FROM: High Command TO: Arma 3 Users< INFO: Arma 3 Units, Tournament Update, Stamina PRECEDENCE: Flash
Our planned release for Nexus Update (1.54) was meant to be today, but last Friday we uncovered a few issues in large-scale multiplayer testing. Those should since have been fixed. We're going to confirm the fixes in follow-up tests this week to determine when we can publish to main branch. Please keep trying the Release Candidate and reporting any issues, especially new ones. We'll keep you apprised of further RC updates and the actual release timing via our usual channels.
The second round of the End Game Tournament was played and streamed last Saturday. If you missed the broadcast, and have a spare four hours, check out this recording. You could also visit Mic One's channel for edited highlights in the weeks after matches are played. One of its organizers, Community Developer Greg Becksted, drops by to give us the results:"First up were the Quarter-Finals C where Armalusa of Portugal met OFCRA of France. Armalusa took the first game and OFCRA took the second game, in two quite evenly matched games. With the scores tied, anticipation grew to see who could take the win in game 3. In that game Armalusa secured the 'retrieve' task in Phase II of End Game, effectively netting them the win in the event the game would end in a draw. With this advantage under their belt, Armalusa took their time choosing to hold off on picking up the schematics till it was clear they would have a safe and secure path to their upload point. With only a few minutes remaining in the game, Armalusa picked up the schematics and started to make their way there. Being extra cautious, they kept the schematics secure and on-the-move, out of potential threat of them being taken away. The game ultimately did end in a draw, so Armalusa will be moving on the Semi-Finals. Between the regularly scheduled C and D match-ups, we saw the exciting sudden death rematch between Tangodown and the Arma 3 Ambassadors team (read up on what prompted this in a SITREP #00131). The first game in the rematch was very close with tremendous efforts by both teams that ended in a draw. Needing a win to make it to the Semi-Finals, both teams played in a second game without a dull moment, which ended with a back-and-forth struggle to gain control of the schematics. In the end and by a narrow margin, the Arma 3 Ambassadors team pulled off the win in game 2.
The final match-up of the evening, Quarter-Finals D, commenced with RG Task Force meeting Liberated Gaming. Both teams played with great determination. The teams reported, and we witnessed ourselves, some bad desync occurring, especially in the final game. The development team has since took on this issue with high priority and we feel that the main cause has been tracked down and the fix is currently being tested. In the end, RG Task Force was able to secure two back-to-back wins. A third game was played in keeping with the spirits of this tournament and was just for fun. RG Task Force advances to the Semi-Finals."
Stay tuned for the next round scheduled for Saturday November 28th, where we will see BI Dev Squad meet Arma 3 Ambassadors and RG Task Force versus Armalusa. These teams will now be competing to determine who will participate in the final match-up on Saturday December 5th and their chance to be the ultimate winner of the Arma 3 End Game Tournament!
This Friday and Saturday, Prague will host its annual indie Game Developer Session. Our very own Vojtech Kovaric will be speaking on the topic of Quality Assurance, going over the maddeningly difficult task of testing an open and moddable platform and game. Three other Bohemia Interactive devs will host sessions on a range of topics, so if you have an interest in development, consider popping by!
We can finally get more specific about Arma 3 Units, our web service developed to connect Arma 3 players and groups. Explore the newest OPREP by the fine gentlemen behind this effort for details on the concept. You'll also read about the planned 'Foundation Release' surrounding the Nexus Update, closed beta participation and some hints of future plans. Greg a.k.a. BohemiaBeck has posted a thread on the forums with even more information and details on how to join the party early. If you're interested, take the time to read some of the replies, which reveal our hopes to bring features like a developer API and basic web chat in the longer term. Your feedback and suggestions are welcome as always!
The Stamina and Fatigue systems have received further tuning by their Task Force, with balances to timings across the board. Stamina recuperation and exhaustion rates have been improved, to keep the game decisive, yet fluid, while the availability of sprinting after reaching an exhausted state has been further restricted. To manage combat effectiveness when fatigued or injured, players can no longer hold their breath indefinitely, and will now need to learn and master the best times to steady their aim, to compensate for weapon sway. Hold breath timings have changed, while improvements to the system itself add new sounds and reward players for conserving oxygen. A subtle animation slowdown has been added to terrain gradients, bringing a deeper level of connection and encouraging players to make more tactical decisions about their environment. Finally, a pesky bug that allowed for players to recuperate stamina very quickly has been squashed.
We're also preparing to publish a Legacy Fatigue Mod as example modification with sources in Arma 3 Samples. Senior Designer Josef Zemánek will also upload an unofficial functional mod version on Workshop soon. This mod both provides a starting point to players and modders who wish to replicate the previous behavior, but also showcases the enhanced (scripted) control you can have over these systems. In addition, we hope to still better explain our motivations for these changes both on the forums and in a future OPREP.
Tools Commissar Julien Vida reminds us that the last step in a plan to reorganize our samples and connected data is about to be taken. We'll soon remove the licensed data packages branch from Arma 3 Tools on Steam. If you're still subscribed to this branch, you'll be automatically switched back to main branch. The data packages themselves are still available via our website.
We've received some questions about the release of Eden Editor. It's been on Dev-Branch for some time, so when will it come to everyone? The new 3D Editor will be part of the free Eden Update that is planned for early 2016 according to our roadmap. This is a pretty big tool within the game, so we always planned for a considerable public beta. Development is going very well, but there are still a few features that we'd like to incorporate in the primary release.
UNIT: Korneel van 't Land, Greg Becksted & Jervant Malakjan, Brand/Community/Web Development TO: Arma 3 Users OPSUM: Introducing our development plans for Arma 3 Units
Over the next few weeks we'll be rolling out 'Arma 3 Units' – a web-based service for connecting Arma 3 players to Arma community groups. Via this OPREP, we would like to introduce the concept, explain the scope of its 'Foundation Release', and present our near-future development plans.
BETTER WITH FRIENDS
The potential of Arma 3 is truly unlocked once players form organized groups and go into the multiplayer together. There are a great variety of Arma 3 community groups; however, it’s not always easy for players to find these, or to set up a new one. With Arma 3 Units, we hope to make a modest first step towards lowering this barrier of entry. As a result, more players will be able to discover the variety of playstyles, enjoy a more meaningful gaming experience, and perhaps even establish new friendships.
In essence, Arma 3 Units could be described as an online catalog of Arma 3 community groups (referred to as 'units'), and a promotional/recruitment tool for new and existing groups/clans. With the initial launch of the website, which is scheduled for the end of November/start of December, we aim to deliver the core components of the service, namely the browsing of units and registration of new units. A bit further down the line, however, we intend to add more features – such as the ability to join a unit with your Bohemia Account, schedule events, and more.
Beyond our near future development plans, which we'll dig into a bit more later in this OPREP, we see many more possibilities for Arma 3 Units. Our internal wishlist is already significant, plus we expect to receive many more splendid suggestions from our community. At the same time, we do also need to recognize potential limitations in time and resources, which effectively means we'll have to carefully balance the focus of our web team between the different projects within Bohemia Interactive. That said, if successful, we do consider Arma 3 Units to be a potential longer-term endeavor.
