Arma 3
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Re: Arma 3
This is true, but there are couple things what Arma needs/likes.|HrC| wrote:Well you dont need a very strong pc.
Intel + Nvidia combination is best for Arma.
Arma don't need good graphic card, but it can use all memory what are in graphic card. So at least 2048MB is recommended.
Arma is processor game, but u dont need to bye new and expensive. Just some what are good and easy overclock. I have i5-3570 overclocked 4.4GHZ and this is good enough. Even i7 needs overclocking Arma likes that.
SSD hard drive. (windows and Arma in here)
The weirdest thing is memory. Memory speed affects very much.
http://forums.bistudio.com/showthread.php?166512-Arma-3-CPU-vs-RAM-performance-comparison-1600-2133-up-to-15-FPS-gain
$iev@ri- |DH|Server Administrator~
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Location : Finland
Re: Arma 3
xmas sale -40% https://store.bistudio.com/arma3
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
Maybe soon 3x better FPS.
http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-08-quot-performance-binary-quot-feedback
http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-08-quot-performance-binary-quot-feedback
$iev@ri- |DH|Server Administrator~
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Re: Arma 3
Couple screenshot.
The last ones are Breaking Point mod.
And more...
http://steamcommunity.com/profiles/76561198076544865/screenshots/?appid=107410
The last ones are Breaking Point mod.
And more...
http://steamcommunity.com/profiles/76561198076544865/screenshots/?appid=107410
$iev@ri- |DH|Server Administrator~
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Join date : 2012-08-15
Location : Finland
Re: Arma 3
http://www.pcgamer.com/2013/12/27/simulation-of-the-year-arma-3/
$iev@ri- |DH|Server Administrator~
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Location : Finland
Re: Arma 3
Couple videos for fred.
Tactical Battlefield mod
Wasteland mod
Breaking Point mod
Altis Life mod
Tactical Battlefield mod
Wasteland mod
Breaking Point mod
Altis Life mod
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
New big update ~961MB. Includes a new SP campaign episode.
- More info:
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
SIZE: ~961 MB
CHANGELOG
DATA
Added: Campaign episode “Adapt”
We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
Consider checking for data corruption by verifying local data in the Steam client.
Added: "Adapt" music
4 event tracks (with variants)
1 ambient track
1 background track
4 lead tracks (with variants)
Added: 2 new voices to Radio Protocol
1 British English
1 Altian English
Wy-55 Hellcat cockpit visually tweaked
Fixed: Distant LOD of Hellcat making it transparent
Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
Fixed: Missing scrollbar in "Scenarios" and other displays
Properties of scrollbars are handled by CScrollBar itself now
Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
Models: reworked position lights selections
HMD of Hellcat has been re-centered
Reworked proxies of Buzzard to be useful for user armament
Tweaked PhysX collision damage for tanks
Tracks of tanks should not get damaged up to 30 KPH collisions
Zeroing for Kuma commander HMG
Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
Fine-tuned position of various group members in editor
Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
Fixed: Scripting error when no respawn position was found
Fixed: Script header of BIS_fnc_MP contained misleading description
BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. The isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
New scripted geometry function added
Redistributed proper helmets among Grenadiers
Small fix of OPFOR Leader's helmet inheritance class
Miller now has some basic equipment when placed in the editor
New character heads received some polishing
Changed: Simulation Manager now ignores helper objects
Added: Poster Module
Removed graffiti, leaflets and posters from editor
Added: Variable (postersArray) with all posters in namespace of a building added
Fixed: Roadways of chapels and the airport tower
Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
Added non-homogenous material for radar dome
Configured posterSize, icons and mapSizes for graffiti
Fixed: Non-functional binoculars
Added: Black background when player is off the map
Increased weight of machine guns while maintaining their weight differences
Fixed: Localization for yellow flare and for 3rnd flare magazines
Fixed: Zubr .45 had stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
The material of craters has been tweaked
Added modest camera shaking from nearby hits for infantry weapons
SMGs have improved zeroing for iron sights
Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.
