lexx 1393 Posted August 5, 2015 Another thing... It looks like since a short while it isn't possible anymore to use doMove on animals. They rotate into the direction, but they won't move a bit. Is this also due to the animal changes that are currently happening? And: Will it be possible to get this to work again? Might sound silly, but I need to take control of animals. :> Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 6, 2015 Another thing... It looks like since a short while it isn't possible anymore to use doMove on animals. They rotate into the direction, but they won't move a bit. Is this also due to the animal changes that are currently happening? And: Will it be possible to get this to work again? Might sound silly, but I need to take control of animals. :> Here is the FT Thread about it :) http://feedback.arma3.com/view.php?id=23692 Share this post Link to post Share on other sites
lexx 1393 Posted August 6, 2015 Damn, it's already since April. Did I not touch the game for so long? Anyway, good to see time is spent on fixing it. Share this post Link to post Share on other sites
en3x 209 Posted August 7, 2015 From the pictures it looks alright.Another thing would be to see this in action. The problematic run looks more unarmed with hands waving kinda wide. Share this post Link to post Share on other sites
strangere 2 Posted August 7, 2015 Ok, i have found these fixes in Development branch changelog, but cant find them in Stable branch changelog. Are they actually in stable branch? If not, will they be added in next update? Fixed: Getting out of vehicles no longer resets fire mode. This is not fixed in 1.48 Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars Tweaked: Rotation (changed axis) Share this post Link to post Share on other sites
2nd ranger 282 Posted August 7, 2015 Tweaked: Improved skinning of stomach stripes for VR soldier Tweaked: Improved skinning / mesh of arm strips for VR soldier Sigh. I don't wanna be the BIS Y U NO guy, but does anybody really care about the VR units? How about improving the NATO uniforms and vests? The multicam looks like it was the first thing made for the game 5+ years ago. Meanwhile, the AAF, which once upon a time was supposed to be the poorest and least-advanced faction, are the guys with the highest quality uniforms. I know this is simply by virtue of the AAF gear being newer assets, but in the game it looks like they have brand new gear while NATO is wearing hand-me-downs. The NATO plate carrier really shows its age when compared to the AAF vests. Not to mention that the NATO vest still has 556 mags in it. I know BIS's preferred solution to that would probably be to get rid of that vest altogether and replace it with the newer heavy vests, but I pray they don't do that because I think the newer vests are terrible. But aside from how they look, those silly shoulder pads cover up the armpatches! Have a cool clan patch? Better not play as NATO! Share this post Link to post Share on other sites
ceeeb 147 Posted August 9, 2015 Yes, it's a known issue and not just your version. It'll be corrected shortly. In current Dev build, the Camp Maxwell missions in the Survive campaignette start with exploding vehicles, coloured marker arrows everywhere, script errors etc. Share this post Link to post Share on other sites
burkhar 47 Posted August 9, 2015 From the pictures it looks alright.Another thing would be to see this in action. The problematic run looks more unarmed with hands waving kinda wide. Hello, unarmed sprints (and also sprints with binoculars in hand) are tweaked as well, you can check them out in current Dev-Branch. Regarding hands too wide - we will definitely look if there is a room for improvement. Thanks for your feedback and have a very nice day! Share this post Link to post Share on other sites
x3kj 1247 Posted August 9, 2015 Regarding hands too wide - we will definitely look if there is a room for improvement. Could we please also get the crouched stances that we have for handweapons for the launchers as well? And also the sitting animation (prone and then one up). Because launchers are really clunky due to the lack of intermediary stances, the character behaves as if they weight 40kg. The Alamut weighs just 10kg loaded, which is lighter then some machineguns... And even the RPG-29 can be fired without either kneeling down or standing completely upright. Edit: Please also fix the sickening vibration of the launcher when you have it in your hands and open the inventory menu. It's really a strain on the eye. Share this post Link to post Share on other sites
instagoat 133 Posted August 9, 2015 Sigh. I don't wanna be the BIS Y U NO guy, but does anybody really care about the VR units? How about improving the NATO uniforms and vests? The multicam looks like it was the first thing made for the game 5+ years ago. Meanwhile, the AAF, which once upon a time was supposed to be the poorest and least-advanced faction, are the guys with the highest quality uniforms. I know this is simply by virtue of the AAF gear being newer assets, but in the game it looks like they have brand new gear while NATO is wearing hand-me-downs. The NATO plate carrier really shows its age when compared to the AAF vests. Not to mention that the NATO vest still has 556 mags in it. I know BIS's preferred solution to that would probably be to get rid of that vest altogether and replace it with the newer heavy vests, but I pray they don't do that because I think the newer vests are terrible. But aside from how they look, those