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Everything posted by DarkDruid
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Hello everyone! As you probably know, there is a new UAV (Unmanned Autonomous Vehicle) system in Arma 3. This system should be more stable and robust than the old version presented in Arma 2. We believe that this change was a big step forward from Arma 2, but we also know that there are still some sharp edges in this feature. I would like to ask you for constructive feedback on current UAV system in Arma 3. Please try to explain why do you think that specific part of this system should be changed. We would appreciate even your ideal solution for any issue. You can talk about issues, solutions and your wishes as well. But as usual, try to be polite and don't go off-topic. Our main interest is the UAV system itself and its features. Of course, we would like to have more great UAV models in the game too, but that is not the point of this thread. I can't promise anything specific in the matter of UAVs right now. But I am going to read all your posts here and I hope we will be able to fix at least some weak spots in the UAV system. Thank you for your feedback!
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Hi, I just quickly went through our main communication channels and there is over 10 reaction from Devs on forums only today and a few dozens replays in the last week. On our Feedback Tracker is over 38% of all the activity in the activity feed from Devs, most of the topics/issues in there get response from a Dev. I do see this as an official communication from our side and I wouldn't definitely said, that there is a lack of communication from our side. On the other hand, I understand that you can have different expectations. So, would you be please willing to elaborate more on what you expect from us regarding communication with players? Thanks in advance for your feedback!
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Yes, there will be reset of all the progress when we release the game.
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There were some issues with cloud server, but it should be all fixed now.
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Hi, this looks like some of the files on your PC are corrupted. Please try to use the data verification function on Steam (Library > Right mouse click on 'Project Argo (Prototype)' > Properties > Local Files > Verify integrity of game files...).
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Yes, currently it is the same.
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1. It was design decision. Jump changes gameplay in many ways and similar to Arma 3, we didn't want to go this way. 2. We do not limit communication of dead players. If you are not able to speak in the game after you die, please report it as a bug together with as much details as possible on our Feedback Tracker (https://feedback.bistudio.com/project/view/12/). Thanks 3. There is no feature/animation dedicated directly to pretending to be dead. But some people do it by using the lowest stance available. You can use 'Adjust Stance Down' action (see Options > Controls in the game) to go to the lowest stance. 4. We believe this issue is caused mostly by not recognizing friendly and enemy units by new players. We made some small tweaks to help with this, but we currently don't plan to punish players in a way you have proposed. 5. There is no official support of clans at this moment and we do not plan it for the release. There is one more reset planned. We are still tweaking the game to balance it for the best experience possible and we will need to reset all the progress.
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It depends on the mission itself. More complex missions mostly won't work, because they use assets which are available only in Arma 3 (various vehicles, weapons, or even some scripted modules which won't be present in Argo). But the tech behind all this is basically the same, so most of the missions can be somehow adjusted to work even in Argo and some missions can work even without any changes (but there probably won't be many of these).
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Arma 3 created Missions in Argo?
DarkDruid replied to TrueCruel_Nobody's topic in ARGO - QUESTIONS & ANSWERS
Hey! We are still looking into this and trying to tweak and balance it properly. So players can create and share as much as possible on one side, but also cheating and breaking of the game is as hard as possible on the other hand. But yes, scripts should be supported in final version of the game. As was mentioned in the dev blog (https://www.projectargo.net/blog/dev-blogs/impact-imminent), we want players to create own versions of Argo game modes or even completely new modes and this would not be possible without scripting. There will be little difference in scripting commands between Arma 3 and Argo (=not all the commands available in Arma will be available in Argo and vice versa, but it should be only a few specific commands), but other than that it is basicaly the same system. -
Yes, it could truly cause some problems. We have experienced this issue once or twice ourselfs during the development, but we weren't able to track it down so far. We will definitely try to look into it more and hopefully will be able to solve it. Thanks a lot for the feedback!
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Battleye is not enabled. Restart the game to enable it?
DarkDruid replied to jjespejo's topic in ARGO - TROUBLESHOOTING
Hi, could you please report your issue on our Feedback Tracker (https://feedback.bistudio.com/) with detailed specifications of your computer? It is a better place for tracking similar issues. Writing down also the exact text of the error message could be helpful as well. Thanks! -
Battleye is not enabled. Restart the game to enable it?