THE FOUNDATION & THE FUTURE
As mentioned earlier, the initial Foundation Release of Arma 3 Units will provide the core functionality of browsing through units, and, of course, the registration of units. After the Foundation Release has been deployed, we'll be directing our attention towards on a number of features that we consider essential additions to the service. When visiting the Arma 3 Units website, you will already see some of these features hinted at in the website layout, but they will have been grayed out with a tool tip that says "coming soon". For now, let's discuss these 'upcoming' features in a bit more detail.
Firstly, we'll be focusing on the integration of Bohemia Accounts into Arma 3 Units. This should enable players to more easily join or apply for a unit, while unit admins will be able to manage and review member applications from within the Units admin section. In addition, depending on a unit's privacy settings, using Bohemia Accounts will make it possible to automatically calculate a unit's size, and display the names of the players that are connected to the particular unit. Also, by integrating Bohemia Accounts, we're opening the door for connecting Arma 3 Units to the Arma 3 game – which in turn could enable us (eventually) to more seamlessly integrate in-game group management systems such as the infamous squad.xml.
After that, our next priority will be the creation of events by units, and for unit members (and/or non-members) to join these events. Plus, on top of that we want to provide a place where Arma 3 players, who are not necessarily part of a Unit, can quickly find other players to form a squad and head into multiplayer together right away – whether it's for a round of End Game, a co-operative scenario, a sandbox game mode, or something else. To complete the package, we intend to implement a push notifications system, which should help users to keep better track of unit announcements and events.
BETA GET READY
Before we get to that, we'll be hosting a short closed beta test, to ensure a solid Foundation Release in the comings weeks. The primary purpose of this closed beta is to identify technical errors, streamline the user experience, and tweak the website layout. To participate in the closed beta, we're inviting admins/leaders of Arma community groups that are interested. More information on how to join, and where to report you feedback, can be found on the Bohemia Forums.
Arma 3 Units, what else? Besides the things we've discussed in this OPREP, we have not yet specified the long-future plans for the service. One of the things we could imagine is to directly integrate Arma Units into the Arma 3 Launcher (and perhaps even into the game itself). Then there are other, more 'wild' ideas that could expand upon the service, such as potentially facilitating the organization of tournaments between units, or enabling a unit to form alliances with other units. However, for now, our focus it the make sure the core framework is there, and once the concept has proven itself, we hope to involve all of you in the brainstorm on Arma Units' future.
In closing, we hope this dev blog gives you a better understanding of our development plans and goals for Arma 3 Units. You can expect another status update from us in the next couple of months. In the meantime, please let us know your thoughts/ideas/suggestions/notes. Stay safe - and greetings to you and your unit!
FROM: High Command TO: Arma 3 Users INFO: Development Update, Community Art, Stacked Event Handlers PRECEDENCE: Flash
We felt now might be a good time to deliver a small status report on plans beyond Nexus Update (1.54 is undergoing public RC testing). For Eden Update we are obviously chiefly focused on Eden Editor, although several other platform features are in the pipes. The Audio team hopes to stage a first set of improved weapon firing configurations, which use the new functionality to deliver much nicer distance-based sounds for example. Work on the Visual Update package has continued as well. Staging its tweaked lighting, water reflections, improved underwater fog and fixed up parallax maps to Dev-Branch is set for a while after 1.54. The primary Apex release is greedily devouring all of our Art capacity. The artists in various offices are building Tanoa's unique structures, decorative objects, vegetation, rocks, clutter, surfaces and more. Some of them are modeling the new Light Strike Vehicles, VTOLs and other assets. It will be a while before any of this sees the light of day, but it's all shaping up very nicely.
Bohemia Dev Squad's MVP, Endstar, is seen training for an upcoming End Game Tournament match at his Research & Development desk in the latest weekly dev photo. There are many other things going on in this picture, but we'll just point out that the sidearm is a decommissioned weapon (movie prop) that we use as reference material.
Plenty of fantastic looking community artworks and screenshots have reached us over the years. We often share these via @Arma3Official and you might also follow Senior Designer Bořivoj Hlava, who has a finely-tuned radar for talent. If you enjoy seeing these productions, visit the Arma 3 Photography thread on our forums, where you will also find special projects like unofficial comics. Another source of media is the Steam Community Hub. Keep sharing everyone!
We had already hinted at description.ext integration into Eden Editor, and now this functionality has arrived on Dev-Branch. As with more components of the new editor, this too can be extended by modders. You can set it up for custom sections and open up other scenario configuration parameters for your mod(e)s. Script command getMissionConfigValue is needed to access this new type of data. It can also be used for old-fashioned parameters, so this command will slowly deprecate missionConfigFile. As a fortunate byproduct of this work, ProgrammerFilip Sádovský has found a way to make errors in the EXT file no longer crash the engine, but instead just throw an error.
On Saturday we announced that the planned End Game Tournament sessions for that day would be postponed after the horrible events in Paris. We felt it would not be appropriate, especially given one of the competing teams for that round is French (OFCRA). We've discussed with the teams how to best continue, and it's likely all sessions will simply move back one week. Keep an eye on our usual channels for the latest information. In the mean time, Mic One has published his awesome overview video in which you can learn about the three stages of End Game matches.
We have finally introduced limited support for stacked config-based event handlers into the engine. By using nested classes in CfgVehicles >> (MyVehicle) >> EventHandlers, you can define multiple handlers of the same type (e.g. init). Previously, mods could only overwrite existing handlers, and so they had to resort to more convoluted solutions.
FROM: High Command TO: Arma 3 Users INFO: 1.54 RC Started, Tournament Update PRECEDENCE: Flash
The public Release Candidate branch for Nexus Update (1.54) has opened to anyone who'd like to participate in testing or who wants to start preparing their scenarios and mods. Its Steam branch access code is Arma3Update154RC, which is available for the game and its server package. Please post specific issues to the Feedback Tracker. Since this update is quite large, we expect the RC period to last a good two weeks. Several of its components are even now undergoing carefully monitored tweaking. A high-level list of changes can be found on the forums, where the build can also be generally discussed. We do however recommend using specific threads for large topics such as audio, Launcher mod dependencies, personal protective equipment, stamina, spectator, FFV, etc.
When the time came to select the next Community Guide topic, we quickly landed on "Defense". It covers a useful collection of skills for Arma in general, but also applies very well to End Game, a central component of Nexus Update and the on-going tournament. Andrew "Dslyecxi" Gluck was approached once again to apply his excellent Arma videography skills. The guide goes over planning your defense, consideration of terrain features, usage of Intel gathering assets, force multipliers, practical tips, and more.
The A & B bracket quarter-finals for the End Game Tournament were played last Saturday, with plenty of excitement and controversy! In the first match-up, the brave Italian BDR Clan faced the Bohemia Dev Squad. The match was decided after 2 developer victories, advancing the Dev Squad to the semi-finals. Our compliments to BDR for some impressive counters to the vehicle tactics used against them.
