machineabuse 11 Posted June 13, 2015 Looking around got borked in multiple stances since the last update or so... Having the weapon lowered, but both hands on the weapon, I have virtually no vertical freedom in looking around (also it stutters like hell upon fighting these max up/down limits). Oddly enough, a click on the right mouse button helps, such that one hand is now free/not holding the weapon while walking (btw. may I ask what's the idea/point between these two variants?). Either way I can look around fine while standing still, even with first lowered weapon stance. But once I'm moving, all I can do is looking straight ahead, and it's super annoying.A similar "vertical look around restriction" seems to happen in some prone stances too I think, but I can't really tell. Maybe these newly added animations, people don't seem to be too kind of, all show this bug? Did nobody else notice this yet? Or has some new freelook option or some other setting been implemented that I need to tweak now? I did notice that. I believe it's because vertical mouse displacement is still tied to waist movement when the weapon lowered when it should only be tied to head movement. Either way I agree, I don't believe this is the intended behavior, feels really janky. Share this post Link to post Share on other sites
h - 169 Posted June 13, 2015 Ah, so I'm not crazy then.. It seems that if you move faster than walk with weapon lowered you have literally no vertical 'eye' movement, makes running down/up steep hills pretty annoying. Raise weapon and the restriction is gone, start running looking at your feet and lower weapon -> you snap to the almost non-existent 'eye' movement again.. Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 13, 2015 Looking around got borked in multiple stances since the last update or so... Having the weapon lowered, but both hands on the weapon, I have virtually no vertical freedom in looking around (also it stutters like hell upon fighting these max up/down limits). Oddly enough, a click on the right mouse button helps, such that one hand is now free/not holding the weapon while walking (btw. may I ask what's the idea/point between these two variants?). Either way I can look around fine while standing still, even with first lowered weapon stance. But once I'm moving, all I can do is looking straight ahead, and it's super annoying.A similar "vertical look around restriction" seems to happen in some prone stances too I think, but I can't really tell. Maybe these newly added animations, people don't seem to be too kind of, all show this bug? Did nobody else notice this yet? Or has some new freelook option or some other setting been implemented that I need to tweak now? Freelook and there are no restrictions with head movement. Need to get used to it more. I'm pretty used to that. But the stuttering on the limits is bit annoying. Share this post Link to post Share on other sites
bullhorn 18 Posted June 13, 2015 I was expecting the weird unzoom-while-holding-Ctrl to be fixed in 1.46 but it seems like it's still present... Share this post Link to post Share on other sites
Greenfist 1863 Posted June 13, 2015 I was expecting the weird unzoom-while-holding-Ctrl to be fixed in 1.46 but it seems like it's still present... I've been wondering about that too, but haven't seen it mentioned anywhere. Is there a ticket/thread for it? I thought it was just something wrong on my end. Share this post Link to post Share on other sites
bullhorn 18 Posted June 13, 2015 Yeah, I reported it a month ago http://feedback.arma3.com/view.php?id=24024 Share this post Link to post Share on other sites
Greenfist 1863 Posted June 13, 2015 (edited) Yeah, I reported it a month ago http://feedback.arma3.com/view.php?id=24024 I found the culprit. The "optics mode" is Ctrl+RMB by default (I think) and temporary zoom is hold RMB. A workaround is changing either one to something else without RMB. Edited June 13, 2015 by Greenfist Share this post Link to post Share on other sites
machineabuse 11 Posted June 13, 2015 Freelook and there are no restrictions with head movement. Need to get used to it more. I'm pretty used to that. But the stuttering on the limits is bit annoying. That's not a solution to what is a problem with the execution. Why would you need to use a different system to get back your head movement just because you are moving? I use TrackIR and have always used a synthesis between moving my body and head to look where I need to and I find this (call it what it is) bug as jarring as the next person. I can't imagine that this was an intentional execution. Share this post Link to post Share on other sites
somesangheili 111 Posted June 13, 2015 Hey wasn't the buoy buoyancy glitch supposed to be fixed? The buoys I place still sink to the bottom of the sea Share this post Link to post Share on other sites
Greenfist 1863 Posted June 13, 2015 Hey wasn't the buoy buoyancy glitch supposed to be fixed? The buoys I place still sink to the bottom of the sea Are you on the dev branch? Because they're floating nicely here. Share this post Link to post Share on other sites
