Discussion in 'techPowerUp! Club Forum' started by Killer_Rubber_Ducky, Jul 1, 2012.
Still the same map or did they add a new one with the beta?
No its the same map but they have done quite alot with net code in since the alpha. Running ultra with visibility set to 1200 I get well over 60FPS on a 48 out of 50 wasteland server.
Well, that's nice. But no new map sucks. I was expecting it for the Beta. Not going to bother reinstalling this then.
Well, they teased the Altis map so maybe somewhere in the middle of the Beta they will release the newer map. (fingers crossed) I wonder if anyone has released custom maps for it yet. BIS is updating their BI Tools. They are adding in the ability to use SHAPEFILES in maps for roads etc. Hopefully they will make it so we can have cave systems and working rivers or waterfalls. Would be epic.
I have come across an ARMA 3 video where someone found a dev cookie aka underwater cave with a skeleton in it on Stratis.
ArmA II Invasion 1944 Weapon, Vehicle, Item list:
Since the DayZ commander method seems to be giving people problems. Here is the CBA part you need. https://www.dropbox.com/s/9jgf8vk7pu4jv99/ARMA2CBA.zip
And here is the I44 part with the I44DayZ folder.
invasion 1944 Wasteland Server Map change
If you don't already know, There is a mod for ArmA II called Invasion 1944 which has been around for a while. The mod is a complete conversion mod which means all the skins, weapons, maps, etc are changed. You can still play it on ArmA 2 maps it just might not look right time period wise.
Anyway, The Wasteland server WmD Wasteland recently added 2 new maps to their server replacing Neaville which was getting boring. The two maps are:
Merderet River V2
So far the Omaha Beach Landing map went extremely well during playtesting tonight and they are looking for testers for Merderet river too.
Seriously not impressed by arma 2 or 3 so far.
Yes I got the alpha for arma 3.
It's just like Arma 2 was and every bit as buggy.
Since they can't figure out how to make a game, that isn't lagged and desync'd to death, I give up on arma.
Part of the reason dayz was so bad is because the coding of this game is iffy at best.
What do I know about the coding?
Oh Idk, maybe that I spent the better part of a year of my life, making some of the most extensive zombie maps there were for it, just to watch them be desyncd to death, hacked and have servers crash, like there is no tomorrow.
Maybe that I know what every bit of scripting in the games code actually does and have used it extensively..
In Arma just because you script it, doesn't mean it will work.
That in itself is a huge coding failure.
So please don't try to tell me that the game is not like this. Because it so is..
Sorry only time it's been like that for me is being on crappy servers and i been playing since OFP..
How ever yes bugs are there some even from Arma 1 even. But you should all so know when you fix things the chance you will break other things.
I been playing with a few old friends from Ghost Recon \ OFP days and it's been totally sweet game to play and if there is any thing i would complain about the game is that the AI from a distance go in to the ground which is annoying and if that be fixed i don't know as that bugs been around some time too.
And before i forget OFP\Arma has always been a love or hate game.. Maybe go play CS lol.
Wow, judging a game as crap based on Alpha gameplay........childish. Give up on ALL games if you are going to judge a game based on Alpha gameplay. They fixed a crap ton of bugs. during alpha stage. I am quite happy with ArmA 3 so far. Yes there are still bugs and performance issues, but they are being ironed out. What a pessimist. Go back to Call of Duty. We don't need your narcissistic pessimism here.
Yeah it got much better when it went in to beta, how ever Arma is one of those games were there will always be a ton of bugs even old ones it's just how it is partly being as big as it is..
I haven't even seen Arma 3 yet, and I think Arma 2 looks fantastic. I haven't really found any major bugs in this yet.
Also I installed Sixplay and i44, played a couple of rounds on a server, and I love it.
good to hear. Check out some videos of ArmA 3 on the OP. As well as a few posts below for the Beta update. Here is one I just recently watched.
We are not.... SO..... Why come here and bitch?
I played Arma 3 with my decent rig(you have monster Gpus compared to mine btw), Insane FPS compared to Arma 2, It's definitely better even with the alpha then. Not mentioning the new features they've put in like better graphics, physics, dialogue voices, inventory, stances, flight mechanics, etc.
It's alot more optimized than Arma 2(and less buggy), I could go far as to say it runs similar to BF3 despite the bigger maps and larger player count + AI.
I played alot of Multiplayer games on Arma 2, Dayz and Arma 3 with my crappy third world 2-3mbps dsl internet. ping around 100-300, The gameplay was still smooth, desyncing was never an issue. There are bugs here and there but that's what you get in a very very complex game like Arma.
The only annoying problem is the hackers, which hasn't been anticipated considering that Arma was really designed for military hardcore fans only, It was only DayZ that brought them into mainstream and thus attracting these script kiddies and nothing else to do hackers.
One more thing, Arma wasn't designed for "zombies"
Never mind the point the original engine was made for them and actually needed a USB key to be able play it.
New update and it's a fair sized list so here's a link
Hopefully these changes to the game will ward off those who are coddled by the games like BF3 and CoD. They have not experienced games where teamwork is truly important. BF3 is supposed to be teamwork reliant and to a degree is but many of the weapons on there are truly OP allowing the existance of 'rambos'. When there are OP weapons and no teamwork, the mission can truly fail. ArmA does have weapons that are considered OP like the TWS AS50 and TWS weapons in general but they still require teamwork to succeed. So far the ArmA series is the closest to true teamwork I have seen in a game to date.
