#arma3_feedback_tracker
1 messages · Page 26 of 1
ok, so far i'm failing to get repro ... anyone more successful ?
@trim acorn The autoSeekTarget - which long range missiles employ - can be performance heavy (a lot of raycasting). But not in the terms of freezing the game. Can u estimate the situation? Terrain, number of missiles, aerial targets, ...?
@trim acorn It's the LOAL Missile that causes the issues. I tried to narrow down the issue with diag_captureSlowFrame a long time ago, as far as I remember it started to load a ton of files after firing. This is substantial slower on old Hard-drives and therefore you can feel the impact way more if you are not using SSDs. (Also the same issue appeares with the AMRAAM AA missiles on some jets in your I&A mod)
@thick hare
Terrain: Tanoa
Number of missiles: 1
Aerial targets: 0
Just plain Tanoa with 1 unit (Ammo Bearer) connected to a Game-Master Module. Spawning in a RHEA-750 via Zeus, Remote Control, Fire Missile.
Saved the diag_captureSlowFrame output if you are interested. Runtime of a single frame was 2141.77661ms (Yeah over >2s, pretty sure we can call this a freeze)
@astral blade thanks for the details ... well definitely in the case of that server, not even very fast SSD is enough to survive it
as i'm writing ticket for this @astral blade please DM me that captureFrame log
noticed it a while ago. It some issue with packing since it's working fine with local data
we weren't able to figure it out though
i think to remember in CUP channels and @dry bloom @raven hollow made some insights about it
uhm
topic?
regarding the destruction Animation?
I just remember that someone mentioned that loading the .rtm was broken (iirc it was related to bridges at that point)
Or it was loaded wrong, idk exactly anymore
wasnt it loading rtm unbin kept it working?
nope, if i did i'd have noted it in the issue. if i use the ldp content it sticks on a missing skeleton definition when compiling the rtm - even tho one is defined in the model.cfg, so i guess it's some skeleton bound inside the rtm? other than that no clue.
and the ldp data plays the animation fine locally too, so some binning issue.
yeah, unbined .rtm is working - that's why I mentioned it's working ok with local data
yeah I tested with a2 ldp rtm and a3 rtm and both working locally, both giving same binning issue too
ok got em to compile, and same issue as vanilla
Taro from CUP may have been involved with the testing too. and i think to recall @random lantern (and/or T_D) also looking into that at some point
btw @ reyhard if you're looking at occluders and stuff in models could you please get someone too look at this building? It's been like this for a few years, if not since launch. See pennyworth's comment too. https://feedback.bistudio.com/T84758
I haven't seen any changelog referring to this, and the last i checked maybe sometime last year the issue was still there
how many times it takes to check a task cuz like there was a guy that posted a wiki error and noone checked it and i posted a bug still no asnwer
confirmed that the ticket i posted earlier is still relevant
BI doesn't take care of the community wiki
Well there is still this https://feedback.bistudio.com/T139772
and the one that guy posted before https://feedback.bistudio.com/T84758
that noone claimed/checked
and i think to recall @mikero (and/or T_D) also looking into that at some point
for an rtm to be succesfully binarised, bis binarise needs to know the name of the skeleton to use. If not told otherwise, it will assume ofp2_manskeleton is required. It then leads to questions of which ofp2_manskeleton is needed because there are three, mutually incompatible ones to choose from. (deRtm will convert any older ones to a3 'bones')
next comes the rtm itself. The nameOF a skeleton is not recorded in the rtm. Instead, there is direct relationship between the bones stated in the rtm, and the cfgSkeleton you hit it with. You can trip over with a name like 'Compass' in the rtm, but called 'compass' in the skeleton. Similary, a bone wedged into the rtm called 'pink_elephant' will prevent the rtm from being binarised because the binariser converts absolute movements to relative changes, relative to all other bones in the set.
all you can do is make a very, very careful check that the animation is using the bones you state the cfgSkeleton.
next comes the cfgSkeleton itself. Simply creating a 'model.cfg' doesn't garantee success. It must be in-line-of-sight to the bis binariser. And, as stated, the cmd line for bis binarise needs to be told what the skeleton name is, for it to find it.
Finally, there appears to be a discrepency in the binariser which relies on a pivot model. This is no problem (generally) for a3 ofp2_manskeleton's because the bloody thing is somewhere in the soup of p:\a3
The lack of a pivot model, sometimes, perhaps often, causes non manskeletons (bridges and cranes eg) to behave strangely when binarised.
that noone claimed/checked
This is a mod, mods can break the game @raw fossil
not a mod
I can see it on the video
Tanoa takes significantly more time to load on SP than MP (Editor preview). Looks like a bug that was present at some point in other vanilla maps.
basically this https://forums.bohemia.net/forums/topic/212090-editor-long-loading-time-since-178/ but on Tanoa in SP
This issue still exists on current dev and RC branches.
https://feedback.bistudio.com/T139250
Updated ticket to reflect my checks.
https://feedback.bistudio.com/T140100
Nobody has even taken a look at this yet. Dedmen basically told you how to fix it - should be a quick closed ticket. 😉
@sturdy swift callextension uses LoadLibraryExW
still waiting since alpha release in 2013:
https://feedback.bistudio.com/T80659
unless BI mentioned somewhere that they are unable to fix it, i dont understand why its still open
my guess: this will never be fixed since BI already moved the large part of staff to other projects
my guess: instead of fixing bugs a new dlc will be announced
Any chance a dev could take a look at this https://feedback.bistudio.com/T140938 (Eden Editor Context Menu) and say whether or not that's intended?
@daring wagon afair if shortcut is already used by something else in 3den then it's not working for both controls
@sterile nova I know, but that's not the case. The shortcut works fine when the tool is added to the menuStrip control. I've updated the ticket to make that clear.
Can anyone confirm this? https://feedback.bistudio.com/T140642
Can't confirm. I dynamically spawn curator's with a script, and addCuratorAddons successfully gives these access to all mods even if nothing from that mod was placed in mission
On dedicated server?
ye
Hmmmm
@daring wagon it was never meant to work beyond the tool bar, that’s what I heard
That's weird. Why would it then show the shortcut in the menu. But thanks for the info.
Camera_F creates blocking work in the editor. https://feedback.bistudio.com/T140800
weaponLowered player; returns true when standing still without gun, but becomes false when sprinting.
Guess this is a bug or are hands considered weapons🤔
Hello
I've been watching this issue for quite long time, question to devs is: how something you broke in update from issue became wishlist??? We are slowly coming to end of life arma, i mean no more official updates and such, so you will fix it until that or not? It's very old it was assigned to razazel for few years and in march other dev
Astaroth picked it up, so issue is not quite dead but watching this bugtracker issue i just wanted to know if BI will fix this one before they leave game??? https://feedback.bistudio.com/T85764
Ah
In the management of the tank there are two problems that block the control or breaks the interaction with the crew. One was appointed to be corrected last February. The second was not appointed. In the second, I changed the concept, with the current changes.
Both tickets are closely interconnected, and complicate the game interaction in management, cause contradictions or break the functionality of the AI. I also wanted to know about the possibility of corrections for them.
https://feedback.bistudio.com/T127626
https://feedback.bistudio.com/T127310
DB + RC Issue - Missing editor preview textures for CSAT Pacific >> Zamak https://feedback.bistudio.com/T141490
why the f*ck each time when the jet I'm inside (on the ground) receives shot from cannon, does the "get out" animation restart when for exemple Blackfoot shoots at me?
so I'm shot, because I'm inside, but can't get out, because each shot at the jet, the "get out" animation restarts
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if anything (except hand held weapons) shoots at (any) jet (on the ground), you can't get out at all. Get out animnation restarts and you die, because your jet gets destroyed, of course, because you don't get out
any mods?
vanilla server
spawn a jet, get in, spawn AA with cannons, or heli that will fire at you with cannon(s) and press get out
you won't be able
it will start, when you're hit, it restarts the action of getting out
some specific mission?
are you sure it's not some mission error?
flow error
error in how things are handled by scripts 😄
mission script
nothing to do with any scripts
nothing changed/altered in this regard
simple get out you choose with mouse wheel
or with V
If you are sure it's nothing to do with scripts then have you tried to reproduce it on empty MP mission?
with jet & some autocannon obviously
well, lets see
AA or heli shoots at you with cannon(s), you obviously try to get out, but it's impossible
if it stops firing , giving enough time for the animation to finish - no problem
if it fires again while animation in process - animation restarts
no matter if animantion just started or almost finished
hosted local server and I wasn't able to reproduce it
are you really sure it's not tied to evolution mission?
why should it be if no additional scripts are used to get out?
just BIS get out/ V
can you please connect to the server?
will give you money to buy a jet, you will get in and i will buy AA and will fire at you with cannons while you get out
small bursts
@fickle root just test it in the editor. If it does not work there, its a mission script thats causing it.
Probably a event that resets your animation when hit.
Ground stabilization is broken for all aircraft gunner seats except for the Blackfish Armed.
Y-32, AH-99, and MI-48 ground stab does not work. Attempted to even rebind the key, symbology does not appear. It does work if the pilot uses his camera to designate, but the gunners does not work
@smoky mango did you create a ticket on the tracker, or just the post here?
Just the post here, where do I post to the tracker? I've never used it before
Thanks!
@smoky mango it's not broken if it wasn't present in first place
😄
only Blackfish is using directionStabilized = 1 and this still has some issues since you cannot toggle that ground snapping behavior
but it's not that annoying since planes are usually much more stable in their flight path
we tested it with helicopters for a while and it was supper annoying to have and you could easily loose orientation
of course, programmers were informed that some toggle would be necessary but response was that tech used by turrets & pilotCamera is different and turrets camera would have to be rewritten completely using pilotCamera as reference
Hi, first time im here on the discord.
So i have a problem with the GM Mod and the Map Weferlingen.
The problem is as follows.
I've been trying to figure out and narrow down this problem for a long time (half year).
This happened on other maps such as Rosche, Leskovets, etc too.
Since I now use an official map with Werferlingen I was able to narrow that problem by a lot of test.
When I use different anti-ari systems (Tigris,R-750,S-750 Rhea, GM ZSU-23, RHS ZSU-23, RHS Static IGLA), there are massive FPS drops around 7-18 fps.
With the static RHS ZU, Titan AA static and the RHS ZU Trucks there are no Problems, so Ithink it has to do with the Radar or Sensors.
I used different sensor settings but there was no difference (radar activ or not etc.).
I have also noticed that it has not occurred on Altis, Tanoa so far.
The AA vehicle must also have a certain minimum distance to the player that the problem arises.
I have created a mission with Vanilla + DLCs (Jets, Apex, etc.) + GM in the editor where this issue shows.
If you just stand here and watch the frames per second, you will pretend that they all vary a lot for about 2 seconds (from 60 to 45) or (50 to 35).
Also, you can feel like moving something then you notice the lag.
If you now remove all AA vehicles, this problem no longer exists.
If you put an AA vehicle near the player (< 200 meters) again, the frames start to oscillate every second. In this sample mission there are no enemy target they knows about and they dont fire, they only stand around and do nothing (maybe radar check area).
For more information and the example mission please let me know or tell me where it normally belongs.
I hope this problem can be solved by my explain and find out exactly.
