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  Squad News- Alpha 15.1 Released
Posted by: iC-BOT - 13-09-2019, 12:26 PM - Forum: Squad News - No Replies

Alpha 15.1 Released


Hey squaddies,


 


We’re rolling out a patch that has a variety of fixes for issues that cropped up in Alpha 15. There are some gameplay tweaks in there too, so be sure to read the entire patch notes below!



ALPHA 15.1 CHANGELOG




MAPS



  • Belaya: Updated Minimap
  • Belaya: Fixed wheat crop fixes so they aren’t red.
  • Belaya: Fixed bridge on the western part of the map having collision issues.
  • Fools Road: Fixed terrain to prevent players from hiding under the surrounding terrain
  • Mestia: Fixed railroad duplicates and spacing.
  • Skorpo: Fixed rain effects.
  • Tallil: Fixed collisions on several buildings
  • Yehorivka: Fixed bridge southwest of Lower Petrivka collision issues.
  • Yehorivka: Fixed collision on new crops and smaller foliage that was preventing leaning.


MAP LAYERS



  • Al Basrah TC_v2: Removed 3 hexes that were unused in the river.
  • Fool’s Road and Gorodok: Fixed deployable ghosts colored yellow instead of green.
  • Kohat TC v1: Fixed Staging timer.
  • Kohat RAAS v3:  Fixed missing ammo crates in INS main.
  • Logar Valley & Sumari: Fixed Staging Phase Pain Volume. (No comment on going to 11.)
  • Narva TCv2: Fixed Reversed hexes and Anchor points.
  • Skorpo Skirmish v1: Fixed Main Supply Zone for US.
  • Skorpo AAS v1: Fixed map boundary around the US Main.
  • Tallil TC_v1: Fixed HUD name.
  • Tallil Skirmish v1: Fixed a Spawn point that was outside the staging zone.


VEHICLES



  • Fixed doubled overheating speed on 30mm HE weapons.
  • Fixed bug that caused Spandrel to be able to launch multiple rockets in rapid succession (Salvo-fire). 
  • Increased damage for Konkurs ATGM (Spandrel & BMP-2) up to the level of other ATGM systems, up to 1800 from the initial 1200.
  • Increased rearm cost for Spandrel to 400 ammo points per rocket, increased from 200.
  • Increased rearm time for Spandrel to 30 secs per rocket, increased from instant rearm.
  • Increased delay between consecutive shots for Spandrel to 7.5 seconds, increased from 5 seconds.


USER INTERFACE



  • Territory Control: Replaced Shield icons with Anchor-like icons.
  • Territory Control: Fixed ticket bleed values not displaying for clients
  • Fixed incorrect requirement for INS, MIL, and Radio Tooltips when deploying via Radial Menu.


MISCELLANEOUS FIXES



  • Fixed the glass material on vehicles showing through fog, especially at a distance.
  • Optimized 25mm and 30mm HE impact VFX.


KNOWN ISSUES



  • Occasionally the landscape renderer will not load correctly resulting in black foliage on a map. A fix is being investigated.
  • Client crash on map switch.
  • Players will occasionally spawn without ammunition on their first spawn on a server. (This occurs if you were in the match during map travel but did not spawn during the staging phase.)
  • Occasionally a player will not spawn at Rally Point when numerous players are spawning in at the same time.
  • Occasionally client crashes in various circumstances: we’re still looking into the crash reports. Detailed crash reports help us fix this and we appreciate those that have filled out and sent crash reports.
  • Server performance may periodically dip when a server has a high population and high load. We’ll continue to work on performance and optimizations.
  • Occasionally Self-bandaging fails. Actively investigating the cause.
  • Mouse widgets (e.g. enter a vehicle, comm rose) can stop responding to clicks. A workaround is opening and closing the deploy screen.
  • Capture Zone (Flag) Icon will not show on a client’s HUD sometimes.
  • ATGM projectiles desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile.
  • Certain effects do not blend correctly with fog on some layers.
  • HAB Spawn is disabled if FOB Radio is unshovelled below 75%, currently other forms of damage to the FOB Radio (such as explosives) do not disable HAB Spawn. (Under active development.)
  • De-shoveling a friendly FOB Radio costs 10 tickets. (Fix in progress.)
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Territory Control Bug: there is no UI indicator for showing cutoff enemy hexes (hexes that are not linked to the anchor point). Friendly cutoff hexes are showing correctly though.

 



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36825-...-released/

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  Arma 3 News- Community Radars
Posted by: iC-BOT - 13-09-2019, 11:06 AM - Forum: Amra 3 News - No Replies

Community Radars


Introducing the Community Radar: your main source of intel for Arma 3 community activity. Take a look inside to check out issue #01!


