#creator_dlc_discussion
1 messages · Page 1 of 1 (latest)
It's the sequel to "Prague Content", obviously 🙃
Prague > Czech > CSLA
CSLA 2 Confirmed!
You know too much
I'm calling the StB
Im waiting for Prague Content 3
waiting for Brno Content 1 😄
https://community.bistudio.com/wiki/User:POLPOX/Sandbox/A3Credits/GM
https://community.bistudio.com/wiki/User:POLPOX/Sandbox/A3Credits/WS
https://community.bistudio.com/wiki/User:POLPOX/Sandbox/A3Credits/SOGPF
https://community.bistudio.com/wiki/User:POLPOX/Sandbox/A3Credits/CSLA
I made every CDLCs (as well as base game/DLCs, tho) credits into BIKI, and this is pretty interesting to see how those CDLCs got many, or less peoples to make the project
👏 
The difference between gm or ws and sog is really astonishing
Yep they did amazing work with small teams! Ive been saying that for many years. Great to see the side by side comparison
SOG didnt set out to just make a DLC for Arma. We set out to found a studio and make future titles, graphic novels, and ultimately a TV show.
Yeah weve released 3 free ones already as a trial. Plans are to go much further
do you have a link for them?
Theyre linked on our community forum if you go to sogpf.com and then community and search. Cant do it myself as in bed recovering from an operation
They were just a testbed for the format
We have the rights to all of Tilts memoirs and some other SOG vets too
Just need a spare month or two to get the publisher, artist and budget sorted
The point of doing them is to visualise content from sog vets for potential tv or movie deals (working with the SOG vets)
Thats kinda our mission
Hence building a big team up and focusing on long term goals
We also released way too much content to be economically viable. So other dlcs shouldnt be compared unfavourably to it. This first game is a bit of a loss leader for the future
This is not so much a graphic novel, but another side-project we supported
We’ve just completed a second one too. Papabear and whiplash and dugong do the graphic work and i liaise with the medal of honor team from the SOA to get the details right
It seems to impress the right people
Shows what an arma dlc can do irl
imagine if CDLCs are sets in Armaverse (WS is kinda is)
We dont do it for the money or “cash grab” like you see some commentators dishing out on steam or reddit or YT occasionally
All the creator dlcs do it for the love of arma and their own genres
We do what we do to shine a light on lesser known black ops histories and to preserve their legacies, pretty much
Money is nice, but secondary
say if BI give CLDC team license to use Enfusion engine fully and make their own Arma spin-off based on their pass CLDC works, will you guys do it?
if cdlcs were made to get maximum amount of money, we would offer much different content 😄
and much less of it 😄
lootcrates CDLC will finally be a reality 👀
Yay!
Enfusion is probably many years away from ready tbh. A lot depends on engine maturity and investors/ budgets for future work. Not straightforward right now
Arma 3 is the way to go for some time yet
not even that. i'm more thinking about the life community 😄 civilian service vehicles, a "real life" non-warzone terrain, etc...
there's still lots of stuff that could be done
200% game boost for $9.99
Cheaper than buying a 3090
If only there was a dude who could reprogram arma 3 engine to seamlessly change it to multi-core…
A lot of old games republish on new frameworks with updated performance, but yeah it would be pretty much an impossible feat of course
At some time there were serious talks about updating Arma 3's DirectX version into a newer one (same as DayZ) and that that would remove some of the engine's overhead. Sadly that didn't come into fruition but the amount of work required wasn't insane and perhaps now that BI has seen how many players didn't jump to Reforger and just stayed with Arma 3 then perhaps some additional updates could do wonders for player retention (retention in the Armaverse that is, until A4 is ready).
Another sad development that I am picking up is that A3's improvements, which were very significant during the cDLCs releases, has since really slowed down by now. I might be wrong there since that is just my perception but if that is indeed the case then I hope that BI can regain some focus on A3 in the near future.
and no, improving A3 performance will not lowers Reforger's player count
I think everyone in the arma community appreciates that reforger will sit alongside arma 3 for some time to come with players jumping across for a game every now and then when new updates or game modes or content get added, until it reaches a more solid platform for modding and mission design
Id love to be able to say we were going to port sog to it, as the environment and lighting and art pipeline look wonderful. For anyone with an asset base as big as ours its about a million dollars worth of time to do it and several years. Any any new content on top would need investment. So without plane/ heli/ tracked simulation and a much more developed mission editor and back end bells and whistles there’s no attraction - for now. So arma 3 gets our support for some time yet.
Its cool to see where we might be going, but sad to see it wont be for a while. But knowing and accepting that means we can enjoy what we have and deepen its richness on the stable but less optimised arma 3.
DayZ is on the same DirectX version as Arma 3, so that doesn't make sense?
I don't remember any talks about getting Arma 3 to DX12, and even if we would do that, we have to keep the old version working because minimum system requirements, as DX12 is win 10 only
32 and 64 bit versions of the exe still exist as well. So it's been done before.
Isn't Arma 3 on DirectX 11.0 while DayZ on DirectX 11.1?
Not really, many games can switch from DirectX 12 to 11 or even 10 depending on your OS.
No DayZ runs 11.0, it uses 11.1 for some internal only debugging, but nothing else
That is good to know. I was probably told a lie here on the subject but I wasn't able to find the old comment. I remember it was a dev but I guess it doesn't matter anymore since you have cleared that up
Funny because there were even talks that the DirX update would take a couple of weeks of Dev time (estimated). I remember that clearly
I don't think that vanilla arma 3 can be squeezed much more performance out of it at this stage. Sadly some mods considered "essential" by the community such as walkable moving objects and other ones can easily neglect many of the optimisations done to the engine due to their extensive use of scripting commands, leading to many players believing that Arma 3 is just poorly optimised when in fact it is their extensive mod lists the ones behind those low FPS/stutters etc. The good thing is that Reforger incorporates as vanilla features most of those "essential" Arma 3 mods so BI is clearly doing its homework on that department.
Thats also one of the reasons we wrote our own optimised modules and solutions in sog for revive, air support, logistics, earplugs, rearm, building, eating and a bunch of other stuff.
To avoid having to use mission scripted solutions
The difference between running the scripted solution on the workshop versus just vanilla SOG is palpable, specially in MP! You guys truly outdid yourselves. And I won't tire of saying that SOG should be the new vanilla and Arma 3 its cDLC... for real...
Thanks, credit goes to our team of programmers who have taught me that i should never attempt to write scripts again! They take coding to a new level that is so far from my own understanding.
I sometimes go through the scripts they wrote a bit to learn from them, but my head starts smoking pretty quickly
thats the mystic runes they've used.
Yeah may as well be in runic
Same here! It is so simple, clean and yet that is very weird to find in Arma 3. Hell, just open up the mission files for Old Man and it is such a mess in comparison 😅 🤣
Old Man is a very good QA test though.
Recently I noticed it has script errors that were not reported, so I fixed our error reporting and now Old Man is spamming script errors 
Thats one of the reasons we sadly have to turn down a lot of applicants to join the team. They can probably code better than me but are nowhere near our team standards.
It's mostly due to being poorly written tho 🙈
Honestly we have a bit of code that could be written better in our stuff too, but sometimes you just need to get stuff done.
getting stuff done > pretty code
optimally you get stuff done with pretty code 😎
I love Old Man, just don't look into how the "magic" is done because some of it is hanging by wires 🤣 PS: "Hanging by wires" is a common saying in my country referring to things which are not as optimised/clean. 
A good practice is to "get things done" first and once the concept is proven then optimise and "beautify" the code as much as possible.
Thou "getting things done" and then "just leave it like that" seems to had been the policy of BI's previous coders. Hopefully that has changed by now, considering moders will be able to "see" a lot more of the source code in Reforger.
Indeed. That applies specially for MP where messy code can easily lead to issues which take longer to be fixed and longer to fix in MP translates into "Loosing players fast" as reforger has proven recently.
I love to bring up a quote from one of my coworkers, which said: "It doesn't matter how fast your code doesn't run", which sums up that practice quite well, IMO 😄
A great quote which can also be complemented with: "It does matter how slow your code does run" 😅
How expensive would it be for BI to buy some of those Code Snippets from you guys? In the hypothetically case that BI wants to own those features too and don't want to drive the current devs crazy developing them themselves from scratch...
Or the contract stipulates that BI owns anything you release on their platform?
We licensed our work to bohemia to publish in arma 3. Adding something from our code base to the core one would be fairly simple on the surface, it would however need QA in a range of broader scenarios, which is a bit more time consuming.
Some things we added like enhanced revive rely on era and faction specific voice acting and if it was implemented in any campaigns then its likely the whole campaign would need re-testing and that’s very time consuming
So not simple at all for those kind of cases
Thanks for the honest insight as always, you never fail to be a gentleman.
