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May 10 2016

Sniperwolf572 added a comment to T67732: callExtension freezes game until .dll fully exit.

Closing on request.

May 10 2016, 3:30 AM · Arma 3
Sniperwolf572 added a comment to T67365: Shoothouse 'lean' walls collide with bullets..

Confirmed.

May 10 2016, 3:17 AM · Arma 3
Sniperwolf572 added a comment to T67338: Rangfinder/Binocular will be equiped as handgun when prone.

Confirmed.

May 10 2016, 3:16 AM · Arma 3
Sniperwolf572 added a comment to T67336: Reload animation of rifle not as it should be.

I'm leaving this as reviewed and related to instead of closing it as a dupe of tactical reload feature request due to the fact that some kind tactical reload could be implemented without changes to animations.

Different animations would certainly be a nice touch.

May 10 2016, 3:16 AM · Arma 3
Sniperwolf572 added a comment to T67336: Reload animation of rifle not as it should be.

Ok I see. Can you be more specific which weapons does this affect? "Weapon" is pretty generic for repro purposes.

May 10 2016, 3:16 AM · Arma 3
Sniperwolf572 added a comment to T67313: No gibs in latest installment.

I'll take that as everything is working as expected. As for the blood mist, you can create a new ticket for that. :)

May 10 2016, 3:15 AM · Arma 3
Sniperwolf572 added a comment to T67313: No gibs in latest installment.

There currently seem to be two types of "blood splatter" in the game:

  • The regular "blood" that you see when a unit gets shot
  • The "chunks of meat" hit effect that you see when a unit gets shot with a high caliber weapon

Is the second effect what you refer to as "gibs" and you think has gone missing? It's still in the game, grab a sniper rifle and shoot someone with it and you should see it.

May 10 2016, 3:15 AM · Arma 3
Sniperwolf572 added a comment to T67054: Unable to tactical-pace with iron sight.

Duplicate. Fixed in a future build.

May 10 2016, 3:05 AM · Arma 3
Sniperwolf572 added a comment to T67051: Range Master not able to throw grenades.

Confirmed

May 10 2016, 3:05 AM · Arma 3
Sniperwolf572 added a comment to T67047: MX SW Rifle: Fire modes different with and without suppressor.

Confirmed.

May 10 2016, 3:05 AM · Arma 3
Sniperwolf572 added a comment to T67041: [0.59.105679] Rook 40 vertical recoil animation missing.

Happy to report that this has been fixed. :)

May 10 2016, 3:04 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T67041: [0.59.105679] Rook 40 vertical recoil animation missing.
May 10 2016, 3:04 AM · Arma 3
Sniperwolf572 added a comment to T67041: [0.59.105679] Rook 40 vertical recoil animation missing.

Added a video to the additional information to show the issue.

May 10 2016, 3:04 AM · Arma 3
Sniperwolf572 added a comment to T67027: Outlandish zeroing options for SOS backup sight.

Confirmed.

May 10 2016, 3:04 AM · Arma 3
Sniperwolf572 added a comment to T67001: (Since update 0.58) Right click cancels combat pace toggle.

Duplicate. Fixed in a future build.

May 10 2016, 3:03 AM · Arma 3
Sniperwolf572 added a comment to T66994: OPFOR squad leader incorrectly named and ranked.

Duplicate. Fixed in a future build.

May 10 2016, 3:03 AM · Arma 3
Sniperwolf572 added a comment to T66571: [0.57.105093 Dev] Reloading while stance adjusting alters reload time of weapons.

The reload sounds and anims are still not in sync and the sounds are played and finished early, but this no longer gives the player an unfair advantage by making the reloads shorter so I'm considering this fixed.

May 10 2016, 2:47 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T66571: [0.57.105093 Dev] Reloading while stance adjusting alters reload time of weapons.
May 10 2016, 2:47 AM · Arma 3
Sniperwolf572 added a comment to T66543: Construction site leaves no ruins after explosion.

It also seems to have a very low health value, you can destroy it by driving onto the first floor between the pillars with a Panther.

May 10 2016, 2:45 AM · Arma 3
Sniperwolf572 added a comment to T66388: can't drive or get in boat.

Closed it for you. :)

May 10 2016, 2:39 AM · Arma 3
Sniperwolf572 added a comment to T66371: Lighting.

Both of your issues in this ticket are duplicate. One issue per ticket please.

