Greenfist 1863 Posted August 12, 2014 Monday ~110 MBTuesday ~ 230 MB I guess everyone qualified to compile the changelogs are at the Game dev conference. :icon_twisted: Share this post Link to post Share on other sites
roberthammer 582 Posted August 12, 2014 Are the devs that busy that they are not able to write the damn changelogs now? ... :rolleyes: Share this post Link to post Share on other sites
somesangheili 111 Posted August 12, 2014 Have you verified integrity of game cache via steam? As it maybe your game files were corrupted or not all files downloaded!I do the above every time the dev build is updated prior to playing the game. thanks for the advice but i tried that and nothing happened. it just gives me a steam popup saying 'validating arma 3 file (1 of 1)' and its stuck on 0%. hurrrr what do i do. Share this post Link to post Share on other sites
blackpixxel 53 Posted August 12, 2014 Mhmm, maybe it is our task to find out what's new? Hope to see some flight model improvements! Share this post Link to post Share on other sites
Variable 322 Posted August 12, 2014 Guys, I would like to gain support of the following issue, if you agree, please vote the ticket. Weapon and grenade switch controls should first bring up the weapon-HUD to show the current selection before changing it The current behavior of the "weapon mode or grenade switch control" is to immediately change the current mode or grenade (throwable item) without giving the player the option to check what is currently selected. This means that in most cases, there is no way to check what grenade or weapon mode you currently have selected without switching it. This means bad usability and bad user experience. When the HUD is "asleep" the first control execution should fire turn it on, to allow the player to see what is currently selected. The ticket description include a thorough analysis of why the current behavior is wrong (including an answer to the argument of the "check the visual condition of the fire mode switch lever") In Arma 2 the behavior was correct, it was changed down the road in Arma 3, and for the worse. It's just a simple change and would mean a lot. Share this post Link to post Share on other sites
teaboy 11 Posted August 12, 2014 thanks for the advice but i tried that and nothing happened. it just gives me a steam popup saying 'validating arma 3 file (1 of 1)' and its stuck on 0%. hurrrr what do i do. In that case, only other thing i can think off is a complete uninstall and re-installation of the game and see what happens then. If that doesn't work then it may be an issue with your steam client. Though if other recently updated games (updated yesterday or after) work then i can't see it being steam. Share this post Link to post Share on other sites
Alwarren 2767 Posted August 12, 2014 Guys, I would like to gain support of the following issue, if you agree, please vote the ticket. Upvoted. Especially for grenades this is extremely annoying, since I have a setup with double-tab G to throw and CTRL-G to cycle through grenades. When I cycle too quickly, the double-tab ignores the control key and throws a grenade... I'll be lucky if it is just a smoke. Share this post Link to post Share on other sites
Variable 322 Posted August 12, 2014 (edited) Upvoted. Especially for grenades this is extremely annoying, since I have a setup with double-tab G to throw and CTRL-G to cycle through grenades. When I cycle too quickly, the double-tab ignores the control key and throws a grenade... I'll be lucky if it is just a smoke. Credits goes to Greenfist Edited August 12, 2014 by Variable Share this post Link to post Share on other sites
Locklear 214 Posted August 12, 2014 there is a chance that the dev's insert a word "camo" to enable the hidden selection on OPFOR vests and helmets? in this case we have more colors without build a mod I checked the models. Helmets shall work since they do have camo selections. Vests have either camo selection, or camo1 and camo2 selections. In some cases, adding "hiddenSelectionsTextures" is not enough and "hiddenSelections" array has to be added to your config as well (due to the parent class having no hiddenSelections defined). If some concrete pieces of equipment give you any trouble, please let me know. Share this post Link to post Share on other sites
Greenfist 1863 Posted August 12, 2014 (edited) "End up scrolling through all my chemlights, smokes of 3 different colours, IR and mini grenades to get to the frag that was already selected. Takes at least two full cycles but usually I'm already dead by the time I get there." - Dead Meat Brian, surrounded by brightly colored smoke. Edited August 12, 2014 by Greenfist Share this post Link to post Share on other sites
Variable 322 Posted August 12, 2014 (edited) "End up scrolling through all my chemlights, smokes of 3 different colours, IR and mini grenades to get to the frag that was already selected. Takes at least two full cycles to get there but usually I'm already dead by the time I get there." - Dead Meat Brian, surrounded by brightly colored smoke. Too true man... I'll update the mem :) I actually find myself limiting the type of items I carry just so I won't have to scroll through all of them whenever I want to make sure I have frags selected. When a player need to factor that in, it means the design is wrong... Edited August 12, 2014 by Variable Share this post Link to post Share on other sites
zukov 489 Posted August 12, 2014 I checked the models. Helmets shall work since they do have camo selections. Vests have either camo selection, or camo1 and camo2 selections. In some cases, adding "hiddenSelectionsTextures" is not enough and "hiddenSelections" array has to be added to your config as well (due to the parent class having no hiddenSelections defined). If some concrete pieces of equipment give you any trouble, please let me know. isn't possible to add a black texture to a normal Opfor helmets this setObjectTexture [0, "\a3\characters_f\OPFOR\Data\tech_rus_co.paa"]; and "Harness" vests granadier and norrmal soldier doesnt't work with custom skin Share this post Link to post Share on other sites
