Posts Tagged ‘Combat Simulator’


Naval Action logo

Hotfix deployed: Fir, Oak, Gold and other fixes

Hello Captains
We have deployed a small patch today

  • Open sea repairs increased to 40% from 25% – we hated that I needed to click repair button 4 times after every battle
  • Privateer speed increased by 0.5 knots
  • Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.
  • Mission XP and monetary compensation increased
  • Trading ships speed reduced by 1 knots for every vessel
  • Gun loss chance increased
  • European traders now sell goods at slightly better prices
  • Gold production increased 2x
  • Fir production increased 3x
  • Oak production increased 3x

Good luck at sea Captains!


Squad logo

Hi Squaddies,

We’re proud to present the newest version of the Squad Alpha: Version 4.0.

Contained are a number of major improvements to gameplay but also new content additions in the form of additional equipment for the Russian and Militia factions, As well as expanded playable areas for maps currently in rotation and further performance and balance tweaks. Enjoy the changelog below!

Major Changes:

Easy Anti-Cheat (EAC)
This release will feature Easy Anti-Cheat as a new active anti-cheat protection system.
1P78 Kashtan Rifle Optic

The Russian faction now have scopes for their weapons! As one of the most requested feature, we are pleased to grant the Russian faction a rifle optic for their primary AK74M and support RPK74M rifles as well as sneaking some goodies for the Militia.

RGD-5 Grenade
The RGD-5 is a post-WW2 Soviet-era grenade, inexpensive to manufacture and commonly found in many modern conflict areas. Will be featured on the Militia and Russian factions.

Map Updates

Fools Road received a new industrial area in the South West of the map, an updated Estate with a very cool tunnel section connecting the buildings together, as well as many new details and features spread out around the map.

Chora has also received many updates, expanding the playable area and more detail work.

Flag Capture Mechanics Updates

AAS has been updated with some new gamemode rules to encourage greater emphasis on the flag objectives.  Flags now have an increasing ticket bleed based on the number of flags owned by the opposing team, reducing the chance that the team with more flags loses the match.  Additionally, capturing a flag now grants the capturing team some tickets, as well as increasing the ticket loss for the team that loses a flag. Finally, we have added a protection sphere around each teams main base, which prevents bullets and players from the opposing team entering in it’s area thus adding a layer of protection from main base camping.

Post Processing Effects

Many post processing effects and the ability to change their settings have been added.  Ambient Occlusion helps to define soft shadowing of objects.  Auto Exposure and Eye Adaptation causes the exposure of the screen image to simulate the effect of human eyes moving between brightly lit and dim environments.  Bloom is the bleed-over of light caused by looking at bright objects in lowly lit environments. Motion Blur adds a blur effect to objects depending on how quickly they are moving on the screen (works well with the new Russian scopes).  Lens Flare simulates scattering of light when viewing bright objects through lenses.

Server Browser and Joining Server improvements

The server browser has been improved, adding sorting by each column as well as better usability in general.  Additionally, a number of bugs have been fixed, improving the server join experience and a quicker response when you fail to join a server.