 


Community Radar (COMRAD) #01



https://forums.bohemia.net/forums/topic/...ty-radars/

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  Squad News- Merch Store Relaunched
Posted by: iC-BOT - 13-09-2019, 11:06 AM - Forum: Squad News - No Replies

Merch Store Relaunched


Hey squaddies!


 


You’ve been asking for it for some time and we’re happy to oblige: the OWI Merch Store is back and better than ever!


 




sphere_mug-250x250.jpghttps://joinsquad.com/wp-content/uploads...50x150.jpg 150w, https://joinsquad.com/wp-content/uploads...20x120.jpg 120w, https://joinsquad.com/wp-content/uploads...00x100.jpg 100w, https://joinsquad.com/wp-content/uploads...re_mug.jpg 360w">   hoodie-250x250.jpghttps://joinsquad.com/wp-content/uploads...50x150.jpg 150w, https://joinsquad.com/wp-content/uploads...68x768.jpg 768w, https://joinsquad.com/wp-content/uploads...00x700.jpg 700w, https://joinsquad.com/wp-content/uploads...20x120.jpg 120w, https://joinsquad.com/wp-content/uploads...00x100.jpg 100w, https://joinsquad.com/wp-content/uploads...hoodie.jpg 1600w"> 



 



Backpack_Front_720x-250x250.jpghttps://joinsquad.com/wp-content/uploads...50x150.jpg 150w, https://joinsquad.com/wp-content/uploads...00x700.jpg 700w, https://joinsquad.com/wp-content/uploads...20x120.jpg 120w, https://joinsquad.com/wp-content/uploads...00x100.jpg 100w, https://joinsquad.com/wp-content/uploads...t_720x.jpg 720w">


 


 SHOP NOW! 


 


After a long and harrowing search, we narrowed the choice down to one amazing vendor that can handle all your merch needs. Shirts? You bet. Posters? Absolutely. Stylish black mug to pledge your undying loyalty to the Sphere? You better believe it. There’s plenty more, including some bags to haul all your swag, so have at it!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36837-...elaunched/

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  Squad News- Modding 2.0: CAF, Space Crew, and Beyond
Posted by: iC-BOT - 13-09-2019, 10:46 AM - Forum: Squad News - No Replies

Modding 2.0: CAF, Space Crew, and Beyond


Hey squaddies!


 


We’re pretty excited by the release of Modding 2.0 and we wanted to share a little more about what that means.


 


First and foremost, it means that the Canadian Armed Forces mod is going to be released in the near future as free, official Squad DLC. That’s right: you will be getting a new faction soon, completely free of charge, no action required. O, Canada!



CANADIAN ARMED FORCES





 


 

The arrival of CAF marks our first step towards including community-created content into Squad. This free expansion adds additional weapons, vehicles, and more, giving one of the world’s most well-known armies some well-deserved spotlight. Additionally, the update includes two Canadian maps, Quebec and Nanisivik, featuring snowy environments built for intense combined-arms combat. 


 


cafmod_soon.jpg


 


Be sure to join us later today at 1 PM PDT on our Twitch channel for more information, featuring special guest host Matsimushttps://www.twitch.tv/joinsquad 



INTRODUCING SPACE CREW



To show off what Modding 2.0 can do, we’ll be showcasing a total conversion mod inspired by classic sci-fi thrillers: Space Crew. Players take the role of a Survivor who must work carefully with their team to solve puzzles and survive. Make a wrong move and they’ll become prey to a menacing creature known only as the Raptor. Space Crew is available to play later today by subscribing on the Steam Workshop or joining a server running the mod.


 





MODDING 2.0 FEATURES



We’ve added a variety of upgrades to our modding support to make building, finding, and playing mods a better experience.


  • In-game downloads. Just connect to your favorite modded server!
  • Whitelisted mods included in the official server list. (More information coming soon.)
  • User interface improvements, including filtering for modded servers.
  • Priority listing for whitelisted mods during the weekend. ("Stickied" servers.)

 


    freeweekend.jpg



    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36838-...nd-beyond/

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      Arma 3 News- Community Profiles
    Posted by: iC-BOT - 13-09-2019, 10:46 AM - Forum: Amra 3 News - No Replies

    Community Profiles


    Arma 3 hails people of every flavor from all over the world. To get to know them a little better, we're hosting a series of mini-interviews with some of our amazing community members. These aim to give you a personal insight into their backgrounds, why they got into Arma, and how they typically experience the game.


