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Author Topic: A LOOK AT THE UPDATE COMING  (Read 10901 times)

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Offline DTRAX

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A LOOK AT THE UPDATE COMING
« on: Oct 04, 2014, 11:57 AM »
I`V BEEN WAITING FOR THIS

« Last Edit: Oct 04, 2014, 12:42 PM by PapaReap »

Offline Stogy

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Re: A LOOK AT THE UPDATE COMMING
« Reply #1 on: Oct 04, 2014, 12:40 PM »
Sweeeet!

Offline deathmetaldan

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Re: A LOOK AT THE UPDATE COMING
« Reply #2 on: Oct 04, 2014, 01:19 PM »
i have been watching videos about it and it is pretty awesome. You can finally check your inventory when you are in a vehicle :)

Offline DTRAX

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Offline Stogy

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Re: A LOOK AT THE UPDATE COMING
« Reply #4 on: Jan 24, 2015, 01:48 PM »
Dslyecxi Rant:

Amen Dslyecxi

Offline Denny

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Re: A LOOK AT THE UPDATE COMING
« Reply #5 on: Jan 24, 2015, 03:27 PM »
Wow, some of the best videos I've seen with Arma.  He makes a lot of points. :D
Check your ammo.

Offline PapaReap

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Re: A LOOK AT THE UPDATE COMING
« Reply #6 on: Jan 24, 2015, 03:37 PM »
Good watch here, thanks Stogy  :D

Offline Duke

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Re: A LOOK AT THE UPDATE COMING
« Reply #7 on: Jan 26, 2015, 01:41 AM »
Thanks Stogy and very well said Dslyecxi.
"Never give in–never, never, never, in nothing great or small, large or petty, never give in except to your own convictions of honour and good sense. Never yield to force; never yield to the apparently overwhelming might of the enemy.” Winston Churchill

Offline DTRAX

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Re: A LOOK AT THE UPDATE COMING
« Reply #8 on: Nov 30, 2015, 07:46 PM »
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.

INTELLIGENCE
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 past report). 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 Vojtěch Kovařič 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!


OPERATIONS
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 has also uploaded an unofficial functional mod version on Workshop. 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.

LOGISTICS
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.

Offline DTRAX

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Re: A LOOK AT THE UPDATE COMING
« Reply #9 on: Nov 30, 2015, 08:40 PM »

Offline DTRAX

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Re: A LOOK AT THE UPDATE COMING
« Reply #10 on: Jan 12, 2016, 05:38 PM »

FROM: High Command
TO: Arma 3 Users
INFO: Happy 2016, Mod Showcases, Server Browsing
PRECEDENCE: Flash

SITUATION
Welcome to another great year for Arma 3! In 2016 we'll be releasing the free Eden Update and the Apex expansion, both of which contain their obvious core components as well as a plethora of other additions and improvements. During the first quarter you'll see us focusing on Eden, with plenty of activity on Dev-Branch leading up to the update itself. The second quarter will finally deliver more details on the contents of the expansion. It's also when our window for letting you board your flights to Tanoa opens.

A warm welcome as well to the many new recruits who joined the Arma 3 ranks during the winter sales. You've picked an excellent moment to jump in. Not only do we remain committed to improving the game and its platform, so does the ever-growing community of content creators. Several massive mods were released in 2015, with many more on the way. We're also curious about the smaller, experimental and slightly crazy mods that will showcase the capabilities of our engine. And let's not forget the boost in custom scenarios after Eden Editor becomes available to everyone.

Happy New Year!


INTELLIGENCE
Sometimes we'll see videos come along that capture the essence of Arma 3's combined arms warfare very well. DuckRustler of the Rifling Matters unit has made one such cool montage of their varied multiplayer ops last year. Great job!


It's almost impossible to comprehend the huge amount of content added to the game via the Community Upgrade Project. This inspiring collaboration of community modders is focused on bringing our Arma 2 assets to Arma 3 with many lovely upgrades. They have recently released the next major component of this effort: all legacy Terrains. From Chernarus to Takistan and Shapur to Proving Grounds, this pack expands the sandbox in mind-boggling dimensions. The team has build upon the groundwork done in the A3MP and AiA terrain packs, so kudos to their authors as well. Just take a look at this short video to get an impression of the variety in biotopes you are able to conveniently play in. CUP is also very well set up for our Launcher's mod dependencies, so both installing and updating are super smooth.


