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Simuladores Terrestres => Arquivo => ArmA Staff => titleARMA => Arquivo Forum => Topic started by: Filipe Galego on May 19, 2011, 17: 24

Title: ArmA III
Post by: Filipe Galego on May 19, 2011, 17: 24
(http://img215.imageshack.us/img215/1561/arma3n.png)


E enquanto estamos a começar a dominar o ArmA2 eis que já está a caminho o 3º título da serie...


Quote
Bohemia Interactive announces the brand new instalment in its hugely successful realistic military simulator series

Prague, Czech Republic 19th May - Bohemia Interactive, the award-winning independent Czech development studio, is pleased to announce the development of Arma 3, the brand new instalment in its series of critically acclaimed realistic military simulators. Combining over 10 years of experience, building upon the strength of its predecessors, and set in the most detailed environment of the series to date, Arma 3 offers gamers radical engine improvements and a unique sandbox-style military gameplay experience. The next chapter of this stunning military simulation game is scheduled for release exclusively for PC in Summer 2012.



E sobre o jogo...

ArmAIII is scheduled for release exclusively for PC in Summer 2012, will offer a unique sandbox-style combat gameplay experience in the most detailed environment of the series to-date.

Features:

    Single-Player Campaign: Evolve from a lone prey into a military commander in the open-ended & story-driven campaign.
    Vehicles & Weapons: Control multitude of aircraft, vehicles and ships with the accurate simulation, shoot from anything from pistols to the sophisticated weapon platforms.
    Customizable Soldier Load: Choose your uniform, assemble your weapon kit, change your loadout, get encumbered.
    Physical simulation & improved animations: Take advantage of PhysX™ supporting the vehicle simulation, in-game interactions and the revamped animation system.
    Rich & authentic environment: Explore the unsurpassed modern ground combat experience set on the authentic Mediterranean island modeled from the real geographic data.
    Multiplayer Gameplay: Challenge both cooperative & competitive scenarios with full support of dedicated servers for both Windows and Linux.
    Completely Extensible & Moddable: Design & create countless customizable scenarios using the intuitive & easy-to-use mission editor.


STORY

After years of intense warfare against Eastern armies, Europe has become the last stand for the battered NATO forces. On the verge of being driven into the sea, NATO command embarks upon a most desperate measure. In the hope of seizing what seems to be a well-guarded military secret, Operation Magnitude is launched.

A small group of Special Forces and Researchers are sent to a Mediterranean island deep behind enemy lines. However, the mission is compromised and the task force destroyed, leaving Cpt. Scott Miller washed ashore upon the hostile island. In his effort to carry out the mission, he will face the dangers of modern warfare, an unforgiving environment, and the consequences of his own decisions...


E parece que finalmente o motor gráfico vai evoluir para os padrões actuais...

(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr01.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr02.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr03.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr04.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr05.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr06.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr07.jpg)
(http://www.ptsims.net/portal/images/stories/galeria/arma3/scr08.jpg)

Site oficial: http://www.arma3.com (http://www.arma3.com)

Arma 3 system requirements:

    OS – Windows 7 / Vista
    CPU – Intel Core i5 or AMD Athlon Phenom X4 or faster
    GPU – Nvidia Geforce GTX 260 or ATI Radeon HD 5770, shader Model 3 and 896 MB VRAM, or faster
    RAM – 2 GB
    HDD – 15 GB free space
    DVD – Dual Layer compatible
    DirectX® – 10
Title: Re: ArmA III
Post by: Nuno Basto on May 19, 2011, 17: 25
Lá vou eu ter de comprar uma máquina nova para isto! :biggrin: É começar a juntar carcanhol!
Title: Re: ArmA III
Post by: K9PT on May 19, 2011, 17: 36
Com esses gráficos só quero ver os pcs de agora a borrarem-se todos...só deve ser para rir
Title: Re: ArmA III
Post by: Alex Sena on May 19, 2011, 18: 16
Bem la vou ter que testar o ARMA2 para ver se gosto, para depois comprar esse :biggrin:

Espero é que melhorem a maneira de por Add-Ons, que atualmente pelo que vejo pelos post aqui, é um pouco complicado.

E pelo que vejo vai correr melhor nas nvidia por causa do PhysX.
Title: Re: ArmA III
Post by: Nuno Basto on May 19, 2011, 18: 18
NADA! Agora ficou mt mais simples colocar os addons! ;)

Tens de adquirir o ARMA2 + Operation Arrowhead!
Title: Re: ArmA III
Post by: Filipe Galego on May 19, 2011, 18: 49
Ficou? E manter pronto a jogar?
Title: Re: ArmA III
Post by: Pedro Costa on May 19, 2011, 18: 59
 :yahoo: ena Arma 3  :biggrin:

Acho bem que isto precise de uma maquina boa,senao que motivos tenho eu de trocar o meu Q6600  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on May 19, 2011, 19: 08
:lol:
Title: Re: ArmA III
Post by: Ricardo Silva on May 19, 2011, 20: 20
Ficou? E manter pronto a jogar?
Eu pelo steam demorei uma hora a ficar actualizado e 100% funcionam
Title: Re: ArmA III
Post by: Filipe Galego on May 19, 2011, 20: 43
Estou a falar dos mods, ACE e afins... Essa parte é fácil ;)
Title: Re: ArmA III
Post by: Ricardo Silva on May 19, 2011, 21: 39
Estou a falar dos mods, ACE e afins... Essa parte é fácil ;)

com o steam é so preciso o ACE e isso esta incluido no tempo :)
Title: Re: ArmA III
Post by: Pedro Roldan on May 20, 2011, 12: 14
Muito bom aspecto sim senhora  :preved:, a ver vamos ....
Title: Re: ArmA III
Post by: Filipe Galego on May 20, 2011, 23: 26
Arma 3 system requirements:

    OS – Windows 7 / Vista
    CPU – Intel Core i5 or AMD Athlon Phenom X4 or faster
    GPU – Nvidia Geforce GTX 260 or ATI Radeon HD 5770, shader Model 3 and 896 MB VRAM, or faster
    RAM – 2 GB
    HDD – 15 GB free space
    DVD – Dual Layer compatible
    DirectX® – 10
Title: Re: ArmA III
Post by: K9PT on May 21, 2011, 10: 04
Arma 3 system requirements:

    OS – Windows 7 / Vista
    CPU – Intel Core i5 or AMD Athlon Phenom X4 or faster
    GPU – Nvidia Geforce GTX 260 or ATI Radeon HD 5770, shader Model 3 and 896 MB VRAM, or faster
    RAM – 2 GB
    HDD – 15 GB free space
    DVD – Dual Layer compatible
    DirectX® – 10


Acho uma piada a estes gajos desenvolvedores dos jogos quando apresentam os requisitos,senão vejamos;
1-Windows Vista?Só para rir....mas prontos
2-2Gb de Ram?!?!?...Deve ser piada, qualquer joguito de hoje pede muito mais que isso, quanto mais o Arma....depois porque 2Gb de Ram se antes disso pedem um i5 ou um Amd 4x  e uma já muito bom...Com aqueles gráficos deve ser anedota...
3-15Gb de espaço...hum, só?
4-Directx 10? Já deviam estar a fazer para 11 e não 10, todos os componentes que falam já usam DIrectx 11

Para o Arma 3 com essas caracteristicas ou eles vão mudar tudo no jogo e esta a versão vai ser muito melhor que a anterior...Não Acredito!!!!...Mas como sempre as carecteristicas que vem nos jogos é sempre muito por baixo...
Title: Re: ArmA III
Post by: Marcelo Fortio on June 07, 2011, 18: 36
http://www.youtube.com/watch?v=2vsX8QkJ5vA#ws (http://www.youtube.com/watch?v=2vsX8QkJ5vA#ws)
Title: Re: ArmA III
Post by: Filipe Galego on June 07, 2011, 18: 46
É pena mostrar tão pouco...
Title: Re: ArmA III
Post by: K9PT on June 07, 2011, 19: 52
Muito mal este video, é pura montagem para aparecer nos canais do youtube e tentar abafar os videos do Battlefield...misturaram imagens reais aom outras de full-motion video...
Title: Re: ArmA III
Post by: Pedro Roldan on June 07, 2011, 20: 05
Muito mal este video, é pura montagem para aparecer nos canais do youtube e tentar abafar os videos do Battlefield...misturaram imagens reais aom outras de full-motion video...

Lol ó K9 o video não está mal, isto é um teaser, é suposto ser assim...
Title: Re: ArmA III
Post by: Marcelo Fortio on June 07, 2011, 20: 27
Muito mal este video, é pura montagem para aparecer nos canais do youtube e tentar abafar os videos do Battlefield...misturaram imagens reais aom outras de full-motion video...

Lol ó K9 o video não está mal, isto é um teaser, é suposto ser assim...

yeah  :lol:
Title: Re: ArmA III
Post by: Pedro Barbosa on June 07, 2011, 20: 31
O Homem insurge se logo contra essas coisas!!! Ainda por cima a ofuscarem o seu amado Battlefield heheheheheheh
Title: Re: ArmA III
Post by: K9PT on June 07, 2011, 20: 46
Eu sou contra o que se publicita como algo que não é, não tem nada haver com qual é o jogo, e "Dog" se te desses ao trabalho de ires ver os meus post sobre o novo Battlefield nunca dirias tal coisa, mas poupo-te o trabalho, o que disse na altura sobre os novos trailers é que não gosto de videos que "fabricam" algo que nada tem a ver com produto final, e que não me pronunciava mais até ver o video in-game do multiplayer, coisa que agora fiz pois só agora lançaram isso.Eu sei distinguir o trigo do joio, não critico por criticar, ou será que estás com os sintomas da outra Comunidade?  :biggrin: Também não gosta da "COke", prefiro a Coca-Cola, parecem iguais ...mas não são.
Além do que quem não gostar, não comente, penso que temos espaço aqui para vários jogos.O que eu comentei é um FACTO!Aquilo não é o jogo, porque reparei que apareceu pessoal a dizer que era muito bom...agora se não entendem o que eu escrevi, terei de fazer no futuro alguns desenhos e esquemas para o pessoal entender.
Title: Re: ArmA III
Post by: Pedro Barbosa on June 07, 2011, 20: 59
sintomas??? Deves me tar a ver de oculos  :rofl:
Acho é que nao se pode dizer nada que va contra o que tu dizes....E isso da-me uma pica do catanu....
Gosto das tuas teorias da conspiraçao e afins, nao se pode?
Title: Re: ArmA III
Post by: K9PT on June 07, 2011, 21: 19
Já dei o tinha de dar nesse peditório
Title: Re: ArmA III
Post by: Pedro Roldan on June 07, 2011, 21: 25
Eu sou contra o que se publicita como algo que não é, não tem nada haver com qual é o jogo, e "Dog" se te desses ao trabalho de ires ver os meus post sobre o novo Battlefield nunca dirias tal coisa, mas poupo-te o trabalho, o que disse na altura sobre os novos trailers é que não gosto de videos que "fabricam" algo que nada tem a ver com produto final, e que não me pronunciava mais até ver o video in-game do multiplayer, coisa que agora fiz pois só agora lançaram isso.Eu sei distinguir o trigo do joio, não critico por criticar, ou será que estás com os sintomas da outra Comunidade?  :biggrin: Também não gosta da "COke", prefiro a Coca-Cola, parecem iguais ...mas não são.
Além do que quem não gostar, não comente, penso que temos espaço aqui para vários jogos.O que eu comentei é um FACTO!Aquilo não é o jogo, porque reparei que apareceu pessoal a dizer que era muito bom...agora se não entendem o que eu escrevi, terei de fazer no futuro alguns desenhos e esquemas para o pessoal entender.

Desculpem la me meter na vossa interessante discussão (not  :music: )... mas só um reparo K9, dizes 'O que eu comentei é um FACTO!Aquilo não é o jogo' e 'não gosto de videos que "fabricam" algo que nada tem a ver com produto final', e tens toda a razão, não não é jogo, mas também nunca foi publicitado como sendo o anuncio do jogo, nem como algo que vai ser...

É apenas um teaser, é produzido desta forma para despertar interesse no subconsiente e consequente 'Hype' para fomentar as vendas na release do produto, ou seja garantir um volume de vendas sobre um produto desconhecido, nunca um teaser tem imagens in-game pois iria contrariar o proprio objectivo de um teaser, existe uma grande diferença entre um video deste género e um anuncio a algo já existente.. isto é marketing 101.....
Title: Re: ArmA III
Post by: Pedro Barbosa on June 07, 2011, 21: 26
entao nao sou eu que esto mal.....se ha mais..... :biggrin:
Title: Re: ArmA III
Post by: Marcelo Fortio on June 08, 2011, 11: 19
Eish... o que já aqui armaram!
É só um teaser! Não é gameplay nem nada que se pareça. xD
Title: Re: ArmA III
Post by: Nuno Basto on June 08, 2011, 11: 50
Fogo,... ainda não vi o teaser e já há quase 1 pag inteira de posts,...

Edit: já vi o teaser,... nada de especial! :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on June 08, 2011, 15: 59
Ao menos é um simulador presente na E3...
Title: Re: ArmA III
Post by: Filipe Garrido on June 08, 2011, 19: 34
Esta confusão não se tinha gerado se certos e determinados indivíduos soubessem o real significado de "Teaser".

Quote
O teaser (em inglês "aquele que provoca" (provocante), do verbo tease, "provocar") é uma técnica usada em marketing para chamar a atenção para uma campanha publicitária, aumentando o interesse de um determinado público alvo a respeito de sua mensagem, por intermédio do uso de informação enigmáticas no início da campanha.


Ou seja, não é para demonstrar "fakes" nem gameplay. Mas sim para excitar o publico...


Fonte http://pt.wikipedia.org/wiki/Teaser (http://pt.wikipedia.org/wiki/Teaser)

 :bye:
Title: Re: ArmA III
Post by: K9PT on June 10, 2011, 15: 41
http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716033 (http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716033)

http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716031 (http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716031)

http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716029 (http://www.gametrailers.com/video/e3-2011-walkthrough-cam/716029)

Vão fazendo já as contas para os novos upgrades aos pcs, pois os graficos estão brutais, vamos voltar ao verde....gosto
Title: Re: ArmA III
Post by: Filipe Galego on June 12, 2011, 18: 58
Muito bom!!
Title: Re: ArmA III
Post by: Filipe Galego on June 17, 2011, 16: 36
Pequena preview escrita por quem viu o jogo na E3:

http://www.ripten.com/2011/06/15/e3-2011-arma-iii-all-other-simulators-need-not-apply-brycew/ (http://www.ripten.com/2011/06/15/e3-2011-arma-iii-all-other-simulators-need-not-apply-brycew/)
Title: Re: ArmA III
Post by: Marcelo Fortio on July 05, 2011, 12: 04
7 min de GAMEPLAY!!

http://www.youtube.com/watch?v=bz9mIgaBmU8#ws (http://www.youtube.com/watch?v=bz9mIgaBmU8#ws)

Edit: eu a pensar que era novo, afinal ja saiu a algum tempo. ._.
Title: Re: ArmA III
Post by: Filipe Garrido on July 05, 2011, 14: 02
7 min de GAMEPLAY!!

[url]http://www.youtube.com/watch?v=bz9mIgaBmU8#ws[/url] ([url]http://www.youtube.com/watch?v=bz9mIgaBmU8#ws[/url])

Edit: eu a pensar que era novo, afinal ja saiu a algum tempo. ._.


Isto acontece quando se é !!!!!!!!!!!!!!!!!!!!!!!!!!BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOON

 :rofl: :punish: :rofl: :punish: :rofl: :punish: :rofl: :punish: :rofl:
Title: Re: ArmA III
Post by: Filipe Galego on July 14, 2011, 15: 39
Quote
Bohemia Interactive has just informed us that they will be attending this year’s Gamescom. The company’s booth will be located at Hall 4.1, F47. Moreover, Bohemia will demonstrate the latest playable version of their mil-sim, ARMA 3, their helicopter game, Take On Helicopters, and their sci-fi action game, Carrier Command: Gaea Mission.
Gamescom will run from August 17 to 21 in Cologne, Germany.
Title: Re: ArmA III
Post by: Filipe Galego on July 27, 2011, 10: 03
Imagens ingame...

(http://arma3.com/devblog/Hephaestus_Arma3_screenshots_forums_001.jpg)
(http://arma3.com/devblog/Ares_Arma3_screenshots_forums_002.jpg)
(http://arma3.com/devblog/Aphrodite_Arma3_screenshots_forums_003.jpg)
(http://arma3.com/devblog/Zeus_Arma3_screenshots_forums_004.jpg)

Fonte (http://forums.bistudio.com/showthread.php?t=122794)
Title: Re: ArmA III
Post by: K9PT on July 27, 2011, 12: 39
Jesus!!...Espero que o motor seja super-optimizado, senão!!!Ui...
Title: Re: ArmA III
Post by: Filipe Garrido on July 27, 2011, 12: 50
Jesus!!...Espero que o motor seja super-optimizado, senão!!!Ui...


pois... pois... :fool:
Title: Re: ArmA III
Post by: DiaboLusitano on July 30, 2011, 15: 29
Haaaaaa !!!!!!!! Agora é que tenho mesmo de fazer um upgrade ao PC.


" Vou pedir um empréstimo ao banco... loooool"
Title: Re: ArmA III
Post by: Filipe Galego on August 04, 2011, 13: 41
(http://img228.imageshack.us/img228/6389/image00001b.jpg) (http://img228.imageshack.us/i/image00001b.jpg/)
(http://img834.imageshack.us/img834/9696/image00002hu.jpg) (http://img834.imageshack.us/i/image00002hu.jpg/)
(http://img197.imageshack.us/img197/1205/image00003pe.jpg) (http://img197.imageshack.us/i/image00003pe.jpg/)
(http://img849.imageshack.us/img849/2933/image00004y.jpg) (http://img849.imageshack.us/i/image00004y.jpg/)
(http://img534.imageshack.us/img534/859/image00005ku.jpg) (http://img534.imageshack.us/i/image00005ku.jpg/)
(http://img543.imageshack.us/img543/8540/image00006n.jpg) (http://img543.imageshack.us/i/image00006n.jpg/)
(http://img148.imageshack.us/img148/7034/image00007zw.jpg) (http://img148.imageshack.us/i/image00007zw.jpg/)
(http://img825.imageshack.us/img825/493/image00008lp.jpg) (http://img825.imageshack.us/i/image00008lp.jpg/)
(http://img89.imageshack.us/img89/7914/image00009pt.jpg) (http://img89.imageshack.us/i/image00009pt.jpg/)
(http://img96.imageshack.us/img96/9262/image00010tz.jpg) (http://img96.imageshack.us/i/image00010tz.jpg/)
(http://img51.imageshack.us/img51/6997/image00011e.jpg) (http://img51.imageshack.us/i/image00011e.jpg/)
(http://img4.imageshack.us/img4/1500/image00012v.jpg) (http://img4.imageshack.us/i/image00012v.jpg/)
(http://img641.imageshack.us/img641/4742/image00013a.jpg) (http://img641.imageshack.us/i/image00013a.jpg/)
Title: Re: ArmA III
Post by: Master-fx on August 04, 2011, 15: 45
Requisitos mínimos:

Cpu: intel core i10 20.8Ghz
Ram: 10G DDR 20 90000Ghz
Placa grafica: Radeon GTX 900050-XT-mega bué 4G 
DirectX:25-3D
40g livres no disco
Title: Re: ArmA III
Post by: Pedro Barbosa on August 04, 2011, 16: 42
 :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: Filipe Gordinho on August 04, 2011, 16: 52
i10?!?!
Title: Re: ArmA III
Post by: Pedro Roldan on August 04, 2011, 17: 30
i10?!?!

Lol ele está no gozo  :biggrin:
Title: Re: ArmA III
Post by: Filipe Gordinho on August 05, 2011, 00: 54
Pois, epic fail...
Title: Re: ArmA III
Post by: Filipe Galego on August 11, 2011, 16: 58

(http://img20.imageshack.us/img20/6114/asdasdasjt.jpg) (http://img20.imageshack.us/i/asdasdasjt.jpg/)
(http://img717.imageshack.us/img717/4940/cxvxcvxcz.jpg) (http://img717.imageshack.us/i/cxvxcvxcz.jpg/)
(http://img853.imageshack.us/img853/3788/ddfasdas.jpg) (http://img853.imageshack.us/i/ddfasdas.jpg/)
(http://img37.imageshack.us/img37/2223/dsfdsfsd.jpg) (http://img37.imageshack.us/i/dsfdsfsd.jpg/)
(http://img846.imageshack.us/img846/2033/gffdsfsd.jpg) (http://img846.imageshack.us/i/gffdsfsd.jpg/)
(http://img856.imageshack.us/img856/5861/xvcvdssdf.jpg) (http://img856.imageshack.us/i/xvcvdssdf.jpg/)
Title: Re: ArmA III
Post by: Nuno Basto on August 16, 2011, 16: 26
(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_06.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_01.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_13.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_08.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_03.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_03.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_05.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_12.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_07.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_02.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_09.jpg.jpg)

(http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/Arma3_screeenshot_EGcz_04.jpg.jpg)
Title: Re: ArmA III
Post by: Pedro Costa on August 16, 2011, 16: 43
 :shok: :shok: :yahoo: :yahoo:
Title: Re: ArmA III
Post by: Pedro Barbosa on August 16, 2011, 17: 01
Tou cada vez mais impressionado. UAU!!!
Title: Re: ArmA III
Post by: K9PT on August 16, 2011, 17: 06
Tenho cada vez mais medo....pelos requisitos do pc...
Title: Re: ArmA III
Post by: Pedro Barbosa on August 16, 2011, 17: 16
Como diz uma certa e INdeterminada pessoa

Quote from: Alentejano
PC DE MADEIRAAAAAAAAAAA!!!!!
Title: Re: ArmA III
Post by: Master-fx on August 16, 2011, 17: 23
Pelas fotos , este vai ter chulos e tudo  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on August 16, 2011, 17: 50
Essas imagens não estavam já na página anterior deste tópico? eheh
Title: Re: ArmA III
Post by: Nuno Basto on August 16, 2011, 17: 54
Essas imagens não estavam já na página anterior deste tópico? eheh

Não,... estas são em HD! :lol:
Title: Re: ArmA III
Post by: Pedro Barbosa on August 16, 2011, 17: 57
super hyper FULL HDzão...... :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: Filipe Galego on August 16, 2011, 18: 03
Só 1280... Hoje em dia já não é HD :lol:
Title: Re: ArmA III
Post by: Nuno Basto on August 16, 2011, 18: 15
Epá,.. comparando 586px × 329px das tas imagens com 1.280px × 720px é como disse o Dog "super hyper FULL HDzão". :lol:
Title: Re: ArmA III
Post by: Paulo Baptista on August 16, 2011, 18: 21
Vai ser preciso muito HD* para poder correr esse jogo com essa qualidade.

*)Haja Dinheiro
Title: Re: ArmA III
Post by: Filipe Galego on August 16, 2011, 18: 23
...
Title: Re: ArmA III
Post by: Pedro Barbosa on August 16, 2011, 18: 25
Ja andam ai uns pcs de madeira que nem o ARMA II correm direito, quanto mais o III..... :rtfm:
Title: Re: ArmA III
Post by: Marcelo Fortio on August 16, 2011, 18: 33
2x GTX560ti @SLI FTW! :D
Title: Re: ArmA III
Post by: Paulo Baptista on August 16, 2011, 19: 52
Ja andam ai uns pcs de madeira que nem o ARMA II correm direito, quanto mais o III..... :rtfm:
É possível. Sobretudo quem joga ARMA com o Magalhães ou se o mapa tiver scripts para que se vejam os rebites na fuzelagem do A10 e scripts para .. enfim, fico por aqui. Ainda ontem estive num servidor com ACE e ACRE e com 18 (não são 10), com gente a entrar e a sair e 0 (zero) freezes. De qualquer forma, para este ARMA 3, terá de ser uma máquina construída de preferência quando o jogo sair ou depois. Aguardemos.
Title: Re: ArmA III
Post by: Pedro Barbosa on August 16, 2011, 20: 18
o meu ja se aguenta mal ao II......com o 3 ainda lhe saltam maze os rebites da caixa  :shout: :shout: :shout:
Title: Re: ArmA III
Post by: Marcelo Fortio on September 12, 2011, 18: 57
http://www.youtube.com/watch?v=zksbVThXmdc#ws (http://www.youtube.com/watch?v=zksbVThXmdc#ws)
Title: Re: ArmA III
Post by: Marcelo Fortio on September 12, 2011, 18: 58
Podem ver as restantes 7 partes aqui! http://www.youtube.com/user/Arma3official#p/u (http://www.youtube.com/user/Arma3official#p/u)
Title: Re: ArmA III
Post by: Pedro Barbosa on September 12, 2011, 23: 08
Muito fixe ;)
Title: Re: ArmA III
Post by: Pedro Costa on September 12, 2011, 23: 59
 :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok: :shok:
Title: Re: ArmA III
Post by: Master-fx on September 13, 2011, 11: 17
Mesmo no Pc que eles meteram o jogo a correr,eu notei lag em alguns vídeos,o pessoal  dos pc´s de madeira vão ter de acrescentar mais madeira e pregos :lol:

Title: Re: ArmA III
Post by: Filipe Galego on September 13, 2011, 11: 32
Muito bom!
Title: Re: ArmA III
Post by: Marcelo Fortio on February 06, 2012, 16: 14
Novos Screen Shots!

http://www.dsogaming.com/news/four-brand-new-screenshots-from-arma-3/ (http://www.dsogaming.com/news/four-brand-new-screenshots-from-arma-3/)
Title: Re: ArmA III
Post by: Pedro Roldan on February 06, 2012, 16: 31
Muito bom mesmo  :biggrin:
Title: Re: ArmA III
Post by: Pedro Barbosa on February 06, 2012, 16: 41
Ta um pouco futurista demais e com coisas que nem existem......espero tar enganado mas isto ainda vai dar num red river....... :bad:
Title: Re: ArmA III
Post by: Filipe Garrido on February 06, 2012, 16: 44
Ta um pouco futurista demais e com coisas que nem existem......espero tar enganado mas isto ainda vai dar num red river....... :bad:

Também espero não estar certo em relação ao que eu tenho dito sobre o ArmA 3 (futurismo a mais)... Mas penso que vou ter de concordar contigo... Provavelmente vem ai um "Operation FailPoint"
Title: Re: ArmA III
Post by: Marcelo Fortio on February 06, 2012, 16: 51
Eu não acho que seja futurismo.
Para o nosso exercito Português será futurismo.
Para o USA, não há de ser nada que eles não tenham já desenvolvido e testado.
Title: Re: ArmA III
Post by: Pedro Roldan on February 06, 2012, 16: 53
Eu não acho que seja futurismo.
Para o nosso exercito Português será futurismo.
Para o USA, não há de ser nada que eles não tenham já desenvolvido e testado.

X2

E nao esquecer que o arma 3 será localizado temporalmente em cerca de 20 a mais da data do arma 2...
Title: Re: ArmA III
Post by: Pedro Barbosa on February 06, 2012, 16: 59
Tou como o outro, tenho que ver para crer....
Title: Re: ArmA III
Post by: Filipe Galego on February 06, 2012, 18: 12
Como gosto de ver logo aqui...

(http://img864.imageshack.us/img864/6640/arma3dsadasdasdsa.jpg) (http://img864.imageshack.us/i/arma3dsadasdasdsa.jpg/)
(http://img825.imageshack.us/img825/6554/arma3dsadasdsa.jpg) (http://img825.imageshack.us/i/arma3dsadasdsa.jpg/)
(http://img821.imageshack.us/img821/6119/arma3dsadsadsa.jpg) (http://img821.imageshack.us/i/arma3dsadsadsa.jpg/)
(http://img821.imageshack.us/img821/3530/arma3dsadsadsadsa.jpg) (http://img821.imageshack.us/i/arma3dsadsadsadsa.jpg/)
Title: Re: ArmA III
Post by: Pedro Barbosa on February 06, 2012, 20: 33
Screens todos pipis........quero é ver a demo...isso sim é que quero ver  :biggrin:
Title: Re: ArmA III
Post by: Master-fx on February 06, 2012, 21: 15
Os soldados parecem power rangers
Title: Re: ArmA III
Post by: Pedro Barbosa on February 06, 2012, 22: 01
Nova screen arma III.....

(http://img31.imageshack.us/img31/7507/aa651183500bt.jpg) (http://imageshack.us/photo/my-images/31/aa651183500bt.jpg/)

So faltava la isto....
Title: Re: ArmA III
Post by: Filipe Galego on February 06, 2012, 22: 21
:lol:
Title: Re: ArmA III
Post by: Filipe Garrido on February 06, 2012, 22: 23
Nova screen arma III.....

([url]http://img31.imageshack.us/img31/7507/aa651183500bt.jpg[/url]) ([url]http://imageshack.us/photo/my-images/31/aa651183500bt.jpg/[/url])

So faltava la isto....


Dassssss...

Aquilo vai parecer "Zone of the Enders"  :lol:
Title: Re: ArmA III
Post by: Alex Sena on February 07, 2012, 10: 59
Muito fixe este novo ARMA.

E não acho nada de futurismo, como alguns disseram.

As forças militares têm inúmeros veículos/robôs comandados a distancia.

E se virem os últimos tanks e carros de combate dos americanos, aquilo mais parece cenas de filmes.

É esperar para ver  ;)
Title: Re: ArmA III
Post by: Filipe Galego on February 23, 2012, 20: 31
(http://img26.imageshack.us/img26/7348/arma3screenshot120210.jpg) (http://img26.imageshack.us/i/arma3screenshot120210.jpg/)
(http://img546.imageshack.us/img546/4868/arma3screenshot120218.jpg) (http://img546.imageshack.us/i/arma3screenshot120218.jpg/)
(http://img215.imageshack.us/img215/7975/arma3screenshot120220.jpg) (http://img215.imageshack.us/i/arma3screenshot120220.jpg/)
(http://img138.imageshack.us/img138/1226/arma3screenshot120222.jpg) (http://img138.imageshack.us/i/arma3screenshot120222.jpg/)
(http://img19.imageshack.us/img19/8135/arma3screenshot120226.jpg) (http://img19.imageshack.us/i/arma3screenshot120226.jpg/)
(http://img41.imageshack.us/img41/1421/arma3screenshot120227.jpg) (http://img41.imageshack.us/i/arma3screenshot120227.jpg/)
Title: Re: ArmA III
Post by: Nuno Basto on February 23, 2012, 21: 20
:shok:
Title: Re: ArmA III
Post by: Filipe Galego on February 27, 2012, 19: 31
Quote
Arma 3 developer Bohemia is planning to release an early slice of its battlefield sim to the public after E3 in June, so we rabble can offer our oh-so-wise insights. Project lead Daniel Musil explained, "Ours is a large and complex game - being developed by a relatively small team - so we really appreciate your opinions, thoughts and feedback."

"The Community Alpha will be quite limited in terms of the assets it includes," Musil said, "with the goal of providing enough content to experiment with the brand new bits of gameplay and technology. It also enables our passionate community to prepare their mods for the very latest version of the Real Virtuality engine."

"Then, later on in the year, we'd like to open up our game up even further with a more extensive beta program. The exact details, however, we intend to set out closer to their launch."