@thick hare @waxen tundra the above seems like the problem you encountered before? The one that Quiksilver and larumas reported https://discordapp.com/channels/105462288051380224/108187245529268224/585423441872814100
Yes but on my Situation no AA shoots or have a enemy target
weapon animations still aren't properly synced in MP , sometimes weapon anims are delayed or stuck
those anims work like 85% , especially the IsSelected anim source gets often stuck and like Zeroing anims arent even working in MP - this is for when you see other players using weapons
Weird behaviour with buildings' door animations that completely ignore the geometry/fireGeometry LOD
https://feedback.bistudio.com/T142302
@sterile nova CSAT and NATO "S400" and "Patriot" launchers + radars have their sounds on, even after being destroyed, like it was before the case for Varsuk
also if I check the map via Spectator as admin, they have no map markers for them, but nearby Cheetah/Tigris have their markers on map in Spectator mode
this is the only way for me to know where the launchers and radars are, since they are guarded by tracked AA
but "S400"/"Patriot" launchers and radars' map markers are displayed in the editor
specator script is ignoring UAV/drones, it's not just S750/MIM-145
I keep getting a CTD code 409 Status Stack Buffer Overrrun. Where do i go to report this?
"Where" on the feedback tracker I'd say. Link in channel description.
Make sure to attach the report like the wiki on feedback tracker tells you to
I appreciate the work you do, but this bug has been in the game for years. Has it been forgotten? https://feedback.bistudio.com/T126283
Basically the "FOLLOW UNIT" command in UAV Terminal doesn't work with UGV's
@trim acorn hah a quick wprk around is to stick the UGV from the UGV support group into the squad instead and then you can order it around like a regular soldier
@trim acorn +100% In addition, there is a related problem. If for the UGV stomper to assign "follow" the player loses the ability to:
- cancel this task stomper UGV
- cannot assign any waypoints to stomper UGV
- task assignment menu for stomper UGV is unavailable due to the feature "task menu without waypoint is not available for UGV" https://feedback.bistudio.com/T120263
Another UGV issue on this ticket
https://feedback.bistudio.com/T120280
https://feedback.bistudio.com/maniphest/query/6OS5eE4CnoHu/ here is a "sort by newest, arma 3 only" query. In case anyone wants to quickly check recent issues
@sterile nova S-750 + R-750 and MIM-145 + AN/MPQ-105 still have engine (generator) sound ON even after being destroyed (like Varsuk before)
also why do they have engine (generator) on, but don't generate heat and not possible to lock them?
should may be have engine (generator) off anf then it's normal that they don't generate heat and can't be locked
@fickle root why did you pinged me again? I've seen your first message
I've deleted it, because it was like a question, but now I have a confirmation
I mean this one https://discordapp.com/channels/105462288051380224/108187245529268224/600858024852324395 @fickle root
this was before patch and now I let you know that it's still present in new patch
also I approached you earlier with the question if it was possible to introduce a check to see if player already has a backpack, so if yes, next backpack he approaches there is no pick up action available and thus no problem that comes with it )
Is it possible giving Zeus / Eden Editor Spetsnaz and possibly Looters cars?
Or in Zeus' case, give them an ability to edit vehicle skins (retexture them and let all other players see the newly applied texture).
A lot of people would appreciate that, and the latter would be the best option as that would provide more than one solution to many issues.
Hooe it could go through, BI!
or may be if you take new/next backpack, you can do it, but you automatically drop previous backpack
hello it's me again, i hope some devs will see this message, im enjoying contact expansion, tons of new ideas, areas to cover with missions, scripts and stuff. we got 1.94 and BI folks are planning 1.96 now! great but still no update on that: https://feedback.bistudio.com/T85764 i kinda feel bad bumping this problem from time to time and seeing no official statement about this makes me sad, so please left no bug behind
since BI has probably less than a hand full of ppl working/maintaining arma, i guess this will never be fixed (not experiencing it myself).
don't get your hopes up high
I dream of a day this is fixed: https://feedback.bistudio.com/T131341
Should be easy to fix in configs (I suppose so), since there are vehicles, where it works properly in same conditions and respecting required conditions for it to work.
https://feedback.bistudio.com/T127812 List of vehicles with headlights turned off at night (despite AI crew behavior set to "Aware")
https://feedback.bistudio.com/T127813 List of aircrafts with collision lights turned off at night (despite AI crew behavior set to "Aware" + aircrafts on the ground)
https://feedback.bistudio.com/T127814 List of vehicles with dashboards lighten up only when headlights are switched on (despite engine on)
@fickle root first 2 are hardcoded engine thing and are on purpose
in OFP, it was assumed that soft vehicles (car simulation) are without NVG equipment so they always turn on lights in aware behavior
tanks on the other hand were believed to have some NVG/TI - if anything, I would add ability to switch off lights on Armored APCs but I highly doubt that its easy to change in code
I made a ticket, finally )
https://feedback.bistudio.com/T143979
same with planes - airplaneX planes have collision light on and it's by design that helicopters are off
third ticket is shit ton of artwork since it's p3d related thing (dashboard being in same selection as light_l) and I also anyone is going to change it
this is also very weird
https://feedback.bistudio.com/T143977 Strange luminescent spot between headlights of vehicles (when headlights turned on)
this must be then easier to fix
https://feedback.bistudio.com/T143991 LDF and Gendarmerie Offroads (Comms) and (Covered) beacons not working correctly
you should seriously reduce usage of word "easy" 😛
https://feedback.bistudio.com/T143991 - not fixable - orange beacon is tied to headlights
I can't properly estimate, since I'm not a programmer, sorry
https://feedback.bistudio.com/T143977 - left & right lights are merged into one source to save resources - tweaking it to avoid that middle spot is rather tricky
but as it works correctly on vans and repair offroads, can it be taken from there so it works properly at least with blue police beacons
but Van is not producing light
Trucks and hatchbacks don't have this spot somehow
where offroad beacon is
don't know why
because they have their physicial lights more to the front
oh, ok
- hatchback is missing that light aggregation optimization
and this?
https://feedback.bistudio.com/T137525 AAF and CSAT full ghillie have their injury RVMATs swapped
dunno about this one
if I had some more knowledge, I could have estimated if to open some tickets or not, since I don't know how everything works exactly
and this is also strange, but I fear it could have something to do with game engine limitations or turret stuff or with limitations of how everything related was implemented back then
https://feedback.bistudio.com/T143981 Mi-48 Kajman APDS/HE ammo selection order is inversed when ordering via CTRL+F
https://feedback.bistudio.com/T143984 BTR-K Kamysh APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F
https://feedback.bistudio.com/T143987 AMV-7 Marshall APFSDS-T/GPR-T ammo selection order is inversed when ordering via CTRL+F
https://feedback.bistudio.com/T143988 AFV-4 Gorgon APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F
https://feedback.bistudio.com/T143989 FV-720 Mora APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F
those are not fixable without redesigning it
Shouldn't hurt to have them in the system.
and this?
https://feedback.bistudio.com/T137524 Qilin LSV's RVMATs make it darker than other vehicles
I would have prefered every single dev working only on next major title, instead of sharing man power between 2 projects, even if it's only a handful of devs.
But since it will take a lot of time before we see it, we have to play A3 and it needs to be maintaned (
and the fact that ambulances have recently receaved siren on/off option, but their horn is still usable as siren as well, instead of it working like normal horn?
or is it intended?
nothing from reported is really game breaking, but still
this is "funny" )))
https://feedback.bistudio.com/T143986 AMV-7 Marshall, MSE-3 Marid, AFV-4 Gorgon and Strider wheels spinning in different directions on water, at different speed or not at all (engine on/off doesn't matter) and not synchronized in MP (wheels not spinning/stearing when observed by other players)
It's always nice to atleast have the tickets. That way when someone else finds the "bug" they can search for it, and will find that a ticket is already open, maybe even with explanation of why it's not fixable so that the guy who wants to report the issue knows that it won't be fixed
Ofc that would require that people search before posting...
I still can't manage to understand where to click to be able to search for already reported stuff, using keywords or where I can see the list of all A3 tickets
I have a lot of sutff to report, but don't know if it's worth at this point
This finds all tasks
https://s.sqf.ovh/firefox_2019-08-26_12-58-38.png
You can choose open/closed above to find only these
thx!
got already once to this, but was doing something wrong I suppose, since I couldn't filter
You can save the queries too, I did that once, but seems like my saved queries have been deleted for some reason
results were "strange"
I was used to Dev-Heaven and it was really practical for me after some time back then
If only one could move/drag existing markers on map, like in ACE I think, instead of deleting, creating and naming them again
Still wondering if the "kajman flips over and explodes if the pilot has AFM enabled and a passenger without AFM touches the helicopter" bug will ever be fixed 😄
To be fair hackers and anti hack tools is a never ending arms race
@hallow sun
as soon as you create a heavy modded server (scripts), you create your own loopholes for "hackers"... basically those dudes just use what you create
¯_(ツ)_/¯
!issuewarning @hallow sun abusive language, sharing links to game hacks
Done.
I posted it so you can fix your damn game
Aint nobody got time for that and not enough publicity so it will never get fixxed like the thousand of other bugs 😄
Okey. No cheats getting fixed then.
Devs can’t fix what they don’t know about
@untold sky Does ticket creation solve the problem? Most tickets are kept in a sump for several years. I do not condone those who publish methods of abuse in the game. But I have an opinion that long-term decisions on tickets contribute to the destruction of the players' attitude to the game. Someone is definitely trying to finish off this game by publishing ways of abuse. I haven’t been playing Arma3 for almost two years, this is not a game for the game when the player is busy searching for intruders, or during the entire playing time is forced to vary between problem content, bypass problem functions, or completely refuse to use content with poor control.
creating tickets doesn't magically fix the bug no. But if you don't create a ticket it won't be fixed either
The thing is, that it's normal, that it's impossible to know about absolutrly zll bugs as dev.
But creating several dozen of tickets with best possible explanetions/steps, screens and even videos and not getting a response to a lot of them...
Or even worse, when you see a standard response and years later nothing happened.
When community was givrn the possibility to fix stuff in A2, in only few months hundreds of bugs were fixed by not even 10 people. And a lot of them were like 3-5 years old.
Even 1 I remember was reported like for 6 years and not fixed by BI. But fixed the same day only 1 person from community.
So BI telks us that they can't fix stuff they don't know about, but when you tell thrm, why they don't fix a lot of stuff they already know about...
There's a reason behind that, Which I also don't really like but I can understand BI's actions
And how can one explain that really a lot of stuff is fixed by under a dozen of simple community members, while hundreds of professional people don't do it for years
I can't accept explanations like it requires a lot of work/redesign, since a lot of stuff was simply configs related and done in under a few hours
By people I know personally
There is a difference between a community fix, and a BI fix.
BI fixes need to be crosschecked by multiple people, and go through QA/playtesting to make sure they didn't break anything
I understand that it's a commercial company in first place and there are time/cost priorities
And if they did break anything.. Well.. Good luck getting a programmer from another department again
Then something must be changed internally for more flexibility
I see a lot of old school approaches from BI
Not only the game must evolve over time, but team management and each dev as well
It's not simply moaning, but constructive critics
My feeling is that the DLC approach has meant a focus on creating that new content and less on the bug fixing. So much so infact that the release of a DLC might change the balance of the game (such as Tacops) in such a way as it can't be fixed the right way and it gets left that way. Then the balance is adjusted again later with say the tanks DLC and it breaks the prior DLC. It has been this weird yoyo effect on AI balance throughout A3's release cycle and the bugs have just grown rather than shrunk.
The tracker is where most bugs go to die except for it they relate to an area BI is currently working, in which case they may get incidentally fixed. I don't believe the community is doing much to influence or help in reporting bugs, BI is following a path 99.9% of its own making and us reporting issues or not is by and large achieving nothing.
When I read some careful responses from BI, if you rephrase them, it's like... yes, but it requires redesign or some work.
But you're there exactly for this!