Here are a few adjustments done to the game itself(I have not listed all of them just what I thought important):
Added clan sign support for many Beta vehicles
Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
Adjusted collective of xH-9 family helicopters
Adjusted xH-9 family maneuverability around roll-axis
Copilot of the UH-80 now uses the cyclic
Transport helicopters have means to detect incoming missiles
Doors should be openable by scripts for helicopters
Improved animations of Mk.20 rifle
Fixed: Hammer of ACP-C2 is correctly readied to fire
Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
Lamps have better emissive material
Roadcone and Roadbarrier lights are now operational
Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
Fixed: Ambient light is now correctly affected by moon and stars intensity
Fixed: Sunken fuel station on Stratis
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
Improved responsiveness of stance changing
Fixed: AI ability to track enemy that is not visible
Hiding in the grass now affects AI better (configuration on Stratis surface types done)
Adjusted visibility and audibility of fire for AI
Here are some changes to the Engine I found interesting:
The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
Fixed: SMAA Post-Process
Fixed: Small performance tweak in rotation blur Post Process
Fixed: Flash suppressor changed sound of underbarrel grenade launchers
Fixed: Some cases of sliding players
Removed sensitivity smoothing for aiming deadzone
Helicopters: main rotor collision added
Helicopters: autorotation tweaks, barrel roll tweaks
NVGs are hidden inside vehicles, and this can be configured per position
Fixed: Tank shells now have visible tracer
Fixed: Inconsistent land shadow segments while switching landscapes
Fixed: Broken parallax mapping on the terrain in some places
GPU benchmark should not cause "driver not responding" conditions anymore
Fixed: AI ballistic calculation
Fixed: AI now can shoot over animals
Fixed: AI now consider proper muzzle direction for rocket launchers
AI shouldn't take unguided missiles as guided
AI shouldn't use rockets against infantry that much
AI ballistic calculation improved for unguided rockets
AI prefer crouch stance while engaging
Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
Here are some more AI tweaks not listed in the SITREP:
There was a mathematical accuracy problem, which made AI aim at the wrong point. This being fixed, actual accuracy of ai still depends on his skill.
New types of obstacles for pathfinding
Improved pre-processing of terrain for path-planning
Path planning for divers - making them navigate underwater
Flashlights affect AI detection - Flashlights help you to detect enemy, but also reveals you
AI is properly using weapon optics to find enemy - Including Thermal Optics
Improved how night changes the chance to spot enemy
Silencers decreasing audibility
AI mines detection and avoidance
AI able to use grenade launchers - they will engage with UGLs
Blackhawk gunners are more capable while searching for new targets - done in OA and merged
Helicopters pilots prefer not to crash to trees and hills - but reserve the right to do so
Small improvements of helicopter attack pattern - less dive-bombing
Boats able to navigate around piers
Improved AI ability to to send medic
AI using first aid kit
AI will not shoot you through bushes, if he did not see you before - fixed in OA and merged
AI can drive physx vehicles
AI will also assign secondary turrets
AI will not disembark to change position in vehicle - if possible
AI will not take your commanding role in vehicle
AI visibility in new fog
Fixed: AI not able to open doors in some buildings
Improved AI commanding - selection of cover point on position where you are sending soldier to
Improved weapon selection - based on time needed to lock missile or turn vehicle; done in TKOH and merged
And Finally some WIP fixes:
AI not using pistol, when it should not - in some stage of releasing, WIP
Grass is decreasing chance to spot enemy - in some stage of releasing, WIP
AI prefer crouch stance while engaging - WIP, to be released
Decreased visibility of shooting - so AI does not find you instantly after killing one of them and also now each shoot close to enemy will decrease error of guessed position - WIP, to be released
Here are some of the new vehicles and such from the recent update:
Here are some images of the new weapons in the Beta if you are not aware or have the Beta. I am personally happy with some of these new weapons since most of them look badass.
CZ SCORPION EVO 3 A1
Benelli M4 Super 90
Kel-Tec RFB Carbine, appears as the SDAR 5.56mm
Gepard GM6 Lynx
Mark 14 Mod 0 Enhanced Battle Rifle
Heckler & Koch XM25
Metal Storm 3GL
That was a list of some of the weapons in the Beta. Some are new to the game, some have been in since Alpha. Below is the photos of the weapons in order from the list:
You wont find another game like it and a good chace you wont for a good time as most company's like UBI \ EA \ Code Masters just want to make disposable games and not games that can be built up on.
The game engines roots is made for teamwork as who would want there army trained on it.
Anyways will have to try it out later see what the deal is and how the games been affected but at least less AT rockets be fired at you HAHA..
Just ran across a post on the i44 forums. Turns out someone got I44 to run on ArmA 3 engine. Wasn't very stable but got some shots anyways. Here they are and they look epic:
how nice, i really want to try i44, as i bought Invasion44 standalone game and the script issues and low MP activity killed it (for me at least)
get it through PlayWithSix. I play with the 82nd Airborne clan all the time. in fact they recently recruited me.
All the Beta Weapons
An AC-130 !!!!
The AC-130 Weapons!!!
More to come in the future
Arma III Update 8/8/2013
It may not feature a campaign any more – that’s now planned for inclusion in three separate chunks later down the line – but Arma 3′s official launch is still going to be a significant enhancement for pretend soldiers, their pretend commanders, and the very real jerks who just want to mess with people. All of them will be able to get their hands on the full game, when it leaves beta on September 12.
Of course, if holding a single date in your head is too much to ask for, you can regularly check this countdown page instead.
The biggest change will be the addition of Atlis, the game’s 270 km² main island – which will join the current 20 km² Stratis. In addition, Bohemia promise: “12 singleplayer showcases, 3 faction showcases, 9 multiplayer scenarios, 10 firing drill challenges, more than 20 vehicles and 40 weapons, 5 factions, the scenario editor and modding support.”
You can still access the beta right now, for £29.99/$44.99/€34.99. Both alpha and beta purchasers are guaranteed the full version on release.
Source: PC Gamer
EPIC Hilarious Video
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