Bohemia also held a community alpha for its civilian chopper sim Take On Helicopters.

Arma 3 is slated to launch in Q4 2012.
Title: Re: ArmA III
Post by: Master-fx on February 28, 2012, 16: 24
Este vai ser um suga recursos só no trailer do jogo estava com 30 FPS :lol:
Title: Re: ArmA III
Post by: Pedro Roldan on March 01, 2012, 11: 40
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/s720x720/395413_327811777265559_192181357495269_843682_1635740335_n.jpg)
Title: Re: ArmA III
Post by: Pedro Costa on April 06, 2012, 19: 42
http://www.youtube.com/watch?v=DXIoEUq8YE8
Title: Re: ArmA III
Post by: Nuno Basto on April 07, 2012, 09: 59
:shok: 5*!!! Nunca mais chega!!!
Title: Re: ArmA III
Post by: Filipe Galego on May 06, 2012, 20: 03
http://www.youtube.com/watch?v=DnFy1IvvIGM#ws (http://www.youtube.com/watch?v=DnFy1IvvIGM#ws)

http://www.youtube.com/watch?v=gp0XRlJPNxc#ws (http://www.youtube.com/watch?v=gp0XRlJPNxc#ws)
Title: Re: ArmA III
Post by: Bruno Azevedo on May 22, 2012, 01: 12
Gráficamente parece-me 5 estrelas, só espero que à boa maneira da BIS não seja preciso esperar 2 anos e 10 updates para ficar jogável, mas pelos trailers parece-me que não será o caso desta vez.

Can't wait ...  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on May 22, 2012, 13: 06
Pois mas há grande probabilidade de isso acontecer eheh
Title: Re: ArmA III
Post by: Master-fx on May 24, 2012, 08: 15
Se for como o Arma II quando saiu, de 15 em 15 minutos o jogo vai estar a craschar
Title: Re: ArmA III
Post by: Martim Silva on May 24, 2012, 15: 43
Pois, concordo com o Filipe, há uma grande probabilidade de isso acontecer.

Mas não vejo mal nenhum nisso, porque fazer algo real sem a ajuda dos utilizadores é praticamente impossível. Além disso o desenvolvimento estende-se muito no tempo e não há financiamento que aguente, por isso é raro encontrar um bom simulador que seja lançado logo 5*. Mas realmente deviam ser mais sinceros com a comunidade.

Para não variar os russos é que percebem disto (quando sair um race sim russo..compro logo  :biggrin:). Até simuladores de comboios antigos, com todos os pormenores simulados já vi..

Falo dos russos, porque nos simuladores vão sempre aos pormenores mais pequenos e porque acho que a bohemian interactive devia seguir o exemplo da DCS. Quando fizeram a beta do A-10, puseram à venda por metade do preço. Assim arranjaram $ para financiar o projecto, arranjaram ppl para testar que ainda pagou por isso. Resultado: Um excelente simulador!!!

Conclusão: Todos queremos bons simuladores, sabemos que é 1 software que não é para as massas (logo não é tão rentável).
Se o sacrifício que tivermos que fazer for este..que venha daí um racesim russo lololo

P.S. Sei que há 1 sim de provas 4x4 com UAZs, etc
Title: Re: ArmA III
Post by: Filipe Galego on May 24, 2012, 17: 26
Eu neste sempre compreendi pelo tipo e dimensão de "jogo" que é que tenha muitos bugs na fase inicial... Ao contrários de outros que vão saindo. No entanto, agora já têm muita experiência e já não têm tanta desculpa pois afinal já lá vão uns anos desde o 1º OpF...
Title: Re: ArmA III
Post by: Pedro Roldan on May 24, 2012, 19: 00
Eu neste sempre compreendi pelo tipo e dimensão de "jogo" que é que tenha muitos bugs na fase inicial... Ao contrários de outros que vão saindo. No entanto, agora já têm muita experiência e já não têm tanta desculpa pois afinal já lá vão uns anos desde o 1º OpF...

É um facto que ja teem mais experiencia, mas isso não muda o facto que estamos a falar de uma evolução radical no motor de jogo, e nao em termos de funcionalidades.

Suspeito que numa fase inicial, certamente que o motor nao irá estar 100% optimizado, e os updates serão uma constante, o que para mim nao me preocupa muito, pois a experiencia diz que a bis nunca deixou ficar mal os seus clientes, ao contrario de muitas produtoras que lançam o software nao finalizado por uma ou outra razao  e depois de o terem vendido simplesmente passam para outro projecto.

A bis sempre mostrou o contrario, alias basta ver pela longevidade dos seus produtos muito depois da sua venda inicial, continuam a lancar updates gratuitos sempre com correcções e novas funcionalidades.

Não me parece critico nem preocupante de forma alguma que o arma 3 ainda demore uns updates a estar estabilizado, ate lá temos o arma 2, e para quem achar que esses updates são assim tão criticos, também tem bom remedio, não compra logo o simulador e espera ate este estar estabilizado  :biggrin:

Eu pessoalmente vou fazer o que sempre fiz com a bis, assim que houver disponibilidade do arma 3 em caixa  :biggrin:, vou imediatamente adquirir o simulador, e usufruir dele da melhor forma possivel e aprender a viver com alguns problemas existentes ate que esteja completamente estabilizado, e assim contribuir com o meu €€ para a equipa que tantas horas de prazer me deu ao longo destes vários anos  :biggrin:

Boa ?  :blush: eheheheh
Title: Re: ArmA III
Post by: Filipe Galego on May 24, 2012, 19: 55
Concordo ;)
Title: Re: ArmA III
Post by: Pedro Barbosa on May 25, 2012, 16: 42
Boa!
Title: ArmA III - 'Lighting Showcase' Trailer
Post by: Filipe Galego on May 25, 2012, 16: 43
Efeitos de luz ;)

http://www.youtube.com/watch?v=mIwfS8uJJIk#ws (http://www.youtube.com/watch?v=mIwfS8uJJIk#ws)
Title: Re: ArmA III
Post by: Master-fx on May 25, 2012, 21: 45
Brutal, este vai dar ainda mais pica mal posso esperar para roubar um quando sair  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on June 28, 2012, 22: 11
(http://img193.imageshack.us/img193/8660/full1799366685558254004.jpg) (http://img193.imageshack.us/i/full1799366685558254004.jpg/)
(http://img85.imageshack.us/img85/1986/full1799366602089274004.jpg) (http://img85.imageshack.us/i/full1799366602089274004.jpg/)
(http://img443.imageshack.us/img443/9734/full1799366612553784004.jpg) (http://img443.imageshack.us/i/full1799366612553784004.jpg/)
(http://img835.imageshack.us/img835/535/full1799366622837194004.jpg) (http://img835.imageshack.us/i/full1799366622837194004.jpg/)
(http://img824.imageshack.us/img824/2846/full1799366632837704004.jpg) (http://img824.imageshack.us/i/full1799366632837704004.jpg/)
(http://img692.imageshack.us/img692/6597/full1799366645221164004.jpg) (http://img692.imageshack.us/i/full1799366645221164004.jpg/)
(http://img849.imageshack.us/img849/893/full1799366655294464004.jpg) (http://img849.imageshack.us/i/full1799366655294464004.jpg/)
(http://img442.imageshack.us/img442/8954/full1799366665398014004.jpg) (http://img442.imageshack.us/i/full1799366665398014004.jpg/)
(http://img39.imageshack.us/img39/5554/full1799366675409544004.jpg) (http://img39.imageshack.us/i/full1799366675409544004.jpg/)
Title: Re: ArmA III
Post by: Paulo Honorato on November 28, 2012, 19: 58
Para o pessoal não se esquecer disto  :biggrin:

http://www.youtube.com/watch?v=I0untAgEncI#ws (http://www.youtube.com/watch?v=I0untAgEncI#ws)
Title: Re: ArmA III
Post by: Filipe Galego on November 28, 2012, 20: 14
Houvesse PC...
Title: Re: ArmA III
Post by: nilton carvalho on November 28, 2012, 20: 56
que venha isso aqui estou a espera
Title: Re: ArmA III
Post by: Nuno Basto on November 29, 2012, 10: 52
Já falta pouco... 2-3 meses!!!
Title: Re: ArmA III
Post by: Paulo Honorato on January 16, 2013, 11: 03
Arma 3 developers free on bail after 128 days.

The two Czechs, who have been detained in Greece since last year’s September due to suspicion of military espionage will be released on bail, the office of Prime Minister Petr Ne?as said on Tuesday.

“As a result of repeated dealings, today the Greek Prime Minister Antonis Samaras informed Czech Prime Minister Petr Ne?as over the telephone that the two Czechs arrested by Greek police because of supposed photography of military objects on the island of Lemnos have been released. Both can now return back to the Czech Republic. PM Petr Ne?as expressed appreciation for the efforts of PM Antonis Samaras and thanked him,” said Petr Ne?as’ spokesperson Michal Schuster on Tuesday.

“Thankfully they have been released, but they will still be held accountable [for their supposed crime in court] later, but their not in jail anymore. Thank god for that. I’d like to thank the Greek side for this

Both men aged 28 and 33 years, who work for a video game-producing company Bohemia Interactive faced up to 20 years in prison if they were convicted.

The men supposedly rerecorded and photographed strategic military objects to be used in an upcoming military shooter.

After Bohemia Interactive denied that its employees were in Greece and illegally obtained photos as part of their work, the Czech President Václav Klaus also sided with them when he sent a letter to his Greek counterpart Karlos Papoulias with a request for their release.
Title: Re: ArmA III
Post by: Filipe Galego on January 16, 2013, 11: 56
Finalmente!
Title: Re: ArmA III
Post by: Nuno Basto on January 16, 2013, 15: 53
É Verdade,.... finalmente,...
Title: Re: ArmA III
Post by: Paulo Baptista on January 16, 2013, 22: 38
Quando não se tem onde cair morto e ainda se cria um caso de segurança nacional por causa desta situação, é caso para dizer que estes Gregos, basicamente são como nós, têm o que merecem. Os coitados que estiveram 120 dias nas grades é que ficam com uma história que bem pode vir a dar um cenário para recuperar Hostages numa prisão grega para o ARMA III. Eu não lhes perdoava. Fardava os guardas com camisas de noite, barretes de pom-pom na cabeça, pulseiras negras com bicos de metal e bananas em vez de cacetes.  Os gregos iam gostar.
Title: Re: ArmA III
Post by: Pedro Barbosa on January 17, 2013, 00: 32
Quando não se tem onde cair morto e ainda se cria um caso de segurança nacional por causa desta situação, é caso para dizer que estes Gregos, basicamente são como nós, têm o que merecem. Os coitados que estiveram 120 dias nas grades é que ficam com uma história que bem pode vir a dar um cenário para recuperar Hostages numa prisão grega para o ARMA III. Eu não lhes perdoava. Fardava os guardas com camisas de noite, barretes de pom-pom na cabeça, pulseiras negras com bicos de metal e bananas em vez de cacetes.  Os gregos iam gostar.

 :rofl: :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: Pedro Roldan on February 21, 2013, 14: 51
As we stand on the verge of revealing our plans for Arma 3, there is one big topic we'd like to get out there first. A long four months ago, I took over as Project Lead for Arma 3, having previously worked on the game as Lead Playable Content. As a team we were facing two quite serious situations: we were not happy with how the project was going, and on top of that two of our colleagues were suddenly arrested for alleged espionage in Greece. The first two months on the job were all about taking an inventory of the project and team, seeing what was going well, what was not, and coming up with plans to fix it all. The mission set by our CEO, Marek Špan?l, was clear: do all we can to release Arma 3 in 2013.

One of the steps in this plan has been to select Valve's Steam as our primary platform. Not only is Arma 3 PC-exclusive, but now we have decided to make it Steam-exclusive as well. Since we expect this will upset some of our fans, I'd like to take the time to honestly explain our motivations.

The bottom-line: we feel that without going Steam-exclusive, we would not be able to release Arma 3 in 2013.

Fonte : http://www.bistudio.com/english/company/developers-blog/356-arma3-steam-dev-blog (http://www.bistudio.com/english/company/developers-blog/356-arma3-steam-dev-blog)
Title: Re: ArmA III
Post by: Nuno Basto on February 21, 2013, 17: 18
E como vai ser com os servidores!!! Temos de comprar uma cópia do ARMA3 para o servidor!?!?
Title: Re: ArmA III
Post by: Filipe Galego on February 21, 2013, 18: 30
Por ser steam não quer dizer que se tenha que comprar. Por vezes o servidor dedicado é disponibilizado gratuitamente. Eles só têm a ganhar pois assim o jogo espalha-se mais...
Title: Re: ArmA III
Post by: Nuno Basto on February 22, 2013, 21: 23
Eu coloquei essa questão lá no forum e um dos DEVS disse que o servidor dedicado ia ter o seu código binário independente do jogo,... por isso leva-me a querer que será o que acabaste de dizer! :good:
Title: Re: ArmA III
Post by: Nuno Basto on February 26, 2013, 20: 33
DIA 5 ESTÁ DISPONÍVEL A VERSÃO ALFA PARA QUEM SE QUISER CHEGAR Á FRENTE, podem ver o preçário aqui -> http://www.arma3.com/buy (http://www.arma3.com/buy)

Eu vou adquirir a DIGITAL DELUXE EDITION - 39,99€ :biggrin:

Quem não se quiser chegar á frente e ter a versão free, só dia 14 de Março mas não tem multiplayer nem pode adicionar MOD's.

Eu que estava para reinstalar o windows quando tivesse o ARMA3, a pensar que seria só lá para agosto,.. parece que vai ser mais cedo,... :lol:
Title: Re: ArmA III
Post by: Pedro Roldan on February 26, 2013, 21: 34
Já estive a ver e acho que vou adquirir a versão alpha normal a 24.99€, o que vem na deluxe nao me impressionou o suficiente para a diferença de preço.
Title: Re: ArmA III
Post by: Filipe Galego on February 26, 2013, 21: 59
De facto são 15€ que no fundo são para os digital maps mas que não percebi que mapas serão... e se valerão a pena...
Title: Re: ArmA III
Post by: Pedro Barbosa on February 26, 2013, 22: 12
Já estive a ver e acho que vou adquirir a versão alpha normal a 24.99€, o que vem na deluxe nao me impressionou o suficiente para a diferença de preço.

Acho que tambem vou por ai, 15 euros ainda é dinheiro....
Title: Re: ArmA III
Post by: Nuno Basto on February 26, 2013, 22: 29
Eu vou adquirir se os mapas digitais valerem apena,... vou investigar lá no forum a ver se se descosem um pouco!
Title: Re: ArmA III
Post by: João Castelos on February 27, 2013, 10: 36
agora nao sei se  vou comprar o rFactor2 ou o armaIII ou DCS A10
Title: Re: ArmA III
Post by: Filipe Galego on February 27, 2013, 11: 52
:lol:
Title: Re: ArmA III
Post by: Nuno Basto on February 27, 2013, 11: 56
Aproveita compra agora o ARMA 3 que tá mais barato! :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 04, 2013, 12: 07
AMANHA É O GRANDE DIA  :drinks:
(http://img12.imageshack.us/img12/3617/350pxarma3coverart.jpg)
e vamos ter o russo de volta :biggrin:
Title: Re: ArmA III
Post by: Pedro Trindade on March 04, 2013, 12: 29
Aproveita compra agora o ARMA 3 que tá mais barato! :biggrin:

ainda tenho o II que não cheguei ainda a instalar! :punish: mas se a malta vai toda migrar para o III talvez pro proximo mês avance para o Alfa enquanto está mais barato. ;)
Title: Re: ArmA III
Post by: Pedro Roldan on March 04, 2013, 14: 45
Trindade é que podes ja contar com isso my friend :-), prepara ja o orçamento a incluir o arma 3, que certamente as jogatanas vao ser fabulosas  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on March 04, 2013, 16: 10
http://www.youtube.com/watch?v=2vm6rXJEzY8#ws (http://www.youtube.com/watch?v=2vm6rXJEzY8#ws)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 04, 2013, 17: 08
Pois é, hoje a partir das 00h00 ja é dia 5! So estranho a Steam ainda nao ter nada a publicitar a ARMA III  :unknw:

Title: Re: ArmA III
Post by: Filipe Galego on March 04, 2013, 17: 22
Há dias vi uma pub de ser exclusivo do steam mas não me lembro onde foi :lol:
Title: Re: ArmA III
Post by: Pedro Barbosa on March 04, 2013, 17: 34
Deve ter sido aqui: http://www.bistudio.com/ (http://www.bistudio.com/)
Title: Re: ArmA III
Post by: Filipe Galego on March 04, 2013, 18: 22
Não. Foi em site não oficial.
Title: Re: ArmA III
Post by: Pedro Barbosa on March 04, 2013, 18: 47
Countdown: https://store.bistudio.com/ (https://store.bistudio.com/) ainda demora de caraças  :lazy:

Nos quando sair a ALPHA

http://www.youtube.com/watch?v=4hpEnLtqUDg#ws (http://www.youtube.com/watch?v=4hpEnLtqUDg#ws)
Title: Re: ArmA III
Post by: Nuno Basto on March 04, 2013, 19: 41
Curti o gajo a cair da janela! :lol:

Infelizmente não vou conseguir comprar o ArmA hoje como tinha previsto, por isso quem adquirir hoje e me puder enviar um convite para descarregar o ALPHA free... ao menos vou matando o bicho! :lol:
Title: Re: ArmA III
Post by: Pedro Barbosa on March 04, 2013, 19: 43
Quando comprar mando te isso, mas nao tens acesso ao MP...
Title: Re: ArmA III
Post by: Nuno Basto on March 04, 2013, 20: 25
Quando comprar mando te isso, mas nao tens acesso ao MP...

Eu sei,...  mas vou-me "ambientando" menus, armas, veículos, movimentação dentro e fora de água, settings gráficos, editor de mapas,... etc!
Title: Re: ArmA III
Post by: Pedro Barbosa on March 04, 2013, 20: 28
 :good:
Title: Re: ArmA III
Post by: Pedro Roldan on March 04, 2013, 20: 56
Lol entao nuno tanta coisa com a deluxe etc etc, e agora vais para a free ??  :shok:
Title: Re: ArmA III
Post by: Nuno Basto on March 04, 2013, 21: 39
Eu ia,... até me ter aparecido +/- 700€ do seguro da MÉDIS para pagar!  :rtfm: Mas no próximo mês (ou talvez antes) a coisa já se recompõe novamente!  :biggrin:

P.S. - Amanhã ás 12h é começar a descarregar pessoal! -> https://store.bistudio.com/
Title: Re: ArmA III
Post by: João Bandeira on March 05, 2013, 00: 10
Malta qual aconselham comprar no site da bi studio para conseguir jogar convosco ?
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 00: 22
Eu vou comprar o de 24.99€ que da perfeitamente ;)
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2013, 00: 50
https://www.youtube.com/watch?feature=player_embedded&v=DiLXDwsVlXg (https://www.youtube.com/watch?feature=player_embedded&v=DiLXDwsVlXg)
Title: Re: ArmA III
Post by: João Bandeira on March 05, 2013, 01: 02
Eu vou comprar o de 24.99€ que da perfeitamente ;)

Ok Dog , e é pela steam certo para fazer a compra né ?
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 10: 24
Eu vou comprar o de 24.99€ que da perfeitamente ;)

X3
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 10: 53
Eu vou comprar o de 24.99€ que da perfeitamente ;)

X3
x4
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 11: 29
Só para avisar que ainda não esta disponivel na steam, fui agora ver para comprar e comecar a sacar e ainda não o encontro.
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 11: 45
so fica desponivel ao meio dia   :biggrin:
Title: Re: ArmA III
Post by: Pedro Trindade on March 05, 2013, 11: 49
Eu vou comprar o de 24.99€ que da perfeitamente ;)

X3
x4
x5 :biggrin:
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 12: 11
so fica desponivel ao meio dia   :biggrin:

Já passa e ainda não está disponivel, xiça nem sei o que fazer com este €€ a fazer comichão, ele quer ir para o arma 3 e nunca mais se faz dia  :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 12: 16
so fica desponivel ao meio dia   :biggrin:

Já passa e ainda não está disponivel, xiça nem sei o que fazer com este €€ a fazer comichão, ele quer ir para o arma 3 e nunca mais se faz dia  :biggrin:
podes me comprar o arma 3 que eu ainda hoje te dou o dinheiro  :biggrin:
Title: Re: ArmA III
Post by: Paulo Honorato on March 05, 2013, 12: 34
Vou pensar nisso também.
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 12: 44
https://store.bistudio.com/
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 13: 03
esta desponivel para compra no steam  :dance3:
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 13: 08
Onde ??? estou a procura na steam e nao aparece la nada... :unknw:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 13: 08
fecha o steam e volta abrir  ;)
http://store.steampowered.com/app/107410/ (http://store.steampowered.com/app/107410/)
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 13: 10
Weee já o tou a ver hihihihi, ui quando chegar a casa vai ser lindo, toca a comprar e sacar, estou com dificuldades em escreverlkfdjasdf devido a ter muita baba a cair em cima do teclado...sorry  :biggrin:
Title: Re: ArmA III
Post by: Pedro Costa on March 05, 2013, 13: 36
Downloading @ Steam 50% .... :biggrin: :biggrin: :crazy:
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 14: 12
Downloading @ Steam 50% .... :biggrin: :biggrin: :crazy:

 :hunter: tb quero  :biggrin:, mas só hoje a noite e que vou sacar ....
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2013, 14: 35
Vou ver no servidor como é com o Dedicated Server! ;)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 15: 06
O meu ja ta a sacar, mas so acabo o download logo á noite.......paciencia  :beach:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 15: 16
daqui a 10 minutos ja ca esta lol
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 15: 25
Xiça e tá aqui um gajo a acompanhar os vossos posts cheio de inveja.... que vos roubem o cobre hihihih e fiquem sem net até à noite para sacarmos todos junto lol  :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 15: 34
Xiça e tá aqui um gajo a acompanhar os vossos posts cheio de inveja.... que vos roubem o cobre hihihih e fiquem sem net até à noite para sacarmos todos junto lol  :biggrin:
ESTA LINDO
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 16: 07
Xiça e tá aqui um gajo a acompanhar os vossos posts cheio de inveja.... que vos roubem o cobre hihihih e fiquem sem net até à noite para sacarmos todos junto lol  :biggrin:
ESTA LINDO

Biatch  :diablo: isso não se faz, fica aqui um gajo quase a  :suicide2:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 16: 22
http://www.youtube.com/watch?v=zXCnqVMr1k8# (http://www.youtube.com/watch?v=zXCnqVMr1k8#)
mesmo com todo no minimo esta mesmo bom  :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 16: 31
na questao de lançar um servidor acho que esta igual ao armaII  :dance3:
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 17: 09
[url]http://www.youtube.com/watch?v=zXCnqVMr1k8#[/url] ([url]http://www.youtube.com/watch?v=zXCnqVMr1k8#[/url])
mesmo com todo no minimo esta mesmo bom  :biggrin:


UAU!  :clapping:
Title: Re: ArmA III
Post by: Diogo Quaresma on March 05, 2013, 17: 59
Quando houver mais um pouco de guita e tempo compro e volto para a guerra aqui com a malta...
Title: Re: ArmA III
Post by: Paulo Gaspar on March 05, 2013, 18: 09
 Que inveja, caramba! Quem me dera a mim poder descarregar já o jogo.
Mas como dizia a minha mãezinha, enquanto há obrigações não há devoções por isso, infelizmente, hoje ainda tenho que fazer amor com 3 ou 4 belas mulheres* antes de me poder sentar à frente do PC a jogar... Que triste vida a minha! :(

Mas ei! Não fiquem tristes por mim - são só ossos do ofício. Vocês divirtam-se, ok?  :good:

Abraços masculinos!



* ou talvez fazer amor 3 ou 4 vezes com a mesma bela mulher. Depende do nível de preguiça...
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 18: 11
Que  :king: Mr. Gasp!
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2013, 18: 15
5*!

Para se lançar o servidor é preciso ter o Alpha no Steam do Servidor Dedicado, pelo menos para já,...
Title: Re: ArmA III
Post by: Filipe Galego on March 05, 2013, 18: 18
É preciso ter certificação PTSims para comprar?
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2013, 18: 42
http://www.youtube.com/watch?v=83NkPguw9Jg#ws (http://www.youtube.com/watch?v=83NkPguw9Jg#ws)

http://www.youtube.com/watch?v=DiLXDwsVlXg#ws (http://www.youtube.com/watch?v=DiLXDwsVlXg#ws)

http://www.youtube.com/watch?v=G8vrbzNYEwM#ws (http://www.youtube.com/watch?v=G8vrbzNYEwM#ws)

http://www.youtube.com/watch?v=yLIPW0oIvm8#ws (http://www.youtube.com/watch?v=yLIPW0oIvm8#ws)

http://www.youtube.com/watch?v=zUPHT-GOrPM#ws (http://www.youtube.com/watch?v=zUPHT-GOrPM#ws)
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 18: 51
5*!

Para se lançar o servidor é preciso ter o Alpha no Steam do Servidor Dedicado, pelo menos para já,...
para ja isso nao ha nuno,mas da para fazer um servidor no MP do jogo,mas so tem duas missoes.uma da para 7 jogadores e a outra da para 10 jogadores,por enquanto da para ver o que ha de novo no jogo.Mas digo ja uma coisa ESTA BURTAL nem quero imaginar o jogo com um pc decente  :clapping:
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 19: 01
Ja existem missoes user made para ARMA III  :party:

http://www.armaholic.com/ (http://www.armaholic.com/)

%$#%#$%$"$!!!!!! AINDA FALTA MUITO PRA MEIA NOITE??????  :shout: :suicide2: :shout: :suicide2: :shout:
Title: Re: ArmA III
Post by: Paulo Gaspar on March 05, 2013, 19: 39
%$#%#$%$"$!!!!!! AINDA FALTA MUITO PRA MEIA NOITE??????  :shout: :suicide2: :shout: :suicide2: :shout:

É isso mesmo. Eu também só vou poder começar a descarregar depois da meia-noite, que é quando posso "voltar aos mercados".
De qualquer forma, só aquele video sobre os diversos modos de movimento e postura já me deixou com a cabeça a andar à roda! 5 estrelas!
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 19: 43
Eu tou a salivar  :hunter:
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2013, 20: 20
Castelos é possível arrancar em modo de servidor dedicado! É só pesquisares no forum da Bohemia! ;)

Não se esqueçam de me enviar um invite para poder dar umas voltas no SP. ;)
Title: Re: ArmA III
Post by: João Castelos on March 05, 2013, 20: 31
Castelos é possível arrancar em modo de servidor dedicado! É só pesquisares no forum da Bohemia! ;)

Não se esqueçam de me enviar um invite para poder dar umas voltas no SP. ;)
eu no steam nao tenho a ferramenta do servidor dedicado  :blush: ja abri um servidor no MP ja com novas missoes
Title: Re: ArmA III
Post by: Pedro Costa on March 05, 2013, 20: 32
Do pouco que testei gostei bastante.. nao mexi nos settings mas  com o meu pc nao notei grandes problemas. :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on March 05, 2013, 21: 49
Comparativamente com ArmAII??
Title: Re: ArmA III
Post by: Pedro Barbosa on March 05, 2013, 21: 55
È so veres os videos e percebes logo que esta noutro patamar, eu ate me babo  :biggrin:
Title: Re: ArmA III
Post by: Pedro Roldan on March 05, 2013, 22: 13
Pelo menos para mim ( e falo isto ainda com o download por fazer ) vai trazer o que eu sentia falta no 2 para o tornar praticamente perfeito, em primeiro lugar uma fisica mais credivel de raiz, uma optimização gráfica e de performance, e um mundo maritimo que funcione... ora do que já vi, trás tudo isto e ainda mais...  :biggrin:

Como sempre achei, duvido que venha tudo sem falhas no seu release, mas como falamos da bohemia, é garantido que o desenvolvimento após lançamento irá continuar com os normais upgrades e 'ouvindo' a comunidade.

Alias se não fosse pela bohemia, não iria patrocinar o desenvolvimento do jogo adquirindo uma versão alpha, sem garantia de continuidade.   :good:

p.s: ja ta a sacar  :aggressive:
Title: Re: ArmA III
Post by: Passos on March 05, 2013, 23: 22
Boas pessoal, eu tinha outra conta aqui, mas n a consegui recuperar lol. Sou o Pedro Passos que ja jogou com vcs no arma 2. Gostava de saber se vao voltar em força no arma 3 :)

Vou sacá-lo hoje ;)

Abraços
Title: Re: ArmA III
Post by: Pedro Roldan on March 06, 2013, 00: 01
Boas, claro que sim, esteve tudo à espera do bicho  :biggrin:
Title: Re: ArmA III
Post by: Passos on March 06, 2013, 00: 13
Dps digam-me onde se encontram. Se ainda é no TS etc...
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 08: 56
Dados do servidor:
Server: Servidor TS3 PTSims.net
Server IP: 188.165.234.47:9987
Password: ptsims
enquanto a servidor do arma ontem usamos um servidor meu do MP
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 10: 24
Castelos é possível arrancar em modo de servidor dedicado! É só pesquisares no forum da Bohemia! ;)

Não se esqueçam de me enviar um invite para poder dar umas voltas no SP. ;)
so agora consegui entar no forum deles,ontem tentei ir la mas estava a dar erro  :biggrin:
estou perdido la no forum,onde esta isso do servidor dedicado?
Title: Re: ArmA III
Post by: Nuno Basto on March 06, 2013, 10: 43
Tens que colocar no link para arrancares o simulador "-server" sem as "" claro. E claro que arrancando em modo de servidor dedicado não podes jogar!
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 11: 05
Tens que colocar no link para arrancares o simulador "-server" sem as "" claro. E claro que arrancando em modo de servidor dedicado não podes jogar!
assim tinha que ter dois arma 3  :blush: ficar sem jogar nao da  :biggrin: um servidor no MP tambem nao é mau...fica é um pouco limitado o servidor em algumas coisas  :blush:
Title: Re: ArmA III
Post by: Filipe Galego on March 06, 2013, 16: 42
Então quem faz uma mini-review???

- Grafismo: qualidade/performance vs ArmA2
- Jogabilidade: Ai, missões, terreno,...
- Realismo
- Som
+++
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 17: 05
Ainda nao testei a alpha na sua totalidade, pelo menos para mim ainda é prematuro fazer uma review.
Com mais tempo darei a minha opiniao ;)
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 17: 25
Então quem faz uma mini-review???

- Grafismo: qualidade/performance vs ArmA2
- Jogabilidade: Ai, missões, terreno,...
- Realismo
- Som
+++
eu faço

- Grafismo:ainda com alguns erros mas ja esta num nivel bem a cima o ArmaA2
- Jogabilidade:
AI:muito melhor mas ainda tem alguns detalhes que tem ver vistos
missões:ainda é muito cedo para falar nisso,mas promete fazer algumas coisas bem melhores que o armaA2
terreno:nao tem nada haver com armaA2,muito bom mesmo
- Realismo:esta melhor mas ainda tem algumas coisas a melhorar
- Som:ate agora esta bem melhor eu diria que esta 5 *  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on March 06, 2013, 17: 38
Já existem bastantes bugs detectados e que já estão a ser corregidos,...
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 18: 14
Quote
STEAM:
3 Alpha Lite Invites (not yet available) – Introduce your friends to Arma 3 by inviting them to the free invite-only Arma 3 Alpha Lite (available from March 14, 2013 until June 18, 2013).

