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  ARMA 3 : Extended Edition Official    



  Yesterday, 08:37 By Old Bear   Comment (0)  

  ... and the winners in the Make Arma Not War contest are ... Official    

Today, Korneel van 't Land has informed us that Bohemia Interactive has announced the winners in the Make Arma Not War contest.


Bohemia Interactive, creators of the Arma series and the standalone version of DayZ, today announce the winners in the €500,000 Make Arma Not War content creation contest for Arma 3.

In the Make Arma Not War contest, Arma 3 content creators were invited to compete in four different categories: Total Modification, Singleplayer Game Mode, Multiplayer Game Mode, and Addon.

The winners, per category, are:

Singleplayer Game Mode
1st place (€50,000) – RESIST by Kydoimos
2nd place (€30,000) – Pilgrimage by Rydygier
3rd place (€20,000) – Deliverance by Sarge Studio

Multiplayer Game Mode
1st place (€50,000) – King Of The Hill by Sa-Matra
2nd place (€30,000) – Battle Royale: Ghost Hotel by PLAYERUNKNOWN
3rd place (shared) (€10,000) – Get Wrecked* by Sli
3rd place (shared) (€10,000) – Twilight Onslaught* by Dorian23Grey
*These entries received an equal amount of points from the Make Arma Not War jury.

Addon
1st place (€50,000) – Task Force Arrowhead Radio by Nkey
2nd place (€30,000) – Bornholm by Egil Sandfeld
3rd place (€20,000) – F/A-18X Black Wasp by Saul


Total Modification
Winner (€200,000) – RHS: Escalation by Red Hammer Studios

As part of a unique collaboration with the International Committee of the Red Cross (ICRC), Bohemia Interactive also instituted the Health Care in Danger Special Award. Given to the entry which covers the topic of health care in danger the best, the winner of this award will go on a one-week trip to an ICRC mission in a foreign country, organized by the ICRC.

The winner is:

Health Care In Danger Special Award
Winner (one-week trip to an ICRC mission) – Pilot Civilian Air Rescue On Missions by RobJ2210

In celebration of the winners, Bohemia Interactive will be hosting a special livestream tomorrow, Friday March 27th, at 16:00 UTC. Live from the Bohemia Interactive offices in Prague, Associate Producer Matt Lightfoot and other members of the Make Arma Not War team will be playing some of the winning entries. The session will be broadcasted from the official Arma 3 channel on Twitch.tv.

Bohemia Interactive’s CEO, Marek Spanel, said:
“On behalf of everyone here at Bohemia, I’d like to congratulate the winners, and thank all of the contestants, supporters, and judges for their enthusiasm and hard work. As developer of the Arma series, it’s very inspiring to see content creators bring such varied, creative, high-quality additions to the Arma 3 platform, as well as the passionate embrace of their efforts by the Arma community. The Make Arma Not War contest is an important first step in the promoting and rewarding of content creators, and we look forward to building upon this commitment in the upcoming year.”

In order to better facilitate player-created content, Arma 3 features Steam Workshop integration, which enables people to easily share and install custom scenarios and addons. Bohemia Interactive plans to expand Arma 3’s Steam Workshop implementation to support full mods, total conversions and much larger file sizes in the near future. In addition, the studio is pursuing other opportunities that might help player-created content flourish, such as a potential Steam Workshop marketplace where Arma 3 content creators could sell their work. More specific details will be shared in a future devblog.

More information about the Make Arma Not War contest and the winning entries can be found on www.makearma.com/winners.




  Today, 15:35 By Old Bear   Comment (0)  

  SITREP #00099 Official    

On March 24, 2015, Joris-Jan van 't Land has reported a SITREP #00099 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Marksmen Release Date & Dev Diary, Extended Edition, Default Launcher, Workshop Transition
PRECEDENCE: Flash

SITUATION

Wednesday, April 8, 2015 - the date to mark in your calendars for the release of Arma 3 Marksmen DLC and its 1.42 platform update! That leaves us with a little over two weeks to disassemble the new weapons, inspect the parts, do a good cleaning, and polish them up for widespread use. To achieve this, we've upgraded our development Data Lock to strict. Cue the sound of some 60 developers crying. Where the packing of game data had already been restricted, they now have to request permission to do any work on the game. That may sound crazy, but it helps us greatly in this final stages. The smallest and innocent-looking change can make seemingly unrelated systems implode. This tool allows us to carefully track changes, quickly address issues and focus on the things that matter. Our next goal is to stage the entire Marksmen package onto , meaning we'll add the playable content.

Did you see the first of our two-part Marksmen Dev Diary? We're very happy with how it turned out. Sit back and let Jay Crowe, Petr Kolář and yours truly tell you more about the weapons and platform features. Get a glimpse of our team members and the offices they work in, as well as a recent audio recording trip to a local shooting range. You were right to comment that this footage does not actually show the full-team shooting event we discuss in the video; these were members from our audio team buffing their sample libraries more recently!

INTELLIGENCE

On Thursday we are going to perform a large-scale test of Arma 3's Launcher. This tool has improved massively since it was first introduced and we feel it's ready to be used by everyone. To confirm that, we'll be making the launcher the default Steam launch option for Arma 3. This means you'll no longer see that little pop-up asking you to start the game normally or start it in windowed mode. Instead, you'll see the Launcher and so the amount of clicks to start the game remains the same. There are, however, many useful things you can do with the Launcher. Further improvements on the horizon will make it yet more powerful. Should we see the Launcher (still) causing compatibility issues for a significant group of users, we reserve the option to change things back. These changes do not require any game updates.

Things are getting very exciting for the Make Arma Not War finalists. The jury has submitted its votes, and we'll be unveiling the winners of every category this Thursday.

This also is great week to get your friends to join you in Arma 3! All of the editions of the game are on sale with a massive 50% discount! That includes a new Arma 3 Extended Edition, which consists of the Digital Deluxe Edition and the DLC Bundle. Yes, that does include the Marksmen DLC, which will be available for separate purchase starting April 8.

Our latest weekly photo depicts the premiere gig of the Bohemia Band. Audio Lead Jan Dušek invited several in-team musicians to his studio to record a unique version of the Marksmen theme music. Stay tuned for a behind-the-scenes video of this jamming session!

