables were not usable in Parks and possibly other areas.
The game client has been updated to version 0.9.177. Please, find the patch notes below:
Thief: - Fortune’s Favor no longer affects cooldown of items.
Dark Knight: - The bug that caused the skills of Dark Knight with Dark Side talent to quickly recharge has been fixed. The effect of the Dark Side talent is no longer displayed on the effects panel.
Sorcerer: - The bug that caused Energy Surge skill to restore incorrect amount of energy has been fixed.
Items: - The bug that caused players to summon a member of a group without consuming Summoning Stone has been fixed. Also the bug with target selection after using Summoning Stone has been fixed.
Other: - The bug with Arcon Shards has been fixed: players cannot get Arcon Shards by killing tamed creatures (including Roland); - The bug with Guard’s skill has been fixed: now players cannot get experience as a result of the error; - The bug that caused Weakness to endure even after Maiden Healing has been fixed; - The bug that caused Rest effect to disappear untimely has been fixed.
The game client has been updated to version 0.9.177. Please, find the patch notes below:
Thief: - Fortune’s Favor no longer affects cooldown of items.
Dark Knight: - The bug that caused the skills of Dark Knight with Dark Side talent to quickly recharge has been fixed. The effect of the Dark Side talent is no longer displayed on the effects panel.
Sorcerer: - The bug that caused Energy Surge skill to restore incorrect amount of energy has been fixed.
Items: - The bug that caused players to summon a member of a group without consuming Summoning Stone has been fixed. Also the bug with target selection after using Summoning Stone has been fixed.
Other: - The bug with Arcon Shards has been fixed: players cannot get Arcon Shards by killing tamed creatures (including Roland); - The bug with Guard’s skill has been fixed: now players cannot get experience as a result of the error; - The bug that caused Weakness to endure even after Maiden Healing has been fixed; - The bug that caused Rest effect to disappear untimely has been fixed.
Before proceeding to the latest change-log, let us remind you (yet again) that FaceRig is at this time still in development. It is fun and functional, but it still has a few bugs.
A new update is live on the "nextversion" branch, bringing some fixes for bugs our community reported after our latest patch.
[5'th of June 2015 Edit]: Now these have been tested and are also deployed on the main branch :)
Full change log:
(Halloween DLC) Avatar Greta now has animated hands
fixed Avatar Zyraxes animations
added Avatar Zyraxes Retargeted (uses an enhanced version of Free Form Retargeting tracker interpretation module, should be more expressive)
fixed infinite loading hang. Sometimes the app would hang indefinitely while starting up.
changed movie export method for low resolutions. The movie is rendered at a minimum resolution of 1280x720 and then downscaled to the desired lower resolution. Above 1280x720, the movie is rendered at the specified resolution.
changed UI SDK version. This will fix a save layout issue; previously, if an element was outside the view, it wouldn't have been saved at all.
added tips and funny comments
implemented eye lid compensation/correction when turning head
eyes left right calibration was not applied when "force look at camera" option was on (when eyes were not tracked). Now, when the avatar is set to look at the camera the eyes are calibrated correctly.
fixed eye pupil behavior on small left right ranges
fixed .bmp export issue. The frame by frame export function was exporting a single file for every 4 frames.
Increased default eyebrow noise threshold.
reduced amplitude of some visemes, they now apply 70% of their max pose
If you are wondering about how to use the more experimental "nextversion" branch here are the steps:
Open Steam Client. Go to Library -> Software
Right mouse click on FaceRig -> Properties
Go to BETAS tab, click in the "Select the beta you would like to opt into:" drop down, select "nextversion"
Close window. The FaceRig program will update to the "nextversion" branch.
And now, we have something a very special to show you. The avatars for our Trailblazer backers are done! We figured our community would like to see them so we asked them for permission to showcase the characters in a short video. We'd also like to take this opportunity to thank not only our trailblazers for allowing us to show you these, but all our backers who have supported the project in its early days on IndieGoGo and, in essence, made all of this possible :)
Now...which of these is your favorite?
https://youtu.be/TDmkRPx6wCk *Remember: these characters belong to the five Trailblazer backers and will not be included with the program.
Before proceeding to the latest change-log, let us remind you (yet again) that FaceRig is at this time still in development. It is fun and functional, but it still has a few bugs.
A new update is live on the "nextversion" branch, bringing some fixes for bugs our community reported after our latest patch.
[5'th of June 2015 Edit]: Now these have been tested and are also deployed on the main branch :)
Full change log:
(Halloween DLC) Avatar Greta now has animated hands
fixed Avatar Zyraxes animations
added Avatar Zyraxes Retargeted (uses an enhanced version of Free Form Retargeting tracker interpretation module, should be more expressive)
fixed infinite loading hang. Sometimes the app would hang indefinitely while starting up.
changed movie export method for low resolutions. The movie is rendered at a minimum resolution of 1280x720 and then downscaled to the desired lower resolution. Above 1280x720, the movie is rendered at the specified resolution.
changed UI SDK version. This will fix a save layout issue; previously, if an element was outside the view, it wouldn't have been saved at all.
added tips and funny comments
implemented eye lid compensation/correction when turning head
eyes left right calibration was not applied when "force look at camera" option was on (when eyes were not tracked). Now, when the avatar is set to look at the camera the eyes are calibrated correctly.
fixed eye pupil behavior on small left right ranges
fixed .bmp export issue. The frame by frame export function was exporting a single file for every 4 frames.
Increased default eyebrow noise threshold.
reduced amplitude of some visemes, they now apply 70% of their max pose
If you are wondering about how to use the more experimental "nextversion" branch here are the steps:
Open Steam Client. Go to Library -> Software
Right mouse click on FaceRig -> Properties
Go to BETAS tab, click in the "Select the beta you would like to opt into:" drop down, select "nextversion"
Close window. The FaceRig program will update to the "nextversion" branch.
And now, we have something a very special to show you. The avatars for our Trailblazer backers are done! We figured our community would like to see them so we asked them for permission to showcase the characters in a short video. We'd also like to take this opportunity to thank not only our trailblazers for allowing us to show you these, but all our backers who have supported the project in its early days on IndieGoGo and, in essence, made all of this possible :)
Now...which of these is your favorite?
https://youtu.be/TDmkRPx6wCk *Remember: these characters belong to the five Trailblazer backers and will not be included with the program.