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  SITREP #00157 Official    

On May 24, 2016, Joris-Jan van 't Land has reported a SITREP #00157 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Development Status, Rendering Optimizations, VON Improvements
PRECEDENCE: Flash

SITUATION


We would very much like to release the 1.60 update later this week. That would clear the way for the final leg of our journey to Apex. It would allow us to start staging some very interesting components of the package in phases. And of course it would mean everybody gets to enjoy the Visual Upgrade and other improvements. Give the most recent RC branch a go if you can, and alert us to any last-minute issues on the forums. Our developers' work on Apex is meanwhile subject to Strict Data Lock and Localization Lock. For those of you new to our development cycle, this means that all work and changes in data must now be explicitly approved. We do this to consolidate the package, to monitor how all components interact with each other, to stabilize the build, and of course to pester our beloved devs! The second lock means the bulk of texts have been submitted for translation and any further changes need careful coordination. This doesn't mean work has finished, far from it, but we're nearing our destination on the #RoadToApex.

INTELLIGENCE


Reality Gaming Task Force is back with an action-packed montage that was compiled from 600 clips during 6 months of gameplay compressed into 6 minutes of video.



The Spanish FFAA mod is no stranger to our reports either, but we simply cannot ignore this gorgeous cinematic!



Completing our round of REPregulars, Kydoimos of Resist fame has published a handy collection of scenario design props to Steam Workshop.




OPERATIONS


A few optimization-related entries appeared on the Dev-Branch change logs recently. Now that Tanoa is nearing its final form for release, it allows for more effective and targeted optimization work to be done. Doing this while locations aren't yet populated, or the thousands of placed objects don't yet have final Levels Of Detail, could skew results. A set of rendering optimizations by Senior Programmer Lukáš Bábíček has now come online, covering areas like preparing the scene for rendering in smarter ways, aggregating the terrain grid, drawing distant objects that have become reduced to mere pixels, LOD-handling, calculating terrain shadows, etc. Even though these optimizations were benchmarked on Tanoa, they can definitely help on other terrains. But there are risks also. It may be that one type of scene now works better, while another runs worse. Or various kinds of visual glitching may have become more prominent. We'd like to hear your own observations and measurements. Please note that the Dev-Branch build does have some additional performance impacts compared to main branch (diagnostics e.g.). Also try to rule out external factors, such as corrupted data and defragmented drives.

LOGISTICS


There has been an overdue and multi-angle effort to improve our native Voice-Over-Network technology. At this stage the goal of this work is to make vanilla VON properly usable, not to match the excellent work of the various radio communications mods out there. At a low-level we have Programmer Dmitro Panasenko looking at the underlying technology. The game now supports the Opus codec next to Speex (use vonCodec = 1 in the server.cfg). There have also been optimizations and fixes to address the stuttering issues. These are hard to verify due to the high number of players needed in a session, so we eagerly await your experiences. Coordinated by Designer Karel Kališ, there are also UX enhancements in the pipeline. Available now is a separation of VON and (text) chat, with control for servers and scenarios. More improvements, such as muting options, are being looked into, but we're not yet sure when we can deliver those. Read more details in this forums write-up on the current state, and feel free to leave your feedback.




  May 24th, 2016 - 22:05 By Old Bear   Comment (0)  

  SITREP #00156 Official    

On May 17, 2016, Joris-Jan van 't Land has reported a SITREP #00156 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Release Candidate 1.60, Limping, Line Drawing, Quick Play
PRECEDENCE: Flash

SITUATION


That was quite the weekend for Arma 3! A huge amount of players tried the game for free over the past few days, beating our concurrent player record. Plenty of recruits have also made their enlisting a more permanent career. We'd like to welcome everyone to the Armaverse. You've picked a perhaps slightly turbulent but very definitely exciting time to jump aboard. A new expansion is on the horizon and we're still supporting the platform with a motivated team. Keep an eye on the reports in our Dev Hub, like the one you're reading now, for our Intel on the #RoadToApex. Our last pitstop is the 1.60 update, for which we've just started the public Release Candidate test. Thank you for contributing to the splendid release prep!




INTELLIGENCE


Last week's dev photo shows on-going focus tests of the Apex co-op campaign. Design Lead Jaroslav Kašný and Senior Designer Thomas Ryan carefully observe several Prague QA testers as they had their first proper play-through of the missions (on the actual photo they were just preparing for the session in Eden Editor). They took notes on issues, progress, flow, comprehension, challenge, balance, fun and more. All feedback was taken back to the Playable Content lair for use during development iterations. The 1-4 player campaign with ties to "The East Wind" will be one of the last components of Apex to be available to you on Dev-Branch, but we think the multiplayer experience will be worth the wait.




