R3vo 2654 Posted August 26, 2016 Does that mean sounds for pulling your sights up? Guess not, it's most likely a clicking sound for when one is adjusting the scope. However, a sound for pulling the sights up would be nice. Share this post Link to post Share on other sites
froggyluv 2135 Posted August 27, 2016 You mean like *cough COUGHS* this? https://forums.bistudio.com/topic/187858-rustle/ 1 Share this post Link to post Share on other sites
R3vo 2654 Posted August 27, 2016 You mean like *cough COUGHS* this? https://forums.bistudio.com/topic/187858-rustle/ Yes :D Share this post Link to post Share on other sites
teabagginpeople 398 Posted August 27, 2016 You mean like *cough COUGHS* this? https://forums.bistudio.com/topic/187858-rustle/ Ha kudos. Share this post Link to post Share on other sites
R3vo 2654 Posted August 27, 2016 With the release of 1.64 it would be nice if the following things could be fixed/improved https://forums.bistudio.com/topic/187973-3den-editor-localizationtranslation-feedback/page-7#entry3080966 Share this post Link to post Share on other sites
tortuosit 486 Posted August 27, 2016 I had arma3.exe crashes in dev branch as well, mostly when starting missions (Start mission -> see progress indicator stuck in that map sat screen, ALT-TAB a few times, that application crash windows message box is there when back @ ArmA). Which made switch back to stable branch, that was maybe 2 weeks ago. 1 Share this post Link to post Share on other sites
das attorney 858 Posted August 27, 2016 Haven't seen this one before: 15:01:46 Error: PhysX 2: Gu::ConvexMesh: Mesh has a negative volume! Is it open or do (some) faces have reversed winding? (Taking absolute value.), file ..\..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp, line 166 Share this post Link to post Share on other sites
killzone_kid 1329 Posted August 27, 2016 Haven't seen this one before: 15:01:46 Error: PhysX 2: Gu::ConvexMesh: Mesh has a negative volume! Is it open or do (some) faces have reversed winding? (Taking absolute value.), file ..\..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp, line 166 vanilla warning? Share this post Link to post Share on other sites
das attorney 858 Posted August 27, 2016 No, there is a mod running but no new models in the mod (just scripts etc). Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 28, 2016 I wonder, is it possible to put a .p3d file into the PBO and spawn it via createSimpleObject? Share this post Link to post Share on other sites
Greenfist 1863 Posted August 28, 2016 I wonder, is it possible to put a .p3d file into the PBO and spawn it via createSimpleObject? Biki says yes: https://community.bistudio.com/wiki/createSimpleObject Share this post Link to post Share on other sites
R3vo 2654 Posted August 28, 2016 I wonder, is it possible to put a .p3d file into the PBO and spawn it via createSimpleObject? I believe it's even possible to put a p3d into a mission folder and create a simple object with it. Share this post Link to post Share on other sites
killzone_kid 1329 Posted August 28, 2016 I believe it's even possible to put a p3d into a mission folder and create a simple object with it. Last time I checked it would have no textures Share this post Link to post Share on other sites
R3vo 2654 Posted August 28, 2016 Last time I checked it would have no textures Ah, too bad! Would have been a great feature. 3 Share this post Link to post Share on other sites
ceeeb 147 Posted August 29, 2016 In current Dev I've noticed that speaking units (not via radio) audio becomes distorted with distance from the player. For example the incessant "Go", "I'm covering", "Cover me", etc when moving in danger mode. I don't remember having this issue before now. Does anyone else have the same issue? Share this post Link to post Share on other sites
Fushko 59 Posted August 29, 2016 In current Dev I've noticed that speaking units (not via radio) audio becomes distorted with distance from the player. For example the incessant "Go", "I'm covering", "Cover me", etc when moving in danger mode. I don't remember having this issue before now. Does anyone else have the same issue? Pretty sure it happens in stable too. To be honest I'm not sure if it's really an issue or it's intended to simulate signal losing power over distance, because I found it pretty cool. Share this post Link to post Share on other sites
DancZer 65 Posted August 29, 2016 With the release of 1.64 it would be nice if the following things could be fixed/improved https://forums.bistudio.com/topic/187973-3den-editor-localizationtranslation-feedback/page-7#entry3080966 First on my small bugs list is the popup dialog which appears during the game and takes away the control(No entry, class not found, etc). Share this post Link to post Share on other sites
