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Custom radio channel do not work properly in vehicles
Closed, ResolvedPublic

Description

This issue is a very old and have been ignored several times in this bug tracker. Custom channels do NOT work as intended and is probably the soul purpose of lacking vanilla COOP public servers with massive teamplay. So this issue is HUGE.

What is it:

If you are inside a vehicle. You are unable to hear messages being broadcasted on the custom channel. If however, the man you are talking to switches another channel and speaks, then switches back. He is able to send 1 message to the man inside the vehicle. Some sort of index error is occuring when vehicle channel is added to total amount of channels i think.

This is shown in detail here: https://www.youtube.com/watch?v=Oc6cF5P6iWk {F23327} {F23328} {F23329}

Details

Legacy ID
1156316787
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Get into custom channel. Speak with a man outside. Have 3-4 seconds of pauses where no one talks(button NOT pushed) and continue talking again. You will then be unable to hear the man outside.

Event Timeline

413X edited Steps To Reproduce. (Show Details)Feb 25 2014, 5:28 PM
413X edited Additional Information. (Show Details)
413X set Category to Scripting.
413X set Reproducibility to Always.
413X set Severity to None.
413X set Resolution to Fixed.
413X set Legacy ID to 1156316787.May 7 2016, 6:02 PM
413X added a subscriber: 413X.May 7 2016, 6:02 PM
413X added a comment.Mar 3 2014, 7:25 PM

This is a very importance issue that has been ignored for far too long. None of the tickets about this issue have been assigned and this issue have been around for over a year! Our server NEEDS this functionality to enable a smooth 42 player public server experience.

It should be noted that players outside of a certain distance, ca 2km, are not able to hear eachother either, on the custom radio channels.

This counts for players spawning in at a distance, as well as players spawning close to eachother, then moving away until they reach the apparent max distance from eachother.

This only affects voicechat. As with the vehicle issue, textchat still works as it should.

I uploaded another test mission (OUT_radioTest_02.Altis.pbo) wich will allow for testing this aswell.

413X added a comment.Mar 5 2014, 10:24 PM

Should be worth noting. This issue is still active even after todays major patch

413X added a comment.Mar 17 2014, 11:25 AM

The ticket is getting fairly old, hopefully you have not thrown it in the bin. It is still very important and needed on all public servers of arma...

Iceman added a comment.Apr 2 2014, 2:11 PM

Hello guys,

thank you for your report. We confirmed this issue and it has been assigned.

413X added a comment.May 14 2014, 2:06 AM

Guys! Its been like 3 months! Can you PLEASE fix this GAMEBREAKING bug for us?

413X added a comment.Jun 1 2014, 3:28 PM

Guys! Seriously! What the fuck are you doing? How are we suppose to enjoy your game properly when we constantly have to deal with such annoying bugs. We are simply asking for a functional VOIP in a game that is designed for coop realism war simulator. It is sort of the first thing that should be prioritized. You fix random shit like "Animals running into player cause injury" and "Stars are enormously big". When a core mechanic is so fucking broken that all players are forced go to vast lengths in order to just simply play the game.

I watched the release party stream that you guys hosted for the Zeus. It was quite amusing to see you guys trying to pull of that off without mods. With only 3 sections you had both the side and command channel spammed with chatter. And that was what? 20-23 players? I want to you to try imagine 40 players go about doing the same thing in one single channel, the command channel. Its not as if this fucking issue is a big deal. All the functionality is there. By just looking at it, its probably the array of radio channels that goes off by one.

This exact ticket has been added multiple times since the release of the game. This ticket alone is over 3 months old. So could you PLEASE fix this bug that is causing such huge misfortune for us all?

Lux0r added a comment.Jun 1 2014, 3:56 PM

Fully agree with 413X. Before you fix minor bugs like the size of stars or adding DLC like Arma Karts (wtf have karts to do with a military simulation???), you should get the basic functionality to work! One of the most important things for a good multiplayer is the communication. The predefined channels work fine, but the custom added channel have this major bug. Since the functionality is already implemented in the game, it's probably just a small error in your code and should be easy to fix. So set this ticket to high priority and fix it asap!

COMMUNICATION IS A CORE FUNCTIONALITY!!!

  1. Calm down, nobody will take you serious if you overreact to everything.
  2. It could very well be the array that goes off by one, but you don't know that so stop assuming this is a simple fix. Games are made up of many components and it could easily be the case that there's more to account for here.
  3. Yes, core functionality like this should be fixed but it seems like you guys have no idea how the process of game development goes.
  4. Lux0r, get your information correct before making a fool of yourself talking about it. Go read up on the DLC.
  5. This bug is in no way similar to a visual bug like that. Do you really believe those bugs are taking attention away from this?
413X added a comment.Jun 1 2014, 6:12 PM

SilentSpike.

  1. This issue has been around since start of arma 3. The gamedevs have ignored multiple tickets and assigned it months ago. I have bumped the ticket every so often. So is it really too much if i overreact after over 3 months of ignoring a critical bug?
  1. I am game developer programmer myself and there is nothing in this issue that sounds even remotely time consuming. Even if there are multiple components that would be fucking around, it is probably better to start fucking solving them now rather then later. For crying out loud, not even acre and tfr is without bugs. Which pretty much means there is no voip at all that is working as intended.
  1. I got extremely good insight in process of creating a game. I created games myself. Clearly, you are the one who does not understand how game company works.
  1. As much as the DLC was a on a game devs spare time. It is still taking up alot of time from the developers when they actually do work. If you were to take the Zeus DLC for example. Im really glad the added it. But since release, they have had to fix all the bugs that Zeus itself brought into the game. Which have let everything before the release still untouched and still bugged.
  1. As previous stated it clearly fucking are. Why else would they have skipped this issue? Although most bugs in this bugtracker isnt visual bugs, there is still a whole bunch of low prio stuff that they are doing. I could continue giving examples of low prio stuff but i dont think it would do any use.

