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Welcome to The Medic Station !
The Medic Station welcomes all players regardless of skill or team affiliation to our game servers.
We also welcome all players on our game servers to join us on our TeamSpeak.
Please read our server rules for game servers - All players will abide by our rules or will be banned
Currently we offer our members & guest''s game server''s for
Armed Assault 1 - Armed Assault 2 - Armed Assault:OA - Armed Assault 3
*Celebrating our 12th year of Tactical Online Gaming !
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Currently Alpha Testing - Armed Assault 3
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ArmA 3 : SPOTREP #00004 ![cssheader=[tonheaderclass] cssbody=[tonbodyclass] header=[Save as PDF]body=[] Save as PDF](modules/News/css/images/transparent.gif) |
SPOTREP #00004
reported by Joris-Jan van 't Land on Thursday 23rd May 2013
FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
SIZE: ~855 MB
CHANGELOG
DATA
- Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
- Comprehensive lighting tweaking (details)
- Environmental tweaks: sun, lens flares, material changes for changed lighting
- Lights optimization
- Lighting tweaks for vehicles (headlights, positional lights) and flashlights
- Increased light intensity of muzzle flashes
- Added: dedicated combat radio protocol
- Added: dedicated stealth radio protocol
- Fixed various radio protocol issues
- Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
- Alarm sound now also configured under CfgSounds, as “Alarm”
- Improved Ka 60 fire geometry
- Various types of lights on the Ka 60 improved (placement, parameters)
- Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
- Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
- Adjusted mass distribution of MH-9
- Fixed: Position lights of helicopters have been adjusted
- AI helicopter handling improved
- Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
- Speedboat (minigun) now uses correct muzzle points
- Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
- Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
- Tweaked MRAPs' maximum light radius to improve performance
- MRAPs should have tracers every third shot now
- Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
- Launcher AI settings and weapon performance configuration tweaked
- Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
- Material penetration properties modified
- Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
- Holosights have been replaced by ACO for Katiba
- 12.7mm HMG Rate of Fire fixed
- Tweaked missiles for AH-9 to be better used by AI
- Adjusted DAGR locking cone and adjusted its AI characteristics
- Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
- Fixed: MXM and MX SW handles have better materials
- Range Master character added
- All chest rigs should be of better visual quality
- BLUFOR marksman's has changed its color to match his uniform
- Removed hand grenades from helicopter pilots and crew
- Diver UW magazine count modified
- Automatic rifleman shouldn't have a tracer round every bullet anymore
- Removed little cubes from BLUFOR rifleman's right wrist
- Fixed: Missing texture of backpack has been re-mapped
- Movement speed tweaking and unification deployed
- Various little tweaks and fixes on common houses
- Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
- Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
- Added numberOfDoors parameter to structure configs
- Added numberOfHatches parameter to structures configs
- Reduced durability of reflectors and markerlights on structures
- Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
- Last / distant LOD for plants improved
- Fixed: various bush material / alpha shaders
- Smoke shell effect tweaked
- Rocket effects tweaked
- Blood hit and fire dust effects tweaked
- Added small settlement near Kamino firing range
- Stratis bridges improved for characters and vehicles
- Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
- Tweaks to Stratis lamp placements
- Fixed: Sandbag barriers adjusted on Stratis
- Added: New system for displaying scenario overview information
- Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
- Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
- Added tooltips to CListBox and key presets
- Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
- Welcome Screen no longer shown for new profiles made during the same session
- Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
- Added: Debriefing now shows number of respawns instead of reverts in multiplayer
- Fixed: Quick command linked to the old communications menu
- Added: Correct cursor for supports communications menu
- Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
- Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
- Added: Communication menu manager
- Function BIS_fnc_objectsGrabber would sometimes not close the output Array
- Fixed: Functions viewer was not working when launched from mission editor
- Added: Adding new control presets and their tooltips
- Fixed: Notification area is now wider
- Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
- Field Manual Commanding / Move hint improved
- BIS_fnc_arrayShuffle added to functions
- Fixed: BIS_fnc_infoText was using obsolete sound
- Added: A notification is displayed when a new communication menu item is added
- Fixed: allowFunctionsRecompile description.ext param had no effect
- Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
- Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
- Optimized: BIS_fnc_selectRandomWeighted
- Added: Variable header added to local functions
- Fixed: BIS_fnc_sortBy ignored entries with duplicate values
- Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
- Fixed: Chromatic aberration remained when camera was launched from the pause menu
- Removed: pauseOnLoad.sqf redundant script
- Optimized: Module framework now loads modules significantly faster and takes less time during a mission
- Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
- Added: Error message will now interrupt loading screen
- Fixed: The default editor template was still calling functions
- Fixed: Feedback FSM optimization
- Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
- Added: Correct ETA for mortar support in SCUBA mission
ENGINE
- New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
- Updated to Physx3.2.4
- Fixed several MP synchronization issues
- Fixed several crash opportunities in SP and MP
- Several inventory interaction and stability fixes
- Removed destroyed buildings from PhysX simulation
- Fixed: Wheel speed in damaged or destroyed state
- Dynamic light influence to AI visibility tweaked
- Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
- Fixed: Hard limit usage while performing light sorting
- Added: New hard limits implemented into particle lights
- Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
- Fixed: Starting scenarios from subfolders did not work correctly
- Fixed: Audio distance curve
- Added: Radio filter / effect
- Fixed: MX UGL had a displaced crosshair
- Added: Loiter waypoint
- Fixed: AI will not eject before player
- Fixed: Taking additional ammo for pistol would play reloading sound
- Fixed: Certain magazines could not be moved to another container from backpacks
- Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
- Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
- Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
- Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
- Fixed: Texture flickering on wrecks
- Fixed: Tooltip crash in MP sessions listbox
- Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
- Added lbSetTooltip script command
- Removed redundant CfgFirstAid >> firstAidScript
- Small optimization of face mimics
- Fixed: enableFatigue command was not working
- Fixed: Manual control for locked missiles works again
- Added: Most detailed shadow lod is now displayed in view pilot
- Fixed: Helicopters engines now are damaged correctly upon contact with water
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| Posted by admin on Thursday, May 23, 2013 @ 10:19:44 EDT ( Reads: 29 ) |
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ArmA 3 : SITREP #00012 ![cssheader=[tonheaderclass] cssbody=[tonbodyclass] header=[Save as PDF]body=[] Save as PDF](modules/News/css/images/transparent.gif) |
MS_CombatMedic writes "SITREP #00012
reported by Joris-Jan van 't Land on Wednesday 22nd May 2013
FROM: Project Lead
TO: Alpha Users
INFO: incoming Alpha update, Sniper Package
PRECEDENCE: Flash
SITUATION
The majority of the team is now prepping the Arma 3 Beta content in weekly iterations. Of course we do also have an Alpha to support, and things are looking good for a new large Alpha update tomorrow (*insert the usual catastrophe disclaimer here*). Seeing how last SPOTREP was mostly a hotfix, this one will have a long list of Development branch changes - including recent tweaks to lighting and audio. It's also possible it contains things that had not yet made it to Development branch. This is a full snapshot of the game, unlike Development branch, which only contains manual requests from any developer on the team.
Meanwhile on Development branch itself, you will start to see a small but cool content addition for the Alpha. We are going to be staging our "Sniper Package" there. It is to be included in the Alpha update after the one tomorrow. The package contains a sniper / spotter duo for BLUFOR and one for OPFOR. Both will have an improved ghillie suit and anti-materiel sniper rifle with standard optics. At their disposal as well is a portable rangefinder. We will not actually announce this addition widely until we release it into main branch, but we're sure you'll be able to find them in the editor sandbox - look for moving shrubbery!
INTELLIGENCE
Our trusty (Sandbox) Design Lead, Lukas Haladik, premiered a new series of 'Report In!' developer interviews. He talks about his career at Bohemia Interactive, the design of a sandbox experience, the editor and more.
Unlimited saves will be disabled for all difficulties except "Recruit". This means you'll have only one save slot per mission, which you cannot overwrite. It should motivate you not to be reckless and stimulate you to plan your every step. Scenario designers should take this into consideration and balance their scenarios appropriately; offering automatic checkpoints and tweaking enemy strength is a good place to start. We hope to expand upon this decision in a blog post at a later date.
OPERATIONS
It is now possible for all Supporter Edition purchasers to leave a personal message for the Arma 3 main website - keep the motivational shout-outs coming!
LOGISTICS
Keep in mind the Arma 3 Alpha Lite will become unavailable after June 18. This means it will be disabled as Steam application and be removed from your libraries. Any unclaimed Lite access codes will be revoked. From that moment we will enter a phase during which you can only access Arma 3 by purchasing it. As with all of our previous games, we will definitely return to the free game space with a demo after full release.
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| Posted by admin on Wednesday, May 22, 2013 @ 08:34:13 EDT ( Reads: 24 ) |
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ArmA 3 : SITREP #00010 ![cssheader=[tonheaderclass] cssbody=[tonbodyclass] header=[Save as PDF]body=[] Save as PDF](modules/News/css/images/transparent.gif) |
SITREP #00010
reported by Joris-Jan van 't Land on Tuesday 7th May 2013
FROM: Project Lead
TO: Alpha Users
INFO: Hotfix release, audio changes, community
PRECEDENCE: Flash
SITUATION
Late last week we published an unscheduled hotfix (SPOTREP #00003) to default branch of both Alpha and Alpha Lite. Although the changes did not affect Lite, we want to keep them the same on the data-side. In no way do we feel this fully 'solved' the multiplayer security issues. The efforts described last week will surely continue.
