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Latest News
VMA Annual Shoot 2012 the video
On Sunday 8th January 2012 a bunch of virtual soliders go up close with the real guns the fire everynight in game. This was all made possible by AzmuitH, Drifit and Dave. We got to fire the legendary Mosin Nagant, SKS and the Lee Enfield ffrom World War 2 to more modern rifles like the Segia .223 with several accessories like a suppressor and rifle scope. All in all it was a great day and if FPS Russia had been there I think he'd approve.
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What we are up to - Jan 3rd "Welcome Back M...
Posted by Yoshiro in the Tripwire forums.
Happy New Year Everyone!
To start off, most of the staff has managed to drag themselves back into the office today as the normal work schedule resumes. And with that work has resumed. For those of you who have been enjoying the Twisted Christmas, if you don't have Bad Santa yet, you better hurry! The holiday zeds will be taking their year long vacation again shortly.
Our priority this week for RO 2 is fixing up the SDK and getting it out the door. We've isolated and addressed the long load times for both the loading of the editor and the compiler for scripts. We are working next on fixing redirect for servers and some changes to the cooking processes for maps. After that is out and tested we are looking at the full release of the SDK for everybody.
As always we continue to work on bugs and performance issues. This includes overall performance enhancements and a Punkbuster related fps spike. We continue to look into other issues such as the ping issues on servers that should not be overloaded.
With the last "what we are up to" thread before the holiday break we asked you, the community, what you felt should be our highest priority. We monitored the poll and the discussion thread over break and I am currently putting it all together for the studio to discuss the results. Over the break several members of the community also reached out to me via PM and Steam Message to post their thoughts and opinions as well on specific subjects and the game as a whole. I would like to thank them for their dedication and valued input.
Andrew (StragoMagus) our lead coder has put together a list as well for me detailing how long he feels each of the items will take to implement and we will be using that as well to plot the future time line of updates.
The next update for RO 2 will likely be at the earlier side of next week with the main feature being the SDK updates (and possible potential full roll out) and any performance updates and bug fixes that are complete and fully tested at the time.
As I stated in my last update, we have a slew of content in production for RO 2 in 2012, from maps to weapons and tanks. It will be an exciting year.
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Merry Christmas VMA & Happy New Year!

I wonder what's under the Arma Christmas tree. I don't see any presents and those don't look like pine trees. Its been a great year, hope everyone one has a safe and happy Christmas and New Years.

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Arma 2 1.60 Out!
Highlights from today’s patches
Operation Arrowhead patched to 1.60
- New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
- Multiplayer is much smoother, no more warping, includes a number of fixes, optimizations and improvements
- Netcode, VON and dedicated server fixes plus configuration additions in place
- Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
- AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
- Aircraft & Helicopter simulation received slight improvements
- ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most annoying bugs
- Numerous other small bugs/glitches fixed
- Numerous bug fixes, multiplayer code tweaks and mission fixes
- ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of the most annoying bugs
- MP Code brought into line with Arma 2 for compatibility
- Several stability and game saves fixes as well as mission tweaks, also new BAF missions included.
===Download Mirrors===
http://www.filesonic..._Update_160.zip
http://codemartyrs.i..._Update_160.zip
http://mirror.dynesl..._Update_160.zip
http://www.kellys-he..._Update_160.zip
http://ftp.tier1ops...._Update_160.zip
http://tier1ops.eu/f..._Update_160.zip
http://thegamewarden...=downfile&id=48
http://mirror.united..._Update_160.zip
http://downloads.rks..._Update_160.zip
Torrent Mirrors
http://www.gameupdat...ils.php?id=4902
http://85.25.152.129...160.zip.torrent
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December 14th "What We Are Up To"
Posted by Yoshiro in the TWI forums.
Merry almost Christmas/Hanukkah/Festivus everyone!
This will be the last communication from Tripwire before the new year, with some of the staff already on their way to spend time with friends and family for the holidays. But before everybody headed out we wanted to let you know how things were progressing with RO 2 as well as ask for some community input.
As you can tell by last week's patch, we continue to focus our efforts on performance and we have received good feedback and results from those efforts. Our work in this area isn't done yet and we continue to make progress every week. Lately we have been working with Even Balance to address reported issues with Punk Buster enabled servers.
But the other big thing we see and are currently working towards is "What will RO 2 be like in 2012?" I'm here to partially answer that question and request community feedback as well. If we make it past doomsday (fingers crossed here people, Eric Cartman has been wrong before) we have much in store for RO 2 in 2012. New Maps: we are working on 4 to 5 of them, prototyping at the moment, not all of them will make the cut. New Weapons: several in production, including one of the most widely requested we've seen. New Vehicles: you already know about these but I'll have more media postings on them as we start next year.
As we continue our work on performance we have also shifted towards more bug fixes and gameplay changes. As we have stated before, we prioritize what bugs to hit first based on what the community is reporting to us. We will be spending more time in this area as performance is shaping up.
We are taking a similar approach with gameplay changes. However, please keep in mind we may not agree with the loudest-voiced opinions here and that the changes will take time as we try them out and test them. Below is a list of some things we are looking at. We would like the community's opinion on what you feel is the most important. The following is a list of some, but not all, things we have gathered from the community and we feel they represent the top-requested items/changes.
Thank you for your input and happy holidays!
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