Next up were the Arma 3 Ambassadors versus Dutch community Tangodown. After a first round draw, and a win by the Ambassadors, the last round was won by Tangodown in a thrilling hilltop finale. Much confusion ensued, which was our mistake. The rules did not explicitly cover this scenario well, and so the officials ruled a Tangodown victory based on their interpretation of the rules (since updated and clarified). In the days following the event, we've discussed this with both teams and are happy to find them willing to go for a sudden-death rematch! Massive respect especially to the members of Tangodown, who are putting their semi-final place on the line in the interest of fair play. This tournament was always meant to be "friendly-competitive" in nature and we're very glad to see this attitude reflected by the competitors. We'll obviously do our best to avoid these situations in future events - together we learn.
We've already extracted some useful lessons from this first foray into an official event of this type. This really is a trial run for us. If it's well-received as a whole, we may take it further, and explore different game modes and play styles. Some spectator mode tweaks will already be applied for the next matches (and Nexus Update itself), such as the ability to highlight every player and not just unit leaders. We also observed that it can be unclear what the first-person camera actually shows: this is not exactly what the player is seeing, so you'll not see them using sights. Seeing third-person view in the Spectator also does not need to mean the player uses that function, although in this tournament it is available. Shoutcasters Mic One and Stardog did an awesome job commentating on the proceedings, and they brought in some nice interviews and other videos. The stream team has discussed feedback and improvements going forward, hopefully resulting in an even more entertaining event. Join us next Saturday from 17:00 UTC for the C & D bracket quarter-finals as well as the special rematch!
During the tournament live stream, we noticed several people pleasantly surprised by some of the music played during the intermissions. Most of what you heard is actually part of the official Arma 3 soundtrack. Owners of the (Digital) Deluxe Edition can find MP3 and FLAC versions of all tracks (including DLC) in their installation Bonus\Soundtrack folder. You can also use Steam client to play these tracks. Go to View and then Music Details (or filter your library on MUSIC) to see a listing of the tracks available to you. Or you might want to use these tracks in the game (regardless of DLC ownership): take a look at this Community Wiki overview and the related documentation. We can also confirm that the many remixes of the main theme have driven Audio Lead Jan Dušek slightly mad - "TÝ-DA-DU-DÜ".
While we have you listening to music, we highly recommend the soundtrack for singleplayer Make Arma Not War winner: Resist. Just like the campaign itself, it's a fitting contribution to the vanilla game. Our compliments to community composer Valtteri Harju!
Bohemia Interactive today deployed a brand new video guide for their tactical military shooter Arma 3. While previous episodes in the official Community Guide series focused on the attack, this new episode explores the basic principles of mounting an effective and efficient defense - making it a must-watch for everyone with an interest in tactical gameplay.
In the video, Andrew Gluck (better known as Dslyecxi, leader of the Arma community group Shack Tactical) examines the most essential planning considerations for a solid defense, such as understanding the terrain, defining areas of responsibility, and identifying potential force multipliers. In addition, the video describes what vehicles and weapons are most suitable for defending a location. To increase your odds of surviving in battle, Dslyecxi concludes the video by discussing individual actions, such as positioning and communications, and knowing when it's time to retreat.
Previous episodes in the Arma 3 Community Guide video series covered topics such as infantry combat, multiplayer teamwork, helicopters, sniper- and launcher teams, combined arms warfare, air assaults, guerrilla warfare, ground vehicle crew, machine gun teams, and the Arma 3 Zeus DLC. The complete Community Guide playlist is available on Arma 3’s YouTube Channel.
To enlist for Arma 3 service, the regular 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) - which includes the Arma 3 soundtrack, tactical maps of Altis and Stratis, a tactical guide of more than 350 pages, and Bohemia Interactive’s debut game Arma: Cold War Assault – are available for purchase on Steam and the Bohemia Interactive Store.
Those who are new to Arma 3, but are looking for the most complete experience, can also pick up the Arma 3 Extended Edition. The Extended Edition includes the Arma 3 Digital Deluxe Edition plus the Arma 3 DLC Bundle, and saves people 9.99 EUR/11.99 GBP/14.99 USD over buying the vanilla game and DLC bundle separately.
For the true Arma fans and collectors, Bohemia Interactive now also offers the physical Arma 3 Special Edition (179 EUR/129 GBP/199 USD), which is exclusively available on the Bohemia Interactive Store. The Special Edition includes the boxed Arma 3 base game, Karts/Helicopters/Marksmen DLC, various digital extras such as the Arma 3 soundtrack and Tactical Guide, plus a range of physical collector's items: a laser-cut 3D glass cube, limited edition silver medal, printed map of Altis & Stratis, Task Force Aegis t-shirt, 32GB USB flash drive, key strap, and notepad and pen.
For more information, please visit http://www.arma3.com and/or follow Arma 3 on Facebook, Twitter, and YouTube.
FROM: High Command TO: Arma 3 Users INFO: Project Leadership, End Game Tournament PRECEDENCE: Flash
Breaking with tradition, this opening section will be written from my own perspective. After well over a hundred reports and therefore weeks, the time has come for me to hand the Arma 3 project to someone else. As of this week, the game will be in the capable hands of someone most of you know: former Encoding Lead, Lord of the Bounce, Petr Kolář. He will lead the awesome team on the road to Apex and beyond.
It has been a huge honor to re-shape the game and team as we went through Early Access graduation and over two years of post-release support so far. Considering there were times when we believed the game might never be released, it’s a great joy to see the unique Arma series in a stronger position than ever before now. Sure, not everything went smoothly and some things we wish we’d handled differently. It will make for an interesting post-mortem eventually, but Arma 3 is far from dead. I’m incredibly proud of everyone involved with the project, including the community of modders, server admins and players
This change was planned for a while, but now we’re close to the first milestone on the expansion roadmap, the time is right. I’ll continue to work on the game as Producer for some time, most likely even writing up more of these reports, as I slowly prepare for a new challenge within Bohemia Interactive. Thank you for your support and cheers to a splendid future in the Armaverse!
Your Saturday entertainment should be sorted for the next couple of weeks. We've announced an official End Game Tournament. Eight teams (community groups, Bohemia Interactive devs and special guests) will go head to head in a fun invitational knock-out tournament. What are they fighting for? Eternal glory and the coveted title of Arma 3 End Game Champion of course! All of the matches will be live streamed and hosted by shoutcasters Mic One and Stardog. Things are kicking off this Saturday, November 7, at 17:00 UTC with the A and B bracket quarter-finals. You can watch the live events on our Twitch channel, but there will be many other streams from the various competitors for example. Visit the tournament page for the full schedule, team overviews, rules and a F.A.Q. Best of luck to all teams, especially our devs, who'll probably need it most!
Rock Paper Shotgun has published a refreshing account of their experiences in vanilla Arma 3 with community group Folks APRS. The author has joined for several PvE operations, and describes the challenges and excitement of dealing with perma-death and communication. You too can join their public sessions, so head over to their site for the details.
Community member Leshrack has released his first mod, one which allows you to tow vehicles with other vehicles. It support all vanilla (wheeled) aircraft, and can be configured for mod vehicles as well. More information is available this forum thread.
Tweaking of Stamina continues on Dev-Branch, and our goal is to reach a stable state by Friday. The dedicated group of devs involved in this work will want to post a more detailed update on the forums soon, but here are some of the bigger tweaks as described by Sandbox Lead Miloslav Cinko: "The UI bar was adjusted to not steal too much of the player's attention, but still provide players with information about their status (if enabled). Some special actions, like rolling sideways, have a negative impact on stamina now and the weight of equipment was tweaked so that undesired load-outs should not be achievable. We're also experimenting with jogging draining stamina. A number of noticeable issues snuck into the weapon sway mechanic that were not intended, so the most recent focus has been on this mechanic. We'll continue to process your feedback and see what can still contribute to reach our goals for this iteration."