OPERATIONS

Iterations of "End Game" multiplayer keep rolling in, and the mode is being eagerly tested every day. A recent big addition is the scripted prototype of the Revive mechanic. Senior Designer Thomas Ryan has been working on this system for a while as a way of rewarding team work. The mechanic is only deployed in "End Game", but will be available to community designers for their own scenarios. Just like the other two experimental multiplayer systems (Shared Objectives and Dynamic Groups), we consider this an early, but functional, implementation of something we'd like to explore more in the future.

Progress in another area is described to us by Designer Ondřej Kužel. He clarifies the recent enabling of Artificial Intelligence unit suppression and its parameters. It's still possible to tweak the configuration and balance how much the AI should react to incoming fire. Give it a try on and feel free to share your feedback.

LOGISTICS

We are ready to begin rolling out support for the new version of Steam Workshop in update 1.42. This is the version that supports multiple files per item and no longer has file-size restrictions, so it's a huge improvement! Including addon signatures will be possible, as well as big mods consisting of many separate addons. It does also mean this is no trivial change in the way data is processed and stored. We've worked together with Valve to make sure items currently on Workshop will continue to work, even without re-publishing them. It is however possible that errors occur during the transition, but they should be temporary.

What are our planned steps for this transition?

  • Today we've switched the Workshop to the new version in Steam's back-end. This should not change anything yet for you.
  • Soon we'll stage the updated Launcher to Dev-Branch, with support for the new Workshop. There would still not be visible changes, as all items on the Workshop were published in the old format. This Launcher version is capable of reading both the old and the new format however.
  • Finally, we'll release the new Publisher. This is when items will start to be published using the new format.

Administrators will find a new Frequently Asked Questions section on the Arma 3 server monetization website. It seeks to answer the questions we've collected from various channels since launching this year-long trial.



  Yesterday, 08:31 By Old Bear   Comment (0)  

  Arma 3 - Marksmen DLC Developer Diary : Part 1 Videos    

Korneel van 't Land has informed us about Arma 3 - Marksmen DLC Developer Diary: Weapons & Platform Features video release

To provide a more in-depth perspective on development, Bohemia Interactive today released the first of a two-part series of developer diaries about the upcoming Arma 3 Marksmen DLC.

Exploring the new weapons and supporting platform features, in the video. Arma 3's Creative Director Jay Crowe, Project Lead Joris-Jan van ’t Land, and Encoding Lead Petr Kolar discuss the vision behind the Marksmen DLC, its development process, and the contribution it makes to the Arma 3 sandbox.

In the next developer diary, members of the Arma 3 development team will discuss the new End Game multiplayer mode, showcase scenarios, firing drills, training courses, as well as the Virtual Garage feature, which will all be shipped alongside the Marksmen DLC.



The Arma 3 Marksmen DLC consists of seven new weapons, two scopes, remote designators, ghillie suits, firing drills, and the Marksmen showcase scenario. The DLC will be accompanied by a major platform update, which will be free for all people who own Arma 3. The supporting update will introduce weapon resting and deployment, improved recoil simulation, improved AI suppression, various sound enhancements, a new multiplayer mode and showcase scenario, suppressor and bipod weapon attachments, heavy and grenadier vests, nine additional face paints, and Virtual Garage. The Marksmen DLC, and the supporting platform update, will be released on April 8th 2015.

More information on the Marksmen DLC, and supporting platform update, can be found here. A more in-depth explanation of Bohemia Interactive’s approach to DLC for Arma 3, and how it prevents a split in the game’s multiplayer community between those who own DLC and those who do not, is available in a previously released dev blog.

The Arma 3 Marksmen DLC will be available from April 8th for 12.99 EUR/10.99 GBP/15.99 USD on Steam and Store.bistudio.com. People can already purchase the Arma 3 DLC Bundle, which includes the Arma 3 Karts, Arma 3 Helicopters, and the upcoming Marksmen DLC, for 19.99 EUR/16.99 GBP/24.99 USD - saving them more than 25% over buying the DLC packs separately.

Those who are completely new to Arma 3, but are looking for the complete experience, can now seize a massive discount of 50% on the Arma 3 Extended Edition at Bohemia Interactive’s official store. The Extended Edition includes the Arma 3 Digital Deluxe Edition and the Arma 3 DLC Bundle, which already saves people 9.99 EUR/11.99 GBP/14.99 USD over buying the vanilla game and DLC bundle separately. The special offer runs from March 23rd until March 29th.

To enlist for regular Arma 3 service, people can purchase the standard edition of Arma 3, or the Arma 3 Digital Deluxe Edition, from Steam and Store.bistudio.com. Both editions will be available for purchase with a 50% discount later today until March 29th.

For more information about Arma 3, please visit www.arma3.com and/or follow Arma 3 on Facebook, Twitter, and YouTube.


  March 23rd, 2015 - 18:02 By Old Bear   Comment (0)  

  Arma 3 Marksmen DLC available on April 8th Official    

Korneel van 't Land has informed us about Arma 3 Marksmen DLC release date.

Arma 3 Marksmen DLC available on April 8th
Fire seven brand new weapons, supported by new content and features
Prague, Czech Republic, Thursday March 19th 2015

Bohemia Interactive today announced the official release date for the upcoming Arma 3 downloadable content pack, Arma 3 Marksmen. Flexing its guns on April 8th, the Marksmen DLC looks to build upon Arma 3‘s infantry experience by adding new premium weapons, attachments, and gear. Alongside the new DLC, Bohemia Interactive will also release a major platform update, which implements a new multiplayer mode, training courses and showcase scenario, plus several much-anticipated platform features related to weapon handling (#bipods) and sound.




Serving as the backbone of the Marksmen DLC are the seven new weapons. Among these are five marksman rifles, namely the Cyrus 9.3 mm, MAR-10 .338, Mk-I EMR 7.62 mm, Mk14 7.62 mm, and ASP-1 Kir. The other two weapons are the SPMG .338 and Navid 9.3 mm medium machine guns. The weapons will be complemented by the AMS and Kahlia medium range scopes. There will also be new ghillie suits for the NATO, CSAT, and AAF factions to provide camouflage for various terrain types. Furthermore, the Marksmen DLC will add two Remote Designators, which can be used to spot and laser designate targets from afar. Those who want to hone their shooting skills can pay a visit to the shooting range for brand new firing drills, or go on a reconnaissance mission in the Marksmen showcase scenario.