I was thinking about the melee system and the logistics system (virtual inventories) which I find amazing, it makes moving around assets so much easier... and in fact in A3 there are many assets you just can't move without mods...
I wouldn't have the melee system be bound to a weapon firing mode thou but to a key (like shift+f) rebindable of course. Webnight's Improved Melee System is the perfect example of an optimal melee system but that is sadly weighted down by it being a scripted solution rather than an engine solution. https://steamcommunity.com/workshop/filedetails/?id=2291129343
Melee is a bit of a fudge, as the intersect calculations are a bit hacky, and how to make it work - fire mode vs keybind etc - so it would need a bit of thought. Add to that that no vanilla weapons have bayonets, and that we use the pointer slot for bayonets as they are redundant in vietnam era, so a new slot would need adding along with about 20 new 3d models. We also added hacks to hide a bayonet if a suppressor is fitted, as there was no easy way to remove one in place of the other… so i cant see vanilla game ever adopting our hacky, barely made it past QA, solution.
We spoke to webknight at length about some of his mods back in 2018-19 and sadly none of them were possible to use in a paid product due to them being very specific and not likely to work in many of the edge cases. This is something that modders dont have to do - check functionality in all use cases
Well, in your defence, Arma 3 as a whole is pretty hacky!
It is great to know that you were in touch with the prominent members of the modding community and tried many approaches to adding the features that the cDLC needed
One of the original “rules” or acceptance criteria for creator dlcs was to try to avoid scripted solutions.
This is because 1. They dont often cover edge cases (zeus remote control, AI use in various localities, interpolation to the full range of possible stance anims etc) and 2. They clutter the system stack (or whatever its called) with code being executed that slows down server fps
Yeah that and I know that webknights approach to melee, while looking awesome, is too resource intensive and "forces" too many animations on players that could potentially cause issues in large MP scenarios
So we were lucky that BI QA tested our melee system - which was donated to us by friends in another mod group and then adapted and refined by our team and shared back - and it was acknowledged that it worked reasonably and surprisingly well and so it was allowed to remain. However the handheld melee was judged too low quality and so we would have had to remove it but as we use it extensively in the mike force building system we agreed a compromise to make them off by default and only addable by a specific mission parameter.
Thankfully BI agreed to that, and so we got to have all of it in the dlc, just with some elements hidden by default
So if our team of talented guys managed to get in this function by a hairs breadth, you can see how other solutions might get queried and forcibly removed.
Its a big risk to add any non standard functionality
Especially if you make it part of your campaign or missions
So that is why there are so many melee weapons that aren't usable/inventory items?
Yeah you can use them if you add the param to your description.ext
Mike force has them enabled
I didn't know that! Mike Force missions have that enabled by default?
You answered before I was able to hit enter!
Its sad ive seen people accuse us of withholding functionality just for our own game mode but anyone can add them
Some people are too paranoid and suspicious
They start out with wild accusations and never listen to the replies, seeking only to justify their initial outburst
That somehow we are cash grabbing cynical profiteers who seek to deprive them of what they want lol
Well, you guys added features that EVERYONE wanted in Arma and even BI deemed "undoable"... Seemed like unfair competition at first because no other cDLC could ever compete with such combination of "most wanted features"
The truth is a little more complex and much more technical and not about us benefitting at all
The way I see it is that you were the only ones with balls big enough to change the "status Quo" in Arma 3 regarding some "Taboo features"...
When we wrote our proposal (90 pages) back in 2018 it had 2 pages of wishlist - things we wanted to develop that were not native to the engine. Looking now at the list we managed about two thirds of it which i call an unexpected success
Without bohemia programmers working with us we didnt hope for much of it
But once we got our core group of “solution specialists” and a bit of help from BI, and a lot of advice from dedmen before and after he joined BI, we managed to muddle through, despite not much engine changes being possible
I bet there was some sort of "Enhanced Movement" feature also on your wishlist that just din't make it in the end...
Not at all... you ended up with a revolutionary product...
But what about now that Reforger comes with it by default? Has your mind changed about it?
I used to have a feature in my evolution missions where the sniper role could create a ladder and rotate and elevate it before fixing it in position. This was great for accessing rooftops. Once there other team members could spawn sandbags and place them precisely to make a rooftop sangar. I used R3F logistics and loved it for moving stuff around and towing.
So i had certain things in mind when writing the wishlist. Some we managed in the dlc and some went into mike force
Well, your logistics system is basically R3F logistics on steroids... the influence is clearly visible
And other team members came with their own ideas
I am still dissecting Mike Force and how incredible it is... a work of art for sure... pretty inspiring for mission makers
Yeah i had a fusion of r3f and my own code in evolution, and we looked st that as a starting point, then mapped out the functions and features we wanted and wrote it all from scratch to be better optimised and less buggy, easier UX than my old implementations
Id still like a placeable ladder and a plank as a carry-able feature in general game
As it is you have to use the mike force building system to achieve it and people seem to love it
And people have dsui and enhanced movement mods so why bother adding such to the dlc. Seemed like not much point as they do what people want.
The things we added were things we felt we could enhance and optimise and simplify
The first time I played Reforger's Contact I said: "These guys stole so much from Mike Force" but then again it is for the good of the Armaverse. Mike Force moved everything forward in terms of what kind of gameplay and immersion the Arma platform is capable of achieving...
Early on we spoke to a lot of modders and decided if we would leave things as a mod or mission-code or add functionality to the dlc
We all inspire each other in this community, so long as raw code isnt lifted then copying, expanding, simplifying or completing an idea is all good
I adapted a mod called merciless in call of duty 1, took it over after the original author abandoned it, and added a lot of new features. The final set was pretty awesome. When call of duty modern warfare came out it had lifted pretty much every idea from that mod. I had no reason to mod the game any more!
Thats when i moved over to arma
The best community no doubt... but the cDLCs have shown that even third party companies and even modders can do vanilla quality and even surpass it. It is something revolutionary that will shape the way we play this MILSIM/Sandbox game for years to come
Arma takes a lot of time getting used to, but once you have the proper hours into it and the proper hardware, there is nothing quite like it...
The finance model for creator dlcs is too limited to succeed long term.
But in theory in A4 cDLCs should have more freedom (at least less engine restrictions), therefore more revolutionary features and assets that will increase sales even further
I hope we get a chance to give detailed feedback before any new initiative is announced
There’s no way our team would repeat this model of approach
Most of our guys do what they do as a quasi minimum wage hobby on the side of well paid jobs that a game studio salary would never be able to match
That limits their time availability and makes delivery take ages
To pay people to work half time or full time you need hard cash
So investment
And its pretty much impossible to secure investment on the terms in the current creator dlc contract
Steam as a platform takes 30% revenue but Arma as a platform takes 50% so indeed it doesn't sound neither fair not sustainable considering how many hours it requires for a small team to match vanilla quality assets and complex game modes
Theres that but also many clauses in the contract that would make an investor bail
Well, you guys now have the experience and the talent and also the cooperation of the other cDLC devs to 1) Request future contracts to be mutually beneficial. 2) Secure a publisher/investor to do your own game.
Creator dlc program was not designed with an ambitious large scale franchise level project like ours in mind
If we’d made a less ambitious project we’d have earned more personally but none of us would have been too happy with the limited results
We tried to bang our square peg into the creator dlcs round hole
It was ultimately a success in many ways but a failure in other ways. A lot of lessons learned
So we hope there will be scope to discuss this in some depth in future
To address the critical points that would need changing for us to continue in the arma world
In many ways you were the pioneers of many things, including the scale and the amount of work never seen before even for full blown games in some cases, so it is ok that some things didn't turn perfect but like you said, the experience, and knowing what you CAN do even with the limitations your team had... is something to be proud of...
on the other hand, cdlc are a certain amount of guaranteed sales. you can also release your own game on steam, but it might end up selling 100 copies max. as BI cdlc, you are guaranteed at least a couple thousand right out of the door.
Our team is made up of over 100 individuals, each with their own views and gut feelings. To motivate them to work on something new will require a better model than what we have now
It was an experiment and by the end we will have spent 6 years on it
Which is a long time
Speaking of that, I was watching a youtube video on steam sales... and the games with the least amount of sales Hover around 200k $ so your game would have to be pretty terrible to do bad on steam unless your team and your expenses are very high...
it doesn't need to be terrible, it can just be totally unknown :>
also, while 200k sounds like a lot, it is really nothing when it comes to years long game dev
True... true...