Megagoth, one of the community's audio aficionados, has contributed to the recent update on Audio progress with a lovely video overview . He explains how the sample reorganization can help to reduce update sizes, which even considering delta-patching is applied, definitely was one of the motivations. More interestingly, he explains in a very audiovisual manner (epic Paint skills confirmed) what the changes and new configuration methods allow sound designers to do. He does also share a valid warning: with great power comes great responsibility. Modders will have such detailed control over certain aspects of the sound engine, that breaking the entire soundscape becomes very easy when applying low-level values that were not considered carefully. Overall though, the things that will be possible to achieve are very exciting for us and modders alike.
There have been several cool scripting additions and changes in recent months. External Designer Killzone Kid has written up a great overview of them on the forums. From general syntactical commands and constructs, to Stamina and UI commands, there's bound to be some useful tools for scripters. And if you weren't sure what the recently staged Upload Terminal object can do besides being used in End Game, also check out this nifty use of it!
Now that the Eden Editor beta supports custom layers, the team has moved on to another big feature: description.ext integration. Since the first Arma games, this file could be used to configure several advanced scenario parameters and even define entire config hierarchies local to the scenario (e.g. to build User Interfaces). The time has finally come to expose most of the common parameters in the editor itself, without needing to create a manual file. Don't worry, this is approached in such a way that existing scenarios with description.ext files will continue to function and their parameters will take priority. More advanced uses of reading the missionConfigFile may need to be re-considered using techniques we'll document clearly when the time comes.
FROM: Project Lead TO: Arma 3 Users INFO: End Game Additions, Spectator, Audio Progress, Terrain Processor SDK PRECEDENCE: Flash
Almost all aspects of Nexus Update (1.54) have been staged on Dev-Branch. That does not mean they are considered final; some furious tweaking is on-going. Since the update contains a lot of moving parts, we'll use a fairly lengthy Release Candidate period. Internally, we'll probably apply our data lock next week. For those of you new to our development processes, data lock means we make a snapshot of the build (engine and data) and strictly control every change that is made and allowed in. This does slow down the creative processes, but also stabilizes the game and lets us focus on the most important tasks. Not long after this lock is applied, we'll prepare the RC branch for public testing. We've also published a page to better explain how RC testing works, what our goals for it are and how you can help.
Our weekly dev photographer was able to snap a moment from a rather French rendezvous between Game Capture Artist Arthur Walter (known for the still-magnifique "Somewhere") and Tools Commissar Julien Vida. They were discussing a special live streaming setup, about which we'll have an announcement to share soon. Arthur has joined our company a few months ago, and he helps us with a lot of different media production tasks for our games. One day he might be taking cool screenshots, the next day he provides technical support for a live stream, and today he's begun work on a Nexus Update trailer.
The collaboration of people behind the Community Upgrade Project have delivered another major milestone of their mod. The first release of the Vehicles Pack (in addition to the Weapons and Units Packs), brings a dazzling amount of assets to the game. These are mostly assets from Arma 2, Operation Arrowhead and DLC, enhanced with Arma 3 technologies and features. Should you encounter problems, please report them on their own tracker. The release is also a great showcase of the new Launcher mod dependencies on Dev-Branch, making the installation process super smooth. The amount of content produced for the community for free by these dedicated people is truly inspiring. Thanks!
Another mod sharing their progress with us this week is Air Cav Vietnam. Take a look at their most recent trailer here. They are developing two components: a mod containing assets and a server package revolving around a coop experience. All of this will be taking place on the already-released Nam terrain by Variable. You can track the work via their Steam community group. We're excited to go on a virtual tour of duty once their first release drops.
Finally, we cannot ignore this new video from Real Virtuality Jedi Master McRuppertle. Release that dueling mode, you will?
The Playable Content additions for Nexus Update have been pushed to Dev-Branch. There are two brand-new instances of End Game, each catering to a different scale and pace. You'll also find a first version of a new Spectator mode. For now you'll be able to access this mode by using one of the 4 available virtual roles per End Game instance. The Spectator mode was designed to be modular and extensible. Scenario designers can show custom (meta) information and set up relevant key locations for example. We'll be iterating on this for some more time, and then publish documentation to the Community Wiki. Please leave us your feedback in this thread by Design Lead Jaroslav Kašný. For another in-depth look at the content and the status of several multiplayer systems, do read Creative Director Jay Crowe's post on the topic.
Next, let's take stock of movement along the Audio roadmap. Senior Programmer František Novák has committed a low-level overhaul of the audio engine, which lays a foundation for the planned features. Noticeable right now is the Stereo Emitter. This allows us to finally properly play stereo samples based on the observer's distance, boosting the richness of the soundscape. This new approach will be much less hard-coded and better configurable (also for mods). Jay has jumped onto the forums once again to explain a little more. We've also begun a clean-up of the sound samples. Read the full details in Audio Lead Jan Dušek's forums post, but in summary:
SFX: we're splitting bigger addons into smaller ones, but preserving the internal addressing via PBO prefixes. We're also deprecating obsolete samples, which we intend to delete with Eden Update (but can make available for use in Arma 3 Samples e.g.).
Radio Protocol: we're also splitting these addons, but cannot preserve the paths in this case. One of the reasons for doing this is to allow small tweaks to be made without massive data patching.
It is now possible to manipulate Under-Barrel Grenade Launcher rounds directly in a dedicated inventory slot, thanks to a cooperation between Senior Designer Vladimír Hynek and Senior Programmer Jan Mareček. This makes it easier to identify the currently loaded type of round and swap it out from the menu. Modders can utilize this enhancement for other secondary muzzle types as well. The addition goes hand-in-hand with the improved reloading animations for UGL weapons. Those now also actually show a (generic) round being manipulated for improved immersion.
The Environment department has found a few moments to address smaller issues and glitches reported for Stratis and Altis over the past many months. Doing the fixes will result in some of the object IDs changing once again. A long time ago we've attempted to change this technology and use static IDs instead, but that has failed and has not been attempted again since. We still recommend to avoid referencing these IDs directly and to try to find alternative methods (feel free to request as such via Feedback Tracker). This should have become more feasible with new script commands such as nearestTerrainObjects.
Advanced terrain creators can now leverage the Terrain Processor SDK. A sample project has been provided in the Arma 3 Samples Dev-Branch, and the accompanying manual can be found here. Using the SDK, the tool can be expanded with custom tasks and plug-ins.
FROM: Project Lead TO: Arma 3 Users INFO: Roadmap Blog, Nexus Feature Iterations PRECEDENCE: Flash
By now you'll have likely familiarized yourself with Creative Director Jay Crowe's blog concerning the roadmap. Its key bits of information were the names and themes of our two primary free platform updates: Nexus Update (1.54) and Eden Update. There will be more regular updates along the way, but these are the significant milestones on the road to the main Apex expansion. Just as we've done in the past with our Early Access packages, campaign episodes and DLC, this approach lets focus our work and bring the results to players sooner. One of the revelations that seemed to garner quite some interest, was the Arma 3 Units service (more on that next month). Another observation is the Visual Update package having been moved to Eden Update. This work needs a bit more time to tweak within the team, before we unleash it on Dev-Branch. We hope the roadmap gave you a good impression of our ambitions. Many more specifics will be shared as we continue our journey together.
