Guest Posted July 28, 2014 I still have a problem on Altis, grid 153 158 : I can't climb the quay. With a little picture : http://image.noelshack.com/fichiers/2014/31/1406566878-arma3-2014-07-28-18-56-47-18.png (2106 kB) I can't get throw the red line. Anyone else ? Share this post Link to post Share on other sites
vegeta897 13 Posted July 28, 2014 I still have a problem on Altis, grid 153 158 : I can't climb the quay.With a little picture : http://image.noelshack.com/fichiers/2014/31/1406566878-arma3-2014-07-28-18-56-47-18.png (2106 kB) I can't get throw the red line. Anyone else ? Have you submitted this to the feedback tracker? That's the best way to get it fixed. Share this post Link to post Share on other sites
SaOk 112 Posted July 28, 2014 Got arma3.exe crash with new dev-version: http://feedback.arma3.com/view.php?id=19981 Share this post Link to post Share on other sites
Guest Posted July 28, 2014 Have you submitted this to the feedback tracker? That's the best way to get it fixed. I don't know if it has allready been posted, that's why I ask here. I will wait for other answers befor reporting. Share this post Link to post Share on other sites
Varanon 892 Posted July 28, 2014 Yea, but look at the tail lights. Kinda stretch into the CoM of the vehicle. I know that effect, I had it on one of my car ports for CUP's Arma 2 vehilces. It happens when some parts of the mesh are hidden, but the visible parts share vertices with the missing parts Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted July 28, 2014 Launcher still invisible to me. Share this post Link to post Share on other sites
SaOk 112 Posted July 28, 2014 (edited) With dialogs noticed that if structured text area is "accidentally" overlapping buttons those cant be pushed nomore. The supply crate is now better - no more massive offset down. But still if attached to truck, other crates are placed on same level while supply crate goes 0,5-1m down. KbTell cant be still used for civilians. Only lips move, no sound come out. Having much custom voices for civs, but those dont work now. :( Edit: Now than I remember, the BagFence-walls (e.g. Land_BagFence_Long_F) give much trouble when spawned/setpos'ed. Those often hower ~0.3m off ground, even if placed to 0 height. Same time no problems with other walls, except some have big [x,z] offsets. But those can be corrected, while the z offset correction dosent seem to work with BagFence. I wish ArmA3 would have those other sandbag-walls from ArmA2. The similar small ones but with woodsticks in each corner was my favorite wall type in previous armas, never giving offset trouble. Also the trenches were much fun (these ). Could of course include those with AiA-mod, but would be nice to have those in without modding too. Edited July 28, 2014 by SaOk Share this post Link to post Share on other sites
the_demongod 31 Posted July 29, 2014 Actually heavy panting and groaning sounds from heavy exertion are common, ever lifted a heavy couch with a few friends? Oh yeah it definitely sounds like a porn movie going on with all the grunting. Used to wrestle. If you guys think arma's fatigue sounds like porn, put your ear to the door of a wrestling practice. It's like you guys have never exerted yourselves physically before :P Share this post Link to post Share on other sites
nodunit 397 Posted July 29, 2014 Used to wrestle. If you guys think arma's fatigue sounds like porn, put your ear to the door of a wrestling practice. It's like you guys have never exerted yourselves physically before :P Oh that is even worse when you add all the grappling and sweating. Nothing more manly than getting half naked and wrapped your sweaty arms and legs around another guys head in an attempt to pin him into submission amirite. Share this post Link to post Share on other sites
suiside 95 Posted July 29, 2014 greek wrestling dlc anyone ? Share this post Link to post Share on other sites
roberthammer 582 Posted July 29, 2014 Nice to hear that tkoh flying model will be soon ,but wheres the weapon inertia? Share this post Link to post Share on other sites
trnapster 12 Posted July 29, 2014 Added: New commands for setting and getting models for ControlObject Great thanks. Good to know you guys are still improving dialogs/controls maybe we can get a lnbSort command now (just like the existing lbSort but supporting multiple columns)? Share this post Link to post Share on other sites
chortles 263 Posted July 29, 2014 Nice to hear that tkoh flying model will be soon ,but wheres the weapon inertia? Confirmed but no ETA. Share this post Link to post Share on other sites
Bouben 3 Posted July 29, 2014 It's like you guys have never exerted yourselves physically before :P My thoughts exactly. Share this post Link to post Share on other sites
SaOk 112 Posted July 29, 2014 Here is the vid of howering BagFence issue that dosent happen with other wall types: Using basically this of loop to move it: while {certain condition} do { _p = screenToWorld [0.5,0.5]; _ps = [(_p select 0),(_p select 1),0]; _veh setpos _ps; _veh setvectorup (surfaceNormal (getposATL _veh)); sleep 0.02; }; Adding _veh setvectorup (surfaceNormal _ps); before setpos make the wall appear much throught the ground istead. Share this post Link to post Share on other sites
