POLPOX 778 Posted May 29, 2019 I think this just shouldn't be... Power Plant in 115070 2 Share this post Link to post Share on other sites
DnA 5143 Posted May 29, 2019 5 hours ago, Dedmen said: the buildings on Livonia seem just a little bit too big for the Arma soldier. It appears to be mainly the doorways on several buildings indeed. We're investigating, but as you point out, changes to buildings are quite tricky at this stage. Apparently some Livonian house builders grew up on high energy diets. 5 1 Share this post Link to post Share on other sites
Greenfist 1863 Posted May 29, 2019 No no don't touch to doors! Otherwise I'll never get these DDR made furniture inside! 1 12 Share this post Link to post Share on other sites
lexx 1363 Posted May 29, 2019 Jesus, look at that door handle. It's pretty much in his face. 😄 I thought the models were taken from DayZ? Does the game not have these size issues? How wasn't this noticed earlier? 3 2 Share this post Link to post Share on other sites
danny96 80 Posted May 29, 2019 Damn you must feel like a baby in this map 😄 Share this post Link to post Share on other sites
cyruz 103 Posted May 29, 2019 27 minutes ago, lexx said: Jesus, look at that door handle. It's pretty much in his face. 😄 I thought the models were taking from DayZ? Does the game not have these size issues? How wasn't this noticed earlier? I guess the DayZ player model isn't the BI standard 1.8m tall 😛 Share this post Link to post Share on other sites
Rydygier 1309 Posted May 29, 2019 2 hours ago, Grumpy Old Man said: You haven't seen the Livonians yet. Exactly, doors are just fine for average Livonian, you puny foreign dwarfs. 4 6 Share this post Link to post Share on other sites
twistking 204 Posted May 29, 2019 1 hour ago, DnA said: It appears to be mainly the doorways on several buildings indeed. We're investigating, but as you point out, changes to buildings are quite tricky at this stage. Apparently some Livonian house builders grew up on high energy diets. Maybe just deliberately undercompensate? Say a building is for some reason 20% too big, maybe it is enough to scale it back 10%, so it is less obvious, while the foodprint stays similar enough so that the placement is still good and the house does not need repositioning? It's indeed a weird bug. Is DayZ engine scaled differently internally? Does it affect all DayZ buildings, or only some of them? I just really hope this can be somewhat mitigated, as it is definitely noticeable (even when you not know about it). 1 Share this post Link to post Share on other sites
sniper pilot 36 Posted May 29, 2019 AI will not cross railroad tracks on foot 1 Share this post Link to post Share on other sites
oldbear 390 Posted May 30, 2019 After the call from our hunters, scientific team is investigating the area ... As the reporter from AAN channel was asking about the strange phenomenon of this cornfield spontaneous mutation in a meadow, Prof. S* from Bohemia Institute of Technology has answered, "They are not far away, you'll know more soon ™". 4 Share this post Link to post Share on other sites
reyhard 2082 Posted May 30, 2019 22 hours ago, beaar said: I've collected some screenshots in an album with feedback on AI positions in buildings. In the screenshots, they show up as the numbered white dots, and I added red dots where I think more AI positions would be good and red boxes where I see something (potentially) wrong. I think it should come across without needing explaining. Thanks, I'm adding/improving AI path positions and such overview is quite useful 😉 Just a note - AI positions which are not accessible for AI are not breaking path lods so i.e positions on attics are rather unlikely to happen. https://i.imgur.com/Hq3xcWx.jpg - position like this also not possible to do since AI ignores path lods if it think it can move using regular path finding. 6 Share this post Link to post Share on other sites
jakerod 254 Posted May 30, 2019 16 hours ago, reyhard said: Thanks, I'm adding/improving AI path positions and such overview is quite useful 😉 Just a note - AI positions which are not accessible for AI are not breaking path lods so i.e positions on attics are rather unlikely to happen. https://i.imgur.com/Hq3xcWx.jpg - position like this also not possible to do since AI ignores path lods if it think it can move using regular path finding. That's exciting! Looking forward to that. I have a request partially related to what you're doing. Barn (Brick), Barn (Wooden, Small), and Barn (Wooden, Large) have some potential that hasn't been fully realized. On the two wooden barns, there are holes in the walls of the barn at roof level with the largest ones being at each end. You can't shoot out of them or even get up to them if you add scaffolding. There's an invisible ceiling blocking you. Can that be removed so we can add some interesting sniper positions? Additionally, Barn (Brick) has a second floor that you can't get to or stand on if you place a unit there. There's invisible geometry. It would also be nice if it was possible to at least place a unit to stand up there and shoot out the windows and it would be even better if a ladder was added. These models have been this way since Arma 2 and has always been annoying. Cow Shed left has a window that can't be shot through or have a grenade thrown through. It's the window that sticks out of the roof above one of the side doors. Cow Shed Right has a door that can't be opened which is probably a design choice but a little weird given that you can get in the area behind it. Apparently I like farms. 4 Share this post Link to post Share on other sites