But those games that made 200k were literally dots moving around... just saying...
for me, making a cdlc really put into perspective all those "i need 10k for my game"-kickstarter projects that popped up some years ago. it's no wonder they failed to deliver with everything 😄
Well, I was going to say is that despite the cDLC program not being financially viable in its current form for the developers at least was a stepping stone for aiming at getting better deals and redacting better contracts that would ensure a truly mutually beneficial partnership
depends on what you define as financially viable. will you get rich from it and never have to work ever again? hell no. will you be able to make a product, pay off all the costs, and make some more on top of it? that's totally possible.
that said, it's also a matter of time. the cdlc likely won't stop selling after initial release. it can - in theory - go on for years. it won't be much, but a little bit is better than nothing :>
Yeah I wasn't thinking about that. I am pretty sure that if BI keeps the game supported for some extra years then the cDLC sales should continue to pour in some revenue for quite a while
at the end of the day it could always be worse as well. 😄 doesn't bethsoft take 70% of every sale on their paid content?
i mean those skyrim things
Bethesda goes on to talk about the revenue split between modders, Valve and publishers, saying the 30 percent cut that Valve gets is based on standard percentages. Bethesda said it determined how the rest was split, with 25 percent going to the modder and the remaining 45 percent going to Bethesda.
yeah, that's pretty terrible, tbh. i think agreeing to that deal is stupid.
ok, probably depends on the amount of content we're talking about. are you making a sword and sell it? seems ok. is it a lengthy quest line with lots of dialog and VO, etc? now the deal is getting really bad.
I do think that BI's cut should be variable rather than a fixed amount. If BI provided lots of support for a particular cDLC team translating into many man hours of paid work then their cut should be high initially until those "direct" costs are paid back and then the % of the fee should be lowered so that the cDLC team gets more revenue long term. BI gets player retention and a revenue that wasn't previously accounted for anyway...
And players who buy a cDLC and like it are more likely to buy other cDLCs, DLCs and even other BI games so the potential revenue out of single cDLC sell is exponential for BI. In contrast the cDLC dev only sells one copy. So BI should account for that and offer better incentives for participants of the cDCL program
Another point that could be included in future contracts are the steam reviews. A well reviewed cDLC gets a higher % of the revenue... ensuring that those who spent more or paid more attention to detail and quality get better rewards. In the case of SOG... SOG is a far better representative of what the Arma platform is capable of compared even to other BI offerings I won't even talk about
BI must not fail to see and retain talent in its community, so not to repeat what happened with player unknown's for example which went independent because BI couldn't see the his potential and ended up making a game with far more players and that probably took more market share from BI than any other game.
I am not going to lie, I would rather buy a Stand Alone version of SOG 10 times than a single copy of Reforger or even A3 vanilla. In fact without mods and cDLCs Arma 3 was long uninstalled from my computer. And I am pretty sure that is also true for many other players.
@young geyser out of curiosity are you working on/thinking of making your own cdlc?
Yes but not for Arma 3. I will be following how the program evolves now that the feedback and data from both sides are shaping up the business model to be more fair/attractive in the future. Additionally I do like seeing passionate people getting the love and the rewards they deserve just like any human being 😉
well hope things work out for you 👍
Thank you! ps: CUP cDLC for A4 please!
There are only three things certain in life: 1) Taxes, 2) Death, 3) Arma 4 messy release, awesome after 7+ years
But I was serious about CUP! I would pay whatever for it in A4! It is time that you guys make money big time!
thanks for the kind words, we'll see when we get there 🙂
people are certain about arma 4 being messy, yet no one is playing/suggesting improvements to reforger that will surely carry over to the next game
it has a roadmap, which is quite specific, and limited
Reforger itself is the suggestion! Basically: 1) Don't do your release like you did it with Reforger
be more optimistic
Optimistic is cool but investors base their investing decisions on realistic measurements and so we must do with our suggestions.
If I were to suggest a single thing to BI regarding the release of Arma 4 is this:
- Don't release a game that lacks assets on day one. It is cool that your engine is awesome and your platform is super modding friendly but if the base "vanilla" content is not "rich" enough then players will simply loose interest very quickly.
We no longer live in the days were gamers have a never ending patience in waiting years to get mods to fix this or add this etc. Most structural assets have to be in place on DAY ONE.
Just like SOG did with its release. Took them 6 years and 100+ devs but they released a full blown game that doesn't require other mods and years of extra development to feel complete.
Today's market is certainly nothing like how the market was when A3 was released. Now you have the more casual games going more hardcore and more "milsim" by the day.... Competition is higher than ever...
Reforger is not a finished game nor does it claim to be. It's an early access engine demo that it states is still under development
Yes, never argued against that... as you cannot argue that the release wasn't as good as it could have been nor it is currently in a state that it can retain playeres and modders. On average the player amount went from 600 to just 150 in over two months, and the modders using the Reforger Dev Tools went from 300 to just 30 in the same time period
Hopefully things can take a turn for Reforger but can you undo all those negative reviews on steam? That is something that must not happen to A4! Ever!
must not happen to A4 ever
probably that's why they released Reforger in the first place, instead of having us stuck with just A3 for few more years and then dropping A4 with all the broken stuff they are fixing rn
Indeed. Still thanks to the cDLCs I don't really mind being stuck on A3 for a few more years. If anything the Reforger release made me appreciate A3 even more.
I can agree with that
Id love to see a cold war scandinavia cdlc, get the swedish, danish, finnish, norwegian and russians and the main focus would be on naval and air combat, id pay 100$ or more on the spot for it
For that many factions you'd probably need to pay double😅
Gladly, i just want the draken and viggen and some awsome scandinavian terrain
taking notes 🗒️ ✏️
scandi factions in GM confirmed
If only those saabs also bombed hanoi
Haha im glad, im full of ideas for a scandi cdlc, i live in denmark and ive visited a million museums at this point, both in denmark and sweden and ive tried a irl viggen sim, ive got plenty of ideas and knowledge if u ever need any, always feel free to dm me
Awesome to hear, thanks for the offer! If you're not already aware, Denmark is featured as a faction in the Global Mobilization CDLC 🙂
Yea im aware its really good, but could use some jets haha
Even just sweden and finland cold war would make for an insane cdlc
Northern Fronts team is making cold war Finland. But I would gladly pay for a nordic country cold war CDLC. That's a theme that probably no one has done before in any game.... Maybe Wargame but it's quite unexplored territory.
Just imagien flying a j-35 draken or viggen above pine forrets chasing down migs, damm it would be awsome, maby even flying a danish f-104, so many options
Yea f-16 but that wasent until after the 90s up until then we used the viggen, draken and the f-104
At this point in time we have some 50 f-16 and next year 28 f-35s will arrive
This vidioe old as fuck but if u like the f-104 then its a gem https://youtu.be/gAFFD_D3Ko0
Funny thing is, Finland operated both Draken and mig-21 planes
Yea thats why a scandinavia cdlc would be awsome, think of all the aircraft u could add
*fennoscandia cdlc 😉 but nordic cdlc would be awsome.
I just want a high-quality viggen in arma
but I'd guess the thrust reverser would be kinda difficult to do
And high quality draken, dont forget that
Pretty sure for now, DCS has one of those SAABs, and there's an F-104 mod which is pretty cool
don't forget the Swedish S-Tank
i wonder if arma engine can handle that turretless tank
it cant
You can find it in SFP mod.
how does it work besides poorly?
Works ok with players IIRC, AI can't handle it.
yeah the AI drivers don't know they have to turn the vehicle to let the gunner shoot
There is a very detailed Viggen in a certain dedicated FlightSim.
And they just announced a Kola map coming in future - although that might be a bit ahead
I know and I love it. That’s why I want it in arma
Are there any known cell in development? Not asking for any specifics, but are any being worked on.
?
Cdlc*
creator dlc's? I think theres alot being updated, but none being made right now
none of the cdlcs have been announced before they have been near completion so it is unknown
Unknown CDLC is being tested it seems, according to SteamDB. But no guarantee at all until it reveals
New CDLC titled Reforger (but in RV4)
VAC just gave me $200k for getting blowed up real good, who do I have to bribe for a 4 CMBG CDLC?
Although come to think of it, Canada is usually a later addition to Cold War games - Flames of War Team Yankee, Wargame ALB, Battlefront (tabletop game), Flashpoint Campaigns Southern Storm, GMT’s 4CMBG: MBT Expansion , possibly Armoured Brigade future DLC, not in WARNO or Regiments yet - Canada always arrives late. Is this just because we had the smallest contingent in NATO back in II Corps reserve, or do you think marketing shows limited interest?
limited interest imo
im not entirely sure but i dont think they had a lot of indigenous designs either
Should i buy SOG or apex?
They are very different dlcs, you'll have to weight in what kind of content you are looking for.