Overall, the Marksmen DLC aims to redefine what it means to fire a weapon in Arma 3. This idea will be reinforced by a major upcoming platform update, that will be released alongside the Marksmen DLC, and will be free to everyone who owns Arma 3. Besides new playable content and major upgrades to weapon handling, this update will include suppressor and bipod weapon attachments, as well as nine new types of face paint, and three new heavy and grenadier vests designed specifically for improved explosive shielding and ballistic protection.

In terms of playable content, the aforementioned platform update will deliver a brand new multiplayer mode called End Game. Here, two teams compete to locate and secure valuable schematics. On top of this new multiplayer mode, the update will also include the Firing From Vehicles showcase scenario, as well as new VR training courses, objects for content creators, and a brand new set of Steam achievements.

With regards to platform features, the upcoming Arma 3 update will introduce weapon resting and weapon deployment - which have been on the list of most requested features by the Arma 3 community. Weapon resting means that players will benefit from an accuracy bonus whenever they are near a stable surface, while weapon deployment will enable players to use bipods for a more steady shot. Together with improvements made to the simulation of recoil, and improvements to enemy AI suppression, this should provide a more tactical, intuitive, and rich experience to the players of Arma 3. Finally, the new platform update will make significant upgrades to sound by adding more sound samples and new sound technology. These improvements should enhance the immersion and contribute to gameplay by providing players with a better situational awareness.




To round out the Marksmen DLC package and the supporting platform update, Bohemia Interactive will be expanding Arma 3’s existing Virtual Arsenal feature with Virtual Garage. This means players will not only be able to preview soldiers, weapons, and gear, and create custom loadouts for their characters, but also examine and customize the extensive collection of vehicles in Arma 3. In addition, the new update will open up Virtual Arsenal so that people will be able to try out all of Arma 3’s premium weapons, vehicles, and other DLC content, without restrictions - even if they do not own the DLC. A more in-depth explanation of Bohemia Interactive’s approach to DLC for Arma 3, and how it prevents a split in the game’s multiplayer community between those who own DLC and those who do not, can be found in the studio's previously released blog.

The Arma 3 Marksmen DLC will be available from April 8th for 12.99 EUR/10.99 GBP/15.99 USD on Steam and Store.bistudio.com. People can already purchase the Arma 3 DLC Bundle, which includes the Arma 3 Karts, Arma 3 Helicopters, and the upcoming Marksmen DLC, for 19.99 EUR/16.99 GBP/24.99 USD - saving them more than 25% over buying the DLC packs separately.

To enlist for regular Arma 3 service, people can purchase the standard edition of Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) and the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) from Steam and Store.bistudio.com. A boxed version of Arma 3 is sold at many of the major high-street retailers. For more information about Arma 3, please visit www.arma3.com and/or follow Arma 3 on Facebook, Twitter, and YouTube.


  March 20th, 2015 - 10:40 By Old Bear   Comment (0)  

  SITREP #00098 Official    

On March 17, 2015, Joris-Jan van 't Land has reported a SITREP #00098 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Weapon Deployment Dev-Branched, Remote Designators, Collimator Tech, Stance Adjust Bindings
PRECEDENCE: Flash

SITUATION

After a Herculean effort by Task Force Bipods, we flipped the switch on Weapon Deployment for Dev-Branch late last week. We should make it clear that we intentionally released the feature in a fairly rough state. There were and still are quite a few things we need to address before update 1.42 is rolled out. We felt however, that the extra time in your hands may let us iterate quicker, and prioritize better. Major tasks still in progress are: replacing of placeholder animation sets for various deployment heights, a more distinct difference between deploying with and without bipods, and simply getting stuck or glitching in certain areas. Taking that into consideration, we hope you enjoy this huge game-changer and leave any feedback you have in this forums thread.

All of us felt very proud after watching this Marksmen DLC preview trailer created by BlackPixxelDE. It shows in great detail which weapons and other bits of content will be part of the package. Fantastic job!

INTELLIGENCE

For past week's random photo, we were able to extract a smile from Vojtěch "Iceman" Kovařič. As QA Developer, he is someone many of you have interacted with on the Feedback Tracker for example. His focus has been to filter and prioritize your feedback for the development team, and to try to get as much as possible fixed for main branch releases. More recently, he has also been part of evaluating new playable content, such as the "End Game" multiplayer mode that will be released alongside Marksmen DLC. You can still help us test this mode on various official and unofficial servers. Check out the change log to see how it was recently updated.

Did you spot the two new Remote Designators we've included with Marksmen DLC yet? NATO and CSAT both get their own small and deployable scout turrets. They can be remotely-operated after deploying them in a hidden overwatch position, and also provide laser designation to Forward Observers.

Bouncer Extraordinaire, Petr Kolář, was interrogated by our friends over at Arma France. While they tried to secure Intel on the Expansion, it's still a little too early for details. Do take the time to read through Petr's answers though; plenty of interesting info about this essential team member, the evolution of Arma 3 and the development of Marksmen DLC.

OPERATIONS

Lead Sandbox Designer, Lukáš Haládik, took a plunge in Marksmen DLC's armory in the latest OPerations REPort. He even managed to educate some of our own team's members on how we arrived at the 7 weapons in the package. Join Lukáš for an overview of the planning stages, conceptualization and read about one weapon's evolution in particular. Then see what sets the weapons apart by peering over some unique characteristics. The report concludes with a discussion of two features we investigated, but were unable to deliver. We hope you'll enjoy this look behind-the-scenes!

In an attempt to fix long-lasting graphics glitches on various weapon optics, our programmers have introduced new technology for collimators. Besides fixing the glitches, it also enhances the parallax effect on certain weapon sights. Check out this video for a good impression. Documentation for modders will be supplied once we're satisfied that the new binarization (required) works in all circumstances, and can be included into Arma 3 Tools. And while we have you on the topic of weapon enhancements, we're also quite pleased with the new particle effects for ejected machine gun belt links.