Vais ter que esperar um pouco Nuno.  :drinks:
Title: Re: ArmA III
Post by: Nuno Basto on March 06, 2013, 18: 21
Um novo uso para os pedais!!!!

http://www.youtube.com/watch?v=R60LoGA-sKI#ws (http://www.youtube.com/watch?v=R60LoGA-sKI#ws)

Quote
STEAM:
3 Alpha Lite Invites (not yet available) – Introduce your friends to Arma 3 by inviting them to the free invite-only Arma 3 Alpha Lite (available from March 14, 2013 until June 18, 2013).


Vais ter que esperar um pouco Nuno.  :drinks:

Pois,... ontem dei conta disso,... :(
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 19: 02
De ontem para hoje existem mais 16 missoes para sacar, isto vai de vento em poupa!

http://www.armaholic.com/list.php?c=arma3_files_scenarios (http://www.armaholic.com/list.php?c=arma3_files_scenarios)
Title: Re: ArmA III
Post by: Pedro Roldan on March 06, 2013, 19: 29
Filipe ainda e muito cedo para reviews, senão vejamos, o arma 2 é um produto estavel com alguns anos de desenvolvimento e correcções, o arma 3 ainda está na fase alpha, ou seja ainda nem um produto é, logo seria extremamente injusto e enganador fazer neste momento comparações, mesmo quando sair a versão oficial será complicado pois vamos estar sempre a comparar um produto acabado com inumeras correcções, com um produto acabado de lançar ainda sem upgrades.

Penso que pelo menos poderemos fazer uma review em condições na altura do lançamento oficial do arma 3  :biggrin:

No entanto já se percebem grandes alterações neste arma 3, e todas para melhor, na minha opiniao claro  :biggrin:
Title: Re: ArmA III
Post by: Diogo Quaresma on March 06, 2013, 20: 27
Malta uma perguntinha aqui para o pessoal que percebe disto mais do que eu. Se eu comprar a versão alfa depois quando sair a versão completa tenho direito à mesma ou tenho de fazer nova compra?
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 20: 29
De ontem para hoje existem mais 16 missoes para sacar, isto vai de vento em poupa!

[url]http://www.armaholic.com/list.php?c=arma3_files_scenarios[/url] ([url]http://www.armaholic.com/list.php?c=arma3_files_scenarios[/url])
ja sacei mais algumas  :biggrin: as portas da guerra estao abertas  :hunter:
Title: Re: ArmA III
Post by: Passos on March 06, 2013, 20: 32
Se compraste. n tens de comprar outra vez qdo sair ;)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 20: 34
Malta uma perguntinha aqui para o pessoal que percebe disto mais do que eu. Se eu comprar a versão alfa depois quando sair a versão completa tenho direito à mesma ou tenho de fazer nova compra?

Nao precisas de comprar mais nada, a alpha da-te acesso ao resto ;)
Title: Re: ArmA III
Post by: Pedro Roldan on March 06, 2013, 20: 35
Malta uma perguntinha aqui para o pessoal que percebe disto mais do que eu. Se eu comprar a versão alfa depois quando sair a versão completa tenho direito à mesma ou tenho de fazer nova compra?

Assim que for lançada a versão oficial tens direito a ela sem mais custos.
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 20: 40
De ontem para hoje existem mais 16 missoes para sacar, isto vai de vento em poupa!

[url]http://www.armaholic.com/list.php?c=arma3_files_scenarios[/url] ([url]http://www.armaholic.com/list.php?c=arma3_files_scenarios[/url])
ja sacei mais algumas  :biggrin: as portas da guerra estao abertas  :hunter:


Castelos, so chego á 00h00, nao me façaas babar mais :P
Title: Re: ArmA III
Post by: Filipe Galego on March 06, 2013, 21: 54
Filipe ainda e muito cedo para reviews, senão vejamos, o arma 2 é um produto estavel com alguns anos de desenvolvimento e correcções, o arma 3 ainda está na fase alpha, ou seja ainda nem um produto é, logo seria extremamente injusto e enganador fazer neste momento comparações, mesmo quando sair a versão oficial será complicado pois vamos estar sempre a comparar um produto acabado com inumeras correcções, com um produto acabado de lançar ainda sem upgrades.

Penso que pelo menos poderemos fazer uma review em condições na altura do lançamento oficial do arma 3  :biggrin:

No entanto já se percebem grandes alterações neste arma 3, e todas para melhor, na minha opiniao claro  :biggrin:

Obviamente mas de certeza que já se consegue ter alguma noção. Seria importante para a comunidade ter noção efetiva se, por exemplo, em termos de motor corre numa máquina semelhante ao ArmA2 ou se é mais exigente, dado que é muito mais bonito. Isto apenas na optica de ver se a malta tem máquina para correr isto e/ou se vale a pena comprar já ou se está muito cru e é melhor esperar.
Title: Re: ArmA III
Post by: João Castelos on March 06, 2013, 22: 09
http://www.youtube.com/watch?v=EdqrqX8t1lM#ws (http://www.youtube.com/watch?v=EdqrqX8t1lM#ws)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2013, 22: 21
 :rofl: :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: Passos on March 06, 2013, 23: 25
Daqui por umas horitas vou para lá. Até que horas o pessoal se encontra no TS? Eu muito enferrujado nisto lol...Mas tb mudaram muito as teclas para muita coisa.

Digam algo :)
Title: Re: ArmA III
Post by: João Castelos on March 07, 2013, 02: 06
normalmente  a partir das 22h ja estamos no ts e ficamos por la ate as 2 ou 3 da manha  :drinks:
Title: Re: ArmA III
Post by: Mário Peixoto on March 07, 2013, 13: 01
Vamos voltar aos velhos tempos? :biggrin:

(https://dl.dropbox.com/u/49474825/ARMA%20vs%20Simracers.png)
Title: Re: ArmA III
Post by: Nuno Basto on March 07, 2013, 13: 04
:lol:
Title: Re: ArmA III
Post by: Pedro Roldan on March 07, 2013, 13: 08
Vamos voltar aos velhos tempos? :biggrin:

(https://dl.dropbox.com/u/49474825/ARMA%20vs%20Simracers.png)

Hell ya :-) mas em Arma III  :biggrin:
Title: Re: ArmA III
Post by: Mário Peixoto on March 07, 2013, 13: 15
Com sorte nós também já estamos no Assetto Corsa ou no rFactor 2 de vez. :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on March 07, 2013, 13: 49
Com sorte nós também já estamos no Assetto Corsa ou no rFactor 2 de vez. :biggrin:

Nós também estamos no alpha, ainda vem a beta,... só depois a versão final! :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 07, 2013, 13: 54
 :biggrin:
http://www.youtube.com/watch?v=mPuxK9stKwM#ws (http://www.youtube.com/watch?v=mPuxK9stKwM#ws)
acho que anda tudo a beber moscatel mais
Title: Re: ArmA III
Post by: Pedro Barbosa on March 07, 2013, 16: 42
 :biggrin: :rofl: :biggrin: :rofl: :biggrin:
MOSCATEL POWER!!!


Hoje de manha, fui dar um mergulho no ARMA e surpresa das surpresas, no meio do nada quem se atravessa á minha frente???
A porra de um tubarao! Ontem estive a noite toda a gozar- "AAHHHH UM TUBARAO!!!" sempre que estávamos na agua a pensar que não estava nenhum modelo no jogo e hoje quando o vi a sair da escuridão ate me borrei todo ahhahahahah
Passado um tempo a por me á distancia, nadei mesmo para cima dele e fiquei desiludido porque o bicho fugiu de mim. Vou andar mais atento debaixo de agua depois deste encontro de 3º grau.
Cada dia que passa mais o jogo me surpreende pela positiva e mesmo com alguns pequenos grandes bugs estou muito contente com este novo ARMA III.
Title: Re: ArmA III
Post by: Nuno Basto on March 07, 2013, 16: 53
QUEREM SABER O QUE É O ARMA3!?!?

http://www.youtube.com/watch?v=RcbQk5VXKNE#ws (http://www.youtube.com/watch?v=RcbQk5VXKNE#ws)
Title: Re: ArmA III
Post by: João Castelos on March 07, 2013, 17: 15
pronto...disse tudo
Title: Re: ArmA III
Post by: Filipe Galego on March 07, 2013, 21: 22
Faltou falar no tipo de pc que o corre bem eheheh
Title: Re: ArmA III
Post by: João Castelos on March 07, 2013, 21: 26
Faltou falar no tipo de pc que o corre bem eheheh
essa informaçao esta no steam e no forum deles  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on March 07, 2013, 22: 11
Isso é balelas... O que interessa é informação fiável e dos utilizadores ;)
Title: Re: ArmA III
Post by: Nuno Basto on March 08, 2013, 15: 10
Há uns Bugs engraçados,... lol

http://www.youtube.com/watch?v=E_mESOTbEPs#ws (http://www.youtube.com/watch?v=E_mESOTbEPs#ws)

http://www.youtube.com/watch?v=vQazRDfDRCc#ws (http://www.youtube.com/watch?v=vQazRDfDRCc#ws)

http://www.youtube.com/watch?v=cyDXpNiX5_c#ws (http://www.youtube.com/watch?v=cyDXpNiX5_c#ws)
Title: Re: ArmA III
Post by: Paulo Honorato on March 08, 2013, 15: 12
 :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: Nuno Basto on March 08, 2013, 15: 31
Quem quiser fazer os fardamentos da "tropa tuga" para o ARMA3 tem aqui como o fazer! ;)

http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial (http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial)
Title: Re: ArmA III
Post by: Nuno Basto on March 08, 2013, 17: 05
(http://i.imgur.com/t7wrH8r.gif)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 08, 2013, 17: 12
 :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: João Castelos on March 08, 2013, 18: 19
 :rofl: :rofl: :rofl: :rofl:
Title: Re: ArmA III
Post by: João Castelos on March 08, 2013, 18: 40
http://www.youtube.com/watch?v=wurl4ULEMJI#ws (http://www.youtube.com/watch?v=wurl4ULEMJI#ws)
http://www.youtube.com/watch?v=eOgZfldOD4w#ws (http://www.youtube.com/watch?v=eOgZfldOD4w#ws)
http://www.youtube.com/watch?feature=player_embedded&v=r7aNeEYHOfw# (http://www.youtube.com/watch?feature=player_embedded&v=r7aNeEYHOfw#)
http://www.youtube.com/watch?v=owkE29HAsjQ#ws (http://www.youtube.com/watch?v=owkE29HAsjQ#ws)
http://www.youtube.com/watch?v=Q_08iEEObw8#ws (http://www.youtube.com/watch?v=Q_08iEEObw8#ws)
http://www.youtube.com/watch?feature=player_embedded&v=-B2tt52Oitg# (http://www.youtube.com/watch?feature=player_embedded&v=-B2tt52Oitg#)
este é para o russo  :biggrin:
http://www.youtube.com/watch?v=8u4LzrK5mVQ#ws (http://www.youtube.com/watch?v=8u4LzrK5mVQ#ws)
http://www.youtube.com/watch?feature=player_embedded&v=O_ChsJx7XPo# (http://www.youtube.com/watch?feature=player_embedded&v=O_ChsJx7XPo#)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 08, 2013, 18: 52
este é para o russo  :biggrin:
[url]http://www.youtube.com/watch?v=8u4LzrK5mVQ#ws[/url] ([url]http://www.youtube.com/watch?v=8u4LzrK5mVQ#ws[/url])


Pahahahahahahah  :rofl:
Title: Re: ArmA III
Post by: Nuno Basto on March 08, 2013, 18: 57
http://www.youtube.com/watch?v=eaCw_tu8U-4#ws (http://www.youtube.com/watch?v=eaCw_tu8U-4#ws)
Title: Re: ArmA III
Post by: Nuno Basto on March 08, 2013, 21: 04
http://www.youtube.com/watch?v=85lojIf2FZk# (http://www.youtube.com/watch?v=85lojIf2FZk#)
Title: Re: ArmA III
Post by: Pedro Barbosa on March 08, 2013, 21: 14
Impacavel!!!  :biggrin:
Title: Re: ArmA III
Post by: roadstercoupe on March 09, 2013, 00: 23
Não apareço por aqui secalhar há mais de um ano...  :pleasantry:

Alguém me pode enviar a pass do servidor do arma3?

Grazie!
Title: Re: ArmA III
Post by: Nuno Basto on March 09, 2013, 09: 16
Tens de aparecer no TS3 e lá darte-ão a pass. ;) :biggrin:
Title: Re: ArmA III
Post by: Ed Penco on March 09, 2013, 13: 20
Salve o HUD, aleluia irmãos.

@Nuno fale com o Russo, vais conseguir jogar. Pelo menos duas pessoas não conseguem entrar no servidor do João, é possível instalar no servidor da PTSims?

Ontem ainda ficamos na bagunça mas agora já dá pra fazer as coisas organizadas com o HUD e mais participantes.
Title: Re: ArmA III
Post by: Pedro Barbosa on March 09, 2013, 16: 30
Ontem deu para testar os helicópteros e são como eu pensava, arcade. A parte porreira é que todos os mostradores funcionam.
Ainda numa de brincadeira mandei o heli contra o chao e ele nem com um arranhao ficou, depois de proposito mandei o mais uma vez e nada, foi so rir. Fiz gosto ao dedo e fartei me de matar formigas  :biggrin:
Title: Re: ArmA III
Post by: Filipe Galego on March 09, 2013, 17: 58
:lol:
Title: Re: ArmA III
Post by: Nuno Santos on March 09, 2013, 18: 43
Ando tentado a comprar...   fico na dúvida pois o tempo não é muito e pior que isso é o volante na frente...
como gostei do arma 2 apesar de ser apenas o demo qd joguei gostei bastante e não o comprei pq sabia que ia sair o 3
tenho que pensar bem para não acontecer como com o Red Orchestra 2 que o comprei e primeiro vinha cheios de bugs depois não tinha quase ninguém nos servidores e foi gastar 40€ para ter um jogo parado que quase nunca toquei apesar de gostar bastante, single player não é para mim por isso foi mesmo deitar € fora!
Title: Re: ArmA III
Post by: Nuno Basto on March 09, 2013, 18: 58
Neste GARANTO-TE que não é dinheiro deitado fora! :good:

Aliás se fores ver os vídeos das nossas LNM, vês que é bem divertido!
Title: Re: ArmA III
Post by: Pedro Barbosa on March 09, 2013, 19: 31
O jogo vale os 25.00€ que pagas, cada cêntimo e ainda é versão alpha.
Não compares o red ao arma em termos de comunidade estão em universos diferentes ;)
E temos a grande vantagem de não jogarmos em mais nenhum servidor a não ser os da Ptsims e seus membros, somos sempre bastantes a jogar como podes ver pela presença no TS3 á noite, portanto põe-se a pergunta: Estás pronto para a guerra?  :biggrin:
Title: Re: ArmA III
Post by: Nuno Santos on March 09, 2013, 20: 15
A outro pergunta é antes de estar pronto para a guerra como fazer para tirar este volante da frente  :biggrin:
esta preso na mesa o que não ajuda em nada... tenho que pensar bem numa alternativa pois o volante não da para tirar! a ver vamos...
Title: Re: ArmA III
Post by: João Castelos on March 09, 2013, 20: 16
bela missao desta madrugada :clapping: gostei de ver aquele gajo nu que andava a correr atras do russo   :biggrin:
Title: Re: ArmA III
Post by: Pedro Barbosa on March 09, 2013, 20: 28
Era o homem do Chouriço  :rofl: :rofl: :rofl:
Realmente uma missao divertida, nao queria pegar no heli, mas depois foi sempre a voar  :vampire:
Title: Re: ArmA III
Post by: Bruno Borges on March 10, 2013, 11: 24
Ora boas pessoal! Comprei ontem a Alpha do armaIII e gostava de começar a jogar com vocês!  Joguei muito o Arma II mas já não lhe toco à mais de 1 ano... já me esqueci de praticamente tudo! O que preciso de fazer para começar a dar uns tiros com a malta daqui?

Abraço!
Title: Re: ArmA III
Post by: Master-fx on March 10, 2013, 12: 19
Ora boas pessoal! Comprei ontem a Alpha do armaIII e gostava de começar a jogar com vocês!  Joguei muito o Arma II mas já não lhe toco à mais de 1 ano... já me esqueci de praticamente tudo! O que preciso de fazer para começar a dar uns tiros com a malta daqui?

Abraço!
Primeiro o que tens de fazer , é mandares 100€ para o Nº da minh....da conta do forum.
Title: Re: ArmA III
Post by: Nuno Santos on March 10, 2013, 13: 44
pronto comprei  :biggrin: fui só ver que tal e para já preciso de uma grafica nova  :hunter: isto para 3 monitorees ainda puxa um bocado.
Title: Re: ArmA III
Post by: Vítor Costa on March 10, 2013, 14: 50
Viva Bruno. O que tens a fazer é começar por aparecer no TS3 da PTSims para te encontrares com o pessoal e daí para a frente estarás encaminhado.
Title: Re: ArmA III
Post by: Bruno Borges on March 10, 2013, 17: 40
Viva Bruno. O que tens a fazer é começar por aparecer no TS3 da PTSims para te encontrares com o pessoal e daí para a frente estarás encaminhado.

Ok, thx. a ver se arranjo uns phones então. Os que tinha "já foram".

Já agora, como não estou habituado a usar o TS , qual o nome que meto na procura para vos "apanhar"!?
Title: Re: ArmA III
Post by: Pedro Barbosa on March 10, 2013, 18: 05
Podes usar as colunas, mas para isso tens que ter um botão definido para falar (push to talk). ;)

Nome: Servidor TS3 PTSims.net
IP: 188.165.234.47:9987
Password : ptsims
Title: Re: ArmA III
Post by: Bruno Borges on March 11, 2013, 10: 27
Podes usar as colunas, mas para isso tens que ter um botão definido para falar (push to talk). ;)

Nome: Servidor TS3 PTSims.net
IP: 188.165.234.47:9987
Password : ptsims

Obrigado, hoje de noite lá estarei a partir das 23h. :)
Title: Re: ArmA III
Post by: João Castelos on March 12, 2013, 11: 11
http://www.youtube.com/watch?feature=player_embedded&v=hnmCyP5Ufu4# (http://www.youtube.com/watch?feature=player_embedded&v=hnmCyP5Ufu4#)!
Title: Re: ArmA III
Post by: Pedro Roldan on March 12, 2013, 13: 14
Um pequeno update para quem faz servidores de arma 3.

Caso a vossa maquina esteja atras de um router com NAT devem redireccionar as seguintes portas :

Porta 2310 a 2313 UDP
Porta 2302,2303,2305 UDP
Title: Re: ArmA III
Post by: Bruno Borges on March 12, 2013, 17: 02
Um pequeno update para quem faz servidores de arma 3.

Caso a vossa maquina esteja atras de um router com NAT devem redireccionar as seguintes portas :

Porta 2310 a 2313 UDP
Porta 2302,2303,2305 UDP

Será por isso que eu ontem não consegui entrar? Tinha sempre ping de 2500
Title: Re: ArmA III
Post by: Pedro Barbosa on March 12, 2013, 17: 04
È bem provável....
Title: Re: ArmA III
Post by: roadstercoupe on March 12, 2013, 17: 51
Um pequeno update para quem faz servidores de arma 3.

Caso a vossa maquina esteja atras de um router com NAT devem redireccionar as seguintes portas :

Porta 2310 a 2313 UDP
Porta 2302,2303,2305 UDP

Será por isso que eu ontem não consegui entrar? Tinha sempre ping de 2500

Na 6ª quando me liguei ao servidor (Host pelo João) também me dava indicação do ping a 2500, mas depois de entrar deu-me na casa dos 20... Devem ser bugs normais derivados ainda da versão do jogo.
Title: Re: ArmA III
Post by: Bruno Borges on March 13, 2013, 00: 50
Um pequeno update para quem faz servidores de arma 3.

Caso a vossa maquina esteja atras de um router com NAT devem redireccionar as seguintes portas :

Porta 2310 a 2313 UDP
Porta 2302,2303,2305 UDP

Será por isso que eu ontem não consegui entrar? Tinha sempre ping de 2500

Na 6ª quando me liguei ao servidor (Host pelo João) também me dava indicação do ping a 2500, mas depois de entrar deu-me na casa dos 20... Devem ser bugs normais derivados ainda da versão do jogo.

É que eu nem entrar consigo, lol. Vocês entram pelo jogo ou por outro lado?!
Title: Re: ArmA III
Post by: Bruno Borges on March 13, 2013, 01: 10
Podem me dar o IP do servidor para tentar entrar pelo withSIX? Na lista não apanha o vosso. Obrigado!
Title: Re: ArmA III
Post by: Pedro Roldan on March 13, 2013, 09: 43
Bruno faz o seguinte, hoje à noite apareces no TS que a malta tenta resolver o problema, ontem foi resolvido o problema das ligacoes ao servidor do castelos, havia ai malta com o mesmo problema que tu, e a culpa estava no lado do servidor.
Title: Re: ArmA III
Post by: João Castelos on March 13, 2013, 10: 45
para quem tem pc de madeira aconselho usarem esta ferramenta
https://www.dropbox.com/s/6bxbw6okivpfjkt/Game_Booster_v3.5.6.exe (https://www.dropbox.com/s/6bxbw6okivpfjkt/Game_Booster_v3.5.6.exe)
Quote
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Quote
User Review

"Razer Game Booster has been proved to be a trusted tool."


Almir - Brazil
2012
"Razer Game Booster has been proved to be a trusted tool, automatically improving my gaming performance in a simple interface and with a great support. I reccomend it to all my friends.
Title: Re: ArmA III
Post by: Nuno Basto on March 14, 2013, 10: 40
O lado mais cinemático so ARMA 3! :biggrin:

http://www.youtube.com/watch?v=_HDbHNm--rg#ws (http://www.youtube.com/watch?v=_HDbHNm--rg#ws)
Title: Re: ArmA III
Post by: Master-fx on March 14, 2013, 11: 50
Engraçado, parecia o Viper ontem a conduzir
Title: Re: ArmA III
Post by: João Castelos on March 14, 2013, 13: 46
nuno tens PM  ;)
Title: Re: ArmA III
Post by: Nuno Basto on March 14, 2013, 14: 54
;)
Title: Re: ArmA III
Post by: Diogo Quaresma on March 17, 2013, 17: 50
Gostei tanto do simulador que já adquiri o meu. Missões single player para isto além das incluidas, existem?

Infelizmente tou sem net em casa pelo que ainda não me posso juntar a vós nas jogatanas, mas era gajo de ir dando uns tiros sozinho para me ambientar ao simulador.
Title: Re: ArmA III
Post by: Pedro Barbosa on March 17, 2013, 18: 02
Tens missões em www.armaholic.com (http://www.armaholic.com) na secção de downloads ;)
Title: Re: ArmA III
Post by: João Castelos on March 25, 2013, 10: 55
saiu uma actualizaçao hoje 301megas  :drinks:,nuno e costa tenho más noticias as missões que foram editadas nao sei porquês agora nao estao a funcionar,tambem nao sei se os mods que temos estao a funcionar 
Title: Re: ArmA III
Post by: DiaboLusitano on March 25, 2013, 11: 04
Ui... Que tal uma missão em Chernarus no Arma 3?

http://www.youtube.com/watch?v=cTyXhLubT0g#ws (http://www.youtube.com/watch?v=cTyXhLubT0g#ws)
Title: Re: ArmA III
Post by: Nuno Basto on March 25, 2013, 11: 26
saiu uma actualizaçao hoje 301megas  :drinks:,nuno e costa tenho más noticias as missões que foram editadas nao sei porquês agora nao estao a funcionar,tambem nao sei se os mods que temos estao a funcionar 

Deve ter havido alterações com a actualização, e deve ter de se "actualizar" as missões... tenho de testar!! A ver se consigo. :biggrin:

@ Diabo

Era giro,... mas a BIS mais para a frente vai lançar uma versão "original" do próprio simulador.
Title: Re: ArmA III
Post by: roadstercoupe on March 25, 2013, 12: 11
SPOTREP #00001
reported by Joris-Jan van 't Land on Monday 25th March 2013
FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.52 (shadow improvements, crash fixes, destructible windows)
SIZE: ~310 MB

CHANGELOG

DATA
Showcase SCUBA:
More forgiving alarm threshold
Added more hints
Improved scenario endings
More rockets for the launcher added
Showcase Helicopters:
Performance optimizations
Few minor tweaks
Showcase Vehicles:
More forgiving alarm threshold
Few minor tweaks
MP: Escape from Stratis
Fixed: Mission success after resuming game
'Combat Get In' module added
Respawn time is now 30 seconds (was 120)
Improved mission endings
New task appears when both choppers on the airfield are destroyed
New mission ending "all boats and helicopters destroyed"
Warning hint pops up when the group leader is AI controlled
Patrolling Ka-60 Black now unloads troops when under fire
More enemies at the airfield
Some new map locations populated
MP: Headhunters
"Exfiltrate" task is now set as current after all targets are eliminated
The mission will now end when either all players are near the exfil marker or in a boat
'Combat Get In' module added
Possible respawn desync in multiplayer fixed
New scenario ending screen added
Task notification visuals improved
Seagull in "BIRD", "GROUP" and "SIDE" respawn replaced by a basic spectator camera
Scenarios-button now always available, even when there's no content
Added more entries into Field Manual
Compass and watch re-sized
Ka-60 minigun now rotates
Ka-60 doors and glass made correctly penetrable
MH-9 passengers can now see the tail
Helicopter weapons tweaked
Class names for Ifrits changed to be the correct ones
Alamut and MX SW now have correct icons in command menu
Countermeasures now stored in one magazine per vehicle
Correct Alpha Lite logo in splash screens added
Most windows in houses are now destructable
Static weapons should be more durable, shouldn't be targetable by guided missiles and shouldn't be flippable by user action when destroyed
Added more camoflage selections for vests and helmets
Red faction uniforms have proper class names
Changed priorities in action menu
TRG iron-sights remodeled after feedback
Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
Camera shake on 6.5mm ammunition removed
Server browser UI overlapping fixed in some places
Squad URL is no longer automatically upper-cased (and thus broken)
Editor loading took long when using MX rifles - fixed
Added freelook in vehicles via default option
Correct tracer colors have been distributed among factions
Fish should be less inclined to travel on land
ENGINE
Shadow improvements implemented
Improved network performance (vehicles are no longer lagging as much)
Fixed several game crashes
Fixed synchronization of cargo poses in MP
Fixed various inventory-related bugs and crashes
Improved vehicle collisions
Grenades can no longer be thrown under water
Fixed airplane / helicopter camera shaking
Default and Development versions have different numbering to prevent incompatibilities in multiplayer
Title: Re: ArmA III
Post by: João Castelos on March 25, 2013, 12: 13
era isto que estavas a falar ontem nuno?
http://www.youtube.com/watch?feature=player_embedded&v=Sd9AKP8hfto# (http://www.youtube.com/watch?feature=player_embedded&v=Sd9AKP8hfto#)!
Title: Re: ArmA III
Post by: Nuno Basto on March 25, 2013, 12: 59
Esse é o do simulador (ainda é complicado de utilizar pq é alpha), o que eu me referia é este:

http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3 (http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3)
Title: Re: ArmA III
Post by: Pedro Roldan on March 25, 2013, 13: 20
E ora ai estão eles, o primeiro update  :biggrin:

E já tras enormes correcções  :biggrin:, existem ai uns quantos que nao vao achar piada aos updates, mas ainda bem que eles ja ai estão  :biggrin:
Title: Re: ArmA III
Post by: João Castelos on March 25, 2013, 14: 23
o angolano vai ter que ir roubar mais umas velhinhas para comprar o arma 3  :biggrin:
Title: Re: ArmA III
Post by: Bruno Barata on March 26, 2013, 11: 01
"Arrangei" um Alpha do Arma 3 para experiemtar e gostei das mudanças, acho que o sistema de control está muito melhor do que o suposto realismo do Arma 2.
Sendo assim acho que me vou juntar ao grupo e comprar o Alpha. Mas tenho duas duvidas:
1º Roldan quais são as alterações trazidas pelo update que algums não vão gostar?

2º Estou interessado em aproveitar a promoção do DCS para adquirir o CA que é só até amanhã. Mas não posso comprar os dois este mês alguem sabe até quando vai durar o Alpha Arma 3 por este preço?
Title: Re: ArmA III
Post by: Nuno Basto on March 26, 2013, 11: 25
"Arrangei" um Alpha do Arma 3 para experiemtar e gostei das mudanças, acho que o sistema de control está muito melhor do que o suposto realismo do Arma 2.
Sendo assim acho que me vou juntar ao grupo e comprar o Alpha. Mas tenho duas duvidas:
1º Roldan quais são as alterações trazidas pelo update que algums não vão gostar?

2º Estou interessado em aproveitar a promoção do DCS para adquirir o CA que é só até amanhã. Mas não posso comprar os dois este mês alguem sabe até quando vai durar o Alpha Arma 3 por este preço?

Respondendo ás tuas questôes:

1.º - As alterações tem a haver com a versão "gratuita", como essa que arranjaste que deixa de "funcionar" pois as versões são diferentes e não funcionam em multiplayer.

2.º - Ao que tudo indica este preço está disponível de 5 Março até á saída da BETA na Q2 de 2013, por isso até junho deverá manter-se. Após isso passa para 34,99€.
Title: Re: ArmA III
Post by: Master-fx on March 26, 2013, 11: 53
o angolano vai ter que ir roubar mais umas velhinhas para comprar o arma 3  :biggrin:

Oh caro amigo, ontem quando tu criaste o teu servidor e estavas a fazer a festa só porque eu não conseguia entrar ,estava eu a jogar em outro servidor.
Sim, de facto não dá para entrar em servidores (oh que pena ) que já tenha o updade feito, mas, eu ontem encontrei um servidor com  fulanos que até são porreirinhos (tugas)  e estavam a jogar TDM, o problema é que  são uma beca desorganizados comparado a nós nas comunicações.
Eu até gostei bastante de ter jogado TDM com os gajos, a serio que não é mau de todo, salvo seja que eles também teem o jogo crakado como eu :biggrin:.
Agora , é com alguma pena minha dizer isto , mas vou ter de imigrar para o jogo deles por enquanto, mas continuo aparecer aqui no forum e no TS, mas a jogatana vai ter de ser com eles.
Quem estiver no mesmo barco que eu, e estiver interessado em  jogar com a malta , envie-me uma PM que eu falo com eles para aceitarem o convite , sim eu também entrei lá por convite tipo cunha.
Title: Re: ArmA III
Post by: João Castelos on March 26, 2013, 13: 09
depois falamos  :biggrin:  :air_kiss:
Title: Re: ArmA III
Post by: Pedro Roldan on March 26, 2013, 13: 26
o angolano vai ter que ir roubar mais umas velhinhas para comprar o arma 3  :biggrin:

... salvo seja que eles também teem o jogo crakado como eu :biggrin:.
Agora , é com alguma pena minha dizer isto , mas vou ter de imigrar para o jogo deles por enquanto, mas continuo aparecer aqui no forum e no TS, mas a jogatana vai ter de ser com eles.
Quem estiver no mesmo barco que eu, e estiver interessado em  jogar com a malta , envie-me uma PM que eu falo com eles para aceitarem o convite , sim eu também entrei lá por convite tipo cunha.