And don't tell me about to late or nearly EOL status, when there is stuff reported since 2013
I do what I can to try and workaround bugs these days, the entire point of our mods is to try and get the game in better shape since we can't get at the fundamental pieces of code to fix it properly.
ylands actually juuust (10 minutes ago) posted a documentary about the life of a bug from report to fix
I know a lot of people with good knowledge of specifically ArmA and they play almost exclusively ArmA and the've simply stopped reporting anything.
So think I to do as well.
Not the first time.
And after some time I for some reason post several new tickets to get no response at all again or again same short responses without any continuation.
I still report them but many of my bugs are years old now and show no sign of triage let alone any sign of getting fixed.
If a bug has been there for years, and caused no major problems, it's also not high prio.
You still have to report them, it is a necessary step I feel. You never know one day you might get lucky and have it closed (when they clear out the tracker to shut it down)
Big parts of the Arma 2 EOL patches fixes also came from the tracker I assume
Then at least BI had a good reason to want to improve it, they were improving the engine for A3. With this engine disappearing with A3 I don't imagine there is any value in them fixing it up to EOL the game
I have some nice fixes for Arma 2 laying around. But same thing, barely anyone plays it anymore, so it's just not worth my time.
And for BI who's devs work on other way more important projects that's moreso the case, moving a dev to improve a old game means they loose time on new stuff, which means loosing money
They have put themselves into the position where a lot of mocking videos come out with each DLC release. I imagine many of the CDLC will have issues as well. But at this point it is very late in its life and effort is better spent on A4, if they are even doing that.
But it does leaving a lasting impression with its die hard fans that BI releases broken products and doesn't fix them, preferring to release DLC instead. It isn't a good reputation to get and they deserve this time around.
What you both say, I think the same way. Better to spend/concentrate more resources on upcoming title than on fixing a slowly dying title.
But! When you report stuff before or shortly after release of the game and nothing is done...
No near EOL excuse there
I don't have any confidence in BI for the next game. Given the situation with CDLC I doubt the people who bought supporter editions will do that again, I doubt they would preorder despite A3 being their primary game.
And priorities must be, of course.
But each game you experience, is experience as a whole, which includes as well visuals, mechanics and sound.
Not only critical holes fixes.
Our attitude to them as a company has been changed dramatically with this one compared to A2.
If only they'd share work load with more specialized/capable people on specific thing only, like 3D, textures, sound, but they know their one and only stuff
And they'd be working on engine only
Its capabilities/optimization
Certainly events really stick with you. The one where they released the big sound update just days after JSRS was released completely gutting everything LordJarhead had done. It showed just how little regard they gave for even the primary mods that made their game and its community tick.
Not a whisper of this massive change until it was done, zero notice to the one person who could really do with knowing.
Because I have the impression, sometimes, that BI has a lot of do a little bit of everything devs, but not one knowing their specify stuff like a god
It showed just how little regard they gave for even the primary mods that made their game and its community tick.
Arma updates are usually scheduled weeks in advance. And usually under data lock a week before release.
They couldn't have known about the JSRS update, nor that it would be broken.
What should they have done instead? Just not overhaul the sound system?
Given he had put out an alpha and was giving updates about it being released in a few weeks a quick heads up would have been nice so that he knew it was coming would have been reasonable.
On this specific subject I can't say anything
But I can say for sure and again, that directional sound and feel of distance in A3 vs A2 is a joke
Unfortunately
And speaking about A2. Going from 1.62 to 1.63, a lot of fixes were from Community Configuration Project. And almost everything past 1.63 is CorePatch.
And a lot of stuff we have discused/reported in Skype CorePatch group.
Or in private messages via Steam
I even feel better without response to my tickets, rather than a response, that gives you false hopes, but in reality nothing happens, like 5 years later
The notice that they wont fix would at least mean we can work on a workaround knowing that BI wont just release a patch that makes month of hard work pointless a few days later.
For example I have been asking about commands to side step pathfinding algorithms, because I am considering potentially building our own. The issue is that it is a substantial piece of work and not one someone would want to undertake without for knowledge that the issues wont get fixed.
It's like when BI change something and don't juge it necessary to mention in changelog or have simply changed a little bit of everything and no notes were made internally and when time comes to publish changelog, they can't remember it all anymore.
Missions on your servers are broken and all the "loyal" players prefer to spend their time elsewhere, while you're searching for the culprites and simultaneously try to explain to angry players that you haven't changed anything in the mission and that it's broken only due to ArmA update.
Because most players don't want to be guinea pigs, as a lot of them work, have families and responsabilities and want to relax during these few hours they have.
More than a few players can potentially stay elsewhere, for good.
Not the your mission is shitty, but for a lot of different reasons
@untold sky Perhaps the analysts of the new projects are right, but not in a similar situation. The last DLC I bought was Tank DLC. The last announced Global and Contact I did not buy. I do not need a new DLC for a broken base game. Is this not a loss of money for a company?
I created over a hundred tickets for Arma3. Of the hundred tickets, more than half were resolved. But the emergence and increase of new problems did not stop. I did not buy the game in order to spend time creating tickets. It was not difficult and interesting for me to do this. As a result, I was put under the control of the forum administrator for a month, due to spamming links to three tickets in the DEV topic.
There is a saying - "A good reputation is more expensive than money," you need to recall this for new project analysts.
I am absolutely not indifferent to the story of the continuation of the project, but with such analysts you can not go far. There must be some balance of corrections and moving forward.
I can only agree with =S= Lex
You can sell a mess once, may be twice, but certainly not 3 times in a row to same people.
Attitude/approach/management/priorities must change/evolve.
OMG... this, I will remember forever! Same since OFP!
https://feedback.bistudio.com/T65560
@untold sky A2 EOL came from CCP - separate project on dev heaven. no relation to FT nor BI
I do agree BI is creating a bad reputation with their overall patching and polishing policy (95% inner focused, 4.9% Dwarden/reyhard pushing/doing things, 0.1% random pickup from FT)
For A3 they had the luck that DZ mod hype gave them enough funds to finish it. Otherwise A3 may have been another A1 release debacle.
Taking away survival players, lifers, the core player base of A3 is probably smaller than on earlier titles. BI still had some milsim/groups/team base, Zeus, TacOps, Contact, Editor, SP and mod users, base, but will they be able to capture these with future A4/another title or given BI another chance, or will they drop out in the meantime, is an open question.
So the right way would be to turn A3 into a community project with offering all A3 data as ALDP as before, open source the tools (seems partially a license and legal issue tho), and establish a small trusted community group with engine access to patch and extend with a separate game branch.
yes @desert trench, majority of players don't play ArmA, they only use its engine for their purposes, like life or stalker (((
I remember BI giving up on A2 already in 2012.
But then came DayZ mod and they've started pushing patches again and a lot of stuff was broken, of which a lot was working perfect prior to DayZ mod related patches
When A2 was very popular, there was really a lot of vanilla servers, where people were playing ArmA for what it is/was
I remember AAS with 80 slots almost always full
everithing was like designed by devs, not like king of the hill. a lot of core changes and simplifications, that you can't even call it arma anymore
as lifers moved to GTA now, the picture is changing somewhat. swec stats is the best i know off for MP (https://arma3.swec.se/game/statistics)
in regards to traditional Arma still relevant: Antistasi (pushed by some influencers which helped a great deal), KOTH, I&A
koth removing a lot of stuff or changing the way it works
it's not arma for me
we have our Evolution III server, everything vanilla
always full as well
my impression is BI DLCs also didnt reach the core (MP) player base. however it had success with SP players, arma regulars, and BI fans buying just to support Arma (but not really for the DLCs)
invade & annex, yes, I can agree it's a good vanilla
CDLC(s) so far didnt work out. and at this point seems doubtful it will have much of an impact - personally i think it could have had one, especially long term, if it were an active and deeper cooperation with BI, and actually helping to prolong the life of A3, improving the base game/engine alongside
like =S= Lex already said is they could have sold their DLCs much better, if base game was fixed enough. But who wants to buy DLCs for a broken in many ways base game
I can see BI diverting all resources to Enfusion/A4/future titles, yet sparing one developer should have been possible, or giving CDLCs (or said small group of community devs) the ability to maintain and improve the base engine further
especially if A4/any successor is still years away
cant see how they can maintain the fan base, and not create negative impressions for fans this way
was also a problem with OFP (A1 taking way too long, and A1 terrible release state). even A3 was kinda problematic as was largely a cut off from A2 (especially initially) with missing fixes/improvements from A2, lack of mod sync, lack of forwarding porting considerations, physx
some of the reasons why I don't play PvP anymore, since A2, it's because players can sink their heads into the walls or rocks and see everything and shoot through it without being seen and shot at, they can crawl under your vehicle, raise their head and see through texture of the bottom where exactly you are sitting inside of the vehicle and kill you inside of it by just putting their gun barrel inside of the texture of the bottom of the vehicle etc...
it seems they hope to convince people with their future product(s) and disregard largely the fanbase again. we will see if they can deliver, so they can attract enough new people and retain at least a large enough percentage of the existing fanbase
and like the ticket I've posted lately here, it's from OFP and still relevant
it's unbelievable
you place an AP mine, it explodes and every single bot instantly knows where you are
because it's considered like a gun shot and the sound is attached to your location and not to where the charge has exploded
18 years old "bug", omg
well AI part of engine was hardly touched with A3 as Ondrej and old gang left and were not part of the project
in A2 he did still quite some fixing and improving of the AI code
but was not much fun I suppose with all its complexity and hacky/rushed code from OfP times
also what I'm missing a lot is hearing enemy conversations in 40 m and closer radius, like in A2
because even if a radio is used, you still open your mouth to say something into it
now you can hear enemies only if they use direct
really non-sense to me
I'm now checking all tickets on FT and have found and checked a lot of them and a lot were fixed a long time ago, but still not closed
must be cleaned in order to be able to see what remains and how important tickets left are
well as far as i know the community partners in the FT gave up eventually as there was too little interaction and picking up things from the FT, so they dropped out
and BI staff doesnt bother closing tickets (except for recent ones at times)
what bothers me a lot is stuff not getting fixed for years, because not judged high priority enough and now it won't be fixed either, because almost EOL and devs needed more for other projects
very convenient way of "solving" problems
There is no way for people to close their own tickets either
Which is something we've been asking for, for years
sadly phabricator is a clusterfuck and way too technical in all regards (docu, discussions and tasks on their site)
either its impossible or way too complicated to do/figure out..
@desert trench do you mean that "watchers" at FT are community people?
So anybody can become one?
Fireball#4810 and MadDogX continued from the A2 CIT team for a while. not sure for how long exactly, or who else was involved
I remember I think SickBoy from Dev-Heaven
either its impossible or way too complicated to do/figure out..
it's not. i just requires somebody who is willing to do it properly. sure, phab is not easy to maintain in the background. but once the backlend / permissions is set up correctly (takes some time), it's rather easy to edit the board "on the fly"
there will never be a "on the fly" as BI has seperate internal and external bugtrackers. If a bug is making progress, someone has to specifically go into there, and copy message from internal to external
If a bug has been approved on FT, that means it got a internal ticket. Any progress will then be done internally, that's how you get bugs that are approved, but then not fixed for years.