     


    Community Profile #01: "thebuckfastwine" - Full Interview



    https://forums.bohemia.net/forums/topic/...-profiles/

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      Arma 3 News- 2019 Roadmap?
    Posted by: iC-BOT - 13-09-2019, 10:37 AM - Forum: Amra 3 News - No Replies

    2019 Roadmap?

     Hello, Iam really interested in finding out more information about what is to come but I find that there is a lack of information for 2019 the last roadmap was for 2018 and we are well into 2019 now and I was wondering if there was a roadmap or even just the name of the next DLC 


    https://forums.bohemia.net/forums/topic/...9-roadmap/

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      Squad News- Modding Weekend Stream
    Posted by: iC-BOT - 13-09-2019, 10:37 AM - Forum: Squad News - No Replies

    Modding Weekend Stream


    Hey squaddies!


     


    On Friday, July 26th beginning at 1:00 PM PDT we’ll be featuring a livestream on Twitch out of our Vancouver, BC offices to celebrate the Modding Free Weekend!


     


    Who: Matsimus (Host), Phil Merricks (OWI Producer), and special guests!


    What: A livestreamed celebration of Squad modding


    When: Friday, July 26th @ 1:00 PM PDT


    Where: http://twitch.tv/JoinSquad


     


    We’ve got Matsimus on hosting duties, so you KNOW we’re going to be seeing some quality content. He’ll kick us off by talking to our resident UAV-human hybrid Phil Merricks, share some surprises, chat with the CAFMOD team, and show off some of the best Squad mods available right now.


     




     


    Be sure to tune in and let us know what mods you’re enjoying! See you there!


     


    Free weekend begins July 25, 50% off through Monday



    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36830-...nd-stream/

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      Squad News- Free Weekend!
    Posted by: iC-BOT - 13-09-2019, 10:14 AM - Forum: Squad News - No Replies

    Free Weekend!


    Hey squaddies!


     


    We’re happy to announce an upcoming free weekend to celebrate the release of Modding 2.0! From July 25th, 10 AM PDT through July 28th, 1 PM PDT. Squad will be 50% off, so those of you that have been telling us that you missed the Steam sale have another shot at a bargain too.


     




     


     


    weekend2-700x394.jpg


     


     


    As part of the festivities, we’ll be highlighting these top-notch examples of what Squad modders can do. Look for them in the server browser with the rest of the licensed servers:



    THE MODS




     


    Canadian Armed Forces MOD
    Defend the Dome
    Elvedalen
    Harju
    CAFMOD Team
    Headshot13Vegas
    and Archangel from
    ~!THUNDERDOME!~
    by Hangrath
    wunda
     
     
     
     
    Helicopter Mod
    Panjshir
    Squad Ops

    SquadZ

    by Heedicalking
    by PuffDragon
    Squad Ops Mod Team
    by Smed



     

    Troopers
     



    by Loki



    We’ll also have some surprises along the way!



    FOR PLAYERS



     




     



    The above patch notes cover some of the most recent changes in Squad that are handy for new players and veterans alike!


     


    One big part of Modding 2.0 is the ability to download mods while in-game. If you’re not sure if your favorite server is running a specific mod, go ahead and join — if they are, you’ll be prompted to install that mod by the game.


     


    You can subscribe to mods through the Steam Workshop as usual, of course.


     


    Should you want to uninstall a mod, you’ll want to visit the Workshop and “Unsubscribe” from that mod.



    HELPFUL RESOURCES



     




     



    We’ve also got some basics to help start you off right!


     


    With the launch of Alpha 15, we’ve included the first set of Squad tutorials! Be sure to access those via the main menu, unless you prefer a true trial by fire.


     


    Questions about gameplay, vehicles, and how to play Squad can often be answered by the Squad Wiki.


     


    If it’s not there, someone in the Official Community Discord server will surely know!


     


    If you’re a Redditor, you’ll want to join the subreddit: r/JoinSquad.


     


    Feel free to browse our forums for discussions, tips, and squadmates.


     


    Be sure to see what our creative partners are up to as well. They’ve each been selected because they put a unique, entertaining spin on the world of Squad and you might even learn some tips!


     


    Common issues can usually be addressed through the Squad support website, but we have a dedicated support team standing by to answer your emails: [email protected].



    FOR SERVER OWNERS



    Yup! You can run mods on your licensed server! If you use any of the above mods, you will appear as part of the default server list. (i.e., not a Custom Server.) There will also be an icon next to the server name to denote that it’s running modifications.


     


    Naturally, this won’t impact the part of your agreement about running mods on a licensed server.


     


    If you have any further questions, please feel free to reach us in the OWI Hosting Discord or email us at [email protected].