silly shoulder pads cover up the armpatches! Have a cool clan patch? Better not play as NATO! I'm completely in favor of replacing the crye CAGE vests with light variants of the AOTV (Advanced Outer Tactical Vest as opposed to Improved Outer Tactical Vest) grenadier and specops variants. The crye is really a better special forces vest anyways. So, there should be (additionally to the two existing variants) three variants of the AOTV. Light (No shoulder armour, groin protector and neck protector, small magazine capacity providing base protection. Rifleman (Medium, includes groin protector, no neck and shoulder protection, Camelbak, multipurpose belt, dump pouch, lots of magazines, admin pouch, flag, etc.) Leader (Medium, includes some rifle grenades, no groin and neck protector but more carrying capacity, magpouches, first aid kit, GPS pouch or something like that.) The crye vests should then be moved to be carried only by recon and special forces (such as the SAS special research group operators), and their weapons either replaced with 5.56 weapons or the magazine pouches replaced. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted August 9, 2015 I'm completely in favor of replacing the crye CAGE vests with light variants of the AOTV (Advanced Outer Tactical Vest as opposed to Improved Outer Tactical Vest) grenadier and specops variants. The crye is really a better special forces vest anyways. So, there should be (additionally to the two existing variants) three variants of the AOTV. Light (No shoulder armour, groin protector and neck protector, small magazine capacity providing base protection. Rifleman (Medium, includes groin protector, no neck and shoulder protection, Camelbak, multipurpose belt, dump pouch, lots of magazines, admin pouch, flag, etc.) Leader (Medium, includes some rifle grenades, no groin and neck protector but more carrying capacity, magpouches, first aid kit, GPS pouch or something like that.) The crye vests should then be moved to be carried only by recon and special forces (such as the SAS special research group operators), and their weapons either replaced with 5.56 weapons or the magazine pouches replaced. I love the Crye vests, I like how they look but personally, I think we need a lighter vest. An SPC or something light like that. While yes, I do think the textures could be improved, and the 5.56mm pouches need to be replaced, I think the Crye vests fit. Regarding the new heavy vests, I'm mixed. I like the GL Rig having the big bulky shoulder pads and crotch pad, but the Spec Rig variant should not have the shoulder pads. If they do start replacing vests (I hope they at least keep models and all that there for mods) I'm going to hope we don't see an IOTV or anything like that. I'm so sick of seeing those ugly carriers. Share this post Link to post Share on other sites
2nd ranger 282 Posted August 9, 2015 I could live with a version of the new vests with no neck, shoulder or crotch armour if BIS wanted to replace the old vest. But I prefer the look of the old carrier. It just needs new textures and MX mags. 1 Share this post Link to post Share on other sites
broduz 71 Posted August 9, 2015 I could live with a version of the new vests with no neck, shoulder or crotch armour if BIS wanted to replace the old vest. But I prefer the look of the old carrier. It just needs new textures and MX mags. I agree with everything except the part about MX mags. Also, would be nice to see BIS put together a few new pouch configurations for the CAGE; placing the sidearm holster horizontally across the front of the Plate carrier now that they have added handgun visualization Share this post Link to post Share on other sites
2nd ranger 282 Posted August 10, 2015 It's a NATO vest. NATO uses the MX. The vest has 556 mags. They should be MX mags. If you're talking about using the vest for addon units or something, that's a distant concern compared to having the vanilla units looking right. Also, would be nice to see BIS put together a few new pouch configurations for the CAGE; placing the sidearm holster horizontally across the front of the Plate carrier now that they have added handgun visualization Let's not start wishing for things that will never happen. They'd need to somehow make different animation sets depending on what vest you're wearing. 1 Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 10, 2015 We have made some progress with the memory crashes. Fixes are present on dev branch. Could somebody that had issues with the crashes please confirm if it is better / same / worse? Thank you! :) Share this post Link to post Share on other sites
Dwarden 1125 Posted August 10, 2015 note: same crash fixes are also present in the Profiling/Performance branch (compatible with stable) see thread: https://forums.bistudio.com/topic/160288-arma-3-stable-server-148-performance-binary-feedback/page-43?p=2898095#entry2898095 Share this post Link to post Share on other sites
kremator 1065 Posted August 10, 2015 Not experienced any crashes so far on the performance build bis_adam & Dwarden ... looks good so far. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted August 10, 2015 No Dev Branch Change-log yet? Come on guys, it's my Birthday today! =P 1 Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 11, 2015 No Dev Branch Change-log yet? Come on guys, it's my Birthday today! =P Happy birthday! Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 11, 2015 In current Dev build, the Camp Maxwell missions in the Survive campaignette start with exploding vehicles, coloured marker arrows everywhere, script errors etc. I'm unable to reproduce the issue you have described. Can you please check on newest devbuild if it is still present? Share this post Link to post Share on other sites
