zukov 490 Posted July 7, 2014 1( ok when you go under the tent you see a little white border around the objects but only on the tents, sometimes the shadows in third person are gone 2) there are problems with uav? or there are no more autonomous? Share this post Link to post Share on other sites
themaster303 22 Posted July 8, 2014 (edited) all in the rc railing is bugged, walk with the back to the railing: everytime you finish a mission, game hangs shortly: soundbug is still present: Edited July 8, 2014 by themaster303 Share this post Link to post Share on other sites
kilroy the nerd 14 Posted July 8, 2014 I still get the addon downloading bug. It seems you can only have a few at a time or something, because when I had dezkit's airplane collection and Tenga/SakuraChan's incremental doors both I could only get 3 of the plane mods downloaded. And then now that I finally got all of dezkit's plane collection downloaded, the incremental door addon is still not downloading. It says (0/0) mb has been downloaded of the addon. Share this post Link to post Share on other sites
St. Jimmy 272 Posted July 8, 2014 all in the rcrailing is bugged, walk with the back to the railing: http://feedback.arma3.com/view.php?id=19487 http://feedback.arma3.com/view.php?id=18947 Ver old issue. Didn't like that change. Share this post Link to post Share on other sites
John Kozak 14 Posted July 8, 2014 Anyone else also get annoyed using Close range sights and other sights with glowing points at night? It's rather annoying as it obscures vision. I've looked through some scopes at night, and i can tell you that they don't really multiply. For example, you look down the sights of the RCO at night, and you can see that the red arrow kinda has two more arrows slightly to both sides. Can this even be fixed? Yeah, that's faulty DoF effect - it is shown via "cross" instead of circle (1st problem), and it's applied to optics reticles (2nd problem) Remedy - disable DoF PP effect or use TMR-cso (disables fake 3d optics) Share this post Link to post Share on other sites
blackpixxel 53 Posted July 8, 2014 Yep, the rotation point is very bad. When you rotate you dont rotate on your feet but on an axis at your head. This looks extremely stupid, because your feed are sliding around the center of an circle. And it felt less arcady with the previus version. Share this post Link to post Share on other sites
DnA 5143 Posted July 8, 2014 Because of the following issue in Arma 3 Tools Dev-Branch, the add-ons published to Workshop may not all work (no preview image shown and size claimed to be 0.000 MB). We are working with Valve to solve this in the back-end configuration. Share this post Link to post Share on other sites
SilentSpike 84 Posted July 8, 2014 Yep, the rotation point is very bad. When you rotate you dont rotate on your feet but on an axis at your head. This looks extremely stupid, because your feed are sliding around the center of an circle. And it felt less arcady with the previus version. Oh man, so that's what's been causing all the getting stuck on things? It's almost impossible to walk through a doorway while leaning out of it because you seem to get stuck on the frame and it moves you back inside over and over. Voted that issue up. Share this post Link to post Share on other sites
chortles 263 Posted July 8, 2014 Oh man, so that's what's been causing all the getting stuck on things? It's almost impossible to walk through a doorway while leaning out of it because you seem to get stuck on the frame and it moves you back inside over and over. Voted that issue up.I think that the devs actually previously changed this -- I know there was a change to rotation back before launch -- only to roll it back for some unspecified reason. :( Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 8, 2014 I think that the devs actually previously changed this -- I know there was a change to rotation back before launch -- only to roll it back for some unspecified reason. :( I hate this change and that it happened long ago without much reaction from anyone. I have a . It looks horrible and it causes so many clipping issues. Any time you're in a situation when you're near the edge of something you go into the "I'm falling down something, now wait I'm not" loop that is difficult to get out of at times. :( Share this post Link to post Share on other sites
chortles 263 Posted July 8, 2014 No, I mean that it was changed to what you linked and then rolled back from that, at least if that video was of the change before it got rolled back. Share this post Link to post Share on other sites
blackpixxel 53 Posted July 8, 2014 The change is still there. Your rotation axis is wrong, but it was right in Alpha/Beta. This change makes the weapon handling more arcady and similar to Battlefield or Cod. I would prefer the previous realistic version where your feets dont float around... Share this post Link to post Share on other sites
Bouben 3 Posted July 8, 2014 The change is still there. Your rotation axis is wrong, but it was right in Alpha/Beta. This change makes the weapon handling more arcady and similar to Battlefield or Cod. I would prefer the previous realistic version where your feets dont float around... How it makes the weapon handling more arcady? Please, explain. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted July 8, 2014 My launcher is invisible. Whenever I open it, only my mouse cursor changes. That's it. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 8, 2014 No, I mean that it was changed to what you linked and then rolled back from that, at least if that video was of the change before it got rolled back. Nope, as BlackPixxel says, the video shows both the slidey one and the normal (Arma 2-like) one. The slidey one where your rotational axis is somewhere in front of your body was never rolled back and it's been that way ever since beta. How it makes the weapon handling more arcady? Please, explain. Well, I'm not sure if arcadey is the right word, but it's artificial, as the gun becomes your rotational axis, instead of your own body. You can then clip half of your unit inside walls and whatnot. Think of this situation a wrench and a bolt. Before this change (and in Arma 2), you were the bolt and the gun was the wrench, when you turned, the gun swung around. After this change, you became the wrench, and the gun is the bolt. As the gun rotates in place, you are swinging around it. Share this post Link to post Share on other sites