REPregulars know we recently acquired a decommissioned T-72 and got to drive around in it during a team event. Last Friday Bohemia Interactive posted a blog containing some interesting trivia about our Edita, but especially a glorious video of her in action. Admittedly, we were holding our breath when the audio designers and camera operators were struggling to hold onto their equipment as the tank was racing through the muddy puddles!
The community also keeps generating plenty cool videos. Take a look at "Aerial Warfare - Operation Goldmine" by Ch11rcH. It's shot from the perspective of a Close Air Support pilot, and features some fancy editing effects. You'll see him flying Little Birds to escort Chinooks carrying infantry elements, but later he also jumps into an Apache for long-range gunnery support (mod aircraft). It shows a good example of dynamic events during player-based combined arms warfare, such as when they try to rescue a downed fellow pilot who is quickly swarmed by the enemy.
Having recently transitioned from being QA Lead to Sandbox Design Lead, Miloslav Cinko has published an OPREP to describe the core mechanic iterations for Nexus Update. Firstly, this means the improvements to Personal Protective Equipment we've mentioned several times. These relate also to slightly better hit reactions, by using (still optional) blood effects more prominently instead of the twitchy animations. Secondly, he explains our new approach to Fatigue and Stamina, which has already been heavily discussed on the forums among other places. We invite you to start by reading the OPREP, in order to get a sense of our goals with these changes. Then you might follow up with a forum post by Jay, in which he offers a bit more context and insight into our motivations.
Stamina is live on Dev-Branch, and receiving quick iterations based on our own and your feedback. There certainly is room for discussion and tweaks. Our goal is to bring the interesting gameplay of having to consider your movement, load-out and their effects on your character's state to more Arma players (who frequently replace the vanilla system or disable it all-together now). One part of this is improved communication to the player via the optional Stamina Bar for example. We do not intend to make movement unrestricted, nor to have fully equipped soldiers sprinting everywhere. It's possible that even after the next weeks of iterations, you still feel the mechanic does not fit with your vision of Arma. To cater to this, we're creating a sample mod that demonstrates how to set up the game close to what it is in main branch now, but also enables you to tweak it further to your liking.
We've also done some small tweaks to character movement to make Close Quarter Combat movement a tiny bit smoother. Animation Encoder Martin Kašpar explains: "A new character collision model (slightly smaller) for turning around has been created to avoid problems when turning around in interiors, doorways, etc. In addition to that, the rotation axis of the rotation collision model has been set exactly to the center axis of the soldier to avoid unwanted movement when turning around. This only affects animation states for rifle, pistol and launcher with suffix _TurnX (where X stands for L and R)."
We are planning to update the experimental client port betas shortly after Nexus Update 1.54, so that players on Linux and Mac can benefit from all additions, fixes and tweaks as well. This will not be a simultaneous release, but we'll try to get it out reasonably soon after the Windows primary version. Some time ago, Steam changed the way in which free applications are distributed. Such tools are no longer automatically assigned to every Steam user, but require you to 'subscribe' to them (still for free). We encountered this when we introduced our separated Arma 3 Samples app, and we also converted Arma 3 Tools. At the time we were not entirely sure how these changes would affect existing users, and that is why we didn't convert Arma 3 Server. We would however like to do so now, but are interested in your opinion, especially if you are a server operator. The apps would still be free, would still require any valid Steam account, would still allow use of SteamCMD, but would require a one-time manual action via the store page. It should also be said that while we're currently not forced by Steam to adopt the new method, we cannot guarantee that we'll eventually have to switch (or the old way becomes deprecated). Share your thoughts with Tools Commissar Julien Vida, who is on stand-by to answer any further questions!
Senior Designer Bořivoj Hlava has dropped by Community Wiki to document the current state of our Launcher's handling of mod dependencies. Inspect the relevant features, User Interface controls, status messages and more. The Launcher team can be reached for feedback in this forums thread.
Sometimes you just need to chill out and quietly do some introspection. Getting into the right mood could already be achieved by watching calming videos of fireplaces, rain forests and fish tanks, but a true Armaholic naturally prefers a parked Main Battle Tank. Having achieved complete Zen, you may find the focus required to spot all the little easter eggs.
Bohemia Interactive presents 2015-2016 roadmap for Arma 3 Two major platform updates plus 'Arma 3 Apex' expansion Prague, Czech Republic, Wednesday October 14th 2015
With over two million copies sold to date, Bohemia Interactive today presented its plans for their tactical military shooter Arma 3 in the next year. The 2015-2016 roadmap, which was shared via a blog post written by the game's Creative Director Jay Crowe, features two free platform updates that pave the way for the Arma 3 expansion in the second quarter of 2016.
First up will be the 'Nexus Update', which is scheduled for release in November this year, and focuses upon the refinement of core features and multiplayer systems. This includes significant improvements to Arma 3 gameplay features such as stamina/fatigue, personal protective equipment, and more. Furthermore, the Nexus Update will deliver a revamped version of the End Game multiplayer mode, that was introduced earlier this year. The renewed End Game multiplayer will be paired with various improvements to general multiplayer systems, which can also be used in other official and unofficial Arma 3 multiplayer scenarios. Last but not least, alongside the Nexus Update, Bohemia Interactive plans to deploy a foundation build of 'Arma 3 Units' – a web-based service that aims to connect players with community groups.
The second platform update for Arma 3, codenamed 'Eden Update', is penciled in for the beginning of next year (2016). The highlight of this update will be the official introduction of the brand new Eden 3D Editor. Designed as the logical evolution of the classic 2D Scenario Editor, which has been a core component of the Arma series since its debut in 2001, the new Eden Editor will give players far more control over their creations than ever before by enabling them to place and edit entities directly within the 3D game environment. Besides the new editor, the Eden Update will be complemented by several Arma 3 usability tweaks, and an overhaul of how players discover and join multiplayer sessions.
The Nexus and Eden platform updates lead up to the roadmap's focal point: a major Arma 3 expansion in Q2 2016. Titled 'Arma 3 Apex', this expansion will feature the 100 km2 South Pacific destination of Tanoa, which was first shown during the PC Gaming Show at E3 this year, plus a co-op campaign, new vehicles, weapons, and characters. One of the central themes of the expansion is near-future combat, which players will be able to recognize by the introduction of new vehicle classes such as VTOL aircraft and other new gameplay elements. As with previous Arma 3 DLC, the expansion will be accompanied by a major free platform update that seeks to address important 'legacy' issues related to Arma 3's multiplayer, interaction mechanics, and discoverability of official and custom content. More information about the Arma 3 Apex expansion, including specifics on pricing, purchasing options, and early access availability, will be communicated next year.
“We're optimistic and excited about our roadmap. Having recently hit the 2 million copies mark, we're keen to grow even further! We've set out to refine our core gameplay, experiment with some fantastic new content, and deliver an unrivalled, open, diverse platform: truly, the apex of the Arma 3 experience”, concludes Arma 3's Creative Director Jay Crowe in the full blog post.
