twisted 128 Posted February 11, 2014 on newest dev i get error Error in expression <ersNew = _membersNew + [_x]}; } forEach _members; _leader setVariable ["members"> Error position: <_members; _leader setVariable ["members"> Error Undefined variable in expression: _members File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 308 Share this post Link to post Share on other sites
John Kozak 14 Posted February 11, 2014 I'd like to highlight a feedback ticket for reverting the "3D" scopes back to 2D. Current implementation has a number of flaws which really undermine its presense. If we're not getting proper PiP scopes, let us at least have proper "simple" 2D ones. Share this post Link to post Share on other sites
DarkDruid 96 Posted February 11, 2014 on newest dev i get error Should be fixed in next dev branch update. Thanks for letting us know! Share this post Link to post Share on other sites
odie0351 67 Posted February 11, 2014 Is anybody else having an issue with no sound from the slammer's main gun and the marid GMG or is it just me? Also, and I haven't tested for it in the latest dev update but I've been having an issue where when starting as a gunner in a vehicle with internal views ,such as the blackfoot or an ifrit, occasionally it wont let me use the weapon sights, forcing me to try to aim using PiP. Share this post Link to post Share on other sites
blackpixxel 53 Posted February 11, 2014 Is anybody else having an issue with no sound from the slammer's main gun and the marid GMG or is it just me? I can confirm that. There is no sound for the Slammer and for the OPFOR MBT main gun. Share this post Link to post Share on other sites
Gutsnav 13 Posted February 11, 2014 (edited) I'd like to highlight a feedback ticket for reverting the "3D" scopes back to 2D. Current implementation has a number of flaws which really undermine its presense. If we're not getting proper PiP scopes, let us at least have proper "simple" 2D ones. Edited February 11, 2014 by Gutsnav Share this post Link to post Share on other sites
chortles 263 Posted February 11, 2014 No, this is better than 3d scopes, with the same zoom ;)He already said "if we're not getting proper PiP scopes"... Share this post Link to post Share on other sites
Gutsnav 13 Posted February 11, 2014 He already said "if we're not getting proper PiP scopes"... Whoops, somehow skipped like 3 words :P Share this post Link to post Share on other sites
tpw 2315 Posted February 11, 2014 I'm pleased that the devs are finally working on improving the ambient animal stuff, but the new implementation is actually more problematic than the old. Lots of errors being thrown: File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 308 , and spawned grazing animals (goats/sheep) never actually stop to graze, but just mill about endlessly. I'm not being an anorak, the changes are impacting on my ambient animal mod Share this post Link to post Share on other sites
MavericK96 0 Posted February 12, 2014 The resolution would have to be a lot better than that test in order for it to be useful. At that point performance might take a dive...dunno. Share this post Link to post Share on other sites
windies 11 Posted February 12, 2014 The resolution would have to be a lot better than that test in order for it to be useful. At that point performance might take a dive...dunno. Well what is the black shroud from the old 2D scopes but a texture. Just RTT your normal view around the scope and put the actual higher resolution render inside the scope, throw some blur on the RTT area and you have a close approximation. Look at the way they do the SOS for instance, so it looks as though you're looking through a scope. Just RTT around the outside of the scope and have the "real" view zoomed in under the RTT and Scope overlay. It's kind of backwards trying to RTT the important part which is what you see through the scope, but rather use the RTT for the unimportant part which is the generally blurred area around the scope so you can still maintain some SA without having those uggo black shrouds and the bad 3D scope implementation we have now. Share this post Link to post Share on other sites
bullet purveyor 85 Posted February 12, 2014 (edited) Some bugs in the latest dev branch: Walking by/besides walking animals will damage you and eventually kill you. Swimming is broken. Swim on land bug is back. Swim with weapon you get stuck. Swim unarmed and you can't stay upright in the water anymore. Tested with soldiers and civilians. (Divers work as they are supposed to.) Lean don't work for unarmed characters.( except briefly between stance changes) I also got stuck in a strange slow motion run several times. "Updated: Thunder sounds" : Still sounds like someone throwing nails at a tin bucket, for close to medium distance lighting. Far away lightning sounds good. And thunder sounds rotate along with the character. This apply to a lot of other sounds in the game as well. AI under your control will get unresponsive after you have issued a lot of commands. E.g 'Get cover' will not work after you have issued 10+ random commands like advance, flank etc. Try to regroup and you will see the AI do nothing when given the 'get cover' command. Smoke deployment don't work in some vehicles. Cheetah, Gorgon and Tigris. Will try to make some tickets when I'm back from work. If these things aren't already known? Edited February 12, 2014 by Bullet Purveyor Share this post Link to post Share on other sites
