Sniperwolf572 758 Posted July 25, 2013 Currently, it still doesn't work for other (friendly or enemy) groups. It sounds great when turning the radio volume down, but it also breaks if you remove your radio from the radio slot. :) Hopefully "no-radio-item" and "radio-present-but-volume-down" will sound the same in the end. Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 25, 2013 It sounds great when turning the radio volume down, but it also breaks if you remove your radio from the radio slot. :)Hopefully "no-radio-item" and "radio-present-but-volume-down" will sound the same in the end. This ... I ... Damnit, stop breaking things! Yes, it's an issue related to the problem with friendly/enemy groups. Needz moar disclaimers! For now... keep a hold of your damn radio! Is that really so much to ask?! :D Best, RiE Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 25, 2013 (edited) This ... I ... Damnit, stop breaking things! Yes, it's an issue related to the problem with friendly/enemy groups. Needz moar disclaimers! For now... keep a hold of your damn radio! Is that really so much to ask?! :D Best, RiE But...but...you asked us to break things for you and now we're scolded for breaking things for you. :D Edited July 25, 2013 by Sniperwolf572 Dogs > Cats Share this post Link to post Share on other sites
BigBoss 10 Posted July 25, 2013 What happened to silencers, If I use them it takes about a ton of hits to kill an enemy, as if I had subsonic ammunition. If I remove the silencer, the weapon works just fine. Share this post Link to post Share on other sites
bad benson 1733 Posted July 25, 2013 (edited) wow. i remember talking about this feature in one of the early alpha radio threads. didn't expect to see this. awesome! keep those imemrsion increasers coming :D edit: the above post reminds me of something. would it be possible to config the silencer sound in the weapon class and not the silencer class? that would make things way more flexible and would leave more room for some more indepth modding. (please look at the pic sniperwolf posted right after reading my humble request;)) Edited July 25, 2013 by Bad Benson Share this post Link to post Share on other sites
Champy_UK 1 Posted July 25, 2013 (edited) Is anyone else getting a 'No Entry bin\config.bin.cfg skeletons error' when trying to join servers? I am ok but 3 of guys are getting this, when i and two others can join hassle free? Has happend since last night :( Solved it - The guys had lines in their startup, removed the lines and all good :) Edited July 25, 2013 by Champy_UK Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 25, 2013 ...the above post reminds me of something. would it be possible to config the silencer sound in the weapon class and not the silencer class? that would make things way more flexible and would leave more room for some more indepth modding. (please look at the pic sniperwolf posted right after reading my humble request;)) Wouldn't that cause things to be MORE restricted than less? Single sound for all muzzle attachments? What if it's a flash hider and not a silencer? What if it's a loudener? ? Someone needs to mod a cat-silencer. Share this post Link to post Share on other sites
pettka 694 Posted July 25, 2013 Is anyone else getting a 'No Entry bin\config.bin.cfg skeletons error' when trying to join servers? I am ok but 3 of guys are getting this, when i and two others can join hassle free? Has happend since last night :( The issue is being investigated, it might be related to -world parameter of the game (rather indirectly). Try to remove it and it should work OK as a hotfix :icon_twisted: Share this post Link to post Share on other sites
Champy_UK 1 Posted July 25, 2013 Thanks, seen and done with great effect :) Share this post Link to post Share on other sites
Tankbuster 1747 Posted July 25, 2013 The issue is being investigated, it might be related to -world parameter of the game (rather indirectly). Try to remove it and it should work OK as a hotfix :icon_twisted: I'm finding that -world=empty and -skipintro are implicated here. Remove them and everything is good. World = empty makes no sense at the moment anyway. It makes sense if you have a choice of worlds to load, but right now, it's always going to be Stratis, so might as well load it at start. I've done some time tests and skipintro makes precisely no difference to game start times. Share this post Link to post Share on other sites
froggyluv 2136 Posted July 25, 2013 Can we please get a turn on/off switch for the Undefined Variable error message spam? I realize that they are important messages but many missions using 3rd party scripts/addons which simply aren't being updated are unplayable. Share this post Link to post Share on other sites
dale0404 5 Posted July 25, 2013 try using -nosplash Not sure if it will help mind. Share this post Link to post Share on other sites
bad benson 1733 Posted July 25, 2013 Wouldn't that cause things to be MORE restricted than less? Single sound for all muzzle attachments? What if it's a flash hider and not a silencer? What if it's a loudener? What if you're attaching a cat to your barrel? Someone needs to mod a cat-silencer. hm. a loudener? cat-silencer? i don't see those being a priority. i was more talking about muzzle attachments without a different sound. i'm made a working bayonet attachment and had to use the rail laser pointer class as a base (and the according inventory slot) because otherwise the bayonet would have a silenced sound (or just a single sound that is the same for each weapon). so you can't use a bayonet with a flashlight now, which is unfortunate. i wasn't really making clear what i meant. if you look inside the "InventoryMuzzleItem_Base_F" class you will see that it has a structure like a weapon. all modes and the corresponding sounds have to be defined there. that makes it kind of impossible to make a universial muzzle item that isn't a silencer. my proposed solution would require more meassures to keep things flexible. you are right about that. but the result would open up a lot of potential. maybe i misunderstood how muzzle attachment classes work but it looks like i described. there's probably just another base class needed that doesn't have that restriction and is accepted by the engine as a muzzle attachment. i'm not sure if you can make that yourself. to me it looks more like the muzzle attachment slot was designed solely with silencers in mind. i hope i'm wrong. if not, i humbly request to add what i asked for, Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 25, 2013 has anyone noticed the quadbikes are really actually quite slow and boggy? they are built for speed offroad and stuff like that and still they just dont seem right to me :/ i know its 4stroke but come on haha needs more grunt and power :) Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 25, 2013 hm. a loudener? cat-silencer? i don't see those being a priority. i was more talking about muzzle attachments without a different sound. i'm made a working bayonet attachment and had to use the rail laser pointer class as a base (and the according inventory slot) because otherwise the bayonet would have a silenced sound (or just a single sound that is the same for each weapon). so you can't use a bayonet with a flashlight now, which is unfortunate. i wasn't really making clear what i meant. if you look inside the "InventoryMuzzleItem_Base_F" class you will see that it has a structure like a weapon. all modes and the corresponding sounds have to be defined there. that makes it kind of impossible to make a universial muzzle item that isn't a silencer. my proposed solution would require more meassures to keep things flexible. you are right about that. but the result would open up a lot of potential. maybe i misunderstood how muzzle attachment classes work but it looks like i described. there's probably just another base class needed that doesn't have that restriction and is accepted by the engine as a muzzle attachment. i'm not sure if you can make that yourself. to me it looks more like the muzzle attachment slot was designed solely with silencers in mind. i hope i'm wrong. if not, i humbly request to add what i asked for, Off the top of my head, I can tell you that RH's pistol pack has muzzle attachments that are not silences and in turn BI also has advertised flash hiders in addition to suppressors. The way I understand how muzzle attachments work is that all things defined for them will take priority over the weapons definitions, that is what allows suppressors to overwrite the sounds from the rifle, adjust it's ballistic properties and hiding values. Anything left out of the muzzle attachments configuration will still behave like defined in the rifle itself. The conflict you'd generate with your suggestion is consider that you are defining the sound for the muzzle device in the weapon and your weapon can take a silencer and a bayonet. You'd only have one option for the sound when the muzzle device is attached, no matter what the attached muzzle device is. With sound being defined in the muzzle attachment as it currently stands, silencer can have it's own sound, while flash hider and the bayonet can have the option not to override the sound of the rifle. The cat silencer and loudener, while