French unit Le 126 RIM has shared a nice promotional video in the form of a gameplay cinematic showing a High Value Target extraction.



OPERATIONS


You can now share information on map interfaces a little more conveniently, because we've added a simple ability to draw line map markers (in addition to inserting standard symbol markers). Thanks to Programmer Marcel Marciš and Designer Radko Voda, you can just hold Left Control and draw using the Left Mouse Button. The map interface has also been enhanced by two combo boxes, one to select the marker color and one to change the inserted symbols (the old arrow key selection methods will still work). Any placed markers can be removed by hovering over them and pressing Delete. Visibility of the new line markers is handled the same as for any other type (via active radio channels). We are looking at methods of controlling potential spam. Please let us know your notes on this feature on the forums.




We've long wanted to reflect a character's injured leg restrictions in a more immersive manner. Thanks to an effort coordinated by Animation Encoder Martin Kašpar, and supported by our other animators and MOCAP technicians, characters with leg injuries will now be limping as they try to move. This involved quite a few changes in the animation spider, so if you spot glitches, let us know in this forums thread.




There is one more surprise feature that is to be included in the 1.60 update: Quick Play. Finding a suitable multiplayer server can be quite time-consuming, especially when you're new to Arma 3. There are many things to consider, like custom modes, required mods and servers with special rules. While we've recently added an improved to the Launcher, with powerful filters to find suitable sessions, we also want to cater to those players with little time or awareness of the varied multiplayer scene. The idea behind the new Quick Play display in the game is to get you playing with as little user input as possible. You simply pick a desired game type, maximum ping and searching method - then the game will try to get you into a server automatically. Importantly, this system takes into consideration the mod mix you're using, so it will only connect you to servers that are compatible. To make it very clear: this is not intended to replace the existing browser(s), but to be a companion tool. This also is a first version, and please be aware of limited server availability during RC testing. As with our other improvements, do please visit the forums to leave your notes.




LOGISTICS


If you'd like to participate in 1.60 , please check our forums overview for the highlighted changes. The Steam access code follows its regular format: Arma3Update160RC. Since Feedback Tracker isn't quite ready yet to make its re-appearance, please report issues to the RC discussion thread or Troubleshooting section. We're also monitoring discussions on the Arma subreddit, and several other channels. This might also be a good moment to remind you of the Campaign Unification, which will affect existing saves!




Let's wrap up this week by enjoying a small selection of the great screenshots that have come our way recently. Special kudos go to Lapinaur, who has been relentlessly publishing sweet artwork almost every day. But our thanks go to all war photographers out there - your pics bring little morale boosts to us every time we see them!







  May 18th, 2016 - 06:17 By Old Bear   Comment (0)  

  SITREP #00155 Official    

On May 8, 2016, Joris-Jan van 't Land has reported a SITREP #00155 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Launcher Upgrade, CfgPatches Revamp, Difficulty Overhaul Phase 3, Work Drive
PRECEDENCE: Flash

SITUATION


We are presently preparing a snapshot build for the 1.60 update that we'd like to release at the end of this month. We feel that we should point out this is another complex update that affects the game in many areas. Some of those are very prominent, like the Visual Upgrade. Some are more low-level and explained later in this report. As is usual for Arma 3, these changes have been available on Dev-Branch for weeks if not months. We will also soon stage a public Release Candidate for even broader testing. And of course we're doing our own extensive build tests. As we've learned, no matter how hard we all try, there is a risk of errors sneaking in. Please know that we will work hard to mitigate the risks and to address issues should they appear. Ultimately, doing these changes now will pave the #RoadToApex, and hopefully provide a smooth landing on Tanoa.

INTELLIGENCE


There is a new Dev Diary coming your way. Focusing on the Apex expansion, a few key developers on the project will share exclusive information and reveal some of the behind-the-scenes processes. This should finally provide a clearer picture of what Apex is going to bring in terms of its setting and sandbox additions. Most of the interviews have already been recorded, and the editing is now starting. As you can see on the weekly dev photo, our Creative Director Jay Crowe was sharing his thoughts so passionately that he drew the attention of a rather unusual audience.




