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Liste des sujets

Mises A Jours

Pseudo supprimé
Pseudo supprimé 05 mars 2014 à 19:35:27

Perso je suis déçu par tank en dev branche.... Mais bon ils nous laissent imaginer trop de choses....

Pred4tor38
Pred4tor38
Niveau 7
05 mars 2014 à 19:42:35

Ouais c'est sûr...

williamb1995
williamb1995
Niveau 17
05 mars 2014 à 22:11:53

peut tu nous montrer l 'image fuité

obyan
obyan
Niveau 10
05 mars 2014 à 22:28:37

https://image.noelshack.com/fichiers/2014/10/1394054911-c192.png

williamb1995
williamb1995
Niveau 17
05 mars 2014 à 22:33:42

oui l'image du guide c'est pas une fuite et il ya plein de vehicule de arma 2 dans le guide

Pred4tor38
Pred4tor38
Niveau 7
05 mars 2014 à 22:56:15

C't'arnaque n'empêche...

Pseudo supprimé
Pseudo supprimé 06 mars 2014 à 00:01:11

Oui mais il n'as pas le nom du 2 ( C-130J vs. C-192 ), c'est pour ça qu'il y a un doute. Après il a exactement la même forme. Et comme dis, aucun avion cargo n'a été annoncé.

"C't'arnaque n'empêche..." tu parles de quoi ? Ce qui a été annoncé (et pas annulé) est actuellement dans le jeu.

Pseudo supprimé
Pseudo supprimé 06 mars 2014 à 01:08:32

Je précise pour "[des "morceaux" d'un "avion cargo" sont repérables dans la branche de développement.]" : http://i.imgur.com/v9fB4ST.png
le jeu admet charge des fichiers qui n'existent pas encore (air_f_delta.pbo) qui contiendraient un avion "plane_transport_01". Un avion de transport je pense que vous savez ce que c'est, et "01" indique qu'il est bluefor.

MAIS comme il n'est pas annoncé et qu'il s'agit de la branche de dev', rien n'est définitif.

L'image vient du forum officiel : http://forums.bistudio.com/showthread.php?122794-Development-Blog-amp-Reveals&p=2629094&viewfull=1#post2629094

Pseudo supprimé
Pseudo supprimé 06 mars 2014 à 01:10:40

pour j'ai écrit "admet" ? ça n'a pas de sens, vous pouvez oublier ce mot.

Pseudo supprimé
Pseudo supprimé 06 mars 2014 à 13:51:49

--VERSION DEVELOPPEUR--
06/03/2014
250 Mo

DATA
Removed obsolete classes of cargo poses
Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
Adjusted volume levels on various weapons
Added: New samples for ACP-C2
Added: New sound for reloading UGLs
Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
Standarized driveOnComponents on tank tracks - they should now be better at passing low obstacles
Slammer UP recoil animation improved
Fixed: Missing muzzleflash for RCWS UGV
Fixed: Hitpoints for lights of Van
Uniforms and accessories should be available in holders again

ENGINE
Added: GetIn action for Zeus UI (Drag&Drop)
Added: Automatic deleting of Zeus-created groups when they are empty
Added: New scripting command for getting list of activated addons (activatedAddons)
Fixed: Water splashes when tanks land on the ground
Fixed: Dust from tracks while in the air
Fixed: Script command enableSimulationGlobal didn’t work during mission briefing
Fixed: Deleting of non-local soldiers inside vehicle before vehicle itself (Zeus)
Fixed: Multiple deletion on soldiers in cars (Zeus)
Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
Added: Support for thermal black hot mode in PiP
Crosshair size roughly matches the extent of weapon sway
Hotfix: Module initialization order adjusted for the Linux Dedicated Server
Fixed: Deleting task target
PIP mode (VIS, NV, TI) is the same as mode in AVs optics (could be changed by player while in control of AV)
Fixed: Problems with skinned instancing when PiP is used
Added: Prototype of weather and time synchronization for MP

:spoiler:

    1. ##

New voice-over work for Nikos has been added to Survive and Adapt

    1. #
Pseudo supprimé
Pseudo supprimé 07 mars 2014 à 12:08:19

--VERSION DEVELOPPEUR--
07/03/2014
94 Mo

DATA
Fixed: HEMTT get out animation has been
Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
Added: Radio Protocol placeholder replaced with actual samples
Removed: Error message from getParamValue function
Added: New sound for church organs
Fixed: Sounds of ACP-C2

ZEUS
Added: Guerrilla camp compositions
Fixed: FIA units are now available only for BLUFOR
Added: Unarmed soldiers and survivors
Redesigned: Zeus Game Master (ZGM) rules. Before, Zeus started with limited assets (infantry + cars) and had to unlock new assets by completing challenges. Now, everything is available at the start, but for quite significant cost (e.g., Blackfoot will deplete most of resources). Every completed set of challenges will decrease all costs by 10%.
Fixed: Probable cause of inaccessible optics in remotely controlled units. Not sure about this solution, please test and report results in http://feedback.arma3.com/view.php?id=17488
Fixed: Role names changed from confusing "Rifleman" to more generic "Player"
Added: "Set Costs - Soldiers & Vehicles", "Set Costs - Modules" and "Set Costs - Objects" modules which allows mission designer to configure object costs for each object category (e.g. "Men", "Cars", ...)
Fixed: Trying to remotely control a vehicle in which player already sits resulted in player taking control over himself

