Doke 10 Posted March 9, 2014 I registered to the forums here because of that last patch. I also get extremely huge FPS drop when playing as Zeus. Its almost unplayable. And what i mentioned some minutes ago: the sounds are played in timelapse. If the FPS drop and i zoom in the battle the explosions and gun shots and even the vocies are played in a timelapse. It was cool when the tank exploded but its still very annoying. :p Please fix this Bohemia. And another problem that annoys me. I dont know what it is, but the AI seems to be more difficult in the Zeus Game Modes than normal. I and even other players recognized that. And i gotta say its very annoying to keep getting killed by one or two bullets while yourself have to unload half a clip to kill a AI soldier. I've set the difficulty on Recruit. :S That overpowered AI seems to annoy players and they leave the server after a couple of mins... Share this post Link to post Share on other sites
Variable 322 Posted March 9, 2014 A switch from dev to stable has deleted our userconfig folder from the server. Is that by design? It creates a lot of hassle... Share this post Link to post Share on other sites
johnnygitarr 7 Posted March 9, 2014 hi i cant understand why there is no sound for activating the nvg in arma. beeing zeus an activating nvg have a sound, beeing a soldier no sound. so the soundfile is inside the game. please activate it outside zeus. and very important give sounds for wind. i think its so important for the immersion. the more wind exists the more or louder sound should be played for the wind. so you cant hear if its windy or not. in the forests the leafs of the trees should make the typical sound if its windy. please make a lots of variations. not only two different wind sounds. sounds for winds gusts are very welcome. Share this post Link to post Share on other sites
gliptal 25 Posted March 9, 2014 The wind sounds would be very nice, while I'm pretty sure the NVG sound was debated during the alpha and it came out the whizzing is a gamey additions that isn't present in reality. Yay! Share this post Link to post Share on other sites
pettka 694 Posted March 10, 2014 The new sound event is broken. It is still playing the full sample.Below is an example of my code class FullAuto : Mode_FullAuto { begin1[] = {"speedofsound_realsound_ebr\ebrfullauto1", 10, 1,500, {0.00, 0.130}}; begin2[] = {"speedofsound_realsound_ebr\ebrfullauto2", 10, 1,500, {0.00, 0.130}}; begin3[] = {"speedofsound_realsound_ebr\ebrfullauto3", 10, 1,500, {0.00, 0.130}}; begin4[] = {"speedofsound_realsound_ebr\ebrfullauto4", 10, 1,500, {0.00, 0.130}}; begin5[] = {"speedofsound_realsound_ebr\ebrfullauto5", 10, 1,500, {0.00, 0.130}}; begin6[] = {"speedofsound_realsound_ebr\ebrfullauto6", 10, 1,500, {0.00, 0.130}}; soundBegin[] = {"begin1", 0.16666, "begin2", 0.16666, "begin3", 0.16666, "begin4", 0.16666, "begin5", 0.16666, "begin6", 0.16667}; }; I have asked the sound department to be sure and the issue seems to be in units of the sample length - You seem to use seconds, but it is in samples :icon_twisted: Share this post Link to post Share on other sites
maddogx 13 Posted March 10, 2014 I have asked the sound department to be sure and the issue seems to be in units of the sample length - You seem to use seconds, but it is in samples :icon_twisted: In other words, as I understand this, those values (in seconds) must be multiplied by the sampling rate. For example at 44100hz, 0.130 seconds = 0.13 * 44100 = 5733. Right? Share this post Link to post Share on other sites
pettka 694 Posted March 10, 2014 In other words, as I understand this, those values (in seconds) must be multiplied by the sampling rate. For example at 44100hz, 0.130 seconds = 0.13 * 44100 = 5733.Right? Most probably. I have been told that most of the audio editors are able to show length in time, bytes and samples, the math You are using should be right as far as I can tell :icon_twisted: Share this post Link to post Share on other sites
themaster303 22 Posted March 10, 2014 Most probably. I have been told that most of the audio editors are able to show length in time, bytes and samples, the math You are using should be right as far as I can tell :icon_twisted: is it possible to loop samples in the sampleeditor like Audacity / wavelab, and arma3 can read these loops set in the software ? that would be much easier than to gues where the loop is really played as a loop. if its not possible it would be a great addition that you can read loop markers in arma. Share this post Link to post Share on other sites