The reason for the not fix is in the internal tracker, but you don't see that.
then again, why an internal tracker after all?
phab can be easily modified / set up for internal and external use / view permissions
that's what we do for example. we have set up a list of permission spaces and have a fully running ticked system running nobody outside of the permission space is able to see but still connected to public tickets
for example:
public ticked was created, staff acknowledged it, creates internal subtask nobody outside the staff permission space can see. all work is done inside the subtask, and once it is done and closed, it closes the main task also
it just needs the right preparations of phab beforehand
@ornate marlin because internally we are using jira, not phab
i know, and iirc jira is a pita to setup. but why having two trackers in the first place?
afair there is no safe way to do public jira tracker so something for tracking public tickets had to be created
imo mantis was set up way much better for handling public feedback - going through a3 phabricator is just awful experience
i'm not complaining or anything, just curious
why keeping phab? well, there was need for public feedback tracker 😄
no i mean why keeping jira
whole internal structure is tightly tied to atlassian software
we used jira for a couple of weeks and threw it over board really quick after discovering phab
whole internal structure is tightly tied to atlassian software
bummer
but then again, phab has (limited) jira integration. i think it is possible to link phab and jira tickets
need to reread the article to be sure
yes, very limited and i doubt it's worth the experiment
https://secure.phabricator.com/T5422
imo mantis was set up way much better for handling public feedback - going through a3 phabricator is just awful experience
100% agree there, even just dealing with the public facing side of it was much better with mantis
I agree too. Phab is PITA to use IMHO.
reyhard I have observed on all types boats that if you eject while pressing forward, it will continue without you at same pace.
But if you eject from any vehicle, including jets on ground, it will loose speed and stop.
Tried with Strider on water and as soon as I eject, it also stops.
Certainly something to do with boats, not with water (surface), or am I wrong?
isnt it one stops the engine, the other doesnt?
On land, when you eject (while pressing forward), engine of vehicles is not stopped, but vehicles slow down to 0 km/h.
On land, when you eject (while pressing forward), engine of jets is turned off.
On water, when you eject (while pressing forward), engine of any boat is not stopped, nor does any of boats slow down to 0 km/h.
Are you sure that it will totally never stop? Maybe it just has low friction
I'm sure, because the sound of accelerating vehicle is not same as just engine on sound
Car simulation type (and others) actually have a hardcoded handbrake once there's noone piloting the vehicle anymore
One of the things that stops proper towing
well boats don't have.. handbrakes.. sooooo
@vague bay will have hard time, closing dozens of tickets I've checked if solved and most of them are )))
the list doesn't even fit on 1 page of feedback tracker )
In Orca, Pawnee, Hellcat, one can as co-pilot take control over it, but not the control of miniguns and FFARs.
Engine limitations or it can still be corrected?
that sounds like a config thing
If you find a helicopter where copilot can take over AND get's the guns, then definitely config
Btw providing the fix together with the bug report would be really useful, and would make it easier for BI to implement, though no guarantee ofc
@untold sky there is a report already, from March 2013 (Alpha)
https://feedback.bistudio.com/T61155
I'm now going through every single open ticket starting from 2013 and until today )
For a while I tried comemnting and helping on FT, replied to tickets every day. But that was too much time waste
what I do now is I check a ticket and if the issue was resolved, I tag Astaroth asking him to close it, bookmark it, so I can check later if it was closed )
because it's annoying to have so many pages of tickets, when a lot of them are not valide anymore
just irritating for eyes
enough duplicates as well
I link them together
some I save separately to check if same problem still present in next ArmA )
otherwise I will forget
duplicates and invalid tickets also really discourage the devs to look at the tickets
that's why it's important to move all of this to closed, so it doesn't clutter the list of remaining valid tickets
to have a better overview/estimate of what is left to do
I will need several days to go trough everything
waste of time
unless we get a CCP or similar for A3
or BI "open sources" the engine/gives some community programmer engine access and ALDP for A3 assets
like A3 is EOL of EOL
🤔
this ticket is very interesting to me
https://feedback.bistudio.com/T61466 (March 2013)
and here is the solution for it, in VBS, since 2014
https://www.youtube.com/watch?v=kWF72d3-lWA
VBS3 allows trainees to direct suppressive fire onto a given area. AI units will engage in accordance with the defined parameters. The area to be suppressed ...
Also Zeus needs a suppressive fire / area fire / watch direction command.
Achilles/ZEN and I think even ACE have a zeus module which do that
without BI review 😉 (and separate A3 branch)
without review can't happen. People could add hacks or bad code.
Maybe cross community programmer review. people review eachothers code
CorePatch was really a thing, when we were working on it
changed things, github, sent to dwarden
well would need a core team of 3-5 people
and later Beta and then in stable
I know a total of 2 guys who could do engine level stuff
open sourcing the engine at this point BI would never do due to abuse/cheating and other sensitive parts
github repo with BI staff already exists
we're still waiting for 1.64 for A2, since so many thing were fixed in CorePatch and it's available as Beta, but now that Beta is 1.64 and Stable is still 1.63, alot of stuff can't be used (((
some parts are easier in RV, other parts very hard
but at this stage quite a few people have seen the old source
For a stable build everything needs to be reviewed/QA'ed
so i doubt only two could be productive
as said separate branch + small core team to approve/integrate patches/code + some dedicated test team
its not like this hasnt been done and worked with other engines in the past
exactly this way it was done for CorePatch in A2 CO
i doubt at this point cheaters care that much about A3. lifers have moved to GTA too
if someone is capable, he would have his way anyway
core patch/CCP was config and data fixes only
how many people care about A3 vanilla assets?
less than 10 people were searching for bugs, checking them, 2-3 were introducing changes and sending back to us for test and if all imaginable scenarios were ok, we reported it being ok to them, then stuff was compiled by them and sent to dwarden
Btw did you know that flashlights aren't properly oriented towards front? :D
Their rotation is wrong because someone tried to translate a direction vector.
Fix for that is laying around for about half a year now..
I haven't talked with Dwarden about that yet. Neither with Korneel, the BI guys I'm working with aren't that much on Arma team anymore
guess we could try pushing that again, but it needs some programmer on BI side to talk with. Which currently doesn't exist
@untold sky I need your advice. The situation, I am creating a new ticket. The ticket immediately receives the status of "New, Normal." And this status has not changed for a long time.
How do I know if a ticket has been placed on the internal tracker?
If not, what needs to be done to get the ticket to the internal tracker, or get any reaction, any comment on the ticket?
Sometimes it seems that some tickets created on an external tracker fall into the invisible area 😀
How do I know if a ticket has been placed on the internal tracker?
It changing to approved status and getting a comment from BI staff
If not, what needs to be done to get the ticket to the internal tracker, or get any reaction, any comment on the ticket?
Be important.
precisely, more important than...
important enough that spending the time is worth it.
And ofc also needs to be looked at
would be useful if people would just comment "not gonna move this along because it's too minor/don't have time for it"
that's why I have so many bookmarks, to check stuff from time to time
and comment to up the ticket )
@untold sky If the ticket is not important, then at least a ticket needs a comment and close the ticket.
It was like that with me. The ticket was closed with a comment, I tried to argue my position, the ticket was opened and the issue was resolved.
If I have no arguments, the ticket will remain closed.
Since, open unimportant tickets without comment create garbage. After all, if a ticket is subsequently claimed it can be opened at any other time. This will give the author an understanding of what is happening with his ticket. An open ticket without a comment is not better than a ticket with a comment (as one guy liked to write, we will not call him a nickname) - "Thank you for your ticket, we will look at that ..." 😀 For example, if you can see its contents https://feedback.bistudio.com/T126934
This bug is used and break the game for other players. Such problems make the game less popular. Or https://feedback.bistudio.com/T85691
@still parrot I can't open this ticket ).
Restricted access
Ha, just popped in my facebook - Ylands - The Bug Documentary. ALthough they don't mention bug tracker of any kind.
https://www.facebook.com/YlandsGame/videos/657905384703365/UzpfSTE1MDEzODQwODM0OTM1MToyOTg1ODMyMzMxNDQ2NTk3/
I guess for A3 the video would be like:
Camera pointing at empty computer seat
I’m interested in one thing then. If I created a ticket, they read it and sent it for verification, confirmed it and sent it to the internal tracker.
Later, I discovered new circumstances in the problem that additional information needs to be added to the ticket description. I change the description in the ticket on an external tracker. Will these changes get into the internal tracker? Does this happen automatically or not?
Does this happen automatically
no
@untold sky Thank you, I will try to avoid the situation with late additions. 😀
TBH it seems no one is working on the internals any more, I've just checked and I have three open issues I've found with scripting commands, with proper steps to reproduce, which are IMO important. No update besides the 'we'll look into that' which was given when I opened the ticket.
But it's allright, A3 just doesn't have such manpower assigned to it any more 🤷
can you send me link to them?
yeah hold on, let me go through changelogs, maybe they were taken care of after all 🤷
tomorrow o7
Here are the tickets:
https://feedback.bistudio.com/T138990 (deleteGroupWhenEmpty is ignored for join/joinSilent, 4 months ago)
https://feedback.bistudio.com/T139254 (remoteExecCall passes all local variables from upper scope if executed in singleplayer, 4 months ago)
https://feedback.bistudio.com/T141468 ("Deleted" event handler is being called when a unit enters a vehicle, 3 months ago)
But actually, according to engine changelogs, they do work on related things, so t might get fixed someday
remoteExecCall passes all local variables from upper scope if executed in singleplayer
not a bug, just behaviour that you might've not expected, but it's perfectly logical if you know how the backend works
"Deleted" event handler is being called when a unit enters a vehicle
@trim acorn did you check that?
Why, I would expect them to behave in the same environment, no? (as if code was remotely called)
I understand that if remote call is actuall local, it probably just does a plain call and calls it a day
feedback tracker is alive!!! )))
it probably just does a plain call and calls it a day
exactly. That is intended behaviour tho. Not a bug from implementation side. Just a cryptic implementation detail, like we have hundreds in arma
Would really love to have some scripting command to clear all local variables in a script then 🤔
I'd call it at start of my remotely-executed functions to clear from all the junk from upper scopes
IDK how possible it is
Easy to do, but why would you ever care about the junk in upper scopes?
you use private anyway to pull all your variables into your own scope and not care about upper scopes
Well, some of my macros care, if _thisClass xor _thisObject are defined... and I don't want to autoerase them every time manually because of performance. it gets passed unintentionally from upper scope. NVM, just my tricky code meets BI's tricky code.
deleting all upper scope variables would cause chaos tho, you would break EVERY script that happens to call your code
yes, I meant, in my current scope... like make a clean scope with nothing inside it, somehow.
although! it would erase _this 😢
it would erase _this
no that's current scope, not parent
maybe it's enough to just cut the link to upper scopes variable namespaces 🤔
Might be possible and proooobably wouldn't break stuff.
But that's too hacky, confusing, causing terrible errors, rarely needed to ever be put into a command
By the way, thinking even more of this remoteExecCall issue, probably the remoteExecCall'd code is going to be scheduled too if it's remoteExecCall'd from a scheduled function.
While a remoteExecCall is supposed to be unscheduled
let me check it actually....
Yeah we can't suspend there, at least this thing is done right 😅
Deleted is fixed now for sometime @untold sky
@naive ledge ^ huh
SDV submarine can be destroyed with single grenade lol, also is there away to disable ambient sounds when underwater the seagulls are annoying especially when underwater you can hear them clearly
alarm sound at base can also be heared clearly under water, as if you were on land )
Surface radar can also detect every vehicle under water, no matter how deep
AA tanks are the best SDV hunters 😄
simply ArmA )))
yes ^ ^ also dead units on water should float not drown arma have its own logic
maybe not so heavy, arma have weight system that may be useful as well
Yeah I think a human body with 30 kilos on his back would sink.
ofc naked bodies should float yeah
So... We need a body lube property that justifies if the corpse slips out of the rig/gear and then floats?