bad benson 1733 Posted July 8, 2014 thx for clarifying sniperwolf. i was so confused when someone told me it was rolled back since it's obviously still there and very weird/buggy. Share this post Link to post Share on other sites
das attorney 858 Posted July 8, 2014 It's the fourth bulletpoint in this post: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2449852&viewfull=1#post2449852 Share this post Link to post Share on other sites
Bouben 3 Posted July 8, 2014 Nope, as BlackPixxel says, the video shows both the slidey one and the normal (Arma 2-like) one. The slidey one where your rotational axis is somewhere in front of your body was never rolled back and it's been that way ever since beta.Well, I'm not sure if arcadey is the right word, but it's artificial, as the gun becomes your rotational axis, instead of your own body. You can then clip half of your unit inside walls and whatnot. Think of this situation a wrench and a bolt. Before this change (and in Arma 2), you were the bolt and the gun was the wrench, when you turned, the gun swung around. After this change, you became the wrench, and the gun is the bolt. As the gun rotates in place, you are swinging around it. Thanks for the explanation. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted July 9, 2014 Same here. Hadn't checked it again though since it was dropped on the dev branch. ---------- Post added at 09:13 PM ---------- Previous post was at 09:10 PM ---------- The launcher being invisible that is... Since quote doesn't seem to work in the mobile theme. Share this post Link to post Share on other sites
blackpixxel 53 Posted July 9, 2014 Well, I'm not sure if arcadey is the right word... I said 'arcardey' because every other run and gun shooter uses this kind of rotation point. But I really want Arma to be different. Share this post Link to post Share on other sites
Redphoenix 1540 Posted July 9, 2014 So, some patches ago the diag_tools were released. That's great, I like them and I usually use them a lot, but I do have a problem with releasing them on dev branch: If I want to edit my mod, I have to be on dev-branch to use the diag_tools to debug my mod. But If I want to play with my friends the same evening, I have to switch to stable, therefore downloading often more than 1GB. The next day I want to work again, so I have to switch back to dev branch. 1GB download incoming. But then I want to play again with my friends, so ..... You see where this is going, right? There's a huge amount of traffic artificially created with this, and not everyone has nowadays a flatrate and unlimited traffic. What do I propose for the future is: Another branch, simply called "Diag_Branch", which is nothing more than the stable branch updated with the diag_tools. We wouldn't need to download huge amounts of data while switching branches, even if just several dozens of MB. Thoughts, my fellow modders and you gods of Bohemia? Share this post Link to post Share on other sites
.kju 3244 Posted July 9, 2014 rem https://developer.valvesoftware.com/wiki/SteamCMD cd /D c:\path\to\steamcmd SET STEAMUN=AAA SET STEAMPW=BBB SET ARMABRANCH=107410 -beta development steamcmd +set_steam_guard_code XXXXX +login %STEAMUN% %STEAMPW% "+app_update %ARMABRANCH%" validate +quit pause download steamcmd: https://developer.valvesoftware.com/wiki/SteamCMD turn this into a batch and edit in your account details and path to steamcmd run it once to install, run it again to update to latest it downloads to the steamcmd folder so its completely separate to steam/steamapps a3 itself no longer uses reg keys and steam itself handles its side Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 9, 2014 On another note. Would it be possible to have some AI diag tools in the diag executable? Things like their navigation plans, various detection ranges, etc. I'm currently experimenting with stealth in regards to the AI, and they're wildly inconsistent. I have a setup of 2 AI, one on top of a hill, one on a slope and me as a player next to the one on the slope. I can shoot my silenced guns, throw grenades, alert the hill guard and chase him about, injure him, and the slope guy will not detect me. Until I actually kill the hill guard, then the slope guy knows about me and goes alert. Doesn't matter if I kill him with the first shot or 5 minutes after the hill guard detects me. I have a feeling there might be something wrong with the detection of bodies, as if they can see them through terrain or vegetation, but buildings seem to block them. Share this post Link to post Share on other sites
james2464 176 Posted July 9, 2014 Are the dust effects emitted from a running man disabled? Line 2679 a3\a3\data_f\config.cpp rightDustEffects[] = {{ "GdtStratisConcrete","RDustEffectsMan" }... leftDustEffects[] = {{ "GdtStratisConcrete","LDustEffectsMan" }... Thank you. Share this post Link to post Share on other sites
Greenfist 1863 Posted July 9, 2014 Are the dust effects emitted from a running man disabled? Line 2679 a3\a3\data_f\config.cpp rightDustEffects[] = {{ "GdtStratisConcrete","RDustEffectsMan" }... leftDustEffects[] = {{ "GdtStratisConcrete","LDustEffectsMan" }... Thank you. Or is it just that concrete doesn't have dust on it? It might be intentional. Share this post Link to post Share on other sites