LOGISTICS

Sadly, an error related to adjusted stance key bindings has snuck into update 1.40. We had separated the single control for adjusting your stance (LCtrl in Arma 3's preset) into 4 separate controls. The new controls allow greater flexibility in configuring your stance adjustments up, down, left and right. The defaults should all remain the same (LCtrl + W A S D). During final preparation of 1.40, the engine and data parts of this change were incorrectly distributed. This resulted in the old single control being removed, but the new controls not being added. Until we fix this in 1.42, you can manually implement a work-around (or use Dev-Branch). In your Arma3Profile file, find the keyAdjust entry or add a new one : keyAdjust[]={29}; This will reset it to LCtrl, but you can find other key codes here.

In the first few days of staging Marksmen DLC assets to Dev-Branch, legitimate owners of the DLC (because of owning the DLC Bundle or a Supporter Edition) were not able to access all the content without restrictions. This should now be solved for everyone. A similar situation presented itself for Helicopters DLC, though it took longer to resolve that time. It is still connected to limited support to pre-release DLC on Steam. It will not be possible to buy the DLC separately from the bundle until its full release.

Julien Vida has been working on a new approach to set up existing customization options for vehicles. VhC replaces the previous scripted solutions in favor for a more reliable config approach. This also allowed for customization to be demonstrated much better in VR Arsenal's Garage. Examples can be found in the recent version of Arma 3 Tools' development branch.


  March 17th, 2015 - 16:37 By Old Bear   Comment (0)  

  OPREP - MARKSMEN WEAPONS Official    


@Arma3official tweeted: OPREP: Marksmen Weapons / FROM: @Ghostonex, Design Lead / TO: #Arma3 Dev-Branch Users /‏

OPREP - Marksmen Weapons reported by Lukáš Haládik on the Arma3 official site.

Extract ...

BULLETPROOF PLAN

When thinking about weapons you need to consider how they behave, and that's why we threw ourselves deep into the pit of Weapon Handling. That has several layers, consisting of Weapon Recoil, Weapon Inertia, Weapon Sway and Fatigue, all of which can greatly influence gameplay. To counter-balance this, we've taken it a step further: in Marksmen DLC, we will introduce new mechanics known as Weapon Resting and Weapon Deployment. Each has a significant impact upon the way you play or behave on the battlefield.

We selected weapons that could best demonstrate and take advantage of these features. We started with the idea of a marksman as a team member, not a 'lone wolf'. This was a difficult choice, especially with players' expectations in mind. This is why we've tried to explain the difference between a marksmen and a sniper. Of course, we known that this is not an easy task and even the explanations and opinions differ. Nevertheless we made the choice, and we are happy with it.

The marksman is an incredibly lethal unit that can drastically decrease life expectancy on the battlefield. And what makes a marksman stronger than a high-powered weapon which can be deployed in a heartbeat? With this in mind, we looked at the relatively new concept of MMGs, and it instantly clicked for us. We started to imagine various interesting situations that could arise from heavy suppression in the game. For example, what if you have a marksman teamed up with a heavy gunner? Serious firepower that is. A heavy gunner in your team can compensate a great deal. Laying down suppressive fire from a deployed position with a high power scope; he's pretty much a marksman by himself. It also gelled well with our idea to put bipods into the game. And that's how the selection of weapons for Marksmen DLC all began.



  March 15th, 2015 - 01:03 By Old Bear   Comment (0)  

  SITREP #00097 Official    

On March 10, 2015, Joris-Jan van 't Land has reported a SITREP #00097 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Marksmen Sandbox Dev-Branch, "End Game" Early Access, Livestream Recording
PRECEDENCE: Flash

SITUATION


Are you ready to begin test firing the new Marksmen DLC weapons? You better be, because they have just landed on Dev-Branch! The majority of Sandbox content is there, including 5 new rifles, 2 new medium machine guns, 2 new scopes, and some sneaky surprises. While we continue our finalization of these assets, we look forward to your thoughts. Community feedback has made all previous releases better, so let's do the same for this huge milestone. Similar to when we staged the Helicopters DLC sandbox, there are some caveats. The branch does not yet include most of the playable content (showcases, challenges, VR training, etc.). The DLC is also not officially released on Steam's store, so you cannot buy it yet. This time around owners of the DLC Bundle and Supporter Edition should already have unrestricted access however. Enjoy tinkering with your new toys!

The team has been gently slapped with two standard development locks as we progress through the schedule. We are now on Localization Lock, meaning the bulk of Marksmen DLC texts have been entered into our text database and sent for proofreading and translation. Authorized changes and additions are still possible based on testing, but our developers now live in constant fear of the wrath of the terrifying Lock Masters. The second lock is a soft Data Lock. This means that packing of data (anything that goes into a game addon file), is restricted and approved on a case-by-case basis. While horribly inefficient for developers, this slows down development deliberately to allow for quality control of the entire build. It's a proven method, and the team is used to dealing with it.

Yours truly is happy to be back after speaking at GDC 2015 and meeting up with our partners to align plans for Arma 3. Many kudos to Jay Crowe, Petr Kolář and the rest of the dev crew for keeping the show on the road and upsetting community translators left and right!

INTELLIGENCE

Last Saturday we streamed a first look at Marksmen content on our official Twitch channel. Orchestrated by Associate Producer Matt Lightfoot, a whole slew of devs took the stage to demo and discuss various features and assets. Enjoy detailed looks at the new weapons, scopes and ghillie suits while they are being used to show off Weapon Resting and Weapon Deployment. They go on explaining our improvements to the (combat) soundscape, but do also take a look at this video by Nullrick to hear what's being worked on. Next, there is a look at the new vehicle functionality in Virtual Reality Arsenal (a mode where you'll be able to try DLC premium content without restrictions). Things wrap up with an overview of several first prototypes of gameplay features that we're experimenting with in Marksmen's multiplayer mode. Oh, Mr. Creative Director: "stop!".