Fixed: Hellcat hitpoints
Fixed: An issue with animations getting stuck when using a medikit with a handgun
Fixed: An issue with standing up when trying to strafe in fast prone
Added: New helmet camouflages
Adjusted: Carbine rifles distribution
Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance
Added: BIS_fnc_counter now supports multiple name spaces
Added: Executing call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value
Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574)
Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically
Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556)
Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520)
Fixed: A typo in Industry Standard preset and cleared some redundant entries
Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
Fixed: Missing classes of the Altian Radio Protocol
Roadways of small chapels have been tweaked
Added: Empty ORBAT sizes
Fixed: KIA cargo pose of Hellcat crew
Fixed: Some situations in which credits would not execute
Fixed: An error that appeared when changing mission parameters during hosting a multiplayer game
Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton
Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
Fixed: A flying H-barrier in the AA outpost has been grounded
Fixed: Bugged left sleeve of FIA soldier model
Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, when it goes out of the boundaries
Added: BIS_fnc_isLeapYear - returns true if given year is leap year
Added: BIS_fnc_monthDays - returns number of days in given month
Fixed: An issue where NVGs could remain on during cutscenes
Fixed: CSAT Grenadier now has correct helmet
Tweaked: Effects of suppressors on bullets
Tweaked: Underwater ammo speed and damage
Function BIS_fnc_setToPairs now has a correct example
Added new functions to control the stacking of disabled save games
Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games
Modified all “Survive” missions to support new stacked handling of disabled saving
Continued work upon soldier protection:
Slightly decreased collateral resistance of OPFOR soldiers’ extremities
Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
Set up proper protection values for OPFOR Officer uniform
Range-master belt, bandoleer and chest-rig armor values set to zero (serving as just equipment holders)
Tweaked helmet protection levels
Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks
Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades
Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.
Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head
Increased density of soldiers’ bodies to improve headshot lethality
Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions
Fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart
Elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions
Mk20 rifle now has correct zeroing steps of iron sights
Fixed: Possible issues with cinema border function being called badly
Engineer should be no longer stuck after repairing a vehicle
ENGINE
Added: Initial implementation of HDAO method for ambient occlusion computation
Kudos to AMD engineer Layla Mah!
It's available only for DX11 GPUs (uses compute shaders)
Can be found in video options in AO settings
Several multiplayer optimizations
Optimized dynamic errors for server
Better load spread across several CPU cores
Various PhysX-related crash opportunities fixed
Various small fix merges from core RV engine
Fixed: Possible crash in Dedicated Servers
Removed: setAIS scripting function
Optimization of bleeding splatters creation
Optimization of footstep marks creation
Fixed: AI's selection of rifle and handgun
switchCamera command now works for external / internal camera when gunner camera is not allowed
Merged and used some optimization of collision detection from DayZ
Fixed: Crash caused by wrong vertex data in specific objects
Added several safety checks to prevent unnecessary AI calculations (optimization)
Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
Fixed: 3rd person mortar view
Fixed: Artillery not shooting at given position
Fix for low skill AI turret gunners shooting at impossible-to-hit targets
Tripwire mines now work properly when put in buildings
Swimming soldiers stop levitating / swimming on land
Fixed: Creation of duplicate post process effect handles after saved game is loaded
No longer creating target lists for empty groups (small AI optimization)
Fixed: CTD caused by broken skeletons - added index check
Fixed: An inventory issue with backpacks in crates
Fixed: Spawned medikits and FAKs sometimes have zero weight
Simulation of dead bodies has been optimized
Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
Slight rendering optimization in stencil buffer usage
Fixed: Disappearing tags when publishing a mission to Steam Workshop
Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
Fixed: AI unit is no longer repeatedly swapping gunner / observer position
Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694)
Fixed: Houses no longer have inventory
Fixed: An issue with inability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
Fixed: Connecting headless client to password-protected server
Fixed: AI avoiding dead bodies
Tweaked: Low-skilled AI soldiers and gunners to be minimally effective
Fixed: Low-skilled AI tank gunner couldn't engage targets properly
Hotfixed: SubSkeleton log spam
Added: Server option enablePlayerDiag for printing diagnostics about players and pending messages
$iev@ri- |DH|Server Administrator~
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Re: Arma 3
http://www.arma3.com/news/scanning-the-horizon-arma3-in-2014#.UuLrLbTkthE
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
http://www.arma3.com/dlc/zeus
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
This going to be really nice!
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
^ This looks really cool!
