tvamvarg
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Posts posted by tvamvarg
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Yeah, those logs tell me nothing I'm afraid.
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Thanks. I've tried running without battleye, creating a new profile, start a new pilgrimage and then (after pasting in the save files) loading the save; I've tried various generic suggestions like "largepagefile = 0", changing mallocs, disabling "Windows driver foundation - User mode Driver Framework", changing resolutions/video settings, etc. No go.
This is definitely something with the mission and/or island, which causes a CTD at a very particular point in loading in a save game that contains something offending... I have absolutely no idea what.
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I had the same issue. Appears to be fixed for me.
Try using the CUP map pack.
In the A3 launcher go to parameters>advanced> enable file patching. [Enable File Patching - Allow unpacked data to be loaded.]
Thanks, but File Patching didn't do it unfortunately (CUP was what I was using already, also pretty low on mods otherwise, only CBA, Lingor and Panthera besides that). Also verified Steam cache.
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Having trouble loading save files after game has gone on for a while - I get crashes on both Winter Cherno and Lingor, but of different kinds (total crashes of Arma3.exe in both cases though).
I managed to get up earlier saves, but it seems past a certain point it's no good.
First I thought it was the size of the save games (>25MB) but now I fail to load even 20MB saves on Lingor.
Not sure what's the deal. Don't know how to troubleshoot (I don't know how to read minidumps...)
Is there anything other than file size that can effect the restore of a save?
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Great to run around Chernarus in winter, thanks!
One thing I wonder is, would it be possible to make the snow more difficult to transverse, i.e. draining stamina faster and/or slowing speed (of humans and vehicles)? It would be cool to make the roads more of a strategic asset in wintertime.
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From a playthrough on Winter Chernarus.
Ooh, four(!) vehicle locations in Nizhnoye - really time to go there and pick out a good one!
Oh, really?!?
:)
This is still the best SP stuff ever. Thanks again Rydygier!
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It may be the case that we hit our monthly traffic limit for Decembre.
Well even now in January we're at the same numbers... update by torrent still does not work? Several gigs on 15K/s is kind of a pain, especially as the mod is not usable during update.
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For now map is centered on player when you open Tao Map. Good for regular difficulty bu bad for hardcore.
You seem to have quoted the wrong post, this is unrelated as far as I can see?
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TaoSenai,
I was playing Arma 2 ACE recently (havent playd it in a while) anywho. There is a neat feature, if your running or moving when your maps open, the map shakes. I was just wondering if you could impement an option like that. were if were moving and we have the folded map up.. it kinda moves around the corner of the screen. Just a slight up down left right, jiggling motion.. Kinda like weapon sway but for the map..
Im sure there going to be a ton of people that think its a dumb idea but i liked it in ACE the other day. I had to stand still to get a good look at the map. So with that if you can do it maybe an option to enable or disable map_shake... ?? for those that dont like the idea..
Anywho just wanted to ask if you can and if you wouldnt mind! Thanks for your consideration, in advance!
I'm gonna build on this - I think it would be awesome to have the TAO map appear when pressing 'M' if you are moving while doing it! And the regular big map if at a standstill (or in a vehicle). Would make map-use while moving more natural than it is today. Maybe this could be elaborated even more, IDK.
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The immersion of this map is amazing! Can't wait to play it for real.
I just ran around with a few AI, I seemed to be able to avoid them somewhat successfully by ducking in grass and keeping inside foliage, but not sure.
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I also see no reason why wheel shouldn't work for tracked vehicles: http://forums.bistudio.com/showthread.php?173087-Analogue-steering-(dev-branch)
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Recently I have a problem with my pedals, the brake (mapped to "vehicle reverse") used to function well but recently it's braking at only about half power. So the vehicle takes forever to come to a stop (I overshot a 90 degree turn the other day playing online, glad I did not kill anybody in the vehicle...).
I have read that mapping the axis to two commands within the same group (i.e. Vehicle movement in this case) might be a problem. But I don't have that. I have them for Infantry movement - leaning as well but that shouldn't be a problem?
I tried to muck around in the settings but couldn't get it to work. It's configured as before, and it used to work.
Is it a bug?
My forum search turned up this, don't know if it's related.
Edit: Ah - got it. I plugged in another xbox controller to use for camera work, and somehow that controller's stick got mapped to Vehicle - reverse as well. So there's an example of this weird behavior described here (the 50% thingy): http://forums.bistudio.com/showthread.php?190565-Car-Left-and-Right-Analog-won-t-steer-tracked-vehicles&p=2914182&viewfull=1#post2914182
Glad I got that sorted out!
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Congratulations Rydygier! Would love for this wonderful mission to get more love. Another map - yeah! More coop features - yeah!
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When you lean in Arma, you also lean your weapon (except, for some reason, when you're in scope, but let's disregard that for a moment).
