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Roddis

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Everything posted by Roddis

  1. It's quite unrealistic to have an external view at all (AKA 3rd person)!!!
  2. Roddis

    Grass concealment and stances

    To celebrate the Splendid step ahead on this aspect two and an half years later!!!
  3. OMG...I have no words!!!! It look so incredible. Amazing. Surely it deal with the 2nd point on my list. Maybe the 3rd too. How can I play Arma now. Damn!!!
  4. Never seen this. Big +1. I'm even for a form of limitation about people running around with so BIG MG without any effort or great snipers maneuvering that sort of cannons like 9mm guns. So childish so stupid!!!. But sure, they are trained militaries and bla bla bla. Anycase, it is a whole other story. Immediately on your ticket!!! Ps. Maybe have a look at (completely different) mine https://feedback.bistudio.com/T124261
  5. I see more ''feature request'' in this section but feel free to relocate. My request relate to the Free Look system. I make extensive use of free look. When I move A to B I look around to spot enemy not with my character to move lateral or so (sometimes but fewer) but with free look. If I spot an enemy in free look mode, let say, at my complete right or left, to aim at him I have to release the free look button (spacebar for me) to be able to aim. In that moment the character back its visual to the movement direction it was, so I have to rotate the character to the spot i had located. In many case I lose the target or the target in the meantime kill me. To explain: Let say direction of my movement is to NORD. With free look I locate an enemy to the EAST. So I release the free look button to aim at him. In that moment my character realign its visual to the NORD. Then I have to rotate the character to the EAST to aim. TL;DR So my request is to have an option that allow my character to realign NOT the visual to the direction of the movement but the direction of the movement to the visual I have at the moment I release free look button. Ps. I know the Aiming Deadzone function but is absolutely not what I'm asking for.
  6. I can confirm and i cant believe. It seems to have similarities with ex 1.66 footsteps sound issue. I raised a ticket back in the December 8, 2016 and BIS coped it in the last 1.68. But now that!!! It seems the same mechanism. Obstacle that bad reduce some sounds!!! What are you doing with the sound engine BIS? Please dont make a mess with footsteps again in resolving this with weapon's!!! Ps I have to raise a blame on the community though. During RC phase i can never found only one person on the official vanilla server to verify massively the release. Neither no one KOTH, no one EUTW, or whatsoever big MP actors involved in the RC test. It must to be said!!!
  7. Roddis

    Release Candidate Branch Discussion

    Footsteps issues...gone; Prone to crunch issue...resolved. Zooming glitch that used to be with 32 bit, even with my 6700k, 980Ti OC and Evo SSD...not anymore!!! Thanks BIS, I cant wait for the 1.68. Good work for me!! You deserve JET DLC to be purchased even if I never, and will never, fly one.
  8. Roddis

    Release Candidate Branch Discussion

    But another question. I can imagine the RC evolves first to became Main. So can I know which dev-branch's stuff is gone in RC and which is not without test it?
  9. Roddis

    Release Candidate Branch Discussion

    Thanks da12thMonkey. Is what I wanted to know.
  10. Roddis

    Release Candidate Branch Discussion

    Thanks Alberello and domokun for the replies but yes obviously I know what the RC release is. The RC builds I can imagine is based on a given Dev-branch release that is considered quite stable to go to public test. In the meantime the dev branch go on and so on. Now, at today we are on 140539 rev. in dev branch. On what Dev-branch rev the RC is based on?
  11. Roddis

    Release Candidate Branch Discussion

    At what Dev Build version the Release Candidate version is updated to? And where can I find this piece of information, without obviously download RC?
  12. Roddis

    Release Candidate Branch Discussion

    The PRONE To CRUNCH issue seems come back. It was resolved some time ago but now it seems partially come back. To reproduce, from prone position, not aiming: - While you move the mouse left or right making character to rotate, press D or S then release it. The character crunch. The W and A seems not have the issue.
  13. Roddis

    1.66 Audio issue with footsteps

    Ok sorry big news, i just receive the 1.67.139940 dev branch update. All the two issues solved in EDITOR!!! I cant be able to test the ''absence'' issue in MP with the Dev Branch, but think and hope is the same. I have to UPDATE the ticket!!!
  14. Roddis

