:o
...
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Irgendwie kann ichs ja mal wieder nicht abwarten....
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[popkorn]
Irgendwie kann ichs ja mal wieder nicht abwarten....
WAR ON THE HORIZON
[size=36pt]TANOA[/size]
Welcome to Tanoa – home to lush tropical vegetation, unique landmarks, a rich history, and imposing man-made feats of modern engineering. Walk, swim, drive, fly, and sail your way across over 100 km² of the South Pacific archipelago.
[img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_01.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_02.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_03.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_04.jpg[/img]
Situated in the South Pacific, the island province of Tanoa is one of many that, together, compose the Horizon Islands – an independent island nation with historic ties to both East and West. Formerly an outpost belonging to the Empire of Japan, before its liberation by US Marines in 1944, evidence of a long history of conflict and turmoil can still be found dotted across the island – relics from times long-since passed.
Nowadays, Tanoa thrives off rich deposits of rare earth metals exported the world over, but controversy and civil unrest have long surrounded these efforts due to the perceived social, economic and environmental impacts of their exploitation. Tanoa is also believed to be a hub of illicit trafficking in the Pacific, but no formal charges have ever been raised.
In 2035, Tanoa continues to enjoy a prolonged period of apparent peace and prosperity, but the volatile geopolitical situation on the world's stage threatens to destabilize the region, and plunge it into darkness once more.
http://youtu.be/5aHxziH5l0g?t=15#ws
Tanoa will be available as part of an upcoming expansion for Arma 3. The expansion is currently scheduled for release in the first half of 2016 and will be distributed as DLC for the base Arma 3 game. More information about the expansion will be shared at a later date.
Quelle
Auch schön zu lesen das lediglich die ersten 2 oder 3 Posts nicht Offtopic sind. Sieht man mal wieder das es leider it wie es ist.
...geh jetzt pvp machen
Also als ich vor ein paar Jahren mit DayZ angefangen habe, war mein Ziel ungesehen an nem Z vorbeizukriechen.
Klar hat sich die Sichtweise schon etwas gedreht, wenn auch nur das ich jetzt (aus ggbenem Anlass) mehr auf Spieler achte als auf Zs. Trotzallem geht es für mich mehr um PvE² (Player vs Environment /KI&nicht verhungern). Wenn ich dann solche Shoutouts lese wie dein Zitat oben, bin ich echt nicht bös' drum das nurnoch 1/3 der Spieler da sind.
Und dieses gehate wie schlecht welcher Patch ist, wie unfähig doch die Devs sind, wieviele Bugs mit jeder 'Neuerung' hinzukommen, wie kacke die FPS und die Engine sind, wie wenige Spieler durch 'verpatchte Updates' übrig sind -langweilt mich. Fast genauso viel wie die PvPler die meinen DayZ ist ein Arcadeshooter.
Noch etwas zu den Hatern der Patches: Bugs die enstanden sind in Patches, auch offensichtliche, werden nicht ausgebügelt weil der entsprechende Content quasi 'Placeholder' sind. nd bevor die Devs 2 mal Hand anlegen an bestimmte Dinge, lassen sie es weil sie wissen das entsprechendes in folgenden Patches ersetzt wird.
Das nicht immer alles rund läuft (wie jetzt zum Beispiel das Zs zum Teil wieder durch geschlossene Türen laufen) wird wohl einen Grund haben (evtl die krabbelnden Zs, wo sich das Pathfinding dadurch etwas verhackstückelt hat und auch auf andere Zs auswirkt, wird wohl entsprechend gefixxt werden) kann man auch gar nicht erwarten. Packt euch mal am Schopf und reisst euch zusammen.
[img width=512 height=462]http://m.memegen.com/wnkwqq.jpg[/img]
Das die Leute im Internet direkt immer beleidigend werden müssen, wenn sie was nicht verrstanden haben oder mit ihren Argumenten nicht weiterkommen Aber im RL die Zähne nicht auseinander bekommen ;D
Verstehe ich nicht.