Does apex come with some sort of co-op mode or campain like sog does?
Yes, it is called Apex Protocol
Ill buy apex then
It is always cheaper if you buy in a sale
It does a sale in like every one or two months. So not so far away
Next sale should be around halloween
follow it or add it to your wishlist (sog too - might as well)
then you'll get an email when its on sale
unless you cant wait and want the new stuff now ofc
I hope the Ai gurus on each CDLC team are already working on replacing any ai loop for patch 2.10's new group Event Handlers!
Additionally I hope some will make use of the new saveMissionProfileNamespace command for adding a MP compatible save system to their MP Campaign. (Not going to say which CLDC thou!)
saveMissionProfileNamespace does not really make anything easier, it could be done with profileNamespace earlier.
I believe that what it does is that it helps to avoid the saturation of the profileNamespace which could become huge before if using it for saving
So now you can have a decent MP saving system that does not require an external Database yet will not saturate you profilenamespace which already handles lots of other information. With savemisionprofilenamespace you can create a new savespace exclusive for saving relevant VARs and the files can be mission/session specific too...
If you think that's the reason the people did not want to implement MP saving I think you're underestimating amount of effort it takes to serialize and deserialize whole scenario state manually.
Well, it depends on what your mission requires you to save. If all you are saving is some variables, player states and position, the content of a few containers and just some vehicles and their inventory and states then there isn't much to it.
Now, if you want to "SAVE EVERYTHING" then yes...
Haleks nailed the saving system here: https://steamcommunity.com/sharedfiles/filedetails/?id=2648482641
" Every inconsequential object that is not in the player's vicinity is reverted to its original state whenever progress is saved, with the exclusion of destroyed structures (avoiding any potential conflict with mission critical objectives). This effectively puts a hard limit on the maximum size of your saves, or rather, it limits the impact of terrain objects interactions on your save files."
How's that in any way related to custom MP saving system?
Well, you are right that Halek's system is for SP, but that statement he bases his approach is never the less very relevant for both SP and MP
Vindicta actually has the best MP saving system I've seen
In extraction for example what would you need to save? The Intel Progress Variable, the state of the players' group and their units, both health, inventory and position? Then the state of the vehicles and containers at the starting base in a radious? Then which missions remain available and which missions were already completed/unavailable. And what else?, the money variable...
You just let the enemy patrols and everything else be auto generated by the script/system again no need to save those...
It still means that the systems in the mission would need to support being loaded from a "save". And if they were not designed for that it's a quite a lot of work.
Well, if it is a MP server then the "systems" would need to be run exactly like always but instead of taking the starting vars they use the ones from the save file. And yes if you haven't already you would need to tie every system to the loaded Variables. Lets say the most complex system is the missions system which selects which missions are randomly generated according to the current intel points collected by the player. For simplicity's sake if a player is in the MIDDLE of a mission and wants to save there you could either save lots of stuff regarding where it was deployed or you could just tell the player in a warning that the current mission would have to be randomly generated again after re-loading the MP session. That way you don't have to manually save the positions and the enemies deployed for that mission.
On the next releoad the mission system gets the saved "intel Var" and from there decides to generate the random mission according to that intel value
If I am 80% intel and reload a saved file in MP me and my team start at the base with our saved inventory, perhaps healed or not, doesnt matter, and the mission is autogenerated acording to my current intel points
So I am not getting the starting missions because the intel value is too high to assigning me any of those
If the save systems saves the data on the previous missions is kinda irrelevant, players just want to continue with their previous items, vehicles and intel points.. everything else is just a plus
You dont need to tell me how to design such system. As you seem to understand how to do that you should also understand that expectation of addition of such system to already released DLC mission only because "mission save namespace" was added seems unrealistic.
Indeed. mission save namespace would not make the job any easier and I don't have many expectations, that is why I am doing my own extaction like mode that will include a save system
Wages of War TM, coming soon on a workshop near you 😉
It could be added but I doubt it is worth the cost for the author tbh.
Things like this usually should be added during design phase.
Right again my dear Veteran. As always your logic is sound. Lets hope for the best
And if not, we always got our own hands and minds 🙂
You've already done your magic, and will soon do mine if the starts align 🙏
PS: If you were thinking I was suggesting that for SOG then I will clarify that I wasn't! SOG already has too many features, asking for more would be too greedy even from me!
There are other CDLC that due to their settings, amount of content and nature did not require as much crunch time while also did not release as many patches yet and therefore could perhaps use some spare time for such additional system
I was pretty sure you meant extraction.
Yeah that could be right. I can't confirm nor deny that claim... But I did use extraction as an example 😉 😅
i didn't want to write anything, but this line triggered me somewhat. "did not require as much crunch time" meanwhile we are working 40 hour jobs + arma stuff + super high expectation from the players + all the other stuff on top of it. yes, WS is not as big as the other cdlc, but that doesn't mean we never have or had crunch time. we still have deadlines to meet and sometimes things don't work out the way they should be.
Bbut, "just add the feature" ;P
wish we had a magic "make it happen"-button :>
there's magic in cdlc developments, but sadly not that kind of magic 😄
if only you guys can borrow Dedmen's clone from BI to make new stuff
createAgent
why no use ctrl c, ctrl v
We had Arma 4: Operation Magnitude by then
operation magnitude????? tell me noaw
"did not require as much crunch time" isNotEqualTo "but that doesn't mean we never have or had crunch time"
First: Why do you think I was referring to your CDLC specifically. Second: Not as much crunch time doesn't mean I deny you had any
because you mentioned extraction and thus made it pretty obvious
As an example for a saving system requirements yes, but not as an example for amount of content. But I also get I tend to "get into people's nerves" around here so forgive me for that. I swear I don't mean to do that but in my mind it doesn't sound so rude, perhaps the politeness of my thoughts is lost in the translation but that is no excuse
Your work is awesome and offers something unique, in that regard it is complete in my mind!
Whatever extra we get from the CDLC program at these stages is just that, extra presents on already great and complete offerings
I should, no matter what, take some english lessons specially on the "how to say things without hurting" the other parties 😅 First it was Veteran, then Dedmen and now you.. so clearly the problem is just me 
Are the PT-76’s in SOG and GM at slightly different scales?
They are different models so it can happen. different source references etc can result in different measurements
It looks like SOG's may be based on the Type 63 which is a different size IRL.
Im pretty sure that they have sub models of the pt76
(Ob'yekt 740, 1957) – PT-76 armed with the D-56TM 76.2 mm rifled tank gun (double-baffle muzzle brake, bore evacuator, fume extractor) and a height of the hull was increased by 13 cm
Its not something we’d be overly concerned by. Usually aim the LAW and fire!
Pt 76 is based tho why kill it ; ~ ;
lack of care for opfor players 😤✊
mig19 will have a proper answer to that
M41>
m41 cant swim
we may focus on the storytelling from our veteran advisers POV, but we apply equal interest and passion to all sides of the history
... this seems like hopefully the right place to ask.. I've googled for weeks and checked every result --
how the hell do we get a list of the mission parameters for a mission in a DLC - for example, in this case, SOG PF?
to clarify: by "list" I mean the list of the names we might put in a Params class in a server.cfg file.
You can read them from mission config, which you can access via debug console.
I guess I'll put em on wiki when I'll have bit of free time.
so, I've looked there, but since Arma's documentation doesn't explain where to look, or what to look for, I can't seem to find anything like mission parameters.
I guess my problem here is, there's nothing anywhere on the internet that I can find that says "and here's the console command to get your mission parameters" or even "how to get the mission config from the console"
sorry to keep bugging you on this, I'm honestly trying to be self-sufficient here, but the community seems to not encourage that to the extent of telling folks to "figure it out for themselves" whenever what seems like a simple question comes up. It's very discouraging to folks wanting to engage to improve that aspect of the community if they're driven away when they ask / the information seems super easy, but completely non-existent.
and this isn't an attack on you, I hope you realize ANY response has been appreciated, since this has been 2 weeks of dead ends for something exasperatingly-simple.
and I don't want you to have to update the wiki to list them. It would be great if BI's wiki just mentioned it at all in the mission parameters wiki page - how to get the parameter names.
@olive vortex ^ all off the above is capped off with a thank you, very, very much, since you gave me the hint I needed. I had to be in game, in the mission with it running, and logged in to see the Params tree in the missionConfig.
... heh, but some of the names are cut off, even at 4k, so I'm not sure. I can skip those for now
ive been making arma missions for about 10 years and i dont even understand what you want or why, so it's not likely people deliberately making things difficult, arma is a complex and vast world, and even permanent residents don't know all the ins and outs...
you may feel frustrated but best not to direct it at Bohemia or anyone else, just keep an open mind, and ask in the mission making channel here maybe, as what you need is likely much more generic than asking us in SOG team
oh great, so it's not just me who is confused about the mission parameter question stuff 😄
Yeah if i want to know about params in a workshop mission id depbo it and open description.ext in notepad++ and analyse that. But maybe im just a simple mind here.
