gossamersolid 155 Posted July 21, 2011 I remember somebody said camera scripts don't seem to work anymore. I can confirm this. COIN (Construction interface BIS made) doesn't work with this beta. You can't move the camera around in it (Via the mouse) Also: fcwAfGnAY0E Share this post Link to post Share on other sites
BigMorgan 11 Posted July 22, 2011 I can confirm Gossamer's observation. I tried to play War Welcome earlier today, no mods, and could not move the COIN camera around to place buildings. Share this post Link to post Share on other sites
maddogx 13 Posted July 22, 2011 Seems like we need to do some in-depth testing of all major features, to make sure the next patch doesn't get released with some serious new bug. (Like the camera thing.) Share this post Link to post Share on other sites
suma 8 Posted July 22, 2011 I remember somebody said camera scripts don't seem to work anymore. I can confirm this. COIN (Construction interface BIS made) doesn't work with this beta. You can't move the camera around in it (Via the mouse) Fixed in 82982 ---------- Post added at 09:35 ---------- Previous post was at 09:16 ---------- When you use a flashlight and turn it off, the light cone stays put: Fixed in 82985 Share this post Link to post Share on other sites
kremator 1065 Posted July 22, 2011 Thanks Suma. Will make playing with VTS much more enjoyable again! Share this post Link to post Share on other sites
danil-ch 165 Posted July 22, 2011 (edited) Door opening animation looks "laggy" with this build. Edited July 22, 2011 by Danil-ch Share this post Link to post Share on other sites
stk2008 14 Posted July 22, 2011 Personally I see nothing wrong. Share this post Link to post Share on other sites
celery 8 Posted July 22, 2011 Personally I see nothing wrong. Animations are skipping frames. Share this post Link to post Share on other sites
stk2008 14 Posted July 22, 2011 Oh well that seems a picky problem compared to other issues but meh. Share this post Link to post Share on other sites
suma 8 Posted July 22, 2011 Door opening animation looks "laggy". Great, those are exactly the issues I need reported - anything obviously wrong in animation continuity is a hot candidate to be caused by interpolation and could indicate a deeper problem, even if it seems trivial on its own. Fixed in 83006 Share this post Link to post Share on other sites
Dwarden 1125 Posted July 22, 2011 When you use a flashlight and turn it off, the light cone stays put: should be fixed, next beta Share this post Link to post Share on other sites
f2k sel 164 Posted July 22, 2011 Any news about the odd gun movement when using Binoculars or night vision goggles? Share this post Link to post Share on other sites
suma 8 Posted July 22, 2011 Any news about the odd gun movement when using Binoculars or night vision goggles? I do not remember seeing that one. What exactly do you mean? Share this post Link to post Share on other sites
celery 8 Posted July 22, 2011 I encountered a bug with attachTo where the attached object moves back and forth. In this case the attached crates are also making the AI driver drive very slowly and fail horribly at turning. vuoMjU4WbwE Share this post Link to post Share on other sites
roberthammer 582 Posted July 22, 2011 I do not remember seeing that one. What exactly do you mean? http://dev-heaven.net/issues/21995 and these would be worth to fix http://dev-heaven.net/issues/16133 http://dev-heaven.net/issues/20170 Share this post Link to post Share on other sites
f2k sel 164 Posted July 22, 2011 (edited) I do not remember seeing that one. What exactly do you mean? This one which is still present in the latest beta. Not really a beta issue but while working on animations it may be worth a look. Edited July 22, 2011 by F2k Sel Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2011 This one which is still present in the latest beta. Not really a beta issue but while working on animations it may be worth a look. Yea, it's not a beta issue (and not an engine issue at all). There are simply missing animations for walking with binoculars and thus the wrong anims are currently used (civil walking anims where rifle is on back). Unless the BI artists get some time (off from working on ArmA 3 & TakOH I presume) to produce some new anims I doubt it'll ever get fixed. Sadly, art-related fixes seem to be extremely rare in ArmA 2 updates. This case even less likely since it requires completely new assets. :( Share this post Link to post Share on other sites
suma 8 Posted July 23, 2011 Yea, it's not a beta issue (and not an engine issue at all). There are simply missing animations for walking with binoculars and thus the wrong anims are currently used (civil walking anims where rifle is on back). While we are not yet sure if it is a config or engine issue, it is definitely not a data issue. The animations are there, as you can see when you hold the shift - you walk a little slower then, with rifle still in front of you. Once you release the shift, you speed up a little bit a the rifle swings to your back. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 23, 2011 (edited) While we are not yet sure if it is a config or engine issue, it is definitely not a data issue. The animations are there, as you can see when you hold the shift - you walk a little slower then, with rifle still in front of you. Once you release the shift, you speed up a little bit a the rifle swings to your back. I just checked and you are right; the walking animations are there and work. However I cannot see any running animations for that stance (rifle slung in front) in the ArmA 2 Anim PBO (or referenced in the allIneOne config). As you have described, when you move at running speed is when the problem occurs. A look at the config reveals that the running animation states for binoculars, for example state "AmovPercMrunSnonWbinDf_rfl", use the same files for civil running anims (in the example's case "AmovPercMrunSnonWnonDf.rtm"). These anims have the rifle proxy on the back. If those anim files do exist, they aren't where they should be and aren't configured properly... Edited July 23, 2011 by Big Dawg KS Share this post Link to post Share on other sites
CameronMcDonald 146 Posted July 23, 2011 I encountered a bug with attachTo where the attached object moves back and forth. In this case the attached crates are also making the AI driver drive very slowly and fail horribly at turning. Yeah, this is killing my user-made missions. :) Share this post Link to post Share on other sites