Aber du hast doch die A3 Statistik dazwischen geworfen -wofür ? Interessiert mich noch immer.
Du weisst auch nicht was du laberst, hauptsache du hast etwas geschrieben, gell ?
Du hast auch verpasst den ersten Text zu lesen :))
Also Erstens mal, heisst average = durchschnittlich,.... da stellt er im Panic-Post (also dem Startpost) schonmal zwei völlig falsche Zahlen ggüber.
Im März waren es durchschnittlich nämlich 13k Spieler. Keine 29k.
Dann sehe ich in der Arma3 Statistik seit Anfang 2015 einen pi-x-daumen Durchscnittszähler von rund 18k. Also im Arma3 Bereich ist alles Business-As-Usual. Wenn ich mich da irre korrigier mich.
Wenn er nun bemängelt hätte das nurnoch 1/3 der Spieler (in einem 3 Monatszeitraum) spielen, würde ich dem vollends zustimmen. Das sagt auch die Statistik.
Und nun nochmal meine Frage... what the fuck hat die A3 Statistik mit der DayZ Statistik zu tun. Aber lies du ruhig nochmal das Eingangspost.
PS: PEAK gibt die höchst gezählte Spielerzahl im Monat an
Irgendwie hab ich verpasst was die ArmA3 Statistik mit der DayZ Statistik zu tun hat.
http://board.germandayz.de/day…ing-battleye-service-%27/
*close*
ps: SuFu (Suchfunktion oben rechts) oder Google sind top Helfer wenn man schon soviel (sinnlose) Zeit investiert hat
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.46 (Enhanced BattlEye Protection, Explosives SFX Tweaks, Vehicle Weapon SFX Tweaks)
SIZE: ~1014 MB / ~420 MB
NOTES
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.44). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy144
You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
CHANGELOG
Fixed: Rabbit infestation on both islands
Fixed: Missing UGL recoil
Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
Fixed: Incorrect injury materials for some faces with camo paint
Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964)
Fixed: Skinning on the central upper chest of the diver
Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918)
Fixed: Gorgon APC can no longer drive on the seabed and floats instead
Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D / 3D task icons) are not active
Fixed: Carrier Lite (Black) vest now has the correct model
Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
Fixed: Vehicle rotation and velocity is now reset upon opening the Garage interface
Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets
Fixed: It wasn't possible to recompile single mission-specific functions (http://feedback.arma3.com/view.php?id=24080)
Fixed: There were multiple footsteps after treating other soldiers (http://feedback.arma3.com/view.php?id=23875)
Fixed: MP script framework issues
Fixed: Deleted routes to non-existed samples
Fixed: Zeus - Player spawning causes dummy riflemen to appear at [0, 0, 0]
Fixed: Animations for 80 / 90 variants of Weapon Deployment
Fixed: Missing FD / TT word localization
Fixed: Politely asked the Time Trial Marshal to resume firing his Starter Pistol
Fixed: Stance indicator arrows in prone and crouch stances
Fixed: Wrong updating of base class in RTP by Remote Designators
Fixed: Playground Slide caused weapons to use building attenuation while sliding
Fixed: Strange convex component warnings on various models of structures
Fixed: Speed and altitude indicators displayed during free fall
Fixed: Player can now vault (step over) while standing with binoculars (http://feedback.arma3.com/view.php?id=24133)
Fixed: Some parts of the VR MRAP Target were producing dirt particle effects when shot
Fixed: AAF Speedboat has proper tracers on the rear turret
Fixed: Darter pilot should only have a compass available, not a radar
Fixed: Soldiers in cargo positions of the HEMMT and Tempest transport trucks had their legs colliding with their body or hovering in air (http://feedback.arma3.com/view.php?id=23902)
Fixed: Launcher bug
Fixed: Usage of the playMove command to switch to warming-up animations in End Game scenarios
Fixed: Zeus player ignores initPlayerLocal.sqf
Fixed: When the Zeus Game Master module was deleted, its script kept running (thanks MDCCLXXVI for the report)
Fixed: Even pilots have proper memory points for legs (http://feedback.arma3.com/view.php?id=20761)
Fixed: It was possible to remotely rewrite BIS functions by inserting a 'recompile' property. This is now disabled; the property is now accepted only by root functions.
