Alwarren 2767 Posted July 10, 2013 Lads, could you, please, stay on topic of this thread? We all know that discussing axed features is a hot topic, feel free to do so in other thread. I personally could ensure you that there is at least dozen of developers reading most of the threads. I know that not responding may sound harsh, but keep in mind that we try our best not to overpromise and any response could be taken as a promise of something. It takes hell lot of time even to write a response and word it correctly to prevent some false hopes. And, as most of you have already noted, our time is of the essence :icon_twisted: Pettka, I do think you underestimate your fanbase here. I'd like to point to Rocket and the DayZ team. They are very open with their development, and they haven't even started to sell the game. We, on the other hand, are already sold (a supporter edition, even). All we ask for is a bit more openness from the devs. At the very least, an acknowledgement of issues (like the briefing loadout - so far it isn't even clear whether that problem is known or not). It's very normal that you cannot promise that things get fixed, but at the least knowing that they are known would put some of our uneasiness at rest. Right now, the impression you give is "don't care" and "La la la I'm not listening". Which is worse for morale than false hope. Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 10, 2013 hate to say this but, I wouldn't mind more response from the devs :) good news or bad. least we know what is going on if that makes sense? we already think your doing an amazing job, its brilliant. just needs tinkering with a few spanners ;) Share this post Link to post Share on other sites
BlackLord 0 Posted July 10, 2013 You should be grateful you get this much response. Just look at the forums for AAA titles, devs rarely if ever post in threads and issues are never addressed or fixed, support for games is dropped after a few months post-release. Sometimes I think BiS would be better off ignoring the "fanbase" as well, because you guys sure take them for granted. Share this post Link to post Share on other sites
Masharra 10 Posted July 10, 2013 You should be grateful you get this much response. Just look at the forums for AAA titles, devs rarely if ever post in threads and issues are never addressed or fixed, support for games is dropped after a few months post-release. Sometimes I think BiS would be better off ignoring the "fanbase" as well, because you guys sure take them for granted. Lets stay on topic gents :) Share this post Link to post Share on other sites
maddogx 13 Posted July 10, 2013 Lets stay on topic gents :) This. There will be no further warnings. Share this post Link to post Share on other sites
simon1279 52 Posted July 10, 2013 Does someone knows with the today's update an FPS increase, i've installe lastest bnvidia drivers and the today's update and know i have from 54 to 60 fps with all maxed out, i had always around 30 before, i'm amazed :eek: Share this post Link to post Share on other sites
bakerman 247 Posted July 10, 2013 I'm getting MX 6.5mm silencer sounds when firing the GL. So far I've only tested this with the BLUFOR Special Forces JTAC. I'm also getting strange listed names for the grenades, like "$32_&ha". Anybody else getting this? Share this post Link to post Share on other sites
-ghost-tf 12 Posted July 10, 2013 I'm getting MX 6.5mm silencer sounds when firing the GL. So far I've only tested this with the BLUFOR Special Forces JTAC. I'm also getting strange listed names for the grenades, like "$32_&ha". Anybody else getting this? GL sounds are fine for me, same with grenade names. Share this post Link to post Share on other sites
pillpopper123 10 Posted July 10, 2013 Is this an old bug ? never tried it before. http://www.youtube.com/watch?v=Rpr5G21D8GY Share this post Link to post Share on other sites
gossamersolid 155 Posted July 10, 2013 As requested by Petka and the moderators, you guys can continue the discussion of "axed" features and such in this thread: http://forums.bistudio.com/showthread.php?159007-Discussion-on-quot-Axed-quot-Features Share this post Link to post Share on other sites
joschaap 1 Posted July 10, 2013 Duckwalking into the low sandbags has always been like that, but being able to go prone into it does require attention. since in first person you can see through it, which will get exploited in online combat! if there isnt a FT of it yet you should make one :) Share this post Link to post Share on other sites
OMAC 254 Posted July 10, 2013 if you play the infantry showcase like I do - throw away your own weapon and swap it with Alpha Point at the beginning, who is a marksman (or autorifleman) and has a scope. Awesome idea. :) I never thought of that. :eek: Weapon selection is one of the most important aspects of mission design. With a scoped weapon, Night, Infantry, and Combined Arms showcase gameplay completely changes. I have often wondered about the lack of selectable weapon loadout in briefing, an incredibly important mission design element of Arma 2. Awarding new weapons upon successful mission completion (as in PMC scenario and some of my missions) is also very cool. I sure hope briefing loadout selection is re-implemented at some point. (oops, sorry, I should have posted this to "axed features" thread :o) Share this post Link to post Share on other sites
petek 62 Posted July 10, 2013 Awesome idea. :) I never thought of that. :eek: Weapon selection is one of the most important aspects of mission design. With a scoped weapon, Night, Infantry, and Combined Arms showcase gameplay completely changes. I have often wondered about the lack of selectable weapon loadout in briefing, an incredibly important mission design element of Arma 2. Awarding new weapons upon successful mission completion (as in PMC scenario and some of my missions) is also very cool. I sure hope briefing loadout selection is re-implemented at some point. Hi I think in the dev build the alpha point man's weapon has changed so it's short range scope only. The unpbo'd mission has a initMission.hpp script that changes all scopes to aco type. Share this post Link to post Share on other sites