Minoza 11 Posted February 12, 2014 Wow! Very nice to see a real PiP scope in Arma! Now, I've used Google translate in order to get the idea of what author is saying in his comments and it seems he really got this thing to work. It has issues like shadows or smoke not being drawn but it does work. Now, my idea is exactly as someone already mentioned, if it's possible, do a reverse PiP, where area inside scope becomes main rendering and outside becomes PiP. Blur it up a bit and you wont probably even notice issues with shadows and smoke and even if you do it would be worth if you ask me. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted February 12, 2014 Wow! Very nice to see a real PiP scope in Arma! Now, I've used Google translate in order to get the idea of what author is saying in his comments and it seems he really got this thing to work. It has issues like shadows or smoke not being drawn but it does work. Now, my idea is exactly as someone already mentioned, if it's possible, do a reverse PiP, where area inside scope becomes main rendering and outside becomes PiP. Blur it up a bit and you wont probably even notice issues with shadows and smoke and even if you do it would be worth if you ask me. If you pay attention you can see how it works. There's a small circular PIP object in front of the scope that he creates and removes via the radio menu. The issues with shadows, particles and other stuff are the same as with the other PIP stuff in the game. Share this post Link to post Share on other sites
five_seven5-7 56 Posted February 12, 2014 If you pay attention you can see how it works. There's a small circular PIP object in front of the scope that he creates and removes via the radio menu. The issues with shadows, particles and other stuff are the same as with the other PIP stuff in the game. I prefer this, as it is more realistic scope should be Share this post Link to post Share on other sites
Minoza 11 Posted February 12, 2014 (edited) If you pay attention you can see how it works. There's a small circular PIP object in front of the scope that he creates and removes via the radio menu. The issues with shadows, particles and other stuff are the same as with the other PIP stuff in the game. Thx for explanation! Could you maybe point me into right direction here; is there any guide or explanation on the subject of creating PiP objects in A3? My idea could still work maybe, it's just that instead of making circle I'd try with plane with hole around scope, essentially I'd be making geometry mask... PP blur/darkening could still be applied on top of that thus masking issues with PiP. It might introduce some other glitches because of movement but I would like to try it out. Edited February 12, 2014 by Minoza Share this post Link to post Share on other sites
tpw 2315 Posted February 12, 2014 (edited) I wonder whether it's possible to mod a scope so that it has the PiP "disc" as part of the model? No need to do fancy repositioning maths (which lags a bit on rapid scope movement) like the Edited February 12, 2014 by tpw Share this post Link to post Share on other sites
Variable 322 Posted February 12, 2014 I wonder whether it's possible to mod a scope so that it has the PiP "disc" as part of the model? No need to do fancy repositioning maths (which lags a bit on rapid scope movement) like the http://www.youtube.com/watch?v=b0WXn...e=sharenoembed Broken link? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted February 12, 2014 Thx for explanation! Could you maybe point me into right direction here; is there any guide or explanation on the subject of creating PiP objects in A3? My idea could still work maybe, it's just that instead of making circle I'd try with plane with hole around scope, essentially I'd be making geometry mask... PP blur/darkening could still be applied on top of that thus masking issues with PiP. It might introduce some other glitches because of movement but I would like to try it out. This is the best I could find, I'm sure there's documentation on the forums. The idea is ok, but some problems are: You'd need to account for multimonitor setups. Very wide PIP planes could be a major performance loss You'd need different, specialized PIP planes for each scope I do not think it's possible to selectively blur the areas of the screen (making the hole in the blur) Blur can be expensive Last I've heard, weapons and attachments do not support PIP, so the plane would have to be an external object Share this post Link to post Share on other sites
Minoza 11 Posted February 12, 2014 This is the best I could find, I'm sure there's documentation on the forums.The idea is ok, but some problems are: You'd need to account for multimonitor setups. Very wide PIP planes could be a major performance loss You'd need different, specialized PIP planes for each scope I do not think it's possible to selectively blur the areas of the screen (making the hole in the blur) Blur can be expensive Last I've heard, weapons and attachments do not support PIP, so the plane would have to be an external object Thank you for taking your time to answer me! I'll give it a read and see if I can come up with something useful. Share this post Link to post Share on other sites
tpw 2315 Posted February 12, 2014 Broken link? Sorry, I meant: Share this post Link to post Share on other sites
spanishsurfer 58 Posted February 12, 2014 PiP for scopes is a good idea in theory, however, BIS has yet to fix the stuttering that occurs for those of us who have SLI...that would make scopes useless for us. Not to mention that the PiP in the video is slightly blurry and not very clear. Every scope I've ever looked through makes the target look more clear, more crisp, and much bigger. Share this post Link to post Share on other sites
samyg 3 Posted February 12, 2014 12-02-2014EXE rev. 115252 Size: ~160 MB DATA Mk200 has correct tracer color So the Mk200 now spites out red tracers? If that is the case, I am a happy man. Share this post Link to post Share on other sites
trnapster 12 Posted February 12, 2014 So the Mk200 now spites out red tracers? If that is the case, I am a happy man. But I hope the mags with the green tracers are still in the game... Share this post Link to post Share on other sites
barakokula31 10 Posted February 12, 2014 So the Mk200 now spites out red tracers? If that is the case, I am a happy man. Shouldn't it be using yellow tracers? Share this post Link to post Share on other sites