The new Feedback Tracker sent out its first signs of life this week, although it did so a little too intensely. Some of you received large numbers of e-mail notifications (from a >@bistudio.com address) about seemingly random tickets. This was caused by the first attempt to import the old database into the new system. Our web team is trying another approach now, so FT is probably still offline while you're reading this. Our goal is to have the full collection of tickets available with minimal loss of data, including re-directs via the old URLs. We'll let you know when things are fully online and ready for your reports (not just for Arma 3, but other games as well). Meanwhile please keep using the Troubleshooting section on the forums.

The community ARMAnet podcast is still going strong and we can wholeheartedly recommend listening to its fifth episode. They interviewed several members of the Community Upgrade Project: Alwarren, Slatts and Varanon. In a very insightful and stimulating discussion, they went over the history of their mod, their methodology and the team's organization. The guests and hosts also debated the pros and cons of working on an evolving platform such as Arma 3's. Check out this episode and the older ones via PodBean or iTunes!




Ahead of their 3.0b release, the Unsung Vietnam Mod have uploaded a lovely atmospheric promo trailer by IN8II. We're keen to see what they'll achieve with the Visual Upgrade. It's looking very promising!



OPERATIONS


One of the Launcher team champions, Jiří Polášek, has reported on a significant upgrade that has been staged to Dev-Branch recently. Its 1.5 version brings great new improvements to the Server Browser, such as more robust handling of various types of required (server) mods and DLC detection. It even sports partial support for non-Workshop mods. A list of the specific changes is available here. There is one particular thing to highlight, since it will appease many of you. Until now, due to technical limitations in how Steam handles Workshop content, you'd often have duplicates of mods on your harddrives. The Launcher team has now found a way to utilize mods directly from the Workshop cache. That means the Launcher will also delete the copies it had created in the Arma 3 install folder (those are no longer needed). Jiří adds a warning for advanced users who tried to work around the issue themselves by deleting or otherwise manipulating the cache: "If you had developed the habit of deleting the Workshop cache files, please stop doing so. After this update, you would be effectively be removing the actual mod files. Only the first time Launcher 1.5 is started, it will attempt to restore the Workshop cache with files from the Arma 3 folder. Afterwards, this fix will not be possible without a re-download (verifying integrity of game cache)."




In preparation of new addon identification features (mainly for Eden Editor - we'll have more details for you soon), we are revamping all CfgPatches classes; the part of the game's config which is responsible for the load order of configuration files. We are unifying the way these classes are named, which results in some new classes and some obsolete ones. The obsolete classes will still be available in-game for backwards compatibility, meaning that there shouldn't be any issues in the long term. However, once these changes appear on Dev-Branch, scenarios created in that version of the game might not be compatible with the main version of the game until the next main branch update (1.60).

Having previously reported on phases 1 and 2 of the Difficulty Overhaul, we can now say that the 3rd and final phase is live on Dev-Branch. A simple but useful addition is a set of text descriptions and image previews of the various options. This should finally do away with the sometimes vague labels of the past, and make it clear what you're changing.




Cooperating with the Designer departments, Junior Programmer Rastislav Tisovčík has also implemented a new forcedDifficulty server.cfg parameter. It allows server administrators to force a particular difficulty preset for all scenarios played on a server. To better communicate this to players, a few User Interface tweaks were made as well. You'll find the details in the relevant forums thread.

LOGISTICS


Tools Commissar Julien Vida shares with us details on an update to Work Drive - a tool in our suite that handles the working drive (P) and its content. Its new iteration lets modders extract PBO data in a simple and optimized way. Head on over to our forums for a full analysis by Julien himself. We'd like to remind everyone that you should always pay careful attention to any license covering the data you're extracting. Respect each other's hard work and let us all enjoy a productive, collaborative and rewarding User Generated Content scene!




  May 11th, 2016 - 16:58 By Old Bear   Comment (0)  

  Isla Abramia 1.22 by IceBreakr Addon release    

IceBreakr has released an updated Isla Abramia 1.22 on his site

Urgent new release: Isla Abramia 1.22!

I've managed to fix all the v1.1 reported bugs and added a new smaller island with Mental Asylum for those zombie missions ;) enjoy! See changelog in the archive for more info. If you are experiencing missing grass clutter disable addon Island Panthera A3 (@panthera_a3). I'll release an update for Panthera soon.