Mr. Charles 22 Posted March 10, 2014 >Tank crew should no longer use 'magic radar' Yay! >Disabled idle poses while aiming and shooting Does this mean we can finally tell whether a unit is in sights or not? Share this post Link to post Share on other sites
sadovsf 20 Posted March 10, 2014 I looked on it and founded situation where this can occur. It should be fixed in rev. 116024. I also added loging of force changes to rpt file so let me please know if it will be ok ;-) Share this post Link to post Share on other sites
DancZer 65 Posted March 10, 2014 Tank crew should no longer use 'magic radar' Thank you so much! :bounce3: Share this post Link to post Share on other sites
maddogx 13 Posted March 10, 2014 >Disabled idle poses while aiming and shootingDoes this mean we can finally tell whether a unit is in sights or not? No, it just means the unit won't play those little idle animations (like stretching). Share this post Link to post Share on other sites
roberthammer 582 Posted March 10, 2014 (edited) Does this mean we can finally tell whether a unit is in sights or not? Am still surprised that arma 3 dont have this anim , since even old BF2 does it http://feedback.arma3.com/view.php?id=7607 well lets blame the A3 skeleton ... Edited March 10, 2014 by RobertHammer Share this post Link to post Share on other sites
gliptal 25 Posted March 10, 2014 Wait, does this mean there won't be anymore that random scope sway? Yay! Share this post Link to post Share on other sites
SaOk 112 Posted March 10, 2014 After the latest official patch. Attaching crates to paraglide (to be dropped from air) dosent work good anymore. The crate hover still while paraglide plays landing animation, before falling to ground after the paraglide is vanished. Made bug ticket here: http://feedback.arma3.com/view.php?id=17737 Didnt yet find a way to get it work. Simple attaching code worked good for nearly a year, but no more. :( The code still works normally for vehicles so something changed with crate physics? Share this post Link to post Share on other sites
Bouben 3 Posted March 10, 2014 Can anybody please explain the radar fix? What impact on the gameplay it should have? Thanks! Share this post Link to post Share on other sites
[lb] boggler 10 Posted March 10, 2014 I looked on it and founded situation where this can occur. It should be fixed in rev. 116024. I also added loging of force changes to rpt file so let me please know if it will be ok ;-) I'm sorry but the issue persists. I ran the server vanilla and tested the stock "ZGM 16+2 Master Altis (Nato)" mission: Once i use the Zeus role the client side fps drops below 4fps and the server seems to have a huge workload: Here is the rpt file: ===================================================================== == C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Arma3server.exe == "C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Arma3server.exe" -port=2326 -name=Arma -profiles=Arma -cpuCount=3 -config=C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Arma\Users\Arma\server.cfg -cfg=Arma\users\Arma\Arma3.cfg -mod= Exe timestamp: 2014/03/10 13:36:51 Current time: 2014/03/10 15:16:22 Type: Public Branch: Development Version: 1.13.116014 Allocator: C:\gsp-panel\users\gsp_2\5.9.67.46-2326\dll\tbb4malloc_bi.dll ===================================================================== AppId parsing successful. Using appId=107410 Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/ Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/ Updating base class thingX->FloatingStructure_F, by a3\structures_f_epb\civ\camping\config.bin/CfgVehicles/Land_Camping_Light_F/ Updating base class ->VScrollbar, by a3\ui_f\config.bin/RscDisplayDebug/Controls/G_Expression/VScrollbar/ Updating base class ->HScrollbar, by a3\ui_f\config.bin/RscDisplayDebug/Controls/G_Expression/HScrollbar/ Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/ Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/ Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/ Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/ Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/controls/ButtonCancel/ Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/ Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/ Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/ Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/ Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/ Updating base class Optics_Commander_02->Optics_Armored, by a3\armor_f_epb\apc_tracked_03\config.bin/Optics_Commander_03/ ragdollHitDmgLimit (0.000000) is