Fixed: Static weapon AI sensing put on par with normal soldiers
Fixed: Hummingbird FM hint is not marked as Helicopters DLC content anymore
Fixed: Switching between erect / kneel stance no longer stops character movement (http://feedback.arma3.com/view.php?id=23964)
Fixed: Rifle bug for civil sprint
Fixed: Splendid camera no longer breaks unitPlay scripts
Fixed: Added proper ladder to big industry pipe construction (http://feedback.arma3.com/view.php?id=24242)
Fixed: Mines as vehicles have at least some simulation to prevent RPT warnings
Fixed: AI is willing to use Laser Designator from bigger distances
Fixed: Wrong animation was played while accessing UAV terminal while the character is a Mk6 Mortar gunner
Fixed: Bad transition between kneel / erect pose and vice versa while sprinting with binoculars
Fixed: Missing string warning (string was never seen by player)
Fixed: Possible fix of RPT warning message about missing inventory item
Fixed: FTW has taken their SUV back for maintenance of ARB which caused some malfunctions at low speeds
Fixed: Cropped names of certain hints in the Field Manual
Fixed: Transition between kneel sprint and going prone
Fixed: Problem with variable mismatch
Fixed: Splendid Camera bank angle was set to incorrect value when looking straight up or straight down
Fixed: Time acceleration before entering Splendid Camera is restored after exiting it (before it was set to 1)
Fixed: Kart-based Time Trials were executing a few helicopter-specific operations
Fixed: Icon of the remote laser designator backpack
Fixed: Tracer color of the Mi-48 Kajman cannon
Fixed: Muzzle axis of Sandstorm was misaligned a bit
Fixed: Destroyed front gun on speedboat now goes properly sad panda (http://feedback.arma3.com/view.php?id=24088)
Fixed: Missing semicolon in CoF: Orange 1 configuration
Fixed: Background color of mouse acceleration setting
Fixed: Player can no longer reload with hands tied behind back (state "Acts_AidlPsitMstpSsurWnonDnon_loop" and its "Acts_AidlPsitMstpSsurWnonDnon01" - "...05" variants)
Fixed: Hand twitching after prone unarmed / binoculars in hand roll
Fixed: Suffix of a texture for particle effects
Fixed: Grenades sometimes could not be taken from the grenade ammo boxes (MP Bootcamp)
Fixed: Play button is now focused when the game is launched
Fixed: Display of magazines in weapon holders was inconsistent
Added: New audio samples for Offroad HMG, Static HMG, vehicle HMG (Speedboat / Hunter / Ifrit / Strider). All samples have short, tail, close and distant variations.
