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DesGaizu
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Default 05-25-2013, 16:21 | posts: 3,003 | Location: UK

What's with the helicopter controls, is the helicopter drunk?
   
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millibyte
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Default 05-25-2013, 17:20 | posts: 464 | Location: Novyy Yeropol

I bought the alpha knowing that I'd be getting it later at some point anyway. I just hope they give us some content worth playing. Also, it would be nice if BIS grew a pair of cojones and gave us a real opfor campaign. This American/NATO rah rah stuff is *yawn*...
   
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Chillin
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Default 05-25-2013, 19:56 | posts: 6,446 | Location: Chilling

Quote:
Originally Posted by millibyte View Post
I bought the alpha knowing that I'd be getting it later at some point anyway. I just hope they give us some content worth playing. Also, it would be nice if BIS grew a pair of cojones and gave us a real opfor campaign. This American/NATO rah rah stuff is *yawn*...
That was their second game ever, "Red Hammer" expansion to Operation Flashpoint.
   
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millibyte
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Default 05-25-2013, 22:05 | posts: 464 | Location: Novyy Yeropol

Quote:
Originally Posted by Chillin View Post
That was their second game ever, "Red Hammer" expansion to Operation Flashpoint.
I know but even then, it ended up being all about evil Russian rogue General Guba.
   
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Default 05-26-2013, 01:02 | posts: 5,988 | Location: Канад

Nothing wrong with that I always Play Opfor well except Arma 3 currently they dont appeal to me at all
   
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Chillin
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Default 06-01-2013, 03:50 | posts: 6,446 | Location: Chilling

Massive update released:

Quote:
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
At the rate this is going, I think this might be the first ArmA game which on release might be playable.

Last edited by Chillin; 06-01-2013 at 03:59.
   
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Pill Monster
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Default 06-01-2013, 04:57 | posts: 23,950 | Location: NZ

Are they ever going address the GPU load issue?

So far its looking like ArmA 2 all over again.
   
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andressergio
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Default 06-01-2013, 05:16 | posts: 848 | Location: Montevideo-Uruguay

Quote:
Originally Posted by Pill Monster View Post
Are they ever going address the GPU load issue?

So far its looking like ArmA 2 all over again.
Months saying this to them and game runs like crap low fps
   
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Chillin
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Default 06-01-2013, 14:17 | posts: 6,446 | Location: Chilling

Quote:
Originally Posted by Pill Monster View Post
Are they ever going address the GPU load issue?

So far its looking like ArmA 2 all over again.
I think I recall them saying something about an overhaul for Beta in regards to CPU and GPU usage.
   
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andressergio
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Default 06-03-2013, 16:43 | posts: 848 | Location: Montevideo-Uruguay

For those that bought ARMA3 and u arent really happy with it you should read this, EVERY new member its been bashed or warned on the forums for saying the truth that the game runs like crap even in polite words...i received my 2nd warning today for asnwering a guy

http://www.xtremesystems.org/forums/...-3-alpha/page2
   
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CalinTM
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Default 06-03-2013, 17:38 | posts: 1,108 | Location: Timisoara, Romania

Any fix for cpu and gpu usage and low fps after the patch ? Or the game will be useless when released... I understand this game, i'm not a noob, but you cant play a game with low fps.
   
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andressergio
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Default 06-03-2013, 21:32 | posts: 848 | Location: Montevideo-Uruguay

Quote:
Originally Posted by CalinTM View Post
Any fix for cpu and gpu usage and low fps after the patch ? Or the game will be useless when released... I understand this game, i'm not a noob, but you cant play a game with low fps.
some ppl on the forum say that will be useless as older ARMA, so im trying to push so this dont happen, and everytime any says a word gets penalized warned or for whatever stupid reason from fanboys that accept playing at 20fps...
   
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JonasBeckman
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Default 06-05-2013, 16:02 | posts: 9,562 | Location: Sweden

http://forums.bistudio.com/showthrea...hangelog/page6

ArmA 3 alpha version 0.60 has been released.
(This also updates the development version - http://forums.bistudio.com/showthrea...hangelog/page6 )
   
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thatguy91
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Default 06-05-2013, 16:50 | posts: 3,909 | Location: Australia

Quote:
Originally Posted by andressergio View Post
For those that bought ARMA3 and u arent really happy with it you should read this, EVERY new member its been bashed or warned on the forums for saying the truth that the game runs like crap even in polite words...i received my 2nd warning today for asnwering a guy

http://www.xtremesystems.org/forums/...-3-alpha/page2
I think it's the distinction between discussing how it runs and complaining about how it runs. If you discuss it and work out it's related to a certain thing, like the infamous ropes in Crysis 3, they can take that on board and fix the issue in a later build. It may not be the next build out, it could take a month or two so be patient! Remember the game is in alpha, so it shouldn't really be expected to run to well.