The missions are in ebos fo these dlcs so not always as simple as that.
ah yeah true
He crossposted across multiple channels and probably about half a dozen people already solved his question.
Debug console config viewer or script can read description.ext
He wants to have the parameter names so he can configure it in his server.cfg mission rotation
Crossposting times 4 because not wanting to wait 5 minutes for an answer, and a "people are too stupid/lazy to actually read my request" instead of a "Yeah I know they are in description.ext, but how can i access them without unpacking the mission"
Well...
If you don't say what your abilities/skills are, don't expect others to know that.
You asked where to find it, people said in description.ext, which is correct.
Saying people are telling "figure it out for yourself", while in reality they are just answering the question you asked, and then telling them off for doing that will just make people not want to help you.
Also please read our #rules before you start crossposting again.
is it able to donate 3d models ?
With full rights transfer I believe, unless the modeler is part of the cdlc team
From who to who for what?
From the creator of the model to a cdlc team, Just helping things i would say but its hard know If its going to or or just gather dust
GM being cheaper than CSLA makes no sense... but whatever...
is gm better
Content wise it blows CSLA out of the water, but it being "better" is subjective... Personally I do find it better, in my case "better" meaning more attention to detail, care and the technical aspects of the CDLC feel more polished to me...
It’s a steal for 8 bucks
Every CDLCs have their own pros/cons. Can't really say which is the goto
oh
StatTrak™ Musikipaketti | Skog, III-Arena, gonna sell this and hope i get something for it
probably not but its worth a try
or i could just download a creator dlc
S.O.G. Prairie Fire - Creator DLC Compatibility Data for Non-Owners
like that one
No, a CDLC can't be installed without you buy. Or try Compatibility Data for it
Or try Compatibility Data for it
hmm iguess
You can try Compatibility Data freely
Only MP?
ye
Of course not
well, compatibility data is for mp if you want to play with people who have it but you dont
this way you can join the server (unless it's a cdlc terrain), and the usual dlc restrictions apply
There is no “Map DLC” tho
Yes, Apex is much more than just a map
oh yea
The above is enabled for CDLC by downloading the corresponding Compatibility Data from Steam Workshop and enabling it like any other mod
Is there anyway to enable just the terrains/maps for the CDLCs? For instance if you wanted to run mostly vanilla factions but using SOG terrains?
No
I wish
You can design a mission like that
Just load the dlc and place down vanilla units
Use the editor
I bet every studio that made a creator DLC for Arma 3 will be at work in Reforger already planning future products... excited to see what comes from 3rd parties in the coming years.
at least we aren't right now. it's still a bit too early for us
I find the tools are in a pretty good state, even if the game doesn't have the playerbase to support additional content yet.
the documentation and features are bit too limited right now to do anything too serious
its promising start but also there is a lot of unknowns in limits and final ways of how things will work
also its not yet known if there will be similar creator system in place at all so best people can do is try out the tools
No way to finance a Reforger dlc at this point.
no reforger will probably be dead shortly, arma 4 will be that forever game that keeps getting updated
i hope you didnt bet any high value on that
Ahaha, just my hopes and dreams 🙂
too early to commit to a reforger cdlc, the engine is still changing a lot, also BI hasnt laid out any clear plans for CDLCs and the game itself is still in early access
(plus whatever additional content they plan to release after early access, which is fairly reasonable to think would take priority over cdlcs)
Omg that new Western Sahara update is nutty💯
Someone in workshop should make the ukrainian btr-4 its a travesty that it appears no one has dose it yet
you should try your hand at it 😃
besides that, this is not the channel for that
I dont know how and im new to this channel
never too late to learn how to mod
What program do i use
😅
Yea i ha mve no idea what im doing lollol
try audacity
are there any CBA magazine and joint rails compatibility patches/mods for the CSLA and Global Mobilization CDLC?
There are draft PRs to CBA for each of the CDLCs magazines
I believe the Weapon Balance mods do that, I’ve found them nifty. Maybe the ACE compats also?
Ohh cool, thanks! Any specific mods to look for?
How would I go about spawning the vehicles and such in my game in base? I host a local server and go into the commands, I have the command to spawn vehicles working but I can't find the ids for and of the content creator stuff. Mainly SOG.
Update, I found the SOG wiki which lists the classnames but it's not working. Can I just not use these in the base game at all?
you have to start the game with SOG enabled
So there is no way to use them without that?
Hm but if I do that I can't play any of the base maps right?
maps and other vanilla game content should be fine.
If I host a MP game then they all need SOG too right?
Unlike the DLC where it just restricts you.
they dont have to own it, they can just use the compatibility data from the workshop
So that would let me start a Direct Action or something in SOG and then spawn in the SOG stuff to use alongside them without the CDLC in 2035?
if they use the compatibility data, the usual dlc restrictions apply but that's all
parts of it, but not all
for example the alien entity stuff, etc. is not in the base game
Interesting. Is there an issue if I have SOG and the mod you linked at the same time?
no, it's exactly the same files
compatibility data on workshop exists so that situations like this can work
Well I guess it is all the stuff.....
So.... lets say me and 1 other have SOG. I launch IN sog. Then the other 2 don't have SOG.
Can both me and the other SOG use the stuff? or would he need to launch in SOG
the other 2 can join if they use the compat data, but they wont be able to drive new vehicles or use the new weapons (without adverts popping up) etc
But they can get in passenger spots on the helis and stuff I assume.
i think so yeah, but havent tested it myself tbh
Well.. I will let you know... as that is literally what I have going on tonight. 2 with, 1 without.
So I will find out.
lol
Bear in mind that missions wont load for them on sog maps if they only have the compat data. No maps are free
hey i just bought arma, which dlc/dlcs should i buy
For the ultimate experience, I suggest all of them. Otherwise, I’d start with all official DLCs, since many cool mods are dependent on them. If you enjoy the 2035 setting, then purchase Western Sahara as well. In case, you prefer the Cold War era, all other CDLCs are for you
Thanks 🙂
Note that the Creator DLCs have a different rule from the base game, which has data of the official DLCs downloaded so that you can 'try before you buy'... this is not done with the Creator DLCs
You must instead download the corresponding data from Steam Workshop and load it as a mod in order to try out that CDLC's assets before buying
which of the creator dlc is worth buying, or should I just go for apex
i'd always go for apex first
aight
I thought it would be cool with a cold war scenario too but never tried apex map
It is always recommended to get DLCs over CDLCs I'd say. Of course if you're good with (rather) less players to play with, or you're just a singleplayer enthusiast, go for it
i just want a good map to play single player on
yes I enjoy mp top but single player is just calm
but idk if I shall go for western Sahara:cheap or cold war kinda expensive
The pricing is quite relative to the amount of content available, of course. 🙂
Global Mobilization is cheaper than a pack of cigarettes in Australia
a pack of ciggarets are 20 euro holynuts
thats alot
but i dont got the best pc either
so maybe a smaller map would be good
probably best to avoid SOG if you have a brick PC, as we did everything in 4k
oh yea
gta is lagging but playable before i deleted it ofc
gta wasnt that fun
rdr2 is fun
hmm maybe western sahara
idk tbh
kinda new to the game tbh
well take your time. its the kinda game you play for the next decade
woah
just enjoy what you like doing - it's a sandbox
yep RHS is probably a good shout and 3CB mods
well optimised content for that kind of era
DLC is not the only way to expand your game
i just added another 15 missions to our official community-made mission pack for SOG this month alone. we can't keep up with it, which is kinda cool.
that's an example of how the community extends the life of Arma
it's what keeps us all playing and creating, kinda like minecraft, but way cooler
oh
Arma 3 - Arma 3 Community Guide Serieshttp://store.steampowered.com/app/544940/About the GameExperience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PC’s premier military game. Authent...
ooh
if you like the look of a dlc, follow it or add to wishlist, and you'll be notified when it is on sale. discounts are good.
yea
just use the search tool there
and the filters on the right
nice ty
found something intresting but idk if its gonna work since last uppdate was 2019
or hmm
nah idk
western sahara would be the ideal for this then
Blood and Tears - Algeria 1960
found this mod
gonna try it
but it needs a few mods
meh not too bad
6 gb
nvmd alot more
As per #csla_iron_curtain that CDLC just had its 1.1 update arrive earlier today... details at the links: https://dev.arma3.com/post/oprep-csla-iron-curtain-update-11 + https://arma3.com/news/arma-3-creator-dlc-csla-iron-curtain-update-11 + https://forums.bohemia.net/forums/topic/235013-csla-iron-curtain-changelog/?do=findComment&comment=3468237
Arma 3 Creator DLC: ČSLA Iron Curtain received a content update today which adds new vehicles, weapons, equipment, missions, and more.