May 10 2016, 2:39 AM · Arma 3
Sniperwolf572 added a comment to T66342: Grenade Launcher White Flares look like a white circle.

It's no longer a solid blob, but it still looks bad.

You can now also observe the dimensions of the texture plane as the texture abruptly stops with sharp cutoff as seen in the screenshot below.

http://i.imgur.com/Qm8Ddjj.jpg

May 10 2016, 2:38 AM · Arma 3
Sniperwolf572 added a comment to T66342: Grenade Launcher White Flares look like a white circle.

Gugla, the flares are referred to here as the ammunition type not the type of visual effect they produce. :)

Flare = ammunition (in this case)
Ugly effect = Volume point light

May 10 2016, 2:38 AM · Arma 3
Sniperwolf572 added a comment to T66204: disableCollisionWith has no effect.

Confirmed.

I distinctly remember trying this with two hunters in the early alphas and the engine respected the "disableCollisionWith" between two of them.

The documentation and neokika's comment on the forum also leads me to believe that this is a bug.

May 10 2016, 2:32 AM · Arma 3
Sniperwolf572 added a comment to T65483: [Alpha 0.55.103960] Tactical pace + stance adjust prevent standing up during movement.

This issue has been resolved.

May 10 2016, 2:00 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T65483: [Alpha 0.55.103960] Tactical pace + stance adjust prevent standing up during movement.
May 10 2016, 2:00 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T65482: [Alpha 0.55.103960] During left movement in pistol prone stance adjust left, primary weapon is not moving with the player.
May 10 2016, 2:00 AM · Arma 3
Sniperwolf572 added a comment to T65308: attachTo House looses geometry and roadway lods.

I'm unable to verify this by creating new objects, so I tried it out with two bunkers in the editor.

The results were that the roadway lod seems to be gone and the entire geometry, while present, seems to be really...soft.

Can you please try this again and let us know of your results? I have a suspicion that different types of simulation and simulation inheriting seems to be the root cause of this.

May 10 2016, 1:55 AM · Arma 3
Sniperwolf572 added a comment to T65046: Dev build MXM rechambered for 6.5 mm but still using 7.62 mm suppressor.

Confirming that MXM now uses 6.5 mm suppressor instead of the 7.62 mm.

As for the magazines, the 100 round mag still lists MXM as a compatible weapon but it can't be loaded onto MXM.

May 10 2016, 1:45 AM · Arma 3
Sniperwolf572 added a comment to T64865: Can't use gun when dropped in water while carrying pistol.

Confirmed.

May 10 2016, 1:39 AM · Arma 3
Sniperwolf572 added a comment to T64244: screenToWorld, eyeDirection do not return useful y-axis (height) components.

I've noticed that if you have a weapon eyeDirection vector is tied to the weaponDirection, unless you turn on freelook, at which point it becomes relative to the weaponDirection.

It would be nice to be able to get the current camera vector.

May 10 2016, 1:18 AM · Arma 3
Sniperwolf572 added a comment to T63992: Ifrit mirrior picture is vertical not horizontal.

Duplicate of #0002367.

May 10 2016, 1:08 AM · Arma 3
Sniperwolf572 added a comment to T63522: IR flares still shine without NV goggles.

Confirmed, I've updated the repro steps to be more clear.

May 10 2016, 12:43 AM · Arma 3
Sniperwolf572 added a comment to T62688: New scripting command request: setActionTitle.

Does this do the same thing? https://community.bistudio.com/wiki/setUserActionText

May 10 2016, 12:11 AM · Arma 3

May 9 2016

Sniperwolf572 added a comment to T61411: The ingame world is not preloaded in the editor at any point, resulting in painfully long loading times when using "Preview".

I believe that this issue is a duplicate of http://feedback.arma3.com/view.php?id=95 (read the notes).

TLDR version is that this will only happen if the players unit is armed with MX series of rifles or SDAR. Try spawning as OPFOR rifleman (which is armed with the Katiba instead of the MX/SDAR), which should result in a speedy load.

May 9 2016, 11:05 PM · Arma 3
Sniperwolf572 added a comment to T60909: Ingame and menu UI needs to be adjustable for eyefinity users.

The game now implements user customizable positions for interface elements.

Please confirm that this solves the problem as I do not have access to the multimonitor setup.

May 9 2016, 10:34 PM · Arma 3
Sniperwolf572 added a comment to T58670: Ingame UI on multimonitor setup is partially obscured by Monitor Frame.