Changelog

  • Added a team switch timer, limiting how often you can switch teams, this timer only applies after the round startup time allowing teams and friends to get set up.
  • Added Dome of Defense around main bases (Destroys all enemy projectiles upon impact, and pushes back enemy soldiers if they try to enter)
  • Updated the AAS logic to be more robust and have more features
    • Allows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutral
    • Owning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs.
  • Fixed the ability to lean while prone, this snuck in due to lean code optimization
  • Kit, role and equipment changes
    • Marksman kit moved from the specialist group to fire support, same squad/team limitations as before
    • Fire support kits are now reduced to 3 when at max squad size, down from 4. You should see more ordinary riflemen on the field now
    • Grenadier kit now unlocks at 5 squad members, rather than 4
    • Max amount of grenadiers available per squad down to 1 from 2 (AK74+GP25 removed from Militia until we have a more flexible inventory selection system)
    • Ordinary riflemen/fighter kits with ironsight or red dot sights now have 2 frag grenades rather than 1
    • Automatic riflemen now have another 150-200 rounds depending on the caliber of the weapon, so you don’t have to feel bad about suppressing the enemy
    • Designated marksmen now have less rifle ammo to keep in line with damage potential of other classes (SVD down from 8 to 4 magazines), make those shots count
    • Designated marksmen has 3 pistol mags rather than 2
    • Added more smoke variation and each team now has different colored smoke variations. Militia have Green and Yellow smoke colour variations, Russians have Purple and Orange, while the insurgents have Black and Yellow. 40mm smoke grenades remain the same for now.
    • Russian squad leader has an alternative kit available at 6 squad members, an AK74M with an optic
    • Russian rifleman + optics kit available at 4 squad members. Limited to 1
    • Russian Automatic rifleman + optics kit available at 8 squad members
    • Militia rifleman + optics kit available at 4 squad members. Limited to 1
    • Every kit that has a magnified optic now has one less magazine than their red dot / ironsight counterparts
    • Added RGD-5 frag grenade to replace placeholder M67 on the Russian faction, also gave an alternative skinned version of it to Militia instead of the F1
  • Weapon changes
    • Added deviation to rockets and launched grenades projectiles
    • ACOG model got a quality of life upgrade to make it look prettier
    • Slight increase in the recoil of the SVD
    • Fixed a bug where all weapons were firing at the same muzzle velocity. Now weapons have different bullet drop depending on caliber/muzzle velocities
  • Updated inventory action delay timer on the scrolling menu from .5 to 1.5 seconds.
  • Medic bag and field dressing improvements
    • Added more information feedback to the player
    • Fixed an issue where enemy soldiers could be healed
  • Rally point changes
    • Rally point code has been more optimized for server use
    • Increased placement cooldown time from 30 seconds to 210 seconds
    • Rally points can no longer be placed with enemies within a 50m radius, and will reset the placement time from 0 to 90 seconds. Your former rally points do not disappear.
    • Rally point placement now requires sl + 3 squad member if the sl does not have an officer kit, if he does have it, then only sl + 1 squad member is needed
    • Changing squad leader now resets the rally point placement time to 120 seconds if the placement time was under 120 seconds.
    • All rallypoint messages are now shown in the chat area instead of the middle of the screen.
  • If your squad leader changes, a message is now sent to your chat area to inform.
  • Deployable placement errors are now posted to your chat area.
  • Fixed an issue where you could leave a squad and keep your kit if you were incapacitated
  • Map and spawn screen updates
    • Opening of map and spawn screen no longer stops the talking input
    • Clicking around and interacting with the spawn screen no longer stops other inputs (you can now move and interact with the menu at the same time, note that there are many edge cases to this particular issue and we will be addressing them as they are reported)
    • Fixed an issue where the mouse cursor could be lost when returning to the spawn screen after having opened the main menu
    • Map and spawn screen now automatically closes when the main menu is opened
    • Moved a large chunk of the map implementation to c++ improving stability and speed
    • Fixed a bug where the SL menu on the spawn map was not updating it’s last clicked position correctly
    • SL menu on the spawn map now opens with the cursor in the middle of the hex menu, making it easier to mark locations and work with the ui
    • SL marker lifespan is now 5 minutes, up from 1.5 minutes
    • Reduced the zoom levels on the map from 7 to 4, and made the map zoom all the way out on the outmost level
    • Slight rework of the map medic icon, making it more distinct.
  • Keybinds for the spawn screen and map now work on both open/close. (You can rebind them to Enter without issues)
  • Changed the lowest possible FOV to 90 degrees.
  • Added more graphics settings for Motion Blur, Bloom, Lens Flare, Auto Exposure, etc.This is still work in progress
  • Fixed issue where some higher resolutions were missing from the graphics settings
  • Added sortable server browser
  • Fixed some disconnection issues upon joining a server
  • Added a system that allows for individual damage sounds depending on the collision bone that was hit, this is replacing the dead sounds, meaning that you no longer know if an enemy died unless you do a visual confirmation
  • Added initial enhancements to the Admin Camera to support Squad League with Player Outlining and Capture Zone visualizations.
  • Redesigned smoke grenade variations to share one projectile and one effect. Any color variations now only need to be a child of the original, instead of needing duplicate effects and projectiles. This optimizes the deployment of smoke grenades and makes implementation easier.
  • Stopped smoke from playing on the server unintended. This prevents smoke spam affecting server fps.
  • Removed manually placed border blocking volumes and updated with new spline blocking volumes.
  • Lots of LOD models added to weapons, improving performance
  • Reworked tracers slightly, making them easier to use when correcting bullet drop
  • Reworked server configs, ban lists & admin lists http://forums.joinsq…-server-config/
  • Added server messages
  • Changed console command ShowPlayerIds to ListPlayers
  • Added temp / timed bans

Before signing off we wanted to give everyone a bit of a road map of our intentions over the next several months.

