Arma 3

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Re: Arma 3

Post  $iev@ri on Sat Dec 07, 2013 12:19 pm

|HrC| wrote:Well you dont need a very strong pc.
This is true, but there are couple things what Arma needs/likes.
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
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Re: Arma 3

Post  $iev@ri on Sat Dec 07, 2013 12:33 pm

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Re: Arma 3

Post  $iev@ri on Sun Dec 08, 2013 5:17 pm

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Re: Arma 3

Post  $iev@ri on Thu Dec 19, 2013 4:48 pm

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Re: Arma 3

Post  $iev@ri on Sat Dec 21, 2013 5:02 pm

Couple screenshot.







The last ones are Breaking Point mod.








And more...
http://steamcommunity.com/profiles/76561198076544865/screenshots/?appid=107410
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Re: Arma 3

Post  $iev@ri on Mon Dec 30, 2013 1:55 pm

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Re: Arma 3

Post  $iev@ri on Sat Jan 11, 2014 3:02 am

Couple videos for fred.

Tactical Battlefield mod


Wasteland mod


Breaking Point mod


Altis Life mod


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Re: Arma 3

Post  $iev@ri on Tue Jan 21, 2014 5:14 pm

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

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Re: Arma 3

Post  $iev@ri on Fri Jan 24, 2014 10:45 pm

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Re: Arma 3

Post  $iev@ri on Thu Feb 13, 2014 10:21 pm

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Re: Arma 3

Post  $iev@ri on Sun Feb 16, 2014 1:23 pm

This going to be really nice!

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Re: Arma 3

Post  Altair on Sun Feb 16, 2014 1:59 pm

^ This looks really cool!
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Re: Arma 3

Post  $iev@ri on Thu Feb 20, 2014 6:43 pm

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Re: Arma 3

Post  $iev@ri on Mon Feb 24, 2014 10:08 pm

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Re: Arma 3

Post  Propet on Sat Mar 01, 2014 1:11 pm

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Re: Arma 3

Post  Propet on Sat Mar 01, 2014 1:25 pm

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Re: Arma 3

Post  Propet on Sat Mar 01, 2014 1:26 pm

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Re: Arma 3

Post  Propet on Tue Mar 04, 2014 8:49 pm

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Re: Arma 3

Post  Propet on Tue Mar 04, 2014 9:25 pm

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Re: Arma 3

Post  $iev@ri on Wed Mar 05, 2014 12:01 am



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Re: Arma 3

Post  $iev@ri on Thu Mar 20, 2014 11:28 pm



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

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Re: Arma 3

Post  $iev@ri on Tue Apr 08, 2014 11:18 pm





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Re: Arma 3

Post  $iev@ri on Thu Apr 10, 2014 3:27 pm

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Re: Arma 3

Post  Propet on Thu Apr 10, 2014 9:41 pm

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Re: Arma 3

Post  Propet on Thu Apr 10, 2014 10:09 pm

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Re: Arma 3

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