Groove_C 267 Posted December 27, 2019 Completely black appearance of destroyed Offroad (Repair) needs to be fixed. 2 Share this post Link to post Share on other sites
POLPOX 778 Posted January 9, 2020 Firstly I'd like to leave an apologize that I've been an asshole last year. I'm sorry for everyone, who bothered. Here's the thing I actually want to post is: disableCollisionsWith is bugged? Looks like it behave wrongly if multiple disableCollisionsWith run on an object. This ruins what I want to do. https://feedback.bistudio.com/T146288 1 Share this post Link to post Share on other sites
zukov 490 Posted January 14, 2020 the black textures of QLin is too dark, the same camo for Prowler maintains all details in Qlin becomes a black spot, i think is a matter of rvmat values, is a beautiful and useful asset Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted January 16, 2020 Applying custom materials to the Ifrit via hiddenSelectionsMaterials or setObjectMaterial breaks the Ifrit's shadows. This issue seems to fix when you have two of the same models spawned, within range of each other for both objects' shadows to render. Also I think hiddenSelectionsMaterials breaks the glass hiding from damage too. PLEASE fix this. 1 1 Share this post Link to post Share on other sites
Dedmen 2700 Posted January 17, 2020 11 hours ago, AveryTheKitty said: PLEASE fix this. feedback tracker ticket link? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 17, 2020 20 hours ago, AveryTheKitty said: Applying custom materials to the Ifrit via hiddenSelectionsMaterials or setObjectMaterial breaks the Ifrit's shadows. This issue seems to fix when you have two of the same models spawned, within range of each other for both objects' shadows to render. I had that same problem with one of my vehicles. The reason was that the shadow LOD was part of the camo named selection. Setting a "real" material on that caused it to go invisible. 1 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted January 18, 2020 19 hours ago, Dedmen said: feedback tracker ticket link? https://feedback.bistudio.com/T148354 1 Share this post Link to post Share on other sites
Groove_C 267 Posted January 19, 2020 fixes still needed: https://feedback.bistudio.com/T143979 MIM-145 Defender, AN/MPQ-105 Radar, S-750 Rhea and R-750 Cronus Radar continue to emit sound after being destroyed (like T-100 Varsuk did before) https://feedback.bistudio.com/T137524 Qilin LSV's RVMATs make it darker than other CSAT vehicles (same problem with tropical camo) 2 Share this post Link to post Share on other sites
zukov 490 Posted January 19, 2020 2 hours ago, Groove_C said: https://feedback.bistudio.com/T137524 Qilin LSV's RVMATs make it darker than other CSAT vehicles (same problem with tropical camo) and the black version too Share this post Link to post Share on other sites
Beagle 684 Posted January 19, 2020 8 hours ago, zukov said: and the black version too The quilin has the right texture gamma value abs actualy blends in into the terrain colour. It 's all the older textures that are wrong after the "visual upgrade" in 1.64. All old CSAT hex vehicles are way to bright, almost like winter camo. Share this post Link to post Share on other sites
Groove_C 267 Posted January 20, 2020 13 hours ago, Beagle said: The quilin has the right texture gamma value abs actualy blends in into the terrain colour. It 's all the older textures that are wrong after the "visual upgrade" in 1.64. All old CSAT hex vehicles are way to bright, almost like winter camo. But Angara which is from April 2018, post Apex, where Quilin comes from, is as bright as Varsuk from 2013, so... 1 Share this post Link to post Share on other sites
zukov 490 Posted January 22, 2020 Quote Tweaked: Skin tone matching on various characters and their injury materials yeeeeeeessssssssss Fixed: Ifrit shadows were broken when hiddenSelectionsMaterials were used - FT - T148354@AveryTheKitty Share this post Link to post Share on other sites
Groove_C 267 Posted January 23, 2020 https://feedback.bistudio.com/T148482 Commander smoke missing and/or not visible in interface (locality issue?) Concerns all ground vehicles, that have commander seat and where commader is the one, who has smoke. Problematic on any server and any mission and 100% reproducible. 1 Share this post Link to post Share on other sites
Groove_C 267 Posted January 23, 2020 https://feedback.bistudio.com/T148491 List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per seconde) to the player Problematic on any server and any mission and 100% reproducible. 2 Share this post Link to post Share on other sites
Groove_C 267 Posted January 24, 2020 https://feedback.bistudio.com/T148498 Not working incoming missile sound warning + M letter on radar (where radar available) Incoming missile sound warning + M letter on radar (where radar available) are all connected to driver only or available through driver only. 100% reproducible and problematic on any server, any mission and by/for any players. 2 Share this post Link to post Share on other sites
R3vo 2654 Posted January 24, 2020 Would it be possible to remove the hard coded limitation of four players from BIS_fnc_EXP_camp_setSkill. Currently, the alpha value can become > 1 if more than four players are on the server. This renders this function useless for mission with more than four players. A detailed description of the problem can be found here, together with the solution: https://github.com/R3voA3/3den-Enhanced/issues/78 On another note, there seems to be an incorrectly named, or missing texture. https://feedback.bistudio.com/T148504 1 Share this post Link to post Share on other sites