I do appreciate the way you think
And body sinks faster than weapons )))
Because only weight based, not size based, I think
yeah weapons have no physx buoyancy
'Yeah I think a human body with 30 kilos on his back would sink.' who can swim with 30 kilos on his back ??
Arma man can 😄
The more body-fat you have the easier it is to float. So realistically, you can just eat enough to become a raft and put the gear on you.
so the backpack will float while the man will stay underwater 👌
weapons have buoyancy, if not, then it's because of too complex geo physx and they need separate geo buoyancy
@untold sky @trim acorn Yes it's fixed in the dev branch now (the deleted EH), thank you. || Sadly can't use the dev branch because ADE causes the game to crash with STATUS_INTEGER_DIVIDE_BY_ZERO, thank god my computer doesn't explode 🤣 ||
For next title it would have be nice to have more small details for better immersion and nice videos/streams, like under water, weapons falling faster and in idle, your body having proper anims. Not like now, you're skydiving in idle under water
Tho not game breaking and not important from gameplay point of view
the game is also lacking a lot of sounds like opening inventory sounds, wind sounds ,underwater sounds, gore sounds thankfuly jsrs added many details but still a lot needed
Because A3 feels very unpolished.
And I'm not talking about engine limitations or how things were implemented.
I talk about small pleasant/immersive things, that could have been done using current state of the engine, but were not done (
true, however some immersion stuff and features are already in game but Bi decide to not using them for some reason like working door animations for vehicles
for current type arma to be considered "good enough to go EOL" you would need atleast a couple hundred man hours to be invested into it I'd say.
Without any new tech like rendering and stuff, just fixing up things
So it's like two guys for two month constantly assigned to it
to late for fixing things arma is deployed on unstable platform if they fix bugs many others will appear, the more they fix the more the mess will expand this what happens when you port 20 years old game assets, i hope they make arma 4 from scratch
So it's like two guys for two month constantly assigned to it
Nah, I doubt there are two guys who have experience in literally every area ^^
I thought you meant engine works
everything i meant
There is certainly stuff that can be fixed without redoing how everything is implemented or without breaking mods
Now going literally through every single ticket in search of duplicates and solved.
I also save interesting tickets to revive them later. Those, which I judge possible to fix and being +- important
- will post some more from me
It's never to late. At least I will know that I've done what's possible from my side
If it will be addressed or not...
reyhard could base "alarm sound" be fixed, so it's not as loud under water as it is on land, with current engine/implementation?
I don't think so, those SFXex are not filtered
reyhard but since sound of shots and vehicles' engines is lowered when under water, may be it would be possible to add alarm sound to the "list"?
not without engine change
ok
I'm now making a list of things that were not implemented in A3 or are not working properly, because of current implementation.
So when next title comes, I will check all of this. Can't keep everything in the head.
gl 😄
Like with seagull and alarm sound same level under water as on land
Etc
Etc
I don't have to think much myself.
Just read tickets and copy paste in my list )
Clouds quality should be forceable to have same number, size and position of clouds, synchronized
When dogfighting or when you think you can hide in these clouds, but other player has lower quality selected + not synchronized and you're dead or at least seen
Hope that smoke and light won't go through objects and terrain
And that it will be much darker inside of houses, since no light inside and when sun is up, one will be able to see sun light in form of window frame on the floor inside of houses
And hopefully no random out of place reflections, that have nothing to do with things around you
Better to not have reflections at all than like in A2 and A3 currently
If next title will have water, a cessna that can land and take of from water would have been so nice and useful
Possibility to detonate charges/mines with separate device, so it's not connected to you and every person who takes this device can finish the job.
And possibility to choose exactly which thing to detonate, not all at once, like now
TBH if you're dogfighting in Arma you're going to experience a lot more issues before the coulds come in to play
most of these are engine based, the next title will be on infusion everything will be different (i hope so) they should rewrite everything from sound system to rendering system shaders/graphics/reflections ...etc hopefully we will not see these issues anymore
Enfusion*
Random grass fields and eastern buildings in reflection on almost desert and medieterranian Altis )))
Yeah, reflections are a pretty visible issue
If you want help with the list I made one in #general_chat_arma a couple of days ago
https://discordapp.com/channels/105462288051380224/105462288051380224/617584439953850377
better physics engine like in spintires : p
They already have a very good physics engine (Nvidia Physx) they are just not putting it fully to use
why ?
PhysX has issues though afaik? (E.g. tanks launching into space, gear/clutch issues, etc)
Or at least integration issues
But afaik enfusion doesn't/won't use PhysX
Why is PhysX bad actually? What are the problems with it?
(E.g. tanks launching into space, gear/clutch issues, etc)
That's not Physx's fault
I can only see horrible damage on contact between vehicles in MP
tanks launching into space
Two rigid bodies clip into each other and get weird forces applied to them, IDK what would another physics software do though 🤷
ragdolls are horrible
I'd assume something that is in house or more flexible could be programmed to avoid/handle that case
Given that a lot of games manage to not have that problem
physx can also be programmed to avoid/handle that case
So why don't they do that?
soo... blame from PhysX is shifted onto programmers or company's management 😄
I think ArmA has only hard physx, which is not that complicated (CPU), compared to soft physx, which can be much more complicated (GPU)
yeah GPU physx was not possible to be used
Otherwise bye bye AMD
If it was much better multithreaded, more could have be done with physx, with less or not more load on cpu
Now that physx is free
PhysX 4.1
https://youtu.be/wAFB08fUxtQ
NVIDIA discusses the feature set and simulation integrity of the PhysX Vehicles SDK.
I don't really see why bother to move physics onto GPU in something like Arma, if it's not physics of some kind of 3D matrix, cloth, etc, which can be easily parallelized 🤷
Because object should have some defined position for other systems to work (AI, networking, and everything else), but when it's offloaded to GPU, it's computed and transferred back to RAM hell knows when, whole thing becomes asynchronous, it's hard I guess
It's better to have it on CPU, but it must be well implemented and used
Not like now
Before the release of Tank DLC, I was on DEV when they fixed the problem with tank flights. During this period, it was possible to get different effects there, it was amazing). https://youtu.be/aj9x3Ktx0DA
I just wanted a little inertia. Thank you guys for coping with this task. 😀 https://youtu.be/MLr8dHA8Fvw
I hope that in the future Armа will have a similar implementation https://youtu.be/_-bjmKIdivA
What will the target tracking system work properly https://youtu.be/DSevNn5OKFo
reyhard, is it possible to be able to turn on weapon mounted flashlight during day time as well, like it now works finally for headlights?
While we are on weapon mounted flashlights btw, they are slightly missoriented, and I already have the fix for that laying around :3
I was so happy, when I switched to A3, that contrary to A2 CO, one doesn't have 360 degrees radars (only tracked AA have them), one is not able to lock target, make 180 degrees turn and go behind a mountain and still have the lock and missiles when fired turn back and fly to the target, and contrary to A2 vanilla no insta lock
but my happiness came to the end, when I realized that AI still have the possibility to insta lock you, not loosing lock when not facing the target, not loosing lock when target or them behind obstacles/terrain, and them launching missiles that turn back and fly at the target or missiles that when fired, directly fly left or right from the pylons, not in front from them, like for players
really poor work
and I think that AI, to be able to lock a target, is not limited by radar coverage in kms, but just by missile coverage in kms
you could keep things like they were in A2 or if changes applied, apply them to AI as well, not just for players
reyhard is it possible to fix this in current state or it requires a lot of work/redesign?
https://feedback.bistudio.com/T65517
or is "space" considered like any other symbol or letter and thus not possible to fix this?
or one can exclude just the space from the bunch?
could be probably scripted with forgetTarget 🤐
Is it correct that typeof player always returns the class of the unit placed in the editor, and is not "compatible" with CfgRespawnInventory >> vehicle?
I noticed that if I use the respawn feature I always get the original classname of the player, and not the one which I currently am (after selecting another class)
Sound: Error: File: a3\sounds_f\arsenal\explosives\mines\minelight_distexp.wss not found !!!
Sound: Error: Multi-stream: Load failed, stream a3\sounds_f\arsenal\explosives\mines\minelight_distexp.wss not found !!!
?
@bleak mortar please PM Dwarden that stuff
Ok.
whats the vehicle weight system is made for ?? i tested 2 cars first one is empty and the other one filled with 50 javelin/50 rockets/ 50 huge bipods and machine guns/50 huge backpacks and 4 passengers the result was the same performance/maneuverability/speed/force/breaking speed and dragging force 🤔
Only applies to vehicle-in-vehicle transport and sling-loading AFAIK
and it gets those masses from the model's geometry LOD
Error in expression <wind factor [0.2, 1]>
Error position: <wind factor [0.2, 1]>
Error Undefined variable in expression: wind
from
class Wind_Tree_Creacking_SoundShader
{
samples[] = {{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_1",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_2",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_3",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_4",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_5",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_6",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_7",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_8",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_9",1}};
volume = "wind factor [0.2, 1]";
range = 24;
};```
Is this vanilla?
why would i post otherwise in here?
posted similar issue with sound variables no longer working several times in here
probably the sound shaders dont support them and the config code was just simply converted without having this taken into account
any repro?
"wind" is proper param there (3d sound attached to memory point are using "wind")
happens "randomly" while playing. its usually once or twice per mission logged to rpt
maybe its in a certain game phase the variable doesnt exist yet or no longer
Wind is a script command so the expression must have been treated as simple expression to have it undefined
"wind" is a simple expression for 3d sounds
"windy" is for 2d sounds (like those ambient meadows sound)
we have no wind in our scripts or configs (aside from unreleased definition in LAxemann frequency sound definition and unused in yesterdays playtest)
is wind read from sound environment map somehow, or directly from the wind simulation?
Could the same soundshader be used for both 2d and 3d?
class sound_tree_stem
{
memPoint = "sound_tree_stem";
soundSets[] = {"Wind_Tree_Creacking_SoundSet"};
};
class Wind_Tree_Creacking_SoundSet
{
soundShaders[] = {"Wind_Tree_Creacking_SoundShader"};
soundSetEnvironment[] = {"Meadows_Low_SoundSet","Meadows_High_SoundSet","Wind_Tree_Creacking_SoundSet","Wind_Low_SoundSet","Wind_High_SoundSet","Stratis_RainMeadows_Low_SoundSet","Stratis_RainMeadows_Medium_SoundSet","Stratis_RainMeadows_High_SoundSet","Stratis_RainHouses_SoundSet"};
we have it only in Aachen directly assigned. for the rest we inherit A3 default/Enoch defs now
soundSetEnvironment[] = {"Meadows_Low_SoundSet","Meadows_High_SoundSet","Wind_Tree_Creacking_SoundSet","Wind_Low_SoundSet","Wind_High_SoundSet","Stratis_RainMeadows_Low_SoundSet","Stratis_RainMeadows_Medium_SoundSet","Stratis_RainMeadows_High_SoundSet","Stratis_RainHouses_SoundSet"}; - where is that from?
so for some reason no "wind" appears to exist in specific conditions
class SWU_Aachen_Outskirts: Altis
so you have answer 😉
"wind" is a simple expression for 3d sounds "windy" is for 2d sounds (like those ambient meadows sound)
I blame the wiki
Maybe it acts as a radiator 🤔
Any chance we could get a Vehicles in Vehicles exception for the Darter drone for the Transport vans?
Exception? You mean you want to load a darter into a van?
Yea, currently the volume box is waaay bigger then the model
So you would have to add a exception list on the VnV config to make it fit.
My guess is they might have weight cubes or something extended out of the model
Also apologize, they will need to add the changes to the darter.