É apenas a minha opiniao russo, mas isto não me parece correcto.
Title: Re: ArmA III
Post by: Bruno Barata on March 26, 2013, 13: 29
Ok Nuno obrigado. Não há problema então. Não fui buscar esta versão para multiplayer, só queria comparar com a jogabilidade do Arma 2 e ainda não me tinham enviado um convite para a Lite, Gostei muito das diferenças.

Também posso adiar um bocado a compra assim sendo.
Title: Re: ArmA III
Post by: Bruno Barata on March 26, 2013, 13: 34
Outra perguntinha, acham preferivel comprar o Arma 3 pelo steam ou pelo site deles?
Title: Re: ArmA III
Post by: Pedro Trindade on March 26, 2013, 13: 50
Talvez eu esteja a dizer uma grande asneira mas se a plataforma do Steam é obrigatória para correr isto talvez no steam seja mais prático. Se estou a dizer asneira peço desculpa é que sou mancebo agora! :biggrin:
Title: Re: ArmA III
Post by: Pedro Roldan on March 26, 2013, 14: 17
Talvez eu esteja a dizer uma grande asneira mas se a plataforma do Steam é obrigatória para correr isto talvez no steam seja mais prático. Se estou a dizer asneira peço desculpa é que sou mancebo agora! :biggrin:

É exactamente isso !! :acute:
Title: Re: ArmA III
Post by: Nuno Basto on March 26, 2013, 14: 29
o angolano vai ter que ir roubar mais umas velhinhas para comprar o arma 3  :biggrin:

... salvo seja que eles também teem o jogo crakado como eu :biggrin:.
Agora , é com alguma pena minha dizer isto , mas vou ter de imigrar para o jogo deles por enquanto, mas continuo aparecer aqui no forum e no TS, mas a jogatana vai ter de ser com eles.
Quem estiver no mesmo barco que eu, e estiver interessado em  jogar com a malta , envie-me uma PM que eu falo com eles para aceitarem o convite , sim eu também entrei lá por convite tipo cunha.

É apenas a minha opiniao russo, mas isto não me parece correcto.


x2
Title: Re: ArmA III
Post by: Bruno Barata on March 26, 2013, 15: 12
Talvez eu esteja a dizer uma grande asneira mas se a plataforma do Steam é obrigatória para correr isto talvez no steam seja mais prático. Se estou a dizer asneira peço desculpa é que sou mancebo agora! :biggrin:

Foi o que eu tinha pensado. Mas queria ter a certeza, pois talvez houvesse desvantagens para por mods mais tarde, etc.
Title: Re: ArmA III
Post by: Pedro Roldan on March 26, 2013, 19: 29
Talvez eu esteja a dizer uma grande asneira mas se a plataforma do Steam é obrigatória para correr isto talvez no steam seja mais prático. Se estou a dizer asneira peço desculpa é que sou mancebo agora! :biggrin:

Foi o que eu tinha pensado. Mas queria ter a certeza, pois talvez houvesse desvantagens para por mods mais tarde, etc.

Bruno e tens razao é mais chato, na altura do arma 2 como a steam era a alternativa, nos aconselhava-mos sempre a malta a ir pela via tradicional em caixa ou comprar no site deles, desta feita, nao existe alternativa, e mesmo para ser pela steam, mas por muito mais chato que seja pelos mods, nos resolvemos  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on April 02, 2013, 13: 32
Só para aguçar o apetite... :biggrin:

(http://i179.photobucket.com/albums/w312/lethalSakura/a201.jpg)
(http://i179.photobucket.com/albums/w312/lethalSakura/a202.jpg)
(http://i179.photobucket.com/albums/w312/lethalSakura/a203.jpg)
(http://imageshack.us/a/img546/4017/arma320130318202344028.jpg)

Alguém reconhece!?!? :biggrin:
Title: Re: ArmA III
Post by: João Bandeira on April 02, 2013, 23: 34
Aii chernarus, já tenho saudades, mas desta vez deve-me estourar os fps mesmo !: (
Title: Re: ArmA III
Post by: Master-fx on April 11, 2013, 10: 16
Esse mapa no Arma II  era um chupa FPS, se conseguiram transportar para o III, óptimo,desde que seja bem optimizado.
Eu gosto de Chernarus, mas como este Arma é um jogo novo, gostava de ver outro mapas que eles tenham para oferecer ,não que eu tenha alguma coisa contra os mapas do II, apenas acho é um pouco maçador jogar mapas repetidos.
Title: Re: ArmA III
Post by: Mário Peixoto on April 11, 2013, 11: 09
Nem de propósito. :biggrin:

(http://d24w6bsrhbeh9d.cloudfront.net/photo/7055624_460s.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on April 11, 2013, 11: 34
:lol:
Title: Re: ArmA III
Post by: Nuno Basto on April 12, 2013, 11: 33
Quote
Thread: Arma II and Operation Arrowhead Islands successfully imported

Today, 01:12 AM

Sorry I decided to get it all finished before release. That means fixing all the animation entries that caused errors as well as signing everything. It will be out this week for sure
Title: Re: ArmA III
Post by: João Castelos on April 15, 2013, 13: 52
mais um update de 382.5 MB
Title: Re: ArmA III
Post by: Pedro Roldan on April 15, 2013, 14: 43
CHANGELOG Arma 3 Alpha 0.54

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 (http://feedback.arma3.com/view.php?id=4189) (fish no longer only swim North)
Fixed: http://feedback.arma3.com/view.php?id=6333 (http://feedback.arma3.com/view.php?id=6333) (EBR sight alignment)
Fixed: http://feedback.arma3.com/view.php?id=6719 (http://feedback.arma3.com/view.php?id=6719) (spelling error)
Fixed:http://feedback.arma3.com/view.php?id=3087 (fire geometry - wall)
Fixed: http://feedback.arma3.com/view.php?id=1903 (http://feedback.arma3.com/view.php?id=1903)
Fixed: http://feedback.arma3.com/view.php?id=3837 (http://feedback.arma3.com/view.php?id=3837)
Fixed: http://feedback.arma3.com/view.php?id=5511 (http://feedback.arma3.com/view.php?id=5511)
Fixed: http://feedback.arma3.com/view.php?id=5709 (http://feedback.arma3.com/view.php?id=5709)
Fixed: http://feedback.arma3.com/view.php?id=5619 (http://feedback.arma3.com/view.php?id=5619)
Fixed: http://feedback.arma3.com/view.php?id=6664 (http://feedback.arma3.com/view.php?id=6664)
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 (http://feedback.arma3.com/view.php?id=5210) (MP rotation synchronization fixed)
Fixed: http://feedback.arma3.com/view.php?id=1126 (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 (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
Title: Re: ArmA III
Post by: João Castelos on April 15, 2013, 14: 49
AVISO:depois de fazer o update iniciar o arma3 sem os mods primeiro
Title: Re: ArmA III
Post by: Nuno Basto on April 16, 2013, 11: 08
:shok:

http://www.youtube.com/watch?v=oMwKZomqNM8#ws (http://www.youtube.com/watch?v=oMwKZomqNM8#ws)

Para quem não sabe isto é TUDO IN-GAME!!
Title: Re: ArmA III
Post by: Filipe Galego on April 16, 2013, 12: 59
Brutal!!!!!!

Até quando é que está a 25€?
Title: Re: ArmA III
Post by: Pedro Roldan on April 16, 2013, 13: 40
Brutal!!!!!!

Até quando é que está a 25€?

Penso que ate finais de maio...
Title: Re: ArmA III
Post by: Nuno Basto on April 16, 2013, 13: 40
Segundo parece é até sair a versão beta que sai na Q2 de 2013,... até junho,... mas pode ser antes,...
Title: Re: ArmA III
Post by: Nuno Rodrigues on April 16, 2013, 17: 25
 Roldan essa imagem de como vês no teu computador, hmmm. Cá para mim andas a jogar aqueles jogos do minequalquercoisa.
 Treiller do Arma brutal. O som penso que é Skrilex. Dá para arranjar um "auto-rádio" para os choppers com isto?? :biggrin: :biggrin: :biggrin:
Title: Re: ArmA III
Post by: Pedro Barbosa on April 16, 2013, 17: 38
Ou entao com a musica do apocalipse now, isso sim era de valor

http://www.youtube.com/watch?v=Gz3Cc7wlfkI#ws (http://www.youtube.com/watch?v=Gz3Cc7wlfkI#ws)

LIKE A BOSS!!
Title: Re: ArmA III
Post by: Francisco Viterbo on April 16, 2013, 17: 59
Escolheram o sítio errado pra gozar com o Minecraft   :diablo:
Title: Re: ArmA III
Post by: João Castelos on April 16, 2013, 18: 08
praia+heli isso faz me lembrar alguma coisa  :whistle3:
Title: Re: ArmA III
Post by: Nuno Basto on April 19, 2013, 02: 02
Para a malta que vôa,... aqui está um incentivo para se juntarem á malta no Arma 3! O Vídeo é só com o Arma 2 mas imaginem isto no Arma 3! ;)

:shok:

http://www.youtube.com/watch?v=yyB1FTRmOUY# (http://www.youtube.com/watch?v=yyB1FTRmOUY#)
Title: Re: ArmA III
Post by: Nuno Rodrigues on April 19, 2013, 07: 54
Escolheram o sítio errado pra gozar com o Minecraft   :diablo:

Gozar não que é feio. Só não me lembrava do nome do jogo Fran  :blush:  :bad:
Title: Re: ArmA III
Post by: Pedro Roldan on April 19, 2013, 09: 42
Expectacular video nuno, ai ai, que saudades  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on April 20, 2013, 23: 34
http://www.youtube.com/watch?v=77Ab5YpwIFE#ws (http://www.youtube.com/watch?v=77Ab5YpwIFE#ws)
Title: Re: ArmA III
Post by: Pedro Costa on April 21, 2013, 19: 49
Isto vai ficar qualquer coisa a continuar assim :ok:
Title: Re: ArmA III
Post by: Nuno Basto on April 21, 2013, 23: 52
Tavam todos a gozar comigo ontem quando falei do nevoiero,... é ou não é BRUTAL!?!?!?
Title: Re: ArmA III
Post by: Filipe Galego on April 22, 2013, 12: 48
Muito bom!!
Title: Re: ArmA III
Post by: Nuno Basto on May 31, 2013, 17: 41
Quote
Marid!
This brand new armored vehicle showed up in our latest dev interview. It moves from water to land, and is headed for the Arma 3 Beta!

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/881_542341089145959_1444085690_n.jpg)
Title: Re: ArmA III
Post by: Nuno Rodrigues on May 31, 2013, 18: 13
é mesmo adequado para um condutor que eu cá sei que gosta de rebentar com os pneus da frente. Como este tem seis, pode rebentar à vontade  :biggrin: :biggrin: :biggrin:
Title: Re: ArmA III
Post by: João Castelos on September 12, 2013, 10: 16
FINALMENTE...HAVEMOS ARMA3
Title: Re: ArmA III
Post by: Nuno Basto on September 12, 2013, 13: 45
:lol:
Title: Re: ArmA III
Post by: tiago carvalho on November 25, 2013, 11: 09
Arma 3 na Black friday da Amazon uk

http://www.amazon.co.uk/ARMA-Limited-Deluxe-Edition-PC/dp/B00EDF3V6S/ref=gb1h_tit_c-1_8827_e17d66b4?ie=UTF8&qid=1385053378&sr=8-1&keywords=B00EDF3V6S&smid=A3P5ROKL5A1OLE&pf_rd_m=A3P5ROKL5A1OLE&pf_rd_t=101&pf_rd_s=center-1&pf_rd_r=1PGAK8QRHRQX0EHQA7XZ&pf_rd_i=161428031&pf_rd_p=449478827 (http://www.amazon.co.uk/ARMA-Limited-Deluxe-Edition-PC/dp/B00EDF3V6S/ref=gb1h_tit_c-1_8827_e17d66b4?ie=UTF8&qid=1385053378&sr=8-1&keywords=B00EDF3V6S&smid=A3P5ROKL5A1OLE&pf_rd_m=A3P5ROKL5A1OLE&pf_rd_t=101&pf_rd_s=center-1&pf_rd_r=1PGAK8QRHRQX0EHQA7XZ&pf_rd_i=161428031&pf_rd_p=449478827)
Title: Re: ArmA III
Post by: Filipe Galego on November 25, 2013, 13: 51
28£... Preciso de mais desconto.
Title: SITREP #00038
Post by: Nuno Basto on December 10, 2013, 15: 59
FROM: Project Lead
TO: Arma 3 Users
INFO: AAF Reinforcements, Dedicated Servers, Winter holidays
PRECEDENCE: Flash

SITUATION
Welcome to the last SITuation REPort in 2013. We'll be out of comms for a few weeks during the holiday period, returning on 14.01.2014 with our weekly updates and many awesome things. Wrapping up the year, tomorrow sees the release of the 1.08 game update - including the AAF Reinforcements Pack. But that's not all! We can finally bring you the free and stand-alone Dedicated Server package on Steam - for #Windows and #Linux. The tools suite will be updated with a few fixes as well.

2014 is going to be an amazing year for Arma 3. Things are only just getting started, and we are all committed to continued support. Thank you for your contributions to making 2013 a spectacular ride. Have a fantastic winter holiday period, and see you all soon!

More in the full SITREP (http://dev.arma3.com/sitrep-00038) …
Title: Wy-55 Hellcat!
Post by: Nuno Basto on December 10, 2013, 16: 02
Wy-55 Hellcat!
Tomorrow's update for Arma 3 will also deliver the Wy-55 Hellcat - a multi-purpose military helicopter, fitted with twin miniguns and unguided rockets!

(https://scontent-a-mad.xx.fbcdn.net/hphotos-frc3/1463623_631528046893929_1277967487_n.jpg)
Title: Re: ArmA III
Post by: Joao Ratão on December 10, 2013, 17: 27
Temos que fazer uma missão a saltar de heli para dentro de uma hotzone  :yahoo:
Title: FV-720 Mora!
Post by: Nuno Basto on December 11, 2013, 11: 48
FV-720 Mora!
The third additional vehicle we're releasing later today is the FV-720 Mora. Armed with a 30mm cannon and a coaxial machinegun, this Infantry Fighting Vehicle provides not only a carrying capacity, but also reliable fire support.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/1450257_631901476856586_2084333386_n.jpg)
Title: TECHREP #00002
Post by: Nuno Basto on December 11, 2013, 16: 35
FROM: Tools Commissar
TO: Arma 3 Modders
MATERIEL CATEGORY: #Tools
CIRCUMSTANCES: Version 0.52 (Fixes, #Windows / #Linux Servers)
SIZE: ~9 MB / ~1.72 GB

Changelog in the full TECHREP (http://dev.arma3.com/techrep-00002) …
Title: SPOTREP #00016
Post by: Nuno Basto on December 11, 2013, 16: 38
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.08 (AAF Reinforcements Pack, #Workshop improvements)
SIZE: ~1 GB

Changelog in the full SPOTREP (http://dev.arma3.com/spotrep-00016) …
Title: Re: ArmA III
Post by: Nuno Basto on December 13, 2013, 17: 25
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/1489084_632909603422440_751273600_n.jpg)

Calling all collectors!
Start your weekend by participating in Bohemia Interactive's Xmas Fever Competition!

Win a one-of-a-kind copy of the Arma 3 Tactical Guide, signed by the Arma 3 devteam - plus other goodies such as an Arma 3 t-shirt and a 32GB Flash Drive.

Go to http://j.mp/arma3-xmas-fever-competition (http://j.mp/arma3-xmas-fever-competition) for more intel!
Title: TECHREP #00003
Post by: Nuno Basto on January 21, 2014, 17: 01
TECHREP #00003 (http://dev.arma3.com/techrep-00003)

FROM: Tools Commissar
TO: Arma 3 Modders
MATERIEL CATEGORY: Tools
CIRCUMSTANCES: Version 0.54 (Animation converter, Fixes)
SIZE: ~38 MB / ~441 MB
Title: SPOTREP #00017
Post by: Nuno Basto on January 21, 2014, 17: 04
SPOTREP #00017 (http://dev.arma3.com/spotrep-00017)

FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
SIZE: ~961 MB

(...)

- Several multiplayer optimizations
*Optimized dynamic errors for server
*Better load spread across several CPU cores
*Various PhysX-related crash opportunities fixed
Title: Re: ArmA III
Post by: Nuno Basto on January 21, 2014, 17: 12
http://www.youtube.com/watch?v=TM6UVa_14JM#ws (http://www.youtube.com/watch?v=TM6UVa_14JM#ws)
Title: SITREP #00040
Post by: Nuno Basto on January 22, 2014, 15: 35
SITREP #00040 (http://dev.arma3.com/sitrep-00040)

FROM: Project Lead
TO: Arma 3 Users
INFO: Adapt released, Humble Bundle
PRECEDENCE: Flash

(...)

Quote
Our company's website ([url]http://www.bistudio.com/[/url]) has been updated with our stance on monetization ([url]http://www.bistudio.com/english/community/monetization/[/url]) using Bohemia Interactive content. It details a fair and generous policy with a request to just add a notice to the media's description.

With the "Adapt" episode taking place on Altis, now is a good time to remind you about some tips running the massive island on a 32 bit OS with low amounts of RAM. This post ([url]http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2481817&viewfull=1#post2481817[/url]) on the forums has a few advanced solutions for those struggling to run it smoothly.


(...)

Quote
We're aware of a loss of performance in test scenarios with lots of AI spawning simultaneously (e.g. 48 vs 48 and higher). Ironically, this was caused by fixing broken AI path planning. The AI soldiers weren't planning their paths when they should which resulted in higher FPS. Our programmers are investigating ways of optimizing this and AI in general.
Title: Re: ArmA III
Post by: Nuno Basto on January 24, 2014, 17: 53
Numa conversa entre admins de servers retavimente ao codigo do motor do A3, o dev deixa escapar uma critica,...
[Friday, January 24, 2014 6:48:06 PM David Foltyn (BIS)] actually i think it's good, cause arma needs fresh vision especially in relation to the code changes

mas...

[17:51:52] Deniz Zoeteman: Btw... is it not an option for you to use someone else's engine? Or is this out of financial reach, or is it simply not possible technically because of certain things ArmA needs?

[17:52:07] David Foltyn: whose engine ?
[17:52:20] David Foltyn: nobody has engine capable of doing what we need

Quanto ao physx....

[18:04:01] David Foltyn: today i'm sort of thinking i was right when we went PhysX route in Arma 3, that we will regret it ... and that we should go Bullet as i always said
[18:04:27] David Foltyn: not only because of wasted 6 months rewriting physx 2 stuff to 3 and then more on QA ing it
[18:04:52 | Editado 18:04:56] David Foltyn: it's because the whole thing is blackbox, if it keeps crashing, you dependant on the partner to fix it for you (if and then)
[18:05:07 | Editado 18:05:09] David Foltyn: don't get me started on performance issues
[18:06:21] David Foltyn: the problem was, when strategic decision about physx was done, we had some knowledge about it and there was better tools and documentation and it was working better than bullet
[18:06:28] David Foltyn: but since then Bullet made jump (OpenCL support, Multithreading support) and major improvements
[18:06:54] David Foltyn: sure, it may be slower than PhysX in some stuff ... but you can totally rewrite it how you need if you want

eeee....

[18:13:24] David Foltyn: anyway next week i will get some profiling binary for 1.10 and we will start looking into where we can snap more framez ;)
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2014, 18: 34
SPOTREP #00019 (http://dev.arma3.com/spotrep-00019)
reported by Joris-Jan van 't Land on Wednesday 5th March 2014
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.12 (Slammer UP tank, Vehicle optics, Linear car controls)
SIZE: ~709 MB

- - - - - - - - - -

TECHREP #00004 (http://dev.arma3.com/techrep-00004)
reported by Petr Kolá? on Wednesday 5th March 2014
FROM: Tools Commissar
TO: Arma 3 Modders
MATERIEL CATEGORY: Tools
CIRCUMSTANCES: Version 0.56 (More samples, BankRev)
SIZE: ~10 MB / ~300 MB

- - - - - - - - - -

P.S. - muito interessante:

Quote
Fixed: CTD when a rabbit opens a vehicle’s inventory
Title: Re: ArmA III
Post by: João Castelos on March 05, 2014, 20: 38
Added: Slammer UP
Improved: Armored vehicle optics
Added: Sounds for changing fire modes of most guns
Added: Generic soldier animation movement sounds
Added: 1 x full new Radio Protocol
Added: New command briefingName
Added: Insignias should work on all soldiers (as a last hidden section of each of them)
Added: Tooltips to ListBox items in Controls
Added: New particle modules (fire, smoke, plankton)
Added: Icons for Seize and Defend game types
Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
Added: Geometry PhysX LOD for Hellcat
Added: Task descriptions can now be loaded from CfgTaskDescriptions
Added: Task notification is now compatible with nested displays
Added: More vehicle classes for structures (for UI organization)
Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
Added: Missing rvmats on MLRS
Added: Ability to re-texture Kuma
Added: More sounds for various cutscene animations
Added: Calling [,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
Added: Dynamic task loading in sector module
Added: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
Added: Ability to choose end type when setting mission countdown
Added: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0
Added: On-screen notifications are now logged into diary under "Log" section for later review
Added: New version of demo charge (class DemoCharge_Remote_Ammo_Scripted) that may be touched off by scripts (see http://feedback.arma3.com/view.php?id=15023 (http://feedback.arma3.com/view.php?id=15023))
Added: Clicking sound for hiding text in UI
Added: New parameter musicClass for all music tracks
Added: Battlefield sound objects
Added: Sound for self-healing animations
Added: New variant for procedural destruct material
Added: Empty weapon holder on community request
Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
Added: BIS_fnc_itemType now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
Added: CheckBox control to GUI editor
Added: Specific ground holder for caps to prevent them from levitating
Added: Safety measures to prevent stalling boat engines
Added: New display names for rebreathers to make them easily distinguishable in inventory
Added: New display names for NVGs to make them easily distinguishable in inventory
Added: New sounds to various animations
Fixes in translations of 'Adapt' assets and conversations
Fixed: UGV_01 had a different texture for body and turret
Fixed: Missing radio Post-Processing on a few voice-overs
Fixed: Tracks for Panther-based vehicles
Fixed: Flipped trace of right track of Varsuk and Sochor
Fixed: Flipped trace of Kuma's right track
Fixed: Issue where ampersand in mission description caused missing remaining part of description (http://feedback.arma3.com/view.php?id=15973 (http://feedback.arma3.com/view.php?id=15973) / http://feedback.arma3.com/view.php?id=16225 (http://feedback.arma3.com/view.php?id=16225))
Fixed: Missing fire damage for emitter created by setParticleParams
Fixed: Opening Team Switch menu with no switchable units available leads to scripting error
Fixed: SelectSave display title IDC
Fixed: "Unexpected control type" warnings in log
Fixed: Specularity of phone booth materials
Fixed: Colors of fishing nets
Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
Fixed: Respawn tickets are now decreased upon player death, not respawn
Fixed: Logic side is always friendly to everyone
Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (forums reference)
Fixed: Wrong model of Caucasian head
Fixed: Campaign menu's replay button
Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847 (http://feedback.arma3.com/view.php?id=16847))
Fixed: Function header for Respawn Tickets
Fixed: Rangemaster Suit has a correct description
Fixed: Multiline in init EditBox (you are now able to use even text longer than the field itself)
Fixed: Error in PCML optic when ADS (http://feedback.arma3.com/view.php?id=16850 (http://feedback.arma3.com/view.php?id=16850))
Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)
Fixed: H_HelmetB_camo has armor value 0 & passthrough of 1 (http://feedback.arma3.com/view.php?id=17078 (http://feedback.arma3.com/view.php?id=17078))
Fixed: Link to wrong textures of officer character
Fixed: Naval Mine (Moored) does no damage (http://feedback.arma3.com/view.php?id=16978 (http://feedback.arma3.com/view.php?id=16978))
Fixed: Bullets shown in transparent magazine of PDW2000
Fixed: Wrong campaign menu OK button text
Fixed: Some hitpoints on the Bobcat
Fixed: List of addons for Dedicated Server to run Seize Edoris
Fixed: Some trigger-activated modules didn't work
Fixed: Cargo parachutes are now correctly animated while opening and landing
Fixed: Darter has been adjusted to withstand assembly even inside houses
Fixed: Berets have a correct texture
Fixed: HQ module was deleting its group
Fixed: Adjusted armor of Truck lights
Fixed: Sounds of owl used as a trigger doesn't produce an error message anymore
Fixed: Optimized grenade throwing distance according to the realization that RL values are not very well intuitively perceived by player in-game
Fixed: Kerry's backpack has a correct icon
Fixed: Tigris texture
Fixed: BIS_fnc_bleedTickets showed scripting error when no sectors were available
Fixed: Calling BIS_fnc_respawnTickets to get side with lowest amount of tickets included also sides with no tickets defined
Fixed: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
Fixed: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armored vehicles
Fixed: Changing pistol or rifle for binoculars now has sound in all stances
Fixed: Healing yourself should now have a sound
Fixed: Kerry now has a vest with his nametag
Fixed: Fonts - Added missing Cyrillic characters
Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead
Fixed: Icons of tracer magazines
Fixed: Too aggressive corpse removal in Escape from Stratis
Fixed: Shipwreck icons now are colored black
Fixed: Supply Box - Player can't change weapon with ammo
Fixed: Panther model.cfg
Fixed: Module framework no longer waits for execution of modules outside of the framework
Fixed: Modules were not executed in the right order upon mission start
Fixed: Scripting error for animals (forums reference)
Fixed: Path to soldier fatigue sounds
Fixed: Ambient noises of Van
Fixed: Calling BIS_fnc_spawnVehicle to create UAV or UGV didn't create vehicle's ‘crew’
Fixed: BIS_fnc_spawnGroup didn't create group members with same group IDs as in 2D editor
Fixed: Group names were broken
Fixed: Overlay of sliders and values in Customize Controller display
Fixed: Occasional script error while animal is in formation
Fixed: Changing stance from crouch on your side
Fixed: Occasional bug in checking of nearby objects in animal behavior
Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
Fixed: Ammo boxes were not recognized correctly by BIS_fnc_objectType
Fixed: One motorized group was still missing its text label (http://feedback.arma3.com/view.php?id=17438 (http://feedback.arma3.com/view.php?id=17438))
Fixed: Broken particle spawn (http://feedback.arma3.com/view.php?id=17429 (http://feedback.arma3.com/view.php?id=17429))
Fixed: Shaking at low speeds and turning to one side of Buzzard
Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves
Fixed: Name of Kerry's helmet
Fixed: BIS_fnc_groupVehicles would not have return value when grpNull or no group was sent to the function
Fixed: Animals in formation wanted to walk / run a way more often than out of formation
Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all
Fixed: Display names for various weapon, item, headgear and vest holders
Fixed: Bandana Mask weapon holder
Fixed: Wrong mission name in Dedicated Server mission selection for Headhunters and Escape from Stratis
Fixed: Order of vehicles in motorized infantry guerrilla groups
Fixed: Simulation Manager: Ships were being brought to a halt sometimes
Fixed: Callsign module didn't accept localized strings
Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module
Fixed: cfgPatches for Black MX Rifles
Fixed: cfgPatches for Katiba rifles
Improved OPFOR legs sustaining too many hits
Stinger has a correct zeroing in iron sights
Leaflets and posters should be no longer available as targets for the player’s team
Caucasian heads should display damage properly
PCML should lock only on proper targets
Improved: Cheetah turret fire geometry
Animated skirt plates for Panther and Cheetah
Improved: Fire geometry of Tigris turret
Gorgon mass distribution
NATO supplies of instant glue for side skirts of Slammers have been depleted
Animated plate selections for other Slammer variants
Tweaked: Kuma fire geometry
Kuma's turret launches 16 smoke grenades around the whole tank
More smoke grenades for Mora
Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity
Limited Kuma's ammo storage capacity to 42 rounds
The Airport building has been repaired and should no longer produce any debug errors
HV Column Wire properties have been fixed
Wreck of offroad (the one seen all over Altis) has been adjusted
Roadways of piers have been tweaked
Moved Campaigns button to the first position in Play menu
Updated: Mod icons are now larger
Repaired PCML reticle
Repaired icon of Buzzard
New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name)
Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846 (http://feedback.arma3.com/view.php?id=16846))
Correct path to SMDI material of Trawler
ZSU-39 missiles were oversized
PhysX should not be different on Panther variants
Adjusted clipping of Marid drivers while getting in or out
Improved gearbox behavior on MBTs
Tweaked: Muzzle smoke particle effect (optimization)
Full credits: updated actors and a moderator
Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but V_PlateCarrierIA2_dgtl should not have a chance to save you from sniper rifle fire as V_PlateCarrierSpec_rgr could.
Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
Performed several minor explosive tweaks
Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
Kuma maminMassCollisionLimitximum gun depression increased
Improved building of texture index for land decals
Radio Protocol: "Move to" object - added new map types & sound objects
Unified collision, fire and PhysX geometries of Panthers
Panther AA and CRV made a bit heavier
Bobcat suspension animations were reversed
Varsuk damage textures display improved
Tweaked: Convoy / normal speed of armored vehicles
Yellow tracers for Kuma 120mm rounds
Tweaked: Dispersion for Slammer main gun
Lights of Hatchbacks are easier to destroy
Various power plants have their own map icons
Another update of proper initSpeed for different weapons in their magazines
Changed: Sound attenuation in helicopters
New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it.
Check for the text type added to function BIS_fnc_dynamicText. Command parseText is called only if the input text is a STRING.
Damage materials of Slammer/Panther-based vehicles have been improved
Kamysh turret gun elevation limits revised
Cargo of Slammer now properly stores their weapons
Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary.
Positioning improved, text block can now be aligned by bottom border in the TypeText2 function
Previous change in demolition charge mass allows diver experts to carry one more explosive
Configured lights, position lights and collision lights of both planes and helicopters
Tweaked flight model of Buzzard
Adjusted MissionTasks function
Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged
Tweaked: Kamysh internal damage (bottom of hull was too fragile)
Updated: Thunder sounds
Structure and scripts for animal behaviour completely reworked
Cleaner implementation (old system was created and edited during many years by different people)
Some old bugs were fixed
Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking)
Sound edges added for cutscene animations
Volume of cutscenes animations have been adjusted
Updated default group positions
Replaced laser designators by range-finders for snipers as was designed
Adjusted: PhysX geometry of HEMTT wrecks
Mk200 has correct tracer color
Various rockets have their launch sound improved
Better shadow LOD for caps
Updated: Position of pilot of Blackfoot to be parallel with the axis of model
Updated: Full and ORBAT Credits
Various weapons, uniforms, vests, headgear and item holders are now placeable in editor
Adjusted fabric type for berets
Adjusted parachute backpack
Beret normal map has been slightly tweaked
Weapon holders have correct format of cfgPatches
Adjusted sizes of icons for weapon holders
Hellcat now has correctly assigned cfgPatches
I_UAV_AI now has correctly assigned cfgPatches
Added FIA soldiers to cfgPatches
Adjusted: Sounds volume of some certain vehicle weapons
Headgear randomization script for civilians should no longer add headgear if a new player joins
New word for targeting sentences in Stealth Radio Protocol
Stealth targeting sentences fixed / improved
New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger).
Changes required for new CheckBox implementation:
RscToggleButton no longer exists - replaced by new RscCheckBox (just RscDisplaySingleMission)
New RscCheckBox is using CT_CHECKBOX which was already defined but unused until now
Old RscCheckBox was renamed to RscTextCheckBox
Required changes in displays (just a rename of RscCheckBox to RscTextCheckBox)
Style definition added to avoid no entry errors
Rooster added into poultry animal site
Updated order of voice actors by their credits
Snakes? Why does it have to be snakes? (fixed http://feedback.arma3.com/view.php?id=17492 (http://feedback.arma3.com/view.php?id=17492))
Darter is able to rotate better on spot (configured backRotorForceCoef)
Tweaked: FoV for airplanes
Changed: Coefficient for walking / idling goats and sheep
Optimized: Artillery shell effects
Updated: BIS_fnc_ctrlSetScale now returns an array - target control position
Various units and weapons have been added to cfgPatches
Removed Super AI from difficulties ListBox
More uniforms, vests and headgear items have been added to cfgPatches
Changed interaction with water for class Plane_Base_F
Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly.
Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more
Updated ammo boxes load-outs:
Added powerful Satchel Charges into Explosive boxes
Added side-specific flare composition into Grenade boxes.
Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes
Various particle optimizations
Potential campaign spoilers:
Exit Strategy :
Fixed: Mission failing
Helicopter detection improved (should not detect player so easily now)
Common Enemy:
Fixed: Incorrect marker link to Kavala in Situation section of briefing
The mission will no longer continue past the powerplant rendezvous if the player isn't there
The player is now warned if he goes the wrong way just after getting in the truck
The mission will now fail if the player continues to drive the wrong way
Bingo Fuel:
Fixed: Possible tasks-related error message when eliminating the HVT manually
Showcase Night:
Flares would sometimes stay on the ground
Fixed: Flying H-Barrier
Patrol tweaks:
More infantry patrols
AAF and CSAT light riflemen received boonie hats resp. bandanas to distinguish them better from others units (target priorities)
Few (locked) Medical Zamaks added to 2nd and 3rd Scouting
Static weapons replaced with wandering support teams
More SMGs and corresponding magazines for CQB fans
Added: Jukebox module to most of the side missions
Dead ghillie hunter has LRPS scope instead of SOS
Fixed: Several offset characters in hubs
Fixed: Various shifted sitting characters
Fixed: Mortar task would not complete when mortar crew disembarked
Fixed: Assemble task waypoint will now be always visible
Fixed: Getting stuck in the armory
Added: Several safety check mechanics to hubs
Added: Foolproof mechanics for the briefing actor / speaker position
Added: New icons for Nikos and Orestes uniforms
Improved: Armory code for black screens and cinematic borders
Longer delay between ambient conversations in hubs
Loading procedure for loading of the hub framework optimized
'Adapt' hubs are now tagged to use pool squad
Wet Work: Added fail-safe to ensure squad members always have appropriate diving equipment
Adjusted cfgCharacter flags for all missions to ensure correct weapon pool handling
Gunlights removed from walking patrols on hubs to fix some light-source glitches
Light source params tuned down, to lower the intensity and light distance in hubs
Units repositioned to make them easier to find (they are using baits) in Elite Warrior side missions
Bounding mine replaced with standard one (fewer ragequits ) in Sniper side missions
Ambient animation snap points on hubs adjusted
Object compositions updated
Redundant triggers and objects deleted
Camp Maxwell compositions adjusted
Patrol return points adjusted to be closer to the base
Gear adjustments for the player in the first mission of 'Survive'
Briefing and armory code tweaks for hubs
Triggering angle for mission givers adjusted, triggering should not require such precise positioning
Compositions of hubs updated
ENGINE:
Implemented new analog car steering controls (separate from standard ones in controls)
Added: Difficulty option for enabling / disabling stance indicator
Fixed: CTD when a rabbit opens a vehicle’s inventory
Fixed: UGV will not progress to next waypoint when controlling turret
Fixed: Shadows of objects outside land grid
Fixed: setParticleParams updates existing values
Fixed: Scripting command createUnit is now respecting height coordinate (relative above ground - 0 means place on ground)
Fixed: forceRespawn command. Now it will not write into diary log.
Fixed: Automatic restart after change in Game Options, invoked from Campaigns or Scenarios
Fixed: Commanding is not accessible in direct control of UAV
Fixed: Radio is not accessible in direct control of UAV
Fixed: [UAV] Being renegade after crashing Greyhawk
Fixed: Rain artifacts
Fixed: Issue when updating subscribed mission
Fixed: Ammo keeps disappearing even when bags are full
Fixed: Unable to take weapon from own backpack to a hand
Fixed: "TAKE" event handler does not fire for when you pick up an item which goes directly to your assigned items slot with default action
Fixed: Uniforms/Vest/Backpacks disappear when you double-left-click on them in the briefing screen inventory menu
Fixed: maxHoldsterValue also considers weapons directly in the vehicle
Fixed: AI Soldier are able to stand up again and start shooting right away
Fixed: Assigning radio item did not fire Take-event (http://feedback.arma3.com/view.php?id=16946 (http://feedback.arma3.com/view.php?id=16946))
Fixed: Situations that triggered an endless exhausted breathing sound loop
Fixed: Bleeding message spam (MP optimization)
Fixed: Possible CTD in vehicle simulation
Fixed: Multiple cases of AI being unable to select correct pose
Fixed: Cyclic Forward tooltip in Controls
Fixed: Obsolete marker light merging
Fixed: Airplane taxiing mode was not enough to start moving
Fixed: Take action for weapon with magazines around
Fixed: Damage from buildings was called for each client
Fixed: Radio echo in conversations: in groups use radio instead of direct speech
Fixed: After playing a Steam Workshop scenario, and returning to the Scenarios menu, it was no longer selected in the list
Fixed: When sorting the Steam Workshop scenarios by another filter, this was reset after playing a scenario
Fixed: Usage of RadialBlur for soldier freefall
Fixed: Sounds of gun shooting were not always played
Fixed: Switch magazine: sound was not always triggered
Fixed: An issue with ragdoll in MP
Fixed: Problem with missing action on weapon holder when holder is near an object with a big envelope
Fixed: Airplanes would sometimes not start moving
Fixed: Problem with setVariable command sending empty value
Fixed: Duplicated parachutes
Fixed: Radio protocol: Playing ‘combat shouts’ for members of the player’s group
Fixed: Weapon fire mode SFX were not updating with the player position
Fixed: An issue where AI was getting killed when opening a parachute
Fixed: An issue in multiplayer where tank tracks appeared to be underground
Fixed: AI aiming error after saving and loading
Fixed: Black holes in the sky (http://feedback.arma3.com/view.php?id=17588 (http://feedback.arma3.com/view.php?id=17588))
Fixed: Problem when calling createVehicleCrew on Linux
Added: Hints can now point to specific hard-coded keys, not only to predefined actions
Added: Particles now have enhanced shader with possible performance gain
Added: new script functions: currentWeaponTurret, currentMagazineTurret, currentMagazineDetailTurret, selectWeaponTurret
Added: Scripting commands getMass and getCenterOfMass
Added: Config parameter to set minimal mass when object is not passable minMassCollisionLimit
Added: New MP commands hideObjectGlobal and enableSimulationGlobal
Added: Gear commands for getting names of slot items - hmd, binocular (see http://feedback.arma3.com/view.php?id=11199 (http://feedback.arma3.com/view.php?id=11199))
Added: File name parameter for MP admin command #captureFrame to export server frame directly into file
Added: Helicopter parameter - backRotorForceCoef
Geo location service is now using https protocol and capacity=2X parameter was added to avoid running out of requests budget
Fixed: Geo location service URL was malformed. https-api prefix was missing and service prefix was extra.
Clipping bounding box for animated small objects is enlarged more
The coefficient for small object clipping bounding box enlargement increased (to solve disappearing objects in some situations)
attachTo script command should now work on MP mission init
PhysX integration code has been optimized
Hotfix for clutter generation under roadways near to sea shore
Rain disabled in thermal vision
Minor tweaks regarding Steam Workshop
Do not send near-zero damage and request for bleeding to buildings (MP optimization)
Airplane does not take off just because player took control (UAV)
Added: New airplane parameters ("draconic forces", thrustCoef, angleOfIndicence)
RscAVCamera is able to display UAV camera feed
Weapon remains selected for divers, it just cannot be fired (unless underwater capable)
AI now chooses correct action when going from stand to prone / crouch
Added: Possibility for only one PiP in UAV view (primary from gunner position)
More fixes to AI being able to change stances properly
Player without swimming suit doesn't get messed up when entering water with weapon
Soldiers with a diving suit will select their rifle when underwater (already solved for AI)
Optimized: Wreck burning
Optimized: Synchronization of public variables (kudos to the DayZ programmers)
AI animation graph optimization
Hotfixed: Disappearing of large objects at certain camera angles
New CheckBox implementation (RscCheckBox class). Very customisable - support for all possible CheckBox states textures, colors and background colors. Scripting support - cbChecked, cbSetChecked
Sound: Added triggers for gear and flaps (not yet configured in our content)
Removed: SuperAI difficulty setting (part of a larger difficulty adjustment - OPREP soon)
Now ignoring animals in statistics
Stance indicator is now displayed for CameraOn instead of PlayerOn
Optimization: animals no longer provide ‘supply'
Title: Re: ArmA III
Post by: Nuno Basto on March 05, 2014, 20: 42
Pois,... muita, muita, muita coisa,... andam sempre a queixar-se que eles não fazem nada!

