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Soldier Intel

 
 
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|AGW|TC-Ed
May 14, 2013, 09:27:19 PM by |AGW|TC-Ed
Views: 47 | 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: 62 | 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!
|AGW|TC-Ed
May 02, 2013, 09:26:54 PM by |AGW|TC-Ed
Views: 276 | Comments: 2

     



    A3A Update 0.56 released!

    The latest update for A3A is released through Steam.  There is nothing you have to click or download, simply open Steam & your game will be auto-updated.  Details below...

    FROM: Project Lead
    TO: Alpha Users
    UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
    ACTIVITY: Game Update: 0.56 (multiplayer security)
    SIZE: ~38 MB
    CHANGELOG


    DATA


    • Added: Functions are now compiled using newly introduced compileFinal
    • Added: Functions meta data are now secured against rewriting
    • Removed use of vulnerable script commands in DynO functions
    • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
    • Fixed: BIS_fnc_sideColor can now load non-number values
    • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
    • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
    • Added: BIS_fnc_spawn
    • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
    • Fixed: BIS_fnc_error was not working correctly
    • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll



    ENGINE

    • Fog is now really enabled for this branch
    • getFuelCargo, getAmmoCargo, getRepairCargo commands added
    • Fixes to serialization of particle emitters
    • Fixed: shoreline was not covered by fog properly
    • Correct vonCodecQuality is set now
    • Fixed: Animation source gear for PhysX vehicles
    • Fixed: Ships are now using the correct Arma 3 gearbox
    • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
    • Fixed: canMove on a vehicle with dead driver would return false in some cases
    • Improved synchronization of structure destruction in MP
    • Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
    • Fixed: AI now uses optics better to detect enemies
    • Fixed: Switching HDR settings could cause graphical corruption
    • Added: Removing destroyed buildings from PhysX simulation
    • Fixed: Crash opportunity related to PhysX
    • Added: new events for inventory event handlers: "Take" and "Put"
    • Fixed: improved path planning related to roads
    • Tweaked darkness detection and use of NVG by AI
    • Minor optimizations to dynamic lights
    • Added: difficulty command to return high-level selected difficulty mode
    • Added: getArtilleryETA script command
    •    -Input Array: [unit, targetX, targetY, targetZ, magazineType]
    •    -Returns: ETA of the first available mode (the mode the AI will probably use)
    • Fixed: Glitch in blending of 2 animations masks
    • Added: compileFinal command
    • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
    • Made all script commands final (no longer possible to reassign in most circumstances)
    • Fixed: healing sound could play in an endless loop
    • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
    • On steep surfaces, players now crouch instead of fully standing up
    •    -showScriptErrors enabled by default

    read the rest...[/list]
    |AGW|TC-Ed
    April 15, 2013, 10:42:25 PM by |AGW|TC-Ed
    Views: 251 | Comments: 2

       



      A3A Update 0.54 released!

      The second update for A3A is released through Steam.  There is nothing you have to click or download, simply open Steam & your game will be auto-updated.  Details below...


      DATA

      • Added: improved public debug console
      • New light rendering added for bushes
      • More detailed middle distance terrain texture added
      • Adjustable stances for sidearms added
      • Sprint speed decreased
      • Tweaked transitions from ragdoll
      • Fixed transition from free fall into swimming and onto land
      • New animations for swimming with rifles
      • Rifle kneel sprinting fix
      • Rifle raised idling for AI fix
      • Pistol prone movement improvements
      • Rifle & pistol evasive move fixes (disabled optics)
      • Removed sway in prone adjust low
      • Pistol self healing
      • Improved pistol kneel sprint animation
      • Improved connection prone to sprint
      • Player could shoot a sidearm during the healing animation
      • Transition from prone to upright sprint while unarmed caused visual sliding
      • Priority of actions in action menu adjusted
      • Stratis terrain and object placement tweaks
      • New post-process effects for injuries added
      • Fixed fuel gauges for MH-9 helicopter family
      • MH-9 can now carry more soldiers
      • Duplicate target icon in Ka60 Helmet-Mounted Display removed
      • Ifrit cargo pose added
      • Compass visualization changed
      • New secondary shadow LODs (glasses, bandoleer, belt, rebreather)
      • Camouflage selection tweaks
      • Fixed: Sites are no longer placing patrol waypoints on water
      • Civilian Sites were disabled
      • Logo and tagline splash screens merged
      • Main menu game and version indicator could overlap
      • Added: Any mission with description.ext has now loading mission box with "Unknown" text
      • Added: Unknown author is now displayed also for maps
      • Fixed: Mission restart now resets reload counter
      • Added: Loading "continue" save will no longer raise the reload counter
      • Fixed: Mission failed had two debriefing screens
      • Fixed: "Lose" ending no longer shows "Mission Completed" title
      • Fixed: Error icon is no longer shown for logics
      • Fixed incorrect topic selection after closing and reopening Field Manual
      • Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings
      • Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it
      • Geometry fixing (AI collisions with buildings tweaked)
      • Config classes for weapons cleaned
      • Fixed: http://feedback.arma3.com/view.php?id=4189 (fish no longer only swim North)
      • Fixed: http://feedback.arma3.com/view.php?id=6333 (EBR sight alignment)
      • Fixed: http://feedback.arma3.com/view.php?id=6719 (spelling error)
      • Fixed: http://feedback.arma3.com/view.php?id=3087 (fire geometry - wall)


      ENGINE


      • New fog technology implemented
      • Picture-in-Picture optimization implemented
      • Terrain shadows tweaked
      • Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
      • Fixed: http://feedback.arma3.com/view.php?id=5210 (MP rotation synchronization fixed)
      • Fixed: http://feedback.arma3.com/view.php?id=1126 (Speed of sound delays tweaked)
      • Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
      • MP pose synchronization fixed
      • Improved performance related to object instancing
      • Fixed - AI disembarking when moving to another vehicle position incorrectly
      • Game loading with "addAction" crash fixed
      • PhysX collisions related crashes fixed
      • Fixed: http://feedback.arma3.com/view.php?id=6881 (out of memory crash)
      • Fixed: Crash while taking RPG Alamut from ground
      • Larger string buffer for the 'format' script command
      • Fixed: Reloading different magazine type could do nothing but remove the magazine
      • Destruction of vehicle while manipulating with objects in its inventory fixed
      • Ambient creatures' position after game load fixed
      • Fixed: remote destroyed wheels have now the right distance detection to the ground
      • Fixed: healing sound effects were endlessly looped
      • Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
      • Free fall inventory access fixed
      • Magazine manipulation while discarding weapons tweaked
      • Items' behavior while moving from dead body to container tweaked
      • Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
      • AI running up and down hill tweaked
      • Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
      • Fixed: RMB to equip did not work for binoculars
      • Fixed: Vehicle commander stepped optics zoom did not function correctly
      • Fixed: artifacts on water near shore when looking from high distance
      • Solved issues related to flickering optics


      Read the rest...[/list][/list]
      Pages: [1] 2

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