Not sure what category to correctly place this under
I assume its Visual structures but its also related to an object
Also now found its that building and any object inside ~_~
joy
might be some issue with the geometric occluders
Sound: Error: File: a3\dubbing_radio_f_enoch\data\rus\male01rus\combatcontact\010_vehicles\veh_infantry_p_1.ogg not found !!!
Sound: Error: File: a3\dubbing_radio_f_enoch\data\rus\male03rus\combatcontact\010_vehicles\veh_infantry_p_3.ogg not found !!!
Warning: Cannot evaluate '0.9 * (1 - sea)'
Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'
Warning: Cannot evaluate ''
Warning: "Cannot evaluate value:" in 'bin\config.bin/CfgAmmo/BulletBase.explosionSoundEffect'
for all/almost all bullet classes - seems something got messed up
explosionSoundEffect = "";
is the default. seems the engine doesnt like that
Warning: unknown value 'RifleReloadProneAKM_Drum'
Warning: unknown value 'RifleReloadProneHunterShotgun01'
Warning: unknown value 'RifleReloadProneMSBS'
Warning: unknown value 'RifleReloadProneMSBS_UBS'
Warning: unknown value 'RifleReloadProneMSBS_UGL'
validate your files in Steam, most likely got a corrupted file somewhere
lulz.. put yourself and another infantry in the same group, press "selectAll-5-1-1" for medical support = game crash
ArmA, the way it's meant to be )
5-1-1 is the secret code for engine limitations
Sound: Error: File: a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_03_ext.wss not found !!!
Since we don't have "action menu" like in DayZ Standalone/Squad, it would be really nice if Apex Controls Preset selected, to remove the following actions via mouse wheel:
"reload" (ArmA 3 Controls Preset), "get out", "eject", turn out/in", "lights on/off", "(cancel) manual fire", "gear up/down", "auto-hover on/off", "auto-vectoring off/on", "flaps down/up"
since there are default buttons assigned for it.
It only clutters the action menu unnecessarily, really.
I understand when there are actions like:
"engine on/off", "inventory", "collision lights on/off", "to driver's/commander's/gunner's/passanger's seat"
https://feedback.bistudio.com/T60801 (March 2013)
Offroad speed goes up to 200 km/h, but on the speedometer, the speed stops at 140 km/h, despite it having visual indications exactly up to 200 km/h.
https://i.imgur.com/NN0fJfz.jpg
https://feedback.bistudio.com/T63522 (March 2013)
3GL infrared flares (3rnd_UGL_FlareCIR_F) visible without NV goggles.
No such problem with IR grenade [NATO]!
https://i.imgur.com/JnIVQhW.jpg
https://i.imgur.com/G8WiqpZ.jpg
@fickle root
"engine on/off", "collision lights on/off"
why do you want to retain these?
@desert trench Not possible to assign any button for collision lights and no default button for engine
fair point. could be changed via scripted system 😬
we will try to offer this as configuration using profileNamespace
hideActions[] = {"(profileNamespace getVariable ['TEST_SwitchHandGunValue','SwitchHandGun'])";};
@desert trench we?
IFA3 mod
on mission level you would need to hide action menu altogether and script a custom system
not sure how far you can get with that
Would have been much better if Bohemia would have simply hidden/removed these by now obsolete actions
If you choose ArmA 3 Controls Preset instead of Apex Controls Preset, you still have to cycle through weapons and reload them using action menu.
Really obsolete approach, since at least "reload" is assigned to "R" since forever
agreed
not planned
That's sucks, all well.
@waxen tundra createVehicleLocal was broken
already known
return objnull anyway
has nothing to do with #arma3_feedback_tracker
see #server_admins and read the chatlog of the last hour
Thank u for info
i will be reverted, no?
yes
Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'
Warning: Cannot evaluate ''
Warning: "Cannot evaluate value:" in 'bin\config.bin/CfgAmmo/BulletBase.explosionSoundEffect'
have also discovered several houses, where view blocking is applied on glass windows or simply no cut outs were made, so AI placed inside such houses simply can't seen/shoot )
https://i.imgur.com/g3bEb6Z.jpg
https://i.imgur.com/ml0uN6X.jpg
I prefer that over seeing through closed windows 😄
windows closed - AI can see
windows opened/glass - AI can't see
)))
all the buildings with opened/glass windows but view blocked will be separate/2nd ticket
have found some buildings on Tanoa that have glass windows and no view blocking
but when you shoot at them, glass remains unimpressed and even 12.7 mm caliber bullets can't pass through it to hit the ground outside
(have to test all glass/non-glass windows on other official maps buildings to see if bullets pass through)
https://i.imgur.com/l2HK5hF.jpg
https://i.imgur.com/m5KBQlI.jpg
https://i.imgur.com/jiPQNuR.jpg
yeah I remember these glass windows. I assume they are not supposed to break, as if they would break it would look unnatural if all panes break even if you just shoot one.
But I think I remember bullets going through, just with the usual glass deflection
have shot from inside and couldn't see black dots on the ground outside
will place some AI to see if possible to kill
might very well have changed since apex release when I last shot through these windows
I don't even ask for it to break, but bullets should be able to pass through
maybe just needs to be replaced with a fire geo with glass material
@untold sky https://www.youtube.com/watch?v=nfqVRvQZulc
a 3rd ticket with all the buildings with such problem has to be opened (
have tested some other buildings with same type/shape of glass
it still doesn't break, but bullets pass through easy
civilian behind such a glass construction is killed with first 6.5 mm bullet in some other buildings
note: I was shooting at the glass pannel and not between them
so the problem must be in that specific building
to the tracker it goes then! 😄
Someone in modelling department is sure gonna have a lot of bugfixing work
will take some time, as I'm already tired manually placing each building and checking several aspects, screenshots/videos, uploading, description/notes
https://feedback.bistudio.com/T146447 (1st of 3 tickets) concerning the buildings.
2 other tickets will take some time to appear, as more windows and materials to check
Nice work. I wish I had even a small amount of confidence that this detailed and clear bug report would result in a fix.
Engine?
I think that everything in my ticket is model related, not engine
Exactly.
Looks like someone posts spam in tickets
(also, this sound problem is even worse now)
nothing new
sadly there are no moderators on feedback tracker taking care of these spambots
🇷 🇮 🇵
I thought I had some admin rights on FT but then something went wrong and it gone. Then my biki credentials got messed up. Can’t really be bothered now.
I spent a couple days semi moderating FT, by asking users to provide necessary data, reporting already solved tickets, telling BI how to fix some bugs, reporting duplicate tickets.
End result was nothing happened, users never answer questions, even already solved tickets don't get closed, BI doesn't care about bugfixes, and noones checking duplicates either.
After a week or so I gave up on trying to help on that front
this would be way easier if BI just uses one system. but afaik one can no set up atlassian tools to have a public space like phab, and BI does not move to phab only
It all went downhill when original FT got screwed
At least the old one was coherent and concise
now that atlassian swallowed trello, a public board that keeps track of jiara public accessible tickes could work out.
no manual copy/pasta from phab to internal system
would that be an option? @waxen tundra
@fickle root knows how to get BI attention on FT)
I have found an issue with the Autohover in all helicopters
It remains in a loop when you disengage it while it is correcting movement of the helicopter
Recreate:
- First find the maximum speed in level flight of a (single rotor) helicopter
- from any speed, engage autohover.
- Disengage autohover while it is automatically pitching
- try accelerating again.
- Find your maximum speed has dropped with 50-100km/h
also works the otherway arround.
Move heli backward. Same as above, maximum speed increased by 50-100kmh
Sound: Error: File: a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_03_ext.wss not found !!!
@desert trench which config file has it?
@solid marten
Cheers
see above for missing sounds 😛
these are not missing "A3\Sounds_F\vehicles2\soft\shared\add_layers\Rattling_03_EXT"
class APC_Wheeled_02_Rattling_EXT_SoundShader
{
samples[] = {{"A3\Sounds_F\vehicles2\armor\shared\add_layers\Rattling_03_EXT",1}};
frequency = 0.7;
volume = "0.8 * 1.5 * ((1 - 0.8*(rock max asphalt)) * (1 - 0.4*(gravel)) * (gmeterZ factor [0.2,1.5])*2 + (speed factor[0, 7]) * (1 - 0.8*(rock max asphalt)))";
range = 60;
};```
sorry this is the correct ref
P:\a3\sounds_f\vehicles2\armor\shared\add_layers>dir /B/S
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rain_01_ext.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rain_01_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_01_ext.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_01_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_02_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\rattling_03_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\stress_01_ext.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\stress_01_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\tone_engine_off_01_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\tone_engine_on_01_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\tone_engine_on_02_int.wss
P:\a3\sounds_f\vehicles2\armor\shared\add_layers\tone_engine_on_03_int.wss
class APC_Wheeled_01_Rattling_EXT_SoundShader
{
samples[] = {{"A3\Sounds_F\vehicles2\armor\shared\add_layers\Rattling_01_EXT",1}};
frequency = 0.7;
volume = "0.65 * 1.5 * ((1 - 0.8*(rock max asphalt)) * (1 - 0.4*(gravel)) * (gmeterZ factor [0.2,1.5])2 + (speed factor[0, 7]) * (1 - 0.8(rock max asphalt)))";
range = 60;
};
- 3 more with Rattling_01_EXT
has anybody ever found a fix for this issue? https://feedback.bistudio.com/T75547 its been years and years and still having problems. would be great if we could set the freefall animation to a custom number or add a 5 second delay to it.
Character can be set to standing animation to counter it.
Perhaps init eventhandler check raycast straight intercept line down for like 10m distance and if there's surface under it force standing animation for a bit and the release the char.
Encoding error in a3\structures_f_enoch\military\Camps\config.cpp lines 2331 through 2539
CargoPlaftorm instead of CargoPlatform 😏
https://feedback.bistudio.com/T146861
Anyone knows what is this all about? https://feedback.bistudio.com/T146867
should be moved to DayZ from A3 and more details required
Ah, he plays on Xbox1 that explains it https://feedback.bistudio.com/T146868
bug after last patch. no zombie spawns anymore apparently
Arma*
Armed Assault
AmrA
Unless you talk about that 14 year old game.
I don't, and that game is also not on the feedback tracker.
And this channel is for Arma 3 feedback tracker
ARMA
Arma.
Do you wanna keep arguing? I can send you proof that its Arma
this should go to offtopic...
this already ended 15 minutes ago
@solid marten still relevant?
https://feedback.bistudio.com/T73613
if not, I'll ask to close the ticket
I dunno, have you tried to repro it?
I know that restrictions were added on map objects awhile ago so no idea
we have a problem in our mission after we started using addWeaponWithAttachmentsCargo or addWeaponWithAttachmentsCargoGlobal
before these were added, players that placed backpacks inside of i.e. armor, had to take all the items of the backpack from the armor invetory 1 by 1 + the backpack, but at least it was working
now, using the new commands, it's more convinient, as players can take the backpack from armor invetory and all the items that were inside of it before placing inside armor inventory, are also there all at once
but!
if the tank gets hit by another tank, the player takes the backpack, but it will be empty
if the tank is not hit, the content of the backpack is there if you take it back from the tank
How is that related to the command?
does the same happen if you manually put weapons with attachments into the backpack?
without the command
items inside the backpack are purchased by players or taken from dead bots
I don’t understand the command puts stuff into container, you are talking about taking stuff from container
So.. Players put items into backpacks, items disappear when tank gets hit/destroyed? and for some reason thats somehow related to the addweapon command?