OPERATIONS

The playable content team is proud to be developing its Marksmen multiplayer mode in close cooperation with the community. Their project, codenamed "End Game", has been published to Dev-Branch already! There is a sizable Task Force attached to it, but we'd like to single out the main architect: Nelson Duarte. Nelson pitched the original concept to us after being asked to dream up MP content befitting the DLC's themes. The team-based mode is accompanied by three experimental gameplay features which try to support team play (Dynamic Groups, Shared Objectives and Revive). For Marksmen DLC these will be (scripted) features that we'll mainly utilize in this particular mode, but they will be accessible to community designers. Based on feedback and lots of hands-on playtime, we'll then see which of the features are useful or how we should change them for Expansion. Do please check out this excellent overview website! And of course switch to Dev-Branch, join the official server, and let us know what you think about this Early Access Alpha!

But that's not all of that's happening on Dev-Branch. Senior Programmer Jan Mareček has continued his battle with the inventory bohemiamoth and added support for on-ground interaction with weapon attachments. You can now grab a scope directly from a weapon that's lying on the ground for example. The reverse operation is not available, meaning that you cannot directly attach something to a weapon on the ground. Caused primarily by a technical reason, there is a justification in authenticity. You would not likely neatly screw a pair of bipods back onto a weapon you're leaving discarded on the ground. The Big One, Weapon Deployment, is being pushed on hard. The people involved are keen to get a first version in your hands as soon as possible, but a few more things need to be resolved.

LOGISTICS

There have also been less obvious changes and fixes on Dev-Branch, so let's highlight a few. Programming Lead Vojtěch Hladík has changed the AI to use the object draw distance instead of the regular draw distance. This may help with performance in high-intensity scenarios. It also means that cases where the AI could see you, but you could not see them, are now avoided. Don't worry, long-range technologies such as radar will still use their actual maximum distance for detection.

As mentioned in the livestream, the last work on AI Suppression (for Marksmen DLC), is about to be released on Dev-Branch. Now that AI can detect projectiles flying near them, and avoid crossing impact zones, they will also receive an accuracy penalty. When under fire, the AI's 'dynamic aiming error' is increased, making them less quick and accurate in their reaction.

Finally, a little ease-of-use improvement. Arma veterans know that markers placed in multiplayer are placed in the radio channel that you have currently selected and they are only visible there. So, if you placed a marker while in your group's radio channel, only your group could see the marker. This was very badly presented to players and many of you probably never knew about it. Now, you place markers in a channel that you select from the insert dialogue, independent from your radio channel.


  March 10th, 2015 - 23:21 By Old Bear   Comment (0)  

  Arma 3 Livestream - Marksmen DLC First Look Videos    

Over the course of an hour, Arma 3 developers demonstrate the seven new DLC weapons - alongside much anticipated new features, such as Virtual Garage, weapon resting and bipods, the improved simulation of recoil and suppression, and various enhancements to sound.



  March 10th, 2015 - 17:45 By Old Bear   Comment (0)  

  SITREP #00096 Official    

On March 4, 2015, Jay Crowe has reported a SITREP #00096 on the official Arma 3 web site.

FROM: Creative Director
TO: Arma 3 Users
INFO: 1.40 Release, Marksmen 'First Look' Livestream, Land 't Spam
PRECEDENCE: Flash

SITUATION

After a few additional rounds of feedback / iteration, Update 1.40 was deployed yesterday. With it, our players can enjoy a whole host of tweaks, fixes, and new features. The gargantuan SPOTREP has the complete run-down, and we detailed some of highlights (including splendid new weapon sounds, 'telescopic turrets', and vehicle passenger inertia) in last week's royal correspondence. But wait, there's more! Arma 3 Tools, too, have received some love. Tweaks for Terrain Builder and new samples are just the tip of the love-berg; swing on by the TECHREP for Julien 'chef amant de l'outil' Vida's full love-letter.

Meanwhile, on the Dev-Branch Front, players may have heard the distant rumblings of an audio feature offensive. As planned, a distance-based attenuation filter was rolled out. This means that distant sounds (e.g., a firefight half a klick away) are much more characteristic. As, uh, slightly-less-than-planned, the first wave of our 'Weapon Tails' feature made contact with the community. This week, we should see a more careful (and intentional) deployment. This development is part of a bigger package of audio features planned for Marksmen DLC. Although we're happy with the splendid progress thus far, it remains subject to additional tweaks, fixes and - in the worst case - postponement.

INTELLIGENCE

Progress, too, was made in the 'community challenge', which wrapped up yesterday. With it, our 7 new weapons were revealed: a mix of marksmen rifles and 2 new machine guns. Thanks to everyone for getting to grips with the Firing Drills challenge! Turning our attention to the weapons themselves, let's straighten out a couple of dropped balls (todo: rephrase mixed metaphors; or don't, I'm just a note, not a cop). First off, the 'ASP-1 Kir' is, in fact, a CSAT weapon; similarly, the 'Mk14' is a new addition for the FIA only. In addition, the Cyrus uses 9.3x64 mm rounds (i.e., not the calibre specified under the round itself). A similar glitch is found with CTRG's MAR-10, too. Apologies for the inaccuracies!

Then there's the question of 'why no bolt-action rifles?'. In short, we ran into some roadblocks related to, fundamentally, how we simulate weapons. We determined that the resources needed to change this were vastly disproportionate to the potential benefits. Instead, we chose to focus upon other features, which we feel can improve infantry combat more broadly. To see exactly what we mean by that - and to get a first look at some of the new content in action - tune into our official Twitch livestream. You can join a bunch of our team members on Saturday March 7th, starting at 17:00 UTC (the dress code is smart casual, but exceptions may be made for those with more lumbersensual sensibilities).

OPERATIONS

The bulk of this week's 'operations' are courtesy of our project-lead-in-exile. Prepare yourselves for Joris-Jan van 't Spam! Although he's attending GDC this week - part of an expert panel exploring the relationship between the laws of war and games - before jetting off, Our Dear Leader found the time to star in an upcoming development diary. And, if you missed it, check out his interview with pcper.com, which provides answers to variety of Arma 3 questions. We expect to welcome Joris back next week, when (to the great relief of our French community, who translate these reports) SITREPs will return to normal service.

Not one to be easily outdone, Lead Programmer, Ondřej Martinák, took the time to complete a 'Report In'. Aside from some shocking revelations (apparently programmers are not machines that transform coffee into code), he explains what it means to be a programmer on Arma 3, talks about some of the most significant challenges (#optimisation), and hints at what the Arma 3 Programming department will be working on in the upcoming year. Splendid stuff indeed.

