BIS_Dantes
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Posts posted by BIS_Dantes
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On 2/25/2018 at 11:32 PM, pr9inichek said:Devs, please check this video
Hi there!
Thanks for the catch, we will look at that.
Regards.- 4
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14 hours ago, f2k sel said:After today's patch my game won't run crashes out with memory could not be written error, it was fine just before the patch and all files are verified.
Tried another and new profile with the same result, no mods installed.
Never mind it's my fault, I had enabled MSI After Burner this morning and forgot to turn it off as it causes this crash.
Hi there,
sorry to hear that, could you please attach dump files? -
24 minutes ago, fn_Quiksilver said:Any word from the devs on this "foreign enum" stuff? is causing huge error spam, for example when there is a "getUnitTrait" evaluation inside an addaction condition. not acceptable when we discovered it many weeks ago, and not acceptable now
Hi,
we know about that, it's in "work in progress" and fix should be out soon. :)- 2
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On 12/3/2017 at 9:40 AM, lexx said:So not only did the latest dev- and stable-release destroy two of my missions (which I am working on fixing right now.. looks good so far), I've also learned a few days ago that one of them constantly crashs (Access violation) now shortly after it started. I really don't know what's causing this, and the rpt file tells me nothing interesting either. Currently I am trying to track down the cause, but it's tedious as I have to restart the game every single time.
The crash generated a dump file... can anyone check this out and see if it gives a hint about what is happening? Maybe it's not my mission but something in A3 instead?
https://www.file-upload.net/download-12846776/Arma3_x64_2017-12-03_09-32-05.bidmp.html
https://www.file-upload.net/download-12846767/Arma3_x64_2017-12-03_09-32-05.mdmp.html
On 12/3/2017 at 10:45 AM, lexx said:I've only experienced this in one of my missions, so the cause must be somewhere in there. It has something to do with the empty / scenery objects that I've placed, but wasn't able to exactly pin-point it yet. Thought I had it, but then it crashed again. In any case, if I go into the entity tree list and delete all empty, the problem seems to be gone.
/Edit: Here is a repro mission that will always crash my game with an Access Violation error.
Crash reproduced, we will take a look.
thanks! :)- 1
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20 hours ago, wiki said:In Fait Accompli, SF part:
medic is number 2 but it's number 4 who has the medikit hence the medic cannot heal.
We have to make them swap the backpacks manually.
Fix should be here soon, thanks. :)
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10 hours ago, wiki said:Nope.
I deleted the keys in my profil - so that the operation doesn't appear as "ticked".
Retried the whole thing and nothing.
So, please BIS? can you check this out?
Or as I've already done everything needed, have it fixed so that the achievement automatically unlocks for me next time?
Thanks
Hi there,
we will take a look. Thanks for your deep testing of this bug! :) -
22 minutes ago, wiki said:The missions no longer tick as "done" in the menu.
Hi,
tanks for the catch! Fix is on its way. :) -
53 minutes ago, jakerod said:Sorry about the delay. Hadn't realized that was directed at me. Here's the save file for all of campaign 2: https://www.dropbox.com/s/kwxzkoel38tbb4k/Campaign_2.zip?dl=0
Thanks, we already found what was wrong, should be fixed in next version. :)
Have a nice day! -
On 11/17/2017 at 2:40 PM, jakerod said:Stepping Stone Spoilers
I played through each Stepping Stone mission once as infantry and the first mission as SF. Here's some feedback:
Overall for Stepping Stone
- I feel like Beyond Hope was better in the atmosphere department especially when you compare the first Stepping Stone one. It's still a fun Operation though.
- I think dead bodies disappear too fast and too noticeably. I had one CSAT guy who I shot from about 20m away (after he ran through a wall I think) disappear as I walked over to his body which was weird. A similar thing happened to a friendly guy who died right next to me. He disappeared after about 15 seconds.
- There were two scripting errors in this operation that I mention below.
- I feel like I don't have as many good stories from this one when compared to Beyond Hope and I have played more "missions/perspectives" in Stepping Stone than Beyond Hope. Maybe I just wasn't be as ballsy or something though.
Mission #1:
Special Forces:
- If the gunner on the mortar is dead and you're standing 10m away from it they will still say they're going to call in an airstrike. I feel like your character should immediately explain the situation in this case.- There was some kind of missing file/function error in a black bar when the airstrike is aborted. I tried to get a screenshot but steam wasn't being cooperative.
- Is the airstrike being called something that always happens or does it only happen if you take too long?
- I was able to identify the old Soviet armor from the first mortar position... actually further away than that really. I'm not sure if that's intentional or not. I do think it would have been cooler to have this armor somewhere that it was in the original OFP campaign but I think the only time that would have worked is with a shilka wreck near Saint Marie or armored wrecks in Chapoi. Or maybe armored wrecks between Chapoi and Le Riverie.