Mas este achei muito curioso:

Fixed: CTD when a rabbit opens a vehicle’s inventory :lol:
Title: Re: ArmA III
Post by: tiago carvalho on March 06, 2014, 14: 18
SPOTREP #00019 ([url]http://dev.arma3.com/spotrep-00019[/url])
reported by Joris-Jan van 't Land on Wednesday 5th March 2014
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.12 (Slammer UP tank, Vehicle optics, Linear car controls)
SIZE: ~709 MB

- - - - - - - - - -

TECHREP #00004 ([url]http://dev.arma3.com/techrep-00004[/url])
reported by Petr Kolá? on Wednesday 5th March 2014
FROM: Tools Commissar
TO: Arma 3 Modders
MATERIEL CATEGORY: Tools
CIRCUMSTANCES: Version 0.56 (More samples, BankRev)
SIZE: ~10 MB / ~300 MB

- - - - - - - - - -

P.S. - muito interessante:

Quote
Fixed: CTD when a rabbit opens a vehicle’s inventory



Cum raio...1G de actualizações, não só, mas também para meter um coelho a brincar com armamento? LOOOL
Title: Re: ArmA III
Post by: Pedro Barbosa on March 06, 2014, 16: 39
Os coelhos agora nao tocam na xixa looooooool
Eu bem me queria parecer que me andava a desaparecer munição dos jeeps........ :rofl:
Title: Re: ArmA III
Post by: Joao Ratão on March 09, 2014, 21: 32
Ficaria muito pesado inserir mais mods no server? Penso que são os hummvys usados pelos tugas

(http://s10.postimg.org/5283rso8p/image.jpg)

81MB

ps: não consegui correr o mod
ps: já deu

http://www.mediafire.com/download/9ozwx4ugsj17zgx/HAFM_HMMWVs_Final_v3.rar (http://www.mediafire.com/download/9ozwx4ugsj17zgx/HAFM_HMMWVs_Final_v3.rar)
Title: Re: ArmA III
Post by: João Castelos on March 10, 2014, 14: 06
Viaturas táticas

Auto TG 0,25 Ton 3 M151A2 4x4 mA/78
Auto TG 0,25 Ton 5 4x4 UMM Alter D mA/89
Auto TG 0,5 ton 7 UMM Cournil d 4x4
Auto TG Porta Misseis Milan UMM D 4x4
Auto TG UMM Cournil "LAPES" 4x4
Auto Maca 2M UMM Alter D 4x4
Auto TG 0,25 Ton 5 Toyota Land Cruiser HZJ73 D 4x4 mA/98 C/G,
Auto TG 1,25 Ton 3 HMMWV M1025A2 D 4x4 mF/00;
Auto TG 1,5 Ton Unimog 1300 D 4x4 m/78
Auto TG 1,5 Ton IVECO 40.10 WM D 4x4 mA/89-90
Auto TG 4 Ton IVECO 90.17 D 4x4 mA/91

Viaturas pesadas

Camião Tractor 40 ton Volvo FH 12-37 D mF/00
Camião Tractor 38 ton DAF FTT 3325 DKX D 6x4 mF/83

Viaturas blindadas

Carro de combate Leopard 2A6
Carro de combate M60A3 TTS m/92
Carro de combate Pandur II
Viatura Blindada de Lagartas M113 m/76,
Auto Blindado Porta-Canhão 90 mm Comando V150 D 4x4 m/89,
Auto Blindado TP 10 Chaimite V-200 D 4x4 m/67-87,
Auto Blindado TP 14 Pandur II D 8x8 m/07
Auto Blindado Ligeiro de Combate Panhard Ultrav M11 D 4x4 m/89-91
Title: Re: ArmA III
Post by: Nuno Basto on March 10, 2014, 14: 52
- Sniper
L96A1 Sniper 7.62

- Metralhadoras
HK - 21
HK - G3
M60
Fusil Galil 5.56
HK - MP5
uzi 9mm

- Caçadeiras
Ffranchi Spas-15

- Misseis AA/AT
Carl Gustav M3
AA Stinger
Title: Re: ArmA III
Post by: Joao Ratão on March 11, 2014, 12: 45

Carro de combate M60A3 TTS m/92
Viatura Blindada de Lagartas M113 m/76,
Auto Blindado TP 10 Chaimite V-200 D 4x4 m/67-87,



Ando à procura desses. A ver se encontro compatíveis com o Arma 3, até agora só tenho visto do A2.

                                      --//--


Wy Hellcats  9Mb                                         US Hellis 245MB
(http://s9.postimg.org/wgs5kbqcb/image.jpg) (http://postimg.org/image/wgs5kbqcb/)                   (http://s9.postimg.org/f4rsyvwuz/image.jpg) (http://postimg.org/image/f4rsyvwuz/)
Title: Re: ArmA III
Post by: Marcelo Fortio on March 11, 2014, 13: 36
Alguém me fornece a lista de todas a coisas que vou ter de fazer download? xd
Assim logo passava pelo TS para me ajudarem a instalar as me****.  :biggrin:
Title: Re: ArmA III
Post by: Pedro Roldan on March 11, 2014, 13: 58
Alguém me fornece a lista de todas a coisas que vou ter de fazer download? xd
Assim logo passava pelo TS para me ajudarem a instalar as me****.  :biggrin:


http://www.ptsims.net/forum/index.php/topic,9963.0.html (http://www.ptsims.net/forum/index.php/topic,9963.0.html)

Está tudo ai :-) e os gears aqui : http://www.ptsims.net/forum/index.php/topic,9949.0.html (http://www.ptsims.net/forum/index.php/topic,9949.0.html)

Title: Re: ArmA III
Post by: João Castelos on March 11, 2014, 14: 25
- Sniper
L96A1 Sniper 7.62

- Metralhadoras
HK - 21
HK - G3
M60
Fusil Galil 5.56
HK - MP5
uzi 9mm

- Caçadeiras
Ffranchi Spas-15

- Misseis AA/AT
Carl Gustav M3
AA Stinger
que saudades da HK-21
(http://upload.wikimedia.org/wikipedia/commons/3/30/HK21.JPG)
Title: Re: ArmA III
Post by: Nuno Basto on March 11, 2014, 14: 25
Eu dei com este MOD para o A2,... se alguém soubesse fazer port para o A3.

http://forums.bistudio.com/showthread.php?168530-Guerra-do-Ultramar (http://forums.bistudio.com/showthread.php?168530-Guerra-do-Ultramar)
Title: Re: ArmA III
Post by: Nuno Basto on March 11, 2014, 14: 44
http://www.youtube.com/watch?v=TOzMUgQVh_g#ws (http://www.youtube.com/watch?v=TOzMUgQVh_g#ws)

http://www.youtube.com/watch?v=JS8ax8L77dU#ws (http://www.youtube.com/watch?v=JS8ax8L77dU#ws)
Title: Re: ArmA III
Post by: Nuno Basto on March 11, 2014, 17: 48
Ficaria muito pesado inserir mais mods no server? Penso que são os hummvys usados pelos tugas

([url]http://s10.postimg.org/5283rso8p/image.jpg[/url])

81MB

ps: não consegui correr o mod
ps: já deu


Se o David conseguisse mudar as pinturas dos carros, e colocar os que são realmente usados pelos tugas, colocava-se já no nosso MOD.

E aproveitava-se o Carl Gustav/MAAWS MOD e colocava-se também!
Title: Re: ArmA III
Post by: Joao Ratão on March 14, 2014, 10: 25
Uma voltinha num Puma HC do Arma 2...

(http://s30.postimg.org/vwhdsxmj5/puma.jpg)

Apesar de ser uma versão do Arma 2, senti uma maior lentidão com o mod comparado com os hummvys que não dei nada.
Continuo a ver se encontro algo para converter os mods.
Title: Re: ArmA III
Post by: Nuno Basto on March 14, 2014, 10: 37
:good:
Title: Re: ArmA III
Post by: David S. on March 14, 2014, 17: 29
Ficaria muito pesado inserir mais mods no server? Penso que são os hummvys usados pelos tugas

([url]http://s10.postimg.org/5283rso8p/image.jpg[/url])

81MB

ps: não consegui correr o mod
ps: já deu


Se o David conseguisse mudar as pinturas dos carros, e colocar os que são realmente usados pelos tugas, colocava-se já no nosso MOD.

E aproveitava-se o Carl Gustav/MAAWS MOD e colocava-se também!


vou tentar assim sim senhor e tenho de te dar o que tenho aqui para ver o que é para ficar e para tirar de forma a deixar isto limpinho =)
Title: Re: ArmA III
Post by: Nuno Basto on March 14, 2014, 17: 34
:good: Excelente!
Title: SITREP #00047, OPREP: ALTIS UPDATES & SITREP #00048
Post by: Nuno Basto on March 19, 2014, 12: 01
SITREP #00047 (http://dev.arma3.com/sitrep-00047)
reported by Joris-Jan van 't Land on Tuesday 11th March 2014
FROM: Project Lead
TO: Arma 3 Users
INFO: 'Win' devbranch & release, Weather for everyone, Zeus intel
PRECEDENCE: Flash

- - - - - - - - - -

OPREP: ALTIS UPDATES (http://dev.arma3.com/oprep-altis-updates)
reported by Martin Pezlar on Monday 17th March 2014
UNIT: Martin Pezlar, Environment Lead, Environment Design Dept.
TO: Arma 3 Dev-Branch Users
OPSUM: Environmental enhancements: locations, details & updates.

- - - - - - - - - -

SITREP #00048 (http://dev.arma3.com/sitrep-00048)
reported by Joris-Jan van 't Land on Tuesday 18th March 2014
FROM: Project Lead
TO: Arma 3 Users
INFO: 'Win' release, Terrain Builder, Object IDs
PRECEDENCE: Flash
Title: Re: ArmA III
Post by: João Castelos on March 20, 2014, 17: 38
FROM: Project Lead
TO: Arma 3 Users
INFO: 'Win' release, Terrain Builder, Object IDs
PRECEDENCE: Flash

SITUATION
Thursday is the day we will finally deliver the complete "The East Wind" campaign. We made the commitment to bring you three episodes, and we're glad to now make good on that. Combined, we think the episodes produce for a worthy singleplayer experience. Don't forget to explore beyond the primary objectives. There are side objectives that expand on the goings-on, e.g. when patrolling away from your camps.

And there's lots more in the 1.14 "Win" update:

To-199 Neophron CSAT CAS jet
A-164 Wipeout NATO CAS jet
Tempest CSAT heavy truck with variants (transport, fuel, repair, ammo, etc.)
Altis Points Of Interest: Ghost Hotel compound and Stadium
13 new music tracks in the Soundtrack Bonus folder for (Digital) Deluxe Edition owners
We hope you'll enjoy experimenting with the sandbox content and playing through the full campaign! Our team is now turning its gaze back onto Arma 3 Zeus, prepping it for release in the coming weeks.

INTELLIGENCE
Terrain modders will be glad to hear we can finally release our terrain tool, which we've renamed Terrain Builder (formerly Visitor). This is the version we use internally for the most part. As it's not yet fully tested outside of our office environment, there may be issues with this initial release. It should however be a big step forward for creating custom terrains.

One significant change this version of TB brings with it is the introduction of static object IDs. Until now these IDs would often get regenerated when we updated Stratis and Altis. With this change, any placed object should retain its ID forever. We would still recommend not relying on these IDs in your scenarios or scripts, but realize some advanced applications cannot be handled differently. The environments included with the 1.14 update are using this technology already.

At the same time, we're renaming Oxygen to Object Builder, making the Arma 3 Tools suite more consistent. One more addition, based on popular demand, is the P-drive. This simple batch file should create a virtual drive with all necessary components for Buldozer viewer in Object Builder. Later we would like to make setting up the viewer more straightforward.

Achievement Unlocked! Yes, we've added 5 Steam Achievements to Arma 3. They are all campaign-related and basically give you bragging rights for completing the episodes. Don't worry about us adding a lot of typical shooter achievements. We don't think many of these fit the style of Arma (e.g. Kill 50 enemies using headshots!). There are other types of achievements which we do believe can work, such as those rewarding the use of the editor and Steam Workshop. We are also taking into account the results of a survey we ran about achievements and other online services a long time ago.

OPERATIONS
There are many more changes to Altis than the new keypoint locations! There is a set of new objects to enrich the immersion, as well as lots of fixed Feedback Tracker issues. Environment Lead Martin Pezlar gives us the run-down in a new OPREP.

LOGISTICS
Designer Karel Mo?ický and programmer Filip Sádovský continue to wrap up their work on the initial Zeus release. Recently, they have changed the (mouse) control scheme to follow the industry standard for Real-Time Strategy. This was also needed to allow for context-sensitive waypoint placement on objects for example. Some of the controls can be mapped in the options, and you may need to reset or remap them if you've tried Zeus previously. Their most-recent work is less visible: it was time to prepare the content for translation.
Title: Re: ArmA III
Post by: Joao Ratão on March 20, 2014, 18: 20
(http://s21.postimg.org/h2xmzok2f/Sem_T_tulo.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on March 20, 2014, 18: 57
http://youtu.be/DdCaMxHwpTQ (http://youtu.be/DdCaMxHwpTQ)

- - - - - - - - - -

SPOTREP #00021 (http://dev.arma3.com/spotrep-00021)
reported by Joris-Jan van 't Land on Thursday 20th March 2014
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB

- - - - - - - - - -

TECHREP #00005 (http://dev.arma3.com/techrep-00005)
reported by Petr Kolá? on Thursday 20th March 2014
FROM: Tools Commissar
TO: Arma 3 Modders
MATERIEL CATEGORY: Tools
CIRCUMSTANCES: Version 0.58 (Terrain Builder, P-Drive, Object Builder)
SIZE: ~20 MB / ~691 MB
Title: SITREP #00049
Post by: Nuno Basto on March 27, 2014, 15: 25
SITREP #00049 (http://dev.arma3.com/sitrep-00049)
reported by Joris-Jan van 't Land on Tuesday 25th March 2014
FROM: Project Lead
TO: Arma 3 Users
INFO: Campaign completed, Zeus development wrap
PRECEDENCE: Flash
Title: Re: ArmA III
Post by: rudibaze on April 01, 2014, 12: 55
um modo porreiro para o VTS http://www.youtube.com/watch?v=COLOCtiZYmo# (http://www.youtube.com/watch?v=COLOCtiZYmo#)
Title: Re: ArmA III
Post by: João Castelos on April 01, 2014, 13: 36
isso vai se poder fazer com o A.C.E,nao vou instalar mais mods no arma,so se houver um mod para tirar café no arma...isso realmente dava jeito
Title: Re: ArmA III
Post by: rudibaze on April 01, 2014, 13: 48
com o ACE? mas pelo que ouvi, não vai haver ACE para o arma 3
Title: Re: ArmA III
Post by: Nuno Basto on April 01, 2014, 13: 50
It's being worked on!
Title: Re: ArmA III
Post by: rudibaze on April 01, 2014, 15: 54
Como faço para ter o VTS? queria ver se mexia nisso hoje...
Title: Re: ArmA III
Post by: Nuno Basto on April 01, 2014, 16: 44
- Descarregas daqui -> http://www.armaholic.com/page.php?id=18841&highlight=VIRTUAL%2BTRAININGSPACE (http://www.armaholic.com/page.php?id=18841&highlight=VIRTUAL%2BTRAININGSPACE)
- Colocas na pasta MPmissions no directório do Arma3
- Abres o arma
- Entras em Multiplayer
- Carregas em NEW (escolhes lan)
- inicias o servidor e escolhes a missão
Title: Re: ArmA III
Post by: rudibaze on April 01, 2014, 18: 04
OBRIGADO ;)
Title: Re: ArmA III
Post by: rudibaze on April 01, 2014, 19: 16
Mas é aí que se cria as missões? ou é em editor? é que não estou a perceber muito bem
Title: Re: ArmA III
Post by: Nuno Basto on April 01, 2014, 19: 27
Sim,... crias aí a missão, depois no interface do GM no topo dir tens lá "LOAD/SAVE", clicas e abre-te uma janela com código e gravas esse código num ficheiro .txt. Quando for para começar a missão carregas esse código no mesmo sitio e ficam as coisas no lugar!
Title: Re: ArmA III
Post by: rudibaze on April 02, 2014, 10: 12
Bem... É porreiro criar missoes... Mas o VTS é só p GM n é? E que quando estou a criar missoes é no editor normal do Arma3... Já agora, no editor tem la a barra do skill da unit, mas dá para regular no VTS certo? tipo 0.1 , 0.2 etc.... Pelo menos foi o que te ouvi falar quando estavas com o castelos a testar os AI's..

Sent from my GT-I9001 using Tapatalk 2

Title: Re: ArmA III
Post by: Pedro Roldan on April 02, 2014, 10: 29
Bem... É porreiro criar missoes... Mas o VTS é só p GM n é? E que quando estou a criar missoes é no editor normal do Arma3... Já agora, no editor tem la a barra do skill da unit, mas dá para regular no VTS certo? tipo 0.1 , 0.2 etc.... Pelo menos foi o que te ouvi falar quando estavas com o castelos a testar os AI's..

Sent from my GT-I9001 using Tapatalk 2

Sim é isso mesmo.
Title: Re: ArmA III
Post by: rudibaze on April 03, 2014, 15: 38
Obrigado Viper!

 ja agora, alguma forma de editar o mapa em 3D? è que em 2D é um pouco lixado fazer tudo certinho....
Title: Re: ArmA III
Post by: Nuno Basto on April 03, 2014, 15: 50
Ao colocares as unidade tens lá a opção 2D, 3D a ainda outra q não sei o nome. Se fores a colocar grupos só em 2D.
Title: Re: ArmA III
Post by: rudibaze on April 03, 2014, 20: 14
Não encontro essas opções, mas pronto, vou continuando assim...

obrigado na mesma
Title: Re: ArmA III
Post by: rudibaze on April 04, 2014, 18: 48
já encontrei mas foi no VTS, provvelmente estavas a falar daí....

no vts dá para carregar uma missão já feita? feita no editor normal por exemplo? ando às voltas disto e não encontro
Title: Re: ArmA III
Post by: Pedro Roldan on April 04, 2014, 21: 06
já encontrei mas foi no VTS, provvelmente estavas a falar daí....

no vts dá para carregar uma missão já feita? feita no editor normal por exemplo? ando às voltas disto e não encontro

Não... podes carregar uma missao previamente construida no vts, mas nao podes fazer uma missao no editor e posteriormente carregar no vts..
Title: Re: ArmA III
Post by: Joao Ratão on April 07, 2014, 07: 36
Já agora como se tira os inimigos do mapa? Quando faço uma missão todos os jogadores conseguem ver os inimigos no mapa e gps   :mda:
Title: Re: ArmA III
Post by: Pedro Roldan on April 07, 2014, 10: 50
Já agora como se tira os inimigos do mapa? Quando faço uma missão todos os jogadores conseguem ver os inimigos no mapa e gps   :mda:

Em qualquer missao, deves ter sempre desligado todo o tipo de marcadores e informacao adicional, pode e deve estar disponivel para o GM apenas.

Tirar inimigos basta mata-los e tirar do mapa, o resto tens la as opcoes no ide do vts, nao te esquecas de lancar o vts em veterano para tirar logo uma serie de coisas...
Title: Re: ArmA III
Post by: Nuno Basto on April 07, 2014, 12: 51
Não,... ele ao colocar a missão, esqueceu-se de pôr em modo veterano! ;) Quando se escolhe a missão, do lado esq ao centro tem lá os modos de dificuldade, escolhes sempre veterano ou expert!
Title: Re: ArmA III
Post by: rudibaze on April 07, 2014, 13: 15
roldan... não é preciso mata-los para apaga-los.... podes simplesmente usar o shift+delete, e apaga tudo que está dentro do raio...

só para conhecimento =P
Title: Re: ArmA III
Post by: rudibaze on April 07, 2014, 13: 18
alguem tem alguma lista com scripts para o VTS? tambem ja tentei utilizar o do IED que vem já no VTS mas n deu em nada
Title: Re: ArmA III
Post by: rudibaze on April 07, 2014, 14: 20
já agora propunha criarem uma secção para editores de missões... talvez puxasse o pessoal para "exprimir" as suas ideias e ter missões de todos os feitios e do agrado de toda agente... e tirar algum peso de cima do BIG...
e para esclarecer dúvidas como estas em cima, que podem ser dúvidas de outros...
Title: Re: ArmA III
Post by: Pedro Roldan on April 07, 2014, 15: 38
alguem tem alguma lista com scripts para o VTS? tambem ja tentei utilizar o do IED que vem já no VTS mas n deu em nada

para usar uma ied basta colocares um objecto (ex: lixo, mala, etc... atenção que nem todos dão) e aplicas o upsmon_ied se nao estou em erro, e funciona, ja usei algumas vezes sem problema.
Title: Re: ArmA III
Post by: rudibaze on April 07, 2014, 16: 28
obrigado roldan vou esperimentar noutras coisas, ate agora meti num carro e numa caixa e nada....
Title: Re: ArmA III
Post by: Joao Ratão on April 07, 2014, 16: 35
Já agora como se tira os inimigos do mapa? Quando faço uma missão todos os jogadores conseguem ver os inimigos no mapa e gps   :mda:

Em qualquer missao, deves ter sempre desligado todo o tipo de marcadores e informacao adicional, pode e deve estar disponivel para o GM apenas.

Tirar inimigos basta mata-los e tirar do mapa, o resto tens la as opcoes no ide do vts, nao te esquecas de lancar o vts em veterano para tirar logo uma serie de coisas...

Não,... ele ao colocar a missão, esqueceu-se de pôr em modo veterano! ;) Quando se escolhe a missão, do lado esq ao centro tem lá os modos de dificuldade, escolhes sempre veterano ou expert!

