cb65 85 Posted October 15, 2015 Could you please create a ticket on Feedback tracker please? with attached appdata folder. Thank you! http://feedback.arma3.com/how-to-user.html I've submitted a feedback tracker report. http://feedback.arma3.com/view.php?id=26220 I also included a screen shot of the error message that the crash produces along with my appdata folder. I don't think an uninstall/reinstall would fix it as it only happens in the dev branch version. Strange that it doesn't happen in the stable build. I hope you can find out what the problem is. Thanks for your assistance with this issue. Share this post Link to post Share on other sites
DancZer 65 Posted October 15, 2015 Fixed: Destructible buildings cannot be destroyed by standard vehicle collisions anymore Does this mean, that we can not destroy buildings with tanks or with smaller vehicles at high speed? Share this post Link to post Share on other sites
pettka 694 Posted October 15, 2015 Does this mean, that we can not destroy buildings with tanks or with smaller vehicles at high speed? There was some short period (a few days) when crashing into a building with mostly anything has caused their destruction. That was never intended and is now fixed, so the behaviour is the same as it always was :icon_twisted: Share this post Link to post Share on other sites
kbbw123 115 Posted October 15, 2015 Found something on the PCML, Hands stiking through the tube when you fired a rocket Share this post Link to post Share on other sites
gippo 38 Posted October 15, 2015 Just dropping this here as a suggestion, as I see now BI is focusing on infantry improvements.http://feedback.arma3.com/view.php?id=912Basically limiting the turn speed in prone (and crouch/kneel?) positions.I could imagine a system when it depends on your gear's/weapon's weight. Assuming it's easier to turn in prone position with lighter weapon/gear. 2 Share this post Link to post Share on other sites
twisted 127 Posted October 15, 2015 the new blood is good. i really like the visual feedback. thanks! but seriously, you guys need to make it so unlimited loadouts are not possible. and the fatigue (sorry i mean stamina), well the reactions of negativity in the fatigue feedback section say it all. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 15, 2015 Just dropping this here as a suggestion, as I see now BI is focusing on infantry improvements. http://feedback.arma3.com/view.php?id=912 Basically limiting the turn speed in prone (and crouch/kneel?) positions. I could imagine a system when it depends on your gear's/weapon's weight. Assuming it's easier to turn in prone position with lighter weapon/gear. This needs to be a general behavior with heavier gear, thus making it harder to turn, or at least add penalties to whipping around 180 instantaneously with a lot of gear on. It gets stupid silly seeing how fast people can insta turn. Share this post Link to post Share on other sites
Greenfist 1863 Posted October 15, 2015 This needs to be a general behavior with heavier gear, thus making it harder to turn, or at least add penalties to whipping around 180 instantaneously with a lot of gear on. It gets stupid silly seeing how fast people can insta turn. Well there is a penalty currently: increased sway, when you turn fast or carry a lot. Share this post Link to post Share on other sites
en3x 209 Posted October 15, 2015 Well there is a penalty currently: increased sway, when you turn fast or carry a lot. This seem something that bohemians are torn apart - limiting player movement feels superficial.That was the feel from their weapon sway oprep report I got. But then again - does spinning in a half of secend for 180 count for acceptable? Share this post Link to post Share on other sites
x3kj 1247 Posted October 15, 2015 stamina bar and launcher FFV, nice, i like it. Share this post Link to post Share on other sites
h - 169 Posted October 15, 2015 Anyone else experiencing game crash with description.ext based custom dialogs after todays or yesterday's dev update? My dialog that worked two days ago crashes the game now with some 'The exception Integer division by zero' error.. :( Share this post Link to post Share on other sites
twisted 127 Posted October 15, 2015 i like the weapon sway after playing around with it a bit more. makes timing your shots a little more important and your tiredness mean soemthing (which it did in old system anyway, but this seems a bit more noticable so using support becomes more importnat. this is good). stances as well. so that bit is nicer. imo. Share this post Link to post Share on other sites
froggyluv 2133 Posted October 15, 2015 the new blood is good. i really like the visual feedback. thanks! but seriously, you guys need to make it so unlimited loadouts are not possible. and the fatigue (sorry i mean stamina), well the reactions of negativity in the fatigue feedback section say it all. Bloods already in ?!? Share this post Link to post Share on other sites