Our next monthly patch for February will be largely focused on content, quality of Life, UI updates and possible integration of Unreal Engine 4.11 (Check out the preview notes. Exciting stuff)

With completion of the backlog of high priority updates to content, QoL and UI , we’ve moved the majority of our coders (Including our two new guys!) into a focused campaign over the next 8 or so weeks to come through the other side with a feature rich base system for vehicles and character animations.

We hope you guys will help us in keeping these guys engaged and keeping all of our eyes on road ahead. We are very excited for the next couple months.

LINK


Squad logo

Art Effects Update

Our Lead Effects Artist, Bruno, explains the changes behind a number of effects in version 4, in particular the way smoke from smoke grenades behaves and a new approach to depicting muzzle energy.

 

TrueSky Experiments

We’ve been running tests on Truesky for Squad and we’re pleased to say that the results have been stunning. We’ll let these test screenshots speak for themselves.

truesky_lightingchange

New Weapons in the Pipeline

We have a number of interesting and unique weapons that are nearing the end of the art pipeline, (their actual implementation into the game is still TBD)

KS-23

A 23mm rifled shotgun originating from the Soviet era, the KS-23 fires shells that are considerably larger than most typical western combat shotguns.

 

PPSH-41

A classic World War 2 era Russian sub-machine gun that has survived into the modern era, the PPSH-41 is capable of delivering pistol-caliber ammunition at incredibly high rates of fire. We are expecting to include two different kinds of magazines when this weapon ships, a 71-round Drum, or a 35-round box magazine.

 


Squad logo

Hi Squaddies,

We hope that you all had a great New Years, and now that a majority of the development team is back at work, we’d like to put out a new update, version 3.9 of the current Alpha build of Squad. Contained are a number of Steam usability improvements, heaps of performance updates, Server browser improvements and other goodies.

Alpha 3.9 Changelog
  • Improved client performance related to optimizations in the anim system
  • Fixed kit allocations not working in many situations
  • Updated Militia player models with new components, distinguishing them further from other factions
  • Performance improvements to the Militia player models
  • Leaving a squad now replaces your kit
  • Improved Steam authentication for better stability
  • Allows for joining on Steam friends
  • Allows for joining servers via web browser sites
  • Increased server connection timeout, decreasing the amount of unintentional disconnects
  • Increased server browser timeout
  • Increased timeout for joining a map to allow people with low spec pc’s to load the game, without being kicked unintentionally by the server for timeout
  • Added SteamID to showplayerids
  • Fixed banning by ID issues
  • Improved performance of explosion effects
  • Added the ability to reset keybindings
  • Separated out the default button in each section of the settings menu, pressing default now only resets the current menu’s settings.
  • Players can now cancel joining the firing range in menu
  • Fixed incorrect access level for banning
  • Fixed a few server crashes


Squad logo

Large number of bug fixes in this hotfix, including an attempt to fix the disconnect issue, fixes to Ping on the server browser, and more. Also in this hotfix we are pushing live a new set of Texture Streaming settings, which fixes a possible hitch when turning rapidly, and helps increase performance overall. If you’ve been having low FPS, let us know how this patch works for you.