Now, if you lean your weapon, your sights ranging will be totally out of whack. In real life. In Arma, the bullet drop happens, defying gravity, along the axis of your leaning, so your bullet impacts exactly where your aim was anyway.
Now, I can maybe live with that, as in real life you do not lean your weapon when firing at a range, because that would be silly. However, it would be better if that was reflected also in Arma (probably easier than changing the way bullet drop works when leaning).
Whaddyathink?
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I'm thinking the evasive roll when prone should be disabled when wearing a backpack and/or probably also any AK, AT or AR on the back. All for realism right? ;)
Has this been handled anywhere? Any ideas on how to best detect anything on the back that would hinder a roll?
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Well we are working on sourceforge to solve that issue (as it is micro and Leonardo issue only I use Doveman to check results as I have Uno and no such problems). If you wish you may drop by and check.I tried digesting the discussion on SF regarding this, but couldn't find how I can help out.
Anyway, I built a new gaming rig and get this installed again with some pains :) It's working splendidly when it works (so smooth, no need for recalibration ever!), but ever so often it stops tracking for whatever reason. And quite often as well I go into ArmA and it won't work, there's no head movement even if FTNoIR is tracking ok. Even if I disable and then re-enable TrackIR under Configure > Controllers nothing works apart from exiting and re-starting both FTNoIR and ArmA, both. Any ideas as to what I could try here and what readings I could contribute are welcome (sthalik?).
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I'm not sure I get why the heli gets locked once you enter it? If your heli gets damaged so you have to do an emergency landing, maybe even on the airfield, but miss the helipad by a few meters, you cannot exit the chopper... Also, you can't play two people in the same chopper (of course you would like to be able to have a player gunner, copilot, crewmaster or whatever).
I just don't understand the point of this.
Otherwise I should add I think the mode is really cool and a great addition to the game!!
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Perhaps I'm having a stupid day, but how do I get addons into the addons tab of the launcher?I'm having the same problem.Me, too. The value of the official launcher right now is 0 but I'd very much like to use it some day.
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Nice one, Sarge! The leading storyteller of the Armaverse :)
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while I like to create also small, humble projects, that aren't compareable due to quite another scale. All depends, what kind of idea come to my mind at the moment.That's the way to do it - start small, expand on what catches on, as long as it's still fun. Do not care what others are expecting of you. I expect you only to explore and have fun, and I know that will benefit us all in the end.
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Thanks Rydygier,
I'm a big fan of Pilgrimage (have many, many hours SP and running COOP these days - great fun!), thus I decided to give this a try. If it hadn't been you, I would likely not have d/l Raptors... :)
It was fun, with some suspense, not knowing what to expect. My playthrough was very easy (vet mode) and I had no problem taking down all attackers and surviving with "excellent" intel. One of the guys got chewed up and a few more guys got lost between camp D and the ARF base and I couldn't care enough to go back and collect them (or they bailed out of fear...) And as they're not part of my group I couldn't get the remaining ones into the heli which I used to get out of there.
The jungle is a bit thinly grown to feel convincing, maybe a tighter jungle island would create further suspense?
Other than that, I trust you will use your skills and fantasy to add more intel along the way that can create subtasks and such. Going to follow progress and see what happens, but replayability is far from Pilgrimage level as I see it.
Now, back to Pilgrimage and Hunter Six for me. Thanks for the enjoyable diversion!
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This may be a stupid question, but how do you stop the mission from updating automatically?See here
Maybe you should add that to first post Lato?
And I must revise my earlier statement about the potential - this IS a freaking great way to play Arma for SP! Hat off!
One question; I was unable to rearm my Hunter, I saw that it was on a to-do list? But isn't the rearm thing standard stuff in Arma? Or is it because Zamak Ammo is not compatible with Hunter, but it had to be a HEMMT?
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I got a good feeling about this... :) Seriously, seems very ambitious and fun!
I cannot load a saved mission though. The mission is installed and run locally, not via Workshop. I get an error message "Missing addons detected: cabuildings, utes" as the resume fails, don't know if it's on you but I can't see why it should complain about Utes as I do not even have AiA Islands or anything in my modset (which uses ASR AI, Midrange terrain textures, CBA, ST_mods, and VTS Weapon resting)
Edit: scratch that - when I added AiA Islands it resumed well enough, so it somehow must have been included against my better knowledge (I blame PWS interface... :)
Sorry for being stupid!!
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Pilgrimage COOP updated to wip 3 (same link).Quick shout-out to you Rydygier, putting out a coop version is absolutely mega-awesome! I'm trying to engage fellow players and once I do I'm happy to spend all my time testing for your coop Pilgrimage - that's basically all I need from Arma at the moment :)
Arma 3 Apex: Old Man Feedback
in ARMA 3 - OFFICIAL MISSIONS
Posted
After releasing the prisoner from Gendarmes, the QRF that attacks insta-kills from whatever distance as soon as they see an inch of me. Lowered precision to .10, doesn't matter. Don't need this, enough played.