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|AGW|TC-Ed
Today at 09:32:58 PM by |AGW|TC-Ed
Views: 3 | Comments: 0

 



SPOTREP #00004 Game Update: 0.58!

The latest sitrep blog posting announces the release of the latest update for the alpha.  Details below...


reported
by Joris-Jan van 't Land
on Thursday 23rd May 2013

FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
SIZE: ~855 MB

CHANGELOG

DATA

    Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
    Comprehensive lighting tweaking (details)
    Environmental tweaks: sun, lens flares, material changes for changed lighting
    Lights optimization
    Lighting tweaks for vehicles (headlights, positional lights) and flashlights
    Increased light intensity of muzzle flashes
    Added: dedicated combat radio protocol
    Added: dedicated stealth radio protocol
    Fixed various radio protocol issues
    Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
    Alarm sound now also configured under CfgSounds, as “Alarm”
    Improved Ka 60 fire geometry
    Various types of lights on the Ka 60 improved (placement, parameters)
    Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
    Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
    Adjusted mass distribution of MH-9
    Fixed: Position lights of helicopters have been adjusted
    AI helicopter handling improved
    Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
    Speedboat (minigun) now uses correct muzzle points
    Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
    Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
    Tweaked MRAPs' maximum light radius to improve performance
    MRAPs should have tracers every third shot now
    Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
    Launcher AI settings and weapon performance configuration tweaked
    Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
    Material penetration properties modified
    Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
    Holosights have been replaced by ACO for Katiba
    12.7mm HMG Rate of Fire fixed
    Tweaked missiles for AH-9 to be better used by AI
    Adjusted DAGR locking cone and adjusted its AI characteristics
    Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
    Fixed: MXM and MX SW handles have better materials
    Range Master character added
    All chest rigs should be of better visual quality
    BLUFOR marksman's has changed its color to match his uniform
    Removed hand grenades from helicopter pilots and crew
    Diver UW magazine count modified
    Automatic rifleman shouldn't have a tracer round every bullet anymore
    Removed little cubes from BLUFOR rifleman's right wrist
    Fixed: Missing texture of backpack has been re-mapped
    Movement speed tweaking and unification deployed
    Various little tweaks and fixes on common houses
    Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
    Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
    Added numberOfDoors parameter to structure configs
    Added numberOfHatches parameter to structures configs
    Reduced durability of reflectors and markerlights on structures
    Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
    Last / distant LOD for plants improved
    Fixed: various bush material / alpha shaders
    Smoke shell effect tweaked
    Rocket effects tweaked
    Blood hit and fire dust effects tweaked
    Added small settlement near Kamino firing range
    Stratis bridges improved for characters and vehicles
    Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
    Tweaks to Stratis lamp placements
    Fixed: Sandbag barriers adjusted on Stratis
    Added: New system for displaying scenario overview information
    Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
    Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
    Added tooltips to CListBox and key presets
    Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
    Welcome Screen no longer shown for new profiles made during the same session
    Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
    Added: Debriefing now shows number of respawns instead of reverts in multiplayer
    Fixed: Quick command linked to the old communications menu
    Added: Correct cursor for supports communications menu
    Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
    Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
    Added: Communication menu manager
    Function BIS_fnc_objectsGrabber would sometimes not close the output Array
    Fixed: Functions viewer was not working when launched from mission editor
    Added: Adding new control presets and their tooltips
    Fixed: Notification area is now wider
    Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
    Field Manual Commanding / Move hint improved
    BIS_fnc_arrayShuffle added to functions
    Fixed: BIS_fnc_infoText was using obsolete sound
    Added: A notification is displayed when a new communication menu item is added
    Fixed: allowFunctionsRecompile description.ext param had no effect
    Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
    Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
    Optimized: BIS_fnc_selectRandomWeighted
    Added: Variable header added to local functions
    Fixed: BIS_fnc_sortBy ignored entries with duplicate values
    Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
    Fixed: Chromatic aberration remained when camera was launched from the pause menu
    Removed: pauseOnLoad.sqf redundant script
    Optimized: Module framework now loads modules significantly faster and takes less time during a mission
    Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
    Added: Error message will now interrupt loading screen
    Fixed: The default editor template was still calling functions
    Fixed: Feedback FSM optimization
    Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
    Added: Correct ETA for mortar support in SCUBA mission