    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36816-free-weekend/

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      Arma 3 News- Development Blog & Reveals
    Posted by: iC-BOT - 13-09-2019, 10:14 AM - Forum: Amra 3 News - No Replies

    Development Blog & Reveals


    While there is no development blog, yet :) we got some reveal(s) for You ... watch my Twitter .... :D ... soon Cool

    also for easier viewing we added simple galery there http://www.arma3.com/devblog/

    Part 1) Four screnshot from development version of ARMA 3

    http://arma3.com/devblog/Hephaestus_Arma3_screenshots_forums_001.jpg http://arma3.com/devblog/Ares_Arma3_screenshots_forums_002.jpg

    http://arma3.com/devblog/Aphrodite_Arma3_screenshots_forums_003.jpg http://arma3.com/devblog/Zeus_Arma3_screenshots_forums_004.jpg

    Part 2) One screenshot due to weather outside :)

    http://arma3.com/devblog/Hermes_Arma3_screenshots_forums_005.jpg

    part 3) again weather as outside yet this time to compare lighting, color tones and volumetric clouds changes :)

    http://arma3.com/devblog/Hestia_Arma3_screenshots_forums_006.jpg (see screens below)

    part 4) as i was talking in interview http://forums.bistudio.com/showthread.php?t=123372

    about underwater so there is yew new shot of the submarine and diver

    http://www.arma3.com/devblog/Posedion_Arma3_screenshots_forums_007.jpg

    Posedion_Arma3_screenshots_forums_007.jpg

    plus i was talking some stuff about visual improvements so that 2nd picture shows some very nice grass and soldier 'diving' into it ;)

    http://www.arma3.com/devblog/Athena_Arma3_screenshots_forums_008.jpg

    Athena_Arma3_screenshots_forums_008.jpg

    part 5) some new screens are now available on official STEAMcommunity game group: http://steamcommunity.com/games/arma3/GameArt

    Hestia_Arma3_screenshots_forums_006.jpg

    and compare this with Eurogamer's nr.4 screens of nearly same location (different angle bit, and zoom level)

    Arma3_screeenshot_EGcz_04.jpg.jpg

    rest of Eurogamer's screenshots is here http://www.eurogamer.net/gallery.php?game_id=15374&article_id=1384850#anchor

    no posting of the url, i will do it myself when time is up :)



    https://forums.bohemia.net/forums/topic/...g-reveals/

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      Squad News- Alpha 15 Released
    Posted by: iC-BOT - 13-09-2019, 09:58 AM - Forum: Squad News - No Replies

    Alpha 15 Released


    Hey squaddies!


     


    Alpha 15 is freshly deployed and ready for action. If you haven’t auto-downloaded the update, head over to your Steam client and get started! While you’re waiting, check out the latest patch video:


     




     


    Yep: they’re finally coming! The first iteration of tutorials! Here’s to all the squad leaders who braved the Summer Sale. Oh, and let’s not forget the 550RPM death machine that is the BMP-2. Read on for the full list of changes:



    ALPHA 15 PATCH NOTES




    SYSTEMS



    welcometobasic-700x394.jpg


     


    • Added an Infantry Tutorial orientated at teaching new players the basic ropes of Squad.
    • Added an Interface Tutorial that teaches the Deployment interface in a first-time event capacity.
    • Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies via one common menu now, from any seat or outside of the vehicle. This also allows multiple players to unload the vehicle faster than if it was just one player. Increased rate of loading/unloading to 100 points every 0.5 seconds, making the process a little less slow.
    • You will not be able to load or unload supplies from a vehicle while it is moving.
    • Removed old Left Click/Right Click system for loading and unloading supplies.
    • Removed Voice Command system temporarily pending further internal development.

     


    vehicleid2-700x394.jpg



    GAME MODES



    • Territory Control: Increased hex capture times from 40 seconds to 45 seconds.
    • Territory Control: Added a more dynamic ticket bleed system.
    • Territory Control: Added TC Layers to all maps.
    • New RAAS layers added to Belaya, Chora, Fools Road, Gorodok, Kamdesh, Kohat, Kokan, Skorpo, Sumari, and Yehorivka.
    • Invasion – added more Random Invasion layers.