LOGISTICS

Some interesting progress has been made on the NAT traversal front. In short, UPNP support for servers was enabled, which automatically creates port forwarding to bypass Network Address Translation (NAT) issues. This should help those behind a router with NAT who've been unable to create public servers following the GameSpy service shutdown. Documentation was updated across on our Community Wiki.

Speaking of documentation, our unsung programming heroes have struck again, this time expanding the compatibility of weapon magazines. This allows weapons to share various groups of magazines, rather than just listing them. For example, if someone creates a weapon with 9mm FMJ ammo and sets up the magazine group correctly, someone else could easily add magazines (with, say, 9mm HP), define it the same group, and the weapon would accept the new magazine.



  March 5th, 2015 - 06:37 By Old Bear   Comment (0)  

  Arma 3 Marksmen DLC Exclusive First Look Livestream Official    

Korneel van 't Land has informed us that an Arma 3 Marksmen DLC Exclusive First Look Livestream will be streamed to the official Arma 3 channel on Twitch.

This Saturday March 7th, starting at 17:00 UTC, Bohemia Interactive will be hosting an exclusive First Look Livestream for its upcoming Arma 3 Marksmen DLC.

Straight from Bohemia Interactive HQ in Prague, members of the Arma 3 development team will be showcasing the seven new DLC weapons - alongside much anticipated new features, such as Virtual Garage, weapon resting and bipods, the improved simulation of recoil and suppression, and various enhancements to sound. The session is expected to be about one and a half hour, and will be streamed to the official Arma 3 channel on Twitch.

After many months of hard work, we’re excited to finally present the upcoming Marksmen DLC to Arma 3 fans. There’s a lot to show. We have seven new weapons, new showcase scenarios, a feature called Virtual Garage, a brand new multiplayer mode – and not to forget, major free platform features, such as weapon resting and deployment, which have been on the community wishlist for a long time. We hope to see all of you joining us for the livestream this Saturday!”, said Matt Lightfoot, Associate Producer at Bohemia Interactive.




  March 4th, 2015 - 13:23 By Old Bear   Comment (0)  

  Marksmen DLC - Weapon artwork Screenshots    

As a "certain number" of Arma3 players have unlocked the Bonus target STEAM achievement new weapon artwork of the Marksmen DLC have been revealed on the official Arma 3 web site.
ASP-1 KIR, Mk-1 EMR, MAR-10 marksmen riffle and SPMG machine gun for the Bluefor, CYRUS marksmen riffle and NAVID MG for the CSAT and good old Mk-14 for the AAF.









  March 4th, 2015 - 08:18 By Old Bear   Comment (0)  

  SITREP #00095 Official    

On February 25, 2015, Jay Crowe has reported a SITREP #00095 on the official Arma 3 web site.

FROM: Creative Brit
TO: Arma 3 Users
INFO: 1.40 Inbound, Sounds Good to Me, Workshop Gospel
PRECEDENCE: Flash

SITUATION

With update 1.40 just around the corner, a 'Release Candidate' was made available over the weekend, which we've recently updated with miscellaneous maintenance and stability tweaks. These 'RCs' use a special 'branch' of data and exes, which helps our team to validate the stability of our updates 'in the wild', before they roll out to everyone. It also enables content creators to ensure the compatibility of their own custom creations with the latest version of Arma 3 ahead of time. If you'd like to participate in the final stages of testing, open the 'BETAS' tab of Arma 3's Steam properties, and enter the access code Arma3Update140RC. Right now, we're primarily focused upon validating some tweaks to MP stability. The update itself is set to bring several interesting Dev-Branch features to all Arma 3 players; let's take a quick look at these now.

Perhaps most notable will be the overhauled personal weapon SFX (outlined in a bit more detail in a recent OPREP). Although further iteration is still planned in the run-up to Marksmen DLC's launch (more details below), we want to introduce these improvements to everyone now. Aside from this, various small features are included. 'Telescopic Turrets' enables raising / lowering the commander's turret of the Strider. 'Firing from Vehicles Inertia' translates the momentum of a vehicle to those in FFV cargo positions, and helps shooters to maintain their aim when their vehicles are turning (within certain limits). New initSpeed enhancements will be enabled, meaning that muzzle velocity can now be defined by the ammo type and weapon. This means, for example, there's a difference in muzzle velocity between regular and carbine variants using the same ammunition.

INTELLIGENCE


Last week, we rolled out Weapon Resting and Overhauled Recoil mechanics to Dev-Branch. We've been monitoring and processing your feedback and, so far, we're happy to see a broadly positive community response. If you'd like to add your voice to the choir, direct your lungs towards two dedicated threads: Recoil Overhaul Feedback and Weapon Resting Feedback. Chiefly, we're still debating the best way to offer feedback to the Rested state - thanks for sharing your ideas and preferences! Meanwhile, dynamic duo, Radko and Simon, outlined some configuration tips, tricks and limitations. Formal documentation is, naturally, (definitely not missing) work-in-progress.

During the pre-production phase of our 7 new weapons, artist Kamil 'Smoke' Prihoda worked with the team to create some wonderful concepts. So, with one eye keenly trained on Marksmen DLC, we've tasked our community to work together, earn the 'Bonus Targets' Steam achievement, and unlock some behind-the-scenes development artwork. You can find all the details over at arma3.com/marksmen-challenge. Top Brit Tip: Course of Fire Red I is the go-to place for bonus target hunting.

OPERATIONS

Some new audio data was recently added to Dev-Branch, raising several inquisitive eyebrows. Given that additional progress is likely to pop up over the next week or so, let's take a quick peek. In simple (i.e., overly simplistic) terms, after the weapons audio samples overhaul (going live with 1.40), the team moved on to decoupling the 'shot' itself from the 'tail': an additional layer audible during and after discharging. For any given weapon, a number of 'tails' can be defined. The goal is to link the tail to environment within which the shot takes place. In effect, the 'tail' in a forest would sound different to that in an open meadow.