I understand the frustration, but yes, overreacting is never the answer. At the end of the day it is a game and it's not worth getting upset over.

If you are a game developer yourself (as you claim) then I'd expect you to understand the developers point of view in this whole process. You're jumping to multiple conclusions that you have no evidence to support and it's not helping anyone. (In fact, the evidence is against you on the Zeus DLC taking up development time. That's being managed by a very small portion of the team that you can count on one hand).

Also, look up psychological projection because you've just exhibited a classic case of it.

If you want to be constructive in regards to this issue then go and bring it up somewhere where it is more likely to be seen by a developer to refresh their memory on it. Just because it's assigned doesn't mean it's being actively checked and the issue tracker is full of issues which means it's easy for each individual one to be overlooked in the sea of the rest.

413X added a comment.Jun 1 2014, 6:51 PM

Did you even read what you wrote or are you just that stupid?

"overreacting is never the answer"

Just because I used the word "fuck" does not mean I am automatically overreacting. Having a gamebreaking bug that makes it literally impossible to having coop games with more than 20 people is what a game community should say as unacceptable.

"At the end of the day it is a game and it's not worth getting upset over."
Yes... It is a game. I quit Arma 3 for 2 of these months waiting for this issue to be resolved. I played Dota 2 instead. Great community. They actually fix their bugs. Then again, if Bohemia could fix their own shit, I could probably enjoy theirs as well.

"I'd expect you to understand the developers point of view in this whole process."

Yes. Fuck the players, have them play Dota 2 instead. Lets fix some bugs that no one would even look twice to notice to satisfy some altis life players.

"In fact, the evidence is against you on the Zeus DLC taking up development time. That's being managed by a very small portion of the team that you can count on one hand)"

So how come there has only been Zeus bugs been resolved for the past months? It is only now they actually start doing shit again.

"Also, look up psychological projection because you've just exhibited a classic case of it."

Really? Im trying to get some people to acknowledge the existence of a critical bug and you are going to freud on me. I mean really?! GTFO

"If you want to be constructive in regards to this issue then go and bring it up somewhere where it is more likely to be seen by a developer to refresh their memory on it. Just because it's assigned doesn't mean it's being actively checked and the issue tracker is full of issues which means it's easy for each individual one to be overlooked in the sea of the rest."

Are you serious now?! You have been arguing this entire time of me being overdramatic and then you go saying that im not being dramatic enough. You want me to go to reddit and cry there as well rather in the ticket in the proper forum?

Just get the fuck out dude

Well...I expected a rational response, but okay then. I'm not here to argue, I've already voted the issue up and made it clear that I understand the frustration. Just trying to promote actual constructive discussion instead of blatantly over-dramatic reactions.

If you want to continue wasting energy then fine by me.

Iceman added a comment.Jun 2 2014, 9:33 AM

Hello,

thank you for your discussion. This problem was not forgotten. Actually, we spent quite some time on in last week. However, the issue is far more complex than it might seem. Fix is on the way. I understand that it truly does cause inconveniences, on the other hand it is not an excuse for insulting other in the discussion. @413X, please be so kind and try to keep the discussion civil and polite so I do not have to ban you.

Thank you.

413X added a comment.Jun 2 2014, 12:07 PM

Was trying to cause a reaction from atleast someone, even if it is just a moderator. It is like talking to a brickwall in these kinds of forums. But thank you for the update! It is most appreciated. Good luck in resolving this issue

Can you guys please retest on Steam Dev revision 124795 and higher?
Thank you.

413X added a comment.Jun 2 2014, 1:25 PM

As soon as you updated the new devbuild to the steam servers we will do a full radio check and report the results

Iceman added a comment.Jun 2 2014, 1:28 PM

Thank you very much!

Kumeda added a subscriber: Kumeda.May 7 2016, 6:02 PM
Kumeda added a comment.Jun 2 2014, 3:07 PM

wow cool .. so it is time to work on my skripts again ^^ ..if I find the time XD

413X added a comment.Jun 2 2014, 3:43 PM

Tested alot of various stuff and it all worked. Great job! Now we just have to wait for this patch to be released :P:P:P

Iceman added a comment.Jun 2 2014, 3:45 PM

Thank you for confirmation.

Cenwulf added a subscriber: Cenwulf.May 7 2016, 6:02 PM

Thanks ever so much Iceman! Really glad this bug has been resolved.

Lux0r added a comment.Jun 2 2014, 4:01 PM

Yes, finally it's fixed :D

Thanks!

Lux0r added a comment.Jun 15 2014, 5:18 PM

It seems that Outlander was right, the custom channels are only working in 2km range. Is this a bug or on purpose? If it's a bug: fix it please. If its on purpose: Is it possible to remove this restriction... maybe with a parameter or a command? Some help/info would be really appreciated.

413X added a comment.Jun 15 2014, 5:58 PM

Lol Luxor. Ive told you already. It has have been resolved in development. We even tested it. They just havent shipped the patch yet. Reference; http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page30

124795: Fixed: Voice-Over-Net: Custom channel volume based on distance

This specific issue was solved backend. But the distance change apparently needs to be sent through a patch.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.