outlandish concept and bear with me here for the sake of the explanation and not "priority", would in turn still keep the ability to sound like a cat meow or a cannon going off in turn. If you go by your suggestion where "MX rifle with muzzle attachment sounds like this" all those various attachments would have to be reduced to the single sound you defined in the weapon config, so the silencer would sound like a silencer, the bayonet would sound like a silencer, the flash hider would sound like a silencer, the cat would sound like a silencer and the loudener would sound like a silencer. Hopefully I've explained it more clearly now. :) Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 25, 2013 road cones do not reflect light on enviroment :( repro = place unit and place road cone set time to midnight preview stand near cone in 3d without nvg on Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted July 25, 2013 has anyone noticed the quadbikes are really actually quite slow and boggy?they are built for speed offroad and stuff like that and still they just dont seem right to me :/ i know its 4stroke but come on haha needs more grunt and power :) THIS. I can't emphasize enough on how slow the quads are. It's horrendous. If I use full throttle, that thing should rip up the ground and kick off to 30km/h instantly. Not slowly muck through the gears like it currently does. Really hoping they aren't done tweaking vehicles... Share this post Link to post Share on other sites
bad benson 1733 Posted July 26, 2013 With sound being defined in the muzzle attachment as it currently stands, silencer can have it's own sound, while flash hider and the bayonet can have the option not to override the sound of the rifle. that's all i need. thx for the clarification. if that is possible then ofc everything is fine as it is. sorry for the confusion i wasn't sure, :o Share this post Link to post Share on other sites
kylania 568 Posted July 26, 2013 (edited) THIS. I can't emphasize enough on how slow the quads are. It's horrendous. If I use full throttle, that thing should rip up the ground and kick off to 30km/h instantly. On paved road I topped out at 80. On dirt road 70. Grass 60. Hillsides 50. Up a steep incline 40. Full stop to 60 on road/dirt/grass was 10 seconds. Full stop to 40 going straight up an incline was 10 seconds. The first few moments feel a little sluggish, but not at all as bad as you're making it sound. :) Unrelated, are popup targets not working anymore? Using nopop = true; now results in targets never falling over instead of never getting back up. What's the new "stay down" function or do we have eventhandler every single target now? http://feedback.arma3.com/view.php?id=11978 Edited July 26, 2013 by kylania Share this post Link to post Share on other sites
Zorg_DK 10 Posted July 26, 2013 Agree that the quads needs a boost. I've driven a fast quad irl, and that thing had a fierce acceleration even up hills. Share this post Link to post Share on other sites
Dwarden 1125 Posted July 26, 2013 Has the terrain always been like this at close first person? that's parallax mapping issue ... Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 26, 2013 Agree that the quads needs a boost. I've driven a fast quad irl, and that thing had a fierce acceleration even up hills. iv got 2 quads myself 1 660cc Yamaha grizzly and a 250cc racing quad... now i know for a fact when you blitz that throttle your gonna flip straight away depending where your leaning. quad bikes have huge acceleration Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 26, 2013 The issue is being investigated, it might be related to -world parameter of the game (rather indirectly). Try to remove it and it should work OK as a hotfix :icon_twisted: It only ever appears for me if I have -world=empty and the very first asset I load into the editor is an armoured vehicle. Loading a man, helicopter or truck firsts doesn't seem to cause any problems. I was thinking maybe there's something wrong with the crew anims used for armoured vehicles as IIRC it started appearing after build 07978 which included changes to the animations in APCs. Perhaps someone's used a duff model.cfg to binarise those anims? I wrote my findings and repo steps up on the tracker: http://feedback.arma3.com/view.php?id=11834 Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 26, 2013 oooo 336mb update on its way :-) Share this post Link to post Share on other sites
dmarkwick 261 Posted July 26, 2013 Knees of pilot look better Thank God for that. As a knee-fetishist this was one of my overriding concerns. ;) Share this post Link to post Share on other sites