DarkDruid replied to jjespejo's topic in ARGO - TROUBLESHOOTING
Hello, do you use Steam to start the game? If not, could you please try to use it if that changes anything? Thanks! -
Hi, have you experienced this issue only once? Or is it a more complex problem and you are not able to play the game at all now?
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Exclamation mark in respawn selection
DarkDruid replied to HoubaCzech's topic in ARGO - QUESTIONS & ANSWERS
The exclamation mark is truly shown when the enemy is nearby (100 m or less). It is a part of the respawn system present in Arma 3 which should be removed soon as it doesn't work very well for Argo. The Clash game mode already use a different way to signalize the enemies (defenders) nearby respawn points and for Link and Raid it doesn't really say anything relevant with such a huge radius.- 4 replies
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Hi, try to install the latest drivers for your graphics card and if this doesn't help, please report this issue on our Feedback Tracker (http://feedback.bistudio.com/) together with your computer specifications. Thanks!
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Hi there, in the current version of RC branch (and soon in dev branch) you will find the new Quick Play screen. This screen is a part of the in-game Server Browser (Play -> Multiplayer) and it is a result of our ongoing work to make server searching and connection more user-friendly. This new screen shouldn't be a substitute of the server browser itself, it is more an addition to it. You are not able to select the exact server in here, you only set some criteria for searching and the rest is done by the game for you. You can set: Game Type - There is number of game types available (Deathmatch, Defend, Capture the Flag etc.) Max. Ping - Select what ping is yet acceptable for you. Looking for the best match - If you select this, game doesn't connect you to the first matching server found, but it goes through all available servers and selects the best one. It is worth to mention that the new Quick Play takes into account even the mods currently enabled in your game. So it shouldn't happen that it will try to connect you to a server with mod you don't have. Please keep in mind that the released version is still work in progress. Feel free to let us know your ideas, experiences or bugs you may experience. The best place for any feedback is this thread. Thanks in advance for all your feedback and help! Screenshot:
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Hi there, in the last update of development branch you will find the new Respawn Screen. Except the complete UI overhaul, there are even some changes in the (mainly scripted) system itself. When we started to work on this new Respawn Screen, we had three main goals in mind: Complex overhaul of UI, mainly because we wanted to create more intuitive and really easy to use UI. Big overhaul of scripts running in the background, this should help to remove some limitations and issues of old system and even allow us to implement a few new features. Back compatibility of the new system which is definitely very important topic for us. Current implementation in development branch should by fully working version even though there are some placeholder icons and even some not yet implemented features. Our decision to release this version to development branch was made mainly for testing and tweaking purposes. We were able to test it with our official missions and even with some other publicly available missions, but there still be probably a lot of compatibility issues, because variability of user-created missions is really huge. We can't promise we will be able to fix every compatibility issue, but we will definitely do our best in this matter and we believe that result of our mutual effort will be worth it. So please feel free to let us know your ideas, experiences or bugs you may experience. The best place for any feedback is this thread. But please try to avoid any off topic discussions, so we can quickly react and eventually address everything which really needs it. Thanks in advance for all your feedback and help! Screenshot: Configuration: The screen appears when you use correctly respawn template "MenuPosition", "MenuInventory" or both of them. For more info see Respawn documentation: http://community.bistudio.com/wiki/Arma_3_Respawn The new respawn screen documentation: http://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen Example description.ext: respawn = "BASE"; respawnDelay = 15; respawnDialog = 1; respawnTemplates[] = {"MenuPosition","MenuInventory","Tickets","Spectator"}; respawnOnStart = 1; class CfgRoles { class Test { displayName = "Test"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; } class CfgRespawnInventory { class WEST1 { displayName = "Light"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Test"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; Example init.sqf: //ticket definition [west,1000] call BIS_fnc_respawnTickets; //inventory definition [missionNamespace,"WEST1"] call BIS_fnc_addRespawnInventory; [missionNamespace,"WEST2"] call BIS_fnc_addRespawnInventory; //position definition _respawnPos1 = [(getPos player) select 0,((getPos player) select 1) + 5,0]; [missionNamespace,_respawnPos1,"",-1,true] call BIS_fnc_addRespawnPosition; EDIT: Screenshot, configuration (+description.ext & init.sqf examples) and documentation link added.