Related to this work, we should soon™ see the deployment of an enhancement to distance attenuation. Currently, distant shots are quieter that those close by. Our plan is to complement this with a distance-based frequency attenuation filter. This work slots into our broader focus on Environmental Audio Improvements set to roll out with Marksmen DLC. The goal is to create a richer battlefield sound-scape based on an authentic simulation of real-life factors, where the shooter is more 'connected' to their environment. We hope to be in the position to offer more splendid details next month.

LOGISTICS


Last week, holier-than-thou Arch-Hipster, Jiří Zlatohlávek, adopted the missionary position to spread the good word of the Arma 3 Launcher to the non-believers! His handy-dandy how-to helps hitherto-fore hapless heathens see the light, teaching us how to perform our very own miracles (like downloading/publishing a scenario/mod). Workshop disciples can also find the guide linked via the Arma 3 space itself. Long may his mission continue (and soon may this painfully extended metaphor end).

And, finally, we can report that with Our Dear Leader back in action - but trapped under several feet of administrative snow - these BRITREPs are set to continue for the next fortnight. That's right, 'fortnight'. ColoUr. Rule BIStania! Etc. Cheerio for now!



  February 25th, 2015 - 23:11 By Old Bear   Comment (0)  

  SITREP #00094 Official    

On February 18, 2015, Jay Crowe has reported a SITREP #00094 on the official Arma 3 web site

FROM: Creative Director
TO: Arma 3 Users
INFO: Resting & Recoil Incoming; AI improvements; Hello from the Environment Dept
PRECEDENCE: Flash

SITUATION


This week we're hoping to push two splendid (and related) features to Dev-Branch: Weapon Resting and Recoil Overhaul. Although we've dug into a bit more detail over the last week or two, it's probably worth outlining the basics once again. Weapon Resting provides 'passive' benefits to certain aspects of weapon handling, such as reduced sway. This 'rested' state is determined by a real-time algorithm that identifies situations where aiming would reasonably benefit from a stable firing position (e.g., when prone, leaning against a wall, resting on a low wall, etc.). Our Recoil Overhaul aims to make the mechanic more fluent by correcting some existing behaviour and rewarding the intelligent use of stances and movement speeds. Overall, this development contributes to our goal of making firing a weapon simple to do, and rewarding to master.

Since both features are closely related, we'd prefer to release them together to garner more useful / relevant feedback. However, this now depends upon the resolution of a couple of pesky issues related to recoil discovered at the last moment. In short, we define limits to the displacement of the aim point when a weapon is fired (determined by type, calibre, stance, etc.); unfortunately, we discovered that these limits were occasionally ignored (indeed, seemingly at random), resulting in wildly unintuitive (and unintended) movements. This was a bit of a deal breaker, but we hope to have found an adequate solution. Implementation is in progress, and we're now looking to roll out the features towards the end of this week. For the avoidance of doubt, 'Resting' is distinct from 'Deployment' - a feature that we'll continue to tweak and polish over the next couple of weeks ahead of Dev-Branch staging.

INTELLIGENCE

Recently, some subtle changes to the way that weapons are configured were rolled out to Dev-Branch. Rather than squeezing all the juicy details in here, Bounce Master Chief, Pettka, set out the background and goals of this development in a splendid OPREP. If you're looking to update your own weapons, you might like to check out some samples, which we've made available via an update to Arma 3 Tools. In short, these enhancements help bring about a greater diversity of performance between firearms. We hope this - in tandem with other features, such as Weapon Inertia - will translate to more meaningful choices when selecting the best weapon for any given situation. We consider such features to be part of Marksmen DLC's broader focus on improving weapons / firefights, which, of course, will be available to everyone that owns Arma 3.

On a related note, recent changelogs have contained notes relating to the detection of bullets impacting / flying around units. Let's take a quick look at how it all fits together. The first changes (released for a wee while now) were adjustments to pathfinding. If an area is under heavy fire, the AI will now prefer (in direct contradiction to the Kenny Loggins school of thought) to plan around such danger zones. More recently, the detection of bullets passing close by units was enabled. This information is now mapped to the behaviour of a unit reacting to threats. The next step will be to connect this to penalties in AI aiming accuracy. Although we're at an early stage, we can say that our goal is to improve the experience of firefights by refining their lethality and promoting / rewarding the use of legitimate tactics / maneuvers. However, making changes to core mechanics is not without risk. If we're not satisfied with the results, this work may yet not make it into Marksmen DLC.

OPERATIONS

As we mentioned in our Scanning the Horizon blog post, development of a new terrain continues apace. This production is a huge, ongoing effort, so - with respect to our goal of shining a light on the deepest, darkest corners of development - let's take minute to catch up with the noble Environment Department. Headed up by Martin 'Maxell' Pezlar, the team has shifted from a 'pre-production' phase into full on, balls-to-the-wall development. With much of the research, experimentation, and endless wishlists of assets in place (ish), and the basic shape and structure of the environment approved, the true work has begun! The team is now focused upon populating the map with compositions (above and below water!), refining the details of the height map, retouching the satellite texture / mask, and coordinating the production of all the assets.

The team also cooperates closely with other departments, solving issues together with programmers and artists in particular. One of the objectives of our next terrain is to find a more splendid balance between the rich, visually attractive locations, performance, and AI path finding. Creating repros and discussing best practice means that we needn't sacrifice one element for another, but find an agreeable mix that both caters to a number of play styles and creates a unique, authentic world. With much of the rest of the team still working towards Marksmen DLC or supporting the existing content, their hard work can sometimes appear sidelined; however, every now and then there's a real leap forward, and we're soon reminded that a whole new world lies just around the corner!

LOGISTICS

We've seen a number of nifty new script commands pop up on Dev-Branch recently. Programmer Tomáš ' Nesquick' Nezval graciously deigned to acquiesce to requests for new UAV commands. Highlights include enableUAVWaypoints and waypointsEnabledUAV to enable / disable player setting waypoints for UAVs in the AV terminal, while BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smoother camera transitions. Continuing on topic, the new append command adds the useful ability to append one array to another, and - because programmers can Lern2UX, too - a scrollbar for long script examples was added to help dialogues. Fancy that.