das attorney 858 Posted August 29, 2016 Ooh, looks interesting, will check these out! Added: A new "FiredMan" Event Handler Added: A new "PlayerViewChanged" Event Handler 2 Share this post Link to post Share on other sites
en3x 209 Posted August 29, 2016 Hey is group management still scripted solution? It appears that lots of coop public server benefit from this feature. Right now you can't scroll up (it teleports you back on bottom) with slider through people names on different invade and annex server.(they aren't modded, all vannila assets).Only arrow keys work. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted August 29, 2016 Hey is group management still scripted solution? It appears that lots of coop public server benefit from this feature. Right now you can't scroll up (it teleports you back on bottom) with slider through people names on different invade and annex server.(they aren't modded, all vannila assets).Only arrow keys work. Unfortunately it is. I am experiencing constant issues with it. Sometimes it won't open, even though it was initialises as explained on the wiki. Also that scrolling issue you mentioned is utterly annoying. Last but not least, the UI could need an overhaul. I mentioned that a few weeks ago, but it looks like a GUI made for almost-blind-grandparents. Actually, I don't know why that squad management isn't tide to an inventory object like a tablet. Everyone who has the tablet, has access to it. Together with a nice GUI in form of a tablet, this could be a wonderful addition to Arma 3. Unfortuately, everything is made out of that modern blockish UI, which really doesn't fit into the miliary genre Arma 3 tries to fit in. Share this post Link to post Share on other sites
en3x 209 Posted August 29, 2016 Unfortunately it is. I am experiencing constant issues with it. Sometimes it won't open, even though it was initialises as explained on the wiki. Also that scrolling issue you mentioned is utterly annoying. Last but not least, the UI could need an overhaul. I mentioned that a few weeks ago, but it looks like a GUI made for almost-blind-grandparents. Actually, I don't know why that squad management isn't tide to an inventory object like a tablet. Everyone who has the tablet, has access to it. Together with a nice GUI in form of a tablet, this could be a wonderful addition to Arma 3. Unfortuately, everything is made out of that modern blockish UI, which really doesn't fit into the miliary genre Arma 3 tries to fit in. Now that you mention it having deal with current UI gotta say it's too small for managing quickly and efficiently 60 people.If GUI window could be increased to display more players and groups, that would absolutely help. Share this post Link to post Share on other sites
das attorney 858 Posted August 29, 2016 Last but not least, the UI could need an overhaul. I mentioned that a few weeks ago, but it looks like a GUI made for almost-blind-grandparents. It looks OK to me dude. Actually, I don't know why that squad management isn't tide to an inventory object like a tablet. Everyone who has the tablet, has access to it. You can script this in, I've done it on the radio and it works fine. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 29, 2016 https://feedback.bistudio.com/T120118 Requesting new event handler for changes in lifeState _unit addEventHandler ['LifeState',{params ['_unit','_prevstate','_newstate'];}]; .. And as guys mentioned above regarding group management tool. all arma vscrollbar needs some love, currently it forces selected row into frame, so scrolling doesnt work if you have to scroll far enough that selected row would be out of frame, it snaps back. repro: join any busy server and attempt to scroll the player list in Role Assignment screen. Share this post Link to post Share on other sites
ceeeb 147 Posted August 29, 2016 Pretty sure it happens in stable too. To be honest I'm not sure if it's really an issue or it's intended to simulate signal losing power over distance, because I found it pretty cool. I can't repro the issue on the stable build, it's something new. The speaking units I'm referring to are NOT using any radios, they are just talking. I've added it to the bugtracker: https://feedback.bistudio.com/T120119 1 Share this post Link to post Share on other sites
2nd ranger 282 Posted August 30, 2016 Yeah for some reason the radio filter is applied to 3D voices. It's been like that for a month now, possibly since this change on July 25th Fixed: Some conversations were transmitted both through radio and 3D space Share this post Link to post Share on other sites