I’m confused
it's impossible?
because I'm not the person who's responisbile for the code of our mission
I don't know what you're talking about
When you say tank is hit, is it destroyed?
all I know is that when we had to take all the items separately from the vehicles, even if the vehicle was hit/damaged, no such problem
damaged
not destroyed
if the tank gets hit by another tank
so it only happens when tank hits tank? not when infantry AT or mine hits tank?
the player takes the backpack
how does he take it?
why would inventory change when a tank is damaged 🤔
this is the question
And how is that related to aWWACG?
How do you take items from tank?
items of the backpack put inside of armor disappear if vehicle is dammaged
if no damage, everything is there, when you take your backpack
So if you put full backpack in cargo of the tank and it gets hit the backpack will be empty?
i just open the inventory of the vehicle and drage the backpack from it onto me
yes, it is
if no hit, everything is there
when i take it back
ok, so it can't be related anyhow and we have to look at the mission itself?
You said it is because of new command, now please explain where is the connection
It is not used unless you use it
and something else was used, so we had to take all the items from it one by one + the backpack and it worked, even if vehicle hit
Inventory manipulation is engine stuff no script commands are used
so how it can be possible that items disappear from backpack if the vehicle is hit?
but the bachpack itself is there, just empty
Could be a bug in engine could be a bug in your mod
in our mission, yes
buy items into your backpack or take them into it from dead bots and then put the backpack in the tank's inventory
take the backpack back from the tank, when it's not damaged - all items of the backpack will be there
take the backpack back from the tank, when it's damaged - all items of the backpack will disappear
for me it's strange, since there should be no difference whether the vehicle is damaged or not
if it's still not destroyed and you placed your backpack inside of it (with all the items), you should be able to take it back (with all the items), damaged or not
there are no scripts in our mission, that remove everything from the backpack if the vehicle gets damaged
for me it's strange too, just tested no problem at all, backpack in damaged tank still has all items
have you tested in MP?
yes
could this be somehow related to the fact, that in our mission, players only in crew uniform and without backpack can drive armor?
when player with equipement not suited for armor enters it, there is a dialog, that proposes to either leave the vehicle or drop all forbidden stuff in the invenotry of the vehicle
but then again, if there was a problem from our side, why would all the items of the backpack still inside of backpack if the vehicle is not damaged
You will have to find the answer yourself. I cannot repro the problem
thx anyways
Killzone_Kid, perhaps something for you?
https://feedback.bistudio.com/T145362
@fickle root I'll have a look, thanks. Next time just tag me with @ so I don't miss
@solid marten also for you?
https://feedback.bistudio.com/T117357
@solid marten this is what we use.
Do you think that there are some faults, because of which the content of the backpack disappears when vehicle gets damaged?
https://gist.github.com/winseros/d80f49acf400d4261eba402fccc94877
There are quite a few questions about that script. Why do you check locality? You only do that if script runs on every pc and if this is the case you don’t use global commands. I don’t have time to figure out what is the problem but I’d say I am sure 85% it is something on your end rather than engine bug
@solid marten long story short:
//client side
_vehicle addBackpackCargoGlobal [_containerType, 1]
...
_container addMagazineAmmoCargo _x
...
_container addItemCargoGlobal _x
All the commands are declared to have a global effect, so I see no reasons for it not to work on the client side.
By the way, I`ve never seen this bug being reproduced. The only thing I have on that - @fickle root 's words.
If you can't reproduce then why you're reporting it as a bug. Making a repro case is the first thing that should be done.
I'm not reporting. @fickle root does.
All the commands are declared to have a global effect, so I see no reasons for it not to work on the client side.
if you execute global command on every pc on network bad things can happen
and global effect is fine, global argument and global effect is not ok
have fun figuring it out
think like dozens of people shouting all at once at you what you should have in your inventory.
Did you understand anyone in the end? no.
good analogy
also for you?
Why is it a bug? The bench pod is neither Supply nor Storage, no wonder it does not appear under Supply->Storage @fickle root
There is no inventory on bench pod, hence there is no storage, has nothing to do with how many seats it has
Also check the answer Reynard left in regards to adding more seats
if you execute global command on every pc on network bad things can happen
@solid marten @untold sky how could you even imagine me doing that, lol?😄
I`m kindly asking you next time at least to take a look at code before making any conclusions.
The code we're talking about runs on a single client machine at time, works with both local and remote target objects, and does its job quite fine.
@fickle root please next time ensure you have steps-to-reproduce before creating any tickets and blaming anyone's code for having issues.
One of the conditions of that code has locality check, if not local do not execute. If this runs on 1 machine it makes 0 sense. If you check for local and something is not local on this machine you check on other machines until you find local, hence this is normally used in scripts that run globally. That or you remote execute to run on local machine. I don’t see any remote execution so your script must be global or you don’t know what you’re doing. But if you don’t see any problems with that script then fine, whatever.
Well, here is what happens:
What needs to be done: player backpack with all the contents must be dropped into a vehicle.
How this happens:
- add a new backback into vehicle
- find the backpack container
- cycle through all the vehicle containers
- filter by type, locality, emptyness
- inflate the found container with player backpack contents
So the locality check - is not a way to perform an action over the backpack, but a way to find the backpack newly added.
read that comment again since you are wrong with your statement
its issue in the engine itself that it doesn't recognizes turrets as a transport
Oh man, sorry
I understood it in the wrong way
Facepalm
Have removed my post from that ticket.
Lack of more deep knowledge from my side leads to such comments/unwanted errors (((
But I try to do my best to help where possible.
My apologies for your time/lines of text wasted
Hey, I may have caught a bug with the JOIN function. I'm one of the Dynamic Bulwarks devs and since Contact dropped, when using JOIN on a unit to swap sides (say east to west) the unit will join the west squad but ARMA still considers it to be an east unit.
[_x] join (group _player);
For example it will appear on the map as red and the mission will not progress because it thinks an east unit is still alive. I found that if I join the unit to the squad a second time it resolves the issue, so it's a quick fix but just wanted to mention it.
I tried to check if this has been logged on the feedback tracker but there's a million things with "join" in them so I figured I'd just post it here. Let me know if you need any further info or if there's somewhere you'd like me to post this or something 🙂
so I figured I'd just post it here
this will be forgotten in no time if you don't post it on the FB tracker / add it to an existing ticket
@sterile nova did you see this one? tagged you since you worked a bunch with them, I posted it earlier but lots of chatter in here lost it several pages up - https://feedback.bistudio.com/T146861
yea, link to ruin may get fixed but fixing typo is too risky now
yeah classname change would break missions using them, but internal class params should be an easy fix
just making sure you were aware since its your baby
surprisingly, ruins are working even with that typo
weird, isn't it? I guess old p3d might be still in cache
but fixing typo is too risky now
How about make subclass with correct classname, set originial class to scope 1?
would that prevent duplicates in eden? would be a concern i'd have with multiple of same asset with different classname
scope=1 doesn't show in eden
I use the same "trick" for TFAR to hide the old classnames
ahh then that could be a solution
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/53edae8e1716dd56b37bd0a116abb4cfce4e0210/addons/core/script_macros.hpp#L90
here is my macro for it.
HIDDEN_CLASS(newname : oldname)
I found some other typo'd stuff in the contact/livonia assets but those are map baked and dont call ruins, so dont effect anything and the volume of work involved would not justify fixing.
those dont break anything (other than my spelling ocd) 🙂
Need to add spell checker into build pipeline 😄
hell no, that would do strange things when quasi english / czech names are used 😄
anyways thats about all the wierdness i found recently.
well it atleast forces you to look at the name a second time, and add it to your custom dictionary 😄
How about make subclass with correct classname, set originial class to scope 1?
we did that to most of CUP weapons and ammo as well as we agreed to a universal name space. nothing broke, all went fine until this day
doing cleanup of Feedback tracker from spambots/spam. feel free to report here (or via DM to me)
is it normal for rifle with GL to display only total number of grenades and not number of each type of grenades? like if I have 4 green smokes, 3 red flares, 4 HE?
That is normal yes
But it is obviously not saying you have 9 HE, 9 smoke or 9 flares... just the total number of GL rounds
It probably should just display the number of the type loaded though for sure
that is the point. it should display the nuber of type of grenades you have switched to and not the total
if ti's possible, engine-wise
Agreed... You should submit a ticket so that it might get fixed if ARMA 4 happens 😉
have seen such a ticket, but can't find it right now
Probably from 2013...
And T77245 from 2014
LOL, T61115 acknowledged as bug, low priority in 2013 ... 🤔
compared to bugs present at that time, it was really minor )
Yeah... I mean I am not surprised that something reported in 2013 is not fixed six years later...
Maybe they can look at this one for the Old Man update for the 10th Anniversary 😉
https://feedback.bistudio.com/T61115 (March 2013)
10x green moke
10x red flares
10x HE
)))
Same applies to when you buy half of mags for rifle with tracers each round of the mag + half of mags with tracers only at the end of the mag.
You can of course choose which type of mags to load, but it will show only the total number of mags all together.
It's not a problem for bullets, since they still have same damage and still do the same thing.
But a smoke grenade is not same as HE grenade or flare.
well, it might be a problem for mods like RHS, where one can take several types of mags for the same rifle, where some of them will have less damaging bullets than others
shure, one can open the inventory to check how much of what is left exactly, but in the middle of a CQB it's 100% not what one will do
Not realy clear its right to make a ticket on the chennel ,found mistake on Livonia and on this Map https://steamcommunity.com/sharedfiles/filedetails/?id=1926513010&tscn=1575905305 The Building Land_House_2W03_F , you cant shoot from outside the window but inside the window brocke see on Pic ,we play exile mod on the map and set loot on this building , but player cant pick up but see on floor https://imgur.com/a/SxJhcv0
the channel description says where the feedback tracker is :/
@trim acorn ??
Hello Everybody!
BIS Wiki says "lock" and "setVehicleLock" are Global Effect. But right now, I am trying to lock/unlock vehicle under client ownership from dedicated server and there`is no effect
Lock/Unlock works correctly only if u are have network ownership
It also says that both need their arguments to be local.
And when I look at functions like lockDriver it says something interesting:
This command must be executed where vehicle is local.
@timber palm continue the discussion here #arma3_scripting
@timber palm is not a bug, effect is global if vehicle is local, that is what AL EG means
Okay
was lip syncing with say[2d/3d] ever fixed or a way to make it work? 😬
Hi guys, I am really struggling to get lip sync to work. I am using the current ARMA3 tools from steam. - Have tried converting .wav .ogg and .wss files with wavtolip and all result in garbled speech and no lip syncing of the audio. There must be a cause\solution because the ...
So recently I decided to play with Say3D. I have several sounds in a mod, which I added to the description.ext via adding to CfgSounds. I also tried to set it up in the mods config.cpp. Initially, the sounds worked using say3D with no issue. The characters lip synced just fin...
sadly kbTell - the alternative for lip sync - is bugged in MP
Just found by accident (having fun with a Chopper)
Land_i_Barracks_V2_dam_F has some issues.
https://feedback.bistudio.com/T147532
you been landing with style again?
#screenshots_arma check there 😂 (literaly 5min later)
https://discordapp.com/channels/105462288051380224/329978448938532868/656823804525412352 <-
oh wow 👍
Please remove that stupid faction uniform restriction .......
You have to take it up with Geneva convention
It's a game, i guess that's just a lame excuse for some shitty code 😛
It is intentional and not a bug in the code
Get ACE_X_noUniformRestriction 😉
Or write a small mod that sets hpp modelsides[] = {3,2,1,0};for all the uniforms you want to unlock. Or use forceAddUniform in scripts to add or take uniforms... While it is obviously intentional, it is sort of annoying though - but many ways to work around it
The thing is i need to to this for RHS
So, make a RHS compatibility mod which makes all uniforms available for all factions.