Quando escolho o mapa meto sempre modo veterano, depois como o Big ensinou vou aos parâmetros e mudo as coisas que são para mudar, no entanto depois de feita a missão com tudo no sitio e tal, todas as coisas que estão no meu ecrã de GM aparecem no mapa de todos, não sei se é do marcador ou não mas queias saber como se desliga.
Title: Re: ArmA III
Post by: Luís Santos on April 07, 2014, 17: 55
boas malta,
infelizmente tenho tido uns fins de semana complicados e ultimamente não me tem sido possível estar aqui com vocês mas pelo menos para o próximo estou por cá   :preved:
Alguem disse ai noutro post que algum do pessoal habitual tem-se afastado devido a divergência que tem havido nas missões. Da minha parte só tenho uma coisa a dizer: Acho que não tem nada a ver com isso, nunca se pode agradar a gregos e troianos como é obvio e todos nós sabemos que temos as nossas vidas para além disto. No meu caso e penso que na maioria das pessoas que não tem estado muito presentes tem a ver com falta de disponibilidade. Por mim não tem nada a ver com divergências, só sei que estou ansioso que chegue o fim de semana para poder dar uns tiros que já há muito que não dou e a arma começa a enferrujar e espero continuar a passar aqui bons momentos como sempre tem acontecido. PTSIMS SEMPRE!
Muito obrigado ao Big e ao Viper que tem feito muito aqui, sem esquecer o rato que ultimamente tem dado um bom contributo e a todos aqueles que gostam tanto de jogar arma como eu e que tem contribuído para o crescimento desta comunidade.
Que venha o fim de semana...  :drinks:
Title: Re: ArmA III
Post by: Nuno Basto on April 07, 2014, 19: 33
Já agora como se tira os inimigos do mapa? Quando faço uma missão todos os jogadores conseguem ver os inimigos no mapa e gps   :mda:

Já sei o que fazes de mal! Colocas "Everybody is KongFu Fighting" na última opção! Isso só se faz quando o servidor está aberto para testes, em missão fica desligado!
Title: Re: ArmA III
Post by: Joao Ratão on April 07, 2014, 19: 37
Pronto mistério resolvido.  :biggrin:
Title: Re: ArmA III
Post by: Pedro Roldan on April 08, 2014, 09: 13
Alguem disse ai noutro post que algum do pessoal habitual tem-se afastado devido a divergência que tem havido nas missões.

Isso são comentários de malta que anda aqui à pouco tempo e não tem a noção de como as coisas funcionam.

Realmente não têm nada a ver com missoes... é apenas algo extremamente natural, eu proprio normalmente 1 vez por ano desapareço 1 mesito ou assim, as razoes são várias, nem que seja simplesmente para descansar um pouco do arma ou seja do que seja.

O arma não é um simulador de sprint mas sim de maratona, e a maltinha mais nova por cá, ainda não têm tempo de serviço suficiente para perceber como as coisas funcionam... e isso só o tempo cura :-)

Ganda mirim, volta que fazes sempre muita falta ehehhehehe  :biggrin:
Title: Re: ArmA III
Post by: rudibaze on April 08, 2014, 10: 17
Roldan... se fores a ler bem há pessoal que está assim por causa das missões...
Eu pessoalmente, estou satisfeito até à data...
Title: Re: ArmA III
Post by: Pedro Roldan on April 08, 2014, 10: 34
Roldan... se fores a ler bem há pessoal que está assim por causa das missões...
Eu pessoalmente, estou satisfeito até à data...

Há sempre pessoal que não gosta de carne quando uns preferem peixe, é assim, e será sempre assim...

Pessoalmente conto com +8 anos de arma, e +3 anos na ptsims, digo e repito é normal, uns novos aparecem, outros desaparecem, entretanto uns mais velhos voltam a aparecer, outros simplesmente preferem descansar de um determinado sim, e posteriormente voltam, é assim a vida nos simuladores ehehehhe

Vamos tentanto adaptar as jogatanas, umas correm bem, outras nem por isso, mas para analisar-mos tendencias, temos que pegar num espaço temporal bem maior para perceber realmente o que se vai passando, e não apenas contabilizando meia duzia de fins-de-semana.
Title: Re: ArmA III
Post by: Pedro Roldan on April 08, 2014, 23: 54
roldan... não é preciso mata-los para apaga-los.... podes simplesmente usar o shift+delete, e apaga tudo que está dentro do raio...

só para conhecimento =P

O que acabas-te de dizer é um shortcut para matar e limpar os inimigos e/ou amigos do mapa, é exactamente o mesmo que se usares as opçoes (butoes) de kill everything num determinado circulo que podes definir e de seguida clicares no remove dead bodies...
Title: Re: ArmA III
Post by: tiago carvalho on April 09, 2014, 14: 59
tenho andado com problemas na net lá de casa. esta sempre a ir abaixo. Creio ser do router...vamos ver se resolvo isto depressa.
Title: Re: ArmA III
Post by: Nuno Basto on April 10, 2014, 15: 15
(http://scontent-a-mad.xx.fbcdn.net/hphotos-ash3/t1.0-9/s720x720/10155338_695870780459655_1191589234566766273_n.png)
Title: Re: ArmA III
Post by: rudibaze on April 10, 2014, 15: 29
é sacado como o ZEUS?  Hoje ja experimentava isso
Title: Re: ArmA III
Post by: Pedro Roldan on April 10, 2014, 20: 57
Bem ja estive a testar o zeus, muito bom mesmo, é um primo do vts ainda, mas acredito que num futuro muito proximo venha a substituir o vts.

Acho que ira dar umas jogas muito interessantes  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on April 10, 2014, 21: 21
Estou a ver se encontro o gajo que já fez a missão VTS com o ZEUS incluído! Portanto somos GM e ZEUS ao mesmo tempo, tanto se utiliza uma interface como a outra!
Title: Re: ArmA III
Post by: Pedro Roldan on April 10, 2014, 22: 44
Estou a ver se encontro o gajo que já fez a missão VTS com o ZEUS incluído! Portanto somos GM e ZEUS ao mesmo tempo, tanto se utiliza uma interface como a outra!

Isso era fabuloso nuno, e que ter o gui do zeus com as funcionalidades do vts, era 5*
Title: Re: ArmA III
Post by: Pedro Roldan on April 11, 2014, 17: 24
E para hoje, a malta quer experimentar o ZEUS ou nem por isso ?
Title: SITREP #00053 + OPREP: Drone Refinements + Community Guide: Zeus DLC
Post by: Nuno Basto on April 26, 2014, 12: 05
SITREP #00053 (http://dev.arma3.com/sitrep-00053)

reported by Joris-Jan van 't Land on Wednesday 23rd April 2014
FROM: Project Lead
TO: Arma 3 Users
INFO: Incoming update
PRECEDENCE: Flash

Quote
...The next main branch update is being prepared (1.18). This is mainly a maintenance update, with a focus on multiplayer server stability and performance. Some recently introduced optimizations will be enabled, while work on others continues...


- - - - - - - - - -

OPREP: Drone Refinements (http://dev.arma3.com/oprep-drone-refinements)
reported by Bo?ivoj Hlava on Friday 25th April 2014
UNIT: Bo?ivoj Hlava, Senior Designer, Sandbox Design Dept.
TO: Arma 3 Dev-Branch Users
OPSUM: Autonomous Updates: recent changes & planned features

- - - - - - - - - -

Arma 3 - Community Guide: Zeus DLC

http://www.youtube.com/watch?v=1xbBFC0U3YA#ws (http://www.youtube.com/watch?v=1xbBFC0U3YA#ws)
Title: 15º Aniversário da Bohemia Interactive Studios
Post by: Nuno Basto on May 16, 2014, 11: 17
A Bohemia Interactive Studios está a festejar o seu 15º aniversário e como tal decidiu oferecer o ARMA: Cold War Assault (http://store.steampowered.com/app/65790/), deixar o pessoal testar o ArmA 3 (http://store.steampowered.com/app/107410/) durante o fim-de-semana, e se o quiserem adquirir têm 40% de desconto ficando-se pelos 26,99.
A editora tem outros jogos com 80% de desconto (http://store.steampowered.com/search/?developer=Bohemia%20Interactive),... é de aproveitar!

Mais ainda quem tem o ArmA 2 em CD/DVD pode inserir os códigos no STEAM que passam ficam agregados á vossa conta STEAM, podendo passar a fazer o download digital dos mesmos.

http://www.youtube.com/watch?v=tXucTitoWHs#ws (http://www.youtube.com/watch?v=tXucTitoWHs#ws)
Title: Re: ArmA III
Post by: Pedro Roldan on May 17, 2014, 12: 58
Nice  :biggrin:

http://youtu.be/tYz9MNa3oGg (http://youtu.be/tYz9MNa3oGg)
Title: Re: ArmA III
Post by: reguinha on May 18, 2014, 11: 09
Efectivamente na sexta feira foi brutal. Depois de 1ª. missão ter sido realizada com eficácia na 2ª. o sr. VIPER largou-nos dentro de uma colmeia.
Nota relevante da nova missão, apoio e  reabastecimento aéreo muito eficaz e necessário.
Pena que no sábado não apareceu pessoal.


Title: SPOTREP #00027
Post by: Nuno Basto on June 18, 2014, 15: 15
SPOTREP #00027 (http://dev.arma3.com/spotrep-00027)
reported by Joris-Jan van 't Land on Wednesday 18th June 2014
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.22 (Campaign improvements, Linux server performance, GameSpy removal)
SIZE: ~1021 MB
Title: Re: ArmA III
Post by: Luís Santos on June 29, 2014, 19: 28
arma 3 na steam com 50% de desconto até amanhã ao finsl da tarde. Pode ser que parece por ai novos jogadores :good:
Title: Re: ArmA III
Post by: Nuno Basto on July 15, 2014, 16: 44
http://www.youtube.com/watch?v=ESoQNAVUTug#ws (http://www.youtube.com/watch?v=ESoQNAVUTug#ws)
Title: Re: ArmA III
Post by: Nuno Basto on September 22, 2014, 17: 51
Disparar dos veículos!! :biggrin:

(http://dev.arma3.com/assets/img/post/images/firing_veh_1.jpg)
(http://dev.arma3.com/assets/img/post/images/firing_veh_2.jpg)
(http://dev.arma3.com/assets/img/post/images/firing_veh_3.jpg)
Title: Re: ArmA III
Post by: Filipe Galego on September 22, 2014, 18: 44
Boa ;)
Title: Re: ArmA III
Post by: Pedro Barbosa on September 23, 2014, 17: 46
Aleluia Irmãos!!!  :yahoo:
Title: Re: ArmA III
Post by: rudibaze on October 10, 2014, 13: 24
Disparar dos veiculos é para quando?
Title: Re: ArmA III
Post by: Nuno Basto on October 10, 2014, 13: 30
Breve! Está já disponível no DEV Branch, portanto deverá sair no próximo update!
Title: Re: ArmA III
Post by: Nuno Basto on October 14, 2014, 11: 45
SPOTREP #00034 (http://dev.arma3.com/post/spotrep-00034)
reported by Joris-Jan van 't Land on October 14, 2014
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.32 (Fixathon, New script commands, New event handlers, Weapon Inertia)
SIZE: ~1.2 GB
Title: SITREP #00078
Post by: Nuno Basto on October 14, 2014, 19: 55
SITREP #00078 (http://dev.arma3.com/post/sitrep-00078)
reported by Joris-Jan van 't Land on October 14, 2014
FROM: Project Lead
TO: Arma 3 Users
INFO: 1.32 update released, Helicopters Dev-Branch plans
PRECEDENCE: Flash
Title: Re: ArmA III
Post by: Nuno Basto on November 04, 2014, 18: 44
http://www.youtube.com/watch?v=NiyxTQ2Sk6c#ws (http://www.youtube.com/watch?v=NiyxTQ2Sk6c#ws)
Title: Re: ArmA III
Post by: Pedro Costa on November 04, 2014, 19: 19
Quando chegar a casa compro... :biggrin:

Ps

Se comprar o DLC dos karts este já vem incluido? Fica por 19.99 e vem com tudo enquanto este custa 12.99?

Title: Re: ArmA III
Post by: Pedro Barbosa on November 04, 2014, 19: 26
12.99€ por esse conteudo, tenho que ver bem....pareçe me banha da cobra  :biggrin:

http://youtu.be/8FH7w4ylD7E (http://youtu.be/8FH7w4ylD7E)
Title: Re: ArmA III
Post by: Filipe Galego on November 04, 2014, 19: 39
Esses helicópteros ui ui ... até apetece voltar ao pc eheh
Title: Re: ArmA III
Post by: Nuno Basto on November 04, 2014, 19: 39
Ficas com o Karts, o Helicopters e o Snipers que está planeado para sair daqui a uns meses!
Title: Re: ArmA III
Post by: Pedro Barbosa on November 04, 2014, 19: 50
PAra isso sao 19.99€ na steam..... :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on November 04, 2014, 19: 53
Isso! 19.99€ no STEAM e tens o Bundle do Karts, do Helicopters e do Snipers que está planeado para sair daqui a uns meses!
Title: Re: ArmA III
Post by: Filipe Galego on November 04, 2014, 20: 01
Ficas com o Karts, o Helicopters e o Snipers que está planeado para sair daqui a uns meses!

Bolas!!! Nem costumo dar isso por jogos completos para o pc....hummmm
Title: Re: ArmA III
Post by: Pedro Roldan on November 04, 2014, 20: 16
Isso! 19.99€ no STEAM e tens o Bundle do Karts, do Helicopters e do Snipers que está planeado para sair daqui a uns meses!

Exactamente isso  :biggrin:

Mesmo que fosse so pelo dlc helicopters, para mim ja era 5*, mas o bundle e mesmo de se comprar...
Title: Re: ArmA III
Post by: Pedro Roldan on November 04, 2014, 20: 42
E que nem de proposito, acabei de comprar, 19.99€ para os 3 dlc  :biggrin:
Title: Re: ArmA III
Post by: Bruno Barata on March 24, 2015, 01: 32
Este video já tem algum tempo. Não sei se já é conhecido por aqui, mas achei interessante. Deixa-me a pensar se a Bohemia vai eventualmente desbloquear estas funcionalidades ou expandir a jogabilidade com base nelas. Ou se terão ficado no motor como artefacto de algo que foi testado e posto de parte.

http://youtu.be/ENPsaOT5IlY (http://youtu.be/ENPsaOT5IlY)

Title: Re: ArmA III
Post by: Nuno Basto on March 24, 2015, 09: 32
Sim já conhecia, á bastante tempo,... talvez libertem estas opções,... visualmente são muito agradáveis!
Title: Re: ArmA III
Post by: Luís Santos on March 24, 2015, 15: 03
Eu não conhecia,mas tá espetacular,são pequenos promenores mas que vão fazendo este jogo cada vez mais proximo da realidade  :yes:
Title: Re: ArmA III
Post by: Luís Santos on March 24, 2015, 15: 49
arma 3 volta a estar em promoção na steam, para quem ainda não tem o jogo esta é uma boa oportunidade de comprar com 50% desconto http://store.steampowered.com/app/107410/ (http://store.steampowered.com/app/107410/)
Title: Re: ArmA III
Post by: Bruno Barata on March 24, 2015, 16: 45
Pena que o Desconto ainda não chega ao DLC Bundle!  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on March 24, 2015, 17: 13
Eu comprei o bundle a quando do DLC Helicopters, 20€,... vale apena, fiquei com os 3 dlc's, Karts, Helis e Marksman.
Title: Re: ArmA III
Post by: Luís Santos on March 24, 2015, 19: 28
eu comprei os DLCs Karts e helicopters por 15€
Title: Re: ArmA III
Post by: Bruno Barata on March 24, 2015, 19: 42
Isso é o preço normal deles mirim. Por mais €5 tinhas ficado já com o dlc "marksmen" que está para sair muito em breve.
Title: Re: ArmA III
Post by: Luís Santos on March 24, 2015, 20: 10
Nem sabia...  :suicide2: :suicide2: :suicide2:
Title: SPOTREP #00051
Post by: Nuno Basto on December 16, 2015, 14: 44
SPOTREP #00051
FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch (Windows)
ACTIVITY: Hotfix: 1.54 (Miscellaneous)
SIZE: ~119 MB / ~97 MB (http://dev.arma3.com/post/spotrep-00051)
Title: Re: ArmA III
Post by: Nuno Basto on December 16, 2015, 15: 46
Novo Browser no Laucher do ArmA 3!

(https://pbs.twimg.com/media/CWW0EqaWwAEVYQt.jpg:large)
Title: Re: ArmA III
Post by: Nuno Basto on December 17, 2015, 13: 52
Avanços significativos no Laucher no que diz respeito ao Browser de servidores. Novidades muito interessantes MESMO, principalmente no que diz respeito a sugestão download dos mods necessários caso estejam na Steam Workshop.

UNIT: Bo?ivoj Hlava, Senior Designer, Sandbox Design Dept.
TO: Arma 3 Dev-Branch Users
OPSUM: Sharing our plans for upcoming Server Browser advancements. (http://dev.arma3.com/post/oprep-the-future-of-server-browsing)


(http://dev.arma3.com/assets/img/post/images/oprep_3_concept.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on December 19, 2015, 09: 49
Marek Spanel
@maruksp
I am so excited about so many new improvements coming to #arma3 in 2016. Eden first, Apex next. Can't wait for both.

(https://pbs.twimg.com/media/CWhaVzKWoAArZU2.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on December 19, 2015, 14: 34
Mais uns cheirinho de TANOA!

(https://pbs.twimg.com/media/CWmFaqxWUAAnSn5.jpg)
Title: SITREP #00138
Post by: Nuno Basto on January 13, 2016, 13: 03
SITREP #00138

FROM: High Command
TO: Arma 3 Users
INFO: Analytics, Dev-Branch Activity, Geometric Occluders, Parallax Improvements, Font Changes
PRECEDENCE: Flash (http://dev.arma3.com/post/sitrep-00138)


Resumindo, vão começar a recolher informação sobre como e com o que é que jogamos arma, avanços em termos da construção/processamento de objectos e luz (mais fps em zonas urbanas), melhoramento no rendering dos terrenos,...
Title: Re: ArmA III
Post by: Nuno Basto on January 14, 2016, 18: 40
Review de 2015 e preview de 2016

! No longer available (http://www.youtube.com/watch?v=1zhAVubFVRs#)
Title: ArmA 3 - APEX PRE-ORDER - 20% Desconto - 23,99€
Post by: Nuno Basto on January 15, 2016, 14: 36
ArmA 3 - APEX PRE-ORDER - 20% Desconto - 23,99€


https://store.bistudio.com/products/arma3-apex
Title: Re: ArmA III
Post by: Pedro Canas on January 15, 2016, 15: 02
Quais são as grandes novidades disso, tirando novo mapa e novos veículos?
Title: Re: ArmA III
Post by: Nuno Basto on January 15, 2016, 16: 45
- Mapa
- Veículos
- Armas
- Facções
- DX12
- Melhoramentos gráficos

(https://pbs.twimg.com/media/CWhaVzKWoAArZU2.jpg)


E mais umas coisas,... mas não foram muito específicos.
Title: SITREP #00140
Post by: Nuno Basto on January 27, 2016, 01: 13
FROM: High Command
TO: Arma 3 Users
INFO: Eden Update Consolidation, Audio Fidelity, Weapon Switching
PRECEDENCE: Flash

http://dev.arma3.com/post/sitrep-00140 (http://dev.arma3.com/post/sitrep-00140)

O novo EDEN update está na forja e vai estar disponível para testes em breve.
O Motor de som vai sofrer novo update.
Vai ser possível configurar teclas para troca mais rápida de armas.
Vamos ter mais 2 tipos de de comandos para os AI's "AUTOCOMBAT" e "COVER".
Title: SECREP #00004
Post by: Nuno Basto on January 28, 2016, 15: 12
SECREP #00004
FROM: @TheBattlEye
TO: #Arma3 Users
UNIT: Main Branch
ACTIVITY: Anti-Cheat Update
SIZE: ~2.5 MB
Title: SITREP #00141
Post by: Nuno Basto on February 02, 2016, 19: 47
EDEN Update disponível no Dev Branch / Novas Mascotes / Final de CTF / Video tipo Machinima / Difícil resolução de bugs/novas animações / Novo script para objectos decorativos

http://dev.arma3.com/post/sitrep-00141 (http://dev.arma3.com/post/sitrep-00141)
Title: TOP 10 das mudanças no editor 3D EDEN!
Post by: Nuno Basto on February 07, 2016, 16: 01
One of the absolute highlights in the upcoming Arma 3 Eden Update is the Eden 3D Editor. Creating your own scenarios has never been this simple and fun! Let's take a look at 10 of the standout features and improvements.

1. 3D Interaction

The most important change is the ability to create your scenario from within the 3D game environment. This makes it much easier to build detailed object compositions, and keep a good sense of what your scenario will eventually look like. But, if you prefer to work with the traditional 2D map view, you can do that too! In some cases, this can be quite useful, for example when you want to set waypoints. The choice is yours.

(http://arma3.com/assets/img/post/images/thumbs/1-object-table-GIF_OPTIMIZED.gif)

2. Backwards Compatibility

But what about the thousands of scenarios made with the original editor? We are happy to report that full backwards compatibility has been preserved. This means all of the existing user-created scenarios will still work and can even be loaded into the new Eden Editor.

(http://arma3.com/assets/img/post/images/thumbs/2-backwards-import.jpg)

3. Undo & Redo

This 'small' addition is going to make a big difference. Due to technological limitations, it was not possible to undo or redo changes in the original editor. But, as silly as it might sound in 2016, the undo/redo button is finally here. Use the history list of operations to experiment and recover from mistakes.

(http://arma3.com/assets/img/post/images/thumbs/3-undo-redo_GIF_OPTIMIZED.gif)

4. Search & Asset Filtering

With the vast library of official and unofficial content in Arma 3, it could become challenging to find specific weapons, vehicles or objects for your scenario. However, thanks to new code powering the Eden Editor, users will finally be able to search for assets by simply typing the name into the search bar.

(http://arma3.com/assets/img/post/images/thumbs/4-search-assets_GIF_OPTIMIZED.gif)

5. Layers & Entity List

If you are familiar with Photoshop, you probably already have a pretty good idea of how layers and the entity list in the Eden Editor work. In short, you now have a clear overview of all the entities placed in your scenario, and you can define custom and nested collections of entities to manipulate them as a set.

(http://arma3.com/assets/img/post/images/thumbs/5-layers.jpg)

6. Arsenal

Added in a recent platform update, the Arsenal provides a 3D library of Arma 3's assets. From here you can then select and save your favorite loadouts. While the Arsenal used to be only accessible via the Arma 3 main menu, the feature has now also been integrated into the Eden Editor. This makes it incredibly easy and useful for customizing the characters in your scenario. And, for those who don't know, user-created addons (such as weapons and gear) are added automatically to the Arsenal and Eden Editor library (if configured correctly).

(http://arma3.com/assets/img/post/images/thumbs/6-arsenal.jpg)

7. Vehicle Crews

In the original editor, the roles, ranks and loadouts of vehicle crewmen could only be customized via script. Now, thanks to Eden Editor's intuitive user interface, designers can directly manipulate characters in vehicles to suit their scenario.

(http://arma3.com/assets/img/post/images/thumbs/7-vehicle-crew.jpg)

8. Scenario Configuration

Presentation and storytelling can be an important component for building your own scenario. This includes things like its Title, Author Name, Overview Text, Overview Image, Briefing and Debriefing. These elements, and many other customizable parameters such as respawn time, are all recorded in the scenario's description.ext file. While before this file could only be edited via a text editor out-of-game, major parts of the description.ext can now be edited from within the Eden Editor itself. Much simpler, much more direct, and much more user-friendly!

(http://arma3.com/assets/img/post/images/thumbs/8-scenarioconfig.jpg)

9. Steam Workshop

Since the Arma 3 Beta, users have been able to publish their scenario directly from within the Scenario Editor to the Steam Workshop. With already more than 17.000 user-created scenarios on the Workshop, it has been a more than welcome feature, and things will be no different with the Eden Editor. Thanks to new editor's superior functionality, you can expect even more, and even better, scenarios on the Arma 3 Workshop – all for free and available to play with the click of a button.

(http://arma3.com/assets/img/post/images/thumbs/9-steam-workshop.jpg)

10. Moddability

The new editor has been designed to be fully moddable. This means users can enhance the editor itself via custom plug-ins and tailor it to their specific needs. For this reason alone, you can be sure that the Arma 3 Eden Editor will remain relevant for the next decade or more.

Of course, the best way to experience the new editor is by going hands-on. You can so with the release of the upcoming Arma 3 Eden Update, which is a free platform update for all owners of Arma 3, and is scheduled for release this month (February 2016).
Title: SITREP #00142
Post by: Nuno Basto on February 09, 2016, 20: 33
SITREP #00142

RC com muito feedback / Video Tuturial Eden Editor / Progresso mapa Tanoa / Ajustes nas campanhas / Update Anti Cheat

http://dev.arma3.com/post/sitrep-00142 (http://dev.arma3.com/post/sitrep-00142)
Title: Re: ArmA III
Post by: Pedro Canas on February 10, 2016, 10: 40
Para os GMs de serviço ;)

! No longer available (http://www.youtube.com/watch?v=2QEgpbkQyDQ#)

(como é que se mete vídeos do youtube aqui?)

P.S. - Retira o s de http(s)://
Title: Re: ArmA III
Post by: Nuno Basto on February 10, 2016, 11: 08
Já conhecemos bem obrigado. ;)
Title: [VIDEO] Dev Diary: Eden - Editor 3D
Post by: Nuno Basto on February 10, 2016, 16: 50
! No longer available (http://www.youtube.com/watch?v=TlOOrIJHSXo#)
Title: As futuras 10 novas funções do LAUCHER do ArmA 3!
Post by: Nuno Basto on February 12, 2016, 16: 51
Considering all of the different modes, play styles, and mod sets, a comprehensive server browser for Arma 3's multiplayer is essential. Thus, even though we'll continue to support the traditional in-game server browser, we're also introducing a brand-new, Launcher-based Server Browser. Here are 10 of its most significant features and improvements.

1. Skip Main Menu

One of the most obvious benefits of having the Server Browser as part of the Launcher is that you can now launch directly into the multiplayer server of your choice. In other words, you can bypass the Arma 3 main menu, getting you into the game quicker = more time to play!

(http://arma3.com/assets/img/post/images/1-skip-main-menu.jpg)

2. Basic Filters

By integrating the Server Browser into the Launcher, we have fewer engine limitations to consider regarding the Server Browser's user interface. This allows us to present more and better-presented basic filter options. Quickly search for a server by selecting the desired game mode, terrain, player numbers and more – and use the tick boxes to hide full, empty, or monetized servers.

(http://arma3.com/assets/img/post/images/2-basic-filters.jpg)

3. Advanced Filters

With so many different ways to play the game, many Arma 3 users require more filtering options. Therefore, the new Server Browser's advanced filter options allow you to filter on difficulty, AI level, whether the weapon crosshair should be visible, 3rd person camera being allowed or not, and more. Of course we'll be looking out for community feedback to see if any other advanced filtering options should be added.

(http://arma3.com/assets/img/post/images/3-advanced-filters.jpg)

4. Steam Workshop Support

Some servers require players to have certain Steam Workshop items installed. While before you had to subscribe to these items manually, the game will now do most of the necessary work for you. It checks the mods running on the server, recognizes the missing mods and offers you an automatic download of these missing mods.

(http://arma3.com/assets/img/post/images/4-steam-workshop-support.gif)
(http://arma3.com/assets/img/post/images/4-steam-workshop-supportv3.jpg)

5. Mod Management

In continuation of number 5 on this list; server browsing and basic mod management for Arma 3 go hand in hand. By bringing the Server Browser into the Launcher, you can now do all of this in one single place. Find the multiplayer server you'd like to join, define your mod mix / starting parameters, and launch the game. It's more efficient than ever before, and enables everyone to enjoy Arma 3's wonderful ecosystem of user-created content and mods.

6. Display Server Status

Until now, servers that require a password were indicated via the 'status icon'. However, this same icon was used to tell users if they can join a server based on the mods they're running. This made it very unclear for most users. Thus, in the new Server Browser, these are now separated into two icons, making it possible to instantly recognize whether you can join a server. Although it might seem like a small improvement, as is often the case, the devil is in the details.

(http://arma3.com/assets/img/post/images/6-server-status.jpg)

7. Server Difficulty Details

The server details now display more information about difficulty (e.g. helicopter flight model, weapon crosshair and 3rd person camera).

(http://arma3.com/assets/img/post/images/7-server-difficulty.jpg)

8. Official Servers

Want to play a quick round of End Game or Zeus multiplayer? You can host your own server, search for community-hosted servers, or join one of the official Arma 3 servers. The latter are now much more easy to find thanks to the "Official servers only' tick box in the basic filtering options.

9. Responsive Design

The Server Browser layout is 'adaptable'. This means that, even when the window is at its minimum size, all of the info is still visible. The flag icon, game type, scenario and players columns are simply moved to the second row.

10. Various UX Improvements

As we briefly touch upon in other items on this list, by bringing the Server Browser into the game's Launcher, we have far more options and flexibility to design and iterate on the Server Browser's design. You can see this in the many usability improvements, which make interacting with the Launcher-based Server Browser a far more pleasant experience.

Of course, the best way to experience the new Server Browser is by using it yourself. You can so with the release of the upcoming Arma 3 Eden Update, which is a free platform update for all owners of Arma 3, and is scheduled for release this month (February 2016). We look forward to seeing you online!

Besides the new Server Browser, the Eden Update also features major improvements to audio, and a brand-new 3D Scenario Editor. Want to know more? Check out the 'Top 10 – Eden Update: Eden 3D Editor'.
4. Steam Workshop SupportSome servers require players to have certain Steam Workshop items installed. While before you had to subscribe to these items manually, the game will now do most of the necessary work for you. It checks the mods running on the server, recognizes the missing mods and offers you an automatic download of these missing mods.