supercereal4 29 Posted October 15, 2015 Does anyone else think that the new Mk-18 animation is WAY to quick, like, it actually looks ridiculous. The animation itself looks decent but it could do with being 1.5-2x slower I think. Yeah. then of course the charging handle needs an animation as well as a sound. And the magazine needs to be synced with the hand movements. Share this post Link to post Share on other sites
burkhar 47 Posted October 15, 2015 Found something on the PCML, Hands stiking through the tube when you fired a rocket Hello a thank you for your feedback, we will definitely review and fix that. ;) Share this post Link to post Share on other sites
twisted 127 Posted October 16, 2015 Bloods already in ?!? i think so, was noticing blood on impacts last night. might be wrong but it caught my eye. see here. make video big to see the detail of course.. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted October 16, 2015 Definitely noticing new blood impacts! If anything though, I'd add a little more blood for small weapons. Maybe even a bloody fog effect. Share this post Link to post Share on other sites
x3kj 1247 Posted October 16, 2015 what happens if you hit an armored body piece? does it also spray blood? because that would be silly imo... Share this post Link to post Share on other sites
gossamersolid 155 Posted October 16, 2015 Tweaked: Scripting commands - change wording of the local keyword to private for consistency and to avoid confusion Tell me you didn't just rename a scripting command. Please tell me you simply made a second command called private which replicates the functionality of local. I don't want to have to rip through my code to do massive replaces of a scripting command reference. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 16, 2015 Tell me you didn't just rename a scripting command. Please tell me you simply made a second command called private which replicates the functionality of local. I don't want to have to rip through my code to do massive replaces of a scripting command reference. They didn't. They changed the obscure keyword usage to better fit / be more consistent in naming for what it does. It's not changing if(local _x) then {...} it's changing local _dude = player; which was the same as doing private ["_dude"]; _dude = player; into private _dude = player; 3 Share this post Link to post Share on other sites
2nd ranger 282 Posted October 16, 2015 BIS_fnc_kbTell was ignoring the _disableRadio parameter and sentences were always disabled during a conversation There are other issues with the function: sound does not return to normal volume after using the fadeSound/music parameter. Also, the notes say that the sound is lowered to 0.1 by default, but it is not. Another thing: alot of the time the function seems to ignore the channel parameter. Trying to use "GROUP" normally results in the message playing on the Side channel. It works on some messages but not others. Maybe it's something to do with the unit saying the message, or the sentence itself, but I can't think what. Share this post Link to post Share on other sites
h - 169 Posted October 16, 2015 Anyone else experiencing game crash with description.ext based custom dialogs after todays or yesterday's dev update? My dialog that worked two days ago crashes the game now with some 'The exception Integer division by zero' error.. :( It appears that joinString is a bit broken? http://feedback.arma3.com/view.php?id=26238 'twas a function using joinString called from that dialog that causes the crash. Share this post Link to post Share on other sites
2nd ranger 282 Posted October 16, 2015 Bushes still act like solid cover. The AI loves to hide in bushes and you can't hit them. You can spray entire mags at them and they won't even be injured. Someone else's video: More videos on the ticket. P.S. hosted multiplayer games are still broken. It's this bug again Don't know if it's the same thing causing it but the effect is the same. Except that the 'refreshing' can also be seen on the server/mission screen as well as on the briefing and in-game. Share this post Link to post Share on other sites
twisted 127 Posted October 17, 2015 i like the new blood effects. any chance of getting similar on walls, etc? where there's more energy to the dust coming off the wall in response to the impact. a more naturally violent reaction to the energy of the bullet impact than the current. http://dev.arma3.com/assets/img/post/images/OPREPCore_HitPoints_3.jpg 2 Share this post Link to post Share on other sites
commy2 188 Posted October 17, 2015 Tell me you didn't just rename a scripting command. Please tell me you simply made a second command called private which replicates the functionality of local. I don't want to have to rip through my code to do massive replaces of a scripting command reference. Yep. Thats what they did. local no longer works as keyword and crashes all scripts that use it in 1.54 dev PabstMirror wrote a regex to replace all local keywords with private without changing the local commands. Usefull if you have a bigger project. https://github.com/acemod/ACE3/issues/2755 Share this post Link to post Share on other sites