the_demongod 31 Posted July 29, 2014 Oh that is even worse when you add all the grappling and sweating. Nothing more manly than getting half naked and wrapped your sweaty arms and legs around another guys head in an attempt to pin him into submission amirite. Oh, tell me about it. (Yes uarerite lol) Nice to hear that tkoh flying model will be soon ,but wheres the weapon inertia? perhaps this will shed some light: http://dev.arma3.com/post/sitrep-00066 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 29, 2014 (edited) The Rotor-Lib ETA is beginning of next month sometime. I'm guessing first or second week in. They're going to need a lot of feedback for it, so it makes sense to release it this soon. ---------- Post added at 15:36 ---------- Previous post was at 15:31 ---------- Bending airplane wings and Helicopter Rotors CONFIRMED!!!1 Compiled by pettka while Master Lord Joris gets inspiration for a new flexible-wing plane. Edited July 29, 2014 by DarkSideSixOfficial Share this post Link to post Share on other sites
das attorney 858 Posted July 29, 2014 Has something changed with how objects are handled over the network? I'm making a mod that sends info over the network when an object is shot (with EH's in the config), but in the past couple of days, there's a lot of this in the DS init: Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. ebs "EBS INIT FIRED: 24262b00# 166191: ebs.p3d" Ref to nonnetwork object 24262b00# 166191: ebs.p3d The objects are created on the server using createVehicle array. I know they exist on both server and client as they show up with an AllMissionObjects "All" search on each machine. They don't reference over the network though. I've cleared out the addons[] = {}; and addonsAuto[] = {}; arrays in the mission and rebuilt them. (Even tried a fresh test mission). The mod is definitely loaded on both server and client, but it won't communicate over the network now. I tried changing the inheritance of the object from static to thingX as I thought it might be the reason why it doesn't transmit over the network. Nothing has changed in the mod in the past two days, but now I get these errors and everything is broken. Share this post Link to post Share on other sites
Tonci87 163 Posted July 29, 2014 (edited) About the breathing sounds. Yesterday I climbed a 300m high mountain to get to the old pirate castle Stari Grad above Omis (there is no real way up, you have to climb a lot). I think that I started to sound like the most stereotype porn movie ever after going only 100m. Edited July 29, 2014 by Tonci87 Share this post Link to post Share on other sites
johnnygitarr 7 Posted July 29, 2014 hi, fixed on my version with todays dev.-update. Share this post Link to post Share on other sites
das attorney 858 Posted July 29, 2014 Similar/same error: In dev branch - trying to open arma3diag.exe. I have downloaded the Karts and own DLC bundle Share this post Link to post Share on other sites
metralla 19 Posted July 29, 2014 (edited) The Rotor-Lib ETA is beginning of next month sometime. I'm guessing first or second week in. They're going to need a lot of feedback for it, so it makes sense to release it this soon.---------- Post added at 15:36 ---------- Previous post was at 15:31 ---------- Bending airplane wings and Helicopter Rotors CONFIRMED!!!1 Having such birds fly with Rotor-Lib in August, pilots of helicopters start going to flight school.:don 13: :popcornsmilie: :cheers: Edited July 29, 2014 by Metralla Share this post Link to post Share on other sites
Varanon 892 Posted July 29, 2014 Don't know where to put it, and it's related to dev branch, so here goes: The arma3diag.exe is only available in the dev branch, but that IMHO doesn't make sense. The main audience for the diag binary is mod developers. This is independent of whether it's dev branch or not; some developers might not want to subscribe to the dev branch just to get the benefit of the diag exe. So please, a version for stable branch would be highly appreciated. Share this post Link to post Share on other sites
mistyronin 1181 Posted July 29, 2014 Having such birds fly with Rotor-Lib in August, pilots of helicopters start going to flight school.:don 13: :popcornsmilie: :cheers: Can't wait for the beep-beep-beep of the over horitzontal speed, or to have to keep the joystick like a madman with one hand and the vertical speed with the other, while my foot dance on the pedals to keep the direction. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 29, 2014 (edited) In the latest dev branch version, there's something severely wrong with the z-indexing (or however you wish to call it - the layers) of controls. EDIT: For example, My background control (a black coloured, translucent structuredtext) is now being set to be above all my other controls in seemingly random situations, which completely breaks the dialog. If I switch back to stable branch, the issue goes away. Edited July 30, 2014 by GossamerSolid Share this post Link to post Share on other sites