5. Mod ManagementIn continuation of number 5 on this list; server browsing and basic mod management for Arma 3 go hand in hand. By bringing the Server Browser into the Launcher, you can now do all of this in one single place. Find the multiplayer server you'd like to join, define your mod mix / starting parameters, and launch the game. It's more efficient than ever before, and enables everyone to enjoy Arma 3's wonderful ecosystem of user-created content and mods.6. Display Server StatusUntil now, servers that require a password were indicated via the 'status icon'. However, this same icon was used to tell users if they can join a server based on the mods they're running. This made it very unclear for most users. Thus, in the new Server Browser, these are now separated into two icons, making it possible to instantly recognize whether you can join a server. Although it might seem like a small improvement, as is often the case, the devil is in the details.
7. Server Difficulty DetailsThe server details now display more information about difficulty (e.g. helicopter flight model, weapon crosshair and 3rd person camera).
8. Official ServersWant to play a quick round of End Game or Zeus multiplayer? You can host your own server, search for community-hosted servers, or join one of the official Arma 3 servers. The latter are now much more easy to find thanks to the "Official servers only' tick box in the basic filtering options.9. Responsive DesignThe Server Browser layout is 'adaptable'. This means that, even when the window is at its minimum size, all of the info is still visible. The flag icon, game type, scenario and players columns are simply moved to the second row.10. Various UX ImprovementsAs we briefly touch upon in other items on this list, by bringing the Server Browser into the game's Launcher, we have far more options and flexibility to design and iterate on the Server Browser's design. You can see this in the many usability improvements, which make interacting with the Launcher-based Server Browser a far more pleasant experience.
Of course, the best way to experience the new Server Browser is by using it yourself. You can so with the release of the upcoming Arma 3 Eden Update, which is a free platform update for all owners of Arma 3, and is scheduled for release this month (February 2016). We look forward to seeing you online!
Besides the new Server Browser, the Eden Update also features major improvements to audio, and a brand-new 3D Scenario Editor. Want to know more? Check out the 'Top 10 – Eden Update: Eden 3D Editor'.
Title: EDEN UPDATDE - V1.56 - SPOTREP #00052
Post by: Nuno Basto on February 18, 2016, 16: 51
! No longer available (http://www.youtube.com/watch?v=928qd7LRkiQ#)

FROM: High CommandTO: Arma 3 UsersUNIT: Main Branch (Windows)ACTIVITY: Game Update: 1.56 (Eden Update, Eden Editor, Combat Audio, Launcher-Based Server Browser, Fonts)SIZE: ~1.8 GB / ~694 MBNOTESConsider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
CHANGELOG
DATA:Added: New distant shooting SFX (configuration of soundShaders and soundSets)[/c]
  • Added: New fonts
  • Added: Steam Leaderboards for Firing Drills and Time Trials
  • Added: Nexus topics and hints to the Field Manual
  • Added: A Refresh button to the Configure Controllers display
  • Added: BIS_fnc_getName now has a new parameter to clamp the name size if needed
  • Added: BIS_fnc_deleteCounter to complement the BIS_fnc_counter function
  • Added: Splendid Camera now allows setting scene brightness, contrast and saturation
  • Added: FFV limits technology for the Hellcat
  • Added: Eden Update Welcome Screen
  • Tweaked: SFX for weapons and explosives
  • Tweaked: Normal maps for terrain to support the new parallax technology
  • Tweaked: Implemented new walk / tactical movement animations (both hands on rifle - the legacy animations are still available via scripting)
  • Tweaked: The animation configs for dogs, snakes, sheep, hen, rabbits, goats and cockerels to provide the basic ability to override their default idling and use scripting commands to handle their behavior
  • Tweaked: Some of the frequently used scripted functions have been optimized due to the availability of new engine script commands (if you have any suggestions or notes on this topic, please leave them here):Tweaked: Optimized script headers
  • Tweaked: Optimized Vector functions
  • Tweaked: Optimized Array functions
  • Tweaked: Optimized Config functions
  • Tweaked: Optimized Geometry functions
  • Tweaked: Optimized Number functions
  • Tweaked: Optimized Strings functions
  • Tweaked: Optimized Vehicles functions
  • Tweaked: Optimized Sides functions
  • Tweaked: Optimized Misc functions
  • Tweaked: Secure variables swapping
  • Tweaked: Optimized functions used by the Vehicle Customization system
  • Tweaked: BIS_fnc_rscLayer optimized, new storage format
  • Tweaked: BIS_fnc_camera modified to accept new a BIS_fnc_rscLayer format
  • Tweaked: BIS_fnc_codePerformance improved, removed possible interference with tested code
  • Tweaked: BIS_fnc_error no longer will break when the message contains HTML-like symbols
  • Tweaked: BIS_fnc_returnConfigEntry now has better handling of undefined input
  • Tweaked: Small optimization of BIS_fnc_unitHeadgear
  • Tweaked: Audio panner configuration
  • Tweaked: Characters of all factions passed the advanced ninja training course and should now be able to survive falling from reasonable heights
  • Tweaked: PDW optics position to avoid some types of clothing from clipping into view
  • Tweaked: Increased priority of the door & hatch interaction actions in the Action Menu. Also limited the door & hatch detection radii of AI to prevent command menu cluttering in places with multiple doors & hatches around.
  • Tweaked: Explosive resistance of aircraft so they can be properly damaged and / or destroyed by HE and HEAT tank shells and launcher rockets on a direct hit (AA ammunition explosive performance was scaled accordingly)
  • Tweaked: Impact parameters for roads were defined in a better way
  • Tweaked: An Armillion (or two) of various localization and translation improvements
  • Tweaked: Some data has been repacked using binarization with new features
  • Tweaked: Slightly adjusted volume of the servo sound for turret movement
  • Tweaked: Hold breath samples volume raised
  • Tweaked: Sound for the new MX UGL reload animation
  • Tweaked: The "Range" stat in Arsenal is now based on maxZeroing , not the maxRange config property
  • Tweaked: The "Range" stat in Arsenal is now showing real, not logarithmic values
  • Tweaked: Slightly reduced muzzle rise in SMG recoil
  • Tweaked: Updated credits
  • Tweaked: If the selected respawn position get's removed from the Respawn Menu, a random position is no longer selected (was leading to a bad respawn location)
  • Tweaked: The PhysX logo was replaced with the GameWorks logo in the game’s splash screen
  • Removed: Non-functional Wait command from the Command Menu
  • Fixed: Wrong link to a particle class (http://feedback.arma3.com/view.php?id=26624 (http://feedback.arma3.com/view.php?id=26624))
  • Fixed: Excessive camera shake in UAV sensors (http://feedback.arma3.com/view.php?id=22394 (http://feedback.arma3.com/view.php?id=22394))
  • Fixed: In MP Bootcamp, Achievement "Star Recruit" unlocked even when failing the objectives to unlock it
  • Fixed: In MP Bootcamp, players were unable to pick up magazines from an ammo box at the firing range
  • Fixed: In MP Bootcamp, players could constantly be aborting the infantry obstacle course
  • Fixed: In MP Bootcamp, the convoy progress bar does not work properly
  • Fixed: Occasional script errors when placing Punishment / Hint Zeus modules
  • Fixed: Magazines of Mk200 and Zafir were not shown during reload
  • Fixed: UI crosshair no longer visible when running in crouched stance with a rifle
  • Fixed: Dog animations from movement to dead states are now better configured and no longer cause delays
  • Fixed: Erect running with binoculars in hand played sounds twice as often as it should
  • Fixed: Lowering the primary weapon in prone stance no longer forces the player to stand up
  • Fixed: There was a hint in the Zeus hint module which had its topic be an empty string
  • Fixed: No longer possible for Zeus to punish a player who is in water
  • Fixed: In MP Bootcamp, JIP players could not take magazines from the weapon holder at the weapons firing range
  • Fixed: Cropped difficulty indicator in certain languages in the Scenarios and Campaigns displays
  • Fixed: Adjusted right limits of the left rear gunner in the covered Zamak
  • Fixed: Added missing sound for changing the fire mode of Navid MMG
  • Fixed: Visual issues in adjusted up prone movement
  • Fixed: Scaled down tank death explosion damage to more reasonable levels so that nearby armored vehicles and their crews are able to survive it (http://feedback.arma3.com/view.php?id=26109 (http://feedback.arma3.com/view.php?id=26109))
  • Fixed: The rear top lights of the HEMTT fuel truck are no longer always on (http://feedback.arma3.com/view.php?id=27225 (http://feedback.arma3.com/view.php?id=27225))
  • Fixed: The player character in crouch stance would get stuck within various wall / fence type objects
  • Fixed: Hand clipping when using the Mk20 EGLM (http://feedback.arma3.com/view.php?id=24687 (http://feedback.arma3.com/view.php?id=24687))
  • Fixed: If vehicle respawn is active when a vehicle no longer can move and a player enters it, the respawn timer stops now, instead of respawning the vehicle with units inside
  • Fixed: Incorrect marker locality in the respawn backpack system
  • Fixed: Divers got stuck after getting out of a boat without a primary weapon
  • Fixed: Sliding diagonally on your bottom is now possible with a sidearm in hand
  • Fixed: Freefall could cause the player to get stuck indefinitely
  • Fixed: Entering Arsenal in the Virtual Arsenal scenario now resets Stamina
  • Fixed: The "Armor" value of uniforms, vests and helmets was not showing accurate values after the recentPersonal Protective Equipment system overhaul. The stat is now replaced by new "Ballistic Protection" and"Explosive Resistance" stats in Arsenal.
  • Fixed: The "Rotation" attribute in the "Set Position" module offered only an "enabled" option
  • Fixed: Wrong UV on the right doors of the Repair Offroads
  • Fixed: Unarmed characters can now properly go prone from kneel and vice versa
  • Fixed: The maxZeroing config property was read from the incorrect directory, resulting in broken Arsenal stats
  • Fixed: Crosshairs for UGLs on rifles were misaligned (some more than others)
  • Fixed: Weapon deployment can no longer be used to escape from the incapacitated state animation
  • Fixed: Characters are no longer able to reload while being punished in Zeus mode
  • Fixed: Characters are no longer able to shoot their rifle in the inventory searching animation after closing their inventory UI in the prone stance
  • Fixed: The transition from prone to prone adjust up is no longer slower with a sidearm than with a rifle
  • Fixed: The display names of some texture sources for Vehicle Customization were not localized
  • Fixed: Transition between tactical and sprint (F / FL / FR directions) movement in erect stance with lowered rifle no longer forces characters to stop for a second
  • Fixed: Prone adjust up movement when the character goes in the back-right direction
  • Fixed: In Zeus, when multiple objects were dragged onto another object, it sometimes resulted in all objects being stacked on the same position
  • Fixed: Characters are no longer forced to stand after going prone from adjust prone up with a sidearm
  • Fixed: Removed "Invisible Target Soldier" from Virtual Garage
  • Fixed: Bushes should no longer provide immortality against projectiles to characters hiding inside
  • Fixed: When Zeus died while remotely controlling a character, their view got stuck after respawn
  • Fixed: When an inventory item was configured as hidden (scope = 1), it didn't appear in the Arsenal even when the character had it already equipped (this lead to the item disappearing). Now, equipped items will always be visible. In the future, we'd like to revise item visibility and make sure as few as possible are hidden.
Potential spoilers:Added: Context-sensitives hints (Drawdown 2035)
  • Added: More First Aid Kits for the player (Drawdown 2035)
  • Tweaked: Rebalanced gameplay after recent sandbox changes (Drawdown 2035)
  • Added: Context-sensitive hints (Situation Normal)
  • Added: Savepoint before the first combat situation in the forest (Situation Normal)
  • Tweaked: Rebalanced gameplay after recent sandbox changes (Situation Normal)
  • Tweaked: Rebalanced the defense of Kalochori after recent sandbox changes (Preventive Diplomacy)
  • Fixed: James is no longer stuck in a shaking animation after his death in Paradise Found
Spectator:Added: BIS_fnc_getName function that avoids reading the name of a dead character
  • Added: BIS_fnc_getNetMode function which returns a String with the current net mode
  • Added: EGSpectatorCommonDefines.inc, which includes all Spectator-related definitions
  • Added: Spectator icons flashing upon firing
  • Added: Ability to limit viewable sides per side
  • Added: A Spectator focus widget (displays information about the entity being viewed)Added: Enabled a controls helper
  • Added: Ability to show / hide the controls helper by pressing F1
  • Tweaked: Replaced old Spectator scripts with the new EGSpectator
  • Tweaked: Spectator framework optimizations
  • Tweaked: Spectator interface improvements
  • Tweaked: Spectator loop could sometimes take too much time
  • Tweaked: 3PP camera rotation
  • Tweaked: Respawn Spectator viewable units is now limited to player side
  • Tweaked: Only units visible in 3D / 2D are now used to fill the list of entities
  • Tweaked: How the Entities / Locations list is hidden / shown
  • Tweaked: Spectator 3rd Person Perspective no longer resets inputs (zoom, yaw, pitch) when switching units
  • Tweaked: Improved 3rd Person Perspective when viewing a unit
  • Tweaked: The weapon picture in the unit info panel was barely visible against a dark background
  • Fixed: Camera would not properly go back to the player when terminating Spectator
  • Fixed: Issues with 2D map icon drawing
  • Fixed: The locations list was not refreshed correctly
  • Fixed: The Entities / Locations tab in the spectator list would give the impression that the current tab was not the one selected
  • Fixed: Hiding and showing the Spectator interface would show head-to-head widgets
  • Fixed: AI spectating disabled by default; can be enabled on a per-scenario basis
  • Fixed: If an alive player would start spectating and then leave the spectator mode, he / she would be invulnerable
  • Fixed: Hidden units and units with simulation disabled could still be listed / have an icon for the spectator
  • Fixed: When following a unit on a quad bike in 3rd person perspective, the camera would be jerky
  • Fixed: Spectator locations were not visible in 3D
  • Fixed: Spectator map icons would show unit icons for units inside a vehicle; now the vehicle icon is shown instead
  • Fixed: Ability to navigate through entities / locations using the arrow keys on the keyboard
  • Fixed: Issues related to the BIS_fnc_EGObjectiveVisualizer function
End Game:Added: Ability to skip to desired stage for debug purposes
  • Added: Ability to get the group insignia from a dynamic group
  • Added: When viewing an End Game match in Spectator mode, it’s now possible to see how many Intel points a side has on the header, when a side is in the second phase
  • Added: The losing side, from phase 2, will now get the schematics position revealed after 2 minutes, if the winning side does not collect them in that time
  • Added: Scripted event handler EndGame_OnDownloadCompleted, which is triggered on all machines when a download / upload is succeeded, returns the side which downloaded / uploaded and whether it was an upload
  • Tweaked: Dynamic Groups optimized
  • Tweaked: Upload start sequence improvements
  • Tweaked: End Game system optimizations
  • Tweaked: Object compositions in End Game
  • Tweaked: End Game carrier scripts no longer add a MPKilled event handler to carrier; instead using the newEntityKilled mission event handler
  • Tweaked: BIS_fnc_moduleMPTypeHvt_downloadObject script performance improved
  • Tweaked: End Game Zaros scenario object compositions
  • Fixed: Schematics could have been added to a dead player if picked up right before dying
  • Fixed: Scenarios would not always end after uploading the schematics
  • Fixed: Schematics could disappear if the player who picks them up dies at the same moment
  • Fixed: Issues when multiple upload points were near each other
  • Fixed: Unlimited number of characters when creating a group name in Dynamic Groups
  • Fixed: Script error in End Game systems
  • Fixed: In singleplayer, if a scenario was loaded, the main stage / download widget would not be visible
Revive:Tweaked: Major optimizations of the scripted Revive feature
  • Tweaked: The scripted Revive system will properly shutdown if the "Revive" respawn template is not detected
  • Fixed: Vertical position of the text "Press SPACE to respawn" so the distance from the top edge of the screen is OK no matter what resolution, aspect ratio or interface size is being used
Eden Editor:Added: Eden 3D Editor (technical name: 3DEN)
  • Added: Steam Achievements related to the Eden Editor
  • Added: Cfg3DEN root config class with all Eden Editor settings
  • Added: Any object can now have custom editor attributes (previously, they were available only for modules). They are defined in CfgVehicles >> [ObjectClass] >> Attributes.
  • Added: Markers are now categorized (defined by a new markerClass property, leading to a class fromCfgMarkerClasses)
  • Added: All default waypoints are now configured in CfgWaypoints
  • Added: Flashlight which will light up the area around the camera (useful for night-time editing, where NVG doesn't simulate daytime conditions well enough)
  • Added: Rotation widget
  • Added: Scenario entities can now be organized into Layers. Go through the "Layers" tutorial to see all the available interactions.
  • Added: Scenario attributes like overview text or respawn type can now be configured in the Eden Editor. Previously, their settings were available only in the external description.ext file. That file is still supported and will have priority over editor values.
  • Added: Editor preferences, where you can set global options like camera speed or auto-save frequency
  • Added: Scenarios can auto-save
  • Added: A navigation widget is now shown in the bottom left corner. It shows global axes - X points to East, Y points to North and Z points up.
  • Added: Various improvements to the Save / Load scenario window:It's now possible to create, rename and delete subfolders
  • Searching in the scenario list was implemented
  • The scenario list can now be sorted by each of its columns
  • Added: Area Scaling widget. Use it to quickly adjust the size of trigger and marker areas.
  • Added: Scale widget support for resizing trigger areas and area markers
  • Added: Meta-information for attributes; helps with the export to Wiki
  • Added: Option to binarize a SQM file directly in the Save Scenario window (can be changed from the preferences)
  • Added: Inventory of characters can now be configured in Arsenal. You can access it by clicking Right Mouse Button on a character and picking the "Arsenal" option.
  • Added: Inventory of ammo containers (e.g. ammo boxes, vehicles, etc.) can now be configured in attributes
  • Tweaked: Adjusting of (Eden) asset categories (see OPERATIONS in http://dev.arma3.com/post/sitrep-00137 (http://dev.arma3.com/post/sitrep-00137))
  • Tweaked: Eden Editor is now the default editor. When you click on the EDITOR button in the main menu and open terrain selection, the 3D EDITOR button is now the primary button in the bottom right corner, and double-clicking on a terrain name in the list will open the Eden Editor.
  • Tweaked: Enabled FIA units in Eden Editor for all 3 sides
  • Fixed: Headgear randomization on civilians and FIA combatants was overriding custom loadouts configured in Eden Arsenal. The randomization is now disabled completely in scenarios created by the Eden Editor.
ENGINE:Added: Sound - Panner (smoother transition between 2D stereo non-positional sound and 3D positional sound)
  • Added: Support for font metrics (for improved kerning, and font texture optimizations)
  • Added: Analytics
  • Added: Steam Leaderboard functionality (the script commands cannot be used without hard-coded permissions (so, official content only for now, starting with Challenges))
  • Added: Vehicle weapon switching controls (not yet mapped in presets)
  • Added: Enabled more advanced parallax technology
  • Added: Amphibious engine simulation for vehicles using tankx simulation(http://feedback.arma3.com/view.php?id=19911 (http://feedback.arma3.com/view.php?id=19911) - requires configuration first)
  • Added: Geometric Occluder technology
  • Added: HBAO+
  • Added: Automatic aspect ratio detection for fullscreen mode
  • Added: Logging for packets missing from the exportJIPMessages output
  • Added: Command getPlayerScores; returns scores like in the MP score table
  • Added: Command lockIdentity; can be used to lock further automatic changes to character identity, after applyingsetFace or similar
  • Added: Extended scripting commands getDir, getPos, and new commands getRelDir, getRelPos
  • Added: New command selectRandom which returns a random element of a given Array
  • Added: New command clientOwner
  • Added: Refresh button for the Controllers menu
  • Added: New command ppEffectEnabled
  • Added: Support for sorting ListNBox by any column and by both text and value
  • Added: Error message when a client disconnects from a server because it is missing an addon that is required by the scenario on the server
  • Added: New mission event: EntityRespawned
  • Added: A limitation of the crater count in the scene to optimize performance
  • Added: New mission event - Killed
  • Added: Scripting command - cursorObject
  • Added: Support for tooltips in combo boxes
  • Added: Missing tooltip commands
  • Added: Missing checks for the Steam API
  • Added: Command-line parameter setupHost which starts the game in the setup server display
  • Added: Monetized server config values available through the ManagerConfig class [SteamLayer]
  • Added: New command apply
  • Added: Support for returning even empty positions by the fullCrew command
  • Added: New script commands logNetwork and logNetworkTerminate for enabling / disabling custom log files for the network traffic statistics
  • Added: Config-controlled wreck (proxy) skins
  • Added: Support for deselection of a tree control entry from scripts
  • Added: Alternative for getClientState with numeric output (getClientStateNumber)
  • Added: New script command pushBackUnique
  • Added: Supersonic crack speed of sound simulation
  • Added: disconnectTimeout parameter for server configs (changes the time after which a player is disconnected from game)
  • Added: Info related to the animation streaming crash logged to RPT
  • Added: disableAI / enableAI "AUTOCOMBAT"
  • Added: Serialization for onNetworkPlayerConnected and onNetworkPlayerDisconnected event handlers
  • Added: Enabled Steam Browser Protocol v2
  • Added: Error message when the decompression of a block of data fails
  • Added: RPT warning when a non-existing scenario is selected in the cycle in server.cfg
  • Added: Logging of packets rejected by BattlEye
  • Tweaked: The random command now accepts an Array as alternate syntax to support Gaussian distribution
  • Tweaked: Aiming deadzone
  • Tweaked: Warping when leaving weapon deployment
  • Tweaked: setVariable and getVariable now also work with Display and Control
  • Tweaked: The param script command won't throw an error on wrong index without default value
  • Tweaked: OS KB layout used for local keys except 1-0
  • Tweaked: canAdd, canAddItemToXYZ support an objects count now
  • Tweaked: Moved "select" and "leader" icon dependency from difficulty hud[] (i.e. "Extended HUD Info") tohudGroupInfo[] (i.e. "HUD Show Group")
  • Tweaked: remoteExec JIP ID always returned when JIP is requested (made more consistent with documentation)
  • Tweaked: Command select has been improved and now supports condition code
  • Tweaked: Scripting command addMagazineTurret now supports an ammo count as a third optional parameter
  • Tweaked: Removed dependencies of difficulty flags "Friendly TAG" and "Enemy TAG" on flags "Weapon Crosshair"and "Extended HUD Info". Name tags are now displayed even when weapon crosshair and other HUD elements are disabled. In free look, name tags now display a description of the entity based on where the player is looking (instead of aiming).
  • Tweaked: Lost AI returns to formation faster when in combat
  • Tweaked: Command buildingPos can now return all positions inside a given building if -1 instead of an index is provided
  • Tweaked: Minor performance optimization when drawing weapons and vests
  • Tweaked: Changed the buildingPos command’s return value for no object when asked for all positions
  • Tweaked: Performance improvement for path planning on roads
  • Tweaked: Serialize also information about binocular items in inventories
  • Tweaked: AIs in helicopters should be able to land (e.g. unload cargo) even under fire
  • Tweaked: Real-time character up-vector correction (http://feedback.arma3.com/view.php?id=27327 (http://feedback.arma3.com/view.php?id=27327))
  • Tweaked: htmlLoad will no longer display a pop-up window if a requested file can't be located
  • Tweaked: Sound - Looped shooting samples
  • Tweaked: 3PP camera improvements for FFV
  • Removed: Stencil shadows disabled in the Video Options (lowest shadow setting replaced with lower quality shadow buffer shadows)
  • Removed: Dependency of difficulty setting hudGroupInfo[] ("HUD Show Group") on hud[] ("Extended HUD Info"). Group info can now be displayed even if other HUD elements are disabled.
  • Fixed: Dedicated Server - AI as a gunner in a tank does not wait for an order to fire from the cannon
  • Fixed: Scrollbar position for movable RscTree
  • Fixed: Possible CTD caused by reloading description.ext while holding a reference to some of the data from old one
  • Fixed: Crashes with transport animations
  • Fixed: Script command params error output
  • Fixed: Visualized keys considering the keyboard layout (AZERTY)
  • Fixed: diag_activeMissionFSMs command (some FSMs were missing)
  • Fixed: When in cargo you could not switch position with a subordinate AI
  • Fixed: Entity tags were displayed when locking, commanding or when the action menu is open even if they're disabled in game settings (http://feedback.arma3.com/view.php?id=17046 (http://feedback.arma3.com/view.php?id=17046))
  • Fixed: The ammo command didn't return player ammo when in a vehicle
  • Fixed: Only scenarios with a "Singleplayer" tag are now shown in the Scenarios display
  • Fixed: Some singularity issues in weapon deployment
  • Fixed: Crash while accessing the memory cache from multiple threads
  • Fixed: UNEXPECTED_KEY_ID in commanding menu if there was no shortcut
  • Fixed: Occasional CTD while downloading Steam scenario file (http://feedback.arma3.com/view.php?id=26618 (http://feedback.arma3.com/view.php?id=26618))
  • Fixed: Tilted bridges work slightly better
  • Fixed: AI ‘waving’ their guns in cover on Dedicated Servers
  • Fixed: WeaponDisassembled event on remote objects
  • Fixed: Linux build
  • Fixed: description.ext read incorrectly for remoteExec
  • Fixed: Sound: Potential crash
  • Fixed: CTD on creating animals (createUnit)
  • Fixed: Countermeasures restored for air vehicles
  • Fixed: CTD when ___switch is nil
  • Fixed: CTD when calling createUnit for an animal
  • Fixed: Missing recoil in freelook
  • Fixed: Ammo boxes are no longer in the PhysX scene when destroyed as buildings
  • Fixed: Key names in the controls menu when using non-EN layouts
  • Fixed: Music restarting after unpausing the game, playMusic ignored the start time parameter
  • Fixed: Crash when using getAllHitPointsDamage command on bad shapes
  • Fixed: "Manual Off" in the Curator camera now correctly disables movement by mouse wheel
  • Fixed: enableSimulationGlobal is now working for singleplayer
  • Fixed: Potential CTD
  • Fixed: Indexing of script command param
  • Fixed: When a player commands a AI gunner to switch weapons it could get stuck on the current one when he had a target and that target was at a specific distance
  • Fixed: [FFV] Weapon obstruction works only between turrets now (fixes an issue with APC commanders being blocked by their passengers)
  • Fixed: Thermal optics mode type after switching optics
  • Fixed: AI not engaging after saving / loading
  • Fixed: The formation position indicator is now smoothly updated
  • Fixed: The target indicator is no longer dependent on the showAimCursor difficulty settings
  • Fixed: Custom AI skill and precision sliders in the Game Options > Difficulty menu no longer flicker when their values are being changed
  • Fixed: Inventory - items could not be transferred to backpacks / vests from their inventory slots
  • Fixed: The removeMagazineGlobal command was not working in MP scenarios (http://feedback.arma3.com/view.php?id=27290 (http://feedback.arma3.com/view.php?id=27290))
  • Fixed: addMagazineGlobal was broken when the argument was local in MP
  • Fixed: Incorrect focus on controls inside multiple controls groups
  • Fixed: Tooltips are now correctly visible even inside a scrolled controls group
  • Fixed: Greyhawk UAV - target lock indicator was not properly indicating
  • Fixed: The Scenarios display now supports binarized scenarios inside PBOs (http://feedback.arma3.com/view.php?id=27358 (http://feedback.arma3.com/view.php?id=27358))
  • Fixed: Sub-groups no longer follow a player who is not the leader of the group (http://feedback.arma3.com/view.php?id=4465 (http://feedback.arma3.com/view.php?id=4465))
  • Fixed: Vehicle commanders could not switch the gunner's weapon
  • Fixed: MP event handlers are no longer reindexing themselves after some of them are removed
  • Fixed: When a copilot (with sensor pod) takes controls, the mouse moves the view and controls the aircraft at same time (http://feedback.arma3.com/view.php?id=27345 (http://feedback.arma3.com/view.php?id=27345))
  • Fixed: Main menu crash (http://feedback.arma3.com/view.php?id=27410 (http://feedback.arma3.com/view.php?id=27410))
  • Fixed: Crash when a page file is smaller than physical memory
  • Fixed: Players in remote groups could not report targets
  • Fixed: Careless AI jet pilots would ignore flyInHeight when they noticed enemies
  • Fixed: htmlLoad ignored files in the scenario directory with disabled file patching (http://feedback.arma3.com/view.php?id=27427 (http://feedback.arma3.com/view.php?id=27427))
  • Fixed: Sound - An invalid instruction causing crashes upon firing on some hardware
  • Fixed: Some JIP messages were not serialized
  • Fixed: Scenario display force quitting Arma when the Missions folder contains binarized scenarios
  • Fixed: Spawning as seagull in MP when JIPed into a disableAI entity without respawn
  • Fixed: Possible CTD (http://feedback.arma3.com/view.php?id=27371 (http://feedback.arma3.com/view.php?id=27371))
  • Fixed: Helicopters (AFM) could have 0 rotor speed after loading a MP scenario
  • Fixed: Freelook shouldn't change the direction of swimming
  • Fixed: Editing another profile replaces the current profile .vars.Arma3Profile file with the .vars.Arma3Profile file of the edited profile (http://feedback.arma3.com/view.php?id=19426 (http://feedback.arma3.com/view.php?id=19426))
  • Fixed: Incorrect Stamina after loading a saved game
  • Fixed: Removed ability to move terrain objects in SP using sling loading (http://feedback.arma3.com/view.php?id=27506 (http://feedback.arma3.com/view.php?id=27506))
  • Fixed: Endless seagull spam when two players die but there's only one respawn position
  • Fixed: Glass collision was still present even if glass was already destroyed (http://feedback.arma3.com/view.php?id=27507 (http://feedback.arma3.com/view.php?id=27507))
  • Fixed: Crash by using a script variable from description.ext
  • Fixed: Possible issues when connecting to remote servers
Eden Editor:Added: Scripting commands for major Eden Editor operations:get3DENMouseOver
  • add3DENConnection
  • add3DENEventHandler
  • all3DENEntities
  • collect3DENHistory
  • create3DENComposition
  • create3DENEntity
  • current3DENOperation
  • delete3DENEntities
  • do3DENAction
  • get3DENActionState
  • get3DENAttribute
  • get3DENCamera
  • get3DENConnections
  • get3DENEntityID
  • get3DENGrid
  • get3DENIconsVisible
  • get3DENLinesVisible
  • get3DENSelected
  • is3DEN
  • is3DENMultiplayer
  • move3DENCamera
  • remove3DENConnection
  • remove3DENEventHandler
  • removeAll3DENEventHandlers
  • set3DENAttributes
  • set3DENGrid
  • set3DENIconsVisible
  • set3DENLinesVisible
  • set3DENObjectType
  • Added: CT_MENU and CT_MENU_STRIP control types. See CtrlMenu and CtrlMenuStrip base classes for supported config properties. The UI element can be controlled by following script commands:menuAction
  • menuAdd
  • menuChecked
  • menuClear
  • menuCollapse
  • menuData
  • menuDelete
  • menuEnable
  • menuEnabled
  • menuExpand
  • menuHover
  • menuPicture
  • menuSetAction
  • menuSetCheck
  • menuSetData
  • menuSetPicture
  • menuSetValue
  • menuShortcut
  • menuShortcutText
  • menuSize
  • menuSort
  • menuText
  • menuURL
  • menuValue
  • Added: Support for multi-line tool tips
  • Added: Support for custom attribute windows with custom per scenario attributes
  • Added: Support for description.ext serialization inside new SQMs
  • Added: New commands for reading data from the new description.ext system (getMissionConfigValue andgetMissionConfig) - use them instead of missionConfigFile to extract scenario configuration
  • Added: Support for auto-saving (this can be adjusted from the preferences)
  • Added: Script commands set3DENAttribute, create3DENComposition, get3DENEntityID, get3DENEntity
  • Added: Support for subfolders in Missions and MPMissions in documents
  • Added: History list
  • Added: Support for creating scenario folders from inside the save / load dialog
  • Added: Command for setting a single scenario attribute at a time: set3DENMissionAttributes
  • Added: Commands for working with texts in UI trees
  • Added: Support for binarized SQMs (this is enabled by default, the default value can be configured as well as changed for each scenario)
  • Added: Support for a textures attribute for vehicles
  • Added: New command missionVersion
  • Tweaked: Eden Editor is now made to be the default editor
LAUNCHER:Added: Analytics
  • Added: Ability to opt out of analytics
  • Added: An ability to copy the contents of custom message boxes onto the clipboard using the keyboard shortcut Ctrl+C
  • Added: Launcher will ignore game instances that were started with the -server parameter
  • Added: Due to popular demand, we’ve introduced the most splendid Mark All News As Read (MANAR) button
  • Tweaked: The UI is now using the new fonts
  • Tweaked: UI metrics to accommodate the new font
  • Tweaked: Languages on the Options page are displayed in both the native and the system display languages
  • Tweaked: The unusual process exit and troubleshooting windows now have the main windows as their owner
  • Tweaked: Incremented the minor version number; the version is now 1.4
  • Tweaked: Reduced log spam in the retail build
  • Tweaked: Recognition of YouTube links updated to match a new link format
  • Tweaked: Background color of the news posts
  • Tweaked: Improved startup performance
  • Fixed: Explicitly ignoring the duplicate join requests from Steam that are sent to both Launcher and the game while the game is running
  • Fixed: CTD when subscribing a missing mod dependency while trying to load that mod
Server Browser:Added: Launcher Server Browser
  • Added: Launcher Server Browser filters: free text search or parametric search (by mission, map, number of players, BattlEye anti-cheat protection, difficulty, 3rd person camera availability, Advanced Flight Model, etc.)
  • Added: A dialog with server mods that displays the list of server mods that are required by server (the Required mods tab) and the list of mods that are loaded and their compatibility with the server (the Additional mods tab) before joining the server
  • Added: A button to connect directly to a server (DIRECT CONNECT)
  • Added: A button to start a game and host a server (+ NEW SERVER)
SERVER:Updated: Stand-alone Windows Dedicated Server (1.56)
  • Updated: Stand-alone Linux Dedicated Server (1.56)Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
  • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
  • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Title: Re: ArmA III
Post by: Martim Silva on February 26, 2016, 15: 38
Estas são as notas do ultimo update? EDIT: É do editor...ok

Sp gostei do Arma, mas o 3 nunca me chamou por alguns motivos.
Agora está em promoção, os DLCs valem alguma coisa?
Title: Re: ArmA III
Post by: Nuno Basto on February 26, 2016, 16: 34
Eu acho que valem, há quem ache que não!
Title: Re: ArmA III
Post by: Pedro Barbosa on February 27, 2016, 19: 50
Marksmen sim, helis sim, o resto pronto.
Title: Re: ArmA III
Post by: Martim Silva on March 01, 2016, 16: 13
Pois referia-me essencialmente aos tanques e armas..
Title: Re: ArmA III
Post by: Nuno Basto on March 01, 2016, 17: 10
Pois referia-me essencialmente aos tanques e armas..

