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Sam Fisher

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Everything posted by Sam Fisher

  1. Hi TPW my man! I'm here to report a weird bug that's probably related to TPW Fall (or maybe other TPW modules, idk). Basically, when I fall from a moderate height (like 2-3 meters), somehow I just straight up die... Steps to reproduce: Launch the game with only CBA_A3 and TPW Mods Place a unit on top of a small structure that's high enough to induce some damage (not a completely harmless landing) Wait for like 15 seconds (if I jump off immediately I won't die, probably because the buggy module is still initializing) Jump off the structure to embrace death Video illustrating the bug: (I have Fall sensitivity set to 0, but the result is the same when sensitivity is set to the default 0.85) Oh also, I noticed that when I take damage, sometimes TPW HUD will start to flicker on the bottom right (even when I don't have tactical goggles anywhere). Thanks in advance. Love your work!
  2. Hi TPW, I only use stable build, and when I run tests only CBA and your mods are loaded, but the error appears regardless. It's a strange error indeed, but based on others' comments I'm definitely not the only one having this problem. If it's difficult to pin down, a temporary workaround may be adding a config value to allow disabling the sounds? I don't mind the rainfall error but the weapon sound error is very annoying because it could appear just when you're about to shoot at someone, the error pops up and screws up your aim...
  3. Hi TPW, thanks for the update! Bad news though, I just tested this new version and the error messages still pop up. However in one game session there won't be multiple error messages, e.g., if it's raining and you're aiming down sight, the popping-up of "rain_helmet_internalX.titles" seems to prevent "aimX.titles" from showing, and vice versa.
  4. Hi TPW, good to hear from you. My situation is exactly the same as described by LarsAspra. Do you mind releasing a preliminary version to let us test if it solves the problem? Thanks a lot!
  5. Thanks for the reply! That's strange. When I update my TPW Mods, I always delete the old @ folder then put in the new one. I've downloaded the Armaholic version and the Dropbox version, they both have the same problem. On my computer it says tpw_sounds.pbo was last modified on 2018/06/25, so I guess it's the newest version...
  6. Hi TPW I wanna report some bugs: (only CBA and TPW Mods are loaded) 1. When first loading into a game and aiming down sights, this error pops up in the centre of the screen: No entry 'bin\config.bin/CfgSounds/aim4.titles'. The number in "aim4" seems to change randomly... 2. When it starts raining, a similar error pops up: No entry 'bin\config.bin/CfgSounds/rain_helmet_internal1.titles'. Again, the number in "internal1" seems to change. I've tried to re-download your mods but nothing changes...
  7. Sam Fisher

    Armor Improvement System (AIS)

