2nd ranger
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Everything posted by 2nd ranger
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Yeah for some reason the radio filter is applied to 3D voices. It's been like that for a month now, possibly since this change on July 25th
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There's still a bug in hosted co-op where the host can't assign himself to a slot. If he clicks the roster, he just assigns the other player to that slot. The client has to disconnect to allow the host to choose a slot, then rejoin. This is with a host player and one client, don't know what happens with multiple clients.
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Apex Protocol Difficulty Improvements
2nd ranger replied to Zipper5's topic in ARMA 3 - DEVELOPMENT BRANCH
Yeah, that part is ridiculous. Perfect example of what is wrong with AI spotting. i.e. not being affected by environmental conditions or weather. The fact that the AI can see through the leaves of that big tree with the vines on the sides doesn't help either. -
Houses with occlusion issues: Land_Slum_04_F - when looking underneath the house, past the stilts, if your eye is level with the raised floor. Land_u_House_Small_01_V1_F (and all variants thereof) - when looking out one of the doors. Land_d_Stone_HouseBig_V1_F - at both corners on the destroyed side.
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There's a weird bug in hosted MP at the moment. After a player joins, the host's name becomes greyed out, and if the host tries to select a slot, all he does is assign that slot to the other player. The client has to disconnect so the host can choose a slot, then rejoin.
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For a few weeks now I can't hear any land vehicles in hosted MP (client) unless I'm driving them. Anyone else?
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Scripting Discussion (dev branch)
2nd ranger replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Could we please get deleteDiaryRecord and deleteDiarySubject commands? This would be very useful for persistent missions. Currently all you can do is 'update' the same entry, which means the previous text will be visible below the new one.- 1481 replies
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The strategic map is very dark now. Is this because of the visual upgrade? After a quick look at the function, it seems like the daytime map gets its colours from the world it is displaying. It could use brightening up a bit.
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A couple of houses with occlusion issues: "Land_Slum_04_F" (Tanoa) when looking underneath the house, past the stilts, if your eye is level with the raised floor. "Land_u_House_Small_01_V1_F" (Altis) when looking out one of the doors.
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Regarding the device: Some minor, nit-picky things that bother me about the Apex story:
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To be fair, the briefing does say you need to destroy all supplies in the vicinity of the lumberyard; then there is dialogue during the mission telling you to search all containers and warehouses; and whenever you are near one of the caches, another task icon appears over it to let you know you can destroy it.
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They announced Tanoa in June 2015, then waited until a month before the Apex release (almost a year later) before revealing any of the other content. That was a mistake. During that time, this thread saw some wild, feverish and oftentimes unrealistic speculation about the expansion content. It just set people up for a massive letdown because we had been left to our own imaginings for a year. Communication is certainly something they need to work on.
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Is fadeRadio supposed to fade music as well? Because it does. Also, 3D voices still have a radio filter over them.
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Suggestion: Female character as the next DLC???
2nd ranger replied to rimap-p90's topic in ARMA 3 - GENERAL
A "female soldier" DLC won't happen, but a general civilian DLC with female characters - even limited ones like Arma 2 - would be possible. I think female civilians should be in the game anyway, but a DLC would be worth it if it added alot of stuff we used to have in previous games. -
Not sure if this is the cause, but now AI voices in the 3D space have radio filters.
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No, Syndikat are all wearing Chest Rig or Tactical Vest. I don't think the holster was really intended to be functional - that vest was made by Black Element and was probably just bought and thrown in as an additional piece of content. I don't see BIS making a separate animation for using it, if that is even possible.
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I don't really get why the tactical chest rig was added. No faction uses it, but for some reason the Syndikat ammo crate is stuffed full of them. It's good that it's there (I use it for making up a government faction) but it's like it was just added as an afterthought.