ENGINE
Fixed: Cursor target in buildings
Fixed: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects (http://feedback.arma3.com/view.php?id=17655). Reverting this means the issues the change sought to fix are back, but another solution will take more time.
AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI

obyan
obyan
Niveau 10
07 mars 2014 à 19:28:06

--BRANCHE PRINCIPALE--
07/03/14
16 Mo
:cd: Spotrep #00020 :cd:

ENGINE
Fixed: Multiplayer server crash opportunity
Fixed: Cursor target inside buildings
Fixed: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects (http://feedback.arma3.com/view.php?id=17655). The change fixed some things, but caused too many issues in user-generated content. We'll look at another way.

Pseudo supprimé
Pseudo supprimé 10 mars 2014 à 18:33:38

--VERSION DEVELOPPEUR--
10/03/2014
75 Mo

KNOWN ISSUE
Zeus pop-up error about respawning

DATA
Tank crew should no longer use 'magic radar'
Added: New variations for fatigue sounds

ZEUS
Added: Splash radius of ordnance modules is now visualized on the ground
Added: Unique ammunition types for ordnance modules. Rocket module is now using cluster sub-munition, leading to even deadlier effect.
Added: Explosives, Mines and Intel objects are now sorted in new category "Other (Interactive)"
Renamed: Ordnance modules now show caliber of the incoming projectile, so it's clearer how powerful they are

ENGINE
Fixed: Mines were ineffective on roads
Fixed: Drawing of alpha objects in PiP
Disabled idle poses while aiming and shooting
Fixed: Gear up SFX triggered when starting as Flying

Pred4tor38
Pred4tor38
Niveau 7
10 mars 2014 à 22:53:45

Ce que j'entends par "c't'arnaque", c'est qu'ils ont mit une image de ce soit disant C-192 Samson dans un guide officiel alors qu'il s'agit d'un C-130 de ArmA 2.

Pseudo supprimé
Pseudo supprimé 10 mars 2014 à 23:04:41

C'est pas eu qui l'ont fait mais un gars assez connu, dslyecxi ( http://dslyecxi.com/ ), il a aussi fait les vidéos communautaires :oui:

Pseudo supprimé
Pseudo supprimé 11 mars 2014 à 17:48:36

Il sort quand l'épisode final de la campagne ?

J'ai pas trop suivi l'actualité ARMA.

williamb1995
williamb1995
Niveau 17
11 mars 2014 à 18:33:21

et le jeu n'est pas fini il prevoie de faire plein d'ajout plus tard , il sont pas prés de le lacher

Pseudo supprimé
Pseudo supprimé 11 mars 2014 à 18:45:54

--VERSION DEVELOPPEUR--
11/03/2014
87 Mo

KNOWN ISSUES
Missing strings related to new Zeus controls
Various issues related to Zeus controls

DATA
AAAs should have their radar back
Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
Tweaked: Sounds of weapon closures
Tweaked: Sounds of character breathing
Optimized explosives power after the fix of explosives on roads
Added: GameSpy/Steam master server switch
Fixed: Unresponsive controls in General Game Options tab

ZEUS
Added: Basic Zeus controls (rotating, deleting, ...) can now be configured in the controls menu. You may have to reset or remap these controls.
Fixed: Zeus respawn pop-up error
Added: Hints about respawn backpacks
Added: Hint when placing an explosive or an ordnance module
Added: Picking up an Intel item will now immediately show the details
Fixed: Player count in ZGM missions was not correct

ENGINE
Fixed: Force weather change (bouncing force weather updates between server and client). Added logging of changes to RPT file.
Sound: Update: Match SFX to speaker (different speakers have different breathing sounds)
Added: Zeus content-sensitive waypoints
Added: Zeus move out operation for units
Zeus waypoint placing changed to right mouse button
Added: Zeus customizable keyboard controls
Fixed: Player can't see content of clothes or vests which are on the ground
VRAM management changed (optimization)
Fixed: Weapon cloning (http://feedback.arma3.com/view.php?id=17403)
Fixed: AI not using radar, when player does not have it
Added: New Zeus cursors

Pseudo supprimé
Pseudo supprimé 11 mars 2014 à 18:46:27

--VERSION DEVELOPPEUR--
11/03/2014
11 Mo

ZEUS
Fixed: Various Zeus controls issues (the missing strings are still missing)

Pseudo supprimé
Pseudo supprimé 11 mars 2014 à 18:53:22

Oh regardez j'ai trouvé des images en cherchant la date !

http://www.gamergen.com/actualites/arma-3-troisieme-et-dernier-episode-campagne-date-191652-1

Il y aura un A-10 !

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