Infantry:- As someone else said, the static MG in the house at the first objective was too low or the AI wasn't paying attention. He had a good opportunity to waste me but didn't.
- The objective after the first one where you're supposed to cut the guys off completed before I was even near the position I was supposed to secure. The same is true for the third one. The other squad got to it much faster than me and cleared it while I was still 100m away which was a little disappointing.
- The path finding for the friendly IFV is kind of annoying as you approach the last objective. I told my IFV to move up to my position and he drove down into Cancon and got himself blown up as he approached the objective from the far side. Although I used this to my advantage the next time, drove into Cancon, parked it behind a wall and engaged from there.
Overall (for Mission #1):
- I felt like the infantry portion of this mission was a lot less atmospheric than the Beyond Hope missions. I felt like there were long stretches of time where the other friendly squads just sat there and there was no combat. Maybe some artillery strikes in the distance could liven it up a bit. It just didn't feel like a large assault as I was moving up to the first objective but I might have been playing too cautiously and that allowed the other squads to clear things out faster. The SF one was better about it though.
Mission #2:Infantry
- After Houdan was taken, I looked down toward the beach with binoculars and saw the guy in the blue house. My character then reported taking fire from it even though he never fired. Maybe he should only report it if the guy actually fires.
- When I cleared out Dourdan I got a black popup error about missing func infpersistence or something like that at about the same time as the infantry surrendered I think
- I'm not sure why but the mission would not complete and the inf persistence error stayed on my machine. I'm assuming they're related. I would have taken a screenshot but Steam wouldn't take it. I'm not sure if I needed to do something else but all the remaining enemies that I could fine had their hands in the air. The counter-attack had been destroyed.- Nice touch with the dead guy propped up against the wall in the blue house. I was a bit confused by him. It only seems kind of weird because that's never happened in a mission before. So I got a little distracted by it and killed by someone else.
- I was a bit disappointed that an enemy armored counterattack didn't force me to an evacuation helicopter after we took Houdan but that armored counter-attack at Dourdan kind of gave me that good ole Ambush nostalgia feel. Is it possible to be forced to evacuate?
- I was walking along the road between the two objectives near the beach. I walked into a group of czech hedgehogs and said to myself "I feel like there should be landmines here". Then there was a beep and a boom. I survived but then #2 stepped on another one and got himself killed. That was good placement. The AI was a bit annoying. I backtracked and went around but two of my AI still decided to walk through that area and trigger another mine. That will teach me to follow roads though.- The static MG east of Dourdan didn't fire back at me even though I spent about half a clip firing at him. I feel like he should have been able to locate me by that time.
- I lost my IFV in Dourdan for some unknown reason. Maybe a mine but it seemed like a weird place for a mine. It just exploded behind a destroyed BTR on the main road in the center of town. I didn't hear anything fire and all the enemies enemies were already dead or surrendered. There was a crater next to it and part of the house was destroyed but that might have already been there. It was kind of confusing.
- One of my AI got stuck at the front wall of Houdan and I had to use a pickup truck to nudge him about 15m away from a wall. He refused to move otherwise. Probably not much can be done about it. He also was better after I died and reloaded the mission before I got him unstuck.
- Does your guy same something if he kills civilians in Houdan? I fired a UGL round, missed, it exploded behind a wall, and he went "I'm not going to get away with that." I wasn't sure what he was referring to but I assumed killing civilians. I died before I found out if I hit civilians.
Special Forces
- Haven't played yet. Was going to reload my infantry one and see if I can get it to complete once Dourdan is clear and then move onto it.Overall (for Mission #2): I enjoyed it but was disappointed it didn't end. I understand it was probably just a small bug though. Look forward to trying the Special Forces role. I found this mission more fun than the first Stepping Stone one but that one does have it's moments too.
Hi, about persistence error - could you please attach your save files?
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32 minutes ago, Imperator[TFD] said:Seeing the AMV-7 Marshall being loaded into the Blackfish in the Tac Ops image reminds me of an issue I forgot to raise:
When using the Unload Vehicle option on the Blackfish/Xi'an while on the deck of the USS Freedom the vehicle being unloaded deploys its parachute and usually explodes. I'd say that the minimum height for the parachute to spawn when using the Unload Vehicle functionality should be increased to at least the same height as the deck.
Thanks, we will check that. :)- 2
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2 hours ago, lexx said:I've posted two screenshots already a couple pages back. I can also setup a mission file later today if necessary (I am not at home right now).
It's also visible in my CSAT campaign on dev-branch. Mission 4 and 5 are completely broken, because tracked vehicles don't follow their waypoints.Hello,
could you please attach mission where it happens? :)
Thanks -
16 hours ago, das attorney said:- Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk & PO-30 Orca
Hi,
Some config errors when loading the helis:
Hi, this is already known and fix should be published soon. :)
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11 hours ago, lex__1 said:Several times I noticed the problem of HENT Amo cars and moving over bridges. I decided to check it in the editor.