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Factions sharing equipment/ not having unique equipment
2nd ranger replied to swissgrenadier's topic in ARMA 3 - GENERAL
Yes but you don't need to. There is no need to apply some made-up rationalization to a legitimate concern if there's actually a valid reason for it. People do it all the time on this forum and it doesn't help anybody. The latest example I can think of is the non-enterable buildings on Tanoa. Someone says "Why can't we go in all the buildings? This is a step back from Altis!" Someone else says "to save performance" or (more likely) "BIS didn't have the time". Both are valid reasons. Disappointing, but valid. But then someone else comes along and says "Tanoa is a jungle map! You won't even be in the towns that much!" That isn't the reason that the buildings aren't enterable. It's a made-up excuse. When someone gripes about the shared assets, it's a reasonable complaint. This is a game that features different factions to play as. It's reasonable, if not expected, that each faction should have totally different assets, so that when you play as one faction it feels different from the others. This unfortunately isn't always true in Arma. Applying real-world logic to the issue is useless. This is a game. The reason that NATO, CSAT and AAF all use the Titan launcher is not because BIS sat around the conference table and said "you know guys, I think in the Armaverse, NATO, CSAT and AAF all held procurement trials and each one concluded that the Titan was the best AT system for the job". It's because they didn't have time to make different ones. They probably would have wanted each of the main factions to have their own distinct AT system like every other game in the series, but concluded at some stage that it was impractical to spend time making three different models when the weapons' characteristics would be otherwise identical. Sounds reasonable. The problem is, they took the same attitude to mortars, static MGs, AA turrets, MRAP turrets, drones, and even hand grenades. From my own perspective, the real shame is that the AAF and NATO do not have their own equivalent of CSAT's Alamut. I find it more challenging, and thus more rewarding, to use unguided weapons to take out armour. In OFP, everything was of course unguided, but even in Arma 2 we still had the SMAW, M136, RPG-18 and RPG-7. We've all been spoiled by Arma 2 and that is the true root of pretty much all discussions relating to lack of content. But with all the talk of Apex being the 'best Arma release' and the pinnacle of A3 development, it seems like a missed opportunity to actually finish the game. Everything that fans perceived to have been 'missing' from Arma 3 - be it civilians, unique launchers, static weapons or vehicle turrets - could have been dealt with in Apex. Maybe we'll see some of these gaps being filled over the next couple of years, assuming there are no big plans for any more DLC. But it still seems like they're overestimating what they are realistically able to produce in a certain time frame. This manifested itself in the Apex development as a total news blackout for about a year, followed by an underwhelming release, which -- just to bring the discussion full-circle -- contained a shitload of re-used assets. -
To be fair, you can just wiggle your mouse to interrupt the animations. That said, please get rid of the wiping forehead animation. It's really irritating if you're trying to take screenshots in first person. It's a silly animation anyway, because 95% of the time your character is probably wearing headgear and it just looks like he's wiping sweat off his helmet.
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Don't know if anyone mentioned this, but in the second mission where you meet the other team in the ruins and there are a bunch of dead Syndikat lying around, do the dead guys have some kind of pale custom face that's supposed to make them look like they've been dead for a while? Because whatever it is, their normal faces clip through it and it looks really weird.
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Factions sharing equipment/ not having unique equipment
2nd ranger replied to swissgrenadier's topic in ARMA 3 - GENERAL
The answer is "BIS didn't have the time or resources". It's a perfectly valid reason. You don't need to make excuses. -
Suggestion: To set the spacing in a formation
2nd ranger replied to Joe98's topic in ARMA 3 - DEVELOPMENT BRANCH
What would also be good is a civilian 'crowd' formation like they have in VBS. If for some reason you need a civilian mob or any kind of group, it looks dumb if they're walking down the street in a perfect V. -
Also, if BIS didn't have the time/resources in Apex development to make proper infantry assets, which is what the game is mainly about, they're not going to devote any time to something that is arguably outside the scope of the game. I'm all for adding a few civilian boats, maybe some prop LSTs like in Flashpoint. But It's like the other thread about sniping, or whenever someone brings up improving tank simulation or whatever; it's not really what the game is about.
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Sting 9mm has no indoor tails, but the suppressed version does.
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If by 'map' you mean 'mission' then the author probably updated it with Apex content. If it's a Steam mission that you're subscribed to, it will download updated versions automatically.