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14 GoodAbout Balingr
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@Decidis https://dev.arma3.com/rc-branch RC = release candidate It's the next upcoming patch for us to test for bugs. It is not a mode / mod you just turn on and off, you'll have to patch (download) it, from Stable to RC is about 7-8 gb. ** Like every patch, server and client have to use it for them to be compatible. (can't download it to play on regular servers) **although you can have arma 3 and arma 3 RC active by downloading it (a second full arma game) to a separate folder via steamcmd.
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FPS Bug still exists in RC, tested with "Devastator_cm" mission.
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The 3FPS bug is as old as APEX itself*, we would have to roll back to 1.60 and even then it's likely that the bug is already there but less prominent. *Got it on the Island of Tanoa in one of our first missions. All files are DxDiags (?), that won't help. Devs need: procdumps captureFrame minidumps (mdmp) .rpt the most. Check the tracker for more details https://feedback.bistudio.com/T123238
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@tobur It was not "a crash" but "THE (3FPS) Bug" and because it was the editor and not any running mission it seems like a new behaviour. A crash is not the 3FPS bug per se, my game rarely crashes when encountering the bug. The (my) editor only crashes when messing up the #include in script / config, so it might be another problem you're having. @Devastator_cm The bug is happening whether I launch (mp) from editor or browser, no need to change that imo. To get dev's attention maybe post your logs in the feedback tracker. (I've done so myself linking your mission, so maybe they'll notice / react soon)
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It's know that this bug affects Vanilla Server but we need a mission that reproduces the error within a reasonable time frame. Devastator_cm s Mission is the first that I know that archives a ~80% (for me right now) chance within ~10 min of testing. *Got the 3FPS bug in Mission Editor, is that a first time or did anybody else had this?
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Got it working and FPS bug is there! (My PC was resistant and rather crashed right away than dropping frames, so it's quite a surprise) I wonder if we can recreate this in vanilla.
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Even if they don't want it, there might be other who like to test it too. So please upload and share what you've found. (thx)
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I'm trying to create a ballistic facemask for the goggle slot but struggle to make ARMA recognize the fire geometry. So I wonder whether it's possible to have a collision check for goggle type items and how it's done. What I try to create What I've tried EDIT: sry wrong forum, please move to modelling.
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[Request][Bug] attachTo doesn't follow animation (rotation)
Balingr posted a topic in ARMA 3 - TROUBLESHOOTING
What is happening: Objects attached to the player do not rotate on position change such as leanLeft leanRight or going prone. How to test this: Use the example here and attach explosives to your player. _expl1 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; _expl2 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _expl3 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ]; Now try to lean left/right and go prone, you'll notice that even thou it is attached to a memory point (which should know about its rotation?) the rotation doesn't change. What I suggest: Add the option to attach objects to the bones so they rotate according to the playing animation (This has been done in VBS already) -
" addction, dragObject, attachTo, setVariable, getVaraible, detach" - Help
Balingr replied to RyanTurner's topic in ARMA 3 - EDEN EDITOR
_object = NATO_BIS_5 getVariable ["object", objNull]; If the Object doesn't have it's variable set properly you should add a default (objNull). Just a guess. EDIT: Both functions are named "S_dragObject" that just a typo right? -
"createSoundSource" volume differs by crew position
Balingr replied to Balingr's topic in ARMA 3 - TROUBLESHOOTING
/bump Hope you guys fix the bugtracker, this Forum is obviously ill suited for bug reports. -.- -
Balingr started following "createSoundSource" volume differs by crew position
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"createSoundSource" volume differs by crew position
Balingr posted a topic in ARMA 3 - TROUBLESHOOTING
When a SoundSource is created, the volume differs for the player(s) by their crew position when the source is created and affects the perceived volume permanent! (i.e. switching seats / exit vehicle doesn't change the volume back to "normal") System: Arma 3 1.56.134787 Win 7 x64 Mods: - none Steps to reproduce: - Place FIA Offroader (the vehicle doesn't matter but they have different crew positions that are affected) - CreateSoundSource (alarm) at playerPos (remember volume for reference) - delete SoundSource - enter vehicle as co-driver (ride in back) - createSoundSource (alarm) -> Notice the difference in volume (I hardly hear the sound) - exit the vehicle -> still not the same volume as if created while player was outside the car (thus it's not the car muffling the sound) - delete SoundSource - enter vehicle as driver - createSoundSource (alarm) - switch to co-driver -> sound is muffled but still louder than when created as co-driver