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Everything posted by oukej
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It's a known and I can confirm a still valid issue (https://feedback.bistudio.com/T119623).
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No, this is a preparation - mainly to have it ASAP in the upcoming patch for our community and the mods. This won't have any actual gameplay effect in vanilla game at least until 1.88.
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The biggest @Jezuro's Warlords scenario we've got in the RC is 32 players (same layout, whole Altis). One of the goals of the session was also to test if the 64 player version (which was also in the original mod) would be viable. It was cranked up to 80 just for the event and the demand :). Performance definitely was an issue, especially after voting for a new sector (and new greenfor AI spawns). Plus your feedback about gameplay issues with such numbers is very valuable! Spectator slots were a last second quick addition for the event, plugged in as-is...and just like that it didn't work. Mah fault, very sorry about that :(
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Confirmed, we're on it. Thank you!
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14-11-2018 No Dev-Branch update this week due to focus on 1.86 Release Candidate testing
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It's just their audibility over distance. So you can hear that tank @Beagle is mentioning in a town 1 click away. The change applies to all wheeled and tracked vehicles. Sometimes (noticeable with MRAPs) there's a bug when the vehicle "pops" up in the soundscape at some 300m. First was a quick "fix" iteration, the second iteration tried to bring in more polish and consistency to the variety of ranges between tanks, APCs, trucks, MRAPs and smaller cars.
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Heya, I'm sorry, no details due to security reasons ;) All I can say is that some script kiddies will become very disappointed.
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Requesting close testing support at this feedback location. Over.
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RC testing of Update 1.86 has started. concluded. Thank you! Steam branch access code: Arma3Update186RC Arma 3: ~1.9 GB / Arma 3 Server ~476 MB Areas of focus (pseudo-changelog): Added: Warlords multiplayer game mode (Warlords feedback page) SC 32 Warlords (Whole Island) on Altis* SC 16 Warlords (Central) on Altis* SC 16 Warlords (Pyrgos Gulf) on Altis* SC 16 Warlords on Stratis* SC 16 Warlords (West) on Tanoa** SC 16 Warlords (South) on Tanoa** SC 16 Warlords on Malden* Added: 5 new playable characters - Men (Story) - with heads of notable Bohemia developers*** Added: ADR-97 Weapon Pack to vanilla weapons* Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks Tweaked: Audible ranges of vehicle engines Tweaked: Tactical Ping duration, customization and difficulty options Tweaked: Vehicle headlight ranges * Free bonus content to all Arma 3 players. ** Content requires ownership of Arma 3 Apex expansion. *** Restricitions may apply to those who don't own Arma 3 Apex expansion. Updates
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08-11-2018 EXE rev. 145170 (game) EXE rev. 145170 (launcher) Size: ~338 MB DATA Added: Warlords multiplayer game mode (Warlords feedback page) SC 32 Warlords (Whole Island) on Altis* SC 16 Warlords (Central) on Altis* SC 16 Warlords (Pyrgos Gulf) on Altis* SC 16 Warlords on Stratis* SC 16 Warlords (West) on Tanoa** SC 16 Warlords (South) on Tanoa** SC 16 Warlords on Malden* Added: 5 new playable characters - Men (Story) - with heads of notable Bohemia developers*** Added: ADR-97 Weapon Pack to vanilla weapons* Tweaked: Audible ranges of vehicle engines (WIP #2) Tweaked: The VLS missile feed display is no longer active by default (the missile feed is not functional in remote control) Fixed: Vehicle SPMGs fired by the AI in bursts or full auto had a single shot sound Added: The "Combo" attribute in Eden Editor is now capable of showing "picture" and "pictureRight" or options defined in class Values of the attribute itself Added: BIS_fnc_getArea now supports format [center, a, b, angle, rect, (height)] * Free bonus content to all Arma 3 players. ** Content requires ownership of Arma 3 Apex expansion. *** Restricitions may apply to those who don't own Arma 3 Apex expansion. ENGINE Fixed: The game getting stuck on the start-up splash (cache.ch issue)
- 1547 replies
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31-10-2018 EXE rev. 145166 (game) EXE rev. 145159 (launcher) Size: ~173 MB DATA Tweaked: Audible ranges of vehicle engines (WIP) Tweaked: Campfire light effects (https://feedback.bistudio.com/T120175) Tweaked: Tactical Ping in map enabled by default in Recruit and Regular difficulty presets Tweaked: Increased Tactical Ping duration Added: In-game UI color customization for Tactical Ping (https://feedback.bistudio.com/T126664) Tweaked: Reduced the brightness of the u_Barracks_v2_ext material in DTSMDI a bit Fixed: UV mapping on Excavator_01_wreck_F Tweaked: Added new material to truck medical sign decals and reduced their brightness ENGINE No EXE changes
- 1547 replies
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Added also to the dev-branch log. Thank you!