Added: New audio samples for Explosive charge and Claymore
Added: New audio samples for grenade and launcher explosions and impacts on surface
Added: New sounds for 35mm autocannon (Cheetah, Tigris)
Added: Short / tail and distant variants of vehicle weapons
Added: New samples for M134 minigun 7.62mm (Pawnee)
Added: New samples for 6.5mm minigun (Huron)
Added: Whiteboards to Purple FD CoFs
Added: buoyancy property to weapon-related models that should have buoyancy simulated
Added: Field Manual fail-safe of logical sorting for hints that don't have the logicalOrder variable defined
Added: Even autonomous static weapons may be reset if they flip
Added: Auto-hover info added to UAV controls in Field Manual
Added: Waypoint icons for custom waypoints
Added: Unarmed crouched sprint
Added: Unarmed erected sprint
Added: Zeus hard-coded availability check, to ignore scripts for Zeus players
Added: It's now possible to disable "XXX is now Zeus" notifications by calling: <curatorModule> setVariable ["showNotification", false]
Added: New parameter for servo vertical movement and linked a new sound
Added: Animations of kneel sprint for unarmed / binoculars in hand (http://feedback.arma3.com/view.php?id=23964)
Added: Respawn positions which have enemies nearby are marked in the respawn menu in its list box entry and on the 2D map
Added: Turn out animation set for AFV-4 Gorgon
Added: Separate animations for kneel / erect sprint with binoculars (http://feedback.arma3.com/view.php?id=23964)
Added: Selections for changing of the texture for the TRG family of weapons
Added: Missing return values to script functions for structures and replaced plain function parameter loading by safer BIS_fnc_param where appropriate
Added: hiddenSelections to Zafir, ABR and Rahim
Added: Icons for the OPFOR and AAF NVGs
Added: Animations for prone roll (left / right) with binoculars in hand (http://feedback.arma3.com/view.php?id=24275 / http://feedback.arma3.com/view.php?id=23964)
Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models
Tweaked: Audio samples for launcher and grenade explosions
Tweaked: Command setOwner replaced by setGroupOwner for units in Support scenarios
Tweaked: Functions BIS_fnc_getCargoSlots and BIS_fnc_countCargoSlots re-factored to fix the issue related to copilot seats and FFV
Tweaked: Reworked accuracy parameter for House / House_F / House_Small_F, Ruins / Ruins_F, Wall / Wall_F, Church / Church_F, Wreck_Base / Wreck_Base_F base classes
Tweaked: Campaign hub - interaction with the equipment pool through the briefing menu is now properly covered
Tweaked: Better usability of sitting with tied hands / warming up (Marksmen scenes) animations
Tweaked: Substantially increased overall performance of Wipeout and Neophron cannons so they are now able to properly damage even heavily armored vehicles ([url=http://feedback.arma3.com/view.php?id=19993,]http://feedback.arma3.com/view.php?id=19993,[/url] http://feedback.arma3.com/view.php?id=22146)
Tweaked: CfgPatches purge
Tweaked: There should no longer be classes with model = bmp;
Tweaked: Localized Open Parachute action
Tweaked: Volume of reload audio sample for tanks
Tweaked: In the campaign, vehicle randomization is now handled by the VhC system
Tweaked: Whiteboard of the Green FD CoF
Tweaked: NVG goggles are not unassigned from players when they enter the hub (in the campaign)
Tweaked: Decreased update rate of BIS_fnc_moduleZoneProtection
Tweaked: Kestrel populations have been adjusted to match rabbit populations
Tweaked: MAR-10's optics proxy moved to have bigger scopes slightly further from the soldier's eye
Tweaked: Kir's side attachment proxy moved slightly forward, so the attachments won't collide with the soldier's hand
Tweaked: Disabled Time Trial achievement tracking in cases where it was redundant
Tweaked: Reduced shininess of the soles of ghillie boots
Changed: Minimal weight for an object to be Sling Loadable
Changed: VR vehicle targets are now static objects, meaning no PhysX behavior
Changed: Removed weapon info from unarmed vehicles
Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new.