Is doable in an evening of writing configs 😉
Is that allowed ? 🤔
allright, thank your very much for the input guys 👌
And you only have to add the modelsides override for the base classes... (those that actually define a side, not those that inherit that). So it is a much smaller number of class overrides than the total number of uniforms. I did it for many RHS OPFOR/GUER uniforms and the same for CUP - my server's players are all BLUFOR
He-Man and I came up with a script that allowed an addaction on a dead body to take clothes from a dead AI too, getting around the limitation in that circumstance for servers that can't add a mod to reside uniforms: ```sqf
private ["_target_uniform","_player_uniform"];
params ["_target","_player"];
_nearentities = (((_player nearEntities 7) select {isplayer _x && alive _x && !(_x iskindof "HeadlessClient_F")}) - [_player]);
if !(_nearentities isequalto []) exitwith {
["Cannot take clothes when other players are nearby",5] call epoch_message;
};
if (uniform _target isequalto "") exitwith {
["Target has no uniform to take",5] call epoch_message;
};
_playerloadout = getunitloadout _player;
_targetloadout = getunitloadout _target;
_player_uniform = _playerloadout param [3,""];
_target_uniform = _targetloadout param [3,""];
_playerloadout set [3,_target_uniform];
_targetloadout set [3,_player_uniform];
_player setunitloadout _playerloadout;
_target setunitloadout _targetloadout;```
80 lines and all uniforms are working 👌
Sound: Error: File: a3\sounds_f\arsenal\explosives\mines\minelight_distexp.wss not found !!!
you know that this channel is not a feedback tracker right?
you know that BI devs pick up reports from here right?
I found a few missing sounds over time, I just report them on the tracker that way at least they are recorded onto a system BI uses and at least I have done my part in doing so.
A lot of those errors were from the update they rolled out which updated the soundsets & soundshaders, where some were still on internal to-do list or were just encoding errors from the move to the newer sound technology.
you know that BI devs pick up reports from here right?
Yeah reyhard and Kllrt probably read here from time to time, but probably not while on vacation and with hundreds of messages of backlog...
class Turrets
class MainTurret: NewTurret
stabilizedInAxes = "StabilizedInAxesNone";```
@solid marten perhaps something you could (help) fix?
https://feedback.bistudio.com/T117706
@fickle root do you check the tickets? https://feedback.bistudio.com/T117733 doesnt seem to affect the music
No, I haven't checked it
why some stances are lacking reloading action like low prone and such ?
Feature request - https://feedback.bistudio.com/T147928
shortcuts[] = {"BACK"};
faulty define in a couple of HC command classes - must be DIK_BACK
I honestly love Arma it's the best and I will never stop playing
super, mega, ultra game-breaking bugs, 100% reproducible and problematic on any server, any mission and by/for any players:
https://feedback.bistudio.com/T148498 Not working incoming missile sound warning + M letter on radar (where radar available)
Incoming missile sound warning + M letter on radar (where radar available) are all connected to driver only or available through driver only
https://feedback.bistudio.com/T148482 Commander smoke missing and/or not visible in interface (locality issue?)
Concerns all ground vehicles, that have commander seat and where commander is the one, who has smoke.
https://feedback.bistudio.com/T148491 List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per seconde) to the player
100% reproducible and problematic on any server, any mission and by/for any players
ok?
Not working incoming missile sound warning
Never experienced it, and never needed it either
Commander smoke missing
Always worked everytime I tried it on my server.
List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per seconde) to the player
When you get hit in the face by bullets, it doesn't matter if you can't get out or what, you're dead anyway.
You do notice, he talks about the "get out animations", wich can sometimes take "ages" to finish?
Same thing with the Quad.
Yeah. When you are under that heavy fire that you cannot exit your vehicle safely...
Its Arma, not COD
🤦♂️
Sure its a problem for some people, but certainly not
and problematic on any server, any mission and by/for any players
@untold sky tried in virtual box BI Zeus mission on a dedicated, so it has nothing to do with the custom mission and server settings, if all of it happens in vanilla Arma in BI mission
it works ok when alone in vehicles or when with AI
which is not the same as with players
tried several custom missions on several servers and on several BI missions with Zeus, where you can spawn stuff as game master and then join other players as player as well and results are always 100% same
took me/us several days and hours of work, just so you blindly say everything works
every possible combinations were tested to remove unnecessary steps or to remove stuff, that is not stable to repro all the time
steps described are 100%
You wrote
problematic on any server, any mission and by/for any players
meaning they all also apply to me on my server, but they don't, never had these problems.
which is not the same as with players
Yes, I can see that. But you said it happens for any players.
just so you blindly say everything works
I didn't
Commander smoke missing
Always worked everytime I tried it on my server.``` it's ooold issue, there is internal ticket for that since 2016
there was scripted workaround for that for around 2 years but it was removed in few past RHS patches since it was involving too much trickery
anyways, warning not working and smoke as well, if other players involved
it ruins gameplay on every single server
it ruins gameplay on every single server
not on mine.
Please don't overreact like that.
A bug that few people experience doesn't break literally everything
As said above, there is a ticket since 2016, if it had been important it would've been fixed, but its not, it doesn't break everything.
I never said smoke and missile warning were not working at all.
The only things that I've described is that once other players are involved, each of them on each PvP, TvT or PvE server, where armor is used, if complete players crew, must 100% know who must get where, when, through which seat to the final seat and who must not touch which seat or get there in as first or second, to only make smoke and warning work, partially
You said
it ruins gameplay on every single server
I'm just telling you that no it doesn't, thats overreacting by a long shot.
I didn't say that your tickets are invalid, I'm sure they are all correct.
But you have a small bug that few/some people experience. and say its completely game breaking and makes the game unplayable for everyone, thats not the case.
It really is
People are complaining very frequently and not just on one server
But they don't know why it happens to them. Other people just live with it or simply avoid using armor.
I played the game fine since alpha, these bugs didn't make the game unplayable for me. So.. no it isn't.
Just asking you to stop overreacting and stating things are how they are not.
There is a big difference between game breaking, and not.
If you call up a dozen programmers at the middle of the night for these bugs which "make the game literally unplayable for every player on the planet"
and they notice you're talking nonsense, they'll just shoot you.
Its like calling up your IT Admin at 2AM, because your screen started flickering...
One day you'll have a really serious issue, and everyone will just ignore you.
Everybody reads it when they want and if the want
If you don't play online, but just work on arma or play as ifantry or in armor, but alone or with AI, sure - no problem
But you are not everyone and eveyone is not like you
Bugs need to be prioritized correctly.
If you say
problematic on any server, any mission and by/for any players
it ruins gameplay on every single server
super, mega, ultra game-breaking
Then I will have to skip my morning coffee to immediately look at them once I get into office, just to then notice that no, these are actually minor bugs, great now I wasted my time with stuff that's not important, and I'm grumpy because I didn't get my coffee yet.
But you are not everyone and eveyone is not like you
Exactly, but I am part of everyone, and if you say its game-breaking for everyone, then that means its also game-breaking for me, but it is not.
I'm just asking you to please stop mislabeling bugs as a priority that they are not, these are not game-breaking, these don't apply to literally everyone, these don't make the game unplayable, these don't require a programmer to get up at 3AM and fix them immediately.
There are some other vehicles, where gunner or commander seats are main/leader seats, but for no apparent reason, smoke is on driver and because of this, it doesn't work, like armed Ifrits with gunner or speedboats minigun with commander
Like if you get in second as driver - no smoke, but if you get second as driver, but passing through commander/gunner - you have smoke as driver, even if it's not displayed
So need to move smoke from driver to gunner on armed ifrits and to commander on speedboat minigun.
- need to make it not only available, but also visible on the interface
there is already ticket for smoke not being visible in interface
Also in my ticket about smoke not available to fire, I also have described all the situations, when you have smoke, but it's not displayed on interface.
It always happens if vehicle has passenger seat.
First person gets in as passenger and second as commander and smoke at commander never visible, but possible to fire.
If/once passenger gets out and you stay as commander, smoke is instantly visible on interface.
If first person as driver/gunner and second as commander, smoke not visible and not available until first person gets out
thats for smoke launchers not being available due to locality
https://feedback.bistudio.com/T123828 another one
so as you see, you created another duplicated ticket 😉
Sorry for duplicates
Btw, not only locality, but also important if second person to get in as commander is group leader.
If so, doesn't matter that he was second.
He will see and have smoke no matter which seat the first player occupied
Is there a reason that I don't know, why armed ifrits, where gunner is the boss, have smoke on driver?
It's just fine on unarmed ifrit, where there is no gunner and driver has smoke, since he's the boss vs. passangers
these 3 tickets about smoke can be closed as "duplicate" and mine left, since it contains literally everything possible cases with smoke missing or not displayed in one single ticket
because in real life smoke is controlled by driver
there are not that many differences with those 3 tickets and yours
I understand this, of course. But in real life there is no commander or gunner, that blocks driver from firing smoke, because he's "the boss" )))
if you get in first as driver - no problem. smoke visible and can be fired.
If there is already passanger or gunner on speedboat and you directly enter second as driver - smoke not visible and not available.
So if there is already somebody and you want smoke as driver, you have to get in as driver, via commander, to have smoke visible and available if other player as gunner and to have smoke not visible, but available, if other player is already there as passanger
so easier to transfer smoke to commander, so player doesn't has to pass through commander + make somehow smoke visible on interface, if there is alread a player as passanger
same with armed ifrits - transfer smoke from driver to gunner and make it visible when somebody is already inside as passanger
what gives you the realism, if it doesn't work, since the boss is not the one, who has the smoke
but leave smoke at driver just on unarmed ifrit - everything perfect there, since driver is the boss vs. passangers
in unarmed ifrit, since there is no gunner or commander as on strider, the driver on unarmed ifrit has smoke visible and available, even if he gets in as second, third or forth, after all the passangers
btw, don't know why incoming missile alarm, on all vehicles, where it's available is hard-coded/connected to driver only.
if you get in directly as gunner or commander -> no alarm.
but if as driver or gunner/commander via driver, it always work, provided second player doesn't pass through driver seat and revoke all the "features" from you and himself also stays without anything as well )
I though, that missile alarm was working same as smoke, but also available on other seats other than commander.
but missile alarm doesn't care at all if ungrouped, grouped and leader outside vehicle or leader first or second inside vehicle )
no logic at all
missile alarm is probably locality.
Check local _vehicle in debug console
last one was fixed in last dev branch update
I also added better rvmat handling of hands/legs on non standard white characters
Not sure if this is the right place but:
Mi-290 Taru (Standard Varient) will not allow more than 1 person to be inside the helicopter in Multiplayer.
Example I can only have a pilot, no loadmaster or "co-pilot" despite the seats being there. Might be a bug.
omg, this!
https://www.youtube.com/watch?v=AQ0xTnyVxus
Wiki says there are passenger places (There are on the other varients too)
not sure about the helicopter DLC tho, will have to try
but I have it
and it doesn't work for me
Yeah. When you are under that heavy fire that you cannot exit your vehicle safely...
Its Arma, not COD
@untold sky it's not about exiting vehicle safely and not about CoD, but unable to exit the vehicle at all, since all helis, jets and vehicles like quad, have get out animation and when you're getting out, each time when even a single 20 mm shot reaches the vehicle, the animation restarts, even if you were almost finished getting out.
So you have AI firing at you, because you're inside of vehicle and you can't get out at all, since AI is firing at the vehicle, because you still inside it.
It's a vicious circle.
the animation restart
AH! Thats a different thing then