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FROM: High Command TO: Arma 3 Users INFO: Arma 3 Contact, Update 1.94, Global Mobilization Update PRECEDENCE: Flash SITUATION After several sneaky teasers, the newest Arma 3 expansion was announced to all Earthlings, and is scheduled for arrival on July 25. In today's report we'll provide a recap of all decoded Arma 3 Contact intel, and throw in a few more bits of information. Rounding things out are a look at some technical changes in Contact's 1.94 platform update, as well as how Creator DLC (like Global Mobilization) is going to be updated. Full SITREP
The straight-faced military simulation of Arma 3 will get a little weirder with its next expansion, named Contact, where serious soldiermen will encounter and investigate aliens. Expect strange lights in the sky, unknown aircraft, strange energy signatures, glowing orbs, the lot. It doesn’t look like some kooky Stalin vs. Martians nonsense, mind, treating first contact with a suspected alien species seriously. Which sounds pretty great to me. It brings a big new sandbox map, with 163 square kilometres of kinda-real-ish Eastern Europe, for regular Arma activities too. Anyway, here, come meet some aliens in the announcement trailer. (more…)
Bohemia Interactive has unveiled an all-new "spin-off expansion" for Arma 3, its ultra-realistic first-person military combat simulator. Entitled "Contact" (a play on the first word Arma's automated soldier voices utter when they spot an enemy), the expansion will see players take on the role of a NATO drone operator in Eastern Europe during humanity's first contact with aliens. Wait, what?  That's right, aliens, as in weirdos from another planet: "When a massive alien vessel suddenly enters the atmosphere, you are sent to investigate the extraterrestrial visitors and determine their intentions. However, amid the tension and chaos, armed conflict inevitably unfolds. Over the course of the campaign, players will engage in field science, electronic warfare, and combat reconnaissance, in an experience delivered in authentic Arma style."  There will be shooting, as you'd expect from Arma, but much of the campaign will be focused on other, more cerebral activities, including studying alien anomalies with a mini UGV sampling later and CBRN defense equipment, and using a new Spectrum Device tool to control the electromagnetic spectrum for navigation, intel, and deception purposes.  "Many of us have wondered if humanity is alone in the universe. I, for one, want to believe we are not. The premise of intelligent life visiting Earth from outer space has fascinated me since childhood, and combining that with the military authenticity of Arma 3 always seemed like it would make for a very cool and unique experience", project lead Joris-Jan van ‘t Land said. "After our team’s previous project—Laws of War DLC—proved that players enjoy gameplay that’s a little different, our team felt motivated to go for it. I am personally very grateful for the opportunity to explore this theme, and I want to thank all Arma 3 players for their support and making it possible for this dream to come true."    Arma 3 Contact will add 163 square kilometers of new terrain in the fictional Eastern European nation of Livonia. The Livonian Defense Force and Russian Spetsnaz factions will join the party with new weapons, vehicles, and gear including the Promet Assault Rifle, RPK-12 LMG, AKU-12 carbine, CBRN clothing, masks, and backpacks, and a tractor—this is Eastern Europe, after all. There will also be new multiplayer scenarios set on the new terrain, and free bonus content for all players including NATO woodland camouflage, civilian clothing, and more than 100 props and terrain objects.  Encountering aliens in the world's most popular military sim is unexpected, but as van ‘t Land said, Arma 3 is not a straight-up shooter: The Laws of War DLC released in 2017 set players up as members of a non-combat NGO and focused on the consequences of warfare rather than the combat itself. Sales of that DLC raised nearly $177,000 for the ICRC. A...
What if humanity suddenly encounters extraterrestrial intelligence on Earth? We're excited to present: Arma 3 Contact – a spin-off expansion about the most important discovery in the history of mankind. Scheduled for release on July 25, Arma 3 Contact features a military science fiction singleplayer campaign, which will arrive together with a fresh new sandbox terrain, factions, weapons, vehicles, gear, and more. In the “First Contact” singleplayer campaign, you'll assume the role of NATO drone operator Aiden Rudwell, who is deployed to Eastern Europe as part of a military training exercise. When a massive alien vessel suddenly enters the atmosphere, you're sent to investigate the extraterrestrial visitors and determine their intentions. However, amid the tension and chaos, armed conflict inevitably unfolds. Besides its story-driven campaign, the Contact expansion also brings various additions to the greater Arma 3 sandbox. One highlight is the massive new 163 km2 terrain set in the fictional Polish-speaking country of Livonia. With this new locale come two smaller yet capable fighting forces: Livonian Defense Force and Russian Spetsnaz. Furthermore, the expansion packs 5 additional weapons, 2 new vehicles plus variants, extra gear, a wide variety of decorative objects, and more. Arma 3 Contact is scheduled for release on July 25 and will be distributed as DLC for Arma 3 on Steam. You can now pre-purchase the expansion on Steam with a temporary 10% discount. Also, if you pre-order, you'll gain Sneak Preview Access to the new Livonia terrain as of today. Click here for more information. If you're new to Arma 3, you should consider getting the Arma 3 Contact Edition, which bundles the Arma 3 base game and Contact expansion at a much lower price than when both are bought separately. To learn more about the Arma 3 Contact spin-off expansion, be sure to visit Live long and prosper, Bohemia Interactive 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.

Rust news: Horseback riding, Balance changes, a New UI and more! Upgraded to Unity 2019.1.4f1 Enabled incremental GC and integrated it with the custom GC logic Server Browser shows wipe times Can order server list by wipe time Added in game item store Show when friends are on servers Main menu has background videos Sleeping bag list now scrolls Players automatically climb over small steps Added Horseback Riding 1.0 Fixed skin unloading texture and material corruption issues Fixed light from the outside bleeding into building reflection probes at doorways Fixed projectile LOS exploit that was abusing the player bounds forgiveness Fixed server side player fall through floor exploit Fixed IK on world space particle systems (flame thrower) Fixed not all servers getting listed Fixed crafting queue UI not getting reset after reconnect Fixed renderinfo command Fixed players parenting on the outside of Hot air balloon Fixed players falling out of the falling out of Hot air balloon Fixed a bunch of item typos Fixed projectiles being rejected when shot through Oilrig stairs Fixed players clipping through Oilrig dock Fixed SetDestination errors Fixed Launch site office building spawning too many barrels Fixed Watchtowers being placed under the terrain Fixed Rustige Egg base protection Fixed Water Junkpiles despawning with players nearby Fixed Muzzle flashes animating at low FPS in the distance Fixed Scope jittering all over the place when on a vehicle or the cargo ship Fixed viewmodels lagging behind when on a vehicle or the cargo ship Fixed not being able to pick up Water Barrel Fixed animals not playing dynamic footsteps based on their surface type Optimized skin unloading Enabled skin unloading on low end hardware by default again UI loads faster Fixed animations sometimes not being disabled Optimized occlusion texture memory usage Optimized input button updates Optimized chat UI Optimized physics timing values Optimized child entity networking when parented to entities with global broadcast (cargo ship) Optimized server browser Optimized font memory usage Added more localization Shader usage optimizations Improved CJK font rendering Added invisible_collider, prevent_movment_volume and gas station prefabs for map makers Hapis Island map optimizations Weapon VFX optimizations Weapon visual improvements Scope no longer scales with UI Scale Water jug spawns with less water Puzzle reset bugs fixed (can no longer camp and wait for a respawn) Nerfed oil rig loot Flashlights cast additional light in first person illuminating an area beyond just the light cone Lowered all research costs 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.


RS6 - Gruppe für Videoaufnahme 01.09.2017 - 03.09.2017