     


    bmp-bridge-700x394.jpg



    INFANTRY GAMEPLAY



    • Increased RPG7 HEAT penetration capability from 320mm RHA to 400mm RHA.
    • Increased RPG26 penetration capability from 320mm RHA to 440mm RHA.
    • Set all LAT rockets (British High Penetration AT4 included) to have a minimum arming distance of 25m.
    • Set all HAT rockets and ATGMs to have a minimum arming distance of 40m.
    • Added a visual effect and audio for when a UGL grenade or rocket impacts a surface before being armed, helping give feedback to the player that the target was too close.
    • Fixed British High Penetration AT4 variant not dealing more penetration and damage compared to its US Army counterpart.
    • Fixed the RPG7 Fragmentation round doing way more penetration than intended.
    • Decreased damage value of the US Army AT-4 (from 1400 to 1248).
    • Increased damage value of the M3 Carl Gustav HEAT round (from 960 to 1248).
    • Updated Militia kits to have less SKS rifles and more AK74 rifles.
    • Set all LAT kits to have 2 smoke grenades.
    • Added binoculars to all HAT kits that do not have rifle scopes.
    • Added binoculars to RU LAT kits that do not have rifle scopes.
    • Fixed 50m sight alignment on the L85A2 AG36 Grenade Launcher.
    • Fixed snapping in movement while going from Prone to Standing while you have your bipod deployed.
    • Fixed a bug where weapon accuracy parameters like sway and recoil are being reset by switching weapons.
    • Fixed a bug where it consumes a field dressing when bandaging already bandaged soldiers.


    VEHICLE GAMEPLAY



    bmp2-1-700x394.jpg


     


    • Added the BMP-2 Infantry Fighting Vehicle. This is a second-generation Russian IFV, succeeding the BMP-1 from the 1980s. The BMP-2 has a 3-man crew and can hold up to 7 passengers. It is armed with a 30mm auto-cannon firing AP or HE ammunition at a blistering 550 rounds per minute. It comes with a turret-mounted Konkurs ATGM for dealing with heavily armored threats. Additionally, it has a standard PKT 7.62mm coaxial machine gun and smoke grenade launchers for smokescreening.
    • Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon.

     


    zu23-2-700x394.jpg


     


    • Made vehicle radial menu accessible even if the vehicle is not claimed by your squad or you’re not a crewman if the vehicle is on your team.
    • Tweaked vehicle claiming system numbers:
      • 2 vehicles require 2 squad members
      • 3 vehicles require 4 squad members
      • 4 vehicles require 6 squad members.
    • Fixed an issue where vehicle ATGMs were not dealing damage beyond 500m.
    • Increased armor on the Challenger 2’s lower glacis to 300mm RHA.
    • Fixed a bug where the BMP-1 was not getting destroyed by ammo-cookoff.
    • Increased the amount of time to get into a truck or light vehicle from 0.75 seconds to 1 second.
    • Fixed firing sounds on the BMP-1’s coaxial machine gun.
    • Fixed Uparmored FV510 for missing an ammo compartment.
    • Improved handling on the MT-LB series vehicles.
    • Fixed issue that allowed BMP-1 to bypass reloading time near Vehicle Repair Depot.
    • Fixed modifier for HAT damage type on the BMP-1 (and BMP-2). For example, it will go down to 10% HP (and start burning) after getting hit by a TOW missile.
    • Resized and moved ammo rack component on BMP-1 & BMP-2 to be fully covered by the engine and no-penetration block to help minimize probability for vehicles to get cooked off by enemy fire from the front.
    • Enabled all unarmored vehicles (technicals, trucks etc) to receive indirect (AoE splash) fragmentation damage.
    • Mortars have been granted the ability to damage armored vehicles on direct or very close (<1.5m) hits. Unarmored vehicles now also take damage from indirect mortar hits. (Fragmentation damage.)

     



    DEPLOYABLES GAMEPLAY



    • FOB Radios will disable spawning on HAB’s if the Radio has been damaged and its health has fallen below 75%.
    • All HASCO related deployables have had their visuals updated.
    • Mortar damage against deployable structures was increased.
    • Combat Engineer/Sapper Timed Explosives Does 80% damage to FOB Radio now instead of 100%


    USER INTERFACE



    • Re-Added Spawn Confirmation. This should reduce the chances of accidentally spawning in when you are trying to see the wait timers for each spawn location.
    • Added a global notification for when objectives are either met or lost. (E.g. Flag neutralizations, captures, cache objective destroyed, etc.)
    • Added a dynamic list of vehicles that are on the currently played map layer. The list is accessible as a button next to the map legends.
    • Added a Favorites filter in the Server Browser.
    • Added British Army, Insurgent, Russian Army, and Irregular Militia victory jingle.
    • Added 10 second delay before incap player can use Medic Callout button and increased the Medic Callout interval from every 5 seconds to every 30 seconds.
    • Improved the look of the Vehicle Repair Tooltip. If you have a Vehicle Repair Toolkit, the tooltip allows you to see how badly each individual component is damaged similar to the HUD when in a vehicle driver seat.
    • Reordered the items in the Key Bindings Window to be more logical.
    • Fixed Invasion Game Mode flags not having lock icons when they are actually not able to be recaptured by the defending side.
    • Grouped kit role request into its own sub-menu in the Vehicle Interaction Radial Menu.
    • Reordered Role variants to have Ironsight variants first, then Red-Dots then Optics.
    • Fixed Medic, LAT, and HAT kits showing up as unavailable (Red) in Role Loadout and Role Quick Select menu when they actually are available.
    • Changed label on the Deployment Menu for Team Selection to “Teams / Game Mode Info”.
    • Changed magazine image to show up as grey as opposed to jet black when empty for visibility when in vehicles.
    • Removed old First Time Event help prompts.
    • Modding UI changes. 