reyhard 2082 Posted May 31, 2019 @jakerod - I will take a look at those since indeed Barn (Brick) always annoyed me since A2 and seems to fairly simple to do. 7 1 Share this post Link to post Share on other sites
oldbear 390 Posted May 31, 2019 After fighting some hours in Nadbór, I found major drawbacks related to buildings : - most of the window sills does not allow the support of the weapon, - the height of the window support does not allow shooting downwards, and sometimes horizontal shooting even in standing position, - the pile of rubble is not proportional to the size of the building, it is in particular the case of the "jail house". I want to report a misplaced green gate (half in a house) x=6086.59, y=4205.96 3 Share this post Link to post Share on other sites
jakerod 254 Posted May 31, 2019 5 hours ago, reyhard said: @jakerod - I will take a look at those since indeed Barn (Brick) always annoyed me since A2 and seems to fairly simple to do. Thank you! I appreciate it! Share this post Link to post Share on other sites
EO 11275 Posted May 31, 2019 1 hour ago, oldbear said: - most of the window sills does not allow the support of the weapon I initially thought this to be the case too but most windows sills definitely allow weapon resting after the glass has been shot out. Share this post Link to post Share on other sites
oldbear 390 Posted May 31, 2019 Well, before shooting through a window, I always break the glass with my hand gun as a standard procedure. You can sometimes get partial resting , as you can get along a tree trunk, but you are never able to deploy on a sill. I am wondering if the wood stack, stuck in the middle of the meadow [x=6192.32, y=4277.26] is misplaced. Share this post Link to post Share on other sites
kecske 46 Posted June 1, 2019 Slightly misplaced row of objects on a dirt path, south of Zalesie: https://imgur.com/a/d9zbY7Q Also I don't know whether new structures are possible at this point, but I think the small tenement building would be a great fit for the largest town(s) on the map (after some slight tweaks to make it less abandoned). 5 Share this post Link to post Share on other sites
Private Evans 498 Posted June 1, 2019 Yeah the appartment buildings...that was one of my thirst thoughts too. Would be a great addition for the main town to make it a bit more diverse to the rural areas. Could be even the red brick appartment blocks from Arma 2 🙂 Share this post Link to post Share on other sites
oldbear 390 Posted June 1, 2019 The only missing item is the a_pub building 😎 In it's Polish form of course ... Source : Google Map 1 Share this post Link to post Share on other sites
EO 11275 Posted June 1, 2019 Communication towers at Krsnik, and more importantly the military complex directly south, have no small clutter objects, trash bins, wrecks etc. Share this post Link to post Share on other sites
krycek 349 Posted June 1, 2019 On 5/29/2019 at 6:33 PM, Greenfist said: No no don't touch to doors! Otherwise I'll never get these DDR made furniture inside! Size of those affected buildings looks straight out of Jack and the Beanstalk. Would be nice if this had a higher priority because it's pretty damn obvious and I kinda doubt Hercules/Conan are the landlords there or it's Barszcz's fault. 3 Share this post Link to post Share on other sites
oldbear 390 Posted June 2, 2019 I am concerned about the level of requirements in order to play "Livonia" as a terrain. After many hours of play, I found that the hardware level required to play on Livonia is high, perhaps higher than for Tanoa in fact. Deliberately, I am testing Arma3 with an entry-level configuration, based on a Ryzen 3 2200G CPU. I had to enhance it a lot in order to get a playable level, meaning running in the 30 FPS range At the moment, I am using the EZ mode of the ASUS motherboard to push the 4 cores to 3.8 MHz, I had associated 16 GB of DDR4 3000MHz RAM, a 4GB RX 570 and the game is displayed on a monitor in 1080p. RX 570 is the last addition, the previous RX 550 2GB was almost constant at 80 and 100% and was only displaying High Quality. What I witness here, playing Livonia, on a mission with a limited number of AI players, is that the performances are at the limit of the gameplay, in the 18/25 FPS range. I want to report texture errors for \supplies_f_enoch\bags\data\b_scba_01 \supplies_f_enoch\bags\data\b_scba_cur_01 \props_f_enoch\infrastructure\traffic\data\garbagebarrelc and a "market" building misplacement in X=6259.37, y=3991.37 (grass in the back entrance) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 2, 2019 Any reason the river is not navigable by the Speedboat Minigun? It would seem a no-brainer to design the bridges to allow the games boat assets to pass. would you deny us this fun? 🙂 2 Share this post Link to post Share on other sites
HaseDesTodes 62 Posted June 2, 2019 29 minutes ago, fn_Quiksilver said: Any reason the river is not navigable by the Speedboat Minigun? It would seem a no-brainer to design the bridges to allow the games boat assets to pass. and that's not even the worst bridge, just the most annoying, because you think you might just pass under it. you can't pass under 4 of the river bridges with a Speedboat HMG. all other boats, and even APCs are fine, but that damned tower on the boat blocks it from passing under. if only we could saw that stupid tower off the boat On 5/24/2019 at 12:55 PM, HaseDesTodes said: Reveal hidden contents Share this post Link to post Share on other sites