Removed: Old uiPicture definition to prevent a "member already defined" startup error
Removed: Obsolete Cyrus icons
Removed: Parameters title from description (each sub-function has its own parameters)
Removed: class property from GH_Fountain_F.p3d
End Game
Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side
Fixed: Initial Arsenal camera location and rotation
Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser
Fixed: Log of player UID onPlayerConnected
Fixed: Script error related to BIS_fnc_loop
Fixed: Wrong conversation would be played when the last phase would start
Fixed: Intel objects that are “Instant Download” could never be destroyed, even after one of the sides downloaded from them
Fixed: Error during downloading Intel
Fixed: The Officer objective had ImmediateDownload as false
Fixed: ImediateDownload > ImmediateDownload
Fixed: Error during downloading Intel
Fixed: GetSideCompletedObjectivesCount would always return 0
Fixed: GetAllObjectives would return an empty array on non-server machines
Fixed: Items can be put inside the Arsenal box, but not taken back
Fixed: Items can be put inside containers, but not taken back
Fixed: Download icon would be visible on download objects even when it was not possible to download
Added: Color to task type icon
Added: After establishing the FOB, a marker is created at its location in the map
Added: WarmupDelay property added to Objectives Instance Module and it sets the time players have to wait during the warm-up phase
Added: Caching of shared tasks for shared objectives
Added: Vehicles now enter the respawn sequence after taking a hit which immobilized them
Added: Debug print to monitor network traffic
Added: Vehicle Respawn Module can now respawn vehicles which are not destroyed but are immobilized
Tweaked: Command sleep replaced with uiSleep to allow BIS_fnc_setTaskLocal execution even on the briefing screen
Tweaked: Respawn menu load-outs for both sides configured
Improved: Arsenal is now preloaded on mission start
Improved: Download with multiple players
Improved: Placement, legibility, and functionality of incapacitated screen elements
Optimized: MiddleGame objective tasks was sending data which did not change
Revive:
Fixed: Disabling HUD show group would break Revive functionality
Fixed: Incapacitated Post Process effects are now visible with NVGs equipped
Fixed: respawnOnStart values other than -1 did not work correctly
Fixed: User-defined delays accidentally set the default force respawn delay to 0 seconds
Added: Scripted event handlers for entering and exiting the incapacitated state
Improved: Now possible to set custom revive, force respawn, and bleed out delays
Removed: Obsolete RscKeyHold resource
Dynamic Groups:
Fixed: Order of members after promoting a player
Fixed: Script error when a player disconnects / connects while the UI is open
Fixed: Group could become invalid after promoting a player
Fixed: Wrong color of player icon in groups tab after joining other player group
Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing
Fixed: Double clicking on a player to invite, would invite even if the player was already in the group
Fixed: Wrong button tooltips after clicking a member player as group leader
Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes
Fixed: When a player would join, the UI would not properly update
Fixed: A player could join another player's group by double clicking on the player even when the group was locked or the player was previously kicked from that group
Fixed: If there were ungrouped players, players in the group could not select themselves in the groups list
Fixed: Ungrouped container for players without group would deselect right after being selected
Fixed: Collapsed trees auto-expand again
Added: UI now correctly updates when a player state changes (incapacitated / revived)
Added: Pressing and holding the Dynamic Groups interface key will join you to the group which last invited you
Added: When a player was already invited to a group, the button now displays "INVITED" and has a tooltip explaining why it is disabled
Tweaked: High priority buttons are now bigger
Tweaked: Lowered key hold down time for accepting invites
Improved: Better looking font for group name in UI
Improved: Interface update doesn't reset interface anymore
Improved: Interface update is now done mostly locally, every second
Shared Objectives:
Optimized: Shared Objectives refactored to lessen the network load
Removed: Unneeded RPT spam from Shared Objectives functions