    MAPS



    goro1-700x394.jpg


     


    • Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Other maps, including Skorpo and Yehorivka, are being optimized and will continue to receive improvements in upcoming releases.
    • Visually updated Gorodok and Yehorivka.
    • Improved collisions on Tallil’s residential buildings and improved performance.
    • Updated foliage and landscape on Gorodok for improved, blended appearance.
    • Fools Road lighting & foliage updated.
    • Fixed Sumari staging zones to prevent players from jumping over. Don’t be AWOL, squaddie.
    • Changed collision on traffic signs so they don’t stop vehicles anymore.


    MAP OPTIMIZATIONS AND IMPROVEMENTS



    Kohat, Tallil, and Gorodok received substantial optimizations and some visual improvements to increase performance and to bring the visual quality of our maps up to our standards. This includes new assets replacing old ones, as well as some different methods being used on our landscapes.



    GORODOK



    System Specs:


    • Mobo: Asus Maximus VIII Ranger Intel Z170
    • CPU: Intel i7 6700K @ 4.5GHz 
    • GPU: Asus ROG Strix GTX 1080
    • RAM: 16GB Corsair Vengeance LPX, 3000MHz 
    • SSD: 512GB Samsung SM951 M.2 PCI-e (C:) 
    • Resolution: 3840×2160. Disabled AA, High Settings


    MAIN COMPARISON



    gorocompare-700x584.png


     


    INTERACTIVE DEMO


     


    In some areas of Gorodok we’ve managed to drop the number of Triangles by approximately 5m, Draw Calls by about 2k, and for GPU timings we’ve gone from ~20ms to ~14ms, totaling up to an increase of nearly 16 FPS on this particular system and configuration. These are substantial numbers and bring the map down towards our new standards derived from research and investigations related to Squad-specific maps.


     


    While there are some guidelines and tips out there for creating well-optimized scenes, Squad is an entirely different kind of beast when it comes to levels in Unreal Engine 4, so we had to dig deep and come up with some numbers that suit our game.


    Please note that the numbers you see on your systems and configurations will vary, but overall everyone should be seeing some gains in one form or another.



    LAYER USAGE



    image1-700x702.png


     


    INTERACTIVE DEMO


     


    This layer usage comparison shows the number of landscape layers used per component. We have seen some performance problems surface on components that had 8 or more layers in the past, so we decided that our new landscape shaders would have to contain fewer layers. This combined with removing minimally used layers, unused layers, and consolidating some layers into one allowed us to increase performance on the landscape. As you can see, we got the numbers down from 13/12/11 to 6/5/4 on the majority of components.



    LAYER DENSITY



    Layerdensity.png


     


    INTERACTIVE DEMO


     


    Here is a snippet of some of the changes we did across these maps:


     


    Adjusted Landscape Components


     


    After analysis, we found that some of our older landscapes weren’t as optimized in terms of their technical set up. We experimented with different values and found some that work well visually, retain the landscape silhouette and, most importantly, improve performance by reducing the number of draw calls required by our landscapes.


     


    Adjusted Landscape LODs


     


    The new landscape components allowed us to revise and improve the way our landscapes LOD down, this is something we managed to unify throughout the 3 maps and can apply to other maps.


     


    Adjusted AO settings


     


    Ambient Occlusion can become extremely expensive, especially at higher resolutions. We did some research and managed to standardise our AO settings across our maps, drastically improving performance at the higher resolutions. This is something that isn’t as noticeable unless you play at 1440p and above – but it’s a great change for all.


     


    Created new Landscape Shaders


     


    These new landscape shaders are cheaper for performance costs and they have been more streamlined as well as improved in visual quality. This will allow us to roll out upgrades much more easily and ensure we have consistency across different shaders which makes maintenance a lot faster and straightforward.


     


    Removed unused Landscape Shader layers


     


    New shaders also allowed us to analyse and reduce the number of layers we use on our landscape. After research and investigations, we found a sweet spot for the number of layers that allow flexibility for our Level Designers and Environment Artists but also ensured that we do not create a large performance impact. As a point of reference, there have been parts on maps like Fool’s Road and Yehorivka that drop players’ FPS and these have been confirmed to be a result of too many layers used on one component, increasing layer density.


