***ArmA 3 Thread***

ommunity Announcements - YorisYan
FROM: Project Lead
TO: Beta Users
INFO: Sandbox staging, Review version, Radio Protocol
PRECEDENCE: Flash

SITUATION

Release prep continues and we're carefully juggling what changes we will still update the September 12 release version with. Today we're also sending the press review build to the global games media. We're excited to learn what they think about the game and Arma 3 as a long-term platform. The current version on development branch is not representative of this review version entirely - that branch contains experimental changes and of course still lacks content. That is about to change however; tomorrow's devbranch update will add all sandbox release content - a week before the rest of the world gets to enjoy it all!

More in the full SITREP

http://beta.arma3.com/sitrep-00024

Besides the memory hotfix and workaround above, the programmers are working on optimizations to reduce the game's memory footprint generally. Some of these efforts have already made their way to devbranch, and more will come soon. A few examples of areas they are working on: the system dynamically generating road models on the terrains, on-the-fly shader creation based on current video settings, and storing of font data (Arma 3 supports a lot of large character sets such as Japanese and Korean).
 
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Before the tanks update me and my mate noticed somit when messing about on altis. Look at the floor and gpu is 99% in gpuz, i look at a lot of houses and its 60%. I hope this performance weirdness gets sorted. Cos ud think it would drive the gpu more when lookin at a bunch of houses instead of just lookin at the floor yeah?
 
Before the tanks update me and my mate noticed somit when messing about on altis. Look at the floor and gpu is 99% in gpuz, i look at a lot of houses and its 60%. I hope this performance weirdness gets sorted. Cos ud think it would drive the gpu more when lookin at a bunch of houses instead of just lookin at the floor yeah?

Rendering close up textures probably, the ground is quite detailed on this :p
 
Most fun I've had messing about on an Editor since BF2 Sandbox! Haha. Hope they keep the 330kph car in :D

Was very surprised to see my PC could handle it maxed out vsync'd at 60fps with 6000 view distance! Great optimization!
 
Most fun I've had messing about on an Editor since BF2 Sandbox! Haha. Hope they keep the 330kph car in :D

Was very surprised to see my PC could handle it maxed out vsync'd at 60fps with 6000 view distance! Great optimization!

What specs? Mine is struggling at times, seriously considering an upgrade soon.
 
What specs? Mine is struggling at times, seriously considering an upgrade soon.

Intel i7 3820 (Usually 4.5GHz - but was at 4.0GHz this time)
Corsair 16gb 1866MHz
GTX 680 Standard clock atm.


Too amusing! Pallets were the best I could find for a makeshift ramp.

The durability of jets are awesome too, landed without gear down expecting a big boom.
 
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Most fun I've had messing about on an Editor since BF2 Sandbox! Haha. Hope they keep the 330kph car in :D

Was very surprised to see my PC could handle it maxed out vsync'd at 60fps with 6000 view distance! Great optimization!

You can run it like that just in the editor or in online games too?
 
You can run it like that just in the editor or in online games too?

Haven't tried the multiplayer lately, will give it a shot now and see how it handles.

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Just jumped on a Altis Wasteland Sandbox.. 35fps with 1k View Distance, as to be expected I suppose, but I'll try some other servers
Tried an Altis Invade & Annex mission, about 50fps with Grass Detail NONE, 2000 View Distance out in the open/on top of mountains.. 40fps in base/in the middle of town
 
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Finally uploaded my new mission. All you budding pilots might enjoy it with your Track IR systems! ;)



Have a play and rate away, thanks!

Just played this with a friend and will put a vid up, only thing is the time of night is a bit of a pain, too dark later on without NVGS and the way it handles HDR with them on has really bad contrast with the sky.

Obviously I could fix this downloading a NVG gain mod, but I'd like to see it have a time of day parameter (didn't see if it had one).
 
Just played this with a friend and will put a vid up, only thing is the time of night is a bit of a pain, too dark later on without NVGS and the way it handles HDR with them on has really bad contrast with the sky.

Obviously I could fix this downloading a NVG gain mod, but I'd like to see it have a time of day parameter (didn't see if it had one).

Noted mate cheers. Can't say I've had a problem with it but one of the guys said the same. I'll have a look at adding it in. Also might add in save points but I'm not a fan of those really!
 
Anyone here with experience installing ACRE onto their server?

I am at a loss.

It is installed and Teamspeak recognises Arma has being "connected".

The comms work although nobody on the server can bring up the radio UI to change channel/volume.

Also, when transmitting, the "Transmitting" UI does not appear.

Have uninstalled/reinstalled, dependencies are installed.

No idea.
 
Just played this with a friend and will put a vid up, only thing is the time of night is a bit of a pain, too dark later on without NVGS and the way it handles HDR with them on has really bad contrast with the sky.

Obviously I could fix this downloading a NVG gain mod, but I'd like to see it have a time of day parameter (didn't see if it had one).

Added time of day parameter to the mission.
 
Anyone here with experience installing ACRE onto their server?

I am at a loss.

It is installed and Teamspeak recognises Arma has being "connected".

The comms work although nobody on the server can bring up the radio UI to change channel/volume.

Also, when transmitting, the "Transmitting" UI does not appear.

Have uninstalled/reinstalled, dependencies are installed.

No idea.

There are some vid tutorials on how to get it setup on utube, duno if that would help.
 
New update.

06-09-2013
EXE rev. 09860
Size: ~410 MB

Added title button with icon for favorite column. Tweaked positions of columns.
Fixed: Object variables were not assigned correctly when BIS_fnc_objectVar was called on non-local object. This affected for example respawn positions and communication menu items.
One of the SMGs had to be renamed. Welcome to the Sting SMG.
Fixed: Taking an AT directly will only take the empty tube (rocket will disappear) (WIP)
Removed animals from target list
Improved rules when crew ejects damaged vehicle
Fixed (hopefully): Terrain shader bug on latest NVIDIA drivers (+ slight optimization)
Fixed: MP CTD when client submit briefing screen via the Continue button
FIA faction was moved to the BLUFOR side. The other sides still have variants present in config (protected mode). Therefore, the original classes for FIA on Independent side remain in the game (but not visible in editor).
Fixed: Pop-up error in Range Master inventory
Improved Cyrillic font and added characters to Korean font
Fixed: Target category not updated after unit hit and AI was not reacting to fire
Changed civilian gunner in the FIA armed offroad

Fixed: MP CTD when client submit briefing screen via the Continue button
 
Got an SSD ready to pick up after I return from a week holiday to Tenerife :) BRAG.

Think I am right in saying the game is fully released on the 12th? So hopefully loads of content will be available the weekend I get back.
 
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