Alpha 3.8

  • Fixed a bug where the FOV could be set outside the range
  • Further pass on optimizing the animation system
  • Fixed an incorrect name on Sumari
  • Fixed a possible performance issue in the Animation System on AMD processors
  • Fixed a server crash when creating a squad
  • Fixed an issue where aim offsets would be wrong when aiming down
  • Fixed an issue where the recurit kit was not being given to people who leave the squad
  • Fixed an issue where the gamemode rules weren’t being shown on map switch
  • Disabled Framerate smoothing by default (was causing FPS lock on certain machines)
  • Further pass on the map legend to ensure that all gamemodes were covered
  • Fixed a bug where Rally Point Error Messages were being sent to the wrong player
  • Added new sounds for Prone Movement and Sprinting
  • Fixed Ammo Crates posting a message on the HUD when used
  • Added ‘Streamer Mode’ to the game options. This disables the Server Name on the scoreboard and a few other things
  • Fixed destroying friendly FOBs would deduct your team’s tickets
  • Adjusted the attenuation settings on rocket flybys
  • Added placement sounds for Rally Points
  • Fixed Fools Road not being properly randomized when selecting a random variation
  • Fixed an issue where the server would look up UserSettings for every player joining the server
  • Enabled texture streaming and increased the texture streaming settings
  • Updated the Lod Bias on every asset, vastly improving Video Memory usage and rendering speed
  • Fixed a bug where the ‘End Use’ message would not be sent when a player died while using an object. Fixes the Ammo crate menu sticking around when you died while using it.
  • Fixed a visual ‘jumping’ when a player is revived and goes into prone
  • Upped the spawn delay on FOBs from 5s per enemy to 10s per enemy in the radius
  • Added better logging when players are disconnected from servers to help debug the disconnection issues
  • Changed ‘Training’ to ‘Firing Range’ on the main menu
  • Fixed a server crash when validating player inventories
  • Added Ping to the server browser
  • Fixed a display issue with scoreboard pings (they were too high)
  • Fixed a possible cause of the disconnect bug, where players were attempting to switch to an empty weapon
  • Changed the handling of the Server Name, so it’ll update more often
  • Removed some extra ammo crates in Fools Road
  • Improved the handling of getting stuck in objects

LINK


logo-arma-3-review

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch (Windows)
ACTIVITY: Game Update: 1.54 (Nexus Update, End Game, Spectator, Personal Protective Equipment, Stamina, Launcher Mod Dependencies)
SIZE: ~2.2 GB / ~639 MB

NOTES
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.52). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy152
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We’ll be updating those to 1.54 as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
CHANGELOG

(more…)


squad logo 2

Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning. It features large open maps, vehicle-based combined arms gameplay, and player-constructed bases to create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real-world scale firefights.

შეძენა STEAM – ზე

ოფიციალური საიტი  joinsquad.com

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D.U.S.T. logo

STEAM

ოფ. საიტი www.terapoly.com

SO, ANOTHER MULTIPLAYER FPS THAT CLAIMS TO BE “REAL”, WHAT’S THE DEAL?

Frag away the conventional FPS realism; realism has an older brother and he will not spoon feed anything. Experience a shooter unlike any other, a perfect ground blend of eye opening realism and raw FPS entertainment. Gone are the days of auto-aim, or instantaneous bullet travel. Your rifle better be zeroed in, and that you have an exact understanding of your firearm: your barrel twist, the wind conditions and definitely how far your target is. Understand that you are not a click away from reloading your weapon, you will make the habit of checking your chamber before you reload. You will be disciplined to not shoot at everything that moves. You will be trained to work with your CO’s and fellow squad mates. Accept that your rifle is merely a tool, and that the operator is responsible for its effectiveness. Operate the short distance radio to maintain coms between the squad leaders and your squad members. Read and mark friendly and enemy positions on your map. Do not forget to supply your outposts with supplies, water and ammunition, to conserve combat power.

Work against the push and pull in the tide of war, tactical retreats and strategical attacks. Experience the perfect zero in and the solid pull of a trigger, Terapoly brings you D.U.S.T. the unforgiving realism.

header_features

_dustFeature01

BALLISTICS SIMULATION
  • Ballistic Coefficient based simulation including gravity, windage, temperature, moisture, coriolis effect
  • Air resistance and damage model simulation
  • Real-time ricochet and fragmentation effects.
  • Real-life cartridge dimensions and simulation.
  • Cartridge grain selection and tracer pattern selection.
  • Directional sonic effects.

