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Posts posted by bullet purveyor
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A small bug: Sound delay based on distance is missing on building destruction.
Drop a 155mm shell on a building and you will hear the building crumble instantly regardless of how far away you are.The explosion sound will arrive with the speed of sound, as it should.
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Probably some sort of ranking system in the game where people already have insane high scores one day after the release.
People are quick to figure out glitches and cheats soon after a games releases so those ranking systems are not worth much.
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Yes, both fog sliders are set to 100 % by default, but the
fog seems to be following the draw object distanceif I don't open the intel screen.
As soon as I touch any of the fog sliders, it locks up at 100% fog no matter how I set the sliders.On the other maps I get no fog at all, on the VR map I get the same as you.
You can override it somewhat if you have zeus enabled. Drop down weather module and set fog to zero.
EDIT: Doesn't have anything to do with draw distance after testing more settings.
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You should take a look at this mod: http://www.armaholic.com/page.php?id=27532
https://forums.bistudio.com/topic/176049-xeno-taru-pod-mod/Be aware if you play online the server needs the mod as well.
It's on steam as well so should be really easy to install.
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hmm, strange. I have a lot of jungley sounds.
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Great job on the new LOD blending, it looks a lot better. I hope you can do something similar about the small plants LOD-popping 3-4 meter in front of you in the jungle.
I also request that you make landmark objects like bridges, harbor cranes etc and maybe even the new tower buildings tie in with terrain distance. You already have this working for radio towers and construction cranes.
It looks really weird when half a bridge is drawn on your screen, cutting off right at draw object distance.
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The Tanoan jungle sounds worse, a lot worse.
Why? Sounds really good to me.
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Is it just me or does the smoke screen launcher in the Gorgon not work anymore? Pressing "C" in the Kamysh will fire the launcher, doing the same in the Gorgon does nothing at all.
Smoke deployment is bugged in several vehicles.
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"Speak for yourself"
"Only a fool wouldn't take NVG's on night missions in real life."
You tell others to speak for them self then claim your way of playing the game is the only right one, and all people who don't use NVs are idiots.
Is it possible to be more arrogant?
There is a myriad of missions and play styles where the use of NV/IR is completely out of place.
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It's probably from SMK animation mod which added a bunch of cool new animations to arma 2.
https://youtu.be/dFRh_o3axGA?t=406https://forums.bistudio.com/topic/111228-pvp-animation-replacementenhancement-pack/
The creator smookie, was hired as a Bi developer.
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Error message pop opp when flying over water:

Can't walk through the front door in this type of building:

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I have found some issues with the new assets:
Protector 9mm - no movement of the cocking handle if you shoot: https://feedback.bistudio.com/T117791Non-reciprocating charging handle? They are around.
I think all HK weapons have Non-reciprocating charging handles, I know at least all g3's and the mp5 family have that.
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If you search the editing part of the forum there should be several threads on how to get targets to stay down/pop up.
https://forums.bistudio.com/topic/149514-targets/#post2435091
This was discussed briefly during alpha 3 years ago in this thread: https://forums.bistudio.com/topic/149906-how-to-edit-the-firing-range-missions/?hl=firing+drill#entry2380955
One of the devs told us to stay tuned for updates on modules and documentation to make our own firing drills.Posted by DnA, 13 July 2013
Hi there!
It's good to see interest in editing Firing Drills. One of the key goals for these is to make it possible to very easily and very quickly make new ones. This goal will not likely be achieved immediately upon release, but we will continue to move towards it. While it is possible to somehow reverse-engineer how the current drills are configured - it's going to be a pain in the #$% without documentation :cool:
Eventually we would like it if you could build an entire Course of Fire from within the editor, without scripting and without configs. This would be done by simple little modules. Stay tuned!DnA, we are still staying tuned :)
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Some bugs encountered on Dev Branch
Smoke deployment doesn't work on several vehicles
https://feedback.bistudio.com/T117552
Missing glare/refection in glass on vehicles:
https://feedback.bistudio.com/T117552
Some vehicle glass don't block thermal vision
https://feedback.bistudio.com/T117543The Yorris J-2 reflex sight is unusable when you have sun behind you
https://feedback.bistudio.com/T117549
Units inside tempest glow white when in sunlight.
https://feedback.bistudio.com/T117544
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BIS did a really great job on this new map. Love all the new assets and can't wait to see it in user made content. Vietnam maps are gonna be fantastic :)
The jungles are much more dense than I expected. Sounds are a huge step up from previous maps. Great variation in buildings, even though we can't enter them all.I really hope the LOD switching is improved before the stable release though, it's pretty bad at the moment.
A few fly overs and storm/rain- sounds:
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Anyone else have messed up trackIR with the latest DEV build?
When I turn my view away from center and zoom in, the camera is forced towards center.If I hold left alt key(freelook) and zoom in, it works as intended.
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Is your buddy still having issues with his x-58 chipset on win 10?
I was contemplating doing a clean install when I get my 1070, but if there is a lot of performance problems with x58 I might as well stick to win 7.Anyone else experience issues with this?
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Thanks for updating and improving this tool R3vo, it's a great addition to the original 3d editor.
A feature request: Would it be possible to add an option to start units with their weapons on their back/slung over shoulder under ace option? -
I retract my previous critics of the visual upgrade. CUP terrains fixed it.
As always after an update on the stable branch I start Arma without any mods from the steam launcher. Huge disappointment, daytime has blown out highlights in the clouds, glowing buildings and very unnatural colours. Night time was even worse, absolutely unplayable. Black was pitch black, zero dynamic range. all lights looked like crap like in phantom3013s pictures in the post above.After tweeking the new post process settings and other graphics options for the past days I couldn't get it to look any better.
Then someone posted a picture of CUP terrains chernarus wich looked much better.
I booted up my CUP collection through PW6 loaded up good old Chernarus, and wollah! Everything was looking much better with CUPs lightning configs. Both day and night.
CUP-terrains. Cherna by overcast day. Nice dynamic range in the clouds and no bright shining white colors on buildings:
Even Altis and Stratis looks good with CUP terrains running:
I booted up vanilla arma again for some comparison shots and now everything looks good there as well. :)
I have no idea how but running CUP fixed it. Some config values must have been overwritten which was not installed correctly after the patch.
Vanilla arma night, moonlight:

Settings:
HBAO+ high
Brightness 1.0Gamma 0.7
postprocess settings:
Brightness 80Contrast 90
Saturation 80.There is still some issues with dim lights and poor shadows, but now it's at least very playable.
I have seen many people post pictures of the same messed up visuals I had, so there must be some issue with the installation of this patch.
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Maybe because it looks 100 times better?
Though to be fair, aside from the new lighting (that's even customizable), the chem lights were never very bright, the only time they were all balanced was back in Alpha. Flares have always been broken (or probably toned down to less than ideal levels, trust me, i've also asked for them to be drastically buffed), as for things like the moonlight, and all light sources being to dim, can you provide a photo we can look at?
Of course you can find a nice spot a take some good screenshots, that means nothing. The new water reflections, shore lines, and other visuals look great at day time that's not the problem.
The problem is many game mechanics is broken. Playing night missions without NVGs are now impossible without cranking your gamma levels up to ridiculous levels.
Even then you barley see the ground on a clear full moon night.
Just go into the editor set the date to a full moon night, place your character next to one on the lighthouses on Stratis.(they used to light up surrounding areas like it was daytime) Then come back here and tell me it looks 100 times better.
And throw down some flares and chems while your at it. Saying they have always been broken is bullshit. danil-ch provided excellent videos of before and after visual upgrade. It's on top of this page and I even quoted it.
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I hate to be the bringer of the bad news but the Visual Upgrade is simply not ready.
Just a cold blooded comparison (1.58 vs DEV)
Chemlights, flares and a flashlight are useless now
https://www.youtube.com/watch?v=hnMZCn9tek0
https://www.youtube.com/watch?v=JcA4sgOtbRM
https://www.youtube.com/watch?v=6-zCTxAABGU
IR grenade and laser pointer are not even working correctly
https://www.youtube.com/watch?v=_om-VzaIBFQ
https://www.youtube.com/watch?v=e25UgxiO2js
Map is still brokenThis road is still LowResThe mid range terrain texture looks much worseNot to mention the clouds are way too bright even when there is a thunderstorm.This visual upgrade is totally broken. All the issues mentioned by Danil-ch made it into 1.60 stable.
Moonlight broken.
Flares broken.
Chem lights broken.
All light sources are way to dim.
Night sky way to dim.
Everything looks like an overexposed photography with default settings.
What exactly is the point of these visual changes, and why is it not kept on the dev branch until all issues are fixed?
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Is there seriously no way to disable this in the server settings? If so that's just plain stupid. Everyone in the dev team must have foreseen what this function would be used for in public servers.
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Glad you manage to sort it out.
This bug is not an easy one to figure out, I wasted many hours on this myself.
This issue has been mentioned on the old feedback tracker but probably got buried far down in the pile of tickets.
If any DEVS read this you should really give a warning about this in the control setup. A big warning on top of the screen that binding two different controls to the same analogue input will mess it up.











US Destroyer Ship (WIP)
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
This stuff looks amazing TxT.
Will that hook lift be functional, by that I mean are we gonna be able to change out flatbeds, containers, tanks etc? If so that's awesome.
I was really disappointed with BIS not giving their hook lifts any functions in game, just like the TARU lift helicopter.
With the new vehicle in vehicle system, transporting vehicles on a flatbed might also be possible?