DnA 5129 Posted August 12, 2015 Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when it's available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks! Share this post Link to post Share on other sites
Dwarden 1125 Posted August 15, 2015 192.99.47.216:2102192.99.47.216:2202192.99.47.216:23023x KOTH server with 1.50 RC 94.23.112.9:2202 94.23.112.9:2202 2x KOTH server with 1.50 RC, Europe 1 Share this post Link to post Share on other sites
mrfarmerman 10 Posted September 22, 2015 are there any servers up for 1.52? Share this post Link to post Share on other sites
maquez 141 Posted September 22, 2015 RC 1.52 crashes to desktop nearly every 15-30 minutes, in multiplayer when respawn your computer tend to freeze for minutes and arma 3 then crashes back to desktop with error message "arma 3 has stopped working". switched back to 1.50 after one week testing RC and permanent crashes in the current state the RC is unplayable! Could you fix this before release 1.52 to public? Share this post Link to post Share on other sites
Dwarden 1125 Posted September 23, 2015 @maquez, can you 7zip and upload mdmp, bidmp and RPT file from moment of the crash e.g. to dropbox and share the link ? Share this post Link to post Share on other sites
Kryptongame 14 Posted November 23, 2015 The 14th day of RC is tommorrow....might we see it pushed to stable soon??!? Share this post Link to post Share on other sites
haleks 8212 Posted November 23, 2015 It doesn't feel like it's ready for stable... Share this post Link to post Share on other sites
Kryptongame 14 Posted November 23, 2015 It doesn't feel like it's ready for stable...Well they seem happy with it lol. I just want the new sway and flinching really bad....currently it's annoying to face shot someone with a 30% lethality rate. Share this post Link to post Share on other sites
DnA 5129 Posted November 23, 2015 We've encountered some issues during a large MP test on Friday. They have been fixed, but we'll want to confirm that in another test. The release window opens later this week, but it will depend on further test results. This is quite a chunky update, so there are many moving parts to keep track of. 3 Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 24, 2015 Hi, I would like to bring attention to the issue addressed in my latest Feeback ticket, It seems as though something happened with this particular mission and the supports available. I realize this has been assigned, but considering that it is a game crash, it could affect players wanting to replay the showcase missions (as I often enjoy doing). 1 Share this post Link to post Share on other sites
pettka 694 Posted November 24, 2015 Hi, I would like to bring attention to the issue addressed in my latest Feeback ticket, It seems as though something happened with this particular mission and the supports available. I realize this has been assigned, but considering that it is a game crash, it could affect players wanting to replay the showcase missions (as I often enjoy doing). Good point, thanks a lot. Form what I can see and try, it seems like the issue has been already fixed in the release candidate. Could You, please, confirm that? :icon_twisted: Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 24, 2015 Issue has been fixed. Greatly appreciated :) 3 Share this post Link to post Share on other sites
R3vo 2654 Posted November 26, 2015 The current rc branch causes alot of trouble together with cba. Was any progress made either by bis or the cba team? Last time I checked the FT of cba, they claimed that the issues were not fixable from their side. Share this post Link to post Share on other sites
killswitch 19 Posted November 26, 2015 The current rc branch causes alot of trouble together with cba. Was any progress made either by bis or the cba team? Last time I checked the FT of cba, they claimed that the issues were not fixable from their side. (We have fixed a few issues and will release an update of CBA soon. Questions on this can be asked in the CBA thread in the Addons&Mods Complete forums) Now, for 1.54 RC, there is a problem with the isNumber command for some config entries that appear to have had their values increased in 1.54. See http://feedback.arma3.com/view.php?id=26663 In short: the transportAmmo, transportFuel and transportRepair values for several vehicles have been increased to 10^12 and while you can read these values with the getNumber command, the isNumber command returns false for these config entries. 2 Share this post Link to post Share on other sites
DnA 5129 Posted November 27, 2015 The error in that command has been found and a fix is incoming; should be no problem to include in 1.54 published in the RC. Thanks for the report. Share this post Link to post Share on other sites
quiblo1 0 Posted December 1, 2015 is this jsut me, because on the NMD arsenal menu, nothing has armor, its all just weight Share this post Link to post Share on other sites
barbolani 198 Posted December 3, 2015 Hi! Just asking for the BIS_fnc_setTask issue. I cannot see anything related in the RC "pseudochangelog" regarding this, and seems (in the honest opinion of an amateur coder), one of the easy to solve plus one that may be affecting a good base of the user made content around the scene with scripted tasks. Any tip on that? Thanks in advance! Share this post Link to post Share on other sites
DnA 5129 Posted December 3, 2015 That issue is now also fixed in the RC, we hope. Share this post Link to post Share on other sites
barbolani 198 Posted December 3, 2015 Thanks DnA! Have an unstressed Friday and a happy weekend! But don't forget to publish the hotfix before going home ;) Regards! 1 Share this post Link to post Share on other sites
barbolani 198 Posted December 8, 2015 Hi again! Solving the setTask function discovered me another malfunction with deleteTask and taskExists, as there is some variable there which is not updated in deleteTask and makes taskExists return true no matter what. Reported the issue but I see no response. Any workaround (what the hell do with the variable) would be very appreciated. Share this post Link to post Share on other sites
warkonaut 133 Posted December 8, 2015 Hi! Just asking for the BIS_fnc_setTask issue. I cannot see anything related in the RC "pseudochangelog" regarding this, and seems (in the honest opinion of an amateur coder), one of the easy to solve plus one that may be affecting a good base of the user made content around the scene with scripted tasks. Any tip on that? Thanks in advance! http://feedback.arma3.com/view.php?id=26894 2 Share this post Link to post Share on other sites
Gruman 122 Posted February 3, 2016 RC testing for update 1.56 (Eden Update) has started. Steam branch access code: Arma3Update156RC Arma 3: ~1.5 GB / Arma 3 Server: ~692 MB Notes: Caution: campaign progress saves made in 1.56 cannot be used in 1.54 (the other way does work). Please back up your saves before switching to the RC branch, or use a new profile. Known issue: Linux servers are not working properly yet. Areas of focus (pseudo-changelog):Added: Eden 3D Editor Added: Launcher-based Server Browser Added: Multi-channel audio amplitude panner Added: Distance-based weapon and explosion sounds Added: Improved parallax ground surface technology Added: New lowered weapon movement animations Added: Resolution LOD shadows Added: Analytics Added: Automatic full-screen aspect ratio detection Added: Amphibious tankx simulation Added: Geometric occluders Added: Steam Leaderboards (Firing Drills & Time Trials) Added: HBAO+ Added: Vehicle weapon switching controls Tweaked: Fonts Tweaked: Scripted function library optimizations Tweaked: Revive optimizations Tweaked: Scripted animal behavior control Before I put my nose into the new air_f.pbo tonight, any information how to configure the weapon in vehicles so they can be switched via the new control binds? Thank you. Share this post Link to post Share on other sites
endstar 40 Posted February 3, 2016 Before I put my nose into the new air_f.pbo tonight, any information how to configure the weapon in vehicles so they can be switched via the new control binds? Thank you. No worries. There are four new actions available that allow for vehicle weapon switching, with each new action relating to a weapons group. These weapon groups exist as config parameters in the vehicle class and return an enumerated number value, which correlates to a specific weapon type or grouping of weapon types. The available weapon types and their values are as follows, defined in Arma 3's basic defines: #define WEAPONGROUP_CANNONS 1 // Cannons #define WEAPONGROUP_MGUNS 2 // Machine Guns #define WEAPONGROUP_ROCKETS 4 // Rockets #define WEAPONGROUP_AAMISSILES 8 // Anti-Air Missiles #define WEAPONGROUP_ATMISSILES 16 // Anti-Tank Missiles #define WEAPONGROUP_MISSILES 32 // All / Other Missiles #define WEAPONGROUP_BOMBS 64 // Bombs #define WEAPONGROUP_SPECIAL 128 // Laser Designator + Misc The weapons group config parameters in the vehicle class can then use these enumerated values to determine what weapon types exist under which group. class CfgVehicles { class MyPrettyAirplane { weaponsGroup1 = WEAPONGROUP_CANNONS + WEAPONGROUP_MGUNS; // Adds Cannons and Machine Guns to Weapons Group 1 weaponsGroup2 = WEAPONGROUP_ROCKETS; // Adds Rockets to Weapons Group 2 weaponsGroup3 = WEAPONGROUP_AAMISSILES + WEAPONGROUP_ATMISSILES + WEAPONGROUP_MISSILES; // Adds All Missile types to Weapons Group 3 weaponsGroup4 = WEAPONGROUP_BOMBS + WEAPONGROUP_SPECIAL; // Adds Bombs and Laser Designators to Weapons Group 4 }; }; Hopefully this answers your question. :) 4 Share this post Link to post Share on other sites
Larrow 2818 Posted February 3, 2016 All in its a very good update with some excellent additions Improved parallax ground surface technologyExcellent no more ground bow wavesAdded: Geometric occludersExcellent this when incorporated into models and with the new createObject commands could prove to be a great additionAdded: HBAO+Nice always good to have new graphics techTweaked: FontsMuch need excellent additionAdded: Eden 3D EditorExcellent addition but....NO KEY BINDINGS - Ive seen it mentioned numerous times on the forums, Ive mentioned it numerous times on the forums and in the feedback tracker and i have seen absolutely no response.You just cant release this without key bindings, for those who dont use WASD it is UNUSABLE.Camera movement is synonymous with the infantry movement controls and that IS how it should be but for those of us that use for example ESDF we cant move the camera forward as E is hard bound to the entities window.You already have Zeus controls and Bulldozer controls make them synonymous with Eden.Moving from playing the game to the editor should be as painless as possible e.g keys should be the same. It has bugged me since Alpha that the splendid camera is hard bound and i always have to mentally remember to to change my finger placement and no matter how many times ive mentioned it it has never been changed.I realise i can use the old 2D editor and from discussion else where on the forums i realise your considering leaving some access to it but as your starting to push Eden as the default choice it can not go public without the option of key bindings.Otherwise its looking like an excellent update to the game. Share this post Link to post Share on other sites