k0rd 3 Posted May 17, 2014 I know that a few free weekend ppl on my server were laughing about it. can the devteam please update us on the status of this? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 17, 2014 it's still wip, quite some of the updates were delayed for the obvious reason ... Share this post Link to post Share on other sites
k0rd 3 Posted May 17, 2014 thanks Dwarden - btw you have a damn fine work ethic answering the forum on Saturday :) Share this post Link to post Share on other sites
Victim9l3 11 Posted May 18, 2014 This regards the dev branch, with addons. I post here because I think the issue is a dev branch issue, or at least something that changed. I think it has to do with things re arranged in the editor to be in alphabetical order, or something to do with bi removing certain things in the editor. After an update this week, I noticed some things were missing. the sfp mod disappeared. objects from sfp that I already used in a mission were still there in game, but in the editor, it changed. For example, in the editor, I could hover my mouse over the mi24 hind and it said "mi24"etc.. but if I clicked on the icon, it said is was and item from the structure category. It also happened to some of the wrecks. They were gone from the editor but not the game. I had to remove an addon in order to get the wrecks back. So the point is.... a change in the dev branch caused some user addons to disappear. So even though they were user addons, it is still relevant because the dev branch usually ends up in the regular game. So I thought I would see if anyone else noticed something like this, in order to narrow down the problem. Share this post Link to post Share on other sites
roshnak 41 Posted May 18, 2014 It would be nice to keep the rotation speed but to make the weapon like in Battlefield 3. If you turn arround there the weapon turns with you a bit later. The heavier the weapon is, the slower and later should the weapon turn when you moved the mouse. So you would have to wait some time after to get your sights steady after turning arround with a weapon. I can't overstate how much I hope this is the way it's implemented, although I think BF3's version was just cosmetic. A functional version of this system really seems like the best of both worlds. Another decent alternative is to just dampen sensitivity based on weapon weight. Is it perhaps something like what's in DayZ Standalone? That looks to me like a nice way to implement weapon inertia.. Please no. This is the absolute worst way to do it. I literally could not play DayZ Standalone for more than like 2 hours because of the way mouse movement worked in that game. It was so much worse than it was in previous games. Share this post Link to post Share on other sites
tpw 2315 Posted May 18, 2014 I'm just hoping that one day the player will be able to move their head (in freelook) faster than their body. Share this post Link to post Share on other sites
Variable 322 Posted May 18, 2014 I'm just hoping that one day the player will be able to move their head (in freelook) faster than their body. The related bug just been assigned to Iceman, so there's hope. Share this post Link to post Share on other sites
ceeeb 147 Posted May 18, 2014 Hi Devs, I'm curious if the new navigation mesh pathfinding technique discussed in the latest DayZ dev blog could have some place in Arma? Share this post Link to post Share on other sites
tpw 2315 Posted May 18, 2014 Another whinge: recent builds have basically made stars just about invisible on 3rd party maps (using AiA or A3MP). Eg FATA, on a clear moonless night the sky is dark blue, there are no stars, and the moon is barely visible. Share this post Link to post Share on other sites
k0rd 3 Posted May 18, 2014 hey man. I suggest you make a ticket about this immediately. I know from recent experience that if you do not.. this bug will invariably end up in stable. Share this post Link to post Share on other sites
k0rd 3 Posted May 18, 2014 Hi Devs, I'm curious if the new navigation mesh pathfinding technique discussed in the latest DayZ dev blog could have some place in Arma? geez.. I'd be better off playing this and modding out the zombies Share this post Link to post Share on other sites
vegeta897 13 Posted May 18, 2014 I can't overstate how much I hope this is the way it's implemented, although I think BF3's version was just cosmetic. A functional version of this system really seems like the best of both worlds. Another decent alternative is to just dampen sensitivity based on weapon weight.... Please no. This is the absolute worst way to do it. I literally could not play DayZ Standalone for more than like 2 hours because of the way mouse movement worked in that game. It was so much worse than it was in previous games. You might be a little confused, because DayZ's mouse movement was recently changed to work just like what you said you liked. Your actual head movement is unrestricted but your weapon drags behind based on its weight. Arma 3 is likely to follow suit. Also, the decent alternative you describe is exactly what DayZ used to have. It was pretty awful, as you know. Share this post Link to post Share on other sites
St. Jimmy 272 Posted May 18, 2014 You might be a little confused, because DayZ's mouse movement was recently changed to work just like what you said you liked. Your actual head movement is unrestricted but your weapon drags behind based on its weight. Arma 3 is likely to follow suit.Also, the decent alternative you describe is exactly what DayZ used to have. It was pretty awful, as you know. Yep there seems to be confuse how DayZ handles mouse movement and weapon. It changed patch ago radically. Mouse movement is now 1:1 and weapon drags bit behind what heavier it is. That would be very welcome in Arma 3 and that's what the new parameter for inertia in weaponType might be part of. Share this post Link to post Share on other sites
roshnak 41 Posted May 18, 2014 You might be a little confused, because DayZ's mouse movement was recently changed to work just like what you said you liked. Your actual head movement is unrestricted but your weapon drags behind based on its weight. Arma 3 is likely to follow suit.Also, the decent alternative you describe is exactly what DayZ used to have. It was pretty awful, as you know. I wasn't aware of the change, because, like I said, I couldn't play the game for more than a few hours. I just tried it though, and it's great and pretty much exactly what I was hoping for. The old DayZ system wasn't dampened, though. There was a hard limit on turn speed, and the higher your sensitivity was or the faster you moved your mouse the quicker you hit a wall locking your turn speed. It didn't apply to vertical look sensitivity, either, which was incredibly disorienting. Share this post Link to post Share on other sites
13islucky 10 Posted May 19, 2014 Could anyone make/find a video of this new system for those of us without DayZ? I tried looking around but I didn't find anything. Share this post Link to post Share on other sites
roberthammer 582 Posted May 19, 2014 Added: Command line parameter '-enableHT' added to enable hyperthreading Hmm interesting Magazine animated when weapon is reloaded for the first time Can you explain this one? Share this post Link to post Share on other sites
das attorney 858 Posted May 19, 2014 •Added: Command line parameter '-enableHT' added to enable hyperthreading Is this for server only (like the Perf server package) or for CLient/sp as well? Looks like good progress btw :) Share this post Link to post Share on other sites
lappihuan 178 Posted May 19, 2014 is HT only supported by Intel or does AMD cpus support that too? Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted May 19, 2014 is HT only supported by Intel or does AMD cpus support that too? Only Intel. Share this post Link to post Share on other sites
five_seven5-7 56 Posted May 19, 2014 Maybe when weapon is reloaded for the first time, they pull the charging handle or empties a mag and when is a tactical reload, only appears the magazine change animation. Not pull again the charging handle resulting in a double feed in the gun. Share this post Link to post Share on other sites
dazhbog 10 Posted May 19, 2014 Hi Devs, I'm curious if the new navigation mesh pathfinding technique discussed in the latest DayZ dev blog could have some place in Arma? We'll see what results they will be able to get regarding speed and memory usage. Also, keep in mind that Arma 3 is a little bit more complex so the mesh would need to work with more data. Share this post Link to post Share on other sites
gliptal 25 Posted May 19, 2014 Oh boy does this mean what I think it does? Magazine animated when weapon is reloaded for the first time Yay! Share this post Link to post Share on other sites
Alwarren 2767 Posted May 19, 2014 Can you explain this one? I suppose what this means is that when you pick up a weapon from a crate and then the ammo, and press Reload, it will animate the magazine immediately. It used to show the magazine all through the first reload and only animated it on the second reload. Share this post Link to post Share on other sites
Brainbug 10 Posted May 19, 2014 What will the "enableHT" parameter exactly do? Because generally, HT is enabled or disabled on a machine via BIOS setting and not by the application. The program would just have more threads, and the OS can then put 8 instead of 4 threads simultaneously through the CPU. So I'm wondering: Does this mean that if the parameter is set, the game will just spew out more threads (in that case a non HT-CPU with just more cores would benefit as well, e.g. AMD FX-8000 series), or will it do something else that e.g. helps to assign always a "big" and a "weak" thread to one CPU core in order not to clog it up, or to put it differently, to evenly distribute the workload on all four cores instead of overloading the first two and underutilizing the other two. An answer from a Dev would be greatly appreciated. But also I encourage people to test that and post back results (maybe in a new thread), also what happens if you don't have a HT CPU (game crash? lower performance? no change? or even an improvement?). Share this post Link to post Share on other sites
froggyluv 2136 Posted May 19, 2014 We'll see what results they will be able to get regarding speed and memory usage. Also, keep in mind that Arma 3 is a little bit more complex so the mesh would need to work with more data. Oh. My. God. I saw mention that the 64bit exe. will really help the memory need of this Navmesh..? Ok, for the first time I'm really jealous of DayZ now Share this post Link to post Share on other sites