Resident Tools Commissar, Julien Vida, politely asks users of the Arma 3 Tools development branch that were having trouble with FSM Editor to update now, now, now! Although we struggled to reproduce an issue related to starting the tool by calling it directly from a file, we hope to have perhaps possibly provided a fix in today's update. Oh, and the Arma 3 Launcher? Nah, you probably haven't heard of it. Never fear, design hipster-in-chief, Jiří Zlatohlávek, is here to tell you all about the Publisher and Launcher with updated documentation across on our community wiki.


  February 18th, 2015 - 18:25 By Old Bear   Comment (0)  

  OPREP - MUZZLE VELOCITY Official    


On February 12, 2015,Petr Kolář reported an OPREP - MUZZLE VELOCITY on the official Arma 3 web site.

UNIT: Petr Kolář, Encoding Lead, Encoding Dept.
TO: Arma 3 Dev-Branch Users
OPSUM: Introducing new Init Speed parameters.



EVALUATION

What is the decisive configuration value for the muzzle speed of a weapon? Is it the round or the weapon itself? This has been a long-standing question in the Arma series. The answer is clear: both of them! So, with Marksmen DLC on the horizon, we've decided to tackle this issue once and for all.

The result is a modest enhancement of configuration options - both for our own weapons and for our community! We'd like to share a bit of the background about this topic and describe the steps we've taken to arrive at a splendid solution.



INIT, INNIT?


Previously, the initial speed of bullet was determined by the magazine. In effect, using the same magazine across different firearms provided no change to the muzzle speed of the projectile. This meant, for example, there has been next to no difference between standard and carbine versions of weapons (and even less before we implemented handling differences with Weapon Inertia).

We wanted to address this limitation for some specific weapons, where using a different speed of ammo would not make any sense. To achieve that, we've introduced an initSpeed property to weapons themselves, which - if it is defined - overrides values taken from the magazine.

UPDATES

We gathered some responses from our forums about possible improvements on this topic, and we are thankful for all of it. Using this feedback, we have iterated on the solution and added the possibility to use negative values of initSpeed in weapons as a multiplier of the initSpeed value of the magazine.

There are two advantages with this solution, both relating to community-created content. Firstly, setting initSpeed to -1 or 0 (as zero is neither positive nor negative) makes the weapon backwards compatible. In short: it won't break any existing content. Secondly, we provide both a possibility to use a coefficient and a constant as modders deem necessary.

With this change, we've addressed one of the troubling questions that has been in Arma for ages. We hope you are going to like the solution, both as players and as modders. At last, the length of muzzle may provide some meaningful difference and sensible choice for your missions.

The changes are already live on Dev-Branch, and we've updated Arma 3 Tools with a configuration sample. Thanks again for all the feedback; together, we can build an even better game!



  February 17th, 2015 - 12:35 By Old Bear   Comment (0)  

  SITREP #00093 Official    

On January 27, 2015, Jay Crowe has reported a SITREP #00093 on the official Arma 3 web site

FROM: Creative Director
TO: Arma 3 Users
INFO: Firing from All the Things, Recoil Overhaul, Make Arma Not War Jury
PRECEDENCE: Flash

SITUATION

With Our Dear Leader indisposed for the next couple of weeks, the honour of REPdating the community with development progress once again falls to a crack team of REPlacements (Pettka and yours truly). The puns only get worse from here on in, so buckle up!

Speaking of which, passengers using their weapons in vehicle cargo positions now face a bumpier ride, following the release of 'Firing from Vehicles Inertia' (FFV Inertia) to Dev-Branch. We outlined the basic goals of this feature last week. Now we're on the lookout for feedback. Two key values are open to tweaking: the magnitude of the sight misalignment (versus vehicle velocity), and the stabilisation of the aim-point (versus vehicle turning).

Sticking with the theme of FFV (not to be confused with a popular JRPG), an Elite Task Force has been working hard on 'Turned Out' cargo positions. This means, for example, Commander positions can use personal weapons (and, if everything goes according to plan, their binoculars) if they 'turn out' of the vehicle. Programmer Krzysztof 'Klamacz' Bielawski hopes to deploy updates later this week. QA Specialist Vojtěch 'Iceman' Kovařič stands ready to crush those dreams.

INTELLIGENCE

Last Friday, we revealed the line-up of judges for the Make Arma Not War content creation contest - and what a handsome bunch of devils they are! We expect to announce the winners at the end of March, which means that the jury members have a lot to look forward to, as they pick from 50 finalists across 4 categories: singleplayer game mode, multiplayer game mode, addon and total modification .

This week's random dev photo teased the work being lead by Nelson Duarte on a small-scale MP mode, which we hope will contribute to Marksmen DLC's free 'platform update' content. While we aren't ready to release too much info, the team's goal is to use this mode as a vehicle for some experimentation. This effort, we hope, will help bring some improvements to multiplayer systems more broadly.

OPERATIONS

As we mentioned in our Scanning the Horizon blog post, there are some changes in store for weapon recoil. Let's take a quick look at what's involved. Overall, our team want to improve the look and feel firing a weapon. The goal is not to make it more difficult; rather, more natural: a mechanic that rewards the intelligent use of stance, movement speeds, and combat behaviour. This involves correcting some existing behaviour, such as the muzzle rise, introducing new configuration options, such as lateral drift, and visualising more fluent kickback.

Although we're adding more depth to the setup of each weapon, we want to make it relatively simple to configure new recoil coefficients across different weapon types and specific firearms. We're quite close to staging the feature to Dev-Branch, but - with a few pesky issues to resolve first - it may slip into next week. Our plan is to package its release this together with Weapon Resting, which we outlined in a bit more detail last week.

LOGISTICS


As promised, our Audio team started to migrate samples to a new structure. In the long term, this will help us to better organise the data in a more logical structure. For now, we'll maintain the existing structure, but we consider it be 'deprecated'. The new addons will be published over the next week or two. In the long term, we plan to remove this (duplicated) data; we'll be sure to announce this action well in advance.

Again, for content creators, there are some updates to report that we hope will make your lives a little easier. In short, previously each weapon required 8 icons to be created, as there needed to be one defined for each combination of having or not having a muzzle / top / side-rail accessory. Now it's only necessary to create one icon and attachments as overlay icons to be set in configs. The documentation is already live, and the implementation is set to be released to Dev-Branch soon™.


  February 11th, 2015 - 16:09 By Old Bear   Comment (0)  

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