Since the game is in an alpha (soon beta) stage, the performance and everything else relating to it probably isn't truly representative of the final product. If people went on the words of 'don't buy Arma 3 because it runs crap', it would be like people saying the Mona Lisa is a really dreadful crap bit of art, but basing that statement when the painting was only half finished.
   
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phoeniks314
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Default 06-06-2013, 23:01 | posts: 77 | Location: Stuttgart - Germany

I have alpha lite keys, if someone wants one send me a pm.
   
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Default 06-14-2013, 15:34 | posts: 701

I keep crashing out of ARMA 3 Lite ~ 15 minutes into the game, even when my AC is on so don't think it is temperatures.

I do have a CFX and PhysX hybrid setup. Is that it?

Also, I found this mod (All in ARMA 3) and it combines ARMA 1, ARMA 2, ARMA 2 CO and Take On Helicoptors into the ARMA 3 engine?!?!

And there are people playing the ARMA 2 campaigns and DayZ mod in the ARMA 3 engine now on youtube!!!!! WOW...

So for people who purchased the Alpha, how do you like it compared to ARMA 2? So far, graphically, the LITE engine and animations/models LOOKS way better than ARMA 2. It feels like a real polished AAA product over ARMA 2. But the LITE version keeps crashing on my system so I am hesitant to buy the Alpha now.

I also wonder if I should just wait for DayZ standalone but ARMA 3 looks and plays incredible when it does not crash on me.

Last edited by Valken; 06-14-2013 at 15:37.
   
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Default 07-16-2013, 14:43 | posts: 9,562 | Location: Sweden

Changes to the development version since the release of 0.72 for the main branch.
http://forums.bistudio.com/showthrea...hangelog/page9
Quote:

10-07-2013 (update 2)
No new EXE
Size: ~40MB

Fixed: Pop-up error in editor modules
Fixed: Missing speedboat sounds
Fixed: Missing strings for chemlights (but others remain)
Quote:

11-07-2013
No new EXE
Size: ~30 MB

Fixed: Ammo crates on other sides could not be accessed
Fixed: BIS_fnc_init was not declared - causing problems in many (user-made) scenarios. For official content this variable is deprecated, but it's now initialized for back-compat.



---------- Post added at 16:35 ---------- Previous post was at 16:34 ----------

11-07-2013 (update 2)
No New EXE
Size: ~0 MB

Changed: Titan used instead of RPG-42 in Showcase SCUBA
Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
Showcase Helicopters: Problem with mission NOT ending when helicopter crashed into water fixed



---------- Post added at 16:36 ---------- Previous post was at 16:35 ----------

12-07-2013
EXE rev. 07682
Size: ~437 MB

-nologs command-line parameter added to disable the generation of RPT logs. Note: do this only when you want to measure performance drops caused by potential logspam. Using this always will remove a lot of useful debugging information.
Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)
The reporting of undefined variables is active again.
Various merges from the Operation Arrowhead and Take On Helicopters branches
Fixed SMAA Post-Process
Changed helicopter autorotation behaviour
Fixed: Broken drawing of comboboxes in date modules
Helicopters: autorotation tweaks, barrel roll tweaks
GPU benchmark should not cause "driver not responding" conditions anymore
Adjusted AH-9 family maneuverability around roll-axis
Doors should be openable by scripts for helicopters
Improved cockpit PiP monitors
Instancing now takes craters into account
NVGs are hidden inside vehicles (further configuration options are planned for some vehicles with open transport compartments e.g.)
Fixed: Flash suppressor changed sound of underbarrel grenade launchers
Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
Radio Protocol: Missing words fixed for several protocol
Added loading screen environment trivia
Fixed sunken fuel station on Stratis
Transport helicopters have means to detect incoming missiles
Copilot of UH-80 now uses the cyclic
Added clan signs for many Beta vehicles
Added: When inserting a group in the editor, units are now on the same positions as they will be after the mission start
Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
Fixed: Bad glass sorting on Strider
Restructured grouping of editor objects and renamed object editor categories
Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)



---------- Post added at 16:37 ---------- Previous post was at 16:36 ----------

12-07-2013 (update 2)
No new EXE
Size: ~5 MB

Fixed: Main menu script error
Fixed: MP display error
Quote:

15-07-2013
EXE rev. 07769
Size: ~190 MB

BattlEye anti-cheat integration (first deployment)
Removed sensitivity smoothing for aiming deadzone
Combat pace for X seconds, now works for automatic fire
Helicopters: main rotor collision
Helicopters: startDuration config parameter added
Stance indicator fades in / out when changing stances
Fixed some cases of sliding players
Fixed: Scripting command tvSetData
Added error message when trying to pass Array in Array as param for tree commands
Added mainBladeCenter and mainBladeRadius for all helicopters
Added: BIS_fnc_log and BIS_fnc_error now displays player's profile name
Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
Fixed: Disabled vehicles were not respawning
Firing Drills: Targets would not deactivate when leaving Competitive CPs
Fixed undefined variable in CoF: Blue
Fixed undefined variable in CoF: Green
Firing Drills: FM records with introduction, rules and tips added
Firing Drills: bonus & penalty logic between Training and Competitive made consistent
Firing Drills: first version of PiP feedback added for long-range accuracy targets
Firing Drills: There could be a doubled icon next to previous times
Firing Drills: Final times were not colored correctly in all cases
Firing Drills: The main task is now completed when ending the challenge
Added: Vertical position of map in loading screen is now randomized, adding some variety to it
Added specialized collimator for SMGs (classes "optic_ACO_grn", "optic_aco_smg", and "optic_Holosight_smg")
Even holosight should have basic zeroing of 200
Fixed: http://feedback.arma3.com/view.php?id=11454
Added MRCO variant of plain Mk.20
Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
Quote:

16-07-2013
EXE rev. 07829
Size: ~252 MB

Added: BTR-K Kamysh tracked IFV
Added: IFV-6c Panther tracked IFV
Known issue: Freelook and TrackIR are broken (WIP)
Fixed: Broken parallax mapping on the terrain in some places
Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways).
Adjusted poses received boost to fluency.
Mk.20 should now show correct strings

Last edited by DnA; Today at 13:36.
   
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Chillin
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Default 07-16-2013, 14:54 | posts: 6,446 | Location: Chilling

The amount of stuff patched since Alpha release is just shocking. This is going to be a completely different game than ArmA2 (which was bug filled till the end).

I am so happy I bought this in Alpha for the amount I did. This is what a real dev team looks like. Man, release is going to be amazing.


Quote:
Various merges from the Operation Arrowhead and Take On Helicopters branches
I wonder if that's limited to sound or also flying models from Take On Helicopters.
   
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JonasBeckman
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Default 07-16-2013, 15:02 | posts: 9,562 | Location: Sweden

Unsure, I do know that the game engine code must have been kept fairly similar between ArmA3 and ArmA2 (Plus Take on Helicopters.) since many of the ArmA 3 systems were added to ArmA2 via earlier beta patches.
(Or from ArmA 2 to ArmA 3)

But I don't know what exactly they share other than a few simpler things.
(Like the memory allocator system or what to call it and most of the start parameters.)

EDIT: Also unsure how many larger changes there will be now that the game is in beta, there's a number of requests on their forums and likely even more on the public tracker they use, such as a different system for weapon attachments to avoid conflicts between different addons since only the last loaded one will take effect currently.
   
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Chillin
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Default 07-16-2013, 15:11 | posts: 6,446 | Location: Chilling

Quote:
Originally Posted by JonasBeckman View Post
Unsure, I do know that the game engine code must have been kept fairly similar between ArmA3 and ArmA2 (Plus Take on Helicopters.) since many of the ArmA 3 systems were added to ArmA2 via earlier beta patches.
(Or from ArmA 2 to ArmA 3)

But I don't know what exactly they share other than a few simpler things.
(Like the memory allocator system or what to call it and most of the start parameters.)

EDIT: Also unsure how many larger changes there will be now that the game is in beta, there's a number of requests on their forums and likely even more on the public tracker they use, such as a different system for weapon attachments to avoid conflicts between different addons since only the last loaded one will take effect currently.
Well they did listen to the community and add in 3D weapon sights (which look incredible and realistic) recently. They also massively changed the AI behavior based on community feedback (for the better).

Off-topic:
My Nvidia Geforce Experience has been updating for the last few days non stop with new titles.
   
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Bond!JamesBond!
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Default 07-19-2013, 04:33 | posts: 176 | Location: US

This game plays nice in 3rd person with a controller..
   
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Uncle Dude
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Default 07-19-2013, 15:13 | posts: 2,255 | Location: USA

Quote:
Originally Posted by Bond!JamesBond! View Post
This game plays nice in 3rd person with a controller..
Cue tidal wave of posts telling you controllers are not allowed in pc gaming...

   
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Nirvana91
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Default 07-30-2013, 14:30 | posts: 82 | Location: Portugal

This is a good game.. I can sense endless possibilities with it..

Although I find it extremely hard to play. I don´t see the enemies, just see and ear gun fire everywhere...

This could had an "arcade" mode like it would point were the enemies are!

This is the main reason why I´ve stopped playing Arma 1 / 2 and 3... I´m just there watching the AI playing if you know what I mean..
   
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Default 07-30-2013, 14:59 | posts: 6,446 | Location: Chilling

You've got to move slow and check out the entire area before moving up. Don't rush forward, stick with a group of guys and let each one leapfrog until contact.
   
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Nirvana91
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Default 07-30-2013, 15:10 | posts: 82 | Location: Portugal

The point´s that when there´s contact I can´t see where the enemies are!!!

"100m front men" bla bla *looking*... Where the hell is him!??!
   
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