somesangheili 111 Posted June 13, 2015 Are you on the dev branch? Because they're floating nicely here. No, I'm not, but I swear I saw something about the buoys on the spotrep Share this post Link to post Share on other sites
Greenfist 1863 Posted June 13, 2015 No, I'm not, but I swear I saw something about the buoys on the spotrep There was something about buoyancy but not the buoys. They were fixed only 3 days ago on dev. Share this post Link to post Share on other sites
altis 12 Posted June 13, 2015 Am I the only one who sees a small jump when killing any units, like they get yanked with a string before the rag doll kicks in, happens even when they are prone, I think it even happens to rabbits who currently are breeding like.. Anyway there seems to be a lot more of them around, everywhere I look infact. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 14, 2015 Am I the only one who sees a small jump when killing any units, like they get yanked with a string before the rag doll kicks in, happens even when they are prone, I think it even happens to rabbits who currently are breeding like.. Anyway there seems to be a lot more of them around, everywhere I look infact. there were reports that it had been addressed for 1.46 but there are still ~4+ rabbits within 75m of the players camera at all times. would be nice if the enableEnvironment function took an array instead of bool. enableEnvironment [TRUE,TRUE,FALSE]; ^ 1 for the ambient sound ^ 2 for the butterflies, bees, dust, pollen, etc ^ 3 for the rabbits, snakes, etc Share this post Link to post Share on other sites
2nd ranger 282 Posted June 14, 2015 So how long has the radio been broken? I hadn't been doing any AI commanding for a couple of weeks, until last night when I played some co-op and noticed that almost any command I gave to the AI was delayed by about 7 seconds, and when it was eventually sent, the messages are incomplete - my character usually just says "Two" instead of "Two, regroup". I thought it was just in MP but turns out it's SP too. Share this post Link to post Share on other sites
x3kj 1247 Posted June 14, 2015 yes, i played a bit of the campaign on friday with an up2date devbranch version, and none of the voice messages worked. The scripted voices in the missions didn't work either, just silence... Share this post Link to post Share on other sites
rübe 127 Posted June 14, 2015 So how long has the radio been broken? [...] delayed by about 7 seconds, and when it was eventually sent, the messages are incomplete Ha, I've noticed this too, but just assumed the mission I've been playing itself was borked (some random SP from the steam workshop...). Guess the latest, or maybe second latest, update must have broken the radio then. Probably at the same time as the freelook/head-movement got broken too. :/ Share this post Link to post Share on other sites
h - 169 Posted June 14, 2015 It has been broken since last Thursday, maybe even prior.. Thought about making a ticket but since no-one else mentioned this I thought it's something at my end. Share this post Link to post Share on other sites
somesangheili 111 Posted June 14, 2015 http://feedback.arma3.com/view.php?id=24419 Share this post Link to post Share on other sites
R3vo 2654 Posted June 14, 2015 enableEnvironment [TRUE,TRUE,FALSE];^ 1 for the ambient sound ^ 2 for the butterflies, bees, dust, pollen, etc ^ 3 for the rabbits, snakes, etc That would be most welcome. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 14, 2015 Anyone noticed that game saves are occasionally cancelling out music and sound loops? Hard to reproduce, as it appears to be happening quite randomly. Share this post Link to post Share on other sites
R3vo 2654 Posted June 15, 2015 Anyone noticed that game saves are occasionally cancelling out music and sound loops? Hard to reproduce, as it appears to be happening quite randomly. I've been playing alot of singleplayer lately and notices this too, though, only once or twice. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 15, 2015 Here we go: http://feedback.arma3.com/view.php?id=24456 - ticket for save game / sound bug :) Share this post Link to post Share on other sites
Kydoimos 916 Posted June 15, 2015 Getting issues since the latest update (and on Dev, of course) with KBTell lip sync too: http://feedback.arma3.com/view.php?id=24457. I think the best place to replicate this problem is on the official campaign, where you meet up with the wounded Lieutenant James in one of the final episodes of Win. His lip sync animations don't appear to work correctly (something to do with the attachTo command, perhaps?). Share this post Link to post Share on other sites
SilentSpike 84 Posted June 15, 2015 For some reason the kart randomization isn't correctly applying set numbers and I can't figure out why. Applied with this setVariable ['number',8] I've looked at the \A3\Soft_F_Kart\Kart_01\scripts\randomize.sqf script to no avail, all looks correct to me. Share this post Link to post Share on other sites