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Hi there, in the last update of development branch you will find the first version of new Launcher-based Server Browser. This is a basic release with a view to building on a solid start. We plan to update it regularly and even add some key features that are not yet present. The mod handling is an example of a feature which will be added later, when we will be ready to share it with you. Please feel free to let us know your ideas, experiences or bugs you may experience. There is the Launcher category on Feedback Tracker where you can direct your feedback, we will read all your comments and ideas in here as well. Any feedback will be very appreciated and can contribute to the better final product. For more information see the OPREP: http://dev.arma3.com/post/oprep-the-future-of-server-browsing Thanks in advance for all your feedback!
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Yes, you are right, there seems to be something broken in the system. We are looking into it. Thanks for your feedback! This sounds good to me. We will reconsider something like this. Thanks for the suggestion! The new quick play feature is currently mainly intended for players who want to try something new or have only vague idea what to play. Because of this, we wanted to keep the screen simple and easy to use. There will be probably some additional changes and maybe even some of them will be in the direction you have proposed. But for people with detailed idea what they want to play, use of the server browser (with number of filters and options) seems definitely like a better idea. Anyway, thanks for all the proposals, we will look into them! We already tried this solution some time ago and unfortunately it didn't work very well. Every typo creates a new game type, not talking about related technical difficulties. I believe all this should be already implemented in Launcher. You can try it yourself, any related feedback is welcome. There is a dedicated thread: http://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/
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New Respawn Screen (dev branch)
DarkDruid replied to DarkDruid's topic in ARMA 3 - DEVELOPMENT BRANCH
Documentation of new Respawn screen released: http://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen You should be able to create a mod which directly modifies only that one function which controls the delay. But this would require all people connecting to your server to download this mod. I will pass this request too and we will see what can be done in this matter. However, I would recommend to use the General Discussion thread (http://forums.bistudio.com/topic/143930-general-discussion-dev-branch/) for any further feedback on the Revive feature. From technical point of view it is solution separated from the respawn screen and guys working on Revive don't monitor this thread, but they do monitor the General Discussion. Thanks for all your feedback! :ok: -
New Respawn Screen (dev branch)
DarkDruid replied to DarkDruid's topic in ARMA 3 - DEVELOPMENT BRANCH
This feature is already implemented in slightly different way. Documentation will be available soon (probably Monday). You should be already able to remove that delay completely if needed. There is nothing like complete control of the delay in our plans and I am afraid there is no way to change this for the upcoming 1.60 update. But if you need this for your missions, we can definitely reconsider this and add it after the update. Thanks for the repro! I will look at it and try to track it down. No worries, my English isn't perfect either ;) This is not directly controlled by the new Respawn Screen and it is more related to the Revive System. I will pass this to the guys working on Revive and we will see what they think about it. Thanks for the feedback! -
We are currently revising already existing game mods and this question is discussed inside the team. No promises at this moment, but it is possible that there will be some adjustments related to the game mods. The quick join algorithm takes into account a lot of various things and this is one of them. We tried to keep the screen as simple and easy to use as possible. Some parameters are hardcoded and cannot by changed by user. Number of occupied slots is one of those hardcoded parameters, so you should be preferably connected to reasonably populated servers. The system connects you to an empty server only if there is no reasonably populated server matching criteria set by you available. I am not sure what is the issue exactly. If you weren't able to connect to any server when running Exile/ACE mod, then there is probably no such server available. Please keep in mind that the system runs currently only in RC (Release Candidate) and Development branch and there isn't many servers using these game versions. If the issue is that system tried to connect you to server which you cannot be connected to (missing mods), then could you please provide us with more complex description? We weren't experiencing this issue so far. Thank you!
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I wasn't able to reproduce this issue. Effect of this name is not in particle configs and neither is in building destructions. Are you able to reproduce the issue even with no mods running?
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New Respawn Screen (dev branch)
DarkDruid replied to DarkDruid's topic in ARMA 3 - DEVELOPMENT BRANCH
Hi! Sorry for the late answer. I am afraid this is not directly supported. We wanted to limit this behaviour for security reasons. This should be fixed in the next update, thanks for letting us know! No, not yet. It should be available soon. -
New Respawn Screen (dev branch)
DarkDruid replied to DarkDruid's topic in ARMA 3 - DEVELOPMENT BRANCH
I believe the tickets respawn template could be helpful in this matter. You can limit number of available respawns this way. For more info see the table with available respawn templates in here: http://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates No, there weren't any such changes as far as I know. All changes related to the new respawn screen should stay out of main branch for now. Have you tried to disable the spectator part of the respawn screen by not using the spectator respawn template? It should work this way without need to call the related functions manually.