_dustFeature05

LARGE SCALE MULTIPLAYER PVP
  • 128 player multiplayer pvp game with squad based gameplay
  • In-game VOIP (position audio and radio coms)
  • Persistent player statistics and logs
  • Latency compensated data transfer
  • Qualifications system for the skilled players
  • Training program to improve your combat skills

_dustFeature03

TOTAL CONTROL
  • Operate every equipment hand the way it will and has to operated in real life.
  • Firearms (rifles, pistols and bolt action rifles)
  • Items (binoculars, grenades, maps, canteen etc)
  • Vehicles (land and air)
  • Radios

_dustFeature02

TACTICAL GEAR SELECTION
  • Customize and tweak your rifle to no end.
  • Scopes of all kind
  • Trigger sensitivity and type
  • Barrel length, thickness and ratio
  • Muzzle attachments (Suppressors and breaks)
  • Misc accessories (Grenade launchers, handles, IR designators etc)

 _dustFeature06

UNLIMITED VIEW DISTANCE AND DIEGETIC INTERFACE
  • No fogs, only atmospheric scatter
  • Realistic field of view to widescreen monitors
  • Free look
  • IMC system, allows the users to interact with anything on screen with a simple mouse click.
  • Minimal HUD. No more clunky UI eating away your screen space.
  • Player patches on arms and name tags on uniforms

Minimum Requirements

  • CPU: Intel Core2 Duo E6700/AMD Athlon64 X2 6000+
  • RAM: 4 GB
  • GPU: Nvidia GTX 580/AMD Radeon HD 5770 or equivalent 1024MB DirectX 11 card

Recommended Requirements

  • CPU: Intel Core i5 /AMD Phenom II X4  or equivalent quad-core
  • RAM: 8 GB
  • GPU: AMD Radeon HD 7950 or equivalent DirectX 11 card

Please Note:

  • Game requires internet connection (multiplayer game)
  • Game requires Windows 7 (or later) 64 bit
  • Game requires a Directx 11 GPU