  May 9th, 2016 - 08:33 By Old Bear   Comment (0)  

  SITREP #00154 Official    

On May 3, 2016, Joris-Jan van 't Land has reported a SITREP #00154 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Tanoa Sector Tests, Community Guides, 1.58 Re-Released
PRECEDENCE: Flash

SITUATION


Seeing how we're very busy to deliver Arma 3 Apex, there isn't a lot to report on this week. You'll be happy to know that this effort includes our Marketing Communications people working on various avenues to shed more light on the expansion. Over the next two months, we'll finally be showing more about the assets, features and the Tanoa crown jewel. At the moment we don't yet have a concrete timeline for staging the components to Dev-Branch (besides what was already released on the #RoadToApex of course!). Our usual approach is to stage Sandbox assets (vehicles, weapons, characters, props, Tanoa) in several phases first and Playable Content (co-op campaign) last. Features sneak in continuously throughout, as they have for the past while. Once we decide on the specifics, we'll be letting you know via our usual channels.

INTELLIGENCE


In cooperation with Andrew "Dslyecxi" Gluck , we've published another entry in the Community Guide video series. The "Reconnaissance" episode deals with methods for conducting recon and why you would benefit from doing it in the first place. Andrew describes it as "looking for the enemy in a low-profile manner", which can be useful regardless of your play style or favorite mode. It will allow you to get an understanding of the tactical situation before you execute a plan of action. Tools of the trade include: binoculars, magnified scopes, remote cameras, UAVs, UGVs, recon helicopters and operators on the ground. A key take-away: always preserve the element of surprise!



If you haven't seen the rest of the Community Guides, view them all in this playlist. You can also access them from within the game, in the LEARN sub-menu. Because the game has evolved a lot since its initial release, we've added a few disclaimers to make it clear using which version each guide was recorded. Some of the Intel presented may be outdated, but the overal knowledge contained within the series is definitely still worth your time.

OPERATIONS


The splendid environment team, led by Martin Pezlar, still has a lot of work ahead of itself, cutting their way through the 'green hell' of Tanoa. As a sign of good progress, they have recently requested thorough sector testing from our hard-working Quality Assurance testers. The terrain is divided into 8 big sectors, which consist of a total of 32 sub-areas. Many of those are now undergoing rigorous and detailed testing by the ladies and gentlemen in the QA teams, for which we thank them! They are focusing on a broad range of issues so that we can fix them ahead of release. To give you an impression of what they're scanning for: misplaced objects, weeds growing where they shouldn't, missing textures, inconsistent visual appearance, satellite map blending errors, collision problems, AI navigation glitches, road and path network disconnections, terrain mesh irregularities, 2D map topography mistakes, and more. As further sectors are made ready by Martin's team, they too are submitted for testing. At the same time, Tanoa is being set up for its lighting configuration. Situated in a different part of the world, there are noticeable differences compared to Altis and Stratis. Slowly but surely, and with excellent cooperation with our artists and other departments, the archipelago is made ready for your eager exploration.

LOGISTICS


Hotfixes for update 1.58 and the Arma 3 Tools were published to the respective main branches last Thursday. For the game this should have solved the performance issues connected to the system malloc, plus some crashes and a problem related to difficulty settings on Dedicated Servers. Further difficulty issues are under investigation, so that we know exactly whether some behavior may have changed unintentionally for example. We are also still searching for the cause of various server crashes reported by admins.




  May 3rd, 2016 - 18:15 By Old Bear   Comment (0)  

  New Arma 3 video reports on reconnaissance Videos    

Korneel van 't Land has informed us about new " Arma 3 video reports on reconnaissance" release.

Prague, Czech Republic, April 29th 2016

With its massive open combat environment, in which unexpected engagements can end an operation in the blink of an eye, reconnaissance is a vital element in Arma 3's gameplay. To help players gain a greater understanding of the tactical situation, Bohemia Interactive today released a brand new episode (watch on YouTube) in the official Community Guide video series on how to conduct reconnaissance in Arma 3.

The new video explores what to look out for when scanning the terrain, as well as the various methods of 'recon' in Arma 3, ranging from infantry using binoculars and magnified scopes, to helicopters with magnified sensor suites, and Unmanned Air Vehicles (UAV) or Unmanned Ground Vehicles (UGV).



DOWNLOAD VIDEO (MP4)


The Arma 3 Community Guide series is created in collaboration with Andrew Gluck (better known as Dslyecxi - leader of the popular Arma community group Shack Tactical). 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, defense, and the Arma 3 Zeus DLC. The complete Community Guide playlist is available on Arma 3’s YouTube Channel.

If you're curious to learn more about Arma 3, be sure to visit www.arma3.com, and follow Arma 3 on Facebook, Twitter, YouTube, and Steam to keep track of all the latest news.



  May 1st, 2016 - 22:27 By Old Bear   Comment (0)  



 
 
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