For more information about Arma 3, please visit www.arma3.com and/or follow Arma 3 on Facebook, Twitter, and YouTube.
FROM: Project Lead TO: Arma 3 Users INFO: Firing From Vehicles Enhancements, Eden Editor Layers PRECEDENCE: Flash
It's been a long time coming, but later this week we'll finally be ready to share our roadmap for the rest of 2015 and 2016. We'll be discussing how we've divided our work on the Expansion and Arma 3 platform across several themed updates, meaning you'll not have to wait for all improvements. You can also look forward to the Expansion's name and more Intel on the contents besides Tanoa. In unison, we're going to publish an in-depth OPREP about the refinements to core mechanics that are due in the next big platform update. And Bohemia Interactive will hopefully have a cool little bonus to close out the week!
In Zeus-curated multiplayer scenarios, you can attract the Game Master's attention by pinging. The Y-key is used for this by default. It will sound a subtle audio cue for Zeus and highlight your name. Pinging is useful to alert Zeus to problems with the scenario, or for opportunities the GM may wish to do something with. Basically, use pinging when something is or isn't happening, but don't overdo it. Pings are only sent once per second, and Zeus may not take kindly to spam. A bit of divine trivia: when you ping, you hear a slightly different tone for the audio cue each time. Zeus hears a different tone per specific player (with some limitations), so He or She may actually recognize players by their sound alone. Ping once and you'll unlock the "Worshiper" achievement like 9.1% of global players so far.
Perhaps you're not quite sure what to expect from Zeus, or you haven't yet experienced a good curated scenario. Luetin has uploaded a lengthy but entertaining recording of an advanced Zeus multiplayer session. He acts as the Game Master in a custom Invade & Annex scenario that is already running. There are three distinct phases (see the time codes in the video description). Firstly the GM actually uses the Zeus interface, extended by the Ares mod, to build prop compositions, garrison troops, lay out patrols, place map markers and finally assign an objective. What follows are two stages of the actual real-time scenario as the players assault the enemy bases. It's interesting to see and hear Leutin theorize what the theoretical enemy commanders might see and how they should react with fire missions and reinforcements. He makes a point of not directly killing players, instead scaring and guiding them with indirect fire and by role-playing NPCs. Who are your favorite curators? Share you experiences on Reddit!
This summer saw its fair share of after-work grill parties for our various dev teams to enjoy. Last week's Brno event most likely concluded this year's season, but it offered attendees a special dish. Witness Senior Programmer Jirí Dockal, Senior Designer Josef Zemánek and Bohemia Interactive Creative Director Ivan Buchta prepare a traditional grandma recipe for Czech Guláš.
Still confident that Firing From Vehicles technology can be further improved, Senior Programmer Krzysztof Bielawski has staged an iteration to Dev Branch recently. The current state uses new limits for a few vehicles (Offroad, Huron, Mohawk, Pawnee and Hellcat):
These limits allow for more flexible shapes within which you can aim your weapon, rather than the rectangular boxes used until now.
Forward passengers in the back of Offroads can now 'turn out' and engage enemies up front.
When they stand up, they can use secondary and shoulder weapons, like RPGs and MANPADS.
Go over the updated documentation on our Community Wiki. Note that the old method of defining limits is available in parallel and is therefore backward-compatible.
Several more tweaks are planned in the near future:
You can currently aim through other passengers, but a new solution to tackle this issue is incoming.
The new limits are a bit more complicated than before. We will provide a recording tool, usable in the special diagnostics executable only, so modders can define limits faster.
The Eden Editor crew has begun implementing a much sought-after functionality: custom layers. Just like in many image processing applications, you'll be able to assign entities to layers. These layers (and their entities) can be locked, hidden, manipulated, nested, named, etc. While some of the interface work is yet to be done, an early version of the technical groundwork will soon be live in the experimental build. Let us know what you think and how you'd expect to use these layers.
FROM: Project Lead TO: Arma 3 User INFO: Launcher Mod Dependencies, Scripted System Optimizations PRECEDENCE: Flash
We've said it a few times over the past weeks, but Dev-Branch really is where our attention is placed as we move towards to next big update. We're already processing feedback on several live changes and iterating via the daily experimental updates. Other major improvements, such as for the Launcher, are detailed in another section of this report. Please keep sharing your findings in the dedicated forum threads, or via the general discussion thread. Specific issues are best filed in the Feedback Tracker.
In weekly dev photo #28 you may have been exposed to somewhat of an internal running gag. We've asked one of the culprits, QA Assistant Vojtech Kovaric, to try to explain what's going on. Read at your own risk: "We showed a cardboard Commander Shepard enjoying a break with Greg and Julien. This Shepard belongs to our Prague QA team and serves as their mascot. Our QA colleagues were trying to guard him very carefully but, while they weren't looking, Shepard was taken on a ride to our Mnisek Arma 3 studio. He experienced the best month ever. Took a ride in our tank, joined a BBQ party, had a lunch with the Project Lead and met the one and only cardboard 'Flashpoint man'. All of this was of course documented and the photographs sent to Prague QA for them to see what a great a time Shepard was having. While they were not very happy and talked about kidnapping and other major felonies, Shepard had the time of his life. However, everything that is good must come to an end. After a month of a splendid internship, Commander Shepard returned to his home base among his QA colleagues and is enjoying their company instead. Needless to say, we are now heavily guarding our Flashpoint man."
ArmaHosts published a useful video tutorial on setting up a WindowsDedicated Server on a clean PC using SteamCMD (a free command-line utility) and the free Arma 3 Server app on Steam. They include a series of suggested command-line parameters and go over the server.cfg file briefly. Finally, they also recommend which ports to configure in your firewall to allow the game to communicate over the Internet effectively. We also liked seeing their default scenario being the official ZGM 4+1 Bootcamp training grounds. Excellent choice!
The Launcher has received a significant iteration on Dev-Branch. Launcher Programmer Jirí Polášek has kindly shared the details with us: "Our Launcher has received a major update with new features and a lot of improvements. The important ones include support for dependencies between mods: Launcher automatically detects other Workshop mods you need and it can enable them if you load the mod or get them for you in case don’t have them. This said, mod authors might be interested in updating the Required Items for their Workshop items. You can do this directly from the Workshop page. Since there are a lot of large mods, another nice feature is the ability to change the folder where the downloaded mods are stored (the folder can be changed in Options > tab Mod Options > section Mods Storage)." Your discussion of these changes is very welcome in this forums thread.
For weeks now, Senior Designer Jirí Wainar has been eagerly waiting to publish his optimizations of various scripted multiplayer systems. We were quite careful to roll them out, first awaiting the engine-supported remote execution to be solid. Now the time is ripe and his changes have reached Dev-Branch. Specifically this means the frameworks for Tasks, Remote Execution and Shared Objectives should now function in a much leaner way. In our measurements this has led to a drastic reduction of the traffic generated by these systems, ranging from 30% to even as low as 3% of the original traffic. If your (multiplayer) scenarios already use (parts of) these underlying frameworks, you should see improvements to network performance. We'd recommend studying the linked documentation to consider whether your creations can benefit from similar optimizations. We do have plans for tweaking similar systems in this way, and Jirí hopes to share his observations as general scripting guidelines over time.