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logo-arma-3-review

CHANGELOG
  • Added: PlayerSteeringCoefficients configuration for basic vehicle types (adjusting sensitivity and linearity of steering)
  • Added: PlayerSteeringCoefficients for UGV
  • Added: Implementation of the new headgear randomization configs
  • Added: Tab highlighting in Game Options
  • Added: Tab highlighting to the MP Create Game display
  • Added: New sounds for 30mm and 40mm autocannons (separated by turret / body position)
  • Added: aiRateOfFire properties to fire modes meant for players to ensure the correct rate of fire even on short distances
  • Added: ‘Creative solution’ to preload the line texture to avoid mipmapping
  • Added: Support for description.ext CfgTimeTrials definitions (for self-contained TTs)
  • Added: BIS_fnc_unitHeadgear now supports custom parameters from the scenario config file
  • Added: CfgRemoteExecFunctions white-list for restricting script functions executable viaremoteExec
  • Added: CfgRemoteExec for restricting script functions executable via remoteExec
  • Added: Parameter logicalOrder set for all Field Manual entries
  • Added: Labels of UI elements in RscDisplayServer are now in config
  • Added: An Empty Unit Insignia for clearing previously defined insignia
  • Added: Variants of smoke shells, chem lights and flares with infinite timeToLive (used in scripted modules)
  • Added: New samples for boats crashing into other boats
  • Added: Turret movement sounds for soft vehicles, APCs and MBTs
  • Added: Sounds of turret movement for CH-67 Huron and UH-80 Ghosthawk
  • Added: New size variations of particle effects for destroyed windows
  • Added: initPlayerSpectator.sqf for spectator slot initialization handling
  • Added: Sounds for turret movement on Speed Boat
  • Added: Icon for Tactical Backpack (Hex)
  • Added: Machine Gun Teams Community Guide
  • Added: BIS_fnc_animalRandomization now supports animal class Cock_random_F
  • Added: File patching indicator to Server Browser
  • Added: Tooltips to Post-Process settings in Video Options
  • Removed: All mentions of the legacy allSites command, replaced by entities Site_F
  • Removed: Weapon info during free fall
  • Removed: “Command mode” action from controls as it was redundant and offered exactly the same functionality as the “Select all units” action
  • Changed: Renamed selections and bones of building destructible parts from Dam_X +Unhide_X to Dam_X_hide + Dam_X_unhide
  • Changed: “Zeus” category in multiplayer role selection renamed to “Virtual” (it’s more generic and open for future uses of virtual entities, e.g. a spectator role)
  • Changed: Copilot of the Hellcat has full control over the searchlight now (including switching it off and on again)
  • Changed: The randomization aspect of the animals is now handled byBIS_fnc_animalRandomization, For Goat’s Sake
  • Changed: The old vehicle randomization (scripts) now uses VhC
  • Changed: Headgear and face wear randomization of the Guerilla units and civilians; the scripts now redirect to new function BIS_fnc_unitHeadgear
  • Changed: The scripts used to change the color of the Taru (including the pods) now use VhC
  • Changed: The old randomization scripts for animals now redirect to the new centralized system (BIS_fnc_animalRandomization)
  • Tweaked: AI versus clutter visibility (Altis & Stratis)
  • Tweaked: Wood material to try to improve AI visibility tests on tree trunks
  • Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced
  • Tweaked: Unarmed sprinting
  • Tweaked: Minor volume changes for MRAP turret movement sounds (http://feedback.arma3.com/view.php?id=6699)
  • Tweaked: Configured aiAmmoUsageFlags for ammo of planes to help them choose proper weapons
  • Tweaked: Dogs will now move around more often
  • Tweaked: Rescue Boat, autonomous GMG and HMG turrets, Zamak Ammo and HEMTT Repair are now available in Virtual Garage
  • Tweaked: Links for collisions SFX of Stomper
  • Tweaked: Linked additional samples for turrets of AR-2 Darter
  • Tweaked: Proper sounds of shooting different munitions for Marshall
  • Tweaked: New sound samples for 105mm, 120mm, 125mm and 155mm cannons
  • Tweaked: New samples for boat crashes linked
  • Tweaked: Sound attenuation for tank crews
  • Tweaked: Linked new SFX samples for boat crashes
  • Tweaked: Linked new SFX sample for boats landing on shallows
  • Tweaked: Volume of bullets hitting armored glass
  • Tweaked: Improved collision sounds of rubber boats
  • Tweaked: Minor volume changes for commander turret movements
  • Tweaked: Adjusted the thermal image of Stavrou’s face
  • Tweaked: Shoes of ghillie suits are less shiny now
  • Tweaked: Reduced shadows of the noses of the civilian driver and pilot
  • Tweaked: Color of CSAT backpacks
  • Tweaked: Shemaghs to work correctly for Asian faces
  • Tweaked: Skinning of chest plates / stripes on VR soldier
  • Tweaked: Improved skinning of stomach stripes for VR soldier
  • Tweaked: Improved skinning / mesh of arm strips for VR soldier
  • Tweaked: Given more space to the overview description of non-owned Challenges
  • Tweaked: Volume of launcher locking sounds increased
  • Tweaked: Inventory equipment of all tracked and wheeled APCs were standardized across all factions
  • Tweaked: Translations for many languages
  • Tweaked: Minor volume changes for shooting Cyrus with silencer
  • Tweaked: Collision shapes for character movement
  • Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars.
  • Fixed: Missing animation source warnings for xH-9 variants
  • Fixed: Leaving the Zeus interface while the interface was hidden led to all icons disappearing
  • Fixed: Icon, localization, author and editor presence of Carrier Rig (Black)