    Finally someone's working on APS! Keep up the good work!
  8. You are right! There are two disjointed sprinting dive animations that when combined should form a complete one. I've found a fluid animation for rifle under Movement_Run, the name is "AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old". Maybe you can use this until you find a way to combine animations... There is no similar animation for pistol, because pistol-run uses the same animations as pistol-sprint, but I guess the weapon-holstered one should work just fine for pistol.
  9. Thank you for your explanation, sir! I did not intend to report the randomisation as a bug :D. I saw that "essay" someone wrote to complain about un-randomised fall, and I respect your decision. Thanks again for adding the variable! Regarding the fall animation, when I use 3rd persion view to sprint+prone=dive to ground, the animation does appear to be whole and fluid (even when sprinting in a crouched stance)... However I don't know how to access the animation database, so I cannot confirm this. I'll try to do some digging and see if I can help. BTW, it'll be great if you can add another variable defining the fall-type applied to players independently of the fall-type used on AI, so cheaters like me could just anime-fall all the way XD Cheers!
  10. Well done there mate! Small bug report: when units are triggered to dive to ground, they somehow immediately glitch to a weapon-holstered state, dive to ground, and then pull out their weapons. Regarding the "Randomisation of low/high damage threshold for different fall types", I did some testing by shooting 9mm at VR entities wearing different vests. It seems like a 4% HP hit has about 1/6 of chance to be registered as setunconscious fall, and when the damage rises to 9%, the chance to setunconscious goes up to about 1/2. I think this is kind of too much...
  11. Hi TPW, I want to propose a new feature for your mods, and it's not about fall. :P It's about automatic adjustment of map brightness according to ambient illumination, including available sunlight (obviously), chemlights attached to player (using other mods), chemlights dropped on ground, flares, campfires, vehicle headlights, streetlamps, other units' flashlights, etc. So, if the player is standing at a place with no light source at night, his map should be pitch black and unreadable. And if the player has a flashlight in the inventory or on weapon, he should be able to illuminate the map with it. I know there are already a couple of mods/scripts that attempt to achieve this function, but they all have their problems, which I shall list below. Little Immersion Tweaks by voiper: https://forums.bistudio.com/topic/179455-little-immersion-tweaks-spice-up-arma-3s-night-life/ This one is a set of scripts, not addons, and the author stopped updating them long ago. I have heard reports saying it's broken on non-vanilla maps. When I was playing a zombie survival scenario on Altis that uses these scripts, it also stopped working after a few saves and reloads. ACE3 Map Module: http://ace3mod.com/wiki/feature/map.html Apparently it relies on other bulky ACE3 modules that eats FPS alive. It also tends to stop working just a few minutes into the game, without even saving or reloading or anything, ShackTac Map Autobrightness: http://www.armaholic.com/page.php?id=17326 It doesn't darken the map entirely, only dims it, which is not realistic enough. I haven't tested its reliability. I want to propose this feature because it greatly enhances realism and immersion during nighttime operations. It also makes chemlights and flashlights much more useful than they are right now (but of course, by illuminating the map, the player exposes his position to enemies, which reflects the conflict between benefit and risk on the battlefield). (seriously, BI should do this on the engine level) Do you think this idea is viable? :rolleyes:
  12. Hahahaha, so by pressing "p" you "ping" the battlefield? :D :D
  13. That's great news, mate! :D So glad to have people like you in the community. Many thanks again!
  14. Hi TPW, I'm here nitpicking again :P :P The vanilla game has a falling when sprinting animation (sprint and press prone button to see it). Would you consider adding this so jogging/sprinting units will use this animation for low damage hits? Right now they use the falling to left/right animation, which seems quite odd because it makes them suddenly stop. Cheers!
  15. LOL government work? I thought the government always make do with whatever cheapest crap they can find. So no, this is SCIENCE! :P Keep up the good work, sir! You have all my appreciation and support! <3<3
  16. Hi TPW! Thank you again for your patience with my nitpicking and for sending me the script to test! After massacring like 100+ defenceless CSAT units I think I'm ready to file a brief report. Fixed: Setunconscious ragdolling is now working properly! PhysX ragdolling indeed has its collateral damage minimised! Unless you're standing 0.1m away from a unit, which should never happen in actual gameplay. :D Not fixed: PhysX ragdolling still has the temporary invincibility problem. The "eye position code" doesn't seem to fix animated fall. Standing-up units still fall from standing stance 90% of the time, and in like 10% of the time they fall from crouch. Following your line of reasoning, I guess the 10% worked because the unit is climbing up to a crouched stance instead of trying to stand up. All things considered, I'd say I'm really happy with this version; and I believe the visual anomaly in animation transition has such a low chance of occurring that it would no longer be a prominent issue in actual gameplay. Cheers!
  17. Hi TPW, many thanks for the update! I've been testing FALL in this newest version and there are quite a few bugs... Running only CBA and TPW Mods, testing in VR Arsenal. tpw_fall_ragdoll = 2: Units seem to ragdoll regardless of the amount of damage they receive, even when wearing level V vest and hit by a pistol round... tpw_fall_ragdoll = 0: Crouching/Kneeling units now fall using the appropriate animations, but when they try to stand up and get hit they still fall from standing, like in the first video I posted. And sometimes they also ragdoll fall, even though the config is set to 0. Strange... tpw_fall_ragdoll = 1: This is the most buggy/hilarious one, I made another video to demonstrate. 3 round burst of 9.3mm still can't kill a unit. Low damage hits cause units to ragdoll most of the time. The PhysX object seems to be too huge and it crushes whoever is in close proximity of the hit unit (including the player)... https://www.youtube.com/watch?v=2e8WPDbg6Nw Good luck!
  18. Hi TPW, I think there are falling from crouch animations! Check out this clip: https://www.youtube.com/watch?v=Ua8s5qDhqms This is from the vanilla game. Don't know if this will help.
  19. Hey TPW, thank you so much for your detailed explanation! I couldn't agree with you more! Bohemia's BS way of handling bullet hits is one of the biggest letdowns of this "mil-sim" (others being the legacy Action Menuâ„¢, crappy AI, the grenade system, and in-building movement etc.). I still remember when first playing the campaign as the game officially came out, I fired some 7.62 at an AAF soldier, only to see him flinch, turn on the spot, and laser shoot me to death from 300m away. Hell, even in OFP the reaction to bullet hits was better - at least the AI actively tries to go prone... Regarding the animated fall issue, I wonder if it's possible to monitor a unit's stance and action (standing, crouching, prone; standing-up, going-prone etc...). If it's possible, I have a mediocre idea: Use animated fall only when a unit is standing or standing-up-from-crouch; for other stances such as crouching or standing-up-from-prone, let the hit unit go prone normally instead of falling down (it would make some sense, since crouching is a more stable stance and less likely to get knocked over). In this way a unit would react somehow realistically to bullet hits, while mostly avoiding the visual anomaly in the falling transition. But if it's impossible to monitor the stance, well, I guess we can only hope BIS fix their bullet reaction in some later patch or perhaps in ARMA4...
  20. Hey TPW, I absolutely love your mods and I appreciate all the efforts you've put into them! I want to report some problems about TPW Fall, particularly about the animated fall and old PhysX induced ragdoll. I don't know if someone has already brought them up or if you are aware of them, but I made a short clip to demonstrate. Only CBA and TPW Mods are activated. I believe these problems are easily reproducible. https://www.youtube.com/watch?v=OnYNzum51kc Animated fall: The fall animation can only start from a standing posture. So when a prone unit tries to stand up and gets hit by a bullet, he falls in a way as if he was previously standing. The transition looks very abrupt and immersion-breaking. Honestly, I don't know how to fix this. Maybe monitor a unit's status and prevent animated fall from interfering during the unit's standing-up animation? Or, if the game has "falling from crouched position" animation, it could be used when a unit is in the standing-up phase... PhysX ragdoll: The PhysX enabled object seems to block bullets, which makes the falling unit invincible for a very short amount of time. The result comparison in the video is quite clear: no one should be able to take three rounds of 9.3mm on the chest and survive... Since I'm now using setunconscious fall, the PhysX glitch is no longer a problem to me. However, the animated fall transition problem is still prominent when using pistols or shooting 5.56 at heavily armoured units. #CSATLivesMatter No VR Entities were harmed in the making of this video...
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