ENGINE

    New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
    Updated to Physx3.2.4
    Fixed several MP synchronization issues
    Fixed several crash opportunities in SP and MP
    Several inventory interaction and stability fixes
    Removed destroyed buildings from PhysX simulation
    Fixed: Wheel speed in damaged or destroyed state
    Dynamic light influence to AI visibility tweaked
    Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
    Fixed: Hard limit usage while performing light sorting
    Added: New hard limits implemented into particle lights
    Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
    Fixed: Starting scenarios from subfolders did not work correctly
    Fixed: Audio distance curve
    Added: Radio filter / effect
    Fixed: MX UGL had a displaced crosshair
    Added: Loiter waypoint
    Fixed: AI will not eject before player
    Fixed: Taking additional ammo for pistol would play reloading sound
    Fixed: Certain magazines could not be moved to another container from backpacks
    Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
    Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
    Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
    Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
    Fixed: Texture flickering on wrecks
    Fixed: Tooltip crash in MP sessions listbox
    Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
    Added lbSetTooltip script command
    Removed redundant CfgFirstAid >> firstAidScript
    Small optimization of face mimics
    Fixed: enableFatigue command was not working
    Fixed: Manual control for locked missiles works again
    Added: Most detailed shadow lod is now displayed in view pilot
    Fixed: Helicopters engines now are damaged correctly upon contact with water

|AGW|TC-Ed
May 22, 2013, 09:24:38 PM by |AGW|TC-Ed
Views: 15 | Comments: 0

 



SITREP #00012 INFO: incoming Alpha update, Sniper Package!

The latest sitrep blog posting talks about an update to the beta & sites a new "Sniper Package" that includes a gillie suite, anti-material rifle & scope  Details below...

NOTE: THIS UPDATE IS RELEASED, SIMPLY OPEN STEAM TO UPDATE...
UPDATE IS 855.1 MB




reported
by Joris-Jan van 't Land
on Wednesday 22nd May 2013

FROM: Project Lead
TO: Alpha Users
INFO: incoming Alpha update, Sniper Package
PRECEDENCE: Flash

SITUATION

The majority of the team is now prepping the Arma 3 Beta content in weekly iterations. Of course we do also have an Alpha to support, and things are looking good for a new large Alpha update tomorrow (*insert the usual catastrophe disclaimer here*). Seeing how last SPOTREP was mostly a hotfix, this one will have a long list of Development branch changes - including recent tweaks to lighting and audio. It's also possible it contains things that had not yet made it to Development branch. This is a full snapshot of the game, unlike Development branch, which only contains manual requests from any developer on the team.

Meanwhile on Development branch itself, you will start to see a small but cool content addition for the Alpha. We are going to be staging our "Sniper Package" there. It is to be included in the Alpha update after the one tomorrow. The package contains a sniper / spotter duo for BLUFOR and one for OPFOR. Both will have an improved ghillie suit and anti-materiel sniper rifle with standard optics. At their disposal as well is a portable rangefinder. We will not actually announce this addition widely until we release it into main branch, but we're sure you'll be able to find them in the editor sandbox - look for moving shrubbery!

INTELLIGENCE

Our trusty (Sandbox) Design Lead, Lukas Haladik, premiered a new series of 'Report In!' developer interviews. He talks about his career at Bohemia Interactive, the design of a sandbox experience, the editor and more.

Unlimited saves will be disabled for all difficulties except "Recruit". This means you'll have only one save slot per mission, which you cannot overwrite. It should motivate you not to be reckless and stimulate you to plan your every step. Scenario designers should take this into consideration and balance their scenarios appropriately; offering automatic checkpoints and tweaking enemy strength is a good place to start. We hope to expand upon this decision in a blog post at a later date.

OPERATIONS

It is now possible for all Supporter Edition purchasers to leave a personal message for the Arma 3 main website - keep the motivational shout-outs coming!

LOGISTICS

Keep in mind the Arma 3 Alpha Lite will become unavailable after June 18. This means it will be disabled as Steam application and be removed from your libraries. Any unclaimed Lite access codes will be revoked. From that moment we will enter a phase during which you can only access Arma 3 by purchasing it. As with all of our previous games, we will definitely return to the free game space with a demo after full release.
|AGW|TC-Ed
May 14, 2013, 09:27:19 PM by |AGW|TC-Ed
Views: 58 | Comments: 0

 



SITREP #00011 News of Beta coming soon!