  • Fixed: SDAR rifles should now have correct faction-specific tracers
  • Fixed: Even APCs have been taken back to manufacturers for improved puncture protection of their wheels
  • Fixed: Removed non-existing magazine with empty class name from TRG family of weapons
  • Fixed: Launcher bug in unarmed sprinting
  • Fixed: Module arguments config inheritance
  • Fixed: Replaced 2D icons for Zeus-only map objects
  • Fixed: Launcher bug from sprint with binoculars
  • Fixed: Even the raised commander turret on Striders goes correctly sad panda if destroyed (http://feedback.arma3.com/view.php?id=24532)
  • Fixed: Camera’s display no longer overlays the time indicator
  • Fixed: Section ComboBox doesn’t appear any more in the Streamlined editor layout when using a Xbox controller
  • Fixed: Animation and sound speed for kneeled sprint with pistol in hand
  • Fixed: Animation files for kneel sprint in FL / FR directions were swapped
  • Fixed: CSAT technicians have adjusted BTR-K Kamysh to prevent rolling even at extremely high speeds (http://feedback.arma3.com/view.php?id=24090)
  • Fixed: Spawning a grey sport hatchback from config was creating a red one
  • Fixed: Soldiers have been told that Titan AT is not a static MG and they should rather report it as a static AT
  • Fixed: IEDs can now be detonated by gunfire (http://feedback.arma3.com/view.php?id=24303)
  • Fixed: Lowering primary weapon while prone no longer causes the soldier to stand up (http://feedback.arma3.com/view.php?id=24674)
  • Fixed: Switching to binoculars while standing with pistol lowered no longer forces player to go prone (http://feedback.arma3.com/view.php?id=24706)
  • Fixed: Missing icons for some of the particle modules
  • Fixed: AI no longer gets stuck in prone stance
  • Fixed: Dampers of the rear right wheel on Tempest trucks is now actually on the right side
  • Fixed: Missing interior tail sound samples for Navid MMG
  • Fixed: Adjusted center of mass of Motorboat to provide a smooth and straight ride
  • Fixed: Red CSAT insignia are now back on the soldier uniform
  • Fixed: Collecting Zeus Intel objects force-opened the map on all clients. Now it happens only for the person who collected the Intel.
  • Fixed: Some virtual role icons were missing
  • Fixed: Rocket cursors for Wipeout and Neophron were aiming under the point of impact of rockets
  • Fixed: Snakes are no longer stuck in animations
  • Fixed: Sides other than RESISTANCE, WEST and EAST did not have their scenario ending properly if they existed
  • Fixed: Adjusted strength of RPG-42 explosions
  • Fixed: Proper footstep sound is played when moving with pistol in combat pace
  • Fixed: Players can no longer see through an object with a launcher in their hands
  • Fixed: Drivers of Panther, Cheetah and Bobcat have learned that they should not turn out when there is no hatch for that
  • Fixed: Weapons on the backs of soldiers are no longer twitching while changing sidearm to binoculars and vice versa
  • Fixed: Player no longer has an obscured view when crouching in the R / BR / B directions in CSAT fatigues / ghillie suit and aiming (RMB pressed) with RCO (sometimes ARCO) optics
  • Fixed: Launcher position on back for combat pace in the B / BR / R directions
  • Fixed: CSAT soldiers had unnaturally pale hands and legs compared to their face skin tone
  • Fixed: Helicopter Pilot [AAF] and Pilot [NATO] injury materials
  • Fixed: Mirrors of FTW have a proper color even while sitting in them as a driver
  • Fixed: Suspension of FTW has been adjusted to prevent barrel rolling
  • Fixed: Player doesn’t slide anymore after a second vault (step over) when moving and pressing LCtrl at the same time
  • Fixed: Missing config properties for animal class Cock_random_F
  • Fixed: Many localization issues
  • Fixed: Animals had the wrong position of their land contact points
  • Fixed: Missing macro in Server List configuration
  • Fixed: Arsenal buttons were broken when the game was running in an incorrect aspect ratio
  • Fixed: Some View Geometry LOD selections were missing for small palm trees
  • Fixed: Naval mines are now correctly going boom if they are shot with a properly heavy weapon
  • Fixed: Machine Guns on the AH-9 Pawnee were not rotating
  • Fixed: Hand animation glitches for the Mk14 rifle
  • Fixed: Adjusted hitzones and penetration materials of FTW
  • Fixed: Vehicles should no longer be able to drive through the main door of the office building
  • Fixed: Characters in the AMV-7 Marshall should not clip through the ceiling
  • Fixed: Origin of coaxial machine gun bullets on Slammer is now actually the coaxial machine gun; the bullets felt a bit lost in the main cannon chamber
  • Fixed: The multiplayer topic in the Field Manual was empty during campaign gameplay
  • Fixed: Soldier legs extended if the player changed weapon or reloaded while lying down hill
  • Fixed: Minor animation issues on the belt of the Zafir machine gun

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We’ll be revealing the new Arma 3 terrain in 12 days at the E3 Expo 2015 PC Gaming Show (Powered by PC Gamer). Join us for the countdown! www.arma3.com/countdown



შეძენა STEAM – ზე http://store.steampowered.com/app/332350/ FROM: Project Lead TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Game Update: 1.42 (Marksmen DLC, Weapon Stabilization, Recoil Overhaul, Environmental Audio, Workshop Mods) SIZE: ~1.4 GB / ~426 MB NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.40). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy140
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

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CHANGELOG

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