ceeeb 147 Posted August 11, 2015 I'm unable to reproduce the issue you have described. Can you please check on newest devbuild if it is still present? I'm also unable to reproduce today. Maybe it was caused by the now resolved task issue? Some RPT file content: ===================================================================== == C:\SteamGames\steamapps\common\Arma 3\arma3.exe == "C:\SteamGames\steamapps\common\Arma 3\arma3.exe" -window -exThreads=7 -cpuCount=4 -skipintro -showScriptErrors -nosplash "-mod=" Original output filename: Arma3Retail_DX11 Exe timestamp: 2015/08/07 00:00:07 Current time: 2015/08/09 09:37:08 Type: Public Branch: Development Version: 1.49.131774 Allocator: C:\SteamGames\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll ===================================================================== .... 9:39:35 Starting mission: 9:39:35 Mission file: A_hub01 9:39:35 Mission world: Stratis 9:39:35 Mission directory: A3\Missions_F_EPA\Campaign\missions\A_hub01.Stratis\ 9:39:35 No more slot to add connection at 033057 (3386.8,5735.4) 9:39:37 Attempt to override final function - bis_fnc_camp_onmissioninit .... 9:39:37 Attempt to override final function - bis_functions_listrecompile 9:39:42 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 9:39:42 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 9:39:42 soldier[B_CTRG_soldier_GL_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 9:39:42 soldier[B_CTRG_soldier_GL_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 9:39:43 Error in expression <criptName "initMission.sqf"; waitUntil{BIS_fnc_camp_onMissionInit_completed}; > 9:39:43 Error position: <BIS_fnc_camp_onMissionInit_completed}; > 9:39:43 Error Undefined variable in expression: bis_fnc_camp_onmissioninit_completed 9:39:43 File a3\Missions_F_EPA\Campaign_shared\Hubs\initMission.sqf, line 3 9:39:44 Error in expression <criptName "initMission.sqf"; waitUntil{BIS_fnc_camp_onMissionInit_completed}; .... The error repeats many times Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 11, 2015 I'm also unable to reproduce today. Maybe it was caused by the now resolved task issue? Some RPT file content: ===================================================================== == C:\SteamGames\steamapps\common\Arma 3\arma3.exe == "C:\SteamGames\steamapps\common\Arma 3\arma3.exe" -window -exThreads=7 -cpuCount=4 -skipintro -showScriptErrors -nosplash "-mod=" Original output filename: Arma3Retail_DX11 Exe timestamp: 2015/08/07 00:00:07 Current time: 2015/08/09 09:37:08 Type: Public Branch: Development Version: 1.49.131774 Allocator: C:\SteamGames\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll ===================================================================== .... 9:39:35 Starting mission: 9:39:35 Mission file: A_hub01 9:39:35 Mission world: Stratis 9:39:35 Mission directory: A3\Missions_F_EPA\Campaign\missions\A_hub01.Stratis\ 9:39:35 No more slot to add connection at 033057 (3386.8,5735.4) 9:39:37 Attempt to override final function - bis_fnc_camp_onmissioninit .... 9:39:37 Attempt to override final function - bis_functions_listrecompile 9:39:42 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 9:39:42 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 9:39:42 soldier[B_CTRG_soldier_GL_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 9:39:42 soldier[B_CTRG_soldier_GL_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 9:39:43 Error in expression <criptName "initMission.sqf"; waitUntil{BIS_fnc_camp_onMissionInit_completed}; > 9:39:43 Error position: <BIS_fnc_camp_onMissionInit_completed}; > 9:39:43 Error Undefined variable in expression: bis_fnc_camp_onmissioninit_completed 9:39:43 File a3\Missions_F_EPA\Campaign_shared\Hubs\initMission.sqf, line 3 9:39:44 Error in expression <criptName "initMission.sqf"; waitUntil{BIS_fnc_camp_onMissionInit_completed}; .... The error repeats many times were you running Dedicated Server at the time the issue happened? Share this post Link to post Share on other sites
ceeeb 147 Posted August 11, 2015 were you running Dedicated Server at the time the issue happened? No. On another topic, raising and lowering your weapon while moving is mostly broken in Dev build (works fine in 1.48 Stable). Share this post Link to post Share on other sites
en3x 209 Posted August 11, 2015 Hello, unarmed sprints (and also sprints with binoculars in hand) are tweaked as well, you can check them out in current Dev-Branch. Regarding hands too wide - we will definitely look if there is a room for improvement. Thanks for your feedback and have a very nice day! I must say unarmed sprint is looking much better then before.One question that I need to answer to myself is do hands move so fast forward and backwards in reality? So in regards to animations I would hope that work on new animations (the ones that were briefly on dev branch) can resume (dem busy animators) cause I really liked the way they were going. Improvements should be made on unarmed crounch walking (hands are not preying like mantis insects in reality ; ).Apart from that It looks good. Share this post Link to post Share on other sites
cyruz 103 Posted August 11, 2015 Is there a ticket anywhere for pressing LCTRL (or movement modifier) causing you to zoom out? Share this post Link to post Share on other sites