ArmA 3 Wasteland development started!

  • Offline JoSchaap
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ArmA 3 Wasteland development started!

« posted: Aug 27, 2013, 10:05 AM »
Altis is here, and the final ArmA3 content will be added day-by-day so we're starting our journey to a better wasteland for everyone.


due to the enormous size of the new island, and the fact that we want to improve things while building the mission. It will take us some time to discover the right spots for the missions, spawns, and other events and also to set things up :)

  • Offline JoSchaap
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Re: ArmA 3 Wasteland development update

« Reply #1 posted: Aug 30, 2013, 12:04 AM »
well first port we made took about 45 minutes to finish spawning after a very slow start of the server.
and even then, fps was low, and base-building parts where acting weird..

Altis is taking its toll on any kind of server and to counter that we are looking into every script/function to see if there is room for improvement.

at time of writing we got it down to about 14 minutes (on a basic spec server) to finish fully populating the server and start running the missions, but even this is still not acceptable for us

during the upcoming days the entire team will go cracking on the code with a few goals:
- optimize and fix newly added features
- generalize settings and addons
- go through the serversided compiles and optimize the initialization proccess where needed
- throubleshoot bis_functions which we think are delaying the scripts
- standardize methods in which  features and missions are loaded so community developers can easily add their own functions, items, missions etc.
- populate the wiki about the TeamWasteland Sandbox API functionality
- look into the icons, gui, logo's and rest of the ingame presentation of the mission
- maybe even expand the team a littlebit


A few teaser video's made during test-phases of the first days of development (Altis release day) can be viewed here (not final content we had just started)

a look at 'some' of the new base building parts (there are more to reveal later)
http://www.twitch.tv/joschaap/c/2832678

A look at and inventory items added/changed (might still be changed again later)
http://www.twitch.tv/joschaap/c/2832624

Sorry about the music behind the Twitch video's i had spotify playing random top 40 tracks and forgot that would end up in the recordings :)

And one cool base building part which is back from arma2 and just deserved it's own video:
http://www.youtube.com/watch?v=GCI0hjW3MUA&hd=1





More info comming soon..
  • Offline JoSchaap
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Re: ArmA 3 Wasteland development started!

« Reply #2 posted: Sep 01, 2013, 03:40 AM »
convoy mission has been reworked to use random route's as-well as random vehicles.

http://www.youtube.com/watch?v=LdUD6ZZsoXQ&hd=1
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Re: ArmA 3 Wasteland development started!

« Reply #3 posted: Sep 03, 2013, 10:36 AM »
Every piece of the old mission we're porting over will be structurally recoded/redone. And most of the work, will in the end not even be visible to those that play it :)

Past days I've been porting over the customized convoy missions, hostile helicopter missions, and coastal patrol mission. as-well as overhauling the lootspawner which creates loot inside buildings.

all of these have been structurally rewritten to have:
- Random picks in vehicles
- Random start positions
- Random routes
- ajustable difficulties for missions that tend to get hard

for example, if set to easy the hostile helicopter missions will NOT spawn mi48 helicopters, and the boats in coastal convoy will NOT have a front gunner firing his cannon at you.

But in the end as far as players concern the mission will still look the same for players, as if nothing has changed. (aside from some highly needed changes to the user interfaces).

Some of the AI do need to attend a driving school though, as they still tend to run into small fences and trees when driving a truck or HEMTT..
http://www.youtube.com/watch?v=SgoxfPD9Ud8&hd=1

But it's nice to have the dangerous missions back again!



If enabled, the lootspawner in town has also been redone. it will no longer pile up loot in top of existing loot. No longer triggers if a player just drives through the town, and has a variaty of loot now (some items, attachments medkits)
Also, the military buildings have a chance to spawn 6.5 mm rifles now (you wont find those in civillian buildings!)

Now all we need is the new content (civillian vehicles, Jet's, etc) on DEV branch!

I'll try my best to keep you updated about progress on the mission as we work on it!

http://i.imgur.com/27KkVYO.jpg
ArmA 3 Wasteland development started!