The game now implements user customizable positions for interface elements.

Please confirm that this solves the problem as I do not have access to the multimonitor setup.

May 9 2016, 3:25 PM · Arma 3
Sniperwolf572 added a comment to T58670: Ingame UI on multimonitor setup is partially obscured by Monitor Frame.

Thanks for the images! :)

May 9 2016, 3:25 PM · Arma 3
Sniperwolf572 added a comment to T58474: [Steam Alpha 0.5.102571] Reloading Mk200 while prone causes an animation error.

Fixed as of 0.55.103960

May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58474: [Steam Alpha 0.5.102571] Reloading Mk200 while prone causes an animation error.
May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58473: [Steam Alpha 0.5.102571] Inventory not accessible while swimming and diving.
May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58471: [Steam Alpha 0.5.102571] Destroying items via right click when inventory is full.
May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 added a comment to T58469: [Steam Alpha 0.5.102571] Transition from prone to upright sprint while unarmed causes visual sliding.

This has been resolved, there is no more visual sliding as the unarmed character no longer moves during this type of stance transition.

May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58469: [Steam Alpha 0.5.102571] Transition from prone to upright sprint while unarmed causes visual sliding.
May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 added a comment to T58469: [Steam Alpha 0.5.102571] Transition from prone to upright sprint while unarmed causes visual sliding.

10-04-2013 changelog states this was fixed, unfortunately I can still reproduce it with the exact same steps in the 0.55.103960

May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 added a comment to T58468: [Steam Alpha 0.5.102571] Unable to "Prone-sprint" while unarmed.

Noticed that this has been fixed in 0.57.105125.

May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58468: [Steam Alpha 0.5.102571] Unable to "Prone-sprint" while unarmed.
May 9 2016, 3:16 PM · Arma 3
Sniperwolf572 added a comment to T58463: Better support for binding modifier keys with mouse buttons / wheel.

Can't edit the issue, the second pair of bindings that link to specific tickets were supposed to be:

Ctrl/Shift/Alt + Mouse 4/5

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58463: Better support for binding modifier keys with mouse buttons / wheel.
May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58462: [Steam Alpha 0.5.102571] Second loading always the same duration.

This is also no longer an issue on "arifle_SDAR_F" as of 0.53.103342.

As far as I'm concerned, this can be closed as fixed. :)

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58462: [Steam Alpha 0.5.102571] Second loading always the same duration.

This is no longer an issue on "arifle_MX..." series of rifles as of 0.51.103078.
It is still an issue with "arifle_SDAR_F".

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58462: [Steam Alpha 0.5.102571] Second loading always the same duration.

In addition to all "arifle_MX..." weapons, "arifle_SDAR_F" also causes this issue.

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58462: [Steam Alpha 0.5.102571] Second loading always the same duration.

Update on this. This seems to be actually related to the weapon the unit has, specifically the MX series of rifles.

Updated repro steps:

  1. Open editor
  2. Place yourself as Civilians > Men > Civilian
  3. Preview
  4. Observe that the second loading of the loading bar is very short
  5. Return back to the editor
  6. Edit Civilian you created
  7. Add the following to the initializiation field: this addWeapon "arifle_MX_F"
  8. Preview
  9. Observe that the second loading of the loading bar takes around 15 seconds
  10. Return back to the editor
  11. Edit the Civilian you created
  12. Clear the initialization field, replace with the following: this addWeapon "arifle_Khaybar_F"
  13. Preview
  14. Observe that the second loading of the loading bar is short again
May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58462: [Steam Alpha 0.5.102571] Second loading always the same duration.
May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58461: [Steam Alpha 0.5.102571] Weapon muzzle flashes too dim at dusk.
May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58461: [Steam Alpha 0.5.102571] Weapon muzzle flashes too dim at dusk.

As of 0.57.105125 this seems to be fixed. Muzzle flashes are bright and cast light in all conditions.

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 added a comment to T58460: [Steam Alpha 0.5.102571] Parallax sights dim during night time.

As of 0.57.105125 parallax sights are clearly visible in all lighting conditions I've tested.

While they still exhibit change in brightness when illuminated by other light sources (most notably, own flashlight), for the purposes of this ticked I consider the issue fixed.

May 9 2016, 3:15 PM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T58460: [Steam Alpha 0.5.102571] Parallax sights dim during night time.
May 9 2016, 3:15 PM · Arma 3