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Everything posted by pettka
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http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2611002&viewfull=1#post2611002 Read the known issues, please :icon_twisted:
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Gentlesirs, there seems to be a dedicated thread for AI discussion, feel free to use it, please, and don't clutter this one :icon_twisted:
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Could You, please, provide us with some repro, link to the Feedback tracker in ideal case, that we may investigate the issue further? Possible reasoning could be that there is someone with Thermal Imaging in the chopper and it's rather easy to spot something hot even in the forest, but it is hard to say not knowing the details. As for distinguishing friend and foe, AI has some rather advanced IFF methods, that are available even between players (eg. sharing the common knowledge by radio) :icon_twisted:
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It seems like You have all the stuff in one single file, don't You? That may cause the issues because some of the classes (eg. class CfgPatches) are defined more than once. Try to take a look at the destination folder for a .log file with name of the directory You are packing, it could help You to find the issue :icon_twisted:
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You are actually able to switch the transmission to semi-auto and manual, but there just is not any way to set any controller to that :icon_twisted:
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As for the rest, at least the sample classes included with tools should be commented to some degree to help, it takes some time to do a proper documentation. That is why I don't promise anything until it is done :icon_twisted:
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I have updated the documentation of PhysX parameters thanks to Lukáš Gregor and nVidia. Enjoy it to the fullest :icon_twisted:
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And here it is: http://dev.arma3.com/techrep-00003 :icon_twisted:
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It's going to be out SoonTM as it is related to Dedicated Server update release :icon_twisted:
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It works fine in our testing environment, but that doesn't mean it is 100 % bulletproof - as Sniperwolf said, let us, please, know in case of any issues :icon_twisted:
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It should have been marked, but it has slipped for some rather occult reason, I'll try to make it better next time :icon_twisted:
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This was more like I put it in for Master lord Joris to publish, not to blame him, as I knew that there is some change and it is fair to let the users know about the change. I might have made it more clear that it's just experimental state by Solzenicyn, but there were some unforeseen circumstances preventing me to do so properly :icon_evil:
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Excellent job well done, thanks a lot, gentlesir :icon_twisted: I failed to bring something of this scope sooner, but people like You make us proud of the whole community, thanks again.
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BIS, Please Translate Sample Models
pettka replied to x3kj's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
The funny part is that we got rid of some of the Czech names on purpose just to show how to get rid of them and "zasleh" was one of them in sample of the weapon :icon_twisted: Thanks a lot for the idea, we may possibly more samples already according to feedback (with no ETA) and some of them may possibly be in Arma-ish and some in English, but don't take that as a promise :bounce2: -
General Discussion on the new tools.
pettka replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
This has been one of difficult decisions during creation of Arma 3 Tools - we want to encourage testing content right in game (where it is shown properly without any issues) by adding documented samples and easy to set up pipeline of addon packing rather than forcing users to use some premade solution with P: drive (which could be already used by some different means and could pose some conflicts). We are on the way to make the P: drive not necessary for Arma 3 Tools, it is not complete, as it may be seen on the Buldozer, but would like to address that in future and imply some better use of the tools meanwhile :icon_twisted: There have been several steps in the new direction, I would like to document some solutions to fix actual issues as soon as possible, but as with every other aspects, don't take it as a promise as the priorities may change, even according to the feedback of our valued community :icon_twisted: -
General Discussion on the new tools.
pettka replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
(Next to) No developer was harmed (exemplary executions don't count as being harmed as they improve team spirit) during the development of Arma 3 Tools. Thanks a lot to everyone involved :icon_twisted: This is just a first iteration as mentioned by Our Dear Leader, he has already shown us the direction in the latest SITREP and I am going to watch it close from behind the lines with my gun ready :bounce2: -
It was her (points in a random direction) :icon_twisted: Update should be already in progress of downloading now (some 395 MB or so) :icon_twisted:
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General Discussion on the new tools.
pettka replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
It was just an old template being edited or something like that :icon_twisted: Heck, the recent changes show way too much, still no harm done to add some documentation :icon_twisted: -
It is actually just procedural texture mapped directly on the faces in the model :icon_twisted: And Robert is right, it's pain in some private parts.
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The reticles are directly part of the model of the optics in View - Pilot lod, there is no other catch in that. I hope this helps :icon_twisted:
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You are right, they have been tweaked just after the release of Survive. You can actually check the old ones in default branch until the update :icon_twisted:
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General Discussion on the new tools.
pettka replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
We are trying to make it as soon as possible, it makes some sense to have them still in the Adapt part, hopefully before the release of second part of campaign :icon_twisted: -
From what I see it seems like all the HEMTTs have been fixed but just the transport ones made it into dev branch. I'll double-check that and it should be ready today :icon_twisted:
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I don't mean to offend you, but what part of "most of the time" doesn't sound clear to you? There were several videos stating that 3D editor is something we would like to have in our game. There were even some videos stating that we would like to have game released by end of 2012. Both of them, and even several more, were mere wishful thinking. I would even dare to say that existence of F-35 from Arma 2 has been explained by Master lord Joris as we needed some proof of concept and the plane was at hand. If someone has read the explanation and still doesn't get the meaning, I don't know what more could we have done. But all of this is derailing this thread, what I am sorry for :icon_evil: /// Edit: I have looked through the discarded features that were actually implemented to some reasonable extent, the funny fact is that none of them was even mentioned in public :icon_twisted:
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I would rather call it "cutting ideas" than "cutting features" most of the time. There were some scripted prototypes that could have been called features, but most of the "confirmed" stuff was rather wishful thinking of devs said aloud as something we would like to have in game. No offence meant to anyone, confirming features by community sometimes went somehow like this: "It's called Arma 3 and they say it is going to be Steam only. That means Half-Life 3 is confirmed!!1One!!!" :icon_twisted: We are still trying to implement at least some features requested by the community, but bear in mind that everything takes time (and don't count this as a promise of any certain feature to be done, just a fact, that we are going to support A3 for a long time) :icon_twisted: