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Arma3 news: Please go inside immediately, close all doors and windows, and stay tuned for the reveal of a new official Arma 3 expansion this Thursday May 23. For your own safety, please listen to the instructions of development officials, and follow Arma 3 on Facebook, Twitter, and YouTube. If you see this broadcast, like and share to warn others. We've got a fresh issue of the Community Radar prepared for you. Check out some of the latest activity from the amazing #Arma3 community: Full COMRAD
There was some confusion last fall when gaming site CentrumHer revealed that Arma 4 is in development. It arose from the fact that Arma 4, as far as anyone knows, is not in development at all. What was actually happening, PR manager Korneel van 't Land explained, was an "Arma 3 Creator Bootcamp" for potential third-party Arma 3 DLC creators. Bohemia Interactive has "concrete plans for a significant amount of support for Arma 3 through a combination of official new content and hopefully third-party DLC content in at least the coming year," van 't Land said, and this was a way to get those creators up to speed. The first of those Arma 3 Creator DLC releases, by developer Vertexmacht, is now available, and it's a literal blast from the past: Global Mobilization – Cold War Germany returns to the 1980s with West and East German forces squaring off on a massive map in northern Germany. The DLC includes 42 vehicles and variants, 21 weapons and variants, 17 multiplayer scenarios, and a singleplayer campaign with ten missions.  "With Creator DLC such as Global Mobilization - Cold War Germany, Bohemia Interactive aims to provide more original quality content to Arma 3 players, create an opportunity for outside talent to earn a financial reward, while also making it possible to invest more into the Arma series' long-term future," Bohemia said. Details on the program, if you're interested in trying your hand at content creation or just curious what it's all about, are available on the Arma 3 Creator DLC page, and in this update from earlier in April.   The Cold War Germany DLC is the latest example of Bohemia's longstanding commitment to modders and to Arma being a platform for other people's work. At the end of 2013, the company's "Make Arma Not War" competition awarded €500,000 to creators. One of the winners? A then-unknown PlayerUnknown. Arma 3: Global Mobilization – Cold War Germany goes for $23/£17/€20 on Steam or through the Bohemia Store, and is available for ten percent off those prices until May 6. The base price of Arma 3 has been permanently reduced as well, to $30/£24/€28, and previously released DLC has also been marked down. Together with the Vertexmacht team, we're proud to present the first Arma 3 Creator DLC: Global Mobilization - Cold War Germany! This new content pack takes Arma back to the 1980s, and deploys you to northern Germany. Fight on an all-new 419 km² terrain with 42 new vehicles and vehicle variants, 21 new weapons including variants, and a ton of additional character assets. The DLC also features a 10-mission singleplayer campaign and 17 co-operative/competitive multiplayer scenarios. Today's release is extra special because it is the first Arma 3 Creator DLC. This means it's made by a third-party developer (Vertexmacht) and published by Bohemia Interactive. In case you'd like to know more about our Creator DLC initiative, then be sure to read the latest Arma 3 blog post, and take a look at our answers to some of the most Frequently Asked Questions. The Global Mobilization Creator DLC is now available on Steam with a 10% early bird discount this entire week. Meet you on Weferlingen - Auf Wiedersehen! P.S. In celebration of the first Creator DLC, and to welcome even more players and creators into the Armaverse, we've also introduced a permanent price drop for the Arma 3 base game and previously released Arma 3 DLC packs. Head over to Arma 3's Steam store page to see the new lowered prices!
FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Game Update 1.92 (Launcher DLC Section, Dynamic Weapon Magazines) SIZE: ~1.3 GB / ~186 MB More in the full changelog and SPOTREP
Arma 3's first paid-for, third-party DLC will be out tomorrow, and it will offer a 10-mission singleplayer campaign, 17 multiplayer scenarios and more than 40 new vehicles and vehicle variants across its 1980s Cold War Germany map. The DLC, called Global Mobilization - Cold War Germany, features 419 square kilometers of terrain in both sunny summer and snowy winter variants, making it the largest Arma terrain to date. As well as the campaign, multiplayer scenarios and usual Arma 3 sandbox gameplay, the DLC will introduce 42 new vehicles and vehicle variants, 21 new weapons including variants, and new character assets. The campaign focuses on the battle over the inner German border from two perspectives: a private in the West German army and the leader of a tank platoon. The 17 multiplayer scenarios comprise 13 co-op scenarios and four competitive game modes, including a deathmatch called "Fashion Police", in which teams "can quickly change based on the clothing you wear". As well as West and East German armies, the DLC features troops from Denmark, who will provide a "smaller but viable military faction". Bohemia insists that third-party DLC, announced last year, is not simply "paid mods". In an FAQ it says: "We believe that these DLC packs would not have otherwise existed or be possible as mods of similar quality and scope". Third-party DLC "will never replace something that was available for free", it says. I'd say it at least has a leg to stand on here—all third-party DLC must be a new project pitched to and approved by Bohemia, which provides "continuous feedback, assists with the Quality Assurance (testing) process, and offers legal, mastering, publishing, and promotional support" throughout development. The two-person team behind Global Mobilization are called Vertexmacht. One of the developers is an animation lead at Bohemia Interactive Simulations, a separate entity to Bohemia Interactive, which is why this still counts as third-party DLC. You can read an interview with both developers here. Bohemia haven't yet announced a price for the DLC. The Steam page is here, while the Bohemia Store page is here.
There’s a major new Arma 3 expansion launching next Monday, April 29th, bringing the military sim back to its Cold War roots. Impressively large as it looks, Global Mobilization isn’t by Bohemia Interactive, but the first release from their “Creator DLC” commercial mod program and produced by small team Vertexmacht. Mods going commercial isn’t a new concept, but it has backfired for a few studios, including Valve’s own failure to get the idea off the ground with Skyrim, and Blizzard’s swiftly-abandoned premium mods for StarCraft 2. Still, Bohemia’s approach seems more structured, at least so far. (more…)
FROM: High Command TO: Arma 3 Users INFO: Creator DLC, Global Mobilization, 1.92 Update PRECEDENCE: Flash SITUATION We've got a pretty stacked SITREP for you today, in which we'll discuss Arma 3 Creator DLC, take a brief look at its first entry: Global Mobilization - Cold War Germany, and talk about Arma 3's upcoming 1.92 update. Full SITREP Hi everyone! It’s been over a year since we shared our third-party DLC pitch invitation, and today we’re pleased to finally announce the first Arma 3 Creator DLC: Global Mobilization - Cold War Germany – which will release within two weeks from now on Monday April 29. As we introduce this Vertexmacht-developed package in greater detail, we’d like to briefly talk about what’s been happening behind the scenes and explain what you can expect from third-party DLC overall: If you'd like to know more about Arma3 Creator DLC, also be sure to take a look at our answers to some of the most Frequently Asked Questions. See you on Weferlingen! Enjoy our latest issue of the Community Radar, in which we recap the latest and greatest of what's been happening inside the #Arma3 community (including KmdrFarsight's top 5 picks from the #MemeMiller challenge): Full COMRAD

Rust news: A smaller than usual 2-week update including a new Hunting Bow Model, Map changes, various bugfixes and more monument lighting changes Added granular skin loading (greatly reduces skin memory usage) Added skin unloading (itemskinunload convar, enabled by default with less than 10GB of RAM) Map uses less memory and can be zoomed out much farther New Hunting Bow model Fixed riot hat skin preview (workshop) Fixed metal / spec material issues (workshop) Fixed cave lift parenting trigger exploit Fixed projectile line of sight exploit Fixed several graphics issues with the Linux client Fixed players exploiting inside large furnace Fixed LR300 condition being too low Fixed 40mm smoke grenade climb exploit Fixed Oil Rig keycard doors being permanently locked Optimized UI background blur shader by removing unused grab pass Optimized GC allocs from client entities that are waiting for their parent Bandit Town lighting overhauled Cave Large Sewers lighting overhauled Puzzle fuse boxes now run high voltage, and as such look more dangerous Reduced external wall and gate crafting time M39 has much more manageable recoil Faster right click quick looting Bone arrows are less expensive Bone arrows move faster Bone arrows have a larger 'radius' HV arrows cost metal fragments instead of stone An Easter event is upon us Go to post. For the next week, once every in-game day an easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249! If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold! There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onsie and Ears will provide you an advantage via Egg Vision. I hope you guys enjoy playing this minigame as much as we enjoyed getting it ready for you. Have fun! Fractional Reloading, The large Oilrig, New Weapons, A tonne of Quality of Life updates and more ... Go to post. Changelog EAC SDK update Added debris system to block placement of new walls and doors immediately after destruction Fixed censorship pixelation sometimes getting enabled even though underwear is enabled Fixed exploit to spawn explosive ammo impact entity through walls Fixed exploit to circumvent certain server side LOS tests Fixed water junkpile save / load Fixed a problem with corpses spawning partially inside stuff Fixed stash hide / unhide sound playing whenever they spawned on the client Fixed ores spawning inside hilltop rocks Fixed entities unregistering from the entity registry too early (cargo ship parenting issues when picking up arrows) Fixed vehicle seat clipping exploit Fixed colored nametag exploit Fixed anti hack false positives after projectile reflection and refraction Fixed fall damage exploit with and debug.stall console commands Fixed anti hack exploit in elevators Fixed minicopters having hitmarkers Fixed Hapis vending machines reset Fixed shelve stacking Fixed vending machines placed inside rocks Fixed dropboxes being repaired Fixed Oil Rig distance flares not turning off during day time Fixed Oil Rig lights pulsing intensity after toggled Fixed water near-clipping issue Fixed water artifacts on macOS/Metal Fixed wave crest foam not disabled on water quality 0 Fixed boats sinking into rivers Fixed some flares not disappearing during day time Fixed minicopter collision shape being too large Fixed missing first person projectile 'spheres' Fixed muzzle brake not properly applying recoil reduction to all weapons Fixed sleeping/wounded players hovering in mid air Fixed invisible shell casings Fixed incorrect scope zoom levels and naming Optimized item skin list loading when selecting items in the crafting menu Stripped several client only components from the server Optimized player mesh