twisted 128 Posted August 12, 2014 anyone else getting more crashes. it seems linked to the physx module (at least thats what the microsoft crash window says. Fault address: 70DC039F 01:0012F39F C:\Program Files (x86)\Steam\steamapps\common\Arma 3\PhysX3_x86.dll file: AAAA%20DAC%20PRE%20MP%20TEST%20 world: Altis Prev. code bytes: 0F 84 8E 00 00 00 8B 47 70 85 C0 75 03 8B 47 74 Fault code bytes: 8B 40 60 85 C0 74 0A 8B 4E 5C 57 50 E8 D0 EC 01 Registers: EAX:00000000 EBX:6CDB5600 ECX:08788110 EDX:91DAEA30 ESI:08788110 EDI:7B7F0C00 CS:EIP:0023:70DC039F SS:ESP:002B:0208F330 EBP:0208F338 DS:002B ES:002B FS:0053 GS:002B Flags:00010246 it is happening after 2 or 3 sessions gaming. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 12, 2014 isn't possible to add a black texture to a normal Opfor helmets this setObjectTexture [0, "\a3\characters_f\OPFOR\Data\tech_rus_co.paa"]; and "Harness" vests granadier and norrmal soldier doesnt't work with custom skin You can't use setobjecttexture on items carried by a unit: "this" always refers to the unit carrying the item, not the item itself. AFAIK there is no way to target an item in a unit's inventory directly, since all commands that refer to the unit's inventory just return generic classnames for the items, not specific object identities. The only way you can retexture things like weapons, helmets, hats, body armour and rucksacks is to do it via a config: Making a new class and changing the accompanying hiddenSelectionsTextures & hiddenSelectionsMaterials arrays. Share this post Link to post Share on other sites
zukov 489 Posted August 12, 2014 You can't use setobjecttexture on items carried by a unit: "this" always refers to the unit carrying the item, not the item itself. AFAIK there is no way to target an item in a unit's inventory directly, since all commands that refer to the unit's inventory just return generic classnames for the items, not specific object identities.The only way you can retexture things like weapons, helmets, hats, body armour and rucksacks is to do it via a config: Making a new class and changing the accompanying hiddenSelectionsTextures & hiddenSelectionsMaterials arrays. i believed that is possible with gear too! i'm struggling from weeks with this thing my wishes is always to avoid to make a mod for everything anyway for me the harness vest don't have hidden selections Share this post Link to post Share on other sites
Locklear 214 Posted August 12, 2014 … Both Harnesses and Helmets need to be retextured in a config. Classes of the harnesses you want change have no camo selection set and models have camo1 and camo2 selection. So your retextured class needs this in its config: hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"<texture1>","<texture2>"}; Helmets have camo selection (which is also defined in their classes) and can be retextured via config with hiddenSelectionsTextures. Hope this helps. :) Share this post Link to post Share on other sites
kecske 46 Posted August 12, 2014 (edited) -nvm- Edited August 12, 2014 by Kecske Share this post Link to post Share on other sites
Brisse 78 Posted August 12, 2014 Unarmed Hellcat is completely broken in latest dev. Are you sure? I were flying it a few hours ago and had no problems. Share this post Link to post Share on other sites
kecske 46 Posted August 12, 2014 Are you sure? I were flying it a few hours ago and had no problems. Good call, turns out it was a mod conflict. Weird though. Share this post Link to post Share on other sites
bullet purveyor 85 Posted August 13, 2014 Am I the only one with no vehicle sound in first person mode after latest update? Share this post Link to post Share on other sites
danil-ch 165 Posted August 13, 2014 Camera shake effect is missing for heavy vehicles Changed: Sight tweak to sound gain of pistol's closure P07 sound is fine now. But the closure sounds for ACP-C2, Rook-40 and 4-five are way to loud. Still not fixed. AH-99 HE rounds make no sound on impact Share this post Link to post Share on other sites
Brisse 78 Posted August 13, 2014 Updated: Adjusted sound of fire mode selector on the Khaybar rifle Are we using the real designations now? In the armaverse it's called the "Katiba", remember? :D ---------- Post added at 09:33 ---------- Previous post was at 09:32 ---------- Am I the only one with no vehicle sound in first person mode after latest update? I had this problem as well. Share this post Link to post Share on other sites
danil-ch 165 Posted August 13, 2014 Am I the only one with no vehicle sound in first person mode after latest update? Yeap. Share this post Link to post Share on other sites
Varanon 892 Posted August 13, 2014 The current behavior of the "weapon mode or grenade switch control" is to immediately change the current mode or grenade (throwable item) without giving the player the option to check what is currently selected. Agreed. Basically, what you have no is the ability to check what your fire mode or grenade WAS, not what it currently IS. On SOME weapons, you can check the fire mode switch (IF the weapon has a working firemode switch, AND it is visible, AND it does NOT have a grenade launcher which is not visible whether it's selected or not). For grenades, though, there is no indicator whatsoever. In the current version, you can NOT find out what your current grenade is without switching the grenade, or the fire mode on your weapon. I find the idea of being forced to cycle through your gun's fire modes just to check which grenade you'd be about to throw utterly confusing. And cycling through 7 grenade type (the typical loadout on a squad leader) to get the right one is ridiculous... This whole issue is a common problem. Just listen to how many time your fellow players cycle through fire modes just to see what they are on. I find it sad that after speeding up grenade throwing so much in Arma 3 as opposed to Arma 2, Arma 3 makes it much more difficult to know what grenade you are using... Share this post Link to post Share on other sites
CaptainObvious 95 Posted August 13, 2014 Guys, I would like to gain support of the following issue, if you agree, please vote the ticket. Wasn't it like that in the beginning, during alpha iirc, but then it was changed to current behavior for some odd reason? Upvoted. Share this post Link to post Share on other sites