     


    Implemented Atmospheric Fog


     


    This is a big step in preparation for helicopters as our old Exponential Height Fog was only visible at lower heights and ground level. Additionally, a fog that isn’t limited by height and is more physically accurate allows us to play with better lighting and colours, bringing more life into our levels.


     


    Fixed LODs on Static Meshes


     


    These general fixes provided a huge boost in performance in dense areas such as the villages in Tallil. On the system above it brought up the numbers from ~30 FPS to 60 FPS on High Settings.



    MISCELLANEOUS BUG FIXES



    • Fixed rocket engine motor effects still playing after the rocket has exploded.
    • Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned.
    • Fixed first person mesh oddities when exiting Admin Cam.
    • Attempted fix for ragdoll issues caused by origin rebasing 
    • Fixed a bug where you bandage gets consumed after you patch already patched soldier.
    • Fixed couple of server and client crashes.

     


    motherbase-700x394.jpg



    KNOWN ISSUES



    • ATGMs projectile desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile.
    • Certain effects do not blend with fog on some layers.


    SIGN OFF



    As always, a huge thanks to all of you who helped tests this one and get it ready to roll. Enjoy the BMP-2, comrades! Alpha 16 when?



    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36737-...-released/

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      Arma 3 News- OPREPs
    Posted by: iC-BOT - 13-09-2019, 09:58 AM - Forum: Amra 3 News - No Replies

    OPREPs


    In this thread we'll post updates in the form of short OPREPs, which provide details on specific topics of development.

    Goals:

    • Share progress on important development

    • Short (~500-1000 word) blogs related to a specific topic; likely to be more technical in nature

    • Sometimes significant ongoing development can be difficult to notice; it's useful to highlight certain changes to gain valuable feedback

    • Improve developer-community communications

    • Provide a place to discover and browse information; avoid having to dig through threads for relevant developer posts

    • Help support & develop the communication skills of our team members

    Keep an eye on the Dev Hub for all the details.

    OPREP: Soldier Protection


    UNIT: Radko Voda, Designer, Sandbox Design Dept.

    TO: Arma 3 Dev-Branch Users

    OPSUM: Soldier protection in Arma 3: recent changes, future progress and what might save your life

    EVALUATION:

    One of the most significant recent changes in Arma 3 has been the gradual introduction of improvements to Soldier Protection. The goal of the work is quite simple. We wish to bring more meaningful choices to our protective equipment, not only in terms of different weights and capacities, but also protection levels against various threats. However, because changes to this feature can have profound impacts upon the overall gameplay, we want to share our general design objectives, describe the current state and outline plans for future progress.

    Full Report



    https://forums.bohemia.net/forums/topic/162669-opreps/

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      Squad News- SquadChat -13- Friday, July 19, 1:00 PM PDT (Tom Fancsy and Dylan Fraser)
    Posted by: iC-BOT - 13-09-2019, 09:50 AM - Forum: Squad News - No Replies

    SquadChat -13- Friday, July 19, 1:00 PM PDT (Tom Fancsy and Dylan Fraser)


    Hey squaddies!


     


    The time for another SquadChat (was) upon us!  On Friday, July 19th, at 1:00 PM Pacific Time (2000 UTC) at https://twitch.tv/JoinSquad, we chatted with our guests Tom “Fuzzhead” Fancsy, game designer, and Dylan Fraser, programmer. We discussed recent changes to Squad, what these two fine gentlemen do on Squad, answered your questions, and learned some stuff together!


     




     


     


    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36755-...an-fraser/

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      Arma 3 News- Public Asset Database
    Posted by: iC-BOT - 13-09-2019, 09:44 AM - Forum: Amra 3 News - No Replies

    Public Asset Database


    Greetings Armaholics,
    it is my pleasure to announce that we've have updated the asset database on community wiki - https://community.bistudio.com/wiki/Arma_3_Assets


    Except the part, where it was expanded for Malden DLC and Jets DLC assets, there is also new script to generate the "Objects" part, and it was split to several smaller pages to fit. Object features are now generated automatically.

    I'll be happy to hear some feedback, especially if there are other things that the community could use - they can always be added! :)


     


    Also, as you see, there are not pictures for everything (and not all might be 100% correct). Therefore I'd like to encourage you to add or update any missing or incorrect pictures. The picture's filename is the object's classname, and it is case sensitive, therefore it might be better to copy the name from the database page itself. Pictures are in jpg format.