Altair- |DH|Server Administrator~
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Age : 103
Re: Arma 3
This weekend -40%
http://store.steampowered.com/app/107410/
http://store.steampowered.com/app/107410/
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
Re: Arma 3
- Spoiler:
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB
CHANGELOG
DATA
Added: Campaign episode “Win”
Added “Win” music tracks
3 event tracks (with variants)
4 background tracks
6 lead tracks
Added: Campaign completion Steam Achievements
Added: To-199 Neophron CSAT CAS jet
Added: A-164 Wipeout NATO CAS jet
Added: Tempest CSAT heavy truck with variants
Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
Updated: Altis: Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
Added: Various “Win”-related characters, items and objects
Added: 1 x new Radio Protocol
Removed obsolete classes of cargo poses
Adjusted volume levels on various weapons
Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
Standardized driveOnComponents on tank tracks - they should now be better at passing low obstacles
Uniforms and accessories should be available in holders again
Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
AAAs should have their radar back
Optimized explosives power after a fix of explosives on roads
Buzzard has new sounds for gear and flaps
Buzzard has improved materials in its cockpit
Stitches on coveralls made plastic
FIA medic should have a medkit in his bag
Trees use a new shader version to improve alpha sorting
Pilots of jets have their HUDs properly collimated
Tank crew should no longer use 'magic radar'
Fixed: Missing muzzleflash for RCWS UGV
Fixed: Hitpoints for lights of Van
Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
Fixed: Getting out of HEMTT animation for launchers
Fixed: Sounds of ACP-C2
Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
Fixed: Unresponsive controls in General Game Options tab
Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
Fixed: Wrongful hiding of subtitles in SP
Fixed: Multiple secondary explosions in MP (http://feedback.arma3.com/view.php?id=16765)
Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
Tweaked: Sounds of weapon closures
Tweaked: Sounds of character breathing
Added: New samples for ACP-C2
Added: New sound for reloading UGLs
Added: New sound for church organs
Added: New variations for fatigue sounds
Added: GameSpy / Steam master server switch
Removed: Error message from getParamValue function
Improved: Slammer UP recoil animation
Possible campaign spoilers:
New voice-over work for Nikos has been added to "Survive" and "Adapt"
Fixed: The intro walking sequence in the "Survive" intro
Added: New beret and identity to Crossroads in the "Adapt" outro
Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
Fixed: "Index out of range" error, discovered when transiting from "Adapt" to "Win"
Fixed: In Crossing Paths, there was no background while the quotation video was playing
ENGINE
Added: Scripting command attachedObjects for getting the list of objects attached to the given one
Added: Scripting command attachedTo for getting the object to which the given object is attached
Added: New scripting command for getting list of activated addons (activatedAddons)
Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
Added: Support for thermal black hot mode in PiP
Added: Prototype of weather and time synchronization for MP
Crosshair size roughly matches the extent of weapon sway
PIP mode (VIS, NV, TI) is the same as mode in AV optics (can be changed by the player while in control of the AV)
AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI
Disabled idle poses while aiming and shooting
VRAM management changed (optimization)
Hotfixed: Module initialization order adjusted for the Linux Dedicated Server
Fixed: Water splashes when tanks land on the ground
Fixed: Dust from tracks while in the air
Fixed: Script command enableSimulationGlobal didn’t work during scenario briefing
Fixed: Deleting task target
Fixed: Problems with skinned instancing when PiP is used
Fixed: Mines were ineffective on roads
Fixed: Drawing of alpha objects in PiP
Fixed: Gear up SFX triggered when starting as Flying
Fixed: Player can't see content of clothes or vests which are on the ground
Fixed: Weapon cloning (http://feedback.arma3.com/view.php?id=17403)
Fixed: AI not using radar, when player does not have it
Fixed: After a helicopter would fly away, players could still put things into its inventory
Fixed: TakeWeapon puts weapon in weaponholder before taking it (http://feedback.arma3.com/view.php?id=17760)
Fixed: More correct behavior of scenario names in map, diary and interrupt display
Fixed: Crash that happened when using stereo samples where mono was expected
Fixed: Crash in MP display when a Steam mission filename is empty
Fixed: Invisible items in UI tree after sorting
Fixed: Crash opportunity
Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
Fixed: Vest content disappearance after savegame load
$iev@ri- |DH|Server Administrator~
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Re: Arma 3
http://www.arma3.com/news/arma3-zeus-dlc-now-available#.U0a2q1cY3Ll
$iev@ri- |DH|Server Administrator~
- Posts : 387
Join date : 2012-08-15
Location : Finland
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