Result.
This sometimes happens with other machines, but less often.
Can you check what's happening to them and fix it?
Nice catch!
We will look on that, thanks. :)- 3
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42 minutes ago, .kju said:@Karloff see here:
Are you using any mods or community Zeus maps? Could you please try to reproduce this crash with vanilla ZGM mission, without any mods running? :)
Or attach last crash report, based inC:\Users\*username*\AppData\Local\Arma 3
And there find *arma.rpt file and dumps files - be sure, that all file are from last session.
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On 9/10/2017 at 5:23 AM, fn_Quiksilver said:not sure if there is Dev awareness of this yet, but the Zeus interface (especially map) is causing a lot of game crashes for clients.
Hi,
could you please provide more information? Crash dumps and RPT files will be nice help.
Thanks! :)- 1
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On 8/29/2017 at 0:53 PM, pr9inichek said:Wounded soldier plays healing animation twice (when lying on the ground)
Hi, thanks!
We will look on that. :)
Cheers- 4
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On 8/28/2017 at 3:14 PM, Grumpy Old Man said:Getting frequent crashes upon exiting the MP editor in the current devbranch build which updated today.
Always status access violation.
If this keeps up I'll need to revert to stable branch, saved one error report so far if interested.
Cheers
Hi, we are not able to reproduce it here, could you please provide repro mission or steps to reproduce? :)
Cheers!- 1
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5 minutes ago, pr9inichek said:- Fixed: Lack of collision with the instructor in Showcase Laws of War (https://feedback.bistudio.com/T126522)
Not fixed
Devs, please don't place "The Wall" with users
Hello,
thanks for re-checking, we will look on that. :)
Cheers- 1
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On 8/25/2017 at 5:20 PM, HeroesandvillainsOS said:Regarding Halek's question and this ticket about grass and clutter pop-in: https://feedback.bistudio.com/T124606
Is this maybe just out of the scope of the current development resources and plans? I see the ticket isn't assigned to anyone at all still, though it was mentioned in this thread awhile ago by a dev it would be passed along to the art team. Is there any chance at all anyone would be able to look into what's causing this?
Hi there!
We are dealing with this issue. :)
Thanks for your feedback and stay tuned! :))
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On 8/23/2017 at 9:47 PM, x3kj said:Try with A-10, GBU-12 (hits normally) and then try with Mk82 (flies over).
countermeasue bound to mouse button, so point of drop more noticeable. First bomb is gbu-12 - hits correct, others are mk82 - they all overshoot. It makes a much bigger difference when flying in faster jets or trying to hit stuff on reverse incline / mountain top.
On 8/24/2017 at 6:02 AM, the_one_and_only_Venator said:Yes, I can confirm this. When dropping unguided bombs from the Neophron or one of the new and faster DLC jets it is even worse.
On 8/24/2017 at 11:07 AM, Vasily.B said:+1, Just tested.
I see that, in higher speeds with this kind bomb reproduced.
We will look on that, thanks. :)
Regards.- 5
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20 hours ago, x3kj said:Could you have a look at bomb reticles again too? Dropping unguided bombs will always result in beeing off target. Choose a flat target (i.e. a decal on a runway) and do some runs on it with the A-10 without extreme dive angles. You will notice that the bomb always overshoots by 20-30m, depending on speed altitude and angle. Idk if that deviation is because of some direct trajectory calculation issue, or if there is some delay after pusing the trigger, before the bomb starts flying. If this potential delay is not accounted for in the calculation then it will always overshoot.
Hello,
I am not able to reproduce it here, all unguided bombs dropped from plane (even via CAS support), hits targeted area as they should.
Could you provide please more information or optionally video?
Thanks and regards! :)- 1
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16 hours ago, R3vo said:In Eden, searching in the Assets Browser >> Compositions >> Custom doesn't work
13 hours ago, -LUGER- said:Can confirm, using the filter for asset browser In custom compositions does not work.
Hi there,
will be fixed soon, thanks! :)- 4
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15 hours ago, pr9inichek said:Sorry for my English.
In Showcase "Laws of War" Instructor forgot body at home.
Hello,
thanks for your feedback, will be fixed in next version. :)
Regards.- 1
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On 8/4/2017 at 2:56 PM, Electricleash said:Tweaked: Reloading the Mk-I EMR 7.62 mm was visually incorrect
That reminds me there's been an animation bug with the MK18 EMR for a long while:
When reloading while prone the characters right hand fails to initiate the final charging action on the right of the weapon. This occurs as it should in crouch and standing stances. I seem to remember making a tracker ticket, but can't seem to find the link at present.
Hi,
sent to our animators, thanks! :)- 3
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Hi, this will be fixed.