We can also recommend you check out the updated and consolidated release of Resist. This winning Make Arma Not War entry is a perfect fit with the vanilla campaign (author Kydoimos recommends you temporarily disable other mods to experience the scenarios as intended). You play Cpl. Coleridge in parallel to the events of "Survive". We're still amazed to see the splendid presentation, custom voice-acting, original sound track and many awesome details such as new objects and character emblems. The missions can also be quite challenging, so bring your A-game to the Stratis front lines!


OPERATIONS
Browsing multiplayer servers is long due an enhancement. That's why we've investigated the best way to improve this functionality for Arma 3. The first results can be seen on Dev-Branch as of late last year. We're adding a better Server Browser to the Launcher. It has more powerful filtering options and will be able to handle mod dependencies better. Read a more detailed report in a recent OPREP by Senior Designer Bořivoj Hlava. If you've already given the browser a try yourself, pop by the forums to share your feedback!



A second new OPREP was posted by Community Developer Greg Becksted soon thereafter; this one a retrospective on the End Game Tournament. Greg explains what our motivations and goals for this first official tournament were, and discusses the lessons we've learned for the future. We have definitely enjoyed the experience a lot and feel like it has brought several player communities closer together. Let us know what you'd like to see next. Perhaps you can be the winner of a special award in 2016!



Encoding Lead Martin Gregor would like to let you know that there are going to be some changes to how assets are categorized in our scenario editor(s). To facilitate a more useful organisation in the many assets for Eden Editor, new properties and categories will be created and assets are to be moved between them. This may also affect the current 2D editor in a few cases, since these changes happen on an object-level (don't worry - there will not be drastic class name alterations for example - we'll document the configuration options soon). In addition, more objects will become available (e.g. military cargo buildings, other structures and ruins) to place in your scenarios and to create nice compositions.

LOGISTICS
A second 1.54 hotfix was released just before the winter break. It addressed various (mod) compatibility issues, fixed game instabilities and made small tweaks to weapon sway. There are however still several things we're working on solving as soon as possible:

We've temporarily disabled white-listing functionality in the remote execution technology. Once the tech was broadly enabled for standard scripted functions like BIS_fnc_MP, a lot of back-compat issues arose in custom scenarios. Or rather: the tech worked, but it asked for too many manual changes from server admins / scenario designers to set up their white-listing properly. Not doing so would cause parts of the tech to be disabled, and the scenarios to be crippled. It's important to note that you can still disable the technology, but you cannot allow it selectively at the moment. Operation mode 1 is currently doing the same as 2, whereas 0 still disables it. We are looking at an alternative solution that achieves the security and functionality with greater back-compat.
In order to isolate Altis Life server crashes, our programmers have continued to roll out special profiling executables leading up to Xmas. This has now finally pointed us in the direction of a source problem. Something is going wrong in specific character animations, and we're honing in on a solution.
Some players are seeing performance issues connected to audio, especially during intense fire fights. A fix for this is being tested on Dev-Branch, but it's being reported that you can use this work-around: try configuring your Windows sound Default Format to 16 bit, 44100 Hz.
Our partners at Virtual Programming have been working hard on updating the client port betas to 1.54. We're testing these updates in-house right now. There are a few issues that need to be solved before we can release them to you as well. Meanwhile we're discussing with VP and BattlEye whether it might be possible to support the anti-cheat service on the port platforms in the future. We'll keep you updated!
DEV-BRANCH RC-BRANCH
CURRENT VERSION
1.54
RELEASE CANDIDATE
No active RC-Branch
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Offline DTRAX

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Re: A LOOK AT THE UPDATE COMING
« Reply #11 on: Jan 16, 2016, 07:25 AM »

Offline Denny

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Re: A LOOK AT THE UPDATE COMING
« Reply #12 on: Jan 16, 2016, 08:09 AM »
The future of Arma looks sharp.  I especially like the container port coming with the new map. 8)
Check your ammo.

Offline DTRAX

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Offline Blankcache

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Re: A LOOK AT THE UPDATE COMING
« Reply #14 on: Feb 03, 2016, 01:33 PM »
Just a thought...

This will most likely break all existing missions and the mods which are in them.

I'm a big fan of the guns/island mods but maybe we should prepare for just vanilla play for a while for compatibility reasons.

I am most excited for the 3d editor and that cool Island they have created not to mention the cool aircraft being introduced.
“It's not the size of the dog in the fight, it's the size of the fight in the dog.”
― Mark Twain