DancZer 65 Posted August 30, 2014 It is already fixed. It just not in the build yet. http://feedback.arma3.com/view.php?id=20476 Share this post Link to post Share on other sites
tpw 2315 Posted August 30, 2014 Thanks danczer (and devs!), much appreciated. Share this post Link to post Share on other sites
kremator 1065 Posted August 30, 2014 I'm totally avoiding DEV branch until the AI can move and reload freely again ! Share this post Link to post Share on other sites
scruffy 22 Posted August 30, 2014 Is the reloading bug only a problem for AI? We just tested the newest dev right now to see if it's better in regards to the constant CTDs on main branch and had some issues for players, too. We couldn't reload, the (half-)empty mag was still loaded, no animation played, but one magazine was deleted from inventory. No mags could be grabbed from dead bodies, only the whole vest. You could move mags from vest to ground, but when picking up from ground they vanished. We didn't try without mods (were using East vs West and RH M16s and Toadies AKs), as we had a CTD on the first minute. Now it's back to Legacy 1.24 Share this post Link to post Share on other sites
DancZer 65 Posted August 30, 2014 (edited) I think the game saving and loading has some defects. Multiplayer: -Player can not reload the save game during the mission. -Player can not choose in the lobby which save want to resume(load). Singleplayer: -Player can not choose which save want to resume. Without this the loading the correct save need some workaround. Plus the option "Save and Exit" doesn't help at all. You have to Alt+F4 from the game to avoid saving and restart the game, make a new server, wait for everybody and resume the last save. I think i am not the only one. Related tickets: http://feedback.arma3.com/view.php?id=20514 http://feedback.arma3.com/view.php?id=4610 http://feedback.arma3.com/view.php?id=17003 http://feedback.arma3.com/view.php?id=3673 http://feedback.arma3.com/view.php?id=6186 Edited August 30, 2014 by danczer Share this post Link to post Share on other sites
danil-ch 165 Posted September 1, 2014 20mm rounds are now using multiSoundHit instead of soundHit Impact sound is still not audible. :( Share this post Link to post Share on other sites
deepfried 1 Posted September 1, 2014 It is already fixed. It just not in the build yet. http://feedback.arma3.com/view.php?id=20476 Thank god for that, its unplayable at the moment. Share this post Link to post Share on other sites
kremator 1065 Posted September 1, 2014 AI back to normal yet? Share this post Link to post Share on other sites
the_demongod 31 Posted September 1, 2014 AI back to normal yet? WIP: AI is unable to process the Reload action - first attempt at a fix They're trying, I haven't tested yet but they're working on it right now Share this post Link to post Share on other sites
twisted 128 Posted September 1, 2014 Thank god for that, its unplayable at the moment. yes, i had to revert to stable due to the endless reloading. the error tracker syas its fixed and danczer confirms he tested to be working on the tracker. guess its time to try it again. Share this post Link to post Share on other sites
deepfried 1 Posted September 1, 2014 Seems to be working fine now Share this post Link to post Share on other sites
bigpickle 0 Posted September 2, 2014 (edited) 20mm rounds are now using multiSoundHit instead of soundHit Why not change everything to multiSoundHit, makes sense as half is and half isnt. Also that list of non-broadcasting weapons, the bug i reported back in alpha has grown exponentially since the net code streamlining. Which is very disappointing for my sound mod. Edited September 2, 2014 by Bigpickle Share this post Link to post Share on other sites
DancZer 65 Posted September 2, 2014 AI back to normal yet? Yes. The yesterday's fix solved the problem. Share this post Link to post Share on other sites
twisted 128 Posted September 2, 2014 new problelm im seeing in DEV on multiplayer hosted local on lan. the game keeps glitching back to the MP loading screen and then back into game play. every 20 seconds or so. Share this post Link to post Share on other sites
tpw 2315 Posted September 2, 2014 I notice that recent dev builds have reintroduced the annoying "vibration" of the 1st person viewpoint when raising or lowering the player's rifle in standing position. It's perfectly smooth in crouch. Some animation interpolation issue? Share this post Link to post Share on other sites
danil-ch 165 Posted September 2, 2014 Rolling sound is still missing. Share this post Link to post Share on other sites
Electricleash 133 Posted September 2, 2014 Rolling sound is fine on my end. Share this post Link to post Share on other sites
2nd ranger 282 Posted September 2, 2014 Fixed: AI passing through static objects placed via the in-game editor Did this fix involve making the AI actively avoid placed objects? I have a mission where it was necessary to place concrete barriers along the side of a road on a steep hillside, because AI APC drivers kept swerving off the side of the hill. Placing the barriers along the roadside helped, but as of today's update, the drivers are consistently swerving from side-to-side all the way up the road, which inevitably leads to them rolling off the side of the hill. Now I'm thinking it's because they're trying to avoid the barriers. Share this post Link to post Share on other sites
bullet purveyor 85 Posted September 3, 2014 (edited) new problelm im seeing in DEV on multiplayer hosted local on lan. the game keeps glitching back to the MP loading screen and then back into game play. every 20 seconds or so. I have the same thing, load screen with regular intervals. Also it has broken some screen UI elements like the VAS mod. All text has vanished from the VAS window. The AI seem to navigate around editor and Zeus placed objects well on foot, but driving is another matter. For now I think fatigue shouldn't impact AI movement, only shooting abilities. They are not good enough to manage fatigue wisely. AT, ammo bearers and some other classes are rendered useless with the fatigue system. They get knackered after a very short walk. Edited September 3, 2014 by Bullet Purveyor Share this post Link to post Share on other sites
Bouben 3 Posted September 3, 2014 For now I think fatigue shouldn't impact AI movement, only shooting abilities. They are not good enough to manage fatigue wisely. Yes, I think the same. Share this post Link to post Share on other sites
the_demongod 31 Posted September 3, 2014 Were all the markers removed from Zeus? I am only able to see the simple hand drawn ones, I can no longer place the NATO military symbology. Perhaps this has to do with the fact that the simple dot is now the default marker when placing them on the map? Share this post Link to post Share on other sites
.kju 3245 Posted September 3, 2014 there have been some scope changes for markers (to hidden) - no idea why.. Share this post Link to post Share on other sites
moricky 211 Posted September 3, 2014 The changes were implemented to make placing markers in game more comfortable. It accidentally affected Zeus selection as well though. Thanks for letting us know, we'll fix it. Share this post Link to post Share on other sites
bigpickle 0 Posted September 3, 2014 I get a scope error when i sound mod the smoke grenades, only the base smoke "SmokeShell" throws the error. Wasn't there before last stable has the inheritance tree changed? Share this post Link to post Share on other sites
oukej 2911 Posted September 3, 2014 FYI we're now running two of our official servers on non-default Steam branches Arma 3 1.28 Hotfix @ 109.236.82.30:2402 (pass. to unlock the branch: Hotfix128Arma3) Legacy Arma 3 1.24 Stable build @ 109.236.82.30:2302 (pass. to unlock the branch: Arma3Legacy124) Share this post Link to post Share on other sites