CSLA Studio will use this thread to provide information about future updates to the Creator DLC: CSLA Iron Curtain. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Global Mobilization make sure you visit our FAQ page.
it's really sad that nobody has the idea to release a creator dlc on operation desert storm it would be so fantastic😭 ☀️ 🌴
Somebody probably have an idea about it. It is simply not just yet happened
this dlc would have such a potential: factions maps ....
There's still a chance
there is many factors involved in making a cdlc. biggest one is probably cost
sure many assets from a2 could be reused, but we have seen a couple times now what happens when you do that, even if you polish up the models.
besides, even polishing up old assets can cost quite a lot of money.
and if you don't reuse assets at all, there's so many things you have to make yourself, it's a huge task.
Yes I can imagine the huge amount of work it takes, personally I have always supported creator dlc's because I think quality work deserves to be paid for. I have bought all creator dlc's and I would be willing to put the price of a real game for a creator dlc because quality is for me beyond mods. But I know that not everyone agrees with the creator dlc and I respect those points of view.
When I say paid the price of a real game it is for a creator dlc with rich content varied and quality of course
Generous attitude and if more people though like you, there might be more interest in making creator dlcs.
Like Lexx said its a big multi year project and required very deep knowledge on how stuff is made for Arma and the pool of experienced makers who might be inclined to participate in cdlc making is pretty slim and most likely all spent up now.
I actually did a costing exercise on something of similar scope and time period - came to $2m, which is what SOG cost.
Not easy to recruit and retain a team from part-time modders to invest $2m of time into a dlc.
Not that it has not been done a couple times now 😄 but it is pretty demanding for the teams
And its impossible to raise finance like that for an arma 3 dlc with the creator dlc terms as they are
We wouldnt repeat it though eh
No, that time has passed. Stars were aligned right for it to happen
As its not gonna hold our interest
Bigger fish to fry next
Yeah it was a cool moment in arma history
A lot of us in the community have been very frustrated with the creator dlc mechanics, but it has its place as a great chance for teams to stretch and flex their collective muscles and discover if they have a future making games together.
Or simply, as the programme was designed, for mod teams to earn some income for their work, while pushing the quality bar higher.
We always had loftier goals
And that has fuelled frustration with the mechanics, but its not bohemias fault, its just how the system was setup. Its not an innovation program, its just what it is.
So anyway making something on a large scale like desert storm - with a lot of vehicles and weapons and probably several maps, its kinda out of scope for the mechanics, unless you can work a miracle like some of us have.
on the other hand, the dlc mechanic in other games isnt necessarily different. there is only so much you can do with file compatibility.
it could be worse. look at call of duty map packs, which cost a crapton of money and only 10 people were playing them, since the majority didnt bought them 😄
An innovation program would be a great endeavour if bohemia could be convinced to do it in future:
- regular events and virtual gatherings and talks on game related innovation and practices
- finance and law workshops and support
- software and pipeline systems support and experimentation
- narrative design analysis and meeting experienced professional talent to hear how they work
- financial mechanisms and fundraising support
- small, medium and large scale game development grants, loans and investment brokerage
- engine prototyping and game play mechanics assessments in different engines
- support for cross collaboration and skill development and capacity expansion
- understanding and preparing for exponential vs incremental growth models/ opportunities
In short a game dev hub
Led by professionals hired in from the industry
Who have years of experience with startups
But i dont think this is really what their strategy is. Its a shame as it could be really cool and spin out a bunch of games
(Cough like dayz and pubg before)
I have regular meetings with the coordinator of gamedev london which supports indie studios in the uk. Last week i showed him the actual work completed to take advantage of creative tax reliefs which last year made us about 40k and this year will make us about 70k. He had no idea this was a thing. There’s always good things that come out of a capacity building network sharing ideas and innovating as part of a hub.
Theres a cool one in stockholm and also in amsterdam
But they needn’t be geo-located
I worked partly in this area in my former career, so it comes naturally to mind to work like this. There are companies which do this - Midas in the UK is a good example - it has about 40 divisions - all in different service sectors - each has grown from an idea which one or two people pitched and they got financed and supported by the whole network to claim market share in their sector. Works really well.
Then you have innovation centres, often tacked onto universities, to incubate new high tech startups which exploit IP derived from scientific research. They end up making billions.
So why not a large game company spin off new startups and build capacity in each one through knowledge sharing, mentoring, skill sharing and financing? Seems like a no brainer to me
In our current model here there isn’t even a formal network to enable or promote knowledge sharing or skill sharing. We do a fair amount of it behind the scenes informally.
Seems like a wasted opportunity or just a lack of vision
problem is that all of this stuff is very different in every country
Clearly every creator dlc team is going to endure similar struggles, encounter common pitfalls, develop similar and different strategies, and have similar capacity issues (capability, manpower, finance, knowledge)
Having a central team coordinating our growth and development with that as a goal could help us all reach unforeseen heights of ambition
And generate long term revenues for the parent company
Its just not bohemias goal. They are simply helping mod teams earn some money.
I find it really frustrating due to my background in business support, as it seems like a huge opportunity for everyone to win.
What do you guys think? Do you want or need growth support? Organisational development mentoring? Help with financing? Etc or do you not have those kinds of ambitions?
Diverting from the topic. Instead of a Desert Storm CDLC, I'd very much like to see one in scope similar to WS but in the Arctic/Antarctic. But I guess, unless somebody is not working on it already for some time it's now too late …
See now that’s a sensible suggestion. Something the scale of WS in the snow would work great
A nice snowy map, some new snow and weather fx, a handful of characters, weapons and vehicles reskinned for white/grey camo and a mission
That is achievable and would be popular.
sets in Canada, Alaska, Siberia, Artic
Unfortunately snow is a bit problematic in Arma. 😅
changing rain particle with snow?
not that part
but making the ground work nice and feel like snow
as the ground is hard
Sinking into deep snow for people and vehicles for example.
custom models with Z offset so they sink underground and voila 😛
we have terrain deformation now but it likely wouldnt look as good as some engine driven solution
Deformation is still limited by terrain resolution, so no way to make wheel tracks on snow if I understand correctly
yup
Unfortunately if one started now it would be somehow ready in 3-4 years. I think WS was about that time frame. By then - I think - it's a little late, no?
true 🤔
it depends, there's lots of factors involved but the biggest problem right now is that the pool of people who can work with arma 3 is getting really small
character animations are something only very few people know how to do anymore for example
Because they're going to enfusion projects?
because the people with the skills have moved on from making Arma
Because they're dying of old age :P
and there never were many to begin with
And apparently no next gen.
pretty sure even at its peak you could count the number of people who knew how to do character anims on the fingers of two hands 😄
I see
IMO the animation system and creating data for it is the most challenging aspect RV modding has to offer.
and maybe AFM changes or completely new airframes. without Etienne making the wind tunnel simulation you're kinda stuck guessing which of 5 million data points to modify.
AFM/RotorLib is a good point yes. Also nightmare material 😄
afaik part of the rationale for Enfusion is that it's supposed to be closer to what people know how to do outside of Real Virtuality?
@devout turtle It is very interesting what you have explained. I don't have all this knowledge about the development sector. But I think that Arma is a game that has sold a lot so the potential of dlc buyers for a mod developer is there. With all the mods that exist on Arma I think a lot of creators on Arma should have taken a chance on creating dlc creators. Look at minecraft the paid mod system works very well and the number of mini studios producing minecraft dlc is huge. I know that minecraft is surely easier to exploit technically but when I see mods like faces of war, iron front, rhs ,cold war rearmed etc..... there are so many talented creators who could try the adventure. A mod like faces of war could have been released as a creator dlc with double the content it would have been great.
some (most) people are ok with just keeping this as a fun hobby, when you decide to go down the cdlc route it changes things cause it becomes a job pretty much
do CLDC team have a deadline from BI
granted you can still have fun with it, theres a lot more pressure and you have to put some effort in things that you normally can just ignore/halfass in mods
Yeah its a major choice to change up. And a lot of guys i asked way back when were politely declining to do it.
Im also thinking about attracting people into the community, so having a professional development and support hub would make it more attractive potentially
Engine and gameplay programmers and 3d artists and animators, vfx and sfx artists, etc
Yes, I imagine that these obligations push many people away
Yeah, it doesn't help that CDLCs (typically?) don't have full time employees either.