    1.66 Audio issue with footsteps

    Dancing, my intrusion in your post now make me confused. Are you speaking about ''behind'' positioning of own footsteps, or the absence of footsteps sound in some case? Tested just now the dev branch, the ''behind'' issue still seems to be ok, solved. Not problem at all for me in Editor or MP. Absence of footsteps issue instead still persist.
  15. Yes. I agree. Its related to this too, please look No one seems to be interested to the disappearing of footsteps sound in some case. I opened a ticket too, here: https://feedback.bistudio.com/T121977 UPDATE: It seems to be solved from 1.67.139940
  16. Hi all. A simple question. What exactly does ''Reviewed'' label mean in Arma feedback tracker? What the difference with ''Assigned''? Thanks
  17. Roddis

    1.66 Audio issue with footsteps

    Ok l understand. You speaking about your own footsteps. To me it seems absolutely ok towards the other sounds, actually better in 1.66 cause they split the sound according to surfaces and speed. I don't care to hear my own weapon sound at all really and i don't understand what it would be usefull to. What is important i think is to be able to hear your surround and particularly your close surround to spot enemy.
  18. Roddis

    1.66 Audio issue with footsteps

    Sorry maquez, so a question. In the video i made some post above, are you able to hear the footsteps of the character when it run behind the corner? I have a 6700k on a z170 motherboard with its audio system and a pair of sennheiser HD598, audio setting is on 128 and i cant!!!
  19. Roddis

    1.66 Audio issue with footsteps

    I raised, the December 8. Sorry you all for my very poor English.
  20. Roddis

    1.66 Audio issue with footsteps

    Maquez i think you don't understand the point at all. The problem is that the footsteps of other people, when you are behind an obstacle or inside a building and they are outside that obstacle or building, is no more audible neither in very short distance (1-5 meters). Are not you aware of that? The 100% question is to make possible to hear the so subtle/no footsteps sound that now other character produces when they are behind an obstacle even in short proximity. My own footsteps level seems to me very adequate instead and the ''behind'' positioning issue have been solved in dev branch. I raise a new one ticket for this ''branch'' of the footsteps sound issue. https://feedback.bistudio.com/T121977
  21. Roddis

    1.66 Audio issue with footsteps

    I made some other experiments with Dev Branch release 1.67139640. In the video i set the game's effect volume at 100%. The video should be heard at full volume, so pay attention to your hears. Consider that normally, for my comfort and an adequate sense of distances i leave game's sound level to 100% but my main at 28%. I fired a couple of shots to make clear the relative level of sounds. Now, with all volumes to 100% its clear that some sound is made from the character when it disappears behind the corner. But it is so so imperceptible even at 100% that in fact, when the level of sounds its in a normal way, the sound doesn't exist at all. THAT COMPLETELY DESTROY MY GAME EXPERIENCE cause my style is not to run and gun but be stealth and stay alert about the surround. I dont want an unnatural level of footsteps sound, that in fact was first in the opposite way maybe, but IRL i think that a running person just behind a corner at 1 meters to me have to make a way loud effect. I think that definitively all other sound is great (with little reserves), and the footsteps rework is good in principle, but the RUNNING level of footsteps, at least in short proximity (2-7 meters i say) should be increase on all surfaces and stances.
  22. Roddis

    1.66 Audio issue with footsteps

    Moreover that. I had problem to hear people just around me if i am in a building. The problem is in that video i made i think. It seems they added some kind of layer that introduce a sound reduction from obstacle, very good in principle. But it is too heavy, too clear-cut. In fact it corresponds to the video. When the character disappear behind an obstacle, the sound disappear too. Very very bad.
  23. Roddis

    1.66 Audio issue with footsteps

    1st person. I do not even know the key for the 3rd!!!
  24. Roddis

    1.66 Audio issue with footsteps

    Yes same here. For me it happen when i turn my head to see at right or left. The volume of my steps increase heavily like there were someone just behind me. Its very annoying. Furthermore, i no more be able to hear footsteps of other people on many surfaces but i dont know exactly if i have to take that like a consequence of studying to better stick with reality (ex. in turrets o cargos the volume of steps was clearly increased, and its very reasonable). I think in any case volume of running, stand or crunch, should be a little increased on any outdoor surfaces. All in all, the differentiation of footsteps' volume on different surfaces and stances is very good improvement.
  25. I think that its aged thing, but still make me crazy. In Altis/Stratis was only that little wall. Now in Tanoa i found so many situation make it to appears. I cant understand how this dont be a priority. All the time it happens it results in an immediately headshot, cause prone stance is tough situation related, and of course imediately amount of shit out of my mouth. Please look at that or explain why you get around. Ps. In the video no one time the prone to crounch is intentional.
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