OMAC 254 Posted July 10, 2013 Hi I think in the dev build the alpha point man's weapon has changed so it's short range scope only. The unpbo'd mission has a initMission.hpp script that changes all scopes to aco type. Darn. :( You're right. Thanks. Share this post Link to post Share on other sites
victim913 10 Posted July 10, 2013 If you stand up while you are partially inside the h barrier it will put you on top of it. Which helps since bi doesn't give us jumping or small climbing abilities. Also unless it's been fixed, AI walk through rocks and once they go all the way inside they can't get out. Share this post Link to post Share on other sites
SaOk 112 Posted July 10, 2013 Playing animations dosent seem to work no longer (except in the animation viewer) - e.g. : unitname1 switchmove "InBaseMoves_sitHighUp1"; Problem started around last week. The unit look like doing drop animation for half second when trying to commit an animation, after that nothing. Share this post Link to post Share on other sites
joschaap 1 Posted July 10, 2013 can we please get a detailed log of the changes. none of my missions loadup on DEV (downgrading to stable fixes it) and both client/serversided rpt report no error.. it just stops working.. its kinda hard to debug a mission of you dont know what has been changed :) especialy as no errors are logged :/ Share this post Link to post Share on other sites
pettka 694 Posted July 10, 2013 can we please get a detailed log of the changes. none of my missions loadup on DEV (downgrading to stable fixes it) and both client/serversided rpt report no error.. it just stops working.. its kinda hard to debug a mission of you dont know what has been changed :) especialy as no errors are logged :/ PM me a link to some of the crashing missions, please, there was just a handful of class changes (magazines for .45 weapons) and none should do something like You have mentioned :icon_twisted: Share this post Link to post Share on other sites
joschaap 1 Posted July 10, 2013 @petka you can ignore my last post I just found a waituntill { scriptdone scriptname } in my mission that kept waiting on something that i changed to run constantly... *my bad* :) but thanks for the responce! Share this post Link to post Share on other sites
Wolfstriked 11 Posted July 10, 2013 Ye, but is it really needed to animate the Bipods? -No. Its also not needed to animate vehicle Doors, to animate hands openening doors of houses and so on. And this has a much bigger visual impact then small Bipods. The function here is needed, very needed and wanted (feedbacktracker Nr. #1) actually. If no deployment methods are to be made from devs can they at least give us the location to where we can alter the sway.VTS weapon resting for me makes A3's combat.I was playing as a crewman for a week straight and when I decided to do some infantry again the first thing that hit me was how off combat feels.The rest is fluid and I applaud Smookie for his work but once I go to fire a weapon the recoil model just drags Arma3 down.Then I found a server where VTS weapon resting is allowed and was back in the game.But it needs to be finished with mod maker saying he just cant find the lines to change the weapon sway.Would the devs be able to just give us that location is the question................. And why no word about the recoil enhancement that is going on?:rolleyes: Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 10, 2013 Domination missions are completely broken by tuesdays dev build. Share this post Link to post Share on other sites
pawelkpl 29 Posted July 10, 2013 Domination missions are completely broken by tuesdays dev build. You are right, it is broken and without changelog I can't do anything. Share this post Link to post Share on other sites
Champy_UK 1 Posted July 10, 2013 Version E seems ok though, seems to have affected F builds... How bad is it Pawel? Share this post Link to post Share on other sites
SaOk 112 Posted July 10, 2013 (edited) I also noticed that you cannot longer take gear from opposite sided crate's. If you as team-leader, with team-member activated, point at the crate it suggest "attack". Edit: Also first time in A3, I spotted now AI team-make (US demolition man) that had switched to pistol and got stucked to prone stance without able to move expect to rotate. Edited July 10, 2013 by SaOk Share this post Link to post Share on other sites
joschaap 1 Posted July 10, 2013 (edited) @pettka i have to get back on my previous statement ass-well for my wasteland mission i cant get the respawn dialog to open on DEV branch, even manually triggering it using console gives no errors but also no dialog :/ the only wierd stuff i spot in the logs are: Fresnel k must be >0, given n=2.51,k=0 Client: Object 3:0 (type Type_80) not found. Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Network simulation, time = 726.737 Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup Group R Alpha 2-3 (0x4ee24a00) - network ID 2:2147 - no main subgroup ass-well as: LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] (6103 [update._supplyEnt]): Network sync error - NMTReplaceContainer (6104 [update._from]): Network sync error - NMTReplaceContainer (6104 [update._from]): Network sync error - NMTReplaceContainer (6104 [update._from]): Network sync error - NMTReplaceContainer (6104 [update._from]): Network sync error - NMTReplaceContainer (6104 [update._from]): Network sync error - NMTReplaceContainer nut none of thise seem related to creating the respawn dialog.. when running the mission locally (not dedicated) i get these additional errors: control[DebugConsole]: Unexpected control type [15] control[DebugConsole]: Unexpected control type [15] as soon as i run the servers and client on stable branch misison works as intended (aside from some missing ammo classes since i develop on DEV branch mission code is found here: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/tree/%23TEMP_TESTING_V23 Edited July 10, 2013 by JoSchaap Share this post Link to post Share on other sites