There also is less optimistic news to share. Making improvements to the mid-range terrain textures has been a hot topic for a long time. We have investigated various solutions and looked at the problem it with our programmers and environment team. Our conclusion is that it's unfortunately not realistic to expect big improvements for Arma 3. Existing community solutions can work great under certain circumstances, but in our opinion based on tests, make things worse in others. We thank you for thinking with us and for proposing some pretty advanced workarounds! The basic and short explanation from Arma 3's engine's point of view is that we're limited by our terrain shader and hard limits of the amount of textures we can store in materials. The overhaul required is too complex at this stage. If we do find a way forward, we'll re-open this decision, but it's not likely during Arma 3's life time.
For the latest on Eden Editor, we defer to the in-game Updates Log. By pressing its icon in the top-right of the menu (new posts are indicated by a red !), you can read a weekly digest of changes, fixes and tweaks. Of course not everybody has access to that log, but you'll be able to track all changes in the primary Dev-Branch change log. The highlights this week revolved around the rotation widget, automatic grouping and a flashlight for night-time editing.
FROM: Project Lead TO: Arma 3 Users INFO: Eden Editor, UGL Reloading, Update 1.52 Released PRECEDENCE: Flash
Welcome to all new recruits who have joined the growing community after the recent sales on Bohemia Interactive Store and Steam! You've arrived at the front lines during exciting times. We've just released maintenance update 1.52, which, allowing some time for servers and mods to adopt it, should help a little with stability and performance. The next update promises to be rather significant. As discussed last week, plenty of things are starting to appear on Dev-Branch, and await your evaluation. Some things will make it into 1.54 in November, other things may require more time in the incubator. Enjoy your time with Arma 3!
We were humbled by Southpaw's nice and visual explanation of our DLC strategy. In the interest of transparency, a few tiny corrections: the unrestricted free use of premium content is available in VR Garage / Arsenal (not the Editor), and only the passenger positions aren't locked (gunners are). We know the strategy can sometimes be a little confusing to explain. Thank you Zach for sharing the message in this effective way. For more background you can read our OPREP on Content Licensing.
Sandbox Designer Radko Voda has visited the forums to explain the improvements to Personal Protective Equipment now live on Dev-Branch. In the most basic terms, there is added precision when detecting what parts of a character are protected by armor or not. If you get a chance to try the changes and feel something still needs tweaking, now is the time to share your thoughts.
Using the new reloadMagazine2 animation source, Encoder David Sláma has worked together with Artist Martin Valášek and Animator Pawel Smolewski to finally get Under-barrel Grenade Launcher reloading animations in the game (Mk20, Katiba and TRG-21 for now, MX coming up). This seems like a simple change that could have happened much sooner, but due to the way the special muzzle and magazines for grenade launchers are simulated, it required some creative implementation. We would also like to animate an actual grenade, but this faces yet more technical obstacles. We're prototyping a solution, but cannot yet guarantee it will be feasible.
The Eden Editor Public Beta has experienced a very productive first week. We're receiving a lot of positivefeedback and valuable constructive criticism. Plenty fixes, tweaks and additions have dripped into the build on a daily basis. For a more in-depth look at Eden and its road map, we invite you to read the latest OPREP by Programmer Filip Sádovský and Designer Karel Morický (follow them on Twitter for bite-sized updates throughout development). Our Prague QA team and embedded QA Assistant Vojtech Kovaric also deserve kudos for their hard work to get the very initial Beta release in good shape.
Let's also highlight a few extra notes on Eden Editor:
Scripters and modders may find the new type of UI menu controls and connected script commands very powerful to build their own interfaces. The same applies to miscellaneous UI features being implemented to support Eden (like multi-line tool tips). Find an initial dump of commands here, but we'll also update Community Wiki soon.
Some selected improvements may be back-ported to Zeus, but we don't yet know which ones. Eden and Zeus share the same foundation and developers, but it's not a simple matter of copying the tech.
As discussed in the OPREP, ultimately this editor will fully replace the current 2D editor. There will be a transition phase between the release in early 2016 and the main Expansion, during which both will be available. Some people were worried they would lose 2D editing, but you can of course switch to 2D mode using M by default (we also want to make it possible to set this as default view). It's our goal for the new editor to be everything the old one is, but much more productive and useful.
There exists a function to export to Terrain Builder, but this editor is not meant for terrain editing itself (it is for scenario editing).
One of the more powerful aspects of Eden is the ability to mod the editor itself and write custom plugins. Some mods have already started to experiment with this!
Bohemia Interactive's various offices and teams are on the look out for great new comrades. Available roles range from (Tools) Programmers to Artists and more. If you're interested, or know someone who might be, please visit the careers page for more details.
FROM: Project Lead TO: Arma 3 Users INFO: Dev-Branch Activity, Eden Editor Live Stream, Autumn Sale< PRECEDENCE: Flash
There will be lots of interesting Dev-Branch activity over the next couple of weeks. Last Friday we staged the first version of improved Personal Protective Equipment tech, enhanced Firing From Vehicles limits are live, and yesterday evening we ambushed you with the Public Beta release of Eden 3D Editor. Next up probably is the Visual Update package, which tunes the lighting configuration of Stratis and Altis, but also adds improved (underwater) fog and water reflections. Some time after that we'll share the Fatigue iteration. And there are many more smaller things being prepared for your feedback. Please note that most of these are expected to evolve over the weeks based on your comments. The first versions are not likely the final target states, so there is some time to get things right. We'll also try to communicate and document the changes clearly via OPREP, Community Wiki and our forums. In short, there are a lot of cool moving parts headed your way. Some are bound to have rough spots initially, but that's what Dev Branch is there for. We're keen to see your reactions!
Bohemia Interactive is hosting an Autumn Sale on its store, with great deals on titles like Arma 3, DayZ and Take On Mars! At a 50% discount, the Arma 3 Extended Edition is an especially good option for newcomers. It includes the Digital Deluxe Edition and all presently released DLC. Even though most games are shipped as Steam product codes, this is not a Steam sale in itself. By buying games directly via our store, you support us even more directly. Dekujeme vám!
Senior Artist Martin Valášek displays his game development fuel in weekly dev photo #27. Martin is a highly skilled technical artist who often serves as the connection between art and the game. He prepares models for the engine, provides feedback to colleagues, and coordinates outsourced art efforts. And let's not forget it was his go-kart model prototype that ultimately led to the Karts DLC. Like most of the art department, he is currently focused on delivering high quality assets for the Tanoa terrain.
Marksmen DLC was released with the surprisingly named Showcase Marksmen (PLAY > SHOWCASES). As a CSAT marksmen, call sign Viper-Black, your objective during this counter-insurgency operation against the FIA is to sweep clean a local H.Q. compound. The mission is a showcase of the new Cyrus 9.3 mm rifle fitted with Kahlia scope, as well as the weapon resting and deployment features. If you should manage to complete the mission without having an injury inflicted upon you, the "Dodge This" achievement is unlocked. At time of writing its global unlock percentage is 0.5%. Showcase designer [i]Václav Oliva recommends you carefully observe the patrols, and take them down when they are out-of-sight using your suppressed weapon. The other guards should not notice this. You will want to pick your position wisely and also prioritize targets such as automatic riflemen and other marksmen. Finally, it is recommended to lower your weapon (2 x LCtrl) while trekking to another objective, in order to preserve stamina.