rebuild (players coming into view or ragdolls spawning) Added pooling to several clothing items that did not support it before Added pooling to player corpses and ragdolls Optimized player model bone remapping (ragdolls spawning) Optimized player model bone lookup (particularly during continuous gunfire) Added oilrig to Hapis Added super potato mode Codelocks now stack to 10 Barricades now stack to 10 Updated scientist visuals Tweaked waves: longer, less frequent & softer foam Improved water buoyancy performance by 35% Optimized water rendering across the board Improved performance for gunfire muzzle lights Backpacks now float Underwater crates untie twice as fast Fuel access on Minicopter restricted to pilot when in use Can recycle empty cans in recycler Water Jugs can be placed in fridges Salvaged Axe harvests more animal flesh Improved laser visuals Reduced flashlight shadow bleeding Thompson can now tak... 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Changelog Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows) Mac uses Metal graphics API Deep sea waves with crest foam affecting floating physics Water interaction disturbance foam Restored world reflections option Fixed muzzle flash positions Fixed client side corpses sometimes clipping into things Fixed foam showing up near player Fixed flickering on shore, including cases related to TSSAA Fixed overbright caustics and specular occlusion on shore Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors Fixed light beams not hiding when lights are distance culled LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs) Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD) Entities are now ordered by distance from the player when they are networked Game log is now always written to output_log.txt in install folder Shore water transition quality Higher-quality high-frequency ocean waves Performance on light-heavy scenes using culling Water junkpile foliage animation now wave-based instead of foliage/wind-based Added instancing to deferred mesh decals Saved 115 MB of system and video memory by reducing some textures Minicopters, RF Communications, Performance tweaks and more. 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Changelog New Hemp Plant Refresh New Palm Trees in Arid Biome Iterative entity networking (fixes frame rate drops when moving around the world) Custom garbage collections (fixes frame rate drops when moving or in combat) Added Mini Helicopter Added Flasher Light Added Siren Light Added Audio Alarm Added RF Broadcaster Added RF Receiver Added RF Transmitter Added RF Pager Added Player Sensor Added RAND Electricity Component Added Chinese New Year items Fixed chat / player name "rich text" exploits Fixed entity not taking damage when explosive was attached to lock Fixed deployable rotation via R key when deploying on terrain at an angle Fixed being able to see through floors on reconnect Fixed sometimes receiving fall damage when respawning Fixed toggling censorship option enabling worn light source Fixed netgraph not working Fixed entities sometimes missing when spectating Fixed lens flares flickering in some cases Fixed dive site tugboat windows visible over water Fixed multiple Hapis out of bounds exploits Unity 2018.3.3 EAC SDK update Clear Log.EAC.txt on server start Send delta snapshots instead of full snapshots when spawning (faster respawn) Optimized memory allocations when applying skins to items on the client Optimized rigidbodies on various entities on the client Optimized memory allocations when building blocks are spawned on the client Optimized client and server relating to buoyancy performance Enabled entity pooling on ceiling lights on the client Enabled multibox pruning broadphase (client and server physics performance) Disabled rigidbody interpolation on HAB and CH47 (server physics performance) Strip various client only components from the server (server memory usage) Military Tunnels exit route balance Enabled Fullscreen Exclusive by default Optimized GunTrap/Autoturret/FlameTurret CPU usage Increased SAM Site Lethality Added 'Toggle' input to Memory cell Lots of tutorials, including how to make a lighthouse; a cartoon, RP, and more. Go to post. A new player record, awesome builds, incredible contraptions, and more. Go to post. A brief update as we get back to work. Go to post. Changelog Fixed snowmachine blocking cave entrances Fixed upkeep consuming more resources than intended Removed large double caves Removed Christmas events Xmas builds, electric contraptions, the most relaxing Rust video ever, and more. Go to post. Santa comes to Rust, and everyone gets presents! Go to post. Changelog Enabled Christmas content EAC SDK update Fixed some M39 sounds not playing Batteries have less capacity but higher charge efficiency Fixed batteries not being able to be wired in series Batteries must have at least 5 seconds of juice to begin discharging Root combiner can be chained with other root combiners Added short circuit detection to root combiner Lowered solar panel power output to 20 Solar panel power output scaled by health Fixed branch/combiner showing the title 'blocker' when aimed at Updated and improved a few electrical item descriptions Updated ceiling light sounds to be less loud and annoying Fixed broken monument puzzles Bucket Helmet cost reduction Removed Charitable Rust Jerry Can Fix for workshop ADS simulation Fixed Force-Feature exploit


RS6 - Gruppe für Videoaufnahme 01.09.2017 - 03.09.2017