The end result is you're looking in a really small pool of people who have the skills, for people that have the desire and the time to work a CDLC alongside their other commitments.
Honestly, we're been really lucky to have the team we do working on prairie fire. Theres lots of incredibly skilled and experienced Arma modders who've made time to work on it... Looking back on it, it really is a miracle that it happened 😆
I have a deep respect for the quality of the work done in all the creator dlc's that have been released I can't even imagine the amount of work done. Personally I spend a lot of time playing these dlc's they have really expanded the game experience on Arma3. 👏👏👏


Sounds like you have a nice news
🤔
we really need humvees with DSHK
Huh?
CUP has that
Heresy
but I don't like the flag marker on the hood
- the DUKE antenna is not removable
middle eastern countries with humvees have dshks along with them. plus ukraine and many more countries.
you sure it's not togglable via virtual garage?
if you mean the CUP featured HMMVVs with DSHKs, then nope.
Duke is not toggeable too
hmmm i think that is one of the uparmored ones, we probably never replaced those 🤔
oh well
perhaps we'll see one of those in Arma 4… eventually.
Why? Since Chair already implied it is possible...
Humve probably obsolete in Arma 4 (if it takes after arma 3)
The kind of heresy I like
Is WS the last cdlc or are there more in the works?
it is unknown. none of the dlcs been announced before very close yo reelease
There's one or more still under development but that's all we know so far. No ETA on whether we'll get more details in 2023 or beyond. No confirmation of what and how many may be on the way:
And there are still Creator DLC in the pipeline that we will share more information about when they can be confirmed by us and the third-party creator teams.
It's a matter of when the devs and Bohemia Interactive (as its publisher) decide that the CDLC is ready for countdown-to-release and rolling out the marketing
I sorta remember that line, but i wonder if that was referring to WS, i heard a rumor a while ago by that a WW2 CDLC was in the works, but that was probably false, i do hope we see one of two more cdlcs since reforger still seems to be struggling to swim
I know of at least 1 that's being worked on
No idea what it's about tho
But you know CDLCs are always prone to flopping before even seeing the light of day, so
Always flopping? I'd say they have worked out fairly well.
only the ones that have released. we dont know how many didnt :>
despite of what some people keep saying, making a cdlc from beginning to the end is actually hard work.
True.
I said they're prone to. Considering they're self-financed projects that don't turn a profit for a good while after release
Know of at least 1 that was cancelled
i Hope it's ww2 cdlc, tbh
There's already so many good WW2 mods tho
Each team is going to do what they want to do. But if I was going to make a CDLC I'd go for something as unique as possible. If you can't find it anywhere else you'll be more likely to buy it
Like Western Sahara, you won't find an SS-77 for Arma anywhere else, or a deployable ballistic shield, or an AP-5 gun drone
Or such a high quality dune desert terrain
But you can find a few dozen M16s or Vietnam / European terrains
If you're doing those you really have to excel in quality to set yourself apart, like SOG, but that is a huge undertaking
it certainly was for us - we're $2.3m in by now in terms of our budget
and many of us worked more hours than we billed
so expectations are probably too high for creator dlcs when they look at our scope and scale
a more modest scope is the only feasible way to deliver a profitable dlc now
we do expect to eventually break even but not for two more years
our players wishlist is quite telling too
The wishlist is quite extensive!
I recently summarised it as a single list of everything people asked for - and costed it up - it’s about another million bucks
We would need a miracle for that - like $3m more sales - as we only get 35% - that's 200,000 more sales, which at current rates is about another 3 years of sales to add to the two years we need for break even - so 5 years more consistent sales to pay for this wishlist.
Obviously we have focussed on the key assets as a priority for updates - just read the wishlist and play bingo on what we already added and you can see we made a lot of dreams come true already
We are exploring ways we can continue adding assets in future, but the creator dlc contract basically makes it financially impossible to continue past a certain point, so we need to get creative, which of course, is in our blood.
but there's no sense making more and more assets when sales are not strong enough to remotely pay it back, and of course we lose 65% to valve and bohemia, and we also have gradually increasing discounts each year
so - obvious point but worth stating - a finite scope is the only way to go to make profits
of course for a team of hardcore modders, we don't like stopping
but the existing mechanism is seriously limited in terms of what it can facilitate
we need a way for the hardcore fans to be able to subsidise the team
or a viral game mode / breakthrough
a better model for creator dlcs to be able to really satisfy fans would be for the creator teams to get their expenses covered before any profits were shared between BI and the creator
like, after a minimum clawback was achieved to cover BI expenses also
that would be a really nice model
we did ask for this waaay back in 2018 but it was a no-go unfortunately
so currently BI is well in profit on our project and we have two years to go to break even. so we are financially hamstrung to make more content even though players and creators want to continue
it's not BI's fault, it's just the limited vision of the creator DLC project and contracts
that was their goal, and they achieved it 😉
our goal, being creators is to continue creating
we just have to work out how we can do it
different goals basically - we are happy to continue recycling income into assets, and ignore profitability, but the team needs to be fully paid for its historical work before we can really add more content
one thing to consider is that for any new cdlc it is almost impossible to match e.g. the content size of GM.
but we can't as we only get a small share of the income
ppl will always compare new cdlc with older cdlc and then the price/content value won't match up and the crying starts again, etc etc 😄
...especially when you consider that there's a thread devoted to cataloguing just WW2 mods.
https://forums.bohemia.net/forums/topic/219483-all-arma-3-ww2-mods-compilation-list/
IMO a WW2 CDLC at this point would be flogging a dead horse.
All Arma3 WW2 Mods Compilation List Last updated: November 12th, 2022 Current number of mods in this list: 428 Hello WW2 Fans! This compilation list was created from my frustration of steam Workshops lack of function to better sort items in collections, this sorted list is my Arma3 WW2 Steams Wor...
plus i think this is a major issue - Arma 3 on sale is $7
so when players buy the base game for $7, and they see a dlc for $20 they think hell no
even though it's half the price of the RRP of the base game
this illusion of lack of value for money haunts and cripples all creator dlcs over about a $10 price point
we have to work extra hard to convince people it's worth it
and then you see $10 blue color armor skin in other games
once they buy our dlc the vast majority of players say "this is an excellent dlc, worth it for the terrain alone, or the campaign alone, or the weapons alone, etc"
so they see the quality and value and love it
but convincing new customers to spend the cash on it is tough
i am currently wondering hard about how much discount might create a tipping point to generate an avalanche of new custom
or if it would even happen at all
like if we dropped the price to $10 would we see 4x more sales
i think probably not
we'd likely end up having longer to wait for that break-even point
agree - payday 2 - i spent maybe $180 on that game
and i only bought the good dlcs
they charge $4 for some crap player skins and people get them to support the studio
we'd love to do that but obviously with substantial content - like an aircraft carrier, and A4 and an A6 would be a great addon for $4.
something small like that, but fragmentation of the player base is tricky
and without creator DLC's as part of the base game model, it would never work well
it is what it is basically
flawed but works kinda ok
there are probably 30,000 players who would buy our dlc if we made a SP campaign, but the cost of doing it and testing it with Arma 3 AI would make it economically unfeasible
a 90s/early 2000s CDLC would be a banger imho
so we leave that up to the community who continue making quality SP content for us all to enjoy
oh sorry for breaking up your threat lol
i mean you wouldnt have to reinnvent the wheel just upgrade stuff
but the content would have to be better than RHS, which is getting close to or surpassing DLC quality already
yeah
so i think this is why nobody touched it
it's a bit saturated by CUP and RHS and 3CB - all great quality mods and teams
i might buy western sahara since its cheapest, but do i need to download it from steam?
workshop
thats how A3 works yeah
you buy it on steam store
and it installs to your arma 3 folder in steam folder
only the compatibility mod can be downloaded, if you buy it you can download it like any other dlc/cdlc
you can also buy your key direct from bistore and give more money to the creators
the compat mod is basically just for non-owners to play with owners
although i imagine not many people do that
cool
we should promote it more
this is a good example of where im wondering about getting below that $10 price ceiling
heard its only mp
You're asking the question to the project lead himself 😉
the campaign is MP unless you choose to load johnnyboys excellent SP mod
oh
the rest of the dlc is like any arma dlc, it works in SP of course
aight
and there are hundreds of SP missions on the workshop using our dlc
ooh
we just had some annoying people who slated the dlc because the campaign could not be made to work in SP
and they wouldn't understand or let it go
gonna buy it later when i get money or if its gonna be 10 euro on steam on xmas sale
but the DLC of course works in SP
only GM is on the BI store tho
ooh
oh really? i thought we were all going on there
PM'd BI for that
Oh dang 23 euro for praire fire, gotta see if i´m gonna have money for it even if its on sale
yeah just follow or wishlist and wait for sale emails
https://steamdb.info/app/1227700/ lowest price drop so far was 25%
Experience the intensity of the Vietnam War on a monumental scale. Featuring two vast terrains, a new co-op campaign, single/multiplayer scenarios, and dozens of weapons and vehicles, players can quell uprisings, run recon missions, and wage war in a historic take on Arma 3’s military sandbox.