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Weapon Resting & Deployment Feedback
oukej replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
We'll be keeping the old deployment in the next patch as we weren't able to promise any further improvements to the tested alternate deployment behavior. Thanks everyone!- 740 replies
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
During the "overhaul" we've tried to have the tanks without the artificial turning force but it wasn't possible to achieve reasonable behavior so we had to resort back to this solution. Knowing and accepting the downside that you're mentioning. -
18-10-2018 No Dev-Branch update this week due to Arma 3 Creator Bootcamp
- 1547 replies
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
You can notice similar behavior on the vanilla tanks too, especially with Nyx. It's a downsides of the tankTurnForce, especially when using higher forces. Try to use lower values or limit the force to lower angular speeds. Tire parameters come into play as well. You may try lowering the lateral stiffness or having a relatively small friction near zero slip - to let the tank turn well even with lower tankTurnForce configured. -
Weapon Resting & Deployment Feedback
oukej replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Sadly not, we're sorry. It's a pure engine change (simplification of gnd deployment) with not much premise of configurability at this point. From our side - the vertical aiming limits are quite an issue we're concerned about and would like it improved. But it may not happen - just so you know that we're - in a way - "offering" this change "as is". -
Weapon Resting & Deployment Feedback
oukej replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Resurrecting the thread in order to gather votes and feedback regarding an adjusted weapon deployment behavior when prone on the ground. With this change the ground weapon deployment becomes much less restrictive. It also fixes several visual issues (levitating legs). On the other it may remove the proper feeling of having a weapon deployed and pivoting around one fixed point. It also allows the player to aim quite high in the sky even while still deployed. There are pros and cons. Lets see whether you'd prefer such behavior of ground weapon deployment despite the various other issues that come with it.- 740 replies
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09-10-2018 EXE rev. 145126 (game) EXE rev. 145126 (launcher) Size: ~71 MB DATA Tweaked: Increased helicopter winch hitpoint durability (https://feedback.bistudio.com/T132889) Added: Priority Queue data structure functions ENGINE Tweaked: Weapon deployment when prone is now significantly less restrictive (Dev-Branch testing - make your feedback count here)
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03-10-2018 EXE rev. 145106 (game) EXE rev. 145106 (launcher) Size: ~109 MB DATA Tweaked: Removed the drop down menu from the Posters module (syncing to triggers was not required & was causing pop-up errors) Fixed: Bad alpha sorting on Slum Fence (Land_Slums01_8m) Tweaked: Footstep sounds inside small military towers ENGINE Fixed: Attenuation for transport internal sound
- 1547 replies
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26-09-2018 EXE rev. 145075 (game) EXE rev. 145075 (launcher) Size: ~39 MB DATA Fixed: Shadows for all Concrete Curbs (Grey, x m) Fixed: Error when creating "test_EmptyObjectForBubbles" - https://feedback.bistudio.com/T132812 Added: BIS_fnc_3DENExportSQF now supports exports with positions relative to a given center Added: BIS_fnc_calculateDateTime function Added: BIS_fnc_CompareDateTimes and BIS_fnc_IsDateTimeNewer functions Tweaked: Improved fence texture and material Fixed: UV stretch on the front of the SDAR rifle magazine Tweaked: Adjusted colors for Assault Pack (Coyote Brown), Assault Pack (Khaki), Assault Pack (Sage), Kitbag (Coyote Brown) and Kitbag (Sage) backpacks. The old Kitbag (Coyote) variant has been kept as Kitbag (Tan). ENGINE No EXE changes
- 1547 replies
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The check is between aimpoint of the target and gunnerview (sensorPosition) mem. point of the Cheetah which is quite close to the radar dish. It may also be that the SPAAG radars are only able to cover the hemisphere above them - in such way that their radar can be avoided if you fly "under them".
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19-09-2018 EXE rev. 145075 (game) EXE rev. 145075 (launcher) Size: ~80 MB DATA Tweaked: Increased the illumination range of soft vehicles' reflectors (APCs & Tanks WIP) ENGINE Fixed: The serverTime command did not return the server time on a server for 5 minutes after a restart (https://feedback.bistudio.com/T127059)
- 1547 replies
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12-09-2018 EXE rev. 145051 (game) EXE rev. 145051 (launcher) Size: ~160 MB DATA Fixed: Caesar airplane wrecks shouldn't float in the air anymore Fixed: Taru helicopter wrecks shouldn't fly away anymore Fixed: Mohawk helicopters shouldn't jump on USS Freedom or USS Liberty anymore Tweaked: Added "bysta" proxy to View Pilot and empty Pilot LOD to heads (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3313477) Fixed: Missing face on the bottom of the verge post models ENGINE No EXE changes
- 1547 replies
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