The second big thing which dominated past week was the audio overhaul. Our audio team and audio programmer Frantisek Novak in support, made large changes to the sounds of most assets (and the tweaking will be in progress for the coming weeks). Ondrej Matejka took some time to explain the changes related to volume, sample normalization, distance versus loudness and the WSS file format. The current state on Development branch is known to have a number of errors, missing sounds and unfinished volume settings. In the end this will benefit the way the game sounds, which is of similar importance as how it looks.
INTELLIGENCE
We're loving the newly added widget showing custom messages from those who purchased the Supporter Edition! It's energizing to take a few minutes during the day to read the supportive and funny messages that roll by. Currently only those people who opted in for the game credits are shown, but we are working on extending this for the rest (for the widget only).
Yet another rotation of community projects is being shown off in the Community Focus widget on the main website: flashpoint.ru, machinima, a UGL video guide, and camouflage samples for modders. The full archive is available here.
OPERATIONS
We are now transitioning to put focus on our next big public release: the Beta. It's still weeks away, but we need to start preparing and finalizing the sandbox content, new playable content, features and all supporting assets, such as artwork. The plans are all in place, and we are scrambling to execute them well.
LOGISTICS
The Steam Client has a new field in the application properties' "BETAS" tab. It allows you to enter access codes for restricted branches. This does not currently affect Arma 3 Alpha. We only have one branch (Development) and it's not password-protected.
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| Posted by admin on Tuesday, May 07, 2013 @ 08:45:49 EDT ( Reads: 43 ) |
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ArmA 3 : Arma 3 Alpha Update Released 5/2/13 ![cssheader=[tonheaderclass] cssbody=[tonbodyclass] header=[Save as PDF]body=[] Save as PDF](modules/News/css/images/transparent.gif) |
Arma 3 Alpha Update Released
DATA
- Added: Functions are now compiled using newly introduced compileFinal
- Added: Functions meta data are now secured against rewriting
- Removed use of vulnerable script commands in DynO functions
- Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
- Fixed: BIS_fnc_sideColor can now load non-number values
- Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
- Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
- Added: BIS_fnc_spawn
- Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
- Fixed: BIS_fnc_error was not working correctly
- Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
ENGINE
- Fog is now really enabled for this branch
- getFuelCargo, getAmmoCargo, getRepairCargo commands added
- Fixes to serialization of particle emitters
- Fixed: shoreline was not covered by fog properly
- Correct vonCodecQuality is set now
- Fixed: Animation source gear for PhysX vehicles
- Fixed: Ships are now using the correct Arma 3 gearbox
- Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
- Fixed: canMove on a vehicle with dead driver would return false in some cases
- Improved synchronization of structure destruction in MP
- Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
- Fixed: AI now uses optics better to detect enemies
- Fixed: Switching HDR settings could cause graphical corruption
- Added: Removing destroyed buildings from PhysX simulation
- Fixed: Crash opportunity related to PhysX
- Added: new events for inventory event handlers: "Take" and "Put"
- Fixed: improved path planning related to roads
- Tweaked darkness detection and use of NVG by AI
- Minor optimizations to dynamic lights
- Added: difficulty command to return high-level selected difficulty mode
- Added: getArtilleryETA script command
- Input Array: [unit, targetX, targetY, targetZ, magazineType]
- Returns: ETA of the first available mode (the mode the AI will probably use)
- Fixed: Glitch in blending of 2 animations masks
- Added: compileFinal command
- Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
- Made all script commands final (no longer possible to reassign in most circumstances)
- Fixed: healing sound could play in an endless loop
- Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
- On steep surfaces, players now crouch instead of fully standing up
- -showScriptErrors enabled by default
- To allow better debugging (may or may not be changed for final release)

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| Posted by admin on Thursday, May 02, 2013 @ 07:41:51 EDT ( Reads: 54 ) |
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ArmA 3 : Scripting Abuse ![cssheader=[tonheaderclass] cssbody=[tonbodyclass] header=[Save as PDF]body=[] Save as PDF](modules/News/css/images/transparent.gif) |
Scripting Abuse
April 26th, 2013 -
Most of those testing the Arma 3 Alpha multiplayer will have noticed a widespread abuse of its script functionality over the past few days. This particular type of exploit has been made harder in today’s Development branch version ( more info - certainly not the end of improvements in this area). We are considering deploying to default branch next week, pending test results. Persistent server admins are urged to restart Development servers.
The general topic of cheating will be addressed in a little more detail in the next SITREP. It is important to say already that we have reasons for not yet applying the global anti-cheat measures. We intend to do it as soon as we are able to.
Note: installscript.vdf in the Steam game installation is not malicious, but part of the Steam installation process. On first-time setup it installs DirectX runtimes and sets up the registry. We do not currently have indications this file was compromised by this abuse. If you have other specific information, please contact us directly at support@bistudio.com.
Thank you for your enduring patience and support, and for remembering this still is a development Alpha product. Together we can make the main game a more secure experience.
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| Posted by admin on Saturday, April 27, 2013 @ 12:23:01 EDT ( Reads: 265 ) |
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