The latest sitrep blog posting talks about the beta, no date of release is given, but we are finally seeing news come out about the beta, they say weeks instead of months & also mention there will be a lot to look forward in the beta.  Details below...




SITREP #00011
reported
by Joris-Jan van 't Land
on Tuesday 14th May 2013

FROM: Project Lead
TO: Alpha Users
INFO: Beta preparations, combat radio protocol, respawn system
PRECEDENCE: Flash

SITUATION -

This week our grand Beta mobilization has begun in earnest. As such, this SITREP will be quite light on Intel - too busy rallying the troops. We are putting a lot of effort into getting the selected content working well. Understandably you would like to know already what this content will be, but we'll not specify for a few more weeks. This is not (entirely) to torment you, but we want to make sure we can deliver. Be patient a little longer and you'll be rewarded with a cool upgrade to the Arma 3 sandbox with more variety and firepower. Hints of specifics may start dropping in the coming weeks, but look towards a certain large annual game expo for all the details!

INTELLIGENCE -

Supporting server admins continues by giving back the possibility of hosting multiple servers per HW / OS-instance. Keep an eye on the Dedicated Server status thread to see where we are on the road map.

Designer Karel Mořický has worked on making respawn systems more consistent by introducing templates. These control the suite of scripts and effects executed when a player dies and respawns (e.g. spectator camera and seagulls). The framework is documented for multiplayer designers on the Community Wiki.

OPERATIONS -

This week we are making another internal Alpha snapshot for evaluation. If it passes, we intend to release it via SPOTREP next week. This is quite soon after the previous update, but that was really more a hotfix. It did not contain most of what was already on Development branch. This update should also be the first to include the separate Dedicated Server binary for default branch.

The Audio team and Creative Director Crowe are busy recording the radio protocol (including a new protocol for combat situations - more tense and stressed) with more voice actors. One 'Jayholder' protocol and one other actor variant of this can already be heard in Development branch starting today (when your squad is in combat behavior mode). They are still finding the sweet-spot for tone as they do more recordings. A stealth protocol is Oscar Mike.

The Arma 3 Beta will be using the exact same application on Steam as the Arma 3 Alpha (Lite will be discontinued as previously announced). There will not be a need to re-install or install a different game (but the update is going to be hefty in size). In the weeks leading up to the actual release on default branch, we will likely be staging Beta content on the Development branch. Such staging will of course be announced with details, but there is to be a transition period during which you see Beta content in a game branded as "Alpha". We hope you'll be able to suffer through this confusion and enjoy the glimpse at the future.

LOGISTICS -

Caution: when we do transition to Beta, we will intentionally change the user profile paths. Mainly we want to do this to provide one more proper default detection of options (reset). We do not plan this for the transition from Beta to full release. It should not be too much of a hassle, since if desired you could copy (with some renaming) existing profile files.
|AGW|TP-Fir3fox
May 11, 2013, 01:19:32 PM by |AGW|TP-Fir3fox
Views: 71 | Comments: 0

 


Arma 3 AAS Pubbing night!

The first time we used AAS is back in the good ol' days, i worked on some custom AAS missions for AGW wich we are testing this weekend.
The missions are all 100 Man Missions with all the weapons/vehicles that the current alpha version brings.

We will start around 7PM est or maybe earlier it depends on who we have on teamspeak atm so for all you out there who wants some good ol' action? hop on teamspeak tonight!

NEW TS3 IP: 84.28.163.194
no password needed.


Current AAS Missions
  • AGW Agia Marina

  • AGW Agios Cephas

  • AGW Camp Maxwell

  • AGW Girna

  • AGW Stratis


More Missions to come!
Pages: [1] 2

AGW Recent Posts/Topics

SPOTREP #00004 Game Update: 0.58 by |AGW|TC-Ed
[Today at 09:32:58 PM]


SITREP #00012 INFO: Alpha update, Sniper Package by |AGW|TC-Ed
[May 22, 2013, 09:24:38 PM]


Re: DayZ? by |AGW|TP-Fir3fox
[May 22, 2013, 08:14:00 PM]


Re: DayZ? by |AGW|TA-Tacho
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Re: DayZ? by Whispy
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