Groove_C 267 Posted January 25, 2020 @razazel If you ever whish to add ticket numbers for fixes listed in changelog - here they are: https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3389138 Fixed: Broken tooltip in object equipment storage in 3DEN - https://feedback.bistudio.com/T117193 Fixed: Script error in Splendid Camera when mouse or joystick were mapped to camera controls - https://feedback.bistudio.com/T146601 + https://feedback.bistudio.com/T117681 https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3392238 Fixed: NATO Pacific Mk6 Mortar, HMG and GMG were assembled into Independent versions instead of NATO Pacific - https://feedback.bistudio.com/T145362 Fixed: Warlords - The inventory screen no longer remains open when opening Arsenal - https://feedback.bistudio.com/T147759 Fixed: Potential script error in the patrol module - https://feedback.bistudio.com/T117706 3 Share this post Link to post Share on other sites
Groove_C 267 Posted January 28, 2020 https://feedback.bistudio.com/T148556 - List of vehicles with wheels sinking into the ground (locally) 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 28, 2020 56 minutes ago, Groove_C said: https://feedback.bistudio.com/T148556 - List of vehicles with wheels sinking into the ground (locally) Isn't that by design to show the tire deformation caused by the vehicles' weight? Share this post Link to post Share on other sites
Groove_C 267 Posted January 30, 2020 https://feedback.bistudio.com/T148667 - List of weapons with mag visually missing when spawned on ground in editor Note: only Rahim 7.62 mm and MAR-10 .338 have their mags visually present when spawned - see last screenshot link. When you take the weapon in hands -> it visually has the mag. When you drop the weapon on ground -> it visually has the mag. I myself respawn without backpack, vest etc. So I have 0 ammo for any of weapons spawned when I take them in hands. But when I take them in hands, mag or rocket is instantly there, the one, which comes attached to the weapon by default, despite it visually missing when spawn on ground. https://feedback.bistudio.com/T148668 - All AK family weapons' charging handle should not go in rear position when mag empty 2 Share this post Link to post Share on other sites
bars91 956 Posted January 30, 2020 The AK-12 prototype present in A3 had the bolt hold open system. Old AKs should not lock as mentioned above. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted January 30, 2020 Hey. Can we please get hiddenSelections for binoculars and NVGs? It 100% works - no reason to use duplicates of models for retextures. NVG simulation - its retexturable: Binoculars simulation - its retexturable here too: PLEASE I AM ACTUALLY BEGGING YOU GUYS TO ADD HIDDEN SELECTIONS I JUST WANT MY GREEN LASER DESIGNATOR PLEASE. Look at how neat it looks, I just need one for infantry now. 😞 Ticket: https://feedback.bistudio.com/T148676 2 Share this post Link to post Share on other sites
Groove_C 267 Posted January 31, 2020 1 hour ago, bars91 said: The AK-12 prototype present in A3 had the bolt hold open system. Old AKs should not lock as mentioned above. Actually no. It's same as for AKM and AKS-74U. See here. 1 Share this post Link to post Share on other sites
bars91 956 Posted January 31, 2020 Production "AK-12" is just a cosmetically modified AK-74M and thus has no bolt hold open tab as it's internally the same old AKM/AK74. Prototypes had bolt hold open system and a G36 style bolt release in front of the trigger. The whole AK12 is a Pentagon Wars level of cash grab that resulted in binning of all the good ambi features and adoption of "M16A4" style of update 20 years too late. Share this post Link to post Share on other sites
Groove_C 267 Posted January 31, 2020 https://feedback.bistudio.com/T148615 - CMR-76 6.5 mm charging handle collides with shells ejection plate texture, going in rear position when mag empty + handle should not go in rear position when mag empty https://feedback.bistudio.com/T66117#2018869 - Please, finally fix the charging handle from moving on each shot like a jackhammer on TRG-20, TRG-21 and TRG-21 EGLM, since it doesn't need to be moved/touched even once/ at all, because there is a "button" you can press, behind the mag itself, after loading new mag, before shooting. See video proof. And the charging handle should also not go to rear position when mag empty, but stay in front position! https://feedback.bistudio.com/T148679 - Mk20, Mk20C and Mk20 EGLM charging handle should not move on each shot like a jackhammer, but only once, after loading new mag, before shooting. See video proof attached.https://feedback.bistudio.com/T148682 - Navid 9.3 mm charging handle should not move to rear position when mag empty, since HK121/MG5 charging handle does not. See video proof attached. https://feedback.bistudio.com/T148683 - LIM-85 5.56 mm charging handle should not move to rear position when mag empty, since M249 charging handle does not. See video proof attached. https://feedback.bistudio.com/T148686 - Mk200 6.5 mm charging handle should move on each shot, since Stoner 99 LMG charging handle does. See video proof attached. 1 Share this post Link to post Share on other sites