MarKsman, e Helis, o Karts foi lançado para obter fundos para uma entidade de carácter social. Portanto é um addon sem qualquer uso no nosso tipo de jogo.
Title: Re: ArmA III
Post by: Pedro Canas on March 02, 2016, 09: 31
Pois referia-me essencialmente aos tanques e armas..

MarKsman, e Helis, o Karts foi lançado para obter fundos para uma entidade de carácter social. Portanto é um addon sem qualquer uso no nosso tipo de jogo.
A não ser atropelar AIs aliadas por descuido e ser imediatamente abatido pelos restantes AIs  :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on March 02, 2016, 09: 54
:lol:
Title: Re: ArmA III
Post by: Martim Silva on March 02, 2016, 10: 17
 :biggrin:

Será que alguém já tentou fazer um ataque desse género no médio oriente? lol
---

É que pelo que me disseram os tanques e armas não são cópias dos reais..
e que o problema dos AI's conseguirem headshots a 1K mantém-se..

Title: Re: ArmA III
Post by: Nuno Basto on March 02, 2016, 10: 39
É que pelo que me disseram os tanques e armas não são cópias dos reais..
e que o problema dos AI's conseguirem headshots a 1K mantém-se..

Não são, mas são baseados nos reais e dado um ar mais futurista!

Os Headshots a 1K, só se for nos servidores públicos, no da PTSims não!
Title: Re: ArmA III
Post by: Rui Lamas on March 02, 2016, 11: 06
Por falar em Médio Oriente, devo dizer que a missão de ontem com aquela tempestade de areia, foi muito boa, alguma dificuldade em localizar os AI, mas tb me pareceu que eles sofressem do mesmo mal.
Title: Re: ArmA III
Post by: Nuno Basto on March 02, 2016, 11: 32
O vento, o pó a luminosidade,... não tirei nenhuma foto para mostrar ao pessoal,.... mas há mais 3-4 modos de estados meteorológicos!
Title: Re: ArmA III
Post by: Martim Silva on March 02, 2016, 12: 34
A única experiência online que já tive com o Arma foi nos servidores da simHQ. Tudo mt levado a sério, com equipas formadas e uma espécie de JTAC a controlar todas as equipas.

Uma das missões foi um ataque a um farol, fui dos últimos a morrer (Tugas sp na frente hehee), mas basicamente fomos todos mortos pelo mesmo gajo que provavelmente estava a disparar dum sítio impossível..

P.S. Não coloques fotos pq daqui a dias têm os servidores cheios :)
Title: Re: ArmA III
Post by: Nuno Basto on April 01, 2016, 09: 24
! No longer available (http://www.youtube.com/watch?v=-R7q2XsGIgs#)
Title: Re: ArmA III
Post by: Vasco Lemos on April 01, 2016, 16: 13
novo DLC que vai sair? lol
Title: Re: ArmA III
Post by: Pedro Barbosa on April 01, 2016, 21: 33
pahahahahahah
Title: SITREP #00151
Post by: Nuno Basto on April 13, 2016, 11: 39
SITREP #00151

FROM: High Command
TO: Arma 3 Users
INFO: Visual Upgrade, Milsim Live Stream, Respawn Screen
PRECEDENCE: Flash (https://dev.arma3.com/post/sitrep-00151)
Title: Re: ArmA III
Post by: Nuno Basto on April 13, 2016, 11: 41
Screenshot com os Updates Visuais no Dev Branch.

(https://pbs.twimg.com/media/CfxTXjlW4AA94NN.jpg:large)
Title: Re: ArmA III
Post by: Nuno Basto on April 22, 2016, 15: 29
Mod oficial ADR-97 Weapon pack gratuito!

! No longer available (http://www.youtube.com/watch?v=B1Zz7xHlAO8#)
Title: Re: ArmA III
Post by: Nuno Basto on April 28, 2016, 16: 48
SPOTREP#00055 (https://dev.arma3.com/post/spotrep-00055)
FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch (Windows)
ACTIVITY: Hotfix: 1.58 (System Allocator Performance, Server Difficulty Settings, Crash Fixes)
SIZE: ~27 MB / ~6.5 MB
Title: Re: ArmA III
Post by: Nuno Basto on May 10, 2016, 19: 57
SITREP #00155 (https://dev.arma3.com/post/sitrep-00155)

FROM: High Command
TO: Arma 3 Users
INFO: Launcher Upgrade, CfgPatches Revamp, Difficulty Overhaul Phase 3, Work Drive
PRECEDENCE: Flash

Para o final do mês sai a versão 1.60, onde vai sair uma serie de updates visuais, além de que o laucher do arma vai passar a usar os mods do Workshop a partir da pasta do workshop, visto que de momento ao instalar um mod ele fica com ficheiros em duplicado uns na pasta da workshop e outra na raiz do ArmA!
Title: Re: ArmA III
Post by: Pedro Canas on May 11, 2016, 09: 47
Ou seja, com esse update já se pode instalar os mods pelo steam sem ficarem duplicados?
Title: Re: ArmA III
Post by: Nuno Basto on May 11, 2016, 09: 58
Ou seja, com esse update já se pode instalar os mods pelo steam sem ficarem duplicados?

Yeap! :good:
Title: Re: ArmA III
Post by: Pedro Canas on May 11, 2016, 10: 02
Nice :) E todos os mods que usamos estão lá, certo? Por exemplo, não encontrei o JSRS...
Title: Re: ArmA III
Post by: Nuno Basto on May 11, 2016, 10: 37
Dos mods que nós usamos só o JSRS3 Eden é que não está lá!
Title: Re: ArmA III
Post by: Nuno Basto on May 12, 2016, 17: 29
Update á ADR-97 (http://steamcommunity.com/sharedfiles/filedetails/?id=669962280).

Added: New camo variants
Added: New sound sets
Added: Sound of the cases falling on the ground
Changed: Model has been polished
Tweaked: Update of the config
Tweaked: Config for dispersion, mass, ammunition etc...

(https://pbs.twimg.com/media/CiQwJiuVAAAlIvW.jpg)
Title: Re: ArmA III
Post by: Vasco Lemos on May 13, 2016, 10: 02
O Arma 3 tá gratuito este fim de semana... tou a tentar convencer o meu cunhado a juntar-se a nós logo a noite se não houver problema.
Title: Re: ArmA III
Post by: Nuno Basto on May 13, 2016, 10: 08
O Arma 3 tá gratuito este fim de semana... tou a tentar convencer o meu cunhado a juntar-se a nós logo a noite se não houver problema.

Vai ter de ter uma net muito rápida para descarregar tudo a tempo e horas. :biggrin:
Title: Re: ArmA III
Post by: Vasco Lemos on May 13, 2016, 10: 54
200mb de fibra dá pro jogo e pros mods :)
Title: Re: ArmA III
Post by: Rui Lamas on May 13, 2016, 11: 18
200mb de fibra dá pro jogo e pros mods :)

Quem me dera 200mb....em Outubro já devo ter essas velocidades eh eh!!!
Title: Re: ArmA III
Post by: Nuno Basto on May 13, 2016, 11: 20
200mb de fibra dá pro jogo e pros mods :)

E sobra! Mas ele que apareça cedo há sempre pormenores a ajustar. ;)
Title: Re: ArmA III
Post by: Vasco Lemos on May 13, 2016, 14: 56
à partida já está tudo a postos... só tem um pormenor de um erro que aparece tanto em SP como MP "Addon CUP_Core requires addon A3_Missions_F_EPB" mas consegue entrar no server.
Title: Re: ArmA III
Post by: Nuno Basto on May 13, 2016, 15: 13
à partida já está tudo a postos... só tem um pormenor de um erro que aparece tanto em SP como MP "Addon CUP_Core requires addon A3_Missions_F_EPB" mas consegue entrar no server.

Descarregou pelo steam workshop!?
O plugin do TS3 já está activado!?

P.S. - Ele que mude o nome de 'Utilizador' para o nome dele ou um nickname. ;)
Title: Re: ArmA III
Post by: Vasco Lemos on May 13, 2016, 15: 27
Sim, tudo pelo workshop, só o task radio é que foi pelo withsix.
O plugin TS3... isso não era antigamente? é que não diz nada de mais relativo ao TS3, no topico que está atras a dizer o necessario para jogar...
Title: Re: ArmA III
Post by: Octávio Correia on May 13, 2016, 15: 36
Free weekend!

Também estou muito tentado a experimentar e provavelmente comprar o Arma. O problema é que este fim de semana não dá nem para coçar :(
Title: Re: ArmA III
Post by: Nuno Basto on May 17, 2016, 16: 04
Avatars a maquejar no APEX!

https://twitter.com/burkhar/status/730040084708372480 (https://twitter.com/burkhar/status/730040084708372480)

http://youtu.be/xEzVrdvTuLg (http://youtu.be/xEzVrdvTuLg)
Title: Re: ArmA III
Post by: Nuno Basto on May 17, 2016, 16: 09
Desenhar linhas no mapa,....

https://twitter.com/VojtechKovaric/status/730043556405088256 (https://twitter.com/VojtechKovaric/status/730043556405088256)

http://youtu.be/YpR05kE7XC8 (http://youtu.be/YpR05kE7XC8)
Title: Re: ArmA III
Post by: Pedro Canas on May 17, 2016, 16: 46
Tá nice :)

O ACE também tem uns pormenores engraçados relativamente ao mapa. Dá para apontar com o dedo, e num raio de x metros todos vêm para onde estamos a apontar, e há o pormenor da iluminação, ou seja, num local escuro não se vê o mapa, a não ser que usemos uma lanterna ou nos aproximemos de um candeeiro.
Title: Re: ArmA III
Post by: Joao Ratão on June 01, 2016, 16: 51
Não tenho paciência para ler as "news" das atualizações do arma, mas pergunto se ouve alguma melhoria visual no jogo? Digo isto porque noto que Altis está com visual mais definido e nem sequer mexi nos parâmetros do meu jogo.
Title: Re: ArmA III
Post by: Nuno Basto on June 01, 2016, 17: 10
Sim! Também não vou escrever quais foram as melhorias,... :lol:
Title: Re: ArmA III
Post by: Joao Ratão on June 02, 2016, 21: 04
Desde a ultima atualização o meu arma não arranca com nenhum mod...
Title: Re: ArmA III
Post by: Nuno Basto on June 02, 2016, 21: 33
Estranho. Faz verificação da cache do jogo. Usas o launcher ou o PW6?

Enviado do meu X5 através de Tapatalk

Title: Re: ArmA III
Post by: Joao Ratão on June 02, 2016, 21: 48
Launcher, os icons dos mod aparecem no menu inicial do jogo, mas depois não tenho nada... tudo default
Title: Re: ArmA III
Post by: Nuno Basto on June 02, 2016, 22: 26
Launcher, os icons dos mod aparecem no menu inicial do jogo, mas depois não tenho nada... tudo default

:shok: Essa é nova,...
Title: Re: ArmA III
Post by: Joao Ratão on June 03, 2016, 18: 40
(http://s33.postimg.org/6n17ff927/image.jpg)

(http://s33.postimg.org/wmjcsm5r3/image.jpg)

(http://s33.postimg.org/9wfmlvx5r/image.jpg)

(http://s33.postimg.org/l7iaa940v/image.jpg)

(http://s33.postimg.org/oicm9zy5b/image.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on June 03, 2016, 22: 02
Ah aí qq coisa mal,... pq os mods aparecem como peças de puzzle,....
Title: Re: ArmA III
Post by: Nuno Basto on June 07, 2016, 15: 41
! No longer available (http://www.youtube.com/watch?v=RunKiT2svRM#)
Title: Re: ArmA III
Post by: Paulo Ramos on June 07, 2016, 16: 26
Ia fazer um post sobre isso mas foi para o ginásio e chegaste primeiro xD

Quem já fez pre-order do Apex tem acesso a Tanoa na Dev-Build do Arma 3. Algumas pessoas estão com um bug em que a steam considera que não têm o Apex comprado e por isso não conseguem aceder ao mapa.


Quote from: BIS_Iceman
Good morning!
Unfortunately the issue still isn't fixed, even after trying to get it sorted with our Steam partners during the night. Please know that there's nothing you can do now to correct this, no matter how often you verify your data. For unknown reasons, the Steam API is incorrectly telling the game client that you don't own Apex when you do. And Steam client isn't serving up the DLC-specific data. Those two factors may be connected.
We're obviously pursuing a solution with Valve as soon as possible, because even though Dev-Branch has always been an experimental daily build, we'd love for you to be able to explore Tanoa!
UPDATE
We're in the process of testing a different and unorthodox approach after discussing the situation with our Steam partners. This involves various large file uploads, so it may take some time to complete. Without it being live, we cannot yet guarantee it will work, but it's looking hopeful.

Infelizmente sou um dos sortudos.
Title: Re: ArmA III
Post by: Nuno Basto on June 07, 2016, 16: 51
(http://i.imgur.com/DFcU1rM.jpg)

(http://i.imgur.com/cSDNxMK.jpg)

(http://i.imgur.com/BhEIxdp.jpg)

(http://i.imgur.com/02D69bI.jpg)

(http://i.imgur.com/UehoirH.jpg)

(http://i.imgur.com/QjI08rV.jpg)

(http://i.imgur.com/CPcNiOm.jpg)

(http://i.imgur.com/9siL7QL.jpg)

(http://i.imgur.com/1uvvFIL.jpg)

(http://i.imgur.com/B1VotkG.jpg)

(http://i.imgur.com/x6KcIOV.jpg)
Title: Re: ArmA III
Post by: Mário Peixoto on June 07, 2016, 16: 57
Epá, tá muito bom esse grafismo! Faz lembrar o Crysis.
Title: Re: ArmA III
Post by: Nuno Basto on June 07, 2016, 17: 04
! No longer available (http://www.youtube.com/watch?v=arGaG946CSc#)
Title: Re: ArmA III
Post by: Nuno Rodrigues on June 07, 2016, 22: 24
Epá, tá muito bom esse grafismo! Faz lembrar o Crysis.

 ainda ontem disse-o e hoje repito: ainda vou ver o Mario Peixoto a marchar de "Arma" na mão!! Já esteve mais longe
 ah e sim, tb há coisas para conduzir aqui :-P
Title: Re: ArmA III
Post by: Pedro Canas on June 08, 2016, 11: 11
Tudo muito bonito e tal, mas a questão é: dá para usar a escavadora e o camião da mina? :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on June 08, 2016, 11: 20
Tudo muito bonito e tal, mas a questão é: dá para usar a escavadora e o camião da mina? :biggrin:

:lol: Acho que não! :biggrin:
Title: Re: ArmA III
Post by: Pedro Canas on June 08, 2016, 11: 22
Então já não vou comprar isso... :nea:
Title: Re: ArmA III
Post by: Mário Peixoto on June 08, 2016, 11: 46
ainda ontem disse-o e hoje repito: ainda vou ver o Mario Peixoto a marchar de "Arma" na mão!! Já esteve mais longe
ah e sim, tb há coisas para conduzir aqui :-P

Isso é um mito. :biggrin:
Title: Re: ArmA III
Post by: Nuno Basto on June 08, 2016, 19: 27
! No longer available (http://www.youtube.com/watch?v=5A1O4QiFd58#)
Title: Re: ArmA III
Post by: Nuno Basto on June 08, 2016, 19: 37
Campanha Co-op, para 4 jogadores! Brutall! ;)
Title: Re: ArmA III
Post by: Marcelo Fortio on June 10, 2016, 19: 42
HOLY MOTHER OF METAL TAKE A LOOK AT THIS MASTERPIECE!

http://youtu.be/67AAN7NYZbU (http://youtu.be/67AAN7NYZbU)
Title: Re: ArmA III
Post by: Pedro Barbosa on June 11, 2016, 02: 14
Ta bomba!!!!
Title: Re: ArmA III
Post by: Paulo Ramos on June 13, 2016, 20: 45
Na livestream da PCGamingShow na E3 a Bohemia Interactive revelou a data de lançamento da expansão APEX. Será lançado no dia 11 de Julho.

Podemos também experimentar o novo conteúdo se escolherem o Apex Sneak Preview Build

(http://i.imgur.com/SIQ4pYA.png)

Pelo trailer revelado parece que vamos receber um novo tipo de granadas, as flashbang mas o que me deixa mais entusiasmado é o facto do novo veiculo aéreo da nato (VTOL) ter a possibilidade de transportar veículos dentro dele e ate mesmo lança-los de paraquedas.

Album do novo conteúdo - http://imgur.com/a/ARx8b (http://imgur.com/a/ARx8b)




Title: Re: ArmA III
Post by: Nuno Basto on June 13, 2016, 20: 55
! No longer available (http://www.youtube.com/watch?v=0He3-UH09PI#)

Lançar veículos de aviões, flashbangs e granadas incendiárias já existem no ArmA 3 com recurso a mods, mas ter de origem no ArmA é sempre melhor!
Title: Re: ArmA III
Post by: Luís Branco on June 13, 2016, 21: 02
Já imaginaste isso em VR. ;)
Title: Re: ArmA III
Post by: Luís Branco on June 13, 2016, 21: 04
http://www.youtube.com/watch?v=FGVkAeFP1s4#ws (http://www.youtube.com/watch?v=FGVkAeFP1s4#ws)
Title: Re: ArmA III
Post by: Pedro Canas on July 13, 2016, 11: 27
Méké, quem é que já tem o Apex? Eu meti o meu hoje a sacar ;)
Title: Re: ArmA III
Post by: Paulo Ramos on July 13, 2016, 11: 55
Méké, quem é que já tem o Apex? Eu meti o meu hoje a sacar ;)

Ando a procura de alguém para fazer a campanha coop.
Title: Re: ArmA III
Post by: Pedro Canas on July 13, 2016, 12: 00
Méké, quem é que já tem o Apex? Eu meti o meu hoje a sacar ;)

Ando a procura de alguém para fazer a campanha coop.

Em princípio logo à noite estou operacional... 21:30 no TS? ;)
Title: Re: ArmA III
Post by: Paulo Ramos on July 13, 2016, 17: 01
Méké, quem é que já tem o Apex? Eu meti o meu hoje a sacar ;)

Ando a procura de alguém para fazer a campanha coop.

Em princípio logo à noite estou operacional... 21:30 no TS? ;)

lá estarei
Title: Re: ArmA III
Post by: Joao Ratão on July 13, 2016, 21: 25
Não se tem que pagar nada para jogar isso pois não?
Title: Re: ArmA III
Post by: Nuno Basto on July 13, 2016, 23: 36
Tens de pagar pelo APEX! ;)
Title: Re: ArmA III
Post by: Pedro Canas on July 14, 2016, 09: 52
Ontem estive a fazer duas missões da campanha com o Kerozen, os cenários são muito fixes. Aquela selva tropical é um espectáculo... Se acham que no meio das florestas da Altis e Stratis é difícil ver os inimigos, em Tanoa só os vêem quando tiverem, literalmente, em cima deles...

Imaginem estar num sítio destes, saberem que há 3 ou 4 inimigos à vossa a volta e começarem a levar tiro...
(http://i613.photobucket.com/albums/tt214/DarkSideSixOfficial/Tanoa_zpskwvqlu4k.png)
Title: Re: ArmA III
Post by: luismcr on July 14, 2016, 09: 55
Comprei o DLC mas não gostei muito. Já pedi o reembolso. Prefiro o deserto ou floresta menos densa.
Title: Re: ArmA III
Post by: Joao Ratão on July 14, 2016, 12: 33
Pagar?? Ahahhaahahha Arma out, Battlefield 1 in!
Title: Re: ArmA III
Post by: Pedro Costa on July 14, 2016, 13: 18
Pelo pouco que já testei vale cada cêntimo que paguei.
(http://images.akamai.steamusercontent.com/ugc/277352849041492294/91F69CD7B0E7CC721D38A997C8277311030C637E/)
Title: Re: ArmA III
Post by: Paulo Ramos on July 14, 2016, 13: 24
Pagar?? Ahahhaahahha Arma out, Battlefield 1 in!

Pois... No Battlefield 1 pagas para desbloquear e jogar com outros exércitos como a França.
Title: Re: ArmA III
Post by: Nuno Basto on July 14, 2016, 16: 40
Pagar?? Ahahhaahahha Arma out, Battlefield 1 in!

Estranho quereres pagar 70-80€ pelo BF1 e não pagares 30 pela expansão Apex do A3!
Ah, e depois vêm as expansões do BF1 a 30€ ou mais cada uma de 6 em 6 meses, e se não tens a expansões ficas praticamente sem servidores decentes para jogar,... enfim cada um tens as suas preferências!

Title: Re: ArmA III
Post by: Vasco Lemos on July 14, 2016, 17: 59
Tanto hype, mas tanto hype que tem havido à volta do BF1 e quer-me parecer que vai ser mais do mesmo.
Este APEX até o compro se começar a haver mais gente daqui a comprar pra se fazer umas noitadas :D
Title: Re: ArmA III
Post by: Pedro Costa on July 15, 2016, 10: 12
Compra que vale a pena  :good:

Tenho acesso ao closed alfa do BF1 e posso dizer que aquilo é mais do mesmo....é um Battlefield na sua essência. Mas nao me apanham o guito como no BF4.
Title: Re: ArmA III
Post by: Vasco Lemos on July 15, 2016, 10: 42
Compra que vale a pena  :good:

Tenho acesso ao closed alfa do BF1 e posso dizer que aquilo é mais do mesmo....é um Battlefield na sua essência. Mas nao me apanham o guito como no BF4.

Sortudo :)
Eu gosto de Battlefield, aliás adoro, e este cenário da WWI vai ser qualquer coisa, mas também não devo comprar logo no início muito menos o Premium.
Quanto ao APEX, uma vez que só jogo Arma à sexta à noite com o pessoal daqui, só comprarei se houver adesão para os restantes.
Title: Re: ArmA III
Post by: Nuno Basto on March 16, 2017, 18: 19
SPOTREP #00064

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.68 (64-bit Executables, Ambient Occlusion Overhaul, Maintenance)
SIZE: ~10.4 GB / ~1.3 GB (depends on Apex ownership) (https://dev.arma3.com/post/spotrep-00064)

64Bit aqui vou eu!
Title: Re: ArmA III
Post by: Nuno Basto on March 16, 2017, 20: 29
Primeira má notícia!

(https://scontent.flis2-1.fna.fbcdn.net/v/t1.0-9/17352395_10155188780228130_4203555064694666565_n.jpg?oh=4d38460576b6a22a7a5381b2f5fc2fa2&oe=5966A984)
Title: Re: ArmA III
Post by: Pedro Canas on March 16, 2017, 20: 36
Tens o Unsung? Isso é do Vietnam, ceerto?

Ao fazer o update, o jogo passa a arrancar automaticamente em 64bit ou tem que se configurar alguma coisa?
Title: Re: ArmA III
Post by: Nuno Basto on March 16, 2017, 20: 39
Não é uma foto minha,... foi um que reportou isto na net,... só peguei na foto, o meu só amanhã é que fica operacional,... quase 10Gb!
Title: Re: ArmA III
Post by: Pedro Canas on March 16, 2017, 20: 43
Ah ok. O meu fica já hoje, falta 1Gb :)
Title: Re: ArmA III
Post by: Paulo Ramos on March 16, 2017, 21: 12
de 188 mods que tenho apenas o task_force_radio aparece com esse aviso
Title: Re: ArmA III
Post by: Rui Lamas on March 17, 2017, 09: 43

Pelo sim pelo não, retiro o da steam até resolverem o problema e fico com este.

http://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/0.9.12 (http://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/0.9.12)

(http://snag.gy/61qh8x.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on March 17, 2017, 12: 09
Como é que fazemos!? Mudamos para o ACRE2!? Verdade seja dita os rádios volta e meia andam a dar problemas! Experimentamos o ACRE 2!?
Title: Re: ArmA III
Post by: Pedro Canas on March 17, 2017, 12: 16
Acho que o problema do TFR será certamente resolvido, pelo que é apenas uma questão de estarmos atentos. No entretanto, podemos experimentar o ACRE, até para podermos comparar com o TFR, ou podemos ir sem rádio, se bem que isso depois pode gerar grandes confusões de comunicações durante as missões.
Title: Re: ArmA III
Post by: Nuno Basto on March 17, 2017, 12: 19
Sem nenhum não,... era o fim do mundo! :lol:
Title: Re: ArmA III
Post by: Paulo Ramos on March 17, 2017, 12: 32
O problema também não deve ser nada de outro mundo. Podemos continuar a jogar a 32 bit como sempre fizemos
Title: Re: ArmA III
Post by: Pedro Canas on March 17, 2017, 12: 36
Estive a ver umas coisinhas à pressa sobre o ACRE, e assim de repente, do que percebi, o ACRE tem melhor simulação do espaço 3D, ou seja, na comunicação directa, sem rádio, é mais fácil percebermos de onde vem o som.
Com o rádio propriamente dito, o som tem mais o efeito do rádio, ou seja, tem mais ruído e é mais distorcido.
Os controlos também são ligeiramente diferentes.
Title: Re: ArmA III
Post by: Paulo Ramos on March 17, 2017, 13: 01
O ACRE é um mod que tenta simular totalmente os radios, o TFR é mais simples
Title: Re: ArmA III
Post by: Paulo Ramos on March 17, 2017, 13: 26
https://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/0.9.12

Basta fazer o download do task_force_radio_pipe_x64.dll e meter dentro da pasta do TFAR


(https://snag.gy/Z2ckaI.jpg)
Title: Re: ArmA III
Post by: Nuno Basto on March 17, 2017, 13: 44
Bom trabalho Paulo.

Enviado do meu X5 através de Tapatalk

Title: Re: ArmA III
Post by: Paulo Ramos on March 22, 2017, 15: 06
! No longer available (http://www.youtube.com/watch?v=C9bCFJ5z1vk#)

2:13 - Possível Porta Aviões?
2:22 - F/A-181 Black Wasp II | Avião Nato inspirado no F-18 e F-22
2:31 - UCAV Sentinel | Veículo de combate não tripulado da Nato
2:36 - TO-201 Shikra | Avião CSAT
2:46 - A-149 Gryphon | Avião AAF
3:07 - Novo sistema de dano
3:16 - Loadouts dinâmicos
3:35 - Melhor simulação de radares
4:39 - Arma 3 Malden DLC
5:35 - Arma 3 "Orange" DLC
6:07 - Arma 3 TAC-OPS
6:50 - Arma 3 Tanks DLC
7:54 - Arma 3 Platform

Arma 3 DLC Bundle 2 - 22.29€
http://store.steampowered.com/app/612480/ (http://store.steampowered.com/app/612480/)

Conteudo:

Arma 3 Jets (est. Maio 2017)
Arma 3 "Orange" (est. Q3 2017)
Arma 3 Tac-Ops (est. Q4 2017)
Arma 3 Tanks (est. Q1 2018)

Title: Re: ArmA III
Post by: Pedro Canas on March 22, 2017, 15: 21
Então e actualizarem o motor do jogo?
Title: Re: ArmA III
Post by: Paulo Ramos on March 22, 2017, 16: 45
Estão a adicionar features
Title: Re: ArmA III
Post by: Pedro Canas on March 22, 2017, 16: 48
Sim, mas não estão a melhorar o motor do jogo... continuas a ter bugs manhosos e o famosos memory leak... é como teres um Ferrari com um motor 1000cc lol
Title: Re: ArmA III
Post by: Paulo Ramos on March 22, 2017, 16: 51
Tirando a performance quando estão muitas unidades no mapa não existem grande problemas/bugs no vanilla. Muitos dos problemas que encontramos no jogo é devido a scripts e mods
Title: Re: ArmA III
Post by: Nuno Basto on March 22, 2017, 16: 55
Tirando a performance quando estão muitas unidades no mapa não existem grande problemas/bugs no vanilla. Muitos dos problemas que encontramos no jogo é devido a scripts e mods
Correcto e afirmativo. Só uma ínfima parte dos memory leaks é que se devem vão simulador em si. Lancar mods com código optimizado é difícil é não é para todos.

Enviado do meu X5 através de Tapatalk

Title: Re: ArmA III
Post by: Nuno Basto on March 22, 2017, 16: 57
Queres uma prova? Descarrega o YAAB e experimenta sem mods e depois lança com a lista de mods da PTSims. É diz-me que resultados tiveste.

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Title: Re: ArmA III
Post by: Nuno Basto on March 28, 2017, 11: 45
Nesta análise disseco o video da Bohemia sobre o futuro e futuros DLC's do ArmA 3.

http://youtu.be/of7DuXxTNJc (http://youtu.be/of7DuXxTNJc)
Title: SITREP #00190
Post by: Nuno Basto on April 04, 2017, 19: 32
A RETER - Estão polir o JETS DLC, novo modo de jogo ARMA AT WAR @war_mod, correcções conjuntamente com o JETS DLC!
 
https://dev.arma3.com/post/sitrep-00190