Welcome to Eden 3D Editor! During its reveal live stream last night, Eden Designer Karel Morický and Eden Programmer Filip Sádovský[/i] were joined by host Jay Crowe to provide a good first look at the new scenario editor. They went over some of the major improvements this 3D editor brings, while Designer Nelson Duarte quickly threw together an iconic 'Steal the Car' scenario. During the next segment, they were joined by Community Developer Greg Becksted, who fired a bunch of collected questions at the hosts. And then ... they pressed the big red button. Right there and then, the Public Beta of Eden Editor was staged to Dev-Branch for everyone to experiment with. Check the full recording here (or this unofficial French dubbed version). Cheers for tuning in and we'd also like to thank the rest of the behind-the-scenes stream support crew for their great job!
The current Dev-Branch Beta is a first basic version that brings the functionality of the old editor with some huge steps forward. We are very much interested in your feedback in the forums and on Feedback Tracker (category Eden Editor). There is plenty of time until the main release in early 2016, so we expect lots of tweaks and some major extra features. Stay tuned for an OPREP with more details very soon. Documentation will also start to grow. On the other hand we also are curious to learn what you find out intuitively and what aspects need to be made clearer. You should keep in mind that we cannot be 100% sure that scenarios you create now are forward-compatible with the main release. We will try to achieve such compatibility, but you may want to wait before you use Eden for your major projects (they will also not be playable on main branch during Beta). Eden Editor will arrive as a free platform update for everyone with Arma 3. Enjoy!
Besides details on our development of the vanilla game, there are many mod teams who also provide updates of their work. Take for example, this ACEREP #00002, which details the major changes in the 3.3.1 version release of the ACE3 mod. Or enjoy some SITREPception via this report by Blue Harvest Interactive about their progress on the Imperial Assault mod. Closing this week's random look at mods, we had previously missed this cool video update about the French R3F Armes 3.4 release. Keep 'em coming!
The release of update 1.52 is pushed back even further. We are aware players and several mods are eagerly awaiting the changes, but we're still not satisfied that some of the complex multiplayer fixes were tested thoroughly enough. The best place to stay up-to-date is the Release Candidate announcements thread.
Does your brain implode when trying to fathom all the available Steam branches? We've added a overview for all main Arma 3-related apps on the Community Wiki. Read up on how they work, what their purpose is and how you may access them.
FROM: Project Lead TO: Arma 3 Users INFO: Second Armaversary PRECEDENCE: Flash
Last Saturday marked the start of the third year of Arma 3's life, following its main release on September 12th 2013. The development team is incredibly proud to still be working on making the game and its platform better. But this has very definitely been a cooperative effort with the tireless community. You've kept playing the game, you've hosted servers, you've created custom scenarios for others and you've developed a massive library of amazing mods. Together we have the potential to make this third year the best one yet. Soon you'll start seeing the fruits of our labor appear on Dev-Branch as we start laying out the first segments of our 2015 / 2016 road map. Meanwhile, we're looking forward to the big mod releases that are already being teased online. Cheers to a splendid future!
Every Monday we hold team meetings in both primary offices. On weekly dev photo #26 you can see yours truly opening the proceedings for Team Mike. We update each other on what has happened the week before and share what we will (or should) be doing the next week. Most interesting are the quick presentations, demonstrations, videos and images of our work. They make it much easier to see what's going on, especially since we don't all have time to constantly check every aspect of the game ourselves. If any cool community media caught our attention, we share those too! However, let's face it, the main reason our devs show up are the delicious snacks provided by our dear Office Manager, Jitka Čížková.
Freelance writer Ian Birnbaum did an interesting piece for Vice Motherboard . He went through rather extreme lengths to re-create a real-life sniper shot that is registered as the world's longest sniper kill . Teaming up with Arma player Handel Humphrey, he used a mod mix consisting of ACE3, CUP and Kunduz to simulate conditions as they would have likely been (given the huge difference of being behind a PC and not in a war zone). He also touches on the ethical topic of creating games about war. Read the rest in his article and also watch the video of their shooting session (which we were glad to see used an artificial target).
Continuing our look at community milsim operations, this week our very own Community Developer Greg Becksted shared "Veiled Threat". Aussie group Foxhound International edited together a (failed) session with an especially eerie ending. The video sets itself apart by using many different camera angles besides the typical first and third person views.
We've decided to delay update 1.52 . We don't expect many changes to the current Release Candidate, but there is a particularly low-level fix that we'd like to attempt. It has the potential to solve a collection of crashes, but requires more testing. It's likely that this will push the main branch release to next week.
Korneel van 't Land has informed us that an Arma 3 Eden Editor Sneak Preview Live will be streamed to the official Arma 3 channel on Twitch. Arma 3 is to receive a 3D scenario editor in an upcoming free platform update.
Prague, Czech Republic, Thursday September 17th 2015
This Tuesday September 22th, starting at 18:00 UTC, Bohemia Interactive will be hosting a special sneak preview live stream for the upcoming brand new Eden 3D Editor for Arma 3. The session is expected to be about one hour and will be streamed to the official Arma 3 channel on Twitch.
During the live stream, Eden Editor Designer Karel Mořický and Arma 3's Creative Director Jay Crowe – supported by other members from the Arma 3 devteam – will provide a first look at the new editor, demonstrate its features and improvements over Arma 3's original 2D editor, and discuss some of the key design decisions. The only thing that's changed is everything.
With its long-standing focus on user-created content and modding, the classic 2D scenario editor has always been a major staple of the Arma series. Taking a massive leap forward, the powerful new Eden 3D Editor for Arma 3 will give players far more control over their creations than ever before. Users will now be able to directly create or edit entities, such as characters, vehicles, buildings and other objects, within the 3D game environment. They can also set mission objectives, define waypoints, control time of day and weather, and make use of all other functionality previously available in the classic 2D editor.
All of these capabilities can be accessed via Eden Editor's easy-to-use interface. It enables even the beginning user to create a basic single- or multiplayer scenario in a matter of minutes. The more advanced scenario creators, on the other hand, can continue to make use of the extensive library of custom scripts. Plus their previously created scenarios made in the original 2D editor will be backwards-compatible. In addition, modders can extend the editor's functionality via custom plugins. As such, the Eden Editor will form the go-to destination for playing around in Arma 3's rich military sandbox platform, featuring detailed simulation, large-scale terrains, and a wide variety of soldiers, weaponry, vehicles, and other objects.
Last but not least, due to the seamless integration of the Arma 3 Steam Workshop into the Eden Editor, sharing your scenario, and downloading the scenarios made by others, has never been more easy. With more than 16.000 scenarios, addons, and mods published to the Steam Workshop at present, Arma 3 players already have access to thousands of hours of additional gameplay – and this number is expected to grow significantly with the anticipated introduction of the new editor.
The new editor will be made available to all Arma 3 players for free as part of a future platform update. More details will be provided during the sneak preview live stream. The Eden Editor's release date will be shared at a later date.