pettka

BI Developer
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About pettka

core_pfieldgroups_3

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    BI coder

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    @Lathspel
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  1. You are perfectly right, and even the previous issue with Dev-Branch servers not being visible in Server Browser should be fixed. Enjoy the mode and feel free to provide feedback.
  2. Well, the modules and functions are not part of samples (yet) as they are in a rough state. That means running the mission based on samples on the main branch would result in non-functional mission, unless You take even the addons from Dev-Branch containing these. As for the Combat Patrol servers, we have used the unique opportunity of Winter holidays to have servers running without updates, this would be too harsh to do with updates on daily basis. We are happy for all the feedback on various channels, we are now sorting it and deciding what to improve and how. That means servers may come online in the future for more tests as we would like to know the community opinion on the mod while developing it. As for the steamCMD issue, we would like to address that ASAP to provide potential for testing the mode on community servers.
  3. Feedback to the forums upgrade has been moved into its separate topic.
  4. I'm sorry for the issues, but the way Steam handles the Workshop content is out of our reach. The best we can do is recommending to verify the local file cache, form the game side (including the Launcher), we cannot handle the downloading from Workshop at all :icon_evil: As for Your question, since You have Arma 3 installed most possibly in the Steam Library under the Common Steam Apps, it won't change anything. Steam is able to detect that the game was already installed on the computer and won't install any new version of the game. As the Workshop entries are handled inside of that library too, they'll be shared for both users resulting in possible huge downloads / deletion of subscribed content on switch of users. I hope at least verifying the local content helps You to be able to play the game with mods You like.
  5. 02-12-2016 EXE rev. 139520 (game) EXE rev. 139520 (launcher) Size: ~40 MB DATA No data changes for today ENGINE Fixed: Weapon Info and Stance Indicator could not be switched in the difficulty settings Tweaked: Better network usage for disabled units in Dynamic Simulation Fixed: The Score table tab did not show the Disconnect message box properly in the Debriefing Screen Eden Editor Fixed: Object rotation via the area scale widget did not fire the "attributesChanged3DEN" event
  6. 18-11-2016 EXE rev. 139347 (game) EXE rev. 139347 (launcher) Size: ~345 MB (depends on Apex ownership) DATA Fixed: The Zone Restriction module would not work with preset area triggers from Eden Editor Added: MP functionality to the Friendly Fire module Tweaked: Player overstepping an obstacle movement sound - setting in config files - raised volume of related movement sounds Fixed: Error message in End Game scenarios Fixed: Incorrect animation when swimming on the water surface Tweaked: Minor turret servo sound adjustments Apex Protocol (potential spoilers) ENGINE Tweaked: AI driver precision of following the leader vehicle Fixed: AI drivers in groups would have trouble crossing bridges on Tanoa Tweaked: AI drivers - commanded speeds "slow" and "normal" to be slower The East Wind (potential spoilers)
  7. If You find it hard to see the reasons behind Project Argo, there is a fine blog on the Argo website explaining exactly that :icon_twisted:
  8. We have considered that, indeed :icon_twisted: However, as asset production is the part that takes significant time, we rather decided to put more effort into Tanoan buildings, see the platform part of Roadmap, and to add more interiors / ruins to buildings there. Realistically speaking, there is a great version of the old, classic, Malden by CUP for example. What would You expect to make a difference between CUP and our re-creation? :icon_twisted:
  9. I'll try to explain decisions behind Malden DLC a bit to make our reasons clear: Lads working on Project Argo had to start with some terrain to work with, and as there is a plenty of them remembering Cold War Crisis, they started with the shape of Malden. Eventually, idea of Bohemia Incubator came in and Project Argo was meant to be released into its public prototype. As we expected our community to be interested in the terrain, brave environment designers from Project Argo decided not only to focus on playable locations for the game, but to eventually complete the island as a whole - including the areas not used by Project Argo - for the Arma 3 players. And it only makes sense to us to release such a terrain as a free update to the Arma 3 platform :icon_twisted: Indeed, as the terrain was mainly meant for prototyping, it uses Arma 3 assets, and some of the variants. There is a plenty of the old Malden spirit even on Malden 2035 - there are many landmarks on the same locations to remind people of stories of the Cold War Crisis. Still, as it is mentioned even in the Roadmap, Malden 2035 is re-using the Arma 3 assets. As with all of our terrains, we want to support them with some playable content. We are planning to add some of the standard game modes to the Malden DLC and possibly even some more :icon_twisted:
  10. The reason is pretty simple - map references object by p3d, not by any config class. That means having two classes with different textures won't work for map - Argo lads had to duplicate (erm, multiplicate) the existing assets because of that, which provides additional level of overhead while fixing stuff on multiple models.
  11. Just to clear some possible confusion: yes, Malden used by Project Argo is the base for terrain we are going to deliver for free in Malden DLC, as it was described in the Roadmap. The terrain is still in progress even by Project Argo crew, the final terrain should be a full fledged piece :icon_twisted:
  12. Just to be precise, I have moved the discussion about Malden to a separate thread, feel free to continue discussing there. As for Project Argo, it has its own section of the forums and improvements to Arma 3 from its development are being documented on the wiki :icon_twisted:
  13. Just to make it clear, there are currently no plans to have EnScript in Arma 3 and there is still a plenty of things ahead of us in our game. Speculations about possible Arma 4 are well ahead of time as we are not developing that game yet. Yeah, possibly in the future, there may be some Arma 4, there is no reason to deny that, but keep your crystal balls predictions for a different topic :icon_twisted:
  14. This is a bit more complex than it seems. First thing first - neither Arsenal nor Garage are directly in the game engine, both solutions are scripted. Changing of camouflage and animations on vehicles relies on Vehicle Customization and that system requires some config support. It would be possible (given enough time) to do something similar even for weapons / uniforms / equipment, but as far as I have seen, community creators are rather struggling with the system even for cars. That's the reason for it not being a priority for us now, but hey, that may change in the future. Despite of popular belief, there is next to none content "cut" from the game. There have been several prototypes shown even on screenshots well before the release, but their state was bad even back then - they were meant to test the functionality in game, and some failed even such tests (e.g. shotguns simply don't work well because of some engine limitations like reloads). Truth to be told, even the barebone samples provide better functionality than the assets that were used just for testing. To describe the assets better, they were just one of the resolution lods (not even the first I would say), the same used as a shadow lod, with box as a geometry and Arma 2 physics simulation. We took for example MQ-12 Falcon which we used to test drone functionality four years ago, and we had to re-model and configure it form scratch to match the rest of the assets. Releasing the so called AMOS version of AMV as it is would mean the same, roughly half a year of work. We have considered releasing it for community creators, it would mean they would need to do it from scratch too however - there would be no gain for neither side :icon_evil:
  15. You could possibly check the Dev Blog explaining the whole DLC strategy, it may possibly clear some questions :icon_twisted: Long story short, we feel that allowing players from a unit to play together regardless if they all own a DLC or not is a good thing.