Welcome to the Australian Online Combat Battalion website
TO: Arma 3 Users
INFO: Asset library, Announcing announcements
This week's report will be a little dry. We are going to be announcing several things later this week or generally soon™. One such announcement is to provide a specific date for the deployment of the 'Adapt' campaign episode. As the designers iterate the more open and free scenarios of this stage, other developers have jumped back into the voice recording studio this week. The briefing performance capture was recorded a while ago, but now it's time to do the final scenario conversations for all actors - as well as some new radio protocols (one of which by our own designer Nelson Duarte as an Altian local speaking English). Meanwhile Audio Lead Jan Dušek is mastering the last of five new music tracks added as a score for the episode.
One of multiple factors that may affect multiplayer performance are various real-time security applications interfering with BattlEye anti-cheat. We are trying to look into this with companies such as ESET, but meanwhile there are configuration tips that may help you. Our programmers are also still trying to tackle the larger topic of performance in multiplayer compared to singleplayer.
The week's Workshop dev favorite is presented by QA Developer, Ondřej Kužel. His pick: 'Close Air Support' by StrongHarm, and here's what he had to say about it: "This mission, even though there are some bugs, really shows how an aerial mission should look like. It feels authentic with its implementation of military procedures, but it still strikes a fine balance between simulation and game elements. Also the voice-acting is excellent, and overall there are just plenty of details which add to an incredibly rich atmosphere. This mission definitely belongs to my all-time favorites!"
"Where are my jets?!" Don't worry, the NATO and CSAT Close Air Support jets are still under development. These are fully new and detailed models (exterior and interior), with lots of moving parts, so they need a bit more time to become ready for service. And besides these fixed-wing aircraft there are more assets under development to be patched into the game.
Senior designer Karel Mořický has taken to the Community Wiki and spammed it with a huge and complete Arma 3 asset library - with pictures! The library can be sorted by various categories and gives you useful technical details, such as class names, weapon load-outs and descriptions. This export is automated on our end, so we intend to iterate it with every major update of the game. It should be a nice reference guide for scenario designers and modders.
It's time to make a move on the ladders. Time to gain experience. Time to rally along side your brothers. Time to lock and load. Time to show them what we are made of. Time to learn the hard lessons of war.
So,...... What TIMES are you available over the next week and a half?? We have to offer 3 different days to our hapless victims and they will chose the hour of their demise.
What say you??
(In future such calls for availability will be posted in the "MATCHES & AAR" section of the RL forums.)
Ahead of schedule and perfectly timed. Less than 24hrs after we acquired our own server and the first challenge has come in. Those soldiers who have tasted the thrill of competitive play are eager, like myself, to satisfy the need to crush their enemies, whilst battling along side their brothers. All full OCB members are welcome to join.
Red Legion members need take the following actions ASAP.
1. If you have not done so already go to http://au.cybergamer.com/team/165661/ and accept your request to join the team. To do so you will need to log in and go to your "notifications" tab at the bottom of the window.
Unfortunately those who had not received their invite prior to the challenge will not be illegible to play.
2. "FOLLOW" the following forum topics in the EA Battlefield Section of the forum, ensuring you receive email notification the day threads are posted.
-RED LEGION MATCHES & AAR.
-RED LEGION TRAINING.
Quick and thorougher communication is key to properly preparing for matches. Unlike tac missions, we often have less than a week to pick a map and asses member availability for match teams. Squads need to be formed and tested and maps need to be assessed for choke points and flags of interest.
3. Make your self aware of the cyber gamer rules and server settings found here: http://au.cybergamer...4/ladder/rules/
There are weapon AND vehicle exclusions to be aware of. Ensure you are not wasting time mastering a banned weapon or vehicle loadout.
Once again into the fray!!.....
Пора товарищи! Время для братьев Red Legion, чтобы воскреснуть.
Время для нас объединить и получить свой собственный сервер. Нажмите на изображение, и пожертвовать то, что вы можете. Когда мы достигнем цели мы получим сервер размещенного через Hypernia.
Для славы или смерти!
FROM: Project Lead
TO: Arma 3 Users
INFO: AAF vehicles, Licensed data
Last week was packed with reports; after the usual SITREP, we followed up with a SPOTREP for the 1.06 patch release. On the same day there was the premier TECHREP, to keep track of the release and updates to the Arma 3 Tools suite. Initially we'll be updating the tools on the same cycle as the main game, but we'll see how that goes. Keep reading for some hints of useful additions to the package coming up soon!
Another thing in the pipelines for imminent staging on devbranch: three more vehicles and a sniper scope! These will be part of the next game update. Find some more details below.
With the 1.08 update we'll be releasing the following AAF faction reinforcements (and more sandbox content):
- MBT-52 Kuma - Main Battle Tank for the AAF
- FV-720 Mora - the AAF's versatile Infantry Fighting Vehicle
- WY-55 Hellcat - maneuverable air transport and fire support for the AAF
A fresh rotation of the Community Focus widget takes a look at machinima, an Arma gaming community, custom soundtrack work and a whole bunch of scripting tutorials.
We'd like to give you some idea of what we're working on adding to the tools suite. There are still some secondary tools to add, such as the FSM editor and TexView. Further away, but in the works, is Steam Workshop integration. This is more complex than scenarios have been, but we consider it an important effort. Terrain creators among you are wondering why there is no Visitor release yet. This is unfortunately not quite so easy. Visitor 4 is based on licensed technology and we are not allowed simply to release it. We need to find consent of the licencor first before we can make it available to the community. We'll keep you updated.
Together with a crack team of Top Men, Ondrej Kužel (Oukej) has started some work on AI configuration. The goal is to: define how individual AI config params affect AI behavior, document and refine these settings; provide the common player more meaningful control over the difficulty of the AI; enable mission designers more useful control over AI configuration. If you'd like to keep track of this work or contribute some ideas, check out this forum thread.
Ready your broadband connections, because we stand on the verge of releasing lots of data for modders. Barring any showstoppers, we will next week be releasing data from pretty much all Arma 2 content. This will be done under new licenses, that make it possible to use the data to release within Arma games. It will no longer require case-by-case requests to use Arma 2 models and textures for Arma 3 mods for example. Things should be clear and accessible for anyone!