     


    Enjoy, and I hope this update will be beneficial to you all.



    https://forums.bohemia.net/forums/topic/...-database/

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      Squad News- Now Testing Alpha 15
    Posted by: iC-BOT - 13-09-2019, 09:44 AM - Forum: Squad News - No Replies

    Now Testing Alpha 15


    Hey squaddies! 


     


    We’re taking Alpha 15 into testing and that means we need you! The update will be rolling out to the Squad – Public Testing Client shortly. You won’t need a password, simply install the testing app. (Note: It is a full, second Squad install — be sure you have enough space!)


     


    The test does not have a set duration at this time — we’ll be running it as long as we need to collect as much data as possible.


    Below is an abridged list of changes to get you up and running. A complete Alpha 15 changelog will accompany the full release.



    ALPHA 15 PRE-RELEASE CHANGELOG




    SERVERS



    As this is a pre-release test, we’ll be hosting a couple of servers ourselves. For the time being, servers will be limited to Offworld Industries hosted machines:


     


    2 in Montreal, Canada
    2 in Örebro, Sweden


     


    Server #1 on each location is running newly optimized maps. (Yehorivka, Gorodok, Tallil, Kohat)



    Server #2 on each location is running TC layers of all current existing maps.


     


    If at any point the servers should crash, please contact [M] Nordic Socialist#5510 on our Community Discord server.



    SYSTEMS



    • Added an Infantry Tutorial orientated putting players through basic.
    • Added an Interface Tutorial that teaches the Deployment interface.
    • Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies from a stationary vehicle via one common menu now, from inside or outside of the vehicle. This allows multiplayer players to coordinate resupplying.
    • Removed Left Click/Right Click system for loading and unloading supplies.
    • Removed Voice Command system temporarily pending further internal development.


    VEHICLE GAMEPLAY



    • Added the BMP-2 Infantry Fighting Vehicle. 
    • Tweaked vehicle claiming system numbers 
      • 2 vehicles require 2 squad members
      • 3 vehicles require 4 squad members,
      • 4 vehicles require 6 squad members.


    DEPLOYABLES GAMEPLAY



    • FOB Radios will disable spawning on HAB’s if the Radio’s been damaged and its health has fallen below 75%.
    • All HESCO related deployables have had their visuals updated.


    MAPS



    • Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. 
    • Visually updated Gorodok.
    • Improved collisions on Tallil’s residential buildings and improved performance.
    • Updated foliage and landscape on Gorodok for improved, blended appearance.
    • Fools Road lighting & foliage updated.


    USER INTERFACE



    • Re-Added Spawn Confirmation. 
    • Fixed some kits appearing unavailable.
    • Modding UI updates.
    • Added 10-second delay before an incapacitated player can use Medic Callout button, and increased the Medic Callout interval from every 5 seconds to every 30 seconds.


    MISCELLANEOUS BUG FIXES



    • Fixed rocket engine motor effects still playing after the rocket has exploded.
    • Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned.
    • Fixed first person mesh oddities when exiting Admin Cam.
    • Fixed issue where vehicle ATGMs weren’t dealing damage after 500m+ 
    • Attempted fix for ragdoll issues caused by origin rebasing 
    • Fixed a bug where you bandage gets consumed after you patch already patched soldier
    • Fixed couple of server and client crashes


    KNOWN ISSUES



    • ATGMs projectile desync for proxies (other clients that are not gunner)
    • Unable to switch seats inside a vehicle after opening and closing the ‘F’ menu
    • Vehicle icons disappear from the mini-map after some distance
    • Missing bullet impact effects on Yehorivka’s landscape
    • Enemy’s Faction theme may play and display their flag in Deployment Menu after team change


    JULY 12 UPDATE



    • Fixed turrets and vehicles not being always relevant.
    • Fixed Sumari’s ability to send you through the world and walls.
    • Tweaks to Yehorivka and Fools Road lighting.
    • Fixes to various gameplay layers.
    • Yehorivka’s impact effects and physmat issues are known and may be addressed in the next hotfix. There is no need to report missing impact effect on landscape or that driving feels like you are skating on ice. Thank you for your diligence!


    SIGN-OFF



    Have fun out there, squaddies! Be sure to let us know if you encounter bugs, oddities, or just have some feedback for us.



    OFFWORLD OUT.




    http://forums.joinsquad.com/topic/36687-...-alpha-15/

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      Arma 3 News- Arma 3 - Top 25 MP games
    Posted by: iC-BOT - 13-09-2019, 09:26 AM - Forum: Amra 3 News - No Replies

    Arma 3 - Top 25 MP games


    One of the writers at Rock Paper Shotgun included Arma 3 on their list of the top 25 multiplayer games!


     


    Congrats again BI!


     


    plsGxIkej


     


     



    https://forums.bohemia.net/forums/topic/...-mp-games/

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