Potential spoilers:
Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035)
Fixed: Showcase briefing tab was not selected by default (Drones)
Fixed: Supply Network - Inconvenient autosave when the hideout is attacked
Fixed: In New Dawn, Kerry goes to the briefing and he has no equipment (no vest, rifle, pistol, etc.) but he has a NVG on his head
Fixed: Incorrect weapon classname for FIA sniper (Common Enemy)
Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
Fixed: In Showcase Armed Assault, the player could destroy (or kill the crew of) logistics vehicles and the mission would still end as succeeded
Fixed: Overlooked type in campaign hub armory update condition after some stuff is being taken from the mission briefing screen inventory
Changed: Air Superiority - Initial task waypoint moved directly to the rendezvous position
Fixed: Some problems with empty UAVs
Fixed: Crash when simulating but not initialized (SteamLayer)
Fixed: Incorrect wind sound when paratrooping
Fixed: switchCamera to a unit inside of a vehicle
Fixed: Multiplayer ocean waves synchronization
Fixed: Visual flickering or disappearance of Tactical Backpack Black
Fixed: TrackIR axis manipulation in gunner positions
Fixed: Inventory - Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
Fixed: Crash related to weapon shot sounds evaluation
Fixed: allMissionObjects no longer includes land decals
Fixed: Detection of collimator in shape
Fixed: Broken save during healing
Fixed: Sound - Firing From Vehicle not attenuated, servo sound plays only once
Fixed: Setting skill to hacked UAV pilot
Fixed: Server issue when using a larger list of BIKEY signature files
Fixed: Wrong positioning of interior sounds when a vehicle was turning around
Fixed: Stuttering interior engine sounds when looking around in a plane at high speed
Fixed: Skill ReloadSpeed 0 will no longer break AI
Fixed: Healing should not push you away from an injured soldier
Fixed: Soldier's upVector is reset after deployment is interrupted
Fixed: Unable to throw grenades after changing the player by command selectPlayer
Fixed: CTD when changing status from online to offline (SteamLayer)
Fixed: Formatting of the altitude in the weapon UI
Fixed: Server crash
Fixed: Sound - Crash when the XA2Device was not created (server)
Fixed: Sound - Broken sounds of remote designators
Fixed: Synchronize end of damage effects over network and saves (also a fix for JIP players)
Fixed: Transition from land to water for vehicles with amphibious gearbox
Fixed: Simulating damage effects on Dedicated Servers
Fixed: JIP messages should be executed at the proper time now
Fixed: Weapons couldn’t be deployed on the parapet (Structures - Cargo tower)
Fixed: paramsArray available during the pre-init on the server
Fixed: Corrupted sounds with certain USB headsets (http://feedback.arma3.com/view.php?id=21268)
Added: BattlEye full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server
Added: Grenade indicator changes color while a character is preparing the grenade for throwing
Added: New MFD animation sources ClockHour, ClockMinute and ClockSecond
Added: Minimal mass limit for Sling Loading cargo (vehicle property slingLoadMinCargoMass)
Added: Colors of the secondary text in listboxes can be set by config parameters and script commands
Added: Sound - separated turret servo sounds: vertical & horizontal (properties soundServo and soundServoVertical)
Added: Background color support for edit boxes (parameter colorBackground)
Added: Script command for getting the Steam profile name of the current player (profileNameSteam)
Changed: VON is played in 3D for more channels (http://feedback.arma3.com/view.php?id=20305)
Tweaked: Disabling Sling Loading for objects under roofs
Tweaked: AI AT soldiers will not switch assigned target when holding fire
Tweaked: Localized Open Parachute action
Tweaked: Some improvements when switchCamera is used to spectate another player
Tweaked: Better interpolation for non-local FFV players in a player vehicle
Tweaked: setUnitRecoilCoefficient for new recoil
Tweaked: hit event is called even when only the hitpoint is damaged
Tweaked: Generated shadow buffer LODs are not used when they are not in the correct order
Optimized: Starting time offset for network update messages
Optimized: Serialization for Code and Config script values
Improved: Better client status handling (SteamLayer)
Improved: Supersonic crack and subsonic sounds
Improved: AI vehicles will react faster to hits with 0 damage
Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet)
Improved: Hitting a target will reset me as available target
Removed: askForPilotLights message call in the netcode
Removed: muzzleInner recoil definition (deemed redundant)
Fixed: UGCMonitor initialization
Fixed: Underscores in the author name were incorrectly considered to be accelerators
Fixed: Author names were not shown in mod details
Fixed: The Launcher reported an unrecognized local mod while adding a local mod by selecting its Addons folder and the folder name was not in lower-case
Fixed: A sub-message for a mod corruption reason was incorrect
Fixed: A hard-coded corruption reason was displayed instead of the detected reason in a local mod import result dialog
Fixed: BattlEye parameters
Fixed: Updated invalid application configuration exit code value
Fixed: The Windows Explorer or other file manager is no longer blocked by the local mod import result dialog after adding mods by drag & drop
Fixed: Insert the "File blocks can be ignored" note only before a first "File blocked" BattlEye message in a row
Fixed: Various localizations
Added: Scroll-able menu style
Added: Detailed information about why a mod is considered corrupted
Added: Detailed information about why a local mod can't be added
Added: A dialog box that reports result after a local mod (or mods) is added (contains a list of mods that were added and a list of mods that were not added along with a reason)
Added: A BattlEye page with BattlEye log messages
Added: Hint on how to force an update of a Workshop item in Steam Client
Added: Localization identifiers and localization hints
Added: Updated localizations
Added: Missing localization attributes to the local mods import result dialog
Improved: Better Steam client status handling (SteamLayer)
Improved: Positioning of a window in bounds of screen work space
Improved: The algorithm that detects mods when users add a local mod; if a folder doesn't contain a mod it is scanned for mods in sub-folders
Improved: Mod status tooltip show duration increased to a maximum value (tooltip won't vanish that quickly)
Improved: Clarified error messages when app files are corrupted or can't be loaded
Improved: Steam fix hint dialog can't lose focus in favor of main window when switching apps
Improved: The minimum window size is reduced when DPI is greater than 144 ppi
Removed: Support for opening Workshop pages directly in the Steam Client, reverting back to the web-browser only solution. This is because of changes beyond our control. We're sorry and we'll do whatever we can to restore this feature.
Removed: Check-box "Use Steam client instead of web browser" because we can't reliably support this functionality due to recent changes in the Steam commands protocol
Removed: Check-box "Use BattlEye" from the Options page (moved to the separate BattlEye page)
Removed: "Show BattlEye log..." menu item removed from the application menu
Updated: Stand-alone Windows Dedicated Server (1.46)
Updated: Stand-alone Linux Dedicated Server (1.46)
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
Wundert mich wenig.
Denke auch kaum dass das 057er update viel daran ändert wird
Ich denke...
Ich denke ...
Ich weiss das bei DayZ am Schluss nur die hartgesockenen BomehiaFans, Survivalliebhaber und Newcomer über bleiben werden.
Ein Server reicht zZ definitiv aus, ich bin zwar auch einer der 'Wegbleiber' im Moment, verfolge aber trotzdem die Spielerzahlen auf den beiden Servern. 3, 8(!), 5 ... um die Server möglichst lange zu erhalten (und hinzu kommt ja das die bisherigen Spender garantiert nicht alle erneut spenden werden -ergo die zukünftige Donatesumme stagnieren bzw Rückläufig werden) auf einen umzuswitchen.
Kostet doch nix den einen abzumelden und ggf wieder anzumelden.
Und grade in 'Dürrezeiten' wie diesen, macht das Sinn.
10.000 Spieler auf der Whitelist 4-9 User auf den Servern. Löööööööuft. :))
Egal in welchen Channel ich joine aufn Ts³ bekomme ich die Antwort: Public.
...das ändert sich auch wieder...
...GamePad rausziehen...
Ich weiss garnicht ob wir zu 'Grafikeinstellungen' schon einen Thread hier im Forum haben...... SuFu schonmal ausprobiert ?
Probier mal die MaxComplexity auf 250000 zu stellen in der Config. Das Grid, kannst du auch auf 12.5 stellen um mal einen Vergleich zur Standartconfig/FPS zu kriegen.
Unschuldig
Der User unter mir hat vor einen Car-Repair-Shop zu eröffnen um den ganzen Stuff an defekten Fahrzeugen looten zu können.