lower than minimum (0.010000) and it was set to min. Initializing Steam Manager unable to load subscribed content list. list will be updated from steam unable to load published content list. list will be updated from steam unable to load cached items meta info. save and update functionality will be broken Steam Manager initialized. ==== Loaded addons ==== dta\bin.pbo - unknown dta\core.pbo - 0 dta\languagecore_f.pbo - 64582 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\data_f_curator.pbo - 64843 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\functions_f_curator.pbo - 64848 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\language_f_curator.pbo - 64843 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\missions_f_curator.pbo - 64772 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\modules_f_curator.pbo - 64800 C:\gsp-panel\users\gsp_2\5.9.67.46-2326\Curator\addons\ui_f_curator.pbo - 64849 addons\a3.pbo - unknown addons\air_f.pbo - 63846 addons\air_f_beta.pbo - 63907 addons\air_f_epb.pbo - 63846 addons\air_f_gamma.pbo - 64279 addons\animals_f.pbo - 63810 addons\animals_f_beta.pbo - 63856 addons\anims_f.pbo - 64756 addons\anims_f_data.pbo - 61907 addons\anims_f_epa.pbo - 63137 addons\armor_f.pbo - 62266 addons\armor_f_beta.pbo - 64814 addons\armor_f_epb.pbo - 64550 addons\armor_f_epc.pbo - 64444 addons\armor_f_gamma.pbo - 64667 addons\baseconfig_f.pbo - 43414 addons\boat_f.pbo - 64140 addons\boat_f_beta.pbo - 60977 addons\boat_f_gamma.pbo - 64649 addons\cargoposes_f.pbo - 64745 addons\characters_f.pbo - 64775 addons\characters_f_beta.pbo - 64123 addons\characters_f_epa.pbo - 64716 addons\characters_f_epb.pbo - 64123 addons\characters_f_gamma.pbo - 64728 addons\data_f.pbo - 64573 addons\drones_f.pbo - 64541 addons\dubbing_f.pbo - 55351 addons\dubbing_f_beta.pbo - 55170 addons\dubbing_f_epa.pbo - 64461 addons\dubbing_f_epb.pbo - 64461 addons\dubbing_f_gamma.pbo - 55217 addons\dubbing_radio_f.pbo - 63916 addons\dubbing_radio_f_data.pbo - 64768 addons\editor_f.pbo - 53723 addons\functions_f.pbo - 64726 addons\functions_f_epa.pbo - 63750 addons\languagemissions_f.pbo - 59304 addons\languagemissions_f_beta.pbo - 61907 addons\languagemissions_f_epa.pbo - 59304 addons\languagemissions_f_epb.pbo - 62137 addons\languagemissions_f_gamma.pbo - 62502 addons\language_f.pbo - 64203 addons\language_f_beta.pbo - 63919 addons\language_f_epa.pbo - 61251 addons\language_f_epb.pbo - 64205 addons\language_f_epc.pbo - 64260 addons\language_f_gamma.pbo - 64042 addons\map_altis.pbo - 61521 addons\map_altis_data.pbo - 56204 addons\map_altis_data_layers.pbo - 56661 addons\map_altis_data_layers_00_00.pbo - 56661 addons\map_altis_data_layers_00_01.pbo - 56661 addons\map_altis_data_layers_01_00.pbo - 56661 addons\map_altis_data_layers_01_01.pbo - 56661 addons\map_altis_scenes_f.pbo - 56247 addons\map_data.pbo - 58448 addons\map_stratis.pbo - 61521 addons\map_stratis_data.pbo - 60227 addons\map_stratis_data_layers.pbo - 60227 addons\map_stratis_scenes_f.pbo - 56247 addons\misc_f.pbo - 58745 addons\missions_f.pbo - 64434 addons\missions_f_beta.pbo - 62044 addons\missions_f_beta_data.pbo - 62070 addons\missions_f_beta_video.pbo - 49010 addons\missions_f_data.pbo - 62070 addons\missions_f_epa.pbo - 64596 addons\missions_f_epa_data.pbo - 62070 addons\missions_f_epa_video.pbo - 58252 addons\missions_f_epb.pbo - 63937 addons\missions_f_epb_data.pbo - 62070 addons\missions_f_epb_video.pbo - 61701 addons\missions_f_gamma.pbo - 62064 addons\missions_f_gamma_data.pbo - 55501 addons\missions_f_gamma_video.pbo - 52884 addons\missions_f_video.pbo - 52434 addons\modules_f.pbo - 63756 addons\modules_f_beta.pbo - 60170 addons\modules_f_beta_data.pbo - 56247 addons\modules_f_data.pbo - 59320 addons\modules_f_epb.pbo - 61523 addons\music_f.pbo - 62941 addons\music_f_epa.pbo - 62941 addons\music_f_epa_music.pbo - 62070 addons\music_f_epb.pbo - 62941 addons\music_f_epb_music.pbo - 62070 addons\music_f_music.pbo - 62070 addons\plants_f.pbo - 59944 addons\roads_f.pbo - 60121 addons\rocks_f.pbo - 58567 addons\signs_f.pbo - 61888 addons\soft_f.pbo - 62321 addons\soft_f_beta.pbo - 61888 addons\soft_f_gamma.pbo - 64649 addons\sounds_f.pbo - 64758 addons\sounds_f_epb.pbo - 62371 addons\sounds_f_vehicles.pbo - 62070 addons\sounds_f_weapons.pbo - 64669 addons\static_f.pbo - 64092 addons\static_f_beta.pbo - 64092 addons\static_f_gamma.pbo - 64649 addons\structures_f.pbo - 60807 addons\structures_f_data.pbo - 59943 addons\structures_f_epa.pbo - 60115 addons\structures_f_epb.pbo - 60848 addons\structures_f_households.pbo - 60807 addons\structures_f_ind.pbo - 60807 addons\structures_f_mil.pbo - 61521 addons\structures_f_wrecks.pbo - 60665 addons\uifonts_f.pbo - 62497 addons\uifonts_f_data.pbo - 62497 addons\ui_f.pbo - 64779 addons\ui_f_data.pbo - 64310 addons\weapons_f.pbo - 64573 addons\weapons_f_beta.pbo - 64518 addons\weapons_f_epa.pbo - 64518 addons\weapons_f_epb.pbo - 64518 addons\weapons_f_epc.pbo - 64573 addons\weapons_f_gamma.pbo - 64518 ======================= PhysX3 SDK Init started ... PhysX3 SDK Init ended. Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line No owner Mission MP_COOP_m04.Stratis: Number of roles (11) is different from 'description.ext::Header::maxPlayer' (10) No more slot to add connection at 033057 (3386.8,5735.4) Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDr.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDl.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g01.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g01 Warning: looped for animation: a3\anims_f\data\anim\sdr\idl\knl\stp\low\rfl\aidlpknlmstpslowwrfldnon_g02.rtm differs (looped now 1)! MoveName: aidlpknlmstpsraswrfldnon_g02 Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move1.rtm not found or empty Animation o:\arma3\a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\wave\hubwave_move2.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\hubspectator_walku.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\hubspectator_standu.rtm not found or empty No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part1.variantsPlayer No default vars in bin\config.bin/CfgMovesMaleSdr/States/Acts_UnconsciousStandUp_part2.variantsPlayer Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_in1\acts_c_in1_briefing.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub01\acts_welcomeonhub03_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub02\acts_welcomeonhub04_playerwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_aiwalk.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_hub03\acts_welcomeonhub05_playerwalk.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout1.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout2.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout3.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout4.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout5.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout6.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout7.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout8.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout9.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout10.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_cominginspeakingwalkingout11.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_in.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_wave.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_loop.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_out.rtm not found or empty Animation a3\anims_f_epc\data\anim\sdr\cts\custom\c_out2\acts_sittingwounded_breath.rtm not found or empty Animation a3\cargoposes_f\anim\kia_driver_truck_03.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\heli_attack_01_pilot_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\pilot_heli_light_02_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\copilot_heli_light_02_kia.rtm not found or empty soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[i_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Ref to nonnetwork object 2032a040# NOID invisibleman.p3d Ref to nonnetwork object 2032a040# NOID invisibleman.p3d Ref to nonnetwork object 2032a040# NOID invisibleman.p3d Ref to nonnetwork object 2032a040# NOID invisibleman.p3d No speaker given for Panagiotis Nicolau Speaker Male07_F not found in CfgVoiceTypes Cannot create entity with abstract type WeaponHolder (scope = private?) B_APC_Tracked_01_rcws_F: Recoil - unknown animation source recoil_source Cannot create entity with abstract type WeaponHolder (scope = private?) c:\w\c_branch\poseidon\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! Attempt to override final function - bis_fnc_modulemptypedefense_initplayerlocal Attempt to override final function - bis_fnc_modulemptypedefense_initplayerserver Attempt to override final function - bis_fnc_modulemptypedefense_initcurator Attempt to override final function - bis_fnc_modulemptypedefense_ownerchanged Attempt to override final function - bis_fnc_modulemptypedefense_skiptime Attempt to override final function - bis_fnc_modulemptypedefense_killed Attempt to override final function - bis_fnc_modulemptypedefense_missiontasks Attempt to override final function - bis_fnc_modulemptypedefense_missionconversations Attempt to override final function - bis_fnc_modulemptypedefense_helievaclocal Attempt to override final function - bis_fnc_modulemptypedefense_addeditingarea Attempt to override final function - bis_fnc_modulemptypedefense_playmusic Attempt to override final function - bis_fnc_modulemptypedefense_laststand Ragdoll - loading of ragdoll source "Soldier" started. Ragdoll - loading of ragdoll source "Soldier" finished successfully. Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key> Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable File VAS\menu.hpp, line 53: '/VAS_Diag/controlsBackground/VAS_ContainerBG.x': Missing ';' at the end of line Client: Object 2:154 (type Type_118) not found. LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow Ref to nonnetwork object 3be70080# NOID invisibleman.p3d Ref to nonnetwork object 3be70080# NOID invisibleman.p3d Ref to nonnetwork object 3be70080# NOID invisibleman.p3d Ref to nonnetwork object 3be70080# NOID invisibleman.p3d No speaker given for Adam Roumpesi Speaker Male07_F not found in CfgVoiceTypes c:\w\c_branch\poseidon\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! Attempt to override final function - bis_fnc_modulemptypesectorcontrol_initcurator Attempt to override final function - bis_fnc_modulemptypesectorcontrol_initplayerlocal Attempt to override final function - bis_fnc_modulemptypesectorcontrol_initplayerserver Attempt to override final function - bis_fnc_modulemptypesectorcontrol_initcurator Attempt to override final function - bis_fnc_modulemptypesectorcontrol_initcurator Attempt to override final function - bis_fnc_modulemptypesectorcontrol_missiontasks Attempt to override final function - bis_fnc_modulemptypesectorcontrol_missionconversations Client: Remote object 2:844 not found Client: Remote object 2:845 not found Client: Remote object 2:846 not found Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! Matrix is not valid as physx transform! I also tried the rest of the zeus stock missions, all provoke the same issues. The only exception is a custom ZvZ missione (defiance) which runs without any problems. Share this post Link to post Share on other sites
DancZer 65 Posted March 10, 2014 Can anybody please explain the radar fix? What impact on the gameplay it should have? Thanks! Tanks radar don't detects/ shows vehicles. This mean that when you are in the tank and an enemy tank goes behind you it is not appear on your radar. Check out the sample video here. Share this post Link to post Share on other sites
nikiforos 450 Posted March 10, 2014 Well I really hope this is also applies for AI not just humans. Or else we are doomed. Share this post Link to post Share on other sites
Mr. Charles 22 Posted March 10, 2014 boggler;2641149']I'm sorry but the issue persists. Please check your facts. The current dev-version is 116014. Share this post Link to post Share on other sites
DancZer 65 Posted March 10, 2014 Well I really hope this is also applies for AI not just humans. Or else we are doomed. Well, as i experienced not really. The AI detected me. Maybe BIS forgot about it or it will be fixed later. Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 10, 2014 Well, as i experienced not really. The AI detected me. Maybe BIS forgot about it or it will be fixed later. Confirmed, hopefully it will be implemented later for AI too Share this post Link to post Share on other sites
[lb] boggler 10 Posted March 10, 2014 (edited) Please check your facts. The current dev-version is 116014. I know, check the rpt ;) Until there is no fix, I have to switch back to the stable branch. Edited March 10, 2014 by [LB] boggler Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted March 10, 2014 So basically AI is still using the old radar system and are able to spot you as soon as you pop up on their radar, while players have to look straight at an enemy tank to make it show on the radar? Why implement it at all and not wait until it's the same for players and AI? Or am I missing something? Share this post Link to post Share on other sites
msy 22 Posted March 10, 2014 Well, as i experienced not really. The AI detected me. Maybe BIS forgot about it or it will be fixed later. It should be that because BIS only said the radar (for human beings to see) was disappear but for AI, who cares the radar? They are cheating everytime with your computer's help.:rolleyes: Share this post Link to post Share on other sites