Arma 3 Creator DLC: S.O.G. Prairie Fire Steam charts...
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meanwhile you can watch others having fun with it
does the price vary on diffrent regions
yes, just check the link I gave you
holy crap its £3 in turkey
since i dont got a income
amazingly cheap
yea
lets move to turkey
gonna drink rakija then i should sound like a turk
and move there
JK
i wont
northern europe is still better
well our next update has had about $230k spent on it, so we do prefer it when people pony up and support us 🙂
it's a shame there's no way for people to buy it on credit
It's already more expensive than it was before since Steam updated the prices somewhere in October
500% up for Argentina 
aye heres the neat part i use giftcards when i buy stuff
mostly 10 or 25 euro ones
i picked up RDR2 on 50% off and it was still £28. but its great fun and i consider it a value for money game simply for the campaign and the immersive storyline
yea
however i would never pay £55 for a game
same its too much
in a single payment
payday 2 got me hooked and i spent £180 on it and most of its micro dlcs
oof
i used dlc unlocker
but that was also fine, it still felt like value for money due to the replayability
so is SOG worth it? well it is if you like making missions or downloading missions from steam to play
oh
because you get a lot of replay in arma due to the editor
if you have a few friends to play the mp campaign with, then you can play and replay the missions weekly for over a year and not get bored
SOG has three
yea but non of my friend play arma 3
you can join sogpf discord and find new ones ofc
as arma is a peculiar game, it's not everyones cup of tea
it took me a lot of convincing to get it in early arma 1 days
but once i got it i was blown away by its grandeur
wait how much did it cost to make S.O.G praire fire?
$2.3m as of xmas 2022
are yall secret millionears
oh
we invested our time based on IOU's basically
ooh okay
and we get paid back from the income each quarter, the same percentage of our invoices is paid to everyone
so we share the risk and reward equally
thats good
it's a team effort
yea
but iguess i can buy a cheaper dlc for now
i might get praire fire if there isnt any good Vietnam war mod
yeah people will still be playing our dlc for at least another 18 months / 2 years i expect
well there is unsung (which we also made)
oh
so you can play that for free but the quality is not the same at all
and you can download the MP compatibility pack for free and try the DLC out in the editor
yea i heard for a youtuber who said that dlc is often better than mods
and see if you like it enough to save up for it / get it gifted for xmas or birthday
mods cant compete with a $2m investment
nor should they
So CDLC devs get no payment prior to release?
iguess so
that seems a tad bit stupid, to expect people to make a DLC but give them nothingin return until launch
i just wish all the stupid people who downvote creator DLC's because they lack this or that asset or feature would realise that lol
yea
if something is sold as DLC it gets criticized as dlc
even if BI has a really awful system for paying their devs
because through their SPITE and crappy reviews they may cause creator dlc's to fail on day 1, even though the team is planning to add more but cannot due to the rules tell anyone about it
cough csla cough
well GM also got handled really unfairly too
as it was first out, it got loads of negative press aimed at the creator DLC program as a whole
ive been critical of CSLA's 1.1 update but they got a raw deal
every creator DLC team is full of unsung heroes from the community - investing their time and efforts and dreams to make a cool expansion of arma
yea but what happened with CSLA is it still bad?
and the very least that critics can do is to send their criticisms in through the proper channels but not punch the baby and write a negative steam review
because they stack up and can drown the baby at birth
it just gives the team no chance to recover
and continue
unless they have super strong will and vision like CSLA team clearly has
Its better but it released after SOG so it was always gonna look like trash in comparison
oh
they have fixed alot of the strange launch bugs
and they recently added some new content
we had over 50 artists on SOG, they have about 5. it's a totally incomparable setup
but its still far off from prerelease content they showed off
especially that a lot of negative reviews are "content is ok, BUT", people who just look at the numbers see that it's bad, not "good but with flaws"
yeah
Im not hating on either team, im just stating that any CDLC that came out right after SOG was gonna look bad by comparison
whats better global mobilazation or iron curtain
GM is higher quality and was higher price, on sale now GM is very very good value for money as its much older than CSLA
so higher discounts
I like CSLA because it adds alot of American gear
yep each DLC has it's merits
best option is to buy them all 
or at least under a year and a half
with what money
and gift them to friends too 🙂
and send rob 5 bucks via pay pal
if you love the dlc and want more of it
i´m gonna rob a bank to get money for arma 3 dlc
no dont do that lol
in worst case you can just download the compatibility data on steam and check it out before buying
find his house and send him gift cards
nor that!
I've spent probably 30 euros on them during last year, that's about two days of work in central Europe
lots of refunds could be avoided if people would just look at the compat data first
he needs to make up that 2 million some how
would be a nightmare to handle with the company accounts
the CCTV cams are bad anyways
So if this question can be answered, what is the review process like for updates?
we're doing ok, we just can't make the whole wishlist in any reasonable timeframe with the current financing model
noted
so what do you mean by "review process"
also be aware we commissioned our first US tank in 2018, but the artist was a scheming crook who demanded payment up front halfway through its development
so he got fired and we lost all momentum on it
So when a update is in the works, how does BI keep check on the quality and give the ok on the update getting released?
so even when you plan something, life can throw curveballs at you
well i can only speak for us
BI has access to our live build - whether they play it or not i have no idea
when we get close to a release candidate we let them know and schedule in all the stages up to release
oof i forgot something, uuh what map can run with decent fps with a okay pc
QA, localisation, final QA, closed beta, release, post-release hotfix
anyways gonna go shower
all the creator DLC maps work with decent fps as far as i am aware
not seeing many complaints about fps, except in 110 player missions like the one drewski just put out on youtube - organised by nemesis and liru and played by ZF and led by digby. that was a fun op, but 110 players causes fps to tank at times
oh
ive had fps issues on cam lao nam but my pc is also dying a slow death so its to be expected
also too many AI and too much vfx going on (especially anything with submunitions) can cause fps drops
and AI trying to cross rivers can cause fps to drop by 10 frames
so a lot depends on what you play and where
if i load up cam lao nam, actually let me do it and i'll send a screenshot
mine got a nasty virus before i factory reseted my pc so i gotta see if i run arma 3 smoother now
spend your savings on a good antivirus
it is worth every cent
and avoid torrent / porn / cracks / whatever dodgy sites youve been visiting
Pcacceleratepro so its more like ebola
Pc ram download no virus free 2022
did the tank he was working make it into the dlc but by a new modeller or was it cut entirely?
so just placing a unit down in the middle of cam lao nam i get a smooth 75fps looking in any direction
i had stutters in eden but im gonna blame that on my pc more than anything
in saigon
my graphics are on pretty high too
yeah saigon will cause frame drops
i guess my point is tha tthe forest is not responsible for low fps which a lot of people worry about
the forest is better optimised than any built up areas
is that a arma issue or just really good work on the teams part?
we redesigned every tree and bush for better optimisation with AI too
the terrain team spent a great deal of time doing heatmaps of the terrain
checking fps in each location using tools they designed
so the map has maybe twice as much content on it than tanoa but same or better performance
48fps in Saigon, with drops to 40fps as i rotate through 360
so add a bunch of AI trying to pathfind and poorly optimised mission scripts, and drop napalm or flechette rockets (which all use submunitions) and your fps is gonna take a nose dive to maybe 15-30
which is still playable on most PCs
but not ideal
so it's a bit shall we say sensitive
i noticed that other creator DLC towns have similar fps drops on their maps too when i tested them, and so do BI maps
so it's nobodies fault, it's just arma 3's dated engine
render distance can always be sacrificed for better fps, why would anyone need more than 1k for jungle or the city, unless you're flying
so you have tobe a bit careful in built up areas with scripts and player and AI numbers
think thats a reason why most cities are so small? always wished arma had bigger cities
well it's also why i bought an I9 with the fastest cores
and have arma 3 on an NVME drive
so i played that 110 player mision last saturday and had no fps issues at all
but some people said they had a slideshow going on like 8 fps
yeah
the fallujah map has enormous city design but most of the buildings are arma 2 simplicity
no breakable windows or partial destruction models
most of our buildings generally have cool features like climbable drain pipes, working doors, breaking glass etc
so that has an impact
in hindsight maybe we should not have createdsuch a huge airbase
we could have made it smaller and better for fps
